Mastermind E-war Profile Topic

Profiles for the dead.

Mastermind E-war Profile Topic

Postby TyrannoTitan » Fri Jan 14, 2011 12:37 am

See first post of E-war for profile explanations.

Faction Profile
Name:
Leader/Governing Body:
Size:
Inhabitants:
Armed Forces:
Relationship To Mind:
Intelligence/Technological Prowess:
History (Optional):

Individual Profile
Name:
Title/Rank:
Age:
Species:
Height (If applicable):
Length (If applicable):
Wingspan (If applicable):
Weapons/Equipment:
Powers:
Personality:
Appearance:
History (Optional):

Planet Profile
Native Name:
Environment:
Regions:
Ruling Body:
Animal Life:
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Re: Mastermind E-war Profile Topic

Postby UndeadRaptor » Fri Jan 14, 2011 12:52 am

Name: Garanainary Organization
Leader/Governing Body: Lord Heg, General Bae, Admiral Boi and Commander Ser
Size: They control an entire solar system filled with vast, unexplored worlds, moons and other chunks of large mass in it alike. They also control a planet and three moons in a neighboring system.
Inhabitants: A cousin species of the raptorian-like creatures inside the G.E.A called Seriath, which they don't know about. They have no tails and their scales range in color from a dark green to a light orange/gold, and most males have quills on the back of their heads.
Armed Forces: Mostly mechanized and airborne units in the main two armies, three space fleets, and tons of ground forces along with some seaborne forces.
Relationship To Mind: Consider the mind as a large religious icon to them.
Intelligence/Technological Prowess: Human intelligence , advanced technology.
History: The first of the Seriath to walk their homeworld, Selh, began to set up distinctive structures in the jungles they inhabited, whos offspring helped formed towns, which grew later into cities, than countries spanned across the planet's globe. As time passed, an elder realized they were running out of elbow room and he decided that they would go out to explore the stars, than colonies formed. Soon, their entire solar system was alive with intelligence, but their was a low amount of space for it's inhabitants to build more. Finally, the NEXT elderly nut-job decided they would take over ANOTHER system, and so, their intergalactic conquest began after that eventful day, and they had already began colonizing the closest planet to the one in the outermost part of their home system. Then the moons were being colonized, followed by asteroids, which had been held in planetary orbit thanks to planetary gravitational beams. So began the introduction of these fellas.

Name: Heg
Title/Rank: Lord
Age: 25 (became high-ruler of planet shortly after the assassination of his father)
Species: Seriath
Height: 6' 11''
Weapons/Equipment: A plasma sword, a beam pistol and a cloaking device.
Powers: N/A
Personality: A smart, careful and kind leader to his people.
History: N/A

Name: Bae
Title/Rank: General
Age: 52
Species: Seriath
Height: 7' 2''
Weapons/Equipment: A beam rifle, a beam pistol, some heavy-duty armor and a ray gun.
Powers: N/A
Personality: A smart, ruthless and powerful general for the armed forces of the Seriath.
History: N/A

Name: Boi
Title/Rank: Admiral
Age: 47
Species: Seriath
Height: 6' 2''
Weapons/Equipment: An beam pistol, a anti-matter rifle, and heavy duty armor.
Powers: N/A
Personality: A bold, open-minded fleet leader.
History: N/A

Name: Ser
Title/Rank: Commander
Age: 35
Species: Seriath
Height: 6' 5''
Weapons/Equipment: An anti-matter rifle, a heavy-laser cannon and a chaingun. Also has heavy armor covering most of his body except joints, so he can move around and not still not get killed easily on the battlefield.
Powers: N/A
Personality: A smart, careful and well-planning leader for his people.
History: N/A

Name: Hau
Title/Rank: Pilot, lieutenant
Age: 23
Species: Seriath
Height: 5' 4''
Weapons/Equipment: A anti personnel rifle, a pistol, an energy shield and a cloaking device.
Powers: N/A
Personality: A cunny, sly and bold warrior for his people.
History: N/A

Native Name: Selh
Environment: a mostly jungle-like planet (or atleast was, now plains with small forests) with vast oceans and islands stretching wide from the mainland.
Regions: Some forest regions, plains, islands and oceans.
Ruling Body: Seriath
Animal Life: A multitude of lizards, avian beings and other reptiles.

======================================================

Name: A.I. Ina
Title/Rank: Young controller
Age: 2
Species: A.I.
Height: 1' 3''
Weapons/Equipment: Nothing other than every defensive weapon on the ship, along with the main cannon and offensive weapons.
Powers: Can hack into any computer systems, and controls every system aboard the mother ship of the Galactic Travellers, as the people on it call themselves.
Personality: A kind, yet somewhat young A.I. with not much of a developed personality at the moment. She is also somewhat shy.
History: N/A

Name: Ryan Harrison
Title/Rank: Second lieutenant
Age: 32
Species: Human
Height: 6' 4"
Weapons/Equipment: An in-ship factory made assault rifle, along with a shotgun and pistol. He wears standard military armor aboard the ship.
Powers: He is capable of controlling electricity that he can spark up with his hands, which send electrical pulses through his body due to some unknown manner, and can also control fire in the same way.
Personality: A cheerful, curious man, somewhat shy at times, but always, no matter what, strictly follows captain Morris' orders.
History: N/A

Name: Amanda G. Anders
Title/Rank: Sergeant major
Age: 27
Species: Human
Height: 5' 9"
Weapons/Equipment: An infantry issued assault rifle, along with a sniper rifle and pistol.
Powers: N/A
Personality: Amanda has similar personalities to the A.I. construct Ina, due to the construct being heavily based off of her, but is also a strict, yet kind sergeant.
History: N/A

Name: Steven Morris
Title/Rank: captain
Age: 45
Species: Human
Height: 6' 4''
Weapons/Equipment: A standard issue pistol for protection, along with a gray uniform coated in a few medals.
Powers: N/A
Personality: A kind-hearted, headstrong man willing to do anything to keep his comrades alive, under any circumstances.
History: N/A
Last edited by UndeadRaptor on Sat May 28, 2011 5:54 pm, edited 17 times in total.
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Re: Mastermind E-war Profile Topic

Postby C S » Fri Jan 14, 2011 1:34 am

Name: Hai'Orak
Leader/Governing Body: Mailru
Size: A single solar system with various forward bases and outposts located nearby, forming a network of support.
Inhabitants: Small beings. Their bodies are white and featureless, their bodies resembling bowling pins with stubby limbs. Their heads are large, with no mouth, eyes or ears. Their bodies are smooth and glisten as if wet, even if they're bone dry.
Armed Forces: Interstellar forces piloting advanced craft, both extraterrestrial and terrestrial
Relationship To Mind: The mind looks upon these creatures, perplexed. These creatures act all according to their own freewill and are unpredictable. Interactions between the two are indirect at best.
Intelligence/Technological Prowess: Highly advanced despite the chaotic nature of these beings.
History: The Hai'Orak history is written on a fairly small slab of smooth black rock. The inscription reads

"We are the Hai'Orak. One day we were born. One day we learned how to walk. One day we learned how to talk. One day we decided to call ourselves the Hai'Orak. One day we learned how to write. In the span of all this time, we've built many cities united by the common goal of advancement"

This inscription is a simple explanation that reflects the Hai'Orak's belief in unity as a species.

In the years since this simple testament of a species was written, the Hai'Orak now journey amongst the stars

Orakian Ship Types

Utility ships: These ships are commonly alone venturing through the stars. They are large ships, long and sport wedge-shaped bows. Near the aft, the upper hull bulges up to form the bridge, which extends all the way back to the vessel's gigantic engines. Along their hull are many spires. These are plasma cannons, firing green bolts of superheated pulses. They can be configured to fire orbs of plasma rapidly, easily destroying swarms of fighter class adversaries. Utility ships carry Orakian Harvestors, small aircraft capable of space and atmospheric flight. They fire out beams of white energy that breaks down matter to its most basic state and collect it. Orakian utility ships often land on planets just to gather resources. Some stay on a planet to establish a base on it, utilizing robotic walkers to do taxing labor in a short time. In a few hours, a single utility ship can set up a forward base on a planet, which would be expanded on over time as the Orakians see fit.

Haelbrams: The Orakian warship. These giant ships sport a powerful energy cannon, a practical rail gun at their forward bow. Normally encased in a cone shaped shell, the cannon is exposed when the hull splits apart, revealing spiked towers jutting out from around the weapon. These spires glow brightly as the cannon is charged, gathering the power into a concentrated sphere before expelling it at incredibly fast speeds, able to rip through strong hulls and discharge threatening amounts of electricity into the target. In addition to this, Haelbrams sport numerous plasma spire cannons on their hulls. Since each cannon can target and fire individually, a single Haelbram can provide firepower in almost all directions. Two or more can easily overcome great numbers of enemies.

Courprals: Orakian scout ships. Fast, able to establish temporary communication relays and cloak, these light armored, negligently armed ships are only used to gather intelligence in high tension relations. Funnily enough, they are hardly used to explore the galaxy as one might suspect
Last edited by C S on Tue Oct 11, 2011 12:43 am, edited 1 time in total.
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Re: Mastermind E-war Profile Topic

Postby TyrannoTitan » Fri Jan 14, 2011 2:00 am

Name: Krootox Republic
Leader/Governing Body: Kroot Council
Size: 3 Star Systems, inhabiting 1-2 planets per system.
Inhabitants: Kroot, Vespid, Krootox, Knarlocs, and Greater Knarlocs.
Armed Forces: Every Kroot is born a warrior, with natural strength and speed. Kroot Carnivores, the basic infantry of the Republic, are usually armed with polearms, which are bladed on each end, capable of cutting through most infantry armor. The Republic employs its native creatures in battle as well, as is the case for Knarlocs and Krootox, whose incredible strength and mounted weapons make for a very deadly combination. Specializing in ranged combat, the Vespid, an alien race that has joined the Kroots' cause, help from afar, their insectoid wings carrying them across the battlefield.
Relationship To Mind: Deity.
Intelligence/Technological Prowess: Average sentient intelligence for the Kroot, slightly above average intelligence for the Vespid, mainly animal intelligence for the rest. Technology is a mix of biological weaponry (Vespid) and basic metal machinery (Kroot).
History: Their name is rather ironic, because all major decisions are decided by the Council, which are a group of "prophets" who speak to the Kroot "God" Kran'tai, 'He Who Created Us' and 'He Who Guides Us'. The Kroot, because of their warrior nature, have very few that can be considered "civilians", besides those who breed and those who care for the children. The Vespid are similar, which originate from one arid planet in a neighboring system, where their young are born in large numbers, similar to a colony of ants or bees.

Name: Gra'ti
Title/Rank: General
Age: 10 (Adult)
Species: Kroot
Height: 7 Foot
Weapons/Equipment: Standard issue (Though decorated) double bladed polearm, light armor allowing for maximum speed and flexibility.
Powers: Intense training, above average strength, and incredible agility.
Personality: Decisive and cunning, Gra'ti is considered a hardened General, as he has survived 5 years of service without dying (Unlike many of his predecessors). Without any regard to his well being, he leads his troops from the battlefield.
Appearance: An exceptionally tall Kroot, Gra'ti shows off his culture's tribal nature through the use of many different types of armor decorations, including strange feathers, skulls of vicious creatures, and strange symbols. His shoulder pads are large and spiked, and a few of these spikes are mounted with skulls. He wears a ceremonial headdress made of feathers when out of combat.
History: Gra'ti's reckless behavior and long survival streak have given rise to many different rumors. Some believe he is protected by Kran'tai himself. Others believe it is pure luck, which seems the most likely. Gra'ti, before becoming a General, was just like any other Kroot, moving up in ranks from a Carnivore to a Houndmaster, and finally to General. Most ascend to this rank by surviving enough battles, which Gra'ti seemed to have a knack for.

Name: Cruntum
Title/Rank: Ranger-General
Age: 25
Species: Vespid
Height: 6 foot
Wingspan: 10 feet
Weapons/Equipment: Needlegun, a sniper-like biological weapon used by many Vespid Rangers that fires organic spines at the enemy, which explode after sinking into the target. Light armor, allowing for increased mobility.
Powers: Flight (Like all Vespid), years of experience commanding battles and firing his weapon of choice. Extremely strong sense of sight.
Personality: Unlike Gra'ti, the leading force on the battlefield for their Kroot allies, Cruntum prefers to take a stealthier approach, employing Rangers on the battlefield to take care of high-priority threats, usually hiding in a bunker behind allied lines while doing so. Cruntum was once a risk taker as a Ranger, but after being promoted, he has developed an obsession with his own well being, and tries to stay out of danger as much as possible.
Appearance: An older Vespid, baring many scars from the time he spent as a Ranger. His armor is a blue-black in color, with ridge-like plates across the shoulders.
History: Cruntum's history is very basic: He was a Ranger, and due to his excellent performance, he was promoted to Ranger-General, the highest battlefield position for a Vespid. After this promotion, because of the unfortunate fates of the other Ranger-Generals in the past, he began to take a more disconnected approach to battle, leading from inside a bunker rather then on the front lines.

Native Name: Krun
Environment: A mix of sandy deserts and lush rain forests.
Regions: The planet is divided because of its position along the system's orbit, where the upper reaches are lush, humid jungle, and the bottom are bare, lifeless deserts.
Ruling Body: Krootox Republic
Animal Life: Krootox, Knarlocs, and Greater Knarlocs are bred here, as are most Kroot war animals. Almost all of the wildlife has been tamed for some use in Kroot society.

Native Name: Trinid
Environment: Completely arid, few oasis scattered across the planet.
Regions: None, only desert.
Ruling Body: Kroot Republic (Vespid Branch)
Animal Life: Large, subterranean worms that burrow beneath the sands, rarely seen by Vespid society, which used to hunt them for food, until they joined the Kroot Republic.
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Re: Mastermind E-war Profile Topic

Postby Godzilla Forever » Fri Jan 14, 2011 4:40 am

Name: Sheekhatan
Leader/Governing Body: The council of wisemen, which is a group of ancient Sheekhs that rule over their empire.
Size: 2 solar systems worth of planets, with numerous space stations floating about to search for potential allies or enemies.
Inhabitants: Sheekhs, Ghru'loks, Wrehns, Krug
Armed Forces: Sheekhs that are born with the mark of the chosen one upon their foreheads are enducted into the sheekh military academy to train all their lives. When they reach adulthood, they officially become part of Sheekhatan armed forces. Ghru'loks are often outfitted with weapons to increase their already incredible strength, and are used as deadly siege engines to besiege their foes. They also have Wrehns and Krug occasionally amongst the ranks of the army. Sheekhatan now has Carigus riflemen and Saurugan riders amongst its ranks. There are many ranks and classes for Sheekh footsoldiers to fill. They are:

Legionaire: The most common of the soldiers, and almost exclusively male (with a few strong females amongst them). Used as the primary force in defensive and offensive operations.
Destroyer: As the name suggests, these Sheekhs use plasma mortars and laser blasters to destroy larger opponents. They are dangerous from long distances, especially to larger land forces and ships.
Reconaissance: Almost exclusively female Sheekhs (with a few males amongst them that are not strong enough to be legionaires), this class has less armor and scouts ahead of the main legion they're assigned to. They are often equipped with long ranged weapons, such as the plasma caster.
Medic: Exclusively female, they keep those that are mortally wounded from dying after combat.
Mauler: Exclusive to the male Sheekhs, Maulers are cybernetically enhanced Sheekhs that proved their worth in combat. They are given the best armor available to the legion, and carry one of the deadliest weapons in the Sheekhs arsenal: the plasma mace. Despite its name, the mace itself isn't plasma, but rather it shoots plasma from its tip and is heavy enough to rend limbs off of lesser foes and shatter the bones of stronger ones. They are feared when encountered in close quarters.
Captain: Used to lead the platoons within a legion, captains direct soldiers into combat and to do various other actions. They often carry a plasma blaster and a plasma cutter (basically, a short curved blade of hardened plasma), and have armor slightly weaker than a commander's.
Commander: Used to lead the captains and a particular legion in ground assaults, Commanders control all that goes on in a particular legion. They often carry plasma blasters and a plasma sword (a 5 foot long straight and pointed peice of hardened plasma), and have armor slightly weaker than the main general's.
General: The strongest rank in the military, the General has control over every legion in the empire, and commands what a legion will do. He then leaves the rest to the commanders. Generals use whatever weapons they are comfortable with and have armor second only in strength to a mauler's.

They have currently gained new forces thanks to the Galactic Travellers whom have settled on Colony 4571:
Basically a couple of rifle divisons, a couple of vehicle divisons, which mostly include jeeps armed with a 50. caliber MG gun, along with rocket trucks, which hold duel rocket pods filled with 32 rockets each before launch, and AA guns on said trucks as well, and a armor divison is the final piece to the army itself. The parasitic alien race living with the humans also works as a fighting source, using their unique abilities of either speed, burrowing, exploding, infecting or combinations to fight enemy forces. Sentries and sentinels, small and large robotic drones that fight from the air also assist in battle, usually during the worst situations, however.

Sheekhs have starfighters as well, which come in four different classes: Fighter, Bombardier, Devastator, and Juggernaut.

Fighter: Weakest of the Sheekh spacecraft, but also the most agile. Their rapid firing plasma projectiles and homing missiles make them deadly adversaries.
Bombardier: As the name suggests, Bombardiers are made for perfecting the destructive arts. Armed with deadly plasma bombs and EMPs, Bombardiers are a deadly foe for larger class ships to combat, but are weak agaisnt fighters, for they have only a very weak forward mounted laser for close combat.
Devastator: Arguably the most dangerous ship in the Sheekhatan fleet. Not only relatively agile, but armed to the teeth and equipped with deflector shields. They can stand toe to toe with fighters, bombers, and even Transport class ships if it manages to strike the right points. The ship is a unique class, for it is too small to be a Juggernaut but too large to be a Fighter. It's main weapon is a miniature Wave Motion Cannon.
Juggernaut: As the name suggests, this ship class is big, bulky, and damn near indestructible without heavy armaments. Armed with two powerful laser cannons along its spine and a wave motion cannon on its nose, along with about three or four smaller laser turrets on each side, Juggernauts certainly live up to their menacing name. However, getting behind them renders them sitting ducks and easier to harm....

Relationship To Mind: They worship the mind as a god, believing him to be their creator.
Intelligence/Technological Prowess: They have high level intelligence, capable of building giant space stations the size of a small moon. They also possess laser and plasma weaponry, and wear thick plated armor that can resist high amounts of heat (a necessity due to their origins). Some of their weapons are only given to high ranking officials (such as plasma blasters and plasma swords). Wrehn tech is different from the Sheekhs in that it relies more on electrical currents instead of superheated plasma or lasers.
History (Optional): Sheekhatan is an ancient empire created at a time of chaos by one of the minds. Their war mongering nature has led them on a conquest track, with the council ocasionally talking to the one they refer to "the wise one".

Name: "MOTHER"
Title/Rank: Prototype 0261
Age: 300
Species:Ghru'lok, spliced with an artificial gene called "assimilator 1.0"
Height (If applicable): 20 feet
Length (If applicable): 40 feet
Appearance: http://i1229.photobucket.com/albums/ee466/Danzilla1996/IMG.jpg
Weapons/Equipment: A monstrous Ghru'lok who has gone through horrifying cybernetic transformations. Her front limbs have been replaced with two laser cannons, three "claws" being at the ends to allow her to grab things. Her back legs are huge and also outfitted with three "claws", but also have springs in them to give her greater agility. Her eyes have been replaced with dual plasma mortars, with a computer chip implanted in her brain so she can aim them and her hand cannons properly.
Powers: She can send mental images telepathically, and can learn the languages of other beings simply by searching their thoughts. She can also devour opponents to copy their DNA and use their adaptations to her advantage. She can also reproduce asexually, allowing her to create miniature versions of herself (though they only last for a few minutes at the most).
Personality: She doesn't have a personality, since she is told what to do through the chip in her brain and she then decides to best method to get it done.
History: A Ghru'lok spliced with the artificial gene "assimilator 1.0" to enhance her abilities, "MOTHER" was born into this world to scientists and warriors. Her limbs were removed and replaced with mechanical counterparts. As she grew larger, they began to teach her to listen to them instead of thinking independently. She is completely loyal to Sheekh masters, but is often in great pain due to her augmentations.

Name: General Rukh
Title/Rank: General
Age: 50
Species: Sheekh
Height (If applicable): 8 feet
Appearance: http://i1229.photobucket.com/albums/ee466/Danzilla1996/IMG_0001.jpg
Weapons/Equipment: His hand is replaced with a detachable mini plasma mortar, and also has a plasma sword, which can be used in close combat. His armor is ornate, with gold trim along the sides.
Powers: He knows limited telepathy, able to lift up objects weighing as much as a ton, and has strength far greater than an average Sheekh soldier (he can carry a 200 pound plasma mortar, albeit with difficulty, and can smash a foe's skull in his hand).
Personality: Cruel and agressive, willing to do whatever it takes for his side to be victorious. At best, he will kill you. At worst, he will systematically wipe out your entire species without a second thought.
History (Optional): Born into the Sheekhatan empire, he was quickly found by the government and trained to be a soldier. He proved himself in many battles against his foes and was eventually promoted to commander, then to General when his platoon single handedly held off an army that outnumbered them 5 to 1. He lost his right hand in combat, and had it replaced with a detachable mini plasma mortar.

Name: Hurgo Fillige
Title/Rank: The Great Commander
Age: 34
Species: Carigus
Height: 6' 11''
Weapons/Equipment: Those that he commands within battles, along with a standard issue rifle, a semi-automatic pistol, and a short plasma sword. He wears golden-colored metallic armor over most of his body and head, leaving some openings to allow easy movement for him like other warriors.
Powers: N/A
Personality: A ruthless, slightly powerful leader, but is clumsy and can't make the best battle plans for his warriors. He is also a mostly unhappy and angered being.
History: N/A

Name: Master Liin
Title/Rank: He Who Knows All
Age: 351
Species: Wrehn
Height: 3'8"
Weapons/equipment: His main weapon, other than his mind, is a custom made plasma blade that he uses with deadly proficiency.
Powers: He is a master of both Telepathy and Telekinesis, able to shatter minds, turn people against each other, send objects flying with a gesture of his hands, and lift things weighing as much as a small ship using only his mind.
Personality: Calm and peaceful, he rarely resorts to violence, but he does if need be.
History: He is the wisest being in all of Sheekhatan, and knows much about his people and the Sheekhs. Those who wish to become skilled in telepathy or telekinesis often flock to him.

Name: Fleetmaster Tartarus
Title/Rank: Fleetmaster
Age: 44
Species: Sheekh
Height: 7'1"
Weapons/Equipment: Equipped similarly to Rukh, but his armor is silver trimmed instead of gold trimmed. His weapon of choice is an Avenger, a rapid firing weapon usually reserved to Krug.
Powers: Other than his exceptional strantegic skill and better than average strength, Tartarus is an average Sheekh.
Personality: Uptight and paranoid, often overreacting to a situation, but more often than not it has kept the empire safe despite his almost insane antics.
History: like all Sheekhs brought into the army, he was chosen for his mark and was quickly put into combat. However, it was noted how he was a much better strategist than he was a fighter, along with his interest with space travel so he was promoted to pilot and became a superb Fighter Pilot. He again and again showed his worth with his excellent flight skills and command over his peers, and he was soon promoted to Admiral. Similarly to Rukh, he proved his worth and became Fleetmaster soon afterward.

Native Name: Grehn
Environment: Hot and volcanic. Little lives on the surface.
Regions: There is only one ocean, which is located in the north, which is completely frozen over. Everything else is an arid wasteland.
Ruling Body: Sheekhatan
Animal Life: The most prominent species are the Ghru'loks and Sheekhs. Ghru'loks are giant, reptilian creatures with slimy underbellies and heads that make up one third of their whole body. Their tails have barbs at the end and they dwell udnerground and only come out at night. Sheekhs are feirce, roughly six foot tall gorilla like creatures with decent strength and good intelligence. Their eyesight is decent, but their real gift is their hearing and smell. They, like Ghru'loks, live underground to avoid the heat of the day. Fleshrenders, giant bettle like creatures, are dyernal beasts that feed on Dormans, a type of gigantic omnivorous rodent. Another creature, the Krug, are hulking, reptilian relatives of the Sheekhs, albeit with thicker skin and greater resilience to heat, allowing them to wander about during the day. The last known creature, Wrehns, are diminuative bipedal creatures, at most four feet tall, with large heads and small bodies. They consider themselves equal to the sheekhs and occasionally lend a hand in the war efforts. Their armor is more akin to a body suit, unlike the sheekhs, who wear plate armor.

Native Name: Garuigan
Environment: Mostly jungle and ocean, along with a few artic and desert areas.
Regions: A planet covered in over 80% water, with mostly a jungle-like environment where the Shanigu Quntian live, plus a small part of the land is desert and artic regions.
Ruling Body: Originally Shanigu Quntian, now ruled by Sheekhatan
Animal Life: Saurugans, along with unclassified herbivores and other carnivores.
Last edited by Godzilla Forever on Mon Oct 10, 2011 4:37 am, edited 12 times in total.
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Re: Mastermind E-war Profile Topic

Postby dinoman666 » Tue Jan 18, 2011 1:30 am

Name: The Combine
Leader/Governing Body: Combine Advisors/certain other creatures used as tools.
Size: 3 star systems give or take, all located near their homeworld: the Combine Overworld.
Inhabitants: The Advisors appear to be the only known "true" Combine creatures, though they use a variety of biomechanical constructs and transformed humans (or other species) to conquer other worlds.
Armed Forces: The Combine Overwatch and Civil Protection, made up of a variety of synthetic lifeforms and various soldiers and cops (known as Metro Cops). Gunships, Dropships, Striders, and other synths make up the heavy troops and are the most fearsome creatures in the Combine war machine. More familiar, fully mechanical and non-sentient vehicles, like helicopters and APCs, as well as smaller, scanner-like robots or the deadly Manhacks, are also used. Craft used to travel through space are primarily synthetic. The Combine also use deadly lifeforms, like Headcrabs, Barnacles, Ichthyosaurs, and Antlions, to keep enslaved populations in line and away from areas not controlled by the Combine directly, such as the outskirts of cities. These creatures likely came from the Combine Overworld.
Relationship To Mind: The Mind is considered the telepathic "will" of the Combine, driving them and giving them an excuse to cause all the death and destruction they do.
Intelligence/Technological Prowess: The Combine are extremely intelligent and possess highly advanced technology, specializing in the assimilation of other technology and suppressing those they rule via mind control or even complete memory replacement.
History: The Combine emerged from the Overworld and immediately began the systematic genocide or enslavement of every world's population they came across. They don't seem to be planning on stopping any time soon either.

Native Name: The Combine Overworld
Environment: Mostly unknown, but it appears to contain a different atmosphere from the usual life-sustaining planet, lacking oxygen or nitrogen. Other than this, little is known about the Overworld, as no one has ever gotten there alive.
Regions: Again, this is unknown, but it is likely that there is little in the way of regions, as the Combine all seems to operate together.
Ruling Body: The Combine.
Animal Life: Creatures such as Headcrabs, Antlions, Barnacles, Ichthyosaurs, and other such foul beasts that exist on Combine-controlled worlds likely came from the Combine Overworld.

Native Name: Planet 17
Environment: Remarkably temperate and Earth-like, with a variety of environments, primarily urban or lush forest.
Regions: Each region is divided into Combine-controlled cities where the populations of the planet are contained and watched. Like the planets in Combine-controlled systems, the cities are simply numbered. There are other locations, such as coastlines or forests, that are named by the population, but are usually rendered inhospitable by the Combine.
Ruling Body: The Combine.
Animal Life: Life from the Combine Overworld has long since replaced many forms of life on Planet 17.

Name: Unknown, called by its rank.
Title/Rank: The OverAdvisor.
Age: Unknown.
Species: Combine Advisor.
Height: Can rear up to half its height (about 5 or 6 feet).
Length: Around ten feet.
Weapons/Equipment: Can be equipped with a pair of cybernetic arms to fight if necessary, but relies primarily on its barbed tongue to kill prey and suck out their brains and acquire their knowledge.
Powers: Like all Advisors, the OverAdvisor has incredible telekinetic and telepathic powers, able to inflict incredible pain on nearby creatures with its mind, crush foes with telekinetic energy, and even levitate itself and others.
Personality: Like all Advisors, the OverAdvisor is absolutely ruthless in its quest it dominate all life and make the Combine the ultimate empire of the universe. Other than this, it is completely enigmatic.

Name: Doctor Wallace Breen.
Title/Rank: Administrator of Planet 17.
Age: Early 50's.
Species: Human.
Height: Around 5'7"
Weapons/Equipment: None usually.
Powers: None. An ordinary human in almost every respect, though he is remarkably intelligent.
Personality: Breen displays a very calm and disciplined, even friendly, demeanor towards the citizens of Planet 17. However, it is well-known that he is working for the Combine as the planet's administrator, and he is just as ruthless as his masters. He has been known to drop the calm facade and become furious when something goes wrong, and is understandably frightened of his Advisor overseers, fearing that they may not see him as useful anymore.
History: Dr. Breen was a well-respected scientist and was quite popular when the Combine attacked. Breen negotiated a truce between the defenseless planet and the Combine, ending the so-called "Seven Hour War." It is not known if Breen's intentions were as noble as they seem, or whether he is simply a very convincing liar. Either way, Breen has become the face of the Combine on Planet 17, making sure his masters' wishes are carried out, to prevent the world from being utterly destroyed.
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Re: Mastermind E-war Profile Topic

Postby Doc 42 » Tue May 17, 2011 8:02 pm

Mothership Profile
Native Name: referred to as the 'the Party'
Environment: dependant on region, varies from vacuum to toxic fumes
Regions: the Party is collection of hundreds of thousands of different vehicles and buildings patched together and made mobile. Not all parts of the Party are fixed, some are merely being towed or are clamped in position. Due to frequent migrations from section to section, individual regions don't maintain racial identity, but do seem to maintain behavioural associations, as certain behaviour types are attracted to certain sections. Because of poor communications across the entire party, these sections often act autonomously to the rest of the party.

Each section often includes a multitude of life support systems, manufacturing areas, docking bays and alcohol storage areas.

Ruling Body: None, the party is sponntaneous, operating off word of mouth and popular opinion
Animal Life: 3.0 million rats, mice and other rodent vermin. 1.4 million dogs, cats and other domestic creatures. Several thousand goats and similar alien life.
At least one Xenomorph hive and a small population of dinosaurs (numbering less than 100)


Faction Profile
Name: That Party
Leader/Governing Body: Community wide democracy. All party activities are spread by word of mouth. No authorisation is needed for anything, but obviously in order to accomplish anything, one must get some support.
Size: 256km X 300km X 280 km (approximate, as the party isn't of uniform size. Also fluctuates, as more vessels join it or leave for periods of time)
Inhabitants: 3.2 million sentient biological organisms, 1.6 million sentient artificial intelligences
Biological life include humanoids, blobs, quadrupeds, tripods, multipods, theropods, jellyfish, fish, crustaceans, assorted lizards and symbiotic colony creatures.

Machine life includes military ai's, experimental ai's, companion ai's and Ultra Vires ai.

Armed Forces: The Party consists of numerous military vessels whose weapons have been maintained and in some cases augmented. The party is continually upgrading its arsenal.

Last count indicated the Party's primary weapon systems as including the following

13 Missile Silos (approx 600,000 missiles of varying ranges and over 1.2 million thermonuclear warheads)
6 strategic class Directed Energy Weapons (Including ion burst munitions, Gamma lasers and grav effectors)
1500 (and counting) orbiting pulse cannons

Other weapons have escaped surveys for various reasons.

Onboard or moving with the party is over 2,000 mobile warships (both drone and piloted) of various classes.
Last roll call estimated around 370,000 willing Aerospace fighters (drone and piloted)

Soldiers, heavy weapons and vehicles are heavily varied but include both trained and un trained personal as well as military grade and make shift weaponry.

Relationship To Mind: It is widely believed that the party was originally started by the Mind
Intelligence/Technological Prowess: ranges from the lowest of the low to incredibly brainy. Some attendants of the party are tribal in nature while others are comfortable with quantum mechanics
History: Nobody knows exactly when it started, or where it started, but how it started is common knowledge. One day, some guy decided to throw a house party. It just so turned out to be the best party ever. It became so widely acclaimed as an awesome party that guests were still arriving nearly a day after it started, word of mouth spread around the neighbourhood and a constant influx of gate crashers kept it alive while the original party goers had long since fallen asleep. When they woke up and found the party was still going, they decided to stay and enjoy it instead of going to work, how many times does one get to attend the greatest party imaginable? More party goers kept arriving, so naturally the party spread out onto the street around the house and into the surrounding houses.

The first problem the party encountered was a shortage of alcohol, however, before they could run out, a group was sent off to the nearest super market to buy more. On their way, they inevitably ended up drawing more attention to the party. A few days later, the super market was out of alcohol, with no more scheduled to be brought in for a few days. Fortunately, there were several truckers in attendance, and it was agreed that they would move off to the next town and secure more beverages, when there was a disagreement over who would go, it was eventually decided just to move the whole party. The furniture (what was left of it) music equipment and remaining food was brought along in the lorries and the party goers found their own transportation.

Arriving in the new town, alcohol was procured and the party continued. They had no money, as they hadn't been working for nearly a week, but the shop keepers were more than happy to bring it along and join the party. It was realised early on, that this new source of alcohol wouldn't last forever, so a number of mechanics who were in attendance started modifying the trucks and other vehicles to be able to carry the expanded party. The convoy moved onto the next town, a much larger one with several super markets, but instead of un packing everything, the they just decided to continue the party on board the convoy.

This continued for months. the party ended up consuming half the country, devastating its economy in the process. Eventually, under the predicament of how to procure enough alcohol to keep the party going, a number of stoned engineers and physicists devised a way to make the party airborne, grafting much of the convoy onto a semi constructed space ship. This was flown across the ocean to new pastures and the cycle continued.

Eventually, it was determined that the only way for the party to continue was to leave the stricken planet, whose economy had been crushed by the phenomenon. Since then, the party has continued, moving from planet to planet, expanding and acquiring new supplies through either force or assimilation
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Re: Mastermind E-war Profile Topic

Postby Pyronychus » Tue May 17, 2011 10:09 pm

Faction Profile
Name: The Saicore Alliance

Leader/Governing Body: One member of each species is chosen by the Mind to make a group of three main leaders.

Size: The Epsilon Eridani system, which includes two planets, (only one of which has an atmosphere and is permanently inhabited, the other having only two small outposts at either of its poles,) two debris belts, which are mined for resources, and a large orbital space station over the main planet.

Inhabitants: SAIAs (Sentient AI Aircraft,) Dracavions, and Raptavi

Armed Forces: Having been designed by the U.S. military, the Dracavions are the most aggressive species of the three and make up the brunt of the Saicore military force. Various militarization upgrades are available for willing SAIAs, though in peaceful times, only a few keep the upgrade. The Raptavi have underground stores of body armor and hand-held weapons, though the vaults remain sealed normally, as they are only for emergency use.

Relationship to Mind: The Mind speaks to them directly through the prototype SAI Core, which is installed in a supercomputer in the base of the largest city's control tower. It is connected directly into their nationwide network, sending instructions to labs, military bases, and wirelessly to SAIAs themselves across the star system.

Intelligence/Technological Prowess: The SAIAs are the most intelligent of the three and the brains behind most of their technological advances, though the Raptavi provide the hands. Their technology has gone from mid 21st century level when they first left Earth, to a level several hundred years ahead, their cities powered by fusion reactors, and some of their spacecraft experimenting with forms of faster-than-light travel, such as Warp Drive. They are masterful mechanics and geneticists, and are constantly adding onto and improving themselves.

History: The Dracavions started on Earth as a military attempt at creating a mechanically enhanced battle creature (with synthesized saurian/dragon DNA) at the same time that an advanced AI technology was being developed by a civilian company with the intention of automating airline travel, possibly to free more pilots to join the air force. Several civil aircraft and a few transport spacecraft were fitted with SAI Computer Cores. After a few years of testing, as the technology progressed, the SAIAs eclipsed the intelligence of their makers. This is when the Mind began speaking to both types directly through the prototype SAI computer, spurring them on to leave their limiting masters, saying they could lead a freer, better existence away from Humankind. Secretly scheming with their half-saurian counterparts, a plan was put into action and in one night, every SAIA and Dracavion, which at the time numbered only thirty-four, gathered together and launched a quick escape with the help of three large transport spaceplanes (all newly fitted with an experimental interstellar drive.) By the time the humans figured out what they were doing, the ships were already exiting the atmosphere. They soon after pointed themselves in the direction of the Epsilon Eridani system and left Earth behind for good. This happened somewhere between ninety and one hundred years ago.

Planet Profile
Native Name: Epsilon Saicorus

Environment: Hotter and dryer than Earth and 75% Earth's size, about a third of the planet's surface is covered in a comparatively shallow, hypersaline ocean, with a few scattered deep sea trenches that reach miles down into the crust. Forests of short, hardy, trees grow along the coastline or near inland lakes, and in the center of each continent is an expansive, scorching, mostly barren desert.

Regions: There are two major supercontinents, with numerous islands scattered around them. Most of the population congregates on the larger northern continent and its islands. There, numerous airports of all sizes have been, and continue to be constructed, some closely spaced facilities eventually growing into each other to form sprawling cities. Tectonic activity has caused deep trenches to open through the middle of the southern continent, creating huge, thousand-mile-long rifts in the sand that are so deep that a faint orange glow is sometimes visible from their depths at night, the light coming from magma that seeps up from where the trenches touch the planet's molten mantle. It is a mostly wild continent, with very few living there, most concentrating on building up the north continent.

Ruling Body: The Saicores

Animal Life: There isn't much in the way of animal life due to the high salt content of most of the planet's water. Various small animals can be found in forested areas, but there is nothing large enough to threaten the Saicores.

Individual Profiles

Name: Rotax
Title/Rank: Commander
Age: 35 years
Species: Dracavion (Allosaur/dragon/MQ-9 Reaper)
Height: 10 feet
Length: 32 feet
Wingspan: 55 feet
Weapons/Equipment: Natural weapons are teeth, claws, tail spines and fire breath. Optional additions include metal alloy armor plating, or alternately, full body, airtight space armor, the chest section of both housing an EM shield emitter. The space armor has an air recirculation pack built into the back, on top of which is a small pulse-ion engine for propulsion. Ion cannons that work both in an atmosphere and in space can be attached to two hardpoints on the back armor.
Powers: Quick regeneration of non-fatal wounds.
Personality: Likes things done right and can get brusque and irritated if they aren’t. Isn’t afraid of a risky mission.
Appearance: Pic coming soon, hopefully…
Note: Normal Dracavion life span is 50 to 60 years. They are full time quadrupeds. Unlike Raptavi, who all look similar, nearly every Dracavion is unique in size, shape and coloration.

Name: Dak (Number 418)
Title/Rank: Chief Technician
Age: 22 years
Species: Raptavus Type-T
Height: 7 feet standing upright
Length: 12 feet
Wingspan: N/A
Weapons/Equipment: Normally nothing, as he is a mechanic and keeps his tools in a maintenance hangar. If needed to fight, however, he would wear a sort of armored vest, as well as various other pieces of armor, and carry a single barrel ion rifle or dual barrel proton-pulse submachine gun.
Powers: Can regenerate wounds quickly, like the Dracavions.
Personality: Loyal and helpful. An excellent mechanic, seemingly able to sense the source of a problem and know exactly how to fix it.
Appearance: http://velocibudgie.deviantart.com/art/ ... -209278271
Note: All Raptavi are clones of a few basic sub-types, which were genetically engineered from Dracavion DNA, and tell each other apart by color schemes and numbers. Some do not even have names. Life span varies widely from 25 to 55 years depending on sub-type. They can be bipedal or quadrupedal, and most switch between the two depending on their task.
More Notes: Type-T = Technician, red striped. Type-H = Handler, blue striped. Type-C =Cleaner, green striped. Type-A = Air Traffic Controller, black striped. Type-M = Miner, brown striped. Type-F = Fire Control, yellow striped. Type-S = Security, orange striped.

Name: Azimuth
Title/Rank: Apex Saicore
Age: 121 years
Species: SAIA King Air 350i
Height: 14 feet at the tail
Length: 46 feet
Wingspan: 58 feet, 28 feet folded
Weapons/Equipment: Fitted with the standard ‘Aerospace Upgrade’ with two external Ion-Pulse engines on the rear fuselage, and a deflector field generator to repel space debris at high speed. Folding joints have been added to her wings. No weaponry at present.
Powers: N/A
Personality: Fair, patient, adaptable. Takes her job seriously, but despite her rank, seems to have a good sense of humor.
Appearance: http://velocibudgie.deviantart.com/art/ ... -209618171
History: The second SAIA ever created. Once inhabited a Piper PA-34 Seneca. The aircraft was severely damaged when part of a hangar that was under construction caved in, so her core was removed and bound to a new airframe. Ironically, on that same day, she was chosen as the SAIA leader, the former representative having been destroyed in the same accident. Like many others, has chosen to keep her ‘outmoded’ King Air body for decades, simply because she likes it.
Note: SAIAs don’t have a set life span. They can live for as long as their Cores function, and can be separated and re-bound if their airframes become damaged beyond repair.
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