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+12Fushicho Tiel+ Iv121 Ivan2006 Groot Julo Chapter Master Addeptis Caramell Luna Joel Emperor_Revan torrentialAberration 16 posters | |
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torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Races----- Tue Oct 16, 2012 7:15 pm | |
| All of the species in one place! GO!
Give some description of the race's characteristics.
\/some suggestions.\/
Physical:
Societal:
Psychological:
Technological:
History: | |
| | | Guest Guest
| Subject: Re: Races----- Tue Oct 16, 2012 7:20 pm | |
| C.T.I
Physical: Human but highly varied due to genetic-engineering.
Societal: Democratic, One person as lead diplomat = me.
Psychological: Vulcan like but has emotions.
Technological: Advanced temporal mechanics.
History: Had a war, ended by the doctor, stayed to science.
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| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Races----- Tue Oct 16, 2012 7:34 pm | |
| How many of these threads have we had? | |
| | | torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: Races----- Tue Oct 16, 2012 7:42 pm | |
| - Tiel wrote:
- How many of these threads have we had?
The 'Interdimensional Politics' thread, but it was more about government. | |
| | | Emperor_Revan Recruit
Posts : 249 Join date : 2012-03-31 Age : 111 Location : Aboard the Dov-Class Super Star Destroyer Glories Wake
| Subject: Re: Races----- Tue Oct 16, 2012 7:46 pm | |
| Species: Dovan Physical: Human. Taller(Average height is about .2 higher than average human height), Never any deformations, and all Lean and Strong(due to gravity, atmosphere, and some genetic mutations millions of years ago) Societal: The Highest is the Emperor. Since Dovans could care less about stature and bloodline, nobility, and all these other restricting things that mean nothing, everyone is free of these society traps, and free to serve the Emperor Psychological: Highly intelligent, capable of understanding all forms on body and sign language, and quick learners Technological: Implants(phones, Computers, Etc), Ships, Cloaking(military), weapons(Every Dovan is trained to use a Standard Blaster and Given one) History: https://futurecraft.forumotion.com/t1183-dovan-empire<----at the link, scroll down
Last edited by Emperor_Revan on Tue Oct 16, 2012 7:48 pm; edited 1 time in total | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Races----- Tue Oct 16, 2012 7:46 pm | |
| Trolls
Physical: Grey skinned humans with candy corn patterned horns as well as fangs in most cases. Both genders posses a bulge and a nook. The females have what would appear to be mammary glands but are not used to feed their young. Different blood types have subtle differences such as blue bloods are much better with robotics than say, mutant bloods.
Societal: Very warlike. Genders are not a romantic limitation, the very idea is completely foreign to them. Feelings (especially those in sexual nature) are based on the four quadrants of Troll relationships. Classes are based on the hemospectrum.
Psychological: [DATA UNTRANSLATABLE]ooted sociopathi[DATA UNTRANSLATABLE]dencies.
Technological: [DATA UNTRANSLATABLE]
History: [DATA UNAVAILABLE AT THIS TIME] | |
| | | Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 26 Location : Your Dreams
| Subject: Re: Races----- Tue Oct 16, 2012 8:16 pm | |
| Catian (pronounced kashian)
Physical: Catlike humanoids with amazing senses
Societal: Democratic-dictatorship
Psychological: extremely good at reading emotions and body language (even from other species) and is not the smartest race but could more than certainly hold their own in a jeopardy or chesskers match
Technological: Capable of advanced tech
History: no one knows
Ninjian
Physical: super agile humans
Societal: democratic-dictatorship
Psychological: capable of complex social behaviors, very intelligent, but can often make irrational decisions at others expense
Technological: Capable of advanced tech
History: said to come from earth, this species is a form of human | |
| | | ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: Races----- Tue Oct 16, 2012 9:43 pm | |
| Basic summary of Strigiforme races
Physical: Large owls; ranging from 15-108 ft tall. Feathers are semi-hardened, and in some species, fireproof. Beaks. Capable of breathing fire in some races. Have 6 talons, 2 of which apply the same use as thumbs in sapient mammals.
Societal: A martial race, well organized. They always know who it is they are fighting. Have little social interactions, and relationships are primarily hit and miss.
Psychological: They possess split personalities, with one being the active personality, and the other is relegated to a back seat position, shouldering all the guilt and insecurities of the primary personality. This allows the Strigiformes to do about any actions with little to no emotional repercussions. They are also typically slightly more intelligent than humans.
Technological: They use technologies based on the [CLASSIFIED] of Yttrium and lots of power. Their weapons typically involve either bringing matter in or out of alternate dimensions, or laser weapons. They also require large amounts of 98% pure Yttrium.
History: Based off the trans dimensional Strigiforme Nationalized Kingdom. This empire spanned hundreds of dimensions. The devices that they used to travel dimensions, the Yttrium portal, were all simultaneously disrupted, and the dimensional space was disrupted for thousands of years. | |
| | | torrentialAberration Infantry
Posts : 727 Join date : 2012-06-20 Age : 111 Location : omnipresent
| Subject: Re: Races----- Tue Oct 16, 2012 9:49 pm | |
| Feles Physical: - Spoiler:
(roughly humanoid, carbon-based;
bipedal;
Average Height: 2 meters (full height)
elongated tarsals and metatarsals;
slightly thicker skin than human, covered in a layer of fur, which can vary in color
muscular systems are harder and denser than those of humans;
adaptive respiratory system;
hands have four digits: two main fingers, one large opposing thumb, and a smaller thumb, all tipped with small, sharp claws;
large swiveling ears located on the top-sides of the head allow for fine directional hearing;
Some Feles have a pair of vestigial arms at mid-lateral torso;
large pupils slightly increase night vision, but decrease high light vision;
double-hinged jaw (similar to Earth snakes) that produces grinding or clicking sound when distressed;
double larynx (triple in rare cases) can be used can be used to produce different sounds or self-harmonies. Humans and other races find it difficult to shape sounds used in most Feles languages.
Feles are known to live hundreds of years.)
Societal: Ancient Feles typically lived in small, tight-knit clans as a result of grouping instincts. Clans usually didn't interact with other clans unless necessary. This instinct can still be seen in Feles society. Though they are welcoming to visitors, Feles government will not become involved in conflicts unless it affects them. Physiological: The Feles are intelligent and logical, but are sometimes seen as cold by those that are not familiar with traditional Feles societal structure. Technological: Technology of the Feles can match most other space-faring races, though their magnetic field manipulation technology far exceeds the standard. History: The history of the Feles is long and complex. I'll (hopefully) have more in-depth descriptions soon, when I finish my wiki article.FINISHED MY WIKI ARTICLE TSRFM
Last edited by catsonmeth on Sun Oct 21, 2012 3:35 am; edited 1 time in total | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Races----- Wed Oct 17, 2012 2:25 am | |
| The NomadsPhysical: The nomads are Insect-like sapient species. Their tough external skeleton can come in different variations from blue to green. Those species posses 6 legs designed for climbing and also used as fists. Their internal structure and ship design suggest those species were developing in a low gravity environment. The Nomads themselves come with different physical configurations depending on their role. Nomads workers usually have thinner skeleton, smaller and faster legs and more thin profile, Nomads soldiers have thick skeleton an strong forward legs while Nomad commanders have significantly larger brains. The specimen posses 6 eyes for depth , thermal and ultraviolet view. Societal: While the nomads seem to act on a hive like structure each unit is more independent of each other. Mostly each Nomad answers to the Nomad commander of his ship and obeys any of his orders. The nomad commander on the other hand obeys the commanders above him only after taking the move itself in consideration keeping self survivability in mind. This leads us to believe that in order to keep order in the fleet the higher ranking commanders apply force to disobeying commanders. On they other hand assuming the same social structure is kept above those commanders it might be possible that the nomads decide their moves together. The command structure above those commanders is unknown, so is the importance of their reproduction units who have yet to be encountered. It is highly probable that the reproduction units have the leadership positions just like in other hive structures. Psychological: For this section we will divide the Nomads into two sub-categories: Nomads commanders and other Nomads. The Nomads commanders are highly intelligent. Their aggressiveness is lower than the rest of the species. Each Nomad commander puts self preservation as top priority when deciding the actions of the ship. Although this the Nomad ships are not likely to flee during combat. It can be due to punishment that awaits those who flee, or due to the conclusion of the commander that loosing the current battle might lead to the defeat of the Nomads and so to his destruction. Higher ranking officers tend to take extreme care of lower ranking ones. It was sighted that Nomad destroyers jumped in in order to save disabled nomad cruisers or frigates awaiting capture, making capturing intact ships very difficult. It could be due to the self preservation instinct, as showing the other commanders you protect your subordinates could help the commander to control them. The other nomads on the other hand fully obey their commanders with little regard to self preservation. The are aggressive yet still sapient like their commanders. Technological: The nomads posses high levels of technology. They have advanced BEAM weaponry on their ships allowing even a mere frigate carry enough firepower to powder a cruiser. Achieving such as thing on terran frigates will be impossible due to the massive energy requirements of the BEAM cannons. It is believed the Nomads have found a way to create a lot of energy in a compact generator. Nomads are mostly focusing on standard means of warfare. There weren't any reports of Nomads using Electronic Warfare or special weaponry. On the other hand their standard weaponry seems to work just fine for them as engaging a pack of Nomad ships is extremely dangerous. It is suggested to attack the nomads with an advantage of at least 1 to 2 in order to avoid casualties. The Nomad's most impressive technology is their capital ship's jump drives. Unlike other jump drives, this one is capable of transporting the Na'ar to any system in the vicinity without using jump nodes or gates. The ship actually acts as a massive mobile jump gate that allows also to bring in other Nomad ships. History: The origin or history of the Nomads is unknown. While we encountered Nomads only recently, excavations of specific alien ruins might point at their origin. The ruins we uncovered are extremely similar in structure to Nomad ships, though made from different materials with a bit different technologies. We are yet to uncover the connection between those ruins and the Nomads. Nomad: - Spoiler:
Nomad Commander: - Spoiler:
Current state: HOSTILE TO ALL SPECIES.
Last edited by Iv121 on Thu Oct 18, 2012 3:40 pm; edited 1 time in total | |
| | | ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
| Subject: Re: Races----- Wed Oct 17, 2012 7:59 am | |
| WARNING: OP LEVELS CRITICAL | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Races----- Wed Oct 17, 2012 8:10 am | |
| Hey it's not MY race, you need an arch-enemy isn't it ? not that OP really , just better generators . | |
| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Races----- Wed Oct 17, 2012 8:13 am | |
| Destroyers =/= bigger than cruisers and frigates. | |
| | | Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 26 Location : Neo Seoul
| Subject: Re: Races----- Wed Oct 17, 2012 9:53 am | |
| Zuguthian Human Physical: Human evolved to survive the tough environment of Zuguth: Thicker, stronger skin, stronger muscles, and stronger skeleton. Taller than an average human, and also rougher.
Societal: Prefers being in small groups, but pretty independent. Calm most of the time, but can be very dangerous if angered or scared. Their "Fight or flee- instinct" is more like a "Fight if possible, if not call for help- instinct", and they are not afraid of taking risks.
Technology: As Zuguth is a Technotronic planet, their technology is the same as the rest of the Technotronic Dictatorship.
History: After colonizing Technoma, the Technotronics searched for other planets to populate. The first they found was Zuguth; A wild planet with many dangerous creatures and stunning environment, both positively and negatively. They started to collect information of the environment to create the right gene modifications needed to survive on the dangerous planet, and used them to mutate young humans to start an artificial evolution. | |
| | | Chapter Master Addeptis Recruit
Posts : 248 Join date : 2012-08-29 Age : 27 Location : Probably being eaten bye tyranids on a unknown planet.
| Subject: Re: Races----- Wed Oct 17, 2012 9:55 am | |
| - Iv121 wrote:
- Hey it's not MY race, you need an arch-enemy isn't it ? not that OP really , just better generators .
We already have a Ork waaaagh and other enemies i don't think i another mega boss is needed just yet. | |
| | | Julo Recruit
Posts : 204 Join date : 2012-07-06 Age : 28 Location : Somewhere in Space
| Subject: Re: Races----- Wed Oct 17, 2012 10:05 am | |
| Aquans: A jellyfish like race with nettles as inborn weapons. The nettles are strong enough to stun a 400 pound heavy creature. They can survive in a gas atmosphere and in water. They use methane to move in atmosphere and underwater they use a biological cone to move. The Aquarians are 2^x1>x1v meters large and weigh 2 pounds. Crarisans: A crab like race with pincers as inborn weapons and tools. The claws have the power of 200 pounds per square centimeter. They can survive in a gas atmosphere and in water. They use their legs to move. They are 2^x3>x4v meters large and weigh 400 pounds | |
| | | Chapter Master Addeptis Recruit
Posts : 248 Join date : 2012-08-29 Age : 27 Location : Probably being eaten bye tyranids on a unknown planet.
| Subject: Re: Races----- Wed Oct 17, 2012 10:14 am | |
| Physical: Creation of a Space Marine - Spoiler:
Recruits are chosen from the best warriors among humanity. This makes Death Worlds and Feral Worlds prized recruiting grounds, as such harsh and primal conditions produce the best warriors. Some Hive Worlds are also considered ideal sources of potential recruits, as the population of lower habitation levels contain some of the most murderous characters in the Imperium; hive world gangs are frequently hunted down and captured for recruitment. Among the most valued traits in a recruit are aggression and killer instinct. Civilised worlds are more rarely recruited from. [edit]Requirements Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the zygotes are keyed to male hormones and tissue types. Only a small percentage of people are compatible to receive the implants and hypno-conditioning to turn them into Space Marines. Before the process of implantation begins, the potential recruit is tested for tissue and mental compatibility and subjected to psychological screening. If he proves successful in these tests, the recruit becomes a Neophyte. After the organ implantation process he becomes an Initiate. Throughout the implantation process, Space Marines must undergo various forms of conditioning in order for the implanted organs to activate, develop and become part of his physiology. Most recruits join the ranks as a Brother between the age of 16–18 years. The 19 implanted organs are complicated, and because several of them only function in the presence of other implants, the removal, mutation, or failure of one organ can affect the functionality of others. Because of this, and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation. For example, "Blood of Sanguinius" is administered to the Blood Angels only; and the Space Wolves are the only Space Marines with Canis Helix implants. After these genetically engineered organs are implanted into the potential Space Marine, he undergoes years of indoctrination and harsh physical, psychical and mental training to burn out any source of weakness. [edit]Implants The following implants are used: Phase Procedure name Effects 1 Secondary heart This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Space Marine's body. 2 Ossmodula A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Space Marine's diet. This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates. 3 Biscopea This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the Space Marine's body. It also serves to form the hormonal basis for many of the later implants. 4 Haemastamen Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants. 5 Larraman's organ A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer. 6 Catalepsean node Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Space Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Space Marine's survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all. 7 Preomnor This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake. 8 Omophagea This implant allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the Space Marine, the omophagea transmits the gained information to the Space Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers or Flesh Tearers, both Chapters born from the Blood Angels. Over time, mutations in this implant have given some Chapters an unnatural craving for blood or flesh. 9 Multi-lung This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems. 10 Occulobe This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Space Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight. 11 Lyman's ear Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Space Marine's original ear. It is externally indistinguishable from a normal human ear. 12 Sus-an membrane Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Space Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Space Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. 13 Melanchromic organ This implant controls the amount of melanin in a Space Marine's skin. Exposure to high levels of sunlight will result in the Space Marine's skin darkening to compensate. It also protects the Space Marine from other forms of radiation. 14 Oolitic kidney In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Space Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively. 15 Neuroglottis This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Space Marine can even track down his target by taste. 16 Mucranoid This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum. 17 Betcher's gland Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Space Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time. 18 Progenoids There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Space Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Space Marine. These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. 19 Black carapace The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Space Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Space Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. 20 Blood of Sanguinius Only the Blood Angels have this in their bodies. it makes them into a savage race of warriors. Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age. Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age. Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age. Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16. Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18. [edit]Conditioning Chemical Treatment. Until his initiation, a Space Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Space Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour suits contain monitoring equipment and drug dispensers to aid in this. Hypnotherapy. As the super-enhanced body grows, the recipient must learn how to use his new abilities. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Space Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Space Marines are placed in a state of hypnosis and subjected to visual and aural stimuli in order to awaken their minds to their unconscious metabolic processes. Training. Physical training stimulates the implants and allows them to be tested for effectiveness. Indoctrination. Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Space Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Space Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Space Marines develop photographic memories. Obviously, Space Marines vary in intelligence as do other men, and their individual mental abilities vary in degree. After these implantations and alterations to their bodies body, it is questionable whether Space Marines remain human.
Societal: Imperial (All hail the god-Emperor of man kind!) Psychological: Super soldiers/cyborgs usually around 7 feet tall with out armor with Armour about 8 and a half feet tall - Spoiler:
- Spoiler:
Technological: extremely varied ( Depends on the chapter and the weather or not they are friends with adeptus mechanicus ) History: In the distant future, the Emperor of Mankind creates twenty Primarchs, genetically engineered superhumans possessing immense physical and psychic power. Each Primarch's genome serves as a template for a Legion of Space Marines. During the late 30th millennium AD, the Emperor undertakes the Great Crusade and uses the Space Marine Legions to conquer the human-inhabited worlds of the galaxy, uniting them into the Imperium of Man. As the campaign draws to a close, a number of Primarchs and their Legions convert to the worship of the Chaos Gods and rebel against the Emperor. The rebels are ultimately defeated and banished, though they continue to harass the Imperium as Chaos Space Marines. The Emperor is critically wounded in battle and placed on permanent life-support. The Legions of Space Marines who remain loyal to him are restructured into smaller units, called Chapters, so as to make a future mass rebellion unlikely. | |
| | | Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Races----- Wed Oct 17, 2012 1:14 pm | |
| Name: Mobian Physical: Look it upSocietal: like humans, means: many different social structures, depending on where and when they live in current RP: the last ones are suffocating in some escape pods around Mobius Psychological: like humans Technological: Da Eggman Empirah- stuff the escape pods they´re suffocating in History: BLAARG, then Eggman Empire, then ultimate destruction | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Races----- Wed Oct 17, 2012 1:54 pm | |
| Name: O.M.I.C. System Biomechs
Physical: partly composed of organic matter (usually just for the brains ans neural systems) partly composed of mechanical components (mainly exoskeletal) but forms vary widely due to purpose, from combat built war Biomechs to simple maintenance Biomechs
Societal: each Biomechs is controlled by the O.M.I.C. Central system, only a few prototypes of a new type of cybernetic intelligence have their own free will separate to O.M.I.C.s will.
Psychological: as each Biomechs is controlled by the central system, they tend to act distant during routine tasks, however the war mechs are designed to act in a fearsome manner. The few who posses their own free will act similar to humans, but retain some elements of higher intelligence of the central system
Technological: very advanced mechanical technology, efficient sub-atomic reactors however only a few still exist after the incident on CRH-4. Ships capable of FTL and the lack of living crew allows ships to be packed with more functional equipment
History: The original O.M.I.C. Intelligence was created by an ancient empire known as the frestorians, who are long extinct, and very little is known about them. After the time dilation, one of the sub atomic reactors exploded, wiping out CRH-4 and leaving behind nothing but a rich particle soup, where the reformation of molecules and larger structures was easily controlled by tractor beams, to create the planet sized starship ARK-1
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| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Races----- Wed Oct 17, 2012 3:02 pm | |
| - Tiel wrote:
- Destroyers =/= bigger than cruisers and frigates.
Bigger than your cruisers and frigates combined for sure . You know that I refer to my capships as destroyers, well they destroy ,besides you really don't want dreadnaughts or Juggernauts doing it ... Actually many of you write down about humans, or different human cultures I guess ? Humans are boring bring aliens ... | |
| | | Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Races----- Thu Oct 18, 2012 12:12 pm | |
| - Iv121 wrote:
- Tiel wrote:
- Destroyers =/= bigger than cruisers and frigates.
Bigger than your cruisers and frigates combined for sure . You know that I refer to my capships as destroyers, well they destroy ,besides you really don't want dreadnaughts or Juggernauts doing it ...
Actually many of you write down about humans, or different human cultures I guess ? Humans are boring bring aliens ... Actually, in RL, a Destroyer is between a frigatte and a cruiser in size, just so you know. Many use the term "destroyer" for very heavily armed frigattes, or for what Star Trek Online calls "Escorts", but a term as universal as "Destroyer" can´t be put into a box that easily, so anyone can define "Destroyer" as he wants, as long as he sticks to his own definition. | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Races----- Thu Oct 18, 2012 12:32 pm | |
| Well I like how it sounds ok ? besides a frigate, a cruiser or a destroyer are all forced definitions and in diff times they reach diff sizes relatively to each other. They are more of roles in the fleet. And again do you really want a Nomad Dreadnaught to jump in every time you attempt a capture of a mere 100 long ship ? | |
| | | Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Races----- Thu Oct 18, 2012 12:50 pm | |
| My point is that you may choose for you what you want, but please let other ones choose their stuff as well. | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Races----- Thu Oct 18, 2012 3:39 pm | |
| I dont force my stuff on others, there was quite an opposite attempt .... BTW here's so,e nomad pictures I made: Nomad: - Spoiler:
Nomad Commander: - Spoiler:
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| | | Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Races----- Thu Oct 18, 2012 4:33 pm | |
| - Iv121 wrote:
- Well I like how it sounds ok ? besides a frigate, a cruiser or a destroyer are all forced definitions and in diff times they reach diff sizes relatively to each other. They are more of roles in the fleet. And again do you really want a Nomad Dreadnaught to jump in every time you attempt a capture of a mere 100 long ship ?
It's for the good of everyone if we have some semblance of a universal class scheme. As far as forcing it on people, Kintober was only offering the real definition of the term in an attempt to help you. | |
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| Subject: Re: Races----- | |
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| | | | Races----- | |
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