Hello and welcome to The Crimson Legion. An elite group of mercenaries free from the ties of any Galactic Faction and work to make the galaxy a better place. Operating outside the law and taking any mission they feel requires their special touch. They are known to accomplish any mission no matter the odds. But as the galaxy starts to crumble can they stop it all from falling apart?
Galactic Tech
Legion’s End
Freighter Class Ship
SSA design
Room for 10 live in crew
Hanger capable of holding 3 small personal ships
7 Top mounted turrets (3 Ion down center of ship, 4 Plasma Two per Side
Crimson Fang
Dropship/Support Fire
SSA Design
Capable of transporting ground team to and from planet operations
2 Rotating Plasma Turrets located on front
8 Flare launchers
2 Missile Pods
Character Sheets
Name:
Alias:
Gender:
Species:
Appearance: (preferred pic as long as it matches the Species)
Age: (>25 minimum)
Equipment: (Weapons, Armor, Gear that you keep with you)
Personality: (Minimum 1 Paragraph, Let us know a bit about you, how you think, what you like, what you don't ect...)
Bio: (Minimum of 3 paragraphs, must include some sort of military or combat background)
Relationships: (Your Characters thoughts on the other players in the rp. Based on CS' and any special info you may have come up with)
Thanks to anyone who read through everything and I hope this gets off the ground.
It has been 50 years since humanity first meet an alien species changing the galaxy forever. After a hostile first encounter where Humanity tried to show its might to the galactic stage they have been at least partially accepted by our fellow residence in the Galaxy. Things had been improving and recently Humanity was even offered a spot within the Collective, A Galaxy Wide governing body controlled by a council of alien races. But this invitation caused a spark.
The Sol System Alliance who had long been seen as the leader of the UGC pushed to have one of their admirals be chosen as the human representative putting the military's agenda ahead into the Collective. This was meet with fierce opposition from other factions within the UGC as humanity had caused the First Contact War and to press forward with military might would not win humanity many friends. This lead to the Kingdom of Tallos stepping forward putting up its own nomination, a diplomat who would try to uphold the peace within the galaxy. Things got heated in the UGC as factions were forced to choose a side and vote for the human representative. But one month before the decisive vote both candidates were found assassinated only a few days apart.
These Assassinations split the UGC as both sides blamed the other for their candidates assassination. In the past weeks tensions have grown worse there is talk of the KOT and their allied factions withdrawing from the UGC and reports that the SSA is readying its military in response to the KOT's withdrawal. Now humanity sits on the razor's edge of war this time against itself while the Collective watches seeing just what humanity will do when faced with such crises.
The Sol System Alliance who had long been seen as the leader of the UGC pushed to have one of their admirals be chosen as the human representative putting the military's agenda ahead into the Collective. This was meet with fierce opposition from other factions within the UGC as humanity had caused the First Contact War and to press forward with military might would not win humanity many friends. This lead to the Kingdom of Tallos stepping forward putting up its own nomination, a diplomat who would try to uphold the peace within the galaxy. Things got heated in the UGC as factions were forced to choose a side and vote for the human representative. But one month before the decisive vote both candidates were found assassinated only a few days apart.
These Assassinations split the UGC as both sides blamed the other for their candidates assassination. In the past weeks tensions have grown worse there is talk of the KOT and their allied factions withdrawing from the UGC and reports that the SSA is readying its military in response to the KOT's withdrawal. Now humanity sits on the razor's edge of war this time against itself while the Collective watches seeing just what humanity will do when faced with such crises.
The Collective - The Governing body for the entire Galaxy. Looking to uphold the peace and protect the weak of any Race that belongs to the collective. The Collective stands as a unified Galaxy solving disputes between the races by council vote, in which each race of the collective has one representative whom can vote on their races behalf. Although they tend to stay out of internal racial disputes they are closely watching the UGC to see which human faction will be bringing a representative to the table.
UGC - The United Galactic Conference plays the part of Earth's UN attempting to keep peace across the human controled galaxy, giving every faction big or small a voice in the galactic community and acting as a neutral party to oversee disputes. Established soon after mankind took to the stars and branched out of the Sol system.
SSA - The Sol System Alliance is one of the most powerful factions across the galaxy coming from the home of mankind. Highly militaristic and pushes to have military might and a strong presence be humanity's mark on the galaxy
KOT - The Kingdom of Tallos is a strong faction of the outer rim of explored space although small in size it is highly diplomatic giving the KOT a good relationship with some of the Alien races allowing them to trade and receive alien tech. This technological advantage has moved them forward allowing their smaller navy the ability to rival the SSA's and give them the chance to push a more diplomatic and peaceful human race.
(More to Come as introduced)
UGC - The United Galactic Conference plays the part of Earth's UN attempting to keep peace across the human controled galaxy, giving every faction big or small a voice in the galactic community and acting as a neutral party to oversee disputes. Established soon after mankind took to the stars and branched out of the Sol system.
SSA - The Sol System Alliance is one of the most powerful factions across the galaxy coming from the home of mankind. Highly militaristic and pushes to have military might and a strong presence be humanity's mark on the galaxy
KOT - The Kingdom of Tallos is a strong faction of the outer rim of explored space although small in size it is highly diplomatic giving the KOT a good relationship with some of the Alien races allowing them to trade and receive alien tech. This technological advantage has moved them forward allowing their smaller navy the ability to rival the SSA's and give them the chance to push a more diplomatic and peaceful human race.
(More to Come as introduced)
Players can be from any of the Intelligent Races, Also you can add your own as long as you provide me with the basic information needed to add it into this tab.
Humans
Originating Planet - Earth (Destroyed 500 years ago by an asteroid)
Appearance - You most likely are one so I won’t bother explaining this one
Average life span: 80-120 years
Description: The decedents of Earth. Although they have no distinguishing strength, they also have no distinguishing weakness (the jack of all trades)
Hissho
Originating Planet: Huygen
Appearance: Avian like humanoids that thrive on warfare
Male Hissho: Standing 6-8ft extremely muscular and agile
Female Hissho: Standing 6-7ft very thin and agile
Average life span: 50-60 years
Description: For much of their history, the Hissho lived as tribal hunters. Their constant warfare slowed their technological progress and path to civilization, but eventually, they, like many other races across the galaxy, united and reached for the heavens. Their cultural affinity to war makes them excellent soldiers and gives them an edge if engaged in melee combat. The Hissho serve primarily as the Collective's military arm and was the main force that fought with humans during the First Contact War.
Aranites
Originating Plant: Alcrolite
Appearance: A short humanoid alien who's skin color ranges from blues to deep purple. The race stands from 4-5 ft tall, and are physically weak, yet mentally strong
Average Life Span 150-200 years
Description: A very intelligent and magical race the Aranites were the first race to discover and master Magica. And since its discovery it has become an intergral part of their society and is used for daily life. This use of Magica was what lead the Aranites to the stars. Even today Aranites are the only race that can use Magica without an amplifying rune.
Vandrell
Originating Planet: Orbrian
Appearance: Normally a short alien race that required an environmental suit to survive anywhere outside their home planet. Although most Vandrell swap out their human bodies for mechanical bodies.
Average life spans: 40 in original bodies, near immortal in mechanical if maintained
Description: Vandrell society is devoted to learning, philosophy, exploring, and study. They view the universe not only with awe, but also as an intellectual challenge for them to accept. Optimistic, they hold full faith in scientific progress and technological advancement. This drive to advance lead them to space early on, as well as mechanical enhancements to their bodies. And these enhancements lead to full Cybernetic bodies to house their vital organs and extend their lives.
Humans
Originating Planet - Earth (Destroyed 500 years ago by an asteroid)
Appearance - You most likely are one so I won’t bother explaining this one
Average life span: 80-120 years
Description: The decedents of Earth. Although they have no distinguishing strength, they also have no distinguishing weakness (the jack of all trades)
Hissho
Originating Planet: Huygen
Appearance: Avian like humanoids that thrive on warfare
Male Hissho: Standing 6-8ft extremely muscular and agile
Female Hissho: Standing 6-7ft very thin and agile
Average life span: 50-60 years
Description: For much of their history, the Hissho lived as tribal hunters. Their constant warfare slowed their technological progress and path to civilization, but eventually, they, like many other races across the galaxy, united and reached for the heavens. Their cultural affinity to war makes them excellent soldiers and gives them an edge if engaged in melee combat. The Hissho serve primarily as the Collective's military arm and was the main force that fought with humans during the First Contact War.
Aranites
Originating Plant: Alcrolite
Appearance: A short humanoid alien who's skin color ranges from blues to deep purple. The race stands from 4-5 ft tall, and are physically weak, yet mentally strong
Average Life Span 150-200 years
Description: A very intelligent and magical race the Aranites were the first race to discover and master Magica. And since its discovery it has become an intergral part of their society and is used for daily life. This use of Magica was what lead the Aranites to the stars. Even today Aranites are the only race that can use Magica without an amplifying rune.
Vandrell
Originating Planet: Orbrian
Appearance: Normally a short alien race that required an environmental suit to survive anywhere outside their home planet. Although most Vandrell swap out their human bodies for mechanical bodies.
Average life spans: 40 in original bodies, near immortal in mechanical if maintained
Description: Vandrell society is devoted to learning, philosophy, exploring, and study. They view the universe not only with awe, but also as an intellectual challenge for them to accept. Optimistic, they hold full faith in scientific progress and technological advancement. This drive to advance lead them to space early on, as well as mechanical enhancements to their bodies. And these enhancements lead to full Cybernetic bodies to house their vital organs and extend their lives.
Garundin’s are a fairly new player on the galactic stage, but even so they have already made their presence known as premier engineers, technicians and heavy assault troopers.
The Garundin home world of Eshan sits at the extreme outer edge of the ‘Goldilocks Zone’ created by their home star. Eshan itself is a high gravity world, with a surface gravity being just over three times standard, which produces very high atmospheric pressures as well as being largely made of carbon dioxide. This has led to an ecosystem that produces flora and fauna that are short, dense and in the case of the fauna, powerfully muscled.
Garundin culture, even know, it still tribal based; though now each tribal council sends a representative to the planetary Grand Council who then appoints representatives for Garundin affairs off-world. Within each tribe, life has always about working for the good of the tribe; work delegated, resources shared, the elderly and infirm tended to by all. While internal conflicts were rare, inter-tribal conflicts were almost constant. Tribes fighting over land, water, minerals, and stronger tribes conquering weaker ones; the centuries passed, the technology changed and improved, but the fighting went on.
One major difference between Garundin’s and other sentient species was their near total lack of development of ballistic weaponry or attempts at heavier than air flight; the dense atmosphere and high gravity made the energy expenditure for such things too great to be overly practical, so such ideas were of little use. All that changed during what became known as ‘The Fall’; 200 years ago, on the plains between three great tribes a starship crash landed, coming to rest near where all three territories met.
Garundin’s were never a people that looked ‘up’ much, but with this arrival they started to. Now they began to wonder what else may be out there; once they thought they were many tribes on one world, but now they realized they may be one tribe amongst many worlds. This realization rippled across Eshan and within only a few years many old tribal conflicts where cast aside for the good of the ‘Greater Tribe’.
All across Eshan, great thinkers and tinkerer flocked towards the newly founded, and rapidly growing, City of the Great Fall (Great Fall in common usage). Sadly the crew of the vessel didn’t survive the crash, something caused an inertial dampener failure and they most likely died before the ship even hit the atmosphere, but the automated systems did their best to bring it down relatively intact. With methodical care, the Garundin’s began to investigate, first the small parts they could safely remove, then as their knowledge grew, and they began to translate more of the off-world language, they began to dig into the ship proper.
By their nature, Garundin’s are a patient and practical people, so there was no rush to discover all there was to know in one lifetime; but they also took to the new technology and in a remarkable short amount of time, they went from an early industrial tech base, to launching their first heavier than air craft, which was also their first trans-atmospheric vessel in less than two generations. From there they expanded exponentially, moving into their home system, and exploring the celestial bodies they found there. By the time the Garundin’s made first contact with The Collective, ten years before Gerad’s birth, they had already successfully industrialized much of the system.
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Physically, Garundin’s are a four armed, quadrupedal, mammalian species. They range in height from between 125 to 135 cm and generally weight in at between 160 and 200 kilograms. Though the high gravity of Eshan has led to a very thick atmosphere, the planets extreme range from the rather weak star means that even at the best of times, Eshan is a rather cool world. As a result Garundin’s still maintain a thick insulating layer of hair that covers everything but their faces, the palms of their hands and the soles of their feet.
They share a very similar facial appearance to Terran ‘gorillas’, with a heavy brow, flat nasal openings and a protruding jaw, though they lack the same elongated skull; as a result it’s not uncommon for humans to refer to them as ‘Spider-Gorillas’. Males and females are indistinguishable from each other unless one can actually see their reproductive organs; Garundin’s tell by pheromone traces that an individual produces.
The Garundin home world of Eshan sits at the extreme outer edge of the ‘Goldilocks Zone’ created by their home star. Eshan itself is a high gravity world, with a surface gravity being just over three times standard, which produces very high atmospheric pressures as well as being largely made of carbon dioxide. This has led to an ecosystem that produces flora and fauna that are short, dense and in the case of the fauna, powerfully muscled.
Garundin culture, even know, it still tribal based; though now each tribal council sends a representative to the planetary Grand Council who then appoints representatives for Garundin affairs off-world. Within each tribe, life has always about working for the good of the tribe; work delegated, resources shared, the elderly and infirm tended to by all. While internal conflicts were rare, inter-tribal conflicts were almost constant. Tribes fighting over land, water, minerals, and stronger tribes conquering weaker ones; the centuries passed, the technology changed and improved, but the fighting went on.
One major difference between Garundin’s and other sentient species was their near total lack of development of ballistic weaponry or attempts at heavier than air flight; the dense atmosphere and high gravity made the energy expenditure for such things too great to be overly practical, so such ideas were of little use. All that changed during what became known as ‘The Fall’; 200 years ago, on the plains between three great tribes a starship crash landed, coming to rest near where all three territories met.
Garundin’s were never a people that looked ‘up’ much, but with this arrival they started to. Now they began to wonder what else may be out there; once they thought they were many tribes on one world, but now they realized they may be one tribe amongst many worlds. This realization rippled across Eshan and within only a few years many old tribal conflicts where cast aside for the good of the ‘Greater Tribe’.
All across Eshan, great thinkers and tinkerer flocked towards the newly founded, and rapidly growing, City of the Great Fall (Great Fall in common usage). Sadly the crew of the vessel didn’t survive the crash, something caused an inertial dampener failure and they most likely died before the ship even hit the atmosphere, but the automated systems did their best to bring it down relatively intact. With methodical care, the Garundin’s began to investigate, first the small parts they could safely remove, then as their knowledge grew, and they began to translate more of the off-world language, they began to dig into the ship proper.
By their nature, Garundin’s are a patient and practical people, so there was no rush to discover all there was to know in one lifetime; but they also took to the new technology and in a remarkable short amount of time, they went from an early industrial tech base, to launching their first heavier than air craft, which was also their first trans-atmospheric vessel in less than two generations. From there they expanded exponentially, moving into their home system, and exploring the celestial bodies they found there. By the time the Garundin’s made first contact with The Collective, ten years before Gerad’s birth, they had already successfully industrialized much of the system.
-
Physically, Garundin’s are a four armed, quadrupedal, mammalian species. They range in height from between 125 to 135 cm and generally weight in at between 160 and 200 kilograms. Though the high gravity of Eshan has led to a very thick atmosphere, the planets extreme range from the rather weak star means that even at the best of times, Eshan is a rather cool world. As a result Garundin’s still maintain a thick insulating layer of hair that covers everything but their faces, the palms of their hands and the soles of their feet.
They share a very similar facial appearance to Terran ‘gorillas’, with a heavy brow, flat nasal openings and a protruding jaw, though they lack the same elongated skull; as a result it’s not uncommon for humans to refer to them as ‘Spider-Gorillas’. Males and females are indistinguishable from each other unless one can actually see their reproductive organs; Garundin’s tell by pheromone traces that an individual produces.
A species of seemingly low intellect who somehow achieved space flight, the Fungai are the brawlers of the galaxy. The smallest of the race start at 6'5" with the tallest approaching 8'. Their weights are equally large, continuing to grow until their dying breath. They are true warriors in every sense of the word after having a homeworld with minimal resources, meaning there was a constant fight for them. Fortunately when the Fungai achieved space flight they found enough resources to allow their species to survive. However, deep down, rooted in their very being is the will to fight and that makes them very worthwhile mercenaries and soldiers. Their sheer size allows them to strap several inches of armour to their torso's making them walking tanks.
In terms of their biology, there is no split gender although they would usually be referred to as he/his given their masculine voices. They reproduce by releasing spores into the air as they approach natural death. These spores pollinate with any vegetation it can find which then mutates and grows the eggs the Fungai hatch from. They can live up to 200 years but due to their preferred choice of work, few live to that point. Due to their fungal nature, the only real way to keep them down is to take out the brain which is located behind a thick skull. They are also capable of regeneration, being able to regenerate a lost limb in a matter of days.
Technologically speaking their equipment shouldn't work and looks like something a human child pieced together. However, through blind luck, what they create seems to work and function as effectively as anything any of the other races can create. They use projectile based ranged weaponry with melee weapons being made up of blade, blunt and chain based weaponry. Their armour is crude and is often only thick plates of metal strapped to their body. Only the rare few are capable of operating shield technology although it isn't a fine art and casts a wide bubble that can encompass a nearby squad rather than being a true personal shield. Also there are only a few capable of utilising magic. These few individuals are some of the most powerful magic wielders in the galaxy, however, they have little to know control over it. They could try to manifest a small fireball and end up unleashing a blast capable of incinerating an entire battleship. As such these Fungai are usually lobotomised immediately when any sign of magic capability is shown.
In terms of their biology, there is no split gender although they would usually be referred to as he/his given their masculine voices. They reproduce by releasing spores into the air as they approach natural death. These spores pollinate with any vegetation it can find which then mutates and grows the eggs the Fungai hatch from. They can live up to 200 years but due to their preferred choice of work, few live to that point. Due to their fungal nature, the only real way to keep them down is to take out the brain which is located behind a thick skull. They are also capable of regeneration, being able to regenerate a lost limb in a matter of days.
Technologically speaking their equipment shouldn't work and looks like something a human child pieced together. However, through blind luck, what they create seems to work and function as effectively as anything any of the other races can create. They use projectile based ranged weaponry with melee weapons being made up of blade, blunt and chain based weaponry. Their armour is crude and is often only thick plates of metal strapped to their body. Only the rare few are capable of operating shield technology although it isn't a fine art and casts a wide bubble that can encompass a nearby squad rather than being a true personal shield. Also there are only a few capable of utilising magic. These few individuals are some of the most powerful magic wielders in the galaxy, however, they have little to know control over it. They could try to manifest a small fireball and end up unleashing a blast capable of incinerating an entire battleship. As such these Fungai are usually lobotomised immediately when any sign of magic capability is shown.
races from this tab will be indigenous creatures and other less evolved races. Players cannot create characters from this tab but can still add to it by contacting the GM.
The Hive is a collection of beast like creatures who serve an overpowering Patriarch. This Patriarch has strong telepathic abilities forcing its will upon its brood creating a strong unified force. The Hive have been known to eradicate planets killing everything on the surface and strip a planet of its resources. Feared across the Galaxy for their ruthless and unending assaults the Hive when found are exterminated with extreme care with the UGC committing entire fleets for this exact purpose. Their planet of origin is unknown but the creatures evolution never stops they only grow and get stronger in an ever increasing struggle to survive.
-Sub Species-
Swarmers make up the main force of a Hive Brood. No bigger than a large dog the swarmers are Fast and ferocious. Although a single swarmer is easy to take down, but they never attack alone and attack with shear numbers in an attempt to overrun their target.
A sacrificial spawn of the brood covered with sacks of acid and a body composition designed to explode when the sploder impacts into something. Very dangerous if allowed close, but their green sacks make them easy to point out and their explosions and acid make them effective against their own if taken out before reaching your lines
The Slasher serves as the Hive's offensive power, taller than the average man Slashes are sent in along with the Swarmers to draw fire and rip their way through enemy lines. If not taken down a single slasher can easily wipe out an entire platoon of soldiers. But focusing the Slasher usually allows the Swarmers to close the gap casing their own bit of trouble. It has been documented that some Slashers have evolved an Acid launcher in place of its two claws making a deadly ranged combatant launching balls of acid at unsuspecting foes.
The Brutes are massive beasts of the Hive almost acting as a walking tank when a swarm won't do the trick. The size and shear strength of these beasts make them tough to take down, but be warned they are faster than they look and can easily crush you if you aren't paying attention.
The Hive Minds are powerful telepathic beings that control the Hive. Not exactly a combatant type but is always surrounded by a type of honor guard consisting special mutations of Brutes and Slashers. The Hive Mind is the center of the Hive and without its control the Hive turn back into uncoordinated beasts even turning on themselves making killing the Hive Mind the easiest way to destroy a hive.
-Sub Species-
Swarmers make up the main force of a Hive Brood. No bigger than a large dog the swarmers are Fast and ferocious. Although a single swarmer is easy to take down, but they never attack alone and attack with shear numbers in an attempt to overrun their target.
A sacrificial spawn of the brood covered with sacks of acid and a body composition designed to explode when the sploder impacts into something. Very dangerous if allowed close, but their green sacks make them easy to point out and their explosions and acid make them effective against their own if taken out before reaching your lines
The Slasher serves as the Hive's offensive power, taller than the average man Slashes are sent in along with the Swarmers to draw fire and rip their way through enemy lines. If not taken down a single slasher can easily wipe out an entire platoon of soldiers. But focusing the Slasher usually allows the Swarmers to close the gap casing their own bit of trouble. It has been documented that some Slashers have evolved an Acid launcher in place of its two claws making a deadly ranged combatant launching balls of acid at unsuspecting foes.
The Brutes are massive beasts of the Hive almost acting as a walking tank when a swarm won't do the trick. The size and shear strength of these beasts make them tough to take down, but be warned they are faster than they look and can easily crush you if you aren't paying attention.
The Hive Minds are powerful telepathic beings that control the Hive. Not exactly a combatant type but is always surrounded by a type of honor guard consisting special mutations of Brutes and Slashers. The Hive Mind is the center of the Hive and without its control the Hive turn back into uncoordinated beasts even turning on themselves making killing the Hive Mind the easiest way to destroy a hive.
Galactic Tech
Plain - Normal melee weapons made of sharpened and pointed metal
Chain - Melee weapons made with a chain mechanism built in, once activated the blade acts like a chainsaw cutting through flesh easily
Cartridge - Melee weapons that hold a clip filled with pellets of gun powder in the hilt and once the trigger is pulled the powder is ignited and carried through a hollow slot in the back of the blade. When the gasses are released behind the tip of the blade it exerts a powerful force pushing the blade forward.
Plasma - A melee weapon who's blade is made of two separate materials, the blade is a very conductive and strong metal while the edge is made of a metal with a low melting point. When activated the blade heats up to a point where the edge melts to a plasma state but is held in place by the magnetic pull of the blade. It is able to melt through most things i given enough time and even grazing blows can leave nasty burns.
Chain - Melee weapons made with a chain mechanism built in, once activated the blade acts like a chainsaw cutting through flesh easily
Cartridge - Melee weapons that hold a clip filled with pellets of gun powder in the hilt and once the trigger is pulled the powder is ignited and carried through a hollow slot in the back of the blade. When the gasses are released behind the tip of the blade it exerts a powerful force pushing the blade forward.
Plasma - A melee weapon who's blade is made of two separate materials, the blade is a very conductive and strong metal while the edge is made of a metal with a low melting point. When activated the blade heats up to a point where the edge melts to a plasma state but is held in place by the magnetic pull of the blade. It is able to melt through most things i given enough time and even grazing blows can leave nasty burns.
Cartridge - Standard firearm tech, a cartage with gun powder and metal bullet are placed in a chamber when a trigger is pulled the black powder ignites propelling the bullet forward out the chamber(Cannot be used in environments without oxygen)
Laser - Beams of focused light used in a continuous fashion. Prolonged exposure can melt through anything, but unlikely to do any major damage in a glancing blow
Ion - Charged particle beam consisting of Ions. Damage the target by disrupting its atomic and/or molecular structure.
Plasma - Shots of super heated metal able to melt through anything but slow and easier to dodge than other projectiles
Ballistic - Rockets, missiles and the like. Fuels burned to propel a warhead that explodes on collision (things that go boom)
Mag Rail - Magnetism used as a weapon. Using an intense magnetic field to propel a solid slug at extremely high speeds. This type of weapon has incredible stopping power, but takes a long time between firing. (used in sniper rifles, and ship guns only)
Laser - Beams of focused light used in a continuous fashion. Prolonged exposure can melt through anything, but unlikely to do any major damage in a glancing blow
Ion - Charged particle beam consisting of Ions. Damage the target by disrupting its atomic and/or molecular structure.
Plasma - Shots of super heated metal able to melt through anything but slow and easier to dodge than other projectiles
Ballistic - Rockets, missiles and the like. Fuels burned to propel a warhead that explodes on collision (things that go boom)
Mag Rail - Magnetism used as a weapon. Using an intense magnetic field to propel a solid slug at extremely high speeds. This type of weapon has incredible stopping power, but takes a long time between firing. (used in sniper rifles, and ship guns only)
Metal - Metal plates made of titanium that is built to withstand most any attack, thickness depends on how much protection you want. Very strong, but can be heavy.
Carbon Fiber - strands of carbon weaved together to form a cloth, these cloths are then layered This creates a light material that provides a bit of protection. Also the layers can be glued together, Once cured it creates a strong, light material. Light and maneuverable, but does not provide as much protection as Metal
Hybrid - A combination of metal and carbon fiber many ways to do this and as such the protection provided varies with the technique used.
Carbon Fiber - strands of carbon weaved together to form a cloth, these cloths are then layered This creates a light material that provides a bit of protection. Also the layers can be glued together, Once cured it creates a strong, light material. Light and maneuverable, but does not provide as much protection as Metal
Hybrid - A combination of metal and carbon fiber many ways to do this and as such the protection provided varies with the technique used.
Deflector shields - also known as deflector screens, deflectors or simply shields, were translucent or transparent energy fields produced by deflector shield generators. These generators could be placed on planets, droids, starships, space stations and individual buildings. The primary purpose of the shield was to block or deflect projectiles and lasers from hitting the object under protection.
Shield Gauntlet - was a small personal shield worn on the off-hand which could be used to absorb and even deflect energy weapons and shots. The gauntlet accomplished this by projecting a small energy shield. The shields range was less than a meter, and typically took on the appearance of a concave disk of clear energy, having no real color
Magica Shields - Personal protection shields used by those who wield Magica. It can create a barrier of protection around the castor, but its strength and duration depends on the castor of the Magica. It can deflect most any attack as long as the castor can keep the spell up.
Shield Gauntlet - was a small personal shield worn on the off-hand which could be used to absorb and even deflect energy weapons and shots. The gauntlet accomplished this by projecting a small energy shield. The shields range was less than a meter, and typically took on the appearance of a concave disk of clear energy, having no real color
Magica Shields - Personal protection shields used by those who wield Magica. It can create a barrier of protection around the castor, but its strength and duration depends on the castor of the Magica. It can deflect most any attack as long as the castor can keep the spell up.
Magica is a mysterious arcane power that allows its castor to do mystical things. The Aranites wield it like the mages of old where as other species are required to activate Magica through the power of ruins. These ruins can be engraved on anything from weapons and armor, to a small cube that fits in your pocket, or even tattooed on a person's body. In either case the use of magica pulls from the users strength. Each rune controls a specific element, but what is done with the control is up to the user.
Legion’s End
Freighter Class Ship
SSA design
Room for 10 live in crew
Hanger capable of holding 3 small personal ships
7 Top mounted turrets (3 Ion down center of ship, 4 Plasma Two per Side
Crimson Fang
Dropship/Support Fire
SSA Design
Capable of transporting ground team to and from planet operations
2 Rotating Plasma Turrets located on front
8 Flare launchers
2 Missile Pods
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it.
2. Romance and Gore allowed, But keep it in good taste and in site rules
3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC
4. Be civilized and polite please
5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed.
6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in.
7. Copy the rules into a Hider in the "other" of your cs so I know you read them.
8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts.
9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
2. Romance and Gore allowed, But keep it in good taste and in site rules
3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC
4. Be civilized and polite please
5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed.
6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in.
7. Copy the rules into a Hider in the "other" of your cs so I know you read them.
8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts.
9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
Character Sheets
Name:
Alias:
Gender:
Species:
Appearance: (preferred pic as long as it matches the Species)
Age: (>25 minimum)
Equipment: (Weapons, Armor, Gear that you keep with you)
Personality: (Minimum 1 Paragraph, Let us know a bit about you, how you think, what you like, what you don't ect...)
Bio: (Minimum of 3 paragraphs, must include some sort of military or combat background)
Relationships: (Your Characters thoughts on the other players in the rp. Based on CS' and any special info you may have come up with)
Thanks to anyone who read through everything and I hope this gets off the ground.