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Nation Sheet


Name: (Be creative! There's an infinite number of things you can name your country, why pick one that's boring?)

Flag: (While not entirely mandatory, it kinda is. Everyone else is gonna do it and we love peer pressure.)

Brief Description: (Emphasis on brief. There's a whole rest of the NS for a reason, this is just for quick reminders.)

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

Government: (Same as with name; be creative. Successor states should at least be somewhat based on the Orionic government systems.)

History: (Go brief, go long. Do what you think is necessary for us to have a proper feel of what you're trying to present. Make sure to talk to other players and your friendly GMs to make sure your properly aligned with the lore and worldbuilding so far.)

Military: (This being a Nation RP, go at least somewhat in depth. Don't just say you have a really good military, explain the various vacets of it, and the military's place in society.)

Religion/Culture: (The two largest religions as of now are Kineticism and Anchorism. Both of these have sects and subsets, plus there's many religions beside this. Culturally, again, be creative, and give details. Details help make a nation and an NRP great.)

Demographics (Species): (Make sure to check out the Species Database)

Characters: (You don't need to go that in depth in the NS, but once we get to IC, definitely have them fleshed out, at least mentally.)

Relations: (Talk to people! This section in NRPs often goes neglected, but it's important for other characters making their own NSs.)

Habitation: (How and where people live; preferred modes of transportation, stuff like that)

Species Database

IMPERIAL SPECIES









CARTEL SPECIES



SOVEREIGN SPECIES











ZUUKIND







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The long dead Zuukid empire’s sheet exists primarily for historical reference and to compare and contrast its various successors with their progenitor.





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Arawak oZode's ghost

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Parzivol Bad At Sarcasm

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More fleshed out version in the works.


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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.



Demographics (Species):





Characters:


Relations:


Habitation:
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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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Name: Gonderian Dominion




Claim: Gonderia Planet








Religion/Culture: The only religion allowed is basically a cult of the Dictator, training citizens to become fanatical soldiers. All other religions are outlawed, and those who practice them are hunted down by the Military Police.

The culture, pushed by the state, is based around the supremacy of humans over alien species. For instance, in works of art that depict both humans and aliens, humans are depicted as a "glorious master race" while aliens are shown as savages or slaves. The anti-human nature of the nation's culture is fueled both by the unending war since the founding, and the pushings from the state.

Demographics:

In the Dominion:
96% Humans
4% Laadaruua (as slaves)

On the entire planet:
45% Humans
30% Kalixurans
10% Scorpine
5% Laadaruua



Relations:

Hostile relations to any non-human species. Currently in a war of colonization on their home planet, fighting against Laadaruua, Kalixurans and Scorpine. Laadaruua are the only ones who sometimes have their life spared, but they are used as slaves instead. The most dangerous species for the country right now are the Kalixurans. There are currently no relations with other planets, but as soon as the first Starship is complete, the Dominion plans to colonize the moon and establish relations with nearby nations.

Habitation:

The cities are built where-ever, as the land for them is completely transformed into a concrete urban stoneland. Most cities are huge, housing a couple million people, with smaller towns being as big as couple hundred thousand people. Villages are extremely rare. People travel by foot, cars, ships or planes. Some wealthy people can afford a Space Fighter converted for civilian flights into orbit (stripped of any weaponry).
There is lots of heavy industry, and most farms are synthetic and indoors.

The planet is mostly plains and forests, but there are also a lot of mountain ranges, and in the Eastern Hemisphere there is a huge desert that is still mostly inhabitable. The Nation spreads in all of Western Hemisphere and most of Northen Hemisphere, while all the other regions are either inhospitable or currently controlled by alien species.

An average city looks something like this:

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