The scale of it all - updated
12 years ago
Story information: https://www.furaffinity.net/journal/10826933/
Universal information: https://www.heavy-weapons.com/
Universal information: https://www.heavy-weapons.com/
Hey everyone, done an update on my "scale of it all journal", now featuring more infomation, a new faction and some other bits and bobs, thought it was time did this, going to be getting back into writing and what not so i thought this would be a good place to start. BE WARNED, there is a metric shit ton of info below you about my universe.
So what exactly is it about? Well, its a Sci-fi based universe that is literally an entire universe. Millions of planets, solar systems, areas, uncountable numbers of people of all different shapes, sizes and species, lots of sex, violence, guns, mechs, tanks, space ships, cyborgs, ninja's, gods, super soldiers, aliens, boobs, conflicts, drama, love, wars, mercs, artefacts, anomalies... all sorts really. I built my universe to cater to lots of different ideas and factions and i hope it shows, this has been in development for many many years now and still is. Nothing you see here is truly final, i am always revisiting ideas and reinventing things.
So, moving onto the factions, the groups in my universe are divided into 4 main catagories. Terra corps, Empires, factions and Splinter factions.
Terra corps
A lot of the universes normal (I.E. just normal everyday people like you and me) population his held within the "Terra-corps" which are corporations that have grown far beyond governments and countries. Terra-corps own thousands of planets, solar systems and stars, they have a near unlimited number of people in their hands and are tasked to take care of them all, as well as fight wars, develop new tech, keep everyone happy and much much more. Think if apple or Microsoft suddenly had the ability to change laws and had control of everything, its a little like that, only with a little less focus on making profits due to the fact that they have no real competitors aside from the other terra-corps. They don't answer to banks or governments, they are in control. Due to this, their populations are a real mix pot of species and people as they try to cater towards everyone, they can't hold bias for any single species or group, otherwise it would come to bite them back in the future.
The Terra corps are:
- Orion Industries
Orion is the direct competitor of Enigma, they focus a fair bit on using their current technology as best as possible, modifying and upgrading, rather than replacing. Orion are big fans of artillery and power armour suits as well as ballistic weaponry, employing them heavily in combat. A usually well meaning terra corp that does try to look after its people but has an effective cost of life, meaning they won't sacrifice a whole cruiser of soldiers for a single lost civilian. They are adapters and survivors, hard wearing people with high tolerance to just about everything. Orion civilians are known to complain the least of all the terra corps.
In conflicts, Orion try to reason once before utilising force, they are quick on the offensive and like to strike first and hard, however, their preferred battle tactics involve their massive artillery tanks and mechs and formidable front line assault tanks & power armours, they rain death down from the sky whilst slowly advancing up and wiping out anything that might have survived their death rain, they excel at breaking fortifications down AND making them too. Orion are notoriously good at besieging and defending, being extremely difficult to dislodge from systems and area's they have taken, this, combined with their heavy armour frequently equipped makes them extremely good at attrition wars.. Often, other factions will simply just fight around Orion controlled areas, as they can often lack manoeuvrability and the amount of effort it takes to remove them is simply not worth the resources it costs to do so.
- Enigma Inc.
Enigma are the direct competitors of Orion, they focus more on advancing their technology through science, rather than clinging onto whats already been made, they frequently replace outdated tech with newer models and have a sleek and sophisticated style to their equipment. They prefer the use of energy weapons and often employ stealthier tactics with highly trained tech squads to out perform the heavier and slower Orion power armour suits they often fight. Other than that, Enigma and Orion are extremely similar. They are a very clean and well trimmed faction, with no excess "fat" on their structures, both infra and physical.
Enigma focus themselves on the aspects that Orion can sometimes struggle at. Speed, manoeuvrability and stealth. Although Orion do have units to focus on these, Enigma's armours often outperform Orion's slower power armours in these aspects. As a result, Enigma attempt to engage as swiftly and powerfully as possible, before Orion can get their titanic tanks and artillery into play. Enigma can fight on a large scale effectively but are just can't keep up with Orions tough and devastating armour units. Where Enigma shines through though is in their intelligence and spy divisions, often equipped with the very latest armours and tools, they can make precision strikes into Orion's sub sectors perfectly and pull off operation's with highly skilled agents with very high success rates, allowing them to get the intelligence they need to avoid Orion's bombardment fleets and keep out of their guns range on a galactic scale.
- The Oneye Co-operation
The Oneye are the most peaceful and friendly of the Terra corps and are often seen as the opposites to the BDA, they hold the life of their cilivans as absolutely priceless and will fight to the bitter end to ensure the saftey of their populations. The Oneye corp spend a similar amount on R&D as engima but with far less focus on armaments and fighting, meaning that Oneye have better medical facilities and overall average tech than Engima and certainly Orion. Whilst their military might is far from weak, they do have the weakest of all the terra corp forces, they often employ energy shield systems and kinetic dampening armour to save their soldiers, they use energy weapons for the bulk of their forces but have been seen to use the ellusive kinetic ion based weapons for their elite teams. Due to how its people are treated, Oneye civilians may be kind, but do appear to be somewhat spoilt and will complain over the slightest of things, although they are usually grateful for the treatment they get.
Oneye prefer to use snipers and long range weaponary to take out enemies, keeping their soldiers out of harms way as much as possible.
However, Oneye is not what they seem at first glance...
The Oneye inner circle are a horrendous group of insane assassins and leaders who actually run the Oneye. Their group consists of people who could be considered utterly psychotic by normal standards, often practising in death rituals, cannibalism, violent sex acts, blood rituals and horrific torture of prisoners of war, the inner circle (Or IC as they shall now be referred as) is the only reason why the Oneye corp still exists. As detailed in my "Scale of it all journal" (link here - http://www.furaffinity.net/journal/3954122/) the Oneye corp are rather peaceful and one would think that they'd be easy prey for other factions to attack. But the IC has kept other factions at bay for quite some time now.
What are the IC like? Imagine a group of people consisting of characters similar to the Joker and Harley Quinn from DC universe and Voldo from Soul-calibre. That, with a hefty dose of sci-fi loving, psyonics, assassin training and resources... These people are insane, but intelligent. Crazy, yet guided. Their motives are only to protect themselves and the Oneye terra-corp. They'll stop at nothing to achieve their goals and know no rules, no boundaries and are an utter horror to face. They assassinate those who would threaten their people and will torture whoever they want to get the information they need. You haven't seen cruelty until you've witnessed what they do to people...
In combat, IC assassins are bewildering terrors to fight, they move strangely and awkwardly to throw people off and use a wide variety of different blades and weapons, most refusing to use guns and as a result, are extremely deadly in close quarters combat. They bend their bodies out of the way of attacks, their spines bending in inhuman ways, a result of their bionic implants and training. Their weapons were co-produced by the Battle Sisters to give them Xenith blades, capable of cutting through pretty much anything and everything. They fear nothing, are fuelled by their own loss of blood and some have even continued to fight after being beheaded (Although they did die afterwards)... they pull off impossible dodges and swing back with impressive force from nothing, with blades sharp enough to slice through the powered armour of Orion or the woven fibre mesh suits of the BDA. Fighting a single one of these people is a nightmare... and they never travel alone. Co-ordinated psyco's, equipped to kill, and prepared to do anything.
It would appear the Oneye's out façade of friendliness and peacefulness is merely a cover operation for its inner workings...
- The Blood Diamond Alliance
The BDA is a massive mercenary corporation that grew out of hand, so much so that its considered a terra-corp. They have no value of life and will send millions of recruits to their deaths just to secure some resources. Only the strong, resourceful and smart will ever survive within the BDA for any length of time. Those who do find themselves holding great power. The BDA do make some weapons, mainly melee weapons (of good quality) and laser weapons (which are shit), both of which are provided free of charge to new recruits, but all good BDA soldiers have scavenged their own weapons. Recruits are also provided with a "multisuit" which is a tight fitting thin armour than it a perfect base for welding other armours on to. Good BDA soldiers will scavenge around for anything they can use for armour and weapons. The BDA doesn't hold any "normal" population, but has a HUGE amount of criminals and convicts within their ranks, thus boosting their numbers massively. The BDA is out for itself and doesn't care what it has to do to get money and power. If you've ever seen Avatar the film, you know how humans were cutting down the jungles for resources? BDA do that ALL the time and on far bigger scales, they mine planets dry on minerals, poison the wildlife with the industrial waste and then capture the tainted animals and enslave them for war beasts. Awesome.
The BDA are massively aggressive in combat, using numbers of cannon fodder to assault enemy lines whilst skilled veterans make their way through and take out key targets. Due to these tactics, they can often rush and take out unprotected and unsuspecting areas with ease and can even hold their own in all out war. But their tactics fail against factions who hold massive amounts of firepower who can eat through their numbers and gun down their veterans, like Orion, Cathronex, the Chosen/Azuri's or the DA. The BDA's biggest strength can be their powerful warbeasts and stolen equipment, presenting a varied and unpredictable force of units, generals can never predict what exactly the BDA are bringing to each fight which can cause significant issues for them.
EMPIRES
Empires are very similar to Terra corps in the way they work, but aren't corporations. They were governments that grew out of control and took over everything. As a result, Empires will have far more opinionated and subjective populations, rather than the mix pot that the Terra corps have. They function identically to the terra-corps in pretty much every other aspect though, making their own weapons, food, housing, entertainment, everything.
- The Draconic Alliance
The DA is the largest and most powerful of all the Empires in the universe, including the Terra corps. They have the most powerful tech and the largest population making them one fearsome force. Having mastered anti grav tech, Plasma weapons, Vulcan weapons and much much more, they don't really need much new tech, at least to fight off most opponents. The DA are feared by all the Terra corps due to their huge military prowess and strength. They have an elite royal family who decide everything within the empire. Their populations are coaxed into loving the royal family and theres a hell of a lot of propaganda within the DA, although their populations are happy, blissfully unaware of the subtle and powerful brainwashing that as cemented them into the DA forever. Those within the DA see a perfect system, those outside of it can see the racism and lies. The DA is extremely racist and will NOT allow population that isn't considered reptile or draconic to live amongst them. Non draconic citizens are considered lower than full draconic ones are are treated accordingly. The DA have their nemesis's, The Chosen and are constantly on the lookout for them.
Since the resurfacing of the long lost empire, Carthonex and their recent aggression, the DA ancient ones have now reappeared to guide their empire through the coming events. The DA:AO's are truly dragon like in their form, although they are humanoid to a degree (with grasping and dexterous hands for example) they are far more dragon like than the citizens of the DA today, all have wings, long necks, underbelly scales ect and usually stand at about 20ft on their hind legs, on all fours however, most are around 10ft.
They possess powerful psyonic potential and are tremendously old, most bear many scars and markings from wars they've waged or conflicts they've been involved in, they hold a lot of stories about the Azuri's and Battle Sisters, the encounters with the Chosen and Carthonex... they are very interesting creatures to listen to. Their actual age is going into hundreds of thousands of years and they have vast amounts of wisdom and experience. For now, i'm introducing a single one of them for people to talk to and as a character, others will be detailed at later dates.
Despite the DA's massive power, they are in a very fragile state within the universe, as they have so many enemies now willing to go to full scale war that the slightest drop in their formidable defenses will spell disaster for them.
In combat, the DA use their highly advanced weapons and armour to bring hell to their foes. Factions that rely on heavy armour (like Orion) despise the DA as Vulcan weapons render these armours almost useless. The best way to fight the DA is to stay extremely mobile, which unfortunately, they are also equipped for. Vulcan weapons can be used to shredding mass infantry or bringing in extreme damage to single targets and the same applies to plasma weapons, only plasma weapons are extremely effective against shields, making them perfect for fighting foes who rely on those, such as Enigma. The DA can fight on all terms and usually better factions at their own games. Making them a terrifying foe to fight against.
- The Followers of Caaduni
The largest of all religions, the FoC is based upon a living deity (Who does exist) named Caaduni. He shares his power with his followers and grants them incredible power, this power then spreads down the web of followers, lowering in strength as you reach the lower ranks of their forces. Their numbers are countless, their will unwavering. Fighting the FoC is a daunting task as the limitless numbers of Cultists charge forward, knifes and pistols ready, supported by the priests and warlocks who can raise their fallen back from the dead and the huge armoured Crusaders who charge through the thickest of gunfire in their ceremonial armour and slice up the ranks of those who'd dare to oppose them. They swarm and charge through anything, only listening to what their warlocks tell them. No gun will silence their words. Their populations are completely brain washed and happy with their lives, once you join the ranks of the FoC, you never leave. The FoC is a mix pot of species and has no unique species.
The FoC fight in a similar way to the BDA do, only with even more numbers that never stop coming. The only way to stop a FoC assault is to kill the warlocks supporting the invasion, otherwise they'll keep bringing the fallen back to life with powerful psyonics and blood rituals. They do not have much ranged firepower however nor do they have the element of surprise that the BDA can have. But their overwhelming and terrifying invasions bring Zealots by the billions to assaults. If any FoC scouts are spotted in a system, the responce is quick and vast from the defenders, as its likely an FoC invasion is coming, and stopping an invasion is no easy task.
- The Dominion of Chass
The DoC started as a ship of refugees trying to land after been kicked out of the DA, after it had its massive civil are and suddenly became a lot more racist. The DoC built themselves up again and started mining and building vast underground cities. Since then, they've quietly and slowly expanded out, developing their amazing bio-technology to amazing levels and furthering their expectations to better themselves. They are hard working, determined and usually good people, although they a relatively young empire and can lack experience. They utterly hate the DA and are constantly researching ways to better them, with plasma resistance armours and bio weapons that can almost equal the vicious Vulcan Ballistic weapons. The DoC is mainly comprised of Bats and some lizard sub species, including the very rare and illusive Coralith Komodo.
The DoC fight in a similar fashion to the Enigma, their front line tech is somewhat weak but their supporting agents are strong. However, the lack of frontline strength comes from their lack of decent assault units and not from weaker infantry. DoC power armour and infantry are of a very high standard and are extremely combat capable, but they lack heavy armour and tanks to really push through enemy fortifications.
- The Cold One Legion
A recently upgraded faction due to their massive numbers that is comprised off humanoid warrior insects. - more info coming in soon pending - They are growing supremely large in numbers and getting more and more aggressive as time goes on.
- Carthonex
Carthonex consists of sentient machinery and the extremely rare demonic beings that rule the once great empire. They once were made entirely of 'demons' but due to their history, the vast majority chose to forfeit their bodies and transfer themselves into robotic ones instead. But a few of the original species remain. Carthonex are extremely hostile to all that come close to them and are extremely territorial, attacking anyone and anything that comes even remotely close to their controlled space.
Their troops are caught somewhere between being Transformers and Geth. Their ground infantry are tightly controlled groups of assault bots, similar in purpose to the other factions infantry, being bi-pedal with a head and arms for holding weapons. They use highly advanced hybrid weapons that fire volleys of highly damaging ballistic rounds. What sets the Carthonex army apart from the others is how their larger and more elite units literally transform. The gunship bot, which can fly with enough speed to rival a jet, can transform mid air and land on the ground as a giant minigun wielding assault mech, to support the ground offence properly. Their elite infantry units have been seen flying into orbit as a jet, landing underwater as some sort of skiing unit, taking off out of the water with a jetpack and then landing down and fighting as infantry would. Their large, tough, robotic bodies are excellent at taking damage and are difficult to bring down, lower tier weapons seem to do nothing to them and it requires at least tier 3 weapons to have any sort of effect on their silver metallic chassis's.
They hollow out planets into massive fortresses, used to produce more of themselves. Carthonex have spent a lot of time to develop a very powerful and rather morbid technique to power themselves. They can pull souls directly from the ether plane and into their bots to give them power, draining energy from the souls ever replenishing supply to act as their bots power supplies, eliminating the need for a potentially explosive battery or capacitor to power them. However, the machines that do this are massive in scale, difficult and time consuming to build and very costly. Meaning that Cathonex will only build them in secure and extremely well defended locations. Their planetary fortress house massive amounts of spare bots, weapons and construction facilities for their larger bots, such as overlords.
In combat, Carthonex are one of the scarier factions to fight. Hyper aggressive, dynamic, powerful, swift and merciless, Carthonex have proved themselves to be extremely capable warriors. Their physical weapons fire something closer to shurikens and razor sharp disks rather than bullets. Fearsome jet pack equipped command bots surge through the skies and pummel enemies with their axes as gunships and ultra fast assault bots surge through enemy ranks. Carthonex are one of the greatest enemies to fight in combat and any victory against them in celebrated. They are greatly feared by all and for good reason.
Factions
Factions are smaller than empires or terra-corps, but are still self sufficient, meaning they still produce their own weapons, food, supplies ect. Their smaller size limits their impact on the universe as a whole as they are unable to fight on as many sides with as many numbers as the larger Empires. They are also more subjective than Empires or Terra-corps, sometimes being only made of 1 species. Note that some Factions may call themselves empires, but aren't classified as them. Factions usually have less than 1000 planets and systems they call their own.
- The Rayei Guardia
Rayei are a unique and certainly interesting alien species, they are made of light yellowly coloured jelly and use powerful psyonic powers to hover themselves off the ground, they have vaguely human like body shapes with a fine yellow liquid in their cores which act as their internal organs. They are able to absorb many forms of energy to survive and are capable of photo synthesis. They live in giant sky cities that hover within and above the cloud layers of the beautiful planets they seem to guard. They are a mainly peaceful species but know how to fight effectively, using their tremendously powerful and long range "Solar" energy weapons, as well as various different lighting weapons and psyonic assaults. They never fly alone and are always seen in groups, floating seamlessly through the beautiful environments in a peaceful and calming manner. Rayei are perhaps the nicest of the random alien species that inhabit the universe and are one the most successful, but their powerful technology and fighting style also make them one of the most difficult to attack.
In standard engagements (which is always defence, as they never really attack anyone), large groups of Rayei will float miles away from the battle field in the sky and rain down pure energy death with their weapons upon those who attack them. Their psyonic specialists can use their abilities to power massive metal warmachines, providing them with extremely imposing heavy units. Their most famous mech unit is a two legged metal mech that has asymmetrical design to it, featuring a much larger claw like right arm that actually houses a massive energy cannon as its only weapon, this massive cannon is capable of tearing huge holes through the battlefield and annihilate masses of just about anything. Its warmachines like these, plus their extremely long range and high firepower, with their unconventional tactics and formidable shielding that make the Rayei an absolutely nightmare to attack.
- The Akulan Empire
An Empire that consists exclusively of the Akulan, a race of highly evolved, land dwelling Shark People.
Though the relatively young when compared to the DA, they can develop advanced technology that most others would find difficult or impossible to mass produce.
Worlds within the Empire are known for having clean, orderly, densely packed cities of white and blue on steel and glass skyscrapers, superstructures and many other incredible feats of engineering, even building cities floating on water to domed cities underwater. often draped with banners of the Empire and telescreens of propaganda and product advertisements from the many industrial corporations that exists within It’s borders.
Contrasted with the dark gray and rust of the heavy and imposing industrial districts, producing materials, parts, power, machines of war and interstellar cruisers.
However, the Akulan are dependent on infrastructure and cannot adapt as well as other species to hotter, dryer environments and planets without cities.
The Empire's Military force: The Combined Guard Marines, is a mostly volunteer, professional force who are equipped with highly advanced suits of power armour and Mass drivers. Mass Drivers are typically electromagnetic Coilguns and Railguns, and while this technology is rather old, the highly advanced materials used in their construction allows these weapons to stay powerful enough to rival that of the other, older empires. they are very accurate, durable and dependable.
Marine power armour comes in many varieties, however the key features include synthetic muscle fibres for flexibility, jump-packs for mobility and smart barriers for protection.
Operating all operations from the Planetary Assault Carriers from the Naval fleet, sending dropships and transports to the ground to deploy their fleet of Vehicles, Mechs, and Soldiers.
Because they are a single species empire, they have a numerical disadvantage when compared to empires with species diversity. this is mitigated through the use of combat bots.
- The Azuri - Ultimate guide here - http://www.furaffinity.net/journal/5238298/
The Azuri are a small faction of supremely powerful females who live in the far reaches of the universe. The Azuri's have permanent bases and cities on no more than 60-70 planets, they numbers are countable and few but yet they pose of the best and most effective forces in the universe. Which each Azuri being worth more than a 1000 of any other factions finest. No one knows where they came from or why they are here and they don't interact with the other factions much at all and whenever they do, its usually quite violent and short lived. The Azuri's outright dominant biological advantage and unique command structure gives them the adaptability to overcome any attack launched of them and so far but also condemns then to live alone (I.E. with other Azuri's) as their massive sizes and shapes makes living within the other empires and faction impossible, fewer than 10 Azuri deaths have been recorded over the period of 2000 years. The only limiting factor to their dominance is their inability to reproduce naturally, they are grown in tanks in batches or usually about 100 or so. They are heavy users to physical weaponry and melee weapons, but also use Chosen armaments and their own unique weapons known as Kykrill weaponry. A lot of Orion citizens don't believe the Azuri's are real and think they were a made up story to try and reduce the amount of rape committed. The Azuri's hate the Battle Sisters bitterly and will fight them to the death if they encounter each-other anywhere, usually winning too.
- The Chosen
Allies to the Azuri's and the arch nemesis of the DA, the Chosen are feared by all that are capable of feeling fear. Their ranks comprised of seemingly sentient machines and drones, clad in their formidable and unknown black armour and armed with their Demiicore Ballistic weaponry with Plasmite weapons as back up. Their war machines are the most powerful in the universe, from Fast moving and armed Assault Panthers to hulking and unstoppable Punisher Spider mechs, to face a Chosen war machine is to stare at the perfection of death and obliteration. And on top of that, their purpose is completely unknown. Their numbers are unknown, their bases can't be found and their goals are seemingly random. They simply show up in random places and complete seemingly random goals, although they are observed to attack the DA from time to time. They fear nothing, are capable of killing anything and can be everywhere, showing up completely undetected. Surprisingly though, they do not shoot those who don't attack them, unless its their goal to destroy that person. They are honourable to an extent and their drones with melee duel with enemy soldiers if provoked to. Little is known about the Chosen, and what is known, is terrifying.
The Chosen are the only things that Carthonex are afraid of, and the Chosens response to Carthonex activity in their area is swift and overwhelming.
- The Warlords of Detromus
The 7 warlords of Detromus used to belong to the FoC, but broke free in a planned uprising to start their own faction. They were sick of the constrictions imposed on them and wanted to further their psyonic development unhindered. Now they function well by themselves, but stay hidden from the FoC who are looking to execute them for their betrayal. They are a heavily psyonic based faction who are pretty friendly really, they take in people with psyonic capabilities and train them to use them properly without forcing them into any sort of contract or agreement. Or brainwashing subjugation. They are rapidly growing and use their melee combat prowess taught to them by the FoC in conjunction with their psyonic assaults to form a powerful fighting force, although they always avoid fighting whenever possible, preferring to keep the peace. The Faction was named after the warlords who broke free and formed the group.
Splinter Factions
These are factions that require a resource that they cannot attain themselves due to lack of manpower or facilities (So they cannot produce all their own food and weapons and stuff, they need assistance), splinter factions can include single species that are living within empires or terra corps.
- The Battle Sisters
The Battle sisters are a group of super powered females that fit in much better to normal life than the Azuri's due to their normalised sizes and natural birthing capabilities. They lost a massive war against the Azuri's years ago and have been on the backfoot ever since, they now live within the Oneye Corp and stay hidden and passive. Although they are allies with the Oneye, there is no official documentation as the Oneye fear that doing so and declaring it will provoke the Azuri's and Chosen to attack, so the alliance is unofficial and sketchy at best. They do still have three sanctuaries that work as a base of operations and safety for the Sisters at hidden locations. The Sisters are always on alert as a single Chosen spider drone could sniff their outposts out and spell disaster for them. The Sisters also make one of the only weapons capable of damaging Azuri's within their sanctuaries, Zenith blades. Any child birthed by a Sister will be a Sister regardless of the father.
- The Gemini
The Gemini were a (somewhat failed) experiment by Enigma to create super soldiers from the genetics of a battle sister (Which are identifiable and obtainable unlike that of the Azuri). The result was an all male race of men that were stronger, faster and smarter than your average joe by about 40-50%, unfortunately, they weren't engineer properly in the head and worshipped the Battle Sisters as goddesses, swearing to protect them at all costs, regardless of what Enigma officers tried to tell them to do. Enigma scrapped the project and the resulting Gemini managed to find the Sisters and offered themselves to them. They are bodyguards, soldiers, breeders and friends to the Battle Sisters and a much needed helping hand to them as well. They fight well and effectively, using what Enigma armaments they managed to steal and what the Sisters can equip them with. Aside from that, they function identically to normal people, just with their advantages.
Czarites
The Czarites are a newly discovered alien species of massive potential and are the starters of both factions below. They have mainly been pulled into the DA who saw their potential straight away and gladly lifted them into the stars from their homeworld.
- The Rewritten
Caught between being a zombie infestation and severe nymphomaniacs, the Rewritten are a self spreading corruptive race that came about through genetic engineering and tinkering of the Czarites natural structure with that on the powerful pheromones of an Azuri Dexon Dragoness. They spread their corruption through rape and sex and are completely self serving, they can hit unprepared and heavily populated areas extremely quickly and hard too, converting thousands and millions of people to their cause in days. Their ranks are comprised of Controllers, who are corrupted Czarites. Nodes, who are corrupted people who's more adaptable bodies have allowed to change somewhat and Slaves, who are corrupted people who couldn't transform into Nodes. The Rewritten are a fast growing faction who are keeping low and attacking isolated areas to increase their numbers. The Controllers often keep people who are immune to the corruption as their own personal sex slaves and these people are called Marks. The Corruption of the rewritten is so powerful that it is considered permanent and can override any other convictions the victim has, including the FoC's indoctrination.
Tiers of warfare
There are 6 tiers of warfare within my universe which are as follows.
Tier 1: Civilian and gang arms - Equal to modern day weapons, like AK-47s and whatever else guns, lowest tier of warfare, not much to say about it really. Used by gangs in down-trodden cities as they are cheap and will still kill people. Numbers in tier 1 conflicts usually lower than 100 per side.
Tier 2: Law enforcement and rival arms - A considerable upgrade from the last tier, more powerful than modern weapons by a fair way, includes some personal armours, vehicles... all sorts. Think sci-fi version of modern earth weapons. Mostly used by splinter factions who can't get access to higher tier equipment. Numbers can go up to 1000 per side, usually much less.
Tier 3: Light infantry wars - Getting to the beefier stuff now. Way ahead of tier 2 weapons, getting to high powered ballastic and energy weapons, armour systems and visors, basic tanks and mechs. This is how must conflicts between the empires and terra-corps start. Mostly up to about 1000 in numbers for conflicts, sometimes higher but if it goes any higher than that, it usually goes a tier up.
Tier 4: Heavy conflict arms - Big guns coming out now. Powered assault armours with jetpacks and shields, hulking tanks and mechs covered in guns. Rail-rifles and guns, sniper cannons, orbital drops. Heavy sniper squads often mobilised. Space frigates and cruisers often dispatched. The big wars are fought in Tier 4. Good staying power with the heavier tanks, lots of different equipment and whatnot. Very interesting tier. Big upgrade over previous Tier. In comparasion to modern day, none of our small arms would damage a powered armour and neither would a lot of the bigger ones either, I.E. we'd get slaughtered.
Tier 5: Elite conflict arms - The most elite and well equipped squads showing up here, most empires and factions only go up to tier 5. Psyonic specalists often come out to play. Teleporting powered armours, tech ninja's, fast moving assault mechs, ultra heavy bombardment tanks, anti grav jet fighters, dragon fly dropships... all sorts. The universes most skilled warriors using the best equipment possible. Your imagination is the limit. The DA have a good amount of Tier 5 units and operatives stocked up. Azuri's are considered this Tier or the one above depending on their veterancy and skill as are the Chosen too.
Tier 6: Devastator Tier - The universes most powerful weapons and warriors, capable of annihilating entire armies by themselves. The Chosens seldom seen but utterly terrifying warmachines are in this tier as the ground rumbles and cracks with the mere unloading of their units. Higher ranking Azuri veterans are also in this Tier. Anything here should be treated with the utmost respect and fear. Very few factions have anything in this Tier, but the Azuri's, Chosen, Carthonex, DA, Rayei Guardia, Cold One Legion and Followers of Caaduni do. Proportionally, the Azuri's have the highest amount of Tier 6 agents compared to anyone else.
Example of weaponary
Here is a short list of some weapons featured in the DA, to give you a taster of the kind of weapons that infantry in a faction can use and some info.
Vulcan weapons – These are extremely high powered ballistic weapons, designed to hurl small, armour piercing, high velocity rounds at extremely high rates of fire and excellent accuracy. They were designed to shred armoured units and infantry alike in huge volleys of ultra high velocity shredding rounds that rip through armour and flesh alike with ease. Terra-corps such as Orion who rely heavily on powered armour HATE Vulcan weapons because they render the huge armours virtually useless. They are sleek, luxury weapons that are on the high end of the weapons scale. They come in – Pistols, sub-machineguns, rifles (Sniper, assault, basic, heavy), cannons, machine guns, shotguns and many more. Vulcan grenades work by firing loaded spikes in all directions.
They have similar aesthetics to these examples below
http://peterku.deviantart.com/art/V.....8178&qo=67
http://torvenius.deviantart.com/art.....8178&qo=23
http://torvenius.deviantart.com/art.....rion-273457716
&
Plasma weapons – These are more specialized but extremely powerful weapons that range greatly in their use. They use the boiling hot blue plasma fluid that the DA developed years ago to combat Azuri’s. Unfortunately, the Azuri’s developed resistances to its highly corrosive effects within hours and it shortly became useless against them, but its use against others kept it in production. Plasma is extremely corrosive, burning through flesh, armour and shields with ease. Its also extremely toxic to anyone other than the Crystallin Rhargnorns, who seem to be immune to its effects, if Plasma enters someone’s blood stream, it can cause heart failure, seizures and internal bleeding within minutes, making even the smallest amount lethal to unprotected infantry as it will burn through their armour and skin and enter their blood stream within seconds. There are 5 main delivery methods for firing Plasma:
1. Energy capsulated – Fires the plasma in small energy packets, which leave huge blue streaks behind them when fired, functioning at long range excellently. Packets burst on contact, exploding with force and releasing their corrosive payload right onto the target. Accurate and powerful, with good area of effect and damage.
2. Raw gaseous projection – Fires the plasma out in a fashion similar to that of flamethrower, only blue and thicker. Short ranged but devastating, can be fine tuned too to produce different effects. The DA’s Plasma projector can fire it in 3 ways, as a huge cloud of plasma, to flood out buildings and flush infantry out of fortified positions, as a flame thrower, for standard engagements, and as a giant blow torch, for completely melting single armoured targets in less than a second.
3. Concentrated liquid expulsion – Fires the plasma out in a similar fashion to the energy capsulated method, but has shorter range/higher damage. Plasma is concentrated to produce a thick liquid and fired using gravity fields to obtain a decent range. Less area of effect that method 1, but targets hit are hit far harder by corrosive potential and raw heat. Often used against vehicles for its raw damage potential.
4. Hybrid Vulcan Encapsulation – Covers a Vulcan round in a layer of sticky, explosive plasma. Reduces the velocity of the Vulcan round, but causes it to explode within targets, burn the area around it and damage kinetic shields far more.
5. Plasma Arcing – Draws a HUGE amount of electrical power through a plasma liquid to turn it into a super heated bolt, utterly devastating but requires a lot of time to charge, reload and rearm. Boils flesh, blood, bone, armour and shields in a burst of energy. Infantry hit by these are expected to be unrecognisable and reduced to a thick watery mess on the floor. Tanks hit will often have entire flanks melted and torn apart. Can be changed to fire the plasma as a bolt of lighting too.
Plasma grenades with work as gas plasma grenades or sticky plasma grenades. Sticky plasma grenades explode violently and rely on their explosive/corrosive damage. Gas plasma is used for area denial and flushing out areas too.
Standard Vulcan assault rifle – Clip loaded automatic rifle, shreds armoured targets easily, vicious rate of fire, high accuracy.
Vulcan Assault shotgun – Automatic shotgun, clip loaded, short ranged but packs on hell of a punch, inaccurate but vicious rate of fire.
Vulcan Pistols – Many different types, all are dangerous though, very reliable.
Vulcan Revolvers – Ultra high damage side arm, known for being able to shoot through the side of a tank, a remarkable trait for a pistol. Only for high ranks.
Vulcan Sniper Pistols – Scoped, high accuracy pistol, low rate of fire but high damage. Medium ranks and up.
Vulcan Sniper rifles – Semi-auto sniper rifles, extremely high bullet velocities gives huge armour penetration, excellent range of scopes available.
Vulcan Sniper cannons – Fires large compressed orbs of metal at frighteningly high velocities, loud and heavy weapons known for their abilities to flip a tank from miles away. Infantry hit with these are completely annihilated. Sometimes built as hybrid weapons to bring down the heaviest of vehicles.
Vulcan sub-machinegun – Rate of fire like nothing of this earth, short range but utterly vicious in close quarters. Small, easy to use, dual-wieldable, the ultimate spray and prey SMG.
Vulcan chain-gun – Fires less rounds than the SMG, but fires far larger rounds at much higher accuracy with higher velocity, infantry can wield this. Loud but a fanatically powerful infantry and vehicle shredder.
Vulcan Revolver Cannon – A huge heavy rifle with a cylinder chamber, slow rate of fire but functions like the sniper cannons, something hit is something dead. Better in short range engagements than the sniper cannons. A highly valued weapon. High rank only.
Vulcan Grav loaded Revolver rifle – High impact, good rate of fire, astoundingly high damage. Loud but not as heavy as you might think. A terrifyingly powerful rifle designed to combat the Chosen’s heavier infantry. High rank only.
Plasma Rifle – EC (energy capsulated – method 1.) plasma rifle designed for mid range combat, clip loaded, high damage and AOE.
Plasma Projector – RGP plasma unit, a gas grenade, flame thrower and blow torch all in one!
Heavy Plasma rifle – EC plasma rifle designed for larger AOE, fires much larger bursts of plasma at a slower rate of fire, infantry hit by these are often burnt, exploded and dissolved upon impact nearly instantly.
Plasma Repeater – EC Plasma rifle designed for high rate of fire for blanketing areas in plasma at long range.
Plasma Demeter – CLE plasma unit designed to melt down heavy tanks and mechs at mid range. Pilots fear Rhargnorns with these.
Plasma Canister cannon – Single infantry artillery unit, fires metal canisters loaded with sticky and gaseous plasma at long ranges, sometimes used at short range by fearless Cryzillin Rhargnorns.
Plasma cannon – EC plasma cannon, fires huge bursts of plasma at massive ranges, huge AOE damage. Often mounted on vehicles, giant versions available for assault barges, infantry version is shoulder mounted.
Plasma Arken Bolt thrower – Looks like a crossbow, fires small bolts of arc’d plasma, silent to fire, loud on impact.
Plasma Arken Bolt cannon – The thundering roar of these things charging up stirs fear amongst enemy ranks. Blows up pretty much anything in a giant bolt of blue/white plasma energy. Infantry caught within 100ft of impact without sufficient shielding will be killed instantly.
Plasma Mauler – Automatic hybrid shotgun designed to overwhelm targets at medium to short range with flurries to Vulcan plasma rounds. Brutal weapon with good rate of fire, heavy though.
Plasma sniper – EC plasma rifle, single shot, very large rifle, designed for ultra long range, despite its large size, its not that heavy. Projectile takes time to reach target unlike Vulcan rifles which are nearly instantaneous even at long range.
Hybrid Slammer shotgun – Hardy, well built, ultra durable, extremely reliable pump action shotgun, fires pretty much anything that fits in the adjusting chamber, good weight to it makes it excellent for beating people with. A favourite weapon of many Rhargnorns.
A lot of the DA’s weapons can be modified with addons and extra’s, including – Longer barrels, frontal grips, sights and scopes, Plasma coater (Vulcan only), silencers, accelerators (Increases bullet velocity), Dead stoppers (Vulcan only, mades bullet explode on impact, useful for shotguns and SMGs), Air directors (Increases range) and visual changes to the gun, such as paint jobs and whatnot (Medium ranks and up).
On the flip side, here’s a selection of Dominion of Chass weapons as well as a description of their two main types of weapons
Bio Kinetic Assault weapons (Impaler weapons) – These are ballistic weapons that fire a range of different bio-engineered projectiles, each designed with a different purpose. With a organic form to them, these rifles mimic the DA's Vulcan ballistics in firepower with a different take on aesthetics and design. These are hard hitting, well designed, powerful weapons, making up the bulk of the DoC's forces armaments that vary massively in their use depending on the ammunition loaded, the standard ammunition types used are:
Penetrator spines: These armoured spikes are the most basic rounds used, coming in a range of sizes, they mimic bullets in use. Nothing hits with more force than the penetrator spines and they are known by the other factions for smashing through the heaviest armour. Penetrator spines use ultra dense materials to increase their kinetic potential and use a chemical compound to increase their velocity, causing them to leave a green trail as they fly through the air.
Primed spines: These spines are loaded with a corrosive and explosive acidic charge, exploding once they've entered the target and come to a halt, coming in a range of different sizes once more, their corrosive payload causes immense damage to armours and systems, using these ammo types of anything less than the heaviest of infantry and vehicles is considered a massive waste. A single primed spine can cause absolute havoc to even the biggest tanks if used correctly. Has the second highest armour penetration behind penetrator spines themselves.
Shredder spines: These spiked, terrifying spines are designed to shred the target and then explode, hurling a shockwave of smaller, flesh ripping spines out in all directions, often curling and whipping through the air, these smaller spines carve through flesh with disgusting grace. Used for mulching masses of infantry, people hit by these and survive are left in horrific condition. The main spines fired lack the punch of penetrator spines and can fail to damage armoured units, but their mass AOE infantry ripping capabilities make them an invaluable tool against number heavy assaults, such as the Followers of Caaduni. They also serve as an excellent fear factor.
Warped spines: These spines have a small chemical charge integrated into them that causes a blast of toxic fumes to erupt from them upon hitting a target. They do not penetrate very far into whatever they hit but the toxins that follow are exceptionally dangerous, they react to almost everything with devastating consequences, warping and fatiguing armour, corroding shields, melting flesh and exploding enemy ammunition. These rounds are used against extremely tough targets to soften them before firing other rounds.
Most of the DoC's weapons are completely illegal by the Universal Council's laws, but nobody listens to them anyway. Perhaps one of their most macabre weapons is their Blood Spores.
Blood spores are a gas cloud weapon designed to be carpet bombed over masses of unprotected infantry, either during battle or after. Blood spores are an extremely small seed like entity, barbed on all sides and smaller than a grain of fine sand. They become lodged into flesh extremely easily, skin included, but on perfectly healthy skin, they should have very little effect if left alone and removed properly. Providing Blood spores don't actually touch any blood, they are extremely itchy at worst. However, upon touching blood, they begin to engorge and inflate. They grow in size, their barbs growing too, ripping into flesh and causing extreme pain as they grow. Once a Blood spore begins growing, its almost impossible to stop. They will continue to grow in size until they are roughly the size of a cherry. It is at this point, that the blood spores internal pressure is great enough to cause it to explode. One blood spore lodged into your arm will have enough explosive strength to blast your arm off, or a massive chunk of your leg off. It takes anything between a few minutes to a few hours for Blood spores to explode, depending on how they land. Soldiers with deep, existing wounds can find themselves being torn apart by Blood Spores in minutes. They are horrific, terrifying weapons that can destroy masses of unprotected infantry in one foul swoop. A single carpet bomb can contain millions of blood spores and they can become lodged into ones eyes and rubbed against the skin all to easily, but inhaling them in a sure-fire way to find yourself dead, as they cut your lungs and respiratory system to ribbons before exploding and tearing you apart...
Next are the sonic based weapons, employed in internal conflicts should they ever arise but more than capable of being lethal.
Decibel Assault weapons (Auran weapons) – These are sound based weapons that fire tightly controlled bursts of pure sonic energy at opponents, mainly used for disabling people (As bio-kinetic weapons are extremely bad at capturing people alive), they rely on clever bio-engineering to direct and focus sound into different waves, shapes and forms. Non-lethally, they can disable people, overload sensors, cause extreme disorientation and damage systems. Even given enough power to become lethal, they work by causing extreme internal haemorrhaging and brain damage. They can reduce someones brain to a thick, watery useless mess and rip up someones internal organs into a fleshy stew. Short range is best and most power armours do not protect well against them, making them excellent CQC weapons in a lot of situations.
Here is a short list of example DoC weapons that most infantry can use.
Impaler assault rifle – A compact and sturdy BKA weapon that fires a barrage of spines with good accuracy. Tough and reliable, a good toe to toe rifle. Can use any spines.
Impaler combat cannon – A large and heavy gun that fires massive calibre spines, designed to deal horrendous damage. Usually uses penetrator spines or primed spines. Penetrator spines fired from this can slam straight through the side of a tank. Tears lighter vehicles to shreds.
Impaler assault machine gun – A fairly large rifle designed for an absurdly high rate of fire with long range. Excels at delivering shredder spines into squads of infantry.
Impaler pathfinder – a light and hard hitting sniper rifle designed to fire penetrator spines directly through peoples armour. Often used to kill pilots of lighter vehicles. A good and well used rifle, known for its excellent accuracy and damage potential in the hands of skilled users.
Impaler aero-cannon – The DoC's take on a mortar. Fires capsules containing spines over obstacles. Perfect for trench sieges, small and easy to carry, packs a massive punch for its size.
Impaler hand cannon – The DoC don't do small pistols, they only do massive hand cannons that could blow a mans head clean off a mile away. Often loaded with Warped spines to accompany a soldiers assault rifle should their assault rifle lack the punch to damage a target. Kicks like a mule on steroids when loaded with penetrator spines.
Impaler barrager – A self loaded, rapid fire, shoulder mounted cannon designed to deliver larger calibre spines into enemy ranks from far away. Excels in anti sniper duty with Shredder spines loaded, as their massive AOE can eviscerate often armour-less snipers easily or scare them out of cover.
Impaler canister rifle – Effectively a grenade launcher, utilises a rotating barrel design to fire tight volleys of long range spine canisters. Whilst it doesn't pack as much punch as the aero-cannon, it can be used in direct combat far easier.
Impaler sniper cannon – A massive shoulder mounted sniper cannon that is designed to match the DA's design. Whilst it doesn't pack quite as much punch as the Vulcan equivalent, it can still punch through most armours at tremendous ranges. The larger calibre penetrator spines fired from this beast can often appear to look like missiles, as they roar through the air, glowing red hot from the air resistance and slam into their target at blistering speeds. Headshots with this weapon will not stop the projectile and this can kill several targets in a row.
Impaler Destroyer cannon – Named after the fact that it can take out a ship in a single shot, the destroyer cannon is another shoulder mounted heavy cannon designed for infantry use. No other infantry weapon in the DoC's arsenal packs a bigger punch than this. Firing massive calibre spines, it utilises whats effectively a bio-nuclear concoction of chemicals to bring tremendous power to its projectile. Tremendously loud, heavy and slow to reload, firing the destroyer cannon is often a risky manoeuvre. But the pay-off should you hit your target will be more than worth it. Often used to fire massive primed spines right into the heart of enemy orbital ships or into super heavy tanks and mechs. Infantry must be properly protected to fire this weapon, as it can kill lesser users with its tremendous shockwave released whilst firing.
Auran rifle – A lethal sonic rifle that fires energy in a tight beam, designed for killing armoured infantry by aiming straight for the heart and haemorrhaging the shit out of it until the target dies from internal bleeding. This only takes a few seconds.
Auran assault cannon – Effectively a sound shotgun, fires a shockwave of energy directly out, throwing people off their feet whilst annihilating their insides. Is either completely devastating, or utterly useless, depending on the target. Extremely effective as disabling unprotected vehicles.
There are 3 planes of existence in my universe, each inter-linked and with its own set of laws and rules.
1. The Physical plane
This is what me and you exist in. The physical plane is everything around us as we see it and obeys the laws of physics. Not a whole lot to say on this plane really. It is as it is.
2. The Phased plane
The phased plane is directly connected to the physical plane, vaguely mimicking its shape and form but is heavily distorted. Its laws are different to the physical plane, for a start, matter does not exist in the phased plane. Instead, everything in made of energy. The phased plane is nigh impossible for normal people to even discover but is infact usable as a medium of travel for those with the capabilities to travel into it. Existing in the phased plane for any length of time without protection in the form of psyonic shielding is extremely dangerous though and can end up with your bodies energy being dis-guarded. What does this do to you? Well, it'll flash freeze your internal organs to absolute zero instantaneously open re-entering the physical realm, which is not very healthy for you... However, for those protected from the effects that the phased plane can have, it becomes extremely useful. Ion, for example, is capable semi-entering the phased plane whilst still maintaining her physical form. This allows her to break physical limits and accelerate past things like terminal velocity in any direction she pleases. Phase shifting is a technique where by you completely disappear into the phased plane and use it traverse distance in the physical plane, time moves at a far, far slower pace in the phased plane and this means that effectively, Ion can teleport short distances. Advanced users can even bring excess energy forth from the phased plane and use it as a weapon.
3. The Ether realm
Whilst the physical and phased plane exist directly on top of one another, directly linked, the Ether realm does not resemble either. Whilst it is connected to them. it does not mimic them or follow their forms, so it is instead refereed to as a Realm. The Ether realm is where your soul exists, anchored to a point that is your body. There are only souls in the Ether realm, no physical bodies or objects exist here, just the endless black, gravity-less, free-form ocean of the realm, the wisps of free energy and the souls themselves. The Ether realm is vitally important though, not just because it contains every soul in the universe, but because its the only realm where energy can be directly created and generated. People can drain energy directly from their souls supply and form psyonic abilities which is how the process is done. Using the phased realm as a supply for these abilities is far more dangerous and difficult to do.
So, with that briefly explained, how does any of that effect anomalies? And what exactly are they?
Well, anomalies are unexplainable random events that happen for seemingly no reason at all, sometimes praised as acts of a higher power to those who believe in one. They take a number of different forms with different ranks of severity.
Forms - Anomalies can take many forms and can be pretty much anything, but these are the basic categories.
Destructive - A random spasm of energy that damages things around it before quickly dissipating
Constructive - A random spasm of energy that enriches the atmosphere around with additional energy or matter
Formation - An event where an anomaly produces a unique object in a random location
Abrasive - A dangerous anomaly that renders and damages all beings in its area of effect, does not damage matter directly but instead drains the area of soul energy and psyonics
Fractal - An extremely dangerous event that directly damages matter in its AOE without the release of energy
Wormhole - A temporary shift or distortion in physical plane matter that will hurl people/objects to its other side, this "other side" can sometimes just lead to absolutely nothing
Detrimental - An anomaly that drains the entire AOE of a particular form of energy, sometimes heat, sometimes gravity.
Chaotic - A strange anomaly that seems to behind the laws of physics in its AOE, short lived and often dangerous.
Melding - A long effect anomaly that subtly changes things around itself, similar to chaotic but less powerful and longer lived, these anomalies can exist for hundreds of years and can often have very positive effects for people.
With those main forms in mind, there is a rating system for anomalies, a way to estimate how powerful it is.
Simply ranging in 1-10, with 10 being the strongest, i will list examples below of what to expect from each catagory and a couple of examples for each one.
1 - Nothing more than a local event, usually harmless but interesting for those who witness it. A lvl 1 wormhole might teleport a cat from one room of a house to another. lvl 1 constructive might heat the air up slightly making a warm breeze for a few seconds
2 - More powerful local event, can sometimes injury people, gets a bit scary for those who are near it. lvl 2 wormhole might teleport someones dog or piece of furniture into a neighbours house or across a street. lvl 2 Detrimental might make a house suddenly feel extremely cold for a few hours.
3 - Noticeable event, this will be detectable from the planets atmosphere by people with decent equipment, the more dangerous events are now starting to gain enough power to be worth being scared of. lvl 3 Chaotic may completely disable the gravity in your house for a day. lvl 3 wormhole could cause your pet to be teleported across town. lvl 3 formation could produce an artefact of significant personal strength. lvl 3 fractal event could instantly crumple your car into scrap metal
4 - Minor scale event, power level increasing now, starting to effect entire streets with its effects being more severe. lvl 4 destructive could cause an explosion large enough to destroy a house. lvl 4 abrasive could cause an entire street to feel extremely drained and tired. lvl 4 melding could cause an area to eerily make random screeching noises for no apparent reason.
5 - Large scale event, at this point, considering the anomaly itself, the factions will start to take notice, positive anomalies will significantly improve the area, bad ones are doing to be dangerous... lvl 5 fractal event could destroy a block of flats. lvl 5 constructive could raise a lakes temperature by a good few degrees. lvl 5 wormhole could shift an entire room of a house across a city.
6 - Kilo scale event, the scale of the anomaly increases again, as does its power. lvl 6 wormhole could move a whole house across a country or make someone disappear forever. lvl 6 destructive could boil a whole lake or cause a massive lighting storm. lvl 6 detrimental could completely disable gravity in a city for a few seconds or in a smaller location for a longer period of time.
7 - Mega scale event, at this point, anything dangerous will start costing a large number of people their lives if they happen in crowded areas, artefacts formed will be extremely formidable. lvl 7 destructive could blast out wave of heat energy out hot enough to completely destroy a city or evaporate vast quantities of a small ocean. lvl 7 formation could result in an artefact capable of making the user completely undetectable or capable of super-human feats. lvl 7 melding could result in an entire city feeling healthier, happier and much more alive for hundreds of years.
8 - Giga scale event, the AOE of these events could span entire countries or continents, anything of this scale, unless considered absolutely positive, will be treated with utmost caution and will be thoroughly researched. lvl 8 wormhole could remove a city of existence. lvl 8 abrasive could make a whole continent feel near death for several years or fully kill people in a few days of exposure in a small country sized area. lvl 8 constructive could cause a whole new landmass to appear on a planet or form a large asteroid.
9 - Terra scale event, the next step up in something that'll disrupt entire planets. lvl 9 constructive could cause a new moon to appear or a small planet. lvl 9 wormhole could cause a moon to disappear. lvl 9 detrimental could cause an entire star to freeze over and stop producing heat. lvl 9 fractal could split a planet in two. lvl 9 melding could cause the complete eradication of all aggressive microbes across a planet, effectively killing off diseases. lvl 9 chaotic could turn all air to liquid in a country sized area for several months or across a whole planet for a few hours. It was a series of lvl 9 formation events that allowed the Azuri's to be produced.
10 - Abyssal event, being by far the rarest event, these are without a doubt the most powerful of all anomalies and their existence can not only effect everything around them, but the entire universe in one way or another. For those of you who read the Azuri's backstory, it was an Abyssal wormhole event that allowed the 7th Legion to travel into other universes. lvl 10 destructive event could completely wipe a solar system from existence instantaneously. lvl 10 detrimental could cause a whole solar system to lose gravity permanently, thus causing the planets revolving around the star to lose their orbit.
OK, imagine my universe was a game, if you could see all your different life bars, you'd see Mind, Soul and Body. Every single sentient entity in my universe will have those 3 things and this is how they work and i'll use an example, lets say Diego and Plasia. P
So what exactly is it about? Well, its a Sci-fi based universe that is literally an entire universe. Millions of planets, solar systems, areas, uncountable numbers of people of all different shapes, sizes and species, lots of sex, violence, guns, mechs, tanks, space ships, cyborgs, ninja's, gods, super soldiers, aliens, boobs, conflicts, drama, love, wars, mercs, artefacts, anomalies... all sorts really. I built my universe to cater to lots of different ideas and factions and i hope it shows, this has been in development for many many years now and still is. Nothing you see here is truly final, i am always revisiting ideas and reinventing things.
So, moving onto the factions, the groups in my universe are divided into 4 main catagories. Terra corps, Empires, factions and Splinter factions.
Terra corps
A lot of the universes normal (I.E. just normal everyday people like you and me) population his held within the "Terra-corps" which are corporations that have grown far beyond governments and countries. Terra-corps own thousands of planets, solar systems and stars, they have a near unlimited number of people in their hands and are tasked to take care of them all, as well as fight wars, develop new tech, keep everyone happy and much much more. Think if apple or Microsoft suddenly had the ability to change laws and had control of everything, its a little like that, only with a little less focus on making profits due to the fact that they have no real competitors aside from the other terra-corps. They don't answer to banks or governments, they are in control. Due to this, their populations are a real mix pot of species and people as they try to cater towards everyone, they can't hold bias for any single species or group, otherwise it would come to bite them back in the future.
The Terra corps are:
- Orion Industries
Orion is the direct competitor of Enigma, they focus a fair bit on using their current technology as best as possible, modifying and upgrading, rather than replacing. Orion are big fans of artillery and power armour suits as well as ballistic weaponry, employing them heavily in combat. A usually well meaning terra corp that does try to look after its people but has an effective cost of life, meaning they won't sacrifice a whole cruiser of soldiers for a single lost civilian. They are adapters and survivors, hard wearing people with high tolerance to just about everything. Orion civilians are known to complain the least of all the terra corps.
In conflicts, Orion try to reason once before utilising force, they are quick on the offensive and like to strike first and hard, however, their preferred battle tactics involve their massive artillery tanks and mechs and formidable front line assault tanks & power armours, they rain death down from the sky whilst slowly advancing up and wiping out anything that might have survived their death rain, they excel at breaking fortifications down AND making them too. Orion are notoriously good at besieging and defending, being extremely difficult to dislodge from systems and area's they have taken, this, combined with their heavy armour frequently equipped makes them extremely good at attrition wars.. Often, other factions will simply just fight around Orion controlled areas, as they can often lack manoeuvrability and the amount of effort it takes to remove them is simply not worth the resources it costs to do so.
- Enigma Inc.
Enigma are the direct competitors of Orion, they focus more on advancing their technology through science, rather than clinging onto whats already been made, they frequently replace outdated tech with newer models and have a sleek and sophisticated style to their equipment. They prefer the use of energy weapons and often employ stealthier tactics with highly trained tech squads to out perform the heavier and slower Orion power armour suits they often fight. Other than that, Enigma and Orion are extremely similar. They are a very clean and well trimmed faction, with no excess "fat" on their structures, both infra and physical.
Enigma focus themselves on the aspects that Orion can sometimes struggle at. Speed, manoeuvrability and stealth. Although Orion do have units to focus on these, Enigma's armours often outperform Orion's slower power armours in these aspects. As a result, Enigma attempt to engage as swiftly and powerfully as possible, before Orion can get their titanic tanks and artillery into play. Enigma can fight on a large scale effectively but are just can't keep up with Orions tough and devastating armour units. Where Enigma shines through though is in their intelligence and spy divisions, often equipped with the very latest armours and tools, they can make precision strikes into Orion's sub sectors perfectly and pull off operation's with highly skilled agents with very high success rates, allowing them to get the intelligence they need to avoid Orion's bombardment fleets and keep out of their guns range on a galactic scale.
- The Oneye Co-operation
The Oneye are the most peaceful and friendly of the Terra corps and are often seen as the opposites to the BDA, they hold the life of their cilivans as absolutely priceless and will fight to the bitter end to ensure the saftey of their populations. The Oneye corp spend a similar amount on R&D as engima but with far less focus on armaments and fighting, meaning that Oneye have better medical facilities and overall average tech than Engima and certainly Orion. Whilst their military might is far from weak, they do have the weakest of all the terra corp forces, they often employ energy shield systems and kinetic dampening armour to save their soldiers, they use energy weapons for the bulk of their forces but have been seen to use the ellusive kinetic ion based weapons for their elite teams. Due to how its people are treated, Oneye civilians may be kind, but do appear to be somewhat spoilt and will complain over the slightest of things, although they are usually grateful for the treatment they get.
Oneye prefer to use snipers and long range weaponary to take out enemies, keeping their soldiers out of harms way as much as possible.
However, Oneye is not what they seem at first glance...
The Oneye inner circle are a horrendous group of insane assassins and leaders who actually run the Oneye. Their group consists of people who could be considered utterly psychotic by normal standards, often practising in death rituals, cannibalism, violent sex acts, blood rituals and horrific torture of prisoners of war, the inner circle (Or IC as they shall now be referred as) is the only reason why the Oneye corp still exists. As detailed in my "Scale of it all journal" (link here - http://www.furaffinity.net/journal/3954122/) the Oneye corp are rather peaceful and one would think that they'd be easy prey for other factions to attack. But the IC has kept other factions at bay for quite some time now.
What are the IC like? Imagine a group of people consisting of characters similar to the Joker and Harley Quinn from DC universe and Voldo from Soul-calibre. That, with a hefty dose of sci-fi loving, psyonics, assassin training and resources... These people are insane, but intelligent. Crazy, yet guided. Their motives are only to protect themselves and the Oneye terra-corp. They'll stop at nothing to achieve their goals and know no rules, no boundaries and are an utter horror to face. They assassinate those who would threaten their people and will torture whoever they want to get the information they need. You haven't seen cruelty until you've witnessed what they do to people...
In combat, IC assassins are bewildering terrors to fight, they move strangely and awkwardly to throw people off and use a wide variety of different blades and weapons, most refusing to use guns and as a result, are extremely deadly in close quarters combat. They bend their bodies out of the way of attacks, their spines bending in inhuman ways, a result of their bionic implants and training. Their weapons were co-produced by the Battle Sisters to give them Xenith blades, capable of cutting through pretty much anything and everything. They fear nothing, are fuelled by their own loss of blood and some have even continued to fight after being beheaded (Although they did die afterwards)... they pull off impossible dodges and swing back with impressive force from nothing, with blades sharp enough to slice through the powered armour of Orion or the woven fibre mesh suits of the BDA. Fighting a single one of these people is a nightmare... and they never travel alone. Co-ordinated psyco's, equipped to kill, and prepared to do anything.
It would appear the Oneye's out façade of friendliness and peacefulness is merely a cover operation for its inner workings...
- The Blood Diamond Alliance
The BDA is a massive mercenary corporation that grew out of hand, so much so that its considered a terra-corp. They have no value of life and will send millions of recruits to their deaths just to secure some resources. Only the strong, resourceful and smart will ever survive within the BDA for any length of time. Those who do find themselves holding great power. The BDA do make some weapons, mainly melee weapons (of good quality) and laser weapons (which are shit), both of which are provided free of charge to new recruits, but all good BDA soldiers have scavenged their own weapons. Recruits are also provided with a "multisuit" which is a tight fitting thin armour than it a perfect base for welding other armours on to. Good BDA soldiers will scavenge around for anything they can use for armour and weapons. The BDA doesn't hold any "normal" population, but has a HUGE amount of criminals and convicts within their ranks, thus boosting their numbers massively. The BDA is out for itself and doesn't care what it has to do to get money and power. If you've ever seen Avatar the film, you know how humans were cutting down the jungles for resources? BDA do that ALL the time and on far bigger scales, they mine planets dry on minerals, poison the wildlife with the industrial waste and then capture the tainted animals and enslave them for war beasts. Awesome.
The BDA are massively aggressive in combat, using numbers of cannon fodder to assault enemy lines whilst skilled veterans make their way through and take out key targets. Due to these tactics, they can often rush and take out unprotected and unsuspecting areas with ease and can even hold their own in all out war. But their tactics fail against factions who hold massive amounts of firepower who can eat through their numbers and gun down their veterans, like Orion, Cathronex, the Chosen/Azuri's or the DA. The BDA's biggest strength can be their powerful warbeasts and stolen equipment, presenting a varied and unpredictable force of units, generals can never predict what exactly the BDA are bringing to each fight which can cause significant issues for them.
EMPIRES
Empires are very similar to Terra corps in the way they work, but aren't corporations. They were governments that grew out of control and took over everything. As a result, Empires will have far more opinionated and subjective populations, rather than the mix pot that the Terra corps have. They function identically to the terra-corps in pretty much every other aspect though, making their own weapons, food, housing, entertainment, everything.
- The Draconic Alliance
The DA is the largest and most powerful of all the Empires in the universe, including the Terra corps. They have the most powerful tech and the largest population making them one fearsome force. Having mastered anti grav tech, Plasma weapons, Vulcan weapons and much much more, they don't really need much new tech, at least to fight off most opponents. The DA are feared by all the Terra corps due to their huge military prowess and strength. They have an elite royal family who decide everything within the empire. Their populations are coaxed into loving the royal family and theres a hell of a lot of propaganda within the DA, although their populations are happy, blissfully unaware of the subtle and powerful brainwashing that as cemented them into the DA forever. Those within the DA see a perfect system, those outside of it can see the racism and lies. The DA is extremely racist and will NOT allow population that isn't considered reptile or draconic to live amongst them. Non draconic citizens are considered lower than full draconic ones are are treated accordingly. The DA have their nemesis's, The Chosen and are constantly on the lookout for them.
Since the resurfacing of the long lost empire, Carthonex and their recent aggression, the DA ancient ones have now reappeared to guide their empire through the coming events. The DA:AO's are truly dragon like in their form, although they are humanoid to a degree (with grasping and dexterous hands for example) they are far more dragon like than the citizens of the DA today, all have wings, long necks, underbelly scales ect and usually stand at about 20ft on their hind legs, on all fours however, most are around 10ft.
They possess powerful psyonic potential and are tremendously old, most bear many scars and markings from wars they've waged or conflicts they've been involved in, they hold a lot of stories about the Azuri's and Battle Sisters, the encounters with the Chosen and Carthonex... they are very interesting creatures to listen to. Their actual age is going into hundreds of thousands of years and they have vast amounts of wisdom and experience. For now, i'm introducing a single one of them for people to talk to and as a character, others will be detailed at later dates.
Despite the DA's massive power, they are in a very fragile state within the universe, as they have so many enemies now willing to go to full scale war that the slightest drop in their formidable defenses will spell disaster for them.
In combat, the DA use their highly advanced weapons and armour to bring hell to their foes. Factions that rely on heavy armour (like Orion) despise the DA as Vulcan weapons render these armours almost useless. The best way to fight the DA is to stay extremely mobile, which unfortunately, they are also equipped for. Vulcan weapons can be used to shredding mass infantry or bringing in extreme damage to single targets and the same applies to plasma weapons, only plasma weapons are extremely effective against shields, making them perfect for fighting foes who rely on those, such as Enigma. The DA can fight on all terms and usually better factions at their own games. Making them a terrifying foe to fight against.
- The Followers of Caaduni
The largest of all religions, the FoC is based upon a living deity (Who does exist) named Caaduni. He shares his power with his followers and grants them incredible power, this power then spreads down the web of followers, lowering in strength as you reach the lower ranks of their forces. Their numbers are countless, their will unwavering. Fighting the FoC is a daunting task as the limitless numbers of Cultists charge forward, knifes and pistols ready, supported by the priests and warlocks who can raise their fallen back from the dead and the huge armoured Crusaders who charge through the thickest of gunfire in their ceremonial armour and slice up the ranks of those who'd dare to oppose them. They swarm and charge through anything, only listening to what their warlocks tell them. No gun will silence their words. Their populations are completely brain washed and happy with their lives, once you join the ranks of the FoC, you never leave. The FoC is a mix pot of species and has no unique species.
The FoC fight in a similar way to the BDA do, only with even more numbers that never stop coming. The only way to stop a FoC assault is to kill the warlocks supporting the invasion, otherwise they'll keep bringing the fallen back to life with powerful psyonics and blood rituals. They do not have much ranged firepower however nor do they have the element of surprise that the BDA can have. But their overwhelming and terrifying invasions bring Zealots by the billions to assaults. If any FoC scouts are spotted in a system, the responce is quick and vast from the defenders, as its likely an FoC invasion is coming, and stopping an invasion is no easy task.
- The Dominion of Chass
The DoC started as a ship of refugees trying to land after been kicked out of the DA, after it had its massive civil are and suddenly became a lot more racist. The DoC built themselves up again and started mining and building vast underground cities. Since then, they've quietly and slowly expanded out, developing their amazing bio-technology to amazing levels and furthering their expectations to better themselves. They are hard working, determined and usually good people, although they a relatively young empire and can lack experience. They utterly hate the DA and are constantly researching ways to better them, with plasma resistance armours and bio weapons that can almost equal the vicious Vulcan Ballistic weapons. The DoC is mainly comprised of Bats and some lizard sub species, including the very rare and illusive Coralith Komodo.
The DoC fight in a similar fashion to the Enigma, their front line tech is somewhat weak but their supporting agents are strong. However, the lack of frontline strength comes from their lack of decent assault units and not from weaker infantry. DoC power armour and infantry are of a very high standard and are extremely combat capable, but they lack heavy armour and tanks to really push through enemy fortifications.
- The Cold One Legion
A recently upgraded faction due to their massive numbers that is comprised off humanoid warrior insects. - more info coming in soon pending - They are growing supremely large in numbers and getting more and more aggressive as time goes on.
- Carthonex
Carthonex consists of sentient machinery and the extremely rare demonic beings that rule the once great empire. They once were made entirely of 'demons' but due to their history, the vast majority chose to forfeit their bodies and transfer themselves into robotic ones instead. But a few of the original species remain. Carthonex are extremely hostile to all that come close to them and are extremely territorial, attacking anyone and anything that comes even remotely close to their controlled space.
Their troops are caught somewhere between being Transformers and Geth. Their ground infantry are tightly controlled groups of assault bots, similar in purpose to the other factions infantry, being bi-pedal with a head and arms for holding weapons. They use highly advanced hybrid weapons that fire volleys of highly damaging ballistic rounds. What sets the Carthonex army apart from the others is how their larger and more elite units literally transform. The gunship bot, which can fly with enough speed to rival a jet, can transform mid air and land on the ground as a giant minigun wielding assault mech, to support the ground offence properly. Their elite infantry units have been seen flying into orbit as a jet, landing underwater as some sort of skiing unit, taking off out of the water with a jetpack and then landing down and fighting as infantry would. Their large, tough, robotic bodies are excellent at taking damage and are difficult to bring down, lower tier weapons seem to do nothing to them and it requires at least tier 3 weapons to have any sort of effect on their silver metallic chassis's.
They hollow out planets into massive fortresses, used to produce more of themselves. Carthonex have spent a lot of time to develop a very powerful and rather morbid technique to power themselves. They can pull souls directly from the ether plane and into their bots to give them power, draining energy from the souls ever replenishing supply to act as their bots power supplies, eliminating the need for a potentially explosive battery or capacitor to power them. However, the machines that do this are massive in scale, difficult and time consuming to build and very costly. Meaning that Cathonex will only build them in secure and extremely well defended locations. Their planetary fortress house massive amounts of spare bots, weapons and construction facilities for their larger bots, such as overlords.
In combat, Carthonex are one of the scarier factions to fight. Hyper aggressive, dynamic, powerful, swift and merciless, Carthonex have proved themselves to be extremely capable warriors. Their physical weapons fire something closer to shurikens and razor sharp disks rather than bullets. Fearsome jet pack equipped command bots surge through the skies and pummel enemies with their axes as gunships and ultra fast assault bots surge through enemy ranks. Carthonex are one of the greatest enemies to fight in combat and any victory against them in celebrated. They are greatly feared by all and for good reason.
Factions
Factions are smaller than empires or terra-corps, but are still self sufficient, meaning they still produce their own weapons, food, supplies ect. Their smaller size limits their impact on the universe as a whole as they are unable to fight on as many sides with as many numbers as the larger Empires. They are also more subjective than Empires or Terra-corps, sometimes being only made of 1 species. Note that some Factions may call themselves empires, but aren't classified as them. Factions usually have less than 1000 planets and systems they call their own.
- The Rayei Guardia
Rayei are a unique and certainly interesting alien species, they are made of light yellowly coloured jelly and use powerful psyonic powers to hover themselves off the ground, they have vaguely human like body shapes with a fine yellow liquid in their cores which act as their internal organs. They are able to absorb many forms of energy to survive and are capable of photo synthesis. They live in giant sky cities that hover within and above the cloud layers of the beautiful planets they seem to guard. They are a mainly peaceful species but know how to fight effectively, using their tremendously powerful and long range "Solar" energy weapons, as well as various different lighting weapons and psyonic assaults. They never fly alone and are always seen in groups, floating seamlessly through the beautiful environments in a peaceful and calming manner. Rayei are perhaps the nicest of the random alien species that inhabit the universe and are one the most successful, but their powerful technology and fighting style also make them one of the most difficult to attack.
In standard engagements (which is always defence, as they never really attack anyone), large groups of Rayei will float miles away from the battle field in the sky and rain down pure energy death with their weapons upon those who attack them. Their psyonic specialists can use their abilities to power massive metal warmachines, providing them with extremely imposing heavy units. Their most famous mech unit is a two legged metal mech that has asymmetrical design to it, featuring a much larger claw like right arm that actually houses a massive energy cannon as its only weapon, this massive cannon is capable of tearing huge holes through the battlefield and annihilate masses of just about anything. Its warmachines like these, plus their extremely long range and high firepower, with their unconventional tactics and formidable shielding that make the Rayei an absolutely nightmare to attack.
- The Akulan Empire
An Empire that consists exclusively of the Akulan, a race of highly evolved, land dwelling Shark People.
Though the relatively young when compared to the DA, they can develop advanced technology that most others would find difficult or impossible to mass produce.
Worlds within the Empire are known for having clean, orderly, densely packed cities of white and blue on steel and glass skyscrapers, superstructures and many other incredible feats of engineering, even building cities floating on water to domed cities underwater. often draped with banners of the Empire and telescreens of propaganda and product advertisements from the many industrial corporations that exists within It’s borders.
Contrasted with the dark gray and rust of the heavy and imposing industrial districts, producing materials, parts, power, machines of war and interstellar cruisers.
However, the Akulan are dependent on infrastructure and cannot adapt as well as other species to hotter, dryer environments and planets without cities.
The Empire's Military force: The Combined Guard Marines, is a mostly volunteer, professional force who are equipped with highly advanced suits of power armour and Mass drivers. Mass Drivers are typically electromagnetic Coilguns and Railguns, and while this technology is rather old, the highly advanced materials used in their construction allows these weapons to stay powerful enough to rival that of the other, older empires. they are very accurate, durable and dependable.
Marine power armour comes in many varieties, however the key features include synthetic muscle fibres for flexibility, jump-packs for mobility and smart barriers for protection.
Operating all operations from the Planetary Assault Carriers from the Naval fleet, sending dropships and transports to the ground to deploy their fleet of Vehicles, Mechs, and Soldiers.
Because they are a single species empire, they have a numerical disadvantage when compared to empires with species diversity. this is mitigated through the use of combat bots.
- The Azuri - Ultimate guide here - http://www.furaffinity.net/journal/5238298/
The Azuri are a small faction of supremely powerful females who live in the far reaches of the universe. The Azuri's have permanent bases and cities on no more than 60-70 planets, they numbers are countable and few but yet they pose of the best and most effective forces in the universe. Which each Azuri being worth more than a 1000 of any other factions finest. No one knows where they came from or why they are here and they don't interact with the other factions much at all and whenever they do, its usually quite violent and short lived. The Azuri's outright dominant biological advantage and unique command structure gives them the adaptability to overcome any attack launched of them and so far but also condemns then to live alone (I.E. with other Azuri's) as their massive sizes and shapes makes living within the other empires and faction impossible, fewer than 10 Azuri deaths have been recorded over the period of 2000 years. The only limiting factor to their dominance is their inability to reproduce naturally, they are grown in tanks in batches or usually about 100 or so. They are heavy users to physical weaponry and melee weapons, but also use Chosen armaments and their own unique weapons known as Kykrill weaponry. A lot of Orion citizens don't believe the Azuri's are real and think they were a made up story to try and reduce the amount of rape committed. The Azuri's hate the Battle Sisters bitterly and will fight them to the death if they encounter each-other anywhere, usually winning too.
- The Chosen
Allies to the Azuri's and the arch nemesis of the DA, the Chosen are feared by all that are capable of feeling fear. Their ranks comprised of seemingly sentient machines and drones, clad in their formidable and unknown black armour and armed with their Demiicore Ballistic weaponry with Plasmite weapons as back up. Their war machines are the most powerful in the universe, from Fast moving and armed Assault Panthers to hulking and unstoppable Punisher Spider mechs, to face a Chosen war machine is to stare at the perfection of death and obliteration. And on top of that, their purpose is completely unknown. Their numbers are unknown, their bases can't be found and their goals are seemingly random. They simply show up in random places and complete seemingly random goals, although they are observed to attack the DA from time to time. They fear nothing, are capable of killing anything and can be everywhere, showing up completely undetected. Surprisingly though, they do not shoot those who don't attack them, unless its their goal to destroy that person. They are honourable to an extent and their drones with melee duel with enemy soldiers if provoked to. Little is known about the Chosen, and what is known, is terrifying.
The Chosen are the only things that Carthonex are afraid of, and the Chosens response to Carthonex activity in their area is swift and overwhelming.
- The Warlords of Detromus
The 7 warlords of Detromus used to belong to the FoC, but broke free in a planned uprising to start their own faction. They were sick of the constrictions imposed on them and wanted to further their psyonic development unhindered. Now they function well by themselves, but stay hidden from the FoC who are looking to execute them for their betrayal. They are a heavily psyonic based faction who are pretty friendly really, they take in people with psyonic capabilities and train them to use them properly without forcing them into any sort of contract or agreement. Or brainwashing subjugation. They are rapidly growing and use their melee combat prowess taught to them by the FoC in conjunction with their psyonic assaults to form a powerful fighting force, although they always avoid fighting whenever possible, preferring to keep the peace. The Faction was named after the warlords who broke free and formed the group.
Splinter Factions
These are factions that require a resource that they cannot attain themselves due to lack of manpower or facilities (So they cannot produce all their own food and weapons and stuff, they need assistance), splinter factions can include single species that are living within empires or terra corps.
- The Battle Sisters
The Battle sisters are a group of super powered females that fit in much better to normal life than the Azuri's due to their normalised sizes and natural birthing capabilities. They lost a massive war against the Azuri's years ago and have been on the backfoot ever since, they now live within the Oneye Corp and stay hidden and passive. Although they are allies with the Oneye, there is no official documentation as the Oneye fear that doing so and declaring it will provoke the Azuri's and Chosen to attack, so the alliance is unofficial and sketchy at best. They do still have three sanctuaries that work as a base of operations and safety for the Sisters at hidden locations. The Sisters are always on alert as a single Chosen spider drone could sniff their outposts out and spell disaster for them. The Sisters also make one of the only weapons capable of damaging Azuri's within their sanctuaries, Zenith blades. Any child birthed by a Sister will be a Sister regardless of the father.
- The Gemini
The Gemini were a (somewhat failed) experiment by Enigma to create super soldiers from the genetics of a battle sister (Which are identifiable and obtainable unlike that of the Azuri). The result was an all male race of men that were stronger, faster and smarter than your average joe by about 40-50%, unfortunately, they weren't engineer properly in the head and worshipped the Battle Sisters as goddesses, swearing to protect them at all costs, regardless of what Enigma officers tried to tell them to do. Enigma scrapped the project and the resulting Gemini managed to find the Sisters and offered themselves to them. They are bodyguards, soldiers, breeders and friends to the Battle Sisters and a much needed helping hand to them as well. They fight well and effectively, using what Enigma armaments they managed to steal and what the Sisters can equip them with. Aside from that, they function identically to normal people, just with their advantages.
Czarites
The Czarites are a newly discovered alien species of massive potential and are the starters of both factions below. They have mainly been pulled into the DA who saw their potential straight away and gladly lifted them into the stars from their homeworld.
- The Rewritten
Caught between being a zombie infestation and severe nymphomaniacs, the Rewritten are a self spreading corruptive race that came about through genetic engineering and tinkering of the Czarites natural structure with that on the powerful pheromones of an Azuri Dexon Dragoness. They spread their corruption through rape and sex and are completely self serving, they can hit unprepared and heavily populated areas extremely quickly and hard too, converting thousands and millions of people to their cause in days. Their ranks are comprised of Controllers, who are corrupted Czarites. Nodes, who are corrupted people who's more adaptable bodies have allowed to change somewhat and Slaves, who are corrupted people who couldn't transform into Nodes. The Rewritten are a fast growing faction who are keeping low and attacking isolated areas to increase their numbers. The Controllers often keep people who are immune to the corruption as their own personal sex slaves and these people are called Marks. The Corruption of the rewritten is so powerful that it is considered permanent and can override any other convictions the victim has, including the FoC's indoctrination.
Tiers of warfare
There are 6 tiers of warfare within my universe which are as follows.
Tier 1: Civilian and gang arms - Equal to modern day weapons, like AK-47s and whatever else guns, lowest tier of warfare, not much to say about it really. Used by gangs in down-trodden cities as they are cheap and will still kill people. Numbers in tier 1 conflicts usually lower than 100 per side.
Tier 2: Law enforcement and rival arms - A considerable upgrade from the last tier, more powerful than modern weapons by a fair way, includes some personal armours, vehicles... all sorts. Think sci-fi version of modern earth weapons. Mostly used by splinter factions who can't get access to higher tier equipment. Numbers can go up to 1000 per side, usually much less.
Tier 3: Light infantry wars - Getting to the beefier stuff now. Way ahead of tier 2 weapons, getting to high powered ballastic and energy weapons, armour systems and visors, basic tanks and mechs. This is how must conflicts between the empires and terra-corps start. Mostly up to about 1000 in numbers for conflicts, sometimes higher but if it goes any higher than that, it usually goes a tier up.
Tier 4: Heavy conflict arms - Big guns coming out now. Powered assault armours with jetpacks and shields, hulking tanks and mechs covered in guns. Rail-rifles and guns, sniper cannons, orbital drops. Heavy sniper squads often mobilised. Space frigates and cruisers often dispatched. The big wars are fought in Tier 4. Good staying power with the heavier tanks, lots of different equipment and whatnot. Very interesting tier. Big upgrade over previous Tier. In comparasion to modern day, none of our small arms would damage a powered armour and neither would a lot of the bigger ones either, I.E. we'd get slaughtered.
Tier 5: Elite conflict arms - The most elite and well equipped squads showing up here, most empires and factions only go up to tier 5. Psyonic specalists often come out to play. Teleporting powered armours, tech ninja's, fast moving assault mechs, ultra heavy bombardment tanks, anti grav jet fighters, dragon fly dropships... all sorts. The universes most skilled warriors using the best equipment possible. Your imagination is the limit. The DA have a good amount of Tier 5 units and operatives stocked up. Azuri's are considered this Tier or the one above depending on their veterancy and skill as are the Chosen too.
Tier 6: Devastator Tier - The universes most powerful weapons and warriors, capable of annihilating entire armies by themselves. The Chosens seldom seen but utterly terrifying warmachines are in this tier as the ground rumbles and cracks with the mere unloading of their units. Higher ranking Azuri veterans are also in this Tier. Anything here should be treated with the utmost respect and fear. Very few factions have anything in this Tier, but the Azuri's, Chosen, Carthonex, DA, Rayei Guardia, Cold One Legion and Followers of Caaduni do. Proportionally, the Azuri's have the highest amount of Tier 6 agents compared to anyone else.
Example of weaponary
Here is a short list of some weapons featured in the DA, to give you a taster of the kind of weapons that infantry in a faction can use and some info.
Vulcan weapons – These are extremely high powered ballistic weapons, designed to hurl small, armour piercing, high velocity rounds at extremely high rates of fire and excellent accuracy. They were designed to shred armoured units and infantry alike in huge volleys of ultra high velocity shredding rounds that rip through armour and flesh alike with ease. Terra-corps such as Orion who rely heavily on powered armour HATE Vulcan weapons because they render the huge armours virtually useless. They are sleek, luxury weapons that are on the high end of the weapons scale. They come in – Pistols, sub-machineguns, rifles (Sniper, assault, basic, heavy), cannons, machine guns, shotguns and many more. Vulcan grenades work by firing loaded spikes in all directions.
They have similar aesthetics to these examples below
http://peterku.deviantart.com/art/V.....8178&qo=67
http://torvenius.deviantart.com/art.....8178&qo=23
http://torvenius.deviantart.com/art.....rion-273457716
&
Plasma weapons – These are more specialized but extremely powerful weapons that range greatly in their use. They use the boiling hot blue plasma fluid that the DA developed years ago to combat Azuri’s. Unfortunately, the Azuri’s developed resistances to its highly corrosive effects within hours and it shortly became useless against them, but its use against others kept it in production. Plasma is extremely corrosive, burning through flesh, armour and shields with ease. Its also extremely toxic to anyone other than the Crystallin Rhargnorns, who seem to be immune to its effects, if Plasma enters someone’s blood stream, it can cause heart failure, seizures and internal bleeding within minutes, making even the smallest amount lethal to unprotected infantry as it will burn through their armour and skin and enter their blood stream within seconds. There are 5 main delivery methods for firing Plasma:
1. Energy capsulated – Fires the plasma in small energy packets, which leave huge blue streaks behind them when fired, functioning at long range excellently. Packets burst on contact, exploding with force and releasing their corrosive payload right onto the target. Accurate and powerful, with good area of effect and damage.
2. Raw gaseous projection – Fires the plasma out in a fashion similar to that of flamethrower, only blue and thicker. Short ranged but devastating, can be fine tuned too to produce different effects. The DA’s Plasma projector can fire it in 3 ways, as a huge cloud of plasma, to flood out buildings and flush infantry out of fortified positions, as a flame thrower, for standard engagements, and as a giant blow torch, for completely melting single armoured targets in less than a second.
3. Concentrated liquid expulsion – Fires the plasma out in a similar fashion to the energy capsulated method, but has shorter range/higher damage. Plasma is concentrated to produce a thick liquid and fired using gravity fields to obtain a decent range. Less area of effect that method 1, but targets hit are hit far harder by corrosive potential and raw heat. Often used against vehicles for its raw damage potential.
4. Hybrid Vulcan Encapsulation – Covers a Vulcan round in a layer of sticky, explosive plasma. Reduces the velocity of the Vulcan round, but causes it to explode within targets, burn the area around it and damage kinetic shields far more.
5. Plasma Arcing – Draws a HUGE amount of electrical power through a plasma liquid to turn it into a super heated bolt, utterly devastating but requires a lot of time to charge, reload and rearm. Boils flesh, blood, bone, armour and shields in a burst of energy. Infantry hit by these are expected to be unrecognisable and reduced to a thick watery mess on the floor. Tanks hit will often have entire flanks melted and torn apart. Can be changed to fire the plasma as a bolt of lighting too.
Plasma grenades with work as gas plasma grenades or sticky plasma grenades. Sticky plasma grenades explode violently and rely on their explosive/corrosive damage. Gas plasma is used for area denial and flushing out areas too.
Standard Vulcan assault rifle – Clip loaded automatic rifle, shreds armoured targets easily, vicious rate of fire, high accuracy.
Vulcan Assault shotgun – Automatic shotgun, clip loaded, short ranged but packs on hell of a punch, inaccurate but vicious rate of fire.
Vulcan Pistols – Many different types, all are dangerous though, very reliable.
Vulcan Revolvers – Ultra high damage side arm, known for being able to shoot through the side of a tank, a remarkable trait for a pistol. Only for high ranks.
Vulcan Sniper Pistols – Scoped, high accuracy pistol, low rate of fire but high damage. Medium ranks and up.
Vulcan Sniper rifles – Semi-auto sniper rifles, extremely high bullet velocities gives huge armour penetration, excellent range of scopes available.
Vulcan Sniper cannons – Fires large compressed orbs of metal at frighteningly high velocities, loud and heavy weapons known for their abilities to flip a tank from miles away. Infantry hit with these are completely annihilated. Sometimes built as hybrid weapons to bring down the heaviest of vehicles.
Vulcan sub-machinegun – Rate of fire like nothing of this earth, short range but utterly vicious in close quarters. Small, easy to use, dual-wieldable, the ultimate spray and prey SMG.
Vulcan chain-gun – Fires less rounds than the SMG, but fires far larger rounds at much higher accuracy with higher velocity, infantry can wield this. Loud but a fanatically powerful infantry and vehicle shredder.
Vulcan Revolver Cannon – A huge heavy rifle with a cylinder chamber, slow rate of fire but functions like the sniper cannons, something hit is something dead. Better in short range engagements than the sniper cannons. A highly valued weapon. High rank only.
Vulcan Grav loaded Revolver rifle – High impact, good rate of fire, astoundingly high damage. Loud but not as heavy as you might think. A terrifyingly powerful rifle designed to combat the Chosen’s heavier infantry. High rank only.
Plasma Rifle – EC (energy capsulated – method 1.) plasma rifle designed for mid range combat, clip loaded, high damage and AOE.
Plasma Projector – RGP plasma unit, a gas grenade, flame thrower and blow torch all in one!
Heavy Plasma rifle – EC plasma rifle designed for larger AOE, fires much larger bursts of plasma at a slower rate of fire, infantry hit by these are often burnt, exploded and dissolved upon impact nearly instantly.
Plasma Repeater – EC Plasma rifle designed for high rate of fire for blanketing areas in plasma at long range.
Plasma Demeter – CLE plasma unit designed to melt down heavy tanks and mechs at mid range. Pilots fear Rhargnorns with these.
Plasma Canister cannon – Single infantry artillery unit, fires metal canisters loaded with sticky and gaseous plasma at long ranges, sometimes used at short range by fearless Cryzillin Rhargnorns.
Plasma cannon – EC plasma cannon, fires huge bursts of plasma at massive ranges, huge AOE damage. Often mounted on vehicles, giant versions available for assault barges, infantry version is shoulder mounted.
Plasma Arken Bolt thrower – Looks like a crossbow, fires small bolts of arc’d plasma, silent to fire, loud on impact.
Plasma Arken Bolt cannon – The thundering roar of these things charging up stirs fear amongst enemy ranks. Blows up pretty much anything in a giant bolt of blue/white plasma energy. Infantry caught within 100ft of impact without sufficient shielding will be killed instantly.
Plasma Mauler – Automatic hybrid shotgun designed to overwhelm targets at medium to short range with flurries to Vulcan plasma rounds. Brutal weapon with good rate of fire, heavy though.
Plasma sniper – EC plasma rifle, single shot, very large rifle, designed for ultra long range, despite its large size, its not that heavy. Projectile takes time to reach target unlike Vulcan rifles which are nearly instantaneous even at long range.
Hybrid Slammer shotgun – Hardy, well built, ultra durable, extremely reliable pump action shotgun, fires pretty much anything that fits in the adjusting chamber, good weight to it makes it excellent for beating people with. A favourite weapon of many Rhargnorns.
A lot of the DA’s weapons can be modified with addons and extra’s, including – Longer barrels, frontal grips, sights and scopes, Plasma coater (Vulcan only), silencers, accelerators (Increases bullet velocity), Dead stoppers (Vulcan only, mades bullet explode on impact, useful for shotguns and SMGs), Air directors (Increases range) and visual changes to the gun, such as paint jobs and whatnot (Medium ranks and up).
On the flip side, here’s a selection of Dominion of Chass weapons as well as a description of their two main types of weapons
Bio Kinetic Assault weapons (Impaler weapons) – These are ballistic weapons that fire a range of different bio-engineered projectiles, each designed with a different purpose. With a organic form to them, these rifles mimic the DA's Vulcan ballistics in firepower with a different take on aesthetics and design. These are hard hitting, well designed, powerful weapons, making up the bulk of the DoC's forces armaments that vary massively in their use depending on the ammunition loaded, the standard ammunition types used are:
Penetrator spines: These armoured spikes are the most basic rounds used, coming in a range of sizes, they mimic bullets in use. Nothing hits with more force than the penetrator spines and they are known by the other factions for smashing through the heaviest armour. Penetrator spines use ultra dense materials to increase their kinetic potential and use a chemical compound to increase their velocity, causing them to leave a green trail as they fly through the air.
Primed spines: These spines are loaded with a corrosive and explosive acidic charge, exploding once they've entered the target and come to a halt, coming in a range of different sizes once more, their corrosive payload causes immense damage to armours and systems, using these ammo types of anything less than the heaviest of infantry and vehicles is considered a massive waste. A single primed spine can cause absolute havoc to even the biggest tanks if used correctly. Has the second highest armour penetration behind penetrator spines themselves.
Shredder spines: These spiked, terrifying spines are designed to shred the target and then explode, hurling a shockwave of smaller, flesh ripping spines out in all directions, often curling and whipping through the air, these smaller spines carve through flesh with disgusting grace. Used for mulching masses of infantry, people hit by these and survive are left in horrific condition. The main spines fired lack the punch of penetrator spines and can fail to damage armoured units, but their mass AOE infantry ripping capabilities make them an invaluable tool against number heavy assaults, such as the Followers of Caaduni. They also serve as an excellent fear factor.
Warped spines: These spines have a small chemical charge integrated into them that causes a blast of toxic fumes to erupt from them upon hitting a target. They do not penetrate very far into whatever they hit but the toxins that follow are exceptionally dangerous, they react to almost everything with devastating consequences, warping and fatiguing armour, corroding shields, melting flesh and exploding enemy ammunition. These rounds are used against extremely tough targets to soften them before firing other rounds.
Most of the DoC's weapons are completely illegal by the Universal Council's laws, but nobody listens to them anyway. Perhaps one of their most macabre weapons is their Blood Spores.
Blood spores are a gas cloud weapon designed to be carpet bombed over masses of unprotected infantry, either during battle or after. Blood spores are an extremely small seed like entity, barbed on all sides and smaller than a grain of fine sand. They become lodged into flesh extremely easily, skin included, but on perfectly healthy skin, they should have very little effect if left alone and removed properly. Providing Blood spores don't actually touch any blood, they are extremely itchy at worst. However, upon touching blood, they begin to engorge and inflate. They grow in size, their barbs growing too, ripping into flesh and causing extreme pain as they grow. Once a Blood spore begins growing, its almost impossible to stop. They will continue to grow in size until they are roughly the size of a cherry. It is at this point, that the blood spores internal pressure is great enough to cause it to explode. One blood spore lodged into your arm will have enough explosive strength to blast your arm off, or a massive chunk of your leg off. It takes anything between a few minutes to a few hours for Blood spores to explode, depending on how they land. Soldiers with deep, existing wounds can find themselves being torn apart by Blood Spores in minutes. They are horrific, terrifying weapons that can destroy masses of unprotected infantry in one foul swoop. A single carpet bomb can contain millions of blood spores and they can become lodged into ones eyes and rubbed against the skin all to easily, but inhaling them in a sure-fire way to find yourself dead, as they cut your lungs and respiratory system to ribbons before exploding and tearing you apart...
Next are the sonic based weapons, employed in internal conflicts should they ever arise but more than capable of being lethal.
Decibel Assault weapons (Auran weapons) – These are sound based weapons that fire tightly controlled bursts of pure sonic energy at opponents, mainly used for disabling people (As bio-kinetic weapons are extremely bad at capturing people alive), they rely on clever bio-engineering to direct and focus sound into different waves, shapes and forms. Non-lethally, they can disable people, overload sensors, cause extreme disorientation and damage systems. Even given enough power to become lethal, they work by causing extreme internal haemorrhaging and brain damage. They can reduce someones brain to a thick, watery useless mess and rip up someones internal organs into a fleshy stew. Short range is best and most power armours do not protect well against them, making them excellent CQC weapons in a lot of situations.
Here is a short list of example DoC weapons that most infantry can use.
Impaler assault rifle – A compact and sturdy BKA weapon that fires a barrage of spines with good accuracy. Tough and reliable, a good toe to toe rifle. Can use any spines.
Impaler combat cannon – A large and heavy gun that fires massive calibre spines, designed to deal horrendous damage. Usually uses penetrator spines or primed spines. Penetrator spines fired from this can slam straight through the side of a tank. Tears lighter vehicles to shreds.
Impaler assault machine gun – A fairly large rifle designed for an absurdly high rate of fire with long range. Excels at delivering shredder spines into squads of infantry.
Impaler pathfinder – a light and hard hitting sniper rifle designed to fire penetrator spines directly through peoples armour. Often used to kill pilots of lighter vehicles. A good and well used rifle, known for its excellent accuracy and damage potential in the hands of skilled users.
Impaler aero-cannon – The DoC's take on a mortar. Fires capsules containing spines over obstacles. Perfect for trench sieges, small and easy to carry, packs a massive punch for its size.
Impaler hand cannon – The DoC don't do small pistols, they only do massive hand cannons that could blow a mans head clean off a mile away. Often loaded with Warped spines to accompany a soldiers assault rifle should their assault rifle lack the punch to damage a target. Kicks like a mule on steroids when loaded with penetrator spines.
Impaler barrager – A self loaded, rapid fire, shoulder mounted cannon designed to deliver larger calibre spines into enemy ranks from far away. Excels in anti sniper duty with Shredder spines loaded, as their massive AOE can eviscerate often armour-less snipers easily or scare them out of cover.
Impaler canister rifle – Effectively a grenade launcher, utilises a rotating barrel design to fire tight volleys of long range spine canisters. Whilst it doesn't pack as much punch as the aero-cannon, it can be used in direct combat far easier.
Impaler sniper cannon – A massive shoulder mounted sniper cannon that is designed to match the DA's design. Whilst it doesn't pack quite as much punch as the Vulcan equivalent, it can still punch through most armours at tremendous ranges. The larger calibre penetrator spines fired from this beast can often appear to look like missiles, as they roar through the air, glowing red hot from the air resistance and slam into their target at blistering speeds. Headshots with this weapon will not stop the projectile and this can kill several targets in a row.
Impaler Destroyer cannon – Named after the fact that it can take out a ship in a single shot, the destroyer cannon is another shoulder mounted heavy cannon designed for infantry use. No other infantry weapon in the DoC's arsenal packs a bigger punch than this. Firing massive calibre spines, it utilises whats effectively a bio-nuclear concoction of chemicals to bring tremendous power to its projectile. Tremendously loud, heavy and slow to reload, firing the destroyer cannon is often a risky manoeuvre. But the pay-off should you hit your target will be more than worth it. Often used to fire massive primed spines right into the heart of enemy orbital ships or into super heavy tanks and mechs. Infantry must be properly protected to fire this weapon, as it can kill lesser users with its tremendous shockwave released whilst firing.
Auran rifle – A lethal sonic rifle that fires energy in a tight beam, designed for killing armoured infantry by aiming straight for the heart and haemorrhaging the shit out of it until the target dies from internal bleeding. This only takes a few seconds.
Auran assault cannon – Effectively a sound shotgun, fires a shockwave of energy directly out, throwing people off their feet whilst annihilating their insides. Is either completely devastating, or utterly useless, depending on the target. Extremely effective as disabling unprotected vehicles.
There are 3 planes of existence in my universe, each inter-linked and with its own set of laws and rules.
1. The Physical plane
This is what me and you exist in. The physical plane is everything around us as we see it and obeys the laws of physics. Not a whole lot to say on this plane really. It is as it is.
2. The Phased plane
The phased plane is directly connected to the physical plane, vaguely mimicking its shape and form but is heavily distorted. Its laws are different to the physical plane, for a start, matter does not exist in the phased plane. Instead, everything in made of energy. The phased plane is nigh impossible for normal people to even discover but is infact usable as a medium of travel for those with the capabilities to travel into it. Existing in the phased plane for any length of time without protection in the form of psyonic shielding is extremely dangerous though and can end up with your bodies energy being dis-guarded. What does this do to you? Well, it'll flash freeze your internal organs to absolute zero instantaneously open re-entering the physical realm, which is not very healthy for you... However, for those protected from the effects that the phased plane can have, it becomes extremely useful. Ion, for example, is capable semi-entering the phased plane whilst still maintaining her physical form. This allows her to break physical limits and accelerate past things like terminal velocity in any direction she pleases. Phase shifting is a technique where by you completely disappear into the phased plane and use it traverse distance in the physical plane, time moves at a far, far slower pace in the phased plane and this means that effectively, Ion can teleport short distances. Advanced users can even bring excess energy forth from the phased plane and use it as a weapon.
3. The Ether realm
Whilst the physical and phased plane exist directly on top of one another, directly linked, the Ether realm does not resemble either. Whilst it is connected to them. it does not mimic them or follow their forms, so it is instead refereed to as a Realm. The Ether realm is where your soul exists, anchored to a point that is your body. There are only souls in the Ether realm, no physical bodies or objects exist here, just the endless black, gravity-less, free-form ocean of the realm, the wisps of free energy and the souls themselves. The Ether realm is vitally important though, not just because it contains every soul in the universe, but because its the only realm where energy can be directly created and generated. People can drain energy directly from their souls supply and form psyonic abilities which is how the process is done. Using the phased realm as a supply for these abilities is far more dangerous and difficult to do.
So, with that briefly explained, how does any of that effect anomalies? And what exactly are they?
Well, anomalies are unexplainable random events that happen for seemingly no reason at all, sometimes praised as acts of a higher power to those who believe in one. They take a number of different forms with different ranks of severity.
Forms - Anomalies can take many forms and can be pretty much anything, but these are the basic categories.
Destructive - A random spasm of energy that damages things around it before quickly dissipating
Constructive - A random spasm of energy that enriches the atmosphere around with additional energy or matter
Formation - An event where an anomaly produces a unique object in a random location
Abrasive - A dangerous anomaly that renders and damages all beings in its area of effect, does not damage matter directly but instead drains the area of soul energy and psyonics
Fractal - An extremely dangerous event that directly damages matter in its AOE without the release of energy
Wormhole - A temporary shift or distortion in physical plane matter that will hurl people/objects to its other side, this "other side" can sometimes just lead to absolutely nothing
Detrimental - An anomaly that drains the entire AOE of a particular form of energy, sometimes heat, sometimes gravity.
Chaotic - A strange anomaly that seems to behind the laws of physics in its AOE, short lived and often dangerous.
Melding - A long effect anomaly that subtly changes things around itself, similar to chaotic but less powerful and longer lived, these anomalies can exist for hundreds of years and can often have very positive effects for people.
With those main forms in mind, there is a rating system for anomalies, a way to estimate how powerful it is.
Simply ranging in 1-10, with 10 being the strongest, i will list examples below of what to expect from each catagory and a couple of examples for each one.
1 - Nothing more than a local event, usually harmless but interesting for those who witness it. A lvl 1 wormhole might teleport a cat from one room of a house to another. lvl 1 constructive might heat the air up slightly making a warm breeze for a few seconds
2 - More powerful local event, can sometimes injury people, gets a bit scary for those who are near it. lvl 2 wormhole might teleport someones dog or piece of furniture into a neighbours house or across a street. lvl 2 Detrimental might make a house suddenly feel extremely cold for a few hours.
3 - Noticeable event, this will be detectable from the planets atmosphere by people with decent equipment, the more dangerous events are now starting to gain enough power to be worth being scared of. lvl 3 Chaotic may completely disable the gravity in your house for a day. lvl 3 wormhole could cause your pet to be teleported across town. lvl 3 formation could produce an artefact of significant personal strength. lvl 3 fractal event could instantly crumple your car into scrap metal
4 - Minor scale event, power level increasing now, starting to effect entire streets with its effects being more severe. lvl 4 destructive could cause an explosion large enough to destroy a house. lvl 4 abrasive could cause an entire street to feel extremely drained and tired. lvl 4 melding could cause an area to eerily make random screeching noises for no apparent reason.
5 - Large scale event, at this point, considering the anomaly itself, the factions will start to take notice, positive anomalies will significantly improve the area, bad ones are doing to be dangerous... lvl 5 fractal event could destroy a block of flats. lvl 5 constructive could raise a lakes temperature by a good few degrees. lvl 5 wormhole could shift an entire room of a house across a city.
6 - Kilo scale event, the scale of the anomaly increases again, as does its power. lvl 6 wormhole could move a whole house across a country or make someone disappear forever. lvl 6 destructive could boil a whole lake or cause a massive lighting storm. lvl 6 detrimental could completely disable gravity in a city for a few seconds or in a smaller location for a longer period of time.
7 - Mega scale event, at this point, anything dangerous will start costing a large number of people their lives if they happen in crowded areas, artefacts formed will be extremely formidable. lvl 7 destructive could blast out wave of heat energy out hot enough to completely destroy a city or evaporate vast quantities of a small ocean. lvl 7 formation could result in an artefact capable of making the user completely undetectable or capable of super-human feats. lvl 7 melding could result in an entire city feeling healthier, happier and much more alive for hundreds of years.
8 - Giga scale event, the AOE of these events could span entire countries or continents, anything of this scale, unless considered absolutely positive, will be treated with utmost caution and will be thoroughly researched. lvl 8 wormhole could remove a city of existence. lvl 8 abrasive could make a whole continent feel near death for several years or fully kill people in a few days of exposure in a small country sized area. lvl 8 constructive could cause a whole new landmass to appear on a planet or form a large asteroid.
9 - Terra scale event, the next step up in something that'll disrupt entire planets. lvl 9 constructive could cause a new moon to appear or a small planet. lvl 9 wormhole could cause a moon to disappear. lvl 9 detrimental could cause an entire star to freeze over and stop producing heat. lvl 9 fractal could split a planet in two. lvl 9 melding could cause the complete eradication of all aggressive microbes across a planet, effectively killing off diseases. lvl 9 chaotic could turn all air to liquid in a country sized area for several months or across a whole planet for a few hours. It was a series of lvl 9 formation events that allowed the Azuri's to be produced.
10 - Abyssal event, being by far the rarest event, these are without a doubt the most powerful of all anomalies and their existence can not only effect everything around them, but the entire universe in one way or another. For those of you who read the Azuri's backstory, it was an Abyssal wormhole event that allowed the 7th Legion to travel into other universes. lvl 10 destructive event could completely wipe a solar system from existence instantaneously. lvl 10 detrimental could cause a whole solar system to lose gravity permanently, thus causing the planets revolving around the star to lose their orbit.
OK, imagine my universe was a game, if you could see all your different life bars, you'd see Mind, Soul and Body. Every single sentient entity in my universe will have those 3 things and this is how they work and i'll use an example, lets say Diego and Plasia. P
Answer remains the same, The DA. ^_^ remember Vell Thartech.
I suppose the DoC is a very close Second. ^_^
For my least favorite Id go with the Azuri. I just found their positive traits overemphasized and their weaknesses not feeling all that weak. Sure they cannont reproduce naturally but that doesnt feel like problem when only 10 of them within the last 2000 years.
Then there are the Guardians: Inter-dimensional beings that can survive in outer space, without air. and the universes protectors. so they are the guiding forces in the mostly peaceful universe.
Ios is the first of the guardians and the most powerful being and police officer in the universe. he carries a gun that can become an energy sword.
The rest are other guardians including Xyewku Wyvern, Ios girlfriend, who protact the rest of the universe and those that are protected by Ios.
And thank you!
Anyway, I'm very fascinated by what you birth and will keep an eye on it. Thanks for what you've done!
Clodololo, the Noob King.
You can find information on my universe and its factions on my website - https://www.heavy-weapons.com/lore
If you want to know more about the Rewritten and the Corrupted Czarites (The jelly dreadlock aliens), the best place to learn about the corruption is the report - https://www.furaffinity.net/view/45434359/
I'll be doing more details about the aliens soon!