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7 yrs ago
Current Teaching myself web development by trying to fix some BBCode bugs/features in the Guild is probably a bad idea. Oh, well.
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7 yrs ago
Depression is literally soul-sucking.
4 likes
7 yrs ago
If school were less hard, it'd be less interesting. I still want it to be less hard, though.
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8 yrs ago
GUYSGUYSGUYS - I PASSED DYNAMICS!
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9 yrs ago
Adventures!
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Bio

Maybe I'll update this.

Most Recent Posts

From Point of Departure: World War II


+Ship Name: USS Tulsa, ZRCV 1
+Affiliated Navy: United States of America
+Allegiance: Allied
+Captain: Cdr. Roy E. Owens
+Current Location: Atlantic Ocean, 400 mi. WNW of Glasgow
+Description:


USS Tulsa is a 900 ft. long flying aircraft carrier with a gas capacity of 10,000,000 cubic feet of helium. Though ZRCV's were originally thought of scouting craft, they soon found their niche as an anti-submarine warfare platform, ideal for escorting trans-Atlantic shipping. They have a chief advantage of being able to stay on station, hunting and tracking a submarine for up to a week - far longer than the submarine has air, or battery charge.

The ship is painted with the upper third silver and the bottom two thirds a matte gray for camouflage. As if anyone couldn't see a 900 foot long dirigible floating at 3000 feet. There are three national insignia - one beneath the envelope in front of the control car, and one on either side of the envelope in front of the fins. The name "USS Tulsa" is on both sides near the horizontal fins; "US Navy" is in large letters near the midsection.

USS Tulsa has a trapeze hook system to carry up to 10 aircraft.
+Aircraft:
3x ZOF Seafin - single seat high wing reconnaissance type. One .30 cal machine gun. Combat radius 200 miles on internal fuel, 300 with auxiliary fuel tank. Standard observation/reconnaissance plane on all airships 1939-1945. No conventional landing gear. Designed by BuAer and built by Grumman.

2x FAZ Shrike - single seat, single engine defensive fighter. Mid-wing monoplane based broadly on the Brewster F2A, but armed with only two .03 cal. machine guns. 150 mile radius on internal fuel. Light construction and elimination of retractable landing gear gave the Shrike significantly greater speed and maneuverability than the standard F2A. Usually operated without normal landing gear, but could be fitted with simple stick landing gear for conventional landings and takeoffs when necessary. Designed and built by Brewster. Relatively few built and rarely carried by airships operating in the Atlantic.

3x PBFZ Harrier - small, twin engine 2 seat ASW floatplane, based loosely on the Grumman Goose. Capable of carrying up to 4 depth bombs, surface search radar and active/passive sonar buoys. 200 mile combat radius. With a wingspan of 49 feet, the largest aircraft routinely carried by the ZRCV ships. No defensive armament. Optimized for airship operation by BuAer, built by Grumman.

+Armament: Aside from aircraft, USS Tulsa has nine .50 cal machine guns - two facing forward, one in the bow and the other on the lower fin; two on either side along the lateral keels; and three mounted dorsally along the top of the envelope. Very few expect them to ever be more than a token defense.
+Crew: 80
From Interference From the Higher Dimensions


\+Ship Name: NSEA Protector II


\+Ship Class: "Evolution" Heavy Cruiser

\+Ship Wiki Link

\+Ship Specs:
•Dimensions
-Length - 488m
-Beam - 402m
-Height - 82m
•Weaponry
-Resonance cannon battery (4x) - Fires clouds of gas and excites subatomic particles to produce a devasting (if short-ranged) shockwave.
-Gannet magnets (2x) - A focused penetrative electromagnetic burst designed to disable computers and overload electrical systems
-Pulse catapults (2x)- Chucks localized subspace energy pulses that misalign matter on detonation. Remarkably inaccurate, as they follow strictly ballistic trajectories.
-Quantum rockets - Rockets armed with quantum disentanglement warheads. Upon detonation, the target usually fails catastrophically in some manner around the detonation area. There is a chance, however, that no particles in the area are entangled, rendering the weapon a sub-par explosive.
-Blue particle cannons (8x, 6 fore, 2 aft [can be configured to blue or red]) - Gigawatt ultraviolet lasers accelerate a magnetic packet of energetic subnuclear particles to near lightspeed, giving this literal cannon quite a punch.
-Red particle cannons (8x 6 fore, 2 aft [see above]) - In this less-used variant, infrared lasers accelerate energetic subnuclear particle packet. Aside from a differently-colored special effectbeam, the red particle cannons require much less power, at the cost of decreased damage due to destructive wavefront interference.
•Defenses
-Plasma Armor - A protective sheaf of plasma, magnetically restrained to local space near the ship. It tends to absorb the energy of projectiles by melting them, and if the chemical composition is correct, it can even absorb electromagnetic-based weaponry. Too many hits, however, can disrupt the delicate chemical composition or electrical balance, causing the armor to disperse (though it can be re-formed).
•Ship Gadgets
-Quantum flux drive - Unrefined Beryllium (in spherical form) is used as quantum resonance substrate (that is, fuel) to power the ship's FTL drive. This drive pushes the ship FTL in normal space to speeds of up to Mark 15.
-Turbo - Jumping into hyperspace (for under one minute, or else!) gets the ship up to Mark 20.
-Digital Conveyor - Teleporter. Dices you up into cubes, demolecularizes the cubes, and then remolecularizes them at the digital conveyor platform. Or vice-versa.
-Food Replicators - Replicate food. Can be programmed for pretty much anything.
-Translator Circuit - seeks out matching patterns in neural structure to determine meanings
-Computer - Incredibly neutral ship AI. Only accepts vocal commands from Gwen Demarco.
•Personal Gadgets
-Ion Nebulizer - Laser guns. Operates on the same principle as a particle cannon, only on a much smaller and less-devastating scale.
-Ion sheild - Personal shield. Far more effective at stopping energy than projectiles.
-Vox box - Essentially cell phones with virtually unlimited range. Still can be jammed, however.
-Appearance Generators - Holographic projectors that can be pre-programmed to reasonably approximate another individual's (even of a different species!) appearance. Creating new templates takes a great deal of time, and all of the ones on the Protector II are set to humans. The Thermians all use them to avoid their own upsettingly-octopoidal apperance.
•Surface Pods - Small shuttles with six seats and a very small cargo bay.
- Hyperpulse thruster system - a sublight propulsion system small enough to fit beneath the pilot's chair.
- Autopilot - what it says on the cover

\+Galaxy Quest in a nutshell:
In the movie Galaxy Quest, the Thermians (a horrifically-tentacled octopoidal race) have received Earth's TV program transmissions. Unfortunately, any form of deceit - including acting - is a completely foreign concept to the Thermians. So when their planet is in danger, they shanghai the crew featured in the 20-years-old "historical record" Galaxy Quest - a cult-hit science fiction series. Thus the hapless (and completely washed-up) actors, most of whom just want to be rid of the series, find themselves on a functioning replica of the NSEA Protector. Hilarity ensues.

\+Pre-Departure Scene:


\+Notable Crew:







From -=Sᵀᴿᴬᴺᴰᴱᴰ=-


||Something Interesting About Myself: I'm studying aerospace engineering at Case Western Reserve University. It's harder than I thought, but I still want to do it.
||Ship Name: C.C.C.P. Romanova (N1-B)
||Universe Background: The Romanova is from the Red Alert 2 universe. In it, Einstein went back in time to kill Hitler and stop World War II. Iteration two of WWII (now known as the "Great War II") has, instead, Stalin rising up in Hitler's abscence and invading western Europe. The Allies eventually win GWII, and install a puppet president in Russia. Eventually Russia gets pissed off enough to seek revenge, and they do so in the 70's by invading the United States (the global leader at that point), kicking off GWIII. The U.S.S.R. loses GWIII, too, however, a traitor within their midst takes advantage of the global chaos to take control of the world via mechanically-assisted psychic powers. The allies planned to use their time machine to go back and prevent this from happening; however, the remnant soviet forces managed to hijack the time machine at the last second. In this latest and final iteration, the Soviets not only managed to prevent Yuri from taking over the world, but also turned GWIII around, crushing the Allies completely.

In short, the Soviets have obtained a glorious victory, ensuring humanity's path to the stars was entirely free of any capitalist chains. In the fifteen years since, the Soviets have built the N1-B Romanova, taking advantage of captured enemy technology to create the world's first interstellar ship.
||Crew Complement: 600
||Ship Description:



The Romanova is based off of old Soviet designs for a moon rocket. She's an unreliableperfectly safe anachronism stew; nearly zero readouts are digital, the radar scopes are green, and the energy guns are powered by tesla technology. It has been hastilyflawlessly retrofitted with enemyvisionary Soviet designs and technologies created in GWIII. The vessel is armed with modified Tesla technology that spew a stream of ionized plasma at a target before following up with several thousand volts of electricity. While their range isn't particularly great, the combined EMP and thermal effects are significant. Furthermore, it has several space-modified machine guns and six missile silos, including twelve nuclear warheads. She's propelled by 30 fission fragment rockets, which literally propel themselves by spewing out hot radioactive materials that recently underwent fission.
||Unique Capabilities:
  • Magnetronic Beam: a very powerful directed magnet (aka tractor beam).
  • Chronosphere: Mid-ranged teleportation device, jerry-riggedwell-adapted by brilliant Soviet engineers for use as a jump drive. The ship travels in many rapid, short, instantaneous jumps.
  • Cosmonauts: rather than go for expensive single-man fighters, the U.S.S.R. has opted for teams of cosmonauts with maneuvering packs, a single-use missile, and a gun. Such teams are known as flaks, after the aerial flak clouds from previous wars. Flaks of cosmonauts have been found to be nearly as effective and much more expendable than a fighter escort, and these findings are certainly not a reflection on the quality of the hastily-assembledwell-thought-out MiG Cosmos starfighter.
  • Shield: Unlike most shielding technologies, the Soviet version renders the ship almost-totally invulnerable... for 30 seconds, with an inescapable 2.5-minute cooldown.

||History of the Ship: The Romanova was on her shakedown cruise; a three-year mission to Alpha Centauri and back, stopping at any points of interest the Commander deemed worthy of receiving the enlightened knowledge of the glorious Soviet system. Additionally, of course, it gave the Romanova some time to work out the kinks and oddities in its design far away from prying eyes. Nobody was really sure if the damn ship wouldn't just shake itself apart at some point, or if its diaspora of competing technologies could actually function together. Born out of war and forged by paranoia, the U.S.S.R. ensured its first interstellar ship would be well-capable of defending itself. The great minds of the citizens at the central planning bureau also saw fit to include several crates of propaganda reels, propaganda leaflets, propaganda posters, and propaganda sound bites.
||Some Important People:
  • Venera Romanova: Commander of the Romanova.
    A minor relation to the famous Romanov line, placed into a quiet, out-of-the way position, easily covered up if she should fail while still sufficiently prestigious should she succeed. Very much the image of a good Soviet officer.

    .
  • Yevgeniy Utkin: Romanova's XO
    He secretly believes that he's the only one capable of being in charge, and questions some of the USSR's methods, though he won't tell anyone that.

    .
  • Sergei Volkov: leader of the cosmonaut flaks.
    He attended re-education sessions voluntarily. Twice. Then again, anyone with his job has to be at least a little mad.

    .
  • Gregor Zelinsky: The chief engineer in charge of all the technology.
    It's unfortunate for him, really, because he only half-understands how the captured technology works in the first place.
From The Transreality War



|Ship Name: N1-B Romanova
|Universe of Origin: Command and Conquer Red Alert 2 (+25 years)
|Method of Transfer (inc. damage sustained during transfer/current supplies): The Soviet Union tested Chronosphere technology for the first time. Either something was uncalibrated, or the chronosphere was never designed to teleport itself, because the ship suffered some severe damage before ending up in a completely different universe. The ionizable materials tanks - vital for firing the tesla coils in an extra-atmospheric environment - are leaking heavily and there is significant melting, warping and other heat damage in the force field emitter. And while the chronosphere might be capable of activation again, there's no telling what the consequences might be.
|Ship Specifications: After the glorious Soviet victory in the Second Great War, humanity was could venture to the stars free of any capitalist chains. During the rush to design, build, and launch spacecraft, many new designs were tested. Many attempted to incoporate experimental technology liberated from the oppressed former capitalist nations. The most successful, however, was based upon an unfinished prototype for a Soviet lunar-landing rocket, the N1.


+Length: 1000m
+Armament:
10x Tesla coils arranged in three rings of three, modified for use in space. These actually spew a stream of ionized plasma at a target before following up with several thousand volts of electricity. While their range isn't particularly long (the primary coil has decent range), the combined electromagnetic and thermal effects is significant.
9x 23mm Rikhter machine guns. Originally used in the Tupolev Tu-22, the Rikhter is capable of spewing out 300 rounds per second at 850 meters per second. The Romanova uses them to supplement its Tesla coils against enemy fighters and as point defense against missiles.
6 missile silos. The Romanova carries a full complement of 12 nuclear warheads and 48 V5 long-range ballistic missiles.
+Propulsion: 30 Fission fragment rockets, maneuvering thrusters
+Utility: Magnetron - think very powerful directed magnet; essentially it's a tractor beam capable of pulling car-sized vehicles into space from extremely low orbit for about 6 seconds, followed by a significant cooldown.
Chronosphere - Mid-range teleportation device. It will kill living beings near the origin and destination of the vehicle being teleported if they aren't in a faraday cage (e.g. surrounded by metal). It takes 10 minutes to recharge. This particular chronosphere has its origin locked on the Romanova, or else random transuniversal teleporation (and damage) results.
+Defenses: 30 second force field (at the cost of all power and thrust for a minute and a half during and after activation). Note that the force field is nearly impenetrable, however.
+Crew: 1,200
+Cosmonauts (soldiers equipped with lasers, maneuvering packs, and space suits trained specifically to fight in vacuum): 300. Some ships have small personal fighter craft. The Soviets prefer to just use extremely maneuverable (and somewhat expendable) cosmonaut "volunteers" armed with laser rifles.

|Crew:

+Name: Venera Romanova
+Rank: Kapitan 2 ranga
+Job: Commander
+Description: Venera Romanova, a minor relation to the famous Romanov line, was only 15 when the soviet forces secured their victory against the evil traitor Yuri. Spurred by the endless patriotism in the world's new superstate, Venera enlisted in the new space branch of the soviet armed forces. Being, of course, a naturally higher-caliber leader, Venera was quickly sent to the Officer's training school. From there she was placed as captain of the latest top-secret military vessel, appropriately named after the Premier's family line. It was a quiet, out-of-the way position, easily covered up if she should fail while still sufficiently prestigious should she succeed.

Venera herself is a highly charismatic leader, either completely brainwashed by soviet ideology or very good at hiding unpatriotic thoughts. Most of her military tactics, when they are called for, follow the general Soviet strategy: might, power, and single-minded purpose. She commands her ship with an iron fist of respect and fear - as a matter of fact, there's not much difference in her mind. Some whisper that she is a bit power-mad, pointing to the Premier himself's madness in his twilight years. Those that make such whispers, however, are quietly reindoctrinated into more productive avenues of thinking.

Meanwhile, she's been fighting an internal struggle to maintain the prestige of the Romanov line without seeming like a weak and minor part of it herself. Having been elevated to such a high position, she feels pressured to act how she thinks people would expect her to.[/b]

+Name: Yevgeniy Utkin
+Rank: Kapitan 3 ranga
+Job: XO
+Description: Kapitan Utkin is a small rarity in the CCCP: a man that acquired command through merit alone. Frustratingly for him, however, a Romonov beat him to command of the N1-B. While he believes whole-heartedly in the message of the Soviet Union, he sometimes questions its methods (internally, of course). He's often stuck actually implementing the commander's plans, but takes advantage of this and often tries to tone down Venera's relentless ideological pratter.

+Name: Sergei Volkov
+Rank: Kapitan-leytenant
+Job: Cosmonaut Commander
+Description: Sergei Volkov is well-known amongst the crew for having attended re-education filming sessions voluntarily. He says that they're "fun" and "entertaining". He comes from a line of warring men, going all the way back to the First Great War, when his great-grandfather commanded a mammoth tank against the forces of Greece. His grandfather fought as a commando in several secret raids to help secure the World Socialist Alliance's secret buildup of armed forces, and his father was the captain of a Kirov-class heavy bomber airship. In reality, anyone who would willingly lead a battalion of men into one-on-one combat against enemy fighters in space would have to be a little crazy.

However, he has successfully proven the worth of the Cosmonaut concept. In several full-field scale excersizes, it was found that a swarm of highly maneuverable and expendable men is nearly as effective and much less expensive than an actual fighter escort. Some of these findings, of course, might have been due to the quality of the hastily-assembled MiG Cosmos starfighter, but nobody can deny that Volkov's equally-crazy commando force is effective.

+Name: Gregor Zelinsky
+Rank: Doctor
+Job: Scientist/Engineer
+Description: A nervous-seeming man who studied under Tesla himself, Dr. Zelinsky was quietly reappropriated from a top-secret project to work on the Romanova. His background in chrono technology (the Chronosphere being a joint invention between Einstein and Tesla) proved invaluable in the integration of captured capitalist technology. This has the unfortunate side effect of Dr. Zelinsky being the one whom everyone both blames and turns to should anything on the ship malfunction.

His knowledge of both Soviet and Allied technology is unparalleled as a result, and certainly nobody on board the Romanova could outmatch him.
Index:
Characters:
Ships:
Nations:
Roleplays That Never Started:
Haha, I know; I was joking back.

Text is really bad at displaying this sort of thing.
Drat, another double-post.
I am thinking with my hybrid crew Dead Space.

*immediately starts trying to figure out how to add necromorphs to the antagonists*
*realizes they'll break the game*
*does it anywaythinks better of it*

@Anomaly758Sure, go ahead - provided they don't alter the general character of your sheet. There's a difference between fleshing out the character of your Comms officer as opposed to adding Darth Vader. The first is fine, the second would require thought from either myself or NanoFreakV2.

I just realized, I should have low key broken the game by playing the Zerg...
Try not to break the game. The game is only fun if Anubis is still a threat.
The FIRST FRAKKIN' POST

Although, proportional response.

And if you don't like your big giant ships that force us to send bigger fleets at you, you can always trade down later on in the game.
Ha! Of course Babylon 5's natives would confuse a First One with an ascended Ancient. I never thought of that; that's brilliant!

Come to think of it, they're not that far off.


Actually, now I wish I had a small escort corvette with the Venator, only a mere Arquitens-class light cruiser really (325 meters - not bad).

Too late for that I suppose.

@Queen Raidne Unless we can have more than one ship crew?


No; at least, not yet. We've already got a lot of players and ships as it is. Once the RP settles, maybe.
I was going to make Palpatine's shuttle pop in after a few player posts.

The timing on additional evil ships really depends on what the party gets up to. My plan is to surprise the party ten seconds in .make space rocks fall so everybody dies time reinforcements based on when the party needs bigger/weirder challenges or based on when it would be most narratively interesting; whichever comes first.
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