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Topics - ApatheticExcuse

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Intent: Supply an affordable, multipurpose tool suited to both civilian and military applications.

Development Thread:

Manufacturer: Creed Defense Industries
Model: SPW-72 "Bug Killer"

Modularity: Capable of using a variety of fuels, from simple natural gas to military grade pyrium.

Production: Simple mass production
Material: Mostly stamped steel. Other materials depend on the place of manufacture. Pyrium is only available directly from specialized refineries located in the Creed system.
 
Classification: Agricultural tool/multipurpose specialized weapon system.
Length: 28 inches with stock removed, 39 inches with stock attached.
Weight: Depending on ammo type, up to 20 lbs loaded
Ammunition Type: Most liquid or compressable gas fuels. Military usage specifies pyrium.
Ammunition Capacity: Pyrium allows for 2 1/2 minute continuous burn time per canister. Burn time may vary with other fuels and is typically *considerably* shorter. Internal compressor is capable of propelling up to five canisters worth of fuel depending on pressure settings.
Range: Up to 200 yards using pyrium fuel and maximum pressure settings.
 
Market price: 400 GSC. Fuels sold separately.

Description:

The SPW-72 is somewhat unusual in terms of Rastal weaponry as it was originally designed as a multipurpose tool for civilian colonist rather than for military service. The basic concept was to provide individuals on frontier worlds with a device capable of agricultural and ground clearing capabilities, which would also provide them with a limited means to defend themselves against enemies such as the Kha'Veni or the Venator, both of whom present a realistic danger to newly settled worlds. To this end, it was designed to be very simple to produce and maintain, easy to use, and capable of operating with a wide variety of fuels, from simple fossil-based supplies to high-tech synthetics.

During the most recent spike in Kha'Veni raids, the SPW-72 proved itself as an effective choice in a defensive role, preventing the loss of a good number of pioneer lives, and earned the nickname "Bug Killer". The usefulness of the weapon did not escape the attention of the Guard's top officials, and work was commenced to suitably modify it for military use.

In the end, the weapon itself needed no real alteration, and development focused on creating a safe, stable fuel supply that would make the Bug Killer viable for military service without adding any remarkable drawbacks to the simple design. The result was Pyrium, a solid state fuel which is aerosolized as it leaves it's canister, and burns at an extremely high temperature. This offered a huge increase in the effectiveness of the weapon, with two significant drawbacks - in an uncontained form, Pyrium can spontaneously ignite at temperatures above 32 degrees celsius, and is mildly radioactive. Little else is known about this compound, as it's actual makeup is highly classified.

The SPW-72 itself is very straightforward in design. Fuel canisters clip into the front of the weapon, and an adjustable bracket allows similar but not identically sized canisters to be used. A simple gauge indicates how much fuel is remaining. Pressurization is provided by a small, high efficiency compressor built directly into the weapon, which in turn is powered by a series of small high capacity batteries - in civilian or locally produced versions, these can be relatively mundane cells, but the CDI version uses high tech alternatives similar to those found in the SPW-113 or EL-3. A gauge is provided to measure remaining battery life, and another to provide pressure information.

The weapon features no safety. Other controls allow to pressure adjustment, as well as offering several different burst lengths, though either or both of these features are occasionally omitted on local production examples. The stock is designed to be completely removed should the user desire a more compact weapon Finally, ignition is provided via either a piezo-electric spark, or a small pilot flame, depending on the fuel used.

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Pending Approvals / MOVED: [Lore] The Five Venator Tribes
« on: February 15, 2017, 01:37:54 pm »

6
Characters / Mike Zankowski (Terran PC)
« on: February 12, 2017, 05:52:22 am »
Name: Mike Zankowski
Species: Terran
Affiliation: TNN (former)
Age: 47
Appearance: About 5'10, around 170 pounds. Starting to bald.

Armaments:

Strengths:

Well connected - Mike's days as an ace reporter mean his connections to people in all sorts of positions run pretty deep.

Quick - You generally don't get the good stories if you aren't at least a little clever.

Investigator - Mike's pretty good at finding out what he wants.

Techie - A natural affinity for technology has been helpful many times over the years.

Weaknesses:

Worn out - Mike's older, outta shape, and just not interested in much anymore.

Jaded - He's seen it all, and none of it impresses him.

Not a soldier - It shouldn't matter, but it always seems to. Mike knows which end of the gun goes forward, but it's mostly cause he's seen quite a few movies.


Rank (where applicable):

Backstory:

Mike Zankowski was one of the first people to sign on with TNN back in the day, and spent most of his career working as a field reporter. From the launch of the first warpship to the colonization of Mars, he was there, doing the job and seeing the sights.

In his later years, he held a few more sedentary positions, from editor to logistics advisor, none of which he found too thrilling.

All he'd like to do now is make some bucks, and find somewhere new and interesting to live out his life.

7
Company Name:  Titan Shipyard And Spatial Systems
Intent:  Manufacture and develop spacecraft for a variety of purposes
Location:  Titan
Affiliation: UTAF
Worth: 1,100 trillion GSC in corporate assests. The amount controlled directly by the UTE is somewhat incalculable.

Description & History:

The history of the Titan Shipyard is tied intimately with the history of human spaceflight, as well as that of other Terran corporate giants such as Siegeworks and Ardite Industries. Beginning in the late 1990s as a provider of private orbital launch vehicles, Titan Orbital Systems quickly found success as most national governments shifted from public space programs to private systems in the early 2000s.

As their wealth and capabilities increased, Titan was expanded to include military services as well as civilian, contributing directly to the design of the United States’ first orbital weapons systems, as well as their placement in orbit. Due to the U.S. military’s increasing reliance on TOS to effective defend their nation against large scale threats, Titan’s facilities received substantial governmental grants and manpower to aid in securing and hardening them against possible attack.

As it turned out, this worked excellently in Titan’s favour when the Unity War broke out. Despite being a priority target for the U.S.’s enemies, while they were still relevant, and a major factor in the later conflict between the remnants of the American military and Unification forces, most of the company’s assets remained relatively intact.

Perhaps due to this, or perhaps due to their control over the majority of the remaining ordnance in Terra’s orbit, Titan was not seized as a government asset after the war. Instead, a fairly uncommon system of split private and governmental ownership was devised, allowing mankind to return to space relatively quickly, and Titan Orbital Systems became richer than the founders had ever imagined possible.

This prosperity only grew more rapidly after the discovery of trans-newtonian elements allowing for faster than light travel. When the UTE sent the first colonists to Mars, it was Titan ships which carried them, and ferried the equipment supplied by Ardite Industries that was so critical to their survival. When the first humans visited worlds beyond the Sol system, it was on ships built at Titan’s Lunar Orbital Facilities.

Eventually, Titan Orbital Systems, now renamed Titan Shipyard And Spatial Systems, was granted near total control over Jupiter’s most well known moon, and their namesake. The moon was converted into a massive ship building facility, and, using materials allocated directly by the UTE, is responsible for the majority of military and commercial vessels in Terran use. Partnerships with other Terran corporations have allowed them to stay on the forefront of weapons, communications, and propulsion technology. The future is bright.

Products:

Spoiler: Frigates (hover to show)

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Products / London Class Frigate (Titan Shipyards Product)
« on: February 01, 2017, 02:31:04 pm »


Intent: Fast attack ship, escort and patrol duties

Name/Class: London Class Frigate
Affiliation: United Terran Armed Forces
Estimated Number In Service: >250

Crew Compliment: Min - 150, Optimal - 225, Max - 375

Other Passengers: 50 troops max

Length: 198 meters
Width: 46 meters

FTL Capable: Yes
FTL Drive: Trans-Newtonian Element Based
Drive Type: Fusion-Ion
Speed: Extremely Fast, Extremely Manueverable
Range: 13 Light years

Armament:

10x 600kv-25kw M99 lasers, frontal mount
6x 600kv-25kw M99 lasers, ventral mount
6x SMS17 anti-ship missile launchers, side turret mount

Defenses:

35x anti-fighter missile turrets

Armour (Front/Side/Rear): 6m/2m/2m
Shields: None
Special Equipment: Long distance scanners

Cost: 180 billion GSC

Description:

The London is one of the lastest designs to enter into service with the UTAF. Designed to be a fast, nimble ship capable of engaging enemy ships in it's class, it favours speed and consistent weapons systems over armour and raw firepower.

The weapons themselves are the latest generation of laser-based equipment, and are relatively efficient in their power usage. Rated at 600kv-25kw, they are capable of bypassing most shield technology, and burning through 6 meters of steel in under a second. Complimenting this are six relatively aged SMS17 anti-ship missile launchers, giving the London class a reasonable chance of engaging captial ships with poor point defense or thin armour.

Of particular note are the ship's immensely powerful engines. Designed originally for use on UTAF cruisers, the propulsion system allows the much smaller London-class to achieve speeds almost unmatched by any other ship of it's size. Though the London's range is somewhat limited compared to many other vessels, it is more than capable of patrolling a region slightly larger than Terran controlled space.

Point defense is provided by a series of anti-fighter missile turrets, capable of engaging anything from ordnance to small ships, much like other methods of point defense.

Much like many Terran vessels, the onboard crew quarters could be considered rather luxurious by the standards of other galactic navies, though they are somewhat unremarkable by human standards. Recreation and sustenance are supplied by a variety of means, and are considered to be high quality.

Powering these systems are 2 high efficiency cold fusion plants, which are simply scaled down versions of those found in larger ships. The provide more than enough power to the ship's systems and allow firing of the laser armament as rapidly as the capacitors can be charged. In the event of the failure of one of the reactors, the control system is designed to allow for easy power allocation between all of the ship's systems, allowing it to potentially remain in the fight, albeit at reduced capacity.

The London's most obvious weakness is it's very thin armour - frontally, it is not capable of withstanding most of the weapons it will likely meet. In addition, it's weapons are generally seen as insufficient against most enemy frontal armour. This is seen as an necessary evil by the designers, as it is designed partially to counter the massively armed Rastal Reaper-class of frigates. Combat tactics based around the London-class call for fast, careful maneuvering followed by rapid laser barrages to the enemy's side and rear armour.

Famous Ships In Class:

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Rec Room / Iwaku Ad Thread
« on: February 01, 2017, 11:50:02 am »
We're advertising UMEU on Iwaku, and they've asked we advertise them back. So here you go. If someone from over there wants to come and do something more awesome and compelling in order to recruit our six active RP members who are already members over there anyway, they are welcome to.



IWAKU ROLEPLAY, YO. DON'T JUST WRITE YOUR STORIES - LIVE THEM, YO.

I mean, you guys already know what Iwaku is, right? I don't really cause I'm an RP noob.

According to Google, iwaku means "history, past, pretext, reason, say, or story". I'm thinking that means it's a place where you use your character's past history as a pretext for what they might say, or as a reason to advance the story.

So, join up if you haven't already and feel like it. It looks like there are hella busy, and I hear they have a really great jar of tentacles.

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Products / Reaper Class Frigate (CDI Product)
« on: January 31, 2017, 04:57:09 am »


Intent: General fleet duty, act as an escort, patrol ship, and squadron flagship

Name/Class: Reaper Class Frigate
Affiliation: Rastal Guard - Fleet Arm
Estimated Number In Service: <1000

Crew Compliment: Min - 150, Optimal - 350, Max - 425

Other Passengers: 75 troops max.

Length: 225 meters
Width: 50 meters

FTL Capable: Yes
FTL Drive: Trans-Newtonian Element Based
Drive Type: Fusion-Ion
Speed: Very Fast, Highly Manueverable
Range: 30 Light years

Armament:

1x 15m railgun, spinal mount
2x SW-4 Mk.6 torpedo tubes, forward mount
2x 6m railguns, forward mount
3x 3m mass drivers, forward mount
2x 4m mass drivers, ventral turret

Defenses:

30x 10cm mass driver turrets
15x Anti-fighter missile launchers
Material disruption system

Armour (Front/Side/Rear): 20m/6m/6m
Shields: None
Special Equipment: Long distance scanners

Cost: 100 billion GSC

Description:

The Reaper is a relatively new class in Rastal services, designed as a fast, well armed multi-purpose ship capable of long-term missions and filling a variety of roles formerly held by a series of more specialized ships. A massive, spinally mounted rail gun allows it to hit far above it's weight, easily penetrating most capital ship armour, while relatively thick frontal and side armour gives it reasonable protection against other ships in it's class range. Powerful engines allow it to outrun most things it can't fight by itself.

As with most Rastal ships, crew accommodations, even for officers, are relatively sparse, the vessel designed to be a functional warship rather than a comfortable living place. Most quarters feature two bunks, though actual crew numbers usually exceed "maximum" specs, and hot-bunking systems are common. The mess hall and recreational facilities are functional, if unremarkable. As with most Rastal spacecraft, the design leans towards manpower rather than system automation.

As mentioned, the ship is designed around a massive weapons system, and much of it's internal space is dedicated to munitions storage. Explosion risks are minimal given the nature of the ammunition, though power loss or capacitor damage can have catastrophic results. Firing solutions for the forward facing armaments are provided by adjusting the ship's position, with the smaller weapons having a very limited amount of traverse. Beyond this, it is armed with 2 torpedo tubes capable of launching a variety of ordnance, though these are of the relatively inefficient Mark 6 conventional variety, and many Captains eschew the allotted compliment of torpedoes in favour of other supplies.

Power is supplied to all systems via four high efficiency cold fusion plants. In addition, the ship is equipped with a battery compartment capable of powering essential systems in the event of power loss.

A compliment of soldiers provides onboard security. This is augmented by a small armoury which is capable of arming a significant portion of the crew in the event of a boarding action. A series of powerful mass drivers, as well as anti-fighter missiles give the Reaper an acceptable defense against shuttles and fighter attacks. In addition to this, the Reaper features an automated material distruption system - should unauthorized craft approach within 500m of the ship, it will eject a 360 degree spray of super dense matter around the ship. While the matter is harmless against large, well protected vessels, it can be devastating to poorly protected craft flying through it at high speeds.

All in all, the Reaper represents one of the best all-around frigates currently in service in the galaxy. While it has few significant strengths, it is well balanced and has few weaknesses as well.

Famous Ships In Class:

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Pending Approvals / AR15A8 (Ardite Industries Product)
« on: January 31, 2017, 02:57:01 am »


Intent: Standard Infantry Rifle

Manufacturer: Ardite Industries
Model: AR15A8

Modularity: Rail system allows for a multitude of attachments. Calibre conversions are simple via replacement upper recievers, but are not often used in military service. Similarly, all the weapon's furniture is easily replaceable, but doing so is frowned upon by military leadership.

Production: Simple mass production via multiple means

Material: Simply alloys and polymers.
 
Classification: Assault weapon.
Length: 37.5 inches
Weight: 6.7 lbs unloaded
Ammunition Type: 5.56x45mm UTAF
Ammunition Capacity: 5-110 rounds (20 and 110 round magazines displayed)
Range: 500 yards effective
 
Market price: 150 GSC

Description:

"Lasers are the weapons of the future" according to Ardite Industries, but "if it's worked for the last 100 years, it will work for the next 100" is a maxim that applies to a multitude of things.

Weapons are no exception. At the end of the day, if you want to kill someone, the most effective way to do so is to poke a hole in them. From sharp sticks to swords, arrows to bullets, all weapons subscribe to this simple truth - you poke a hole, and things generally go poorly for whoever you've poked it into. No matter how fancy you want to get about it, this is what weapons do.

At this point in time, the venerable AR-15 has been around for nearly 100 years. Much like sharp sticks, it's no longer considered the forefront of weapons technology, and is beginning to show it's age - modern armours can easily defeat it without a thought, it doesn't shoot lightning bolts or searing plasma, and it doesn't strike terror in to the hearts of those who face it on the battlefield. But also like the sharp stick, it is cheap, effective within it's limits, and can be found just about anywhere humans can be found. It just keeps poking away, and as the other saying goes, 3 million dead humans can't be wrong.

The current AR-15 is actually a direct descendant of the M16 used by the former United States. After the Unity War, Ardite Industries acquired the majority of weapons manufacturers on Terra, and accordingly, all of the facilities producing the M16. Renamed the Ardite Rifle Model 15, the rifle remained in service for several years until it was phased out in UTAF usage by the SIR. Though not often seen in the hands of government forces on active combat duty, it does still see use with second line troops, and is the weapon of choice for thousands of militias, private militaries, "freedom fighters", and other less reputable organizations throughout Terran space, and often the rest of the galaxy. At a fraction of the cost of the million dollar SIR, and even cheaper than the ubiquitous R-50, it is a simple, practical choice.

The actual weapon is a simple fully automatic, direct impingement operated rifle. It features a semi-automatic fire mode as well, and is generally reliable and acceptably accurate. It has excellent modularity, and the current A8 version ships from the factory with a red dot optic, a laser/flashlight attachment, and several other accessories. Advances in metallurgy and plastics have shaved several ounces off the weapon's weight.


((Lork said we were welcome to come up with some more Ardite products. I notice they lack a basic ballistic rifle, and that the SIR is literally a million dollars. So here's the other end of the spectrum - a somewhat obsolete AR that is uber cheap and super common. I used an AR instead of an AK because it's a much better platform. This uses slightly buffed IRL stats and is pretty straightforward.))

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Pending Approvals / SPW-7 (CDI Product)
« on: January 30, 2017, 03:52:50 am »


Intent: Provide a compact melee weapon capable of defeating EVA suits and body armour/provide a concealable, multipurpose weapon for intelligence operatives.

Development Thread:
Manufacturer: Creed Defense Industries
Model: Special Purpose Weapon 7, aka "The Spike"

Modularity: Not required.

Production: Restricted to facilities capable of high tech manufacturing.

Material: High tech composites, artificial diamondoid material
 
Classification: Melee Weapon
Length: 4 inches (retracted), 8 inches (extended)
Weight: 24 ounces
Ammunition Capacity: Has enough power for roughly 50 uses from full charge.
Range: Contact
 
Cost: 2,100 GSC

Description:

The SPW-7 is designed to compensate for the inherent issues found in traditional melee weapons, as well as give Rastal operatives a concealable weapon capable of killing targets while not leaving considerable physical evidence of assault. Multiple systems were developed and tested, but the SPW-7 emerged as the most effective, versatile, and practical option.

The design is fairly simple - the weapon itself is made of non-conductive polymer composites, several non-metallic, highly conductive coils, and a length of magnetized diamondite wire with a mono molecular point. It attaches to the user's forearm, and when deactivated, retracts far enough to be easily concealed under most long sleeved clothing. When activated, which is achieved by applying pressure to the bar near the from of the mount, it extends just past the users hands. Indicator lights on the bar display both weapon charge, and "on" or "safe" status. The construction of the weapon means it is very hard to detect outside of a physical search.

Usage is also very straightforward. When the tip of the weapon contacts a target, a large charge of electricity is passed into the coils. This propels three strands of wire into the target at incredibly high speeds, filling it with roughly 40 feet of wire in under a second. A small motor allows for similarly rapid retraction, returning the wires to their spools before the user has pulled back far enough to risk self injury.

The power required is supplied by specialized batteries and capacitors. While it would be possible to engineer a version using a replaceable supply, this makes the system quite a bit bulkier. As of such, the current production model uses an integral supply which must be connected to a power source to charge. When used in conjecture with an EVA suit, the SPW-7 is often integrated with the suit's power supply.

The speed at which this occurs, combined with the mono-molecular tip of the wire, allows it to effectively penetrate EVA suits, soft armours, and unprotected targets with ease, as well as some hard armour up to 1/4 in thickness. Most successful penetrations will be fatal provided the weapon successfully inserts a sufficient quantity of wire into a vital location, though the nature of the wire means it is also capable of damaging the DNA of the target and causing gradual cell death which is typically also fatal in non-vital areas. The entry wound the SPW-7 leaves is almost impossible to detect until bruising begins to occur, provided the target lives long enough.

Though penetration can be achieved against many types of targets, it is generally ineffective against those not experiencing some sort of force - it will break a window or kill a humanoid, but the microscopic nature of the wire means that it will not cause any real damage to a steel wall or a living target with a radically different physiology. This is due to Van der Waals forces sealing the affected areas before any significant non-DNA damage occurs. While the SPW-7 is effective and reliable against the majority of targets it is expected to be deployed against, using it on targets not under tension can result in very unpredictable results.

Production of the weapon is fairly simple for any facility capable of producing it's more specialized components, but is relatively expensive. This, combined with the relatively specialized role it is designed for, has caused these to be uncommon outside of special operations groups, intelligence agencies, and void marine divisions.

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Pending Approvals / Ti Ridynx (Sub-Species)
« on: January 27, 2017, 03:50:18 am »

Name: Ti Ridynx (Shapeless Ones, Rastal Name) Kinebuay (Life, Native Name)
Designation: Sentient
Homeworld: Balya
Language: Rastali, Pagsulta
Average height of adults: Varies
Skin color: Varies
Hair color: Varies
Breathes: Varies

Strengths:

Highly adaptable, capable of biological adaptation to any situation over generations, highly advanced technology in certain fields

Weaknesses:

Short lifespan, highly specialized individual design does not always function outside of intended environment, no native tech whatsoever in some fields, such as FTL or weapons

Distinctions:

Average Lifespan: 10 years (Shaper caste), 3 years (others)
Races: Ti Ridynx - member of the Rastal Collective
Estimated Population: Approximately 2 billion
Diet: Varies
Communication: Typically verbal, but non-verbal methods exist
Culture: The Ti Ridynx are utterly dedicated to the betterment of their species, and, for the last several centuries, the Rastal Collective as a whole. While their society previously embraced rather unique art forms based around creation of life, increasing specialization under Rastal rule has resulted in such pursuits being seen as a waste of time.

Technology level: Highly advanced bio-engineering and cloning tech. Several other well-developed fields exist, mostly based on biological implementation. No non-natural, native weapons technology, no native FTL, very little electronic technology.

General behavior: Varies depending on caste. With some notable, but very uncommon exceptions, the Ti Ridynx are known for a lack of aggression, and a general passivity. Though the species claim all members are sentient, there is some debate as to the truth of this statement, as many castes seem to operate more as drones than thinking individuals.

History:

The Ti Ridynx are remarkable in several ways, on both an individual and racial level. Their culture is based around what has been deemed "co-operative evolution", with each generation containing new organisms highly specialized to filling deficiencies in the species' requirements, and being only vaguely identifiable as Ti Ridynx. While this specialization has been achieved via genetic design and modification since well before their association with the Rastal Collective, it is theorized that it began as a naturally high mutation rate - essentially the Ti Ridynx have always had a very high evolutionary rate, which, coupled with a comparatively short lifespan and the basic concept of Darwinism, meant that the majority of the living race would be a fairly optimized design for whatever conditions it was currently experiencing. Though the Ridynx seem to have been completely unconcerned with developing technologies intergral to the survival and prosperity of other races, they appear to have realized the potential of having some ability to direct and control their rapid evolution, and as of such, managed to make several incredibly efficient advances in genetic modification. This allowed further specialization of the species, which resulted in several distinct "castes" developing, as well as allowing the majority of the race to engage in "non-essential" evolutionary paths geared towards cultural developments such as governance, arts, and philosophy. Though it had always been an unstated side effect of their biological makeup, this in turn caused the Ridynx to purposefully work towards achieving perfect racial unity, with each member of the species having a purposeful function, and working towards the betterment of the Ridynx as a whole.

This philosophy caused a fairly atypical reaction to their initial encounter with the Rastal. Though the Rastal do typically offer newly encountered races an opportunity to join the Collective of their own volition, it is very rare that this actually occurs without the use of force. The Ridynx are a very notable exception to this - rather than resisting the Rastal ideals of the Greater Good, they considered it nearly identical to their own philosophies, and saw the improvement of the lives of a vast number of lifeforms beyond their own race as both an exciting challenge and a way to further themselves that would not be possible were they to remain in isolation. Accordingly, the Ridynx became nearly fanatical members of the Collective almost overnight, giving themselves fully to the Greater Good and contributing whatever they could to accomplishing it's noble goals.* Accordingly, they are afforded both a greater deal of autonomy, and a higher social status than most other "member" species of the Rastal Collective.

Since their entrance into the Rastal empire several centuries ago, there have been some notable changes to their culture and evolutionary paths. Of these, the most significant to the Ridynx themselves is a loss of ability to pursue cultural developments - because they are but a small gear in the massive Rastal machine, there is simply no time for them to engage in anything beyond continual practical genetic advancement. No matter how many Ridynx are born geared towards spacial mining, there are always more resources that need extraction. No matter how agricultural workers are contributed, there are always more farms. No matter how many soldiers are produced, there are always more wars. The Ridynx themselves seem unconcerned with this, as the things they accomplish for the betterment of all are much more valuable than non-essential accomplishments they would otherwise make for just themselves.

The other major change is no less significant, but very different. At one point in time, the Rastal had dedicated vast amounts of resources towards developing viable cloning technology. Though this was something of a failure, with the resulting clones experiencing seemingly unsolvable issues with genetic instability, the technologies involved did have several uses beyond population growth, and were maintained and developed at a far lesser pace in anticipation of some breakthrough that would render them viable. Though this has yet to occure in terms of cloning Rastal or other species, the inherient stability of the base DNA of the Ridynx that allows them to viably mutate at such a high rate seemed to have no issues coping with the faults of the technology. While the introduction of this reproduction method did little to accelerate the reproductive rate of the species and is arguably less efficient, the Ridynx already having a very short larvael gestation an maturation rate, it did allow for them to produce new generations on demand, rather than waiting for the natural reproductive cycle to occure. As of such, the vast majority of the species is now produced artificially rather than naturally.

The Ridynx as individuals generally differ enough that it can be difficult to identify them as a single species without genetic analysis. That said, they all share vaguely insectoid features, and educated observes can generally place them into one of several castes based on their design. Loosely, these castes are defined as:

Agricultural Caste - These designs tend to be relatively small, but sturdy, and are designed to require minimum caloric intake, and act in a variety of roles related to food production for the Collective. These roles can include everything from pollination of crops, to terraforming, to acting as a food source for other castes. The implications of the latter are somewhat dark, and something of a taboo topic among the Rastal themselves, but it should be noted that the behavior of the Agricultural caste is more akin to that of trained non-sentient life. It is a controversial topic. They are generally not capable of verbal communication.

Worker Caste - This caste is easily the most numerous, encompassing everything from large designs oriented towards construction tasks, to designs capable of surviving in a vacuum and oriented towards mineral extraction on asteroids. As with the Agricultural caste, the Workers display somewhat drone-like behavior. They are generally not capable of verbal communication.

Warrior Caste - The Warrior caste serves an obvious role. While the Ridynx are, in theory, capable of creating relatively humanoid designs capable of using conventional weapons, the Warriors tend to eschew this in favor of massive designs, multi-limbed and covered in thick chitin and natural weaponry. While many designs are truly terrifying, simple logistical issues, typically related to providing sufficient caloric supplements to meet their incredible metabolism, means that the Warriors are typically relegated to defensive duty on Bayla, rather than active combat operations. Besides defending their home world, they are also present on other key Rastal worlds such as Kallisti and in the Creed system. They are usually capable of verbal communication, and display fairly average intelligence for a sentient being.

Shaper Caste - The Shapers act as the leadership of the Ridynx, actively directing their evolution and acting as the voice for the entire species. They are typically somewhat humanoid in design, in order to better interact with other members of the Collective, and display high levels of intelligence. Of note in their makeup is an apparently vestigal semi-telepathic ability - while the Shapers are aware of this ability in the form of "premonitions", it would appear it is generally uncontrollable or non-functioning, and is perhaps a remenant of a much earlier period in their evolution, during which it may have contributed to the evolutionary path of the species. They are easily the least numerous caste.

*At least, this is the official account of events. It is worth noting that there is evidence that not all Ti Ridynx agreed with assimilation - an abnormally high number of Warrior caste Ridnyx seem to have been generated at this time, though no conflict ever occurred. Beyond this, the individual intelligence of certain castes seems to have dropped significantly since joining the Collective.

Notable Player-Characters:

Intent: To better themselves and serve the Greater Good

14
Pending Approvals / The Galactic Stock Exchange (IC Lore)
« on: January 23, 2017, 05:15:46 am »
"This is Kacey K, coming to you live from New Hongkong Exchange, and it's time for tonight's

!!!TNN ECONOMIC UPDATE!!!
Great signs of things ahead today as the Lah have the United Terran Dollar climbing a stunning thirty-five units to an even 10-1 GSC rating! Go Terra! There is truly no limit to what we can accomplish under the guidance of the UTE.

The Rastal 'production unit' remains static as the markets close for today at 123.77-1, sure proof of what a corrupt, unnatural economic system they use. Analysts do not expect it to rise in the near future as they continue to direct their flawed production systems to rebuilding from the decade old Rastal-Norenfal War.

-- DOG -1.32 / 0.74 -- EKR +0.12 / 5.39 -- MFR +0.03 / 73.91 -- NOR +0.06 / 0.16 -- UTD + 0.35 / 10.00 -- RPU 0.0 / 123.77

Currency Codes Of Known Species
  • Mortalis Francen - MFR
  • Norenfal Credit - NOR
  • Rastal Production Unit - RPU
  • United Terran Dollar - UTD

Currency Codes Of Unknown Species
  • ?? - DOG
  • ?? - EKR

In trading news, the Aryan Special Services Group share value has risen an astounding 2 GSC amid rumors of winning several lucrative contracts to combat Black Hand activity on the Outer Rim! Despite the optimistic atmosphere on the trading floor, veteran investors are urging caution as it is uncertain if these rumors are true, and if the Black Hand realistically presents enough of a threat to human citizens to be worth funding such activities.

Perhaps one of the most stunning announcements made since mankind took to the stars, Ardite Industries, known as suppliers of nearly everything under the sun, and major contributors in the Terran Reconstruction era, announced they would be transferring to a publicly-traded organizational structure. While most shares remain in the hands of the current directors, those that have been released opened at a mind-blowing 2023 GSC per share. In UTD terms, this is an unprecidented $20,230, and while this puts investing out of the range of the casual speculator, experts predict Ardite will begin providing sound returns almost immediately.

A downturn today in Vesuvian Syndicate shares seems to have been the natural result of protests against their latest crowd control chemicals. The Syndicate seems unconcerned, and an unnamed source in the upper level of management pointed out dryly that the more demonstrations held by those opposed to the chemicals, the greater the demand for them would be. Analysts expect a rebound in no time!

ASG + 2.0 / 636 -- ARD 0.0 / 2023 -- SYN - 3.4 / 1436

Company Code Listings
  • Ardite Industries - ARD
  • Aryan Special Services Group - ASG
  • Vesuvian Syndicate - SYN

15
Characters / Kiran (PC) (ready to be moved)
« on: January 22, 2017, 01:46:17 am »
NAME: Kiran Zatsʹkoxanyy AKA Kiran Praxda Shykakh
FACTION: Varies, suspected ties to multiple Rastal dissident groups

Former: DSB (Dirzhaxni Slidkhi Byyro, roughly translated as State Investigative Bureau, or State Bureau of Investigation)

RANK: None.

Former: Rihionalʹnyy Sxyntsyy (No direct translation, approximates to "Sector Lead Agent")

SPECIES: Rastal
AGE: 32
SEX: Male
HEIGHT: 6'2''
WEIGHT: 195 lbs
EYES: Reddish brown
HAIR: Dark brown
SKIN: Tan

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STRENGTHS
Resourceful: Kiran has always been capable of quick thinking and using whatever is available to achieve his goal.

Connected: Kiran has ties to several other exile Rastal groups, as well as a good knowledge of events and activities occurring within the borders of most major empires due to several sympathetic friends in the DSB.

Agent skills: In his former DSB capacity, Kiran was required to be familiar with most of the common languages currently in use, as well as a rough idea of the cultures, behavior, and other information relating to the many enemies of the Rastal. He has also undergone basic and advanced combat training, and is reasonably proficient with most of the equipment and weapons in use by other races.

WEAKNESSES

Disdainful: Kiran is a firm believer in the overall concept of "actions for the good of all" as dictated by Rastal dogma. As of such, and though he tries to hide it, he is generally somewhat disdainful of races such as humans, who he feels are misguided and corrupted in their lust for personal gain, as well as races embracing religion, non-collective goals, or other ideals not in line with Rastal philosophies.

Vocal: A great deal of Kiran's troubles in life stem from a firm ability to always state his honest opinions. He is usually civil, but does not often back down.

Hunted: Though he is fairly irrelevant to them in the grand scale of things, and would likely not use it to allow their enemies an advantage, the knowledge Kiran possesses from his time in the DSB is seen as a security risk by the Rastal. In addition to this, he is seen as a traitor, as with all Rastal living unsanctioned lives outside of Rastal territory. As of such, though they do not devote any particularly special resources towards him specifically, Kiran is occasionally pursued by the DSB and other Rastal security agencies, and typically must maintain a low profile to avoid attracting their attention.

Bitter: Kiran served in the Rastal-Norenfal War as an "intelligence liason", and was present for most of the fighting on S-122, the bloodiest conflict in known Rastal history. He evacuated on one of the last ships to successfully depart before the system was essentially destroyed. Though he has come place much of the blame on the Rastal military for instigating the conflict, needlessly causing the deaths of hundreds of millions on S-122 alone, and ultimately killing even more of his comrades who were not fortunate enough to evacuate, he places just as much blame on the Norenfal for these events. He realizes this is somewhat irrational, but is unable to shake his hatred of the Norenfal race despite this.

APPEARANCE:
Kiran is fairly unremarkable in so far as Rastal appearances go. He is very slim relative to the racial average, but otherwise posses no particular features of note.

EQUIPMENT: Kiran generally uses Rastal gear, for fairly obvious reasons. Should a different weapon be more practical for a given situation, he will typically use it instead. While he has a fairly large personal armoury stashed in various locations on the Terran-Rastal border, when possible, he travels with:

1x PAA Mk. 32
1x R-50 PDW
8x spare magazines, 4x SSA, 4x GPA
Assorted field supplies

It is theorized most of his equipment is obtained from Rastal dissident groups.

((Stats available in the Creed Defense Industries thread.))

BIOGRAPHY:

Despite their status as a "classless, utopian" society, there are several layers of social standing which are apparent to most people familiar with Rastal culture. Kiran was born into one of the upper levels of this social structure, being the son of a fanatic, upper-level bureaucrat, and an equally fanatic media censor. As could be expected, his childhood was spent surrounded by propaganda extolling the noble and virtuous equality and unity of Rastal civilization. Despite his perceptiveness and obvious intelligence, he bought in completely to the party line, and spent most of his youth championing the Rastal cause. Due to his abilities, and likely aided by the positions of his parents, he had a fairly sheltered early life, attending only the best schools and associating with the similarly social elite children of his parent's peers. This continued on into his young adulthood, and upon completing his basic education, he decided to enrol in the Kallisti Martial Academy, despite being fully capable of perusing a more prestigious career in sanctioned arts or sciences.

At the Academy, he scored high in most subjects, showing a particular aptitude for high-level lateral thinking, strategic planning, and unconventional methods of approach. After completing the requisite introductory and dogmatic programs, he was fast tracked into courses in several leadership and intelligence sectors, as well as the highly secretive games and theory program.

After graduating, Kiran found himself presented with a potential future in several departments of government, the armed forces, and law enforcement, amongst many others. After a short period of consideration, he oped to apply to the DSB, feeling that the greatest threats to the success of Rastal society, and by association, the future peace and unity of all the residents of the galaxy as a whole, would come from misguided dissidents working from inside the system.

His early career was somewhat unremarkable - much of the day to day operations of the DSB, while exciting and fascinating to the average citizen, are not particularly noteworthy to someone making a career of it. He received several commendations despite this, and within a few years, was promoted to the overseer of a relatively remote region of space on the Rastal-Norenfal border.

While it's somewhat difficult to define the moment he began to see through the illusion of perfection presented by the Rastal government, but it is likely it began fairly early in his career, given his intelligence and the nature of the duties of the DSB. Despite this, he was still an ardent supporter of the stated ideals of his society, and, having had experience with the less "utopian" civilizations of other races, felt that the end did, in this instance, justify the means by which it was achieved. This changed during his experiences on S-122 - no amount of dogmatic indoctrination, ideological thinking, or justification could shelter him from the reality of the utter pointlessness of the bloodshed he witnessed there, and more than likely anyone else, he truly understood just how meaningless the conflict was. After the cessation of hostilities, be began to involve himself more frequently in the political workings of the upper levels of government, championing a more peaceful method of spreading unity to the galaxy, and becoming a vocal opponent of the hypocrisy of the Rastal leadership.

While his exemplary record shielded him from reprisal for some time, it was obvious that he could not maintain a defense against an increasing number of powerful enemies indefinitely. After a fail assassination attempt, he assembled the resources required to smuggle himself out of Rastal space, realizing the inevitable was growing close. With a somewhat unlikely amount of luck, he managed to succeed in escaping, and has been pursued sporadically ever since.

He has spent most of his exile working with various organizations to fight tyranny and chaos in various forms, and has been known to associate with several groups responsible for assassination, blackmail, and otherwise attacking members of the Rastal elite, as well as instigating uprisings and rebellions amongst the "have nots" of Rastal society. Though he is still an ardent believer in the concepts he has embraced since the start of his life, and recognizes the irony in becoming something he once viewed as utterly toxic, he hopes that he may some day find a way to effect a meaningful change in both the Rastal methods and the state of the galaxy as a whole.

SHIP:
None.
KILLS:
None noteworthy on a galactic level.

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