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I'm curious on the "heightened sixth sense and at times even beyond, showing various psychic powers". To say that its a point of concern would be fair. I don't mind the pseudo-sixth sense but the psychic power is just pushing it over the edge. I wasn't aware that we were allowed that since I thought of that teetering on the more magical side of things.

Like what abilities do they have and how strong are they? How common are they? Why don't other races have any of these "Newtypes"/How did humans just living in space get these traits?
Psychic power in general is quite common in fiction. I wouldn't mix it with magic and science fantasy element.
As for what Neue Mensch or Newtype can do?
I am sorry to admit but I never got far enough with this civ in an NRP to even describe one. From that description you can guess how common they are. Not very much, I can tell you. Never fixed down the specifics because I never needed to.

So yeah, I am now practically improvising that here so I don't promise it to be great.
Newtypes would be generally rare, somewhere between one in a thousand to one in the million. There are enough that most high nobles and knight orders at least have one or a few but rare enough the common person hardly encounters them. A low ranking Newtype has enhanced learning, reflexes and occasional bouts of the sixth sense. Hence why they are forced into the military, because they are decent pilot material. A more decent Newtype might feel strong intents or emotions, have occasional visions or feelings of the future but nothing absolutely reliable. These powers are not universal and one might be capable of one of these abilities but none of the rest. A strong Newtype is an inch away from being an outright telepath. Their visions might be more clear about the future or they can be outright lie detectors. It varies a lot and there more or a less powerful Newtype in this category. There can be specific and unique variations like a Newtype who can tell if a food he touches is poisoned or a bodyguard having a weird hunch when waking up on the day his master would be murdered. Newtypes can be valuable but they are never almighty in their powers. Another interesting note is that Newtype abilities work better between fellow Newtypes. Even a lowly Newtype can detect another Newtype by seeing him/her. More powerful Newtypes might just feel the presence of other if they're nearby. A decent Newtype might communicate telepathically. This could be just a heated moment ("Dodge!"), a short while or even an entire conversation depending on how good they're. Newtype powers cannot harm commoners but the same isn't true between a strong and a weak Newtype. Psychological attacks are plausible and some Newtypes train their powers to harm others of his/her kind.

Basically it has uses, interesting but it wouldn't dominate interactions with Krugstahl. That's my aim. There shouldn't be an occasion where one can go "Hahahah! You don't have any psychics and psychic defenses hence you're boned!". That's not my aim.
Another thing you should remember that Krugstahl is a feudal principality so these people are divided between various nobles. Think of artisans and scholars employed by nobles. Kinda that's what Newtypes are.

It seems pretty good to me, however I too am weary of the sixth sense. Because if your humans have it, then most humans in the RP would because so far most of the human races in this RP spent a lot of time in space before becoming the civilizations they are.
About that:
Should I change the references to make it more obvious?
I might be just so cynical by nature I felt I don't need to add hints.

Oh and I sure don't mind if other civs have psychics on their own. No intentions to monopolize them.

@Willy Vereb I'll need a brief description of your durametal and integrity field put into your Technology section as well. Right now, they are just named items under your Kriegschloss header, with no information about them. A description of your FTL drive should also be under the Technology header, outlining the method of travel (instant travel from Point A to Point B? travel time through a non-realspace dimension?).
Durametal is just a sci-fi buzzword for material of sufficient quality to work in the role it does. It's an effort to veer away from questions like "But titanium isn't this light! Steel can't support this size! This is made of X thus there's no way it can take even my multi-biggaton point defense lasers!"
It's technically an artifact from previous NRPs when I copypasted the profile but really it can be vague enough to work in any setting.
Durametal can be something like SW durasteel which is X times stronger than real life steel or it can be just a certain metal alloy renown for its strength yet nothing special. Duraluminum, durawood and so on are all real life terms for materials we used in the past so it isn't as weird as it would seem. I have no idea where to put its strength in this NRP aside from it being "average". It's good for what it's used for but nothing special.

Structural integrity fields are another common sci-fi buzzword which is used to further explain the toughness of materials. They basically reinforce the atomic bonds to make the hull stronger. Thought that without shields such a measure is more reasonable to my Kriegschlosser that are the keypieces of my military. Colonies might also get them or I might try to explain with this why mechs carrying a shield can make sense (or how melee weapons can withstand the strain).

Jumpdrives are well, I am seriously considering what to do with them. IIRC they were used to be opening wormholes for the ship to temporarily pass through. Don't say it's instant since the channel between wormholes still takes some time but it was notably fast. Another idea is the jump drives from BSG where they had practically instant jump but it had limited range and needed a recharge period till the next jump. Generally they'd be my way of traveling between star systems and that sums up their role. Currently there's no known way of building jumpdrives without that interacting with a micro blackhole to explain why there had been no attempts to scale down the system.
@Willy Vereb Okay, it sounds like we're all on the same page. Once you've made the edits we've all discussed here, I'll take another look at your sheet.
I already did, I think.
Probably add more details later as per my fashion but every information is there.
I'd only detail some common warship and Panzergeschickt types, some soldier equipment, misc vehicles and maybe create a short list for my unique technologies.
But those can probably wait.

@Willy Vereb

We're saying you're good to go as long as your mechs don't pull the stunts like they do in the video. How well fighter craft/humanoid mechs do in combat will matter on how you use them, not because they can utterly ignore point defense by dodging and boosting around. Newtypes or not, they will likely not be able to pull off the maneuvers shown off in that video since the video is extremely stylized to show off the mobile suits. That's the point we're trying to make. Don't have them ignore enemy defenses like they're non-existent and we're good.
Well, it'd bad sportsmanship and even kind of god modding if I outright ignore the enemy's attacks, doesn't it?
So that thought didn't cross my mind.
I might have hero characters that are capable of pulling of better stunts but they aren't just cheap saving throws where I can make up BS and turn fights around no matter what.
Rule one of forum RPing is respect. You must play along with the actions of your peer to create an enjoyable story.

@Willy Vereb, of course they are ludicrous thats whats fun about them. And probably wouldn't work since having black holes as an integral part of your engine power pack would weigh any ship down considerably. Also if you didn't know Hard scifi is sortive my thing... :) But handwavium with pseudo science always makes things just as fun considering its an integral part of our RP.
I completely agree.
As for weight, well, if you don't mind to be bathed in near-megaton energy per second in theory just 155 kilotons is enough for a black hole to last 10 years (in theory). But well, to contain that energy you'd need to make a gigantic core to begin with so that'd weight a whole load more. So the balance is likely somewhere in the multi-million ton range for a blackhole smaller than an atom.
And that's me being optimistic.
There are also other issues like how you make a black hole engine in a system that moves (like a ship) so yeah, you can bet I'd use some handwavium there.
Honestly though the only reason I linked the black hole engine to my colony ships and FTL to make it all the more expensive overall.

@Willy Vereb Does everything have to be exact sciences and follow the exact laws of phsyics as we know them to be fun? Since I doubt people would enjoy having to look through wikipedia pages to learn it or have to spend a good deal of time on their things only to be told "guess what that doesn't work lol, gg try again later".

Besides, with handwavium you can get a lot more cool stuff in. There's a reason why things like Star Wars/Star Trek/40k/Mass Effect are so popular even if they don't listen to Newton.
Do you have some personal problem with me mentioning science?
Seriously, chill out. I am not even a GM here so how did this whole line of argument even arise from you to begin with?
I merely provided some insight on what black hole power would really entail because I am frequently see people having these weirdly exaggerated ideas about it.
Which is a problem when I come under fire seemingly on assumptions based on this.
@Willy Vereb As long as your mechs aren't going to be mowing through battleships as easily as several of them just did in that video, I don't really care if they use energy weapons or ballistics.
It really depends on tactics and how a ship is equipped to fight enemy smallcraft.
Without shields it's really about who can better damage the other. A smallcraft is less armored and there are more kinds of weapons to bring the hurt with but so there are weapons you can equip a fighter with which can take down the ship.

It's a bit weird but think of the relation between naval warships and fighter planes in WW2 with a twist.

A bit off topic, but I Remember an novel where black holes the size of pea drops were used in an engine used to approach near light speeds by producing an endless supply of anit-matter with it. Though there were safe self destruct mechanisms that destroyed the black holes before the grew large enough if the ship was critical.
That seems to be "hard" sci-fi on par with Tau Zero so I wouldn't draw any conclusions from it.
Well, you can use neutron stars and black holes to make antimatter by gravitational shear effect but the relation is hilariously disproportionate. Think of stellar masses of a blackhole/neutron-star making kilograms of it per year (IIRC). Not to mention rather than the black hole growing you'd need to prevent it to get too light. Speaking of which the biggest issue is that black holes have hilariously high mass if you don't have handwavium/magitech to keep them stable by artificial means. Another point why only my colony ships have it.
Don't wish to bore you here so just in conclusion blackhole engines in real theory are nowhere as amazing as it might seem.

@Willy Vereb
1.) It's not the anime inspiration that is an issue, but rather the power levels present in anime. I can't say I've seen either of the ones you're drawing inspiration from, but I think you're misrepresenting the point Dragonruby was trying to make. The issue isn't with giant mechs flying around and blowing things up, it's with the implied scale of the weapons they are equipped with.

1.5) Terminology aside, I'm still going to have to ask you to tone down the power of your mechs' weaponry. Anything that can be described as "[approaching] the firepower of a warship-mounted [weapon]" that is carried by ten meter tall mechs that already have inertial dampening tech and apparently don't require that much re-mass/fuel is fairly out-of-bounds for me. I can deal with the inertial dampening and I can live with the re-mass/fuel thing, because these are common tropes in a space opera and just about everyone in this RP is using it in some way, shape, or form. But I personally can't accept weapons with warship-scale firepower on comparatively tiny mechs.

2.) No longer an issue for me, then.

3.) The concern isn't that synthetic singularities used as a powersource are OP. Rather, it's the possibility of abuse that led to us presenting our concern. As you're no doubt aware, using singularites as bullshit power sources or failsafes for victory is not uncommon. If you're willing to stay in the bounds that you yourself have just outlined, I have no issues with you using them as a neat way of getting around.
Since 2 and 3 are seemingly solved I address the concerns for the other two.

1.)
youtube.com/watch?v=lul5H-jM69c
Would this video help envisioning what the mechs do?

1.5.) Didn't I describe it the other way around? The point is that Panzergeschickt has more limited endurance since it's a small vessel with less fuel reserves and it doesn't charge particle cannons by its own power but use capacitors with already prepared mega particles to get around that issue at the expense of more logistics related to it. This is the same as how fighters carrying nukes can punch above their weight class. Anyways without energy shields and such on the enemy side I suppose it's okay if I nerf them back to OYW levels, kinda the same equipment as you saw in the video. Only the more advanced mechs would have beam weapons. Making it a relatively new tech perhaps reserved for the more prestigious knights?

@Willy Vereb

I've had a bit of discussion with MissingAxis on your sheet, and as is, we really can't accept it.

First off, though this is admittedly a pretty minor issue and one we talked about with Keyguyperson's sheet is that the anime inspirations might clash a bit with the whole idea that the RP is supposed to be a bit more grounded and with a lower power level. Of course, this is particularly pointed at your mechs, but by itself this wouldn't be a major barrier to your acceptance.

The real big issue is that we have some worries about your tech level in general, though in particular it can be narrowed down to three things, especially considering Gundam and Aldnoah:Zero are rather obviously major inspirations for your faction, and in those settings things get really extreme really fast in terms of technology.

1. As it currently reads and looks like, your mechs are equipped with "mega-particle" weapons on the scale of warship mounted weapons, and your Mobile Castle as well seems to be mounted with turreted versions. Generally in sci-fi, when someone brings out particle weapons, especially one called a "mega-particle" weapon, those are the sorta things that you'd find spinal mounted on warships as pretty massive superweapon sorta deals, and obviously having a spaceship with potentially a whole fuckton of those, as well as comparatively tiny mechs equipped with one each is a really big no-go. Either some clarification or down-teching of this will be required.

2. Fusion power approaching the levels of anti-matter generation is a little much. Not too much else to be said about that, just... It's a little extreme for things as is. Anti-matter generation itself is something we'd consider carefully about someone deciding to pick up, and using fusion to pretty much get a close approximation of it is kind of bending that rule.

3. Your blackhole FTL is something we had a fair bit of discussion about as well. Our biggest concern is with it's ability to be abused, as, well... The ability to generate a blackhole is pretty bullshit in terms of power if you could weaponize or, or "accidentally" have a ship's drive go critical and then just kill everything in the area. If it's just going to be a cool way to get around, then sure, but we'd like an absolute promise from you not to use this as a sort of 'trump card' to just wipe the board if you're losing a battle.
I can't see the anime inspiration as problem since there's nothing magical about UC Gundam's down to Earth technology. The only portion from AZ I took is the castle ships and even then it has more of the looks than anything (I am really not fan of that series). Feudalistic roots date back to my NRP from 2014 where the Rottenwand faction was a subset of the Galaxian Empire. Krugstahl is a heavily modified version of that.

1.) You sem to be stuck on terminology. Mega Particle Weapons accelerate mega particles, as in comparatively huge particles. This makes them much less penetrating like radiation but helps energy transfer and efficiency a ton. Or do you plan to limit energy weapons as a whole to be rare weapons? I don't mind that because it barely changes my style.

2.)Already fixed before your reply. That was an artifact from the previous NRPs where antimatter power was the norm. So I nixed that part and fixed more portions of my profile.

3.) Kriegschlösser are extremely valuable so intentionally losing them in a suicide run is not a good idea. Not to mention actual colonies. As for the threat of singularities? How much do you know about them? Singularities as a power source are realistically not as powerful as you might think, below an engine which consumes a few grams of antimatter per second (or the energy of a low yield tac nuke which seems to be commonly used as propulsion here). They also don't leave black holes of doom that eat everything in a radius. Much more like they rapidly blow up in a bright flash. Which is neat and I suppose destructive but then you also need to add inverse square law into the equation. So yeah, don't believe it'd wipe out fleets.
EDIT: I feel changing the blackhole engine to conventional nuclear reactors would be more of a benefit to me than actually nerfing my ships. Basically you can now take them out by breaching the core. With reactors? At best cut off their mobility.

EDIT2: Hmm, seems like nobody has energy shields at all so I suppose I can drop the plasma screens and G-shield, too.

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