Angermanland
25-01-2007, 23:53
ok, previously I've mostly stayed strictly in the realm of ancient-Napoleonic PT
now I'm branching out and creating an FT version of my nation... and i haven't a frikken clue what I'm doing *laughs*
so, yeah, this is what I've got so far as a 'fact book' type thing.
Full Name: the Principality of Angermanland.
Ruler: Prince Chargone the Undying
Home/capital Planet: the World (fifth planet in orbit around the star imaginatively named ‘Vitromente’ or ‘life spirit’
Planets: naturally habitable: 2
Terraformed: 3
Not really habitable but people live on them anyway: 10
Actually asteroid/satellite clusters: 9
Claimed as part of star systems inhabited/claimed by Angermanland, but not inhabited, in all above categories: 20
Stars: 6
Adjective: Angerman
Government Type: hereditary/representative, vassalage, state property, emancipation, organised religion
Religion: deism/animism, mostly founded, however, in the philosophy of the Way
Language: Primarily the Angerman tongue, some local dialects and ‘dead’ languages.
Travel through the rift attunes one’s mind and body to the latent energy of the quantum foam, and ultimately allows one access to its power in ‘normal’ space. More exposure does not necessarily lead to more power, however, as one’s mental state and sense of reality and it’s laws both affect the nature and degree of the power. Common is the power that manifests it’s self as the minor ‘knack’. It may not even push the Kizen [one who has access to this power] beyond the bounds of their race’s normal capabilities. Less common, or at least requiring greater exposure, are talents in areas that are not the norm for the race, such as telepathy, kenisis, and clairvoyance in humans.
The rarest of powers, requiring great degrees of exposure, training, focus, concentration, and energy, are those such as the destruction of stellar bodies, the mass control of the entirety of a planet’s population, or the ability to look death it’s self in the eye and laugh, because it cannot touch them.
However, two powers that have never manifested are the ability to reverse death, or to travel through time. In fact, modern standard medicine is more likely to bring someone ‘back from the dead’ than Kizen powers.
Where Kizen powers are concerned, the universe does maintain some sort of balance. Any given being can only channel so much of the energy of the quantum foam without it’s having adverse affects. The more attuned one’s mind is to the power in question, and the more attuned one’s body is to the energies at all, the more one can channel. The balance arrives in part from the price exacted… the energy could be bleed off as heat, light, electricity, molecular damage tot he wielder...any number of ways. But the bulk of the power not used is bled back into reality as the same form it was taken in. Latent potential in quantum foam.
Some Kizen even harness this fact, allowing them to throw fireballs that inflict significant damage on their target, but disburse before they can start fires.
By far the most common talents resulting from this exposure, however, are in the military. As such, they tend towards increases in accuracy, ability to dodge, explosive damage, and other tactical applications.
The most powerful Kizen, however, appear in the nobility. Those who can afford the travel and training required to gain great attunement and skill. Their powers run the breadth of the spectrum. Some are skilled in military matters; others have more political uses for their power.
Past wars amongst the various lords, however, have proven that great power is not enough. The ability to destroy a star is worthless if one cannot get to it, or would be taken out with it. As such, most matters military are carried out by more mundane means, with Kizen powers mealy an aid.
Rift travel is achieved by tearing a hole in the fabric of space/time, and travelling through it. End result is rapid transit in both subjective and objective time. It is a known fact that transferring something the size of a planet through such a rift, and powering it with an exploding star, will permanently damage the fabric of space/time, spewing for the energy responsible for the Kizen phenomena, as well as many other kinds of radiation, from the resulting tear. Small transits, such as ships, however, make holes small enough that they seal behind the ship in question.
Ships: carrier. Lots of PD weapons, plasma, missile, and mass driver based [primarily plasma]. Carries a lot of armour, making for a lot of mass. Slow, large, and hardly agile, these ships carry many small craft such as fighters and bombers, meaning that the smaller craft do not need their own rift drives.
Fighter: overpowered and armed for bear, the typical Angerman fighter is a marvel of engineering in both its engines and weapons systems. Defence however, suffers. A lot. So much so, in fact, that it was deemed so hopelessly ineffective that all armour beyond that needed to protect from micrometer type impacts was stripped off. Typically carries 4 missiles and two plasma cannon.
Bomber: carrying a little more armour than the fighter, the bomber gives up some agility and all of it’s dog fighting weapons for anti capital ship munitions. Carries 16 ‘limpet’ bombs. [Magnetic/gravatic generators in the bombs cause them to ‘fall’ towards the target]
Corvette: a small ship, half way between fighter and capital, it is the mainstay of the Angerman Space Force. Large enough to mount it’s own rift drive, a more powerful GRAV drive than that found in the fighter or bomber, and enough armour to make it worth while, it is the ideal vessel for use as an escort or on independent duty. Carries missiles, plasma cannon, and a GRAV rail guns.
Battleship: all the agility of a planet, and enough firepower to break one, given time. Armour is a high priority on this ship class. Uses GRAV rail guns to allow it to fire missiles with more payload and less fuel.
Missiles: warheads vary, but the most common are: HE, Nuke, P/S [puncture/shock. Designed to puncture shields or outer hulls and then release a massive electrical discharge. ] And GD [gravitational detonator. Essentially a bomb pumped grave drive, wired to blow. Highly unstable once activated, a single hit may do little more to a fighter than push it off course, or may blast a capital ship to smithereens. Has been known to sometimes catch the firer in its effect. Usually kept as a weapon of last resort.]
GRAV drive: drive utilising the manipulation of gravitational forces to allow interplanetary travel, as well as better intra-atmospheric travel. Makes interplanetary travel practical, but not cheap. Flying from earth to Pluto with one of these would still take several months. None the less, when combined with the rift drive, it is effective.
Thrusters: all ships rated as ‘space-worthy’ carry these. On civilian ships, they’re merely a backup. On Military ships, they allow for faster manoeuvring or more erratic manoeuvres. Long story short, they’re rocket boosters.
Infantry:
Rift travel, the ups and downs:
Travel through rifts is objectively instantaneous. Subjectively, it could take anywhere from a few minutes to a few weeks, depending on distance. It’s still fast.
Inter-ship communication whilst in transit is impossible.
Due to being of the ‘wormhole’ type of interstellar travel, it is impossible to change destination part way through the trip.
Due to technological limitations, range is an issue. The greater the distance, the greater inaccuracies creep in, and thus the further away from one’s actual goal one has to target. As a result, ships entering a solar system will usually do so by way of renting normal space well outside of the system it’s self, and re-adjusting their navigation calculations.
Short of the obvious “very bad” effects of re-entering ‘real space’ in the same location as another object, stars, planets, ships, etc in no way limit entry and exit points.
Rift drives are large enough that nothing smaller than a corvette can mount one.
They are very inefficient for short range travel, as tearing a rift in space requires just as much energy no matter where the terminus is, and that is quite a bit. As a result, short trips will usually be conducted under GRAV drive, not Rift drive.
now, apart from the people i know will inevitably object to something because it's not what They'd do ['magic' powers in the form of Kizen come to mind, despite being less 'magic' than Jedi and the like, even if i haven't explained so well] or other objections to the basic premise:
any suggestions on what i need to do to make this usable? followed closely by: any suggestions on how to actually get started with FT RP?
now I'm branching out and creating an FT version of my nation... and i haven't a frikken clue what I'm doing *laughs*
so, yeah, this is what I've got so far as a 'fact book' type thing.
Full Name: the Principality of Angermanland.
Ruler: Prince Chargone the Undying
Home/capital Planet: the World (fifth planet in orbit around the star imaginatively named ‘Vitromente’ or ‘life spirit’
Planets: naturally habitable: 2
Terraformed: 3
Not really habitable but people live on them anyway: 10
Actually asteroid/satellite clusters: 9
Claimed as part of star systems inhabited/claimed by Angermanland, but not inhabited, in all above categories: 20
Stars: 6
Adjective: Angerman
Government Type: hereditary/representative, vassalage, state property, emancipation, organised religion
Religion: deism/animism, mostly founded, however, in the philosophy of the Way
Language: Primarily the Angerman tongue, some local dialects and ‘dead’ languages.
Travel through the rift attunes one’s mind and body to the latent energy of the quantum foam, and ultimately allows one access to its power in ‘normal’ space. More exposure does not necessarily lead to more power, however, as one’s mental state and sense of reality and it’s laws both affect the nature and degree of the power. Common is the power that manifests it’s self as the minor ‘knack’. It may not even push the Kizen [one who has access to this power] beyond the bounds of their race’s normal capabilities. Less common, or at least requiring greater exposure, are talents in areas that are not the norm for the race, such as telepathy, kenisis, and clairvoyance in humans.
The rarest of powers, requiring great degrees of exposure, training, focus, concentration, and energy, are those such as the destruction of stellar bodies, the mass control of the entirety of a planet’s population, or the ability to look death it’s self in the eye and laugh, because it cannot touch them.
However, two powers that have never manifested are the ability to reverse death, or to travel through time. In fact, modern standard medicine is more likely to bring someone ‘back from the dead’ than Kizen powers.
Where Kizen powers are concerned, the universe does maintain some sort of balance. Any given being can only channel so much of the energy of the quantum foam without it’s having adverse affects. The more attuned one’s mind is to the power in question, and the more attuned one’s body is to the energies at all, the more one can channel. The balance arrives in part from the price exacted… the energy could be bleed off as heat, light, electricity, molecular damage tot he wielder...any number of ways. But the bulk of the power not used is bled back into reality as the same form it was taken in. Latent potential in quantum foam.
Some Kizen even harness this fact, allowing them to throw fireballs that inflict significant damage on their target, but disburse before they can start fires.
By far the most common talents resulting from this exposure, however, are in the military. As such, they tend towards increases in accuracy, ability to dodge, explosive damage, and other tactical applications.
The most powerful Kizen, however, appear in the nobility. Those who can afford the travel and training required to gain great attunement and skill. Their powers run the breadth of the spectrum. Some are skilled in military matters; others have more political uses for their power.
Past wars amongst the various lords, however, have proven that great power is not enough. The ability to destroy a star is worthless if one cannot get to it, or would be taken out with it. As such, most matters military are carried out by more mundane means, with Kizen powers mealy an aid.
Rift travel is achieved by tearing a hole in the fabric of space/time, and travelling through it. End result is rapid transit in both subjective and objective time. It is a known fact that transferring something the size of a planet through such a rift, and powering it with an exploding star, will permanently damage the fabric of space/time, spewing for the energy responsible for the Kizen phenomena, as well as many other kinds of radiation, from the resulting tear. Small transits, such as ships, however, make holes small enough that they seal behind the ship in question.
Ships: carrier. Lots of PD weapons, plasma, missile, and mass driver based [primarily plasma]. Carries a lot of armour, making for a lot of mass. Slow, large, and hardly agile, these ships carry many small craft such as fighters and bombers, meaning that the smaller craft do not need their own rift drives.
Fighter: overpowered and armed for bear, the typical Angerman fighter is a marvel of engineering in both its engines and weapons systems. Defence however, suffers. A lot. So much so, in fact, that it was deemed so hopelessly ineffective that all armour beyond that needed to protect from micrometer type impacts was stripped off. Typically carries 4 missiles and two plasma cannon.
Bomber: carrying a little more armour than the fighter, the bomber gives up some agility and all of it’s dog fighting weapons for anti capital ship munitions. Carries 16 ‘limpet’ bombs. [Magnetic/gravatic generators in the bombs cause them to ‘fall’ towards the target]
Corvette: a small ship, half way between fighter and capital, it is the mainstay of the Angerman Space Force. Large enough to mount it’s own rift drive, a more powerful GRAV drive than that found in the fighter or bomber, and enough armour to make it worth while, it is the ideal vessel for use as an escort or on independent duty. Carries missiles, plasma cannon, and a GRAV rail guns.
Battleship: all the agility of a planet, and enough firepower to break one, given time. Armour is a high priority on this ship class. Uses GRAV rail guns to allow it to fire missiles with more payload and less fuel.
Missiles: warheads vary, but the most common are: HE, Nuke, P/S [puncture/shock. Designed to puncture shields or outer hulls and then release a massive electrical discharge. ] And GD [gravitational detonator. Essentially a bomb pumped grave drive, wired to blow. Highly unstable once activated, a single hit may do little more to a fighter than push it off course, or may blast a capital ship to smithereens. Has been known to sometimes catch the firer in its effect. Usually kept as a weapon of last resort.]
GRAV drive: drive utilising the manipulation of gravitational forces to allow interplanetary travel, as well as better intra-atmospheric travel. Makes interplanetary travel practical, but not cheap. Flying from earth to Pluto with one of these would still take several months. None the less, when combined with the rift drive, it is effective.
Thrusters: all ships rated as ‘space-worthy’ carry these. On civilian ships, they’re merely a backup. On Military ships, they allow for faster manoeuvring or more erratic manoeuvres. Long story short, they’re rocket boosters.
Infantry:
Rift travel, the ups and downs:
Travel through rifts is objectively instantaneous. Subjectively, it could take anywhere from a few minutes to a few weeks, depending on distance. It’s still fast.
Inter-ship communication whilst in transit is impossible.
Due to being of the ‘wormhole’ type of interstellar travel, it is impossible to change destination part way through the trip.
Due to technological limitations, range is an issue. The greater the distance, the greater inaccuracies creep in, and thus the further away from one’s actual goal one has to target. As a result, ships entering a solar system will usually do so by way of renting normal space well outside of the system it’s self, and re-adjusting their navigation calculations.
Short of the obvious “very bad” effects of re-entering ‘real space’ in the same location as another object, stars, planets, ships, etc in no way limit entry and exit points.
Rift drives are large enough that nothing smaller than a corvette can mount one.
They are very inefficient for short range travel, as tearing a rift in space requires just as much energy no matter where the terminus is, and that is quite a bit. As a result, short trips will usually be conducted under GRAV drive, not Rift drive.
now, apart from the people i know will inevitably object to something because it's not what They'd do ['magic' powers in the form of Kizen come to mind, despite being less 'magic' than Jedi and the like, even if i haven't explained so well] or other objections to the basic premise:
any suggestions on what i need to do to make this usable? followed closely by: any suggestions on how to actually get started with FT RP?