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    1. Xaxl 12 yrs ago

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Should you maybe check to make sure that no other factions are human and would have a problem with your timeline interfering with theirs?
Sigma said
Either ideas could be good. Perhaps a mix?


I'm going with fancy-looking electronically primed projectile weapons and some plasma guns with the ability to arc and bounce their projectiles. I'll add more stuff as I think of it. I need some sort of distinct explosives, I think.
I'm trying to decide between giving the Nera more conventional weapons, or getting creative for that proper retro "grey" feel.
Asuras said
I would like to mention that letting me know where in the galaxy you'd like your central homeworld to be located would be very helpful. The galaxy is a spiral form, so just let me know the general area in which you'd like to be (ie; closer to the center, tip of an arm, etc).And again, specifying details on your worlds, their stars and the bodies around them helps me greatly. If you don't, I'm left to assume you don't care, in which case I'll take my own liberties at designing them.


Slight updates to my sheet, then, giving more specifics about their home planet and the surrounding system.
Nation Name:
-- Collected States of Erephim (CSoE)
Race:
-- Nera: Somewhat diminutive humanoids that resemble the "greys" of Earth pop culture. They possess bones which can selectively become supportive or rubbery, large eyes, a curious spinal-based nervous system, gills located adjacent to their lungs, a mouth in their stomach, and a pressurization chamber in their heads which is used for both launching small projectiles and communication in the form of clicks, whistles, and trumpeting. Nera breathe chlorine, and require a breathing apparatus in non-chlorine environments.
Racial Traits:
-- Stargazers (+): The Nera have long been obsessed with what lies over the horizon, on the dark side of the moon, and beyond the stars. Their technology has always been attracted towards means of discovering and understanding these things; Erephim sensors, scanners, and communications technology are all exceedingly advanced, with high resolutions and impressive computing power. On top of this, the Nera themselves have excellent vision and inquisitive minds.
-- Junkers (-): Despite having an overdeveloped industrial economy, Nera tend towards quantity over quality, and it shows. Their tech is often made to low standards and is prone to breaking down or falling apart at inopportune times, and one often sees jury-rigged equipment and outdated mechanisms.
Civilization Tier:
-- Tier 3: The Collected States have spread to the stars, but there is still much that they're trying to learn. Approximately three-dozen colonies have been settled, in various states of development.
Population:
-- 29.6 billion Nera.
-- The home system of the Nera is occupied by three rocky terrestrial worlds, a single gas giant with a large number of moons, and a massive asteroid belt and stellar debris field. The first planet from the sun is covered in crags and a thin, hot atmosphere. The third is an icy snowball. The gas giant is orange, angry, and exhibits a wide variety of traits across its several-dozen orbiting bodies. The system is located corewards of the galactic north-east.
-- The Nera's homeworld, Toch'k, is the second planet from the sun. A mid-sized rocky world with shallow oceans, high tectonic activity, and a thick chlorine-based atmosphere, Toch'k is rich in minerals and hydrocarbons with which the Nera have fuelled their industry.
Culture/Society:
-- The Collected States are, in many ways, oppressive. The leadership is generally made up of ambitious scientific and industrial figures who push forward progress at ever-more unsustainable speeds, resulting in half-measures and overreaching endeavours. The civilian population is strictly controlled, with access to the implants required to prevent sterility closely guarded and assigned as reward for satisfactory work or service. A sort of cult of personality has formed around the idea of advancing technologically, and despite the substandard quality of their industrial product the Nera take great pride in the devices and equipment they have developed.
Well, people seem to like the "grey" species I've got, so I'll go with that. Nearly went with the occupied shrimp, but I couldn't get the trait system to quite fit for them.

Nation Name:
-- Collected States of Erephim (CSoE)
Race:
-- Nera: Somewhat diminutive humanoids that resemble the "greys" of Earth pop culture. They possess large eyes, a curious spinal-based nervous system, gills located adjacent to their lungs, a mouth in their stomach, and a pressurization chamber in their heads which is used for both launching small projectiles and communication in the form of clicks, whistles, and moans. Nera breathe chlorine, and require a breathing apparatus in non-chlorine environments.
Racial Traits:
-- Stargazers (+): The Nera have long been obsessed with what lies over the horizon, on the dark side of the moon, and beyond the stars. Their technology has always been attracted towards means of discovering and understanding these things; Erephim sensors, scanners, and communications technology are all exceedingly advanced, with high resolutions and impressive computing power. On top of this, the Nera themselves have excellent vision and inquisitive minds.
-- Junkers (-): Despite having an overdeveloped industrial economy, Nera tend towards quantity over quality, and it shows. Their tech is often made to low standards and is prone to breaking down or falling apart at inopportune times, and one often sees jury-rigged equipment and outdated mechanisms.
Civilization Tier:
-- Tier 3: The Collected States have spread to the stars, but there is still much that they're trying to learn. Approximately three-dozen colonies have been settled, in various states of development.
Population:
-- 29.6 billion Nera.
Culture/Society:
-- The Collected States are, in many ways, oppressive. The leadership is generally made up of ambitious scientific and industrial figures who push forward progress at ever-more unsustainable speeds, resulting in half-measures and overreaching endeavours. The civilian population is strictly controlled, with access to the implants required to prevent sterility closely guarded and assigned as reward for satisfactory work or service. A sort of cult of personality has formed around the idea of advancing technologically, and despite the substandard quality of their industrial product the Nera take great pride in the devices and equipment they have developed.
I'd be down for joining.

Between "grey"-inspired pseudo-Soviet aliens with junker tech and a bit of a retro feel and silicon-based slimes from a volcanic world that have a penchant for mining and trundle around in humanoid suits, which sounds more interesting?

Possible third option being "a civilization of giant shrimp that got conquered by humans and are currently suffering through some social inequality issues".
Theodorable said
The only thing that is held to chance (and at worst case scenario a 3 out of 4) is how your civilization reacts when first encountering another galactic civilization. Everything else is up to you.The determinant is up there. The mechanic is random.org


This RP was advertised as having a focus on first contact scenarios. By taking control of how those play out out of the hands of players, you are not fulfilling that promise.
Theodorable said
You would think! However, construing it in this manner does not create a story based on but rather .Allow me to explain. There are three civilizations, named A, B and C respectively.A and B jump into the same system and A (who is RP'ing a militant faction), declares war on B. Their initial contact has ended in hostility.The very next turn A and C meet each other. 9/10 Player A will opt for peace with that nation, because he is at war with another nation.The aspect of chance here is represented by the fact that while you your civilization, you do not control the utmost decision making of every single person/construct within it. This is not undermined by an inability to make peace following initial hostilities, however. So have no worries.


I'm not very interested in continuing this RP if the social interactions between players are subject to random number gods. That's frustrating and defeats the point of RPing in the first place.
Theodorable said
The closest two players are merely two solar systems away from one another. The furthest I believe is seven. In case anyone was curious.The way it is works is if two players jump into a system simultaneously without military escort, than there is a 25% chance of conflict.If one player has a military escort, it is a 50% chance of conflict.If both players have a military escort, it is 75% chance.You may think "Well I just won't use military escorts at all!" well there is still a chance regardless and if they do have an escort it fairs badly for you.


Shouldn't we be the ones to RP what happens within our first contact and see if it results in hostilities or not?
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