Post by Bloodmancer on Apr 14, 2018 22:33:32 GMT -5
Three hundred years in the future, the galaxy is at humanities finger tips. Humanity has set up bustling center of activity and commerce in hundreds of viable systems around it. they have developed powerful Faster Than Light engines, and have even discovered other interstellar empires that are not all that different from their own. In all of this, tensions mount as ships and even entire fleets seemingly disappear in deep space. The volatile Invokoid began blame humanity for the loss of multiple colony ships and the 3rd assault fleet. Humanity responds by opening diplomatic channels. After 4 tense years of negotiations, along with dozens of additional disappearances from all races, the four empires reluctantly agreed to mount a joint expedition, however, the majority of the remaining fleets of all races where furiously tied up in defense and garrison, many of them are hiring privateers to supplement their ranks. This is where you come in...
Races:
First you'll want to choose one of the races listed below, they all have upsides and downsides. Each race also has a unique set of ships and technology to choose from.
Terran:
Also called humans, These bipeds are often seen as physically frail. What they often lack in physical strength they make up for with their ingenuity and adaptability. They are also the most diverse race in the known universe, representing hundreds of different cultures, ideals, and values, their expectance of others and their expectations and how they act and feel can vary widely form individual to individual. Many factions view them with contempt due to their rapid expansion. Despite being the youngest of the all the interstellar empires, they are on par with the other three.
Invokoid:
Invokoid are specifically known for their aggressive tendency and volatile outbursts. Before their ascension into the stars, they had 13 world wars, including a nuclear holocaust that nearly ended their entire world. Invokoid have deep set sense of honor, despite their aggressive ways. They will never leave those they consider "Brother" to die alone. They often times rely on strength rather than being clever, and consider any sort of trickery in combat to be dishonorable. However, what is dishonorable varies based on the individual. They have a tendency to be hardheaded and are difficult to negotiate with.
Appearance: 10 feet, covered in snow white, dark blue, or reddish-black chitin, or just about anything in between. Naturally muscular and physically powerful. They have 6 clawed fingers on each hand, and 4 opposable toes on each foot. Their heads are oblong and insect like. They have 2 rows of teeth, and four eyes that can vary in colour greatly. Males are slightly larger than females, but females are naturally just as muscular and strong in such an aggressive race.
Solaria:
Like the invokoid race, The Solaria have a deep set sense of honor. However, they believe more the assistance of other and world peace. They try to avoid conflict whenever possible. Of course, this does not mean that they are pushovers. Their policies can be seen in their powerful support ships and their advanced shielding technology. Solaria also have a unique communication system called "The unity" Which allows them to communicate with any other member of their empire via transmitters bound tightly to their neurons. Solaria also posses the ability to harness the natural energy of the world around them. Their ships and weaponry are power by the crew. Losing to many crew members can often cause entire ships to go dark and lose everything but critical systems.
Appearance: Appearing bird or angel like, they have small wings, and their entire body is covered in hundreds of feather like filaments that can be white, gold or silver. Full flight is not possible, they can glide or hover slightly. Most of them are extremely pale underneath the filaments and have an extremely smooth skin texture. Eye color varies from white to cobalt blue. Many of them also have implants or mechanical modifications. Everything is very similar in appearance to a terran.
Sh'Xeabt:
These ancient creatures are rumored to immortal beings descended from gods. Not much is actually known about them, other than that they are highly reclusive and revel in the pleasures of the world, with hundreds of delicacies, beverages, legal drugs, and more. Because of their diverse love of goods They are proficient merchants and love trading. They at not easily angered, instead they are reclusive and prefer to hide their thoughts and emotions. Sh'Xeabt However, many are friendly enough, as long as you show them the same courtesy. They have the most balanced technology out of the four races in terms of ships and, their technology is highly coveted by entrepreneurs and
Appearance: are Quadrupedal, and Mostly a brownish or greenish color covered in rough, almost bark like skin. They have an insect like beak that can vary in size from half a foot to 2 feet in length and is typically thin. A larger beak is usually a sign of "Superior genes". Eyes are very rarely any other color than black or grey. They are typically shorter and stockier than other races and have a tendency to have very oblong faces. They have 5 toes on each of their four feet, and all are opposable.
Schools:
What would a game be without some sort of crazy stat to perk to help you out? Choose what school you trained at to affect a specific attribute, such as defense, mercantilism, or attack power!
School of the Merchant: This will affect your daily activities a little more (Which bring in most of your income for upgrades and training) You'll get +2 on all rolls, meaning that you'll typically get a better deal for any trade deals you make, any shipments you carry out, mining you do, etc.
School of the hunter: Aggressors will get an extra weapons slot (Small ships get an extra small weapons slot, medium ships get an extra medium slot ETC). This can be more effective if you plan to be a damage dealer rather than heavy on defense or support abilities.
School of the Psion: This perk gives you an extra support slot for your ship size. (Shield boosters, repair drone, ETC). This allows you to better support an allied ship in combat missions)
School of the shield: Gives you an extra defense slot (Shield generator, point defense, armor, etc) This can help you take more hits for your less defended allies.
Resources:
There is minor resource management. Most of your resources will only matter in battle.
HC: Also known as Hyper Coin, is the universal currency that all races use when trading or working with each other. You'll earn this for missions and daily activities.
Crew: Crew members are necessary to run your ship. Larger ships require more crew, and crew is often lost in battle. You can hire more crew members when not in battle.
Ammunition: Some of the stronger weapons and equipment require special ammo. If you don't keep your ammo stocked you can't use the equipment that need it in combat!
Sign up sheet:
Captain:
Race:
Appearance:
Backstory
Ship name:
Starting ship class: (You can find this in the information in the shipyard. You can only start with a small ship class from your race.)
Starting ship equipment: (Make sure you pay attention to what equipment size your slots are, you can't put a medium weapon on a small slot, etc, and all ships have different numbers of weapon slots, different numbers of support slots, etc)
School:
Races:
First you'll want to choose one of the races listed below, they all have upsides and downsides. Each race also has a unique set of ships and technology to choose from.
Terran:
Also called humans, These bipeds are often seen as physically frail. What they often lack in physical strength they make up for with their ingenuity and adaptability. They are also the most diverse race in the known universe, representing hundreds of different cultures, ideals, and values, their expectance of others and their expectations and how they act and feel can vary widely form individual to individual. Many factions view them with contempt due to their rapid expansion. Despite being the youngest of the all the interstellar empires, they are on par with the other three.
Invokoid:
Invokoid are specifically known for their aggressive tendency and volatile outbursts. Before their ascension into the stars, they had 13 world wars, including a nuclear holocaust that nearly ended their entire world. Invokoid have deep set sense of honor, despite their aggressive ways. They will never leave those they consider "Brother" to die alone. They often times rely on strength rather than being clever, and consider any sort of trickery in combat to be dishonorable. However, what is dishonorable varies based on the individual. They have a tendency to be hardheaded and are difficult to negotiate with.
Appearance: 10 feet, covered in snow white, dark blue, or reddish-black chitin, or just about anything in between. Naturally muscular and physically powerful. They have 6 clawed fingers on each hand, and 4 opposable toes on each foot. Their heads are oblong and insect like. They have 2 rows of teeth, and four eyes that can vary in colour greatly. Males are slightly larger than females, but females are naturally just as muscular and strong in such an aggressive race.
Solaria:
Like the invokoid race, The Solaria have a deep set sense of honor. However, they believe more the assistance of other and world peace. They try to avoid conflict whenever possible. Of course, this does not mean that they are pushovers. Their policies can be seen in their powerful support ships and their advanced shielding technology. Solaria also have a unique communication system called "The unity" Which allows them to communicate with any other member of their empire via transmitters bound tightly to their neurons. Solaria also posses the ability to harness the natural energy of the world around them. Their ships and weaponry are power by the crew. Losing to many crew members can often cause entire ships to go dark and lose everything but critical systems.
Appearance: Appearing bird or angel like, they have small wings, and their entire body is covered in hundreds of feather like filaments that can be white, gold or silver. Full flight is not possible, they can glide or hover slightly. Most of them are extremely pale underneath the filaments and have an extremely smooth skin texture. Eye color varies from white to cobalt blue. Many of them also have implants or mechanical modifications. Everything is very similar in appearance to a terran.
Sh'Xeabt:
These ancient creatures are rumored to immortal beings descended from gods. Not much is actually known about them, other than that they are highly reclusive and revel in the pleasures of the world, with hundreds of delicacies, beverages, legal drugs, and more. Because of their diverse love of goods They are proficient merchants and love trading. They at not easily angered, instead they are reclusive and prefer to hide their thoughts and emotions. Sh'Xeabt However, many are friendly enough, as long as you show them the same courtesy. They have the most balanced technology out of the four races in terms of ships and, their technology is highly coveted by entrepreneurs and
Appearance: are Quadrupedal, and Mostly a brownish or greenish color covered in rough, almost bark like skin. They have an insect like beak that can vary in size from half a foot to 2 feet in length and is typically thin. A larger beak is usually a sign of "Superior genes". Eyes are very rarely any other color than black or grey. They are typically shorter and stockier than other races and have a tendency to have very oblong faces. They have 5 toes on each of their four feet, and all are opposable.
Schools:
What would a game be without some sort of crazy stat to perk to help you out? Choose what school you trained at to affect a specific attribute, such as defense, mercantilism, or attack power!
School of the Merchant: This will affect your daily activities a little more (Which bring in most of your income for upgrades and training) You'll get +2 on all rolls, meaning that you'll typically get a better deal for any trade deals you make, any shipments you carry out, mining you do, etc.
School of the hunter: Aggressors will get an extra weapons slot (Small ships get an extra small weapons slot, medium ships get an extra medium slot ETC). This can be more effective if you plan to be a damage dealer rather than heavy on defense or support abilities.
School of the Psion: This perk gives you an extra support slot for your ship size. (Shield boosters, repair drone, ETC). This allows you to better support an allied ship in combat missions)
School of the shield: Gives you an extra defense slot (Shield generator, point defense, armor, etc) This can help you take more hits for your less defended allies.
Resources:
There is minor resource management. Most of your resources will only matter in battle.
HC: Also known as Hyper Coin, is the universal currency that all races use when trading or working with each other. You'll earn this for missions and daily activities.
Crew: Crew members are necessary to run your ship. Larger ships require more crew, and crew is often lost in battle. You can hire more crew members when not in battle.
Ammunition: Some of the stronger weapons and equipment require special ammo. If you don't keep your ammo stocked you can't use the equipment that need it in combat!
Sign up sheet:
Captain:
Race:
Appearance:
Backstory
Ship name:
Starting ship class: (You can find this in the information in the shipyard. You can only start with a small ship class from your race.)
Starting ship equipment: (Make sure you pay attention to what equipment size your slots are, you can't put a medium weapon on a small slot, etc, and all ships have different numbers of weapon slots, different numbers of support slots, etc)
School: