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    1. HazmatMedic 12 yrs ago

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Yes, that seems to be a priority problem. Does anyone have anything really against using magic or against not having magic?
I think, personally, magic and science would be at ends. Scholars researching magic and how it works would have little time to research gunpowder or angles, and vice versa. However if a nation goes halfway, they could enhance basic constructions with magical auras, like basic medicines with healing auras or crossbows with enchanted fire. Or maybe certain nations believe in magic, but it won't actually exist.
I'd rather not say if we will have mages and spells until I know who would like it and who wouldn't, but I know I could work with either.
On a related note, what about non-humans? I know I said they were ok, but does anyone have a problem with that?
I'm going to leave the creation/finding of a map until the first couple of apps are accepted, just so there is a bit more freedom when designing the landscape. But yes, there will be a map.

It will depend on the nation. For example, a nation full of scientists and researchers might have early pistols or cannons, but a less scientifically advanced nation may have to make do with crossbows and balistas or even bows and catapults. However, advanced technology will be more expensive and take longer to make, so while you're trying to build a cannon, you might end up losing a city to a less powerful but much cheaper catapult. I would say that anything before 1400 is fine.

The OOC will be up at midnight GMT.
Hello! I was just wondering if anyone would be interested in a medieval-era NRP. Obviously, that sounds a bit vague, but the amount of people interested will have a big effect on rules, limits, setting, etc. Hopefully, I get about three or four others, but more is always merrier.

So what do you mean by Medieval-era?
Well, there is obviously going to be some technology. I'm thinking swords, shields (hence the title), crossbows and early arquebuses. Horses are the fastest mode of transport, unless the nation has tamed a faster animal. There will be some technological advancements, of course, but we won't start with pikes and swords and end up with gatling guns and nukes.

Will there be any dice rolls?
Not if it can be helped. Sometimes you just need to let chance decide, but hopefully that won't happen too often.

What about fantasy races and magic?
Fantasy races are ok as long as they have some kind of weakness. For example, if you want to lead a nation of barbaric Orks that's fine, but maybe their weakness is that they aren't very clever. I have played NRPs where someone ends up making some psychopathic, unstoppable race that conquers a nation a post, so I know how annoying such raves can be to those not playing them. As for magic, i'm a little divided on that. I suppose if no-one has an issue with magic we can put it in, but I won't press if anyone has any objections.

So this won't be set on Earth?
No. It may follow the same rules as Earth, but it will be a seperate place altogether.

I have a question you haven't answered!
I tried to think of all the obvious questions, but I doubtlessly missed something out. Just ask me now, and I'll get back to you the next time I'm on
If Rare won't make it, someone else should take over.
Alternate history?
Give me a moment...
*Starts plowing through history books*
Time? Well, it has to have progressed long snough for the initial anarchy to have died down and the leaders to step up. For example, i doubt Garn could simply proclaim himself Grand Moff without a few naysayers. And Ul-tera and the Ke'ter only took command after the Empire withdrew, so a new system of government needed to be set up.
I think it's about twenty years after the Coup.
Looks good. Im interested
I thought the Pride was just an unused prototype?
Surely the Apocalypta would be a better choice?
Ok, changed it.
How's that?
Nation: The Krannak Collective
Flag:
Government: Democratic/Monarchy (The monarch holds power like a Prime Minister or President, but there is a democratically elected parliment/senate)
Capital: Pakrik Major
Home Sector: Kanchen Sector
Holdings: N/A
Leader: High Lord Ul-Tera

People of import:



Ul-tera's Empire:
With the decay of the Empire and the arrival of a strange new race, the Kanchen sector fell into disarray. Residents were both afraid of and hoping for a swift Imperial return, as it may not have been the best, but it gave them order and direction. The Ke'ter, however, were able to swiftly unite the broken sector - they described an effective method they had used on thier home planet before disaster destroyed it. The royal family was established nd the first Parliment was elected, which brought order to the confused residents.

Ul-tera has proven to be both fair and ruthless, allowing everyone fair chances but being merciless when faced with threat. His "Even Chances" Act, the very first decleration he ever made, was a hit, almost doubling the sectors production and tripling its economic output since the Empire left.

Military:
Space - 1 "Konoko" Obliterator (Strong enough to destroy large battleships)

15 "Deyuku" Ravagers (Huge battleships with enough crew to populate a small city)

30 "Ni'hibi" Cruisers (Smallish battleships)
50 "Madoyi" Hunters (Toughened combat ships)

300 "Nagura-teku" One-man bombers

500 "Kakome-teku" One-man fighters


Ground forces - 10 Ke'ter Commandants (Mentally and physically enhanced Ke'ters who lead the armies)
100 Kalidor "Eagle-eyes" (Kalidors trained to hunt down and slaughter any that stand in their way)
500 Davinor-II "Brutes"
1500 Xa-fel "Damned"
2500 Ke'ter "Warriors"
5000 Ke'ter "Thralls"
9000 Ke'ter "Grunts"

Weapons
C-14 Blaster - a small, cheap and accurate pistol, designed to be carried as a sidearm. Low damage and short range


C-34 Plasma Rifle - A tough, durable and accurate rifle with three settings: Semi-auto for accurate, conservative fire, Fully-auto for suppressive or reckless fire and Beam for short-lived, long-range destruction.


T-1 Neutraliser - A pistol-like device, designed to stun and incapacitate foes, rather than kill them. Short range and low ammo weighs down a accurate, potent weapon


Tachyon Arrow - Only used when desperate. A long range, highly powerful and very dangerous bolt of energy passes through the foe, killing most instantly and incapaciting the rest. The bolt will continue to travel through foes until it hits a thick surface, meaning anyone behind the target is at risk as well. Dismal reload, one-shot clips and mega expensive ammo make this powerful weapon the ultimate Krannak last resort


Custom Race - Ke'ter (Key-ter):

Looks:

Average height: 0.9m - 1.2m
Average life expectency: Can be extended indefinately, but on Earth's atmosphere with no technology, roughly 120 years. Matures at roughly 14 years.
Homeworld: Euclid (Destroyed by meteor strike)
Other: Ke'ter do not walk on two legs. The use all four limbs like an animal, or sidestep like a crab. However, they can stand upright and are cabable of very fast speeds

Special abilities:
Nimble - Ke'ter are very swift and agile, able to manuveur in tight or restricted spaces.
Mental link - Ke'ter are able to communicate mentally and can transfer thoughts and memories to any other race. This is not only useful in combat for spotting enemies, but also for passing on skills to allies and recruits.
Naturally gifted - Ke'ter are natural engineers and can build and maintain a vast variety of war machines.
Shy - Ke'ter have hidden themselves for decades, which makes then great at stealth
Defensive - Ke'ter are great at using low cover and creating inpenetrable defenses

Weakness:
Cowardly - When it all goes belly up, Ke'ter are the first off the battlefield and the last to return.
Shy - Ke'ter rarely negotiate outside thier own race, which causes no end of frustration when it comes to diplomatic talks
Frail - Ke'ter cannot take much physical damage before incapacitation
No jedi/sith - Ke'ter are incapable of using the Force or becoming a Jedi/Sith
Defensive - Ke'ter are very defensively minded, rarely pushing forwards unless they are certain they can secure the next point.
Foreign soil - Ke'ter hate unfamiliar territory, and suffer loss of morale and over defensiveness on foreign soil
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