I am not finished yet. -nervous face-
Faction Overview
Faction Name: The Union
Faction Core World Name: The ark-ship known as Sanctuary
Core World Description: The Santuary is a very large ship. It was originally a colony ship from the middle of the Eternal War that was created to evacuate the last little bit of a civilization from the Empire. It is a city by itself and can sustain life for a couple hundred thousand people. The Sanctuary is shaped a little like a giant sideways and elongated egg that is really lumpy and it is scarred by old and new damage. It is still an awe inspiring thing to see. There are actual buildings inside it in some places.
Dominant Economic Activity: The creation of high tech items on a limited scale.
Secondary DEA: (Your second-best planetary activity. Usually located on moon or asteroid bases)
Nation Perks:
- High Tech Relics; The Union can create and operate old technologies that are lost to the rest of the colonies. They are limited in how much they can produce though and they guard their technology with religious fervor.
- Wisdom of the Ancients; There are a few preserved mental imprints of Tsintic from the war times. These imprints can offer guidance and knowledge about the technology of the empire and are a large part of the reason the Union is still alive. They can no longer make new mental imprints.
Nation Flaws:
- Superstition; They worship technology and their use of it is often convoluted and shrouded in old rituals. The mental imprints have also gotten a little senile with time and have bought into their roles as spirits in the religion.
- Low Population; There are only a couple hundred thousand of the Tsintic alive because their ship can only support so many.
Short History: The Tsintic were one of the races that humans discovered soon after they made it into space. Back then the Tsintic were more advanced then humanity and they taught humans many things. When the Golden Empire rose from the gifts they had given the Tsintic were saddened but they stayed on good terms with the empire as allies. Eventually the Empire broke down and began to fight endless civil wars and the Tsintic tried to stay out of it. For a little while they were able to, but in the end they were dragged in to the wars as well. They were not warriors and they did not do very well when forced to fight. After the only combat fleet they had was destroyed by a faction that wanted to genocide all xenos in the galaxy the Tsintic began a race against the clock. They prepared their ark-ships to carry parts of their population to safety.
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The Sanctuary was the only ark-ship that was not destroyed as they fled. For years it wandered through the war and by a miracle managed to survive until it had mostly died down. Over so many years and generations the culture of the Tsintic on the ship began to change as little by little knowledge eroded. And now the ship has wandered into this sector with the last of the Tsintic and the union on board.
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Outposts/Subsystems:
The Union does not have outposts but it does have important parts of the ship.
- Subsystem: Mental Imprint Array
Asset: This is the part of the ship where the mental imprints are stored and sustained. - Subsystem: Loom Arrays
Asset: Looms- Extremely advanced 3D printing mechanisms that can fabricate anything with sufficent blueprints, datapoints, and raw materials. They cannot fabricate advanced electronics/optronics however, and are cottage-industry level affairs only. They also tend to burn out and need replacement or repair every few weeks of use. Looms also make Goop- A polymorphic fix-all substance, Goop is a smartmatter creation of Looms for maintenance and basic building materials. Simply plug in data about the damage or what you want built with a simple dataprobe, lather it on an offending object, then watch it work. (Thank you for the description Trent01 -smiles and happy face-) - Subsystem:
Asset:
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Majority Species: Tsintic
Species Description: (Include as much detail as possible on all included species in your nation. Appearance, biology, society, etc)
Appearance; The Tsintic are a humanoid race. They are tall and delicately built with very pale skin. In bright light their skin can seem to glow a little bit. They have silvery or white hair and it is normally bound up rather than being allowed to hang down freely. Their eyes are light purple. The two flaps of skin that hang down from their heads are sensitive to vibrations that most living beings give off. The Tsintic have ritual marks on their faces that show their ranks and status. They wear robes and stuff some of the time. Tsintic are able to breed with some races like humanity.
Majority Species Traits: (2 positive perks, 2 negative flaws)
Perks:
- Mind-machine implants: Installing computer interface jacks into the brain and/or spine for mental control over systems adapted to the MMI. The implants are installed in a ceremony called the Awakening that is done when a Tsintic child is 4 years old.
- Natural Diplomats- Being able to read the moods of biological races helps the Tsintic be naturally gifted diplomats.
Flaws:
- Squishy- The Tsintic are not physically strong and they are a little easier to hurt than a human.
- Slow Breeding- Tsintic live a long time naturally and with the help of their medical technology. But they breed infrequently at the most.
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Social Values (Social engineering of your nation. Go into detail about it.)
- Government: Democratic Theocracy. The Union is run by the High Priestess of Sanctuary with the 7 Hallowed Spirits as her advisers. The High Priestess is elected by majority vote each time the old High Priestess dies. The candidates for office are chosen by the 7 Hallowed Spirits each time.
- Economy: Communist. Everything is carefully monitored and given out in relation to need. All resources are carefully controlled because they are scarce.
- Religion: The religion in the Union does not really have a name. To them their faith is just the truth. They worship technology in all of its forms and they believe the Sanctuary to be some thing a little like a living god that they live inside. They believe they will eventually join with their ship and become like the Hallowed Spirits. The 7 Hallowed Spirits are very important because they are the voices of technology and guides to show the way. They are really the seven mental imprints made to guide and help run the ship. They bought into the religion fully. The High Priestess is the ruler of the Union and has the spiritual authority of one of the hallowed spirits if she gives orders or makes technical decisions.The Priesthood is spread throughout the Sanctuary and all Tsintic are believers. (I will add more later -nods emphatically-)
- Military: (What is the predominant method of military thinking of your nation? Carriers and fighters? Skirmishers? Line-combat?)
- Ideology: The Union holds technological advancement to be the ultimate goal. A distant but important second is keeping their race alive.
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Starships (15 points to spend on starships, each ship has a perk and a flaw)
Transport- Large cargo hauling starships. Fragile and weakly gunned compared to warships, they are a necessary cog in an interstellar nation in hauling bulk cargoes beyond sublight haulers and to exploit outpost colonies. 1 pt. (Receive 1 free)
Corvette- Hybrid destroyer/frigates. Simple, basic, but rugged and easy to produce and maintain even with only minor civilian shipyards. Fragile though. 1 pt.
Destroyer- Glass cannons. Typically armed with heavy prow-facing weaponry like torpedo tubes or heavy beam cannons at expense to armor. Dedicated ship-killers. 2 pts.
Frigate- All rounder starships. Versatile and typically able to fulfill multiple roles within a fleet with a good mix of armor, weapons, troop-barracks, and engines. Demands significant shipbuilding skill though, and industrial support. 3 pts.
Heavy Frigate- Heavily armored and armed frigates, slower but meant for stand-up fights at expense to their flexibility. 3 pts.
Light Cruiser- First form of capital craft available, they are like frigates in being all-rounder craft, simply scaled up much greater. They are at the extreme limit of colonial shipbuilding capability however, and "construction" is far more likely refitting an existing hull and engine. But they can carry small amounts of capital-grade weapon batteries. 8 pts.
Cruiser- Powerful capital craft, carrying mighty broadsides of weaponry, legions of soldiers in their holds, armor and shields that can fight squadrons toe to toe, a cruiser is nothing less than a flagship symbol of power made manifest. They are far beyond the capability of the colonies to build, and can only be obtained through salvage and intensive refitting. (None available at start of game, can only obtain through RP)
Battlecruiser- "True" capital ships meant to lead fleet formations. They have improved capabilities over cruisers in every area save engine power, which is diverted to power battleship-grade supercapital weaponry, and armor as they are no better than cruisers in terms of plating. None have survived intact to the post-Empire era, with the secrets behind many of their complex systems lost in the new dark age. The rare battlecruiser wreck found is usually good only for salvage, and would take the effort of many nations working together to restore a hull if and only if its reactor can be reignited, but even a wreck can attract unsavory attention by barbarians or other jealous eyes. (Can only be obtained through plot progression)
Name:
Class:
Weapons: (Work in Progress, still trying to calc weapon levels. Leave ready to change on notice.)
Captain:
Perk:
Flaw:
Name: Ark-ship Sanctuary
Class: Ark-class Capital Colony Ship (9 points)
Weapons: Multiple laser batteries.
Captain:
Trait: World unto itself- The Ark is the home for the hundreds of thousands of Tsintic who are still alive. To them it is their home world, and they will fight and die to protect it at any cost.
Trait: Reliquary of the Golden Age- The Ark is a repository of advanced technology and knowledge poorly understood even by its own crew. The ship has subsystems instead of outposts.
Flaw: Ark of Peace- The Ark was never a military ship, and lacks redundancies and backups and reinforcement of military craft. Thus while it is larger than a heavy cruiser, it is a very fragile glass cannon that is barely as armored as a frigate.
Flaw: Old and Worn Out- Over the long centuries the Sanctuary has become more and more worn out. Barbarian attacks and unavoidable conflicts have left their marks. It is no longer as efficient as it once was.
Flaw: (Insert Flaw)
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Major Characters: (For major leaders or heroes in your nation)
Name:
Species:
Skills:
Personality:
Short History: