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Author Topic: UNTITLED!!! (A Sci Fi Nation rp's OOC and Nation sheet  (Read 1950 times)

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Offline Gabag

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UNTITLED!!! (A Sci Fi Nation rp's OOC and Nation sheet
« on: January 20, 2010, 12:58:01 AM »
Preliminary Character sheet:

Nation name:
Race(s):
Nation size: There are four levels.
One- tiny, usually stuck in between one to three systems. Weak, but can react to outside threats rather quickly. I suggest you make alliances with the other class Ones and Twos. Gets the 'Who Cares About Ubekistan?' trait. Your nation is simply too small to be bothered by the big nations (class Fours) unless you really screw up and bother it. Class Three's and Fours cannot attack you without a  good reason, which they gotta run by me.

Two- Twice to three times as large as class Ones. Up to eight systems usually. Bigger, with more ships, but reacts somewhat slower to threats, with more government red tape to wade through.

Three- between 10-25 systems. A rather large nation, usually with more than one race in its limits. Very large navy, very productive. Can take many Class Ones with ease, and groups of Twos if it plays it smart. You need a machete to chop through the tape if you want things done fast. Effected by ‘Who Cares About Ubekistan’.

Four- The big one. 30-60 systems of industrial might and military power. When a class Four goes to war, the whole sector feels it. Can smash whole alliances of smaller nations with ease. They are slow to move, but once they do they don't stop. Are affected by Who Cares About Ubekistan, as well as Sea of Red Tape. It ma- sorry, your request cannot be filled out at this time. Please fill out the required forms and place them with your local government agent. We will get back to you soon.

Government type: communism, democary, republic, coaltion, oligarchy...

Important Government Figures: who runs your nation?

Economy: explain it. Free market? government run? Socialized?

Important Economic Leaders: If you got 'em, who are the important Ceo's and merchants that are useful to your nation?

Religions: list em and explain em

Points of interest:
name systems, planets, sections, etc that are important and worth mentioning.


[/hr]

History: Depending on the size of your nation will also effect your history. When did your original planet become united? When did it reach advanced enough technology to expand into the universe? How did the conquering go? And so on.
Feel free to create your own calendars, time measurements, time lines, and all of that jazz


[/hr]

Strengths (Non-Militarily):
What does your nation do good? You can have as many as you want, but there should be Weaknesses to a 1:1 ratio.
A huge military could mean a shaky economic sector, hard workers could mean an unhappy population that is vulnerable to insurrection. And so on.
Get creative. Use that part of your brain to find something new and yet logical.

Weaknesses (Non-Militarily):
What does your nation do wrong? Remember, there should be something to counter your strengths. The more you have, the more strengths i'd allow, so get creative.


[/hr]

Hyper Tech: You get FOUR.
Explain in detail how your race uses each tech, and exactly how their tech represents it. (for example, if you pick Adv Biotech, what things are replaced by biology?).
I demand that you get REALLY in depth with these four ones, understood? As much information as possible here.


[/hr]

MILITARY:
[/b]
Doctrine: How do you fight? Go into detail...Really. Write like you've never written before!
Nah, messing with ya, just give everyone here a basic over view of how you fight, you can always have those ace cards in the sleeve, and many other methods, as long as you know them and use them.

Ships: Name your equipment anything you want, but they all will still be on a ration of 1-10 either way. This number is to compare your ships to each other and to your own ships. Everyone will use 1-10, but the people with Adv Biotech will have a 3x strength reduction by default. It is assumed that a 10 would be a 3.33, a 5 would be about 1.6 and so one... You can go over 10 to represent special equipment like Superweapons.
NOTE: Each nation gets a single Superweapon. It is a fleet stomper, a system burner, a civilization smasher, something that can take on pretty much anything besides another Superweapon or a very large opposing force.

Ship Class Name:
Hull Size: (Dreadnought, Battlecruiser, Destroyer, Cruiser, Frigate, Gunboat)
Combat Designation: what is it's roles in combat
Weapons: what are they and how many are there
Engines: how many and their power source
Defenses: armor, shields, point defense goes under Weapons
Other: special abilities or traits such as a carrier module or troop carrier, for either ground assault or ship boarding


Ground Armies:
[/b]

Ground Troops:
Vehicles, infantry, air, space…everything that has to do with war is to be listed here. Remember, you will tell us everything, so this needs to be organized.
List the kinds and their gear. Numbers would be helpful too. No sheet needed here; pics encouraged but descriptions are nice too.


Origional Character sheet from Roleplaygateway.com

Also The hyper Tech is technology thats unique to your faction
like teleporters or something along those lines.
« Last Edit: January 20, 2010, 01:26:01 AM by Gabag »

Offline White Wolf Guardian

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Re: UNTITLED!!! (A Sci Fi Nation rp's OOC and Nation sheet
« Reply #1 on: January 20, 2010, 05:32:01 AM »
Nation Name: Raazak

Race(s): Wolves, Anthropomorphic wolves, and werewolves

Nation Size: Two

Government Type: Monarchy

Important Government Figures: Sir Wolfen

-Sir is the ruler of the country.

Economy: Free market with equal chances for everyone only with small businesses allowed and the only existing corporations are government oriented in gun sales and ammo.

Important Economic Figures: Advisor Rioukun

-Rioukun is the financial organizer of the country.

Religions: Primarily Wiccan and/or Druid, sub-occults exist.
Wiccan: Practice witchcraft and study of modern day alchemies and magics.
Druid: Love of romanticism expressed in a hard set of beliefs towards the importance of wildlife.

These religions are supposedly what led to the discovery of the plasma power technology.

Points of Interest: Weapons Arms manufacture and sales

History: Founded in 1999 by Wolfen and Rioukun who had previously graduated from San Francisco State University and then took over a few 3rd world countries and pooled them together in North Africa with a foundation of republican democracy that was forged together by one uncorrupted monarchy, Wolfen quickly found support among his people and kept them together with the introduction of a virus and a memory wipe project called Wolf X. All of the humans ceased to exist in a matter of days and wolves were everywhere, Wolfen and Rioukun became werewolves.

Strengths (Non-military): Organized manufacturing, fair business legality of several items not legal in the rest of the world such as weapons and vehicles. Laws are fairly libral in favor of freedoms, however eye for an eye plays a serious role in how such corruptions found are dealt with. Local police don't hesitate to shoot people abusing their rights in armory and will have the priviledge to bear arms taken away.

Weakneses (Non-military): Due to the nature of wolves, some of the people are very aggressive and have to use suppressant narcotics to calm themselves down which forms another costly and possiblly corruptible market for narcotic development and research. This glitch in the Wolf X virus is of major concern to Wolfen and Rioukun as it influences about 60% of the citizens.

Hyper Tech: Explosives, Machine Guns, auto blades, plasma energy plants which power the country of Razaak.

Machine Guns: High accuracy, stability, control, low recoil, interchangeable ammo, and low cost availability of massive amounts of bullets.

(Auto) Blades: Manual Folders, Spring-Assisted, Gravity, Out-the-front,. switchblade, stiletto, dagger, broadsword, butterfly/balisong, baliswords, rapiers, and other

Doctrine: An eye for an eye system, free market for all, the right to bear arms without restriction, all citizens must be registered with the government so the benefits of citizenship can be received, and the purpose of the nation is to spread defense power to the rest of the world at a high quality and low cost solution.

Ships: Rivers are used as the main source of travel and one sea port exists to ship arms out to the rest of the world. Were and Kaza along with several supply carrier ships that don't have identification names.

Ship Class Name: Were
Hull Size: Battlecruiser
Combat Description: The fighter ship that represents the country of Razaak, has the best gun power offered by the country's standards and follows supply carriers with exremely valueable goods. It pairs well with the Kaza ship producing a deadly array of weaponry against most threats.
Weapons: 4 sets of .20mm Vortex mini-guns line up both sides of the ship in the hull and 2 mortar cannons *1 on the front and 1 on the back*. 5 cannons that fire large projectile explosives. Below water hull torpedos come out the front of the ship and in the base platform on the upper deck, missile ports expose upon launch.
Engines: Plasma Energy Cores 550i+ powered
Defenses:Triple-plated titanium and tungsten hybrid Hull, bulletproof from conventional weapons and explosives, and use of anti-sonar waves cause the ship to appear invisible to submarines.
Other: A backup Electromagnetic Pulse weapon can be used in the case of near destruction of the ship so that other enemy vessels or machinery will be deactivated.
Onboard Troops: Several soldiers armed with Grenade Launchers, RPGs, Heavy Machine Guns, Sniper Rifles, or remote controlled planes.

Ship Class Name: Kaza
Hull Size: Cruiser
Combat Description: The sidekick ship that goes with the Were, it follows most of the goods being sent around the world, and if necessary will be next to the Were ship within minutes or another Kaza if necessary in the field of combat scenarios.
Weapons: 4 cannons go along the ship and 2 GE Miniguns accompany each side of the ship and 2 V3 Rocket Launchers are installed in the middle of the ship.
Engines: Plasma Energy Core 500 powered
Defenses: Dual-plated Hull of titantium and tungsten hybrid, bulletproof from conventional weapons and most explosives.
Other: A couple of small warheads are installed in the torpedo bay ready for large arrays of enemies.
Onboard Troops: Flak Troops and Heavy Machine Gunners.

Military
Ground Troops: The military and the citizens. Because of their animal instincts, these citizens are dangerous whether it be the teeth or claws and the guns or knives while the military on the otherhand are well trained, most of them are administered the werewolf portion of the Wolf X virus to be able to adjust to most combat situations with the most power possible. Regenerative healing to a low level and adrenaline extra strength are a nice bonus here.

This is probably the longest post I have EVER made >.>... if I should add/remove/revise something please let me know.
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Offline Gabag

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Re: UNTITLED!!! (A Sci Fi Nation rp's OOC and Nation sheet
« Reply #2 on: February 12, 2010, 08:52:43 PM »
Sorry for the really really long time away reply but I forgot to say something here (*since this rp is mine and dead pretend im reviving it right now)

you need more ships to use

but otherwise your fine

 

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