\ Haven:Mist and Shadow OutOfDreamers/Full Metal Universe
OutOfDreamers

Full Metal Universe

Full Metal Universe

Four intergalactic empires were forced together during the Wormhole Wars, that started five years ago. For four long, brutal years, they struggled to maintain their hold on their side of the worm hole phenomenon, while attempting to seize control of the opposing sides to stem the enemy flow of forces. The meat grinder method was not kind to any of the groups, but none would relent or consider peace.

At least, not until the cosmic entities appeared...

Apparently, the worm hole phenomenon touched more than just those four segments of the universe. In light of this new set of threats, a year ago, a tentative pact was agreed to by all four parties to cease open hostilities and safeguard against the threats of these entities. Dozens of entities emerged and were eventually beaten back with almost as high a cost as the war before them. But for the last three months, all has been quiet on the cosmic entity front. The peace has become shaky. Moves have started to be made. Excursions have been done. 'Training exercises' have gone awry.

In addition, each side has to contend with deserters, raiders, traders, smugglers, and other manners of strictly internal affairs. Sometimes, they do team up against these divergent forces, but it is rare for any of the military sorts to ask for assistance against anything less than the cosmic entities.

The Factions

The Allied Moonstriders - TAM

An Alliance formed over the centuries in what has been dubbed the Alpha Quadrant, comprised of 782 planets or planetoids with over a hundred races, mostly humanoid. While they claim to be the first to have become space worthy, no actual records exist to verify that. All of their member planets and races have joined willingly, but some political and economic pressure tactics were probably used to push the agenda. They did however beef up their planet count by utilizing moon colonies, hence their designation. Their insignia is a silver circle with a black crescent on the left side and a red A on the right.

The Federated Starseekers - TFS

The Federation touts a utopian ideal and standards, but their seedy underbelly rarely lives up to the image. Rife with corrupt politics and social issues internally, they strive to present a pristine and sophisticated face to outsiders whenever possible. They are located in the Beta Quadrant, span 20 galaxies, and claim to have over a thousand races in their systems, but only about thirty are allowed to act as faces to outside races. Their insignia is a blue field with five gold stars in a circle around a trio of swords.

The Solarian Empire - TSE

In the Delta Quadrant, the Solarian Empire has supposedly perfected some sort of mystical solar practice to manipulate energy and a bunch of other things that have yet to be proven. What is factually based though is the Empire's advanced R&D related to black holes and suns, enabling them to equip their mechas with anti-matter among other things in weaponized energy weapons from behind modulated deflector shields. No one outside of the Empire is quite sure how large they are or how many races are under their banner, but given all of them seen near the wormhole look entirely human, speculation is that they terraform planets without warning or involving the planetary population. Their insignia is a golden sun with an orange E in the center.

The Conglomerate - TC

Easily the most financially driven of the four powers at separate ends of the wormhole, the conglomerate is loosely held together with a unified monetary system, individual rights, and opportunistic go-getter tactics, based out of the Gamma Quadrant. While many different races are unified as part of the Conglomerate, most of them may as well be slaves. Few manage to claw their way out of the factories, mines, and other terrible work environments to become upstanding citizens, and fewer still earn the prestige and standing to be invited to wormhole space. Military personnel and mercenaries are the obvious exception. Their insignia is a green shield with a golden C with two vertical lines through it.

Cosmic Entities

No one knows where they are from, and some think they are born directly from the darkest, most nightmarish part of the wormhole. These beings have no defined form, personality, or any relation to one another as near as scientists have found. The only thing they have in common is aggression toward anyone that is not one of them, which usually results in some sort of body count in their wake. While they are named cosmic entities very little about them is celestial or divine, often more dark and hellish in appearance and abilities. Higher grade entities are larger, more mythological in appearance, and usually have far greater and more dangerous capabilities.

The Criminals

Interspersed through the galaxy between the cracks of law and order, certain individuals manage to find their place outside the typical structures of space-dwelling societies. They often form their own cliques and castes for whatever reason, to whichever end pleases them, and follow it like a code. The military is sometimes called in to handle large bands in their quadrant, but rarely can they respond fast enough to do so. Certain prolific criminals might warrant a search party, but as long as the criminals are not interfering with the fight against the Cosmic Entities, manpower to focus on them is limited.

The Roles

Tactical Officer

Tactical officers serve in a variety of capacities on board large spacecraft or inside of star bases, ranging from security details to manning the bases turrets and other weaponry to escort and bodyguard missions. Many are proficient with a wide variety of weapons and are capable of adapting to any given situation on the fly. Some tactical officers elect to undergo pilot training after serving for a period. Few have the dedicated skills to become Mecha Pilots though, but those that do are a force to be reckoned with once they do.

Available Stats: Rank, Martial Arts, Gunnery, Small Sidearms, Large Weapons

Science Officer

Science officers can serve in a variety of support positions on larger spacecraft or bases, from planetary analysis to medical professionals to experts in space phenomenon sent to study the wormhole. Most serve in this capacity for the entirety of their career, though they may broaden out to learn other sciences to increase their usefulness to the ship or base.

Available Stats: Rank, Martial Arts, Medical, Astrogeology, Astronomy, Computers, Small Sidearms

Engineering Officer

Engineering officers are the backbone of large starcraft and bases, keeping the stations and systems running long past the manufacturers recommended replace by date. They are almost all skilled with computers for the ability to sift through information on particular systems, but when it comes down to it, their mechanical abilities make them indispensable.

Available Stats: Rank, Martial Arts, Mechanical, Quantum Physics, Computers, Small Sidearms

Pilot

Most space stations are equipped with various bays to launch space fighters, small spacecraft usually carrying one or two pilots, into space to create an offensive barrier against enemies. Pilots are trained in the various systems and controls for their craft, but rarely much else due to the sheer volume of skill needed to be passably decent at their job. Some do manage to be good enough to graduate to Mecha Pilot training, but the vast majority are ordinary pilots for their whole career.

Available Stats: Rank, Martial Arts, Piloting, Gunnery, Small Sidearms

Trader

With the uneasy truce between the various alliances, trade has opened up, a little. The main issue is navigating through the wormhole, but some enterprising and insane entrepreneurs have heeded the call to begin seeding demand for various products. Traders ferry cargo from one quadrant to the next via the wormhole, exposing themselves to tremendous danger. To mitigate that danger, they often hire escort craft, body guards, and negotiate tolls to get past raiders.

Available Stats: Martial Arts, Piloting, Gunnery, Computers, Escort, Prestige

Deserter

Some people cannot handle the strain of a military career, but thankfully, most of these are weeded out before they become full on Mecha Pilots. Deserters are despised by their previous side and should pretty much avoid that quadrant entirely. Many have stolen some form of spacecraft to call home to help stay ahead of the long arm of the military arm they were once part of. They are not automatically labeled as criminals in the other three quadrants, but many do end up falling in with raiders to maintain their desired lifestyle.

Available Stats: Gunnery, Martial Arts, Piloting, Computers, Small Sidearms, Bounty

Raider

Criminals of various sorts that have banded together to stick it to the man or just blow things up for fun and profit. Whatever (misguided) plan keeps them going is mostly irrelevant. They are often branded as pirates, rebels, disenfranchised, thieves, or terrorists, depending on quadrant and activities. Most will end up with a bounty in all four quadrants in short order, and there are rumors that some Raider Leaders have found secret passages through the wormhole to find a little paradise in a distant sector of unexplored space, free of cosmic entities, but few regard this as more than simple gossip.

Available Stats: Gunnery, Martial Arts, Piloting, Computers, Small Sidearms, Large Weapons, Bounty

TAM Mecha Pilot

The Allied Moonstriders boast a mecha that utilizes missiles, lasers, reinforced armor plating, and logistic drones for prolonged activity with minimal energy reserves being diverted to their laser batteries whenever possible. They also include a magnetic grapple system as their individual contribution to their Mecha Pilots arsenal. Each hand and foot of the Mecha can be launched, magnetized, and the line retracted to perform some very interesting maneuvers in space, especially in conjunction with boosters and a multitude of available surfaces.

Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Lasers, Armor Plating, Logistic Drones, Self-Destruct

OOC Note: The grapple system is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.

TFS Mecha Pilot

The Federated Starseekers designed their mecha to be a weapon platform, able to deploy and lay waste without as much consideration for defensive systems. They are equipped with missiles, projectile weaponry, and attack drones, relying only on reactive armor to keep them intact under enemy fire. Due to their low-energy needs, their mecha are equipped with an Fusion-powered, emergency EMP Pulse (FEMP) for a unique component in their arsenal. Their own Mecha is shielded against it, and most others have tried to mitigate its effects. It will only manage about ten seconds of electronic interference in other Mechas before their energy systems stabilize.

Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Projectile Weaponry, Armor Plating, Attack Drones, Self-Destruct

OOC Note: The FEMP is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.

TSE Mecha Pilot

The Solarian Empire takes a more mystical approach to Mecha design, and as such, they have utilized their advanced energy systems to create an enigma: A Mecha with Energy Weapons and a Deflector shield, with projectile weapons and logistic drones for backup. If that were not enough, their Mechas are also equipped with a Lambda Driver, capable of projecting the pilots emotions and state of mind into energized forms in reality.

Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Projectile Weaponry, Energy Weapons, Deflector Shield, Logistic Drones, Self-Destruct

OOC Note: The Lambda Driver is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.

TC Mecha Pilot

The Conglomerate spends considerable resources on their Mechas to make sure their personnel are equipped with the best that money can buy. To that end, they feature extensive missile launchers, deflector shields, and attack drones, with energy weapons for backup when the launch bays are emptied. They also secretly developed cloaking devices for their units, utilizing pitch black paint and sensor dampening materials to effectively be invisible in the vacuum of space, so long as they are not using weapons. This device does -not- work in the Wormhole however, where colors and chaotic energies easily reveal the Mecha.

Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Energy Weapons, Deflector Shield, Attack Drones, Self-Destruct

OOC Note: The Cloaking Device is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.

Alpha-Grade Cosmic Entity

Alpha-Grade Cosmic Entities are the common foot soldier of the wormhole army, and individually, they are not too difficult for military forces to take down. The problem is, they are usually human-sized and incredibly fast, so they manage to get away from the wormhole, where they can create havoc against civilian populations with very few in that sector able to stop them before damage is already done.

Available Stats: Evasive Maneuvering, Energy Control

Beta-Grade Cosmic Entity

Beta-Grade Cosmic Entities are roughly the equivalent of a lieutenant in the wormhole army, and individually, they require some focus to take out from a small team. Their nightmarish weaponry takes a miriad of forms, so unfortunately, tactics cannot be developed for fighting the group as a whole. Each one can be ten to twenty feet tall, capable of surviving in the vacuum of space, and have appearances that range from humanoid to completely alien. These entities tend to target military personnel to distract them long enough for Alphas to get past.

Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry

Delta-Grade Cosmic Entity

Delta-Grade Cosmic Entities are the largest confirmed beings, though rumors exist of greater threats in the depths of the wormhole phenomenon. These represent commanders in a fashion, almost always accompanied by lesser entities that quickly move to their own targets to provide cover for the big guns as it were. This grade is the size of a large spacecraft capable of holding dozens of people, and still possess all of the nightmarish weaponry that lower grades have access to use. Deltas are armed with Siege Launchers, which take a variety of forms, but effectively, they use weapons large enough to assault space stations.

Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry, Siege Launchers

Omega-Grade Cosmic Entity

A theoretical classification of Cosmic Entity, which scientists believe constitutes the leadership of all the others dwelling deep within the wormhole. None have ever been sighted, but some speculate this grade could actually be the cause of the wormhole itself, possibly even that the wormhole is the entity itself!

Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry, Siege Launchers, Engulf

The Stats

Rank

The Roster

Here are some beings in the Full Metal Universe (split by faction):

The Allied Moonstriders - TAM

The Federated Starseekers - TFS

The Solarian Empire - TSE

The Conglomerate - TC

Cosmic Entities

The Criminals