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  1. - Top - End - #1
    Titan in the Playground
     
    OldWizardGuy

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    Default Galactic Warfare Status Thread


  2. - Top - End - #2
    Ogre in the Playground
     
    Krrth's Avatar

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    Default Re: Galactic Warfare Status Thread

    Ruler:Emperor Loras XXVI
    Nation:Crysallian Imperium
    Government:Imperium
    Cultural Information:The Kreel are an interesting race, although not much is known about them by outsiders. One of the major reasons for this is most likely the living environment the Kreel prefer: They are a Heavy Gravity race, from a homeworld that has a extremely high concentration of radiation. The Kreel do not make friends easily, but once made, are kept. The Kreel are masters of energy generation, and find work with such systems easy. Perhaps as a result, they have also figured out how to mask such emissions. Kreel ships are known for having...and using...cloaking devices second to none.
    Home World:Crysalis II
    Species:Kreel
    Number of worlds: 300

    Racial Traits: The Kreel are a species of Crystalline...things...that vaguely resemble a cross between an insect and a lizard. Crysalis IV is a world, measuring 1.22g. The planet itself is irradiated enough to kill most forms of life, and has a temperature to match. Those creatures that have managed to evolve there are extremely hardy. Fortunately for the rest of the universe, the planets the Kreel find enjoyable are fatal for most other forms of life.


    Primary Trait: Crystalline life form: Being a non-standard life form has advantages. They are immune to most temperatures, even being able to withstand the vacuum (and cold) of space.They survive on energy:Solar, Thermal, whatever. This feeding on energy makes them extremely resistant, if not immune, to energy based attacks (lasers, phasers, fire) Plasma has normal effect, and sonic weapons are has a slight advantage. They are also immune to most poisons and diseases, mostly because they have no organic parts to injure.

    Secondary Trait: Stealth. As a result of understanding energy as well as they do, the Kreel have developed cloaking technology that is second to none. Between the cloak and the EW, the first indication most foes have that kreel are present is when they get hit.

    Magic: Anti-magic. The Kreel have no real magic traditions....perhaps because they have an innate resistance to it.
    Illusion...the Kreel have a knack for making things look like something else.
    White Magic...For whatever reason, they seem to have an affinity with white magic..


    Weapons
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    Offensive Weapons:The Kreel use mainly energy weapons, due to the advanced power generation systems they build. The main weapon on capital ships is the Mer beam. This rather nasty piece of tech only affects matter. However, when it hits matter, it releases the energy bonds holding molecules together. This results in the matter being affected releasing all it's potential energy at once.
    Secondary weapons are Phasers, Grasers, and Nova Cannons (plasma guns).
    Missile tech usually involves energy torpedoes.
    All Kreel ships have cloaking devices, down to the level of Starfighters. While fighter craft cannot fire while cloaked (they can cloak and decloak quickly however), vessels the size of destroyers and above have no such problems.

    Spacecraft
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    The largest ship in the fleet is the dreadnought, which outmasses a standard battleship by 50%. The most common ships in the fleet are carriers, cruisers, and destroyers. Command ships are usually battlecrusiers.

    Dreadnought
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    Dreadnoughts mass around 6,000,000 tons. They mount 10 banks of Mer cannon, 10 energy torpedo bays, and 10 Nova guns as primary armament. They also have multiple point defense clusters. Dreadnoughts are capable of firing while cloaked.

    Battleship
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    Battleships mass between 3,000,000 and 4,000,000 tons. They have 4 banks of Mer cannon, 6 energy torpedo bays, and 8 Nova guns as primary armament. They have multiple point defense clusters and are capable of firing while cloaked.

    Battlecruiser
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    Battlecrusiers are the smallest capitol ship in the Kreel fleet. They mass around 2,000,000 tons. Primary armament consists of 2 banks of Mer cannon, 2 energy torpedo bays, and 4 Nova Guns. They have multiple point defense clusters and are capable of firing while cloaked.


    Cruiser
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    Cruisers mass around 500,000 tons. Primary armament consists of 6 phaser banks, 2 energy torpedo bays, and 2 nova guns. They have multiple point defense clusters and are capable of firing while cloaked.


    Destroyer
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    Destroyers are the smallest warship in the fleet. They mass a mere 80,000 tons. Primary armament consists of 4 phaser banks and 2 energy torpedo bays. They have multiple point defense clusters, and are the smallest ship capable of firing while cloaked.


    Carrier
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    Carriers mass 3,000,000 tons. Primary armament is 4 banks of Mer cannon and 4 missile tubes. They have many, many point defense clusters. Unlike other ships, carriers uses normal anti-matter missiles. These missiles can cloak for a period of 20 seconds, long enough for them to not give away the location of the launching carrier. Each carrier carries 4 squadrons of 20 fighters per squadron. Carriers are capable Firing and of launching fighters and missiles while cloaked.


    Assault Carrier
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    Assault carriers are built on the scale of Dreadnoughts, topping out at 6,000,000 tons. The primary armament of an Assault Carrier is 10 banks of Mer Cannon, 10 missile tubes, and 6 Nova guns. They mount substantial numbers of point defense clusters. Like the smaller carriers, they use anti-matter missiles. Each Assault carrier carries 6 squadrons of 20 fighters per squadron, 2 squadrons of 10 bombers per squadron, and 4 squadrons of 10 Heavy Fighters per squadron. Assault carriers are capable of firing and of launching fighters and missiles while cloaked.


    Fighters
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    Each fighter is equipped with a shield, cloaking device, ECM, ECCM, and sensors. The standard armament of a fighter consists of two phaser mounts and either four anti-fighter missiles or 2 anti-ship missiles. Fighters are not capable of firing while cloaked.


    Bombers
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    Each bomber is equipped with a shield, cloaking device, ECM, ECCM, and sensors. The standard armament of a Bomber consists of either 12 anti-ship missiles, or 4 anti-matter missiles. Bombers are not capable of firing while cloaked.


    Heavy Fighters
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    Each heavy fighter is equiped with a shield, cloaking device, ECM, ECCM, sensors, and improved armor. Standard armament consists of 2 phaser mounts, two nova mounts, and either 8 anti-fighter missiles , 4 anti-ship missiles, or 1 anti-matter missile. Heavy Fighters are not capable of firing while cloaked.


    Emperor Loras XXVI
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    Emporor Loras XXVI isn't the twenty-sixth emperor named Loras, he's the twenty-sixth incarnation of the same personality. Loras found out long ago how to record his personality (his "soul" if you will), and imprint it on each successor.
    Strength 4
    Endurance 6
    Speed 5
    Magic 3
    Intelligence 8
    Charisma 4


    Powers:
    Attack:Energy Blast: Loras has learned to harness the energy he feeds upon. He can release some of this energy in a beam of destruction.
    Attack:Absorb Energy: Loras can drain the power completely out of any system he can see.
    Defense:Stealth...Loras is master of stealth, and is never where you expect him to be.
    Defense:Shields: Loras does not see the point in playing fair...he has developed his personal shielding technology to a great extent.
    Misc:ShapeShifting. Loras can change what he looks like, although no matter what he becomes, he always appears to be made of crystal or glass.
    Misc:Teleportation. Loras can teleport himself and up to 10 beings to any location that Kreel have set up.
    Misc:Vibration Sense: Loras has somehow learned to know what is around him at all times, even if he cannot see it. This does not work against insubstantial things.

    Skill:Resurrection: Just as Loras has found a way to constantly download himself, he can do the same for others of his race. He can "download" the personality of any Kreel for safety in the case of death. Doing so completely takes at least an hour. Reinstalling the downloaded personality takes several weeks.

    Skill:Master of Power Generation. Due to an existence of surviving on pure energy, Loras has an innate understanding of power generation systems of all kinds.

    Skill:Computer Genius. Ever since he was a little crystal, Loras has been fascinated with computers. He has great skill in using, designing, hacking, and programming computers of all sorts..


    Skill:Beautiful Music: For whatever reason, Loras can create music that influences his audience however he wants. His music has brought beserkers to tears, sanity to the insane, and sleep to the weary. His most famous symphony is entitled "The Music of the Spheres". He has been composing it for as long as anyone can remember, constantly adding to the score.
    Last edited by Krrth; 2008-12-09 at 08:48 AM. Reason: added ship information.
    Thanks to Edwin for the Avatar!

  3. - Top - End - #3
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    Default Re: Galactic Warfare Status Thread

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    Nation:(currently) The Krin Protectorate
    Government:Currently a Mageocratic Imperial republic, really any government only lasts until another demagogue or philosopher with a better idea comes along. current major factions are Imperialists, mageocrats, and explorers.
    Cultural Information: The Krin are a a race of revolutionaries and philosophers. Naturally skilled in magic, they quickly filled their homeworld, an idyllic world near the galactic core, with dozens of Empire, republics, revolutionary Empires, constitutional republics, Monastic state, states of those who followed philosopher kings, and so on. As some of the states magical power began to grow, they began looking to the sky. seeking to expand.

    After a great experiment, a new creature was borne, the spirit of the first ship sent into space The HHSCEnlightenment . It's spirit quickly grew into more and more ships, gaining more and more power, declaring itself protector of the Krin. this was generally viewed with apathy. Until the first war, a meeting with a bloodthirsty race ended with the destruction of the systems colonies, and as Williams Enlightenment went in with almost half their fleet, destroying the enemies holdings there and killing them to a man.
    Home World: named Krin, rather unoriginally, it's an idyllic place, filled with rolling fields, mountains et al.
    Species:Krin Tall six-limbed humanoids, they have red skin and carnivorous feeding habits with a mouth suited for them. They are almost supernaturally charismatic and excellent demagogues and persuaders, along with a natural inclination to magic and spending a long time thinking about what's wrong with the current government.
    they do have a rather low birth rate, and their number are spread out with only a few thousand on some of the worlds, they're also not exactly agile

    Slephs: average size, strong, birthrate much higher then the Krins. They found them on a primitive world living a centuries old tribal system, with several of them big enough to become other more stable forms of government if needed. A few Krin travelers arrive on the world.

    a few weeks later, it was in chaos, revolution and Empires from the new idea's spread and spear-headed by the Krin. combined with their lack of ability with magic, they soon just started becoming de facto subject race to the krin, although quit a few governments have given them complete equality.
    Number of worlds: Each nation begins the game with 300 worlds.
    Outstanding Strengths:

    Primary: Amazing charisma: No-one's more persuasive then krin with a idea. Several worlds have learned this and banned the from entering, others have let them in ad found them somehow gain equality and respect within months. influence within years, and power within decades, they're natural soap-box revolutionaries.

    Secondary: natural mages, all krin have a ntural abilty with magic

    starting magics
    Silver, Red, Dream.
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    played the Space Pope in Total War 2125
    ..and the Papal States of Luna in Total War 2260


    Playing
    The Gears Chosen in Total Way: Broken City

    The Spindleshanks Crusade in Total War: 40K

    Dragon Avatar by Serp

    Darkness Fell, and with it Light

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Galactic Warfare Status Thread

    Nation:
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    Ruler: Emperor Kane
    Nation: The Goh Sovereignty
    Government:A psedo-Democracy, until you hit the "Emperor", people only have the barest of freedoms in the government.
    Species:The Goh
    Racial Traits: Long ago, comets peppered the surface of Terresum. With them came a strange radiation. Now the mutations caused in the Goh are an intergral part of their society.

    They come in four colors...Blue, Green, Red, and Purple. Their skin is always a pale version of the color. For example a Blue Goh has pale blue skin. Their hair colors are either a deeper version of their color or ebony with their colors highlights.

    The radiation has also caused a large amount of mutation. In the beginning this caused defects that was totally fatal, but as the years have dragged on the numbers of fatal mutation have dwindled to zero and now those with mutation are thought "blessed" by the comet, called Starborn.

    Mutations include fully functional additional arms, extra eyes, tougher skin, faster healing, talons, and a much higher percentage of hermaphrodites than most races (And that form has been regarded the fertility goddesses blessing).

    From just a viewers standpoint, most Goh would look exactly like a human excepting their odd skin and any above mutations. They tend to have exotically beautiful faces and forms, exotic and chiseled...giving them all regal appearances.
    Cultural Information: The Goh are a proud people. In their section of the galaxy they have expanded, fought, and carried the name of their Emperor with a fervently rarely seen among the races.

    This...loyalty comes from the rule of the man named Kane. He has truly lead the Goh to become a great people. They are allowed to experiance the basic freedoms and he is neither oppressive or sheltering. Among his people he is known as the Sun God, and to his enemies the Harbringer of Death.

    The Goh themselves come in many different personalities and morals but there seems to be several paths the colors tend to follow. The blues tend to regal and overbearing, occasionally to the point of annoyance- They are normally politicians and PR/corporate in career choices. Greens are fiery and tempremental, normally cynical and sarcastic but extremly good fighters and tend to blend in- They are soldiers, spies, law enforcement, sports, and surprisingly singers/theater. Purples are self centered and a tad melodramatic being the entertainment, scientists, and other self-centered jobs. Reds are the most common and are normally easy-going, they fill all niches of society from drudge worker to CEO.

    They all tend to be extremely loyal. Primary religion would be that of the Star Gods, who acted through the crystal (supposedly).
    Home World: Terresum, an odd planet with blue dirt, red water, and magma of green. The sky above is a deep purple shade.

    Number of worlds: 300

    Outstanding Strengths:Primary-Coloured Magic: Every Goh born has at least some magic, focusing on the element of their skin (Blue-Earth, Green-Fire, Red-Water, and Purple-Air). Because of this their society and Technology circles around this, making the Goh a very dangerous foe.
    Secondary- Specialized Units and Command:The Goh have some of the best trained, Elite troops in the universe. Their command structure is not only motivating but tactically and strategically brilliant. The Goh militaries downfall is that they do not have the numbers to keep up with some other races. They'll put up a damn good fight and make you plead but they have a good chance of simply being overwelmed. They also have a good chance of out-thinking and out-fighting their opponents at first though.


    Kane:
    Spoiler
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    Strength 6
    Endurance 4
    Speed 7
    Magic 4
    Intelligence 4
    Charisma 5

    Attack- Wrath of the Sun God: Kane erupts into a inferno of pure light. He then falls upon his enemies in a speed and ferocity one cannot match. In this state he can easily blow through ships and tanks and fortifications without a true scratch.

    Supernova- Using the power of the nearby sun, Kane can create a miniature sun which lasts for the briefest of moments, burning everything its path. Shields mean nothing to a sun.

    Defense-
    Solar Grace(passive)- Kane moves slowly most of the time, but when aroused his is a storm. To him the world moves slower and he can see all actions in slow motion. He very rarely can be hit by anything that doesn't have a radius and even that is uncommon. He also tends to heal faster under the suns light.

    Eclipse- In a sudden inrush of energy, Kane's outer glow disappears, as well as much of the surrounding light. What this does is make him and up to twenty five others nearly impervious to attack for a time.

    Misc.
    Healing light- Kane can heal the wounds and sickness of up to twenty others, during which time a pure light suffuses their bodies. Takes around 5-10 seconds depending on each individuals level of hurt.

    Divine Vigour- Kane can infuse himself and all allies surrounding him with the speed and power of the sun. During this time he and his subjects are faster, stronger, tougher and so on.

    Martyrs Dilemma- Using this, shafts of pure solar power shoots out and touches the mind of all around. These tendrils soothe troubled minds, stops arguments, can even stop battles. It also tends to make the effected ones more susceptible to suggestions...

    Theme: The Sun and Power

    My three magics:
    Colored
    Red
    White

    Skills: Avoiding things- Yep, its what Kane has been doing all of his life. And this isn't only dangerous situations, but boring ones as well. Kane is perfectly trained to get away or circumvent things, and as such has become a skill. He uses this a lot to skip boring meetings of state and such...

    Making friends- Kane is a very likeable man, he tells jokes and listens to people speak. He tends to make friends quickly and enemies slow.

    Fighter- Kane is a master in Several Goh Martial Arts, rivaled by none except perhaps Brianna...since his other children prefer weapons. he can fight with a skill a furiosity that makes his followers fight harder.

    General- He may occasionally not like it, but Kane is a natural born commander. He is very shrewd at his tactics and has yet to be defeated by anyone in combat, whether it be one on one or a massive planetary campaign.


    List of NPC's
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    Isabel
    Hadrian
    Brianna
    Melvinar
    Carena and Arena
    Verona
    Ambassedor Grant
    Commander Direca
    Doctor Brisba
    Specilist Cali
    Maximus
    Captain Luthus
    Commander Vithis
    Last edited by Greystone; 2008-12-10 at 11:29 PM.
    She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.

    Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
    - SurlySeraph

  5. - Top - End - #5
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    Default Re: Galactic Warfare Status Thread

    Nation: The Ephyric Union
    Government: Democratically elected Magocracy/Theocracy
    Cultural Information:The Aetheri couldn’t tell you this, but their ancestors were part of another race. A race now lost to them from far beyond the stars…

    They were sent far from their homes, on an expedition of discovery. It took so long, and they journeyed so far into the cold void… it was not hard for them to forget the past, and to focus only on survival.

    They discovered the eye of the Emphyrian in an old temple, relic of a bygone race, the former guardians of the Warp... soon, they learned more or it. Both through their own experimentation, and through the records of those who came before.

    They have grown and thrived since then. They have spread across hundreds of worlds, and brought the life of the Aether with them. They are determined to learn from the mistakes of the Last Guardians.

    The Last Guardinas; The beings that came before the Aetheri... They too were touched by the Aether, but they were selfish, emotional and in the end self destructive... Their civilization fell at the hands of their own demons... The Aetheri all are told of the Last Guardians, and all know the dangers inherent in manipulation of the Aether. And they are sworn to a one not to make the same mistake.

    To be fair, they have been rather successful. The Aetheri are essentially calm, and as they hold the terretory around the Emphyrian's center, it in turn is calmed. Demons still roam, but now are containable, and the Warp is even calm in places. Demons even are known to have sentience, and can be delbt with as fellow sentients, sometimes...

    Religon; Aetheri belief is quite a hard matter to describe. They all revere the Emphyrian as the echo of all life, and tied to it intrinsically. However, they also have many deities, who they regard as beings of the Emphyrian, akin to the Demons, but infinetely more powerful. At least, some are. Neigh on each aspect of life, or spot of ground has it’s own lord. Most of these are only honored in “God-Spires”, which house shrines to large number of small gods.

    However, these are minor beings, generally the equal of demons. Still, the Aetheri have four "true" gods, each of whom has it’s own temple in most major cities, and each of whom have many worshipers across Aetheri society. Every member of the Species as a rule will serve one of these gods above all others

    The Emperor, righteous warrior, and lord of ethics, honor and holy war. The Crone, old wise woman, who works to heal all she can, no matter who they are, The Lady, singing laughing mistress of creativity, art and happiness. And The Magister, Master of magic, and thus one of the greatest of all gods. Perhaps the greatest.

    However, each of these gods has their own reflection. That is why the symbol for Aether-in-Harmony has eight places. One for each of the gods of light. And one for their shadow. The largest religious pictures tend to show the gods in combat with their opposite.

    The Emperor is opposed by the Hound, vicious lady of blood and war. The Crone by the Fly-Lord, bringer of disease and decay, the Lady by the Dark Prince, reveler and master of excess and the Magister by the Schemer., a dark queen whose endlessly complex plots and schemes echo endlessly throughout the universe

    Home World: Charath, Place of Unity.. A peaceful world, whose inhabitants live in their temple cities, in harmony with nature. It is also the heart of the Emphyrian, and all it’s people may draw deeply upon its power. It will not be an easy world to conquer, appearances or no…

    Species: Aetheri; The most prominent species, Aetheri are essentially the same as they ever were, human. Little things are different for them though... whilst they still keep the human form, minor variations are highly common. All colors of hair and eyes are viable for them as natural. Their eyes even sometimes glow with the light of the Aether.

    Many also have other, light mutations, such as longer legs, fingers, or a third eye on the base of the neck or on their forehead. However, most Aetheri stick essentially to the human form. Those who are mutated too far away from it are known as...

    The Touched; The Touched are still Aetheri... technically. They are notably mutated, often into outright demonic forms, cloven feet, horns, wings... no too touched are alike, but all appear demonic. And all have at least a shadow of the power of the beings they represent.

    This twisting is not unique to the Touched. Many Aetheri have some degree of mutation, or have had. Most are either purely beneficial, or can be treated, (Such as the once common “tentacle shift”) but the Touched mutations cannot.

    They are regarded in part as a blessing of the gods, but in part a warning. The Touched are officially respected, but tend to end up living lonely lives, and are less likely to win political office (though it can happen) That is changing, in part, as Touched Rights groups develop throughout the Union. The High Chosen is apparently favorable, and the Council is due to meet soon to rule on the issue.

    Number of worlds: 300 Worlds.

    Outstanding Strengths:

    Primary; Masters of the Emphyrian. The Aetheri are a species suffused in the magic of the Aether... or Warp, as some others call it. Within it, they are torches, burning so bright, they leave ripples where'er they tread.

    To a one, they can use magic. It is tough in their schools as a fundamental life skill. Their sorcerers are beings of incredible power, terrifying when destructive, and angels themselves when healing.

    Also, they are prone to mutation from the presence of the Aether. Throughout their territory, it is strong, and grows strong with their presence. Their mastery of magic can control it somewhat, but some mutations still remain beyond their treatment. These are generally seen in part as the sign of the gods, but in part as a warning, and reactions to these species is... mixed.

    Secondary. Technology; Thanks to the Guardians, much ancient, advanced technology has been left throughout Aetheri space. In consequence, the Aetheri have a tendency towards technological advancement.

    Ruler; Mi'lady Kerra, handmaiden of the Emphyrian, High Chosen of Gods and Mortals, and hand of the Magister on the material plane.

    Spoiler
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    Strength 5
    Endurance 3
    Speed 4
    Magic 8
    Intelligence 5
    Charisma 5

    Powers (2 - attack 2 - defense 3 - misc.)

    Attack; Blade of Aether-In-Harmony

    Attack; Fury of the Emperor; As High Chosen, Kerra's powers as a Sorceress are at the point where she can bend the Emphyrian to the material, and show her foes it's glory... first hand, a tempest spiraling towards them as black-red, concentrated energy that frays the soul, let alone the body. Even mighty battleships fall before the Storm unleashed when Kerra uses this ability

    Defense; Armor of the High Chosen; Engraved with countless glowing blue runes, this old sacred armor may have had a few modern modifications, such as a HUD, comms system, and re-enforcement, but it's greatest feature is the mighty old demon bound within. He is loyal to the Aetheri through long years of service, and his power watches over the High Chosen, protecting her from blade, shot or energy blast. Kerra has telepathic contact with the old being, and rather likes him.

    Defense; Light of the Lady The Lady loves creativity, and rewards her servants for such. Kerra has a habit of pulling whole new tactics out of a blue sky, and her god looks favorably on such, and tends to smile on her servant.

    Misc; Mistress of the Emphyrian. Where Kerra goes, the full majesty of the Aether goes with her. When calm, it is as a flowing stream, or gentle breeze, but when angered it becomes a storm. Regardless, the Aether follows her, bows to her, serves her and those sorcerers with her will be empowered by it, so long as they are by her side, as she is.

    Misc; Council of the Magister Perhaps the oldest, and most traditional power of the High Chosen, the Magister's Blessing allows Kerra to make telepathic contact with others, whispering through the Aether itself. Though this ability, it is easy for the High Chosen to manage the Union, and recieve reports from officials across Aetheri space, no matter where they be.

    Misc; Binding of the Crone The Crone does not believe in killing. It is her place not to destroy, but to remove. Not to kill evil beings, but to constrain them, and even turn their evil into good. That is the ability she grants the Champion of the Aether.

    Kerra can tie the Emphyrian to other beings . Either show it to them, link them to it as the Aetheri are, in an attempt to show them the wonder of the life it grants, in an attempt to turn them to the Aetheri's side...

    Or she can wrap them in the Warp. Bind them to it. This is not something that Kerra has ever done, but it is within her power. The life energies when left free to the Aether would grow it. A single being would affect it only a trifle, but binding great numbers could theoretically grow the Aether, make it expand all across Aetheri space.

    Binding a god to the Aether... The results of that would be astounding. Though it is not so simple. This ability can only be used in well claimed Aetheri space..

    Skills

    Magical; Magister's Creed (Summoning Angels/Demons); Kerra was not trained in True Sorcery before ascending. However, as High Chosen, she has made a full study of the Art, under the Council's tuition, and is proving to be as mighty a Sorcerer as any of her predecessors.

    Magical; Arts of the Crone (Healing and Banishing); Kerra was a healer, and practitioner of Low magic before her ascension. However, now the once looked down on arts of the Crone are in ascendancy at Court. Kerra insists upon balance between the light and dark, Crone and Magister, and Magi are now more numerous in authority than under the last High Chosen.

    Martial; Warfare; In honour of the Emperor, all High Chosen must learn of the arts of War. Whilst her education has comparatively only just begun, Kerra seems to be shaping up as a most promising strategist, equal to quite a few galaxy over...

    Cultural Arts; Kerra has always been adept in creating countless items of art, and her new position has not dulled her hand. Be they pictures, statues, rune circles... she's even turned her hand to songwriting once or twice. She is truly creative, and her work is acclaimed as inspired by the Lady herself.

    Magic; White Magic, Black Magic, Anti Magic (known to them as meta-magic)
    Last edited by Moral Wiz; 2009-01-05 at 05:46 AM.
    Rathe avatar by Recaiden

    In Auromar, Histantos Illist, Aasimar Warlock.

  6. - Top - End - #6
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    Default Re: Galactic Warfare Status Thread

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    Ruler: 'Big Boss' Blokk'ead
    Nation: Da Orks
    Government: Ochlocracy - Basically a mob government where might is right. (Seemed to completely characterise the Orks)
    Cultural Information: Although tribally based, Orks will rally together and join clans if the right amount of strength is shown and a promise of fighting and looting is offered. No Orks is actually born, rather spawned from fungi that grows in dark, damp places where Orks inhabit for a while. Due to this, Ork invaded worlds, where the Orks have been on the planet for several weeks often find an Ork infestation and this is usually permenant, unless lots of hard work or extreme measures are taken. They are a scavenger society, everything they have has been stolen or built from something stolen, this can mean faulty equipment and shoddy quality things. Orks are extremely violent by nature, fighting between themselves when bored. There are no female Orks. Orks have a passion for war and fighting and will strive to create either in any situation, sometimes making deals if it will lead them to bigger, better and more wars and fights. The Orks also have a knack for breaking and fixing things, even things they do not understand or have never seen before. Ork society is usually lead by the strongest Ork and his Nobs, which can be challenged by any other Ork at anytime. Currency, for the Orks, is mostly trade based, trading this tank for that or 'Teef' based. 'Teef' are collected Ork, humanoid or Squiggoth teeth and the bigger and darker the tooth is, the more it is worth. Orks use a bartering system to trade.
    Home World: GorkaMorka
    Species: Orks - Large, green humanoids with huge muscles. Their skin grows darker with every fight they survive and they also grow bigger. They speak in a very slang based Low Gothic and often refer to each other through nicknames relating to them somehow. They have sub-human intelligence, but what they lack in intelligence, they make up for in brute strength and pain resistance. Some Orks are actually smart, but they tend to be fairly scrawny and are assigned as mechanics, sorcerers or doctors.
    Grots - Small, green humanoids that are frail in comparison to Orks. Even so, they are incredibly resistant to pain considering their size and frail bodies. They act as servants to Orks and are incredibly agile.
    Squiggoths - Feral four-legged beasts, which are usually tamed at birth by Orks and Grots for military use. They grow to be massive and can carry small structures on it's back which can be weapon platforms or troop/cargo storage. Squiggoths are ferocious and extremely loyal to their tamers, unless brainwashed otherwise. They are coated with huge armour and can run at quite high speed for short periods of time. They usually have two hulking great tusks and have extremely sharp teeth. They are flat footed and have a long, end-spiked tail.
    Number of worlds: 300
    Outstanding Strengths: Primary: Due to the ability to be spawned on any planet they inhabit, even invaded ones they do not stay on, Orks easily out-number any foe in a tide of green bodies. Even though enemies may cut down thousands, thousands more will take their place. Plenty of expendable Orks for any invasion. (Huge military numbers)
    Secondary: Orks have the uncanny ability to 'fix' and use alien technology and weaponary, even if they have never seen or used it before. (Technologically adaptable/assimilative)


    Ruler
    Spoiler
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    Ruler: 'Big-Boss' Blokk'ead
    Stats:
    Strength: 10
    Endurance: 10
    Speed: 2
    Magic: 1
    Intelligence: 2
    Charisma: 5
    Powers: Gork's Fists (an offensive power, when used, Blokk'ead's hands become powerful tools of destruction. Demolishing concrete and thick armour plating with a single punch becomes easy and wielding giant axes in both hands is easy also)
    Mork's Shield (a defensive power, when used, Blokk'ead becomes enveloped in a bright green shield that protects him from incoming projectiles or blasts)
    Sneakin' Device (a minor power, when used, Blokk'ead becomes invisible to the naked eye, can still be seen with the right devices)
    Fightin' Juice (a minor power, when used, Blokk'ead is able to ignore pain and injury, while recovering at a faster rate than normal, he'll still be injured, but mentally he'll ignore it for the duration of the power)
    Skills: Intimidating (both to other Orks and other species)
    Incredible Strength (able to lift things like houses right out of the ground)
    Night-Vision (due to implant and natural development, he can see equally well in the dark as in the day)
    Mechanic's Touch (Some may call it magic, other's luck, but whatever Blokk'ead can get his hands on is quickly fixed, at least to Ork standard)
    Magic:
    Silver Magic
    Anti-Magic
    Red-Magic
    I drew this line myself

  7. - Top - End - #7
    Ettin in the Playground
    Join Date
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    Location
    Imladris
    Gender
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    Default Re: Galactic Warfare Status Thread

    Nation: Greater Khalardis Empire.
    Government: Empire.
    Cultural Information: The Khal have thirty-one words for "war" and one word for "peace" - that incidentally also means "weak". The planet Syrii is a freezing, unforgiving and violent world which created a race with the same properties. The Khal fought amongst each other under the rule of one all-powerful Emperor in the era known as the Season of Storms. The Season of Storms ended when the Tech-priests of Rik found hyperdrive technology to add to their heavy airships, and hell broke out among the stars. Amazingly cultured civilizations for lightyears around found themselves fighting creatures born to constant warfare and conflict, and their planets burned and their populations were taken into slavery.

    The reputation of the Khal is enough to put fear into any warrior - razor-sharp talons capable of ripping a man apart, beaks powerful enough to punch through steel, great wings capable of both graceful flight and breaking every bone in a man's body with one blow. The only thing that keeps rebellion in the Greater Khalardis Empire in check is the fact that the Khal are feared greater than death itself.

    We are the Children of the Storm. Tremble with fear, for your hour has come!


    Racial Traits: As mentioned above, Khal are an avian race powerful in war, graceful in flight. Their feathers are varied in color, the most prevailant being black or gold. They have a penchant for wearing armor even when not in combat, and are never without a weapon. They are carnivores and cannibals - no warrior's body is ever buried. There is no such thing as gender discrimination in Khal culture - many Emperors have been female, in fact.
    Home World: Syrii.
    Species: Khal, Vela, Nebensee, Spicans (Templars).
    Number of Worlds: 300.
    Outstanding Strengths:

    Primary: Warfare. Khal are feared warriors - their logistics may be weak, but their lightning-fast attacks are powerful enough to overthrow planets in one blood-drenched day. If you get into melee combat with a Khal, fool that you are, you've already lost and died.

    Secondary: Piloting/Arial Combat. Khal are avian creatures, and their designs in airships and starships yielded the most manuverable and graceful ships ever to grace the skies. Combined with their energy-pulse technology, Khal are as dangerous in the air and in space as they are hand-to-hand.

    Magiks of the Tech-priests: Anti-Magic, Red Magic and Silver Magic.

    Races of the Greater Khalardis Empire:

    Khal: Despite the fact that Khal cannot live in peaceful coexistance with other races, 65% of all Khal are not of the warrior caste. Races that first encountered the warriors of the Khal are often surprised at how tolerant most Khal really are. Many worlds are simply ruled by 300-500 Khal, allowing the "servants" to continue living on their world.

    Vela: The Vela were an exceptional race, reaching out to the stars despite their fractured cultures. They were not expecting a genocidal war as their introduction to the universe. The Khal attacked the Vela as soon as they moved into Khal-held space, and the Vela united in the face of the alien threat. Two years later, the Khal deeply respected the Vela, especially after the Battle for Setanta. They signed the Aeneas Accord, an alliance that holds strong to this day. Where the Khal go, so do the Vela.
    The Vela are descended from the great foxes of their planet, and their vulpine heritage is still distinct. Vela are swift and graceful, though they lack the size and strength of the Khal. Though their size belies it, they are truly courageous and heroic when they must - a trait that impressed the Khal.

    Nebensee: The planet Avalorr is lush and plentiful, warm and rich in minerals. Truly, it is a paradise. When the native Nebensee race heard of the Khal striking towards their starsystem, they made a descision. The Khal were greeted not with weapon or battleship, but with a civilian transport carrying several Nebensee diplomats and many articles of Nebensee craftsmanship. The captain of the Khal fleet was smarter and less bloodthirsty than most, and realized how much of an asset these master craftsmen could be. Now, Nebensee scientists and craftsman form the backbone of the Khal economy and industry.
    Nebensee are very intelligent and very concerned with details - two traits that allow them to be master craftsmen. They are precise and cautious, never making a move without thinking it through. They appear human, other than the slitted eyes, slightly protruding fangs and deathly pale skin, which contrasts strongly with their ebony hair.

    Spicans: Better known as Templars, Spicans are a honorable and protective race, always aiding those who need it most. When the Khal began to strike at starsystems that knew the Spicans, the Spicans moved in to protect starsystems from the Khal. As with the Vela, over years of war the Khal and the Spicans reached an understanding, both warrior cultures learning from the other. The descision to willingly join the Greater Khalardis Empire was greatly debated, but the Spicans finally decided to join the Khal to ensure that first contact was always as peaceful as possible. Spicans often act as diplomats for the Khal, standing up for their battle-brothers and reassuring reluctant starsystems.
    Spicans are tall and fair, their eyes shining bright and their white and red clothing radiant. Their ears are long, pointed and lobeless, while their hair is worn long and loose. Despite their beauty, they are fearless and terrifying in battle, their faces stern and death reflected in their eyes.


    Leader:
    Spoiler
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    Leader Name: Tichan Moguk, 83rd Kaharach of Shominh.

    Strength: 5.
    Endurance: 7.
    Speed: 6.
    Magic: 3.
    Intelligence: 6.
    Charisma: 3.

    Powers:
    Offensive - Karak of the Empire Tichan is the commander of the Imperial District Command, and is always accompanied by the Imperial Pathfinder-Class Battleship Duchar vul Armach. He is also accompanied by the Kharlong, the elite warriors of the Empire.

    Offensive - Windblades. Tichan carries the twin katanas of the Kaharach, with the icy winds of Syrii trapped within the ancient weapons. Wielding these two weapons, Tichan's blows cannot be stopped, and his attacks are astonishingly fast. He can also throw the katanas and they will return to his grasp.

    Defensive - Armor of the Gods. Tichan wears the ancient armor of the Kaharach, made of a metal harder and lighter than any known. The helmet has been hardwired to bring up computer displays upon the obsidian eye-guards. The armor is all but impenetrable.

    Defensive - Blessing of Ice. Any magical or psychic attack on Tichan will reflect back upon the caster. This can be disabled by Tichan at-will.

    Utility - Two As One. Tichan's rise to power came after finding the artifact of an ancient Magi - the magi's soul bonded with his, giving him some magical power. In times of need, Tichan can pull on his power, even though it's incredibly draining. Tichan can swap out his Endurance for his Magic.

    Utility - Gift of Rik. Tichan not only has an innate understanding of technology - see skills - but he can completely interface with technology in a much more powerful way than the tech-priest's technology. Tichan can control any technology he is in direct contact with, and can use this control on any systems connected to this technology.

    Utility - to be decided

    Skills:

    Strategist: Tichan is a master strategist, especially good at risky gambits and tricking the enemy. His strategies are unstoppable and brilliant.

    Defiance of Fate. Tichan's only innate magic is unconcious mastery of Silver Magic. Tichan uses Intelligence to power his Silver Magic, and does not know that he can use it - his plans just always seem to work and his gambits always pay off.

    Writing: Even though Tichan is shy and withdrawn, he is a brilliant writer. Most of his communication with others is via writing, and his prose is particularly persuasive.

    Trickster: Tichan is a master at feinting and decieving his opponents. If you are certain you know what Tichan's doing, you've got it completely wrong.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Halna LeGavilk's Avatar

    Join Date
    Aug 2007
    Gender
    Male

    Default Re: Galactic Warfare Status Thread

    United Republic of Fraon
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    Government: Republic

    Cultural Information: The URF prizes freedom very highly, irregardless of their militant status. They are expert scientists, having edged out many surrounding species with huge science advances and highly strategic space combat. They are focused largely on scientific advancements, and have thousands of large universities all across their territory. They are rather xenophobic when compared to some of the other races, owing to their constant wars with smaller neighbors. They tend to hide advances in technology, and NEVER willingly let another species gain a technological advancement.

    Fraonites have two default attitudes towards alien species: Genocide and experimentation or complete and total acceptance into Fraonite society, usually from either resisting the Fraonites for more than ten years, or for achieving achieved a great status before the Fraonites had actually arrived. Only two species, the Karists, a hard-working, hard-fighting species of dinosaur like beings, and Locakiks, insect-like creatures with an aptitude for science, much like the Fraonites. They are, to the Fraonites, for all intents and purposes, Fraonite.

    Fraonites are short, humanoid creatures that have small, usually red, but sometimes blue, armored plates for skin. They are not particulerly strong, and in fact, are weaker than many species, but they are generally very smart and dexterous. Other than this, they look rather like some sort of lizard/cat/dog combination.
    Home World: Fraon

    Species: Fraonites, Karists, Locakiks

    Number of worlds: 300
    Spoiler
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    Fraon
    Spoiler
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    Population: 6.243 Billion
    Planet Environmental Level: A
    Planet Industrial Level: B
    Planet Economic Level: A-
    Planet Scientific Level: A+

    Fraon is capital of the Fraonite Republic. It boasts some of the best universities and schools in the known galaxy, and is a center of science and learning. Not to mention war.

    Fraon is constantly surrounded by at least 300 ships, usually more, plus upwards of 100 orbital platforms made for defense. It is second only to Derih, War World.

    The monuments of Fraon include the Unification Statue, the site where Feraz finally united the Fraon people eons ago, and the Capital Building, where all the lawmaking of the Fraon Empire takes place.

    Derih
    Spoiler
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    Population: 12.342 Billion
    PEL: B-
    PIL: A+
    PCL: B+
    PSL:A

    Derih is the main military center of the URF, producing hundreds of battleships a year. It is heavily defended, almost 300 Battlestations and 500 swarming around the planet, on it's lowest alert level.

    Derih is renowned for its warriors and generals.



    Outstanding Strengths:
    Primary: Science

    Secondary: Warp Insentivity. This ability is quite like the Tau having almost no Warp presence. The Fraonites, the species, is not affected by the Warp, nor can they affect the Warp. Psychic attacks still work, though Demonic Possession and Demonic Attacks do not.

    Farez, Guide of Fraon
    Spoiler
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    Strength - 3
    Endurance - 3
    Speed - 4
    Magic - 4
    Intelligence - 10
    Charisma - 6

    Powers:
    Genetic Manipulation (Offensive): Farez can manipulate the genetics of any creature within sight, up to fifty creatures at once. He can make them his loyal slaves or kill them. This process takes six seconds to complete, regardless of the number of creatures.

    Technology Shutdown (Offensive): Farez can shut down or destroy any pieces of technology within sight, up to fifty pieces of technology, up to and including battleships in orbit. Regardless of number or size of technology, the process takes six seconds to complete.

    Techno Shield (Defensive): Farez can combine nearby technology to create a large defensive shield. This can be activated instantly and all technology is teleported in front of Farez instantaneously.

    Techno-body (Defensive)(Passive): Farez's body is only partially organic; much of it is robotic or cybernetic. He has a small personal shield, a teleporting ability, and control of nano-shields. He is incredibly hard to kill, and can naturally add small powers

    Blessing of Science (Misc.): Farez can look at any piece of technology and instantly understand how it works and the underlying theories behind it. This does not work on items based on the, or powered by, the Warp.

    Warp Denial (Misc.)(Passive): Any creature within 300 feet of Farez is instantly denied access to the Warp; excepting divine creatures. All non-warp creatures that require the Warp, die instantly. All Warp creatures are banished, except for divine creatures (unholy, really).

    Technological Obeyance (Misc.)(Passive): Complex technology, involving computers and complex machines, will not hurt Farez.

    Skills:
    Space Combat: Farez is a master of space combat, one of the greatest space tacticians of his age. He is the leader of the Fraonite crusades for more and more planets, taking down one after another after another.

    Music: Farez is a virtuoso of music, quickly becoming a master of any instrument he plays. He has perfect pitch and can sing up to 3,000 songs without music.

    Sunder: When he attacks an object, Farez can destroy it, rendering it useless to all who use it.

    Anti-Magic Field: Farez naturally emits an anti-magic field around him, negating magic and psionics within the radius. This is his only real use of magic at all, and he doesn't realize he's using it.

    Magic: 1
    Anti-Magic
    White Magic
    DreamWeaving

    Personality: Farez is laid back, and generally a kind person. As the leader of the Fraonite Crusade, all knows he as a darker side. Farez lets nothing harm his people, prefering genocide to letting even one of his people be harmed.

    Farez is very extroverted, and all allies of Fraon, those that are around him, find him to be a very charming, erudite being, that isn't afriad to tell a few dirty jokes when the time comes.

    RIP Gary Gygax, March 4th, 2008. May he roll 20's in heaven forever.
    RIP Dave Arneson, April 7th, 2009. He roleplays his way into our hearts.
    Avatar by Banjo1985, the Awesome.
    Spoiler
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    Quote Originally Posted by havocfett
    Quote Originally Posted by My self
    I'll throw in my hat as a Dwarf Warlord//Were-Dire Badger, going into Dwarven Defender and Deepwarden from Races of Stone. Is that cool?
    ...I'm not sure the vocabulary exists in the english language to express how much I approve of this concept.

  9. - Top - End - #9
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Galactic Warfare Status Thread

    Nation: The Peaceful Empire
    Government: Empire.
    Cultural Information:
    The Peaceful Empire are calm creatures that do little of violence, though non-violent crimes are higher than those of other nations. They eat a variety of different food stuffs. Sneakiness is one of the big features of The Peaceful Empire and trying to get information is also important. It is said that information is the currency of the Peaceful Empire.

    Racial Traits: The Redon are hairy bear-like creatures. They normally have brown hair and white and black are uncommon with other colours possible but practically unheard of. They have a weak camouflage ability and are far sneakier than their build would suggest.
    Home World: Nored.
    Species: Redon
    Number of Worlds: 300.
    Outstanding Strengths:

    Primary: Gathering information

    Secondary: Stealth

    Magic: Silver, white, coloured

    Leader:

    Spoiler
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    Leader Name: Isin Ast

    Strength: 2.
    Endurance: 2.
    Speed: 3.
    Magic: 3.
    Intelligence: 10.
    Charisma: 10.

    Powers:
    Offensive - Weak Spot, Isin can tell the weak points in a structure.

    Offensive - Weak Tactics, Isin can tell flaws in tactics.

    Defensive - Trap Sense, Isin can tell if something is a trap.

    Defensive - Attack Sense, Isin can tell if he's going to be attacked.

    Utility - Cloaked eyes, Isin can tell see cloaked and invisible things.

    Utility - Telepathic communication, Isin can talk to someone through telepathy.
    Utility - Mind Read.

    Skills:

    Strategy

    Stealth

    Gathering information

    Assassination


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