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    1. Skylar 11 yrs ago

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ASTA said
What's with the trait system?


Basically an easy way for me to rapidly make admirals when situations require, plus it emphasizes how haphazard the GSCN's fleet command is in quality and composition.

Tons of tech, industry, and manpower resources, not a lot of experience or training beyond the division level.
Nations-

Name: The Grey Stars Coalition
Location: Athens Sector
Flag: WIP
Form of Govt. and Applicable Leader(s): Oligarchy of High Ministers, individual worlds operate on individual systems.

History:
The GSC was born from a coalition of human colonies set out to bring about their vision of eudaimonic societies through advanced genetic engineering and transhumanism. While many methods were pursued, eventually the social engineering ethos of Markov Geist was realized as the most immediately practical of methods in lieu of efficient matter-replication and difficulties in reliable retroviral genetic engineering. Under the principles of Markov Geist, a social ethos created by New Athens Colony that turned the social paradox of self-fullfillment for some being dependant upon the labor of a large exploited lower-class on its head. Instead of trying to eliminate the need for a unskilled and semi-skilled labor class as robotics and automation-advocates had tried for centuries, N-Athen’s solution was to develop a replacement working class in form of vatforms, genejacks, and biosynths. Combined with developments in gestalt and swarm intelligence and control by the neighboring colony of Brightling, a new mass-producible, adaptable, and obedient working class was created and the human workers of New Athens found themselves in a new society of plenty thanks to the tireless labor of the synthetics.

While moralists quarreled over the matters of whether synths had souls (it was eventually judged they did not), and whether the dream of eudaimonia was worth having it built on “neo-slavery” (the masses agreed it was), the ethos of Markov Geist and Synth production rapidly spread across the sector and was adopted en masse by the other eudaimonia-seeking colonies who adapted their own developments in social engineering, genetic engineering, industry, and automation into the principles of Markov Geist. The humans of the Athens Sector were now free to pursue self-fulfillment and satisfaction as they desired.

However the principles of Markov Geist promptly ran into problems when attempts were made to spread it further. While Athens colonies were open to neo-slavery and eudaimonia, their more capitalist and power-seeking neighbors were less than receptive to the idea and its implementation and refused envoys of “upgrades”. Furthermore, the social engineering involved in Markov Geist is fundamentally human in nature, unable to adjust for alien views and interpretations of eudaimonia, as well as the genetic engineering involved in Synths being reliant on the flexible human genome. Thus while eudaimonia rapidly developed in the Athens Sector, it did not spread outwards, and several neighbors went so far as to actively block attempts or subvert them in jealousy of their accomplishments.

Finally, the principles of Eudaimonia did not lend itself well towards natural development of heavy industry and large militaries, which caused a major rude awakening during the short Lanius-Athens war when a race of metallic entities descended upon the Athens sector in search of food such as dense urban centers made of refined industrial metals and rare elements. Despite the large sums of resources and funds raised to build militias and hire mercenaries, several worlds fell before the power of the Lanius before containment fleets could be built and armies raised, and millions died by Lanius living-metal plagues and advanced weapons or by outside powers raiding the reeling colonies to acquire their unique technology. Eventually, the bulk of the Lanius simply left the sector when they finished feeding, and the new fleets were turned to secure the borders of the sector while the colonies rebuilt.

The war changed the Athens sector. More than half of the natural born population was killed before military vatforms were developed in sufficient quality and quantity to replace human troops, and many of the core worlds had been ruined in the crossfire and from Lanius exploitation while the Athens sector realized it was surrounded by hostile foes. The military-industrial complex was not dismantled. Instead the new Grey Stars Coalition armed itself in preparation to exact vengeance on those who sought to attack it while it was weak, and to retake the fallen cradle worlds at any cost.

General Military Information:
The GSC Military is a blunt warmachine, akin to the Red Army of the Soviet Union during the Second World War. Large fleet formations deployed en-masse, large space-dropped army units, mass-produced weapons and vatform soldiers. While the GSCM loses something in individual initiative and innovation with its extensive use of Synth personnel directed by AI overseers and tacticians, they have little other choice due to low natural-born population and even fewer able commanders and admirals to lead such forces. The flipside is that with mass-production comes deep reserves and plenty of replacement personnel and equipment, backed by highly efficient military-industrial complexes adapted from eudaimonic technology.

Other:

Witch Coven Bastogne
Current Location: Unknown


"Foxtrot 13, say again. What do you see?"

"Grassland and open spaces. And very bad weather. We got winter and summer clashing and it is playing hell on local weather conditions. Having trouble flying high in this turbulence."

"Copy that, return to base immediately. We'll let Peiper's Panzers take over from here until the weather clears." Lyndis Cannon let out a breath as she took the radio headset off and slumped in her chair. That was the fifth such recon flight the 1st MTF attempted beyond the forests taken from the Ardennes. Arriving from the peak of winter into this world more summer-like conditions was adding more trouble to the witches already mounting logistical problems as they tried to figure out where the hell they were after The Event.

"CP! CP! This is Lieutenant Vastano! I spotted a complex to the west!" Lyndis reeled back to the radioset, catching the attention of the other two ensigns in the radioroom as she turned over the dials to the Liberion setting.

"What is it Able 1-6?"

"Its.....some kind of rocket complex. Like one of those Karlsland V-rocket sites only bigger."

"Mark its position and bearing from base. We'll need you to guide us to it." Lyndis hastily grabbed a map and pencil and sketched out the path Lt. Vastano had taken. Even if it was a wild goose chase, it was something to refocus the task force. Spirits above knew they needed any direction they could get. She didn't have the same knack for that as Colonel Abrams.

[b]Bastogne Supply Dump[b]

"The ammo dump was on the other side of town right? Aw man." Abrams grunted as she stood on the invisible line where the town of Bastogne had been cleaved in two. For safety reasons the supply dump and the ammo dump were separate back when they had both halves of the town. Now it meant that while the 1st MTF had beans, bandages, strikers, but not bullets besides what was in the coven's stores. And those stocks were already half-empty from intense fighting with the Neuroi.

"Second load of supplies is shipping out now ma'am." Reported Sergeant Collier as she rolled up to Abram's side. "Hope you like alphabet field rations. We got enough for a couple months."

"Karls are going to love that. They actually enjoy D-rations. Or Peiper does at least if you can believe it." Abrams held up one of the aforementioned chocolate rations to emphasize the point. "We need more eyes on the situation. Air recon isn't getting us far considering the weather patterns, take a four-witch squad out west. Maybe some of our rear-echelon forces got transported along with us. If not, we need eyes on the ground to find out what is out there."

"Yes ma'am. I'll get 3rd Squad on the move in ten." Collier turned and left to organize her troops, leaving Abrams alone once again to ponder at the line between two worlds.
Hopping in on this if there is still room.

|Faction Name: 1st Magical Expeditionary Force
|Universe: Strike Witches
|Summary in a Sentence: Magical girls with WW2 weapons and vehicle-legs.
|Description:
During the operation to retake Karlsland in a large-scale push against the Neuroi, several companies of witches were taken from their staging area in the Ardennes Forest and sent to this world. Now the 300-some witches have to face this strange new world, cut off from the one they knew and fought for.

|Technology Level:
Weapons are World War 2 level machineguns and munitions, with some heavier artillery modified to be handheld by individual witches. The strike modules are magitech equivalents to WW2 airplanes and tanks that can be worn by the witches on leg and backpack modules to amplify their magic and enable flight or tread mobility.

|Magical or other Supernatural Powers:
Every witch has the baseline powers of increased strength, reflexes, environmental resistance, and can form magical barriers to block incoming fire. In addition, each witch has a individual magic power related to their personal abilities or an elemental affinity.

|Magical/Technological Glitches:
Witch powers have been greatly weakened. While it extends the overall lifespan and endurance of a witch, their top speed, accuracy, and firepower has been reduced, and their individual magic powers are not as effective. Some inexperienced or weaker witches have lost their individual magic entirely, although everyone is still capable of raising a magic shield.
Striker support crews were not transported with the witches, making them reliant on the few mechanically skilled girls in the companies for all maintenance. Bad combination with complex Karlsland hardware.
Striker production and maintenance facilities are in short supply, and what little the 1st MTF has is mostly made for Liberion equipment, not Karlsland or Britannian gear.
Zero capability for replacing personnel losses. Better to lose guns, ammunition, and strikers than a single irreplaceable witch.

|Important People:
+Name: Colonel Catelin Abrams
+Role: Commander of the Bravo Company tank witches
+Description: Blonde, curvy, and energetic, Catelin Abrams is commander of Bravo Company Liberion mechanized witches. Her striker is a M4A3 Sherman with a custom 75mm witch cannon and Thompson submachine gun. Her signature magic is infusing her ammunition with runes to make it either fly straighter, explode more potently, or stun targets. Due to her gunsmithing experience, Abrams has found herself more involved in the workshops than on the frontlines to her annoyance and tries to get back to the frontlines whenever she can. But she is also acutely aware of the logistical issues besetting the 1st MTF

+Name: Sergeant Dorothy “Wardog” Collier
+Role: 1st Platoon Leader
+Description: 20 years old, mentally 40, the veteran Liberion tank witch has seen the worst of the Neuroi War and survived to tell the tale where many of her comrades didn’t. Tired and war weary, she was about to drop out on her 20th birthday before aging-out of the witch corps when the multiverse event happened. Unlike many other witches who faced serious weakening in the new world, Dorothy was given new strength and magic power to restore her to her physical fighting prime, and is now pressed to protect and guide the rookies of the 1st MTF as it faces an alien world. Her striker is a highly customized M4A3E8 “Easy Eight” Sherman land striker she calls Fury, with a 76mm anti-neuroi material rifle and shoulder-mounted .50 cal M2 machinegun, as well as assorted ancillary gear and conventional small arms Dorothy’s been collecting.

+Name: Ariana Covingham
+Role: Commander of Fox Company Air Witches
+Description: Britannian witch with platinum-silver hair tied in a bun. Never without a red beret and cup/thermos/flask of tea on hand. Uses a Spitfire air striker and Bren light machinegun. While her signature magic of 4D-spatial awareness has been greatly weakened, her abilities in air power coordination and concentration remain, and she now serves as the main logistical administrator for the 1st MTF and coordinator of air and ground forces when she does take the field.

+Name: Lyndis William Cannon
+Role: XO of Fox Company Air Witches
+Description: Britannian witch. With Covingham placed in a more administrative role, day to day operations and command of Fox Company now rests with Lyndis Cannon. Quiet and understated day to day competence and reliability define her command. While her command style is mundane and “dull” compared to the energy of Abrams or the ruthless precision demanded by Peiper, she has infused reliability above all else in the combined air witch forces. Uses a Spitfire striker with a Bren LMG.

+Name:Oberst (colonel) Johanna Peiper
+Role: Commander of Kampfgruppe Peiper, combined-arms mechanized/heavy tank witch company.
+Description: Blonde haired karlsland witch commanding a Kampfgruppe task force of Karlsland mechanized witches as part of the ground element of the 1st MTF. Commonly uses a Panzer IV auft-J command variant with backpack radio,75mm cannon, and MG34 machinegun. Has a Tiger II striker in reserve storage, but has discarded the cumbersome prototype superheavy striker since transition to the new world due to her reduced magic reserves. Has a serious personality emphasizing discipline and efficiency, but doesn't push her witches beyond what she knows they are capable of.

+Name: Hauptman (Captain) Mica Wittman
+Role: Karlsland Heavy Tank Witch
+Description: Young Karlsland tank witch assigned to a Tiger land striker. While only 14 years old and with little combat experience, she is a uncanny shot with the 88mm cannon of the striker and was already on a murderous killing streak against the Neuroi before being warped to this world. While her magic power of far-sight has been reduced in the transition, her aim with the 88 is still just as deadly. Outside of combat though, she is just a kid despite her rank, and quite out of her depth in casual settings or interacting with non-Karlsland witches.

(More characters to come)

|Hex Location: Near Kerbal Space Center
|Terrain Type: Forest
|Important Terrain Features: Large number of roads and blast craters. Covered in snow from when it was taken.

|Important Structures:
Witch Coven- a citadel castle modernized with WW2 equipment to be a base for strike witches. Contains comfortable housing and hangers for land and air strikers.
Supply Depot- a supply depot formerly part of a town at the hex’s edge. Contains large amounts of food, fuel, and strikers, but the ammo dump wasn’t taken with it.
Call me interested in playing as a human spinoff faction consisting of a coalition of colonies recently unifying against outside economic and political pressure after discovery of motherloades of ultrarare elements in their cluster. Which is also drawing attention to some of their radical transhumanism programs and development of eudaimundic societies built on robotic and biosynth labor.

Although I can play an alien faction of living metal creatures if that would be more appropriate.
Rhymer said
Thanks everyone for giving OUR DARK STAR a shot. I had fun inventing the world and characters. Thanks for playing...


Well I'm still here if this continues. Just waiting on the others to post or the season to continue.
Okay then. Give me a character sheet and I'll get right to concepting a nation then.
Quite interesting. I'm in. Will this be primarily stat or narrative based?
I am here, waiting for others to post.
Madame Katherine Evangeline Greywind
Stats:Assets(5), Power(0), Production(5), Influence (4), Charm(2)

Katherine let out a charmed smile at the arrival of her respective guests. First the Sorcerer in his plain robes (She didn't hold it against him, magic probably didn't mix with regal outfits), then her fellow nobleman councilors arrived in turn. Giving appropriate courtesy to both, Katherine was a bit put off by Robert's stride past her.

"My, what matter concerns him so urgently today?" She remarked before turning to her other guests. "Thank you for joining me today councilors. I have already reserved a first-order observation booth for the use of the council for the duration of this season's games. I am certain they have quite a show for the city today. While I have some minor matters of policy to discuss, they are small matters that should not interfere with our enjoyment of today's acts. If you would follow me-"

Katherine led her fellow councilors upwards, towards the grand VIP booths reserved for the city's elite to provide the greatest view of the arena matches. Drinks and convenience foods were laid out by servants while holoscreens depicted gladiators in the wings and lists of beasts and matches to come. The centerpiece was a series of chairs on an open balcony overlooking the arena and the rows of commoners crammed into every seat in the stadium. Taking the centermost seat, Katherine gestured for her biosynth maidservant to bring her wine, and for her fellow councilors to take seats with her.

"Tell me councilors, what do you think of the arena, and the grand sport it brings to our commoner's dreary lives? Personally, I find it to add some variety to otherwise monotonous days." She smiled openly at the sight of the crowds calling for the games to begin. "And provides insight into things not normally seen."
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