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__________________ 11/4/2009 5:54:53 PM John Now to do another 650 words tonight, and then I'm good for...things...who knows what those'll be. 11/4/2009 5:55:05 PM Nick porn? 11/4/2009 5:55:06 PM Nick :3 11/4/2009 5:55:50 PM John ....No, you sick bastard. XD |
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Each person starts with seven traits to spend total, with one extra trait per weakness trait. dammit finally! Here is my nation: Race name: The Shifters Race appearance: Onknown. No Shifter has been seen outside of their black skinsuits, so it is assumed that this is standard garb for them. All Shifters have extensive cybernetic implants, and they all wear masks with respirators on them. The race is a subspecies of human, with inhuman strength and speed, reflected in universal fitness. They look like a race of Olympic athletes to the average human. Number of Systems: The biggest mystery of them all. Guesses go from 40 to more than a hundred, although this should be impossible. Government Type: Unkown. Religion(s): Unknown. Shifters are known to chant "In death, there is life." while raiding. The dying chant in an unknown language (Actually, its English after 2000 years of changes) as they slip away, which points to some kind of religion. History: Nothing is known after their escape from the Grays. Their home, the Fringe, gave them a built in defense against pursuit. The Fringe is a dense cluster of systems, over 250, that are inside of a massive gravity abnormality that makes all conventional hyperspace travel useless. The Shifters bypassed this through the expansion of their internal hyperspace organs. They can now, in a group, move whole ships with the ease that they move themselves. Now they return, raiding and destroying seemingly at random. Values of your nation: Apparently killing and phat loot, because that is all they do. National Traits: Implausibly-Efficient Government: What has been seen of Shifter command shows abnormal efficiency and control not possible with any aspect of a normal bureaucracy or corruption. Population Traits: Hive: The Shifters move hundreds of men like one entity, even with no conventional communication, which means they have a hive-mind of sorts. Personal Teleportation- All Shifters can teleport to a degree. The least gifted can be executed to teleport a few hundred feet with extensive concentration. Or a few-foot teleportion about every ten seconds. SPACE MARINES x2- Shifters seem to be super-fit and and strong as a whole race, with Olympic-athlete as the minimum fitness, and only getting better as they become 'fit'. Cyberize x2: The Shifters as a race embrace cyber-tech. Autopsies show most to have almost half their bodies replaced with machines. Tough as a Coffin Nail: Shifters can shrug off blows that should kill any human, and still fight back. There are videos of crazed Shifters slaughtering UPC troops after getting a fist sized hole blown through their chests. All their organs are redundant, with three whole hearts spaced throughout their midsection. Military Traits: *Awesome Training- The Shifters as a whole seem to have excellent training. Death Spiraller- The weapons and ships of Shifters are geared towards quality... the UPC hopes. Command doesn't want to consider that the current men and gear they are fighting are the 'grunts' of the Shifters. Technical Traits: Flash- The Shifters could go for unobtrusive internal breathing units and under-skin armors, but they go for the fight factor as well. Their dress code consists of black... and more black. Totally unneeded curves and adornments cause fear in opponents. Their ships and vehicles, while being machines, have a smoothness that make them look organic. Tanks that act like prowling monsters and dropships that act swoop down like birds-of-prey are demoralizing to say the least. Better Than Your Cruisers-Cruisers are used extensively in combat operations. The tech advantage is known to the Shifters, so they can field smaller ships that move faster. The UPC know this too, but that is because they have never seen a ship larger than a cruiser used. The Shifters still do favor light and heavy cruisers however. Historical Traits: Commercial. Lolwut? The last 2000 years have been in isolation, and the Shifters have acted like any good greedy human and embraced capitalism among themselves. There was no war, no fleet could reach them, so the Shifters focused on wealth and phat loot instead of war. It is only recently that they have started dealing with outsiders. Faults/Weaknesses: Paranoid x4- They hate all races for expelling them, and all other races fear and hate the Shifters for surviving, and are jealous about their innate ability. They expect all races to try to kill them on sight. Any diplomatic moves, if there are any ever, would benefit only the Shifters. The Shifters would go out of their way to cause suffering to their enemies. All Hail... Unknown!- The Shifters are assumed to be religious. Their zeal in battle and their chants point to a very influential religion. Small Fleets: The Shifters haven't used a single fleet over 30 ships... because they don't have enough ships to do so. They rely on their abilities and technological superiority to win fights. It is unknown whether or not they even have capital ships. Hyper-Tech: (This, coupled with their tough bodies... and the whole teleporting thing make the Shifters the threat that they are to all races in the galaxy) Plasma Tech x4- Plasers. 'nuff said. The main Shifted is Plasma beams. These weapons cut through shields and armor like tissue paper, and have the older races tearing their collective hair out wondering how the Shifters were able to discover this tech. Antimatter tech x3- The Shifters can move and contain antimatter safely and cheaply. They can use antimatter reactors and put antimatter on small, fast missiles. They can use the same antimatter to make these missiles move faster than regular plasma drives. They can even put antimatter in naturally small mass-driver slugs, giving ground bombardment an extra punch. Military: Infantry: Raiders- Basic troop. Hivemind means they function just as well alone as with ten or a hundred others. There is no set groups. Each trooper is armed with a very large kukri knife (https://torablades.com/shop/images/u...an%20kukri.jpg) and maser weapons, which are far superior to the standard UPC laser or slug-throwing weapons. Reavers: Heavy weapons Shifter. Armed with either a backpack-powered maser, smalls missiles in shoulder mounts, or even plasma emitters. The plasma weapons are crude glob-style mounts, but they eat holes in pretty much anything, but their slow rate of fire and bulky equipment demote them to rare anti-bulkhead or anti-fortification weapons. Reapers- The most feared of the Shifters. They wield wrist masers, and special two-sided glaives (http://crushingforce.com/db2/00181/c...mages/jay2.jpg). They wear long, flowing robes and capes over their armor. They are masters of the Shifter's teleporting ability, able to teleport about twice a second or even hundreds of miles with one teleport. They can "stack" teleports as well. They can concentrate, and then unleash a flurry of teleports all at once, with up to ten teleports a second. There have been only six known Reaper attacks recorded in the hundreds of confirmed raids on record. Vehicles: Spyder Assault Walker- Troops either teleport or are sent by dropships, and so are the main tank of the Shifters. Insectoid in appearce, the all-curves Spyder uses four legs to move. They are armed with underslung twin heavy masers, and variable weapons loads on top. They can have Gasers, missle pods (antimatter can be added, if not, simple chemical explosives or neutron warheads can be used), or a heavier version of the Reaver plasma-gun. Diablo Heavy Walker- Shifters use a six-legged version of the Spyder to field their larger ground weapons. The Diablo is armed with four total heavy masers as well has variable weapon mounts. They field heavier version of Spyder weapons, as well as limited ray/particle shielding. Aircraft Skyscream Dropship- The Skyscream is the basic dropship/ground support ship. Its movable thrusters and separate sections give make it flex like an insect as it flies. It can hold up to twenty men, and can be outfitted with heavy weapons with or without comprising their transport capacity. Weapons include heavy masers, rocket pods, missile pods, and burst-fire plasma weapons. (aka bombing) Buildings Unknown. No Shifter emplacements have been found to date. Navy Ship Hull: Heavy Cruiser Ship Class: Roman-Class Weapons: 8 Cruiser Plaser Mounts (left and right) 20 Point-Defense (PD) Maser Clusters (each side) 10 Missile Tubes, either anti-ship or anti-missile/fighter 4 Forward/Rear Heavy Plasers 8 Forward/Rear PD Maser Clusters 4 Forward/Rear Missile Tubes 1 Antimatter Spinal-mounted Siege gun (Mass driver) 14 Engines: 4 Anitmatter-powered plasma drives. 8 FTL?: None. The Shifter's FTL method is unknown. What limited wreck have been recovered shows no conventional FTL drive. Armor: Battlesteel-Ceramic composite armor. 9 Shielding: Spartan Combination Ray-Particle Shielding 10 Other: 10 Starlight dropships Ship Hull: Light Cruiser Ship Class: Berlin-Class Weapons: 6 Plaser Mounts, 4 PD clusters, 6 Missile Tubes per side 3 Heavy Plasers, 3 PD Clusters, 2 Missile Tubes front/back 8 Engines: 3 Antimatter-Powered Plasma Drives 10 FTL?: y/n Nations can save a lot of money by having no FTL drives on their smaller ships. These ships can be used for local defense and can simply use Gates to travel. Every system should have at least one Gate. Armor: Same as above, less of it. 7 Shielding: Same as above, less of it. 8 Other: 6 Starlight Dropships Ship Hull: Destroyer Ship Class: Galiant-Class Weapons: 3 Plaser Mounts, 4 PD clusters, 3 Missile Tubes per side 1 Heavy Plasers, 2 PD Clusters, 2 Missile Tubes front/back 7 Engines: 1 Antimatter-Powered Drive + 3 Secondary Drives. (12 fast as hell) FTL?: Same as above, less 5 Shielding: Same as above, less. 6 Other: fighter complement and any other equipment worth mentioning. Ship Hull: Medium Aerospace Squadron Ship Class: Starlight Dropship/ Attack Spacecraft Weapons: 1 twinlinked Heavy Masers 1 Gamma-laser 4 variable weapons racks (missile, more DEVs, plasma) 4 Engines: 4 Fighter-class antimatter-drives 8 (for fighters. the men inside are tough enough to take rough flying as well) FTL?: None. Armor: Battlesteel-Ceramic composite armor.3 Shielding: Spartan Combination Ray-Particle Shielding 2 Other: 20 troops carried inside More will be added, but these are the only classes seen so far by the UPC
__________________ Some advice for my enemies 'Cause life is a game that no one wins, but you deserve a head start the way your life's goin', So throw in the towel, 'cause your life ain't shit! No, take that towel and hang yourself with it! Life's short and hard, like a bodybuilding elf. So save the planet and kill yourself! If your feeling down and out with what your life's all about, pick your head up high and blow your brains out! -"Pick Your Head Up High And Blow Your Brains Out", Bloodhound Gang Last edited by TatersAndTots; 07-11-2009 at 09:50 AM. |
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Oh 7 total is it. The way I read it it was 1 in each and 7 to spend after that.
__________________ Standing at the edge of madness; The view is good. Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein. |
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At least thats what the Op says.... Quote:
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I wasn't sure how yours was numbers-wise... the finger counting was going so well... yea its 1 in each and then 7 extra. You get an extra trait for each weakness as well. Traits can stack, as i've done.
__________________ Some advice for my enemies 'Cause life is a game that no one wins, but you deserve a head start the way your life's goin', So throw in the towel, 'cause your life ain't shit! No, take that towel and hang yourself with it! Life's short and hard, like a bodybuilding elf. So save the planet and kill yourself! If your feeling down and out with what your life's all about, pick your head up high and blow your brains out! -"Pick Your Head Up High And Blow Your Brains Out", Bloodhound Gang |
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| Nation Name: Zulhun Ruler: Demius Maximhi Race name: Hutle Race appearance / anatomy: At a first glance the Hutle may look like a short human with pitch black skin but as one studies them more they are clearly not from around the block. The Hutle stand a mere 5’3 on average yet can weigh up to 400lbs due to their internal body density, particularly their muscle compounds. Oddly enough, the Hutle breath nitrogen instead of the normal oxygen consumed by most humanoid beings. In fact they don’t even breath the same way; their kind filters the nitrogen through their immensely thick skin through small pores in their epidermis. Once the nitrogen enters the body it is turned into liquid nitrogen due to the extreme pressures within the Hutle the liquid nitrogen remains insulated and can be transported throughout the body. Due to this odd evolutionary design they do not posses a nose though they still retain a mouth that is used solely for communication and supplementary consumption. Due to this lack in the ability to smell, the Hutle have adapted multiple sensory slits by their eyes that function much like that of a viper, yet giving more of an appearance of an spider’s ocelli; these multiple organs give the Hutle an extreme advantage in processing visual components, even allowing them to see hues uninterpretable by human eyes as well as supplementary enhanced sight in night / low-light conditions. Internally the Hutle are equally exotic, to handle the previously stated high internal pressure system within their bodies their bone mass is comprised of an equally hyper-dense metallic alloy. The largest concentration of this alloy is around the bilaterally placed human rib cage. The main difference between the two is that the Hutle rib cage fully encompasses the upper torso and is essentially a solid slate of metal save for one artery that enters in from the bottom of the cage. Its function too is different, it is designed to protect a massive brain that would normally be placed were the human lungs are. This is essentially the ‘main-brain of the organism; taking care of motor, memory, emotional, and all that good stuff. This main-brain uses the metal alloy that encompasses it to directly transfer electrical signals to the surrounding body while remaining completely protected. Inside this cage of metal there is also an auxiliary heart who’s sole purpose is to supply the brain with liquid nitrogen to operate. Around this ribcage lies the organs used for digestion and the likes that again are encompassed with a protective layer of metal alloy much more similar to that of a humans rib cage. The brain placed in head of the Hutle is completely designed to process the rapid influx of sensory information that the 6 optical organs produce every millisecond. This brain is sustained, like the rest of the Hutle organs, by the main heart located just bellow the internal metal cage. This exotic setup means that a Hutle can go without his head for hours until the internal cooling system is unable to keep the liquid nitrogen in its liquid form due to the breach in insulation. Number of Systems: 14 Government Type: Geniocratic Corporatocracy Religion(s): Zulhun holds no national religion though most of its denizens believe in a ‘higher being’. History: Through out the millennia the Zulhun have been the trade/banking hub of the galaxy. This is primarily because of their extremely low tax rate, loose if not unenforced trade laws, relative security from all outside threats due to the Zulhun territory’s nebula field that almost entirely encompasses the series of systems, nearly nonexistent internal crime, and galactic location. This blend is what has put the Zul Sector on the world map as a major economic player. The Galactic Nebular Bank has often played host to the capital savings of other factions, particularly within because of its almost certain security given the fact that the bank bilaterally controls the government and its entire military. Values of your nation: Profit, legally that is, those who deal shadily are often outcast. The one thing that you can guarantee from a Hutle is that they will hold up their end of a bargain, hence their customers coming back for more. ----------National Traits:---------- Fair Dinkum: The Hutle will never let down a customer, their loyalty to their trade is absolute. Anytime they are double crossed they simply see it as a cost of doing business, though they never forget a poor trade. Load-Bearing State: With out the Zul Sector many factions would be in sore shape to procure their necessary influx of imports. Plus, the Zulhun posses the largest intergalactic corporate bank so without them you may loose a pay check or two. ----------Population Traits:---------- SPACE MARINES!: The Hutle bodies are hard pressed in physical comparison, as well as sensory adaptations; making them more than a match for a human in almost any one on one fight. Cyberize!: Both the military and police components of the Zulhun completely equip themselves with any mental, physical, or sensory enhancements available to complement their already exponential personal skill. Tough as a Coffin Nail: You cant gas or choke them, you can’t kill them with a head shot, and your sure as hell not getting in their with a knife. You don’t got shit. ----------Military Traits:---------- Awesome Training: The Zul are legends for their intense and relentless training, particularly their Marines. It is not uncommon for a Hutle to die during said rigorous exercises and that’s saying something. Army General Staff: As stated above the Zul operate on the function of Space Marines, their entire military revolves around putting boots on the other man’s flight deck and tearing their shit up from the inside out. Death Spiraller: Boarding is risky business, it doesn’t help to have 10 rickety craft charge a cruiser and let 50% of the task force die in crossfire. Every one must get there in one piece, one massive piece. ----------Technical Traits:---------- (2x) Better Than Your Naval Boarding: The Zul Marines are renown through out the galaxy for their natural prowess in combat, specificly boarding and seizing enemy vessels. There’s no use in trading licks in space if you can deploy one of the most effective fighting forces in the galaxy on a playing field that your enemy can’t compete with. ----------Historical Traits:---------- Commercial: The Zul Sector its self is essentially run by The Galactic Nebular Bank. The art of making capitol is directly sowed into the government’s threads. ----------Hyper-Tech:---------- Field Control: Again, the primary tactic of the Zul is to board and beat ass the old school way; no tanks, no artillery, just the man on man combat of a 10 by 10 corridor. ----------Faults/Weaknesses:----------- Honorable to a fault: Every deal never broken, even if it comes back to bite you in the ass. (2x) Trade Dependant: With out, it the Zul would bring a new meaning to the term 4th World Nation. Military: Infantry: Nebula Marines: ( http://i40.photobucket.com/albums/e2...ackTrooper.jpg ) These soldiers are the pride of the Zulhun Sector and nemesis of all her belligerents. Though originally and technically named Zul Marines, these elite war-fighters were soon adopted under the wing of the Galactic Nebular Bank, which is essentially the sectors unofficial government, because they were deemed vital to the protection of company and its many assets. Because of this elaborate endorsement Nebula Marines are often outfitted with the most effective tools of the trade. Nebula Marines often operate in fire teams of 8 for maximum output in close-quarters environments. Each fire team is equipped 2 members wielding HiRate AM-4 Voltaire Mini-guns, 2 M-i CQB Tactical Flechette launchers, and 4 Mi9 High Impulse Lawrencium Rifles ( http://img258.imageshack.us/img258/9...7shock1uv7.jpg ) . Zul Home Guard: ( http://i40.photobucket.com/albums/e2...ormtrooper.jpg ) Though many may cast a police force aside as a tactical military instrument they are essentially the only thing that the Zulhun Sector has in the way of an infantry defense force because most threats to the Sector are usually dealt with by Nebula Marines. They are all highly trained and carry the multi role of patrol officers as well as a standardized grunt fighting force. They operate in patrol teams of two or war-fighting platoons of 16. The ZHG use the same Mi9 service rifle as their heavily equipped sister organization. Vehicles (MPFV) Multi-purpose Fighting Vehicle: This hover craft vehicle is used for almost all armored engagements in the Zulhun Sector. Because most ground fighting is made up of simple domestic misdemeanors or over zealous riots the Zul really don’t have any need for a conventional MBT, instead they employ the MPFV in almost any situation required within the domestic sector. This multi-purpose vehicle is capable of employing the commonly used 48mm Maser-encompassed Lawrencium Auto-cannon, 300mm CQB Siege Cannon, 80mm Long-range point-fire Rail gun, or the Multi-Air Defense Racket. ( http://wiki.battle.no/images/2/2d/Desecrator.jpg ) Aircraft Chrome-Hawk Interceptor: This light strike/ interception fighter is the Swiss Army Knife of the Zul atmospheric defense force. Their most common role is as a policing force for inter-atmospheric traffic enforcement of intergalactic trade policies, very harsh enforcement. They commonly employ chain-linked short-ranged laser systems, guided air-to-surface munitions, and the infamous GIK-48 Diamondback air-to-air missile. ( http://fc03.deviantart.com/fs8/i/200...urecrusade.png ) ZC-180 Brute: This massive piece of equipment is used for more severe enforcement of policies on ground targets or for tactical war-time purposes. Each of these flying fortresses is used for the soul purpose of being a gunship on steroids. Each unit is capable of delivering more fire power on a single target that an entire artillery team. The ZC-180 is armed with the following: 40mm detonating-ion auto-cannon, 25mm Point-to-Point rotating bolt radioactive particle emitter, 88mm duplex penetration-optimal rail-gun system, 240mm Mass-burst breach-loading Heavy Siege Cannon, 189mm Long-snout raw plasma emitter, Advanced multi-targeting tractor beam, and capable of a payload of 2 40Kiloton Tactical Nukes. (Essentially a ramped up AC-130 Spooky.) Navy Ship Hull: Super-Dreadnaught Battleship, Class A, 53K Ship Class: God Apollo Weapons: 98 - Broad-side Gamma Batteries. (9) 1 - Spinal-mounted Heavy Gravity Beam Projector Rail-gun. (9) 180 - Penta-mounted anti-fighter counter measure batteries: 4 Laser projectors and 1 Maser projector per battery. (2) Engines: 8 - Hyper-tension sub-light engines. (1) FTL: Yes. Armor: Theron Cortex static radioactive plating. (7) Shielding: Multi layered V-tech shielding. (6) Other: Capable of transporting 35 Nimbus Class Sloops ( Ship Hull: Destroyer, Category X (Due to extensive training of personnel; true equipment is Category A), 3K Ship Class: Icarus Weapons: 4 - Heavy Maser Batteries (4) Engines: 8 Anti-grav plasma thrusters. (7) FTL: Yes Armor: Dynamic microbial alloy (10) Shielding: Zulu class impact shielding. (6) Other: Multiple gravity manipulation devices for boarding purposes. Capable of carrying and inserting 352 Nebula Marines. ( )Ship Hull: Sloop, Category A, .75K Ship Class: Nimbus Weapons: 4 – Independent rotary chain-linked laser mini-gun. (2) 6 – Strategic self homing anti-fighter launch pods. (3) 2 – Drop pod remote directed nuclear fusion munitions. (4) Engines: 2 Anti-grav plasma thrusters. (9) FTL: No Armor: Multi layered plutonium alloy with cortex weave. (4) Shielding: Moi class interwoven shielding (2) Other: Uses same gravitational boarding methods as Icarus Class Destroyers. Capable of inserting 40 Nebula Marines. (
__________________ After I'm dead, I'd rather have people ask why I have no monument than why I have one. ~Marcus Porcius Cato Last edited by Helios; 07-15-2009 at 10:49 AM. |
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| Race name: Aratians (i really like these guys =D) Race appearance: Aratians essentially look like raccoons, the main difference being the range of colors that can alternate with their black fur. Sometimes they are blood red, navy blue, green, yellow... there was even an aratian that had red and purple poka-dots (which was about as weird for them as a human with a horn) Another difference is the size: full grown Aratians are the size of human children and generally weigh about 50 to 70 pounds, most of which is their muscle and bone mass. Number of Planetary Systems: 3 Number of Solar Systems: 1 Government Type: Feudalism Ruler: Raidor Bloodclaw Religion: The dominant religion is based around four pantheons of gods. One is composed of the Dealmakers, three beings in cloaks, the shortest eight feet while the tallest ten feet, whose power lies in promises that are physically impossible to break, similar to tempters. Another is of the Brewers - this is what humans generally think of as polytheistic gods - who control the various elements of the world, with specific elements granted to each god. The third is known only as the Fourteen, whose job is to judge how a person has led their life. They also have the ability to control a specific emotion that each is associated with, and influence the Aratian court system of fourteen on a jury. The fourth is a group known as the Shadowscribes. Their purpose or function has never been shared with outsiders, though it is clear that they are both the most powerful and revered of the four pantheons. It is also confirmed that the Shadowscribes were once sentient mortal life, usually Aratians. Each of those pantheons is divided into two groups, one dealing with evil and one with good, with the exception of the Dealmakers, who are impartial through neccesity, as they also mediate disputes between the pantheons. The gods of each pantheon, good and evil, are highly revered because they supposedly gave the Aratians not only their planet and afterlife but also industrial technology. Historians have recently speculated that the Dealmakers were actually an alien race as yet unknown, since they were the only beings to actually come down onto the planet physically in any myths or legends. Recently it has been hypothesized the Dealmakers were actually the Grays, though this theory has met with some criticism. History: Aratians are fairly new on the stage of galactic policy. They spent about three centuries sending out unmanned probes to see if other planets in the system were habitable before they even tested if an Aratian could survive in space. Once they were satisfied that they could, they sent out three colony ships - One to Aratia's moon, and the other two to other planets in the system. Fortunately for them, the planets flew in orbits so close together that each one was still inside the Aratian's goldilocks zone. Only once these three colonies were established did they send deep-space probes and find other galatic life. Exchanges were made, jumping Aratian technology decades ahead to FTL ships, and more. Values of your nation: Trustworthiness, Oathkeeping, Loyalty, Stubborness and Law. National Traits: Fair Dinkum: Aratians always keep their deals and promises, and greatly value honesty. If you make a deal, you can trust that it will be done, whether it takes a day or a century. Population Traits: SPACE MARINES!: Similar to their Earth counterparts, Aratians possess strength that is incredibly uncanny for their tiny bodies. However, Aratians take it to the extreme: Depending on their lifestyles, they are capable of lifting anywhere between five and twenty times the weight of their muscle mass (about 200-800lbs) which, considering their size, is incredibly intimidating. Military Traits: -------------------^ Dispersed Operations: Aratians are opportunists by nature, and they have applied this to ship operations, meaning they can hide out for ridiculous periods of time, waiting for just the right moment to strike. Technical Traits: -----------------^ Hangerize!: Aratians believe that small, one man fighters possess the greatest power in a fleet simply because none of the big ships consider them threats, so they place them in pretty much everything big enough. On the run!: Factories are placed into carriers in order to make more fighters on the go. This allows carriers to keep functional fleets for much longer periods of time than ordinary carriers. Historical Traits: ------------------^ Diplomatic: The entire history and culture of the Aratian people is built around the idea that a person sticks to the deals they make and keeps their promises. As a result, everyone considers the Aratian people trustworthy practically to a fault. This makes it simple for Aratians to deal with others. Faults/Weaknesses: --------------^ Hyper-Tech: ----------------------^ APUs (Advanced Processing Units): Aratian ships, from the smallest fighter the biggest super-capital, are all equipped with targeting and navigation computers so far ahead of other species, that manual course correction is obsolete, resulting in risky manuevers becoming simple and quicker travel. Ship Hull: Fighter Ship Class: Fighter Weapons: Particle cannon(1) Laser guns(4) Long range Particle Cannon(1) Engines: Sublight Engines(4) FTL?: N Armor: ??? Shielding: ???
__________________ Best Advice EVER. Spoiler Quotes Spoiler Last edited by Kumosabe; 07-14-2009 at 02:44 PM. Reason: Hypertech was discussed through PM with Tater, History started |
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Race name: Thran Race appearance: small bodied, maxing out around 4 feet tall, smooth featured ![]() Number of Systems: None (homestar went nova a while back. they claim rouge planet as their new 'homewold', but are primarily nomadic by nature) Government Type: Direct Democracy Religion(s): None History: Life appeared on the the world of Thry late in the life of its star, the Thran, the first sentient race on the planet, evolved from small primates, they where nomadic tribes, that became a mobile civilization, great crawlers, mounted with cities criss crossed the landscape, floating city ships dotted te seas, and aerial cities darkened the sky above. eventually they reached out into space, where they continued their meandering, with mobile space stations. the tremendous capacity of their stations naturally lent its self to trading and hauling goods from world to world, the colonies gradually becoming more heavily armed and armoured, in the strife, they earned a reputation for being the one *guaranteed* way of getting goods to market. creating a massive trade empire almost unintentionally. their star went nova unexpectedly, which annihilated their homeworld, much less of a blow than it would have been for most one-system races, since most of their population was abroad, but it still triggered a sort of dark age for the Thran, and while the colonies continued their trading, the Thran effectively withdrew from interstellar politics and notice. a century later, they re-emerged, claiming a rouge, system-less planet as their new home, at the same time, the first Nomad was launched, the Nomads.... something new, a mobile station, but oh so much more. a World Ship, a beast that might well have been a new class of ship, beyond super capitals, but their creation was so mind bogglingly expensive that no other race ever got them off the drawing board, nor, where they especially cost-effective, for races that werent inclined to the Thrans wandering. over time the old mobile colonies where decommissioned, and cannibalized, giving rise to a fleet of Nomads. Values of your nation: Freedom, Wandering, Knowledge Traits: ((one Trait for each of 6 categories, 7 additional, 11 traits total) National Traits: 1-Implausibly Efficient Government: the Communal Mind allows for decisions to be put to a vote easily, then the actions entailed by the outcome implemented immediately 2-Load-Bearing State: the Thran are a nomadic trucker Nation, they carry goods from world to world along their wanderings, buying, selling and bartering, their capacity is such that they have consumed the home grown interstellar trade industries of many minor races, who now rely almost exclusively on the Thran to facilitate their trade Population Traits: 3-Hive: technology-enabled hive mind, consists of individuals within a whole, people retain individuality, in this sense its more of a Communal Mind, than a hierarchical Hive Mind 4-Man-Machine Interface: small and weak bodied, the Thran rely on machines to do manual labour, to direct and facilitate this, they developed technology to link mind and machine (thus avoiding the need for complex AI), and hope to one day move themselves entirely into machines and achieve a form of immortality, unfortunately, all attempts this far have failed, as a complete mind degenerates very rapidly once moved to a technological memory device Military Traits: 5-Tortoise and the Hare: chapter one, page one, paragraph one, line one; Thannian Ship Design doctrine 6-Super-Capitals!: the Thran rely *exclusively* on Super Capital ships, thus, they have more of them 7-Death Spiraller: those Super Capitals are on the receiving almost the entire Thrannian budget accrued from their trade empire. they are not just warships, but arks of their race. 8-Dispersed Operations: All World Ships are self sustaining 9-Main Guns!: one word no pirate base commander wants to hear "Marauder" Technical Traits: 10-On The Run!: The majority of the Thran race lives in space, on the Nomad Super-Capitals, thus. 11-Plug'n'Play: Modularity *is* a virtue, anything broken can be easily pulled out of its slot and replaced with a new one. 12-Ghost in the Machine: machines are used to all physically demanding tasks, often guided by a mind linked Thrannians, they are described as a 'passive presence' in the Communal Mind, where a thrans conscience can slip in and take control 13-Better Than Your Super-Capitals: World Ships, these are the only ships used by Thran navy, and are alot more than the usual warship super capital. they are often described as a freighter wrapped in a space colony, wrapped in a fortress, wrapped in a warship. each is self sustaining, with all the equipment to collect resources, manufacture, grow food, and otherwise sustain its population and function. each one holds a significant portion of the Thran race. given their size, they ships have no central reactor, but rather a decentralized powergrid, making it damn near impossible to disable its systems. Historical Traits: 14-Diplomatic: in their wanderings, the Thran have been eager to gain free access to the space of other races, and were quite willing to offer their services in exchange, they have never started a war, or in any way provoked hostilities. this has naturally given them a fair amount of diplomatic skill and clout, they enjoy a place of respect in the community and are welcome to wander freely into the space of many other races, dispite the fact that Nomads could be technically classed as warships. Hyper-technology: 15-Relativistic Weapons: highly accurate artillery and scatter shot Flak cannons. Faults/Weaknesses: +1-Honourable to a fault: Thrannian World-Ships never fire first, even if combat is obviously imminent +1-Soylent Green Is People!: despite the common belief that the anti-world relativistic weapons have never actually been used, this is not he case, infact, the Thran, much earlier in their history, before the advent of the mobile colonies, the Thran had used a ground-mounted anti-world cannon that was one of the earliest relativistic weapons, to launch a assault on a nearby system, that of a young but promising race that had yet to expand beyond its homeworld. the attack, which consisted of fifty rounds, was so devastating that it destabilised the planets tectonic plates, reducing the world to a molten hell fireball of exposed mantle... the young race never recovered, going extinct. this attack was prompted by a thran-superioritist religious order that had dominated Thran society for quite a while. the public's reaction to this was so all consumingly violent that *all* religions were scoured away from the Thran people, annihilated entirely. while the local interstellar community had assumed it was a freak asteroid impact, the uncommon and sly nature of ultra-long range relativistic weapons had let the Thran off scot free, and they harbour the secret still. +1-Public Outcry: every voice is heard in the communal mind, every voice stands equal, as a result, any action taken by leaders is universally known and criticized by those who disagree +1-Wimpy: the small bodied Thran are only about as strong or durable as a human child. 11 + 4 = 15 traits Military: Infantry: -HomeGuards (troops trained exclusivly to defend World Ships, in the event they are boarded) Vehicles -None Aircraft -None Buildings -None Navy (dont pay too much attention to the numbers... ) Category A: 1 Class, 8 Ships Ship Hull: Super Capital (World Ship) Ship Class: Nomad-Class Weapons: --The following are turrent mounted, they popup, swivel and shoot -Turret Mounted Relativistic Pinpoint Artillery. 'Hammer' (anti-ship weapons, highly accurate, grouped in 3s, there are dozens and dozens all over the hull) (6) -Turret Mounted Relativistic Flak Batteries. 'Storm' (defensive point defense weapons/anti-small craft, fires a scattershot of relativistic projectiles, the ship has *hundreds* of these, grouped in 5s) (2) -Turret Mounted Relativistic Primary Artillery Batteries (anti super-capital weapons, usable for orbital bombardment, attacking space stations, capital or super capital ships. there are six. and these are also well armoured) (8) Engines: several, slow ship FTL?: Yes. Armor: Daitanium Plates (highly resistant to solid weapons) (9) Shielding: Crest Energy Barrier (anti-energy weapons shield) (9). Mark-8 Defector (virtually non-existent anti-solid shield, used to deflect micro-asteroids, space dust, etc) (0.5) Other: *Massive* cargo bay. these ships carry a significant portion of the Thannian race and are totally self sustaining colonies, with recycling facilities, equipment for mining materials and harvesting gasses, they are a freighter, wrapped in a colony, wrapped in a fortress, wrapped in a warship, the ship consists of a outer Section, which is a maze of 4'5 foot high corridors, spacious for the Thran, cramped for most others, they exist primarily as a defensive measure, where a boarding party can be snuffed out without risking the population within. within that is the open colony section, and enclosed cargo section, the cargo bay is also heavily armoured. population ~800 million. ![]() ![]() ![]() ![]() Category X: 1 Class, 2 Ships Ship Hull: Super Capital (World Ship) Ship Class: Marauder-Class Weapons: --The following are spinally mounted Main Cannons, and given the massive size of Thran Super-Capitals, are pretty much only good for hitting stationary targets, or very accommodating (or profoundly stupid) ships that decide to sit still long enough for a Marauder to orient on them -Spinal Mounted Anti-World Relativistic Cannon, 'Bolt From The Black' (a large scale relativistic cannon, which is meant for orbital bombardment of planets. with its Destroyer-sized, super dense projectiles, any more than a few shots can render a world uninhabitable for decades. also usable for attacking super capitals) (10) -Spinal Mounted Bombardment Relativistic Flak Cannon, 'Rain of Fire' (fires a massive flak shot of fist sized duratherm-tungsten spheres, can be used to carpet bomb a planets surface, or tear up capital ships (or a closely packed fleet of sub-capital ships) (8) --The following are turrent mounted, they popup, swivel and shoot -Turret Mounted Relativistic Pinpoint Artillery. 'Hammer' (anti-ship weapons, highly accurate, grouped in 3s, there are dozens and dozens all over the hull) (6) -Turret Mounted Relativistic Flak Batteries. 'Storm' (point defense weapons/anti-small craft, fires a scattershot of relativistic projectiles, the ship has *hundreds* of these, grouped in 5s) (2) Engines: several, it can move slowly FTL?: Yes. Armor: Spread-Layered Daitanium Plates (*thick* and highly resistant to solid weapons) (10) Shielding: Emperyic Energy Barrier (powerful anti-energy weapons shield) (10). Mark-8 Defector (virtually non-existent anti-soild shield, used to deflect micro-asteroids, space dust, etc)(0.5?) Other: significantly more war-oriented than the Nomads, these world ships are literally the Machines of War for the Thrannian people, every Thran that lives on these are some manner of military personnel, the manufacturing sections are optimized for ammo, armour replacements, etc, over goods, the cargohold is *significantly* reduced, and is primarily a ammo and material storage, giving the ship a much narrower profile. population ~300million ![]() ![]() ![]() Last edited by Fae; 07-13-2009 at 01:24 PM. |
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