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

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Really need to get my fluff up

Course I left my files on my home pc and forgot to copy them to my tablet when got on a plane to spend Christmas with the family.

So I'll be rewriting it from scratch, thankfully I remember most of it.
 
@Kadaeux The more I develop the feel for my nation, the more partial I am to Hangerized. Does that +1 squad apply to every ship or just ships above escort class (Cruiser and up) or purely Battleships and Dreads?

Also, my gents will be looking for alliances/trade pacts/reach-arounds/anything they can get from foreigners. Step right up. Will trade supplies and Kanye West squirrels for someone else to do our fighting.
 
Hangergise does indeed mean every ship... maybe not corvettes but every other class at least.
 
@Kadaeux The more I develop the feel for my nation, the more partial I am to Hangerized. Does that +1 squad apply to every ship or just ships above escort class (Cruiser and up) or purely Battleships and Dreads?

Also, my gents will be looking for alliances/trade pacts/reach-arounds/anything they can get from foreigners. Step right up. Will trade supplies and Kanye West squirrels for someone else to do our fighting.
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Hangerized is universal. (Though it doesn't apply as "strongly" for Corvettes. So while they gain a 'hangar' for a 'squadron' a corvettes squadron is only 2 or 3 ships bolted onto airlocks so to speak :p


Grom Ascendancy
Grom Ascendancy

VIPs:
Lady Sallim; Vicereine of the Ascendency
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 Ascendancy. 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 Ascendancy 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: (2)
Shadow Government
Peaceful

Population: (3)
Artistic
Agricultural Institute
Missionaries

Star Navy: (2)
Who Needs to Reload
We See All

Ground War: (2)
Elite Commandos
Guerrilla Tactics

Technical: (1)
Industrial Autoprinting

Psychic: (2)
Predictive Omniscience
Mind Tracker

Economic: (3)
Abundant Trade Goods
Bulk Traders
Lax Restrictions

Espionage: (2)
Terrorism
Advanced Infiltration Unit

Flaws: (3 Mandatory, +2)
Collaborators
Pirates Favorite Pickings
Capital Gluttony
Dangerous Cults
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 Ascendancy, 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 Ascendancy 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 Ascendancy. 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.

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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)
10x Frigates (1'000)
10x Destroyers (1'500)

10x Cruisers (4'500)
6x Escort Carrier (3'600) (1x Assault Ship, 1x Fighter)

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

7x Defence Stations (1'750)
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 Vicereine of the Ascendency, 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 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 power 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 Ascendancy 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 Ascendancy that keeps its head out of the jowls of the universe.

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Accepted.


So I am fairly sure that this will not get accepted, but here goes nothing anyways. I am only done with the skeleton, but I do not want to invest too much in the lore yet.

Nation Name: Gatekeepers of Euphoria

Flag: The leaf of a lotus held between perfect human teeth.

VIPs: WORK IN PROGRESS

Species: Humanoid

Species Traits:
Manifest Destiny
Exceptionally Adaptive


Species Flaws:
Curiosity

Common Traits:
National: (4)
Party Please
Colonial Spirit
Rule of All
Peaceful

Population: (4)
Organised Chaos
Genetic Augments
Jackrabbits!

Star Navy: (1)
All Rounder

Ground War: (1)
Guerrilla Tactics

Technical: (1)
Flash

Economic: (1)
Lax Restrictions

Psychic: (3)
Empathic Mind
Tele-Empath
Subtle Touch

Espionage: (2)
Mata Hari
Suicide Devices

Flaws:
Soylent Green is People!: The price of excessive genetic engineering is millions of dead subjects and failures that get buried in mass graves, never to be mentioned again. For each successful new procedure or new alteration, there are countless failures that get dumped at massive, top secret grave sites located far from civilization. Then there are those who escape into society or those whose procedures have failed despite the best efforts, all of whom must be eliminated and removed without a trace.
Dangerous Cults
Self Destructive
Wasteful
Big Red Target
Custom Traits:
So Many Faces: Genetic engineering and excessive self-alteration are life-long obsessions of the Gatekeepers, but to such an extent that each individual may broadly vary their form vastly during a single lifetime. Accelerated growth, advanced consciousness-swapping and many other myriads of technologies help to facilitate a society of never-ending change, the members of which can only be identified by a psionic imprint unique to the species. Even more bizarrely, Gatekeepers have been known to willingly alter their appearance to resemble other species, giving them a massive diplomatic and espionage bonus. However, to anyone who is aware of the unique psionic imprint, Gatekeeper spies are rather obvious.

I Feel You: Because of the aforementioned nature of Gatekeeper society, nearly every individual has enough psionic potential to feel the unique imprint of another person by touching them. Similarly, all Gatekeepers can communicate telepathically over the distance of a metre or two at most. Unfortunately, the very same events that lead to the development of this abundant psionic potential also made Gatekeepers more vulnerable to drug addiction, especially euphoric or hallucinogenic, not to mention that it sharpened their sense of pain.

Nation Home System:
Lotus: The sun of the Gatekeepers' primary system, Lotus is slightly larger than the Sun, but is almost completely identical to it otherwise. It has a healthy amount of life remaining and despite the occasional larger-than-normal solar flare, it does not give much trouble.

Lust: A heated planet close to the sun, this stellar body had braved countless Gatekeeper attempts at colonisation, except that they all died off very quickly when they realised that it was a touch too hot for them. Still, Gatekeepers have their eyes set on this planet because of its rich ores, not to mention the many hallucinogenic chemicals its hyper-active volcanoes produce, nearly all of which could be sold as heavy-hitting drugs.

Sense: The only colony of the Gatekeepers, this ocean planet's harsh weather patterns are tolerated for two reasons. One is the exceptionally beautiful sights it provides them with and two is its delicious wildlife. As such, the oceanic world is beloved by all, but it is primarily a vacation resort for those who want to put up with a little bit of bad weather in exchange for some of the most pleasant experiences Gatekeeper space has to offer.

Euphoria: Home is the name of this other planet as it houses the massive, sprawling Gatekeeper metropolises that might as well be a single city. Though it used to be an Earth-like planet, it is now covered in skyscrapers along with industrial complexes. Food is grown on specially constructed platforms which are always raised above cloud level, representing the pinnacle of Gatekeeper engineering. And while Euphoria might have no moons, it has an extensive array of orbital facilities.

Unfaithful: Named so because of its unusual orbit that leaves it extremely far from Lotus at times, this planet is a rocky, barren wasteland without air or even a magnetic field, leaving it at the mercy of solar flares and stellar radiation. Despite its stillborn nature, the expeditions that surveyed this planet indicate that it has plenty of fossil fuels, not to mention that it occasionally makes for a great hiding spot.

Jealousy: A large gas giant similar to Jupiter, this planet has protected Euphoria from several asteroid impacts with its strong gravitational field as if it was a jealous lover. So far, it has not been extensively surveyed, so its riches are not known.

Bitterness: Another gas giant and the last significant planet of the Lotus system, this far-away stellar body is particularly cold. Like Jealousy, it has not been extensively surveyed.

Fleet:
1 Battleship: 1000pts
2 Colony Ships: 2000 pts
10 Cruisers: 4500 pts
10 Escort Carriers: 6000 pts
Two squadrons of gunboats each.
40 Destroyers: 3000 pts
2 Corvettes: 100 pts
1 Battle Station: 2400 pts
Two squadrons of fighters and two squadrons of gunboats
4 Defence Stations: 1000 pts
Ground Armies and Defences:
60 Infantry Regiments: 6000 pts
10 Armoured Regiments: 4000 pts
Planetary Defence Fortress: 4000 pts
10 Fighter Groups: 2000 pts
10 Bomber Goups: 4000 pts

Fluff:
"So you want to understand the Gatekeepers? Here is a tip for you: Don't." – Author unknown

Drug addicts, slaves to their own pleasure, criminals, clinically insane, nonsensical, chaotic… These are all adjectives that describe the Gatekeepers of Euphoria perfectly. They are hedonists that enjoy every aspect of life perhaps a little bit too much, not caring for the destruction that they leave in their wake. While they may possess an organised government along with officials that represent the nation, their position is far more unstable than one may realise at first glance. There may not be official challengers to the current rule, but there is more than one drug cult with a charismatic figurehead that has enough power to challenge the government.

Despite this, Gatekeepers have managed to construct an incredibly rich society that absolutely swims in resources, one that somehow manages to get others to think that it is even more spoiled than it is. It is no wonder then that many nations look at Gatekeepers with great envy, scheming and planning to forcibly take their riches… Only to arrive on Euphoria, take a sip of the air and then fall dead because of the vast amounts of narcotics in the air or because they tried to make sense of the local order.

Putting it simply, Gatekeeper society is difficult to understand. Putting it more eloquently, there are hundreds of words in Gatekeeper that describe the relationship between two individuals along with a couple of dozen concepts that when explained, would probably leave outsiders sobbing and whimpering in a corner. Just to illustrate how complex these people can get, a single Gatekeeper may have several mothers and several fathers at once, or they may have none at all. Furthermore, a Gatekeeper is not restricted by gender, so they might be both fathers and mothers of many children. Then there are those Gatekeepers who do not identify as any of the recognisable genders or are such a strange mixture that they are their own gender.

But no Gatekeeper as much as bats an eye at that. That might be because they are lost in their own, self-destructive vices or because they are used to it, but they just go along with the flow in a manner that often seems contradictory and insane to other species. Navigating an environment like this is nearly impossible for those who have not been born into it, so as such, outsiders tend to be moved into their own cities or districts to remain as far away from the madness as possible. Such a chaotic society is very wasteful, however, not to mention that it makes it hard to keep tabs on the drug cults, which have become a major player on the political field, especially recently.

Drug cults are a phenomenon unique to the Gatekeepers as their excessive self-alteration tendencies left them especially vulnerable to hallucinogenic substances as well as those that induce pleasure. So whenever an especially potent drug gets introduced to society, it develops its own, loosely-organised following that slowly turns into a crowd of hopeless addicts. Then, an opportunistic individual can seize these people for themselves, controlling the masses through their addictions and creating their own, fanatic microcosm which believes Drug X to be the best thing in the entire universe. A few drug cults have enough power to challenge even the government as mentioned before and their conflicts often ravage entire cities.

On the more positive side of things, the self-indulgent nature of these people also means that they are particularly numerous to the extent that Gatekeepers with only one child barely exist, if at all. For every two adults, there are about six point four children and 'families' may have hundreds of children between the insanely complicated parental relationships. Then there is the fact that the extreme diversity of people resulted in the development of almost species-wide psionic capabilities, excellent psionic individuals, an efficient ruling system and a generally peaceful attitude.

This is partially because of the Gatekeeper philosophy of trying absolutely everything just short of death. For them, life is about exploration, new experiences, new bodies, new feelings, new memories, which is why their society tends to implode when there is nothing to do. Should they overcome their shortcomings and their limitless hedonism, however, Gatekeepers will certainly develop into one of the most fearsome forces in the galaxy.

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Accepted. But your formatting needs repairs :p
 
I think pretty much everyone's gone and hangerized themselves at this point. There's gonna be some X-wing vs TIE-fighter shit going down.
 
Or I :p

Though one should bear in mind. Hangerize DOES make compromises with ships :p namely, in the firepower and armour department.
 
Neither do I. The murderblocks need not smaller blocks.
I just need to finish mine...if ever.
#badhistorymaking
 
I think pretty much everyone's gone and hangerized themselves at this point. There's gonna be some X-wing vs TIE-fighter shit going down.

I actually think that the Swarm is the only faction besides the Remnant with the Hangerized trait.

That being said, I'll probably toss my hat in the ring here shortly. I'm in the business of killing Han Solos and strike craft seem like the best bet.
 
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Or I :p

Though one should bear in mind. Hangerize DOES make compromises with ships :p namely, in the firepower and armour department.
That's fine, the Star Wars strats are strong with me. Although I did make a point of handicapping myself something fierce. I may regret this decision, sooner than I think no doubt.
 
I have this burning feeling you're all plotting against me.

Not the slightest clue why.
The Republic doesn't have a tendency to invade. Only if they're attacked first and only as the result of an alliance action. They're a stability force in the universe. I figure you'll probably end up being one of the main bringers of chaos, so, yeah, probably.
 
Don't mind me. I just want to do science and build with my Legos.

I don't have Hangerize, either.
 
I figure you'll probably end up being one of the main bringers of chaos, so, yeah, probably.
What makes you think that...?

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