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HeavyMetalSunshineSister

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  1. HeavyMetalSunshineSister
    The following is the list of traits that can be selected at the beginning of Starscape II. Choose carefully for maximum coolness.
     
    ---
     
     
     
    Races get 6 points. This list is a work in progress. If you have ideas for other traits that should be available, write them up and send them to Xomeron!
     
     
    Trait: Cost: Description
     
     
    Physical
     
     
    Natural Radios: 1: Your species has either evolved naturally, or altered itself to include, natural radio antennae, obsoleting spoken words and allowing for near-telepathy.
     
     
    Predatory Physiology: 1: Your species is evolved to kill and eat its prey. They are better built for war than the average omnivorous species, perhaps including deadly claws and fangs, keen senses, and possibly an instinctive understanding of pack tactics.
     
     
    Natural Flight: 1: Whether by wings or by inflatable body parts, or something similar, your species is capable of flying on its homeworld. Varying gravity and air pressure will decide whether they can fly on other worlds.
    Hazardous Environment: 2: Your species evolved in and is used to a decidedly hostile environment. Perhaps they are tundra dwellers, living at temperatures far colder than water’s freezing point. Perhaps they breathe sulphuric acid and evolved in temperatures hot enough to melt lead and pressures strong enough to crush other races. Whatever the case, their ideal planet is decidedly unsuited to inhabitation by other species.
     
     
    Aquatic: 1: Your species lives in water. Their ships are by necessity heavier than other races, but can take far stronger acceleration, and are tougher. They are at home in their natural environment, but awkward on land, and the same is true of land dwellers in their realm. When combined with Hazardous Environment, your people live in water that is thickly contaminated with something hazardous to other races, or perhaps dreadfully cold or hot. Gills are an option, or your species could be air breathers, like whales and marine reptiles..
     
     
    Amphibious: 2: Your species is equally at home in water or on dry land. All the aspects of Aquatic plus all the aspects of landdwellers.
     
     
    Extra Limbs: 1: It’s no accident that the vast majority of species in the galaxy have two arms and two legs. Yet those that have extra can sometimes find themselves at a decisive advantage.
     
     
    Engineered For War: 3: Your species has altered or discarded its normal bodies, and given its soldiers something greater. The specifics are up to you, but your species features a caste entirely devoted to war. Possibly cybernetic soldiers built from the ground up, or mindless soldier clones, or insectoid Warrior Drones.
     
     
    Popsicles: 1: Your species is capable of surviving being frozen solid, like some species of terrestrial frogs and insects. Aside from giving you something to do during the winter, it allows your species to survive cryogenic freezing.
     
     
    Technical
     
     
    Artificial Gravity: 3: Your species has discovered and mastered the art of manipulating gravitational fields. This is easily one of the most important milestones a species can cross. The limits of Artificial Gravity’s effects on warfare and engineering are only limited by your imagination. However, Artificial Gravity is limited by power. When an Artificial Gravity field is set up, it is always a sphere. If the sphere is made larger, the power draw increases along the Square/Cube law; the Power draw is the cube of the square root of the size increase, making large Gravity fields very impractical.
     
     
    CHON Independent Environments: 1: Your species has mastered the art of making spaceships their own self contained ecosystem. Your ships are not dependent on constant resupply of CHON from planets and outposts. This is a necessity if you want to launch Deep Space missions without using the Skip Drive. CHON Independent Environments does not mean your ships don’t need CHON for reaction mass, if you use Fusion reactors.
     
     
    Stasis Field: 2: Your species has discovered(or perhaps looted the knowledge of) how to set up The Stasis Field. The Stasis field has two functions; first, it serves as a perfect reflector, reflecting 100% of all Electromagnetic Radiation. Second, time does not pass within a Stasis Field, making it the perfect system for preservation. Stasis Fields are occasionally found, and are very valuable, because they can contain ancient technology from empires of the Ancients
     
     
    AI Systems: 1: Your species has created A.I. systems advanced enough to control and regulate their ships systems.
     
     
    Mecha: 1: While not necessarily practical, your species has recognized the sheer cool factor of giant robots carrying weapons around. Battlemechs, Power Armor, Battle Droids. and Giant Robots are all made available with this advancement.
     
     
    Genetic Masters: 2: Your species has spent a great deal of time and effort learning the art and science of modifying their own biology. They can create specialized bodily forms for different situations. Purchasing this advance also reduces the cost of taking Engineered For War, Amphibious, and Biotech traits by 1
     
     
    Biotech: 2: Your ships, stations, and weapons are made of flesh and bone, not metal and plastic. Your tech is far cheaper to produce than most races, but require a large investment of CHON, and grow more slowly.
     
     
    Advanced Cybernetics: 1: Your species has developed, researched, and begun mass producing artificial limbs and computerized substitutes for lost limbs, organs, and the like. You have also learned to upload a brain and consciousness to computers, or enhance a brain with computerized implants, though it’s likely not a common process. If you use Biotech, this is instead the ability to regrow entire lost body parts, or grow generic body parts and then attach them to new bodies.
     
     
    Faster Than Light Drives(At least one is highly recommended)
     
     
    Warp-Tunneling Drive: 1: The Warp Tunneling Drive accelerates a ship to roughly ninety six times lightspeed, traveling in a straight line until the power is cut. If a ship begins their path in a large gravity field(such as that of a planet) the Warp-Tunneler Drive simply will not start. If a ship’s path intersects such a field, however, the ship, in its strange state of faster-than-light travel, will not survive the gravity, and be shorn apart into constituent molecules. One must be careful to appear off the plane of a solar system or at the edge of one, to avoid these “Holes”
    A Warp Tunneling Drive is about 1000 cubic feet(the size of your average bedroom)
     
     
    Skip Drive: 2: The Skip Drive forces the mass it launches into a strange, difficult to understand dimension dictated by mass quantum effects. When it reemerges less than a second later(whether the moment of transfer is instant or just very short is debatable) it can emerge anywhere in the universe, provided the place that it emerges is free of strong gravity fields and dense masses. Should it emerge in a strong gravity field, it will simply not come back together properly, and reappear in a burst of protons, electrons, and neutrons. If it intersects a dense mass such as an asteroid, the atomic nuclei will probably overlap, destroying both masses in a Nuclear Fusion reaction. This is unpleasant for all involved. A Skip Drive is about 800 cubic feet(a small bedroom)
     
     
    Hyperdrive: 1: Hyperdrive is a very strange device. It takes the ship it is using out of our universe, and places it in a universe that is astrographically identical, one thousandth the size, , and follows very different lays of physics. While accelerating, a ship’s speed increases not linearly, like in the real world, but exponentially. The longer you stay in Hyperspace, the faster your ship moves. Aside from that matter which originates in Hyperspace, matter can only exist in Hyperspace for a short time before it flies apart, individual electrons accelerating out of their orbits, causing the matter to disintegrate. By maneuvering about in this micro-universe, a ship can cross interstellar distances on conventional thrusters, and then return to normal space. The Hyperdrive must be kept at around 400 degrees Celsius while in Hyperspace, or else the effect will fail. A Hyperdrive consists of a wire mesh running along the armor of the ship. Momentum is not conserved when transferring between Hyperspace and Normal Space(the proper word for this is “Tearing Through”)
     
     
    Superlight Drive: 1: The Superlight Drive suspends two commonly held “laws” of physics. E=mc^2 and Inertia. In short, they allow a ship to break lightspeed in space on conventional power. However these ships must be traveling at .05c before the Superlight Drive can be initialized, likely with a Launching Laser or Mass Accelerator(See “Interstellar Launch”) A Superlight drive is an object about the size of a desktop computer that is clipped to any part of the ship’s mass.
     
     
    Industrial
     
     
    Colonized Asteroid Belt: 1: Your people have, over the course of the centuries since it became possible to leave your homeworld, colonized and developed an Asteroid Belt in your system, providing an economic boost. This advancement may be taken multiple times.
     
     
    Extra Planet: 2: Whether by terraforming, or just luck, your home system contains an extra world inhabited by your species. This advancement may be taken multiple times.
     
     
    Colonized Gas Giant: 1: While Gas Giants are an incredibly hostile environment to most living things, they have their uses. A Colonized Gas Giant is actually the moons and rings of a gas giant, along with stations placed in the upper atmosphere to gather valuable gases. This advancement may be taken multiple times.
     
     
    Extra Colonized System: 3: By using slower-than-light “Generation” or “Sleeper” ships, your species has colonized a planet in a nearby star system.
     
     
    Interstellar Launch: 1: An Interstellar Launch takes the form of either a Launching Laser, which propels Light Sail Craft to enormous speeds by means of hitting the Light Sail with a laser, or a Mass Accelerator, which uses magnetic rings to do the same. They are necessary for use of the Superlight Drive.
     
     
    Homeworld Space Elevator: 1: A set of long cables placed on your homeworld’s equator, used to cheaply ferry goods and supplies from the planet’s surface to space. See the “Resources” document. This advancement may be taken multiple times.
     
     
     
    Social
     
     
    Fleetborn: 1: Your race is perhaps on a long lost exodus from your home stars, or perhaps they simply evolved out in the cold and the empty. Stranger things have happened. Your people have no homeworld, but begin the game with a motley assortment of warships and Producer Ships.
     
     
    Perfect Dictatorship: 1: A Perfect Dictatorship is an incredibly valuable asset for a species in space. When the government controls the entire economy, it can produce spacecraft At-Cost, without worrying about giving profits to Shipbuilding corporations. A Perfect Dictatorship may well be a Hive Mind, insectoid Queen bugs giving commands to the Drones, or simply an excellently crafted system of controlling the populace.
     
     
    Transhuman Society: 4: Your people have long since evolved beyond the need for physical bodies, existing entirely as AIs in Cyberspace. Your people are entirely independent of physical bodies, though they can have some in biological or robotic form. Their spaceships are crewed not by bodies on the ships, but are simply inhabited by the species’ personality. When combined with Perfect Dictatorship, this can represent an entire planetwide empire which is controlled by one single personality that can be everywhere at once.
     
     
    Proud Warrior Race: 1: Your race honors and respects its Warrior class greatly. You will rarely have a shortage of volunteers for your military, and the Military has the right to do quite a bit without oversight from Civilians.
     
     
    Technolepathy: 2: The logical extension of The Internet, and a step on the way to Transhuman Society, Technolepathy allows your people to instantly communicate with each other with an internet-like system, and control technology with the same.
     
     
    Empathy: 1: Your species has evolved a specialized, unique system(perhaps pheromones or a subtle body language) that allow it to instinctively understand the feelings and emotions of one another. This obviously does not function on other races.
     
    Single Mind: 2: Regardless of the mechanics of how, your species’ bodies are all extra limbs of a single, controlling hive mind, perhaps using natural Hyperwaves to communicate between body parts. This is the most controlled society possible, a single entity making up an entire race.
  2. HeavyMetalSunshineSister
    I really wish - and yes, I know I'm a couple of decades too late for this to actually happen - but I really wish Yes would have decided whether to be infuriating or awesome, and then stuck with one of those things. They sort of bounced between great prog rock songs and the most annoyingly repetitive vocals this side of a political debate, and it's a bit like a minefield when you're about to listen to a Yes song you haven't heard before.
  3. HeavyMetalSunshineSister
    So I was showing off my grand sand-trap to a friend today - hmm. Before I say what happened, I should probably go over what was supposed to happen.
     
    In a subterranean complex, I built a large domed room with the floor open to the Void. I then went around the perimeter of the room, placing pistons on one long circuit, with Repeaters used as the only direct redstone contact for each and every piston, and occasionally using a Repeater-and-wire loop on the outside of the circuit to extend the energy flow. At the beginning of the circuit, near the switch, is a piston-based door that's closed when the circuit is on, and open when it isn't.
     
    On each of the perimeter pistons, I placed a block of stone and a torch, and then proceeded to build a sand-dome held up by the torches. The plan was for the dome to collapse when the switch was flipped to open the door, barring the way to incautious adventurers.
     
    Instead, precisely nothing happened. The input stopped mattering, because the circuit stayed on even when it was off.
     
    Advice for how to fix this circuitry error would be much appreciated.
     
    UPDATE: Problem fixed via good-old double-inverters, and basically switching things around to get my circuit to bear less resemblance to a waffle. I still am not sure whether the monstrosity I originally created was a true Illogic Circuit or merely an astronomically slow Clock Circuit.
  4. HeavyMetalSunshineSister
    My new flute arrived in the mail today. I'm already decently good with the penny whistle, so the most difficult thing for me is going to be getting a consistent sound out of that little embouchure. I'll be spending the next week working solely on that, after which I will allow myself to begin working on actually getting a tune out of the thing.
     
    I'll be keeping a record of my progress on this blog, both for the really bored people who, for some reason, actually care about the "progress" some loonie is making on moulding himself into a pale imitation of Jethro Tull's Ian Anderson, and for the obscenely bored person who will one day be looking back to fondly(?) remember his earliest experience with the Irish flute.
  5. HeavyMetalSunshineSister
    Alright, alright, I know how to take a hint. No response on something generally means it's been weighed, measured, and found wanting. Really wanting. Thus, the other thing has been discontinued.
     
    That being said, I'm still doing goofy things in Minecraft. Finally returned to the home continent, and ended up starting on a fortress that relies oh-so-much on projectile-based defenses. Currently working at a testing range I dug into the permafrost to ensure I've got the splash potions that will be fired from rapid-pulsed dispensers done correctly. This primarily involves putting sheep in a hole and shooting potions into the hole, then checking for dead sheep.
  6. HeavyMetalSunshineSister
    As of today, I'm starting a little diary detailing odd moments in my Minecrafting experience, from my character's point of view. The first of these will come in a batch, while the rest are likely to come one at a time.
     
     
    ---Entry 1, January 16th
     
    It is now a week since I became sick of the sight of snow, and, in a fit either of brilliance or madness, abandoned the mainland in my small wooden boat - a boat I had not built, much less used, until about an hour before I pushed off from the shore. Fortunately for me, I appear to be a reasonably good shipbuilder, as I have yet to sink beneath the waves and meet my demise in the no-doubt-sincerely-sympathetic embrace of one of the many squid that seem to infest these waters.
     
    I sailed three days before I came across anything remarkable - an island! Sailing towards the little spit of rock protruding from the waves, I very nearly wrecked my precious boat upon the shore of what turned out, in fact, to be a wholly unremarkable island, but when I came upon it, the fact that it wasn't either snow, ice, water or lava had me jumping for joy.
     
    The night after I landed upon this little rock, I realized that I was in need of somewhere other than that rock upon which to sleep. Taking advantage of what is either a hole in the concept of sanity or the fact that I am apparently a wizzard, I eschewed the idea of building a house upon that miserable rock in favor of building a series of ice domes beneath the waves, and making my home there. It is from my house in the smallest of these domes that I write this diary now, though I am thinking that I may soon depart to further explore my world.
     
    ---Entry 2, January 21st
     
    Given the difficulty of locating my home beneath the waves by the light of the single candle that, at the moment, isn't even lit, I have shaped the island that first led me to this place into a pair of perfect triangles, the smaller of which points directly to my home. On the opposite side of my sunken villa is another of these island signposts, built up from the seafloor using either crazy-powers or wizzardry, as I have yet to decide which is responsible for the apparent viability of ice as a submarine building material. With these signposts in place, I am now prepared to sail into the east, sailing after adventure, the sun, and maybe something that isn't either a bloody barren rock or a river of fire carving its way through a snowy valley.
     
    P.S. - Why did I decide on ice, of all things? Glass is transparent too. I suspect shenanigans. Whether it is wizzardry or crazy that drives these shenanigans, only time and perhaps an errant luck-dragon will tell.
     
    ---Entry 3, January 25th
     
    I am now a few days out from my home, and no significant landmasses have been sighted, though various miserable spires of rock have greeted me. Very nearly wrecked the boat on the head of one of those blasted friendly squid. Nearly ready to call an end to this whole adventure thing.
     
    On the second day after leaving my home, I began to worry that I may not find it again. To this end, I have, using whatever breach in the laws of something or other (leaning towards wizzardry today), constructed two obelisks since then - one of obsidian, because I thought it would look cool, the other from the Glowstone I gathered the last time I got ideas of "adventure" into my head, because I'm relatively certain that a glowing pillar of rock would be hard to miss.
  7. HeavyMetalSunshineSister
    I've finished my exams for the semester, and to celebrate, it's time for this month's Musician Spotlight. This month, I'd like to start things off with a clarification of the term "winning."
     

    Winning does not look like this. This is what torpedoing your career and ruining your life looks like. That is not the face of a victorious man, in any sense of the word.
     

    This is what winning looks like. If you want a slightly more accurate version, look up the videos of one of the songs from his album Fearless. Maybe the song I Do The Rock, that's a good one.
     
    Anyway, the point is, Tim Curry is a singer as well as an awesome actor. Those of you who are fond of a certain Rocky Horror Picture Show are already well-aware of this, but you might know that he's put out three albums, one of which I'm really rather fond of.
     
    The best way to describe Curry's style is as what you get when a talented singer who's mainly an actor gets bored, and decides to do something fun. His first album was mainly covers, but the second album proved, one, that this man can write music, and two, that this man can write really fun music that takes itself about as seriously as non-child-eating clowns take themselves. Live performances of I Do The Rock feature Tim Curry grinning like a maniac, because he found the definition of the word winning, and then he decided to start living it.
     
    Those interested in starting a collection of Curry's musical work have it easy - he's only put out three albums. Out of those, the first and third tend more towards pop, while the second makes a respectable effort to lean towards rock, which Mr. Curry does, and does well.
     
    For those hoping to get started, I heartily recommend browsing the album Fearless, probably starting with I Do The Rock and Paradise Garage. Anything else just write up on a cork-board and throw darts at, because that's the approach to picking songs that fits the spirit of winning.
  8. HeavyMetalSunshineSister
    Since Xom (or, if you like, King of Shadows, though that only applies to shadows inside of time, so I'm quite out of his jurisdiction) is deathly allergic to blogs, I'm going to be helpful and post the Syrrinx tech he's provided specs on in this blog entry.
     
    SHIPS
    Class Name: Elemental
    Class Size: Fighter
    Class Function And Description: Space Superiority Fighter, meant to destroy enemy fighters and bombers, and provide close support to Syrrinx Ground Troops. Trans Atmospheric.
    Class Weapons: Three Rotary Missile Launchers
     
    Class Name: Changeling
    Class Size: Small
    Class Function And Description: Stealth Ships. Equipped with a Cloaking Device. Designed for firing on far-away targets in hit-and-run attacks. Its railgun is far better at range than RMLs are due to their higher shell velocity, at the expense of rate of fire. It is also much slower than a Hobgoblin due to a higher mass.
    Class Weapons: 1 Railgun, 2 Rotary Missile Launchers, 1 Cloaking Device
     
    Class Name: Hobgoblin
    Class Size: Small
    Class Function And Description: MISSILE BOATS DAKKADAKKADAKKADAKKA
    Class Weapons: 7 Rotary Missile Launchers
     
    Class Name: Harpy
    Class Size: Medium
    Class Function And Description: Built on the Faeire chassis as a Battlemech Deployment vehicle. Mechs are shot from the ship through a large cannon on the nose of the ship. Going down in metal-foam lined drop pods with large retro-thrusters, the mechs can land safely using carefully computed trajectories, letting them come down at the same time in precise areas.
    Class Weapons: One Dropship Bay, 5 Rotary Missile Launchers
     
    Class Name: Sprite
    Class Size: Medium
    Class Function And Description: Force Projection; meant to get fighters onto the battlefield and provide a core for their operations.
    Class Weapons: One Carrier Bay, 5 Rotary Missile Launchers
     
    Class Name: Faerie
    Class Size: Medium
    Class Function And Description: Battlecruiser. Designed for hunting other Cruisers. Its heavy weapons load is excellent at hunting cruisers, and Faeries work well with Sprites Capable of damaging Large ships in a one-on-one fight.
    Class Weapons: 2 Railguns, 2 Rotary Missile Launchers
     
    Class Name: Kraken
    Class Size: Large
    Class Function and Description: Carrier. Brings a full wing of fighters to the battle, and is a deadly ship all its own, the Kraken is primarily used for force projection; swarming enemy ships with a horde of fighters.
    Class Weapons: 1 Carrier Bay, Four Rotary Missile Launchers, 1 Starcannon, Antiproton Gun
     
    Class Name: Dragon
    Class Size: Large
    Class Function And Description: Dreadnought. Visually resembling a cinderblock mating with an angry cathedral, the Dragon is designed for bombarding enemy cities, Starbases, and other Battleships, a Dragon will inevitably be the focus of any battle it is present on, for it can turn the tide of entire wars.
    Class Weapons: 1 Starcannon, two Railguns, 1 Point-Defense Network, Antiproton Gun
     
    Class Name: Wyvern
    Class Size: Large
    Class Function and Description: Missile Boat, Fighter/Small ship hunter. Mounts several Rotary Missile Launchers. Built on the hull of a Dragon, but the removal of the Starcannon allows for an oversized engine, allowing the ship to accelerate unreasonably fast; at similar rates to a Small ship, in fact.
    Class Weapons: Antiproton Gun, 15 Rotary Missile Launchers
     
    Class Name: Harnos
    Class Size: Starbase
    Class Function And Description: Repair and heavy fire support of Syrrinx ships in orbital operations; reload and protection for Fighters.
    Class Weapons: 16 Rotary Missile Launchers, 1 Point Defense Network
     
    WEAPONS
    Name: Autocannon
    Weapon Size: Small
    Mechanics: Similar to a modern tank gun, with an automatic loading system. Fires 30 Shells per minute. Can fire a variety of shells, most commonly used with a penetrating tip.
    OBSOLETE
     
    Name: Rotary Missile Launchers
    Weapon Size: Small
    Mechanics: Fires a whole lot of tiny, guided, antimatter tipped missiles to overwhelm anti-missile defenses with sheer numbers. 0.1 Kiloton yield.
     
    Name: Railgun
    Weapon Size: Medium
    Mechanics: Uses magnetic pulses to fling a shell at 3000 m/s with a depleted uranium tip. Kinetic energy immense.
     
    Name: Starcannon
    Weapon Size: Large
    Mechanics: Uses magnetic pulses to fire what is essentially a thirty gigaton nuclear fusion bomb, fused to go off a moment after impact and designed to take the impact undamaged Capable of destroying large cities and blowing massive holes in enemy formations. Not capable of one-shotting battleships, but it will nicely damage them. Requires a long recharge time for the magnetic coils after firing.
     
    Name: Antiproton Gun
    Weapon Size: Superweapon
    Mechanics: Fires a constant stream of negatively charged antimatter particles. As these particles travel through space, they spread out due to mutual charges repelling each other. Thus, while a tight beam leaves the barrel, a large cone hits the target. Best used against large clouds of small ships, to that effect.
  9. HeavyMetalSunshineSister
    'Ello. This is where I'll be dumping all of my stuff for the COTRPG Starscape, which presently promises to bloom into a massive war with everyone annihilating everybody.
     
    In the interim, I'll kick things off with the information this entry is for.
     
    Main Species Profile
    Species Name: Diemawr
    Description:
    -Physical: The Diemawr are a physically powerful race, and their somewhat brutish appearance can be off-putting to some. Despite this, they are a very dexterous race, with their hands bearing four fingers and two thumbs each. The Diemawr are, like many sapient races, bipedal, with the opposable toes on their five-toed feet giving away their arboreal ancestry. Their tails, at five feet in length, are fully prehensile, with tiny barb-like scales along their length to aid in gripping. The head of a Diemawr is somewhat frightening to those who are not accustomed to the sight - so much so that Diemawr warriors often elect to not wear helmets in ground combat, to aid in psychological warfare. The head is very boxy in shape, with a broad, squarish snout. The nostrils are bony and rather large, with the nose connecting directly to a fleshy air-sac above the snout. Behind the air-sac is a bony plate that covers the top of the cranium, with two blunt horns protruding near the back of the plate. The large eyes of the Diemawr are located just at the front of the cranium, with cat-like pupils. Behind the plate, an array of protofeather-like quills jut out from the head, and the grooming of these quills is a matter of great pride for Diemawr. The torso of the Diemawr is rather broad and stocky, with strong, thick bones and heavy musculature. Overall, a Diemawr is only four feet tall at the most, which puts these clever reptiles just a little below the average height for spacefaring species.
    -Psychological: Many a careless sociologist has dismissed the Diemawr as a simple, brutish "warrior race", when, in fact, their culture is much more interesting than that. The Diemawr place great emphasis on personal pride and accomplishments, and are taught from an early age that the success of an individual helps push the species as a whole forward, while a careless or lazy member of the race drags them all down. As a result, any Diemawr that does not wish to be made a pariah strives to achieve as much as possible in their chosen field, which leads to fierce competition for work in all fields - the sciences, the arts, politics, even service jobs see heated competition between potential workers. As a result, any accomplishment made by another race can be expected to be seen as a direct challenge to the Diemawr, and will certainly be met with an attempt at something bigger and better.
    -Government: The Diemawr are led by a Lord President and a 150-member Conclave. Members of the Conclave are elected directly by the people every five years, while a new Lord President is elected upon the death of the reigning Lord President. The Lord President handles external policy, appointing military leaders and deciding on both diplomacy and warfare. The Conclave gives their advice to the Lord President on these matters, but their real responsibility is internal affairs. Political parties are absent, with all candidates standing alone and on their own personal qualifications. All politicians are career politicians, and study history, philosophy, and military tactics for years before they run for major office. Local conclaves exist for any community large enough to be named, and, as would be expected, these conclaves only decide on local matters too small for the Conclave to preside over.
    History: The Diemawr started civilization as a tribal race that had just decided to give life outside of the trees a try. By lucky coincidence, they evolved on a planet with a single large continent, limiting the possibilities for internecine warfare. Less then 5,000 years into their history, the Diemawr had unified into a single federated system, roughly identical to the one still in use today. While large-scale disputes continued to occur - any species without them is most likely extinct - the Diemawr used the two-thousand year period between unification and the present day to refine the artistic and scientific aspects of their culture. By the time a manned probe had visited the very bottom of their homeworld's great global ocean, they knew there was only one place left to go - space.
    Homeworld Name: Diemwnt-Cwn The name is the same as the name given to the vast forest that served as the original home for the Diemawr, in the language that became the dominant business/diplomatic tongue for the Diemawr. Any resemblance between this language and Welsh is purely spot-on, these are seriously Welsh-speaking aliens, and any resemblance between this planet's name and the name of a David Bowie album (in Welsh) is purely awesome.
    Homeworld Location: Sector 2, System 12. If it's not too much bother, I'd like take the 2 colonial systems option, and snag 11 and 13 as a result.
     
    Ship Classes
     
    Class Name: Brawd-dur
    Class Size: Medium
    Class Function And Description: The Brawd-dur is specialised for the task of eliminating large targets that would present too great a threat to other units. Because of its singular weapon system, the Brawd-dur has to carry extra armor, and, to make it somewhat defensible on its own, reinforced turret-rotation equipment to provide the ship with a 32,400-degree firing arc. (360 lateral, 90 vertical)
    Class Weapons: Solet heavy armor (2), Reinforced Turret (1), Dur-Llaw Duw (1)
     
    Starbase Classes
     
    Class Name: Carreg-dur
    Class Size: Starbase
    Class Function And Description: Robust orbital-defense station, meant to hold off an invasion with minimal support from mobile forces. The Carreg-dur is an automated military satellite locked in geostationary orbit. It receives its orders from command-stations located on the planet below, and each Carreg-dur starbase serves both to detect an approaching threat and as the most reliable means of dealing with it.
    Class Weapons: Solet heavy armor (3), Dant-a-Grafanc (5), Gwaed-a-Dur (1), Fighter Bay (1)
     
    Weaponry and Equipment
     
    Bah, I'll get to this bit later.
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