Stellar Empires 5; An Age Anew. (NATION RP)

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@Kadaeux I'm good right? You never explicitly said so, so I'm just making sure.
 
All right, done for realsies this time. I might add a flag and history later, but I'm confident there's already plenty enough information.
One thing mate, you know our nations are just getting into the interstellar scene right? since your sheet seems to imply you're an estabished presence, particularly since you've set yourself up as a pirate base for... well anyone, and have been for over a century. Not exactly a new kid on the block there.
 
I have to admit I'm not 100% sure what the time-scales for this RP are quite yet. I assumed nations, while relatively new, had been around for at least some time as they have access to dreadnoughts and such. I'm assuming the time scales are smaller than I originally thought so I'll whittle down the references to from centuries to decades.
 
From what Kad told me when i asked we've been interstellar capable for at most a century, so some other nations would be aware of us, and we them, but we've not had the time to settle outside our home systems yet or form solid relationships with others. my guess would be is you might be a fledgling pirate haven, a few authorities may have started taking notice and your 'custom' would have experienced a recent boom as more pirate groups become aware of you, but probably not to the extent your sheet implies.

Kad may have a differing opinion of course but that's how I understand it.
 
Right, I'll just wait for up for Kad's opinion before changing anything too major.
 
Right, I'll just wait for up for Kad's opinion before changing anything too major.
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Gat's right due to conversation with me :p

The timescale is set with player nations (and my example GM nation) having only been in space for a century or so (with a better record than NASA thankfully :p) with the FTL Jump Drives being very new and at interstellar exploration only just beginning.
 
Idioblocium Swarm
Nation Name: Idioblocium Swarm

Flag: The Idioblocium does not see the use in a flag.

VIPs: (Note, all Queens are individuals to an extent but still in essence "slaved" to Queen Revel'ii's Hive Mind, each Queen answers directly to Queen Revel'ii and only to the Queen situated directly above them.)
Queen Revel'ii- The hierarch of the Idioblocium, she leads from deep beneath J'Tryi.
Queen Sykel'ii - The Grand Queen of the Idioblocium Military, second only to Queen Revel'ii.
Queen Rajk'ii - Grand Shipmaster, Commander of Navies, Conqueror of Systems. Grand Commander of the Idioblocium Fleets.
Queen Lanj'ii - Grand General of Idioblocium Army, Burner of Nonsentients, Conqueror of Worlds. Grand Commander of the Idioblocium Army

There are many lesser Queens below these that serve as relays for the above Queens' orders.

Races: Insectoid
Sub-Races: None

Race Traits: Hive Mind, Exoskeletal Structure, Without Number

Race Flaws: Single-Purposed, Unaccepting, Unbelieving
Common Traits and Flaws
Common Traits:
National:(4)
Implausibly Efficient Government
For the Greater Good
Colonial Spirit
Vengeful

Population: (3)
Loyalty
Fanatical Patriots
Crimeless

Star Navy: (3)
Hangar Queens
Who Needs to Reload?
Fleet Unity Protocols

Ground War: (3)
Blitzkrieg
Occupationists
Strategic Response

Technical:(2)
Hangerize!
Synchronicity

Psychic:

Espionage:

Custom Traits:
Look in the Sky, It's a Bird, It's a Plane...! - The Idioblocium have perfected the art of dropping their ground forces from low-orbit to the planet below using organic pods made to endure the rigors of atmospheric entry, as many as twenty Idioblocium infantry, or one Idioblocium armoured unit can fit within one pod.

And Stay Down (Or Don't) - Idioblocium are tenacious, and known to continue fighting after losing, a limb or two. In rarely documented occurrences Idioblocium have been said to have been disembodied from the thorax down and still managed to surprise and kill passing enemy soldiers who believed they were dead.

Flaws:
Pariah
Hive-Minded to the Nth Degree
Shieldless
Roni System

In order from Central to Outer System.

Roni: Lone Class B Star of the Roni System. Age unknown as it does not assist the Swarm in survival.

Ceres: Uninhabited core world of the Roni System, temperature to high to sustain the Swarm.

J'Tryi: Homewolrd of the Idioblocium, roughly 2.82x the size of Earth. J'Tryi is rich in resources, and water. But it is severely lacking in space for the Swarm to continue to grow. J'Tryi contains no cities as they are commonly thought of, instead the planet is pocketed by caverns and winding tunnels that cover nearly all of the subterranean area of J'Tryi. These tunnels and caverns reach astonishing depths of 7000 meters and greater.

Anat: The only moon of J'Tryi, covered by dense forest and colonized by the Swarm in order to secure more space to expand. Much like J'Tryi, Anat contains no surface cities, only subterranean tunnels and caverns for the Swarm.

Maja M'Owan: A massive asteroid belt that stretches between Anat and Ryl'ai, it is rich in both mineral and water resources in the form of frozen ice asteroids. Explored and mapped, it contains many small ice-mining bases and very few metal-mining bases.

Ryl'ai: Uninhabited barren planet. Lacking an atmosphere Ryl'ai has all but lost whatever water and plant life may have once graced it. Deemed unimportant by the Swarm and not worth the work to colonize.

T'Vorly: The farthest planet in the system roughly the 2x the size of Anat, and a major military installation. T'Vorly is in a highly inclined orbit in comparison to the other planets of the Roni System, at a 64.7o​ incline the planet took nearly three hundred and seventy six years for the Swarm to finally notice its existence. Extremely hard to find due to it's incline relative to the other planets, T'Vorly was deemed as a highly valuable planet in the defense of J'Tryi and a strategically important step-off point for invasion fleets. T'Vorly posses a single super structure that covers nearly a third of the planet known simply as "The Shatter". Much of the military strength of the Swarm can be found on T'Vorly.

Mega Architecture: The Shatter - A massive military structure with multiple spires that protrude through the T'Vorly Atmosphere, at the top of the Shatter's many spires are enough refit stations to refit the entire Idioblocium fleet in just under two months. While at the bottom of the Shatter there are unending factories, storehouses, resource mines, and barracks for the millions of Idioblocium that work in the Shatters thousands of factories and storehouses as well as in the repair docks themselves.


Naval Strength
Fleet:
35 Corvettes: 20 Fighters, 15 Bombers - (1750)
19 Frigates: 10 Fighters, 9 Bombers - (1900)
22 Destroyers: 16 Fighters, 6 Bombers - (3300)
5 Cruisers: 2 Fighters, 3 Bombers - (2250)
4 Battleships: 2 Fighters, 2 Bombers - (4000)
2 Carriers: 2 Fighters and 1 Bomber; 1 Fighter, 1 Bomber, and 1 Gunship - (2500)
1 Supercarrier: 2 Assault Boats, 2 Fighters - (1800)
2 Colony Ships - (2000)
2 Defense Stations: 2 Fighters - (500)
As a footnote, I based the names loosely off of the naming conventions of the Covenant ships from Halo. As far as I know none of them are copies but the names seem similar. Because let's be honest, "Long Night of Solace" sounds damn cool.

Left out are Frigates and Corvettes.

The Fleet

22 Destroyers:
Ardent Advance
Ardent Clarity
Ardent Commitment
Ardent Compunction
Ardent Conversion
Ardent Declaration
Ardent Devotion
Ardent Harbinger
Ardent Hope
Ardent Interim
Ardent Penance
Ardent Piety
Ardent Promise
Ardent Sacrifice
Ardent Sanctity
Ardent Solace
Ardent Spirit
Ardent Thunder
Ardent Transgression
Ardent Triumph
Ardent Truth
Ardent Twilight

4 Battleships:
Rapid Absolution
Rapid Contrition
Rapid Intent
Rapid Subjugation

5 Cruisers:
Minor Advance
Minor Barmkin
Minor Disdain
Minor Iridescence
Minor Justice

2 Carriers:
Omniscient Grace
Omniscient Content

1 Supercarrier:
Shadow of Regret

2 Colony Ships:
Solemn Consolation
Solemn Providence

2 Defense Stations:
Pitiless Resolve
Pitiless Retribution
Army Strength
Ground Armies and Defenses:
108 Infantry Regiments - (10800)
5 Artillery Regiments - (1000)
5 Armoured Regiments - (2000)
4 Mobile Infantry Regiments - (1200)
Planetary Defense Fortress - (4000)
1 Fighters - (200)
2 Bombers - (800)




Alright that seems to be good. Do we need some sort of a history for our civilization or can that be built upon later?

Edit: Got a description for The Shatter added in.
Edit: Added Ship pictures for each class and placed a list of ship names in Naval Strength section.
Edit: Changed the link for "Insectoid" in the Race option to reflect the different castes of the Idioblocium Swarm and shed light on different types of Ground Units.
.
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Accepted.
 
The Ennan Remnant


Nation Name: Teluria; The Ennan Remnant
Flag: A field of white stars on a dark blue background, with a single white tear-drop shape squarely in the middle. Colloquially known as ''Enna's Tear''
VIPs:

Llendryl Sarco (Political Leader, Engineer, Inventor) - Before the fall of Enna, Llendryl was an ambitious and innovative engineer, much of her life devoted to studying physics and engineering, with the intent of creating a craft that would propel the ennan people into space. In the years preceding the catastrophic series of events that left their homeworld a barren wasteland - Llendryl was contacted and worked closely with one Jhoswyn Kane and together they planned and put into motion a project to create a fleet of spaceworthy ships that would house and protect as many people as possible, in the event that the worst did come to pass. With years of rebuilding and preparation behind the ennan, Llendryl is considered a national hero, the reason why even a fragment of Enna still survives. She represents the machinists, scientists and engineers that are so crucial to the survival of the ennan remnants.

Pol Corbyn (Ground Forces Commander, Grizzled Soldier, Tired Idealist) - Once a soldier of fortune, a colleague of Jhoswyn Kane's, Pol Corbyn was a private military contractor on Enna, and is now one of the two representatives of the Ennan Remnant's armed forces - with him focusing on engagements on ground. Though a well-rounded and skilled military leader, Pol is fully aware of the severe disadvantage that the Remnant's ground forces would be at against an equivalent modern military force, being understaffed and under-equipped to deal with any serious direct engagements. All too often he finds his requests for improved funding for training and equipment unfortunately fall flat, as there is little to go around for everyone as it is.

Elenwe Sarco (Naval Commander, Savvy Tactician, Lovable Sister) - Sister to Llendryl, once a skilled army pilot, who grew disenfranchised after her service in the military, having survived a catastrophic engagement in which the majority of her wing-mates lost their lives. Often feeling overshadowed by her younger sister (and dreading the thought that their bond is the only reason she would've survived the flight from Enna to begin with), she now serves as leader of the Remnant's spacefairing military forces, often working in conjunction with Pol Corbyn and Llendryl to maintain and coordinate the efforts of the Ennan fleet. Despite the scarcity of resources and the apparent age of the majority of the Remnant's vessels, Elenwe has a lot more to work with than her colleague - as the Ennan's dependancy on their ships has left them in better working condition than one might expect.

Jhoswyn Kane & Company (Badass Superspy, Exhausted Idealist, Mystery Man) - (From ''Bond, James Bond'') Unlike the other collective leaders of the Remnant, Jhoswyn Kane is not a name the average ennan is familiar with, or will ever know. And while 95% of the surviving ennan population are from Llendryl's home country of Teluria, Jhoswyn and his team (including Pol Corbyn) is noticeably from a different descent. He himself is likely the oldest member of this collective - an independent contractor who once served as an information broker on Enna, having plied his trade personally or through his small, very carefully selected group of operatives. As he is one of the mere handful of individuals of his particular skillset left in the Remnant, he is in charge of all matters of Espionage. With only a dozen individual operatives at his disposal, however, his hands are very often tied. Currently his efforts are singularly bent toward finding suitable candidates to create a functional Counter-Intelligence agency to protect the Remnant from within. Unbeknownst to the people at large, long before the destruction of Enna, Jhoswyn himself discovered the plans for the very same weapons of mass destruction that would end their world and put his own plans into motion - contacting and recruiting several talented and skilled individuals to start building the future.

Races:

Ennan: The survivors of a dying planet, a long-lived race with a culture that unfortunately, was focused a great deal more on the arts and sciences. They've had to adapt a great deal to life outside of their homeworld - as they assume themselves outnumbered and outgunned at every step. They take their first precipitous steps into the great unknown, hopeful, united, but ultimately anxious about what their future holds.

The ennan are a humanoid species, tending toward slender builds, fair skin, hair and eye colors, almost to an unsettlingly pale degree. While variations do exist, it isn't uncommon to see an ennan with alabaster skin and stark white hair. They vary in body shape, athleticism and ruggedness as much as any humanoid species could, showing no particular affinity or deficit in any area.

Race Traits:
-Manifest Destiny: The people have a future and it is glorious. Of course there is the little issues like other species who think that they have a right to
their own destinies, but a little killing never hurt anybody that mattered anyway.

-Exceptionally Adaptive: Humanity are natural tinkers and problem solvers, they have a slight bonus to
reverse engineering, researching 'entirely new' technologies, faster modifications and repairs to ships,
structures equipment and so on.

Race Flaws:

-Curiosity: Humanoids never let their curiosity get away from them, oh wait sorry,
that's supposed to be 'always' not 'never'. In short, they're Steve Irwin in space and can't resist poking
their noses into a mystery, and then have the gumption to be offended when someone swats it off.


Common Traits and Flaws

Common Traits:

National: 3
Implausibly Efficient Government -
''You learn to, and you'll pardon my language, get shit done efficiently when you're alone in space with nowhere to go back to.''
Who Cares About Uzbekistan? - ''We were small, of little influence on Enna, now we're small and lost in the vastness of space. A curse, but also a boon.''
Tightly Knit - ''Everyone out there is working hard so that we find a new home, a real home.''

Population:3
We Act As One -
''Everyone lost a great deal when we took to the stars. Now all we have is each other - it's not just sentimental, it's what's kept us alive.''
Artistic - ''There was so much beauty left behind on Enna, so much history. All we can do is try to keep the torch lit, not to forget.''
Tradesmen Academy - ''The professors teach their students to build things that'll break after a few years to sell to outsiders. Then they teach them to build things that'll last generations for us.''

Star Navy:3
Hangar Queens -
''Our neighbors were the masters of war and they often proved this against each other. We just built the tools for them.''
Relativity is a Bitch - ''If we can't match them in firepower, then make sure we can outrun them. Or dance circles around them.''
Use The Force - ''Sometimes, just one lucky kid without a targeting computer is all you need. Don't count on it though.''

Ground War:1
Elite Commandos -
''The troops we need are still being trained - all that's left are the people we managed to save. They're few, but they're skilled at what they do.''

Technical:3
Master Shipwrights -
''People put their hearts and souls into making these ships. As it happens, that ups the cost, but the results are worth it.''
On the Run! - ''Just in case any -other- planets we settle go up in radioactive flames, we need something to fall back on.''
Hangerize! - ''Where exactly are we going to put all this strike craft? Oh. That's where.''

Psychic: 3
Predictive Omniscience -
''Move to your left a bit, you'll thank me.''
Telecommunications - ''People were saying their final goodbyes, even as we ascended into the stars.''
Empathic Mind - ''Something's bothering you a great deal. Talk to me. Without words, if you must.''

Economic: 2
The ''Pirate'' Lanes -
''Yes, it's dangerous. Yes, there will be profits.''
Sprint Traders - ''If you outrun the pirates, that is. And the competition.''

Espionage: 1
Bond, James Bond -
''All those people out there - the mere millions we managed to save. They're all here because of you. I wish they could know just how much they owe you, my friend.''

Custom Traits:

Psychic Potential: The Ennan discovered their latent psychic talent only within the last century - and since then their growth and ability to harness these talents has been unprecedented. There is an overall larger average of individuals among the population that develop psychic ability and training to master their talents is much, much easier. (Basically, more psykers, and possibly the capability to manifest more Psionic traits more easily during the course of the game?)

Natural Longevity: The Ennan, by some quirk of their biological makeup, age at a comparatively slow pace to most humanoid species. Individuals don't tend to show the growing signs of age until well into the second half of their first century. And while this means that the Ennan have a wealth of experienced and well-trained specialists, scientists and craftsmen - it does come with its own disadvantages. Most of their population is older as a result, and a demographic crisis of this scale is dangerous when it's difficult to replenish sheer numbers, and every life lost could be a potentially valuable resource.




Flaws:
Post-Apocalypse Survivors -
''There was a great struggle on Enna, between two great powers, supposedly with differing ideologies. They warred against each other, both from the shadows and on battlefields. And when it finally became apparent that neither could win, and neither would back down - they unmade everything they couldn't have. We just had the sense to run before it was too late.''
Population In Decline - ''Which, obviously, means that there's far too few of us left. Bummer, right?''
Poisoned Homeworld ''What we have now isn't enough, and there's nothing left to find back home. What a mess.''
Creaky Military - ''Yes, Pol, I know that you're understaffed and underequipped. That happens when you have to flee a burning rock.'' (+2 Traits)
It's..not..a spy's life. -
''Jhoswyn, you and your team are quite -literally- our only operatives. You have to train new people, or we won't last a single generation out here.'' (+2 Traits)


Zora System

Nation Home System:

Zora: A lone G-class star that is not too dissimilar to our Sun, albeit slightly larger and hotter. As the Ennan have been largely preoccupied with survival, Zora hasn't been fully studied in detail - the only information they've cared to confirm so far is the star's relative age. It is enough for the Remnant to know that it's not going to explode on them any time soon.

Saran: The first core planet of the system - following a remarkably close orbit around Zora, making most if not all attempts from the Remnant to study it result in damage to highly valuable and sometimes irreplacable apparatus. It's speculated that it likely holds a wealth of metals, but its forbidding position and hostile conditions have made plans to exploit it largely futile.

Enna: Once a world brimming with life, now an abandoned rock still suffering through a world-wide nuclear winter. Catastrophic storms cover its surface almost entirely, and beneath it all - the shattered remains of civilizations that are now, ultimately lost to time.

Onys: The very first journey the Ennan attempted into the stars was with the intent to study Onys. An uninhabitable world, largely due to intense tectonic and volcanic activity that makes the surface of this small molten space rock a hazardous place to be. Still, the Remnant are hopeful that its natural resources can be exploited - and with their growing need, a more dangerous prospect may be to ignore Onys.

Jera: The farthest planet in the Zora system, it is nevertheless on a close enough orbit with the sun to still be habitable. It was the first stop on the Remnant's long journey, and the needs of their fledgeling fleet demanded that a colony be established. A relatively cold, rocky world that the Remnant has been very hard pressed to terraform into something more hospitable. In spite of this, it now serves as home to the majority of the Ennan population, with the first ships used in their flight from their homeworld having been re-fitted and expanded, now serving as the main body of their colony, veritable cities with engines that have been cold for years, now teeming with life that's constantly looking with hopeful eyes to the stars.

Mega Architecture - Times are tough - the Ennan Remnant has yet to construct anything truly stupendous and massive. There's little enough to go around, making something imposing and massive likely hasn't occured to them.



Fleet

Fleet:


21 Corvettes (1050)
- (1-13) 1 Fighters; 13 Total
- (14-21) 1 Bombers; 8 Total
14 Frigates (1400)
- (1-5) 1 Bombers; 5 Total
- (6-14) 1 Fighters; 9 Total
20 Destroyers (3000)
- (1-13) 1 Fighters; 13 Total
- (14-20) 1 Bombers; 7 Total
4 Cruisers (1800)
- (1-2) 1 Fighters; 2 Total
- (3-4) 1 Bombers; 2 Total
2 Escort Carriers (1200)
- (1) 1 Fighters, 1 Gunships
- (2) 1 Bombers, 1 Gunships
3 Battleships (3000)

- (1-2) 1 Fighters; 2 Total
- (3) 1 Bombers
3 Carriers (3750)
- (1) 2 Fighters, 1 Bomber
- (2) 2 Gunships, 1 Fighter
- (3) 2 Bombers, 1 Gunships

1 Supercarrier (1800)
-2 Assault Boats; 1 Bombers; 1 Fighters


4 Defense Stations (1000)
- (1-4) 1 Fighters; 4 Total

2 Colony Ships (2000)
- (1) 1 Fighters
- (2) 1 Fighters


Ground Forces

Ground Armies and Defences:
10 Gunships (3000)
10 Bombers (4000)
10 Fighters (2000)
7 Mobile Infantry Regiments (1800)
5 Artillery Regiments (1000)
3 Armoured Regiments (1200)
30 Infantry Regiments (3000)


Planetary Defense Fortress (4000)






I think that's it, aside from pointing out any glaring issues on my part - I am open to suggestions to improving navy and army composition as it's my intention to kind of hammer home the ''few in effective number and in love with strike craft'' point home.
 
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Woop woop! Time to boldly go wherever the friggin' Zerg aren't.
 
Grom Matriarchy
Grom Matriarchy
engium__79073.png

VIPs:
Lady Sallim; Viceroy/Despot of the Matriarchy
Lady Saboke; Ruler of Geej
Baron Balantry; Baron of Colonies
Magistrate Vox; Magistrate of Foreign Affairs
Gaz-Khum; Gromun Cheif

Races: Gromic- (Vermine) A race of bipedal sentients similar to the Earth squirrel, the Gromic stand at 1.4 meters with furry, prehensile tails of equal length. Many throughout the galaxy have come into contact with them via entertainment broadcasts of all flavors. They are a passionate race: obsessed with food, obsessed with sex, and obsessed with spreading their "edgy," "groundbreaking," and "lit" music/drama/fashion/art to the rest of the galaxy.

*Minorities: Gromun- (Porcine) A loose translation of the root Grom; -ic (the vermin species) translates to "good" or "pure" whereas -un (the lesser porcine race) denotes "fowl" or "ugly." Though both of these latter descriptions are accurate of the Gromun, they were given their title based on the dirty work they do for the Matriarchy. The Gromun are responsible for the military function of the nation. While the Gromic also serve in support capacities (shaved bald to signify their purpose and enhance cleanliness), the Gromun are the vast majority of combat arms forces and police details. They resemble grotesquely large, hairy boars standing at an immensely built 2 meters and are generally regarded the galaxy throughout as assholes.

Race Traits: Endless Numbers, Scavenger Lords, Opportunists
Race Flaws: Untrustworthy, Violently Divisive
What the books that weren't eaten say


The budding existence of Grom has been an explosion of color, divisiveness, and passion. Their history is a tale told by idiots, full of sound and furry. The primary sentient race, the Gromic, likely evolved from the vermin of extraterrestrial vessels. However, every man, woman, and child has their own origin story that generally claims their inception as a divine sacrifice of the brown dwarf planet Mulukhi when it deteriorated from a star. It is said that the celestial body Trinqui tricked Mulukhi into releasing its star form to generate the life of the Gromic vermin race. Ever since their birth onto the galactic stage, Mulukhi has been displeased by the transaction, forever seeking to take its revenge on the Grom. Even their moon's trojan flight pattern suggests this perpetual chase in which the Grom seem to be just one step ahead of total destruction. They are a peoples on the run both from themselves and from the loneliness that it is to be considered the sole life in a galaxy. And now, with the finding of their place in the universe, the people of the Matriarchy are poised to take their place at center stage of the hearts and minds of life at large. To share in their fate.

Common Traits and Flaws
Common Traits:

National: (3)

Party Please:
When your nation is not a threat and is genuinely interested in communing with the galaxy, it is incredible how much easier cocktail conversations go. Naturally few are foolish enough to enter "mutual" military protection acts, but most cultural and trade agreements are foolish to pass up (or so the diplomats say).

Shadow Government:
The Gromun handle the less savory ventures of running a government. Everything from military endeavors to capital punishment is doled out in their under-explained and under-regulated regime controlled by their own oligarchical, autocratic structure.

Peaceful:
The Grom are known predominately as a peace loving people who enjoy the hedonistic pleasures of art, alcohol, and adultery as well as sitcoms, reality shows, and albums that embrace and empathize these endeavors of all sentients. While the squirrel people focus on this soul journey, the Gromun are free to frolic in their more brutish vices while gorging on the crop labored by their compatriots.

Population: (3)

Artistic:
The arts are the foremost endeavor of the soul. They are emphasized on par with agriculture in education. The greatest politicians, business people, and anyone of cultural influence is usually an accomplished musician, dancer, painter, designer, sculptor, or playwright.

Agricultural Institute:
Food is perhaps the greatest driving factor for both the Gromic and Gromun. They crave and pursue it in vast excess, but this addiction has created ingenuity... as all addiction does.

Missionaries:
The Gromic are obsessed with the spreading of their culture and passion. While they don't possess a singular religion or view of the world, they are always eager to share their life experience with the galaxy. They crave this connection with all life and will often go to less-than-scrupulous ends to commune with the greater galaxy. It is every citizens responsibility to spread the good will of their people to all peoples of the lonely void.

Star Navy: (1)

We See All:
A passion for life of the galaxy has always stimulated an desire to see them in their inner workings. They are also completely necessary to find the pesky scum and villainy that plague the outskirts of Grom society.

Ground War: (2)

Elite Commandos:
When anit-piracy is the sole focus of the Gromic defense forces, it is imperative that small units of highly disciplined men and women be able to infiltrate and eliminate the criminal threat.

Guerrilla Tactics:
The vermin kind are not particularly keen to trading blows with anyone they might possibly lose a fight too. That being said, they never cease to be a virulent strain on a bully's endeavors.

Technical: (2)

Industrial Autoprinting:
Building shit things fast is always nice for those responsible of housing, feeding, and cleaning hordes of vastly multiplying vermin. Quantity has a quality of its own.

Hangerize:
Pirate scum are the only scrappier bastards than the Grom themselves. Catching them and finding them are the hand and foot of the fleet and the fleet is everywhere.

Psychic: (2)
Predictive Omniscience:
Mind Tracker:


Economic: (3)

Abundant Trade Goods:
The Grom never cease to create art, food, and drugs. There are honestly plenty to go around but it takes a hard bargain to pry these goods off of the fingers of the Grom.

Bulk Traders:
Bulk trade escorted by military craft has thus far been the most successful means of availing the nuisance of piracy. Those who do not carry out their criminal activity within the tax bracket of the state must be stopped.

Lax Restrictions:
The fractured government of Grom sees drugs, "borrowed inspiration," and sentient sushi as legitimate trade goods in the galaxy. Even if they didn't see things this way, there's probably not a damn thing authorities could do about it wholesale.

Espionage: (1)

Advanced Infiltration Unit:
Once you are on the inside you can discredit the ideas of others, integrate your own, or just blow shit up.

Flaws: (3 Mandatory, +2)
Collaborators
Pirates Favorite Pickings
Capital Gluttony
Quarantine?
Critical Dice Roll Failure (Signed: Helios 12/24/2015)


Special Traits:

Hide the Nut; Grow the Tree- Perhaps as much laziness and tradition as much as any forward thinking, the Gromic are incredibly proficient at integrating the biomass of their home world to reflect their architectural intentions. Most housing structures are gigantic trees and other such flora enhanced with structural support. This is not to say that these plants are hippy, free-growth/free-spirit soul blossoms. Most every structure is GMO'ed to hell and back. However, these venture seem to have substantially reduced the ecological impact of the vermin hordes.

Rob the Pig; Gore the Tusk- The sentient boars that protect the vermin of Grom are fowl creatures who love nothing more than to tromp any pesky, undersized foe that harasses its sanctum. The Gromun are savants of pirate killing and enjoy nothing more. in fact, their entire military is almost devoted to slaughtering the families and associates of known pirates. However, the sheer volume of pirate threats in the Grox system leaves their defenses strained and drunk on easily won victories.

Grox Star System

Grox: A type F-VII White Dwarf star.

Blarium: An uninhabited core world.

Grom: The homeworld of the Grom Matriarchy, Grom is a trojan moon of the brown dwarf Mulukhi. She is rich in resources and bountifully sustains the Grom civilization despite its sentient load. As it stands, the inhabitants of this are more fraught with internal social strife due to their population than any immediate threat to famine (lest it be politically educed). The arctic poles of the planet are dedicated to the planetary defense fortresses inhabited by throngs of Gromun warriors and thugs. The equatorial region is a lush, forest band of Gromic reign where peace, food, and narcotics flow like a river delta.

Geej: The only atmospheric sub-moon of Grom, Geej is a swampy wasteland of broken dreams. The satellite was once a agricultural outpost but has degraded into a wholesale producer of organic narcotics. It is fraught with corruption and constant internal conflict over its lucrative exports and is often seen as the ultimate playground for power-hungry gamblers to make it rich in the galaxy or die trying. It has been under martial law ever since the discovery of extraterrestrial life, to little authoritarian effect.

Mulukhi: An axial orbiting brown dwarf once thought to be a binary star of Grox and the matron of Grom's orbit. It is universally portrayed as the embodiment of malevolence in Matriarchy culture. It has an vast number of moons of various significance to the sentients of the system.

Pip and Pop: Two binary moons of Mulukhi, these are the only bodies that have seen aggressive attempts at colonization from the Matriarchy. Most encampments have been focused on mining efforts of various resources. Pop, though a much more lucrative location, is plagued with a horrifying cyclonic storm system that encompasses 3% of its surface with winds often exceeding 700 km/hr. Both moons yield a gravity 3x that of Grom.

Trinqui: An ice giant with extensive ring systems, Trinqui is seen as the calm sister planet to Mulukhi who observes the chaos of the inner system from a comfortable distance. Her belts have seen occasional mining ventures and is culturally seen as the escape from the chaos of civilized life. Many system sentients have taken this moniker to heart and have established rogue outposts or cult endorsed mass suicides on the baby blue rings of this gentle giant.

Ozik: A otherwise barren ice world that has been seemingly stripped dry of resources by extraterrestrial life. Archaeologists staunchly claim that beneath its kilometer deep ice layer lies invaluable artifacts to past generations of alien life. However, the only concentrated efforts to this end are found in the scripts of docudramas and specials aired on the "history" channel.

The Scyth: A fuckton of asteroids and extra planetary garbage in planar orbit of Grox often used as forward arrays for sensors and broadcasting of Grom popculture to the galaxy at large.

---

Mega-Architecture:
Culture Canon- The Gromic are carnally obsessed with the arts. Entertainment is their ultimate past time in whatever form it can be achieved. This peripheral structure or series of structures should be considered less of a cannon and more of a heavily projected and under encrypted satellite network for general entertainment vices. The mindless drabble of sitcoms, docudramas, ballets and around-the-clock news networks as well as every variety of music on every variety of transmission form is broadcast through wavelengths available to most neighboring systems and galaxy at large. Chances are, if little Johnny tweaks his TV antenna the slightest inch, his broadcast would switch to the Real Houswives of Gromulon VII.
Nation Navy

25x Corvettes (1'250)
-- Fighters
10x Frigates (1'000)
-- Bombers
10x Destroyers (1'500)
-- Bombers

10x Cruisers (4'500)
-- Fighters
6x Escort Carrier (3'600) (1x Bomber, 1x Gunship)

3x Battleships (3'000)
-- Fighters
1x Colony Ship (1'000)
-- Fighters

7x Defence Stations (1'750)
-- Fighters
1x Battlestation (2'400) (2x Fighters, 1x Bombers, 1x Gunships)

Nation Army and Defenses

8x Mobile Infantry Regiments (2'400)
4x Armored Regiments (1'600)
2x Artillery Regiments (400)
1x Strategic Regiment (4'000)


2x Gunship Groups: (600)

4x Air Defense Grids (3'000)
2x Planetary Defense Fortress (8'000)
VIP's Expanded


Lady Sallim- The current Viceroy (Despot) of the Matriarchy, Lady Sallim was once one of the most prominent ballerinas of the land. Her fame and fortune lead to the acquisition of a number of dance production lines and with it, the medical, industrial, and fiscal holdings of the corporate enterprise. She was elected by "popular vote" receiving 2.3% of the worlds ballots (and controlling enough corporations, crop yields, and Gromun stomachs). She has served as a contested yet beloved poster-child of the Gromic facade government. She is passionate, daring, and more attractive than is good for her. As with any ruler, her position is disputed but currently only for the effect of making news headlines. Most Gromic seem perfectly content to keep her in power despite the menial democratic impetus so long as their stomachs are fed and their pleasures achieved without end.

Lady Saboke- One of the nest sisters of Lady Sallim, Lady Saboke is the government head of Geej and its less than scrupulous dealings. She rides a fine line between altruism and cruelty but has thus far maintained a respectable hold of the Geej satellite. She is cunning, practical and hardened by extraneous political and military conflicts in the system. She sports a mechanical left eye where a pirate's blaster bolt took half of her face off.

Baron Balantry- A strange Gromic crippled from the waist down, Balantry hovers aboard a small lift chair from which he meticulously oversees the ruling of the remaining extraneous celestial bodies within the Grox system. He is a mathematician, dreamer, and explorer at heart but never ceases to micromanage the fiscal line of Matriarchy ventures.

Magistrate Vox- Perhaps the shortest, fattest, and most long-winded Gromic specimen in the galaxy, Vox is the Magistrate of Foreign Affairs and is responsible for dealings with the greater galaxy. He is a fan of food, sex, and crispy raps about the injustice of police interactions.

Gaz-Khum- A hulking, burly Gromun with coarse black hair and various red transplant tattoos depicting gruesomeness unknown to the vermin high-class. He is the dark face of the Matriarchy that keeps its head out of the jowls of the universe.

 
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Nuked the Nasod Empire from orbit and updated the Gatekeepers of Euphoria. I have no idea where I have overspent their points as I have repeadetly checked and it adds up to 17 (15+2 from the extra flaws), so unless I am misunderstanding something, they should be good to go.
 
My sheet is finally finished, the intergalactic peacekeepers with a massive superiority complex are here! (Please review them @Kadaeux :ferret:)
  • Citizen Soldiers: Part of citizenship within The Republic is that every citizen is trained in basic infantry tactics, and handed a rifle (or sci-fi equivalent weapon) in a two year program at the end of their high school education. This can be a bit expensive to maintain on distant worlds, but results in invaders having to deal with an armed and trained populace. (During combat, converts local citizenry into basic infantry. If they fight outside of cities, their morale takes penalties from a lack of cover.) If the planet is lost and any Citizen Soldier battalions survive, they convert to terrorists that will fight to restore Republic control.
  • Armoured Superiority Complex: The Republic makes no effort to hide the fact that they believe their ideological way of life to be superior to all others. It certainly doesn't hurt that their armour technology is leaps and bounds ahead of most others, applied to ships, defense platforms, and tanks, though having little to no effect for infantry. They have entire scientific divisions devoted specifically to making their symbols of power (ships, tanks, et cetera) as invincible as they possibly can be. Of course, they aren't really invincible, but they take even more hits to destroy than what would normally be granted of armour in the same class for other, less enlightened nations. Such plebeians...
Don't invade me if you know what's good for you. This nation is built pretty much specifically to wreck the face of anyone who invades.
 
WIP: Done. Waiting approval from Kadaeux.

Nation Name: The Great Emperor's Republic of Patriam. (Often short formed to "The (Great/Grand) Republic", or even simply "The Republic" by those from within, unless dealing with other nations who take a similar monikre.)

Flag:
VEoMlkm.png


VIPs: While technically a republic, it's not quite that simple. The Emperors still exist, but their power is kept in check by the Republic, except in times of war. The two factions tend to work well together when things are going well, and are often at each other's throats when things are going poorly. They only tend to unite politically when there is a greater existential threat to their existence. (Ex: Invasion.)
  • Royal Faction: These belong to the pseudo-royalty of the Great Republic. They typically have more control over the military and tend to be great military leaders themselves, but lack financial or civil experience to maintain a nation. During war, they're allowed to make whatever concessions to the budget are necessary to win the war: Be it through diplomatic purposes, or total annihilation of the enemy. The purple stripe of the flag represents them.
    • Emperor, Alanus Arius Olennius: The ruler of the state. Technically. "Technically", as he shares equal power with the Prime Minister, and cannot override his decisions without 2/3rds consent from the military structure. Known for a fair hand if being somewhat overly protective of his people, aliens be damned should they get in the way of their ambitions.
    • Grand Admiral, Giovanni Olennius: Brother to Alanus, and head of Fleet Operations. He is often found commanding from the bridge of a star ship, and his presence in battles is usually enough to prevent any retreats. Known for stalwart bravery, and very strange sexual tastes due to an unfortunate article in a magazine once. He sides with the Royal Faction because of family ties.
    • Grand General, Junia Crassus: Became the Grand General after her predecessor passed away. She has a great deal of theoretical knowledge about how to commit to war, and has plenty of simulator training, but not much beyond that. Her real tests will come later, to be sure. While the Grand General is certifiably born to the purple--her father being a distant cousin of the Emperor--she is not fond of offensive wars, due to the primarily defensive military doctrine of The Great Republic.
  • Republic Faction: These belong to the democratic body of the Republic. They represent the people in all things, and thus tend to be better connected to the financial and civil needs of the people. Outside of war time, the Republic's right to decide the budget of each consecutive solar cycle is usually respected. The black stripes of the flag represent them. They tend to favour diplomatic victories in war rather than total obliteration, as genocide is not a popular sell to a modern people.
    • Prime Minister, Tycho Julianus: The ruler of the state. Technically. "Technically", as he cannot override the Emperor's military commands, but he does have the ability that, with 2/3rds majority of the senate, he can remove the Emperor from power and replace him with someone else.
    • Diplomatic Officer, Curia Commidius: Elected thrice into power, and then left as a diplomat for her people. She's from a long line of family diplomats that go all the way back to the unification of the home world. She sides with the Republic because of her status as a member of the lower classes: She would have never obtained power among the Royal faction due to her status of birth.
    • Colonial Head of Operations, Artoria Magnus: Responsible for the maintenance and creation of additional colonies, due to The Great Republic's inherent desire to manifest their destiny across the stars. This woman is perhaps single handedly responsible for causing the birth rate to skyrocket 150% higher over the past five years. She is known to be friendly to aliens, with a great desire to find ways of cooperating within systems to maximize efficiency between multiple empires.
  • Other VIPs: These are other persons of important interest, who hold no political affiliation to either the Royal Faction or the Republic Faction. This will be updated over time as it becomes more and more relevant. There should be none here to start with.
Races: Humanoids.

Race Traits:
  1. Manifest Destiny: "We reach for the stars to claim our rightful place among them... As leaders, peacekeepers, and expansionists upon the new frontier."
  2. Exceptionally Adaptive: "We have built our entire view of the universe upon the fact that we will need a thousand different specialists for a hundred different tasks. All is one, and one is all."
Race Flaws:
  1. Curiosity: "We must manifest our destiny by understanding the stars! If this should offend some, or cause the deaths of a few so the many may benefit, so be it!"
Common Traits: Below are the various traits this nation possesses.

National:
  1. Colonial Spirit: "We've conquered the challenges of this world... It is time for us to reach out for the stars."
  2. Tightly Knit: "We're better together, nobility and the lower classes. Especially out there, in the terrible vastness of space."
  3. Science Forum: "To understand the universe is one of the greatest callings someone can answer!"
Population:
  1. Not One Step Back!: "WE WILL NEVER FALL, AGAIN! NOT LIKE THIS!"
  2. Heroic Sacrifice: "The deaths of our best produce a fiery rage that cannot be quelled."
  3. Freethought Obsession: "We have to ensure that our decisions come from meritocratic processes, and not blind faith."
  4. Jackrabbits!: "Orgies are a favourite past time of the nobility. The lower classes usually don't complain about it either. With our desire to expand out into the colonial frontier, it is not like we will run out of space."
  5. Good Schools: "The higher the bar is raised, the greater the bar can be forged, the more weight can be hung from that bar for all others to follow."
Star Navy:
  1. Isaac Newton Hates You: "When we strike, we shall do so with absolute, remorseless fury."
  2. Ironclad: "Our ships are the shield for our colonies. We must ensure they stand up to heavy punishment, even while outnumbered."
Ground War:
  1. Elite Armour: "You can modify a tank a dozen different ways, cheaply, and still have it outperform infantry. Besides, nothing screams "superiority" like a tank."
  2. Creeping War: "We don't need to win the war immediately, we need only win by taking their worlds one at a time until they have nothing left."
Technical:
  1. Nazi Superscience: "Everyone has a place, we simply must find it for them."
  2. Better Than Your [Armour]: "We have spent much of our time developing greater armours. Some of which simply refract damage, rather than absorbing it. Others being developed from a combination of metallic chemicals to produce an armour with greater resistance. Regardless: We build things that live through the ages, and show our superiority to the universe. No petty foe will so much as cause a dent in it, so long as we aren't fools."
  3. Master Shipwrights: "Our ships are more like floating fortresses than gun boats. We one day dreaming of making ships in space that can take on small fleets, and colony ships that could navigate black holes without fear. We aim to create ships that will last throughout the ages, and force all others to acknowledge our inherit ideological superiority."
Psychic:
  1. Predictive Omniscience: "We'll not only arm ourselves to the teeth, but hone our minds to know what our enemies plan to unleash upon us. Yes, dodge left--we saw that coming, fool."
Economic:
Espionage:

  1. Enigma Machine: "We're not entirely foolish where it comes to protecting our assets... So long as our orders remain secret, than none can determine our greater machinations."
Flaws:
  1. Public Outcry: "Our superiority also requires that we not engage in petty offensive wars. We should only move to intercept a greater threat should it come after us, or one of our allies... Nonetheless, if we took a system or two as compensation, few tend to speak too loudly. Extermination of other species, on the other hand..."
  2. Wasteful: "It matters little what the cost is, so long as the objective is maintained."
  3. Big Red Target: "We can't help that others desire the things we've created. We shall beat them nonetheless."
  4. Starfleet Curiosity: "We wish to understand all things. If this offends something in the process, then let them try their hand at war! We shall prove their superior."
  5. For Science!: "We must understand all things! If we fail at this task, how can we consider ourselves superior to the other ideologically inferior rabble around us?!"
Custom Traits:
  1. Citizen Soldiers: Part of citizenship within The Republic is that every citizen is trained in basic infantry tactics, and handed a rifle (or sci-fi equivalent weapon) in a two year program at the end of their high school education. This can be a bit expensive to maintain on distant worlds, but results in invaders having to deal with an armed and trained populace. (During combat, converts local citizenry into basic infantry. If they fight outside of cities, their morale takes penalties from a lack of cover.) If the planet is lost and any Citizen Soldier battalions survive, they convert to terrorists that will fight to restore Republic control.
  2. Armoured Superiority Complex: The Republic makes no effort to hide the fact that they believe their ideological way of life to be superior to all others. It certainly doesn't hurt that their armour technology is leaps and bounds ahead of most others, applied to ships, defense platforms, and tanks, though having little to no effect for infantry. They have entire scientific divisions devoted specifically to making their symbols of power (ships, tanks, et cetera) as invincible as they possibly can be. Of course, they aren't really invincible, but they take even more hits to destroy than what would normally be granted of armour in the same class for other, less enlightened nations. Such plebeians...
Nation Home System:
  1. Solaris: The star of the system. It's a fairly standard yellow-orange star, between 3-5 billion years of age.
  2. Ardens: A small planet with an odd orbit around the star, doubling in distance at its aphelion compared to its perihelion. For about half of its solar cycle, the few inhabitants of this world must hide in underground shelters, lest the combination of heat and radiation simply cook them and their equipment to death. As such, it's primarily used for research and mineral harvesting, as the significant heat produces great amounts of valuable materials. Still, it does not contribute much to The Republic.
  3. Animus: The second planetoid, located within the Goldilocks zone. It is a beautiful world, comprised of about 60% land, 40% water. One quarter of the water is naturally drinkable, whereas the other 30% is salt water that has to be harvested and recycled into drinking water to be used.
    1. The Throne Yards: In orbit of Animus are a series of recently completed shipyards that allow for intense production to be done by thousands on vessels legislated for construction by the Republic. It is the crown jewel of Republican Superiority, the ultimate expression of their manifest destiny. Tens of thousands live within the shipyards, and there is regular travel to and from the shipyards day and night to deliver supplies, manpower, and occasionally crews to man newly constructed vessels.
    2. Emperor's Throne: The battlestation in orbit of Animus. It is armed and armoured sufficiently to take on small fleets by itself. Challenge it at your own peril. It is not uncommon to find the pseudo-royalty spending time here as opposed to the planet--directly overseeing military projects, or civil projects in space, and leaving planetary affairs to the Republic.
    3. Parvus: A natural moon in orbit of Animus, the smaller of two, and closer in orbit. It was the first thing to be colonized outside of the home world, and is generally used as a research facility. Especially for testing over-sized weapons.
    4. Magnum: The larger of the two moons in orbit, though more distant than Parvus. Scientists estimate that in a few thousand years, Magnum will eventually escape Animus' gravitational pull unless artificial restraints are put in place to stabilize its orbit. There are a few thousand living here, primarily testing various colonial regiment programs in atmospheric domes of various configurations. Essentially: Training the leaders of the colonists of tomorrow for any strange environment they may encounter.
  4. Rubrum: A planet which edges the goldilocks zone. There have been attempts to make it more friendly for life by Republic citizens, but such attempts are frustratingly limited so far. Nonetheless, the atmosphere has been made breathable, but the temperature drops too cold for Republican citizens to survive without special equipment during its 16 hour long nights. It also has little water, only 10% of the surface is comprised of water. As such, while it has a few million people, efforts are presently more directed toward the greater night sky in hopes of finding more habitable worlds, than attempting the expensive and arduous task of a complete terraforming of the planet.
  5. Adimari: A gas giant in orbit of the star. Obviously uninhabitable, but surrounded by a half a dozen moons. It is theorized that the many different types of gasses could be mined at some point, if effort and research were expended in such a direction. None of its moons contain anything of merit where it concerns The Republic--resources, of course, but nothing that has been colonized, so nothing of any particular note.
  6. Porta: An icy ball that orbits much farther than any of the other planets. It has strange life forms upon it adapted to the cold, which sometimes prey upon Republican Citizenry if they wander away from its outposts. Nonetheless, they use the outposts located on Porta to search the night sky for any signals or signs of other life forms, and to take unimpeded pictures of potential candidates for colonization. It has a thin atmosphere and is far from the sun, meaning observatories can work night and day to catalog potential candidates for colonization. Aside from that, it has little industrial value, and is dependent on the home world to ship most of its food.
Fleet: Presently divided into two fleet commands. This will change over time as required.
  • No Affiliation: Not assigned to either fleet.
    • Four Colony Ships: "To the stars we seek our destinies..."
  • The Emperor's Hand: The first fleet. They're the most likely to operate out on either defensive missions or colonial endeavours.
    • Flagship, Dreadnaught Veritas: "We shall not fail the Emperor."
    • Composition: 3 Battleships, 2 Escort Carriers (4 Gunships), 11 Frigates.
  • The Republic's Eyes: The second fleet. They're the most likely to operate out on either diplomatic missions or colonial endeavours. They may also opt for scientific exploration missions, should mission parameters allow it... And they usually do.
    • Flagship, Dreadnaught Venture: "The ever present minds of the Senate watch over the nation."
    • Composition: 3 Battleships, 2 Escort Carriers (4 Gunships), 11 Frigates.
Ground Armies and Defences: A heavy armoured core, as should be present in a developed and superior nation.
  • Planetary Defense Fortress: None shall penetrate the Emperor's Throne room!
  • Four Air Defense Grid: We watch the skies for intruders at all times!
  • Area Denial Grid: The Senate must be protected!
  • 20 Armoured Regiments: The heart and soul of our military, and the epitome of our superiority doctrines. Stare in awe, foreigners.
  • 10 Artillery Regiments: Always have some of these on standby, just in case there are too many fools for tank treads alone to crush.
  • 10 Fighter Groups: Air Support never hurts any situation, especially if targets slip away from the Air Defense Grid. No invaders shall slip past onto the ground without taking massive casualties on our watch.
.

Accepted Citizen.



@Lstorm, Helios, i'll go over your sheets in detail tomorrow. Christmas/Family first :p
 
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