Avatar of KingTip
  • Last Seen: 6 yrs ago
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    1. KingTip 10 yrs ago

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8 yrs ago
Current I'm back a little bit early, will start posting soon.
8 yrs ago
I'm gone for a week, be back around the 7th.
8 yrs ago
WAIT! I'M BACK!!!
9 yrs ago
Hear that? That's the dice rolling.
10 yrs ago
Got a new job at Strex Corp Synernists Inc!

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Nation Name: The Falini Trade Corporation
Nation TAG: FTC, warship prefix: 'CN (corporation navy)' (Insert ship name here)
Nation Race: Polari. The Polari are a mammalian race that evolved not unlike humans, descending from primates as well. The Polari, though, are more ape-like than humans, with longer arms and short hair covering their bodies. Their average height for males is about 5'11 while average female height is about 5'6, so a little taller than most humans.
Nation Government: There are 5 ruling families that each have a representative in the Oligarchic Government, However a distinguished family could make a power grab and replace the oldest ruling family for a steep price.
Nation Inclination: Very, very concerned about money. Money is what they die for- Land? pshh. Power? As if. Materials? You can buy all of that if you have money!

Nation History: The FTC was formed way back before interplanetary travel was possible. They were a small startup company offering a new product, the Heli-pack. Before long they became so successful that they expanded to all kinds of media and fields. Just a few decades before they invented their FTL Drive they bought out a government and became the first corporation to own a country. And before long, they bought out all other countries and owned their entire Home System! Now they encourage all citizens to buy a private Ice Miner™, or Iron Hauler™ so they may become rich too! The corporation itself keeps expanding to control more things that they can sell for more profit!

Nation Culture: Everyone in the TFC is convinced this capitalist way of living is correct. Nearly everyone has their own small business, and they all believe that they too can buy out a representative family one day. The FTC is also a very forward thinking nation, and everyone invents things for better or worse.

Nation Military Spacetypes: The CN has 3 fleets, each consisting of 30 ships. The 30 ships are composed equally of 2 different warships: The Stinger™, and The Flinger™. The Stinger has laser weapons that use a ton of energy, making them only viable for short bursts. They can bypass shields almost entirely though and cause moderate hull damage. The Flinger uses kinetic weapons, namely railguns firing HE slugs. Can easily be reflected by shields with no damage, but if even one of them makes contact with hull, there is going to be chaos.

Nation Civilian Spacetypes: Alright this will be complicated:

Stations: The TFC sponsors 2 trade stations per solar system - even if they don't own it (To trade with other civilizations). There is also the occasional privately owned station.

Economic Ships: There are many different ships the private citizen can buy in the TFC. There are the Ice Miners™ which citizens can use to mine and transport their own ice for PROFIT$$$$! Don't like the water business? Buy a Iron Hauler™, the heaviest of TFC regulated private ships. Use an Iron Hauler to mine iron from all kinds of different places such as asteroids and planets. The Iron Hauler comes with its own mining equipment and a very large storage compartment for easy transporting, and not just for iron, it can be any metal!. The Cheetah™ is a fast transport vehicle for all kinds of goods, such as food and fuel. Being small it can also travel very fast, Earth to Mars distance in about 12 hours! FTL wise it can go 40 LY in 2 and a half minutes safely.

Non-Economic Ships: There is one standard transport ship capable of carrying 500 max occupants very quickly. There is an interstellar and interplanetary version of this ship, simply named The Transport™.

^There are 5 different qualities that a citizen may buy any of these ships, depending on their cash^: (Not actually made out of these metals, just titles of quality) Bronze Class, Iron Class, Gold Class, Jewel Class, and Ultra Class.

Government Ships: Each representative get a modified Cheetah, whereas instead of transporting goods it is a very nice Ultra Class living space that can move very quickly. These 5 ships are called The Royal Cruisers™.

Nation VIPs:
-Name:John Goldif
-Race: Polari
-Age: 34, 27.2% of the 125 year lifespan
-Role: Representative of the oldest reigning family.
-Appearance: Dark Brown hair, wears glasses. Stocky build.
-Known-for: Being a philanthropist by donating to many charities. (Such as the 'More Trade Station Charity' and the 'Mine all the Asteroids Charity')

-Name: Cher Joinva
-Race: Polari
-Age: 78, 62.4%
-Role: Representative of 2nd oldest reigning family
-Appearance: Slightly graying hair. Thin, model-like.
-Known-for: Using her fame to advertise for all different products.

-Name: Harry Truppe
-Race: Polari
-Age: 49, 39.2%
-Role: Representative of middle reigning family (How old the family has been reigning has no effect on power, they all vote and have equal power)
-Appearance: Light Brown fur with gray facial hair. Normal size.
-Known-for: Owning the largest food company ever: Yum Food!

-Name:Yungo Kiola
-Race: Polari
-Age: 92, 73.6%
-Role: Representative of the 2nd yougest reigning family.
-Appearance: Almost all white fur. Has a large slouch.
-Known-for: Being an old grouch, the toughest of the representatives.

-Name: Karlson Faroh
-Race: Polari
-Age: 27, 21.6%
-Role: Representative of the youngest reigning family.
-Appearance: Dark brown fur, gray eyes. Very tall, 6'5
-Known-for: Buying out a representative family buy the age of 24, just out of college. Now that's the TFC dream.

Small suggestions: Just a question, but could I be Co-GM? I could just watch over things and make sure nothing gets out of hand while your gone.
Other: Baaaa!

I assume we don't need to fill out forms for the economic ships, so here are the warships:

The Stinger
Owner Nation: TFC
Weight: Light
Role: Skirmisher
Appearance: Small ship that seats 5 at max, fast and maneuverable with a FTL drive at the back and Zapper at the front.
Weapons:




The Flinger
Owner Nation: TFC
Weight: Medium Light
Role: Bigger Skirmisher, deals strong damage
Appearance: A long and tall ship, but thin. Holds about 10 people max, 3 people in the bridge, the captain, communications officer, and weapons officer. There are also 3 people to work and maintain the larger than normal FTL drive and 2 to work on ship repairs. The remaining 2 people man the railguns.
Weapons:


Very interested. Working on app.

-EDIT-
Finished and PMed App, getting excited with my new nation if it's accepted :D
I'm interested. I'll have an NS up soon.
@pyrolitch Your form is better now, but it is supposed to be a nation role play focusing on the nation as a whole that you are controlling, not an individual person. As for help I can give, here: The name section is meaning the name of your nation. If before interstellar your species lived in a different galaxy, and made their own interstellar drive, the way you could get here and fit in the story is if a select group of your people were frozen and sent away on a very long journey here and then unfrozen when they arrived. Then you have a colony ship that can colonize a part of the milky way for your empire.
very sorry I was swept away with important things one after another, but Roll to Dodge shall continue!

@GodOfWar You roll a: 3! You muster up a great army of carrots, but when you enfore healthy eating most of them leave but that means they become partial cannibals. You have a weak carrot army.

@ArenaSnow You roll a: 3! The blog is taken down, but a smaller fan site pops up to continue the job.
For the attack on Humania, Wait until the end of the post for the first battle of the war.

@ManiacMaestro Same goes for you

@Takashi You roll a: 3! Your lawyer is only sub-par and only manages to get the orcs(Every single one of them) to apologize.
For your story, You roll a: 1! It largely goes unnoticed due to the new site and only a few people on it right now. As the site starts to heat up again you get a few hateful comments about the fact the you'd even apply for the orc army. You post then is pushed off the first page to be lost forever.

@Pripovednik You roll a: 2! There seems to be no handsome young ladies on this entire planet.

@UnlosingRanger You roll a: 1! You are about to start wrestling with the CUSTOMARY BLACK HOLE 'PARADOX CLEANSER' when it disappears and you fall face first into the mud of this strange world. Gross.

@hiddenleafguyJust wait a sec

@GodOfWarYou roll a: 2! You summoning powers are too weak.

(Before we start the battle, ManiacMaestro You roll a: 6!You become a great prophet, and amass a very large religion following you, this largely stops the battle about to happen. But you also amass a large amount of enemies (who happen to be atheists) and they come at you ready to kill!
You must ROLL TO DODGE! You roll a: 4! You manage to keep the atheists at bay and not be killed.)

This battle is now purely about the clash of kingdoms, with racism banned by the new religion, Humania and (ArenaSnow needs to name their kingdom). This also means each kingdom has a multiracial army.
Seige of the Capital!
For this battle Arena is the attackers, and Hidden is the defenders. (also sorry I sort of mixed medieval and modern here, mentions planes and tanks, but also boiling pitch being poured off a castle.) (All modifiers to rolls are already added in. For example if you had a +1 and rolled a 4, I put down a 5)

First minibattle(If you are not part of the battle and wish to know how wars work, look in the OCC):
Attackers (+1 for having larger army than the garrison) roll a: 5!
Defenders roll a: 2!
The (unnamed kingdom) army advances with unknown speed and demolishes the outer defenses, then starts moving inward and slaughters nearly all of the garrison, with no mercy!
Attackers call for reinforcement: 5! Bombers and tanks pull up ready for the next assault(+2 next minibattle)
Defenders call for reinforcement: 6! The army arrives, albeit a little late, With an absolutely INSANE amount of force including boiling pitch and your finest warriors, the only problem is that it is all across the (Just a random name I made) Tarkel Sea. You must ROLL TO TRANSPORT! You roll a: 4! Your reinforcements make it over safely.(+3 next minibattle)

Second minibattle:
Attackers roll a: 4!
Defender roll a: 4!
The fight is brutal as the pitch pours down on the front of the attackers and the defending army has to make up for lost ground. Eventually, with many, many losses, the defenders manage to push back the attackers slightly closer to what used to be the city walls.
Attackers call for reinforcement: 1! You support is far away and cannot make it this MB(minibattle). And on top of that some of your army has died of disease! (-1 next MB)
Defenders call in reinforcement: 6! Another wave of troops are ready to be ferried across, along with some bombers already on their way. You must ROLL TO TRANSPORT! You roll a: 3! Most troops make it over. (+2 next MB)

Third MB:
Attackers roll a: 3!
Defenders roll a: 8!
The defenders roll out and completely SHRED the opponent to the ground. The defending army pushes out until they kill every single living person in the attacking army. They then send out their bombers to scout for any reinforcements and bomb them all to hell. (-2 next battle for ArenaSnow)

The defenders win the battle with only 2 won MBs due to completely wrecking the attacking army with no mercy.
Hiddenleafguy: 1 Arenasnow: 0

Seige of the Trade Port
Arena will be the defender, Hidden will be the attacker.

First MB:
Attackers roll a: 4!
Defenders roll a: 2!
The attackers do an amphibious landing taking minor casualties pushing up to the trade city. The defenders are still low on morale since the last fight, but then someone shouts out "Remember what they did to us! Remember their merciless ways! Avenge your fallen brethren!" This seems to have a 'Remember the Alamo' affect on the defenders, giving the a permanent +1 to all fighting.
Attackers call in reinforcement: 1! It seems reinforcement is running late and the look on the defenders' face are scaring your men!(-1 next MB)
Defenders call in reinforcement: 5! A very large amount of troops come in from far and wide in your kingdom, ready for battle and prepared for the worst. (+2 next battle)

Second MB:
Attackers roll a: 3!
Defenders roll a: 4!
The attackers succumb to intimidation by the enemy and lose a bit of ground, but win on the fight side killing only a few troops. The defenders tried a new tactic but couldn't pull it off and ended up relying solely on morale damage.
Attackers call for reinforcement: 1! Where are they? Celebrating over a victory instead of helping in another battle going on right now? Ridiculous. (-1)
Defenders call for reinforcement: 1! You start to lose a bit of troops due to, what they think, is an incompetent army, which negates your remember the alamo bonus next MB.

Third MB:
Attackers roll a: 5! (The -1 actually helped here, avoiding a 6)
Defenders roll a: 1!
With both armies losing manpower, the attackers take advantage and plan a sneak attack, decimating defending numbers.
Attackers call for reinforcement: 2! With still no more reinforcement, your army seems to be doing fine after the recent success.
Defenders call for reinforcement: 3! You get a few more reinforcements, but nothing notable.

Fourth MB:
Attackers roll a: 1!
Defenders roll a: 6!
The defenders start to reconquer their territory, whilst taking many enemies prisoner, not wanting to be the very thing they're fighting. Unfortunately, they push the attackers back and get themselves into a position where the enemy boats can fire upon them, so they must ROLL TO DODGE! They roll a: 3! They suffer minor casualties.
Attackers call for reinforcement: 5! Finally the support arrives, bloodthirsty for the final clash. (+2 next MB)
Defenders call for reinforcement: 6! It seems the entire kingdom arrives for the final fight, the only problem is that city is too crowded to efficiently fight, so you must ROLL TO PROVIDE BOATS! Your roll a: 1! You can not provide boats so you fight less efficiently. (+1)

Final MB:
Attackers roll a: 8!
Defenders roll a: 3!
The attackers pull out their final trick up their sleeves and murder all of ArenaSnow's army, then torch the trade center and call in that they can start building their new planned trade city here.

Hiddenleafguy: 2 ArenaSnow: 0

(If you think the battle process is a little tedious we can change it, but if it's fine we can keep it.)
@pyrolitch Please fill out an application in this form with all fields completed:
Name:
Race(s): up to three
Homeworld:
Who did you gain interstellar travel from?: human or Seld
Controlled planets:
Homeworld star name:
Galaxy: Milky Way or Andromeda
History before interstellar:
History after interstellar:
Religion: if any
Spacecraft technology:
Anything else:

Name (of race):
Appearance:
What element based is it?: if you have no idea what this is just put carbon
Advantages:
Disadvantages:
Lifecycle:
Anything else:

(Also Earth was destroyed if you read the intro, along with 99% of humans leaving some scavengers)
@SkylarYeah that should be fine. I think there's enough interest in this so I'm going to work on mine too.
@hiddenleafguy @Arenasnow Yes battles are a little weird and can be lengthy. When I GMed this on another forum we decided it like this:
There will be at most 5 mini-battles inside each of your battles. Whoever wins 3 wins the battle(ties go to the defender). at the end of each mini-battle each team calls in reinforcements. There will also be at most 5 battles in a war. Whoever wins 3 battles wins the war, and in their next post they may write the treaty that the loser must follow.
@Takashi You roll a: 2!
You raise your hand to begin your speech, but then your fake orc head falls off and you are escorted out of the city.
@Pripovednik You roll a: 3!
Sadly, there are no weeds. Anywhere. At all. The field is entirely ice cream. You do scoop some 'weed flavored ice cream' which isn't as effective, but it works.
@ManiacMaestro You roll a: 2!
Your automaton starts it's thing, then breaks down because it starts raining.
For your anti-orc blog: You roll a: 4!
A few hundred humans log on and make accounts, along with a few orc log on looking upon and being disgusted by what the humans write.@UnlosingRanger Your roll a: 4!
You fai- um you succe- no, wait. Uhh

WARNING: PARADOX CREATED. PLEASE WAIT FOR THE CUSTOMARY BLACK HOLE 'PARADOX CLEANSER' TO TAKE YOU FAR AWAY TO A DISTANT GALAXY. PLEASE HAVE A NICE TRIP.

@hiddenleafguy You roll a: 5!
Your multi-racial anti-orc army grows very strong! It is a great army rivaling that of large nations, so you decide that's what you will do! You create a large, highly military controlled nation called Humania.
Yes I'm still just waiting to see if anyone had interest in it.
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