DragoNES: Secrets of Darkspace

vorkad'rs technologies

2 Spaceship Building
2 Weaponry
1 Colonisation
1 Terraforming
1 Warp
1 Space Travel
1 Energy
1 Crystalforging
 
Empire Name: Promethea
Empire Type: Plutocratic Conqueror Empire
Empire Main Race: Pharaohs are the only people with actual power, although the majority of the population are humans.
Empire Race Politics: Any race not Pharaonic is considered lesser and are regarded as little more than disposable ressources. Seraphim are the only exception to this.
Empire Starting Technologies: 42
Homeworld Name: Phoebus
Empire Leader Name: God Emperor Hapollon IV
Homeworld Clima: A considerable part of the Phoebic land area is covered in deserts, but there are lush river coasts as well as a considerably sized tempered continent. The planet is rather close to the sun it orbits and temperatures are generally high.
Homeworld Defence: Apart from the Slave Armies, which are large cadres of mindwashed human soldiers with fanatic courage and simple recoilless weapons, Phoebus is protected by the Fleet Promethea, a dozen of huge space warships currently in orbit around the planet. Apart from their standard weapons, the Promethean ships are armed with Aegis Mirrors, powerful technological devices that allow the ship to concentrate the sunlight they otherwise absorb for power into a single, devastating ray. It is very powerful in the vicinity of a strong sun like the one that Phoebus orbits, and can bring devastation to cities or starve entire continents by scorching traditional crops. Not to mention what happens if they manage to melt a hole in a spaceship while it's in space....
Empire Magic Politics: Spirit magic is considered a tool of the Phoebean church, and only of the church. The Prometheans employ rogue Seraphim as the only other accepted magic users, and even these are banned from using Spirit magic under penalty of death.
Empire Magic Specialisation: As a direct consequence of the Magic policies, the only official faculty of magic on Phoebus is the Divine Academy, which teaches the higher ranking members of the church their Spirit magics. Rogue Seraphim working for the government (which would be the church, too) are granted individual studies to perform other magics.
Empire Technology Politics: Technology and religion walks a strange hand-in-hand mutuality on Phoebus. Their church is focused around the dominating feature of the sky, their Sun, Illuma, which is also one of the two dominating figures in their religion; Illuma is the life-giver, the mother of their God Emperor, the almighty Hapollon IV, who inhabits the other dominant space in their religion. Their techonology is centered around how best to utilize the gifts of Illuma and how best to serve Hapollon IV. As such, they are very specialized in solar technology and warfare.
Empire Technology Specialisation:

Spacetravel: 2
Spaceships: 2
Weaponry: 2
Energy: 4

Don't know how much time I'll have for this these first weeks.
 
Nephel Hold Tech Points:

Space Travel:3
Space ship building:2
Arcano-Tech: 3
Colonization: 1
Mining: 1
 
Argh!

FACE PALM

I'm really sorry everybody! But in my hurry i missed something!
I owe you all a explanation. A good one.

First: Miguel.
When i looked at your post i didn't notice the two tech pools being plussed.
I just saw the list of techs and the numbers showing how much tech points you used, wich was what i were hoping for you to do.

I'm sorry everybody, but you cannot put points into two Tech Pools together. It doesen't work like that.

The combining works like THIS:
A person has two points in crystal forging, and two points in lasers.
This person researches towards crystaline weapons with his crystalforging abilities.
Due to his abilities in laser, the result is a combination of crystals and focused light: OMG! HE INVENT'S STARWARS LIGHTSABERS!

As you might understand, such combinations will happen pretty randomly.
Though, if you are clever enough, you can set them into motion.

Also, do not mistake the two things that are
TECH POOLS. (Example: Lasers)
TECHS. (Example: Atmosphere Stabilization)

I'm sorry for all this confusion =(
And also i am sorry for those who have not yet been greeted into the thread.
I will look through your applications and give feedback as soon as possible =)
And ofcourse newcomers are still welcome ^^

-Dragonson
Darn... that was a mess O.ô
 
Okay. New Tech pool

Crystal Forging 2
Arcano Tech 2
Energy 2
Fusion 1
Weapons 1
Space Travel 1
Spaceship building 1
 
@Dragonson: I hope this is acceptable! Let me know if you have any problems with it at all! :)


Centuries ago (the historians suggest anywhere between 481 and 516 years ago, though some more eccentric scholars have proposed around 2342 years ago based on obscure texts and references) there was a world known as Avendia that was inhabited by a race of Humans that pursued the arts of magic and science in equal portion. Though there was little blending, there was also little conflict between the two, and great progress was made as Man learned to master their world completely. The Council of Mages studied away, the High Order of Science toiled away, and the Avendian people grew great and powerful.

It was near the time of The Exodus that a scientist named Victoria Rhodes began work on the greatest technological work the Avendians had ever seen. While space travel was quite common at this time, there were no truly great habitats in space, and most of the extrasolar colonies were small, bland bunkers in hillsides and craters. The Orchid was designed to house hundreds of thousands of people in a giant domed habitat, with city streets and buildings that would remind one of home, while the ship traveled the cosmos with immense efficiency. The idea was that, if an entire population could be brought from planet to planet, star to star, then they would be able to perform hundreds, if not thousands, of missions in a tiny fraction of the time, bringing exploration and understanding to even greater heights. The Orchid was being made to be self-contained entirely, not needing to stop off at a planet for any reason, potentially ever, though of course it would be capable of docking at most standard space stations, accepting and sending out smaller craft, or even landing in a large body of water on a planetary surface.

It was also around this time that the great Magus Arkhad d'Arvoslei began his greatest work in the fields of magic. Most aspects of the world had been conquered either by science or magic, though one force of nature still eluded and controlled the Human race entirely: death. Arkhad worked tirelessly for years on researching the cause and process of death, until his last day of true life on Avendia, in which his puzzle was solved. Donated corpses were present before him and his audience, his speech grand and elaborate, his presentation full of flourish and spectacle. The bodies rose, their eyes opened, and they spoke. Records are unclear as to what these first resurrected words were, though it is generally understood that they were spoken in unison and preceded the death and unnatural return to life of every person in the room that day. Some speculate that the first resurrected words were, "Braaaiinnsss..."

A plague of apocalyptic proportions descended upon Avendia after that day, and much of the world plunged into darkness and chaos. Anywhere a great wizard tried to wield his powers to stop the hordes of ravenous undead, a catastrophe unfolded before his or her eyes and the problem became worse tenfold. It is believed that, whatever the source of magic was for those on Avendia, it had become corrupted by Arkhad's affront to death and bid for the immortality of the Human race. No wizard was safe after this day, and so it fell to science to save them all. While great weapons were built, and mighty armies took to the field in terrible machines of war and destruction, the horde grew ever larger each day. After a month, the planet was in absolute peril of succumbing to its end.

The populace turned to one last, great act of survival: the Orchid received several thousand survivors and left the whole world behind. While the ship was not entirely finished, it was livable and sustainable nonetheless, and the remainder of the Avendian race carried on into the stars, committed to wander the void for all eternity. Never again would they permanently settle a world, out of shame and penance for what evil things they had brought on their home. Stops and visit occurred over the ages adrift, though never did they stay in one place. Eventually, the ship was completed from spare parts and new fabrications, the path of science pressing ever onward as magic was left in the darkness where they believed it belonged, for they were forsaken from it. The Orchid is now a fully capable city-ship, nearing its population capacity, though capable of building smaller ships from raw materials much in the same way that the old shipyards and aerospace factories could. Though they hold the memories of Avendia that were passed down to them firmly against their hearts, they no longer identify with that ancient home. Instead, to them, they are merely Travelers...



Empire Name: The Travelers

Empire Type: Nomadic

Empire Main Race: Human

Empire Race Politics: Main Race Focused

Empire Starting Technologies:
  • 2 Space Travel
  • 2 Warp
  • 2 Space Ship Building
  • 1 Energy
  • 1 Fusion
  • 2 Mining

Homeworld Name: The city-ship Orchid is where most of the Traveler population calls home.

Empire Leader Name: Admiral Wilhelm von Hesse

Homeworld Clima: Original homeworld, Avendia, was "Standard" Terrestrial, surface is 85% water, generally on the warmer side as a global average temperature. The Orchid mimics climatic conditions perfectly.

Homeworld Defence: "The Quick Escape" is an emergency system attached to the Orchid city-ship, an old experimental teleportation system that has not quite been replicated in a comparable scale since. What it does is, upon activation, draws power away from non-essential systems across the city and then teleports the city-ship somewhere else, possibly at random, in order to get away from impending doom. It is said that the Admiral both fears and adores this device, though no one has had to use it since The Exodus.

Empire Magic Politics: Shunned unless used to thwart other magic. Magic-users are imprisoned in stasis, except for those who perpetrate heinous crimes, in which case they are executed.

Empire Magic Specialisation: Anti-Magic, if any.

Empire Technology Politics: Technology is the driving force of Traveler society, for without it they would all die in the hands of the harsh, cold mistress that is space.

Empire Technology Specialisation: Propulsion and Mobile Industry
 
mine then
Space Travel: 3. Fast fleets both in and out of star systems.
Warp: 2. Interstellar travel, warp-missiles, warp-sensors
Spaceship building: 2. Emphasis on long-range light and medium craft. Scout ships are like mini-enterprises, with slightly fewer weapons and shields. Energy shields from Energy tech
Energy: 2. Solar power! Woo! Also energy shields, and tractor beams, so on.
Fusion: 1. back-up fusion reactors in case the solar panels stop working for some reason
 
Good job with the new tech pools everyone ^^

And that's a GREAT story Bil!
The only thing is that you posted with a wrong timing to deadly precise, that you missed post 44 =P
The thing is that i had to re-phrase how to do tech pools. Please read post 44 for info.
Apart from That: You're signed up!

When i have time, i will write abit about the curren't situation in the black nebula. (Too many rules too fast =S) But after that, then its on to the next part of the startup.
 
Coolio!

I'm writing the Building list, and that takes time.
Also i am writing on the general rules, since i'l need that soon.
And to be honest: I'm not sure if this will be all established before christmas. Its a heckload of mess i need airbourne =(
 
Black Nebula Stories:
Spoiler Rise of the No'Kin :

About 300 Earth Years B.A. (Before "The Arrival") a sylvan scientist of the No'Kin clan, discovered Travinium while exploring a old iron mine. With this new metal, they completely outmatched any opponent in spaceship crafting. Due to this, they begun conquering the Black Nebula. And they pretty much did.
The only real resistance they met were seraphi, but still they won.
80% of the Black Nebula were under sylvan (No'Kin Clan) control.
They ruled the galaxy for three hundred years, until something happened.


Spoiler The Arrival :
The Arrival is the most important event in the Black Nebula's history.
In the Black Nebula calendar, The Arrival is year 0.

80% of the Black Nebula were No'Kin conquest, and it seemed that the sylvans would never ease their iron-grip on the galaxy.
Now, 540 A.A. (After "The Arrival") some people still hate the sylvans for this.
In the middle of this, a Nikolen Scout-Ship from the slave colony of Nephel Hold (Yes, all of your empires were in one way or another serving as No'Kin slaves at some point. Unless you play as outsiders.) noticed something strange moving towards the galaxy, from Darkspace.
This was big, since the last time this happened the No'Kin discovered a way to grow crops in space. (It is beleived that this were done by another empire long time before this, but it is just rumors.)
It was reported back to the planet, and soon 20% of the No'Kin fleet were there to investigate the object.
What they found, as a space vessel. It did not respond to radio signals, but apparently there was some kind of life inside, since their mages could sense a large amount of life force.
The vessel were boarded. A force of No'Kin were sent in to check for possible dangers. They died.

Inside the vessel, were what is now known as Outsiders. They were tired, and seemed to have no memory of where they came from.
Yet, when the No'Kin strike team pointed their guns at them, they turned into cold blooded killers. Not long after, the Outsider vessel begun shooting strange magical rays at the No'Kin ships. Theese rays completely eliminated them. They wen't right through their shields.
Noone knew that this strange new magic was. But as you might have guessed, it was Darkspace energy.
While the single outsider vessel fought valiantly, it could not take on the entire fleet. But just when it looked like the No'Kin were winning, more outsiders arrived.
A gigantic fleet coming from darkspace. Within minutes they eliminated the No'Kin fleet.
The outsiders begun spreading throughout the galaxy, eliminating the No'Kin completely whereever they came. But apart from that, this strange rage against the No'Kin, they had no idea why they were here, where they came from, or what they wanted.
They begun spreading throughout the galaxy, forming small empires, joining already existing ones, or maybe just floating around in space.
Wherever they came, they were treated with respect. They had "saved" the galaxy.
The new creatures were strange, but slowly the other races grew used to them. And the respect and fear for them slowly vanished, as their technology and magical abilities were spread throughout the galaxy.
 
Coolio!

I'm writing the Building list, and that takes time.
Also i am writing on the general rules, since i'l need that soon.
And to be honest: I'm not sure if this will be all established before christmas. Its a heckload of mess i need airbourne =(

Well, take your time. No sense rushing it, else you might miss something important! If you need any help, I'd be glad to.
 
Well, currently i just need all of you to read on the arrival ;)
(Post 54)
 
'kay, ive decided to skip building startup for now. (Needs some more basic rules added before possible.)

I've added some of the rules posted in the Pre-Thread to the rules section of the first post too.

BUT! What were going to do now, is to look at either hero startup or mothership startup. (Seraphi will have hero startup no matter what.)
The first chart i'l make, is the hero chart.

As some of you know, heroes will be abit like the player charecters from M&ANES.
Though, in this nes, you do not control them as a player character.
In this NES, they are a unit that you control.
Simply imagine that you are the organisation giving the missions instead of the assassin taking them. And then, fill out this sheet.

Hero Name:
Hero Race:
Hero Class: Assault, Commander, Engeneer, Stealth, Diplomat, Mage, Healer, Darkspace Chosen or Jumper. (Ask me for details on the classes. Though really, is it that hard to guess what they do?)
Hero Spaceship: Don't fill if hero is seraphic. Seraphi get 5+ Hero Ability points instead of a special spaceship.
Spaceship Special Abilities: Make up something fitting. I'l give feedback on it. I promise.
Hero Stats: Every hero has stats. For start heroes, you have 20 points to put in theese various fields.
Strength: How STRONG your hero is... duh. Outsiders cannot put points into this stat.
Intelligence: How easy your hero is at figuring things out. A high intelligence will result in the hero more often leveling up and learning new skills.
Dexterity: How dexterous your hero is. ^^
Fighting: Guns: How good your hero is at using guns.
Fighting: Melee: How good your hero is a using melee weapons.
Fighting: Magic: How good your hero is at ma... Do you REALLY need me to do all this copypasting?
Fighting: General: General fighting. For all your fighting needs.
Magic: Healing: How much healing magicks your hero has.
Magic: Stealth: Stealth magic. Lololol.
Magic: General: This stat generally increases your magicks.
Tech: Hacking: Are you a hacker? NO! Your HERO is!
Tech: Coding: 001001110 + 6
Tech: Sabotage: Enemies with exploding weapons, spaceships with no power, robots with no AI... All lovable.
Tech: General: This stat generally increases your technology skillz.

Heroes will learn abilities as the game rolls.
Some races has hero ability bonuses, but those do not count for starting heroes.
 
Hero Name: God Emperor Hapollon IV
Hero Race: Pharaoh
Hero Class: Commander
Hero Spaceship: Ikaros, the largest ship of the Fleet Promethea.
Spaceship Special Abilities: Ikaros is not only equipped with the impressive Promethean solar technology, but also with a superendurant hull that allows it to 1)take an impressive beating without cracking, providing considerable safety to the Emperor, and 2) Come much closer to the suns than most other ships without suffering (serious) damage; this again enables the ship to utilize much more solar energy and empowers the weapons of the ship. And on top of that, it's the largest ship the Fleet Promethea, which also means that it has the most GUNS.
Hero Stats:
Strength:
Intelligence: 11
Dexterity:
Fighting: Guns:
Fighting: Melee:
Fighting: Magic:
Fighting: General:
Magic: Healing:
Magic: Stealth:
Magic: General:7
Tech: Hacking:
Tech: Coding:
Tech: Sabotage:
Tech: General: 2
 
That's a nice and focused hero DE =) But...
Having your leader as your hero is kind of risky.
If he dies, you loose. You have to start all over. Youre dead. Bam. (Unless maybe you find a heir to the throne...) But whatever happens, if your leader dies, its BADSTUFF!

I will though give any player that uses his leader for the starting hero a +20 hero ability points, since that is risky buisness.
 
20+? That's a lot.

I wanted to make a hero called the First Emperor (unaging emperor of Cetra who got bored with ruling) but nab. Too risky biz.
 
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