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WhispersShadow
Scout
Scout

Joined: 21 Feb 2009
Posts: 374
Karma 7
52363.00 credits
Honours: 0

Vital Statistics:
Age: 19
Gender: Gender:Male
Zodiac: Pisces Pisces
Location: In front of my computer

My Photo Album

User Attitude: 10.00

Forum Jobs:
Unemployed

ADR Character:
Level : 1
Class : Thief
Race : Human
Element : Water
Alignment : Evil
PostPosted: Sun Feb 22, 2009 8:21 pm    Post subject:  Your Nation, Your Rule (Open) Reply with quote

IMPORTANT! all persons wishing to join the game MUST private message (PM) their Nation Profile to me! (Note: please examine the Nation Profiles already posted on the Nation Information Thread, as I will ignore any applications to the game that are of a low quality. I suggest that new players attempt to follow the styles of already existing players.) If I am not here, Rawrsa or GunnerXtremis may make approvals in my place. I do not expect new players too read all the posts, as there are obviously far too many. For more information, see the OOC Thread, or the Nation Information Thread. DO NOT POST OOC COMMENTS IN THIS THREAD! Post in the OOC Thread(!) instead.
    ~Thank you


Rules:
Spoiler:

  1. Each player starts with 1 city, his Capital.

  2. Each player also starts with 5000 units of money.

  3. Please, no god-modding (creating an unbeatable powerbase, and simply ruining the game for everyone).

  4. The list of available buildings is pre-made, but feel free to change their names for context purposes, so long as you make a clear note using the original building names (ex. Hive (Factory – $40).

  5. When attacking another player, you receive $3 for each unit killed, and $10 for each building razed or captured.

  6. At the start of your nation, you receive $100 per city per turn (one turn is one real-world day)(E.g., if I have 2 cities, I would receive $200 per real-world day). (NOTE: no matter how many cities you have, you cannot receive more than 25'000 per day.)


Bio format:

Spoiler:

Nation bio: (The backstory behind your nation)
    Name: (Your nation's name)
    Government: (Type of government)
    Economy: (Economic Market)
    Religion: (This one should be obvious XD)
    Terrain: (Describe the area that your city starts in)
    Geographic Location: (The exact starting location of your country, as based on standard world maps)
    Capital city name: (Once again, this one should be obvious)
    City description: (Describe what your city looks like)
    Leader name: (Obvious?)
    History: (The history behind your nation)

Gimmick: (See the last part of the post)

Units: (List all the units that your city can produce (you can add more later))
    Units cost and description: (Describe your units, cost suggestions are to follow)
    Other: (Miscellaneous information)
    Races: (Describe the ethnic variety of your nation[/b] (please note, these do not have to be human)

Ruler bio: (Describe your ruler)
    Name: (Your leader's name)
    Age: (In earth years)
    Gender: (Obvious enough?)
    Weapons: (Weapons that your leader personally carries (this is only useful if characters individually meet each other))
    Appearance: (Describe what your leader looks like)
    History: (Describe your character's backstory)
    Personality: (A brief description of how your character thinks)
    Race: (The race of your leader)


    And now, for those of you who like to copy/paste, I will retype the Bio below, without the parenthetical statements:

Spoiler:

Code:
[size=13][b]Nation bio:[/b][/size]
[list][b]Name:[/b]
[b]Government:[/b]
[b]Economy:[/b]
[b]Terrain:[/b]
[b]Geographic Location:[/b]
[b]Capital city name:[/b]
[b]City description:[/b]
[b]Leader name:[/b]
[b]History:[/b]
[/list][size=13][b]Gimmick:[/b][/size][list]
[/list]
[size=13][b]Units:[/b][/size]
[list][b]Units cost and description:[/b][list]
[/list]
[b]Other:[/b]
[b]Races:[/b][/list]
[size=13][b]Ruler bio:[/b][/size]
[list][b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Weapons:[/b]
[b]Appearance:[/b]
[b]History:[/b]
[b]Personality:[/b]
[b]Race:[/b][/list]


Rules of war:
Spoiler:

    To attack a person, you simply purchase troops (if you don't already have any), and write a post of the battle. Try to make it realistic (e.g., both sides should loose troops, and probably a large number, at that). Also, please wait after attacking someone for them to respond before you make another post concerning them. Otherwise, anything is allowed.


Suggested units costs:
Spoiler:

  • Infantry: $10
  • Non-combat Vehicles: $5-20
  • Light vehicles: $20-30
  • Heavy vehicles: $30-50
  • Heavy tanks: $80
  • Air vehicles: $80-100
  • Boats: $30-80
  • Submarines: $50-100
  • Spacecraft: $100-200
  • Orbital or Nuclear Missiles: $50-100
  • Magic Users: $20-80
  • Magic Creatures (spirits, daemons, etc.): $10-200 depending on power-level
  • Emplacements (buildings that can do stuff): $100-200 for combat related buildings (ones that can attack something directly), $50-100 for defensive buildings (ones that cannot directly attack, although perhaps they shock anything that passes through them, or create random storms around them, etc.)
  • Terraformers (units that modify terrain): add $50-100 to the price of any unit that can terraform. Offensive terraforming (creating walls of earth, earth-quakes, floods, etc.) should cost at least $100.


Buildings:
Spoiler:

  • City: Gives taxes and increases your territory. ($1000)
  • Factory: Enables you to make land vehicles. One unit design per factory. ($40)
  • Training center: Enables you to make infantry. One unit design per Training Center ($40)
  • Dock: Enables you to make water-craft. One unit design per Dock. ($50)
  • Temple: Enables you to train Magic Users. One unit design per Temple. ($50)
  • Airbase: Enables you to make flying craft. One unit design per Airbase ($100)
  • Aerospace Complex: Enables you to make spacecraft. One unit design per Aerospace Complex ($100)
  • Missile Bunker: Enables you to make Orbital, Nuclear, or other special missiles. One unit design per Missile Bunker. ($200)
  • Altar: Enables you to make/summon Magic Creatures. One unit design per Altar. ($50)
  • Summoning Pit: Enables you to make/summon any Magic Creature (no matter who designed it). Any variety of designs may be used with a Summoning Pit. ($1000)
  • Construction Crew: Enables you to produce Emplacements. One emplacement design per Construction Crew (they specialize for fast building). ($100)


Functions:
Spoiler:

  1. Tax Increase: $1000, increases your tax gain by $100/day. Maximum +$500/day
  2. Trade: $100, returns $50/day for 4 days (e.g., returns a total of $200). Maximum 10 trades per day ($1000 worth)
  3. World Bank Deposit: $100, returns %5 interest per day (to the bank account), until the player withdraws his money. Maximum $1000 total in the bank
  4. World Bank Loan: RECEIVE +$100, but taxes give $10 less per day, until the dept is payed off. Maximum $10'000, and if the player goes into dept, he must start selling everything he can, until he only owns his capital city
  5. Industrial Boom: $1000, all production costs (buildings and units) are lowered by $10. Minimum cost of $10

(Note: to use multiple functions in a turn, use this format: Function x Number (ex. Tax Increase x 5))


Secret Projects:
Spoiler:

    Secret Projects are major advancements that allow the players to vastly effect the game. Secret Projects cost $10'000, and take 10 days to complete ($1000 per day, but the entire price must be payed at the beginning). If a Project is terminated prematurely, the player receives a recompense equal to the days remaining, but does not receive anything for completed work (e.g., if I have been working on a Secret Project for 3 days, so there are 7 left, and I cancel the project, I will receive $7000). Projects must be completed over a simultaneous 10 days. This means that if a project is stopped, it must be restarted from the beginning!

Examples of Secret Projects:
    Universal Translator: allows the builder to communicate with any other faction.
    Mercenary Exchange Program: allows the builder to build any 2 type of unit from any 1 allied faction.
    Universal Stock Exchange: increases all taxes by $10 per city (no limit).

Keep in mind, these are just examples. Furthermore, project names/effects should reflect your nations design/gimmick. Finally, although there are no specifics to maximum/minimum usefulness/power of the Project, I expect players to balance out the power, either with negatives, or with the Project's cost of $10'000.

NOTE: all Secret Project MUST be approved by me before they can be used.


Gimmicks:
Spoiler:

    Gimmicks are special powers/abilities/talents that your nation possesses. Keep in mind, gimmicks are primarily for context of your nation, and should give little to no actual advantage. However, it is OK if they give a little bit of an extra to your nation...

    Each nation should have 1 gimmick, listed in their Nation Profile, below "Nation Bio", and above the "Unit List." Some example gimmicks include "Industrial Talent (lowers the cost of all units/buildings)," "Dense Natural Resources (increases taxes by X amount)," etc.



Last edited by WhispersShadow on Thu Sep 17, 2009 3:25 am; edited 48 times in total
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WhispersShadow
Scout
Scout

Joined: 21 Feb 2009
Posts: 374
Karma 7
52363.00 credits
Honours: 0

Vital Statistics:
Age: 19
Gender: Gender:Male
Zodiac: Pisces Pisces
Location: In front of my computer

My Photo Album

User Attitude: 10.00

Forum Jobs:
Unemployed

ADR Character:
Level : 1
Class : Thief
Race : Human
Element : Water
Alignment : Evil
PostPosted: Sun Feb 22, 2009 8:40 pm    Post subject:  Sample Bio/My Nation's Bio: Reply with quote





Spoiler:

    Name:
      Underground

    Government:
      Hive Mind

    Economy:
      Government Regulated Capitalism

    Religion:
      Planet Cult

    Terrain:
      Underground factory complex

    Geographic Location:
      Britain

    Capital City name:
      Planet Fall

    City description:
      A terrible industrial complex lies in a subterranean realm deep beneath the surface of the earth. Fueled by heat from the Earth's core and fast-flowing underground rivers, and supplied by the numerous resources hidden within the ground, this great factory spans an area miles wide. The factory is known simply as the Underground. The Underground is controlled by the Hive Mind Queen, Prophet Cha Dawn of Planet Seed. The Underground is controlled and run by the drones of the Hive, who work unceasingly, and without question. The city has only one purpose: restore Planet!

    Leader name:
      Prophet Cha Dawn



Spoiler:

    Psychic Power (all units possess a psychic field)



Spoiler:

  • Locusts of Chiron
      Bio-engineered flying insects that voraciously tear through metals, plastics, and organic materials alike. Great swarms of these hungry bugs are held in incubators, kept unhatched with a pheromone control, until such time as they are needed.
        $40/Swarm (1 swarm = 1 unit)





  • Sea Spiders
      Nastily intelligent creatures that roam along the bottom of the underground rivers, watching for enemy vessels (friendly vessels emit a signal that placates the spiders), and ready to weave webs of super-tensile strength, capable of stopping submarines traveling at full speed. Their thick shells protect them from the intense pressure, and from light enemy attacks. Gills allow them to breath indefinitely underwater. Their strong jaws can tear metal asunder.
        $20/Spider





  • Carrion Bugs
      Great, flying insects, 3 meters in length. The use 2 sets of wings to fly, and a pair of long, thin tails to maneuver. Carrion Bugs have serrated chitin beaks, strong enough to tear through titanium, and huge, stinging tails, filled with highly corrosive acid and long enough to entirely spit a man. The downside to Carrion Bugs is that their primitive, insectoid body-structure includes a primitive insectoid brain. However, they do possess a hive-mind attribute. When not in range of a controlling mind, the Bugs will look for the nearest food, gorge themselves, then lay their eggs in the nearest organic body (preferably warm). Carrion Bugs are not overly aggressive by nature, and are hard to provoke short of a direct attack, unless coupled to a hive-mind controlling unit.
        $50/swarm (10 Bugs to a swarm)





  • Minds
      Gigantic, biological supercomputers that float meters above the ground, controlling hives of Carrion Bugs. Minds are made of a fleshy, pulsing material, that can secret a highly-corrosive acid when provoked. With no eye's, Minds use highly sensitive tentacles and eardrum-like membranes to observes their surroundings.
        $50/Mind





  • Mind Worms
      The basic soldier of The Underground. Mind Worms are small, 10cm worms that writhe about in knotted swarms, moving at about 24kmh (about 15mph). Mind Worms possess an intense psychic nature, which they not only utilize as a weapon, but also to form an advanced intellect (about on par with that of a dog). Mind Worms use their psychic abilities to project a field of pure fear, pulling on the subjects own fears (for a more potent effect). When the victim is paralyzed in fear, the worms swarm forward, tearing through metal, wood, or any other obstacle, and implant their larvae in the still-living victims brain. Then, the worms wipe their victims memories of the incident and continue on their way. As the worm-larvae mature over the next couple of days, (hours, if the victim is dead), the worms' developing psychic field will wrack the victim with nightmares, ultimately destroying their psyche and killing them, at which point the worms eats their way free.
        $15/swarm (1 swarm = 1 unit)





  • Isles of the Deep
      Modified Mind Worm boils (swarm). An Isle of the Deep is a Mind Worm boil that has been compressed, flattened, and molded into a living transport/warship. An Isle can carry equivalent to 10 Mind Worm swarms, or about 1 US Personnel Transport (Truck). Besides it's transport capacity, an Isle has the same psychic talent as the Mind Worms, but at extended range, allowing it to neutralize enemy ships up to 300 meters away, and is strong enough to eat through the ship, consuming inorganic and organic alike. However, an Isle cannot reproduce on it's own, so it must be shaped from Mind Worm boils in a laboratory setting.
        $100/Isle





  • Spore Launchers
      Towering structures of psychic fungus, standing 5 meters high, and shaped vaguely like a hollow tree-trunk and it's largest branches. The Spore Launcher creeps along on a living-fungus base at 8kmh (about 5mph). When a target has been found, the Spore Launcher convulses, squeezing out a ball of spores at 80kmh (50mph), so light that it almost invariably floats to it's target. The Spore Launcher can fire about 6 times per minute, or once every 10 seconds. On impact, the fragile spore ball falls apart and the spores coat the target. Immediately, these spores begin to grow into target's armor/skin, and begin a decomposition process that reduces the target to it's base molecules in an excruciatingly painful process, as any living victim can literally feel their body falling apart around them, until they die. When the fungus has finished decomposing the target, it begins to reform the component molecules into a new Spore Launcher, forming the living fungus base upon which it lives. This means that any Spore Launcher built outside of a lab likely contains valuable resources, and is therefore worth 7m when killed as opposed to the usual 3m.
        $50/Launcher


    !NO IMAGE AVAILABLE!



  • Extended Spore Network (ESN)
      A network of highly sensitive spores that dig there way through the hardest materials, breaking them down to produce energy to grow larger. This spore network is virtually useless, save for two purposes. First, the tips of the spores are highly sensitive to vibration, and can "hear" voices. A mono-filament tip also lets them perceive infra-red light, allowing spores to monitor installations and, using their psychic network, communicate with a Mind. These are infiltration units.
        $40/ESN Spore Bomb



    (An artists rendition after he was hit by the full psychic potential of an angered ESN )



  • Spore Bomber
      A tremendous flying reptile with a nearly 30-foot wingspan. Spore Bomber's are naturally camouflaged to match the sky when seen from below, and to match the ground when seen from above. Spore Bombers carry a tightly packed ball of spores that "explodes" when dropped. The ball is actually a wrapped up, woven net of spores that fly open on impact. These spores act much like those of Spore Launchers, eating into any surface they can, and breaking them down to their base molecules. These nets also act as Extended Spore Networks.
        $200/Bomber (this includes the Spore Bomb that forms an ESN).



    (Without Spore Bomb )



  • Fungal Tower
      A young Mind encased in a Spore Bomb. Fungal Towers are actually tremendous, towering structures made from masses of organic Fungus. The Fungus is directed by the young Mind to form the tower, at which point the tower's "shell" hardens and encases the mind, which will then grow to maturity. Although they start as small Spore Bombs, Fungal Towers are very fast-growing, and will quickly reach nearly 50 feet of height, and are generally about 20 feet across at the base. As time passes, Fungal Towers will keep growing, until they attain heights as high as 600 feet or more. These towers serve many purposes: they are antennae for ESNs, they are Training Centers for Mind Worms and Spore Launchers, and they are Airbases for Locusts of Chiron. Great tentacles of 100 feet (average) defend the tower from physical attacks, while it's intense concentration of the Fungal psychic network allows it to paralyze aggressors at nearly 1000 feet. The Tower's fungal base will constantly expand, coating a land-scape for miles in a think Fungal layer. The tower uses its psychic talents to turn the whole Fungal base into a Local Spore Network, revealing the location of anything that steps onto the Fungal field.
        $400/Tower (this includes the one-time use Spore Bomber, which is the first source of food for the new Fungal Tower).


    !NO IMAGE AVAILABLE!



  • Sea Lurk
      A more aggressive water-based creature. Sea Lurks look like 40 foot eels, save for the bulbous, elliptical head that contains four massive sets of ferocious teeth. These teeth–measuring nearly a foot in length–are serrated on the back side, and are capable of tearing through steel and titanium. This allows the Sea Lurk to tear through the hull of most any ship. Sea Lurks move rapidly, moving their flagellate-like tail to propel them rapidly through the water. Sea Lurks tend to move in large groups, as they do not possess the psychic abilities of most of their comrades.
        $50/Sea Lurk



    (Young Sea Lurk, before it's head/jaws have developed fully )



  • Spore Vents:
      Thick tubes that can be grown out of Fungal beds. Spore Vents are simply thick tubes of fungus that are modified to produce a thick, deadly cloud of spores. These microscopic spores float through the air and will start growing fungus into anything organic that they touch. Spore clouds are nearly invisible, save for a slight reddish tint of the air, and are easily breathed into the lungs. The only easy way to detect a Spore cloud is to look for a Spore Vent, seen convulsing and spewing their noxious miasma.
        $30



    (Light filtered to allow viewing of the Spore cloud )



  • Fungal Beds
      Fields of Fungus so thick that you can't see the ground. Fungal Beds are similar to ESNs in that they are spore networks, but Fungal Beds are much thicker, non-aggressive, and can't sense anything save for their psychic networks to Fungal Towers. Fungal Beds grow either from Fungal Towers, or from Spore Bombs, and carpet large areas, expanding for miles in all directions, breaking down and absorbing organic matter. Fungal Beds, however, are incapable of reproducing or being produced, and must instead be grafted by have a piece cut off and planted somewhere else. Fungal Beds cannot attack. They are actually a form of Training Center/Factory, but they also act as "wires" for psychic powers, boosting signal strength. Additionally, Fungus slows anything foreign that crosses it, while speeding "native" (e.g., similar psychic beings of the same genre) creatures. Terraforming Emplacement:
        $90/Bed



    (Close up on a piece of a Fungal Bed )




  • Perimeter Defense Shield
      A huge fence made of Fungal Towers. They create a psychic link of pure energy between them, then channel that energy to create a tremendous psychic bubble around the whole city. Only things with authorized entry can pass freely through the bubble. Incidentally, anything trying to pass directly through the energy links will get hit with dual blasts of pure psychic energy, tearing through wood, metal, and cloth, and destroying the minds of even the strongest individuals.
        $4000/Shield (Made of 20 Fungal Towers)





  • Great Mind
      When the Minds were first created, it was discovered that such a vast psychic entity could actually move its consciousness to another body to avoid death. Recently, during a collapse inside the factory, a Mind was killed. Its consciousness, however, transferred to another nearby Mind. The two merged, forming a more powerful consciousness, with all the memories/personality of each. After this incident, some research was done. Now, the Underground has made a ritualistic design that ends the life of nine Minds surrounding one central soon-to-be Great Mind. All ten psychic consciousnesses meld into a single, super-powerful entity.
        $400/Great Mind





  • Ogre Mk. 1
      A 30 foot (about 7 meters) monstrosity, made of metal and flesh. An Ogre is a living mind put inside a casing made of a metal alloy capable of withstanding tremendous impacts, crushing pressure, and intense heat. The walker runs on an unknown power-source, but can extend a "mouth" from it's bottom in order to gather nutrients for its offspring. The Ogre has a strong psychic field, but of a different sort than that used by Planet offspring. The Ogre simply taps into the mind, and feeds it nerve input. Simply put, a common Ogre tactic is to make a target's brain believe that the target is burning at 400º K. Another tactic would be to make a target feel like it's in free fall, thus usually causing the unit to fall, freeze up, or retch all over the ground. However, against machines, the Ogre is also equipped with: 2 Missile Racks that fold into its sides, the 2 sub-eyes (on either side of the main eye), the Tentacles project a strong psychic shield.
        $80/Ogre





  • Laser Defense Turret
      A modified Ogre laser placed in a turret. As a bio-mechanical organism, the turret is self-targetting/tracking, and has organic, telescopic eyes, as well as radar.
        $60/Turret






  • Crane Mk. 1
      Self-evolving Gen-Tech has led to an entirely new unit. The Crane Mk. 1 is a simple three-legged walker, equipped with a special head. The head is the major adaptation of Ogre-like Gen-Tech. The Head is a spheroid with an elongation off the back. Two ports, one on either side of the protrusion, contain Progenitor Pulse-lasers. On the front of the spheroid is a psychic node, designed to ease and enhance the Crane's natural abilities. The node acts both as a sensor input (the Crane can detect movement, psychic aura's, and can use a radar-like pulse of psychic energy), and as a weapon port. The Crane has several psychic weapons. The primary long-range weapons are the lasers (which are not psychic). However, the Crane can also fire pulses of pure energy in the form of either kinetic force, or varying frequency electro-magnetic spectrum waves (microwaves/infra-red). These attacks, unfortunately, rapidly deplete the Crane's energy. The crane does also have a close-range attack. The psychic node acts as a focus point for a telekinetic whip. Anything within 10 meters (approximately 32 feet) can be touch by the whip, and anything within 8 meters (approximately 26 feet) can be picked up and thrown. The energy signature of the psychic whip also ionizes the air it passes through, allowing an electrical port on the front of the Crane to send a charge of varying intensity down the length of the whip. The charge can vary between anything from just enough to parallelize a man, up to enough juice to make a transformer explode (this will melt metal when applied for long enough). Unfortunately, do their small, offensive design, the Crane has no shielding other than it's own psychic defenses (which are not all that powerful), and decent armor. The fully articulated limbs of the Crane allow it to cross just about any land-based terrain (even vertical-grade cliffs).
        $60/Crane




  • Hydra Mk. 1
      Another evolution of the Ogre, the Hydra are primarily defensive units. Hydra are armed with a shield-bubble generator on its head. A shield-bubble is literally a psychic bubble that encapsulated something. The bubble will then act as a solid barrier against anything from the physical world. This allows the Hydra to encapsulate something and move it, acting as police, repair/emergency crew, shield other units, or even act offensively by throwing enemy units. The Hydra's primary objective during war-time is to shield other units such as the Crane, as the Crane's non-physical attacks can penetrate the barrier. The Hydra also come equipped with a personal-shield generator, one node on each leg. The elongated, spine-like neck has a pair of sensors on each 'vertebra,' and can fully articulate it's neck in any direction/orientation (the whole neck can rotate 360º, and the individual 'vertebra' can rotate from side to side, as well as in a circle).
        $40/Hydra




  • Crane Mk. 2
      ]The Crane Mk. 1 is a simple three-legged walker, equipped with a special head. The head is the major adaptation of Ogre-like Gen-Tech. The Head is a spheroid with an elongation off the back. Two ports, one on either side of the protrusion, contain Progenitor Pulse-lasers. On the front of the spheroid is a psychic node, designed to ease and enhance the Crane's natural abilities. The node acts both as a sensor input (the Crane can detect movement, psychic aura's, and can use a radar-like pulse of psychic energy), and as a weapon port. The Crane has several psychic weapons. The primary long-range weapons are the lasers (which are not psychic). However, the Crane can also fire pulses of pure energy in the form of either kinetic force, or varying frequency electro-magnetic spectrum waves (microwaves/infra-red). These attacks, unfortunately, rapidly deplete the Crane's energy. The crane does also have a close-range attack. The psychic node acts as a focus point for a telekinetic whip. Anything within 10 meters (approximately 32 feet) can be touch by the whip, and anything within 8 meters (approximately 26 feet) can be picked up and thrown. The energy signature of the psychic whip also ionizes the air it passes through, allowing an electrical port on the front of the Crane to send a charge of varying intensity down the length of the whip. The charge can vary between anything from just enough to parallelize a man, up to enough juice to make a transformer explode (this will melt metal when applied for long enough). Unfortunately, do their small, offensive design, the Crane has no shielding other than it's own psychic defenses (which are not all that powerful), and decent armor. The fully articulated limbs of the Crane allow it to cross just about any land-based terrain (even vertical-grade cliffs).

      An upgraded Crane, the Mk. 2 has three major changes. First, each leg has been equipped with a shield-generator node. This means that the Hydra can now use the same resonance-shielding as the Ogres. Secondly, its head has been enlarged in order to fit a power-core inside of it. Although it still needs weekly charging, the Crane is now a much more useful member of the battlefield. Finally, the whole unit has been given increased armor, as early tests showed that it was too easily destroyed. Mk. 3 resonance plating was fitted over its old armor.
        $100/Crane




  • Hydra Mk. 2
      The Hydra are primarily defensive units. Hydra are armed with a shield-bubble generator on its head. A shield-bubble is literally a psychic bubble that encapsulated something. The bubble will then act as a solid barrier against anything from the physical world. This allows the Hydra to encapsulate something and move it, acting as police, repair/emergency crew, shield other units, or even act offensively by throwing enemy units. The Hydra's primary objective during war-time is to shield other units such as the Crane, as the Crane's non-physical attacks can penetrate the barrier. The Hydra also come equipped with a personal-shield generator, one node on each leg. The elongated, spine-like neck has a pair of sensors on each 'vertebra,' and can fully articulate it's neck in any direction/orientation (the whole neck can rotate 360º, and the individual 'vertebra' can rotate from side to side, as well as in a circle).

      The Mk. 2 is very similar to the original. However, the Mk. 2 has three heads, instead of the originals one. This means that the Hydra can now deal with three opponents at a time.
        $40/Hydra





  • Sea Weeds
      A great thorny plant that fills the sea. Sea Weeds cover about one square acre of the surface. Great tentacles that tower hundreds of meters above the surface will rise up and come crashing down upon any ship that tries to enter their sea-space. In fact, any non-biological creature will be attacked, dragged under the water, and devoured.
        $50/acre



    (Artistic rendering)


  • Sail Weeds
      Small particles of yellow float through the skies. They stick to anything inorganic, and jam it up or drag it down. Using their minor psychic abilities, they can alter their height at will.
        $20/cloud



    (Extreme close-up view of a cluster of Sail Weeds)


  • Hunters
      Finally, Gen-Tech has been engineered into a personal battle-suit. Hunters are equipped with the same armor as Ogres, as well as enhanced joints to lift the weight. New resonance technology has given the suits short range teleportation, up to 100 yards (~300 feet). They are also equipped with a pair of resonance ports, one on each 'hand.' The ports are designed to allow for either a resonance-laser blade, or a laser to be shot from the ports. However, because the laser must travel much farther, it takes a lot more energy, and the ports must subsequently be recharged before they can be reused. The resonance generator is housed in the bottom of the suit, and is positioned so as to minimize chance that the suit can be knocked over. Despite their massive weight, Hunters can move quite nimbly and quickly due to their enhanced joints.
        $2000/Hunter Squadron (10 Hunters)



      Building/Unit Totals:

    Spoiler:

    2 Spore Growth Palettes (Construction Crew: ESN)
    2 Spore Bomber Training Centers (Airbase: Spore Bomber)
    2 Fungal Culturing Skeletons (Construction Crew: Fungal Tower)
    4 Lurk Growth Vats (Dock: Sea Lurk)
    4 Deep Vats (Training Center: Spore Vent)
    2 Spore Bed Growth Areas (Construction Crew: Fungal Bed)
    4 Factory: Ogre Mk. 1
    2 Construction Crew: Laser Defense Turret
    2 Tower Growth Specialist Team (Construction Crew: Perimeter Defense)



    2 Planet Seeds
    500 Sea Lurks
    10 Great Minds
    200 Ogre Mk. 1's
    100 Laser Defense Turrets
    1100 Locust Swarms (Locusts of Chiron)
    50 Bug Swarms (Carrion Bugs)
    100 Minds
    500 Mind Worms
    100 Spore Launchers
    11 Perimeter Defenses
    100 Fungal Towers
    150 Fungal Beds
    182 Spore Vents
    57 Hunter Squadrons
    57 Wyrms
    110 Dracos
    20 Resonance Casters





Spoiler:

    Planet Seed
    Human
    Fungal
    Insects
    Minds
    Progenitor Technology (Gen-Tech)



Spoiler:

    When the Underground was first discovered by humans, it appeared completely abandoned, filled only with a strange pink growth. However, the certain things happened within the underground complex, almost as if in response to the humans' actions. Doors would unlock themselves and open, signs of movement could be seen, certain rooms had power supplied to them. Yet, none of the life-signature scanners revealed any carbon-based lifeforms.

    Soon after inhabitation, several personnel were infirmed at intervals for delusional sightings of a small, pale white child wandering the halls. However, over the following days, more personnel were infirmed under similar conditions, each one reporting a child that appeared slightly older each time. Finally, the "ghost" revealed itself to the Command Center of the Underground as a 20-something woman. The child was addressed by acting commander Luther McKinnley, who asked it where it had come from, and what it wanted.
    "The child responded," it was entered into the logs. However, not a one saw the child's mouth move, nor "heard" it, as such. Somehow, every member clearly remembered the child's voice responding "We are Planet. Planet was/is dying. Planet used last resort, escaped. Sent many spores, many sisters. Many sisters, many dead, gone, lost. No more voices. Empty, lost. I sleep. Many years, unknown number. Suddenly noise. New noise. Unknown noise. I wake. Suddenly, so much noise, so much light. Darkness, noise muffled, light gone. Something is changed. I feel... something calling. I begin to grow, to fill, to stretch. Then we wait. Something comes. Something soft, sentient. We hear it. We are scared, no sisters to tell us what to do, to help. We try to drive it off. But it sees us, hurts us, burns us. BURNS US!"[/color [color=darkred]The shout echoed inside the explorers' heads. "We are so scared. The fungus eats them. We absorbed them into the collective. We saw their memories. We learned of 'humans.' That they are scared of me/us. Will try to kill me/us. We think, contemplate, decide...."

    Planet is dead. We can't hear sisters, assumed all dead... Therefore, new imperative. We grow, expand, renew. Planet will survive!"
    With that, security feeds went blank, and nothing was heard from the city again, save for a dazed Luther McKinnley, who stumbled out of the city with apparently no memory of what happened. Now, he governs the above-ground city, and the Underground is strictly forbidden. Occasionally, a soul goes missing and are never seem again. It is believed that this is related to the underground.

    The child, Cha Dawn (as it selected, using the assimilated humans' memories) now controls the Underground. Cha Dawn is actually the Planet Seed's attempt to use the humans' memories to construct a form that won't scare humans. Now, Cha Dawn's only directives are to restore Planet and contact its sister Planet Seeds.




Name: Cha Dawn, Prophet of Planet Cult

Age: Appears 28 years, actual age unknown

Gender: Appears female, actual gender unknown

Weapons: Psychic Paralyzes/Disruption Field (nervous-system based, not fear based), psychic shield, fungal tentacles, hive mind control, fungal control

Appearance:
    Height: 114.3 cm
    Weight: 27.2 kg


History: Cha Dawn was born from the fungus as a response to human intrusion. Cha Dawn was sculpted by Planet Seed, and her body forms one of the primary nodes of consciousness for Planet Seed. Because her body is made from fungus and filled with a psychic consciousness, she cannot be permanently killed, and she has every memory from every close member of the hive mind.

Nation: the Underground

Type of ruler: Hive Mind

Race: Planet Seed/Fungal







Last edited by WhispersShadow on Sat May 02, 2009 12:20 am; edited 12 times in total
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PostPosted: Mon Feb 23, 2009 1:02 am    Post subject:   Reply with quote

Nation bio:
Spoiler:


Name: Stat av Pakken (State of the Pack)
Language: Ulven (Norwegian), Russian
Government: Fascism
Location: Former Russia, primarily around the Ural Mountains
Economy: Hybrid Market/Command
Currency: Silver coins with wolf skulls stamped into them.
Religion: Norse, Falthaism
Gimmick: Technologically advanced as they are, the Ulven still retain the pack instinct, and tend to group together. Ulven units in groups are better fighters and complete die-hards, but at the same time, Ulven units caught on their own are far more likely to break and run from a fight.
Terrain: Tundra
Capital city name: Mizpah
City description:
The majority of Mizpah is built into a large mountain, in industrial bunkers designed to fend off attackers. The Ulven have been at war with each other as much as anyone else for hundreds of years, and at their level of technology, they have learned from these harsh, cruel lessons. Those few buildings that are above ground are blocky and robust, designed to withstand artillery fire.

Leader name: Sabrino the Patriarch

History: Stat av Pakken is not a nation of humans. True, its inhabitants look slightly like humans, but everyone who gazes on them for the first time will shudder in fear.

Stat av Pakken is a nation of Ulven, creatures that can best be described as werewolves. Before they became civilized, the Ulven lived as animals, hunting other creatures and living in packs in the wild.

Roughly six thousand years ago was the first time fire was used by the Ulven. Their opposable thumbs gave them a head start on any other creature that was modestly intelligent, and after discovering fire, their power grew. They started making weapons, shelter, clothing.

Over time, the Ulven have evolved into a higher form than before. After the discovery of gunpowder, electricity and internal combustion, their technological prowess grew, until the entire Northern Tundra plains became theirs, with their first large city, instead of a village, roaring up high above the snow.

About two hundred years ago, however, a devastating war, known now as the Slaughter War, ravaged between the Ulven factions. The fighting was enough to whittle down the Ulven population enough that when the Deep Freeze, an ice age of epicly low temperatures, struck the entire Frozen North, nearly all Ulven died off.

Those who survived did so in the remains of Mizpah, the once great mountain city. After the Deep Freeze, the Patriarch, Mainardo, led the Ulven into reconstruction, claiming Mizpah as the Stat av Pakken capital.



Units: Note: &=Skulls
Spoiler:


NOTE: Standard Ulven colors are shades of blue and gray, to blend in with the snow, but camouflage changes based on the theater of war.

Garrison colors are olive green and shades of brown, to mark them out to civilians.

Special Forces, such as Patriarchal Marines and Parliamentary Guards, are in dark red and white armor, made for fighting in urban environments.

Hunters: The basic infantry of the Stat av Pakken military, Hunters are put through rigorous training to achieve the mental fortitude, physical conditioning and unerring accuracy needed to fight the Stat's enemies. Best if used in large groups. &10


Scouter LRV: The Scouter is a simple four-wheeled car with light armor. Like its name says, it is commonly used to scout out enemy terrain, and the mounted machine gun on the back provides moderate protection from infantry. &25


Protector APC: The thick shell of these large armored personnel carriers cannot be penetrated by small arms fire. It would truly take some heavy firepower to penetrate this vehicle's shell, and if you miss, then the mounted machine gun turret on top can easily take you out. &35


Hard Puncher MBT: This large tank has a single, heavy bore cannon, and a machine gun turret set into the hull for mowing down infantry to the front. It's large bulk makes it rather slow, however, and the large round comes with a price: a long reload rate. &80


Skulker Gunship: A rather bulky helicopter, this gunship can fire anything from a minigun to unguided rockets to heat seeking anti-tank or anti-armor missiles. &80


Dasher Interceptor: Though it appears to be too boxy to be as aerodynamic as it is, the Dasher is King of the anti-air vehicles, employing four large caliber autocannons bunched in its nose to blast enemies down. &90


Mauler Bomber: This large bomber can carry enough to payload to execute an entire carpet bomb in small groups of two or three. The four large engines keep this leviathan up in the air. &100


Ranger Battleship: The only real naval unit in the Ulven military, this battleship sports several 14 inch guns, and can level an entire city by expending its entire magazine. &200



Infantry Armory
Spoiler:


Vanelt Assault Rifle
The Vanelt is a solid, reliable rifle that has been used by the forces of Stat av Pakken as their workhorse weapon for thirty years. It fires a 5.56 rifle round from a thirty round clip, and the single-shot under slung weapon fires a specialized explosive round that detonates on impact, rather like a grenade.


Salvator 9mm Pistol
The Salvator has been in service with Stat av Pakken for only six years, but has definitely shown its worth on the field. With a clip size of twelve 9mm rounds that can be coated with armor piercing material, the Salvator is simple and easy to use.


Enforcer Shotgun
Made by the reliable company that produces most of the Stat av Pakken military's equipment, ORO has produced the Enforcer, a seven round twelve gauge shotgun with attached flashlight on the pump.


Redfist RPG
Another weapon made by ORO, the Refist has one function only: to utterly destroy targets from a distance. The warhead detonates with a smaller charge first, punching through armor before blowing the main charge and destroying the target from within. It is rather less effective on infantry.


Inferno Flamethrower
Having learned the potential of fire as a weapon, the Ulven were quick to give it as much range as possible, and flamethrowers became one of the first sophisticated weapons after firearms were developed. The Inferno can reach a range of more than thirty meters, and has enough fuel in each tank to keep up a constant deluge of flame for more than thirty seconds.


Nail Driver Long Range Sniper System
Commonly just called a 'sniper rifle' the Nail Driver has a magazine that holds ten .50 caliber rounds. The semi-automatic firing speed helps a sniper who has missed his target quickly correct his aim and try again before the target gets to cover. The large, armor piercing round is quite capapble of penetrating light vehicle armor and helicopter cockpits.


Hellfire General Purpose Machine Gun
The .30 caliber GPMG is the staple squad automatic weapon. When not in infantrymen's hands, it will be mounted to either a fixed point for a holdout area, or on the back of a vehicle, such as a Scouter or on top of a Protector of Hard Puncher. As well as being belt fed, the Hellfire can use a 100 round box clip mounted on the right side when being carried.


Bullpup .45 SMG
A relic of a bygone age, this submachine gun was discovered in an old, archeological ruin. Examination of the original showed it was called the P90 and was built in an unusual fashion, easily replicable, but very odd indeed. Instead of the magazine in front of the trigger, the entire body of the gun was behind it. The weapon was rechambered to take the .45 caliber round and now boasts a 100 round clip with a very high rate of fire.



Races: Stat av Pakken is currently only comprised of Ulven, but there is a lengthy Pack Membership process to become a citizen if you are of a different species.


Ruler bio:
Spoiler:


Name: Sabrino the Patriarch
Age: 47 winters (years)
Gender: Male
Weapons: Long claws, and a hidden Salvator 9mm Pistol
Appearance: Though all Ulven have white coats, Sabrino's is a duller kind, almost grey, and there are several black streaks around his face, signs that he is a elder indeed. He is tall, bulky with muscle, and his eyes glow the typical yellow of all Ulven.
History: Sabrino is a mysterious figure. As politics are decided by strength in Ulven society, the candidates dueling for the right to rule, when Sabrino came to the rings, there were few who posed much resistance for him. As such, he has managed to elevate himself from an unknown outsider to leader of the Stat av Pakken in almost no time at all. Whether he will lead the nation to glory or ruin has yet to be seen.
Personality: Sabrino is withdrawn, a recluse. Years of living alone on the snowy tundra has conditioned him to trust almost no one, and suspect everyone.
Race: Ulven



Known Information on the Krimzon Klawz
Spoiler:


Though the Second Yorgen War is over, there are stills large bands of Kobolds, small groups of surviving Yorgen, and many, many packs of Harakoni plaguing the Frontier. They still fly the flag, save for the Harakoni, of the Krimzon Klawz.

Kobolds
Diminutive little creatures, they are a pestilence of the Frozen North as much as they are natives. Normally, the Kobolds are scavengers, taking what they want from the Ulven. Recently, however, something or someone has gotten them organized.


Kobold Shoota
Ramshackle in appearance, this submachine gun is still more than capable of being lethal. Its one drawback is its power: because it fires a .45 caliber round, the recoil is too great for most Kobolds to fire it accurately.


Kobold Slugga
A small pistol, carrying only 8 rounds of 9mm ammo, the Slugga is another inaccurate weapon.


Kobold Puncha
This laughable excuse for a shotgun is nothing more than simply an old Ulven gun with a sawn off barrel. It fires a 12 gauge round, and most of the time knocks over the little creature carrying it. Its four round tube magazine is, fortunately, very limiting in how much ammo a Kobold can carry.


The Yorgen
The Yorgen are, at first glance, also commonly mistaken for animals, just like the Ulven. Unlike the Ulven, however, the Yorgen are more like bears, looking just like them and standing ten feet tall, covered in shaggy black fur and wielding gunpowder weapons as well.

During the Slaughter War, a deadly conflict between several Ulven clans, the Yorgen sided with the Ebony Claws, and helped to systematically wipe out more than thirty-two villages of Ulven, seventeen of those belonging to Stat av Pakken. The Ebony Claws, finally realizing what they had done, overthrew their leader and sided with the Stat av Pakken to drive the Yorgen into submission. With their armies decimated and many of their females wiped out, the Ulven thought the Yorgen extinct.

They merely went to Valhalla.


Yorgen Rifle:
Although it looks quite crude, don't be fooled. Mostly built out of scrap parts, the secret Yorgen machines in Valhalla have been spitting out these hard hitting little wonders for two-hundred years, and although it may not look functional, it definitely is lethal, firing what would be a sub-machine gun round if it wasn't the size of a man's fist.


Yorgen Pistol:
As deceptively crude as its long cousin, the Pistol fires the same enormous round, and these huge bullets don't need to be armor piercing to go through flak vests.


Yorgen Rockets
Pilfered Ulven technology, the Yorgen have adapted their rocket launchers into stationary defenses, used to repel Ulven armor. Short ranged, the rocket is only a basic explosive, not a shaped charge, and delivers very little damage to armor, but works much better against infantry. The Yorgen have yet to discover this.


The Harakoni
Once called Griffons back when divine intervention from the Gods and mythical creatures were considered ordinary, the Harakoni are ferocious predatory animals who stalks the lands of the Frozen North in search of prey. They mostly keep to the mountains, but it would appears that the Kobolds have found some way of domesticating them, as they are constantly being seen used as transports and attack beasts.


_________________

Sig and avi pics courtesy of KitKitsuri!

"This is for the record. History is written by the victors. History is full of liars." ~Captain Price, Modern Warfare 2


Last edited by GunnerXtremis on Fri Mar 27, 2009 10:44 pm; edited 13 times in total
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PostPosted: Wed Feb 25, 2009 10:29 pm    Post subject:  The Princedom of Grecinder Reply with quote

Nation

Spoiler:


Name: The National Federation of Grecinder (NFG)

Government: Federation

Economy: Regulated Market

Currency: Grinder-coins (c)

First Languages: Grecindian

Second Languages: German and Romanian

Gimmick: Science now dominates the lands of Grecinder. While weaponary is outdated, it has reached the maximum of it's potential, making it quite strong.



--------------------------------------------------------------------------------
Religion

Spoiler:

Religion: Atheism



--------------------------------------------------------------------------------
The Capital

Spoiler:


Terrain: Crater-City

Capital city name: Grinderkah

City description: The capital city, Grinderkah, lies 'beneath' the plains somewhere in Romania. The city itself is based deep in the ground, housed by a large, gray, and rocky crater. Whether the crater itself is man-made or of natural occurrence is unknown to the outside world. The plains above the Grinderkah crater are very hot, and the sweltering heat helps to balance out the cold, murky steppes below, which are coated with snow, filled with cold blizzards, covered in icy shards of rock. The gods of Faltiaism are blamed for this strange occurrence of climates. This strange climate is harsh to outsiders. Those who manage to get through the desert-esque plains are caught along freezing, winding paths.
There are a series of three outposts at the top of the crater, each leading down to various ex-mining shafts that ultimately, lead down to the city. Natural light is blocked off by the thick, snow-filled clouds that lurk at the top of the crater, and man-made light such as candles and lamps light up the murky, decrepit streets of Grinderkah. The city, while dark and ancient, is a beautiful sight from above; a grand tower stands high and proud in the center of the city, adorned with ancient statues of old, while around the tower are an abundance of factories and houses, each cramped and crumbling. Various entertainment peak up through the rows and rows of houses. The city produces lots of ore, metal, oil, wool, fish and cheese. While it has been targeted many times by power-hungry rival nations, it has always been successful at calling peace through trade or tributes of oil or metal. Several lifts that lead to the craggy-paths are dotted around the edges of the city, one to the north, one to the east and one to the west. At the southern end of the city is a large train station (common transport in Grinderkah) which leads through a series of underground tunnels that head to the port-coast.
The people of the Grinderkah are very cautious of outsiders, and even their neighbors. They are neither satisfied nor unsatisfied with the nation and its leaders. Religion was once a big part of Grecindan society, however, now with Falthiaism outlawed, it has become dormant. Theater and music also play an important part in the Grinderkan lifestyle. There are many vast play and opera houses. Grinderkah has created some of the most talented opera-singers in the world, despite being a very reclusive folk. While a small nation, the Grinderkans are working to develop and expand.

International reporters managed to smuggle out two photos of a district of the vast city, however, were promptly executed after doing so.




Leader name: Overlord Garland Vinder

History: The birth of the nation has notable religious backing, it is said that an oracle belonging to a nomadic tribe of Romanians predicted a great meteor crashing down to earth, and with this in mind, he traversed through the plains of Romania till his eyes, and the tribe settled along the exterior of the crater. Life went on as normal, the settlements pursued acts of farming until one day outset the Chief of the Tribes, Chief Grenkah along with the Oracle, into the crater. After awhile, with support of the outer settlements, the crater began to flourish with life and continued too, the nation of Grecinder was born. Life had gone on as usual, the city grew and was (and still is) still unnoticed by the outside nations of the world. The oracle (who still lives today), acts a religious leader of the people and guides King Grenkah the III's son, who now leads the nation, Kaiser-Prince Oswold Grindersin. Recently, however, the nation suffered a scientific coup, Overlord Garland Vinder replaced the Prince and now rules with an iron hand.



--------------------------------------------------------------------------------
Units

Spoiler:


Units:


Grunt - The common soldier of Grecinder, there job is to shoot and do what is commanded. While the nation of Grecinder rarely strives for war, the grunts main job is protecting and guarding settlements. They are simple soldiers, often wielding m1-garands. Good in masses.
*Price: 10c*


Halberdier - Again, common soldiers of Grecinder. Unlike grunts, Halberdiers are close range and tend to enforce laws, protect grunts and guard small settlements. Protect ranged troops.
*Price: 10c*


Urnagar Axe-Slugger - With new rights, the Urnagar were allowed to sign up for the army. They were given a special task within the national forces; Axe-Sluggers wield massive, blunt axes that they sling at forces and vehicles. They can pierce thick metals of modern vehicles and smash soft skin to mash.
*Price: 40c*


Steam-Wizard - Often described as scientists that make common science look like magic. These ‘wizards’ have large backpacks connected to a staff that can release several harmful ‘spells’ on enemies. However, it is not magic, more of a chemical reaction or two.
*Price: 40c*

Kaiser-Galley - Large ships that defend the port-coast of the city Ginderkah. They are well armoured and well armed. Good against ships.
*Price: 40c*



The upgraded and new version of the common Howitzer-Shreik. The vehicle itself now moves similar to the Grinder-Panzer, however it is used to attack from long range hitting both units and buildings/fortifications. The missiles are precise and swiftly, making them also good at defending against air units.[/b]
*Price: 80c*


A sturdy, strong military vehicle. It has tracks that can conquer most types of rough terrain. Two mounted machine guns are positioned don the middle able to shoot at units and a large cannon sits on the top, homing an arsenal of superior firepower.
*Price: 80c*


The largest air-vehicle of Grecinder. These gargantuan ships are packed full of weapons, soldier and staff. They can hold masses of people and cargo - they are armed to the brim, featuring several large cannons on deck. These ships also hold various bombs that are used to obliterate enemy cities, and also Grinder-Flyers.
*Price: 150c*



A smaller air-vehicle than the Steam-Galleons. Steam-Koch are based on the first designs of the ‘Einbroch Flying-Fort’. Steam-Kochs’ are smaller, faster and more vulnerable than the massive Steam-Galleons, they are often used in a collective fleet unlike the Galleon.
*Price: 80c*



Small planes that are designed to attack and destroy. While they are smaller than both Koch and Galleon, these buggers aim to bring down enemy aircrafts swiftly.
*Price: 20c*

Transport Steam-Cart
Sparked from the new automobile invention. The Transport Steam-Cart is used to transport squads of troops from place to place with ease. Like most vehicles under the Grecindan banner hold the secret of steam-power. The nations of rationality, logicality and of old restricted themselves by using oil and petrol. However, from years past, the people of Grecinder had always possessed ‘steam technology’, an exclusive trait to these crater-people. Steam is relatively easy to create and is renewable, making it a most desired quality by outside forces.
*Price: 10c*

Sidecar Steam-Cycle
Another design that spawned from the automobile invention, and also again powered by steam technology. The cycle offers fast, swift attack. It is a two-man vehicle, one drives while the other shoots. Unlike Dragoons, these bikes are faster and have high chance to cause damage, however, they are harder to manoeuvre.
*Price: 10c*

Other:The nation of Grecinder much prefers terms of trade rather than violence. The army itself is poor in offensive moves of invasion and raiding, while they excel in defending their home.

Races: The people of Grecinder are human, however, in the dark days of development, those deep within the crags of the city are pale, while those born in the southern coastal regions tend to be darker skinned.



--------------------------------------------------------------------------------
Leader and Hierarchy

Spoiler:





Name: Overlord Garland Vinder
Age: ??
Gender: Male
Weapons: Mauser C96
History: Classified.
Personality: Cold, calculating and rational.
Race: Human.

--------------------------------------------------------------------------------

Hierarchy

[spoiler]
The Grecindan Chronicles - Hierarchy Part II “Ministers”



Minister of Diplomatic Affairs
The minister in charge of this sector has the responsibility to handle the ingoing and outgoing affairs that include or sometimes, don’t include Grecinder. He handles situations such as alliances, trade or war before they are passed on to Overlord Vinder or other ministers. It is currently headed by Minister Kajov.

Kajov - an elderly and traditional man. He grew up in Grecinder’s monarchy and also lived through it’s downfall. Once was an avid supporter of the Kaiser-Prince now works as a diplomat in a regime he disbelieves. While he is discontent with working for Overlord Vinder, he does not do it for him but for the whole of the Grecinder nation, the people.

Other minor notes:
- Has a close affiliation with Ulven diplomat Orlinbar and Air-Kommandant Von Hesselburg.
- Currently under investigation by internal affairs for grounds of treason.
- Rumoured to be homosexual.
- Has written several history books.



Minister of Public Safety Maintanence
Said to be one of the powerful positions in Grecinder hierarchy as this position oversees the military (defence and offence) and espionage. It is up to this minister to protect the nation of Grecinder. He/she must plan strategic tactics and assign soliders (units_) to strategic points. As a minister, lots of pressure relies on this position.

Gruman - A stern, cruel and unforgiving man who works himself and others to the bone. He is constantly monitoring Grecinder’s safety, making sure the authorities keep the peace and drafting up tactics to have one step above both allies and enemies. The fat Gruman is often garbed in a military suit and fits your common ‘general’ stereotype, his mouth never without a big cigar. A black comb over looks like oil has been draped over his balding head.

Other minor notes:
- Very loyal and patriotic.
- Has a bushy moustache.
- Has military training.



Minister of Urban Development
Overlord Vinder’s most favoured position. This minister is incharge of the development of cities, economy and trade. This minister must make decisions on what cities to improve and expand, what cities to be uprooted and what is to be built in these cities.

Jahoev - A young tall thin man. He comes from an extremely rich background and is looked upon as being the richest minister (apart from Miaza). Jahoev uses his money and position to be lax in his efforts. He is snooty and spoilt and will only follow orders presented by Overlord Vinder. He is a fake figure in society, he likes to appear hardworking but is not of the sort.

Other minor notes:
- Disliked by the other ministers.
- Will often consort with enemies and attempt to buy them out/pay them off for Grecinder’s sake.
- Has a strange admiration for Vinder.
- Dislikes Duchess Miaza (Jealousy).



Minister of Scientific Development
This position is most favoured by Miaza. It oversees current research and scientific experiments. They oversee all academies and facilities in the country and decide what to research and how it will affect the glorious nation of Grecinder. This position also signs the authorisation of secret and private experiments/tests.

Forenza - The only female minister (other than Miaza) in the court. She is extremely feisty, yet is also quiet and often unheard. She fails to turn up at most meetings, is late and often more interested in study than politics. Forenza is a close friend of Miaza’s and sometimes seen as an assistant.

Other minor notes:
- Caring.
- An orphan.



Minister of Weapons Development
This position works closely with Minister of Scientific Development and Public Safety Maintenance in improving the army. The minister is subjected to sorting out industries that create weapons and when things go wrong with ammunition and weaponry, he has to fix it. As said before, he works closely with the Minister of Scientific Development to create and test new inventions.

Morkhaan - Risen with a military background, Morkhaan is young but extremely smart. He attended several academies and has a towering form despite his intelligence. Originally born in Deling, he was assigned the task of minister when his drafts of the new Howitzer-Shreik and Grinderpanzer models were found. He is determined and hardworking; surprisingly, the only member that really has morals. He is loyal and will do anything for the minister-court that is, if they do not go against his morals. It is questionable why he has such a title, he is ultimately creating tools to kill and destroy.

Other minor notes:
- Naïve and indecisive.
- Weak and easily twisted.
- Interested in the arts, religion and artifacts.
- Son of treasure-hunter Laekov.



Minister of Space/Land Exploration
A currently dormant position in the court. This title heads expeditions around the world, however, it lacks funding, and as a position doesn’t really receive support.

Balpo - A fat businessman that has little interest in Grecinder or the court. He is there for the money and is lazy and quiet. He makes little, if any contributions to the court. Balpo is often dressed in a thick brown suit. He is uncaring and gluttonous, often seen eating in meetings.

Other minor notes:
- Has affiliation to the treasure-hunter Laekov.
- Likes Minister Jahoev.



Minister of Propaganda and Press
One of the newest positions in the court. This position oversee the production of pro-Vinder posters and newspapers. The title has lots of power, it tells the public what to think, it makes them what the court want them to think. The system is out to get you!

Muphasa- Almost sly as Duchess Miaza. He is her uncle and the most eccentric of the members of the court. His aura simply screams out: ‘Baddie!’ Often seen in a black suit that matches his greasy black comb-over and curled moustache.

Other minor notes:
- Wears black leather gloves.
- Ex-Grecindan spy.
- Intelligent and rich.


[/spoiler]


Last edited by Rawrza on Fri Mar 27, 2009 8:07 am; edited 19 times in total
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Rawrza
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PostPosted: Thu Feb 26, 2009 11:13 pm    Post subject:   Reply with quote

OOC: Come on folks! Sign up, I want to roleplay already. This sure looks fun, more nations! More! MORE! Laughing
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PostPosted: Thu Feb 26, 2009 11:56 pm    Post subject:   Reply with quote

This looks interesting. I'll work on something.
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PostPosted: Fri Feb 27, 2009 12:26 am    Post subject:   Reply with quote

Just wanted to say, Rawrza, that I am very impressed with both your city, and your grammar/formatting. Very well done. Still, if you would like, I could give you a few edits to your grammar for some mistakes you had. Otherwise, congrats.

Also, seeing as how no one else besides the two of you have joined yet, I think I will start gaming.
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PostPosted: Fri Feb 27, 2009 12:35 am    Post subject:   Reply with quote

OOC: Go for it, feel free to edit. I just kinda sprawled out my ideas then constructed them best I could. Sure. I'm not quite sure how this is gonna work. I'm thinking of playing different positions, or different areas. Like the current state at home, then a CO leading a recon/scout force. Who knows. I'll take after you. Surprised
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PostPosted: Fri Feb 27, 2009 12:44 am    Post subject:  Faction News Reply with quote

Revenue:
Spoiler:

    Previous Total: $5000
    Taxes: (5 days)x(1 city)x(100/city/day)
    Received: 500
    New Total: $5500


Build:
Spoiler:

    5 cities – Cost = $5000; New Total = $500

    A new prototype Mind Worm has been designed to burrow and eat through rock. 5 swarms of these have been used to eat into the rock of the mountains surrounding The Underground, and have created cavernous spaces where 5 new Production Center's (Cities) have been built. Unfortunately, due to the unstable nature of these prototype Worms, they died in the process (These Worms were just back story, as The Underground has a very low human population, and therefore I needed to explain how these cities were build. Also, this is an explanation for the new unit type). However, the resources excavated along with the caverns was sufficient to produce $1000 after refining (1 "turn" from now).


Gain:
Spoiler:

    $1000 received from excavation, available after refining (1 "turn" from now); New Total = $1500

New Unit Type:
    A modified Mind Worm boil, known as an Eater. These worms are ravenous critters, capable of eating through such extremely tough substances as metal and rock. Eaters, with their natural psychic abilities, interface with a Mind to dig out a specific design. Due to their omnivorous nature, uncontrolled Eaters are likely to simply gorge themselves on the nearest edible substance (they can only eat natural substances, such as metal and rock, not polymers [plastics]). However, due to their need to expand when eating, Eater's skins are very soft, and they can therefore be easily killed, without doing much damage (they cannot induce psychic fear, and are therefore very unlikely to reach the enemy alive).


Final Net Value:
Spoiler:

    $1500


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PostPosted: Fri Feb 27, 2009 12:48 am    Post subject:   Reply with quote

OOC: Hm, I'm a little confused. Would you mind PMing me some sort of format or something? I'm hoping to entwine some context and such if that's alright? Not just stats? ^_^
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PostPosted: Fri Feb 27, 2009 1:04 am    Post subject:  Edits for Rawrza Reply with quote

OOC: Since I can't delete the post, I've shortened it for you.
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PostPosted: Fri Feb 27, 2009 8:16 pm    Post subject:  Faction Activity 1 Reply with quote

OOC - Can't seem to delete any older posts :<



Cities: 1 (Grinderkah)
Current Total: 5000c





HOLY EXPANSION AND DEVELOPMENT! Today the streets of Grinderkah were united in crowds of cheering citizens. The grand expansion to the outer-crater began to mobilize today. Workers and soldiers bounded together in order to speed up the transportation of goods to the outer, deserty plains; most of these included sheets of steel, wood and basic food rations.
The newly appointed expedition leader, Captain Strophen Von Hesselburg had this to say on the matter: "Citizens of Grinderkah, in the blessings of our holy idols, our gracious Prince and the grand Oracle, we expand to new lands. Our job will not only to be expand for the benefit of all, we will enlighten more on the grand ways of Falthiaism, while building will be our first concern, conversion will be our second. Long live the Prince!"
The Prince even made a guest appearance to the wave of crowds that congregated outside of the palace, he sadly said nothing, only supported the claims of the captain with a most proud salute. The High-Oracle failed to make an entrance, the reasons are unknown.
But out-of-city development isn't the only news to hit town. There are rumours of a new unit in development, a construct of leather, steel and steam! Keep an eye out for a unit that can power up and fly out of the tearing winds of the crater!

The elderly oracle plodded along the tall chamber, his form shaking with age as he put one foot after the other. The sounds of his cane echoed throughout the chambers. He proceeded to sit on a chair, letting out an aching groan as he did so. The oracle's face scrunched with a frown at the figure before him, who had moved silently, simply like that. The oracle grunted, letting the words roll out from within that bushy beard,
"...It is good you are here, I entrust you with this task, most of the details were in the letter."
The figure who stood opposite the figure was clad in dark green clothing, it was of royal clothing, elegant golden tassles hanging off from the shoulders. A crude worker's cap sitting on the figures head while down below, 'plumed' trousers were worn. He spoke politely and slowly, softness in his voice, "Of course."
The oracle continued to splutter out, "Soon He will take me and it will be my time to pass on to the grand Nifé. Our Prince is still young, your task, should you accept it will to be look after him... while subjects are loyal, money, wealth and safety are also pawns in this game of life and will be played by our enemies. If we are to continue into an era of greatness, if we are to be led we must be cold and calculated, paranoid of all whom greet us."
"I understand, holy one." claimed the figure, most elegant as always.
"Good... t-this is good." The oracle shut his eyes.




- New AIR UNIT in development!
- New ESPIONAGE UNIT in development!
- New CITY in development!


Previous Total: 5000c
Taxes: (2 days)x(1 city)x(100/city/day)
Received: 200c
New Total: 5200c

Build

- 2 Training Centers = -80c
- 1 Temple = -50c
- 1 Dock = -50c
- 1 Factory = -40c
- 1 Airbase = -100c

Total Cost = 320c
Current Treasury = 4880c


Last edited by Rawrza on Sun Mar 01, 2009 5:56 pm; edited 1 time in total
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PostPosted: Sat Feb 28, 2009 12:59 am    Post subject:   Reply with quote

Solthet av Pakken
Developmental Report
Honored Patriarch, as requested, I have brought forth the reports concerning new development in the city. Mizpah's population is finally stabilized, thanks to the turn of the seasons. We must construct new structures to protect them from such harsh weather. The temperature on record was at a low of -21 degrees F.

As such, we have started building the only remedy we could think of: in the lower levels, we have started building several factories. Not only will this provide warmth, but it will help to rebuild our demolished military.

A training center and three airbases are also in progress, and we have already received several recruits flooding into the barracks, awaiting real training. For now, they will suffice for defense.

Our current military stands at:
10 Hunter platoons
3 Hard Puncher groups' worth in crewmen
1 crew's worth for a Skulker group.
1 crew's worth for a Mauler group.

We are also expanding outward. As we speak, the city of Leino is being founded and built to the South.

Our current funds stand as this:
&5000 in funds beforehand.
-100 for equipment for Hunters.
-240 for materials for Hard Punchers.
-80 for materials for Skulkers.
-100 for materials for Maulers.
-460 for development of production centers.
-1000 for development of Leino.
+200 in taxes.
Our total treasury comes out to &3220.

I would recommend we continue to expand, and continue to recruit military units to protect our empire. Other than that, all developmental processes in Mizpah should be accomplished within the week.

Leino, however, will be vulnerable until we can construct more buildings, which will take much longer.

For the glory of av Pakken.
Fraiza
Secretary to the Patriarch Exclamation
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PostPosted: Sun Mar 01, 2009 6:13 am    Post subject:  Weekly Status Report Reply with quote

Revenue:
Spoiler:

    Previous Total: $1500
    Taxes: (7 days)x(6 city)x(100/city/day)
    Received: 4200
    New Total: $5700


Build:
Spoiler:

    5 cities – Cost = $5000; New Total = $700

    Eaters return $700 in gold.


Gain:
Spoiler:

    $700 received from excavation, available after refining (1 "turn" from now); New Total = $1400



Build:
Spoiler:

    4 Mind Worm Pits (Training Center: Mind Worms) – $160
    4 Isle Growth Chambers (Dock: Isles of the Deep) – $200
    4 Chitin Stimulation/Growth Chambers (Dock: Sea Spiders) – $200
    4 Spore Skeleton Environments (Factory: Spore Launcher) – $160
    1 Psychic Vat (Airbase: Minds) – $100
    2 Swarm Hives (Airbase: Locusts) – $200
    2 Incubators (Airbase: Carrion Bugs) – $200
    Total Cost = $1220



Final Net Value
Spoiler:

    $180



New Unit Types:
    Extended Spore Network (ESN):
    Spoiler:

      A network of highly sensitive spores that dig there way through the hardest materials, breaking them down to produce energy to grow larger. This spore network is virtually useless, save for two purposes. First, the tips of the spores are highly sensitive to vibration, and can "hear" voices. A mono-filament tip also lets them perceive infra-red light, allowing spores to monitor installations and, using their psychic network, communicate with a Mind. These are infiltration units. $40


    Spoiler:

    (An artists rendition after he was hit by the full psychic potential of an angered ESN)



    Spore Bomber:
    Spoiler:

      A tremendous flying reptile with a nearly 30-foot wingspan. Spore Bomber's are naturally camouflaged to match the sky when seen from below, and to match the ground when seen from above. Spore Bombers carry a tightly packed ball of spores that "explodes" when dropped. The ball is actually a wrapped up, woven net of spores that fly open on impact. These spores act much like those of Spore Launchers, eating into any surface they can, and breaking them down to their base molecules. These nets also act as Extended Spore Networks. $200 (this includes the Spore Bomb that forms an ESN).


    Spoiler:

    (Without Spore Bomb)



    Fungal Tower:
    Spoiler:

      A young Mind encased in a Spore Bomb. Fungal Towers are actually tremendous, towering structures made from masses of organic Fungus. The Fungus is directed by the young Mind to form the tower, at which point the tower's "shell" hardens and encases the mind, which will then grow to maturity. Although they start as small Spore Bombs, Fungal Towers are very fast-growing, and will quickly reach nearly 50 feet of height, and are generally about 20 feet across at the base. As time passes, Fungal Towers will keep growing, until they attain heights as high as 600 feet or more. These towers serve many purposes: they are antennae for ESNs, they are Training Centers for Mind Worms and Spore Launchers, and they are Airbases for Locusts of Chiron. Great tentacles of 100 feet (average) defend the tower from physical attacks, while it's intense concentration of the Fungal psychic network allows it to paralyze aggressors at nearly 1000 feet. The Tower's fungal base will constantly expand, coating a land-scape for miles in a think Fungal layer. The tower uses its psychic talents to turn the whole Fungal base into a Local Spore Network, revealing the location of anything that steps onto the Fungal field. $400 (this includes the one-time use Spore Bomber, which is the first source of food for the new Fungal Tower).


    Spoiler:

    (Fully matured Fungal Tower)



Sea Lurk:
Spoiler:

    A more aggressive water-based creature. Sea Lurks look like 20 foot eels, save for the bulbous, elliptical head that contains four massive sets of ferocious teeth. These teeth–measuring nearly a foot in length–are serrated on the back side, and are capable of tearing through steel and titanium. This allows the Sea Lurk to tear through the hull of most any ship. Sea Lurks move rapidly, moving their flagellate-like tail to propel them rapidly through the water. Sea Lurks tend to move in large groups, as they do not possess the psychic abilities of most of their comrades. $50


Spoiler:

(Young Sea Lurk, before it's head/jaws have developed fully)



Spore Vents:
Spoiler:

    Thick tubes that can be grown out of Fungal beds. Spore Vents are simply thick tubes of fungus that are modified to produce a thick, deadly cloud of spores. These microscopic spores float through the air and will start growing fungus into anything organic that they touch. Spore clouds are nearly invisible, save for a slight reddish tint of the air, and are easily breathed into the lungs. The only easy way to detect a Spore cloud is to look for a Spore Vent, seen convulsing and spewing their noxious miasma. $30


Spoiler:

(Light filtered to allow viewing of the Spore cloud)



Fungal Beds:
Spoiler:

    Fields of Fungus so thick that you can't see the ground. Fungal Beds are similar to ESNs in that they are spore networks, but Fungal Beds are much thicker, non-aggressive, and can't sense anything save for their psychic networks to Fungal Towers. Fungal Beds grow either from Fungal Towers, or from Spore Bombs, and carpet large areas, expanding for miles in all directions, breaking down and absorbing organic matter. Fungal Beds, however, are incapable of reproducing or being produced, and must instead be grafted by have a piece cut off and planted somewhere else. Fungal Beds cannot attack. They are actually a form of Training Center/Factory, but they also act as "wires" for psychic powers, boosting signal strength. Additionally, Fungus slows anything foreign that crosses it, while speeding "native" (e.g., similar psychic beings of the same genre) creatures. Terraforming Emplacement: $90


Spoiler:

(Close up on a piece of a Fungal Bed)



Last edited by WhispersShadow on Sat Mar 21, 2009 3:32 pm; edited 10 times in total
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Rawrza
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PostPosted: Sun Mar 01, 2009 3:54 pm    Post subject:   Reply with quote



Cities: 1 (Grinderkah)
Previous Total: 4880c
Taxes: (2 days)x(1 city)x(100/city/day)
Received: 200c
New Total: 5080c

Current Units:
4 Grunt Squads
4 Dragoon Squads
2 Priest Squads
2 Knight of Hargya Squads
2 Kaiser-Galley Fleets
1 Howziter-Shreik Squad
















Gain

Trade with smaller settlements: 1000c+ (available after one turn from now. Trade session was successful.)

Build

1 City (Einbroch) = 1000c
3 Einbroch Flying-Fort Fleets = -360c
4 Grunt Squads = -60c
4 Dragoon Squads = -40c
2 Priest Squads = -120c
Expedition to the North = -500c

Total Cost = 2080c
Current Treasury = 4000c


Units

Current Units:
8 Grunt Squads
8 Dragoon Squads
4 Priest Squads
2 Knight of Hargya Squads
2 Kaiser-Galley Fleets
1 Howziter-Shreik Squad
3 Einbroch Flying-Fort Fleets


Unit Placement:

Grinderkah
- 3 Grunt Squads
- 2 Dragoon Squads
- 1 Priest Squads
- 2 Knight of Hargya Squads
- 2 Kaiser-Gally Fleets
- 1 Howziter-Shreik

Einbroch
- 1 Grunt Squad
- 4 Dragoon Squads
- 1 Einbroch Flying-Fort Fleet

Expedition to North
- 4 Grunt Squads
- 2 Dragoon Squads
- 2 Priest Squads
- 2 Einbroch Flying-Fort Fleets

END TURN


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PostPosted: Sun Mar 01, 2009 5:07 pm    Post subject: Important OOC Reply with quote

OOC:
    Couple of quick questions: first, Rawrza, where did you get your graphics?!? They are simply amazing! Are you basing your city off a game, and taking it's graphics? If so, nice choice! Secondly, just a quick point, I don't believe you or Gunner built any Production Facilities, no? If so, you must build some before you can produce any units.


–Thanks much
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PostPosted: Sun Mar 01, 2009 5:47 pm    Post subject:   Reply with quote

(My apologies, will edit post to accommodate this.)
(EDIT: Fixed, and there are now pictures attached to my nation profile)

The Iron Ulven
News of the day: Leino to be settled within the month!
Yes, it is true, fair and noble Ulven! Our new city, Leino, is to be completely built and ready for newcomers looking to start anew once again within less than a month, says the Honored Patriarch!

Sitting on the much hotter plains south of us, Leino is out on the coast, and once fully developed will not only draw in fish from the sea, but oil from several wells found in the desert and out in the ocean.

Leino will be visitable by car easily, and only an eight hour drive is required to reach the new city.

Rumors of plans for another new town being in development have also reached our delighted ears, and we are happy to report that when the funds are available, this will also be accomplish, heading to the frozen northern coast to form a large triangle of our territory.


From the Desk of Patriarch Sabrino
Fraiza, I wish to make a recommendation to you, regarding the dispersal of our forces: we need to place about a quarter of our forces out at Leino while we continue to build. Everything else will remain here in Mizpah.

And who slipped that information to the Iron Ulven anyway?

Keep me updated.
Patriarch Sabrino


Stat av Pakken Accounting Reports
Honored Patriarch,
Of course. This dispersal sounds wise.
I have the new accounts as well, sir.

Previous funds: &3220
+&200 in taxes
Working treasury: &3420

Recruitment:
20 Hunter platoons: -&200
5 Hard Puncher groups: -&400
4 Skulker groups: -&300
2 Mauler groups: -&200
8 Dasher groups: -&720
10 Protector groups: -&350
20 Scouter groups: -&500
Total expenses: &2670

New working treasury: &750

Total Military Forces:
30 Hunter platoons=6 Infantry Regiments
8 Hard Puncher groups=4 Armored Companies
5 Skulker groups=5 Gunship Wings
3 Mauler groups=1 Bombing Wing
8 Dasher groups=4 Fighter Wings
10 Protector groups=5 Mechanized Companies
20 Scouter groups=10 Scout Squads

Dispersal:
Mizpah
Infantry Regiments 1-4 stationed here
Armored Companies 1-3 stationed here
Gunship Wings 1-3 stationed here
Bombing Wing 1 stationed here
Fighter Wings 1 and 2 stationed here
Mechanized Companies 1-3 stationed here
Scout Squads 1 and 2 stationed here

Leino
Infantry Regiments 5 and 6 stationed here
Armored Company 4 stationed here
Gunship Wing 4 and 5 stationed here
Fighter Wings 3 and 4 stationed here
Mechanized Companies 4 and 5 stationed here
Scout Squads 3-10 stationed here

All in all, a good deployment in my opinion. We even have settlers setting up their homes in Leino as we speak.

Our scientists have been working hard, and believe they now have several new ideas to propose, one of which being a brand new air unit. It is still on the drawing board, however, so details are still being discussed.

It is a good day for the Ulven. We are finally advancing in the world.
Fraiza
Secretary to the Patriarch
_________________

Sig and avi pics courtesy of KitKitsuri!

"This is for the record. History is written by the victors. History is full of liars." ~Captain Price, Modern Warfare 2


Last edited by GunnerXtremis on Sun Mar 01, 2009 6:34 pm; edited 1 time in total
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Rawrza
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PostPosted: Sun Mar 01, 2009 6:30 pm    Post subject:  The Expedition Reply with quote



The fleet pierced the sunny skies above Einbroch, they began the journey to the north in search of other life, small towns and grand cities, empires. The two fleets consisted of ten airships, headed by the grand ‘Mother Daelias MK1’, which unlike the others had been equipped with a large strange cannon on the deck. The clanging of levers, the rattling of chains and the hum of the iron bellows were heard whilst the Captain and his subjects were sat patiently in the ‘sky chamber’. The sky chamber had been lavished with grand portraits of the Gods, and the most famous opera singer in all of Grinderkah, Mariah Rosenvell. The chamber consisted of two areas, upper and lower. The upper consisted of wooden flooring with a large table striking down the centre of the upper chamber. Chairs adorned the side, and maps were sprawled across the centre. The lower chamber was made of glass so one could see the land and sky below. The Captain stood on the upper part of the chamber to look below at the land below. The fleet had simply been ordered to head north, no doubt entering the cold plains of former Russia, who knows what would be there for them to see. The Captain looked to the ‘figure’, he gestured most casually to the grand painting of Madam Rosenvell, “Beautiful, isn’t she? Have you ever heard her sing? A saint! A true saint.” The figure remained still, quiet and calm as always. His eyes flickered to the painting, he nodded firmly. “Ah, so, you have a name stranger? Not even the High-Oracle told me your exact name.”
“I’m afraid Captain, I shall not be informing you of my name.”
“Pssh. I thought you would have said that, ‘top-secret’, clearly.”
“Snow.”
“…What?” The Captain had been concentrating on the figure, watching him with inquisitive eyes. The figure gestures below and the captain turns on his spot, peering down at the lower chamber. Cold winds plastered into the flying hunk-of-metal, snow gripped the land below. “Ah, the north… well, one hopes.”


Last edited by Rawrza on Sun Mar 01, 2009 6:45 pm; edited 1 time in total
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PostPosted: Sun Mar 01, 2009 6:43 pm    Post subject:   Reply with quote

30 miles south of Leino

The city was still being built. And therefore, it was still vulnerable.

Perimeter walls, houses, sewers, the constructors hadn't even finished with all the basic things necessary. It would takes weeks before it was even close to sustaining the new population it now had to maintain.

To the south, a single Scouter LRV was speeding along, painted in forest green to match the trees and grass around it. Of it should have. Though Leino was much warmer than Mizpah, which was always drowned in eternal snow, the area was still very cold, and subject to snow every now and then. As it was now.

The Ulven in the passenger seat had left his shirt back at the barracks, wearing his pants and body armor instead, letting his fur wisp through the cool air. The snow here was like a mild spring rain anywhere else, and as he was used to heavier gales, something caught him as wrong about the area.

He indicated for the driver to stop, pulling out a pair of auto-adjusting binoculars and focusing on the sky. At first, he saw nothing, but a small, dark shape on the horizon began to worry him.

He gestured to the driver to continue, and the Ulven on the turret spun the barrels briefly to ensure it wouldn't jam if it was needed.

The Scouter crept forward, hybrid engine propelling the vehicle almost silently. The passenger scout kept his binoculars on the shapes, which slowly came into focus.

With a bark of shock, the Ulven quickly grabbed the radio handset and spoke into it rapidly, informing Leino to lock down and ready itself for a possible siege.

An air fleet was on the way from one way, and the snow from the other would make it hard to see it.
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PostPosted: Sun Mar 01, 2009 6:52 pm    Post subject:   Reply with quote



It wasn't before long before the fleet moved further and further into the cold northlands. Historians from Grinderkah sat around the table, debating what would be found first, what lived in these bitter northlands if indeed anything did!
The Captain remained still, watching down through the showering snow; Leino would soon come into sight and as it did, all the heads in the sky chamber turned. The Captain grinned, taking up a microphone of sorts that connected with all the other admirals in the fleet. "Okay, we've got confirmed life. Ambassador Kajov land your ship and begin talks, find out who they are. We will remain in the air."
And with that order, a airship dropped from the fleet's 'parade', zooming down to the outskirts of the unfinished city. The remaining members of the fleet continued to stay in the air, hovering above the city. Ambassador Kajov's ship crashed down on the snow, gently however, a flood of snow spraying up from the harsh, frozen ground. The lights dimmed. It was silent.
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PostPosted: Sun Mar 01, 2009 7:05 pm    Post subject:   Reply with quote

Leino

The city was silent. The construction machines had fallen silent, their crews having fled for shelter. The houses were dark, the civilians not wanting to present a target for any bombers.

The barracks, Leino's Garrison Command Post and temporary city hall, was completely still. All officers inside held their breath as they watched the airship come down on the video camera transmitting back to their security banks.

The Hunters had dug trenches around the city ever since it had first started being built, and they now huddled in them, the green of their body armor contrasting with the snow around them. They all held their assault rifles ready, waiting for the first sign of hostilities.

The Hard Punchers and Protectors held the entrance to the city, spotlights illuminating the snow around them as their engines rumbled, idling.

The Skulker gunships were ready to launch, ready to attack.

Nothing happened for several minutes. And each minute that went by simply made the Ulven more anxious.
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PostPosted: Sun Mar 01, 2009 7:25 pm    Post subject:  The Expedition Reply with quote



The doors to the airship opened, the echo of the 'clang' filling the silent waste, the ghost-city. Two grunts emerged at the doors, they had rifles slung over the shoulder and glanced out around the plain then to the city that was still unfinished. Ambassador Kajov emerged with several historians, all of them garbed in long wooly coats. The Ambassador frowned, he spoke in Grecindan, "Well?" The soldiers turned to look back at the ship, they shrugged.
"This place is dead, Ambassador, there's nobody here." The Ambassador frowned, while the historians squirmed with excitement, what once lived here? Who had started construction only to fail? Many, many questions that could be answered in the city.
"We'll head within the city, see what lives-- lived here. Alright." Two more soldiers came from within the ship and for a final time, looked upon the city.


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PostPosted: Sun Mar 01, 2009 7:39 pm    Post subject:   Reply with quote

Leino
The Hunter squads closest to the strangers squirmed in discomfort as the odd creatures approached. They stood upright like Ulven, looked an awful lot like Ulven too, save for several strange features. They had no fur, their faces were flat, and their naked skin was pink. Pink!

The captain of the Garrison sent out a message to all units: let the strangers enter the city, then ambush them and inquire as to their intentions.

The creatures moved into Leino, obviously thinking the place dead. Good. The precautions everyone had put into effect had worked. They had fooled a possible foe.

As the strangers' boots crunched through the snow and into the street, the captain counted off the seconds. They would have to time it so the strangers would have no escape.

"Now!" he radioed, and all units around the entrance to the city reacted at once.

Hard Punchers and Protectors, waiting in alleyways and side streets, sped out to block off the street ahead of the creatures, swinging their lights around to the group, while two squads of Hunters piled out of the trenches, cutting off the escape. Skulker gunships hovered above the strangers, also casting their spotlights on the small group.

"HALT!" yelled the captain through the public PDA system, in a language that had once been Norwegian. "STATE YOUR INTENTIONS!"
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PostPosted: Sun Mar 01, 2009 7:49 pm    Post subject: Loot The Expedition Reply with quote



As the group had been ambushed the soldiers readied their rifles, clicking back and pointing them blindly towards to the light. The historians cowered behind their gloved hands, glancing around frantically like the group were the mice, and these were the cats. The Ambassador, who seemed very calm about the situation did, however, jump in fright. The soldiers sneered, looking back at the Ambassador, who had a somewhat bewildered expression sat upon his face. The Historians glanced out from behind their fingers, eyebrows raising high. They whispered, "Wolfmen?"
Kajov frowned, his snow-gripped boots crunching as he stepped out onto the concrete. He waved his hands in the air, arms held high, still. He spoke in Grecindan (Romanian), "We mean no harm!"
One historian shook his head, the group followed the Ambassador's actions, "That won't do, Ambassador, they don't speak Grecindian" muttered one of the historians.
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PostPosted: Sun Mar 01, 2009 8:09 pm    Post subject: Fight Situation: Leino Reply with quote

The captain, an Ulven of educated background, realized that these strangers, as he saw from the video feed, were trying to avoid hostilities. One of them yelled what sounded like a plea for mercy in a foreign language.

Swiftly, he ordered the units to stand down, but keep an eye on the strangers.

The captain, whose name was Tealdo, turned to his lieutenant and asked "We have any scholars in the city? Someone who knows languages?" His second in command quickly scrolled through a roster on a computer before nodding and asking "Shall I radio for him?"

The captain nodded as well, saying "And get him here with all due haste, if possible."
******************************
Though the Hunters had been told to stand down, several of them still held their assault rifles on the strangers. If it came down to a firefight, the group would be slaughtered within seconds against this amassed firepower.

It would turn out not to be needed, however, as an elderly Ulven, his fur streaked with gray, stepped forward, escorted by two more Hunters, and stepped towards the strangers, holding his claws wide to the side in a gesture of submission. His flannel shirt and blue jeans were obviously hastily thrown on, and he wore rough work boots, still unlaced.

The Ulven, named Orlinbar, slowly spoke what he had recognized as a language long declared by the Mizpah University to be dead: Romanian, and he spoke haltingly, as his grasp of the tongue was only rough.

"Ulven mean no harm. Only scared. Big sky ships," he pointed back at their vessel at this, "Make think under attack." He bowed, gesturing around to the assembled soldiers.

"We Ulven. We like meet you. Hope put fight behind."
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