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Faction Paswert's thread

Discussion in 'Roleplaying' started by paswert, Apr 2, 2015.

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This last post in this thread was made more than 31 days old.
  1. paswert

    paswert Junior Engineer

    Messages:
    756
    So, yeah. This is the thread where I will dump all my roleplay stuff that doesn't go into other threads, be it factions, ships or stories made by me. Expect many bad jokes.
    1. Factions
      1. PasCO
      2. The Privateer Syndicate
      3. Free Colonies of... wherever
    2. Ships
      1. Strike Craft
      2. Escorts
      3. Capital ships
      4. Utility vessels
      5. Stations & installations
    3. Stories, Lore and additional notes.
      1. General history of the factions
      2. An interview with Wilhelm about Styx
     
    Last edited: Apr 7, 2015
  2. paswert

    paswert Junior Engineer

    Messages:
    756
    Full Faction Name:
    PasCO Freight Haulage & Piracy Prevention Service
    Faction Aliases (If Applicable):
    PasCO
    Historical Notes:
    PasCO is, was, and shall always be.

    PasCO is a freight haulage company founded in the system wars, one of many such companies created for the need of supplies being shipped without being targeted for aligning to any one power. As independant pirates became commonplace and trading swiftly began to become a dangerous game, PasCO decided to modify their freighters into Q-ships, these ships became the original Fr-01s and the foundation of PasCO's warfleet.

    Currently, PasCO are a notable group of incredibly neutral pirate hunters, if only for the fact that some of the people employed by them are a bit... Odd. PasCO was thrust into the Galactic Stage after the Battle, or in PasCO's case the Long Wait, of Styx and the Canon-Rei Incident, if again only for them being themselves.
    Controlled Territory (If Applicable):
    Some trade routes considered PasCO territory
    Owned Installations (If Applicable):
    PasCO HQ, a large space station(s) built near to a trade crossroad
    Available Assets:
    Heavy Fighter: HF-01, Y
    Heavy Fighter: HF-01MKII, Y
    Frigate: Fr-01, Y
    Fr-01-S-31 (Fleet III, Flagship)​
    Frigate: Fr-01MKII, Y
    Frigate: Fr-01MKII-R, Y
    Frigate: Fr-02
    Frigate: Fr-02MKII
    Frigate: Fr-03, Y
    Fr-03-S-04 (Fleet III, destroyed)
    Fr-03-S-07 (Fleet I)​
    Frigate: Fr-03-Ar, Y
    Cruiser: Cr-01, Y
    Many unnamed utility and haulage vessels.
    Sub-Faction Divisions (If Applicable):
    The 10 fleets of PasCO are almost subfactions, but there is little difference over than simple colour scheme changes.
    Named Characters:
    Wilhelm Pas, Obnoxious Eccentric Engineer Extraordinaire. CEO & Head Engineer of PasCO.
    Allison Jaxonno, Wilhelm's soon to be long suffering bodyguard.
    Nigel Lych, Admiral of Fleet III and long suffering 'friend' of Wilhelm.
    Kenneth Shirou, Captain of the Fr-03-S-04, veteran of both the Battle of Styx & the Canon-Rei Incident.
    Unique Technology (If Applicable):
    GR.50, .50.cal Gyrojet Rifles (Handheld weaponry)
    Bullpup rifle chambered for 50.cal Gyrojet rounds.
    FC-150, 150mm Flak Cannons (Ship weaponry)
    Self explanatory.
    Extra Vehicular Combat Armour

    Hyperlight Skimmer Drive (FTL drive)
    A type of Faster than Light travel involving tearing a hole into hyperspace from realspace, creating multiple bursts of light skimming against the barrier between the types of space before entering, hence the name "Hyperlight Skimmer". The design itself was not made by PasCO itself, but the blueprints and technology were bought by Wilhelm because he wanted that stuff in and around his mouth. Ships traveling using this technology are completely invisible, but unfortunately the opposite is true as well.
    Diesel based power generators (Power systems)
    This is why you don't ask Wilhelm to make ridiculous ship ideas, Whimsywork shipyards have also attempted to hire him after this went public. Also highly explosive.
     
    Last edited: Oct 18, 2015
  3. paswert

    paswert Junior Engineer

    Messages:
    756
    The Privateer Syndicate:

    Faction Summary:

    The Privateer Syndicate are a loosely organised network of groups who work together for mutual protection and monetary gain. The Syndicate itself deals in all manner of things, most of it criminal. Most view these people as little more than a group of arrogant pirates with a fancy name, but that is just the tip of the metaphorical iceberg. Piracy. Smuggling. Trafficking. Arms Dealing. These are but some of the activities these scum would resort in order to get their filthy, corrupted money. But don't be fooled, though they have a reputation for being naught more than a hodgepodge collection of makeshift raiders and battered old wrecks stolen from scrapyards, their ships are some of the most fearsome and effective a pirate has. And a word of advice if encounter a ship named upon this list;Run.
     
    Last edited: Sep 25, 2015
  4. paswert

    paswert Junior Engineer

    Messages:
    756
    Full Faction Name:
    The Free Colonies of... I need a map.

    Named Characters:
    None as of now

    Owned Territory:
    Fleethaven, former base of the Royal Space Corps.

    Owned Installations:


    Available Assets:
    Military vessels of many types, origins and designs.

    Unique Technology:
    None, for now

    Historical Notes:
    To be added later in thread.
     
    Last edited: Apr 3, 2015
  5. paswert

    paswert Junior Engineer

    Messages:
    756
    Strike Craft:

    Class name:
    HF-01

    Class name:
    HF-01MKII (now with mods)

    Class name:
    SF Starfighter Type 5
     
  6. paswert

    paswert Junior Engineer

    Messages:
    756
    Escorts & smaller warships:

    Class name:
    Fr-01

    Class name:
    Fr-03

    Class name:

    Fr-03-Ar

    Class name:
    Cr-01
     
    Last edited: Oct 11, 2015
  7. paswert

    paswert Junior Engineer

    Messages:
    756
    Capital ships:
     
  8. paswert

    paswert Junior Engineer

    Messages:
    756
    Utility vessels:
     
  9. paswert

    paswert Junior Engineer

    Messages:
    756
    A general history of the factions:

    PasCO & the Syndicate:

    The Second space race caused Earth's nations to look to the stars and ushered in a new age of colonialism and exploration. As planets were colonised and stations were built, people created a new system for establishing territory known as the sector system who determining who owned what and what it was... Sectors usually covered the area around a point of interest, such as a colony or an asteroid field, the expanses between these areas became known as 'Ghost Sectors'. The nations of Earth all wanted power, power was measured by how many sectors you had, hence plans for sector conquest were created by these nations in an attempt to increase their power. A German fleet was patrolling in a colonial sector when an Indian fleet attempted to invade their colony, starting a chain of events which led to the Sector Wars.
    Merchant raiding became commonplace during these times, due to most freighters being government owned they would be targeted and attacked constantly. This was the time when PasCO decided to create it's space department, as a seemingly neutral company wouldn't be attacked. PasCO's first station was built in a ghost sector, a sector of space with no points of interest as it would be stealthy and no-one would attack it as it wasn't in an important sector. Piracy became much more common during the Sector Wars as freighters would usually fly unarmed without an escort due to ships being needed elseware, mercenaries were also common to see during this time due to the amount of money they could get in a single battle.

    PasCO's military was originally established to protect high risk trade routes from pirate raids, which used to be a rare occurrence before the wars. As more people discovered that the benefits to piracy compared to the surprisingly low risks new pirates appeared faster than they could be stopped, even the largest freighters were falling victim to these pirates one by one. PasCO's navy originally consisted of about 10 converted Shieldwall class freighters, the original Phalanx class frigates. These ships were often mistaken for Shieldwalls by rookie pirates looking to make some money, their ships were usually up-gunned micro-freighters which were severely outmatched even in groups, as such many pirates became weary of PasCO vessels, making them the most successful transport company in their sector of space due to very few pirates lacking the courage to face one of their vessels in combat.

    Pirates, after depleting the sector of all easy prey due to freighters either joining PasCO or paying mercenaries for protection, started turning on eachother. Five percent of these pirates, not wanting to be killed by superior vessels obtained by the others, decided to create a treaty between eachother regarding the war and their survival through it. The pirates in this treaty consisted of 5 small gangs: Ruby, Jade death, Steel blade, Thruster burn and Shellstorm. The "Pirate Alliance" consisted of 15 vessels, giving them more power than most gangs but still much less than PasCO, which had a 2 fleets consisting of 20 vessels each reaching a total of 40 vessels. Several people urged PasCO to take part in the war, using it as a way to eliminate the potential threat a group of pirates with extensive battle experience could cause, but due to the prediction of how many survivors there would be Wilhelm believed there would be little threat to PasCO after the war.

    The "Pirate Alliance" had doubled it's numbers, now at 30 vessels including 2 captured industrial ships, a Sapper class breaching drill and an old cruiser, making it one of the most powerful factions in the first pirate war. Other groups, seeing their power, decided to copy them, these organizations waged war for only a short time, before their leaders realized the carnage that the war brought upon them. Forty percent of pirates involved in the war died in combat and a further 20% gave up piracy, 27 civilian stations and over 50 ships were damaged beyond repair and over 200 innocent people died. The "Pirate Alliance" was the only faction that remained in PasCO's sector, renaming themselves The Privateer Syndicate, they continued to wage a guerrilla war against PasCO.
     
  10. paswert

    paswert Junior Engineer

    Messages:
    756
    An interview with Wilhelm about Styx:

    So, Wilhelm, how did the battle of Styx begin?

    Styx. That was definitely... A thing. That day started pretty normally, I was doing some armour testing and practicing my swordsmanship. Rumors had come about regarding an alien ship being at a station called Styx, and those rumors were confirmed when the aliens decided to take it back. Another group, Aeon corp I think, warped in a few carriers and started towing the station away, that a fleet from Solarii Inc happened to warp in. I took the opportunity to send a poem I thought was particularly relevant to the situation, the poem is from a late 20th century sitcom named 'Blackadder goes Fourth', I would highly recommend it as it is quite humorous. STAGE Production had warped in some gravity cannons by this point, and a group of fighters had appeared at around the same time. I proposed to follow the alien fleet with some freight tugs and communication satellites, the plan was executed incredibly quickly, the ships appearing within seconds... Funny that.

    What about when you got involved?

    I had sent a fighter squadron to Styx, along with a rather dramatic message. For some context, the only ships armed with cannons in our fleet as of then were the Fr-03s, and the fighters rearmament was for dealing with pirates getting more heavily armoured ships, for pirates that is. I had also formed the reserve fleet into the 'Expeditionary Force', I was planning on using it to follow the Sheshir into their own territory, map it out, discover things and such. But it was never really used for anything and the fleet was disbanded a week or two after. A large station, at least I think it was a station, warped into the system. There was some dealings going on about things, but I don't really know much about that. And then the KAE showed up.

    We've already heard the what had happened after this from the KAE, how accurate would you say they were?

    Well... It's the KAE. They're a shady bunch, they got the facts right, but decided to omit certain things to make them look like the heroes of this battle. I'll admit that we did bugger all in this fight, which they did make a rather large point out of. Criticism aside, the KAE had sent a salvage boat to get... Something from the wreckage of a freighter, the Sheshir dumped a huge patrol on him and he ran off into the asteroid field. Let me just give you an idea of how crazy the Sheshir were, they sent 14 Fighters, 5 PT Boats, 3 Bombers and a Corvette after one Buzzard. Yet another ship, the CN-Morbis, warped into the system, and as such a the Sheshir sent a single PT boat to investigate. Again, 13 Fighters, 5 PT Boats, 3 Bombers and a Corvette are still chasing the unarmed Buzzard through the asteroid field, one of the fighters did crash though, so I think I know why they sent so many ships after it. But that doesn't change that they sent 23 ships after a single Buzzard but one Boat for a fully armed frigate, well, not really fully armed but still armed nontheless. At this point a vessel named the Kitzel warps in and destroys the PT boat near the Morbis. And that is when the battle began.

    That is when the KAE sent reinforcements?

    Yes, 12 Tigersharks, 4 Stingrays and 2 Void Walkers. Oh, I forgot to mention that the fighters I sent earlier had already ran the blockade and were returning to PasCO HQ. I also sent a message to the Sheshir telling them that PasCO was responsible for shipments to Styx, this was a lie that the Sheshir found out pretty easily. A scrap dealer known as Yarpie also entered the area, obviously looking to sell the remains of the vessels that got destroyed, I hear that alien tech is quite valuable. Also, this is the around about the time when Captain Normandy appeared. I believe that he had encountered Yarpie at this point. I had also discovered that a Sheshir spy was in our station, and the aliens had also fired their first shots at the KAE ships around that time.

    So, what happened next?

    I don't really know about the next ten or so minutes, I was wandering about the construction bays on the station looking for the spy, I later went up to the command centre to oversee the battle. I also had a bit of an argument with one of my admirals over KAE ship designation. The battle was complete chaos, I don't remember much until Yarpie's ship exploded. I enjoyed hearing that more than I should have. There was also a stricken frigate in the midst of the battlefield, which was rescued, along with Yarpie, by us. Some people neglected to mention that. The next thing I remember was Captain Normandy firing a nuke into the battle, I notified the UN, who also had no idea who he is. After that I ordered the two Fr-03s guarding the medical ship to observe the battle, and get involved if necessary. At this point the aliens warped in a Dreadnought and it's supporting fleet.

    Didn't the aliens fall back at this point?

    Yes, the aliens did fall back, allowing the KAE forces to retreat. I believe that the FPN arrived at this point, I also returned to my quarters because we thought the battle was over. A marine was in my quarters checking for a spy, well, that's what she said she was doing.

    She?

    That's neither here nor there.

    Fine, and what happened after that?

    Well, a gun was left in my quarters, I presumed it was hers so I went to the barracks to give it to her.

    I bet you did.

    Anyway, Allison was in the barracks, with her gun. I knew that the gun wasn't mine because I modified it, and she had hers, so I got suspicious and decided to test it. It wasn't a proper GR.50, most likely the spy's weapon. Also, we never actually caught the spy, but the Sheshir haven't been seen since that battle. After the gun event me and Al went back to the command centre, the now quiet battlefield was being observed by an FPN fighter, of course we didn't know it was part of the FPN until later. Captain Normandy's group was heavily damaged and a heavily modded US escort, another FPN vessel, was docked in the station. It was at this point that I ordered fleet III into a bordering system. A short while later the hangar where the escort was being held had it's plasma field disabled, and the ship escaped. If you were to have a ship locked into your station you should invest in more reliable defenses, like an actual hangar door that can't just disappear. The ship later gained the name FPN Illumination, and that is when they started to appear.

    I assume this is when the battle actually starts?

    Yes, this is when the shots start being fired. The Illumination was lost with all hands, four more FPN ships took it's place; the Exalia, the Ocean, the Warhammer and the Sentinel. The two frigates, as well as a fighter squadron I had sent earlier, began communications with the Freeports telling them that we would offer support. A pilot and a frigate captain, Hal Gardner and Malcolm Mainwaring, reduced the conversation to petty squabbling, and the FPN didn't want our help due to the aforementioned squabbling. Captain Elias, the commander of FPN ships, messaged the Sheshir giving them an ultimatum: Leave the system peacefully, or die. The FPN fleet, after communication with the aliens had broken down, did one of the greatest things I had ever seen. They rigged about 300 asteroids with IFFs, making the Sheshir think twice about... Well, doing the thing. The Wanderers had arrived by this point, I think.

    The Wanderers, what can you tell us?

    Well, PasCO knows bugger all apart from the general information available everywhere else. At this point, the aliens had began firing on the FPN vessels, the Exalia had been destroyed, as had their commander. And the Wanderers gave us a message saying: þe vessel of man, raise þy spirits, we come to succor. At this point in time I had pretty much lost it. There were aliens throwing more plasma than a rabble of peasants could shake their collective stick at, a group of ice sculptures were chucking missiles by the bucketload and I was very hungry. I also beleive that the KAE had sent a ship to scout the area. I don't really remember much at this point 'cause I was so focused on getting food. I remember the display lighting up a lot, I should've kept it in wireframe view really, but oh well. I believe that the Wanderers warp-rushed them, also a brilliant plan. I wasn't really paying attention at this point as I was eating. Oh yeah, the aliens gave tried to bribe me into helping them, R&D is already... Doing the thing.

    At this point you took the station, is that correct?

    That is correct, the station is the only notable thing about that system and it made sense to secure it. If they were going to take the place, they'd have to go through us. We didn't want to pull the trigger, but we will shoot back in self defense.

    You wanted them to shoot you?

    No comment.

    Ah, so what happens next?

    Well, this bit kind of blurs, I think a Wanderer ship got destroyed in the 'roids and the FPN were doing rescue things with it, I wasn't really paying much attention at that point. I believe that the aliens returned about an hour or so later, as did the KAE. My arm also started to glitch out. A few minutes later, the JPDF fleet jumped in to support the FPN group. The battle becomes a headache inducing mess after that, although I do remember my forces giving the Sheshir a rather generous offer to surrender that they denied, so there's that. My fleet does retreat after they denied it though, so there was no real point in sticking around. I also got changed, I was wearing that armour for hours. Literally. Hours.

    Wasn't there a thing about a marine letting a KAE agent into the station or something?

    That, is still under investigation. And, as a final note, I was planning on leading a team of crack marines into the enemies flagship and taking their fleet from the inside out. And... on that bombshell, goodnight!
     
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