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Admiral Tyras Darkstar

Old Fart
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About Admiral Tyras Darkstar

  • Rank
    SetDef Admiral
  • Birthday 06/28/1993

Contact Methods

  • Minecraft Username
    Modernwar275

Profile Information

  • Gender
    Male
  • Location
    Mars, Olympus Mons
  • Interests
    The Destruction and Eradication of the Earth.

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  1. Fallout: Legends Faction FRP (OOC Thread)

    Accepted
  2. Onwards [Sci-Fi Nation FRP - RP]

    Solar Ascendancy Founded 2143 Colonel Roland stood with his men armed and suited up as they stood on the lifeless, airless rock they had been assigned too waiting outside an older facility as the power finally kicked on. “Alright men file in!” he ordered as they entered the facility. Once inside the airlock it pressurizes and they remove their helmets. “Alright, get the landing pad ready to receive the shipment. Admiral Darynna wants this place up and running soon. Where the hell are the workers?” he asks “Their transport had some issues, they should be right behind us.” one of his men answered. Roland sighed looking around the place, machinery, heavy armored crates and old production lines from the time of the Federation. Roland looked out the window as the Freighter landed “Sargeant Reynolds with me.” he ordered making his way down the hallway to the massive sealed door as the transport’s landing area pressurized “Colonel if I may ask what was this facility used for before?” the Sergeant asked, though he wouldn’t get an answer. They stood by as the door opened and men in basic garbs and civilian based exo-suits carried in crate after crate. They were unmarked and heavily secure. “I’ll give you a hint Sargeant, there's a reason we weren’t requisitioned Laser Rifles for this assignment.” he said watching, the Sergeant gave a confused face before suddenly the idea came to him “Xylorite Sir?...” The Colonel smiled “Smart man.” In orbit above Terra aboard the Light Cruiser Prometheus Admiral Darynna stood on the bridge going over the instruments and running drills with the crew. “Admiral, we have a priority one comms for you, It’s from the Citadel.” Darynna stood to attention “Put it on the main screen.” she ordered stepping over in front of it as a picture formed of Nira Usenko “Sovereign.” she bowed her head respectfully “How may I help you Ma’am.” Nira nodded back “Admiral Darynna, I’ve heard you’ve been taking to your new position well. How is the fleet doing?” she asked, Darynna gives a light gesture “Excellent, they are ready to deploy at a moments notice.” Nira nods “Perfect, well I have a mission for you. Once the Nemesis Fighters for the Retribution are finished I want you to lead the deployment of the Retribution and the Void Hawk to the Imperials up north. I want you to aid them in their attacks against the Kalronians.” “Of course my Sovereign, are there specifics to this deployment aside from aiding the allied fleets?” she asked, knowing better than to straight out ask why in God’s name they would send 1 of their two Support Carriers so far from home. “We require the procurement of as much Kalronian Weaponry and Technology as you possibly can..Supporting our allies comes first, but if you see an opportunity Admiral..” “I won’t hesitate Ma’am.” Colony of Terra Capital City, Sol Facilities Stellar Class Shipyard - Level 4 (5/20 AP to lvl 5) Trade Outpost - Level 1 Solarin Battlestation - (3 AP) Emmerson Science & Research Facility Notable Locations: Sol Colony Total Population Peacetime - Restoration of Humanity - 3% Prime Pop Growth (Current Status - Peace) Solar Ascendancy - 651,000 Humans, 85,000 Grgl, 50,000 Tassarans, 40,000 Libellans, 35,000 Human-Tassarans, 11,500 Karass Total Pop - 872,500 Civil Development/Research Expanded Farms - Harvest Emmerson Science & Research Facility - Terra Federation Academy - Terra Enhanced Medical Facilities - Terra Colonies Terra - Capital Harvest Remnant’s Memory -Technologies- Quantum Comms Oddball Warp Drive Gamedi Warp Jump Drive Railguns (Ships/Stationary Platforms) Mass Accelerator Cannons (Ship Weapon) Mining Drones Xylorite Missiles Xylorite WMDs Xylorite Power Generators Miniature Xylorite Generators Xylorite Torpedoes Xylorite Refining Disruptor Weapons (Infantry-Human Designed) Power Armor Itoron-Steel Armor Designing Quantum Anchor Laser Weaponry (Infantry/Vehicle/Ship) Laser Lance (Hepheastus Upgrade) Swarm Missiles Mk II Hunter & Tank Bots (Improved Thinking Chip/Dexterous Hands) Improved Labor Bots (Non-Combat, Thinking Chip/Dexterous Hands) Jump Packs Itoron-Steel/Itoron-Carbon Weave Troop Armors LAS II LAS I Single Phased Deflectors Dual Phased Deflectors Tri Phased Deflectors Artificial Gravity Fusion Engines Fusion Power Nuclear Power Military Forces (Total) - 54,000 20,000 Army - Itoron-Carbon Weave Armor/ 15,000 Marines - Itoron-Carbon Weave Armor/ 4,000 Heavy Infantry - Power Armor Mk I 10,000 Navy -Resource Access/Trade/Expenditure- Rodina - 1 Ton Per Year/Total Current Tonnage =3r Tons Xylorite Mine - Terra - 100 Tons Per Year/Total Current Tonnage = 350x tons Itoron Mine - Remnant’s Memory - 100 Tons Per Year/Total Current Tonnage = 700i Tons Naval Fleet SAS Fatman - Solarin Freighter SAS Sprite - Strike Class Corvette SAS Manta - Strike Class Corvette SAS Daring - Strike Class Corvette SAS Courage - Strike Class Corvette SAS Viking - Centurion Class Frigate Mk II SAS Roman - Centurion Class Frigate Mk II SAS Liberty - Centurion Assault Frigate Mk II SAS Savannah - Centurion Assault Frigate Mk II SAS Raider - Centurion Assault Frigate Mk II SAS Glory - Centurion Assault Frigate Mk II SAS Voidstar - Colton Class Support Carrier/100 Nemesis Fighters SAS Retribution - Colton Class Support Carrier SAS Void Hawk (L) - Praetorian Class Destroyer SAS Undying Hope - Praetorian Class Destroyer SAS Unyielding Faith - Praetorian Class Destroyer SAS Prometheus - Athen’s Class Light Cruiser AP Total = 22 Standard - 4AP Trade - 4 AP 3 Colonies - 3 AP 750k Pop - 3 AP TF Bonus - 2 AP Expansion Mentality - 2 AP Federation - 4 AP -Trade Partners- Hepheastus, Silver Knight, Andorra, Malta, Trade Federation, Confederation of Xaplonius, Tassaran Republic, Protorian Council, Lithruan Coalition +4 Nations --Actions-- The Ascendancy continues paying for Reparations to Utopie as Solarins are always good on their word, perhaps this will aid in their efforts against the Keerim (2 AP) Project EVE is handed over to Andorra for further development along with aid and resources to be spent at Andorra’s will (14 total 5 years, 2 AP to Andorra) Project Swarm ‘On Hold’ (9 AP total 3 years) The Ascendancy puts 100 Nemesis Fighters into productions to serve upon the SAS Retribution Support Carrier (1 AP) The Paladin Mech within the true final stretches before the Prototype can be tested to see if it reaches expectations is given more resources than the previous year for development. (3 AP) The Ascendancy begins development on Xylorite based Missiles as a Permanent replacement for Nuclear Based Weaponry. Such will take place in a remote designated area in the home-system. They make no efforts to hide this development from public knowledge only it’s location. (2 AP) The Ascendancy finishes paying for its order from LSAA (10 AP) Project Horizon continues (2 AP, 27 Previous) The Ascendancy reaches out to their long time friends the Confederation of Xaplonius and the Tassaran Republic in hopes of forming a temporary Defense Agreement against the Keerim (Mod, no event needed just an answer) The Sovereign herself wishes to meet with the Leader or Leaders of New Siam, The Ascendancy announces it will protect New Siam from any Xeno Invasions with full military support (Mod)
  3. Fallout: Legends FRP (RP Thread)

    Fallout: Legends Spring of 2180, March 15th (Attention, Remember to deduct your population number from your food and water every turn. Please list items of importance, I.E Generators, Power Generators ect and don’t forget your productions!) The Attuned The men work hard over the course of the two weeks, while it was difficult to find a large area for the farm to be made in the confines of the Highschool and surrounding urban area, they were able to establish a large farm of 280 Tatos successfully. More farm expansions will be difficult in the Urban Areas (+20 Food Production per turn) Diggy Diggy hole! You’ve dug some holes! Successfully establishing several (5) Water Pumps (+15 Water Production per turn) Demand and you shall receive, just not all the time. The Men and Women put to work over the time have fortified the School. A well defendable position, there is still potential. The Golden Caravan The First Scouting group is rather successful in their search. But it seems they encountered more than just good loot! (Skype) 10 Scrap Armor 10 Pipe Rifles Lots of Manpower and two weeks of hard work, they finish constructing the many pieces for the Purifier, unfortunately they don’t have the power to have it running. They’ll need a power source like a generator to get it working. The Second team returns empty handed...battered and bruised. They report being ambushed by Feral Ghouls, luckily only injuries are minor. The men guarding the HQ do their job perfectly well. A recruit even claims to have sniped a Feral Ghoul! Though didn’t dare go into the streets to see if it was true. Their Patrols give a little insight that further defenses could be useful. Speaking of Defenses...HOP THE FENCE! Is what most would say since there are no gaps to run through. A Veterans enjoy the new watchtower, allows greater view over the immediate area. Wildcat Markets A wall..ish like structure now surrounds the plant, though the overseer of the project says more time and effort be put into it for it to truly be a wall. Though that is up to Asher. Setting up farms in or around the plant proves difficult. While successful one of the men says the nearby Park to the east would be perfect to continue farming efforts. But it’s outside the defensive wall of the Plant. 70 Tatos planted (+5 Food Production per turn) The men are able to establish a couple water pumps for fresh water. A long road before they are independently able to sustain the community (2 Pumps, +6 Water Per turn) The Medium Generator is very nearly completed, two men claim they could easily finish it with a little more work. Allowing the others to work elsewhere. The Survivor’s Guild The Scout and Scavenging teams notice the Reserve Air Force base has a large green glow to it in the center..A massive horde of Feral Ghouls seem to call it home, the Super-Duper Mart however appears promising according to the scout team. The Scavengers go to enter and find more than they likely expected… (Skype) The main buildings of the High School are boarded up strategically. More defenses could be made certainly, but it brings much security the people. The Twin Turbines as the wannabe engineers call them are put to work atop the school allowing for power. Though they won’t be able to fit anymore atop the school, and being in town would require more work. (2 Windmills, +6 Power per turn) Knights of Columbus The new well and pump are put to work, thank god for more water...but maybe some more? (2 New Pumps, +6 Water Per turn) The New growing zones aid in producing food, but not nearly enough to support the entire community. 56 New Tatos plants! (+4 Food Production per turn) Praise the Holy Father, for he has found sheep! (Skype, Encounter) Man the walls! The Peasants get to work building defenses and basic traps, the immediate area around the Cathedral has a Palisade to aid in defending their Holy Ground. The Party goes out successfully scavenging a Red Rocket Gas Station, however the Knights claim to have spotted creatures of such Heresy...it's indescribable (+200 Fuel, Discovered the Confederacy Mutants) A small Generator is setup to power the base, it isn’t much but it helps (-30 fuel, +3 Power per turn) The peasants greatly enjoy being given the time to construct more proper housing for themselves. It certainly keeps them happy. The Holy Church is better prepared to fend off heretics, god forbid they breach the outer defenses. Even if they do the Knights now have a better defensible position American Farmer’s Commune They begin establishing their farms, considering all the open land and farming fields that use to surround Ashport this is easily done...so much endless space to plant and farm. Glory to the Workers! 140 Tatos planted (+10 Food per turn) The first Windmill is constructed, but the second still requires more work (1 Windmill, +3 Power) Radiated Mississippi Water? Not with our State of Wasteland Water Purifier! (1 Body Water Purifier, The party ventures north following the river and road in search of anything useful. It seems they may have found something..and someone. (Skype, Encounter) Rust Monsters Half of the Windmills are constructed, the other half still requires more effort (2 Windmills, +6 Power) They successfully establish 2 new pumps and a water Purifier (Please specify how many you wish to construct, +16 Water per turn)) The Domain of Huntsville (Don’t forget to make those fixes Czar, otherwise your good) Henry’s decisive decision to split his search parties proves to bring lots of valuable information & assets to the Domain. The 1st Search Party had tried to cover the Northeast, they discovered a large Feral Ghoul Pack at the Maple Hill Cemetery. They don’t see to be on the move quite yet but you never know. They also report a Trio of Caves discovered to the east..It appears to be occupied sadly they weren’t able to identify who or what lives there. Though they do say there were lots of storages of raw meat and dying fires outside the cave, ashamedly they were too afraid to get any closer. But did bring a few items back to their people from their searches elsewhere. (+50 Food, Water) The 2nd team handled searching South of the Community, they came upon a Pre-War Hospital. After a short skirmish with a few raiders they were able to scare them off with neither side taking casualties. (+40 Stimpacks, +20 Radaway, detailed medical journals..perhaps they are worth a look?) They also discovered a small farming community in Brahan Spring Park, while they don’t agree to join them they offer trade and seem to have a great abundance of food. The community seems to be roughly 30 people, no better armed than the Domain. The 3rd party unfortunately was not as lucky as the rest, they report having found a large stash of Food and Water. On their way back home they were ambushed by a group of Raider Ghouls, they were able to defend themselves successful but several people had sustained injuries and in the attack an oddly made explosive exposed the group to massive amounts of radiation. Not wanting to risk the lives of the group the leader of the party, a young man by the name of Cole Roberts takes full responsibility for the loss of the supplies. (-5 Manpower Till healed and recovered..hint hint Medical Stuff) The Guards prove useful, they help kill off stray ghouls and packs of mongrel dogs. They also provide a good boost to moral, the people feel safe and secure around the Von Braun Center. The Fortifications show great progress, The Von Braun Center itself has a capable palisade and smaller fortifications dot the parks. Some parts remain incomplete, some workers wish to continue working to complete the fortifications so they feel that their work is finished. The Park offers excellent space for food to grow, 280 Tatos are established to bring in regular food. (+20 Food Production per turn) Free People of the Super-Duper Mart The Scouting bring back several reports, a few worth of actual note. Report A: They discovered another Duper-Mart to the North of them, though it seems occupied. Report B: A few scout teams had successfully found a few stores of supplies (+50 Food and Water) Report C: The Greenville Airport appears to be absolutely overrun with Feral Ghouls The Fortifications come in very well, the setup of the Duper-Mart makes it excellent for fortification. More defenses can always be done, if they came under siege it would cost a lot of bodies to take the Mart. The Free People bring more free water! They successfully build two wells (+6 Water Production per turn) The Wall is completed, more of a Palisade but a good defense nonetheless. The Windmill is unfortunately only half done, continued work with the same amount of effort should lead to its completion
  4. Fallout: Legends FRP (RP Thread)

    Fallout: Legends Spring of 2180, March 1st All across the Expanded Southern Commonwealth humans, ghouls, and super mutants and all other manner of creatures eek out an existence in the wasteland. From settlements, Caravan Stops, and Nomadic Raiding Posts the people of the Commonwealth have finally begun to come together taking different paths to survival. However each will have to contest with the great many dangers that dot the landscape, Creatures of the Swamp, Red Zones dominated by radiation, hordes of Feral Ghouls and the ever rampaging Super Mutants, and Deathclaws. These are but a few of the many things that could spell failure for all who wish to survive the Wasteland. In some of the more isolated wilderness of America, where radiation hadn’t taken a direct hold, some green still grows and the wildlife while forever changed is making a come back. Radstag herds move across the commonwealth, Mongrel Packs come closer to the ancient ruined cities of old america. Perhaps by Ambition for power, the will to survive, or simply out for caps several factions have begun to arise. This is the time, to become legends or be buried in the history of the Wasteland. Starting Area Bonuses Edit: All Factions start with 1,000 Caps The Attuned Carver High School - Prewar Shelter +100 Food to start The American Farmer’s Commune Ashport Riverside - Intact Shrimp Boat (Requires Fuel to use) The Confederacy (Of Mutants) State Capitol Building, Jackson - Pre-War Stockpile +50 Food, +50 Water +40 Fuel Knights of Columbus Church of Saint Peter - Pre-War Food Pantry +100 Food to start The Survivor’s Guild Homestead High School - Pre-War Shelter +100 Food to start The Golden Caravan Thomasville Highschool - Prewar Shelter +100 Food to start Domain of Huntsville Von Braun Center - Sports Grade Armor/Weapons (Let’s play Hockey!) Rust Monsters FN Manufacturing - Workshop boost for Production of Weapons Wildcat Markets United Air Force Plant 6 - Workshop boost for Production of Weapons Free People of Super-Duper Mart Wally world - +200 Food to start MAP
  5. Fallout: Legends Faction FRP (OOC Thread)

    That's the last slot for now, perhaps more later. I'll get to work on the RP Thread
  6. Fallout: Legends Faction FRP (OOC Thread)

    Domain of Huntsville & Free People of Super-Duper Mart ACCEPTED
  7. Fallout: Legends Faction FRP (OOC Thread)

    The Golden Caravan - ACCEPTED Only a few slots remain before APPs will be CLOSED RP Thread will go up within a day or so
  8. Fallout: Legends Faction FRP (OOC Thread)

    The Survivor's Guild ACCEPTED We will not be allowing more than 10 players. So anyone else wishing to sign up do so now before slots are filled!
  9. Fallout: Legends Faction FRP (OOC Thread)

    APPROVED
  10. Fallout: Legends Faction FRP (OOC Thread)

    The Following Factions are hereby APPROVED The Attuned The American Farmer's Commune The Confederacy The Wildcat Market The Following are DENIED The Knights of Columbus - Please reread the entire thread carefully as the state you specified is not an approved starting area. This FRP currently is confined to the following - Tennessee; North Carolina; South Carolina; Georgia; Alabama; Mississippi; and Florida.
  11. Fallout: Legends Faction FRP (OOC Thread)

    I fixed the Font, I was not aware how horrid Comic Sans was when viewed Via MOBILE.
  12. Fallout: Legends Faction FRP (OOC Thread)

    Fallout: Legends RP Information The Year is 2180; Since the dropping of the bombs in 2077, the people of America have yet to rebuild in any major capacity. The Commonwealths have just begun to recover. The West Coast, still divided, has just begun to recover. The East Coast currently holds the greatest bastion of human unity, having formed the Minutemen. But, merely a few states to the south, the story remains unwritten. Tennessee; North Carolina; South Carolina; Georgia; Alabama; Mississippi; and Florida. These states make up the Expanded Southeast Commonwealth. These states will be the focus of your stories. Your stories… What will they be? Will your tale be one of compassion and acceptance? Will it be one of violence, and domination? Will your story be one of sorrows, and loss? Only time will tell… OOC Information Welcome Players. By reading this, you have proven to have at least some interest in a Fallout FRP. These types of FRPs have been done time and time again. This one will hopefully be different. While this is a Factions FRP I greatly encourage your leader/leaders to be thought out characters! RACES: When creating a faction, one of the most important things to decide is your starting race. Keeping with the Fallout tradition, the three playable races are as follows Human Ghoul Super Mutant You may not have a faction start as any mix of these three. Your entire faction is composed of a single race to start. POINTS: When creating your faction, you are given 7 points to start. You can spend these points on options seen on the table below. When you spend points on the Population, Weapons, Armor, or Chems tables, you start with those items, as well as the knowledge to build more, given you have the proper facilities. When spending points on the Water or Power tables, you only start with the knowledge to build those things. STARTING POPULATIONS BEFORE MODIFIERS Humans - 100 Ghouls - 80 Super Mutants - 50 Population Humans/Ghouls (May only select one) -10 Population = +1 Point -20 Population = +2 Points -30 Population = +3 Points -1 Point = +10 Population -2 Points = +20 Population -3 Points = +30 Population Super Mutants (May only select one) -5 Population = +1 Point -10 Population = +2 Points -15 Population = +3 Points -1 Point = +5 Population -2 Point = +10 Population -3 Points = +15 Population Weapons: When purchasing items on the Weapons table, you only gain enough for half your total population from each purchase. -1 Point = Pipe Rifles (.38) -2 Points = Double Barrel Shotgun (Shotgun Shells) -2 Points = Pipe Bolt-Action Rifle (.308) -2 Points = Pipe Revolver Rifle (.45) -2 Points = Modified Melee Weapons Armor: When purchasing items on the Armor table, you only gain enough for half your total population from each purchase. -1 Point = Scrap Armor -2 Points = Leather Armor -3 Points = Metal Armor Chems: When purchasing items on the Chems table, you gain 40 doses of the purchased chem. One dose is used each time you say the chem is being used, unless the chems is recreation-ally used, at which point the mod decides how much it’s lowered. -1 Point = Jet -1 Point = Med-X -2 Points = Stimpak -2 Points = Rad-Away -2 Point = Psycho Power -2 Points = Medium Generator (-60 Fuel, +5 Power) -2 Points = Windmill (+3 Power) Water -3 Points = Ground Water Purifier (-2 Power, +10 Water) -3 Points = Water Body Purifier (-2 Power, +10 Water Special: Purchasing something from the Special tables tends to come with an additional cost. -4 Points = Vault (By purchasing this, you agree to grant the Mod control over your remaining points; this is done to represent the Vault-Tec social experiments. ACTIONS: This game is meant to be relatively free-form. As purely free-form tends to get abused, and AP is unrealistic, this game uses what has been dubbed the Manpower system. Manpower represents how much your people can do. For every two population you have, you gain 1 Manpower; This system represents people acting under your orders, people doing menial labor like maintenance and farming, and people who simply can’t do anything, such as the sick or elderly. By dedicating Manpower to something, such as scavenging, fighting, building, etc. those things produce better results. Note that not every activity will benefit from larger numbers. Scouting with 40 Manpower is far more likely to be noticed than scouting with 5 Manpower. TIME: The passage of time in this game is shorter than the average, to compliment the smaller faction sizes. RESOURCES: There are 5 major resources to monitor; Population, Food, Water, Power, and Fuel. Population is how many people you have in your faction. This directly affects your Manpower, and subsequently how much you can actually do. Food represents how much your people have to eat. Water represents how much your people have to drink. Power represents how much electricity your people are generating. Fuel is used in a variety of ways, such as fueling vehicles (once a vehicle is repaired) or generators. STARTING SUPPLIES: Every faction starts the game with 300 Food, 300 Water, 1000 Fuel, enough unmodified Pipe Pistols, Lead Pipes, Baseball Bats, and Tire Irons to arm your entire population, as well as the knowledge to build Water Pumps, and Small Generators. Water Pumps (+3 Water) Small Generators (-30 Fuel, +3 Power) BLANK COUNTY MAP FOR THOSE WHO WISH TO USE IT TO HELP WITH YOUR PLACEMENT APP EXPLANATION Faction Name: This is the name of your faction. This is a requirement. Faction Flag (Optional) - This is an optional thing. You are not required to have a flag, though it is suggested. Leader(s): The person, or group, in charge of your faction. Faction Backstory: This is a short statement, at least 2-3 sentences, to add some flavor to your faction, and to tell people what your faction is kind of about. Race: This FRP doesn’t allow mixing of the three races at the start. This just tells us what your faction is meant to be at the start. This is not forcing you to only take whatever race you choose to start as. Points Spent: This is the area where you tell us what you spent your points on. For more information, see POINTS above. Location: This is your location within the game. In previous games, a player selected a county, and essentially controlled the county; That is not the case in this game. You select an area within a county, such as a school, hospital, or factory, and that is what you control to start. When choosing a location, do some research on the location, as well as Fallout equivalents to what the location is for, so as to better suit the lore. Skype: This is non-optional. You must provide a skype username, either on app, or PMed after acceptance. This is non-negotiable, and is a necessary part of the game. SAMPLE APP Faction Name: Free Village Faction Flag (Optional) Leader: Tyrone Woods Faction Backstory: Free Village was formed to create a place where everyone could be equal. There, Super Mutants, Humans, and Ghouls could live together in piece. Race: Humans Points Spent On: Pipe Rifle, Stimpak, Leather Armor, Medium Generator Location: Henry County Magistrate Court - McDonough, Georgia Skype: 78Bombs
  13. Onwards [Sci-Fi Nation FRP - RP]

    Solar Ascendancy Founded 2143 Colony of Terra Capital City, Sol Facilities Stellar Class Shipyard - Level 4 (5/20 AP to lvl 5) Trade Outpost - Level 1 Solarin Battlestation - (3 AP) Emmerson Science & Research Facility Notable Locations: Sol Colony Total Population Peacetime - Restoration of Humanity - 3% Prime Pop Growth Solar Ascendancy - 602,000 Humans, 79,500 Grgl, 45,500 Tassarans, 36,000 Libellans, 30,500 Human-Tassarans, 10,000 Karass Total Pop - 739,500 Civil Development/Research Expanded Farms - Harvest Emmerson Science & Research Facility - Terra Federation Academy - Terra Enhanced Medical Facilities - Terra Colonies Terra - Capital Harvest Remnant’s Memory -Technologies- Quantum Comms Warp Drive Gamedi Warp Jump Drive Railguns (Ships/Stationary Platforms) Mass Accelerator Cannons (Ship Weapon) Mining Drones Xylorite Missiles Xylorite Power Generators Miniature Xylorite Generators Xylorite Torpedoes Xylorite Refining Disruptor Weapons (Infantry-Human Designed) Power Armor Itoron-Steel Armor Designing Quantum Anchor Laser Weaponry (Infantry/Vehicle/Ship) Laser Lance (Hepheastus Upgrade) Swarm Missiles Mk II Hunter & Tank Bots (Improved Thinking Chip/Dexterous Hands) Improved Labor Bots (Non-Combat, Thinking Chip/Dexterous Hands) Jump Packs Itoron-Steel/Itoron-Carbon Weave Troop Armors LAS II LAS I Single Phased Deflectors Dual Phased Deflectors Tri Phased Deflectors Artificial Gravity Fusion Engines Fusion Power Nuclear Power Military Forces (Total) - 54,000 20,000 Army - Itoron-Carbon Weave Armor/ 15,000 Marines - Itoron-Carbon Weave Armor/ 4,000 Heavy Infantry - Power Armor Mk I 10,000 Navy -Resource Access/Trade/Expenditure- Rodina - 1 Ton Per Year/Total Current Tonnage =2r Tons Xylorite Mine - Terra - 100 Tons Per Year/Total Current Tonnage = 250x tons Itoron Mine - Remnant’s Memory - 100 Tons Per Year/Total Current Tonnage = 600i Tons Naval Fleet SAS Fatman - Solarin Freighter SAS Sprite - Strike Class Corvette SAS Manta - Strike Class Corvette SAS Daring - Strike Class Corvette SAS Courage - Strike Class Corvette SAS Viking - Centurion Class Frigate Mk II SAS Roman - Centurion Class Frigate Mk II SAS Liberty - Centurion Assault Frigate Mk II SAS Savannah - Centurion Assault Frigate Mk II SAS Raider - Centurion Assault Frigate Mk II SAS Glory - Centurion Assault Frigate Mk II SAS Voidstar - Colton Class Support Carrier/100 Nemesis Fighters SAS Retribution - Colton Class Support Carrier SAS Void Hawk (L) - Praetorian Class Destroyer SAS Undying Hope - Praetorian Class Destroyer SAS Unyielding Faith - Praetorian Class Destroyer SAS Prometheus - Athen’s Class Light Cruiser AP Total = 21 Standard - 4AP Trade - 4 AP 3 Colonies - 3 AP 500k Pop - 2 AP TF Bonus - 2 AP Expansion Mentality - 2 AP Federation - 4 AP -Trade Partners- Hepheastus, Silver Knight, Andorra, Malta, Trade Federation, Confederation of Xaplonius, Tassaran Republic, Protorian Council, Lithruan Coalition +4 Nations --Actions-- Project EVE ‘On Hold’ (14 total 4 years) Project Swarm ‘On Hold’ (9 AP total 3 years) Continued funding is put into the new Paladin Mech in hopes of finishing a Prototype (2 AP) The Ascendancy continues paying for its order from LSAA (15 AP, 20 AP total so far) Project Horizon continues (4 AP, 23 Previous) The Sovereign remains away for most the year in the Ascardian Princip His presence being documented before in the early years of the Federation, attempts are made to contact the White Suited Man (Mod maybe?) The Solar Ascendancy dispatches a diplomat to both the Chupan’Mo Empire & New Siam Colony for first contact (Mod)
  14. Onwards [Sci-Fi Nation FRP - RP]

    Solar Ascendancy Founded 2143 Colony of Terra Capital City, Sol Facilities Stellar Class Shipyard - Level 4 (5/20 AP to lvl 5) Trade Outpost - Level 1 Solarin Battlestation - (3 AP) Emmerson Science & Research Facility Notable Locations: Sol Colony Total Population Solarin Federation - 565,000 Humans, 70,000 Grgl, 39,000 Tassarans, 30,000 Libellans, 27,000 Human-Tassarans, 8,500 Karass Total Pop - 739,500 Civil Development/Research Expanded Farms - Harvest Emmerson Science & Research Facility - Terra Federation Academy - Terra Enhanced Medical Facilities - Terra Colonies Terra - Capital Harvest Remnant’s Memory -Technologies- Quantum Comms Warp Drive Gamedi Warp Jump Drive Railguns (Ships/Stationary Platforms) Mass Accelerator Cannons (Ship Weapon) Mining Drones Xylorite Missiles Xylorite Power Generators Miniature Xylorite Generators Xylorite Torpedoes Xylorite Refining Disruptor Weapons (Infantry-Human Designed) Power Armor Itoron-Steel Armor Designing Quantum Anchor Laser Weaponry (Infantry/Vehicle/Ship) Laser Lance (Hepheastus Upgrade) Swarm Missiles Mk II Hunter & Tank Bots (Improved Thinking Chip/Dexterous Hands) Improved Labor Bots (Non-Combat, Thinking Chip/Dexterous Hands) Jump Packs Itoron-Steel/Itoron-Carbon Weave Troop Armors LAS II LAS I Single Phased Deflectors Dual Phased Deflectors Tri Phased Deflectors Artificial Gravity Fusion Engines Fusion Power Nuclear Power Military Forces (Total) - 54,000 20,000 Army - Itoron-Carbon Weave Armor/ 15,000 Marines - Itoron-Carbon Weave Armor/ 4,000 Heavy Infantry - Power Armor Mk I 10,000 Navy -Resource Access/Trade/Expenditure- Rodina - 1 Ton Per Year/Total Current Tonnage =1r Tons Xylorite Mine - Terra - 100 Tons Per Year/Total Current Tonnage = 150x tons Itoron Mine - Remnant’s Memory - 100 Tons Per Year/Total Current Tonnage = 500i Tons Naval Fleet SAS Fatman - Solarin Freighter SAS Sprite - Strike Class Corvette SAS Manta - Strike Class Corvette SAS Daring - Strike Class Corvette SAS Courage - Strike Class Corvette SAS Viking - Centurion Class Frigate Mk II SAS Roman - Centurion Class Frigate Mk II SAS Liberty - Centurion Assault Frigate Mk II SAS Savannah - Centurion Assault Frigate Mk II SAS Raider - Centurion Assault Frigate Mk II SAS Glory - Centurion Assault Frigate Mk II SAS Voidstar - Colton Class Support Carrier/100 Nemesis Fighters SAS Retribution - Colton Class Support Carrier SAS Void Hawk (L) - Praetorian Class Destroyer SAS Undying Hope - Praetorian Class Destroyer SAS Unyielding Faith - Praetorian Class Destroyer SAS Prometheus - Athen’s Class Light Cruiser AP Total = 17 Standard - 4AP Trade - 4 AP 3 Colonies - 3 AP 500k Pop - 2 AP Federation - 4 AP -Trade Partners- Hepheastus, Silver Knight, Andorra, Malta, Trade Federation, Confederation of Xaplonius, Tassaran Republic, Protorian Council, Lithruan Coalition +4 Nations --Actions-- In the spirit of keeping peace Reparations are paid to Utopie (2 AP) Project EVE is temporarily on hold (14 total 4 years) Project Swarm is temporarily on hold (9 AP 3 years) The Solar Ascendancy aids the Silver Knights in providing resources for the upcoming wedding between the Ascendancy’s Sovereign and the Crown Prince of Armathwaite to ease their efforts on security. (5 AP) The Final concepts of the Paladin Light Mech/Walker are put through, it is hopeful the first batch of Paladin Walkers can see use for training this year (2 AP) The Ascendancy begins paying for its order from LSAA (5 AP) The Ascendancy continues an age old project known as Horizon originally abandoned by the Federation, they use the newly acquired research materials to aid in its research (3 AP, 20 Previous) With resources given to the Ascendancy to create 2 Light Cruisers, the shipyards being far more efficient than their corporate allies get to work, utilizing both Solarin and Silver Knight Technologies (10 AP)
  15. Onwards [Sci-Fi Nation FRP - RP]

    Solar Ascendancy Founded 2143 Nira walked down the hall of the Ascendancy’s Main Government building, Gideon catching up with her. “Nira, My Sovereign.” he’d call out. “Oh Gideon, I told you you’re not on duty do don’t need to refer to me that way.” “I know, where is Mr. Armathwaite?” he’d ask. “Alfred? Oh he’s on a patrol to see how we operate.” she’d smile “You’ve been spending an awful lot of time with him. Without escort I might add..” he’d say a little agitated. Nira would sigh “Stop it..I’ll be fine. I trust him.” “I understand that Nira but perhaps you forget what happens anytime there is trust given to a non-Solar-” She’d hold a hand up “That’ll be enough Captain..” “Yes my Sovereign.” he’d bow his head, his face still showing agitation. “You’ve also been missing your practice sessions.” “Well I can’t always have time for everything Captain.” she’d turn to face him “If you’re so concerned then let's go to the gym, you can handle it personally if it bothers you so much.” “After you my Sovereign.” he’d gesture ahead as the pair would go to the gym. After a few minutes the two would meet in a small arena like floor with wooden swords. “Have you been practicing your Psionics?”, Nira readies herself in a defensive stance “I don’t think that's anyone’s business but my own.” she’d comment. Gideon adjusts coming at her as they exchange blows and parries several times before they’d be a break in the combat “You’re fighting too defensively, if you had to go up against a Redon or another Xeno you’d wear down first. They’re stronger. Now attack back!” Gideon and Nira would exchange blows several, he’d push forward as she lost her footing turning back to catch herself as his sword would hit her mid back with a painful blow. She’d grimace moving away and turning around as he’d only continue his assault. “No respite, the enemy won’t give you a break so neither will I!” they’d exchange blows and parries again and again. Swinging upwards he knocks her sword upwards as he plants a swift kick to her stomach knocking her back onto the floor, he’d take a few steps forward raising his sword. Nira thrusts her hand outwards as a hard gust of wind blows him back several feet losing his footing, she’d stand running to as she’d now be the aggressor. Forcing him into a defensive posture back him towards the wall. She takes a step back thrusting both hands forward as he slams into the wall hard only to feel a swift jab to his stomach. Gideon falls to his knees coughing “I..ehh.I yield!..” he’d catch his breath before suddenly lifting in the air to his feet. “Now will you leave me alone about missing my training?” she’d ask as he nods “My apologies Nira.” She’d smile “You’re a good friend but you have to relax I can protect myself.” He’d hug him, he’d return the gesture “Alright..” She’d break the embrace handing him her sword “Come on, lets go eat.” Meanwhile in coordination the Ascendancy and the Silver Knights would work towards the creation of a Light Mech using all currently available technology. Paladin Light Class Manned Walker Itoron-Carbon Weave Armor Plating, LAS II, Miniaturized Xylorite Core, Miniature Tri-Shield Generator, Hud Integrated Laser Rifle, Shoulder Pad SRM's (Short Ranged Missiles) Colony of Terra Capital City, Sol Facilities Stellar Class Shipyard - Level 4 (5/20 AP to lvl 5) Trade Outpost - Level 1 Solarin Battlestation - (3 AP) Emmerson Science & Research Facility Notable Locations: Sol Colony Total Population Solarin Federation - 500,000 Humans, 58,500 Grgl, 36,000 Tassarans, 28,000 Libellans, 25,000 Human-Tassarans, 7,500 Karass Total Pop - 655,000 Civil Development/Research Expanded Farms - Harvest Emmerson Science & Research Facility - Terra Federation Academy - Terra Enhanced Medical Facilities - Terra Colonies Terra - Capital Harvest Remnant’s Memory -Technologies- Quantum Comms Warp Drive Gamedi Warp Jump Drive Railguns (Ships/Stationary Platforms) Mass Accelerator Cannons (Ship Weapon) Mining Drones Xylorite Missiles Xylorite Power Generators Miniature Xylorite Generators Xylorite Torpedoes Xylorite Refining Disruptor Weapons (Infantry-Human Designed) Power Armor Itoron-Steel Armor Designing Quantum Anchor Laser Weaponry (Infantry/Vehicle/Ship) Laser Lance (Hepheastus Upgrade) Swarm Missiles Mk II Hunter & Tank Bots (Improved Thinking Chip/Dexterous Hands) Improved Labor Bots (Non-Combat, Thinking Chip/Dexterous Hands) Jump Packs Itoron-Steel/Itoron-Carbon Weave Troop Armors LAS II LAS I Single Phased Deflectors Dual Phased Deflectors Tri Phased Deflectors Artificial Gravity Fusion Engines Fusion Power Nuclear Power Military Forces (Total) - 54,000 20,000 Army - Itoron-Carbon Weave Armor/ 15,000 Marines - Itoron-Carbon Weave Armor/ 4,000 Heavy Infantry - Power Armor Mk I 10,000 Navy -Resource Access/Trade/Expenditure- Xylorite Mine - Terra - 100 Tons Per Year/Total Current Tonnage = 300x tons Itoron Mine - Remnant’s Memory - 100 Tons Per Year/Total Current Tonnage = 300i Tons Naval Fleet SAS Fatman - Solarin Freighter SAS Sprite - Strike Class Corvette SAS Manta - Strike Class Corvette SAS Daring - Strike Class Corvette SAS Courage - Strike Class Corvette SAS Viking - Centurion Class Frigate Mk II SAS Roman - Centurion Class Frigate Mk II SAS Liberty - Centurion Assault Frigate Mk II SAS Savannah - Centurion Assault Frigate Mk II SAS Raider - Centurion Assault Frigate Mk II SAS Glory - Centurion Assault Frigate Mk II SAS Voidstar - Colton Class Support Carrier/100 Nemesis Fighters SAS Void Hawk (L) - Praetorian Class Destroyer SAS Undying Hope - Praetorian Class Destroyer SAS Unyielding Faith - Praetorian Class Destroyer SAS Prometheus - Athen’s Class Light Cruiser AP Total = 16 Standard - 4AP Trade - 4 AP 2 Colonies - 2 AP 500k Pop - 2 AP Federation - 4 AP -Trade Partners- Hepheastus, Silver Knight, Republic of Utopie, Malta, Trade Federation, Confederation of Xaplonius, Tassaran Republic, Protorian Council, Lithruan Coalition +4 Nations --Actions-- Project Longshot continues (2 AP) Project Eve continues (3 AP) Project Swarm continues (3 AP) The Ascendancy begins work on its own Light Mech design alongside the Silver Knight’s Company (Details above 3 AP) The Ascendancy constructs a Colton Class Support Carrier (5 AP) The Colony ship is sent to establish itself on the newly discovered Arctic would in the South-East TC (Colonization! Yay)