Hidden 9 yrs ago 9 yrs ago Post by rush99999
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rush99999 Professional Oddball

Member Seen 21 min ago

Faction Name: The Xenomorphs
Origin: The Aliens Series
Faction Type: Hive mind
Faction Rank: No idea
Color: Black
Assigned GM: No idea
Starting Area:
R2

Faction Introduction:
The Xenomorphs are predatory creatures with no higher goals than the propagation of their species and the destruction of any life that could pose a threat to them. After an intense battle at an alien temple between the Xenomorphs, the Colonial Marines, and the Predators, some crazy shit went down and a rip in the space-time continuum opened up. The Xenomorph queen got chucked through this rip by a Colonial Marine. Upon arriving on Adaebis, the Xenomorph queen and the Xenomorphs that followed their queen through the rip quickly set about building a new hive and Braving the Brave New World.

Faction Strengths:
  • Can hybridize with their host races.
  • Almost invisible in the dark.
  • Doesn't require food.
  • Can use their enemies as incubators.
  • Reproduce quickly provided they have a steady supply of hosts.
  • Are hard to find, since they mainly live underground

Faction Weaknesses:
  • Weak against fire.
  • Fall into disarray without a queen.
  • They don't do diplomacy (For the most part).
  • Aren't known for using tools


Hidden 9 yrs ago Post by ActRaiserTheReturned
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ActRaiserTheReturned

Member Seen 5 hrs ago

Faction Name: Cyrodil Empire
Origin: The Elder Scrolls
Faction Type: An Empire
Faction Rank: (work in progress, the GM will give you this)
Color: Red
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area: To the Southwest.

Faction Introduction: 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.

Faction Strengths:
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.

Faction Weaknesses:
They just reforged an Empire worthy of competing with the Aldmeri Dominion. They can be vulnerable to infighting when they let down their guard.
Hidden 9 yrs ago Post by thorgili
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thorgili

Member Seen 6 yrs ago

Faction Name: Ghazghkull's WAAAGH
Origin: GameWorkshop's Warhammer 40k
Faction Type:Great WAAAGH
Faction Rank: WIP
Color:Green (obviously)
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
M 1

Faction Introduction:
Youz wan tah know how we'z gotz 'ere?! Well we waz on da Wurld Killa 'fter doz damn humie boyz dun bested us at dah 'aunted gulf. but dats when da warp storm 'it us and we gotz sent 'ourgh da warp and our hulk dun crashed 'ere on dis scummy piece of land not fit fer a squig! No matter doh wez gunna continue our Great WAAGH! 'ere no matter wut comes at uz we'll krump em gud.

Faction Strengths:

  • Spreads Ork fungus when they die (which will eventually produce more orks and ork-kind)
  • Grows their own economy (which is the Orks' Teef)
  • can make weapons and equipment out of basicly anything
  • Ork-kind easily accept different implants and even limbs of completely different orks.
  • Grows their own food source (which is ork fungus)


Faction Weaknesses:

  • Their equipment is quite ramshackle and tends to backfire/breakdown.
  • Arent the Diplomatic types (although they will fight against a common foe only under desperate circumstance and will easily betray their allies)
  • Lots of In-fighting
  • very very billigerent
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