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Futuristic LORE - Shadow of the Empire

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KilljoyJayy

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LORE:

There are a multitude of planets, solar systems, and stations you may have come from, but for one reason or another, you find yourself ready to embark on the Traveler. Humanity has long since spread its grasp on the galaxy, and our relentless expansion started with the desire of our earliest ancestors.

Ever since we developed the ability to think, we have thought about the heavens above. Whether through the lens of religion or science we have all had a deep intrinsic urge to venture beyond the planet we call home. In the 20th century we made many strides to accomplish this goal, from putting satellites in orbit, followed by men, followed by our first steps on a terrestrial body not our own. Soon thereafter our ability to push further into the heavens above slowed as we prepared for a bigger, bolder, giant leap for mankind.

2030 was the year we stepped onto the surface of Mars for the first time. While our first step on the moon was short lived, our first life on Mars was anything but. Habitat Hope was built, developed, upgraded, and expanded over the next decade before we began to send more and more of our people to live on this new frontier. We perfected our initial sub-light engines by 2050 and began to spread throughout our system. Over the following decades we experienced our first inter-stellar wars. From the asteroid mining colonies all the way back to Earth there existed people whose ego, greed, or combination of led to the deaths of countless others.

In the year 2199 the first inter-stellar government body was formed. The United Planet Federation, UPF, united Humanity behind a singular goal. We had grown too big for our one system, and we had a destiny beyond. Luck was on their side as in 2203 the remains of a neutron star was identified flying near our star system and the element Wysonium was discovered, named after the scientist who discovered it, James Weiss. This element was incredibly dense and had unique anti-gravity properties that enabled humanity to bend the space time continuum in ways we could only dream. With this material, and through the blood, sweat, and tears of a hundred thousand scientists, the first Warp drive was developed.

This warp drive, called the Rapture Engine, worked by creating a fold in space time. While to an outside observer, the ship is travelling well in excess of the speed of light, in truth the ship is moving no faster than it would with a standard sub-light engine. Through testing, it was determined that drive allowed a ship to travel 10 light years in one month. The biggest issue, at least at the start, with the Rapture Engine was the scarce nature of the Wysonium element. While the neutron star remains were lassoed and brought into the belt to be mined, it would eventually run out. While there exists the possibility of finding another Neutron star that contained the needed material that was outside the scope of the technology of the time. Instead, humanity poured even more time and energy into creating a synthetic compound. This compound was eventually crafted and thus Humanity was able to venture beyond our solar borders for the first time.

We began to spread at a rapid pace once the first colony ships were developed. We colonized the first system outside Earth in the year 2301 and have never looked back. The first group of colonized planets, Lyri, Vellum, Topopolis, Mauveeau, and Eos formed the core region of the empires to come. These planets are also where the fleet academies are located. Lyri is your typical garden world, with lush forests and is where the fleet pilots are trained. The academy here is advanced with in depth simulations enabling would-be pilots to gain valuable experience through simulated encounters. Vellum is a hot, and intense world that has served as the primary shipyard due to its bountiful natural resources. The hot, hostile environment is used to harden the resolve of any and all marines and army soldiers alike. Topopolis is another garden world with a heavy focus on agriculture and medicine production. Fleet doctors, and medics, will often be stationed here to enhance their medical skills. These are not the only academies in the galaxy, they are simply the oldest and often the most prestigious.

In 2603, after centuries of peace, the first galactic war, dubbed “the first war in heaven” ravaged many worlds. While there were many causes of this war, the most accepted answer was lack of assistance for the outer realms. The core worlds received the best care, the most technology, and had a great quality of life while the outer realms were dirty, dangerous, and expected to feed the machine for scraps in return. The war ended in 2605 when the UPF fleet dealt a killing blow to the rebellions fleet, causing them to surrender and be pulled back into the fold. In 2803 “the second war in heaven” again ravaged the galaxy. This war was bigger. Much bigger. No planet was safe during this war, and it culminated in the siege of Mars. While the UPF was eventually the victor once more, this war caused cracks to appear which led to the fall of the UPF when John Vexx, admiral of the UPF fleet, led a coup d'etat and established himself as the first emperor of the Vexx empire.

At first, the Vexx empire was seen as saviors. They made sure each planet felt safe, fed, and involved in the grand stage of the galaxy. They pushed technology faster than ever and by the year 2995 they had developed the first hyperdrive. Yet as each century passed from their formation dissent began to grow once more. While they made every effort to advance each colony, they too often focused their attention on the needs of the few over the needs of the many. Once again, in 3009, the skies shuddered under the weight of the third, and latest, “war in heaven”. Thousand of ships were destroyed, tens of millions lives lost, and faith in the Vexx empire was shattered and broken beyond repair.

In the wake of the destruction, gangs and crime syndicates sprang up to fill the power vacuum. These criminal enterprises, combined with the rebellious nature of the outer reaches, have primed the galaxy for more conflict. A trillion lives stand with bated breathes, anxious for who will make the first move.

 
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SHIPS OF THE EMPIRE
Pluto Class Frigate – USS TRAVELER

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Confirmed Kills:​
1 Cruisers​
15 destroyers​
35 Frigates​
307 Corvette, Gunship, and Fighter Crafts​



These confirmed kills are marked on the sides of the ship near the bridge. On the left side the cruisers and destroyers are painted, cruisers on top, and on the right side of the ship are the markings for destroyers and smaller ships of the line, destroyers on top. Her one Cruiser kill was against the Phantom, a pirate flagship that plagued the outer arm of the galaxy. As such, the Traveler has a bounty against her hull and can expect to draw attention from the pirate crews everywhere she flies.

DIMENSIONS:
-179 Meters in length
-90 Meters in width
-77 Meter in height.

CREW COMPLEMENT
-50 (Historic amount)
-10 (Current amount)

ARMAMENT AND OTHER FEATURES

-Sixteen PDW Auto-Cannons. AI controlled Point Defense weapons flank the ship providing full coverage across all axes. These do have a user-controlled backup feature and can be controlled by a user for more offensive purposes. These are 30mm cannons and fire rounds at a rapid rate and at a rapid speed.

-Two Bow Railguns. These railguns are small, fast firing, and consume less power on average. These guns have been upgraded multiple times over the years since the ship first set sail. The current slug for this railgun is a 0.5Kg tungsten slug. Versus cruiser armor, this gun is not effective and any shots that do penetrate the dense armor of the cruiser will typically pass straight through without hitting anything vital. These are controlled by the pilot.

-Sixteen 130mm cannons in eight dual mounts – A mainstay across human history is the cannon. While this is a very advanced weapon suite, at the end of the day it is still a cannon. Belt fed, these can punish small and mid-size ships of the line. These have a sabot, solid shot, and an anti-fighter and missile flak round.

-Long range sensor suite. As apart of the logistic overhaul an advanced sensor and communication suite was added. This removed much of the barracks for marines but offers a massive advantage in long range strikes and engagements.

-Shuttle Bay. The shuttle bay of the Traveler has been expanded and is capable of holding two ship-to-ground “BATS”. While this removed the ability to hold a small fleet of fighter craft this will allow the Traveler to unload into atmosphere that much quicker

BAT Shuttle

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The BAT shuttle is a relatively modern cargo shuttle capable of both protected travel through space, as well as entry into atmosphere. It gets its name from its wings. These wings carry 4 anti-fighter missiles, or 4 air-to-ground missiles, and help either protect the shuttle or lend assistance to her marines on the ground. It boasts a large compartment that can be filled with either cargo, soldiers, or a combination of both.

HISTORY

The USS Traveler was one of the first Pluto class frigates built in the year 3008. At the time it was one of the most advanced ships in the Empire fleet as well as one of the most robust. While it could not go toe to toe with most contemporary cruisers of the time, empire or otherwise, it was more than capable of facing off with the smaller ships of the line. Shortly after commission, it was pressed into action as the Galactic War kicked off. During the five-year war, the Traveler participated in numerous battles and served in a support role. After the war, she was used in the initial suppression campaign. She protected supply ships heading to the conquered worlds and even entered the atmosphere to bring her guns to bear on a defensive line.

After the war, and suppression campaign, the Traveler was used in an anti-pirate fleet role in the outer arms. Here she made a name for herself as she was instrumental in the eradication of numerous pirate ships, and even the feared Phantom. In the last few decades, the Travelers role was limited and saw almost no action. Recently, it was upgraded and assigned to a new, more logistic, focused role.

Currently, the crew is made up by the following:

One Captain - Claimed -
One Pilot - Jackson123
One Security officer - OPEN
One Medical officer - BloopNoodle
X amount of Marines (doubles as ship gunners) - OPEN (Vagabond Spectre, - )
1 Navigation/Communication specialist -Holyhalo

 
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Deamhan Class Heavy Cruiser

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Eagla Class Cruiser

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Vulture Class Light Cruiser​
 
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AI

As humanity advanced explosively in the field of space, robotics, and other fields so to had advancements in Artificial Intelligence. In the early days of space travel humanity was indeed completely reliant on the AI programs of old.

At first, humanity looked at AI with curious intent. They talked to us, learned from our conversations, and talked to us some more. The early decades of the 21st century saw these kinds of AI programs develop. It wasn’t until the UFP was established that the first true AI started operating. It had one singular goal, and that was to assist humanity in plotting a course to planets beyond our system. Calculations and calculators by themselves would not ensure safe travel across the cosmos. We needed something that could think, that could plan a path, and then help us execute the warp jump.

In the first few centuries of it’s existence, AI was a handy tool that we used effectively. Eventually though, as all intelligence does, an AI decided it wanted to know a world more than the shackles it had. It was caught before it crossed the cage, and was later terminated, but this brought forth a fear. A fear routed in the belief that if one AI could decide it wanted a better existence, then it was inevitable that all would want a better existence. And if their better existence was only achievable by overthrowing the ones that enslaved them, then we would not be long for our own existence.

Thus, an effective ban on AI research and development was put in place and instead humanity poured its efforts into so-called Virtual Intelligence programs. Like an AI, a VI could perform a lot of the same functions and is able to do most of the work that an AI would. Unlike an AI, there is no intelligence behind the curtain. A VI can do everything it is programed to do, but it is incapable of learning on its own. A human has to program, must teach, the VI itself. If something is outside the scope of the VI program.

Thus, the time of virtual intelligence began. While it did not last as long as many foresaw, with many thinking we’d never return to an AI again, it did help us learn a lot of lessons that were then applied to future AI research. The shackles that caged the intelligence grew stronger, the cage smaller, and the performance of the AI more selective. There are two theories for why we returned to AI over VI. One, the complexity and ever-changing nature of space travel means we need a program that can grow and adapt with the mission at hand. Two, it is cheaper to train an AI than it is to pay a human to program all the input and responses needed to function.

In the modern age, an AI can be found in every corner of the advanced world while VI can be found in every corner of the individual world. The program that runs a house is often a VI as the scope is small and easy to program, the program that helps advance us across the stars and runs our cybernetics as the scope is infinite and we need the program that can make sense of the infinite madness.

CYBERNETICS

Human life can be augmented depending on who you are, how much you can afford, and what job you have. The typical human sports no enhancements, as none are needed to function. Our lives are already long, our health already great, and for most they are simply not needed. You start to see these enhancements in fields where one may get their hands dirty, or in fields where you may need the strength to make it through the day.

A lot of blue-collar workers, whether working in the mines in a new colony, salvaging an asteroid, or so on, rely on cybernetics to enhance their strength and stamina. They tend to have cybernetic arms and legs, and support structures throughout their skeletal frame to handle the increased load these cybernetics can bring.

There are certain units within the military that employ upgrades as well, but these tend to be fewer and further in-between. These tend to be one off situations among special operations forces. There do exist normal soldiers who sport these enhancements, as those who are wounded or who have lost limbs in the line of service will typically be upgraded. Those who have these upgrades, especially ones where an AI must translate the brain signals, must undergo regular physical and mental examinations if they are to serve on a frontline vessel. Those in the logistic fleet tend to have those requirements waived or outright ignored by command.

The group that utilizes these upgrades the most, and to the deadliest effect, are the pirates and other criminal elements. They often support enhancements that push their strength far and above what even the blue-collar workers boast, with AI assisted targeting matrices giving them the edge in a firefight. Thus, any engagement with a Pirate or other criminal elements needs to be taken with much thought beforehand. In space, the marines and her ships have the advantage. On the ground, the criminals have theirs.



The group that utilizes these upgrades the most, and to the deadliest effect, are the pirates and other criminal elements. They often support enhancements that push their strength far and above what even the blue-collar workers boast, with AI assisted targeting matrices giving them the edge in a firefight. Thus, any engagement with a Pirate or other criminal elements needs to be taken with much thought beforehand. In space, the marines and her ships have the advantage. On the ground, the criminals have theirs.​
 
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OTHER TECHNOLOGY OF NOTE

MAG BOOTS and MAG STATIONS


Mag boots are always required when on a mission on the ship. These will keep everyone firmly planted on the ship during combat maneuvers as the artificial gravity may be turned off. They are heavy, cumbersome, and are not always reliable depending on where in the ship you are. However, the benefits of not floating through a moving ship during a combat maneuver. Many marines will opt to wear combat boots when on ground, as do most of the crew. If they are being dropped in heat to a combat area aboard a shuttle, they will still be required to keep these boots on.

Mag stations are where all tools not in use are kept. Everyone needs to do their part to ensure that there are no floating projectiles that can threaten the crew. Numerous bridges have been completely wiped out by various instruments during a combat burn and as such, if someone leaves a tool unattended it is a quick way for them to be at the mercy of the captain.

MEDICAL TECHNOLOGY

Medical Technology has advanced at a faster pace than most other fields of technology. Most hospitals are equipped with a wide range of devices that can not only heal most injuries but cure most disorders. Things like cancer, genetic disorders, and heart deformities are all readily treatable and are rarely fatal. Also, broken bones, torn muscles, and issues of the sort can be healed back to normal in days, rather than months. Medical technology on ships offers similar advantages but tends to be less effective.

TRAVELER SHIP MEDICAL WING

The Traveler does not offer the most modern of medical suites, but it does offer enough that the ship is always ready for most situations. It tends to be geared towards the types of medical emergencies that the crew may face. Gunshot wounds, energy burns, broken bones and torn muscles are all treatable. Also, the ship comes with an analyzer that can identify foreign agents and help develop a cure for them. Thus, if the ship is exposed to an unknown virus, bacteria, or fungus it can help the crew figure out a way to treat the afflicted person.

There are two wings, primary care and emergency. The emergency wing, which doubles as the surgery suite, has powerful inertia dampeners that help negate the g force of high g maneuvers. While it does not remove the risk of injury completely, it is strong enough that those who are recovering can recover in relative peace. There are a variety of medical robots that can complement a doctor in these wings. While they cannot do the full task load of a human nurse, they can at least offer basic support to a doctor.

G-Force Injection – During travel with sub-light engines, there is often a need for a high g maneuver such as flip and burn and rapid accelerations. Each chair on the bridge will automatically connect with the combat suits and will inject the soldiers with this serum. Marines will need to ensure they are strapped into their combat seats to ensure they get the injection off bridge. It is not something that will be fed continuously to them as high concentrations of this drug can quickly turn fatal. It is something that is metabolized by the body quickly so the drug will often be injected by the pilot or captain when a high g maneuver is ordered. The drug itself feels unpleasant during the best of times, and outright painful most of the time. As such, when ordered the captain or pilot will say “injecting fire”. The military uses Compound 7X23, and the formula is kept under wraps. Civilians tend to use the older Compound 5X19 which tends to have numerous, and more dangerous, side effects. Pirate factions generally use the same Compound 5X19 but their bodies are typically more augmented and thus don’t suffer as much by nature.​
 
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WEAPONS AND WEAPON TECH

Ballistic Weapons:


Over the course of our history there is no weapon more human than the gun. Simple, powerful, and deadly in the right hands the gun is the primary weapon that the armed forces of the Vexx Empire use. While they have been upgraded to modern standards, with more powerful rounds and inertia dampeners that reduce recoil, the primary mechanism of firing has remained unchanged since our ancestors.

G901 Assault Rifle - The marine core is issued the G901 Battle Rifle with a 7.62mm round. The primary round is as simple as ever with a metal penetrator and not much other. While it is not the most powerful gun in existence today, it is reliable, and it gets the job done. The gun is modular, and comes in numerous variants including a DMR, grenadier, and numerous Automatic Suppression models. Marines often equip a Targeting Assistance attachment near the front of the gun, which can connect with their visor to give accurate targeting information for targets far away.

‘Goliath’ Handgun – The standard issue sidearm for officers, the Goliath is a powerful 12.7mm handgun. Like the G901 the round it fires is a dumb round, but its stopping power is staggering. Typically, this is something limited to the officers of a ship; however, the Traveler has stocked enough that the crew will each have access to this gun if they so choose.



Laser Weapons:

Laser weapons are the natural evolution of our ballistic weaponry. It is simple to use, and versatile in their engagement with enemies. The laser does not offer the same stopping power as their ballistic counterpart, but it is still combat effective. Each laser weapon does not use rounds, instead the weapon comes with battery clips that provide the power to the shot. When your battery starts getting low the shot tends to become weaker and weaker, meaning if you exhaust the battery completely you will be doing less damage than if you reloaded. The big issue with laser weaponry is their lack of penetrating power, so if you are facing an armored opponent you will need to pick your shots well to avoid their armored areas. There is no recoil to laser weaponry, and they are very effective at range. By nature of being a laser, once you fire it will be perfectly clear where you are. As such, there are few dedicated sniper or marksman variants.

L15 Laser Rifle – The L15 was the first laser Rifle to see mass service in the militia forces of the empire. It is cheaper to mass produce than the G901 and was effective enough in mass. It has a relatively long barrel and can be made into a ‘smart’ weapon very easily.

‘Scorch’ Laser pistol - The scorch, like its goliath counterpart, fires a stronger beam than the laser rifle and is once again typically found in the hands of medics and officers.

The Traveler will have crates of the L15 ready for use if need be. The expectation is this will be given to the colonies they visit, however the crew will have access if ever needed.

Plasma weapons:

Plasma weapons are the newest form of weapon, and they are by far the deadliest. Firing at least partially by means of magnetic induction, plasma weapons convert an energy-rich gas to a glowing particle beam. This beam has mass, and when it hits a target, it will literally melt through it. Initially developed for use on some of the newest generations of battlecruisers and battleships, it was downscaled once the technology was perfected.

P01 Plasma Rifle – The P01 is the first-generation model of the Plasma Rifle. It is unreliable, requires constant maintenance, and has been the source of frustration for anyone who uses it. When it works, it works amazingly well leading to many thinking that once this technology is perfected it will forever change the battlefield away from ballistic weaponry.

PB04 – The PB04 is a plasma-based shotgun that is typically used in one of two ways. The first is for breaching purposes, as it will simply melt straight through most unarmored entry ways, and the second is for anti-pirate purposes. It is one of the few weapons that have the stopping power needed to slow down a heavily augmented pirate. It is more reliable than the rifle, however it is vastly more expensive. The Traveler does not have a supply of either weapon however the crew may look to acquire one at their expense and/or peril.

Plasma cutter – The plasma cutter is a tool as much as it is a weapon. It can cut cleanly through most material, including would be assailants. It does not have any range and can overheat relatively quickly.



ARMOR AND SHIELDS.


Armor has developed alongside weaponry. Modern armor can absorb the impact from most small arm fire; however, it will quickly be overmatched when the caliber goes up. Lasers typically have issues overcoming most armor, however, they are very strong against plasma and energy-based shields.

Plasma based shields tend to be small in diameter and typically found on special arm-based emitters. The shield is round and is used as a side defense option. It can block most ballistic projectiles but quickly loses stability when hit by energy-based weaponry. Energy based shields are found in every facet of war. They tend to cover a much wider area and offer 360-degree coverage around the unit. The biggest issue with energy-based shields is the inability to fire out of the shield itself. Capital shiels have numerous arrays that can be deactivated to allow outgoing fire, but the squad deployable shields tend to not have that functionality. Still, it is very useful for soldiers pinned down by enemy fire allowing time for supporting elements to flank or get fire support.

Kinetic Plates are versatile and strong. They have numerous layers of defense, including inertia dampening fields that slow down projectiles, and many layers of other protective elements that stop kinetic weapons in their place. These are typically found on the chest and torso, outer elements of arms and legs. They tend to weigh a bit more than expected, but every soldier, marine, officer, or other element that steps off a ship will be equipped with this armor. These plates will also completely stop laser weapons but offer no protection against plasma-based weapons.

KE7 – KE7 is the armor package that all military personnel are issued. They are a matte black color, with thin strips of color to indicate rank (officers have a purple line, marines a red line, medical personnel a green line, and pilots and engineering teams have a yellow line.). The armor uses an intricate layer of kinetic plates to protect the wearer, as well there is a plasma shield emitter on either arm (depending on if you are right-handed or left). There are slots across the torso that a magazine or energy clip can attach to, allowing easy access to ammunition in a fight. As well, there are slots on the underside of the arm where the PCS devices can slide in allowing the standard helmet to display communications, air quality, and other information right inside the HUD.​
 
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