Post by RaptorsTalon on Feb 21, 2014 18:31:14 GMT
I've found some TotO stuff on my hard drive, so I thought I'd put it back up here:
An abbreviated history of modern mankind
2018 - age-old grudges surface and several countries become violent
2023 - larger world powers intervene in attempts to stop conflicts
2023 - conflicts escalate
2026 - two countries are bombed with nuclear warheads
2027 - conflict ends
2037 - non-renewable sources of energy grow scarce
2039 - conflict begins as countries take sides when diplomatic and trade discussions break down, arms race begins as threats of war come from allies and enemies alike
2041 - world war three is officially declared
2041-42 - advanced nuclear weaponry is used by many sides, planet Earth is ravished and destroyed.
2042-70 - the few survivors, mere thousands, fight for the scarce resources still available.
2071 - mysterious cloaked and armoured figures are seen in many settlements.
2072 - the mysterious figures disappear without a trace.
2073 - the strangers return, each at the head of a small army of genetically-engineered clones; they begin conquering all settlements. They meet very little resistance at first. This technologically advanced group of humans call themselves The Reclaimers.
2079 - The Reclaimers control vast amounts of the remaining hospitable land. They begin exploration into the northern continents that were worst effected by the nuclear war, their scouts wearing advanced radiation armor. Terrible mutated creatures are found in a barren wasteland where creatures fight and eat each others rotting, twisted flesh. Many Reclaimer Scouts killed.
2080 - Mutants somehow find the southern settlements and attack. A war for survival breaks out.
2093 - by this time many settlements have been overrun by the millions of mutants. All hope seems lost.
2096 - Extra-terrestrial beings make contact with The Reclaimers, offering sanctuary from all-but-certain doom. Eighty thousand humans are evacuated, whilst a few are not deemed worthy of being saved; even fewer still actually choose to remain.
2097 - humans are relocated to a recently colonised world by their saviors. The race are called the K'vek. New Earth is named and humanity flourishes once more. Weaponry is outlawed.
2099 - Humankind is officially inducted into the K'vek Alliance, where trade, cultural and technological exchanges take place with not only the K'vek, but the Nafrut and also the Xqra.
2113 - Humans launch their first interstellar space craft. Two more worlds are colonised.
2122-26 - A joint deep-space exploration fleet is launched. Three races are discovered; two pre-FTL civilizations called the Catians and T'jon and one unusual energy-based race that habitated within a nebula. Together the six races agree to form the United Star Republic. The K'vek Alliance is disbanded in favor of this.
2156 - contact is re-established with Old Earth; humans in small, primitive vessels are found exploring the edges of the sol system. Old Earth government, run by remnants of the Reclaimers begin negotiations with the USR.
2157 - Old Earth is renamed Terra and takes its place within the ever-expanding USR, which now composed of seventeen races.
2168 - A malicious group of Old-Earth individuals work their way onto the Republic's ruling council to further their own ends; seeking ultimate power over all. When they attempt to seize control and form the Terran Empire, a short conflict ensues.
2169 - The would-be leaders of the Terran Empire are exiled from the USR and all their supporters with them. Humanity is disgraced and is stripped of much diplomatic power. Six hundred and sixty-six convoy ships carrying The Exiled leave USR space, banished to never return.
2176 - A single Exile ship is found at the furthermost border of the USR. The walls are covered in blood, but only a single man is found hiding in a fetal position. After extensive interrogation, the man reveals nothing. He merely continues whispering one word: Oberest.
The coming of the Oberost
2177 Several Exile ships are found crossing into the USR. The USR respond and board these ships. The Exiles don't resit instead they welcome the USR as their salvation. Several are found with severe burns and other injuries as well as mental scaring. They are only capable of mumbling Oberost.
2181 Contact is lost with several colonies on the USR out most colonies. A fleet is sent to investigate. They don't return.
2183 Several more colonies go dark. A blockade is placed by the USR hoping to contain the spreading darkness.
2185 Contact is made with a species called the Teufel. Along the blockade they claim to be the emissaries of the Oberost. The USR offer an alliance with the Teufel but they refuse by opening fire on the USR ships. Several are destroyed in the first few minutes before the USR can even mount a attack. The blockade is broken in the first hour and the USR is thrown into disarray by the unprovoked attack.
2186-97 Despite attempts to stop the Teufel advance the USR is powerless to stop them. The Teufel advance swiftly and many colonies go dark. Humanity especially struggles to defend itself having previously outlawed weaponry, they quickly have to rearm and retrain, but they remain technologically backwards compared to the Teufel and many humans find themselves struggling to cope with the horrors of war. Especially, facing laser weaponry and the Teufels brutal close combat in which the ill-prepared humans are torn to pieces their blood flowing across their streets.
2198-2239 Humanity finally adapts through heightened pressure they evolve quickly or else face extinction. They readopt their brutal nature and technology begins to become on par with the Teufel. The war grinds to a stalemate.
2240-2276 A counter offensive mounted by the USR reclaims several lost colonies. Although at a massive cost in lives. The USR begins pressing their advantage.
2277-2280 The USR offensive grinds to a halt as the Teufel fortify their border. With the USR counter attack crippled they once again begin there advance.
2282- Taking advantage of the confusion caused by the Teufel advance after years of unrest Terra breaks away. Occupied with the war against the Teufel the USR is powerless to stop them. They severely cripple the USRs war effort and they begin carving their own empire for humanity seizing undefended USR colonies.
2283-2285 Fighting a war on two fronts the USR collapses. The members surrender one after another as the Teufel in the name of the Oberost seize control. Humanity itself surrenders after the fall of Earth, with several fail attempts to recapture it, they find themselves broken and not with enough manpower to continue. They surrendered on the 11/11/2285 Terran date. With them the rest of the USR swiftly followed.
2286-present The Teufel take control in the name of the Oberost, temples are constructed in their name. Rebellions are put down swiftly often with the massacre of entire planets. Humanity finds themselves living in a state of fear, forced to live in poverty by their oppressive masters. They toil for hours in the factories working so the Oberost soldiers may continue their wars. Anyone who speaks out is whisked away in the night, and many fail to remember what it was like before the Teufel and Oberost.
Ship Classes:
Shuttle
A small transport craft. Most are merely used to transfer four or five personnel from shipboard to planetside, and visa-versa. Common shuttles are usually devoid of all armament or defence cababilities; with woefully inept engines that are all but useless, bar travel within a planetoid's atmosphere. Military shuttles are sometimes equipped with limited shields and weaponry no weapons, but still usually no interstellar capability. Some larger and more advanced shuttles do however have FTL engines and are capable of supporting extended time in space. These are usually the personal vessels of the rich and powerful, or occasionally as a small freighter by businessmen.
Transport
Small craft with limited shields and rarely any weapons. Usually slightly bigger than shuttles and with interstellar capability. These take many forms from industrial bulk transporter to a luxury diplomatic yacht.
Science Vessel
These ships are small to medium in size with crews of between 75-300. Most fleets contain at least one of these ships in order for them to provide detailed targeting information from there advanced sensor arrays, as well as for the power to analyse any situations or phenomenon they encounter. Larger Science vessels with crews of 500 or more are used for deep space exploration, however they are also powerful enough to fulfil the role of a large cruiser in combat situations.
Fighter
Small craft, similar in size to a shuttle, but designed for combat. They usually have limited weaponry and are crewed by 1-2 men. Fighters have no interstellar capability and have to operate off of carriers or orbital stations.
Frigate
Light warship with military weapons systems. Crewed by 150 people at the maximum and often forming part of a larger fleet where they will be in groups of 2-3 where they can make up in numbers what they lack in individual power. Capable of interstellar travel.
Cruiser
Medium to large ships with moderately powerful weaponry, crewed by between 250-600 people, depending on size and purpose. These ships make up the bulk of most fleets. Capable of interstellar travel.
Carrier
Large ships equipped to launch, repair and maintain fighters. Crew of between 200-1200 depending on size and function. Capable of interstellar travel.
Battleship
Most large warfleets contain at least one of these heavily armed ships. Crews of between 600-2500, dependant on type and size, operate these huge warships. They carry many advanced weapons and are equipped with heavy shields. Capable of interstellar travel.
Purgation Ship
Massive ship crewed by 3000 or more people, capable of sustained missions for decades at a time without resupply. These ships carry huge amounts of doomsday weaponry, capable of destroying an entire star systems worth of populated worlds in a single salvo. The mere sight of one of these ships strikes fear into the hearts of even the most battle-hardened veteran.
Doombarge
These ships are colossal, easily fifty miles long with vast arrays of weaponry and shielding. They are crewed by upwards of 15,000 people and are entirely self-sufficient. They can take on multiple large battle fleets at once due to their massive power and resilience. Capable of interstellar travel. Only four of these monsters have ever been constructed:
Doom and Fury – Status: Active - Location: Oberost Control World
Hammer of Justice – Status: Active - Location: Unknown, believed to be somewhere in the northern galactic sector
Rock of Vengeance – Status: Active – Location: Unknown, last seen at the destruction of Meios VI, 73 years ago.
Valiant Sword – Status: Destroyed, reactor detonated after sabotage by unknown personnel
There are many variants of all class of ship (Except for the Doombarge which is a single design)
Ship Weapons:
Energy Beams
Comes in varying sizes and strengths but all are basically the same thing, a concentrated beam of energy designed for cutting through shields. They reduce in effectiveness against hulls.
Examples include:
Laser - Standard beam weapons composed of highly energised light particles. Laser is an acronym for Light Amplification by the Stimulated Emission of Radiation. It is an effective weapon to destroy shields and also at cutting through hulls, but in comparison to other energy beam weapons it is not very impressive.
Polaron - Phased Polaron beams are extremely powerful energy weapon types.
Tetryon - A tetryon is a subatomic particle that can only exist in subspace environments. Tetryon radiation is a bombardment of these particles. Since these particles are a property of subspace, they become highly energetic and unstable when they are extruded into normal space, which can occur by both natural and artificial means. Tetryons have a random momentum, and thus cannot be tracked by sensors. Tetryon beams are focused energy beams of these particles; whose instability is a source of great destructive power that has been harnessed into weaponry.
Torpedoes
Slow moving projectile weapons with high yield warheads. Most effective against ship hulls, they usually don't deal much damage to shields which dissipate their kinetic damage. Howver they can also be shot down by defence turrets or fighters. Faster torpedoes are less powerful but also almost impossible to shoot down.
Torpedo type include:
/basic to uncommon\
Photon - Photon warheads have a detonation chamber filled with antimatter. Upon detonation the torpedo create a matter-antimatter explosion and a flood of ion radiation. These are less powerful than Quantum torpedoes, however they fire more rapidly as they are easier to prepare.
Quantum - Quantum torpedoes contain a plasma warhead. They are slower to prepare and fire than Photon torpedoes, however they are slightly more powerful.
Plasma - Plasma torpedoes are extremely powerful torpedoes of high-energy plasma. They are comparatively very slow and take much longer to prepare than most, however they deal high damage to hulls and can even cause significant damage to shields. These can ignite hulls with plasma fire.
/rare to extremely rare\
Transphasic - These torpedoes have similar properties to that of a photon torpedo, however they are a hundred-fold more powerful. They also have increased shield penetration; however even without this they are powerful enough to bypass the shields of most smaller ships instantly.
Chroniton - These torpedoes are deadly weapons based on temporal science. The torpedoes are capable of passing directly through an enemy's shields due to the fact that they are in a constant state of temporal flux.
Tricobalt - Tri-cobalt torpedoes (and devices in general) are incredibly high-yield weapons capable of catastrophic damage. In very rare instances, they have been known to cause subspace ruptures.
Cannons
Similarly to the laser, these come in many different sizes but they are different in the fact that they are sometimes projectile weapons designed for penetrating ship hulls. A few fire large 'bolts' of energy instead, which are not as effective against hulls as the projectile variant, however they are also more effective against shields as well as hulls. Projectile cannons reduce in effectiveness against shields. Energy cannons are less powerful but more effective against both shields and hull; moreso than energy beams but less useful against shields than they are. Energy cannon types are the same as available to energy beams, and projectile cannons have the same available types as torpedoes.
Flack Cannon
Fires a burst of small shells at short range. Effective against fighters and torpedoes, but ineffective against capital ships.
Bombardment Cannon
Orbital Bombardment weapon, used for space-to-ground attacks. All power must be diverted to use these weapons, so ships are immobile and undefended when firing.
Helio-Detonation Beam – Incredibly rare weapons, their use frowned on even by the Oberost. They work by firing a beam into the core of a star, causing it to super nova. The ship firing it had to divert all power to shields as soon as the detonation started, and its shields must be the most powerful sort, to even have a chance of surviving the blast, hence the rarity of such weapons. It is used as a weapon of last resort and none have been fired in anger for over 100 years.
Races:
Race: K'vek
Race Appearance: The K'vek are very like humanoid versions of the wolves of old terra, standing upright with higher intellegence is what sets them apart.
Race personality: The K'vek are usually very loyal and vicious. In battle, K'vek are masters of war, fighting hard against their enemy.
Short history: K'vek history is much like humanity’s own, but before their home was destroyed they came under the domination of an Alpha Male named Caru Ivus. This alpha defeated the rulers of the K'vek home world one by one until he took the position of leader. He ordered that every scientist abandon the continuous weapons project that they had been working on for years and find a way to the stars. The K’vek eventually made it and spread, flowing through the universe. Their leader died soon after, but his son took over and soon the K’vek met with other races and became a peaceful component of the alliance. They rise only when attacked, such as when the Oberost began their assault.
Race: Teufel
Race appearance: images1.wikia.nocookie.net/masse … _Armor.png The Teufel are the stuff of nightmares, similarities are often made with the old Terran myths of demons and other creatures of darkness.
Race Personality: The Teufel are a hyper violent race, dedicated to the Oberost and to carry out their work as their soldiers. They kill with out pity or remorse and as such are the perfect warriors for the Oberost.
Short history: Contact was first made with the Teufel in 2185 this devolved quickly into a war that lasted a 100 years resulting in the USRs defeat and ultimate occupation by the Teufel and their leaders the Oberost. Since the war the Teufel are rarely seen the Oberost prefering those that they have conquered to police themselves with only a small Teufel presence. But when rebellion ensures on a world the Teufel are often deployed and once they are done with the world, none remain to say they where there.
Race: Humanity
Race appearance: t3.gstatic.com/images?q=tbn:ANd9 … Qha2msep9w
Race Personality: Humanity as a whole are often brutal and viscous but are also kind and caring. As such other races tend to have difficulty to understand them.
Short History: Humanity history is full of tragedy and war which resulted in the destruction of their own planet by their hands. If it hadn't been for the K'vek humanity would of perished (A fact some K'vek aren't willing to forget). Humanity after having a change of heart from being put through near extinction. Forgot war and instead went down the peaceful path. However, humanity was separated, while new earth prospered the survivors of old earth suffered bitter of their relatives of new earth and the aliens that left them behind. Even, when old earth was rediscovered and joined the new alliance the disdain remained. Which led to the first ans second Terran wars which led to the separation of Terra (still persistently called Earth by its inhabitants) and the formation of the anti Xenos human empire. These events have led to the other races not fully trusting humans. Despite them proving themselves willing to fight for the USR with the coming of the Oberost in which they played a key role in the war and now the resistance against their oppressive masters.
Race: Y'nni
Race appearance: t1.gstatic.com/images?q=tbn:ANd9 … 9qzXKB4WlW Without their robotic body Y'nni appear as a ball of light.
Race Personality: Y'nni often find the solution to a problem quickly especially if it involves technology. They are often monotone and have a huge intellect and have difficulty to understand what the carbon based life forms experience.
Short history: Inhabitants of Rho Ophiuchus nebula, the Y'nni are an unusual energy based life form. With which first contact was made in 2123 by the K'vek Alliance exploration fleet. Where the alliance provided a body for them in the form of a robotic body and help them experience the world past energy. The Y'nni joined the alliance and where the first to suggest the United Star Republic to replace the growing K'vek alliance. The Y'nni have a high psi ability their high energy levels gifting them this. They can also seize control of computer programs but this comes at a risk viruses and anti-viruses software can often terminate or capture the Y'nni permanently while firewalls often block their entry. As such few Y'nni choose to do this due to the high risk, only the most skilled can achieve a successful takeover.
Character Sheet:
Player:
Name:
Gender:
Age:
Personality:
Occupation:
Appearance:
Equipment:
Skills:
Bio:
You have a total of 25pts to spend on skills and equipment. No skill may start above Lv5 and you must have at least one piece of equipment.
Equipment:
Knife – 1pt
Sword – 3pts
Pistol – 4pts
SMG – 6pts
Shotgun - 6pts
Assault Rifle – 7pts
Sniper Rifle – 12pts
Flamethrower - 12pts
Laser Pistol – 10pts
Laser Rifle – 15pts
Frag Grenade – 2pts
Flash Bang Grenade -3pts
Flak Armour – 5pts (Light amour, protective against projectile and melee weapons)
Heavy Plate Armour – 8pts (Heavy amour, more protective against projectile and melee weapons, reduces agility)
Reflective Armour – 9pts (Light armour, limited protection against normal projectile and melee weapons, very effective against laser and energy weapons)
Datapad – 7pts (Portable computer, used to access systems and store data. Important for hacking)
Tool Kit – 7pts (Used for repairing equipment and vehicles, can also be used to break open doors ect)
Medi Pack – 7pts
Torch – 1pt
Lockpicking Kit – 7pts (Used to break into through locks quietly and without breaking them down.)
Skills:
Firearms (Skill with projectile weapons)
Laser Weapons (Skill with laser weapons)
Armed Melee Combat (Skill when fighting with a weapon)
Unarmed Melee Combat (Skill when fighting without a weapon)
Explosives (Skill using explosives, must be at least one to use any explosive weapons)
Pyrotechnics (Skill using flame based weaponry)
Ground Vehicle Piloting (Skill driving a ground vehicle, can be done with 0 skill, but it very difficult and probably results in eventual failiure)
Aircraft Piloting (Skill using aircraft, must be at least one to become a pilot)
Spacecraft Piloting (Skill piloting spacecraft, must be at least one to operate)
Robotics (Skill constructing and using robots)
Acrobatics (Skill when attempting jumps ect)
Stealth (Decreases detection likelyhood)
Mechanic (Skill working with mechanical equpiment)
Medic (Skill when healing/diagnosing illness)
Engineer (Skill when working with structures, for example in demolition, and also in construction)
Computer Technician (Skill when trying to program or hack a computer)
Scientist (Skill in using complex equipment/preparing chemicals/investigating organisms)
Speech (Skill when persuading or influencing other people)
Psi (2 Pts per skill point) (Skill using psychic powers, must be at least one to attempt psi)
Psi Powers:
Lv1: Sense Life forms
Lv2: Psi Targeting Lv1
Lv3: Psi Bolt
Lv4: Psi Shield
Lv5: Telekinesis Lv1
Lv6: Embolden
Lv7: Flash Step
Lv8: Demoralize
Lv9: Mind War
Lv10: Psi Hack
Lv11: Psi Heal (Requires 1 medic skill per level)
Lv12: Pacify
Lv13: Place Thought (Think ‘These are not the droids you are looking for)
Lv14: Knock Back