Reference of Useful Things to Know About Sharona(TM)
The Union of Sharona
08-02-2007, 10:23
Long before the era of spaceflight now being undertaken by the Sharonan Military, they discovered the gates. Disturbances in the fabric of reality, miles in size, leading to other worlds. Each was the same as the previous. All were Sharona. 80 years after the founding to the Trans-Temporal Cartographic Society, they made contact with another trans-temporal civilization. In their first encounter, the seemingly primitive arbalest wielding Arcanans slaughtered the more advanced exploration crew. Terrifying crystal tubes that spat lightning and belched balls of flame stuck down surveyor after surveyor, though the bare dozen of them managed to slaughter nearly a platoon in the process. From this point on, the two were at war, through miscommunication and misunderstanding, they each heaped revenge upon atrocity, eventually scouring entire worlds of life. Finally, more than a century after the war had began, with both sides utterly decimated by the fighting; the Sharonans destroyed the last pockets of resistance on Arcana, making themselves the only trans-temporal polity in existence. Slowly, they rebuilt their civilization. From the ashes rose the Union of Sharona, the remnant of Arcanas Gifted, and the entirety of the non-gifted, alongside Sharonas Talented, and their deadly technology. One thousand years later, they are still struggling to rebuild, but expansion towards the stars brings new hope, and new danger…
The Trans-Temporal Empire of the Union of Sharona:
Government Style: Emperor elected from among the ten great houses. The Emperor sits until he abdicates, or he dies. At that point another Emperor is elected. Nearly 70% have been elected from House Calirath, whose lineage had once ruled more than a third of the world in their own right.
All information contained herein is subject to adjustment and updating.
The Union of Sharona
08-02-2007, 10:24
Military:
The Sharonan Military is small but well trained, with a standing army that measures something in the neighborhood of a single division, they are not a military superpower. Each soldier is trained to the peak of his ability, and their equipment is, however, first rate. Armor and weapons are both prioritized, as is training. They learned the hard way that even outnumbered; a well equipped and led force could slaughter any number of less skilled opponents.
Navy:
The Navy is currently composed of 331 FTL capable warships, 400 intrasystem Gunships, and 6 intrasystem Supermonitors.
Army: The Sharonan army is spread extremely thin over the worlds it has to cover. Major hubs, such as the Hell's Gate Cluster have a full regiment, while most worlds are lightly defended. Minor outposts are generally platoon sized, while more important worlds boast a company, or more, and are rotated out every 6 months.
Air Force: Sharona lacks any conventional air force, though the commercial use of aircraft is widespread.
Other Information:
Temporal Gates: Ranging in size from a few acres, to over fifty miles in size, gates are the method by which Sharona has expanded so rapidly. Unable to effectively garrison all their territory, or even populate most of it, there is rarely more than a platoon at each world along a particularly viable transit chain. Most worlds have no inhabitants at all, and are simply held back in case of need. Many worlds were destroyed or rendered useless in the Gate Wars, entire transit chains being destroyed or rendered uninhabitable.
Technology:
Sharonan Technology is generally very advanced for their relative youth as a civilization.
Medical: In the field of medicine, lost limbs can be regrown with ease, and all but the most horriffic(ie, severe disembowelment, decapitation) injuries are non-lifethreatening. Disease and mental degradation due to age are things of the past, due to the Magistrons of Arcana, and their ability to manipulate the genetic code.
Commercial: With the vast resources of hundreds of worlds at their disposal, Sharonan industry is quite possibly the most efficient in any world at utilizing what it has. The majority of worlds near Sharona nd Arcana were stripped of their resources in the early years of the rebuilding effort, before harsh controls were enacted to protect the environment. As such Sharonans have become ever more efficient and adept at gathering what they need, with minimal impact on the surrounding environment. Their construction methods and development have been similarly improved by the limitations they face.
Military:
Navy: Sharonan vessels lack any form of shielding, instead relying on their extremely heavy armor to simply shrug off all attacks and allow them to plow through. Naval guns are primarily particle cannon, with lasers in a point defense role. Some experimental ships used heavy missile or beam armament in the past, but were found to be less efficient than the mixed kinetic/energy particle cannons.
Army: The army is armed with railguns and lasers, and encased in an extremely advanced armor, similar to that mounted on naval ships. Squad support weapons are extremely heavy, and may include nuclear artillery in some situations.
All information contained herein is subject to adjustment and updating.
The Union of Sharona
08-02-2007, 10:25
Embassies and Diplomatic Relations:
Please address all complaints, requests for an embassy, or other similar relations towards the Minister of Defense, or his Civilian counterpart, the Minister of Trans-Temporal Affairs. We are certain that you are able to ascertain which should be addressed for which purposes.
All information contained herein shall be updated or adjusted as necessary, as requested by those desiring to have discourse with the Union.
The Union of Sharona
09-02-2007, 18:34
Vessels of the Sharonan Space Navy:
Slider class Fleet Carrier:
The standard fleet carrier of the Union, its mobility and ability to operate away from supply for long periods make it a fearsome opponent, either as a commerce raider, privateer, scout, skirmisher, or when cutting supply lines. The deadly spinal Particle Cannon of its fighters is more than capable of tearing through most any capitol ship given time, and the missile payloads of its Attack Boats give it an unequaled superiority over any mere convoy.
Length: 2,200 Meters
Beam: 367 Meters
Height: 340 Meters
Armament
1 Heavy Neutral Particle Beam Cannon(chase)
8 Medium Neutral Particle Beam Cannon(chase)
2x3 Heavy Neutral Particle Beam Cannon
20x2 Medium Neutral Particle Beam Cannon
50x2 Light Neutral Particle Beam Cannon
24 Torpedo Tubes
8 Hangars
48 Countermissile Tubes
120 Point Defense Auto PPCs
Armor: 75 Meters of Arcanum
Max Accel: 3,500gees
Union class Superdreadnought:
The heaviest main FTL capable ship in the Sharonan arsenal, its sheer firepower, armor, and ability to alternatively slug like Tyson and dance like Ali make it a devastating combatant. It's superheavy spinal particle gun is also more than adequate for potshotting most any vessel it encounters.
Length: 4,500 Meters
Beam: 650 Meters
Height: 650 Meters
Armament
1 Super Heavy Neutral Particle Beam Cannon(chase)
8 heavy Neutral Particle Beam Cannon(chase)
6x3 Heavy Neutral Particle Beam Cannon
60x2 Medium Neutral Particle Beam Cannon
120x2 Light Neutral Particle Beam Cannon
32 Torpedo Tubes
20 Missile Bays(120 Launchers)
48 Countermissile Tubes
120 Point Defense Auto PPCs
Armor: 100 Meters of Arcanum
Max Accel: 2,500gees
Sharona class Dreadnought:
The Sharona Dreadnought is the second most powerful capitol ship in the navy, and consequently the most second most commonly employed combatant. Usually acting as a squadron or fleet flagship, its power is little diminished from that of the Superdreadnought, with the two currently in commission being able to overwhelm a Union Superdreadnought in recent wargames.
Length: 3,000 Meters
Beam: 500 Meters
Height: 500 Meters
Armament
5 Heavy Neutral Particle Beam Cannon(chase)
8 Medium Neutral Particle Beam Cannon(chase)
4x3 Heavy Neutral Particle Beam Cannon
20x2 Medium Neutral Particle Beam Cannon
60x2 Light Neutral Particle Beam Cannon
24 Torpedo Tubes
24 Countermissile Tubes
40 Point Defense Auto PPCs
Armor: 50 Meters of Arcanum
Max Accel: 2,850gees
Empire class Battleship:
The most common capitol ship of the Union, the Empire Battleship is often the long arm of the navy, striking hard and fast, using its heavy cannon in a concentrated manner to knock out its equivalents, and using its impressive secondary battery to pose a credible threat to lighter vessels.
Length: 2,500 Meters
Beam: 416
Height: 416
Armament
3 Heavy Neutral Particle Beam Cannon(chase)
5 Medium Neutral Particle Beam Cannon(chase)
3x3 Heavy Neutral Particle Beam Cannon
10x2 Medium Neutral Particle Beam Cannon
20x3 Light Neutral Particle Beam Cannon
10 Torpedo Tubes
16 Countermissile Launchers
25 Point Defense Auto PPCs
Armor: 35 meters of Arcanum
Max Accel: 3,150gees
Andara class Battlecruiser:
The Andara Battlecruisers are the commerce raiding flagships of choice, with their high throw weight and mobility, they can kill most anything they can catch, and avoid being caught by anything that can catch them. There is a price paid in armor and weapons for their speed, but it is more than worth it for their increased effectiveness against traditionally lightly armed pirates and commerce raiders.
Length: 1,605 Meters
Beam: 267.5 Meters
Height: 267.5 Meters
Armament
1 Heavy Neutral Particle Beam Cannon(chase)
2 Medium Neutral Particle Beam Cannon(chase)
4x2 Medium Neutral Particle Beam Cannon
6x2 Light Neutral Particle Beam Cannon
8 Torpedo Tubes
12 Countermissile Launchers
15 Point Defense Auto PPCs
Armor: 25 meters of Arcanum
Max Accel: 3,500gees
Arcana class Heavy Cruiser:
Arcana Cruisers are often Cruiser squadron flagships, or escorts for their heavier brethren. Few light combatants can stand against them, and their more than adequate guns and anti-missile systems make them a deadly opponent, their one drawback is their comparatively light guns, when put next to the capitol classes.
Length: 1,250 Meters
Beam: 208 Meters
Height: 208 Meters
Armament
1 Medium Neutral Particle Beam Cannon(chase)
2 Light Neutral Particle Beam Cannon(chase
3x4 Heavy Particle Projection Cannon
6x3 Medium Particle Projection Cannon
6 Torpedo Tubes
8 Countermissile Launchers
20x12 Point Defense Laser Cluster
Armor: 20 Meters of Arcanum
Max Accel: 3,900gees
Battle Dragon class Light Cruiser:
An effective screening unit, its utility against destroyers, and other light combatants cannot be underestimated. While traditionally either a scout, screening unit, or commerce raider, its ability to operate independently for extended periods makes the Light Cruiser a valued asset in exploration and observation as well.
Length: 900 Meters
Beam: 175 Meters
Height: 100 Meters
Armament
1 Light Neutral Particle Beam Cannon(chase armament)
4x2 Medium Particle Projection Cannon
10x2 Light Particle Projection Cannon
5 Countermissile Launchers
12x12 Point Defense Laser Clusters
4 Torpedo Tubes
Armor: 15 meters of Arcanum
Max Accel: 4,350gees
Wyvern class Destroyer
The lightest combat unit of the Sharonan Navy, these ships are the anti-fighter skirmishers. Rarely called upon to face anything heavier than a Light Cruiser without support, these agile ships are the mainstay of the Sharonan defense, as the Empire Battleships are the mainstay of its offense.
Length: 650 Meters
Beam: 150 Meters
Height: 100 Meters
Armament:
1 Heavy Particle Projection Cannon(chase armament)
2x2 Medium Particle Projection Cannon
5x2 Light Particle Projection Cannon
4 Countermissile Tubes
5x12 Point Defense Laser Clusters
Armor: 5 meters of Arcanum
Max Accel: 4,550gees
Gryphon class Gunship(No longer in production)
The outdated Gryphon is effectively a cutter. Something fast, lightly armed, and equipped primarily to combat merchants, smugglers, and the lightest of pirate vessels. Teir replacement with the massive Supermonitors is sometimes rather controversial, but the space hangars that now support the massive ships, and the fighters stationed to those hangars, have made the gunships obsolete.
Length: 115 Meters
Beam: 19.2 Meters
Height: 19.2 Meters
Armament:
2x2 Light Particle Projection Cannon
4x12 Point Defense Laser Clusters
2 Torpedo Tubes
Armor: Unarmored
Max Accel: 5,350 gees
Shaylar class Destroyer Explorer
A fairly heavily armored light craft, it trades guns for speed and defense, since it is assumed that anything it cannot defeat with its guns will be something that it can escape with its engines, and that its armor will protect just long enough to get it out of the hot zone.
Length: 650 Meters
Beam: 150 Meters
Height: 100 Meters
Armament
1x2 Medium Particle Projection Cannon
4x2 Light Particle Projection Cannon
8 Countermissile Tubes
15x12 Point Defense Laser Clusters
Armor: 10 meters of Arcanum
Max Accel: 5,000gees
Parasites, and Intrasystem Vessels
Traisum class Super Monitor:
The massive Supermonitors are Sharonas last line of defense. Heavily armed and armored, their only real opponents are the Superdreadnoughts and similar ships. With the space that would have been occupied by FTL drives and similar devices, more powerplants and sophisticated sensors have been installed, increasing its combat effectiveness tenfold over the superficially similar Sharona class. Its increased power also allows it to carry a greater number of cannon, making it, ton for ton, the most dangerous vessel in the Sharonan Navy, as well as one of the most sophisticated.
Length: 3,000 Meters
Beam: 500 Meters
Height: 500 Meters
Armament
5 Heavy Neutral Particle Beam Cannon(chase)
8 Medium Neutral Particle Beam Cannon(chase)
5x3 Heavy Neutral Particle Beam Cannon
64x2 Light Neutral Particle Beam Cannon
24 Torpedo Tubes
48 Countermissile Tubes
60 Point Defense Auto PPCs
Armor: 100 Meters of Arcanum
Max Accel: 3,150gees
Gryphon class Gunship(No longer in production)
The outdated Gryphon is effectively a cutter. Something fast, lightly armed, and equipped primarily to combat merchants, smugglers, and the lightest of pirate vessels. Their replacement with the massive Supermonitors is sometimes rather controversial, but the space hangars that now support the massive ships, and the fighters stationed to those hangars, have made the gunships obsolete.
Length: 115 Meters
Beam: 19.2 Meters
Height: 19.2 Meters
Armament:
2x2 Light Particle Projection Cannon
4x12 Point Defense Laser Clusters
2 Torpedo Tubes
Armor: Unarmored
Max Accel: 5,350 gees
Vengeance class Space Fighter:
Length: 19.1 Meters
Wingspan: 13.5 Meters
Height: 5.15 Meters
Armament:
2x Light Particle Projection Cannon
910 KG Internal Payload
4 Wing Hardpoints
Internal Payload may consist of:
6x SSM78 "Hammer" Anti-Parasite Missiles
2x SSM64 "Void" Megaton Range Nuclear Device
OR
6x SSM78 "Hammer" Anti-Parasite Missiles
1x CSM56 "Leviathan" Secondary Attack Missile
Armor: Unarmored
Max Accel: 7,000 gees
Vindicator class Attack Boat:
Length: 16.3 Meters
Wingspan: 17.7 Meters
Height: 4.53 Meters
Armament:
1 Heavy Particle Beam Cannon
11 Hardpoints
Hardpoints may be equipped with any mix of capitol ship missiles, or fighter missile pods.
Armor: .5 meters of Arcanum
Max Accel: 5,350 gees
All information contained herein is subject to adjustment and updating.
The Union of Sharona
09-02-2007, 18:35
Units of the Sharonan Armed Forces
The Sharonan Navy:
There are currently 300 ships in the Sharonan Navy. The largest vessel currently completed is the Superdreadnought Halian I. Under construction are the Supercarriers Travel in Stygian and Holy Martyr as well as the Dreadnought Farnalia. All are expected to be completed within 3 years.
3 Union class Superdreadnought
6 Sharona class Dreadnought
11 Empire Class Battleship
25 Andara Class Battlecruisers
66 Arcana Class Heavy Cruisers
75 Battle Dragon Class Light Cruisers
117 Wyvern Class Destroyers
25 Shaylar Class Destroyer Explorer
6 Traisum Class Super Monitors
The Sharonan Army:
There are currently 15 Divisions of enlisted and commissioned personnel, with another 5 available from the ready reserve, as well as another 6 in the form of Militias. The militia is rather inconsequential to any practical defense planning, due to its being scattered over more than 20 worlds, and lacking high end military equipment.
All information contained herein is subject to adjustment and updating.
The Union of Sharona
09-02-2007, 18:36
Sharonan Weapons and Armor, in Depth
The Sharonan military employs a number of highly advanced weapons, from railguns to particle beams, to lasers of unusual size. Here you will find the details of their power. You will also learn the details of Sharnonan armors and defensive systems.
Naval Weapons:
Point Defense Laser Clusters: A cluster of 12 terawatt lasers, useful for stopping missiles and fighters that get too close, their utility against larger targets is limited.
Point Defense Auto-PPCs: More rapid firing, smaller, and all around more effective than laser clusters, the increased power requirements mean that only a very small number could be mounted on anything smaller than a Heavy Cruiser, as such, only the higher end ships mount any. Their increased effectiveness is worth the trade off in numbers, giving a single Battleship more point defense capability than an entire squadron of Light Cruisers.
Countermissiles: Another point defense weapon, designed to destroy oncoming missiles and fighters that are exhibiting random evasive maneuvers, due to the inability of the beam weapons normally used to effectively engage dodging targets. It is hoped that in later generations countermissiles will be rendered unnecessary, though how exactly that might be accomplished is still a matter of debate.
Light, Medium, and Heavy Particle Projection Cannon: The weaker half of Sharona's energy armament, the less directed nature of the particles greatly reduces energy costs needed to fire, at the cost of reduced power when compared to the Particle Beam Cannon.
Light, Medium, and Heavy Particle Beam Cannon(Neutral or Charged): The big guns of Sharonan ships, the continuous power of Particle Beams allows for a much greater amount of damage, as well as greatly increasing the requirements to fire. Even massive Battleships mount only 9 of these apocalyptic weapons.
Missiles and Torpedoes:
SSM78 "Hammer" Anti-Parasite Missile: Developed for use against fighters, dropships, bombers, and similar targets, the Hammer is a deadly Hypervelocity Missile, effectively a well guided Kinetic Energy Weapon.
SSM64 "Leviathan" Secondary Attack Missile: A secondary anti-capitol ship weapon, its megaton range warhead makes it effective against lighter combatants or static targets, or, en masse, to bring down the shields of a much larger enemy.
CSM56 "Kraken" Anti-Capitol Ship Weapon(Torpedo or Missile): A massive gigaton range Matter Annihilation weapon, its raw power is mostly wasted on anything lighter than a Heavy Cruiser. It can also be used as a ground attack weapon, and released towards the surface of a planet.
CSM62 "Needler" Bomb Pumped Laser Weapon(Torpedo or Missile): A standoff range laser warhead, this is the most common weapon in the arsenal, capable of lashing several ships at once, or concentrating its fury against a single target.
CSM23 "Remington" Multi Missile: With 10 independently guided submunitions, this weapon is best for strikes against many light opponents, allowing a Dreadnought or SuperDreadnought to deal with packs of Cruisers and Destroyers, instead of being swarmed.
Sharonan Armors:
Arcanum is the only armor used on vessels of the Sharonan Navy. Created by the Magisters of Arcana, it has several esoteric properties, in addition to its usefulness against impacts and damage. Among its esoteric properties are an immunity to all forms of decay, a marked resistance to energy weapons, and a non-ferrous nature, even though its original components are nickel and iron.
All information contained herein is subject to adjustment and updating.
The Union of Sharona
09-02-2007, 18:37
Sharnonan Army:
Weapons of the Sharonan Infantry:
M2312 MK IV "Equalizer" Railpistol: The lightest weapon in the Sharonan arsenal, it is the sidearm of most officers, MPs, and soldiers. It is an effective, medium to short ranged anti-personnel weapon, able to defeat most forms of light armor with a few shots. This is the same model used by the Militia.
M2459 MK III "Impaler" Railgun: The primary infantry longarm, it is heavier and more powerful than its smaller cousin, capable of defeating light infantry armor with ease, and heavier rigid armor with repeated shots. It is employed by Marines, as well as regular Army, and DRT Troopers. Militia use the outdated, and slightly less powerful MK I.
M2110E6 "Mauler" Particle Gun: The lightest infantry particle weapon, it is a squad support weapon. As such, it is capable of wreaking devastation against most infantry targets, as well as soft targets, and very light armored vehicles. Militia are equipped with the E3 model, losing a smidge of the punch, but also losing some bulk.
M2453 "Farsight" Sniper Rifle: The default weapon of the Sharonan sharpshooter. Its long range and great power allow it to kill anything that can be targeted. Its scope means that anything that isn't over the horizon qualifies as "within range". The particle beam is, however, quite easy to backtrack, and as such, it is rarely used except in ambush, and with support. When it is used, it is often in a role as an anti-material weapon, and not as an anti-personnel weapon.
M2454 "Aerator" Sniper Rifle: The second choice for Sharonan sharpshooters, its chemical propellant makes it much more effective against kinetic reactive armors than railguns would be, as well as making it much more difficult to detect since it has no power sources onboard that might be noticed. It is commonly used in the anti-personnel role that its sister fails so miserably in.
M3000 "Reaper" Heavy Particle Cannon: The heavy support weapon of the Sharonan infantry, it is more than capable of destroying massed ranks of infantry, crushing light armored vehicles, and eventually even of disabling or destroying medium tanks, though repeated hits are required.
M2316 "Cyclone" sub machine gun: Used primarily by DRT Troopers and SpecWar, as well as elements of ForcRec, its ability to put out a wall of lead is usually at odds with its stated objectives. On the other hand, DRT Troopers are not known for their finesse, and a more than 3,000 RPM cyclic would surely have amused them, especially in a hot drop.
M2522 "Jack" Grenade Launcher: Using a variety of munitions, this powerful weapon may fire rocket assisted grenades(Frag or HE), regular grenades(HE), Anti-personnel fragmentation grenades, and a "micronuke" ER Warhead. The last munition is only issued at need, and only to Mech units, with the armor to withstand its use. It is a versatile weapon, used by infantry to lay down suppressing fire, or destroy hard targets, in either case, it excels at destruction.
M2300 "Slayer" Anti-Tank Missile Launcher: The heaviest weapon issued to straightleg infantry, the Slayer excels at destroying enemy armor, or masses of troops depending on the level of sadism exhibited by your particular Slayer. Its powerful matter annihilation warhead literally turns the enemy tank against itself, eating its armor to provide the matter to react with its antimatter payload.
M2473 "Flayer" Combat Shotgun: Firing high speed monomolecular flechettes, the Flayer is designed for close combat environments, and making sure that whatever you hit is so badly mangled it requires a DNA analysis to tell you exactly what species you just killed, the weapon is a favorite of SpecWar and ForcRec, and has seen extensive use by DRT Troopers on several occasions. It also sees heavy use with shipboard marines, where a railgun can kill you just as fast as it kills the enemy.
Armor of the Sharonan Infantry:
Chameleon Suit: The basic BDU uniform is a highly advanced kinetic reactive material, providing adequate defense against most forms of small arms fire. It also incorporates a Magic field to attenuate the effects of most beam weapons, rendering them less effective in a manner similar to most non-fabric armors.
Chameleon Plate: Heavier back and breast clamshell armor, it is more effective at stopping beam weapons, and renders some forms of small arms almost useless against the torso. Its limited protection and rigid design, however, do have their drawbacks.
Power Armor: Similar to medieval full plate mail, this is the ultimate in protection, stopping almost all small arms(lucky shots from railguns or similar rifles may penetrate if they hit a weak spot in the matrix), and mitigating the effects of medium weapons. Its onboard shielding and enhancement make it the only unit capable of engaging with ER and Tacnuke weapons, even though it cannot survive the effects on its own merits, its shielding allows it to stand(well,be flung bodily away from) at the center of a thermonuclear fireball, with a theoretical 70% chance of not being horribly maimed. Actual figures are lower, but not enough to get the 70% claims removed from the manufacturers advertisements. Only used by DRT, ForcRec, SpecWar, and other elite units, as well as some specially trained Mech Inf regiments.
Tanks, Artillery, and APCs of the Sharonan Military:
Guardian MBT: The mainstay of Sharonan armor, its heavy Sharonum/Arcanum armor matrix makes it an effective combatant, while its large main Particle Cannon can tear through most
similar sized opponents. Coaxial weapons are very effective against lighter armor and infantry.
Crusader Light Tank:The lighter cousin of the Guardian, its guns are more than capable of bringing down most equivalent combatants, and it excels in an infantry support role, where its maneuverability and speed can be put to best use. Alternatively, and rather paradoxically, it is also the first choice for urban combat, due to its smaller size.
Defender APC: The basic Sharonan APC, as far as APCs go, it gets the job done. It mounts a single heavy support weapon, as well as an anti-tank missile launcher.
Reiver Mobile Artillery: A self propelled 155 millimeter artillery piece, its varied munitions, high speed, and ability to rain fire at a truly devastating rate combine to make this the infantry support weapon of choice for rapidly advancing forces.
Shatterpack MLRS: The astounding rate of fire and mobility of this multiple launch rocket platform allow it to deliver needed bursts of precision firepower. Its ability to deliver several specialty(ER and AM) munitions makes it a truly devastating tool when properly employed.
Dragon SHBT: The largest and post powerful weapon in the Sharonan arsenal. Boasting weapons powerful enough to open up low flying space ships, as well as secondary weapons enough to mow down entire divisions, and armor heavy enough to stand off assaults from most foes, this behemoth has only been deployed once, and its small numbers are more than compensated for by its ability to kill nearly anything that comes to rest in its sights.All information contained herein is subject to adjustment and updating.
The Union of Sharona
01-03-2007, 12:16
A brief explanation of the abilities of the Gifted and Talented.
The original Sharonans were human. Over the course of millenia, they changed subtly from the base stock. Sharonans developed several unique abilities, identified as talents, which led to inevitably human reactions. For centuries they were stigmatized and poorly understood. All Sharonan Talents are purely of the mind, and occasionally a wild talent will develop. Here is a brief listing of the known Talents.
Voice: The most common Talents are the Voices. Gifted with absolutely perfect memory, and the ability to share their memories with other Voices, they can communicate effectively instantaneously over the minimum range of the weakest voice present. Most Voices in the past could not exceed a few hundred miles, though that number has recently been growing, such that some Voices may now communicate across the vast gulfs of Sharonas oceans.
Flikker: A relatively rare talent, but with implications similar to the Voices. Flikkers have the ability to transport small and lightweight objects instantaneously over short distances. This is most often used to transfer data chips containing orders, or occasionally in the Mail service, when express delivery is requested.
Mapper: Able to discern topography and other geologic features simply by concentrating, Mappers are highly valued by the TTCS, where their ability to discern cardinal direction, as well as identify locations makes new universes rapidly orientable and aids in comparative geography.
Plotter: Like the Mapper, a Plotter detects things out to a certain distance. Unlike a Mapper, a Plotter's Talent focuses solely on living beings, and pays little attention to the local terrain. When paired with a Mapper and a Voice, they are often used by reconnaissance elements to act as impeccable scouts, being able to find enemies in dense terrain before enemies can find them.
Animal Voice: Much like the normal Voice, except that it pertains solely to animals, primarily the Great Apes, New World Monkeys, Old World Monkeys, and Cetaceans.
Portal Hound: Until contact with Arcanans, the Portal Hound was the only way to discern the number and location of Temporal Gates in a given universe. Now they are more commonly used by the military, on uncharted worlds, where Arcanan technology takes time to calibrate, and rapid assessments are key.
Shaman: Similar to Empathy and Sifting, Shamans are able to read the heart of a person. While they cannot feel emotions, or detect lies, it makes them inordinately good judges of character. They are often employed as Diplomats.
The Union of Sharona
20-03-2007, 04:50
People should make comments and stuff. BUMPage.
The Union of Sharona
21-03-2007, 05:29
Back to the top with ye.
The Union of Sharona
14-04-2007, 10:47
Bumpariffic
The Union of Sharona
18-04-2007, 05:36
People should read this, and comment.