A Hive for The Galaxy (Sci-Fi CK2-style Quest)

OOC Answers: Ship Defenses, Ship Offenses
Oh wow, what a comeback from the Xvorzit and the Hexamari! This is edge of the seat stuff, right here. I can already hear the Barsa and Tawasi commiserating. But, a question was asked, and so here's the answer!

SPACESHIP DEFENSES

The first line of defense for warships is ECM, to hopefully throw off enemy targeting systems and missile guidance packages. Given the near-ubiquitousness of energy weaponry, most weapons fire travels at the speed of light which renders evasive action something of a moot point.

(Tangent- For that reason, and other reasons detailed here, there are no space fighters in this setting. Sorry, Star Wars fans- the only time you'll see things recognizable as fighters being deployed in a vacuum is during a planetary assault, and that's purely in order for them to descend into the atmosphere of the target world.)

Second are gravitic shield arrays, essentially creating an elliptical plane of gravitic shear around a ship, just outside of the drive field. Gravitic shields render solid-state weaponry completely moot- railgun projectiles, plasma, contact missiles- on a capital ship scale, these things essentially have no effect on gravitic shields. Gravitic shields are also the only piece of defensive technology capable of stopping graviton cannon fire outright- just as well, since a single hit from a graviton cannon will do catastrophic damage to an unshielded vessel. However, gravitic shields can only diffuse or refract energy weapons such as lasers or particle beams.

Finally, physical armor. Warships mount multiple feet of composite hull armor designed to resist and disperse the tremendous heat of capital ship scale laser or particle beam hits. However, it offers essentially no resistance at all to the immense impact force of a graviton cannon bolt.


SPACESHIP WEAPONS

Missiles - used in the closing stages of an engagement, before two forces come within the effective range of each other's energy weapons. Contact-based warheads are useless in the age of gravitic shields, so ship-to-ship missiles are laser-heads; essentially a nuclear bomb and a bunch of gravitic field generators that channel the output of the nuclear blast straight forward and down a gravitic lasing rod into a brief but intense gamma ray laser. Missile salvos are handy for softening the enemy up and for playing keep-away at stand-off ranges, but the layers of missile defense mounted on most warships - ECM, counter-missiles, point defense laser clusters- mean that for a missile salvo to do significant damage the disparity of numbers has to be so great that the battle is essentially decided anyway.
Defensive missiles also see use- given the difficulty of actually hitting a missile moving at at least a quarter of the speed of light, with another missile moving at similar speed, defensive missiles essentially have a grapeshot canister mounted in the nose- When close enough to attacking missiles, a single-shot grav driver accelerates the contents of the canister into shotgun spread of high-velocity metal. With a relative velocity in excess of fifty percent of lightspeed, even a golf ball sized chunk of metal does enough damage on impact to render an anti-ship missile nonfunctional.

Charged particle beams and gamma-ray lasers - these still see plenty of use due to gravitic shields only having a minimal effect on them- at worst they diffuse the incoming beam, reducing it's effectiveness slightly. Because of the enormous power costs of graviton weaponry, these are the weapons mounted on warships in the greatest numbers. Every warship also mounts multiple clusters of ultraviolet pulse laser emitters, for point defense.

Graviton cannons are mounted on ships in the fewest numbers due to their prohibitive energy costs. However, they are the most powerful ship weapons in use, projecting bolts of focused gravitons at the target. A single graviton cannon hit is enough to blow most warships in half, and, given the immense power of ship-scale gravitic shields, they are also the only things that can actually put enough strain on the shield generator that the safety cut-outs engage and the shield drops- the only things that are practical to mount as weapons on a warship, anyway.


Railguns and plasma weapons went out of use in space combat with the introduction of gravitic shields- railguns simply don't impart enough impact force to have any effect, and plasma bolts simply disperse harmlessly. Of course in an atmosphere, where convection can occur, that dispersal is rather less harmless, but that's somewhat off-topic!
 
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However, they are the most powerful ship weapons in use, projecting bolts of focused gravitons at the target- upon impact, a cruiser-scale graviton cannon delivers the equivalent impact force of a kilo-weight ferrous slug moving at the speed of light.

A massive object moving at the speed of light has infinite energy. Did you mean 50% c? 90% c? 20% c? Maybe just giving the equivalent yield in Kilotons or Megatons would be easier.
 
Tally:

Xvorzit: 14
Humans: 13
Hexamari: 9
Barsa: 3
Tawasi: 1

Also, I'm not the one in charge of the numbers, Hydroplatypus, but you can assume that the equivilent speed=SUFFICIENT VELOCITY that a head-on hit even from a smaller cannon of the sort on smaller ships will wreck a Battleship. Not that it'd get through the shield, of course, in the first place.

Noting that, the shields aren't walls to be battered down. The reason shields go down is because the machine keeping them there overloads and shuts itself off as a fail-safe. Turning it on again is pointless (unless you're desperately trying to gain another second or two, I suppose), since it'll short out, this time permanently, within a few seconds, perhaps catastrophically.

Edit: Updated tally. Updated as of 12:42 PM.
 
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The lowest-yield type of graviton cannon in naval service, commonly mounted on escorts, has a yield of about 0.5 gigatons. Heaver warships not only mount more of these weapons, but more powerful ones.

I think it gives an idea of just how much of a pounding modern gravitic shields can withstand. I'm full aware that 0.5 gigatons is roughly equivalent to every single nuclear detonation in human history so far combined... and yet, a destroyer could keep throwing that at a battleship and get precisely nowhere. Well... it would have an effect over time, but the battleship's much more powerful graviton cannons would probably overload the destroyer's shield generators with a single shot.
 
I think I'll be closing the vote tonight or tomorrow morning. Have a session as a Storyteller tonight, so that'll be eating all of my time and more. My first ever. Work tomorrow and Friday, but I can close the vote and open the next round of voting then, either tonight or tomorrow morning, as I said.
 
OOC: Other Powers in Known Space
And, here's another official info-dump incoming. Brace yourselves, and enjoy!

OTHER POWERS OF KNOWN SPACE

THE MERCANTILE REPUBLIC
Although the economic powerhouse that is the Republic of Sol is unrivalled, the Mercantile Republic could very well lay claim to being its nearest competitor. The broadily reptilian Iashec race emerged onto the galactic scene in 2001 CE, making first contact with the Barsa. They then proceeded to declare war on the Confederacy a mere three years later. The issue was never in doubt- the war was over inside of a year and the Iashec suitably humbled. Rather than spend the next centuries stewing in resentment over their defeat, they instead turned their attention to the serious and noble pursuit of making lots and lots of money, swiftly growing to become one of the major economic powers of known space. In the past two centuries, though, they have suffered two notable reversals of fortune- the first being the rise of the Republic of Sol. Still, the Iashec adapted- after all, Sol's lofty moral scruples kept it from trading in certain markets, ones that the Iashec had no compunctions whatsoever about- arms, narcotics, slaves. Then, along came the Ilwari. Initially they provided a much-needed trading partner and, after a little shift in the internal balance of power, a corporate power structure very similar to the Mercantile Republic's. Then, the Union formed and began to actively encroach on Iashec interests- competing with them in the galactic arms trade, and, even worse from the point of view of the Iashec, starting a dogged single-handed crusade against the slave trade. Lately, the situation has gone from bad to worse- with the Ilwari at the center of the Repatriation Treaty, said crusade is no longer single-handed. Overall, the Mercantile Republic has been feeling the squeeze, and the situation has left it increasingly angry and frustrated.

THE ENTAT STAR LEAGUE
For the past few centuries, the Entat have had very little impact on the wider galactic scene. Once, they were central to the galactic community, a solid pillar of the Trade Coalition that, up until the Hexamari Wars, served roughly the same purpose that the Consensus does now, in many ways. They created the first gravitic field drive, and from it the first sustained-field FTL system. Then, the Hexamari Wars happened. The Star League's domineering trade and economic policy, and it's willingness to aggressively protect and further its own interests was a trigger factor in the rise in Hexamari fundamentalism, and the Star League was the first power to fall victim to the now fanatical Theocracy's ruthless expansionism.
In the wake of the Hexamari wars, the Star League was much changed. While the Entat fought side by side with the other races to liberate conquered territories, they garnered much criticism when, once their old territory had all been reclaimed, they simply withdrew from the war, sitting back and leaving the rest the task of finishing the Holy Empire off. Ever since then, the Entat have been determinedly isolationist, and all that most races hear from within the Star League's space is stony silence- no-one knows what it's state is internally, or even how far Entat space now extends. For the time being, though, they seem perfectly content to keep themselves to themselves- there is some diplomatic contact periodically, but it always seems to happen on the Entat's terms.

THE HEXAMARI THEOCRACY
When they first joined the galactic community, the Hexamari didn't strike anyone as the sort of race that would go on to conquer a large portion of known space. Odd, rather too religious, and strangely obsessed with perfecting and enhancing their cybernetic technology, but not immediately threatening. Then the Entat happened. Religious fervor sprouted out of control into frothing, all-consuming fundamentalism, and, a mere 56 Earth years after first contact, a vast, theocratic military machine was unleashed on the galaxy. The Entat were merely the first to fall. Race after race were conquered, the Trade Coalition forcibly disbanded while the whole galaxy watched, until, of the population of known space, sixty to seventy percent were under the yoke of the Holy Empire of Hexamar. Crimes against sentients were committed of all kinds, most infamously forced cyborging and brain uploading of conquered peoples. Then, after a long struggle with the nascent Barsamen Confederacy, the Empire finally fell.
Now, half a millennium on, the Theocracy is far weaker, with only four garden worlds to its name. Riven with internal divisions, still struggling with guilt and self-loathing and revanchism and, over the centuries, a number of civil wars, the future still looks very uncertain for those who once came close to ruling all of known space.

THE AAMANTHORAT
There are many strange species, to humans, in the galaxy. Psychology, evolutionary strategies, culture, all are different. And yet, without a doubt, the Aamanthorat are the strangest; petro-metallic beings whose control over their own internal chemical reactions and shape allows them to band together, hundreds or even thousands of individual Aamanthorat donating their mass to build vast ships (that look in their inert form like giant asteroids) to explore the galaxy. With a mindset remarkably communal, and only possessing individual bodies when it is necessary, invading an Aamanthorat planet on foot is a bad idea, as the Hexamari were to learn. Relatively inward-looking, they are potentially far more dangerous than they might seem at first, yet ultimately their interests don't go towards conquest or expansion, and they tend to deal fairly and simply--they have no need for currency, and trade by bartering, quite self-sufficient in most ways--with any and all species they encounter. They are surely the strangest of this galaxy's inhabitants!

THE XVORZIT HIVES
The Xvorzit race's willingness to spread out into individual hives has taken it many places. At times it has been a weakness, at others a strength, and this lack of bias has even led one Xvorzit world to join the Barsamen Confederacy. An intelligent and empathetic species, they have areas in which they are clustered, and yet ultimately they have spread out, here and there, across much of the known galaxy. Despite, or perhaps because of, their lack of centralized power and authority, they are the most numerous species in the galaxy, ahead of both the Barsa and Humans. Individual worlds have their politics and their squabbles, and yet the species as a whole lives on and builds, working always towards a more perfect hive, towards a better world, as it were.
They are a middling-to-strong economic power that does plenty of trade in industrial goods wherever they are. Individual Xvorzit, despite some cultural and social issues with being alone (not a comforting thing for a species that first evolved from bug-like creatures hunted by larger animals that banded together to survive), can be found across the entire galaxy, generally following that old human maxim: "The law of the land is the law."

THE RORROX ASSOCIATION
The Rorrox are the oldest spacefaring race still extant, within known space at least- they first slipped the surly bonds of realspace over twelve hundred years ago- 1143 CE, by human reckoning. Rorrox, much like the Xvorzit, are spread out across known space, mainly because their idea of a habitable world is wildly different to everyone else's, save maybe the Aamanthorat. The Rorrox are more crustacean in appearance than anything else- their homeworld is immensely cold, and the atmosphere thin- as a result, they must don encounter suits when venturing into environments that other races are more suited to. As a result of having no centralized territory, with their worlds quietly existing within areas of space claimed by other races, the Rorrox Association has spent most of galactic history being one of the foremost mercantile powers, though they have never enjoyed uncontested dominance in the same way that the Republic of Sol does now- first the Entat, then the Mercantile Republic offered stiff competition, and now Sol has almost entirely overshadowed them. Still, that hasn't dissuaded the Rorrox at all- the race as a whole keep on plying their trade as merchants and go-betweens.
 
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I'm currently a bit sick but also slightly creative with writing out custom Lifestyle Traits for stage three (the last) of the Character Generation package. So I'm gonna close the vote in an hour or two, okay? Then comes choosing the government.
 
Character Creation: Governments.
Alright.

Turns will be a half-year long, I've decided!

You're playing as the Xvorzit. And so, here are some options! After this round there's a single round of character creation, and then we're done/ready!

Government choices:


[] The Caste of the Ruler: You are a traditional ruler, newly come to power from a ruling Caste, born and bred for it. You of course must pay attention to the will of the Hive, but in your blood and breeding is rulership, is it not? This traditional form of government has fallen out of favor in most Xvorzit Hives, but there are still proponents of it. Unique Stuff: Custom Trait for Ruling Caste, some insulation from Will Of The Hive Mechanic. Some connection to Castes. This one also includes penalties with democracies. Not huge ones, but you are a monarchy in the 25th century.

The Caste of the Ruler has been bred for this task, and at least in theory you'll do fine! Also, more chance of there being emphasis on kids and such, since there's actually succession.

[] Council of Castes: A council of all of the Castes, Guilds, and other such groups meet. Your character has become master of this council, stitching together alliances and affinities that allow their will to (tend to) dominate the outcome, and so long as they can maintain this, they will hold power. Unique Stuff: Will of the Castes Mechanic, subdued (between Castes and Hive) Will of the Hive mechanic, bloc voting and interesting compromise stuff.

You'll be the premier member on the council, winning friends and influencing enemies, putting together a voting bloc and scratching backs, that sort of thing. Established interests are a thing, as are inter-Caste tensions and the like.

[] The Will of the Hive: You rule as someone directly appointed by the whole of the Hive. The very will of the Hive flows through you, and you meet all the time with its members, knowing your people, as populous as they are, and so long as the People stand with you, anything is possible. Comfortable in the lowest places or the heights of power, you shall be tasked with building an administration that allows you to rule without isolating yourself from the people, from the Hive, which might overthrow you should you disappoint them. Unique Stuff: New Traits, full-on Will of the Hive mechanic, bonuses against intrigue and plots against you, relations bonuses with foreign democracies.

You get to start your own government. Stand with the people, yet build up advisors, move always with the right acts and your Hive will yet grow!

So yeah, choose one, and then we'll get to Character Creation (of the character, that is). Also, feel free to suggest name ideas for the Quest now that the Xvorzit have been chosen.
 
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[X] The Will of the Hive: You rule as someone directly appointed by the whole of the Hive. The very will of the Hive flows through you, and you meet all the time with its members, knowing your people, as populous as they are, and so long as the People stand with you, anything is possible. Comfortable in the lowest places or the heights of power, you shall be tasked with building an administration that allows you to rule without isolating yourself from the people, from the Hive, which might overthrow you should you disappoint them. Unique Stuff: New Traits, full-on Will of the Hive mechanic, bonuses against intrigue and plots against you, relations bonuses with foreign democracies.
 
[X] The Will of the Hive

Yeah, this is the reason I wanted them.
 
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