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AS per a request from Wes:

SaltedFish

Inactive Member
I was told to repost this:
The beings I had in mind are indeed humanoid in appearence, but are shorter than your average human(called a... Neko is it? Still trying to get my terminology down). They stand roughly 4 and a half feet tall, and are fairly heavily muscled. They also are quite dense, as their muscles are genetically designed for maximum strength, and enhanced with bionic inplants. Their eyes are of no specific color. Due to the fact that most of their body's parts have been replaced with mechanical devices, and the eyes are no exception, the iris became vestigial and was replaced with yet another device that can simulate the eye color of any other being. No x-ray vision. Since they move around so much during battle, their backs are tiered with heat sinks that open up(much like spikes on the back of a hedgehog) and radiate heat.

They eat a lot. And by a lot, I mean roughly 2000 calories per hour to remain in top fighting condition. this does not include the minerals, vitamins, and metals(yes metals) they need to keep their bodies strong.

They are usually short-tempered or bored. They often openly mock local law enforcement, seeing as just about anything the law enforcement throws at them won't have any effect.

In battle, their refelxes shoot up to about 15 times faster, with attendant strength and joint strength. they are also very smart, usually finding new, delightful(-_-) ways to kill their opponents as they go along. Due to the fact that their reflezes are so fast, and their data processing speeds are so high, they can pick up a new weapon and within a few minutes figure out how to use it.

Summary:
Pros: Incredibly strong, very fast, very smart. Ineffect, the perfect soldier
Cons: Prone to violence, someitmes kill just for shits and giggles, eat a lot, social outcasts.

And I thought I'd add this:

Kyndali Manufacturers Humaniod Offesnse/Defense Weapon


History and Background: *this won't make a lot of sense, as it pretains to a sort of universe I'm making up... personal project, soemthign to do* Kyndali Manufacturers was a massive, solar-system spanning company that specialized in genetic engineering and cybernetic implants. During the Rise of the Bright War, the Imperial Defense Institution essentially annexed all KynMAN property and forced the company to design an elite warrior to suppliment the current Imperial Forces. With no other options, the KynMAN scientists focused the entirety of their brainpower on this single objective. The result, after 30 years of research and developement, the KynMAN cloning vats created the first KynMAN HO/DW Cyborg. These humanoid creatures, closely resembling the Terrans of the Bygone Age, were the pinnacle of Imperial genetic design. Boasting a stunning sextuple helix DNA structure, these warriors were easily able to preform in harsher environments for longer than any equivalent unit. Training takes about 20 years, and topics ranged from advanced physics and calculus to melee combat and defusing fisson bombs.

Procedure: The genetic material for the KynMAN cyborgs was assembeled over a period of 12 years. Every specie of animal known to the Empire at that point was analyzed for strengths. If any suitable traits were found, the genes for that trait were copied and pasted into the overall design9with some modifications to allow it to splice together properly). Although the procedure is technically not cloning, the procedures for cloning and producing KynMAN cyborgs are similar enough that the two are interchanged. The cyborgs take about 12 weeks to mature fully, and upon "birth" are fully grown.The next 20 years of their lives are spent undergoing a greuling training process that would render any other humaniod dead. KynMAN cyborgs are deprived of sleep for weeks, and then ordered to run, fight, and sneak their way into a military facility. For intermediate training exercises, the 'borgs were dropped, naked, in the middle of bush wars on the outskirts of the Empire, and told to be at a certain place at a certain time. Even after completing training, most 'borgs stayed on Alpha Point, the massive central space station where the 'borgs were kept. In designing their genetic code, the KynMAN scientists left out any DNA that controlled the social part of the brain. Thus, the 'borgs are prone to violence, easily falling into a killing rampage over a precieved insult. The only beings the 'borgs will take orders from are those that have proven in some way that they are worthy of giving such orders, or a select few that are hardwired into their brains.

Ocular: Since the origional eyes grown with the cyborgs are too pirimative, post-natal surgury is preformed to implant an advanced ocular enhancement system. Thousands of tiny, near-monofilament wires are implanted in the optic nerves at the rear of the eyeball. These wires are stimulated in pre-set patterns, to provide the brain with enhanced visual capabilites. Just behind the cornea, a compact, yet powerful, camera is placed, which records images and then transmits them to a reciever, which then translates them into electircal pulses, which in turn are sentdown the wires implanted into the optic nerves. The camera, which also has individual depth perception, records whatever the eye is looking at in infrared, nightvision, and ultraviolet simultaneously and forms a composite picture, allowing the cyborgs to operate at full efficiency no matter the ambient light levels. Since the iris is essentially vestigial at this point, it is enhanced to allow the 'borg to control, at a whim, the color of their eyes. They can also change the compsition and density thereof, allowing them to crack retnal scanners with some practice. The eyelids also blink out of sequence, allowing one eye to be observing its surroundings at all times.

Aural: The auditory hairs in the ear canal are replaced with carbin nanotubes, allowing for a broader range of hearing and more resiliant sound recording. The cyborgs can be exposed to up to 130 Db with no hearing loss. At approximately 210 Db the cyborgs may suffer temporary hearing loss. After exposure to those levels of noise cease, the auditory systems begin to repair themselves. The inner ear is also electronically enhanced to allow for concentration on certain wavelengths. The entire skull is criss-crossed with tiny wires, effectively turning the entire cranium into a recording device. These wires connect to the inner ear implant.

Tactile/Skin: In addition to the network of wires under the skin of the skull, the pads of the finger tips are surgically saturated with nerve endings, allowing the cyborg to feel the ridges on a piece of hair. Overall pressure senses are enhanced everywhere on the body. The skin has a sub-dermal protection system, which guards against toxins or organic invaders. This sub-dermal layer is also selectively waterproof, and essentially renders the cyborg proof against all types of harmful substances that would otherwise be absorbed through the skin. When immersed in water, the skin can absorb oxygen. The sub-dermal protection system also reflects heat back into the body, helping the 'borg expend as little energy on heating as possible. This barrier can also regulate the amount of heat escaping, so the 'borg can blend in thermally with it's background or cool off rapidly. The normal range of temperatures for a cyborg to operate in are from -200 degrees Bakum to +250 degrees Bakum. This subdermal layer can also be made air-tight at a command, and when used in conjunction with their strong muscles to prevent their bodies from ripping open, 'borgs can survive for short periods in a vacuum.

Olfactory: Also enhanced, no surprise here. Cyborgs, after training, can identify any odors present in the air, but cannot determine the compsition of any given atmosphere. Their olfactory senses are also tied in with their immune system, allowing the 'borg to react immediately to any airborne contaminants.

Muscular/Skeletal: Muscles, the age-old standard, are enhanced greatly. One cyborg can usually lift the end of a 200 ton dropship with one hand, while suffering no internal damage. Muscle mass is increased, and cybernetic implants increase the lifting potential overall. Tendons, joints, and cartalidge are strengthened, to deal with the greater lifting. With the proper tools, a fully fed and equipped 'borg can slice through the heaviest blast doors with an ultradense blade. Muscles and bones are also much denser than normal, approaching the density of most metals. When flexed, a 'borg can, to a degree, deflect medium-velocity projectiles.

Neural: Nerve cells are coated with an electron-accelerating metal, boosting reflexes by roughly 1500%. At will, the cyborg may enable a force-feed system, in which the electrical impulses are conveyed even faster, allowing the cyborg to react another 150% faster. Emotions and feelings are supressed, but not eliminated. Fear, particularly, is very tightly controlled. The fact that the 'borgs are taught about every life form and weapon in the universe helps to reduce the feeling of fear in any situation. The reaction to something new in a cyborg is often described as "cool and calculating" as the 'borg tries to determine the weakspots and exploit them. Pleasure is not controlled, as the scientists figured that the 'borgs would need something to look forward to, but lust is almost nonexistant. KynMAN cyborgs never actually "sleep." They can, however, selectively allow various parts of their brains to rest, in order to achieve something close to rest. This allows them to be constantly awake and able to react to any new dangers. The 'borgs tend to lead semi-asetic lives; they do not need a great deal of objects to keep them entertatined. Most 'borgs like to hone their skills whenever they have free time.

The brain is enhanced with micro superquantum computers, allowing immense data storage, and enabling very fast data processing. After meeting a new opponent, a 'borg can usually figure out a weakness, and exploit it in less than 5 minutes. This helps them react even faster than if they simply had enhanced reflexes.

Gastro-Intestinal: The digestive tract is enhanced to absorb nutrients from almost anything the cyborg can swallow. Nanobots help metabolize food faster, but even then the 'borgs require an enormous amount of food to operate at full efficiency. They must consume, on average, 2000 calories per hour to maintain their fighting capabilites. This number can triple in combat situations. The natural intestinal tract is capable of sustaining life in the cyborg without the calorie rich food they normally eat, but the 'borg is unable to accomplish the amazing feats it otherwise would. Their actions are slowed to that of a rather lethargic human. The 'borgs excrete no substances. This is due to the fact that their bodies absorb every last bit of material, and to help make their presense harder to find, as they smell neutral in their environments. The intestinal tract, as well as the bloodstream and throat are enhanced with nanobots which monitor for toxins. When toxins, of any sort, are found, they are immediately neutralized, then broken down to be used for other tasks. A database of various poisons is kept inside the brain, accessable by the nanobots and the 'borg itself, which details the most effective way to neutralize any poisons the 'borg might come across. This list is updated constantly as any new toxins are encountered.

Regenerative Capabilities: Due to their fast metabolism, KynMAN 'borgs are able to heal from various wounds rapidly. On some of the more advanced versions, a cut could be seen healing in real-time. However, this healing rate is determined by the amount of energy the 'borg has, ie: the amount of food it eats.

Appearence: In their DNA, the 'borgs contain all the information needed for their appearence, as one might expect. However, due to the fact that the cyborgs were "grown," and not born via sexual reproduction, without considerable genetic tinkering, all the cyborgs would look the same. Thus, into this DNA was spliced the information for an infinte number of variations of appearence. The aspects of the cyborgs were not limited to the standard human appearences; the scientists, feeling frisky at the time no doubt, programmed in a bewildering array of hair lengths, colors, eye colors, anything imaginable, just to display some uniqueness. Scientists were allowed to create various, custom charactersitics. Whenever these characteristics would appear, these scientists would mark themselves up a point amoung their peers.

Their DNA contains not only the information for bodily functions, appearence, etc, but also all the information needed for both the male and female gender. A such, and with the proper stimulants and chemicals, the KynMAN cyborgs can change their sex. There is no real point, other than espionage, in doing so, as their physical attributes remain the same. This process takes approximatly two weeks, as the nessisary changes are made to the outward appearence of the 'brog. Since they are technically both male and female, a change in the outward look is the only goal of this exercise. Their training includes operation in the opposite sex, that is, the opposite sex they were "born" in.

Paranormal: Unlike many other divisions of the Imperial Armed Forces, which are often equipped with "magic" or "psychic" abilities, the KynMAN Cyborg subdivision of the Cyborg Corps is not regularly supplied with such capabilities. in spite of the fact that they can and will use various area-effect "mind-neutralization" bombs, whose functions cannot readily described by science, the 'borgs themselves cannot cast spells, for instance. However, the sheer perceptiveness of the 'borgs often borders on magical, as do their reflexes. Simply by observing someone for a few hours, the 'borgs can predict, with 99.99% accuracy what that person will do. this also adds to the disliking of the 'borgs by the general populace. This and the fact that 'borgs will stare unerringly into the face of whomever they are talking to.

Political/Social: KynMAN cyborgs, technically, have no rights as citizens of the Empire, seeing as they are just constructs. However, given their tremendous destructive capabilities, no one ever seems to tell them they can't do something. The 'borgs are usually not interested in stealing things, or other crimes, as those emotions(that is, the emotions and drives to take things, etc) are genetically repressed and only arise in combat situations, when it might enhance their chances to defeat their enemies. The 'borgs are usually not allowed in civil areas, as social interactions tend to upset the cyborgs. If they do go into, say, a city, they are either there for an operation, or under heavy guard.

As for social interactions the KynMAN 'borgs are usually immediately recgnized by the local population, due to their often outrageous appearence. For all the warnings and reassurances of the Empire, accidents and frights do occur, especially in the more religious areas. Here, 'borgs are considered to be otherworldly, or even to be demons.

That quoted bit I wrote myself. It is the compilation of an idea I've been kicking around for a number of years. Infact, this site prompted me to actually write it down. thanks guys.
 
So is this up for consideration into the RP? Or is it just something you wrote for the sake of critique?
 
I can't say that I approve of it, then.

This has to be one of the most overpowered things I've ever seen on the board. I'm not trying to be mean or anything, but, seriously, there are severe balancing issues with this race/creation.

I'll wait for others to input, but, in short, this is creation is just too Godlike to warrant consideration. (That's my 2 cents.)
 
Hmm... I dunno bout that. Your Nekos seem to be about on par with these guys. Same sort of enhanced.... everything. Granted, I don't know the true capabilities of these Nekos, but they seem to be about equal, if not stronger in some areas than others.
 
Wes is trying to scale it down, because as it is now, the game is unbalanced. Just because something is overpowered doesn't mean you have to make something of equal or greater strength. That's one of the reasons things get the way they are: tech competitions in Ayenee, where each side has to continually make overpowered devices to keep up.

Obviously, I agree with Tom. I didn't actually read the whole thing though, I apologize for my lack of time. Another thing I'm wondering is why every other new person on the board has to make their own race. It's not just you, no offense, it's just something I've noticed. Why not work with what's already here?
 
Syndrome said:
And when everyone's super, no one will be.

Seriously. There are two ways to balance something: you can tone it down, or add something to the other side that gives them a bit of advantage.

For example, Nepleslians totally suck at fighting naturally because they aren't genetically engineered, but their bodies are totally made for modification with implants and so people don't mind playing something weaker than a Neko as long as they can shoot missiles out of their groin area or see the entire spectrum at once.

Likewise, if something could totally kick a neko's ass, it just has to have other disadvantages - like being no fun to roleplay and being entirely dependent on constant nutrition/the Nodal system. I see this suggestion as a terrestrial counterpart to the NIWS.

As to why everyone wants to make a new race - it's the logical next big step after making a character. If the Nekovalkyrja and ID-SOL and Geshrin and Yamataians are created to taste via genetic engineering, why aren't there more experiments like them with comparable qualities?
 
No, just no. As to echo the others, it's not comparable to the NH series as much as you're trying to make it sound. I suggest you just make a character with an exsisting race? This can't be added in it's current form. Beyond that, there's no reason to be adding more races at this time anyway.
 
Well, my problem with it is that it's going for a niche that's already filled, basically reinventing the Nekovalkyrja. Nekovalkyrja have basically all these abilities already (even NH-7s) and can also float and they're extremely presentable/aesthetic--Nekos are also superior because they don't need any cybernetics mods after birth.

On the other hand, these could make an interesting alien race I suppose, if we needed something else really really tough to fight besides the Mishhuvurthyar hoardes.
 
Well, my... whatever you want to call them, are indeed similar to the Nekovalkyrja. Which would seem to remove the whole "unbalanced" issue. Besides, these creatures cannot interact well with others AT ALL. I'd say that's a pretty big disadvantage. Flying into a rage because someone knocked over your milk? And eating a small herd of animals at every meal? Your Nekovalkyrja(how *is* that pronounced?) have the ability to regen limbs and organs, apparently. And battle tentacles. And psychic abilities. I dunno how much you can tell me about the Nekovalkyrja without revealing too much, but I'd say they're pretty well matched.

Perhaps a battle cyborg for the other side? I'm still trying to get the empires down here, but the Nekovalkyrja belong to the Yamatai, and the Nepleslian Empire has their Super Soldiers, but are they really on par with the Nekovalkyrja? Perhaps these dudes are the Nepleslian response to the Nekovalkyrja, phase two? Food for thought.

Wes said:
On the other hand, these could make an interesting alien race I suppose, if we needed something else really really tough to fight besides the Mishhuvurthyar hoardes.

Granted, an "if," but remember, I'm talking maybe two or three of these creatures total. Not, perhaps, hordes of them(unless the above idea seems to work). This however raises exclusivity issues.

Refugees form another universe, perhaps?
 
Space dwarves! XD

While we are at it, you could also include their trusty mounts : Giant Space Hamsters!

Okay, humor aside, why not throw a tangent over this? If going for synthetic beings is overdone, create something entirely new which could be added without a problem to the setting. It may be a tangent, but that entry of yours made me think about a race of short-statured nomadic space vikings.

Though to be honest, I think this game needs more non-humanoid alien creatures. This isn't Star Trek, after all.
 
Well, my... whatever you want to call them, are indeed similar to the Nekovalkyrja. Which would seem to remove the whole "unbalanced" issue.
The "balance" issue is between humans and super-humans. This wouldn't balance anything--It'd just increase the problems already existing by crapping on humans.
Besides, these creatures cannot interact well with others AT ALL. I'd say that's a pretty big disadvantage. Flying into a rage because someone knocked over your milk? And eating a small herd of animals at every meal?
That's why no one would ever want one of these things around (at least not any government).
Nepleslians totally suck at fighting naturally because they aren't genetically engineered
Actually, Nepleslians are essentially a race of fit soldiers, and tend to have a lot of engineered genes flaoting around the gene pool. They're known as the best fighters of all the human races, in fact.
 
The whole of neplesia is like a big arena. You can either go about your daily life and hope you don't get killed (fat chance - you're dead already with that attitude) or you can defend yourself through any means necessary. That means enhancements, guns and armor ALL THE TIME.

to survive on neplesia, you have to be pretty damn good... an average geshrin wouldn't last a week, trying to adapt to the environment the neplesians have cultured over centuries.
 
Wow, that's completely different from the impression I had @.@ It also makes Bonichi's history kind of off-kilter.
 
Not really... there *ARE* safe areas, but they tend to be owned by successful drug barons or corrupt polititians ... so I guess safe isn't really true, but it's better than most other places on the planet
 
You wouldn't want to live on Nepleslia if you liked peace, that's for sure. :)

Now only if the anarchists would get organized a little. We'd be in fine shape!
 
Wes said:
The "balance" issue is between humans and super-humans. This wouldn't balance anything--It'd just increase the problems already existing by crapping on humans.

What I meant by this is that you cant really call this creature overpowered, given the Nekovalkyrja. You're right of course, but extrapolating on what I said ealier, this could be the next "one-up" in the "who has the biggest gun" contest. An escalation, if you will.

Wes said:
That's why no one would ever want one of these things around (at least not any government).

There's no such thing as a superweapon no one wants. Someone would find a way to use anything. The fact that these things were created means they can be controlled, if only barely at times.
 
Indeed, the only use for these things is to drop them on a world with hostiles. give the little dwarven buggers some ale, point them in the right direction and tell them the bad guys insulted their noses. Just sit back and watch the carnage... kinda useless as anything else though, thus some ID-SOL's would do just fine.
 
DocTomoe said:
Indeed, the only use for these things is to drop them on a world with hostiles. give the little dwarven buggers some ale, point them in the right direction and tell them the bad guys insulted their noses. Just sit back and watch the carnage... kinda useless as anything else though, thus some ID-SOL's would do just fine.

Lol, dwarves.

What *are* the capabilities of the ID-SOLs and the Nekovalkyrja?


Edit: haha, laughing out loud got changed to "how amusing"
 
But we don't want a "who has the biggest gun" contest. It's become ridiculous. Also, I don't know about ID-SOLs, but there should be the TM for the NH-7 somewhere on the site.
 
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