Contact: Race Biographies and General Information.
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: RegularRaskolnikov on 18-11-2009, 18:08:41</h2>
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				Title: <strong>Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>RegularRaskolnikov</strong> on <strong>18-11-2009, 18:08:41</strong>
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				<em>Civilizations have been attempting to eke out an existence in the endless void for millennia. Traditionally, once a civilization is no longer at the mercy of the forces that guide the universe it can start to mature properly. This happened more than once. Inevitably multiple empires began to intersect. Contact was made for the first time between multiple sentient species. An era of war and slaughter prevailed for centuries until the costliness of endless war threatened to destroy dozens of cultures. <br><br>An agreement was made. A hesitant treaty between a sad few races to form a council. An interspecies government has never before been attempted. Cultural and biological barriers were a limiting thing. However the council has been formed not twenty years passed. <br><br>You are representing your species to the galactic community. You are contacted because you are either your people's sole leader or you are a representative diplomat for them. How you represent them is entirely up to you. What kind of tone will you establish for us to judge you by? <br><br>Below is a query. Your species is unknown and therefore an anamoly. Please brief the local keepers on a few key traits of your species so that we may better facilitate your induction into the council, should you choose to join. A basic file has been prepared for you. We trust your judgment when filling the basics out. It's fairly self-explanatory. </em><br><br><br><span style="font-size: 1em;" class="bbc_size">credit to: TatersAndTots<br><br><strong>Race name:</strong><br><strong>Race appearance:</strong><br><strong>Number of Systems:</strong> Somewhere between 1-50 is okay. Any nation over 25 is... creaky, and suffers regional problems, which must be included in the Weaknesses (terrorist groups, revolts, slow reaction to threats, corruption, etc...)<br><strong>Government Type:</strong><br><strong>Religion(s):</strong><br><strong>History:</strong><br><strong>Values of your nation:</strong> hardwork, truth, war, discovery, peace, etc...<br>National Traits: (For all of the traits, give a short statement on how each is related to your race)<br><br>Population Traits: ----------------^<br><br>Military Traits: -------------------^<br><br>Technical Traits: -----------------^<br><br>Historical Traits: -----------------^<br><br>Faults/Weaknesses: -------------^<br><br>Hyper-Tech: ---------------------^<br><br><br><span style="font-size: 0.7em;" class="bbc_size"><strong>TRAIT SYSTEM:</strong><br>Each Nation gets a single trait from each category below. Plus seven extra traits to spend on any category except for Hyper-Technology and History. For each flaw you take you can take an extra trait. (one each&nbsp; =6, + 7 anywhere-points = 13 traits total + 1 per flaw)<br><br>Some Traits can stack, making them more pronounced, those that cannot will have an * at the start of the name.<br><br><strong>National Traits:</strong><br><strong>GETTING HUGE!:</strong> Your nation has a serious skyscraper, monument and battleship fetish and likes to build big. BIG. BIG.<br><strong>The Mossad:</strong> What you know, I know.<br><strong>Komitet Gosudarstvennoy Bezopasnosti:</strong> We have not managed to gather any information on this trait. (KGB)<br>*Implausibly Efficient Government: Your bureaucrats cut through red tape with machetes.<br><strong>Fair Dinkum:</strong> Your state has a rep as a straight shooter (metaphorically) and an honest dealer (literally).<br><strong>The only Party in town:</strong> The government controls everything. Including you. Especially you.<br><strong>Free Market Boomtown:</strong> The nice thing about a corporate state is there's profits for everyone. The not so nice thing is that you have to go back to your cubicle now.<br><strong>Industrial Heartland:</strong> Tank factories stretch to the horizon and shipyards fill the night sky with waste light.<br><strong>*New Hollywood:</strong> A cultural centre of the galaxy. Everyone who's anyone has made their fame here.<br><strong>Who Cares About Uzbekistan:</strong> Your polity is simply not on the galactic radar and thus avoids a lot of the Bad Shit that can go down. . .<br><strong>Party Please:</strong> Your diplomats are just so good-natured or know so many skeleton-filled closets that they can get into strategically useful alliances much easier than others. Of course, then you need to live up to what you signed . . .<br><strong>*Cargo Cultist:</strong> If freighters were warships, you'd blot out the stars with your fleet. You still do, but there's less gunfire involved.<br><strong>Load-Bearing State:</strong> You remember all those times you beat up a boss and suddenly the castle collapsed? Well, you're kind of like that to the galactic economy.<br><br><strong>Population Traits:</strong><br><strong>*Loyalty:</strong> A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal.<br><strong>*Hive:</strong> Through technological, psionic or even natural means these people share a hive-mind. (A hive automatically has this Trait) This makes infiltration almost impossible.<br><strong>Man-Machine Interface:</strong> Thought the looking glass of circuitry and neurons into the uncharted territories of bioelectronic convergence.<br><strong>SPACE MARINES!:</strong> Your people are physically superior specimens, with buff bodies and quick hands.<br><strong>Cyberize!:</strong> Physical cybernetic modifications are rampant in your population. Not limited by mere biology like SPACE MARINES! but likewise not inherent just by being born. Sucks to be a copper.<br><strong>Heroic Age:</strong> Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans made poor civilians . . .<br><strong>Flag-Wavers:</strong> It doesn't matter what you do, you'll always win the elections. You must choose something particularly dear to your population that they wave flags about.<br><strong>Eureka!:</strong> The desire to take things apart and figure out how they work runs deep in your people's blood.<br><strong>Hard Workers:</strong> Your people really roll up their sleeves and work.<br><strong>Stupidly Brave:</strong> Nobody would think of calling your people cowards.<br><strong>Tough as a Coffin Nail:</strong> Your people are just ridiculously tough and can survive true environmental extremes. Requires SPACE MARINES!, Cyberize<br><strong>Plain Jane:</strong> You get one additional National trait, but cannot choose any other Population Trait.<br><br><strong>Military Traits:</strong><br><strong>High Speed, Low Drag:</strong> Hit and Run. Really quickly.<br><strong>Tortoise and the Hare:</strong> Slow, steady and durable wins the race.<br><strong>Network-Paradigm Processor:</strong> Communism in warfare? Unheard of!<br><strong>Battleships!:</strong> You've got a lot more battleships than most people. Also comes in other variants. (You could take is "Carriers!" or "Destroyers!" or "Super-Capitals!" potentially)<br><strong>*Armament De-Regulation:</strong> Who puts 16" guns on freighters? You do!<br><strong>Army General Staff:</strong> Your focus is mostly on taking and holding ground with troops, be that planets, space stations or hostile warships.<br><strong>*Awesome Training:</strong> This trait is only worth one, but costs two because people are munchkins.<br><strong>Death Spiraller:</strong> Why buy ten fighters when you can buy one five times as good?<br><strong>Knife in the Back:</strong> You prefer the silence of a SPF strike to the brutishness of a battle line bombardment.<br><strong>*Strategic Weapons Stockpiler:</strong> You put the Strategic Air Command to shame.<br><strong>Ninja Space pirate:</strong> Arr matey! You'll never escape our pirate U-Boats!<br><strong>Dispersed Operations:</strong> All spaceships can go quite a while without resupply and operate without fleets. Yours are optimized for this.<br><strong>Space Trenches:</strong> If it was possible to dig holes in space-time to provide cover for your battleships, you'd do so.<br><strong>A Penny Saved:</strong> Just because a cruiser is two generations behind the state of the art doesn't mean its useless!<br><strong>Main Guns!:</strong> The age of the battleship is back with a vengeance, this time with spinally-mounted cannons for all.<br><br><strong>Technical Traits:</strong><br><strong>*Mechanical Monstrosities:</strong> Who needs fighters when you can have giant robots!<br><strong>Biowanker:</strong> Instead of heavy metal, your engineers have gone down the path of biotechnology.<br><strong>On The Run!:</strong> Most people don't strap engines to factories and cram them into carriers. Most people.<br><strong>Stealth Obsessed:</strong> Most people engineer a bit of stealth cladding into their warships. You use it for internal decking.<br><strong>Flash:</strong> Your stuff just has that extra polish that makes it look cooler than everyone else's inferior-looking, blockily-functional equipment.<br><strong>Plug'n'Play:</strong> Modularity is a virtue, so your engineers claim.<br><strong>Ghost in the Machine:</strong> People are a hindrance, so you use machinery as much as possible.<br><strong>Nazi Superscience:</strong> A role for every machine and a machine for every role.<br><strong>Better Than Your {Keyword}:</strong> Don't apply this too broadly or I'll smack you, otherwise it's exactly what it implies.<br><strong>Hangerize!:</strong> Fighters and Mecha are cool (or just an overly important part of your doctrines) so you stick them in everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars.<br><strong>Off-The-Shelf Technology:</strong> You get one additional Bonus trait, but cannot choose any other Technical Trait.<br><br><strong>Historical Traits: (MUST take ONE ONLY)</strong><br><strong>Warlike:</strong> Your History is filled with bloodshed, violence and the genocide of millions, at your own hands or against you. The point is you won’t back down if you don’t have to.<br><strong>Diplomatic:</strong> You have more skill with diplomacy than most species and consider war to be a final option after all others have been exhausted. Fortunately you’ve kept your records better than others and suffer no diplomatic penalties with different species.<br><strong>Commercial:</strong> A long history of commercial profit and trade fills your peoples lessons as children. Your people don’t learn how Aravais defeated the Chonomeri in a great battle but how Elan robbed Geddas of every last coin in exchange for a drink of water in the desert to survive.<br><strong>In Armour Clad:</strong> Your people value defence, shields and armour above diplomacy, strategic weapons and other minor concerns. After all what good are their weapons if they cannot harm you?<br><br><strong>Hyper-technology: (Must take ONE)</strong><br><strong>Advanced Biotechnology:</strong> Some polities have taken the sciences of life to its endpoints and gained the ability to breed living structures and starships. While not as efficient as more conventional ships they do have their advantages.<br><strong>Jump Drive:</strong> Jump drives allow the equipped vehicle to make a linear (read, straight, unobstructed, line) “space-folding jump” between two points by folding space between the start and end points. (not usable by anything smaller than a battleship)<br><strong>Plasma Tech:</strong> You are able to utilize crude plasma weapons. Although wasteful, the globs of plasma you can shoot rip through armor and shields like paper.<br><strong>Cloaking Devices:</strong> I see what you did there... or not. Cloaking hides all emissions from the ships using the device, hiding it from whatever is looking for it. Firing plasma drives or firing weapons will expose the ship. The best bet is to fly towards the place you wanna go from rally far away, then just coast all the way in.<br><strong>Relativistic Weapons:</strong> Projectile weaponry fired past 20% of lightspeed. Incredible levels of damage and destruction are capable.<br><strong>Antimatter Tech:</strong> Better containment means more antimatter, which means bigger boom, 'nuff said. Antimatter can also be used in reactors and engines to make ships much faster than ships with fusion reactors.<br><strong>Field Control:</strong> You that whole "gravity weapons are useless" thing? If you have Field Control, you can ignore that bit. Your race can use gravity much more than other races. You get things like tractor beams, which repel as well as attract, gravity elevators, and really big vehicles can use hover (hovering fortresses anyone?). You largest ships can use a bigger version of a tractor beam to rip enemy apart. Gravity ignores shielding.<br><br><strong>Faults/Weaknesses: </strong> (Each Fault, Weakness or Flaw allows you to take one more trait EXCEPT for Historical or Hyper-Advanced.)<br><strong>Honourable to a fault:</strong> Your strategies will never rely on surprise or deception, your ships are painted bright shiny silver and your admirals will always give a speech to the enemy before battle.<br><strong>Creaky Military:</strong> The military is under-budgeted, under-equipped and underfed. Kind of like the Russian fleet circa 1995. You simply don't have much in the way of a military. This flaw hits hard enough to provide two (2) bonus traits.<br><strong>There Is No Internet:</strong> Your computers and electronics are like 2000s vintage. This sucks.<br><strong>Third World:</strong> Even in the future, the third world is not known for technological superiority. While not as horrible as There Is No Internet, it's far more broad-based. Kiss your shields and artificial gravity good-bye for everything but the flagship.<br><strong>Soylent Green Is People!:</strong> You have a giant elephant-sized skeleton in your closet. (You must describe this big nasty secret. Though only your nation knows it and even the best spies would have difficulty finding it.<br><strong>Government Red Tape:</strong> This request cannot be processed at this time. Please take a number.<br><strong>*Cult Of {Keyword}:</strong> All Hail Xenu!<br><strong>*Hilariously Fail:</strong> Someone - a lot of someones - doesn't have much going on upstairs. Unfortunately they're disproportionately represented in your government and military.<br><strong>Public Outcry:</strong> Your people have deep and strong opinions on some issues you'd really rather they didn't.<br><strong>Wimpy:</strong> Maybe they're a low-gravity race or just didn't drink milk when growing up. No matter the cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively sluggish.<br><strong>Paranoia!:</strong> In a universe full of planet-destroying aliens, a healthy dose of paranoia is only natural. It might make diplomacy difficult but at least they won't sneak up on you!<br><strong>Trade Dependent:</strong> Exactly what it says. A good example is a Mars-like world that must import significant food to feed its populace.</span><br><br>---------------<br><strong>Military:</strong><br><strong>Infantry:</strong><br>meat-shields, snipers, shock troopers... give me a short sentence or two on all the types, as well as each groups equipment.<br><strong>Vehicles:</strong><br>same as above. List em, describe em, and describe their equipment/armament. Anything on wheels/tracks/hover/legs is included, so artillery and support vehicles are included.<br><strong>Aircraft:</strong><br>If it flies, but can't travel off of a planet without help, it goes here. NOT PART OF THE NAVY. List and describe.<br><strong>Buildings:</strong><br>Mostly stationary turrets and fortresses and the like. Included planetary shields (Ray and particle are separate, but can be included in the same unit). List and describe.<br><br><br><strong>Navy:</strong><br>Ship classes are by weight. Remember, more powerful ships are expensive, so they are less of them, and bigger ships are slower. Weight is in kilotons (Ktons or K))<br><br><strong>Super Capitals:</strong> 45-55k (50k) (Typically referred to as Dreadnoughts and Super-Dreadnoughts)<br><strong>Battleship:</strong> 30-40k (35k)<br><strong>Carrier:</strong> 25-35k (30k)<br><strong>Heavy Cruiser:</strong> 10-20k (15k)<br><strong>Light Cruiser:</strong> 3-5k (4k)<br><strong>Destroyer:</strong> 2-4k (3k)<br><strong>Gunships:</strong> 1-2k (2k)<br><strong>Heavy aerospace Squadron (bombers or gunboats):</strong> 0.5k<br><strong>Medium aerospace Squadron (multi-role/strike fighters):</strong> 0.2k<br><strong>Light aerospace Squadron (single role fighters):</strong> 0.1k<br><br>Each ship has its own class to describe how state-of-the-art, or how powerful it is.<br>Category A: Most mainline troops and vessels are Category A. Well-trained and equipped they are the backbone of any nation's military.<br>Category B: Typically seen as reservists or low-priority formations, Category B troops typically have older equipment. However, it can still be effective in the right situations and can free up more expensive equipment for priority missions.<br>Category C: There is no argument about the age of this equipment or the skill of the crews. However for less well-off states this is sometimes all that can be fielded in any quantity.<br>Category X: Few militaries can afford Category X equipment; its effects scale while its cost scale even more rapidly. For most nations this is limited to the most elite formations.<br>NOTE: Class B or C doesn't have to mean crappy ships. It can mean crappy crews as well. The class is just to describe the ship's fighting potential. A ship with advanced tech can still be a Class C if the crew is really crappy.<br><br><br><br>Each class has its own template, which is as follows. The templates will be using a 1-10 system to describe speed, firepower, and defense compared to the other ships in your navy.<br><br>Ship Hull: Capital, Carrier, Destroyer, etc.<br>Ship Class:<br>Weapons: List em and the number of each. Put the 1-10 number in parenthesis at the end.<br>Engines: List and put the number at the end.<br>FTL?: y/n Nations can save a lot of money by having no FTL drives on their smaller ships. These ships can be used for local defense and can simply use Gates to travel. Every system should have at least one Gate.<br>Armor: List and number.<br>Shielding: Both ray and particle. List and number.<br>Other: fighter complement and any other equipment worth mentioning.<br><br>Number of ships really isn't important. For scale, an average fleet has about 15-20 battleships, 0-5 super capitals, 150 escorts (anything below battelship), and a couple hundred to two thousand fighters if your races uses them.</span><br><br><br><em>Thank you for your cooperation, and good luck. We look forward to cooperating with you. Any additional information that you may want advertised about your species may be posted here as well. <br><br>Message Over. </em>
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				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>RegularRaskolnikov</strong> on <strong>18-11-2009, 20:46:27</strong>
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				<strong>Race name:</strong>Ekke<br><strong>Race appearance:</strong>The Ekke have a basic homind form with the exception of walking on the balls of their feet, giving them that apparent extra joint in their legs that is more common in quadropeds. Additionally, they have only four digits on each hand and foot. Ekke tend to be more narrow and lithe than most other races, favoring elegance and grace to a more direct approach. Their leathery skin is anywhere from a dark, ashy gray to almost black, and it becomes thicker and more pebbled near their hands and feet. Their most notable feature is their heads and eyes. Their eyes are deep indigo and featureless, like stones. Their faces are narrow. Their foreheads are taller than normal and tapered slightly. The most noteworthy feature, however, is the small cluster of tentacles that hang halfway down their faces in lieu of a normal mouth. This "Beard" of tentacles twitches and shifts slightly when the Ekke speak. <br><br>One noteworthy thing about their anatomy is that Ekke tend to literally grow into their roles because of a strict breeding program that has been in effect for centuries. Essentially, Ekke designed for manual labor and warfare tend to be bulkier and taller than their more cerebral counterparts. <br><strong>Number of Systems:</strong> The Ekke have only 8 systems within close proximity of the other. Their system of Origin is called Ae, and is located at the center of their empire to protect their homeworld: Ai. Ai is a lustrous world of verdant green and relatively flat plains. There is an abundance of water, and their elegant cities span continents. Buildings grow side by side with plantlife in an attempt to live symbiotically. <br><strong>Government Type:</strong> The Ekke run a caste system where the different sects operate alongside the other rather than above and below. Each Sect chooses their representative to join the Ekke Council. <br><strong>Religion(s):</strong> Ekke religion is based on logic and the idea that life is a single entity that happens to branch off into unique and varying ways. Their basis for existence is that change is necessary to grow and develop with the times, but that certain moral implications cannot ever be ignored. While there is some small element of mysticism when referring to "Roh",(which loosely translates to "The All") There is no resistance to the discovery of new sciences. Scientific discoveries are seen as interpreting the impossible complexity of life in a new light, hence, a new way of appreciation.<br><strong>History:</strong> The Ekke were a warlike race. However the effects on their homeworld and her people soon became apparent when the Ekke were on the verge of extinction. Their aggressive industrialization and production had almost ruined their atmosphere and water supplies. The threat of an inbound meteor finally united the planet, ended war between Ekke, and created an era of cooperation. The Meteor was diverted, and then hailed as a message from the universe. This era was known as the "Great Enlightenment". No strangers to the necessity for battle, the Ekke do keep a military force as one of their castes. <br><strong>Values of your nation:</strong> The Ekke value logic and discovery above all things. They appreciate peace because it is the more agreeable solution to a problem. However, the Ekke cannot help being passionate about discovery, their art is based in science and their science in art and form. <br>National Traits: &nbsp;<br>-The Mossad X2: Ekke teams are constantly searching for new things to learn. This lust for innovation and information extends to knowing everything about other races as well. Hence, the Ekke are always keeping tabs on their allies and enemies. <br>New Hollywood: The Ekke culture of "beauty in discovery, discovery in beauty has led to unique structures and even weapons and ships that express a love for form and an appreciation for the asymmetry of nature. Their homeworld is a wonder to behold. <br>Population Traits:<br>Eureka! X2: Considering that discovery is the highest value to the Ekke, they are constantly trying to discover new innovations. The Learning Guild is among the most prolific groups in Ekke society. <br>Loyalty: The Ekke see themselves in a new golden age because of the simple fact that their society works as a single organism to accomplish its goals. At the same time people are encouraged to pursue their own goals in their free time, in general, the Ekke are people of duty. <br>Military Traits: <br>High speed, Low drag: Ekke tactics tend to be hard and fast. They like to spearhead key targets with devastating firepower and withdraw before the enemy can retaliate. In general their armies are constantly moving and shifting on the battlefield. <br>Awesome Training: The Ekke keep their military force relatively small, however their soldiers devote all of their time to, well, being soldiers. They are consequently very well equipped and trained. <br>Technical Traits: <br>Better than your doctors!: Ekke medicine is notoriously effective. Anything from lost limbs to organ failure is little hindrance to an Ekke surgeon, who works with brilliant efficiency. Ekke healing and therapeutic technology is among the best. <br>Stealth Obsessed: Ekke have a limited military, and would thus like to limit their losses as much as possible. If they can get around the enemy lines rather than through them, they will. <br>Historical Traits:<br>Diplomatic: Ekke would prefer to learn more about other sentient life in the galaxy than destroy it. It follows that they would sooner extend the olive branch than the sword, and tend to be excellent negotiators because of their cool temperament and logical way of thinking. <br>Faults/Weaknesses:<br><br>Hyper-Tech: <br>Antimatter Tech: The Ekke incorporate their Anti-matter tech into their Thermal Artillery to create projectiles and missiles that cause devastating explosions, as well as utilize it in the Drive Cores of their spacecraft. <br><br><strong>Military:</strong> The Martial Caste<br><strong>Infantry:</strong> <br>Light Fighter "Harkon": A light fighter is the basic soldier equipped more for speed and long range than for heavy punishment. They are equipped with light, full-bodied armor and long range rifles that fire white-hot projectiles at incredible speeds. <br>Heavy Fighter "Rairen Berserkers": Garbed in a heavy amalgamation of Enhanced Plastic plating, the Heavy Fighter is intended to up close, brutal combat. They carry a sub-machine variation of the Thermal Lancer as well as a Disruptor Blade. Can occasionally carry heavy weaponry for anti-vehicle support. <br><strong>Vehicles:</strong><br>Ek-1 "Howler": The howler is a light hovercraft in the relative shape of a broad blade. It tapers to a narrow point at the front. So named because of it's distinctive sound upon approach. It's weaponry is merely four heavy Automatic Thermal Lancers. It is a relatively small, two-man craft. <br>Ke-4 "Reckoner": A larger, slightly more durable hovercraft that still focuses on speed above all-else. It's a heavy enclosure that houses a crew of 4 Ekke. It is armed with a heavy Thermal Artillery Gun (The shells simply radiate destructive amounts of heat and light on impact) As well as two Heavy Automatic Lancers on swinging turrets. <br>Ek-2 "Belly": A troop support weapon that occasionally acts as a rapid transport. It is equipped mainly with kinetic barriers and four Automatic Thermal Lancers. It can hold up to eight heavy fighters via an open platform behind the main guns. <br>Ak-7 "Sentinel": Strictly an anti-aircraft vehicle. These are the least mobile vehicles in the Ekke military. They are still relatively speedy, and bristling with Thermal Seeker Missiles.<br><strong>Aircraft:</strong><br>AiK-5 "Shrike": A narrow and rapidly moving aircraft with heavy Thermal Lancers and Thermal Artillery mounted on it's belly. Finally, two heavy thermal missiles can be attached to each of the four underwing rails for a total of eight. With narrow-swept wings and a thin body it makes a difficult target. It is intended as aerial anti-vehicle and structural fire. <br>AiK-3 "Krie": Mounted with eight Heavy Automatic Thermals and one artillery cannon this vehicle can serve as an effective anti-troop craft. However it is only intended to defend itself for the brief moment that it is depositing Berserkers onto the battlefield. Rairen armor enables them to make the twenty yard leap without injury(most of the time) and continue fighting. <br><strong>Buildings:</strong><br>Stationary AA turrets are an unfortunately common site and are incorporated regularly into the normal cities. Defensive structures tend to be more squat than the normal Ekke spires and curving architecture, but they still represent natural phenomena. So they tend to curl and move in circles rather than straight lines. AA turrets are not an exception. They are massive twin linked Thermal Batteries that launch massive variations of the superheated thermal projectiles. <br><br>Shield generators are also strewn about the city over key strategic points such as capitals, factories, and laboratories. <br><br><strong>Navy:</strong><br><strong>Super Capitals:</strong><br>Ana: Ana means "Great Mother". It is the only Super Capitol in the Ekke fleet, but it is a masterpiece of form an function. Albeit slow. It somewhat resembles a massive flatworm, with a clutch of coiling engines and weaponry bristling from its arched underbelly. It's main gun is capable of decimating a continent, but uses up crippling amounts of energy. In addition to it's main gun it carries several hundred small AA guns as well as 20 heavy cannons for use against slightly larger ships. <br>Category X<br>Speed:4<br>Firepower:7<br>Defense:10<br><strong>Battleship:</strong> <br>Leviathon: The Ekke own 16 of these massive warships. Each comes equipped with three massive thermal cannons on rotating domes, and 40 AA guns.<br>Category A<br>Speed:5 <br>Firepower:9<br>Defense:6<br><strong>Carrier:</strong> <br>Oin: The Ekke own only 5 Oin class carriers. They are predominantly used to house specialized fighter squadrons when they are felt necessary. The Ekke prefer to fight with heavier ships. It houses only 18 AA guns and is capable of holding 100 fighters. <br>Category C<br>Speed:3<br>Firepower:2<br>Defense:4<br><strong>Heavy Cruiser:</strong> <br>Grakken: The Grakken class cruiser is a workhorse of the Ekke navy. It's relatively simple, arched design makes it formidable from all angles of attack. It is mounted with 5 heavy batteries as well as 20 AA weapons. <br>Category B<br>Speed:6<br>Firepower:7<br>Defense:7<br><strong>Light Cruiser:</strong> <br>Childe: The Childe is a favorite among exploration crews. The ship is fast, stealthy, and able to take a fair amount of punishment. It is equipped with only one heavy main gun and 4 AA weapons. It's impressive stealth capabilities, however, make it formidable.&nbsp; <br>Category B<br>Speed:7<br>Firepower:4<br>Defense:6<br><strong>Destroyer:</strong><br>Harbinger: The Harbinger class Destroyer exemplifies everything that the Ekke believe about combat. It is a superior machine and a complement to the massive battleships more than anything else. It comes equipped with an especially large Heavy Thermal Cannon as well as 2 artillery batteries and 10 AA weapons. <br>Category A<br>Speed:8<br>Firepower:8<br>Defense:6<br><strong>Gunships:</strong> <br>Hellion: Hellion class gunships are an older model. Formidable but prone to mechanical failure a lot of the time. The Hellion is a classic beauty, and capable of dishing out punishment, but it can't defend itself well against fighters. <br>Category C<br>Speed:2<br>Firepower:4<br>Defense:2<br><strong>Medium aerospace Squadron (multi-role/strike fighters):</strong> <br>Savior: The Ekke rarely use fighters, and thus they don't make many of them. However, the fighter they developed is fast and reliable, designed to dish out a heavy payload of firepower and then evade enemy firepower. It carries 2 advanced Thermal Missiles, and two heavy AA guns. <br>Category A<br>Speed:9<br>Firepower:4<br>Defense:4<br><br>((Subject to minor revision. Fingers kill and I need to eat))
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				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>ChaoticSky</strong> on <strong>19-11-2009, 04:25:08</strong>
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				-Race Name: Crys<br>-Race Appearance: Their bodies are made of a blue, goo-like liquid, often with hard crystalline plates. Most generally take the form of man-sized floating solid crystals. While those who interact with other races (such as diplomats) oftan take softer, human-shaped forms. Somewhere within them is a red or black sphere, their “Core”, which is infact, the Crys its self. This core isnt usually visible from the outside Crys who are larger than a human.<br>http://img200.imageshack.us/img200/9210/humiformcrys.jpg (http://img200.imageshack.us/img200/9210/humiformcrys.jpg)<br>Number of Systems: One<br>Crys System<br>-Planets: <br>--Crys One: Mining World;&nbsp; Two moons, all resource rich. Mostly metals. Geologically unstable. No atmosphere<br>--Crys Prime: Capital World; home to the majority of the Crys population. resource rich. One smashed moon, which destabilized after massive quantities of Graphite were removed. Now forms a 'lumpy belt' around the world that may one day reform into a new, smaller moon. Geologically unstable. No atmosphere<br>--Crys Three: Mining World; More less the same as Crys One. But with no moons. Geologically unstable. Breathable Atmosphere. <br>--Crys Four: Mining World; Gas Supergiant, valuable gas isotopes present, 18 moons resource rich moons. Some geologically stable, some not.<br>-Important Note; strange anomalies are common in this system. Magnetic, gravitational, and spacial disturbances are all common on long range sensor sweeps of the system, their cause (intentional or natural), and purpose (if they have one) are unknown.<br><br>-Government Type: Unknown, possibly None. They all seem to just do what they are supposed to... as if every Crys naturally comes to the same decision. But is not uncommon for Cyrs to mention the 'The One'. whether this is a leader... a god, or some manner of Ubermensch-like philosophy for the ideal Crys, is unknown<br><br>-History: The Crys came into being ('evolved' being the wrong word in this case) in a system composed of large rocky, highly volcanic, worlds with no atmosphere, but rich in all manner of mineral wealth, the one mineral that mattered was Carbon. The race that were to one day be called the Crys began as simple organisms that consumed carbon, simply because that is what did, much like a amoeba, only much larger. This consumed carbon was used to grow a crystalline 'liquid' which protected them from the often harsh conditions on their homeworld. through some freak coincidence of nature, this liquid was utterly unique, allowing the Crys not only to manipulate gravity, but formed pathways of energy in a manner akin to a brain. This caused them to become sentient. The process is slow, taking millions of years to raise a 'Shelless' (crystalless baby Crys) to the point where it becomes intelligent, but the process does not stop there either. a Crys will continue to grow in size, and thus, power and intelligence, for as long as it is alive, Crys 'ships' are infact the oldest members of their race, referred to as 'Great Ones'.<br><br>--It should be pointed out, the Crys did not leave their homeworld until they began running short of carbon, and only then to their nearby planets, and only further out once those too ran dry. The first contact any race had with a Crys was when some Glorbush asteroid miners found one sucking up worthless Graphite asteroids in their belt of ultra-valuable metals. Mistaking it for a new form of Crystalline space-critter, word spread, and before long the nature-conservationists were chomping at the bit to have the new species, dubbed the 'Crys' protected... weren't they surprised when a emissary showed up, requesting trade talks. The name “Crys' was retained due to them never having come up with a name of their own. Additionally, they are not a real Crystalline race, but a Totally Alien one, appearance aside.<br><br>National Traits:<br>-Implausibly Efficient Government: there doesnt seem to <strong>be</strong> a Crys government, they all seem to just arrive at the same conclusion and act accordingly. lacking even a hive mind, which might have made more sence.<br>-Fair Dinkum: the Crys have never, lied, cheated or even mislead in the history of their contact with other races. Some doubt its even possible for them.<br>-Who Cares About Uzbekistan: small one-system race of a few hundred thousand... few million *max*<br>population.<br><br>Population Traits:<br>-Loyalty: see&nbsp; Implausibly Efficient Government<br>-SPACE MARINES!: tough and skilled, the Crys, when inclined to fight, are a implacable and fearsome foe<br>-Not One Step Back!: unless directly threatened, the Crys are very slow to form a opinion or take a stance on anything. But once decided your more likly to move the cosmos around them than get them to budge.<br>-Tough as a Coffin Nail: The crystal bodies of the Crys are comprised of a form of energized carbon nano-tubule matrix, this both facilitates their abilities, and intelligence... and makes them tough nuts to crack. (Requires SPACE MARINES!, Cyberize (i would like to make the case that my race does not need cyberize to qualify :P ))<br><br>Military Traits:<br>-Tortoise and the Hare: all Crys everywhere.<br>-Death Spiraller:&nbsp; older, smarter, and more powerful than the younger members of their race, the Great Ones are, from a ship-design stand point, almost peerless in terms of quality.<br>-Dispersed Operations: Great Ones only require Carbon, and are quite capable of feeding themselves if the need should arise.<br>-Main Guns!: the projected gravity weapons of the Crys always take this form.<br><br>Technical Traits:<br>-Better Than Your Field Manipulation: its as easy as breathing for Crys to manipulate gavitational fields. This ability facilitates all of their utility, and 'technology'.<br><br>Historical Traits: <br>-Commercial:&nbsp; after initially being mistaken for a new kind of space-monster, they announced their presence to the galaxy by forging a mindbogglingly profitable trade agreement with the Glorbush. The Crys mine their resource rich home system, for free, and trade those ultra valuable materials pound-to-pound for worthless graphite, or carbon gas, depending on the nature of the material, solids for graphite, gases for carbon. The low cost of this is one of the reasons the Glorbush was able to build such a impressive fleet prior to their empires implosion... a most disconcerting event for the Crys!<br><br>Hyper-technology:<br>-Field Control: as easy as breathing for all Crys.<br><br>Faults/Weaknesses: <br>-Trade Dependent: the Crys population is reliant on imports of carbon-products to feed themselves, there simply arnt enough Great ones to farm enough from other systems sustain the population<br><br>Navy:<br><br>Class Name: Great One<br>Ships in class: Unknown, assumed to be a few dozen<br>CLass: ranges from Cruiser to Battleship, depending on the individual Great One in question<br>Armor: Regenerating Energized Carbon Nano-tube Crystal Structure <br>Shields: a projected field of warping and shearing forces that achieve a highly potent defensive barrier<br>FTL Drive: Using their field control, the Great One generates 'waves' in space then achieves FTL by skipping off the crests of the waves, like a flung stone.<br>Engines: the Great One uses smaller 'ripples' in space to push its self along, not unlike a crawling centipeed, this method is silent and emissionless, but slow.<br>Weapons:<br>Great Ones posses a single 'Core Cannon', whos power and nature varies greatly based on the configuration of its crystal body, and can fire anything from a simple thermal laser to a massive blast of gravitational sheering forces whos destructive ability rightly belongs on a ship of a bigger class. <br><br>Other:<br>Crys are not, in any way shape, or form, able to act in a offensive or defensive manner at the same time, neither physically, nor psychologically, one, or the other, not both at once or in balance. But while doing either, they are extremely good at it. <br>A Crys in a defensive mode is nearly indestructible, and requires massively overwhelming firepower to destroy. But cannot attack. <br>While a Crys in a offensive mode must expose its Core to fire beam weapons (the core being the 'source' of the beam). The Core is a fragile item, and exposed, has nothing to defend it. But, in the case of Great Ones, the offensive power of its beams usually surpasses what is typical for the ship class.<br>normal<br>http://img43.imageshack.us/img43/9339/crysgreatone.png (http://img43.imageshack.us/img43/9339/crysgreatone.png)<br>firing<br>http://img32.imageshack.us/img32/4080/greatonefiring.png (http://img32.imageshack.us/img32/4080/greatonefiring.png)<br><br>Class Name: The One<br>Ships in class: One<br>Class: Super Capital<br>Other: The One is identical to the smaller Great Ones in terms of equipment, only bigger and more powerful. No one beyond the Crys is capable of confirming its existence, not even the allied Glorbush knows for sure. No one has ever seen it. It resides, hidden, in the Crys System.
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				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>GreenHavok</strong> on <strong>19-11-2009, 08:30:08</strong>
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				Race name: Ilkyans or Ilk for short.<br><br>Race appearance: A somber humanoid race, the Ilk are usually shorter in build, averaging between 4-5 feet. Their skin tones range from almost pure white to a deep tan. Males have no hair and enlarged craniums, while the females grow long flowing hair, and tend to be more slender. <br><br>Number of Systems: 3, The largest and central planet is Grencia, a vast metropolis consisting of temples, libraries, and other government buildings. Krakoa, a smaller planet which is a pure agricultural planet, supplying all food for the systems, and Genosia, A planet that houses academies, where every military unit is born and trained.<br><br>Government Type: Theocracy, High Priest Malokan is the leader of the system, he is also their "voice" to the heavens.<br><br>Religion(s): Religion is the backbone of Ilk society, Believing there to be a cosmic race of Ilk that will one day rescue them from their planet and return them to the safety of Genowa, a utopia. Genoism, their religion, is a polytheism, not to dissimilar from Greek or Roman religions. Each aspect of life is denoted by a corresponding god or goddess.<br><br>History: Known for their massive studies in science and literature, the Ilk are the brains of the universe. Keeping the history of the universe, from what they've witnessed, their Grand Library and Archive housed this information. A now extinct race wanted this information and did everything trying to get it. The ilk rose in arms against them and defended their home, but lost the information in the process. Now trying to regain their lost treasure, the Ilk are more open with their secrets, but still wary of those who may prey on their knowledge.<br>Values of your nation: Knowledge, Diplomacy, and Spirituality. <br><br>National Traits: The Only Party in Town x3<br>Religion controls the entire system, and everyone is just fine with that, or so it seems.<br>The Mossad x3 <br>Housing a vast plethora of knowledge, the Ilk seek out information from wherever possible.<br><br>Population Traits: Loyalty The populace is raised under a religion and knows to follow it (fear)<br>Hard Workersx2&nbsp; Raised in a society that borders on dictatorship, each person is pushed to work their hardest at whatever they do.<br><br>Military Traits: Awesome Training&nbsp; &nbsp;The Ilk use a whole planet of academies to train their soldiers. They are short handed, but never underpowered.<br><br>Technical Traits: Flash&nbsp; &nbsp;Once having the knowledge of the entire universe, the Ilk have a lot of design to choose from, so they chose the coolest.<br><br><br>Historical Traits: Diplomatic&nbsp; The Ilk have always been more than happy to talk before shooting, they know a lot about other races, and try to coexist the best they can. Striving to be happy with anyone is the Ilk motto.<br><br>Faults/Weaknesses: -------------^<br><br>Hyper-Tech: Advanced Biotechnology&nbsp; Not in such a literal sense, but the Ilk have learned to breed the perfect fighter, with enhanced reflexes and senses, also the Ilk have constructed almost sentient weapon systems, that use reason and judgment to find the best action.<br><br><br><br>If i need to post more i will, but the Ilk are not space war powerhouses, more of a defensive fighter, they only house enough ships to defend themselves, but in time of war, they can be very industrious.<br>
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				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>Ebb</strong> on <strong>19-11-2009, 14:22:50</strong>
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				<strong>Race name:</strong> Glorbush<br><strong>Race appearance:</strong> The Glorbush are group entities. A single person is a actually a "knot", a cluster of usually from five to ten individuals who have lumped together temporarily both physically and mentally for mutual benefit. The configuration can change over time, as individuals are ejected or added. The largest known configuration is about fifty individuals. These huge immobile clusters form heads of Houses and other central roles, and in fact function as the governing bodies themselves.<br>Individual units are lumpy gray cylinders about two thirds of a meter long with multiple grasping tentacles and other protruding organs. Units knit themselves together by embedding tentacles into other units, providing a pathway for cerebral linkup and communication. External communicaton is accomplished by sensory organs that are grown for the purpose, although sometimes mechanical implants are used. Once part of a knot, units can specialize their function to benefit the whole, such as forming organs for faster locomotion, food storage or reproduction.<br>An individual Glorbush, not part of a knot, is barely sentient. It behaves more like an animal than a person, using natural acid glands to protect itself from hostilities.<br>Glorbush units have relatively short lifetimes. This is not readily apparent to outsiders, however, as it is common practice upon the death of a unit for its knotmates to consume the corpse. Through a strange quirk of biology this results in the memories of the dead unit being shared among the consumers, although no single memory goes to more than one unit, and replication errors have been known to occur.<br><br><strong>Number of Systems:</strong> 32 systems, most of them small<br><strong>Government Type:</strong> Balkanized plutocracy. Multiple powerful Trade Houses vie to direct the actions of the Glorbush Confederacy as a whole, though some choose to act independently. The intricacies of Glorbush government are extremely complex, almost impossible to explain to outsiders. It has been described as organized madness, light on the organization.<br><strong>Religion(s):</strong> Religion is not a strong force in Glorbush society. Most Glorbush practice a sort of ancestor worship coupled with a strong fatalistic outlook. Glorbush suicide cults are common, and largely incomprehensible.<br><strong>History:</strong> The Glorbush at the height of their civilization formed a military empire stretching across over sixty systems. Huge knots of Glorbush, composed of hundreds of members, led the race down a road of propsperity and strength.<br>Then a massive civil war came to the Glorbush, the origins of which are still heavily disputed. The empire fragmented into warring shards. Eventually the fighting grew so desperate that the mighty Doomsday Weapons were released. One of the Doomsday Weapons was a virus which fundamentally changed the nature of Glorbush physiology, making it impossible to sustain knots of more than fifty members.&nbsp; The enlightened cores of the race were forcibly disbanded. The results were devastating - the complete collapse of the Empire, and the near extinction of the race.<br>Over many hundreds of thousands of years the Glorbush have regrown. There is still strong distrust among systems, Trade Houses, families and even individuals. Glorbush will unite for specific purposes, but longterm endeavors are prone to internal squabbling and collapse. Particularly charismatic Glorbush leaders can rein in this tendency, resulting in great accomplishments until the unit dies, at which point things tend to fall apart again.<br><br>Values of your nation: Industry, Profit. Some Glorbush are obsessed with rebuilding the military might and glory of the old Glorbush Empire, but they are a distinct minority. Most Glorbush are happy with slowly growing the Confederation through trade.<br><br><strong>National Traits:</strong><br>GETTING HUGE! x2: If there's a way to make something bigger, even if it's just adding on wasted space, the Glorbush will do it. Some say they're overcompensating.<br>Free Market Boomtown x2: Money makes the galaxy spin.<br>*Cargo Cultist: The Clusterships of the Glorbush are almost fleets in themselves<br>Load-Bearing State x2: The Glorbush have made themselves crucial to the galactic economy by providing transport and trade to all races.<br><br><strong>Population Traits:</strong><br>*Hive: Technically the Glorbush are composed of lots of little hives. In some ways this makes infiltration even easier - just find a faction, splinter or dissident group that agrees with you, and you can go anywhere inside the swiss cheese security of the Glorbush Confederacy.<br>Hard Workers: They have there faults, but once a bunch of Glorbush set out to do something, it gets done.<br><br><strong>Military Traits:</strong><br>Freighters! (was Battleships!): The Glorbush Clusterships are gigantic freighters, staggering in their scale. It is said that one could attack the port side of a freighter for weeks, only to find that construction on the starboard side has resulted in a bigger ship than when you started your assault. Globush Clusterships are large enough to transport entire other fleets inside of them.<br>*Strategic Weapons Stockpiler: Most Glorbush ships are lightly armed. Nearly all of them carry extremely powerful self-destruct devices. Other races are occasionally astounded at how readily the Glorbush will resort to mass suicide, sometimes over what seem to be trivial obstacles.<br>Tortoise and the Hare: If a Glorbush fleet comes under attack, the usual first response is to raise all shields and armor, then have a council meeting.<br><br><br><strong>Technical Traits:</strong><br>Hangerize!: Most Glorbush ships, from the largest freighters to the somewhat less large freighters, carry wings of smaller support ships in attached hanger modules. Often these are used to spread out in a swarm, transporting goods throughout the target system. A certain percentage are fighter craft.<br>Plug'n'Play: Glorbush technology is based on Glorbush biology. Any tab fits in any slot, more or less.<br><br><br><strong>Historical Traits:</strong><br>Commercial: Trade, make profit, use the profits to build bigger. We may never achieve the greatness of the former Empire, but it won't be for lack of accumulating Stuff.<br><br><strong>Hyper-Tech:</strong><br>Jump Drive: The great tradeships of the Glorbush Confederacy go where the profit is. Who needs roads?<br><br><strong>Faults/Weaknesses:</strong><br>Creaky Military: Most of the military capacity of the Confederation is composed of leftovers from the old Empire. While impressive for their time, they are no longer considered state of the art in today's galaxy. It is also not uncommon for a Glorbush commander to find in the midst of battle that several of his weapons have been gutted, the parts used for construction on some other part of the fleet. (This flaw hits hard enough to provide two (2) bonus traits.)<br>Government Red Tape: Not so much red tape, but the effect is the same. Things can take a very long time to decide, as 90% of the way through the process a reorganization of units means that you're dealing with entirely different people with the same names and positions. This can be frustrating if you're not used to dealing with the Glorbush.<br><br><br><br>[Will fill in military &amp; ship details later]<br><br>
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			<dt class="postheader">
				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>DeviantMunster</strong> on <strong>19-11-2009, 20:54:06</strong>
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				<strong>Race name:</strong> Fel’ryn (Fel’sheen, Fel’shan)<br><strong>Race appearance:</strong> Their appearances very from person to person, no one truly looking alike. In general, they are almost always humanoid. Beyond that, there are no statements that really hold true for them, except that they are either extremely buff or lithe. Hair, skin, and eye color can be any shade, and some seem to lack one or all three of those aesthetics.<br><br>Fel'ryn Commoners<br>(http://th06.deviantart.net/fs51/300W/f/2009/281/a/5/Fille_du_Vacarme_by_Remton.jpg)<br><br>Fel'shan<br>(http://th09.deviantart.net/fs40/300W/f/2009/027/6/6/Obsidian_Champion_by_SteveArgyle.jpg)<br><br>Fel'sheen<br>(http://th05.deviantart.net/fs48/300W/f/2009/178/b/9/Demon_by_GooDHopE.jpg)<br><br><strong>Number of Systems:</strong> 23<br><strong>Government Type:</strong> Ruled by five Great Houses<br><strong>Religion(s):</strong> There is no actual name for their religion, at least one they’ve given themselves. However, the organization known as the Chantry controls all matters religious. They believe in a being called the “Ascendant” that brought them the knowledge of altering their bodies to achieve a higher plane of existence. The “Ascended Ones”, also known as the Fel’sheen, are a group of powerful women who’s bodies have undergone a remarkable change, one that few women survive, and no males. They are the spiritual leaders, though some whisper that they, in fact, rule the governing body of the Fel’ryn. The Fel’shan are the deadly guardians of the Fel’sheen, a personal army of indoctrinated warriors that are made of all castes. Of interest is the fact that, while rare, other races can become Fel’sheen, normally priestesses or those with psychic prowess. The secretive rituals turns them completely into one of the blue/purple skinned Fel’sheen however, losing forever what they once were (for the most part).<br><br><strong>History:</strong> The Fel’ryn were once a simple, primitive people, or so it is taught. Truly, beyond that, little to nothing is known before the Ascendant’s coming. Since then the Fel’ryn became a heavily religious race, following the leadership of the Ascended Ones. Over time they grew, becoming daring traders across their planet. It wasn’t long their commercial pursuits took them to the starts however.<br><br>It’s unknown what exactly caused them to go astray, yet the constant splicing of their own genes is believed to have increased aggression in the species, especially since it was unregulated. Soon they started blackmailing other sentient life-forms, bullying themselves into being the sole traders in a system. It wasn’t long before they soon became quite warlike, and when diplomacy didn’t work, sheer, brute force did.<br><br><strong>Values of your nation:</strong> Control, Manipulation, Commerce, Mutation<br><br><strong>Five Great Houses:</strong><br>Vloz’ress<br>Vashreen<br>Zorindar<br>Mala’zir<br>Terulyan<br><br><strong>National Traits:</strong><br><em>New Hollywood</em> – While the Ekke worlds have become symbols of beauty and discovery, the Fel’ryn have turned into almost the exact opposite. While certainly wonders in and of themselves, their worlds have become symbols of corruption. Slavery, prostitution, harems, and the selling of highly dangerous weaponry is a common practice. Almost anything can be found in their bustling, dangerous cities, and it’s even said many politicians of alien races have reached their positions through involving themselves in the underworld of the Fel’ryn.<br><br><em>The Mossad x2</em> – The Fel’ryn make it their duty to learn of not only themselves, but of other races, and how to manipulate them. They possess some of the finest spies and assassins in the galaxy, and their unique biotechnology can allow them to go places other’s cannot.<br><br><em>Free Market Boomtown x2</em> – The Fel’ryn are a commercial empire by nature, or at least, by initial design. Despite their large amount of warships and sporadic wars, the one thing that is always constant is their trade. It isn’t unheard of to hear of extremely wealthy and powerful merchants to found their own Houses, even if they don’t have the military backing others do. If it exists, it can be found, and sold, in Fel’ryn.<br><br><em>Industrial Heartland</em> – Countless shipyards dot the night sky over every planet, producing a constant stream of smog as well as ships. Large amounts of factories also fill most of the planets under Fel’ryn control, pumping out vehicles, robots, and a multitude of others commercial products, for both trade and personal use.<br><br><strong>Population Traits:</strong><br><em>Hive</em> – Whispers of the Fel’ryn being telepathic, of seeming being able to know things they shouldn’t and being able to communicate with one another without the use of words have been common, though not exactly true. Each of the Fel’ryn, through years of bio-technology and selective breeding, have developed a sort of natural ‘Hive Mind’, though most cannot access it. In fact, only the mysterious and deadly Fel’sheen can tap into the Hive, and through it can learn a great deal from any individual Fel’ryn.<br><br><em>Space Marines! x2</em> – The “Ascension” of their race, along with new discoveries within the biotechnological branch of science have led to many innovations, including the fact that the Fel’ryn are extremely quick and dexterous. Some are extremely large and buff, able to easily lifts hundreds of pounds at a time, while others are lithe and inhumanely quick.<br><br><em>Tough as a Coffins Nail x2</em> – Due to the Fel’ryn changes to their own bodies, they’ve become naturally resistant to not only disease, but all manners of infection. Their skin is hard to break through, and they’re able to regenerate, if at a slow pace. Their bodies can also survive environmental hazards beyond those of other races.<br><br><strong>Military Traits:</strong><br><em>Death Spiraller</em> – The Fel’ryn almost never create ‘inferior’ ships, believing it to be not only a waste of resources, but also of a pilot’s skill. Only the very best weaponry and ships are made, even if it takes a much longer time to assemble.<br><br><em>Awesome Training</em> – Hundreds of years of political maneuvering and civil-war has created some of the best, most trained soldiers in the galaxy. Furthermore, private militaries of different Houses have given rise to ever stronger and deadlier men and women, making the actual military of the Fel’ryn quite fearsome.<br><br><em>Knife in the Back x3</em> – Direct, frontal attacks have never been the Fel’ryn way to warfare, or every day life. Not because their military prowess wasn’t strong enough, or because they lacked the ships, but simply it’s a part of their very nature and culture. From cloaked ships striking at the backs of formations, to assassins cutting the throat of enemy generals, the Fel’ryn are masters of subterfuge. Of important note is the small group known as the Ashram, the most elite assassins in their galaxy, perhaps even universe. Their threat alone has stopped more than one civilization from going into open warfare with the Fel’ryn, especially when their leaders were killed off one after the other. Much of their organization is sheathed in mystery, yet the one true fact that is known about them is that they’ll never harm one of the Fel’sheen, no matter what House buys their services.<br><br><strong>Technical Traits:</strong><br><em>Stealth Obsessed x2</em> – Cloaking technology is not only on of the Fel’ryn staples of warfare, but also a necessity for their lifestyle. The Game of Houses, a name given to describe the political conflicts that occur almost daily, survives on espionage and assassination, and personal cloaking devices are almost as common as the very weapons they utilize.<br><br><em>Nazi-Superscience</em> – The Fel’ryn have taken robotics to an entirely new level. AI, robots, armored suits… they’ve developed all manner of dangerous things. The true horror are their masters of death machines, AI driven robots that are decorated with all manner of lethal devices. While not yet implemented for large scale use, several Houses have small armies of these robotic men at their disposal, allowing them to sacrifice merely resources rather than their retainers.<br><br><em>Biowanker x3</em> – Thousands of years ago the Fel’ryn went through a process they call “Ascension”, or so it is written in their most holy of books. A great being, one they equate to being “God” descended upon their planet and molded them into his image, as well as giving them the mastery of their own bodies. Many years later, the Fel’ryn have become experts in biotechnology, altering their bodies almost constantly. The more genes that are splices and mutations, the more powerful and respected one is. Likewise, their medical technology has become extremely high level, with possibly only the Ekke themselves being better than the Fel’ryn.<br><br><strong>Historical Traits:</strong><br><em>Commercial:</em> The Fel’ryn of the past hadn’t always been a warlike race. In fact, they were masters of trade and profit, owning some of the largest trading fleets in the entire galaxy, a necessity when their were previous few resources left on their almost entirely desolate planet. The Fel’ryn have certainly out-grown their roots, though industry and trade have continued to be a major part of their culture, even if it’s a little more amoral than before.<br><br><strong>Hyper-Technology:</strong><br><em>Advanced Biotechnology</em> – It is uncertain when and how the Fel’ryn first ‘Ascended’ to ‘higher levels of being’, yet what is certain is that they’re masters of the body and mind. From splicing genes to creating bio-mechanical machines and ships, their biotechnology is superior to almost every other race, something that is seen in their very citizens. Playing “God” is not something they’re concerned with; they believe they were taught the mysterious of the flesh for the very purposes of spreading it.<br><br><strong>Faults/Weaknesses:</strong><br><em>Cult of Metamorphosis</em> – A troubling and dangerous Cult that has seen a recent growth of popularity, these fanatics mutate and deform their bodies all in the hopes of becoming “gods” themselves. Rumoured to even have several Houses in league with this group, they have become an increasing problem on Fel’ryn worlds, and perhaps even more so to other races. Sudden kidnappings of whole groups of people by large bio-ships aren’t unheard of, nor is the whispered rumours of loved-ones returning as “demons”.<br><br><em>Paranoia! x2</em> - The Great Houses of Fel’ryn have been in a constant struggle since the “Day of Ascension”, or so it is said. Political maneuverings, assassinations, and even large-scale military assaults can be extremely common. It’s easy to see why they are extremely paranoid of others, and some even take it so far as to assume everyone is playing the “Game of Houses”, even aliens that have never been on a Fel’ryn world. (x2) Trust has always been a major issue among most of the Fel'ryn, and considering how the government rarely is capable of upholding agreements between individuals, sometimes matters need to be taken into one-anothers' hands. It isn't uncommon for individuals to set up a "time bomb" inside each other to forcibly make people hold up to their own bargains, but even this has its limits.<br><br><em>Public Outcry x2</em> – Each person has an opinion on things the government should and shouldn’t do. But when you add in a large group of like minded individuals, unregulated weaponry, and a lack of currency, and you start having some problems. The Houses are certainly feared by the people, yet angry mobs are extremely common in the streets of Fel’ryn, and the guards aren’t always as quick to respond as they should be. (x2) Rarely is there a shortage of people willing to fight off the government. While terrorist groups are relatively unheard of, young Houses or those fallen from grace can easily gather supporters to their cause to fight off governments on planets. Truly, only the Houses that are given control over entire systems have any actual permanency of control, but even that is debatable.<br><br><em>Trade Dependent x2</em> – The Fel’ryn have always been a commercial race, and trade has been a large part of their culture. The booming Black Market, the constant trade for new technologies, and the Galactic Stock Market are all things the Fel’ryn have invested heavily in. Because of this however, embargoes and wars always affect them, either negatively or positively. (x2) Unfortunately, the early Fel’ryn practiced forms of processing food and technology that negatively harmed the environment. Because of this misfortune, ¼ for their worlds lack any natural resources that can provide food, making trade a dangerous necessity.<br><br><em>Government Red Tape x2</em> – It’s strange, perhaps, that with a booming free market (somewhat) and Black Market that there’s so many issues with government regulation, yet there it is. The many Houses of the galaxy seems to always stomp over each others feet, and because of this it’s difficult for the average citizen to get anything approved quickly, much less have a law that doesn’t change every few months. (x2) Civil wars across planets and even systems aren’t unheard of, especially among the lower Houses. Constant skirmishes and fights break out over the simplest matters, and planetary government changes hands almost as fast as money does. Except on the capital worlds of the Fel’ryn empire, one should expect to have to wait months for even the simplest matters to go through the system, at least unless one involves themselves in the dangerous politics of the Fel’ryn.<br><br><em>Soylent Green Is People! x2</em> – One of the closest, guarded secrets of the Fel’ryn is held by the five Great Houses. In practice, they all denounce the Cult of Metamorphosis. However, two of the Great Houses are actively involved, some of their people the heads of the cult, leading the kidnappings and spread of this unorthodox ‘religion’. (x2) Worse, still, is the fact that the three other Houses are aware of the two’s traitorous beliefs, yet they do nothing to stop them. In fact, “agreements” have been reached, where certain groups of individuals or cities would be attacked by the Cult for political reasons. Such secrets could easily ruin relations between races, considering that some of the politicians from a few races had been taken by this nefarious Cult.<br>
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				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>HairyHeretic</strong> on <strong>20-11-2009, 00:07:42</strong>
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				Race name: Angauri<br><br>Race appearance: Reptilian Humanoid, standing some 2.2 meters average height. Skin is a greyish green colour, and mottled. Head contains a series of overlapping bone ridges, the tips of which can protrude from the temples as small horns.<br><br>Number of Systems: 18<br><br>Government Type: Imperial.<br>Anguari civilisation is formed from a number of Clans that share their inhabited systems. Each Anguari is oathsworn in loyalty to the Emperor, through their own Clan Lords, Sept Lords, and House Heads in a descending hiarchy. <br><br>Each system is ruled by an Imperial Governer, generally the most powerful Clan or Sept Lord in a system, but with the shifting alliances between Clans, Septs and Houses, that position has at times gone to some strange choices.<br><br>The Emperor is advised by a High Council of nobles from the Clans. Imperial policy is made here, and the instructions sent to the Governers. Actually implementation, as long as the Law is followed, is down to the Governers.<br><br>Religion(s): None.<br><br>History: Angauri history does not record if the world they now call their homeworld is the world on which they evolved. What it does record is that millenia ago they were a slave race, enslaved by beings of such power that they called themselves Gods to the Angauri. The Angauri were seen as toys, slaves, entertainment, labour, food, or whatever it was that their Gods wished of them.<br><br>Anguari legend speaks of the time of the God-War, when the stars blazed and dimmed, and world shook. When the last of their Gods returned to them, the Anguari rose up against them. Many died, but one by one they clawed down those who enslave them, til the last fell, rent and torn from a thousand wounds.<br><br>It took the Anguari centuries to master the technology left behind. Much of it was destroyed, either during the God-War, or the Time of Blood that came after. What little survived was to form the basis of their technology today, husbanded through the time of barbarism that followed the Time of Blood. Little by little they clawed their way back from out of the mud, to stand amongst the stars again. In time, they will unlock all the secrets contained within the fragments of technology they still possess.<br><br><br>Values of your nation: The Anguari are fiercly independent, and the ancient hero sagas are the most popular form of entertainment. The noble warrior is idealised.<br><br>National Traits: (For all of the traits, give a short statement on how each is related to your race)<br><br>Population Traits: Man-Machine Interface; SPACE MARINES!; Loyalty; Heroic Age<br><br>Military Traits: High Speed, Low Drag; Death Spiraller:<br><br>Technical Traits: Hangerize!; Better Than Your Pilots; Stealth<br><br>Historical Traits: Warlike: <br><br>Faults/Weaknesses: <br><br>Hyper-Tech: Cloaking Devices:<br><br><br>Military:<br>With the ideal of the Noble Hero so prevalent in Anguari society, individual combat where one can prove themselves that ideal is the prefered form. This means that the Strike Fighter is the backbone of the Anguari navy, with the carrier the prefered capital ship, and the battle line relegated to more of a support role. Given that every Anguari ship above a destroyer will carry at least a squadron worth of fighters, the sheer number of fighters they can launch can literally darken the skies. <br><br>Similarly on the ground, fast moving one and two man skimmer tanks form the bulk of their armour, backed up by power armoured and cybernetically enhanced ground troopers.<br><br>Anguari combat favours multiple axis slash and fade attacks, pulling an enemies attention too and fro, weakening them with a hundred slashing wounds until the time comes for the killing stroke. Between their high speed and superior stealth/cloaking tech, it can be likened to fighting ghosts.<br><br>Military units are generally formed from a particular House, with the larger and more powerful Houses able to feel more and better troops. Lesser Houses can be relegated to less glorious support roles.<br><br>(Military WIP)<br><br>Heavy aerospace Squadron (bombers or gunboats): 0.5k<br>Medium aerospace Squadron (multi-role/strike fighters): 0.2k (<br>24 fighters per squadron<br><br><br>Ship Hull: SD-C (Superdreadnought - Carrier)<br>Ship Class: Ka'G'kahr<br>Number in Service: 2<br>Ship Catagory: X<br>Weapons: Long range missile launcher batteries firing bomb pumped laser warheads and/or contact nukes, Medium range railgun batteries, short range disruptor batteries, CIWS defense turrets<br>Engines: 5 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 48 strikefighter squadrons (12 bomber / 36 fighter mix)<br>Speed: 5<br>Firepower: 3<br>Defense: 8<br>Faster than many ships in its size range, the Ka'G'kahr relies on its speed and cloak to remain outside of battle zone. It's main armorment is it's thousand plus fighters, which used en mass can cause devastating damage to any ship smaller than super capital class. In addition, 4 squadrons are dedicated Combat Space Patrol craft, trained to operate within the Ka'G'Kahr's own defensive fire fields for additional close in protection against enemy missiles and small craft. Though this does inevitably lead to friendly fire incidents, it grants a substantianal increase in defensive ability.<br><br>Ship Hull: BB (Battleship)<br>Ship Class: K'or<br>Number in Service: 6<br>Ship Catagory: A<br>Weapons: Long range missile launcher batteries firing bomb pumped laser warheads and/or contact nukes, Medium range railgun batteries, short range disruptor batteries, CIWS defense turrets<br>Engines: 5 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 10 strikefighter squadrons (2 bomber / 8 fighter mix)<br>Speed: 5<br>Firepower: 9<br>Defense: 5<br><br>Ship Hull: BB-C (Fleet Carrier)<br>Ship Class: Kang<br>Number in Service: 10<br>Ship Catagory: A<br>Weapons: Long range missile launcher batteries firing bomb pumped laser warheads and/or contact nukes, Medium range railgun batteries, short range disruptor batteries, CIWS defense turrets<br>Engines: 5 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 28 strikefighter squadrons (8 bomber / 20 fighter mix)<br>Speed: 5<br>Firepower: 3<br>Defense: 7<br><br>Ship Hull: CA (Heavy Cruiser)<br>Ship Class: G'varan<br>Number in Service: 3<br>Ship Catagory: A<br>Weapons: Medium range railgun batteries, short range mag gun batteries, CIWS defense turrets<br>Engines: 7 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 6 strikefighter squadrons, Fast, Enhanced ECM and Cloak<br>Speed: 7<br>Firepower: 6<br>Defense: 5<br>The G'varan is a newly introduce ship class, so far the exclusive property of Clan Zarthan. It is a fast heavy cruiser, trading some firepower for speed. With its additional ECM and cloaking systems, its strike role is to close fast, unleash a vast ammount of short ranged / high powered firepower and escape before retaliantion reaches it.<br><br>Ship Hull: CA (Heavy Cruiser)<br>Ship Class: Gorkonn<br>Number in Service: 24<br>Ship Catagory: A<br>Weapons: Long range missile launcher batteries firing bomb pumped laser warheads and/or contact nukes, Medium range railgun batteries, short range disruptor batteries, CIWS defense turrets<br>Engines: 6 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 8 strikefighter squadrons <br>Speed: 6<br>Firepower: 7<br>Defense: 5<br>The Gorkon is the main component of the Anguari battle line, though it's role tends to be fending off enemy ships from reaching the carrier component of the fleet, until the time comes to close in and finish off the enemy.<br><br>Ship Hull: CA (Heavy Cruiser)<br>Ship Class: Goroth<br>Number in Service: 8<br>Ship Catagory: B<br>Weapons: Long range missile launcher batteries energy mines, Medium range railgun batteries, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 4 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 6 strikefighter squadrons <br>Speed: 5<br>Firepower: 6<br>Defense: 5<br>The Goroth is an older design, replaced by the Gorkonn. It is somewhat slower and less powerful than its newer cousin, but still sees service in less power House fleets, or in sectors of lesser importance.<br><br>Ship Hull: CA-C (Carrier)<br>Ship Class: Mevek<br>Number in Service: 51<br>Ship Catagory: A<br>Weapons:&nbsp; Long range energy mine batteries, Medium range railgun batteries, short range disruptor batteries, CIWS defense turrets<br>Engines: 7 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 20 strikefighter squadrons (5 bomber / 15 fighter mix)<br>Speed: 7<br>Firepower: 3<br>Defense: 6<br>The single most recognisable ship in the Anguari Fleet, every Clan fields as many of these as they can, supporter by other lighter vessels.<br><br>Ship Hull: CL (Light Cruiser)<br>Ship Class: K'vorte<br>Number in Service: 42<br>Ship Catagory: A<br>Weapons: Long range missile launcher batteries firing bomb pumped laser warheads and/or contact nukes, Medium range railgun batteries, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 7 class 2<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 3 strikefighter squadrons <br>Speed: 7<br>Firepower: 5<br>Defense: 4<br><br>Ship Hull: CL (Light Cruiser)<br>Ship Class: G'Ahran<br>Number in Service: 6<br>Ship Catagory: X<br>Weapons: Medium range railgun batteries, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 8 class 2<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 2 strikefighter squadrons <br>Speed: 8<br>Firepower: 4<br>Defense: 5<br>The G'Ahran is a the main survey cruiser of the Anguari fleet. Though few in number, they take only the finest of the Imperial forces, as they can be operating solo for long periods of time. It tends to mount less firepower than most ships its size, but has better defenses and speed, and superior cloaking and ECM systems.<br><br>Ship Hull: CL (Light Cruiser)<br>Ship Class: Dakhar<br>Number in Service: 6<br>Ship Catagory: A<br>Weapons: Long range energy mine batteries batteries,&nbsp; short range pulse cannon batteries, CIWS defense turrets<br>Engines: 6 class 2<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 2 strikefighter squadrons <br>Speed: 6<br>Firepower: 4<br>Defense: 5<br><br>Ship Hull: CL (Light Cruiser)<br>Ship Class: Sho'kar<br>Number in Service: 12<br>Ship Catagory: B<br>Weapons: Medium range railgun batteries, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 6 class 2<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: 3 strikefighter squadrons <br>Speed: 6<br>Firepower: 4<br>Defense: 3<br>Another older design, the Sho'kar is normally relegated to secondary duties.<br><br>Ship Hull: DD (Destroyer)<br>Ship Class: Shos'kahr<br>Number in Service: 27<br>Ship Catagory: A<br>Weapons: Medium range railgun batteries, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 8 class 1<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: <br>Speed: 8<br>Firepower: 3<br>Defense: 3<br>Shos'kahr tend to act as the skirmish line of the fleet, as well as providing recon and running down badly damaged stragglers. In peacetime it is used for anti piracy missions.<br><br>Ship Hull: GS (Gunship)<br>Ship Class: Thantahr<br>Number in Service: 43<br>Ship Catagory: B<br>Weapons: Medium range railgun battery, short range pulse cannon batteries, CIWS defense turrets<br>Engines: 7 class 3<br>FTL?: Yes<br>Armor: Layered ablative ceramic armour, alternating kinetic and energy diffusion matrices, over a 'battle-steel' tritanium hull.<br>Shielding: Stressed gravitic bands.<br>Other: <br>Speed: 7<br>Firepower: 2<br>Defense: 2<br>The Thantahr is generally used for system defense and patrol duties.
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			<dt class="postheader">
				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>Sydonai</strong> on <strong>20-11-2009, 00:26:51</strong>
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				<span class="bbc_u"><strong>Race Name:</strong></span> Phyrexian (Imperial Phyrexia/ Phyrexian Empire)<br><br><span class="bbc_u"><strong>Race Appearance:</strong></span> <br><strong>Female Phyrexian</strong> (http://bestgamewallpapers.com/files/requiem-bloodymare/kruxena-female.jpg)<br><strong>Male Phyrexian</strong> (http://bestgamewallpapers.com/files/requiem-bloodymare/kruxena-male.jpg)<br><br><span class="bbc_u"><strong>Number of Systems:</strong></span> Phyrexian Empire rules over 30 systems, some of them having seen previous civilization upon it and others were simply minor space faring civilizations that were either conquered by Imperial Phyrexia or were coaxed into joining Imperial Phyrexia peacefully. Phrexia's capital world as well as the Emperor's seat of power, Phyrexis is located in the system of Tehorimm.<br><br><span class="bbc_u"><strong>Government Type:</strong></span> Imperialistic, the Imperial Phyrexia is ruled by one single person they called the Emperor who rules from his Shadow Throne located in deep recesses of Phyrexis. However, to help with the governing and maintaining the vast empire are the council of the twelve Shadow Lords. Aside from the Shadow Throne, hereditary rule seems foreign concept to the rest of the empire, every citizens are equals in right, or at least the natives of Imperial Phyrexia, the conquered race serves as labor and in some cases slaves alongside criminals of the empire while the civilizations that joined the Imperial Phyrexia <em>'willingly'</em> through threats or coercion receives better treatment and better basic rights compared to the conquered races.<br><br><span class="bbc_u"><strong>Religion:</strong></span> The Phyrexian believes in the concept of a single supreme being that created the entire universe that they called 'The Lord Creator', while many of the conquered races have converted to the Phyrexian faith of the Lord Creator in favor of the better rights provided for those new converts, there are some of them who resisted this conqueror's culture with such vigor and suffers from religious persecution.<br><br><span class="bbc_u"><strong>History:</strong></span> The Phyrexian came from the outer part of the galaxy in what is known as the uncharted territory, they came about 1500 years ago as a space faring civilization, back then the Phyrexians were peaceful and diplomatic, preferring to trade and exchange cultural values with any galactic civilizations they encounter. However, this friendly and passive attitude of their didn't lasts long at all, 500 years later a revolt took place at Phyrexia seat of power, Phyrexis. The old system of government in which Phyrexia was ruled by a council of five elder Phyrexians was toppled in favor of one single sovereign ruler, the instigator of the revolt, he then proceeded to proclaim himself the first emperor of the Phyrexian nation and had since began arming the entire civilization for a more aggressive stance towards their neighbors. In truth none of the Phyrexian could exactly remember anymore what incited the revolt and why, but whatever it is, it made the Phyrexian became highly aggressive to the point of readily discarding their old ways of diplomacy in favor of subduing others.<br><br>The first to fell before their might was a insectoid race calling themselves the Kla`tu. Inferior to technologically advance Phyrexian, the Kla'tu fell before long as their two systems were conquered and their people suffered either genocide or enslavement and soon the Phyrexian began their next conquest. This betrayal by the Phyrexian was looked upon in disdain by the other races that had diplomatic relations with them, and soon as Phyrexian Empire grew vast and powerful, the other races finally stands up to them, an alliance was form and began what is now known today as the Phyrexian shadow war.<br><br><span class="bbc_u">Phyrexian Shadow War</span><br>The first part of the Phyrexian war shows how far the Phyrexian would go to win and conquer other races, they had most of their soldier gone through biomechanical transplant that made them more powerful but at the same time less sentient. Aside from that the Phyrexian decided to rely on their much prided stealth technology as it seems they were the one being outnumbered by the many civilizations that declared war on them. Imperial Phyrexia won many battles and conquered many other worlds, at the height of its power it had over 50 systems under its rule however, this victory did not lasts long.<br><br>The second phase of the war bear witness to the rise of many heroes of the anti-Phyrexia alliance. Determined to the point of suicidal, these heroes led the last of the alliance's fleet to strike deep inside the Phrexian territory and soon effectively cut off their supply route weakening the front line of the Phyrexian Empire. The following years, the Imperial Phyrexia's frontline grew weaker and they were pushed back farther and farther into their territory until one day when the alliance reach the homeworld of Phyrexian Empire, Phyrexis they found the world to be empty of life, an entire civilization suddenly disappears.<br><br>Around 1000 years later, the Phyrexian has returned, weaker and inferior than at the height of their power, the mysterious return of the Phyrexian bore many questions, are they here to reignite their old conquest or perhaps they are here for a different reason seeing as how the galaxy has its own council of races to keep the balance of power in check.<br><br><span class="bbc_u"><strong>Values of your nation:</strong></span> political power struggles, militaristic, lies, deceit, manipulation.<br><br><strong><span class="bbc_u">National Traits</span></strong><br>-The Only Party in Town: Being a monarchical based government, there are no contenders to the throne as the Emperor rules supreme.<br><br>-KGB x 2: There are many discontent amongst the population especially amongst the conquered races, and so a secret police force was established to mete out judgment upon these rebel instigators thus making it harder for the other races to revolt against their Phyrexian masters.<br><br>-Industrial Heartland x 2: Phyrexian Empire has always been militaristic, producing war vehicles and star ships constantly 24/7 for preparation to defend or to conquer<br><br><span class="bbc_u"><strong>Population Trait:</strong></span> <br>-Man machine interface: It's very rare to see any Phyrexian without atleast a basic knowledge of bio mechanical. During the shadow war, the Phyrexian concentrates solely upon this type of technological tree.<br><br><span class="bbc_u"><strong>Military Traits</strong></span><br>-High Speed Low Drag x 2: Although possessing vast amount of ships, the Phyrexian loathe to rely on brutish and frontal assault kind of tactic and instead relying on speed and stealth to win the battle, in this case speed, they shoot first and then they ran, after making sure their target is completely obliterated of course.<br><br>-Knife in the Back x 2: Preferring to rely on stealth it is almost rare to even see one of these Phyrexian fleets, they would most of the time cloaked themselves and when you do see them, its probably too late anyway.<br><br>-Battleships! x 2: Phyrexian battleship factories litters each and every world under the rule of Emperor, as such the Imperial Phyrexia, possesses one of the largest fleets of battleship in the known galaxy, stealth and number, deadly combination indeed.<br><br><span class="bbc_u"><strong>Technical Traits:</strong></span><br>-Stealth Obsessed x 3: During the mysterious disappearance of the Phyrexian Empire 1000 years ago, they've had plenty of time to further improve their stealth technology making it harder for even the most advance radar to detect one of their ships<br><br>-Plug n Play x 2: As factories began to litter the many worlds under the Phyrexian Empire, Imperial engineers began to thinks up many more different measures to make it easier to control production and&nbsp; to increase the output. Thanks to them, Phyrexian can quickly rebuild and rearm an entire fleet so quickly after the lost of one that the enemy would think they are limitless.<br><br><span class="bbc_u"><strong>Historical Trait</strong></span><br>-Militaristic: The Phyrexian history is filled with many wars and bloodshed, most of them done by their part.<br><br><span class="bbc_u"><strong>HyperTechnology</strong></span><br>-Cloaking Devices: The Phyrexian are so obsessed with winning a war through stealth that they even had an entire units possessing stealth armor as well as a cloaking devices huge enough to hide an entire interstellar military installation.<br><br><span class="bbc_u"><strong>Faults/ Weaknesses</strong></span><br>-Public Outcry x 2: Centuries of living in poor conditions and with more and more of the conquered races taking arms against their Phyrexian masters, social security has become very low, to the point that if it wasn't for the secret police force, the Phyrexian Empire would've fell from within itself. Day by day, there would be riots and most of them from the conquered races.<br><br>-Paranoia: The Phyrexian felt it was they who were betrayed by the other races in the shadow war and had since view the rest of the galactic community with suspicions and some with contempt. Their peoples were fed with racial lies and discriminatory remarks to remind them that no one in the universe can be trusted to protect the Phyrexian rights except for their emperor.<br><br>-Government Red Tape: Having grown so powerful and vast, its becoming rather hard for the council to get anything approved without it having been condemned by other races, when they decides to amend a new regulations or giving more rights to certain groups of people it would usually ends up with other groups asking either for more rights as well or they'll accuse the empire of playing favorite or they'll condemn the decision entirely due to the groups feuding state, this makes it very hard for the council to come up with any decision without there having been objections and riots on the street.<br><br>-Soylent Green Is People! x 2: Finally the one true weakness of the empire is the huge giant skeleton hidden in its closet that when made public will no doubt spell the fall and crumbles of the Phyrexian Empire. In truth, only the Council of the Twelve Shadow Lords knew this and they had kept it a secret for as long as they could. The Emperor that the Phyrexian either so fear or revered is no more, the Shadow Throne in a sense has been empty for 1000 years since the last Shadow War, the emperor was actually killed by an alliance assassin, probably one of the reason why the Phyrexian has retreated back to the outskirt of the galaxy and since then, the public appearance of the emperor is actually regulated between the twelve shadow lords, it is they who managed the empire and they are also the emperors of the Phyrexian Empire.<br><br><span class="bbc_u"><strong>Military:</strong></span> Phyrexian military branches of into several organization thus often leading to the situation that the right hand doesn't know what the left hand is doing. The three largest military organizations in Imperial Phyrexia is:<br><br><span class="bbc_u">The Phyrexian Legionnaires</span><br>Infantry: <strong>Phyrexian Hastati( light trooper)</strong> (http://rub-a-duckie.deviantart.com/art/Eldar-Guardians-35419569)<br>equipped with standard light gyro armor and a few shield plating, the hastati maintains the bulk of the Phyrexian Legionnaires, always the first to enter the battle, they are the criminals or slaves of the conquered races to be used as frontline troops to weaken the enemy, before the second assault wave could move in for the real kill. Armed with basic pulse MK I rifle and a laser blade.<br><br>Infantry: <strong>Phyrexian Principe(Heavy trooper)</strong> (http://war40.deviantart.com/art/Dark-Eldar-90835977)<br>Equipped with advanced gyro armor and more shield plating, these are the veterans of previous battles, the principes are the assault troops that moved in on the entrench enemy position either through flanking while the enemy is busy shooting at the hastati or by finishing off the enemy after they are tired out by the hastati. Armed with advanced pulse MK II rifle and a laser blade.<br><br>Vehicles: <strong>Tetrarch Tank(heavy tank)</strong> (http://addinarr.deviantart.com/art/Eldar-Scion-Assault-Gravtank-34538692)<br>Equipped with heavy adamantium plating and armed with one gauss turret, the Tetrach tank remains the standard and mass produced tank for the Phyrexian Legionnaires, its heavy titanium plating provided it with much needed defense in the frontline battles.<br><br>Vehicles: <strong>Cyronid tank(Artillery)</strong> (http://ignusdei.deviantart.com/art/Dark-Eldar-Artillery-MOD-124116863)<br>Equipped with light titanium shielding, the Cyronid are the main artillery vehicle of the Phyrexian Empire, able to shoot its devastating round as far as 5 miles deep within enemy entrench position.<br><br>Aircraft: <strong>Nauttilon Troop carrier(troop carrier/aircraft)</strong> (http://media.photobucket.com/image/klingon%20ship/SiaoMouse/Model%20References/SpaceShips/SpaceShip.jpg?o=21)<br>This aircraft serves as carrier for ground forces, delivering soldiers and armored columns into the fray as quickly as possible, their role in Phyrexian military cannot be underestimated as it is largely through their capability to transport soldiers to the frontline that actually enables the Phyrexian to pushed in to enemy territory without being cut off from reinforcements and supplies.&nbsp; <br><br><span class="bbc_u">The Black Hand</span><br>Infantry: <strong>Phyrexian Centurion(Light infiltration unit)</strong> (http://ultimafatalis.deviantart.com/art/Eldar-Banshee-132245939)<br>While the Legionnaires prefer to fight enemy on land with frontal assault, the same cannot be said with the black hand, the centurion relies on stealth and speed, their armor made of the same material as the hastati and they carry with them light weapon, such as basic pulse gun and a long laser blade. Most of the time, the centurion will remain in stealth until their enemy walks in right into their ambush where they will gleefully cut through the enemies.<br><br>Infantry: <strong>Kla'tu Blackguard(Heavy infiltration unit)</strong> (http://lordnetsua.deviantart.com/art/The-Bug-Monstrosity-71268786)<br>Once proud insectoid race, they were the first to be subjugated by the Phyrexian Empire, many of them faced genocide at the beginning of the war but then, the Emperor sees a potential of them to serve the Black hand and through them, the emperor himself. The Kla'tu were then subjected to many horrfying experiments until they had become a shadow of their former self, becoming a critter that could meld in the shadow and pounce on their enemies faster than a bullet travel, but at the cause of losing their will entirely.<br><br>Vehicle: <strong>Phyrexian Titanlord(Heavy walker)</strong> (http://opticneuralinterface.deviantart.com/art/Eldar-Wraithlord-9197168)<br>A powerful semi-sentient weapon. The titanlord is a breakthrough of bio-mechanical technology that further aided the Phyrexian military. The Titanlord is equipped with heavy and upgraded version of adamantium plating complete with its own cloaking device and a huge laser halberd it can use to easily cut an armored vehicle in two.<br><br><span class="bbc_u">Emperor's Deathguard</span><br>Infantry: <strong>Imperial Deathguard(Heavy multi-purpose Infantry)</strong> (http://ultimafatalis.deviantart.com/art/Eldar-Warlock-131759321)<br>The Deathguards are by no means arms of the government, their sole purpose is the protection of the emperor and because of that, they are the best of the best, THE most elite soldiers of the Phyrexian military, at present they only numbered in about a thousand but each one of these proud warriors are equipped with best light adamantium armor complete with stealth capability, armed with high velocity laser blade and advanced heavy railgun. Aside from that these elite warriors are genetically engineered to be more powerful than the rest of the Phyrexian soldiers.<br><br>Vehicle: <strong>Spectral Drake(Light tank/ aircraft)</strong> (http://addinarr.deviantart.com/art/Eldar-Spectral-Drake-73466859)<br>State of the art technology that combines biomechanical technology and anti-gravity field. The spectral drake also known as the Deathguard's special ride are only commissioned in a thousand for each Deathguards in the service of the emperor. It's light weight enables it to easily get off the ground and take it to the air and serves as the secondary aircraft of Phyrexian ground forces after the Ba'l. The Spectral Drake is also installed with normal cloaking device.<br><br><span class="bbc_u"><strong>Building/ Locale:</strong></span><br>The Phyrexian Empire is overpopulated and rampant with crimes, the fact that corruption runs high in their government doesn't help matters either, there are many conquered worlds that had been left underdeveloped thus producing mass network of <strong>slums</strong> (http://img.playrequiem.com/Imagefiles/Wallpaper/wallpaper07_800.jpg) area. Places such as these becomes the breeding ground for criminals and are always the bases for black markets. Although the slum worlds are undesirable to live in, the Phyrexian army recruits most of their soldiers from these poor destitute people who had very little reason to live at all. There are also mining colonies on many worlds under the Phyrexian rule, these <strong>mining colonies</strong> (http://img.playrequiem.com/Imagefiles/Wallpaper/wallpaper06_800.jpg) provided the empire with the much needed raw materials and ores to fuel the engines of the great Phyrexian armada. Almost always, the mining worlds are being govern and lived by the races that had joined the Phyrexian Empire 'peacefully', secondary only to the slums world in terms of military recruitment, they worth much to the empire that Phyrexian armada made it their priority to defend these worlds from any invasion. Lastly, the wealthy <strong>core worlds</strong> (http://img.playrequiem.com/Imagefiles/Wallpaper/wallpaper01_800.jpg) of Imperial Phyrexia and this includes the capital word, Phyrexis. Most native Phyrexians lives in these worlds, going about with their daily life, the core worlds are where the administration of Imperial Phyrexia is being run and where the wealthiest of its citizens lives.<br><br><span class="bbc_u"><strong>Navy:</strong></span> Imperial Phyrexian Armada<br>Almost all of Phyrexian ships are equipped with stealth generator to cloak their ship but not all, some of them however are equipped with advanced version of this cloaking generator for greater result.<br><br><strong>Super Capital:</strong> <strong>Cthulhuar</strong> (http://klingon-rpg.de/images/neghvarempire.jpg)<br>Massive capital ship of the Phyrexian Empire, there are only 5 of them currently being maintained, once at the golden age of Imperial Phyrexia there are over 20 of them, with their empire in decline, so many ancient knowledge lost and the present Phyrexian Empire couldn't build anymore of these massive capital ship.<br>Category: X<br>Speed: 6<br>Firepower: 10<br>Defense: 9<br><br><strong>Battleship:</strong> <strong>Alilat</strong> (http://kitsune.addr.com/SF-Conversions/Rifts-Trek-Ships/Klingon_Vorcha.jpg)<br>The Alilat is of the battleship class, the mainstay of the Imperial Phyrexian navy. The Phyrexians have made it a habit of mass producing these battleship, while inferior in terms of firepower and defense than most standard battleship of the other civilization, the Alilat is equipped with advanced cloaking device.<br>Category: A<br>Speed:5<br>Firepower: 8<br>Defense: 5<br><br><strong>Carrier:</strong> <strong>Manat</strong> (http://outpostgamez.com/images/uploads/gallery/STO/KLG_KD1_Carrier_Render.jpg)<br>The main carrier ship of the Phyrexian navy, huge and slow it is used to transport massive amounts of smaller or medium sized ship as well as plenty of planetary arsenals.<br>Category: B<br>Speed:2<br>Firepower:1<br>Defense:8<br><br><strong>Heavy cruiser:</strong> <strong>Dush'Shara</strong> (http://www.modelermagic.com/wordpress/wp-content/uploads/2009/01/klingonbig_09.jpg)<br>An upgraded version of its predecessor, the Dush'Shara fielded some of the most advance weaponry system in the known galaxy, ranging from gauss cannon to the more devastating antimatter cannon. Its also equipped with cloaking generator for the best result when ambushing enemy fleets.<br>Category: A<br>Speed:6<br>Firepower: 8<br>Defense: 5<br><br><strong>Light Cruiser:</strong> <strong>Thuraiya</strong> (http://www.angelfire.com/trek/sanfranciscoacademy/Klingons/Images/ships/Klingon_D7.jpg)<br>The predecessor of Dush'Shara, the Thuraiya was once the main heavy cruiser of the Phyrexian navy, however, during the shadow war many of these ships were destroyed to the point of being completely 'extinct', present engineers of the empire were however unable to rebuild the old technology and instead settles with the lesser version of Thuraiya as a light cruiser, more suited to the task of scouting than anything else.<br>Category:C<br>Speed:5<br>Firepower:5<br>Defense:4<br><br><strong>Destroyer:</strong> <strong>Uzza</strong> (http://sfc.battleclinic.com/docks/images/d/d50937dc5139076e3aa88d4a0b0985e7.jpg)<br>Uzza is the main destroyer class ship in Phyrexian arsenals, amongst the pride of phyrexian navy due to its great firepower capabillity as well as speed, thus allowing the destroyer to be able to quickly reinforce defense line of the empire when needed, its also equipped with the normal version of cloaking device and this more than outweighs the weakness of the destroyer hull plating which is made of titanium instead of the usual adamantium.<br>Category: B<br>Speed:7<br>firepower: 6<br>defense:3<br><br><strong>Gunship:</strong> <strong>Yaguth</strong> (http://drexfiles.files.wordpress.com/2009/06/klingon_korok_000.jpg)<br>The main gunship of the Phyrexian avy, despite it being mass produced in large number, the Yaguth is significantly outdated, it was built during the time of the Shadow war and had never seen any significant upgrade to it, thus it is one of the ship class in Imperial Phyrexian navy that isn't equipped with cloaking device, aside from that its equipped with low amount of fire power in exchange for speed and defense but even that probably amount to nothing as well.<br>Category: C<br>speed:5<br>Firepower: 4<br>Defense:5<br><br><strong>Medium aerospace Squadron (multi-role/strike fighters):</strong> <strong>Ba'l</strong> (http://johneaves.files.wordpress.com/2009/09/klingon_raptor_000.jpg)<br>Cheap and easy to produced, the Phyrexian Imperial navy had no qualms of mass producing these to the point of wasting resources. The Ba'l is also an outdated fighter class ship that had seen combat since the days of the Shadow War, feeling that there is no need to upgrade these fighter ships, the high command waste no funds to further developed this fighters. The Ba'l is one of the ship class that isn't equipped with cloaking device. Even so, the Ba'l is perhaps the largest fighter class ship in the known galaxy compared to the other civilization, as such it may be slow but it makes up for in defense, in addition, the Ba'l is equipped with heavy plating that enables it to pierce through a planet's atmosphere in order to aid the ground unit, as the Phyrexian ground forces lack any real airforce, such capability is highly welcome especially to catch the enemies offguard <br>Category: C<br>Speed:4<br>Firepower:2<br>Defense:6<br><br>
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			<dt class="postheader">
				Title: <strong>Re: Contact: Race Biographies and General Information.</strong><br>
				Post by: <strong>Shihong</strong> on <strong>20-11-2009, 05:53:50</strong>
			</dt>
			<dd class="postbody">
				<div align="center">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/NuclearPlanetDevourer.jpg)</div><br><strong>Race name:</strong> Ultothana<br><strong>Race appearance:</strong><br><br>The term "Ultothana" does not refer to a single species, but is a title bestowed upon all sentient species residing within the body of the monolithic titan known as the Ultothar (pictured).&nbsp; The creature in question is a silicon-based, serpentine life-form of such unimaginable size that it is capable of coiling itself around all but the largest planets with ease.&nbsp; How such a monstrosity came to be is widely discussed in scientific circles across the galaxy, but it has been theorized that it is an ancient survival from a mind-bogglingly distant past.&nbsp; No corpses of such a species have ever been found, and it is assumed that Ultothar is the last of its race.&nbsp; The alternative, that there yet remains a section of space where such beings are plentiful, is too horrible to fathom.<br><br>The eldritch beast is literally a planet eater, though thus far this diet has been focused solely upon uninhabited worlds and, preferably, asteroid belts.&nbsp; Beneath a near-impervious layer of asteroid-pitted armor are house a complex network of organs that replicate the same volatile reactions found in nuclear reactors, producing the massive amounts of heat the creature requires to keep itself alive in the vacuum.&nbsp; The cataclysmic amounts of energy and radiation produced are vented regularly to propel it through space.&nbsp; This same energy can also be focused and expelled from its mouth, along with regurgitated planetoid waste, to produce a beam of irradiated magma capable of melting planets down to a more manageable, edible size.<br><br>The Ultothar is so vast that its innards house an extremely diverse series of ecosystems, and it is from within those ecosystems that the collective races of the Ultothana evolved into sentient beings.&nbsp; The sheer variety of silicon-based creatures is such that many outsiders have yet to discover even a tenth of them, but there are several that seem to be far more common than the rest, ranging from a clear working class (pictured) to what can only be described as a sort of royalty.&nbsp; Attempting to classify them separately is a grave insult, as it suggests that they are not all equal parts of a greater whole.&nbsp; Though the so-called workers are considered more expendable due to their vast numbers, they are considered every bit as important as any other species found living within the Ultothar.<br><br><div class="floatright">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/SporeWorldAliens.jpg)</div><br><strong>Number of Systems:</strong> Seventeen and growing.&nbsp; Though the Ultothana are hardy beings capable of living in just about any environment, they have a psychological dependence for the Ultothar's presence.&nbsp; The idea of simply inhabiting another world is abominable to them; bio-terraforming is the only way in which they can truly feel comfortable outside the bowels of their birthplace.&nbsp; Though to say as much would be asking for violence, it is obvious that many of the Ultothana evolved from various interstellar parasites that took root within the Ultothar's gullet.&nbsp; Many are extremely virulent in nature, and their mere presence is enough to corrode and corrupt any other ecosystem through the expulsion of spores and various natural contagions.&nbsp; These bio contaminants are class 10 Habitat Changers, capable of decimating any previous forms of life on a planet and turning it into a pulsating mass of organic pustules in a matter of years.&nbsp; The amount of radiation produced renders the world completely uninhabitable for most other species, effectively ensuring their dominance on whatever planet they claim for their own.&nbsp; <br><br><strong>Government Type:</strong> Imperial Cult<br><br>The Ultothana are governed indirectly by the Ultothar itself, which is considered by them to be a physical god.&nbsp; The Ultothar is capable of controlling any of its spawn telepathically from any distance, allowing it to maintain constant, simultaneous contact with all of its systems at any given moment.&nbsp; The Ultothana are allowed some degree of autonomy, and most are allowed to retain their free will.&nbsp; The one exception is the Divine Speaker (pictured), a role that is passed from individual to individual every few decades.&nbsp; Whoever is so honored relinquishes both their mind and body to the Ultothar so that it may communicate with its citizens on a more personal level.&nbsp; When their term has concluded, their lifeless shell is returned to the Nuclear Sea from whence it crawled.&nbsp; The current Divine Speaker is, quite literally, a benign, sentient tumor that was peeled from the great gelatinous Heart-Sky.&nbsp; The Ultothar apparently found the strange abomination amusing, and granted him the privilege on a whim.<br><br><strong>Religion:</strong> Direct worship of the Divine Speaker and the Ultothar<br><br><div class="floatleft">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/AlienDespot.jpg)</div><br><strong>History:</strong><br><br>History is largely irrelevant to the Ultothana.&nbsp; Though the Ultothar's memory is all-encompassing, it sees no reason to waste time on the past when the present is at hand.&nbsp; Presumably the creature wandered the stars in silence for aeons before any semblance of sentient life evolved inside of it.&nbsp; No doubt desperate for companionship, it communicated with these rudimentary life forms and gave them the gift of knowledge.&nbsp; Seeking to do more than simply eat planets and allow its vast intelligence to go to waste, it commanded the various species to construct a civilization from the raw materials it consumed.&nbsp; Its own resilience and regenerative abilities allowed entire cities to be constructed without any ill effect.&nbsp; Technology advanced as quickly as it could, given the highly unusual circumstances; the plentiful amount of silicon available allowed for the creation of cybernetics, while the molten rock and metal within the creature's stomach could be cooled and used for any number of purposes.&nbsp; Though their technology would always be fused with organic material, they were able to develop along very similar lines to countless other intergalactic civilizations.&nbsp; Even faster-than-light travel was not beyond their grasp, though finding the materials required proved rather difficult under the conditions.<br><br><strong>Values of your nation:</strong> The Ultothana value unity and preservation of their own natural state of existence above all else.&nbsp; The Ultothar is to be protected and maintained with their lives, as are all of its Great Spawn.&nbsp; To remain lax in this duty is a sin punishable by expulsion from the Ultothar's body via the most embarrassing means possible.<br><br><strong>National Traits: </strong><br><br><em>The only Party in Town:</em>&nbsp; Lacking stable individuality, the Ultothana would be unable to provide any sort of alternative to the Ultothar's rule even if they wanted to.<br><br><em>Who Cares About Uzbekistan:</em> Though quite obviously the victims of much debate, criticism, and outright hostility, the Ultothana tend to remain in the areas of the galaxy that have been deemed unworthy of exploration by the other similarly advanced races.&nbsp; Communication is extraordinarily difficult, and very few alien races are even capable of entering the Ultothar without being torn apart by carnivorous fauna orsuccumbing to the sun-like levels of radiation and heat.<br><br><strong>Population Traits:</strong><br><br><em>Hive:</em>&nbsp; As previously described, the Ultothar is in constant contact with all of its inhabitants.&nbsp; It is able to take complete control of any individual or individuals, and even remotely modify them at a physical level through the manipulation of bodily chemicals.<br><br><em>SPACE MARINES!:</em>&nbsp; Even the working class of the Ultothana are monstrous brutes.&nbsp; Their home is not the sort of place that abides weaklings.<br><br><div class="floatright">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/LivingHive-WoodcutterAnts.jpg)</div><br><em>Tough as a Coffin Nail (2):</em>&nbsp; Given their biological makeup and the extreme conditions of their birthplace, it is not unsurprising to find that any and all species within the Ultothar are as resilient as their gargantuan leader.&nbsp; Though not nearly so impervious to harm, they are nonetheless capable of shrugging off most environmental hazards, concussive force, and plasma or beam-based weaponry.<br><br><em>Hard Workers:</em>&nbsp; All work for the common good of their brethren.&nbsp; The only exceptions are either dead or in exile.<br><br><strong>Military Traits:</strong> <br><br><em>Tortoise and the Hare:</em>&nbsp; The Ultothana military consists of nearly the entirety of its population.&nbsp; To call that number staggering would be an understatement so grandiose that it would be akin to calling a star only lukewarm.&nbsp; It is slow to wake, but the sheer size of it is more than enough to deter any sort of unprovoked hostile action.<br><br><em>Dispersed Operations:</em>&nbsp; Any ships sent into remote locations are more than capable of sustaining themselves near-indefinitely with very few supplies.&nbsp; Even then they are capable of falling into periods of hibernation until they can be retrieved.<br><br><em>Space Trenches:</em> The Ultothana are known for their ability to blockade entire areas of space through the sheer size of their fleet, digging in with such ferocity that any raiding party foolish enough to try and breach it would scarcely make it within two hundred kilometers before getting vaporized.<br><br><em>Destroyer! (2):</em>&nbsp; Given that most of their ships are modified organisms that are more than capable of self replication, it becomes far easier to swallow just how many they've been able to stockpile over the centuries.<br><br><em>Army General Staff:</em> If the Ultothana want something, they take it.&nbsp; Swarming over their prizes like a horde of locusts, any resistance is taken down through sheer strength of numbers.&nbsp; There are many that thank their respective deities that they are not an inherently violent and greedy race.<br><br><strong>Technical Traits:</strong> <br><br><em>Biowanker (2):</em>&nbsp; Out of necessity more than anything else, the majority of Ultothana science is centered around the application of biotechnology.&nbsp; Organic matter is as malleable to them as clay, and with it they are able to fill any niche that species already native to the Ultothar could not fill.<br><br><strong>Historical Traits:</strong><br><br><em>In Armour Clad:</em>&nbsp; The Ultothana have remained largely to themselves for many years, and it is only upon the insistence of many other races that they have grudgingly opened communication.&nbsp; Self sufficient and powerful, theirs is the ultimate defense.&nbsp; They have never had enemies nor allies, let alone experienced war.&nbsp; Why they have such a colossal military to begin with is difficult to say, though it can be assumed that the Ultothar realized just how big of a target it happened to be.<br><br><strong>Hyper-Tech:</strong> <br><br><em>Advanced Biotechnology:</em>&nbsp; See above.<br><br><strong>Faults/Weaknesses:</strong> <br><br><em>There Is No Internet:</em>&nbsp; Quite literally.&nbsp; Though their technology is far from third world, communications technology is woefully underdeveloped due to a lack of need for it.&nbsp; All information can be relayed mentally, and thought was never given to alien species until quite recently.<br><br><em>Paranoia!:</em>&nbsp; Most of them have a healthy distrust of outside races, who they consider to be bizarre for having evolved on terrestrial worlds.&nbsp; The very idea of being entirely independent and free is troubling, and there are some that react with fear or violence when confronted about their way of life.<br><br><em>Soylent Green Is People! (3):</em>&nbsp; To avoid spoiling the surprise, I say simply this:&nbsp; Their leader is not all that it appears to be.<br><br>---------------<br><br><strong>Military:</strong><br><br><strong>Infantry:</strong><br><br><div class="floatright">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/BonyAlien.jpg)</div><br><em>Swarmers (Pictured):</em>&nbsp; Small insectile creatures with a voracious appetite.&nbsp; They are deployed in vast swarms at the start of battles in order to overwhelm or otherwise preoccupy enemies.&nbsp; Their mandibles are specifically designed to cut through solid rock, and tougher materials can be worn down with a highly corrosive saliva.&nbsp; Their highly unusual structure allows them to fuse with other swarmers into a far larger and more dangerous creature, or into organic fortifications for use by infantry.<br><br><em>Renders (Pictured):</em>&nbsp; Standard infantry.&nbsp; These creatures are surprisingly under equipped for their role, possessing no artificially created projectile weapons.&nbsp; Instead, they use their impressive speed to close the distance between them and the enemy and, once close, make it painfully obvious where they got their names.&nbsp; They are also capable of firing off streams of irradiated bile from a considerable distance, which has the added benefit of being a very powerful adhesive.<br><br><em>No-Minds:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OGUSbiomechsoldier.jpg) The first species created entirely through bioengineering efforts.&nbsp; This humanoid species was built specifically for battle scenarios, its natural armor molded specifically to hold weaponry and compartments for other supplies.&nbsp; They are controlled directly by the Ultothar by way of an extremely primitive brain that serves solely as a link between them; without its control, they are nothing more than useless lumps of meat.&nbsp; They are also the only infantry to use artificially created projectile weapons, such as gauss rifles and explosive launchers.<br><br><em>Bio-Bombers (Pictured):</em>&nbsp; A bio-bomber's sole purpose on the battlefield is to die as spectacularly as possible.&nbsp; This highly volatile species is generally air-dropped on targets rather than deployed on the ground, though they are capable of charging towards their enemies at surprisingly fast speeds when there is a call for it.&nbsp; Unlike many other species who simply release airborne toxins, the detonation of a Bio-Bomber is enough to take out a sizable chunk of the battlefield thanks to the sheer amount of radioactive material compressed inside its oversized bladder.<br><br><div class="floatleft">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicBioBomber-1.jpg)</div><br><em>Stalkers:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicAmbusher.jpg)Diminutive creatures used for stealth operations and assassinations.&nbsp; Their four powerful legs allow them to jump shockingly long distances as well as they can sneak about in the shadows.&nbsp; Without any concern for their own safety they will close in on a target and pounce at any discernible weak point, latching on with saw-toothed jaws and promptly stabbing the victim with a sword-like needle until either the target or it is dead.<br><br><em>Praetorians (pictured at bottom):</em>&nbsp; The elite guard.&nbsp; Like the Renders, they excel in close combat.&nbsp; Unlike the Renders, they are built more for dealing blows rather than taking them.&nbsp; They are given access to the most advanced technological modifications and weaponry available, and are the most intelligent species within the Ultothar.&nbsp; They are the only ones to be given ranks or any sort of special treatment, and are the most likely to refer to themselves as individuals rather than parts of a whole.&nbsp; In combat their speed is matched only by the power behind their blades.&nbsp; Each weapon is specially crafted from the armor of the Ultothar itself, lending it a sharpness and durability nearly unmatched outside all but the most advanced societies.&nbsp; <br><br><em>Abominations (Pictured):</em>&nbsp; The name suits these vile things quite well.&nbsp; Used as much for the psychological impact their presence has on enemies as much as for their insane bloodthirst, the appearance of an Abomination on the field is generally quickly followed by screaming and death.&nbsp; They are not very flexible creatures, preferring to barrel blindly forward rather than walk, and actually lack joints in their upper arms.&nbsp; As they are easily the size of twenty or more humanoids lumps together, it is no surprise that they have chosen brute strength over finesse.<br><br><em>The Irradiated:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicPraetorian-1.jpg) The rarest and most lethal of the Ultothana's infantry.&nbsp; These titanic beings seem to be birthed from the Molten Sea itself, composed of a slightly amorphous mixture of radioactive chemicals, metals, and rock.&nbsp; It scars the land itself in its wake, turning pure earth into toxic sludge and clean air into a storm of noxious gasses.&nbsp; These near-elemental entities are turned loose only in desperate situations.&nbsp; The Ultothana have yet to be pushed to the point of desperation.&nbsp; Perhaps it is better kept that way.<br><br><div class="floatleft"> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/BlindCaveMonster.jpg)</div><br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br><br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br>-----<br><br><strong>Vehicles:</strong><br><br><em>Sprinter:</em>&nbsp; A stilt-legged species used for quickly traversing and scouting out terrain.&nbsp; It appears as a dull grey mass of pustules and flesh without any discernible organs save for tentacled appendages sprouting from where a head would be expected.&nbsp; Its limbs are composed purely of stacked muscle, lacking any sort of bone save for the chitinous material coating what passes for its feet.<br><br><em>Stinger (pictured):</em>&nbsp; A heavily armored insectoid creature used for breaching fortifications.&nbsp; Its shell is of such strength that it is capable of submerging itself in the Molten Sea without any ill effect; indeed, it consumes such material regularly.&nbsp; Its own internal reactions somewhat mimic that of the Ultothar, allowing it to consume and then spew out irradiated molten rock from its maw.&nbsp; In addition to using its massive stinger to spear through armor, it can also emit a highly acidic spray of toxins from the tip.<br><br><div class="floatright">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/StingerCreature.jpg)</div><br><em>Loper:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicAlienWalker.jpg)&nbsp; The Praetorian mount of choice, these creatures are used to ram through enemy ranks and allow their riders to get up close and personal with targets.&nbsp; Their interior carapace has been modified to seat one Praetorian and up to five No-Minds.&nbsp; Additional troops can grasp onto the exterior of the creature thanks to the convenient, platform-like structure of its body.&nbsp; These same platforms can also be outfitted with gun installations.&nbsp; <br><br><em>Multi-Walkers:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicLeggedTransport.jpg)&nbsp; A fairly docile race used for the transportation of supplies and individuals.&nbsp; Can be outfitted with gunner platforms when being used in hostile environments.&nbsp; <br><br><em>Flayer:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicFlayer.jpg) Species used to tear apart infantry and armored vehicles.&nbsp; This massive beast possesses extremely powerful legs that give it enough kick to pulp all but the sturdiest soldiers in droves.&nbsp; Its agility allows it to run circles about most vehicles and shred their armor with its powerful tentacles.&nbsp; The top of its "head" can be modified with a single gunner platform or shield projector.&nbsp; <br><br><br><em>Behemoth:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicColossus.jpg) The ultimate ground-based weapon at the Ultothana's disposal.&nbsp; Eruptions of radioactive waste occur frequently over its porous hide, and waves of it can be shot from its mouths in a way very similar to Ultothar when it encounters a delicious looking planet.&nbsp; Its main purpose is not as a weapon, but as a transport.&nbsp; Though its innards would be lethal to most other forms of life, the Ultothana are right at home within the superheated organs.&nbsp; Thousands of soldiers can be held inside, including some of the other, smaller vehicles.<br><br><strong>Aircraft:</strong><br><br><em>Turbines and Fins:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicAtmosphericFliers.jpg)&nbsp; These airborne creatures are always deployed together, without exception.&nbsp; The blade-shaped fins are rather slow moving, but are equipped with four gauss cannons.&nbsp; Additionally, the creature itself constantly emits large quantities of electromagnetic energy from the tentacle that trails after it.<br><br>The Turbines are extremely quick moving animals whose speeds more than match synthetic flying machines.&nbsp; Their cockpits can hold up to three No-Minds, who can then fire out from the top.&nbsp; Additionally, Turbines are able to fire streams of the same caustic acid common to so many species within the Ultothar.<br><br><em>Geists:</em> &nbsp;(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/AlienCreature.jpg)&nbsp; Insubstantial creatures said to have been created from the energy produced by the Ultothar's thoughts.&nbsp; Immune to most conventional forms of weaponry, but unable to physically interact with this reality.&nbsp; Their only purpose is to absorb energy from their surroundings; namely from enemy ships and power centers.&nbsp; They are also able to muddle the thoughts of those with physical minds by interrupting the minute firing of synapses, but are otherwise unable to harm living beings.&nbsp; Entities made out of energy, however, are another story.<br><br><em>Stealth Carrier:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicFlyingBlimp.jpg)&nbsp; This peculiar organism refracts light in just such a way as to seem translucent.&nbsp; Its unique flesh also blocks out electrical signals, effectively rendering any such technology within invisible to most sensors.&nbsp; Used as a covert airborne transport.<br><br><strong>Buildings:</strong> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/HiveCity.jpg)<br><br><div class="floatright">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/TowerSpiral.jpg)</div><br>Most buildings within the Ultothar are merely lumps of flesh fashioned into hovels; very few organisms need a dwelling at all, and there are very few cultural traditions that require a building.&nbsp; Neither is there a need for entertainment, as nearly all Ultothana are overjoyed simply to experience existence.&nbsp; The only true building of note is the The Consciousness, a colossal structure towering out from the Ultothar's actual brain.&nbsp; It is the residence of the Divine Speaker and the Praetorians, and is considered a physical bridge linking the vast space leviathan with its people.&nbsp; It is also the center of all non-organic technology.&nbsp; How such a bizarre building came to exist in such a peculiar place is unknown, for it is clearly made of no substance found elsewhere within the creature.&nbsp; It is a mystery that would surely be probed, if anyone outside the Ultothana ever got a chance to see it.&nbsp; As it is, others have heard of the holy place only by word of mouth.<br><br><strong>Navy:</strong><br><br><em>Ultothar: </em>&nbsp; The greatest weapon at the Ultothana's disposal is, of course, their own home.&nbsp; The Ultothar defies any ordinary sort of classification.&nbsp; In addition to its previously mentioned traits, it has also been modified over the years with various electromagnetic shields, several million kilometers worth of Anti-Air installations and gauss cannons, and all manner of modified ports for holding defensive strike-teams in the highly unlikely event that any foe bypassed all of the other security measures.&nbsp; Despite its obvious offensive power, it's greatest strength is that nobody would dare to strike at it first anyway.&nbsp; The Ultothana are not an aggressive people for a reason: they don't have to be.<br><br><em>Super Capitals:</em> <br><br><em>The Daultothar:</em> (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/MagmaLeviathan.jpg)&nbsp; Only within the past hundred years or so was it revealed that the Ultothar was capable of direct reproduction.&nbsp; Using artificial means, long dormant eggs were fertilized and hatched into what can only be described as the larval stage of its species.&nbsp; Several dozen were developed, though none seemed to possess the same capacity for intelligent thought as their mother.&nbsp; Though their exteriors are naturally less reinforced, their innards suited the Ultothana just fine.&nbsp; Despite being heavily reinforced with armor taken from the Ultothar and similarly modified with excessive amounts of weaponry, their first role is that of a second home and holy site.&nbsp; At least one has been assigned to each of their seventeen systems, so that those inhabiting them do not grow depressed and yearn for the warmth of their motherland.&nbsp; Attacking one of these sacred creatures is tantamount to declaring open war.<br><br>Category X<br>Speed: 5<br>Firepower:10<br>Defense:10<br><br><em>Battleship: </em><br><br>Root of Ultothar: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicBioterraformingPlatform.jpg) These colossal ships are largely immobile battle platforms that could presumably be used for staging large scale assaults on enemy worlds.&nbsp; As it is, they are used for a far less hostile, if more dangerous purpose: bio-terraforming.&nbsp; The Roots literally plant themselves into a world and begin releasing the same contagions found within the Ultothar, changing the atmosphere to one that will better be able to support their forms of life.&nbsp; <br>Category A<br>Speed:1<br>Firepower:8<br>Defense:10<br><br><em>Carrier: </em><br><br>Shell: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicArmoredLeviathan.jpg) Shells are monstrous life forms used to transport vast quantities of troops, ships, or supplies to other locations so that the Ultothar can go about its business.&nbsp; In addition to being quite well armored, their powerful jaws would allow them to munch on unfortunate ships, if the need arises. <br>Category A<br>Speed: 4<br>Firepower:7<br>Defense:10<br><br><em>Heavy Cruiser:</em> <br><br>Duster: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicCarrierShip.jpg)&nbsp; The middle child of the Ultothana fleet, the Dusters see very little use in battle.&nbsp; Their main role is one of disruption: the ship emits electromagnetic interference in order to jam communications and delicate equipment.&nbsp; It additionally vents a constant cloud of radiation in its wake, providing yet another obstacle for enemy ships to traverse.&nbsp; Its greatest weapon however are the cluster mines jettisoned within the same clouds.<br>Category C<br>Speed:7<br>Firepower:6<br>Defense:6<br><br><em>Light Cruiser: </em><br><br>Praetorian Rammer: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicRammerShips.jpg) The Praetorian equivalent of the Rammer is made of far sturdier material, and is outfitted with enough weaponry to get by.&nbsp; It serves much the same purpose, but with the added intention of allowing the Praetorian the option to escape in the same vessel he entered with.&nbsp; The crashed ship will not only anchor itself into the enemy vessel, but its self-defense systems will fire upon targets that attempt to dislodge it.&nbsp; Here the power lies not in the ship, but in the skill of its pilot.<br>Category A<br>Speed:10<br>Firepower:4<br>Defense:10<br><br><em>Destroyer: </em><br><br>Rammer: &nbsp;(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicNeedleShip.jpg)&nbsp; Rammers form the bulk of the Ultothana fleet after Consumers.&nbsp; They are largely ramshackle constructs made to serve a very direct purpose: to crash directly into enemy ships.&nbsp; However, their goal is not one of suicide.&nbsp; Though much of these ships are built out of spare organs and scrap, the sharpened cockpit is built to last.&nbsp; Assuming the ship hits hard enough to puncture its target, the crew of the Rammer will be forcibly jettisoned into the enemy vessel, whereupon they will wreak havoc until the ship is captured, incapacitated, destroyed, or they themselves are slain.<br>Category C<br>Speed:10<br>Firepower:0<br>Defense:10<br><br><em>Heavy aerospace Squadron (bombers or gunboats):</em> <br><br>Leukocytes: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/cherubim.jpg) These heavily-armed squadrons are found only around the Ultothar itself.&nbsp; True to their name, their assignment is to quickly eradicate any and all threats by swarming it en masse the moment it tries to enter the body.&nbsp; <br><br>Category A<br>Speed:9<br>Firepower:8<br>Defense:4<br><br><br><em>Light aerospace Squadron (single role fighters): </em><br><br>Consumers: (http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/OrganicParasiteWorm.jpg) The Swarmers of the skies and void.&nbsp; The Ultothar is surrounded by a vast networked cloud of these creatures at all times; a writhing, continuously circulating ocean of vorpal claws and bile spewing mouths.&nbsp; Though barely larger than the average humanoid creature, the sheer volume of them is enough to make up for their individual weakness.&nbsp; Like their land-bound relatives, they can also fuse together into a far more powerful organism if the need should arise, or connect to the Ultothar itself as a protective outer layer.<br>Category C<br>Speed:10<br>Firepower:5<br>Defense:1<br><br><br><br><div align="center">(http://img.photobucket.com/albums/v296/rcburner/Alien%20Civilization/InsectShogun.jpg)</div><br>
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