• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Nation Building Fate's Rebirth, Civilization's Last Stand Faction Hub

Zaltusinel

Novelist and Word Whisperer
https://img00.deviantart.net/32ed/i/2014/297/9/9/arid_desert_landscape_by_jjpeabody-d83ybps.jpg

Hello, interested roleplayers. Welcome to the faction hub, the place for all your hunger of knowledge with respect to every faction. Here will be the Cs Template and current Factions. When creating your CS, keep these things in mind:
  1. I value backgrounds and the overall feel of your faction. This helps me fit them into the world I have in store for you!
  2. Certain factors such as population, productivity, and growth rate will be covered after your submission. So pretend they don't exist until you're done. I evaluate pop based on your faction's background and traits. (They are extremely important in the CS)
  3. There are many opportunities, like quirks, to add flavor and give critical legs up in your character development in the rp on the sheet. Do not overlook the fields of the sheet, they will severely help you. Random funny quirks really help me put myself in the shoes of characters. It is honestly one of the harder things to do. Once you got it, it'll be like second nature.
  4. Otherwise, all questions should be PMed to me. Otherwise, go get em Guardians of Civilization!
The Sheet Drawn in Fate's eye: (The CS)(BBCode as you wish)

The Faction Itself
Faction Name:
Faction Slogan, motto, famous phrase:
Original Empire before the Attempt:
(Optional) Empire History:

Race:
Racial Traits:
Racial Appearance:
Racial Climate Preference:
Racial Reputation:

Dominant Impression (Name two traits that other races apply as a stereotype):
Morality:
General economic status before the Attempt:
Quantity or Quality?:

Background:
Food preference:
Light, medium, or heavy food preference?:
Space requirements(Living Space)Small, Medium, Large:

Special Needs(If Any):
Other:

Important Characters(May have multiple characters to help portray your faction. Leader is obviously required.)
(Put a tab/spoiler for each important character to save space please.)(And thank you! :) )
Name:
Age:
Race:
Previous Profession:
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other:
 
The Faction Itself
Faction Name: The Lightforged
Faction Slogan, motto, famous phrase: Walk always in the light
Original Empire before the Attempt:The realms of light
(Optional) Empire History:

Race: the Lightborne
Racial Traits:
  • Powerful psionic ablities
  • have transcended physical bodies
  • inhabit special grown crystal bodies
  • Can psionically influence or even "remake" others
  • Present themselves as holy and divine figures keeping their true nature hidden
Racial Appearance:
D%27ore.jpg

Racial Climate Preference: Any, though a place their crystals can grow is by far preferred
Racial Reputation: Most other races revere them, and if not for religious reasons then at least for their experience in the universe. Still there are those who do not or outright hate them.

Dominant Impression: Holy, benevolent, guiding, wind chimes
Morality: Good from their point of view
General economic status before the Attempt: Decent
Quantity or Quality?: Quality

Background:
Food preference: they don't eat
Light, medium, or heavy food preference?: none
Space requirements(Living Space)Small, Medium, Large: Large

Special Needs(If Any): they need to be around other sentient races and require specially grown crystals.
Other:
Xe%27ra.jpg

Name: Auya the lights prime
Age: n/a
Race: lightborne
Previous Profession: leader of the lightborne
Skills
Reputation
: Has a great reputation as a wise leader, kind teacher and wise councilor
Attitude: To the public Auya is is a kind guiding figure, always forgiving and always advising with a even tempered hand, she presents herself as a true and loving holy figure guiding the faithful and the faithless alike.
Personality: Auya is typical of her kind she is arrogant seeing the others as children that without her guidance would fall to chaos. She also has a strong prefrance for an ordered almost static environment they do not like change for that is chaos. For she sees those in her flock as beloved children almost like favored pets but still she dose honestly care. She also desires strongly to fight the darkness.
Strengths:
Auya was perhaps the most powerful psionics parctioner in the galaxy even before the attempt.
Auya is also skilled at dealing with the other races both through the use of her powers and through normal means.
Her reputation tends to award her the respect anbattrntion of most allowing her to further whatever she feels is needed over other plans
Weaknesses:
Like all her race she needs sientent life around her.
Without her crystal body her might would slowly fade leaving her in essence dead.
Can be blind to solutions or even threats if she Beilive she is right.

naaru_by_haalaesc-d8lf29y.png

Name: K'ura the jailer
Age: N/a
Race: Lightborne
Previous Profession: Warden
Skills:
Reputation:
K'ura is known as a strict warden with no escapes, but more than that those that are sent to his jails even the worst of the worst all seem to come back as good people most often having embraced the light and becoming peaceful servants of the light.
Attitude: K'ura presents himself as an impeccable and strict warden of those that break the law, but also fair and willing to listen to those that might not have committed a crime.
Personality: the way he presents himself is not that different from how he really is though he tends to think of the others as lower creatures and the inmates as material to remake .
Strengths:
fairly powerful psionic user
has a good reputation as an enforcer of the law
can read inmates minds so he can prevent escapes before they are attempted.
Weaknesses:
He requires sentient life around him
needs his crystal body otherwise he will fray
is convinced he is doing the right thing that is for the best.

C 22
V 11
R 4
I 20
L 5

  • Cassandra's Dream: Projectile redirector. Cassandra's Dream uses your people's power to redirect projectiles at any angle you choose as long as it is in front of the Lightbourne using it. Can be useful in transporting materials across valleys or in general. It looks like a halo ring with various crystals as lenses to direct the power. The various wires, metal plates, and small UI computers tend to give the tool a sleek yet techy look.
  • Heart of Light: A small heart shaped beacon that can attract sub-sentient lifeforms when normal psionics means are impractical or impossible. The Heart can be used as a form of a decoy and emits a good bit of light to light dark caves or structures. The internal structures hold a big energy converter with various lenses for the light and psionic energies being emitted.
  • Psionic Radar: A device that amplifies the mind sensing effects of a Lightbourne. The devices indicate where various minds are on a map screen that can be drawn on. Terrain is automatically scanned in by the device. A Lightbourne is required for use and frays Lightbourne quickly. The radar machine is quite fragile and needs protection.
  • Quasar: A device that gives a small, weak shield to nearby allies. The Quasar refreshes quickly but drains extremely fast.

0 Points: Base Lightbourne. This is your typical Lightbourne, they can use tools, have a decent time before fraying, and can use the powers of mind-reading, suggestion-implantation, and illusions to support your faction. (They can be taught how to use other skills/powers.)(Not to mention basic telekinesis[can move inanimate objects only])(All can remake)

10: Cassandra's Lightbourne. These Lightbourne have worked in fields where more advanced psionic infiltration is required. These Lightbourne can use the powers of the base and use full telekinesis as best as their race is capable off. Other powers include clairvoyance that needs to be charged before use(About a ten second delay) and Insanity, the ability to debilitate a target mind (with chance of failure of course.) 1.5X longer time until needed unfray.

20: Fullbourne Light. Specialists in using the tools created by their people. They can use tools far longer than any other Lightbourne and have a very long time until they must unfray. Fullbourne Light move twice as fast than other Lightbourne. Can only use base powers.

30: Hierarch Lightbourne. Bastions of Light, these Lightbourne are capable of mind-control, mental freezing, teleportation, and mind merging.(Among all other listed powers below them except for the Fullbourne.) Mind merging is a power that allows an ally to gain a small psionic shield and improves their defense against psionic attacks. The merged target can be pulled back to the Lightbourne at extreme cost to the Lightbourne. Slightly below average time before unfray. Usually needs to unfray a lot. (Can remake slightly faster.)

60: Light Manifestation. These Lightbourne are the apex of your faction. They were targets of the shadow before the attempt and very valuable. These Lightbourne can mind-control multiple targets at once among improving the effectiveness of all other powers above. They hardily ever need to unfray unless using extreme amounts of their powers. Light Manifestations leave a aura of fear among sub-sapient beings, causing them to be weaker in battle or run away in general. These guys can siphon some of themselves to save their almost frayed Lightbourne. These Lightbourne also have access to psionic bursts that cause small direct damage to targets.

20: Two of the first two tools I listed or one of the later two tools. (Others can be selected here once we discussed)

10: Crag of crystals to grow. (8 sapling crystals along with your free 10 more developed crystals)

5 crystal crags 50

20 2 first two
40 one of last two

2 hierachical 60
3 full 60
4 cassandra's 40

35 base light
 
Last edited:
Faction Name: The Gnoth Clan.
Faction Slogan, motto, famous phrase: Strength through Power.
Original Empire before the Attempt: The Ilanu Clannate.

Race: Ilanu.
Racial Traits: Quick and agile. Lean, muscular and naturally strong. Master scavengers. Skilled tinkerers and quick learners. Ilanu can navigate using sound, however, what makes them unique is how the Ilanu naturally view the world - The Ilanu's sun, Nodus, is frightfully close to Cordenne and gives off an immense amount of radiation - the Ilanu can deflect all of it naturally, at birth, but they are also actually able to see heat emanating from a being. Those with the technology to detect radiation would see the Ilanu's eyes as demonic red orbs as well and they as a race are referred to as 'Junk Ghosts' in some parts of the Old World.
Racial Appearance: Ilanu are humanoid in figure. Their skin normally ranges from pale to completely white and their hair follows the same suite. Those born with dark skin or hair are considered lucky or divinely blessed. Eyes range from light blue to completely white. They are much larger in stature and denser in mass than Humans as well, a trait left over from a time when they inhabited the surface of Cordenne. They also have six fingers and toes.
Racial Climate Preference: The Ilanu prefer cooler, damper, climates - hundreds of years of living below the surface of their homeworld, Cordenne.
Racial Reputation: Looked down upon as second class due to their way of life.

Dominant Impression (Name two traits that other races apply as a stereotype): Hot-headed and resillient.
Morality: Do unto others as they do to you. Respect must be earned.
General economic status before the Attempt: Poor. The Ilanu are a 'junker' race of people who scavenge and procure the things they need.
Quantity or Quality?: Quality over quantity. Ilanu are scavengers and collectors and treat everything they find or pillage as special and with purpose.

Background:
Food preference: The Ilanu can survive off of leafy greens and red meat just like a Human could, however, the Ilanu prefer to absorb all nutrients needed from rocks and gem stones.
Light, medium, or heavy food preference?: Medium to heavy.
Space requirements(Living Space)Small, Medium, Large: Medium to large.

Growth rate: 13 per 6 months.
Food consumption: 114 every 3 weeks.

Special Needs(If Any): Head gear specialized for their eyes as they are quite complex.

Ilanu are also quite a bit more fragile than most races and require different forms of rest at times or they become fatigued. May also fight a bit less heartily.

Charisma 9
Vitality 10
Reflex 19
Intelligence 20
Luck 12

Yosirn 30
Rot'nil 10
Solar Panels 20
Opsin 10
Ilanu ravager 30
Ilanu machinist 25 - Agriculture Specialization.
Ilanu accountant 20
Excalir 5 x1
Machine parts 5 x1
Rest in pop for total of 58.

Name: Garr'Gnoth. Head of Gnoth Clan.
Age: 88. (Ilanu live up to 200 years.)
Race: Ilanu.
Previous Profession: Surface Scavenger.
Skills: Garr is a masterful tinker who is able to turn almost anything into something useful. He thinks quickly on his feet and is very goal oriented. He has skills as a leader and can be very charismatic at times. Garr also knows how to defend himself and uses an Ilanu form of martial arts called Dran for up close and personal encounters or his junkmade laser rifle.
Reputation: Known throughout the Junker Colonies as level headed on the battlefield with a knack for precision and dedication.
Attitude: Garr acts quite civil most times, however, his blood oftentimes sees to it that he loses his temper. He can be sharp tongued and quick to insult even his comrades - but he is still loyal to them.
Personality: Natural born leader. Sometimes over confident. Loyal. Respectful. Likes to take control of situations. Always has his two cents thrown in.
Strengths: Tactics. Battle. Leadership. Strong sense of loyalty. Master tinker and builder.
Weaknesses: Over confident and at times over zealous. He likes to always think his plans will work. Hard to work with at times. Hot headed by nature.
Quirks: Garr is incredibly lucky and has saved his life in battle many times. His plans tend to go off course at times. Garr forgets he has a single life sometimes and gets reckless.

Name: Etta Gnoth.
Age: 85.
Race: Ilanu.
Previous Profession: Junker Engineer.
Skills: Etta is highly intelligent and was one of the pioneers in creating the floating Junk Colonies that some Ilanu called home in the Old World. She is very political and charismatic.
Reputation: Well liked throughout the Old World Clannate. Somewhat disliked due to her being a female Engineer.
Attitude: Cool, calm, and collected. She is blunt and to the point and isn't afraid to share her opinions.
Personality: Etta is loyal above all else. Her cool temperament is quite different than most Ilanu. It assists her in many ways. She is very political and charismatic and uses her words to get what she wants done.
Strengths: Well spoken. Courageous. Even headed. Prefers to build things to do the fighting for her if she must fight.
Weaknesses: Withdrawn from others at times. Daydreamy. Hurt from destruction of the Old World.
Quirks: Blunt. Daydreamy. Has a thing for overblinking her eyes when nervous. Sensitive - for being courageous she takes a lot of negativity to heart.

Name: En'Gnoth.
Age: 100.
Race: Ilanu.
Previous Profession: Trader.
Skills: Trading. Buying. Selling. Different good and resource knowledge. Currencies. Mathematics.
Reputation: Thought of as a know it all and money grubber by most.
Attitude: En is robotic, to put it in a sense. He can smile and take your money - then turn around and talk about you behind your back after he's ripped you off.
Personality: Careless. Free. Apathetic. Very close to material things and wealth. Ambitious. Inventive.
Strengths: En knows the ins and outs of most exchanges. From running caravans to knowing different currencies and products. He knows it all. He is also well versed in pirates and knows how to handle himself when needed. En is an amazing pilot.
Weaknesses: Greed and hoarding. Black market trades. Material possessions. Careless of others and their plight.
Quirks: Not a bad conversationalist. Lives fast and lives his own way. Very opposed to authority even though he is a member of the arch Clan.
 
Last edited:
The Faction

Faction Name: Huyern
Faction Slogan: Glory to the Den Father!
Original Empire before the Attempt: The Underdark
Empire History: Prior to the Attempt, the Huyern empire was a violent miasma that covered a great portion of the supercluster. What technology they could not make themselves, they sought to gain through violence. Their lust for technology lead them to bringing entire species in to servitude. All Rok'tal are loyal to their leader, a figure known as the Den Father. It has been this way since time immemorial. This loyalty is etched in to their very genes; this was accomplished through the practice of eugenics and fear. Even the slightest hint of disloyalty will resolve in an imminent execution. This has been practiced for so long and so frequently that the leaders have even developed a device to expedite the process. The Rakshale is a mega guillotine that goes on for approximately a mile. The mere mention of its name is enough to bring those of a lower caste in to line. Entire rebellions have been quelled in a single moment underneath that heavy, rusted blade
.
Race: Rok'tal
Racial Traits: Due to centuries of eugenics the visage of this species members diverges depending on caste. There are several traits that appear in all members of this species, however. The first feature that is common to all members of their species is their large bat-like ears and beady eyes. As a collective, they are all capable of echolocation, a trait that has been further enhanced by cybotic augmentations. A Rok'tal that weighs over a hundred pounds is likely to be burdened with labor intensive tasks and the inverse is also true. A small Rok'tal is likely to be a very high ranking member of society. The average member of this species weighs approximately 80 pounds on their home planet and on average, they stand at about five feet tall.
Racial Appearance: The color of the Rok'Tals hide varies-- those of a lower caste are branded by their red-brown skin, and those of a higher cast are blessed with a purple, or lavender complexion. Along their forearms, they have a thin pair of wings that allow them to glide short distances. They have short snouts, with an array of sharp teeth that specialize in rending flesh.They have humanoid torsos and appendages.
TRMTsQd.jpg
Racial Climate Preference: The Rok'tal work best at temperatures close to 10° C.
Racial Reputation: They are looked at as unintelligent pests that forcibly take knowledge and technology from others. They are practically universally despised, with close to no allies. The few members of their race who have somehow managed to escape the empire are treated with prejudice.

Dominant Impression: Thieves, Pirates, Flying Pests
Morality: They are only as moral as their leader-- The Den father. Those of a lower caste have an unyielding loyalty to serve Him. They will follow any command that is given to them, no matter how cruel or gruesome. They have been so indoctrinated that they would gladly throw their necks underneath the Rakshale without question.
General economic status before the Attempt: There are no resources that the Huyern have earned themselves. Instead, they gain what they need through conquest. Those at the top of the caste enjoy a sea of wealth, while those closer to the middle live in poverty. As a collective, they were a wealthy empire, but you would not see that unless you walked among their richest.
Quantity: In wartime, they have always attempted to overcome the enemy through sheer number. Their soldiers are poorly trained and their fleets are badly manned-- yet they have always been able to overrun the enemy.

Food preference: They are allergic to flora and most spices. Their diet consists of raw meat and nothing else. During times of economic depression they have been known to cannibalize.
Light, medium, or heavy food preference: Medium.
Space requirements(Living Space)Small, Medium, Large: Medium.

Name: Vevani

Age: He is 29 Earth Years old.

Race: Rok'tal

Previous Profession: Vevani is what is known as a Black Wing. A Black Wing is member of higher caste that has served the Den Father for generations. They have been trained in the art of espionage and assassination. The Black Wings are the only members of the Huyern army that are not considered to be of a lower caste.

Skills: As a Black Wing, it is to be expected that he is quite skilled when it comes to gathering information. Through augmented echolocation, he can track a target even through the vast emptiness of space. He is also a natural when it comes to gun play and fire fights. His most useful skill, is his ability to pilot a ship undetected, by using his knowledge of scanners and their limitations.

Appearance: Vevani has a mane of lavender fur covering his neck, that trail upwards, alongside his ears. His skin is dark in complexion, although you can see a hint of purple under the bright light. Alongside his head, you will find a gleaming piece of metal equipment with roots digging in to his skull. Typically he will adorn himself with a light set of futuristic armor that covers his torso and legs, but leaves his biceps and forearms exposed. At his back you will find a system of equipment with two jets pointing towards the floor.

Reputation: He is held in high regard by his kin, although he is feared by others. He has taken down many targets during his time as a Black Wing. In unfriendly territory he would be killed on sight.

Attitude: Vevani is exceedingly arrogant, he will assume he is the wisest person in any room he's in. He is extremely opinionated, when he believes something it is unlikely that his beliefs will change. When he is challenged in any way, he will immediately threaten violence.

Personality: This Rok'tal refuses to submit to anyone who is not the Den Father. Despite his arrogance, he is loyal to their leader. He is not the type to work behind someone elses back. If he has a problem with another person, he will be upfront about it. The one thing he despises among all else are liars. It is a pretty surprising detail, considering his line of work. Vevani prides himself on the fact that he has never told a lie in his life. That is the one thing he would never do for the Den Father. This is just one of the many details regarding his personality that are simply not at all mailable. Vevani is steadfast is his beliefs, even in the face of danger.

Strengths: Strong willed, Loyal, Confrontational

Weaknesses: Honest to a falt, Stubborn, Predictable

Quirks: Vevani will act similar to a puppy when the back of his ears are rubbed.

Name: His true name is Nah-tahn, but he is more frequently referred to as Den Father.

Age: He is 42 Earth Years old.

Race: Rok'tal

Previous Profession: He is the Den Father, the ruler of the Rok'tal. His lineage has ruled over their faction for several decades. He controls all aspects of life for those who are underneath him. His words are treated similar to holy scriptures; they are absolute. To deny his will is considered a grave crime and will result in the immediate execution of those accused.

Skills: He was well versed in strategy, but his skills have dissolved with time. As far as diplomatic abilities go, he cannot do much more than intimidation.

Apprentice: Nah-tahn is fatter than most of his kin. His appendages are skinny, but his round belly extends even through his tight silken clothing. His entire body is a bright purple-- a signature of his royal ancestry.

Reputation: Nah-tahn is revered by his people, all others see him as just another flying pest. He has done little but eat and sleep. On the occasion, when supplies are running low he will organize a raid. But, for the most part he is a placid king that relies on the Black Wings to make decisions.

Attitude: Nah-tahn is a lazy ruler. As long as his belly is full and wine is well-stocked, he will be complacent.

Personality: It is a tremendous occasion when Nah-tahn lifts a finger and does something for himself. The man is extremely reliant on his servants to do everything for him. His greedy nature is the first thing that comes up when outsiders murmur his name. Once he sets his eyes on something, there is no stopping him from getting it. This also extends to the unfortunate few he wants as mates, as he prefers members of other species more than his own. He is a sleazy guy that knows how to manipulate other people. If manipulation fails, he has no problem taking what, or who he wants by force.

Strengths: Carefree, Manipulative, Sneaky

Weaknesses: Lazy, Reliant on others, greedy

Quirks: Nah-tahn will lick his nostrils when he finds someone attractive.

[3] Charisma
[15] Vitality
[18] Reflex
[13] Intellect
[15] Luck

[10] Den Keepers 100 DPs
[5] Den Snatchers 50 DPs
[5] Ammo 25 DPs
[5] Guns 20 DPs
[2] Death Crawler 60 DPs
Code:
0: Rok'tal base: Your base person. Rough fighter that is unskilled(3units of work per day). Can use guns and pilot small craft. These guys are sneaky and have extreme loyalty. These guys have some potential.

10: Den Keeper: Welcome to some lovely Mafiosos. These keepers are enforcers of sorts. They can dual-wield effectively and keep the rest of your faction from pillaging the colony on breaks. Mostly to keep the faction out of trouble of course. These guys are unskilled as well, but they are much better fighters. They wear some decent armor and know how to use some if you get your hands on some armor.

10: Den Snatcher: These guys are good at looking around crowds and picking out out details. Good for intelligence and finding problems early on. Unskilled.

30: Death-Crawler: Scary people, these guys are mechanically augmented to hold some sort of heavy weapon on their shoulders. They are novices in work, so they work at (5units/day). They are heavier than your other people and are beefier. They come with some ammo for their guns and decent armor.

200: Small atmospheric scout craft: This little craft you managed to sneak about on the ship has solar cells on the roof to power it. The craft itself has a battery of 2 hours and a top speed of 55mph. Good for scouting. Can carry some small amount of things.

5: Ammo. Self-explanatory.

20: Five guns. Standard plasma rifles. No ammo.

Population(Start): 97
Pop. Growth: 7 per 6 Earth months
Food requirements: 187 per four weeks. (Increases by 10 each 5 Rok'tal from base)
 
Last edited:
Faction Name:
The Monarchy Of Panacea
Faction Slogan, motto, famous phrase:
"Above all else, do no harm"
Original Empire before the Attempt:
The Monarchy Of Panacea. While under the same name they where comprised of adults. They share many of the same goals as the current Monarchy but they are a little more defensive
(Optional) Empire History:
The Monarchy Of Panacea was once a place that housed many great scientists and doctors, so much so that they had cures for every type of sickness. Their cures became so effective they simply began to insert the medicine into the water supply. However the inhabitants had always remembered that even though they are medial geniuses they cannot cure death, after all that was not for them to decide, completely at least. However, over time they started to change opinions and began to experiment with preventing death. They knew death was tied to age, and so thought that if they could prevent age they could prevent age. A few years of experimenting later they thought they had their cure, it worked on animals and had no long term affect, so they inserted it into the water supply. however nothing happened, men and women still aged and it seemed death was the last thing they could cure.

However one day a mother came to the professors with her son, a boy who looked to be of 10 years old. However the doctors where told he was 16, they had tests done and they concluded that her was merely a 10 year old boy, but his birth certificate suggested otherwise.The medicine had worked but not in the way they wanted. soon more cases came up. Eventually it was determined that no one was without the medicine. The scientists and doctors knew they couldn't leave all the children alone after all the adults had died, so they turned to a maternity AI, they gave it as much information as the could, naming it Mother.The first few years where hard, eventually Mother managed to calm the children. She however did not wish to be the open ruler, she simply wanted to advise and watch over, like a mother that wishes for their child to develop mostly naturally but still care for them. So she instated a new Monarch.Now Mother and the King Archimedes rule over the people in peace, happy, childish peace.

Essentially the medicine had caused cells to regenerate before they could die, allowing them to be frozen at a certain age.

Race:
Augmented Humans and medical droids, as well as one AI
Racial Traits:
All children that are of age 10, giving them a youthfully happy attitude and energy
Racial Appearance:
They appear as 10 year old children
Racial Climate Preference:
The same for humans, so around 32.5° to 35°C
Racial Reputation
:
As intelligent doctors and scientists but still immature

Dominant Impression (Name two traits that other races apply as a stereotype):
Immature children or happy go lucky people
Morality:
neutral good. They will help people but will not go out of there way to do it
General economic status before the Attempt:
A very stable economy, a depression was basically alien to them
Quantity or Quality?:
Quality

Food preference:
Mother prefers the children eat food that keeps them perfectly healthy, but of course you cant keep children from sweets so she allows them sometimes.
Light, medium, or heavy food preference?:
Medium
Space requirements(Living Space)Small, Medium, Large:
Large, good for storage and use of medical supplies and space for the children to run around and do whatever

Special Needs(If Any): None really
Other:
The appearance of the medical droids
a06038d66ab2ecc68cabb34eb7f4a23b.jpg

Important Characters:
35f830f73f62d7f994d1ca49747c532f--cyborg-art-android-robot.jpg
Name
: Mother
Age: 156
Race: AI
Previous Profession: Maternity ward AI
Skills:
-Knowledge on how to best care for human children
-Knowledge of all medicines created by the monarchy
-Minor hacking abilities allowing her to take control of some machines, but this is not very developed and is mainly a backup skill
Reputation: She's known as a loving and kindly figure, if someone comes to her seeking aid then she will most likely give it to them. However if that person brings any sort of danger to her children, then she will deny them immediately.
Attitude: She's optimistic and calculated when it comes to her attitude towards things. If there is a situation that she must take charge of then she will, and do it justice to the best of her abilities.
Personality: She is a warm and caring "person". She outgoing but she wont go out of her way to know someone, remember shes basically hardwired to think of the children first, if there is someone who possesses nothing of value to her and her children then she will pay them no mind.
Strengths:
-No human error
-Requires no sustenance
-Requires no sleep or rest
Weaknesses:
-Hardwired cause, this can get in the way of making certain agreements
-Non militant, shes not a pacifist but shes not been programmed for military matters
-Distrustful AI, given that she is an sentient object rather than a being of flesh and blood, some people may not trust her
Quirks:-none
Other:-none

image (5).jpg
Name: King Archimedes
Age: 113
Race: Augmented human
Previous Profession: None
Skills:
Charismatic-Hes a likable and charming young boy, how could you say "no" to some puppy eyes?
Reputation: He's known to be a good listener, making him a leader loved by his people
Attitude: He's optimistic much like Mother, he presents himself in a polite manner and always listens to people when they talk.
Personality: He's known as a friendly person with a warm personality, however, he can be timid around new people. But he has that childish friendliness
Strengths:
-Intelligent, Hes a smart "young" boy and is smarter than most people would give him credit for
-Small body, Given that he has a small child's body he can fit into tighter spaces and move around with more stealth.
Weaknesses:
-Physically weak, even though he has a healthy lifestyle hes still a child and so has little physical strength
-Coward, Not that hes a massive coward its more that once again, hes a child and so wont be happy to face massive threats
Quirks: He has a teddy that he's incredibly protective of
Other: None

Stats

Torsion Beam Device: This lovely rotating apparatus of disks works wonders on moving and storing medical supplies. This thing is heavily armored and can be used as makeshift cover. It also projects multiple beams that analyze targets to determine medical properties. The scan takes some time to complete.

Sanctuary: A environment modulator that is useful for sterilizing a space with access to adjust temperature in a 24 feet radius. Intended to use as a part of a mobile hospital. The outer shell is also a shield that can keep hostiles out and block fire. The shield can also be charged by psionic shield generators or powers.(Karcen synergy) The shield is somewhat good for fire, but it was not designed as such. The shield has a large recharge time once offline. (five minutes) Cannot shoot out of shield. Once back online, the shield slowly regains strength.

DPs: 312

Population: 106
Food Requirements: 70 units per two months.
No Pop growth.

1 Angel = 45 dps
1 medic = 45 dps
2 10 sets for the setup of hospital beds, etc = 20 dps
2 medical androids = 50 points
3 Visionaries of the revolution = 45 dps
2 believers = 50 dps
3 stores of medical supplies = 30 dps
2 extra mediguns = 20 dps
3 A Humans = 7 dps

Unique pop (actually alive things + robots) = 10
Ten year old base = 96

  1. Charisma- 17
  2. Vitality- 16
  3. Reflex- 7 + 1 = 8
  4. Intellect- 9 + 3 = 12
  5. Luck- 4 + 1 = 5
 
Last edited:
The Faction Itself
Faction Name:
Guild of Curators

Faction Slogan, motto, famous phrase:
"Gains, profit, Prosperity"

Original Empire before the Attempt:
The Dehalian Dynasty

(Optional) Empire History:
WIP

Race:
Desha

Racial Traits:
Intelligent - They are advanced in cybernetics and genetic engineering, they often use this intelligence to increase sales and to screw over others for profit and gain. In addition they use this to improve themselves with each Desha being different at least on the outside.
Manipulative - The Desha are skilled in using other race's emotions, religion or understanding against them.
Fast - Most Desha are quick on their feet as they are quick in their mind with their implants and augments they are generally fast on the ground.
Imposing - due to their tall nature and often use of dark and smooth helmets they usually wear they are rather intimidating at first glance.
Weak - Their bodies are fragile with limbs being thin they often need to use exosuits for manual labor or get someone else to do it for them
Vulnerable - Their immune systems are poor even with genetic engineering and medicine they are easily invaded by bacteria and viruses making them stay away from tropical climates.

Racial Appearance:
23fa1dc1a432c23fed1b3d44ec981517--alien-design-scifi.jpg

Racial Climate Preference:
cold, sterile environments, similar to their home world

Racial Reputation:
Wherever the desha appear a nearby nation's economy will usually gain traction as they are very busniess savvy with most of their society revolving around commerce and extreme forms of capitalism, however with that being said overtime the busniess ran by the desha will start to outgrow their welcome with their corporations slowly becoming monopolies and killing off competitors. Depending on the Desha they may be science focused, helping the technologically advancements although these accomplishments in technology are usually overshadowed by shady business practices following them.

Dominant Impression :
Business people
Tech savvy

Morality:
The Desha are very self centered, constantly looking for ways for them to overcome their opposition and making as much profit or benefits for themselves as much as possible, they generally do not care for others not of their race being impartial and not caring for their well being, however when it comes to their own people they have a soft spot and give their own some amount of leeway unlike people of other races, for example if a employee is sick but on the last time they can call in they are simply fired simple as that unless it is another desha, in which they will let it slide. When it comes to warfare the desha like to be above their opposition with at least tech or massive amounts of droids or clones, (either works) but when it comes to themselves fighting they usually use cybernetic augments and implants to get a one over their opponent.

General economic status before the Attempt:
They controlled many corporations and gained the monopolies of many nations before the Great Collapse.

Quantity or Quality?:
Quantity, They often hire other races for manual labor or use drones for their dirty work.

Background:
Food preference:
They normally eat vegetables and fruits but they may also eat meats however they cannot digest most tough meats
food preference: Light
Space requirements: Medium

Special Needs(If Any):
They require their suits outside their habitats as they are vulnerable to diseases and are even more weak without them. Due to this some have incorporated their suits into their actual body making some believe that the Desha are simply robots themselves. They are also vulnerable to sudden changes in light as their eyes are very sensitive to light however this does not mean they have good night vision what so ever, their habitats are usually sterile and very clean with droids cleaning about constantly.

Other:
Charisma- 10
Vitality- 14
Reflex- 10
Intellect- 26
Luck- 2


Important Characters
empress_by_telthona-d8cuy9q.jpg
Name:
Vasmir Ardasha
Age: 58
Race: Desha

Previous Profession: Chairwoman of Ardasha industries, risen from the ground up the company and corporation is built on selling various augments mostly advanced cybernetic limbs and implants.

Skills: Commerce, long term planning, science in cybernetic field,

Reputation: An Experienced and warm woman with many ambitions not just for her or her business but her race as a whole. One of the more reasonable

Attitude: Vasmir acts caring and patient with everyone she meets to give them an atmosphere of comfortablity to make them vulnerable

Personality: less for profit and personal gain Vasmir is more of a "any means necessary" woman, taking any risks to achieve her goals. She doesn't take kindly to disloyal people or undependable employees and would rather quickly get ride of anyone causing problems than the usual Deshan tactic of slowly getting rid of someone through financial means or making so they leave. She is much more direct with her actions hiring people to kill or make someone disappear. When it comes to dealing with others she does not know she puts on a facade of a carrying mother being nice and acting with extreme care making others like her and using their feelings.

Strengths: Smart, quick on her mind, master manipulator, wealth.
Weaknesses: Anything physical,
Quirks: She has a loyal bodyguard willing to do anything she wants
Other: none
3021d7488078f252b874836922377196--cyberpunk-art-sci-fi-art.jpg

Name: Kaliahan Disho

Age: 43

Race: Desha

Previous Profession: drug dealer

Skills: Underhanded tactics, intelligence gathering, weapons usage, hacking, and stealth

Reputation:
Quiet and mysterious Kaliahan doesn't talk much unless it is with Vasmir and when she does she is straight forward and to the point leaving little for interaction and getting to know her. Rumor has it she is responsible for many deaths and bankruptcies of many corporations who were Ardasha's competitors before the great collapse.

Attitude:
With others she is simply the silent observer who is all business and no fun, with Vasmir however she opens her heart out often complaining about others, joking around or flirting with her.

Personality: a true Desha through and through she is largely self centered and self interested with the only exception being Vasmir, Vasmir basically uplifted her from a desperate situation and she quickly became loyal to the tech savvy business woman using all of her skills to work for her. Outside of Vasmir she hates just about everyone and doesn't care whether or not her actions affect others killing a father a wife or a child she doesn't care as long as it pleases Vasmir or gets the job done. Vasmir is her profit and gaining her love is all that Kaliahan cares about with little disregard for anything that happens afterward

Strengths: Quick on her feet, skilled in a variety of weapons, spymaster.

Weaknesses: Her devotion to Vasmir leaves her blind to others, she isnt as business savvy as most desha.

Quirks: is deeply in love with Vasmir,
Other: her cybernetic tail is prehensile
 
Last edited:
  • Faction Name: Viridi Viventum.
    Faction Slogan, motto, famous phrase: “They speak, they learn, and they show a great desire to belong. It stands to reason their attempts to pursue ships into allied space isn’t an act of hostility, rather an act of childlike intrigue and an innocent attempt to belong with those they see as their friends. I pray, for all our sakes, they retain this childlike innocence. Lest they become a monster not unlike modern man.” - Sir Damian Pentalion VII, prime minister of Oreli Major.

    Original Empire before the Attempt: Viridi Aestus.
    Empire History:
    Unlike most other ‘empires’ present during the end times, the Viridi Aestus never truly existed to begin with. They rallied beneath no banner, obeyed no blood line or elected official, and failed to hold any distinguishable culture of their own at first. Some nations welcomed their people with open arms, and soon faded into the pages of obscurity with their traditions and culture seemingly imprinted upon the Viridi.
    As smaller and more liberal nations fell one after another, it became abundantly clear to those around that the Viridi Aestus were a threat. They were denied access into most regions and treated as a plague. Many ships were quarantined under suspicion of carrying spores or seeds and thus their presence became more and more diluted. They were still known to many about the systems as a danger, seen as a plague and almost certain death sentence for anyone that welcomed them.

    When the great tentacled beast came from the rift it not only assaulted the empires, but disturbed the Viridi. Like a moth to the flame they began to migrate in pursuit of the beast. It destroyed planet after planet and the closer they got the more cultures they saw vanish from the universe. It infuriated them. They began to salvage and collect whatever they could, picking up a location and SOS signals leading towards the last bastion.

    Out of the hundreds of ships sent only a hand few managed to make it to the planet before being launched away to another uncharted sector of space. Many of those who did make it remained behind to fight the beast, though their intentions weren’t as pure as they may seem from a glance.

 
Last edited:
Faction Name: Ortyan Nation
Faction Motto: "United we Stand, Divided we Fall"
Original Empire before the Attempt: See below. For the name, see Other.
Empire History: The Ortyan Nation was, originally, as the legend goes, a peaceful, utopian democracy based on the nigh-mythical planet of Orruz. After the "War of Descent," an internal conflict between greedy leaders seeking unobstructed control of the nation, Orruz descended to hell, (The event in question that named the War.) and its people were scattered across the galaxy. A group of refugees arrived and settled on an ocean planet. They adapted, and lived underwater, divided into 19 tribes.

They were eventually united by the prosperous, military-oriented tribe of Chaksohnia. They built an underwater empire and arose from the water, onto the surface and its minuscule islands, and later into the dark depths of the cosmos. They built a mighty interstellar nation, sculpted to be a recreation of the Orruzian Empire of old, which led them to experiment with the creation of gas-breathing Ortyans, as the ancient Orruzians were said to be. These gas-breathers were soon used as easy slave labor. They needed no masks to create the water-filled habitats of outer space, among other useful undertakings, and soon enough, they became widespread, to the point that slave revolts became frighteningly commonplace. As a result, a new generation of gas-breathing slaves were created from scratch with inhibitors in place to prevent free will. This infuriated the remaining slaves, and a massive slave revolt occurred and successfully overthrew the local colonial governments it had occurred in. The civil war had begun.

The war was a hard-fought and long one. After billions of deaths, it looked like the water-breathers were set to win. That, was, however, before the entity came. Dubbed the "Black Nomad," it engulfed and shattered the solar system. The only ones who got away in time were the gas-breathers of the far points in the system.

They fled, living a nomadic life. A group of them coalesced around Ulnar by chance, and a few of these groups participated in the Attempt. They gradually unified, and have since formed an identity larger than a "group of disparate peoples, wandering the endless cosmos," a unified identity. The first Great Leader of no specific/mixed tribal descent has been elected, an indicator that the new Ortyan motto holds true. Overall, things are looking up for the Ortyans.

Race: Human
Racial Traits: More versatile than regular humans, a much lankier body, and an ability to breathe pure oxygen, a quirk of the genetic modification rooted in their origins.
Racial Appearance:
02.jpg

Racial Climate Preference: Cold to Mild.
Racial Reputation: Considered to be nomadic savages, with a strange religion, language, and look, yet renowned for their fierceness, military organization/strategy, and handiness. (Keep in mind this does not translate into greater individual strength. Again, they are quite thin.)

Dominant Impression: Nomadic savages.
Morality: Tend to base decisions on whether or not it will benefit the species as a whole. Decisions based on benefit to the individual or different races are not highly regarded nor widespread.
General economic status before the Attempt: Traditional economy; Nomadic, hunter-gathering existence. Insignificant in terms of economics to the rest of the world.
Quantity or Quality? Quantity. This is even displayed in the Ortyan military, as it is comprised of many and as such is strong, but, individually, most of the military men are not quite up-to-standards as other races. However, as the times change, quality may, soon enough, be regarded as the superior choice.

Background: The Ortyans originated as human settlers from Earth who settled a so-called "garden world," and as such named it Hortus, which has been bastardized to Orruz. Hortus was a peaceful democracy and a middle power, and not too far from utopian, before a civil war occurred between the various candidates during an election, after the winner of the election was found to have made use of methods to rig the election. In response, the winning candidate solidified his power and installed himself as autocrat-for-life. Nuclear weaponry was utilized, and in the wake of the destruction, many refugees fled. These refugees would soon become the water-breathing Ortyans.
Food preference: They are omnivorous, though preferential towards meat. Specifically meat that is easy to eat and chew, delicious, nutritious, and lukewarm. Cold meat cannot be eaten, depending on how cold, and tough or still-edible cold meat not as easily.

Despite their preference for meat, they will, however, strangely enough, use plant-life in their diet to a much greater extent than normal, and even abstain from eating meat, as displayed in a few cases, such as the long-extinct Amatiyana Tribe.
Light, medium, or heavy food preference? Any, as long as it's edible.
Space requirements/Living Space: Small, Medium, or Large? Small. They're used to it, after years of living as nomads in the confines of their spaceships, trudging along wherever and whenever.

Special Needs: The Ortyans need much more water than other human groups, specifically 1/12 of a unit of water.

This is because, unlike other human groups, they have an organ known as the, "Schmibschmobobo," which is a mysterious organ made up entirely of dark energy. Suspected to have been genetically modified into the Ortyans, the Schmibschmobobo takes any and all water that has been digested and, through unknown means, uses said water to benefit the Ortyan in ways having ingested food could. As such, food is entirely optional for the Ortyans.

However, despite the Schmibschmobobo's great importance to the Ortyan, it is very fragile. Any action done that allows something solid or liquid to come into contact with the Schmibschmobobo causes the entire organ to collapse in on itself and transform into a poisonous goo, almost instantly killing the Ortyan. And, after the death of an Ortyan, whether it be by natural causes or otherwise, the organ does the same. This makes it essentially impossible and impractical to study the organ, a weakness in itself in case any diseases affecting the Schmibschmobobo negatively are present.
Food Requirements: N/A, prefer meat.
Water Requirements: 1/12 of a unit of water at minimum.

Chaksohnia is a bastardization of Jacksonia. The tribe, as implied in the name of "Jacksonia," was named after the man who founded it, Jackson.

The name of the Ortyans comes from the word "Hortians," a term for those living on Hortus, the homeland of the Ortyans. Hortus, meanwhile, means "Garden" in Latin.

The Ortyan vitality is quite low. This is because the corporations that realized their "destiny" as cheap, acceptable slave labor purposely made them less energetic, weaker/lankier, and dumber than the average water-breathing Ortyan so that they could sell more, and not pay as much for research into genetically modifying them with desirable "slave traits." While they did make plenty of surplus money, this resulted in water-breather to gas-breather ratios to be heavily in favor of the gas-breathers, a factor in the ultimate demise of the water-breathers.

Certain desirable traits, however, were given to the gas-breathers. Their reflexes were superb, and they were very tall, something helpful for many chores the average water-breather couldn't do, with their short, stout stature.

There were two classes of gas-breathing Ortyans. The "Free" Class, and the "Enslaved" Class. The Free Class was comprised of the descendants of the gas-breathing Ortyans who were meant to be the future race; the reconstructed Orruzian race. They excelled in what the modern-day Ortyans don't, but they were puppets of the water-breathers, and were only as "free," as far as one could be in those days, which wasn't much. Despite this, they were the second highest class in the odd caste system of the water-breathers.

Unfortunately, this led to their execution by the Enslaved Class alongside their water-breathing "brethren," at least those who were unlucky enough to get captured by them during the uprising and subsequent civil war. They were viewed as traitors. They, along with their water-breathing "brothers" and the slaves who were created to lack free-will, were made extinct by the Black Nomad.

As for the Enslaved class, you already know about them. And if you didn't, their name would be self-explanatory: They're slaves.

The caste system of the water-breathers was as follows:
1) The 1%. Made up of powerful water-breathers, they dominated the empire and were usually rich.
2) The Free Class. Already discussed. They made up a further 1% of the population.
3) The 13%. Middle-class water-breathers.
4) The 5%. Poor water-breathers.
5) The 70%/The "Enslaved" Class. Already discussed.

The Water-Breathers' Realm, also (officially) known as the Renewed Orruzian Empire, or ROE, was actually an authoritarian oligarchy, not the democracy of old. When confronted about it, the government sheepishly claimed that the democratic nature of Orruz was the flaw that destroyed it. Ironically, its oligarchic nature was the reason many more millions died and for the glassing of the planet Meti 2, (Named after the explorer's reaction after encountering the system. He had been travelling through a dust cloud, and saw the system through a clear spot in the cloud. He said it was as though the system, "Met I.") due to the fact the various leaders couldn't come to an agreement on how to deal with the situation.

The Ortyan government, meanwhile, is, and always has been, a democracy. There are standardized tests to determine talent and intellect, and, at the age of 17, usually between 1 year and 1 month before "Choosing Day," (Which will be explained later on.) a final test is taken. This test determines if one can choose to become a politician on Choosing Day and run for elections, held every 2 years. Most politicians run on personal platforms rather than under the banner of any sort of "political party," but they formerly ran for the interests of certain tribal groups. Nowadays, to do so would be to snub up to 96% of the population. Those who do, however, usually run on the Nuvellakkeu interests ticket.

These tests also determine suffrage. Children as young as 6, provided they attain an exemplary test score, can vote. In reality, there is no minimum age, it's just that the youngest person to be allowed to vote in Ortyan history was 6.

The current Great Leader's name is Evun Lo'son. One of the Great Leader's most iconic roles is to change the motto upon inauguration. Evun changed the motto to not only reflect how Orruz and the Water-breathers' Empire were destroyed, but to reflect his mixed tribal heritage. As a result, controversy has been generated regarding it.

The Ortyan follow Ortyan Paganism, a very strange religion. The tenets of the religion that have been identified are that the Ortyan, upon birth, must choose, via a sacred and secretive ritual known as "Birthing Day," a religious expert of sorts, to guide them through their life religion-wise, and hope they will choose, on Choosing Day, to be a religious expert themselves. These experts are called "The Preestan," and an Ortyan must always listen to them and do their "holy duty" if they want to go to "Hevun," a plane of existence implied to be higher than ours, and full of only bliss. The religion is very secretive, what can be gleaned is that it is derived from Human paganism, and worships, strangely enough, only 1 god. Very little, apart from Choosing Day and Birthing Day, is known about the rituals of this religion, especially to non-Ortyans, as they are not allowed knowledge of the religion. What little information is passed on from converts, and even then they do not share much about the religion. It is unknown if this is because they are scared of retaliation, or if they are absorbed into the religion to the point they still follow any rules that state passing on knowledge of the religion to non-Ortyans is wrong. It is also unknown if the religion is organized, or if it trends towards locality.

The religious rate-of-change is almost nonexistent. Most years, no one is reported to have left the religion, but sometimes, 1 or 2 Ortyans are reported to have left, almost all of the time for the Light. In turn, they are usually expelled from the nation. As a result, the Lightforged and their religion are censured and censored.

The religion may occasionally make references to what it does not approve of and what it promotes, but it never mentions why, and it may contradict prior statements. (For example, a former Great Leader refused alcohol as it was against his religion, but an hour later was adamant on being offered some at a gathering.)

Choosing Day is a day, most likely tied to Ortyan Paganism, in which, an Ortyan, upon turning 18, chooses an occupation that he/she will carry out for the rest of their life. How this rite happens is just as secretive as Birthing Day, but it is known that breaking one of the many job-related laws, such as being fired from, quitting, or otherwise losing your job, not showing up for a day at work, or attending a job other than the one you chose, can land you a hefty prison sentence.

It has been implied there is an intricate mating ceremony tied in to the religion, but it is yet to be confirmed.

Other species are not allowed into the nation, as official members at least, for reasons unknown. Again, it may have something to do with the religion.

The Ortyan education system, culture, healthcare system, and most other aspects of their life are pretty standard. While the Preestan are the only ones who personally support you in choosing an occupation, the education system helps you understand and realize the benefits and importance of belonging to another occupation.

There are, however, 4 "tribes," or subgroups of the Ortyan Nation. They are:
- Mixed/No Specific Tribal Descent. As the tin says.
- Nuvellakkeu Tribal Descent. Descended from the ancient "French" people.
- Dar-Bhay Tribal Descent. Descended from the ancient "Indian" people.
- Serenitee Tribal Descent. Descended from the ancient "Anglo" people. Only 1 child is left in their minuscule tribe. Strangely enough, however, their language is spoken by the majority of Ortyans.
Name: Evun Lo'Son
Age: 31
Race: Human
Previous Profession: N/A; Always been a Politician.
Skills: Quite intelligent (For an Ortyan.) and very strong. (For an Ortyan.)
Reputation: Overall, viewed as a just and wise leader by the Ortyans.
Attitude: Attempts, most of the time, to consider and mull over the consequences of his decisions before he makes them.
Personality: Generally calm and collected.
Strengths: Calm, collected, rational.
Weaknesses: The few things that can set him off make him quite angry.
Quirks: Is of Mixed Tribal Descent, or MTD.
Other: Evun Lo'Son is a bastardization of Evan Lawson.
Name: Leem Smidh
Age: 12
Race: Human
Previous Profession: None.
Skills: Good runner, quite intelligent, and skilled at combat.
Reputation: Very famous for being the last child of pure Serenitee Tribal Descent. He is often lauded as an example of the ills of Tribal mixing for Pure Tribalists.
Attitude: Just wants to be left alone. He hates the nature of his fame, and wishes to have a normal childhood.
Normally, he is generally friendly.
Personality: Friendly, if shy and oftentimes quiet or reluctant to enter conversation with his peers.
Strengths: Combat, running.
Weaknesses: Shorter and weaker than what's expected of his age group.
Quirks: Is the last child of pure Serenitee Tribal Descent.
Other: Leem Smidh is a bastardization of Liam Smith.
Population: 69 Ortyans
Population Growth: 3 Ortyans per 6 months.
Charisma - 5
Vitality - 7
Reflex - 17
Intellect - 19
Luck - 15
DPs: 255
 
Last edited:
Zaltusinel Zaltusinel
Are there still any open slots? Also, can I get an explanation on the mechanics of this pertaining to stats and such? It seems that you set up a system but there isn't any information on said mechanics that I can find.
 
Zaltusinel Zaltusinel
Are there still any open slots? Also, can I get an explanation on the mechanics of this pertaining to stats and such? It seems that you set up a system but there isn't any information on said mechanics that I can find.
We are always accepting, please fill out the sheet and I will review it. Once I review it and provide edits. I will go into detail on pop etc.
 
If you don't want to read this twice, don't read it now.
It's WIP

The Ischean Council
Faction Name: Security Council of the Icshe, or SCI
"We seek not to conquer nor to rule but to safeguard our people from thouse that will seek to destroy us. Our goal "
- First line of the Council's constitution
Original Empire before the Attempt: The Council for the Security of the Icshe, or the CSI. It was renammed by their latest Heilo. (Hielo is the name for the gas giant the Icshean home moon orbits and of the Leadership role of the Council)
Empire History:
Whilst it has little to do whith the the Council, any overview of Ishean history would be icomplete without a at least a basic look of the acient, almost mytholgiocal war with the Collective, the Ischean Hive Mind. It is commonly accepted that the various indvidual Ischea began to break free of it's control and eventually organise an resitance against it. Cilmaxing in them escaping into one the higher ice layers of Corona, homeworld of the Icshe. and sealing the hive mind under it. K illing any it's brood that were above it.



Race: Ische
Racial Traits:
Adept hearing
Echolocation
Telekineises
Telepathy
Can generate electricity
Have a thin, rubbery outerlayer,

Racial Appearance: Varis greatly. They typicaly resemble earth-bound octupos or squid and thier infancy they show a remarkable resemblence to jellyfish though some keep this form in their later years (often seen as a sign of immaturity). The only rule seems to be that they all have tentacles.Their apprances are rarely pleasing to human senseablities, in other words, their ugly as hell. This is likely a contrbuiting factor to their prefrence for their mech suit (many of which are humoniod in form).

It should be noted that many apear to possess eyes, these do not fuction to provide any from of sight but to instead act as pyhscic focui for the safe chanelling of pyhsic waves. They are most commonly refred to as Qui.
Racial Climate Preference: They prefer cold, low salt-concentraion, slighly akaline and low light aquatic enviroments/ The greatly prefer 'Lightwater' (water that is partly substuitied by psoinc waves) but can make due in the normal, dense water
Racial Reputation: Outside of their homeworld the Ische typicaly take up professions that rely apon their pyshic powers Testing the loyalty of those in a court, Lifting radoactive substances with their telekinese, preforming delicate surgical porcegers. Some take up more mundane work, bounties
The Council concerns itself largely with these 'Voyagers' (the term that has been affixed to thouse who travel )

Dominant Impression (Name two traits that other races apply as a stereotype): Creepy and unsociable
Morality: Various greatly. To a greater extent then many of the other races. This is in part a natral ocurrunce and partily a result of them pyhchilt tampering with their own minds.
General economic status before the Attempt: ?L
Quantity or Quality?: Quality, they are few of their race but every single one of them are physic.
They do have a lot of psionic-receptive drones (they produce no psionic waves of their own but are stimulated by them) that can be used for scouting, combat and whatnot.
Food preference: The substane themsleves on a wide variety of delicaies. With a prefrence for aquatic plants like the Si-Plen (a thin wide and ) manibles found on t
Food preference: High though they are capble of hibernation and and fasting while mataing use of a passive, sensory telepathy.
Space requirements: Small.They typically perfer large envrioments but can easily make due in small areas thanks to both their ability to fit in small spaces (like earthbound cellaphoids) and their telapthy they can make due about anywhere their is water.

Special Needs: Must keep to a specific sleep schedule, be in a specific p.h, sal-water concetraion, temprature, water to matain their pyhsci.
They are easily harmed by cancers due to the rapid cell growth messing with their 'pyhsic sense of body' giving them 'psionic dissonance'.
They can not surive ourside of water for more then a minute maximun (and that's only possible with specilised traing, the average Icshe would dry up in seconds.)
They are greatly harmed by trempture changes,
They pyshicly harm themselves when they exprience an electric shock.
They constantly require psonic waves to pluse through their body, without them their emynes will denature and they'll die.
Other:
They cannot see.

Important Characters:
Note -
The professions of Lei Edertasun, Hachbi, Aureole, Corona, Ciene, Lys Ahaya share their name with the six moons of Hielo.
Here are descriptions of the six moons of Hielo, Hielo itself is the title of the leader of the Council.

Lei Edertasun - Hypnotic, swriling, betwitching. Distlining it's essense into a crystal gives a great pleasure to it thouse around it.
Lei Edertasun is fucking terrifying. It is home to the Beholder, a pyhsic abberation with no true form. Well that's the leading theory on what the fuck it is, the Icshe have never 'killed' let alone subdue one.
Hachbi - Powerfull disortating, inkvokes respect
Aureole - Awe inspring, alien, freeing, boundless, open. airy.
Corona - Pale, watery. Corona is know for it's seemingly impossible layers of ice and of to be the birth place of the Icshe.
Ciene - Wild, enliving
Lhys Ahaya - Looming, dangerous, a great sense of foreboading. - In truth the planet is fertile, ableit lifeless moon that is nothing more then a giant sphere of dirt. Dirt that has now got very lucrative frams on it and in it. Farms that are manned soley by foriegners, the Icshe still feel a looming great sense of dangerous foreboading and are incable of sheilding their minds against it.
The Ghost Rings -

Helio - Omnipresent yet balnd, like a blank canvas. It is every where but it dose not begot much attention itself.

These are Council is the name of the informal gatherings between the 7 most importatnt members of the Council. They hold no legaslative power by themself, l
metroid_prime_s_core_by_stellae_aureae-d6vlzhl.jpg

Name: Expreiment D-7.378 of the M.E.T.R.O.I.D. Project - He choses to be refred to as Metroid in a mocking display of affection to his creators. `
Age: Biologicly - 47 Chronologicly - 413
Race: Geneticly Enginered Icshe
Previous Profession: Hielo - Head of the Security Council of the Icshe
Skills: Potent Telekinetic and telepathic powers,
Reputation: Every Icshe alive, well those fuctioning minds, fears this abomnation. He
Attitude: Aloof and meancing, nd theas your passion for knowledge and success far outweighs his socail needs
Personality: a pyshcopath
He has
Strengths One of the most powerfull psyhsics alive, can surivie out of water
Weaknesses: Lacks a certain finese with his powers,
Quirks: Pefers to send his assitent to the very important meatings he is aooarte off.
Other:
Here is this mech suit
Prime-Boss-Concept-Big-Metroids-1024x780.jpg
Name:
Age:
Race:
Previous Profession:
Prime's assitent, often acts as his representive in the Council
Skills
Reputation:
Fairly incospcuous, people mainly just pity him for having to represent Heilo in the council or despise the disrespect he represemts.
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Lei Edertasun - Member of the Inner Council and Head of Foriegn and Public Relations
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Hachbi - Member of the Inner Council and Head of the Icshean Drone Forces,
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Aureole - Member of the Inner Council and Head of the Voyager Commite
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Corona - Member of the Inner Council and Head of Domestic Policy
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Ciene - Member of the Inner Council, Head of Guilds and Magistrate of the Icshean Court
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Keaper of Secerts and Lys Ahaya - Memeber of the Inner Council and Head of Police
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Member of the Council and Head of the Light's Church
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Voyager and Historian of Foriegn Worlds.
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
Name:
Age:
Race:
Previous Profession:
Voyager, former member of the now defunct Lawbringer's Guild (the precursor of the Lightbringer's Church) and now a freelance mercenary
Skills
Reputation:
Attitude:
Personality:
Strengths:
Weaknesses:
Quirks:
Other
 
Zaltusinel Zaltusinel
The Faction Itself
Faction Name: Golden Chariot Remneants
Faction Slogan, motto, famous phrase: "Your ticket to the stars"
Original Empire before the Attempt: Golden Chariot Corporation
(Optional) Empire History: The Golden Chariot Corporation was a large aerospace corporation, producing some of the fastest and most advanced ships for the highest bidder. Favored by prospectors, scientists, and racers, Golden Chariot maintained a following among the scientific community and the upper class. They had relative prosperity for some time, contributing greatly to the industry and economy of many planets.
However, the collapse of civilization would see GR increasingly hiring mercenaries and fortifying their holdings, only delaying their inevitable demise. As the Ship was preparing to leave, some employees of GC decided to flee Ulnar and take part in The Attempt. Anything was better than being slaughtered like animals when Ulnar's defenses fell.

15 charisma
13 vitality
12 reflex
14 intellect
3 luck

0: Cadet: A traditional recruit acquired before the final destruction of the super-cluster. Armed and ready with a Dyson Systems VP-357-2 and some basic armor. These guys will be the traditional potential holders that you will decide where they go in their promotion. These guys work at the unskilled level(3units per day) due to their training being more combat oriented. These guys carry standard tools such as flashbangs and normal grenades. They also have a backup pistol sidearm. Each Cadet will also carry tablet to transfer, organize, and create data. These guys also are capable of mapping and scouting with their devices.

10: Cadet Prime: An above average find in the pool of recruits before the Attempt, these personnel carry a short ranged shotgun and a Dyson Systems VP-357-2 as a sidearm. They slightly better aim than the regular cadet and move faster. The Cadet prime carries the same tablet as the normal cadet. They work at the unskilled level. They carry normal tools and also have a short duration forward shield.

10: Forward Tech Cadet: These cadets were trained in resupply and ordinance disposal, they carry mid-ranged battle rifles and a pistol side arm. They wear goggles that detect explosives in a 5m radius around them. They can disarm, arm, and prepare traps with the right supplies. These guys also carry a good store of ammo to keep your troops firing. Due to the weight they carry, they are often the slowest in your squads. Basic armor. Unskilled.

10: Young Scientist: A young recruit from the old world, these guys work as novices but they have no combat experience whatsoever. They carry sidearms and run computers well. These guys also understand mechanical systems and can help get them going.

10: Quartermaster: The organizer and producer. These guys come with the necessary machines and parts to build more of the tools you need to hold the line. They work as novices. They also organize and report supplies on their tablet. Order these guys to check your supplies and you will know with great certainty.

30: Deadeye: Armed with the Armalite Colt M6B2 and a pistol sidearm, these guys use longer ranged weapons to deal with targets. They carry lighter and better armor than the cadets. They also have a weak energy shield to take a shot or two. They work as unskilled and carry standard tools. Deadeyes come with target finders and can help aircraft, artillery, and similar support craft in finding targets. The Deadeyes are more conditioned than the cadets and will move faster and take more hits.

30: Ranger: Armed with dual heavy caliber pistols, the ranger is a powerful hit-and-run soldier that moves quickly but has less armor. The ranger works as Novices(5units per day) due to their work background before the Attempt. These guys are veterans of old conflicts and can dodge fire better than others. Rangers have a sprint boost module that allows them to sprint faster for three seconds. Carry the tablet as well.

30: Marksman: These boys carry scout rifles meant for long range combat. They have 8x scopes attached onto their guns and carry standard dual pistols as their sidearm. They are trained to be quiet and move about rough terrain better than other soldiers. Marksman can mark targets with their goggles, allowing them to see targets through walls. They carry flashbangs and extra ammo to sustain longer. Marksman have great aim and generally land their shots. These guys are good scouts and good hunters as well. Unskilled.

30: Grenadier: A man of explosives, he carries a rifle and a pistol sidearm. He has a grenade launcher and heavy armor. He includes multiple types of grenades such as incendiary, shredder, and EMP. Hes pretty slow, but he knows what he is doing. Includes a motion sensor that can detect movement in a 20m radius.

100: Fighter: A fighter you managed to sneak aboard. These craft are good at handling air targets and support ground troops decently. They must land every day to recharge their batteries. Standard ATS machine guns.

30: Lead Engineer: These guys were the engineers that designed and manufactured the multitudes of weapons and other supplies the GR made in the old world. They work at skilled and have a specialty related to engineering. (Pick a specialty such as electrical, mechanical, or another type. When the unit is working on a matching project, the work speed will be increased.) (10units in their specialty, 7 not in their specialty) These guys know how to take scrap and make something deadly out of it. They also have experience overseeing mining operations and know how to mine themselves.

10: Young Engineer: A younger variant of the lead. These guys are still learning the ropes of their job. However, they also come with interesting abilities. These guys can make all sort of traps and repair items quickly. Novice. They have marker tools that allow them to plan and mark out space for construction.

30: Lead Scientist: The think tanks of your faction. These guys carry a database of your progress in technology from the old world. They work as Skilled and have a specialty in any field but one of engineering. They are good at examining alien substances and turning them into useful innovations. Lead Scientists also know how to program and come with an assistant AI to run management. They synergize with your lead engineers and allow them to produce more functional and cheaper designs when they are assigned to the same project. Lead scientists also have a small drone that collects samples for them and could be used as scouts.

30 points for 1 lead engineer (mechanical)
30 points for 1 lead scientist
20 points for 2 quartermasters
20 points for 2 young scientists
20 points for 2 young engineers
30 points for 1 deadeye
10 points for 1 forward tech cadet
40 points for 4 cadet primes
0 points for 40 cadets


Race: Human
Racial Traits:
Somewhat fragile in comparison to other species/animals
High stamina
Intelligent
Mature very slowly (takes years to develop from an infant to a fully grown and independent adult)

Racial Appearance:
Great variation, depending upon genetics, heritage, and health. In general, they are bipedal with four limbs (two for walking and two for manipulation). They have thin, short hair on their limbs, head, face, and (sometimes) their torso, and range from 5 to 6 feet tall (barring, of course, malnutrition,genetics, or exposure to low/high gravity during their youth). They have two eyes and a somewhat flat face, with their nose rising from roughly the center of their face and their mouth lying beneath their nose close to the skull. They come in varying shades of white or black, based both upon genetics and exposure to sunlight.

Racial Climate Preference:
Temperate/Arid (like a Savannah), but they can easily adapt to a wide variety of temperatures with technology.

Racial Reputation:
Humans are generally considered to be savvy and somewhat trustworthy, as long as you give them the same amount of trust and respect in turn.

Dominant Impression (Name two traits that other races apply as a stereotype):
Industrious
Mercantile


Morality:
Varies depending upon individual, but most humans tend towards general kindness and "goodness", as long as they aren't desperate or faced with an individual they dislike.
General economic status before the Attempt:
Large, successful corporation with assets across multiple solar systems and dozens of nations.

Quantity or Quality?:
Quality in arms, ships, and personnel.
Armalite Colt M6B2
ia_ar18_a_assault_rifle_preview_by_valkyriadawg-d8etxae.jpg

A long range automatic rifle chambered for 5.56 rounds, the M6B2 can best be described as a gunned down Desginated Marksman rifle. The long barrel gives it greater range and muzzle velocity as well as added weight, helping to control recoil during automatic firing. It's venerable 5.56x45mm NATO rounds have a good mixture of tissue damage, recoil, and weight, allowing the user to engage both unarmored and armored targets. Finally, a number of rails allows nearly complete customization; scopes, under barrel attachments, and stock swaps are all fair game.
Effective Range: 550 meters
Standard Magazine capacity:30 rounds
Chambered for 5.56x45mm NATO, and its variants
Rate of fire: 650 RPM

Dyson Systems VP-357-2
ee7d5f844effe36591542890d961d4fb.jpg

The second model of Dyson Systems VP-357, the dash-2 model features an integrated forward grip for added recoil control and the ability to mount a stock to convert it into a short barreled carbine. It is also light enough to fire with one hand, allowing for quick sprays at short range.
Effective Range:100 meters
Standard Magazine capacity:45 rounds
Chambered for 9mm Parabellum
Rate of Fire: 1000 RPM

Background:
Humanity was a widespread species across the galaxy (at least until the apocalypse), and were represented in every walk of life. Their origin is relatively unknown; dedicated scholars have been able to trace them to a long last planet called "Earth", but not much else is known about their early history.
Food preference:
Omnivorous, with a focus on grains and meat
Light, medium, or heavy food preference?:
Medium

4 units of food every two weeks for one man
Regular water consumption
Base Intake:120 units per two weeks
Increase +4 with each new individual

Current Intake: 120 units per two weeks

Space requirements(Living Space)Small, Medium, Large:
Large, but humans can tolerate even small spaces

Special Needs(If Any):
Humans require weekly injections of antibodies and anti-virals to prevent infection by alien diseases
that they have no defense against. This is vital to their health and continued survival.

Other:
They just want life to go back to normal


Important Characters(May have multiple characters to help portray your faction. Leader is obviously required.)
(Put a tab/spoiler for each important character to save space please.)(And thank you! :) )

24:salthe_stan.jpg

The Defacto, self proclaimed leader of the Remnants.
Age: 63
Race: Human (Irish)
Previous Profession: Biologist/Medical Doctor
Skills: Biological chemistry, evolutionary science, surgery, first aid
Reputation: A trustworthy upperclassman who doesn't compromise on his morals
Attitude: Calm, observant
Personality: Aloof and professional, with a hint of superiority and pride
Strengths: Intelligent, skilled in medicine and biology
Weaknesses: Poor social skills, unfit
Quirks: Enjoys humming while he works; has a Vinyl collection that he managed to rescue, as well as the player
Other: Has a limp due to an injury he sustained during a lab accident, which necessitates the use of a cane.


05george_1493828082.jpg

Age: 35
Race: Human (Korean)
Previous Profession: Mercenary officer in Vivania Combat Solutions
Skills: Combat, combat leadership
Reputation: Absolutely loyal, will get the job done regardless of obstacles (both moral and physical)
Attitude: Soft spoken
Personality: Humorous and sarcastic
Strengths: Combat skills, loyalty of men
Weaknesses: Distrustful of outsiders, alocoholism
Quirks: Has a soft spot for children, non-combatants, and badly made vodka, in that order
Other:Knows how to construct (shoddy) brewing equipment, and how to use it
 
Last edited:
Faction Name: The remnants
Faction Slogan, motto, famous phrase: Till our master's return
Original Empire before the Attempt: percourser remnant empire
(Optional) Empire History:

Race: The Animuculi
Racial Traits: they are a sientent highly advanced synthetic lifeform that is composed of swarms of extermly advanced nanites.
Racial Appearance: this is just a favored Apperance as their form can shift as needed even turning into clouds
no_2_mercury_by_ibenz009-da6k0xm.jpg

Racial Climate Preference: anything but volcanic heat
Racial Reputation: A bit odd they kept to themselves traded with others some let people sometime tour their territory they ran a world that was basicly one giant spa. So overall they are seen as ok.

Dominant Impression (Name two traits that other races apply as a stereotype):
Great builders
Extermly advanced tech

Morality: good

General economic status before the Attempt: good
Quantity or Quality?: quality


Food preference: having master matter to energy conversion they can use good or even junk to power themselves really helpful when it comes to pollution.
Light, medium, or heavy food preference?: small amounts
Space requirements(Living Space)Small, Medium, Large: small

Special Needs(If Any): well at the start lots of free metal would be nice
Other:

Name: Prime designate Sereph
Age: old
Race: animunculi
Previous Profession: leader of the animuculi
Skills
Contains the blueprints for all her peoples buildings
Able to control other technology assuming she can connect to it
Shape shifting is a plus
Really good at getting her people to properly deal with others.

Reputation: the mysterious leader of the animuculi , mostly because she never left the homeworld.
Attitude: She tends to try to be serious and on task and not allow herself to get distracted. She has lead her people for counties ages and counties now. Still the loss of everything and the complete failure of the makers wishes has her rather unsettled and desperate. She tries to be like the other leaders who have actully had hard times and seen failure while she hasn't.
Strengths:
Can build anything
Can change form
Able to reign her people in
Eager for new tasks.
Weaknesses:
Lacking in confidence
Unsure how to proceed
Could be easily exploited
Quirks:
Other:

C 5
V 13
R 12
I 19
L 14

Dsp 190

Mobile factory 100
2 nanite stores 40
4 nanite extractors 40
 
Last edited:

Users who are viewing this thread

Back
Top