Hidden 7 yrs ago Post by Circ
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The Network has been accepted.
Hidden 7 yrs ago Post by Zyamasiel
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OP

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Network approved
Hidden 7 yrs ago Post by Pyromaniacwolf
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Pyromaniacwolf Edgy Character Maker

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Okay here's the group submission for the Cult of Lycholme, it has the minimum 5 members needed and I hope I haven't missed anything else.
Hidden 7 yrs ago Post by Circ
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The Lycholme Cultists accepted.
Hidden 7 yrs ago Post by Silvan Haven
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Silvan Haven Interstellar Paladin

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Hahah! Finally!

The Kindred are ready for judging.

The Kindred
Name: The Kindred (Kin is the informal version of the name and what members normally refer to themselves as.)
Graphic: Give me a week or two and a working computer.
Motto: "Light up the night."
Leader: Eldest One Yoshun Mah

The Kindred are led by a series of Elders, running up through Elder, Senior Elder, High Elder, Grand High Elder and Eldest One. Each rank up is in charge of an increasingly larger area of of Kindred

Yoshun Mah is an old Kinborn Human and a lifelong Kindred. Born on Home and with a distinguished service record, he is a well liked and respected leader.

Description: The Kindred have been around for a long time. Longer than all but the eldest of nations currently inhabiting the stars. Yet even so they lack the vast swaths of territory one would normally expect of such an ancient group. No, instead they claim few if any stars and a bare handful of planets scattered throughout the galaxy. Many of them in territory long since fallen within the borders of proper star nations.

In fact, the Kin have more in common with a humanitarian organization or religious order than they do with a nation state. Rather than try to expand their borders or acrue power and resources the Kindred have a single overarching goal.

Make the universe a better place.

How that is done is left mostly up to the individual. They could be a school teacher on a normal metropolitan planet or a paladin fighting monsters from the depths of Hell. As long as someone has that goal in mind they will be accepted as Kindred.

Not unexpectedly for such an organization, the Kin can be found just about anywhere. Their extensive aid experience and status as a non-state actor ensures that they are welcomed at least at the local level. Where they come as an organization rather than individuals they run hospitals, soup kitchens and schools. Or safe havens and crime free zones in the less friendly areas of the galaxy.

Goals: To make the universe a better place. Kids shouldn't have to go hungry at night, everybody should have a roof over their head and nobody should have to worry when something goes bump in the night.

Unique Abilities:
The Soul Bond

A mystical link that binds all Kin together. It's a large part of why they have stayed on the side of light for so long. When a person agrees to become Kindred their soul is permanently linked to Yahnweh's Hearth.

A brand new Kin can detect other Kindred and has a basic level of empathy with nearby members of the group. More experienced members can share thoughts or energy with other Kindred.

The Soul Bond holds many secrets and abilities for those that wish to explore its depths. It is not without flaw though. While the bond can never be severed, distance can cercaintly blunt its effectiveness. Most Kindred are limited to communicating on a planetary scale or lower. In addition, it is purely a link between Kin. None of the Soul Bond's abilities are capable of directly effecting those outside the link.

Magitech

The Kindred have seen and learned a lot in their long stay among the stars and have long since figured out how to merge magic and technology. They may not be the only ones to do so but they are undeniably masters of the art. You want a gun that never runs out of bullets? Maybe a healing field powered by an antimatter reactor? The possibilities are near limitless.Unfortunately for the more impulsive and starry eyed Kin there is no such thing as a free lunch. Magitech isn't easy and the places with sufficient infrastructure and talent are often few and far between.

Each request for the mystical technology is looked over by Kindred Elders who decide if the time and resources needed aren't better spent elsewhere. The galaxy is a big place after all and everybody needs something. Most production capacity is directed towards big ticket items like ships and heavy equipment. Which means that individual Kin are usually limited to a single personal item to help them in their tasks.

Territories: The Kindred have innumerable missions, compounds and bases throughout the galaxy. Most of them have been bought or leased from the local government in much the same way a company or nonprofit organization would.
You can't operate on a galactic scale for very long without proper infrastructure though. So scattered across the stars are planets that the Kindred settle and claim as their own.

Bastion Worlds.

Planets with hundreds or thousands of years of history behind them. These are where equipment and infrastructure too large or sensitive to be placed in a local mission are kept. Both a rest stop for weary Kin and a tasty target for greedy neighbors they are as heavily defended as one can make them without turning the entire system into a fortress.

Critical Point: Yahnweh's Hearth

A large white crystalline sphere that glows with a soft golden light. Said to be divine in origin it is the single most important item the Kindred hold. It is the loadstone of the Soul Bond. To lose it would be to lose the Bond, with predictable results.

Critical Point: Home

A Dyson Sphere hidden somewhere along the upper edge of the galactic disk. In eons past this was where the Kin were founded. A god or divine spirit of light swept up a fleet of refugees and deposited them in the system, giving them both the Hearth and what is now the group's core tenet.

Over the ages the celestial objects in both that system and several of those surrounding were converted into the shell that now encloses Home's yellow G class star. Home is now the single largest concentration of Kindred in the galaxy by orders of magnitude. Trillions of beings of different species inhabit it, the light of their souls acting as a beacon to their Kin in the rest of the galaxy. Reminding them that no matter what happens they will always have a Home.

Needless to say, most of the Kindred's infrastructure and truly powerful artefacts are here. An extremely tough nut to crack, but if it was the loss of most of their senior leadership and construction capacity would cripple such a widespread organization, if not splinter it outright.

Critical Point: Azaeil

The Bastion world closest to the United Federation of Planets. It is the main staging area for support efforts into the powerhouse. If Azaeil were to fall it would severely hamper Kindred operations in an extremely important area of the galaxy.

Allies: To be worked out.
Enemies: To be worked out.

Members:
@Silvan Haven's Characters: Fionn Harken
@Lyla's Characters: Elise and Harrell Scarlet
@coyotelovely's Characters: Nakreyya the Valheelinen Bloodivy
@Ashevelendar's Characters: William The Troll
@Arawak's Characters: Nendu Inagu Amas
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Hidden 7 yrs ago Post by Circ
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The Kindred have my approval.
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Hidden 7 yrs ago Post by Spike
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Spike Lewd Dude With Attitude

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💣 Love Bomb Piracy Front 💣

Our group sheet is complete.
Hidden 7 yrs ago Post by Circ
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💣 Love Bomb Piracy Front 💣

Our group sheet is complete.


The Love Bomb Piracy Front has my approval.
Hidden 7 yrs ago 7 yrs ago Post by Hekazu
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It is finally time for the world to recognise our presence.

Faction Sheet for Ragnarov Fleet
Name: Ragnarov Fleet
Graphic:

<Subject to change, but this will be it for now>

Motto: Explore. Expand. Exploit. Exterminate.
Leader: Fleet Legislative Council, the figurehead being the spokesman, but they have no actual power in the council as they merely oversee the process. The council gathers together the most important from each of the official government departments, the military having a higher than usual presence though. A few examples of members of the council would be the primary and secondary fleet admirals, ground operations general, head of the medical facilities and taxation overseer.

Description: The Ragnarov Fleet is not exactly the easiest to approach by outside forces. Their desperation for neverending expansion and consumption to keep themselves alive has led them to become an extremely territorial force, requiring extensive paperwork for anyone to enter the area of space they happen to govern at any given time. Their area of influence does not exactly expand, a more accurate way of describing it would be to say it moves, so while their presence might be a nuisance for some time, eventually they will have cleared themselves (and the planets they found use for) out of the way.

Given how secluded they tend to be, what most outsiders know is simply the fact that where the fleet roams, planets tend to disappear in their wake... and the fact they are very, very willing to trade for most workable metals that they themselves seem to be fervently gathering. As for how they pay, when breaking apart entire planets, one ends with surprising amounts of rare materials with a niche use...

Goals: Founded by the Scroungers, essentially for the Scroungers. The overarching goal is to manage to collect enough ferrous materials to sustain the building of exoframes for the dying race, as well as for weapons and spaceships. Thus what they seek is to take control of planets, exploit them until there remains but a husk, and then recycle the husk. Explore. Expand. Exploit. Exterminate.

Unique Abilities:
Planet harvesting
Few species take resource gathering to the extreme Scroungers (and by extension, the Fleet) do, so they alone possess the technology to break apart entire planets. They have very specific harvesting cycle for each planet: Sow, Exploit, Harvest. In Sowing, they terraform the planet to be hospitable for mining operations, in Exploiting they gather all the resources that are available through conventional means and then finally in Harvesting they break down the rest of it, gathering any resources left behind for trading purposes if nothing else.

Advanced Computation All-Source Intelligence Analysis System (ACASIAS)
The biological supercomputer ACASIAS possesses an intricate neurobioelectric web to all Scrounger infrastructure. High ranking Scroungers jointly use ACASIAS for nearly instant communication, calculations, and processing/storing large amount of data, for instance, the genetic sequences for the Xenoendoplantation Lab. ACASIAS also engineers/mass manufactures the majority of the technology the Universal Nova utilizes, including the nanobots for a Scrounger's Nano-Modules.

Territories:
Universal Nova, a giant artificial planet that acts as their home base. The building of it began as it became evident that the Scroungers would need to harvest their entire home system and would need a somewhat transportable home base for themselves, given how their life would turn out from this point onward. It is capable of supporting life like any real planet of its size, perhaps even more since it is not prone to natural disasters. And, most importantly, with enough transport ships, it is capable of changing locations.

Exploitation zone, or what others would call the moving territory of the fleet. Once planets are harvested, the fleet moves onward, obtaining another mining settlement for themselves. Currently its centre point is around a planet labelled as Pavor Prime. These planets usually have little to no defences themselves and trust the fleet to be capable of defending them. Due to this, the size of the exploitation zone is largely dependent on the size of the fleet itself. As of this moment, the size of the zone roughly equals 1/10th of what UFP governs.

  • Critical Point: Harvester, a one of a kind mining platform capable of carefully disassembling spent planets and recycling the materials they still house within through the use of adaptive self replicating nanomachines. Harvester is then capable of breaking the machines down into the materials they built themselves out of once again, this meaning the process pretty much involves turning the husk of a planet into nanobots, which are then turned back into the disassembled planet.
  • Critical Point: The Titan, known to outsiders better as The Ragnarov Titan. This ship is essentially a massive weapon, with more weapons strapped on top and some resemblance of steering control to make the spaceship operable. The Titan has proven to be capable of destroying entire planets with continued bombardment in the space of less a standard tenday all by itself. Theoretically its effective range extends to 10.0 light years, but since debris usually drops the effectiveness more than can be accounted for, the actual effective range is closer to 1.0 light years.
  • Critical Point: Sower, a giant terraforming facility attached to a spaceship, created for hastening the process of preparing a planet for exploitation. Due to how it is not safe to exceed certain speeds in terraforming relative to the size of a planet, the sower has been observed to terraform any planet within ten standard days.

Allies:
None, thus far.
Enemies:
None, thus far.

Members:
@Hekazu's Characters: General Creft, lead of ground based operations, one of the council.
@Gordian Nought's Characters: Captain Vropda
@JBRam2002's Characters: Head Medic Ceraun Farohm, one of the council
@Zverda's Characters: Chief of Special Operations, Chayyliel/Drekavac, one of the council
@Corporal Lance's Characters: Nick Zelthis
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Hidden 7 yrs ago Post by Circ
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I think some of the critical points should be walked back slightly.

For example, you can't destroy planets and terraforming an entire planet should take at least a month.

Otherwise it looks fine.
Hidden 7 yrs ago Post by Hekazu
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I think some of the critical points should be walked back slightly.

For example, you can't destroy planets and terraforming an entire planet should take at least a month.

Otherwise it looks fine.

I would like to voice my concerns on the removal of the main point of our critical point 2, The Titan. I brought it up with @Zyamasiel earlier and received no feedback of such sort. I would like to ask why giant weapons capable of destroying planets over a period of multiple days through steady bombardment would be that big of an issue. After all, the Fleet could just use multiple smaller ships and/or the Harvester for the same end result. We are a Fleet. Not UFP level strong, but still a force to be reckoned with.

As for the Sower being too quick, I will concede we could tone it down somewhat, but given what our entire Fleet is about, taking an entire month for each planet would be woefully slow and more or less eradicate any reason for us to exist as we are.

I would also like to question why none of these things were brought up in the preliminary thread which I put up specifically so people could see what we are doing and we could get some mod feedback for the powers and points, but I digress.
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Hidden 7 yrs ago Post by Circ
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I'm not sure on what timeline you spoke with Zymastiel about this, but perhaps it was prior to when we put the tier system in place. Being able to literally destroy a planet is Death Star level stuff and far beyond the listed capabilities of any other group. Am I to understand that the Ragnarov Fleet's modus operandi is planetary disassembly and repurposing?
Hidden 7 yrs ago 7 yrs ago Post by Hekazu
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@Circ
Harvesting planets is what we do. We need it to stay alive. So in that way, yes, you have our main directive well in check. We do not use The Titan willy nilly, in fact it has been used once for planetary destruction for demonstration purposes in the past. But it remains as a credible threat to other military groups.

I understand the concerns of it being above the power levels of other groups, but let us think about it for a moment. The Titan is currently compared to the Death Star, something it definitely is not. The Death star took one shot to destroy things. For The Titan, it is a long period of extended bombardment, pummeling the target planet apart little by little. Quite wasteful. Not the preferred method of fighting. It is merely a powerful weapon that happens to be capable of eventually busting a planet. And while Ragnarov Fleet is known for harvesting planets, their military presence is also something they pride themselves on. We are a Fleet, space military. What changes are you looking for exactly here?

As for the Sower, we believe extending the working period to one week or one and a half might still make sense if the speed of the operation is truly the only issue here. It should be noted that getting the thing into position is not instantaneous or that secretive though, so there will be a fair period of responding to the approaching platform.
Hidden 7 yrs ago 7 yrs ago Post by JBRam2002
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In short, if you nerf both of those items to the extents you are saying, @Circ, our group will no longer be able to exist as it ruins the lore for not only the group as a whole, but also several of our individual backstories. Ceraun is one of the last of her kind because of the destruction of her planet. Take away that, and I have to completely rewrite my character, her race, and everything involved. As it stands, I don't really have the desire to completely redo my PC.
Hidden 7 yrs ago Post by Circ
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In short, if you nerf both of those items to the extents you are saying, @Circ, our group will no longer be able to exist as it ruins the lore for not only the group as a whole, but also several of our individual backstories. Ceraun is one of the last of her kind because of the destruction of her planet. Take away that, and I have to completely rewrite my character, her race, and everything involved. As it stands, I don't really have the desire to completely redo my PC.


@JBRam2002 I don't agree and I wasn't demanding the capabilities be removed entirely, only that they be walked back or at least clarified. In particular, the capabilities of the Titan could use additional explanation. Stripping a planet of life via orbital bombardment takes significantly less energy than blasting the entire planet to pieces, for example.

Anyway, I spoke with @Hekazu about this in chat and I think we came to an understanding. With those in mind, I am OK with the group and it can be approved.
Hidden 7 yrs ago Post by Rilla
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Accepted
Hidden 7 yrs ago 7 yrs ago Post by Dark Light
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Faction Sheet for...
Lantallian Mercenaries Guild

Graphic:

Motto:
"Professionalism ensured"
"Safety guaranteed"
"Risk free anonymity"

Leader: Niyati - founder and ship owner.
Description: Primarily a luxurious transport service they will take on any job. Preferring the high end, high paying jobs. Discretion is key.
Goals: Beyond seeking the means to live well, build reputation and prestige for their success.
Unique Abilities:

Territories:

Critical Point:
  • The Lantallian.
    Their signature ship. Not only does the luxury transport vessel provide a means for travel and employment, but this heavy amenity ship is also a home.
  • Space station superior.
  • The dead planet

Allies: Love Bomb Piracy Front
Enemies:
Members/Merc List:
@Dark light's Characters: Niyati
@Leotamer's Characters: PRTR17 onboard AI
@Mataus's Characters: Will the traveler
@Antarctic Termite's Characters: Flak Macaque
@Verdaux's Characters: Lyra
Hidden 7 yrs ago Post by Circ
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@Dark Light A critical point has to be something your group owns that another group can capture, as such, I don't think Diplomatic Immunity or the Space Bar qualify. Space Station Superior and the Dead Planet would, for example, be critical points.
Hidden 7 yrs ago Post by Dark Light
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@Circ

Done, easy change.
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@Dark Light You didn't have to entirely delete the stuff about the space bar and diplomatic immunity. I think it would've worked well in an "About" section of the group. Right now the write-up is very terse and that would add some nice depth. That said, and while this isn't going to impact the approval of the group, I think it might create a bit of a burden on your members who join to have to write-up their own group ability effectively and get it approved on a case-by-case basis, but I understand the lore behind why that is.

Approved.
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