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Post by greystone on May 18, 2010 3:42:49 GMT 1
So, the IESC look ok?
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Post by Surly on May 18, 2010 4:22:53 GMT 1
thefalcon: Taedifer and Hydra City sound the most interesting to me.
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Post by dargon on May 18, 2010 5:27:13 GMT 1
I like the sound of the Hydra city as well
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Post by sinistral on May 18, 2010 20:46:13 GMT 1
Does this concept work for this game? I fear it has some overlap with the Miner Houses. The Ashera Cooperation About fifty years ago, a small mining company started buying up star systems with uninhabitable planets, but rich in natural resources, from some of the poorer Minor House in need of money. With the profit they made selling their mineral resources they built highly advanced space stations, and encouraged the miners to mover their families into the stations. The Ashera Corporation, then known as Standard Mining, began to offer jobs on the space stations, both low skill labor and higher skill advanced research positions. They began to stop selling their resources to outside contractors, and began creating and selling products themselves. Everything from utility products to advanced warships and weapons. They were able to sell their exports at a lower price, driving many of their competitors out of business. With their growing wealth, they attracted many brilliant scientists and innovators, giving even more a of a completive edge. They started buying out more and more of their competition, creating several monopolies. They even started giving loans to some of the minor House, acting as a kind of pseudo bank. The company changed their name from Standard Mining, to the Ashera Corporation. Nobody could even pretend that they were just a mining company now.
A coalition of Minor Houses, worried about growing power of the Ashera Corporation and wanting lower prices for themselves, cobbled together a small fleet and made their way to the headquarters of the Ashera Corporation. The Ashera Corporation threatened consequences if they continued their course of action, but they were ignored. When the coalition forces arrived at the Ashera Cooperation’s headquarters, their ships were swiftly disabled by the mine field that guarded their Node. In addition, Ashera put a black mark on the Minor Houses that opposed them; if anyone was interested in continuing business relations with Ashera, they would not have any business dealings with those Minor Houses. In the wake of the attempted attack, Ashera officially declared itself a sovereign state, and demanded a seat on the Great Forum. Though their was some grumblings about the upstart peddlers, nobody wanted to be the first to test the limits of Ashera’s economic powers. Stats Economy: The Ashera Corporation is very, very wealthy. They have a robust trading network of exporting their goods to the various noble Houses. Due to owning a vast amount of natural resources, they are able to sell their good at a reduced price, driving most of their competitors out of business. Many Houses have become economically dependant on these goods. They also sell high quality battleships and other weapons to the highest bidder. They’ve further augmented their wealth by lending money to the Houses. Those who refuse to pay back their loans get blacklisted, no House who wants to continue economic relations with Ashera Corporation will trade with them. This often throws those who refuse to pay into an economic depression until their leaders can scrape up the means to repay Ashera. All this has led Ashera into a meteoric rise to economic dominance in short of amount time.
Technology: Ashera has a large amount of scientists and inventors on its payroll. They work hard and spend a large amount of their capital to stay on the bleeding edge of what is technologically possible. Ashera keeps the extremely advanced technology for it’s own use, generally selling tech that is several years obsolete by Ashera standards, but still ahead of most the galaxy. They are especially careful with their weapon technology, taking extra care to make sure that none of it could be used against them. The Ashera Corporation is well aware that that their economic power is in large part dependant their technological edge, and they have no wish to lose it.
Military: Ashera retains only a small fleet, mainly for defensive purposes and for escorting traders over patches of pirate infested space. They depend more on their economy for defense then their military. They are far from defenseless, however. Ashera space is highly fortified with defensive emplacements, minefields, drone platforms, and massive armored space stations covered with weaponry. Their general plan is to make it economically unfeasible for anyone to attack them, as it would require a large portion of any Houses military to battle Ashera with home field advantage, weakening them considerably. Another House would naturally take the opportunity to launch a preemptive strike on them, with a possible ‘economic incentive’ from Ashera.
Ashera has no ground military because of the notable face that Ashera had no ground territory.
Espionage: Ashera likes to keep tabs on what the noble Houses are doing, they have a modest spy network in most of the important houses. Their agents rely less on black ops and breaking and entering, and more on cultivating informants and bribery. Ashera’s defensive espionage is handled more aggressively, they like their secrets. Visiting Ashera space is highly restricted, but and potential applicants for citizenship are scrutinized heavily. The more information you have on Ashera, the more heavily a new citizen is watched by security.
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Post by EarlofPurple on May 18, 2010 21:39:32 GMT 1
The Kindred
Summary Created before the foundation of the Guardians by a variety of nations and factions, the Kindred is entirely made up of Slytherskins, strange, inhuman monsters created from human DNA mixed with that of cephalopods. Capable of changing their skin colour and the texture and shape of their skin, Slytherskins were bred for espionage and hiding in human society. So much so, that the Guardians were unable to catch them all. The surviving Slytherskins banded together to protect themselves and hid in Humanity's shadow, concealing their nature and acting as a giant, mercenary spy network. Females do most of the spying, whilst most of the sabotage and assassination is performed by the males. They also spread deliberate misinformation about their strengths, weaknesses and physical appearance to help them carry out their tasks.
Territory Enclaves on the capitals of most nations, as well as a hidden system with one network node; the system is known as The Jugaloo System, but its precise location has never been truly determined.
Characters The Honourable Flammerij: Overall ruler of the Kindred, this elderly Slytherskin has been praised for his cunning and skills at sneaking. Grand Master Rjidule: Leader of the assassin-orders, Rjidule is the closest thing they have to a military advisor and general. Spy Mistress Hortula: Commander of the spies and intelligence gathering, Hortula is a genius at cracking codes and sensing deception. Grand Hacker Grestal: Grestal is in charge of hacking computers, developing new data-interceptors and all the related technology to disguise a Slytherskin undercover.
If there is anything wrong or that requires changing, please tell me and I will alter it.
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Post by daelrog on May 18, 2010 22:11:12 GMT 1
House Astair
Emblem: A black and white spiral
Summary: House Astair is a very old, very established House. However, it is also one of the most tyrannical, its noble caste reaping nigh all the wealth that their three systems provide. The noble caste is also distrusted for their strange customs, odd facial paint, an array of bionic implants, and a general feel that 'there's something not right' makes them seem more alien than human (though they are very much human).
They pride themselves on their giant space fortresses, too large and unwieldly for anything but static war whether its defense or siege. They are also known to be the source of many ofthe narcotics that are illegal in several systems, though there are few who would dare do something about it.
Characters: Patriarch Mors Astair: A powerful, tall man that hids behnd the traditional demon-masks of House Astair. None has seen his face otuside the House for a long, long time. Eccentric, and fey, his decisions and actions seem to follow no pattern. Who he supports, who he goes to war with, who becomes his clsoe friends all have little logic. Perhaps this is his greatest weapon, for few want to make an enemy of a man who may laugh at the smallest slight, or may se half his aramada as a rebuttal.
Matriarch Wist Astair: A gaunt, sickly-looking woman who is well past her prime. She is the one who enjoys the court intrigue, meddling in other's affairs. She is also a valuable ally as she is one of the few who understands the Patriarch, and is the msot liekly to make a bargain of those that do.
Grand Vizier Hollinda Dis: Hollinda is a proud, intelligent man who has earned the greatest position that one not of Astair blood can ever acheive. As chief counself to the royal family of about 300, he is the envy of all who dream wihtin Astair's hold.
Blessed Son Maldis: Within House Astair, there are five ranks. There is the Archs (Patriarch and Matriach), then the Blessed, then the Venerables, then the Honored, then the untitled royalty. Blessed Son Maldis is warmaster of House Astair, and most say the number three in the House. Far more brutal and war-like than his parents, yet no less odd, he sees battle as a game, one he is very good at. He is known for acheiving victory, even if it means being the worst on off in the long run.
Blessed Son Quisus: Beautiful, graceful, and comforting. These are the virtues of the the prancing dolt that has won the hearts of his people without ever having to do much for the empire. He is the jewel of House Astair.
Blessed Daughter Chezia: Chezia is perhaps the sole voice of reason within House Astair, the eccentric, pompous swine a stark contrast to the itnelligent, well-mannered calm of the highest ranked female in House Astair save for the matriarch.
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Post by The_JJ: Solaris Council on May 19, 2010 0:15:16 GMT 1
The Ashera Corperation sound excellent.
The Kindred are mostly good, but hiding a system on the Network would be hard: creating a Node is long, expensive, time consuming, and Nodes are easily found.
House Astair could use a little fleshing out, but no doubt that will happen when the characters come in.
General Tech info:
This is for average tech, a 2 rating.
Ships: Capital ships are large, on the scale of Star Destroyers. Carriers can sometimes be larger. Current 'standard' doctrine emphasizes a focus on capital ships, but some Houses follow a heavily armed cruiser attitude (notably House Han) and others go for a carrier based fighter fleet (notably House O'Terra.)
The largest ships on the Network are the Guardian ships Fire, Earth, Air, and Water. These are followed rather far behind by the Terran carrier Pygmalion.
Weaponry these days favors railguns to punch through shielding, and lasers are used on fighters and for up close work and once shields go down.
Defensively, shielding generally draws power from the main reactors, and strength of shield is proportional to engine power. It is necessary to 'flicker' shields while firing, a reason for the discrete packet fire of railguns over laser power. When two shields touch (very rare even when one side tries for it, unless fighters are involved) they form a passable tunnel. At the long distances these battles are fought at, plasma weaponry has become rare due to distance lag.
Computers are not quite so advanced as most would expect by this time, as such work is frowned upon by the Guardians.
Artificial food is viable, but natural grown food sort of occupies an 'inexpensive luxury good' slot in life. Eating artificial food is reserved for the truly desperate and out of work, and is heavily stigmatized.
There is limited anti gravity, but no one has yet found a descent application for it that couldn't be replicated more cheaply via 'moar power!'
Most ships cruise on solar power (and batteries) and fight or climb to the Network on fusion. A system's civilian solar refueling centers (big space borne panel/battery combos) are often a first target during trade wars and sieges.
On the ground, depending on the sun in system, nuclear and solar power fill out ratios.
Manufacturing is generally fairly automated, though nanobots have been phased out by Guardian edict. ('GreyGoo tends to, by design or accident, become self replicating. This self replication is not only a public danger, but leads to evolution and networked pseudo intelligences.') Nevertheless, robotic production lines do well enough, and the move created much support for the Guardians, as it provided the lower classes with many jobs.
Many other jobs include the service sector (no robot waiters, see?) entertainment, military, and agriculture.
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Post by EarlofPurple on May 19, 2010 0:19:37 GMT 1
How long does it take to reach an un-Networked system from a Networked one?
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Post by The_JJ: Solaris Council on May 19, 2010 0:39:03 GMT 1
C is the speed limit, but your engines there are the bigger issue.
I'll get back to you, but the short answer is 'not easy, and very long.'
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thefalcon
Squad Officer
Corrupt Corporate Executive in the Warzone
Posts: 51
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Post by thefalcon on May 19, 2010 1:36:23 GMT 1
The Imperial State of Mars
Summary
Mars was first colonized millennia ago, in ancient times. Historians dispute the actual founders of the first Martian colonies, whether it be the half-mythical "Loosa", or more well-researched nations like the American Coalition. Regardless, all historians agree that by 2300, Mars was a thriving Terran colony, with millions of inhabitants. By 2500, Mars had grown in power enough, and the colonists had grown different enough, that a popular revolution broke out. Exact details are, like much ancient history, the subject of much debate, with Imperial propaganda battling independent research, which battles popular mythology. Regardless, it is a known fact that Mars quickly won its independence, and the revolutionaries set about establishing a representative government.
It was not to be, however. The fledgling democracy was plagued by corruption and infighting. Seizing upon the growing unrest, several popular generals launched a coup d'etat, taking control of the government and proclaiming the Imperial State of Mars. The descendants of those generals formed some of the first noble families of the rising feudal system, and those noble houses rule Mars today.
The Imperial State of Mars is currently one of the oldest monarchies in all the Network. They are an ancient power, boasting a rich cultural history of conquest, exploration, and innovation. In the early days of Network colonization, Mars moved quickly to established a foothold in dozens of systems, creating a massive empire. Over the millennia, however, it has slowly lost its colonies to wars, revolutions, and other mishaps. It is currently left with a humble eight. Mars is currently ruled by Emperor Adem II, an old traditionalist. His three children, however, seem dedicated to restoring their nation's Imperial glory.
Territory: Mars, and eight colonial systems
Strengths: Militarism-Culturally, the Empire glorifies the military life and warfare. They have two very famous armies: The Dagwood "Deff Korps", comprised of the Empires' highly regimented and controlled Dagwood population. The second is the Conqueror Legions, which is responsible for the Empire's space colonies, and comprises the majority of the military.
Colonial Empire-The Imperial State maintains a truly massive navy, made necessary to protect its colonial interests. They have very modern, very powerful ships, and they have a lot of them.
The Horsemen-Part secret police, part black ops, known colloquially as "The Horsemen". Just "The Horsemen". Let's put it this way: you really, really don't want to &%$# with the Horsemen.
Iron and Steel-Mars' method of military superiority rests with technology, and never fighting evenly. Your opponent has a sword? Bring out your gun. He has a gun? Bring out your lasgun. He has a lasgun? Orbital bombardment, sir. Orbital bombardment.
Weaknesses:
Sharing-Mars is far from the only power in the Sol system, and they bicker with their neighbors on a regular basis. Terra? Annoying, but divided enough to not pose a threat. Jupiter? The Martians hate Jupiter. Venus okay, though.
Just One Sun-Travel between Mars and her colonies is dependent on access to the Network via the Sun. See above about "neighbors".
Entropy-Mars has been slowly crumbling for centuries now. The nobility are caught up in tradition and ritual, rather than the reasons for which they were implemented. The army wins battles, but not wars. It will take reform to get the Empire's fire burning again.
Characters: being altered
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Post by Crazed Banana on May 19, 2010 4:18:10 GMT 1
If there is room, I have a few zany ideas. Number 1: Canadian Space Empire Number 2: Cosmic Syndicate revival and many more.
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Post by daelrog on May 20, 2010 19:11:58 GMT 1
I have edited my post to include the most important characters.
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Post by The_JJ: Solaris Council on May 20, 2010 19:57:59 GMT 1
Gah. Not GAH! Just... gah.
The first PC stats will be up... tomorrow. Or something.
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Post by EarlofPurple on May 20, 2010 22:17:41 GMT 1
Are dead systems on the Network? Ones with no planets suitable for life and hence not worth visiting?
Because, the Kindred might be able to tunnel caverns beneath a planet orbiting a star emitting dangerous radiation (and hence insuitable for colonisation) and import soil and grow plants underground to large mega-lamps simulating natural light. The plants may be simple algae or something, but if you need to be hidden something like this may be easy to actually perform.
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Post by The_JJ: Solaris Council on May 20, 2010 22:47:17 GMT 1
There are many 'dead' systems in the Network. Most serve as buffers between the big houses, and actually hold large mining or space stations. These are the 'independents,' a strange bunch, who do not pay taxes to the Houses, but lack any sort of protection from them. Generally a place for romantics and those, due to crimes or politics, who must seek refuge from the House systems.
The dead systems also are notorious for pirates.
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