14 January, 2012

Nation Feature: Hellscapers

Hellscapers NATION

Hellscapers FTL: Hellgate Drives: The laws of reality don't apply to the hellscape, and as such we know that their home dimension is technically allowing FTL travel by some laws we don't understand, though most of its occupants describe it as an ocean of energy with thoughtform worlds of energy that are tied to it. As such they come out of their realm towards the outer edges of a solar system under most circumstances. But they can escape back into their realm at will.

Hellscapers Sublight Drives: Blood Drives: No, this is NOT a bunch of people who go door to door asking for blood donations to pay for fuel for their ships. It is a nickname given to the observed way their drives work, most compare them to Antimatter drives for performance, but there is always a faint red nebulous residue around their ships, and left in their wake. Though study show it is just moisture most are suspicious of it.

Nation Trait Basic:
Daemonworlds: The worlds of the Hellscapers, through arcane technology or other methods long lost to all but the daemoniformers have inhabited their worlds, but as their home realm is inimicable to structure and form the hellscapers used their arcane arts to weaken the bonds between their realm and the material realm, in these breaches of reality entire star systems sit within an unholy blend of dimensions, twisted corrupted and extremely dangerous to even attempt to reach.
Beyond the Pale: The beings of your realm are beyond twisted corrupt abominations, your very presence makes other uncomfortable, your visage terrifies the most stalwart of heart and can even introduce heretical programming errors that corrupt even artificial intelligences who maintain too close a presence.

Nation Flaw:
Unholy Abominations: So great is the corrupting influence and horrific countenance and nature of the Hellscapers that they, their ships and all their like are fired upon instantly by all but the most horrific of deviants, they are as such at a constant state of war with all nations except other Hellscapers and Unforgiven nations. The only nations a Hellscaper nation may deal with are other Hellscapers and the Unforgiven.
Unstable: Though greatly powerful the Hellscapers have become a product of their environment whether they were born of the hellstuff or corrupted to its purpose, and as such the more powerful a hellscaper the more powerfully it is bound to its environment, without daemoniforming the strongest parts of the Hellscapers must return to their realm before their unnatural instability on the material universe forces them to return anyway.


NATION TRAITS:

From Hell:

Daemonships:

Many of the very ships used by the Hellscapers are warped, twisted and inhabited by the otherthings of that unmentionable realm, and they move through space as if literally born to it, like a shoal of piranha, but more disconcerting is their ability to slid in and out of their unreality at will like flying fish moving in for an unnatural kill. Provided they are not too close to a planet in any case.

Unholy Aura:

Their unnatural realm protects the beings that inhabit it with an unnatural resilience to most material technologies, make no mistake such creatures are far from immune to material weapons. But such things are usually robbed of some of their power, or deflected more easily, than is normally the case.

Daemonswarm:

Present only where the largest armies or fleets gather these beasts are drawn to the large gatherings of hellscapers like vultures and flies to a battlefield. Uncontrollable hellthings bent of making their pickings of the battlefield they will swarm upon the losing proposition. No matter whether hellscaper or enemy. All are fair targets for them.

Warped Weapons:

The weapons of the Hellscapers take on an unnatural ethereal quality to their weaponry, weaponry that gains the ability and nature to be far more effective against normal defences than would ever normally be the case, shields yield more quickly, armour fails more rapidly, and flesh stands no chance. No chance at all.

Warped Reality:

Distorted Time:

This is a double edged sword, and is not truly time travel in any sense. But when the concentrations of the Hellscapers are felt on the battlefield time feels warped, one man might react a dozen times more quickly than he believes is possible where another feels like his senses and actions are dulled in quicksand.

Purewarp Weapons:

Extremely rare, not like the corrupted weapons mentioned above these are special artifices only ever seen on the largest battleships dreadnoughts and maulers, and usually only as its main weapon. These weapons allow no defence at all. Anything within the length of such a blast ends. Though it only effects within the beam itself. (Can only be fired once a day for a mere minute)

Unnatural Geometry:

Daemonworlds take on an unnatural geometric nature, they begin to feel four dimensional and beings of the material plane, biological and artificial, are usually disoriented severely the first time they fight in such a place making them quite vulnerable.

Thin Veil:

Beings of the Hellscapers are able to break through the thin veil of a battlefield more easily than anywhere else, though other sites of extreme emotional turmoil weaken the veil enough for incursions. Hellscaper raiding parties thus can be seen to appear almost anywhere at any time, though a battlefield might weaken the veil enough for an army, an especially emotional funeral might only weaken it enough for one or two raiders to appear.

Corrupting Influence:

Whispers in the Dark:

There are some receptive to the Hellscapers, those who have desires for power, unrequited urges and extremely deviant behaviour. They are susceptive to the corrupting whispers of the hellscapers who can corrupt and turn such beings to their own purposes. Cults are the most popular target for such actions.

Uprisings!:

(Requires: Whispers in the Dark) The hellscapers drive their influenced lackeys together over time, and when they reach critical mass the Hellscapers drive and influence them to rise up and rebel against their masters, such a conflict can break the veil enough for an invasion to commence with little to no warning.

Tainted World:

The Daemonworlds of the Hellscapers are violently tainted, as badly or worse as those of the Unforgiven, while the Quantum Curse of accelerated Entropy of the Unforgiven slew all its victims in the end the tainted Daemonworlds corrupted all to itself in the end. Provided an invader didn’t discover a way to strengthen the veil.

Wracking Discontent:

Prisoners of the Hellscapers are rare. The corruption of their very natures extending down to either drive capturers to execute their prisoners, or the prisoners to kill themselves. Lesser Hellscapers may be taken prisoner more easily than many. But it is difficult for all but an Enslaver to keep them.

Strategic/Tactical Developments Traits:

Breach of the Veil:

(Requires: Thin Veil, Whispers in the Dark, Uprisings!) When the veil is thinnest, upwrisings wrack a world and corrupted saboteurs walk the worlds of the enemy, then the Hellscapers breach the veil, and invade the world from beyond, they need no such thing as dropships and troop transports, they make their way onto the world more directly.

Fading Away:

When the battle goes badly and your forces simply cannot continue the fight most have to worry about trying to evacuate their forces before the enemy destroys them. But not you. Your forces simply give up resisting their natural instability and fade away into the abyss. But doing so this way means it can take a while to reform your forces for another attempt.

Warp Storm:

(Requires; all Warped Reality Traits; all From Hell Traits.) A strategic weapon of incredible value, but massive risk. This calls upon your nations complete knowledge of the hellscape and brings it forth in an abominable unreality blending with the material universe cutting off entire worlds, or even solar systems from any possible aid. But the risk is massive. Should you lose control of it it will be your own forces, not theirs, that suffers its very primal, elemental nature.

Inbred Horrors:

The sounds and shapes of the nightmarish creatures that inhabit and form your realm are not entirely random things. No they are influenced by the fears and myths of those they are nearest to, what would appear horrifying to one would change to something equally horrifying for the next. None can fight your forces without the omnipresent crush of raw unchanneled fear.


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