Hidden 10 yrs ago Post by Meeky
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Having looked at other posts and also at faction stats, I think I may increase the size of the Black Suns fleet, and possibly split it into three fleets. I'll wait to see if my application is otherwise acceptable, though.
Hidden 10 yrs ago Post by A-Traveller
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@Meeky:
Your faction looks great. Increasing the size and number of your fleets is permissible. Assuming you don't go overboard, the Black Suns are accepted as of now. Looking forward to seeing them in action.

@Theodorable:
Yes, it's still open. Your faction looks like it's coming along nicely.
Hidden 10 yrs ago Post by Isotope
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Well my numbers are based on the fact i only have two military ship classes because there was never a need for anything other than a powerful ship to ship combat vessel.
Hidden 10 yrs ago Post by Meeky
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I'm working on a post now. I should have one ready by the end of today. My first post should involve a brief bit of backstory that I discussed with another player.

Numbers aren't important to my coming post, but as far as those go: I think I'm going to boost my total ship numbers from 50 to 150, with one fleet of 70 and two fleets of 40.
Hidden 10 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Are we supposed to actually have fleet numbers? Even scaled back from what they are normally portrayed, the Synchronicity maintain rather large fleets =/
Hidden 10 yrs ago Post by Sauron The Dark Lord
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Sorry I've not posted my WiP CS because I've been studying for my Theory test for my drivers license, of course I failed it and my next scheduled test is during summer.
Hidden 10 yrs ago Post by HounderHowl
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Hello ill be posting tomorrow because I should only be working 10s. And not 14s c:
Hidden 10 yrs ago Post by Isotope
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Alfhedil said
Are we supposed to actually have fleet numbers? Even scaled back from what they are normally portrayed, the Synchronicity maintain rather large fleets =/


Well i only have three planets and have not fought more then minor rebellions for centuries so i would inevitably be on the low end. I operate 66 active ships spread over three planets, with 80ish more crappy ones in a mothballed state

So if that is on the low end your rather massive faction seems to have adequate numbers. Not every faction is a superpower, yours seems to be one. Thats good since we need one it two.
Hidden 10 yrs ago Post by Alfhedil
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It's not so much that they are massive, it's more so in that they have no resources dedicated to ground-pounders. The only military force in the Synchronicity is their fleet, meaning that they operate in larger battle-groups than the average faction would.
Hidden 10 yrs ago Post by AlienBastard
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I apologize for inactivity.

I got swamped with shit loads of work this week. Still have interest in the RP, and to show it here's a doodle of what the hell a qvkr is:



A bit crude, but gets the basic plan across. Needless to say, the qvkr tend to use synthetic avatars when interacting with other races for reasons all too obvious.
Hidden 10 yrs ago Post by Theodorable
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My application is largely finished!
Hidden 10 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Theodorable said
My application is largely finished!


A question. How is it that the Graal have made contact with the Synchronicity, when the Synchronicity largely do not travel beyond their nebulae, which is largely uninhabited and filled with older stars as well as neutron stars and the like? I don't mind if you want to start the RP off hostile with my own faction, but there should at least be some viable reason to it. The Synchronicity would venture beyond the Dead Stars to attack another faction, nor would they even wage a war with another faction at all, so if you have ideas as to why the Graal are hostile towards the Synch, I would very much like to hear them =D
Hidden 10 yrs ago Post by Theodorable
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I can change it, my bad. I was trying to review a slew of applications to find the viability on whether the Graal would have met them or not.
Hidden 10 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Theodorable said
I can change it, my bad. I was trying to review a slew of applications to find the viability on whether the Graal would have met them or not.


All's cool, I just thought I would inquire, I was mainly curious about it. There's always room for interaction in the near-future depending on where your civ has been placed ^_^
Hidden 10 yrs ago Post by Sigma
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Where will you be placed by the way?
Hidden 10 yrs ago Post by Theodorable
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1908, 1909, 1910. 1808. 2008, 2009. Those.
Hidden 10 yrs ago Post by Isotope
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Hop on IRC if you would, i is all lonely :P

But MAN is center getting clustered.
Hidden 10 yrs ago Post by Sigma
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Thought I lend a hand and update(ish) the map.(although terminal is missing, sorry about that)

More to help A-Traveller with locations when he updates the map himself.
Hidden 10 yrs ago Post by Theodorable
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I can create a much more visceral map for the 'geopolitical' landscape if anyone wants one? You could use that map as well, it'd just be for funsies.
Hidden 10 yrs ago Post by ASTA
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So, I decided to go back on my old nation idea and just go with this one instead. It's a WIP (filled with unfinished sentences and the like. You've been warned.)

Faction Name: The Hoarfrost

Faction Type: United Tribalistic Society. Suffice to say, the vast majority of the planet is ruled by a single woman named Alva, who is widely regarded as a divine being on account of her ability to 'telepathically' communicate with (and control) Calder’s three 'moon' defense stations and the orbital ring-shaped space station that encircles Calder. Her far-reaching influence has permitted Alva to take extensive measures to retard the cultural, economical and technological growth of Calder’s general Hoarfrost population in an effort to safeguard her quasi-state of self-recognized godhood, only gifting knowledge and benefits to those that she knows pose her no immediate threat. Though her efforts have been extensive, the majority of Hoarfrost hold claim to at least 'some' latent skill with machinery and an ever-growing wariness of Alva.

Underneath her lies the Keep Chieftains, leaders of specific Calder-native 'House Clans' that control

Scale and Territory:

Calder is a



All of Calder's surface cities have been abandoned--a direct and proactive response to the decreasing temperatures of the surface. At present, only environmentally-sealed vehicles designed for low-temperature surroundings allow for safe journey across Calder's brutal surface. Interestingly enough, the ice has preserved the Cities of Old, with the electromagnetic monorails, city transit systems and office buildings having held on to their old outward appearances (for the most part at least). Beneath these cities lie the Ever-Keeps, vast subterranean 'bunkers'

Species:

The Hoarfrost are a subset of Mankind that have utilized sophisticated genetic augmentative procedures and powerful bionics to give their bodies the capacity to survive on their homeworld of Calder. Because of Calder's elevated density and mass (and due to their cybernetic implants), Hoarfrost men and women are physically powerful, while the hardships regularly placed on their species has given them staunch mental fortitude. Though seemingly made out to shine as standard foot soldiers, their true prowess lies in their natural capacity to work with most types of machinery, with even the most uneducated Hoarfrost citizen boasting laymen-level knowledge on many types of

Bestia Mechanicae—or Beast Machines as they are commonly christened (though sometimes labeled as ‘Titan Kin’, ‘Kaiju’ or ‘Great Walkers’)—are a synthetic species of titanic, semi-sapient assault walker native to the frigid world of Calder, each one sitting upon four heavily-built legs, displacing thousands of tons and standing more than one-hundred feet in height. A hefty reinforced endoskeleton--of which comprises an amalgam of whirring servomotors, artificial muscle, hissing hydraulics, and rudimentary electrical systems shielded by a cocoon of cutting-edge hardened composite materials, electrically-charged armor plates and plasma fields--gives a Beast Machine the power of autonomous locomotion.

Beast Machines are the absolute pinnacle of weapons technology on Calder, each one more than capable of not only obliterating ground-based targets (such as marauding armies, other Beast Machines and entire cities) with appalling simplicity, but also training their siege-grade projectile and directed-energy weapons systems upon void-based targets as well. Befitting of their lethal intentions, Bestia Mechanicae share an aesthetic likeness with Terra-native smilidons, dire wolves or other predatory feline or canine quadruped organisms, while their redoubtable appearances are often augmented by an abundance of tribalistic stencil designs, war trophies from kills scored against enemy Bestia Mechanicae and/or other ultraheavy vehicles, or scores of fragmented bone native to the bodies of felled light infantry.

Though feared for their capacity to bring peerless destruction upon surface cities and armies alike, Beast Machines are respected by the people of Calder for their iconic displays of strength and their truly notorious martial prowess, but they are also loathed for their tendency to become incredibly unruly and agitated when separated from their Ringmasters for lengthy periods of time or if they feel that they have been wronged. This type of rash and unreasonable behavior (in addition to recent archaeological findings beneath Calder’s icy surface) has led many of Calder to believe that Bestia Mechanicae are the direct decedents of the Great Wolf Fenrir—or at least based off of a truly ancient type of Beast Machine that bears his physical facade.

Rex Oceanus, or Sea-King, is the designation given for any one of four

Culture:
History: Not all human colonies and terraforming project end in success. Calder is one such world

Technology:
Weapons technology:

Laser weaponry: Many laser spectrums are used on Calder, though the x-ray, gamma ray and ultra-violent spectrums are perhaps favorites by Chieftains and their Beast Machine partners for their excellent anti-vehicle and anti-personnel capabilities.
Particle weaponry: Being of both the charged and neutralized variety,
Plasma weaponry:

ETC weaponry: With the advent of superior personnel and vehicle armor came a need for a successor to solid-propellant projectile weapons. Electrothermal chemical technology, though largely falling into disuse due to is growing obsolesce in the face of
Missiles: Calder missile technology has largely remained unchanged for hundreds of years

Military Forces:

Each Ever-Keep on Calder normally possesses a small standing force of several hundred thousand men and three to five Bestia Ma
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