redaeth

Diamond Empire

Jul 11th, 2015
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  1. Name : The Diamond Empire
  2. Species/Subrace : Gemstones, Metalloids
  3. DCS Member Species : N
  4.  
  5. Fluff : The Homeworld is a place of constantly moving bedrock and molten lava. Constant heat and pressure means the formation of many different metals and gems unseen almost elsewhere. Amongst some are.... special. The first are the Metalloids, are easily set to any task and any shape. For a Metalloid there is no better task then to build something unique and long lasting, even if they have to use their own bodies to do so.
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  7. Then there are the Gems. Possessing incredible amount of psionic energy they do not have physical forms as such beyond their core gem, instead they project forms to move about with telekinesis. Weaker and more breakable naturally then the Mettaloids they nevertheless proved their mental superiors in every way.
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  9. Early on in the gemstones history they conquered the Metalloids and enslaved them for use in their wars amongst themselves. Centuries of subservience to the Gems have made the Metalloids an integral part of Gem society, though they are naught but slaves. Now the Homeworld has united under 4 of the greatest of them they turn covetous eyes to the stars, unaware of the dangers that lurk there. They leave with high hopes, not knowing they will never return
  10.  
  11. Racial Bonus:
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  13. Metalworking Mastery, Ship repairs and Manufacturing come second nature to the Metalloids, and only need be given schematics and materials to complete a project. In combat you repair 1d4+2 damage. Out of combat, manufacturing Time to Completion is halved.
  14.  
  15. Metalloid/Gemoid Biology : You ignore population reductions for Lava/Tectonically Active planets.
  16.  
  17. Racial Detractor: Inorganics, As your races is non-organic, you cannot consume universal foodstuffs. As such your species relies on Exotic Metals as food. Any requirement that would normally be paid with Food must be paid with Exotic Metal
  18.  
  19. Reproduction Rate : 250 per turn (Base 250)
  20. Military Capacity : 4
  21. Fleet Capacity : 3/4
  22. Happiness : 10
  23.  
  24. Resources
  25. Fuel: 5
  26. Food: 10
  27. Water: 4
  28. Raw Metals: 13
  29. Exotic Metals: 5
  30.  
  31. Weapons Grade Antimatter : 3
  32.  
  33. Income :
  34. Fuel : 1
  35. Food : 1
  36. Water : 2
  37. Raw Metal : 6
  38. Exotic Metal : 4
  39.  
  40. Trade Routes : 1 Fuel
  41.  
  42. Upkeep :
  43. Fuel : 3
  44. Food : 0
  45. Water : 3
  46. Raw Metal : 1
  47. Exotic Metal : 3
  48.  
  49. Net :
  50. Fuel : -1
  51. Food : 1
  52. Water : -1
  53. Raw Metal : 6
  54. Exotic Metal : 1
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