Hidden 7 yrs ago Post by Ekreture
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@ArawakSounds good
@Isotope@Dinh AaronMkIC post should be up tomorrow
Hidden 7 yrs ago 7 yrs ago Post by Arawak
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The general idea I have for my faction will be a civilization of slimy critters who hull themselves up in clean, glistening shells who are absolute germaphobes who have accrued considerable amounts of power in the vacuum the Orionics left. I'll put slow work on them, but I intend to really get into this NRP after June 10th since that's when I get tons of free time. (Current app is WIP)

@Dinh AaronMk Seconded, it pays to at least have some regard for astronomy in a sci-fi setting even if it's a space opera. I find the Universe Atlas maps pretty useful for that.

@Willy Vereb It's hard to write accurate scaled galactic scale sci-fi. Which was why I experimented with single star system sci-fi NRPs. Not much of an audience though since the people who want that already have eclipse phase.


Hidden 7 yrs ago Post by Darkspleen
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Still very much a WIP, but this is what I've got thus far.



The Planets and Territories under the Protection of the Imperial Crown of Astrana

The Empire of Astrana
Astrana


Brief Description

Astrana is a human-centric country that tries to balance a strong autocratic ruler with the protections of more liberal forms of governments. While not necessarily anti-xeno, it is exceedingly rare for a xeno, or any immigrant for that matter, to gain citizenship in Astrana. Astrana does allow some foreigners to live in the country under a long-term residency status and it does encourage foreigners, both human and xeno, to come as tourists, but its society as a whole shows little interest in allowing immigration and dealing with the issue of having multiple ethnicities. Astranan emperors of the past focused on conquest, but over the past hundred years there has been little interest in conquest, with the emphasis being on the expansion of the country’s economy.

Claim: (As stated in the OOC, keep it smaller than usual; the empires have fallen.)

Government

Type: Constitutional Monarchy/Liberal Autocracy
The government is ruled by the reigning monarch, whose powers are limited by a constitution. A parliamentary body, elected by individual planetary populations, helps with the administration of the government while ensuring that the needs of the citizens are met without infringing upon their constitutional rights. The reigning monarch assigns viceroys to govern over star systems and individual planets; these viceroys in turn have a counterpart parliamentary body that deals with the system or planet’s laws and taxation. These viceroy assignments are held until the viceroy either dies, retires, or is recalled by the monarch.

Perhaps the single greatest power of the parliament (both Imperial and planetary) is its control over taxation rights. Constitutionally it is the parliament that sets tax rates, collects taxes, and sets the government’s budget. While reigning monarchs do have their own personal holdings to gather funds from, these are not nearly enough to meet the needs of the government, thus giving the parliament great leverage over the monarch.

History

TBD

Technological Overview

Astrana possesses fairly advanced energy weaponry in the form of particle beams which can even be used in strike craft and armored vehicles. Shielding for spacecraft is commonplace and even some infantry possess personal shields. A few choice pieces of technology, such as the zero point generator and widespread use of cyberware, does make Astrana stand out slightly.


Military


Astrana’s military is divided into two general components: the Imperial Armed Forces (shortened to AIAF) and the planetary self defence forces (PSDF). The Imperial Armed Forces themselves are divided into three branches: the Navy, the Ground Forces, and the Aerospace Forces.The Imperial Armed forces have very high standards for recruitment and training that, while resulting in fewer personnel overall, ensure that AIAF troops are amongst the best. AIAF prefers firepower and mobility over defense. The planetary self defense forces usually end up with those who didn’t meet the high standards of the AIAF. As their names indicate, the PSDF’s roles include protection of planets, anti-pirate operations, and rescue operations.


Religion/Culture

There are three generally accepted classes in Astranan society: the imperial family, the nobility, and the commoners. As the name indicates, the imperial family is the ruling class in the empire. The nobility is made up of viceroys, military officers, and those given a permanent title by the monarch. Anyone can technically become a noble. This is accomplished by either progressing in rank to an officer position in the military, or being granted a title by the imperial family. The commoners are a bit different from the other classes as they are easily subdivided into other classes that include indentured servants, business entrepreneurs, and high level politicians.

Most people view the military as an honorable, and desirable, career choice. This is not only because it can lead to a title of nobility, but also because it was the military that held the Zuukid back, preventing them from wreaking havoc on Astrana’s worlds. The saying “Shield of the people, Sword of the Emperor” is often used to describe the military’s duel nature as the defenders of Astrana’s citizens, while also the tool by which the monarchy destroys its enemies. This mentality of the Astranan people, as well as strong traditions in the military itself, has allowed the military to serve as an important pillar of society while also preventing any kind of military coups or general corruption that stems from an overly influential military. Another interesting saying that has come from the military is “Its come to the cataphracts.” The saying meaning that ‘they have broken through and this is the last thing we can do to respond.’ It's a pragmatic and optimistic saying as it is essentially saying “there’s a major problem and its time for the real adults to step in and fix this.”

While Kineticism was once the dominant faith in Astrana, it is now practiced by only a small minority of the population.The dominant faith in Astrana is currently the Faith of the Children of the Stars. The Faith of the Children of the Stars is less a religion and more of a spiritual outlook and moral/philosophical framework. Important components of the faith involve viewing the stars as being the “birthmothers of all life” and reverence of the ancestors.

Demographics

~98% Ethnic Astranans (Humans)
<2% Other species and non-Astranan humans

Characters

TBD

Relations

TBD

Habitation

Hidden 7 yrs ago Post by Ekreture
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@Dinh AaronMk Boi...discord
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spess un
Hidden 7 yrs ago Post by Darkspleen
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Here's an updated version of my sheet. Still a WIP.

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This looks good, I'm glad I could join. I'll have something up in a day.
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Hidden 7 yrs ago Post by Ekreture
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@Sypherkhode822 Oi! Join the discord!
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where da hell is the discord link
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Is my app good to be accepted yet?
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@Ekreture I'll have an intro post up by Wednesday.
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Hidden 7 yrs ago 6 yrs ago Post by Yennefer
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Name: Starburst Valkyries Corp.

Flag:

Brief Description: A mercenary company made up entirely of those of the female sex, whether they were originally female or not doesn’t matter as long as they are female now. The company prides itself on professionalism, and its willingness to do whatever the job requires no matter what efforts it would require.

Claim:
Valkyrie Station: The Main Space Station hub for the Starburst Valkyrie Corporation.

Hades Void Prison: A privately owned space prison ran and owned by the Starburst Valkyries.

Kevos 2 Research Station: A desolate Ice planet, the Research station is built into the side of a mountain, the area being chosen for the volatile weapons research taking place there so that if something goes awry there will be no damage to a local populace since it does not have one.

Government: The current leadership is made up of different department heads, each of whom makes up a board of directors that ultimately decide the course of the company, what jobs they accept, and who they work for.

History: The Corporation was formed one hundred and twelve years ago by women displaced after their military service, they felt that an all female mercenary group would garner a certain standard of publicity, which it did. Being rather successful they went on to grow larger and larger, purchasing a small fleet of freighters. This worked well for them as it allowed to do the jobs they needed in order to gather the funds to continue to increase their workability in the galaxy.

As their funds grew, so did their quality of equipment, troops, and even gained them new ships. Soon enough they were a Mercenary company capable of travelling anywhere in the known Galaxy, and with this ability came even more funds, which brought them to purchasing a space station which they could operate from, capable of docking their new fleet of frigates. This money also allowed them to work on a new venture, they funneled incredible amounts of funds into a custom built space station that would be utilized as a prison that would take infamous, political, and other types of prisoners from nations that didn’t want to execute or keep said people imprisoned themselves, it was also a place where the company kept many of its prisoners from combat missions. These prisoners tended to disappear eventually though, and seldom any reason was given, most theories are that it was due to being sold into slavery, or used in experimentation by the Corporation itself.

Military:
The Military is made up of several different branches, though they all ultimately answer to the Board of Directors.

Infantry Weapons

Ranged Energy Weapons: The ranged energy weapons are that of a top quality, the Starburst Valkyrie Corporation now developing, and manufacturing their own weaponry after having gained a rather large manufacturing ability, and a sizeable R&D team that works on such things. These weapons utilize powerful energy cells that focus said energy into

Energized Melee Weaponry: Energized melee weaponry comes as a standard or collapsable hand to hand combat weapon such as swords, batons, and maces. These weapons come with their edges, and areas used for striking to be powered by energy to make a more powerful blunt attack, or cut.

Ballistic Weaponry: Whether small arms, or mounted, ballistic weapons are made with a similar method of propulsion all around, magnetic rails. Rail weaponry is the mainstay of ballistics for the Valkyries, and it has not failed them yet.

Missiles: the Valkyrie Corporation has obtained an impressive variety of missiles, whether they are used planetside or in space, they are versatile and useful in many situations.

Troop Types











Mechanized












Navy














Air Force




Religion/Culture: It’s a mercenary corporation, they tend to be have an aggressive, yet professional culture, there is a pride in their work, and they take whatever they are tasked with seriously. Though the Corporation is made up only of women in every field possible, they are not sexist in the idea that they dislike men or think they are inferior, the Corporation uses this as a marketing ploy, and personal preference. The thought behind it being that why hire skilled and deadly men, when you can hire skilled and deadly women and have some eye candy at the same time.

Demographics (Species):
Human majority
Other Alien species are included.
Females only are employed.

Characters:

CEO



Directors and Important Support Staff











Military Leaders 10





























Field Research Team Alpha















Relations:
TBD

Habitation:
All sorts, mainly a space station.
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Boom posted
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Ehec-Tahdet


Brief Description

Theocratic communist qawm.

Claim


Government


Religion is rule, and by its guidance the people live and serve. Those who enter into monastic life are taught the ways of balance and order-- a necessary harmony to the great entropy of the Universe. As such, these righteous faithful are given the duty of keeping the peace and enforcing the will of the collective good.

All austerity is ultimately overseen by the enlightened Father Orvium. However, the carrying out of these acts is highly decentralized. The neighbors are called upon to have their hearts govern themselves. The thick heeled boot of the faith is meant to serve only as a shepherd to its flock. As such, no definitive laws exist. All things are interpreted as subjective, a thread in the web of the Universe.

The spiritual collective own all means of production. The sale of its natural resources are used to house and feed those who toil for the universal good. Those not on official assignment by the government are bound to the land which they were born on, or traveling harvester which the case may be. Such privileges are only granted by those who prove themselves truly enlightened and pure of heart. A decision reached by the all-reaching compassion of Father Orvium.

History


Well nestled in a family of nebulae, Ehec-Tahdet was once furnace of discourse. In the shattered remains of the empire, the once burgeoning colonies of this sector crumbled into poverty and political upheaval. Those wise or wealthy enough to escape the chaos did so long ago, fleeing to more stable civilizations further afield. However, those who stayed in these fatherless colonies dug in their heels to reap the natural riches of the land. Marauders, refugees, and carpetbaggers swarmed on the political vacuum. Years of turmoil ripped apart the already desolate landscapes. Death and famine was an acre that threatened to dissolve the entire region into anarchy.

However, by the grace of the Universe, came order. Father Orvium, the Saviour of His Flock, descended upon the galaxy with hope and promise. He instituted a national welfare system whereby the hungry were fed, the sick were proffered new organs, and the lost were found by the Universal Light. Prayer and faithfulness to the state brought the people of the fold together as one. The sinners of the galaxy, wholly repentant.

All economic parity now belongs to the state as the people work and trade via the edible currency Vitium. This economic policy was deemed quite necessary by the Father, as the fringe worlds and mining colonies lacked foodstuffs to maintain their labor. Tasting of slightly sweet cardboard, the currency also relieved the pinnacle sin of greed. No man would take more than his share of such sustenance, and thus he may store it and offer it to his kin or neighbor as the Universe would bid his heart to do.

By the grace of the Universe, Ehec-Tahdet thrives to spread its enlightenment throughout the galaxy.

Military


The ground forces of the Ehec-Tahdet rely on their strength of artillery, light from the Universe above. These heavily emplaced units, peppered with anti-air assets, win or lose the battles of the Ehec-Tahdet. True living cavalry sired from the strange, fowl, and forlorn animals of the Ehec-Tahdet’s territories feast in the chaos of wayward ordnance. Infantry and small, mobile mechs entrench themselves in the divide between these two more honorable forces. Sustained by unreliable, mounted theatre shields these light troops serve as a speed bump from oncoming attacks.







------


In much the same way that the Ehec-Tahdet ground forces are tethered to artillery, so too is fashioned their fleet. Giant, cumbersome railgun stations are lugged through space with small frigate and corvette escorts to stay off strike craft assaults. These artillery behemoths require their own supply chains of ammo to be hurled. However, once these weapons are in place, it is truly an act of god to stop their long range firepower.






---





Religion/Culture


Universal Kineticism could not find more loyal and observing servants. An unfathomable and incomprensible religion of universal connectedness, the faithful of Tahdetian Universal Kineticism are lucky to have Father Orvium to interpret its divinity in their lives. Prayer and self abnegation are the only true fruits to sustain the transient and interconnected life of the Universe. Mandated prayer is imposed by the state at any given hour of the day, to keep the believers humble and accepting of the entropic will of the Universe. Righteous toil for the good of thy neighbor is seen as epitome of piety. As such, the citizens of Ehec-Tahdet are kept faithful to their duty, less their mortal bodies be repurposed for the good of thy neighbor.

Rule of the collective falls to three main tenants:
-Right view
-Right intention
-Right action

These three heads of faith, mirrored in the sigil of the nation, determine what should be done, why it should be done, and how it should be done. The Rightness of such is in the eye of the collective good.

And from this collective good has erupted a fountain of harmony:
-No man may starve, lest he make others hungry
-No flesh shall perish, lest he take from life more than he hath given
-No man may need, lest he hath coveted

Demographics


Various sentient species inhabit the folds of Ehec-Tahdet. However, due to the radiation of the nebulae and general inhospitality of the colonized planetoids within, most neighbors remain heavily covered. The culture as such has embraced this necessity with the women in particular being shielded from the rays hardships of the Universe for the proper proffering of children. Furthermore, with such high radiation levels has drastically increased the prevalence of cancers and genetic malformations. The believers of Ehec-Tahdet, in holy patronage to their neighbors, often donate portions of their bodies. These organs are then replaced by machine parts or parts of other beings as the state is able to provide. Thus the citizens of Ehec-Tahdet are truly an amalgam of eachother, with entirely different species often serving as prosthesis for their neighbors. Truly the Universe smiles on all life and welcomes it’s growth.

~80% Human
~20% Other
~100% Enlightened

Characters



The most giving of hearts. His ascendence upon the anarchy and unrest of the region formed Ehec-Tahdet into a sovereign power. His selflessness extends even to his own body, much of it being donated to his neighbors and replaced by mechanic augmentations. Truly his altruism will bathe the galaxy.





Relations


All are welcome to receive enlightenment.

Habitation


Life in Ehec-Tahdet is difficult. Though most of the colonized planets appear desolate at first, they are often quite rich in natural minerals, particularly components for stellar and industrial fuel. These drilling colonies are the lynchpin of their civilization and the infrastructure of planets is often solely built around these sites. Many inhabit planetoids which closely orbit or are buried in the folds of gas giants to reap the resources they contain. Caustic, methane rich atmospheres abound and the dress and culture of the humans settling these environments has adapted in turn. Breathing apparatus are frankly a must on all worlds, and skin is wise to be kept from the wrenching grasp of the nebulae and stars above.

Only a handful of agricultural worlds exist and are responsible for feeding the prodigiously dispersed population. Kraxmal, a starchy root which is later processed with the necessary nutrients and vitamins to sustain life, is transformed into the local currency Vitium. This literal cash crop is the only foodstuff grown on scale. All other yields found, foraged, or farmed are handed over to the government for flash freezing and sale to international markets.

Holdings




The people of Tahdet, “Ehec-Tahdet,” owe their name to this great home. It is where Father Orvium began his life, sacrificed much of it, and lit a fire that would reach the commune of its surroundings. This spiritual home to Tahdetian Universal Kineticism is often colloquially called “a total fucking shit-hole” by endearing foreigners. However, this planetoid is a jewel in the stellar fuel trade. A moon of its matron gas giant, Tahdet orbits on its axis with half of the sphere submerged in her billow. Mobile crawlers constantly flee from the lethal miasma. These levitating cities travel the moon’s wastes in order to harvest gases collected by emplaced mines which endure the orbit. These foundries harness the resources of the gas giant with each pass. Theirs is a fluid lifestyle which cannot afford stragglers.

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Sinnsyk Star Network





Brief Description:
A fledgling empire, born from the ashes of those who once held dominion over their sector. They extend a strong but fair hand to all those who would take it


Government: Dictatorship - The Commissioner is the supreme leader of the Star Network. The Commissioner delegates power to individual Commissaries to oversee different provinces, called Commissariats. While all having the same title and rank, the power of individual Commissaries is arbitrary and some Commissariats are several degrees larger than the others. All, however, can be revoked by the Commissioner for any reason, at any time.


History:
Once upon a time, there was a great empire. They built great towers and great ships, and their great men traveled in great spaceships across great distances to form a great empire with their great weapons and great technology. Then one day a great disaster happened and that kinda put the kibosh on that plan.
One of the planets they had graced with their presence was the humble Synnse, a Class O planet with a rare resource - Deritrium. Deritium had its use as starship fuel, and could power a spaceship for months, sometimes years, though it was notoriously slow to harvest and refine. Sinnse had greater than average deposits, making it an ideal colonial nation for any greedy star empire looking for some cheap fuel. Then, of course, the empire collapsed, leaving behind all its useless crap. Unlucky for some, lucky for others. Without the brutes who had once pretended to own the planet maintaining it, most of the equipment stopped running. Slowly, it was reclaimed by nature, their mighty engines silenced, never to be sounded again

That was, until the Sinnsyk came along. During the Empire, the Sinnsyk didnt exist. Too busy swimming about in their oceans and stuff. When they all fucked off, there was suddenly a lot more room to expand on to land, which they promptly did. The early Sinnsyk were mystified by the magic glowing boxes and their metal gears, and the big shooty machines that made hunting so much easier. Convinced there was more to these big metal shelters than met the eye, the Sinnsyk set up base around them and studied them to get them working. You can imagine the Sinnsyk industrialised rather swiftly with all this equipment lying about. The big purple rocks also helped with that. Made everything a hell of a lot simpler when it came to the space race, I'll tell you that. Anyway, some genius managed to get the big box working and noticed it made even more of these big purple rocks, so now they had a limitless supply of big purple rocks to put in things! Well, limitless if you could stand to wait the ungodly amount of time it took to make one of the bloody things.

It took a bit of technical wizardry, but reverse-engineering the various machines was a fruitful venture. Some of them, like the magic shooty pipes, had been taken apart and put together centuries ago, but the big rock-making box proved far more formidable. It took several attempts to find out how the bloody things worked, which meant a lot less big purple rocks lying about. Still, one it was taken apart and put together, the Sinnsyk knew what they needed to do to make more.

From there, it was a matter of getting into space. There were plenty of ships lying about, but they were old and rusty and had long since run out of Deritrium. Even if they did get the engines working, the damn things were just as likely to blow up as they were to fly. For decades, the development of space flight was treated like an orphan child, but work continued, albeit slowly. The Sinnsyk were more focused on the creation of their universal government, and aligning Those Above with Those Below. Took years just working up the courage to face one of the fucking things...
That said, eventually they managed to get the damn things sky-worthy, but it took years of probes, experiments and unmanned flights into the cold, dark grasp of space to get to that point. Again, they had the advantage of having ships already capable of FTL lying about, so they got out and about rather quickly.

First thing they did was colonise the solar system. And if they couldn't colonise the planet itself, they built a big outpost over the planet that they were supposed to colonise. Then they started colonising other solar systems. Then they hit a snag - aliens. The ones they found had not yet industrialised and were still living in small cities and towns in fractured nations. Now, the Sinnsyk could rock up and proclaim themselves rulers. They could, but they didnt. Instead they felt a kinship with these aliens who didnt have the luck of a massive fuck-off empire having the gall to occupy their planet, and they didn't want to just claim the planet as theirs. So they did something different - they negotiated. They had long, civil discussions, drawing up boundaries, co-operative efforts, even trade. And when you're some medieval society who still uses clubs and swords to wage war, making friends with the men from space with the fire-spitting death pipes sounds like a very entertaining prospect. Through this huge technological advantage, the Sinnsyk were able to pick and choose sides that were friendly to their ideals and spur them to world domination. By removing the most radical elements, and ensuring the continued survival of their chosen governments were linked to the Sinnsyk remaining on their side, then letting natural cultural exchange do its work. Cause who's going to argue with the lads who just came from space and gave you the entire planet on a silver platter?

It was here that the policy of arms-length alien co-operation was devised. Adopting the system applied to their home planet for their new comrades, the Network commissioned a Protectorate over the planet until they had the capacity to manufacture weapons, medicine and consumer goods on a large scale. The Protectorate would give the planet the chance to negotiate through the Sinnsyk via the Commissariat, who would take their case to the Commissioner to discuss it further. Initially, the Commissariat was given very few roles, and the planet was left to develop for itself under the watchful eye of Those Above, who secured what remained of the solar system. This would set the precedent for foreign interactions in the future.

The end result is that the Network is now operating with probably a dozen alien races under its belt, each with their own living area dedicated to them, for them, and are represented by Commissariats to the Commisioner of the Network. The Network even allows sufficiently developed cultures the chance to choose their own Commissariat, often their leader



Military:
The role of the army is a multi-faceted one, and it can be argued that its the best industry for a young Sinnsyk to get in to. Alongside Traders and Ambassadors, Soldiers are amongst the few who are allowed to be stationed on foreign planets without a visa. They learn a variety of skills, such as mechanics and information systems, which stands them in good stead if they ever want to re-take their Vocational Aptitude Test, and the pay isn't bad at all. The military can offer a soldier a driver's license and a pilot's license, the latter of which is especially rare, and are given free bed and board.

The army believes that accommodation should be barebones, but comfortable. No rock hard beds or cold showers, Network soldiers have access to a variety of of comforts that make their postings a little more tolerable. There is a vast variety of roles beyond just shooting things, as well. Humanitarian aid falls squarely within the jurisdiction of the military, typically as peacekeepers and sometimes as builders. All in all, its a fairly cosy position.

The Network's equivalent of the police is the Security Forces, although they are trained alongside the Army and have a highly militarised role, serving as much as a territorial army as peacekeepers and lawbringers. One could be forgiven for assuming Security was a branch of the Army, which it technically isn't.

Ground forces work in four man squads, comprised of a Medic, Marksman, Grenadier and a Heavy Gunner, and are equipped with their Pulse Disruptor rifles. The Pulse Disruptor works by, what else, disrupting pulses in a small area of effect. This is pretty much fatal if applied to somewhere like the heart or the brain, and can cause someone to lose a limb if the disruption is not somehow removed before blood circulation is stopped for too long. The four man squad method gives every squad the equipment they'll need to face off against just about every threat, from enemy gunners to tanks, permitting a variety of potential tactics.

Sinnsyk vehicles are built for quality, not quantity. They are tough, reliable, fast and powerful, but incredibly slow tomproduce and require many rare materials to make, meanimg the Sinnsyk have one of the smallest fleets in the galaxy.

The mainstay of the Sinnsyk Fleet is the Warlord, the resident Frigate. The Warlord is fast, maneuverable and well armed with five Class 10 repeater cannons and two EMP torpedo tubes. The scanners are powerful, but have a low range. The Warlord is given regenerative Type-4 shielding and a double thickness iridium hull. Warlords are the "average" Sinnsyk ship, and the most noticeable on the front line

A much faster pair of ships are the Dagger and Sabre. Respectively, they are the Network's fighter and scout class ships. Both have the ability to cloak, have non-regenerative Type-2 shields and are clad in lightweight titanium hull armour for improved agility. The Dagger is equipped with two Class 8 repeater cannons and a high-powered EMP torpedo tube, whilst the Sabre has three Class 5 disruptor cannons and an Ion torpedo tube. However, to make up for its lack of armaments, the Sabre has much more powerful scanners that reach a longer range.

The Gehenna is the Network's Destroyer. Five Class 10 disruptors, 2 EMP microtubes and one EMP high powered tube, double iridium hull and regenerative shielding are all hallmarks of this intimidating vessel, which sees deployment in small fleets behind enemy lines. The Gehenna is favoured for its anti-dogfighter capabilities and its raiding abilities, but is not really seen on the front lines

Next is the Retribution, a cruiser class ship and a hallmark of Sinnsyk engineering. Retribution-Class ships are equipped with a staggering ten Class 10 distributors, two Class 12s and a Class 12 repeater, and three High Power EMP torpedo tubes. Add on some double Iridium hull armour and regenerative Type-5 shields, you've got an assault ship perfect for besieging planets and systems with.

The Nightmare, a battleship in the Sinnsyk records, is the second largest ship in the Sinnsyk fleet. This terrifying titan is well protected with, as standard, a triple iridium hull, regenerative Type-8 shields, ablative armour, and a huge twenty two Class 12 distributors, two Class 18 heavy disruptors and a class 18 repeater disruptor. On top of this, it has four Triple-Fire EMP torpedo tubes, and two High Power EMP torpedo tubes. Odds are good that if you see a Nightmare amongst a Network fleet, it will be the capital ship.

Unless, of course, you catch sight of the Perdition. Perdition-Class ships are an especially terrifying sight to behold. Eight Class 18 Disruptor cannons, eight Class 18 repeaters and eighteen Class 12 distributors, alongside eight Triple-Fire EMP tubes and two High Power EMP tubes. It's the only ship with regenerative Type-9 shielding, and a triple iridium hull makes it especially hard to crack open.



Religion/Culture:
Sinnsyk society is a conservative, though egalitarian affair. By their standards, it is the role of every capable member of society to provide what they can to their family and their society in general. Sinnsyk are arranged into work groups, whom they are expected to live with and work next to their entire lives. Men and women are seen as equals, though women do get a major advantage with paid pregnancy leave. Because of the communist elements of Sinnsyk society, coming from a wealthier family does not necessarily earn you respect nor guarantee an easy life, and bragging about your heritage is a good way to earn scorn, not admiration.

Family units are broken up early, with children sent to mandatory training academies at the age of four. From here, children are educated in a variety of subjects, including maths, language, science and music. This primary education continues until the child reaches the age of 13, where they are made to take an exam that determines their entire future. This test decides what future the child ends up going in to. Those who show a particular knowledge for clerical work may become clerks, bureaucrats or ambassadors. Culturally gifted children may become clergymen, artisans or curators. Economically gifted children will doubtlessly become traders, and physically gifted children may become soldiers, security or craftsmen. There is a job and a role for everyone, from the greatest to the poorest, and this helps avoid undesirable issues like unemployment. It helps that whenever the economy is lacking in something, the state is happy to nudge the test scores a little to suit their needs. After this test, children are sent to vocational colleges, if skilled, or given apprenticeships if unskilled. Only when the child has become an adult are they given the relative freedom of joining the workforce proper in a workgroup, comprised of adults roughly the same age as them.

The state is highly moralistic and expects a minimum amount of decency from its citizens. Public protests are permitted, however they may not disrupt the daily activities of others, and should be reported to the local Security Centre prior to their commencement, so local government can ensure the proper precautions are in place. Whilst homosexuality is legal, gay Sinnsyk may not marry and it is expected of every citizen to have at least one child. Interbreeding with an alien race is expressly forbidden and can see one exiled under threat of permanent imprisonment. Public intoxication is also illegal, and can see one struck with forced labour sentences and a lifelong substance ban, and public displays of affection are highly frowned upon, though not necessarily illegal. Prostitution is legal only in government-approved and regulated areas, to deter violent behaviour or the transmission of disease.

The government also works with charitable organisations and religious temples to provide a decent welfare state for its people. Obviously, with everyone being designated a job, unemployment is incredibly low, but occasionally security forces will find teenage runaways, homeless vagrants or other unfortunate individuals and be required to take them in for care. Domestic abuse of any kind is illegal, and will be punished with hard labour. The state also makes sure that anyone who is a victim of circumstance - such as spouses whose partners were arrested, underage pregnancies or physically disabled Sinnsyk - are given the appropriate treatment.

Most crimes are punished by forced intensive labour sessions, though the severity of the crime can change how long a prison is performing the labour. Petty theft is obviously given a much lighter sentence than assault or murder, and so most thieves can expect to be released fairly quickly. Forced labour camps are only occupied by regular labourers when there are very few prisoners there. Currently, only premeditated serial murders are punishable by execution, though some criminals are given release quotas so large they cannot possibly fulfil them before they die, essentially making it execution by labour.

The state keeps an arms-length relationship with foreign aliens. Sinnsyk are expressly forbidden from permanently moving residence to another faction's planet, or even a planet within the Network that has been designated a different race's planet. Permits to visit other planets do exist, but these do not last long, are expensive to purchase and have a long cooldown period during which another permit may not be attained, thus ensuring that almost all foreign interference with exception to government business is highly limited. An exception exists for traders, who are permitted to leave and enter as they please. Laws regarding relationships with aliens still apply, however. Violating the laws regarding foreign relationships can see one's citizenship revoked, as can the expiry of a permit while abroad. Sinnsyk who violate a host planet's laws while abroad must face the justice of that nation. The same rule applies to foreign aliens staying on a Network planet - diplomatic immunity is a foreign concept to the Sinnsyk.



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