The Raiders of the Void: WYVERN - Faction Information

Ridley

The Reigning Wyrm
Staff member
Level 2
Joined
Aug 15, 2018
Messages
211
Awards
8
Essence
€24,920
Coin
₡46,518
Tokens
65
World
Kraw
Profile
Click Here
The Raiders of the Void:
WYVERN
vOzUqIo.png
Faction introduction:

Assembled across worlds, WYVERN is a Faction that, first and foremost, believes in freedom from the rules and laws spread throughout The Crossroads. Whether it is Darkseid’s Unmade Forces, or those Factions concerned with keeping their own suffocating order among the worlds, WYVERN cares not for their authority.

Let it not be said they are crusading for the freedom of the common man however – WYVERN exists on the fundamental belief that those who have power, have the right to exercise it as they wish, and to use that power to accrue yet more wealth and infamy for themselves.

They are a group of pirates; war-like people unsatisfied, or uninterested, in the status quo, who respect neither Arbiter nor king on the merits of their title alone. They raid the weak, respect those of strength, and seek to find profit in every conflict in The Crossroads. Indeed, to many within the Faction, conflict is profit; an opportunity for them to bare their fangs and refine their killing techniques.

What it takes to be a Member of WYVERN:

Members don’t have a set Essence count or Coin contribution to maintain, though we are generally looking for active members who contribute to the community as best they can, but we’re not looking for more than you can manage - just understand that you’ll be rewarded accordingly!

As characters go, WYVERN tends to attract a fairly specific group. Being against some of WYVERN’s practices, or even being secretly against the group itself, doesn’t disqualify you from membership, but understand that this is a faction that kills, plunders, and maims regularly. This is not a place for the hero, and while we don’t require you to turn in your moral compass to join, your character needs to be able to work alongside those who’ve thrown theirs out the airlock.

As the Faction is dealing with a lot of fairly mature subjects (pirating isn’t for small children) be aware that some of the subject matter dealt with in group will need the “V” or “M” tag just due to the nature of the work - at the end of the day, a group that burns down a village is going to be T for Teen at the best of times. We’ll work with you from thread to thread, and not every thread is going to have splatterhouse gore, but the warning stands.

WYVERN members should be able to do something related to either raiding, business, or fighting, but we’re flexible as long as you can find a way to contribute to the group. Even the most established group of pirates need a support system, and we could certainly use a Saul Goodman or a Lord Wily, just as much as a Bane or a Darth Maul.

What Does WYVERN Do?:

While a broad variety of things are done as a WYVERN member, our focus is going to be on storylines designed around being evil, world-conquering warlords. We plan to obtain friendships with many Factions, grudges with many others, and build up into the ultimate player-villains of the Multerra world. While we fight Darkseid like everyone else, we also rob, kill, cheat, and generally become a nuisance for the other PC and NPC Factions.

Our goals are to allow for a more collaborative experience among our members as a Faction, to allow for villainous characters (often stuck on their own, without support) to write what they’d like to, and, as a Faction, to give those morally ambiguous people outside of our group a place to spend their Coin and hide their face for a night or two. Essentially, the home Base of Evil.

This could mean rigging a court case, or smashing a small kingdom, depending on the day. We lack any specific planet as a base of operations, but will be spending a lot of time in the Beyond, as ARC is our natural enemy. Joining this faction will cause bounties to flow like water, enemies to materialize on every world, and challenges that might be rougher than what any other Faction on Multerra will have to face -

But no one will ever forget your name.

Organization, and what do I get out of this?

We’re a very informal democracy OOC, though Ridley might lead IC, and as a result our organizations not exactly stiff.

The ranks available are Wyrm, Dragon, Drakes, and Serpents.

Wyrm denotes the group leader, gaining an extra half-vote (optional to use) for tie-breakers, and taking responsibility in trying to chart where the group is going next and what steps might be taken to improve the organization. The current Wyrm is Ridley (you know, me), and implies you’ll take responsibility OOC and IC for helping the other members, as well as putting in your personal time and effort into the Faction. IC, A Wyrm is the centre of the workload, in command of The Dreadnought, and Commander-in-Chief during armed confrontations.

Should activity or work put a Wyrm in a position where they're unable or unwilling to maintain their responsibilities, they may choose to hand the position to a specific member, or allow the group to vote on a new Wyrm.

Dragons are group leaders, and imply that your character is not only a member, but a general within WYVERN. Minions in the organization will bow to you and follow your orders so long as they're not under conflicting orders from either the Wyrm or their individual purchasers (which they prioritize of the two depends much on the Minions themselves), but you’ll be expected to offer at least some of your own Minions and Bases to Wyvern, in exchange.

Drakes are meant to be more personal fighters - the elite muscle of WYVERN - and gain more leeway, but also less responsibility, when it comes to their money and their availability. They are not expected to allow public access to their minions and bases, but are still allowed to, if they wish. They are in a position of respect, if not actual power, in the organization, and if circumstance or friendship allows, Minions in the organization will still listen to them in a pinch.

Serpents are a transitory rank that symbolizes those who have joined but haven’t gone through the IC steps to actually board The Dreadnought yet.

Now, as far as rewards on joining:

-Guaranteed space fighter of personal design paid for by the WYVERN group if desired
-Access to WYVERN Base facilities and Minions
-Help from players in WYVERN doing Quests and working through Faction reputation, with willing assistance from Minions in relevant Quest dispatches.
-Access to Ridley’s Minion Discount, if asked.

-Additionally, in the far-off future, a Base will be bought for you on a barren asteroid not yet discovered (in-character). It will be built to your specifics, and connected to your fellow WYVERN’s Bases. It may be filled with whatever weird Abilities or creatures you’d like, as part of the New Zebes Pirate Base. PC Characters also get a gold statue of themselves that doubles as a Relic lock-up and super-hard barrier. NPC’s may also get a gold statue of themselves upon request and doing a suitable amount of work for the organization.

Current Members:
Ridley - Wyrm
Flak - NPC - Dragon
Olivia Octavia - NPC - Dragon
Lilith - Drake
Omelette Robotnik - Drake
The Chorus - Drake
Jade Callisto - Drake

Klarion - serpent
Aku - Serpent
Altanis - Serpent
Fawful - Serpent
Oceaus - Serpent

Former Members:
Ghost Orchid

FACTION INFLUENCE: 5 - Tier 0!
 
Last edited:

Ridley

The Reigning Wyrm
Staff member
Level 2
Joined
Aug 15, 2018
Messages
211
Awards
8
Essence
€24,920
Coin
₡46,518
Tokens
65
World
Kraw
Profile
Click Here
FACTION BASES:

Mother_Ship.png

Base Cost: 1000 Coin
Base Size: x8

Afloraltite Ship Core
Flight 3 - 600 Coin
Ongoing - +300 Coin
Activation 2 - -300 Coin
Total Cost: 600 Coin

Cordite Hull
Protection 4 - 400 Coin
Ongoing - +400 Coin
Weakness: Mental effects - -100 Coin
Total Cost: 700 Coin

Humility-class Galvanic Accelerator Cannons
Damage 4 - 400 Coin
Affects Multiple Rank 1 - +200 Coin
Ranged - +200 Coin
Total Cost: 800 Coin

Subspace Sensors
Sense (extrasensory) Rank 1 - 100 Coin
Total Cost: 100 Coin

Viewscreen Technology
Communications Rank 1 - 100 Coin
Total Cost: 100 Coin

Lamia class Tractor Beam
Move Object 3 - 300 Coin
Ranged - +150 Coin
Ongoing - +300 Coin
Activation 2 - -300 Coin
Concentration - -150 Coin
Total Cost: 300 Coin

Treasury (base size 8) - 10,000 coin
Anti-Matter Missile Launchers: 350[2800] coin
Ring Portal system:
-Teleporter module: 3500 coin
-Callback Module: 3500 coin
Octo-sensors:
Surveillance module: 500 coin

total cost=49,100 coins

Descriptor: The Dreadnought
A refurbished capital ship that once was known as the Dragon’s Gaze, the Space Pirate Frigate known as the Dreadnought now serves as Ridley and his organization’s main base of operations. a stunning behemoth of pipelines and labyrinthine rooms, this great ship acts as a base of operations for Ridley's gang and allows him to conduct Raids with impunity from his stronghold within deep space.

Afloraltite Ship Core
Ridley’s ship has a central core that generates power by utilizing the power of nuclear fusion, stabilized by Afloraltite. It gives the ship power and allows for the plasma engines to move, but requires time to warm-up, requiring the warship to power up it’s engines before lifting off into the air from dock. This allows for the plasma engines to fire and move the ship through the sky at speed, and allows for FTL jumps between worlds, though more precise jumps in-system are impossible with just the basic core and engine systems. (Flavor for transit between worlds).

Cordite Hull
The Dreadnought is very banged up from previous engagements and in the process of being properly restored, but the reinforced Cordite hull remains durable enough to weather gunfire with ease and stand up to the basic rigors of space travel, even if time has weakened it somewhat.

This is only protective against physical effects, however, and mental attacks against the mind and soul go straight through the metal like they would any other mundane material, unbothered by the ship’s hull. While the ship itself has no mind, it does leave the sentients aboard vulnerable to such attacks.

Humility-class Galvanic Accelerator Cannons
An older model based on when the ship was first created, the galvanic accelerator cannon fires off short bursts of crimson energy partially powered by the ship’s power core and partially powered by a solar battery that ensures they can operate for several hours without strain. The blasts fired by these cannons melt targets on impact with plasma fire and originate from forty different hard-points on the ship, allowing them to blanket areas in blaster fire from rapid turret blasts.

Subspace Sensors
Subspace sensors allow for the ship to have a basic view of the world around itself, though these require tuning to allow for a more in-depth sweep past very small distances.

Viewscreen Technology
Ridley’s ship has several vid-screens spread through it that allow for advanced audio and, if permitted by the other caller, visual data, allowing for the pirate to communicate with others using such a device from far away. These screens work under a variety of frequencies and can catch anything from eldritch echoes, to Radio signals, to high speed photonic comms systems quite easily.

Lamia Class Tractor Beam
A tractor beam Ridley can use from a distance to obtain the fruits of his labor, the midas class tractor beam is able to snag anything from ships to treasure and pull them to his ship, or simply hold them in place with raw force. As the system is still being repaired from damage, the tractor beam is slow to turn on and requires warm-up time. As a result of using the ship’s core directly for power, any similarly powered systems can also not be utilized while the tractor beam is being used, outside of its function powering the engines.




Anti-matter missile launchers:
Damage 7 (700 coin)
-Ranged (+350 coins)
-Affects multiple 1 (+350 coins)
-Indiscriminate (-350 coins)
-Finite (-350 coins)
-Limited: only targets outside the base (-350 coins)
A missile launching system that was designed by ancient protoss shipwrights, and adapted for use by Ridley’s dreadnought by the mechanical talents of Omelette Robotnik. The Anti-matter missiles are launched by the new system from firing ports spread across the dreadnought, covering an area in destructive azure explosions that can rip apart metal like paper and overwhelm even some of the strongest shields.

Like all such explosions, the golden missiles know no friends when they explode and will cause damage to all targets within the area of effect, and it takes time to reload them - after a trio of barrages from the missiles, it requires a reasonable period of time for the crew to reload the chambers and allow for another devastating blast of antimatter weaponry.

Additionally, as an anti-ship weapon designed to fire against opponents in deep space, it is not capable of firing on anyone that manages to get inside the dreadnought, rendering it worthless against a successful boarding party.

350x8=2800

Ring Portal system:
Teleporter module (3500 coin)
Callback Module (3500 coin)

A system devised by Omelette Robotnik, the Ring portal system utilizes certain golden rings to bridge portions of space-and-time, a technique used in older times that allows for the transport of individuals. It lacks some precision and speed, but is a fantastic way to bring aboard and drop off priority members of WYVERN from the Dreadnought.

Octo-sensors:
Surveillance base module (500 coins)
A set of cameras created with the same basic concept as the comm bead, these internal cameras allow Ridley to access visual, auditory and sensor data anywhere within the dreadnought, allowing for easy internal surveillance anywhere aboard the ship.


WRITING THE DREADNOUGHT:
The dreadnought is based on the space pirate mothership from Metroid: Zero mission, and thus screenshots from that game may help with writing it for the more visually minded. In general, the base is a maze of corridors, narrow passageways and crawlspaces, and rooms containing sensitive equipment, weapons or crew quarters. It has a large bridge filled with the dreadnought command crew, and has 100 dreadnought crewmen dispersed through the Ship, doing various different tasks. expect strange windows, a lot of purples and blacks, unncessarily huge doors and gates, and plenty of odd climbing apparatuses and ladders strewn through the ship. Within the bridge, there is a throne of bone, where Ridley can usually be found lounging, when not pursuing some new conquest.

FACTION MINIONS:

Mob multiplier: x7,
Minion (300)
Master skill: Starship operations Rank 3 (150)
Laser Pistol: Damage 1 (100)
Ranged: +50
Removable: -50
Total Cost: 3,850 coin, reduced to 2,887.50 coin by the persuasive affinity (rounded to 2,888)

Descriptor: A gaggle of misfits and underpaid workers that Nazrabar hired of various species, the New underlings Ridley has are a far cry from his original crew of zebesians, but make up with it in numbers. Though many are the normal breed of scum that happen to congregate around Mesa Roja - those who looked at the dwindling amount of space piracy in the wake of the ARC and the unmaking, saw a horrifying choice between the evils of submitting to Darkseid or actually finding legitimate work, and were grateful for the gracious third option of joining Ridley's band of marauders saving them from the decision - but many are those scarred from the destruction Darkseid's unmaking's done, either financially, from costing them a job as an off-world transport or trade captain, or from the scarring of watching their family and friends contort into unnatural forms leaving them grasping for some form of purpose.
Master skill: Starship Operations
Between them, the crew manages a basic Competency at starship operations, able to handle most common problems aboard the Dreadnought and keeping the massive ship at least in the ballpark of top standards. They are the warm bodies required for a leviathan like the Dreadnought to fly across the crossroads in one piece.

Laser Pistols:
The Basic laser pistols used by the crew are mostly holdout weapons designed to stop a few intruders, usually whatever light equipment the pirate can afford. Ridley has manufactured cheap pistols for his ship's men based on a lighter design of galvanic Accelerator technology, produced en masse by Olivia Octavius. the design is cheap to make, light, accurate, reliable, and easily stopped by a block of wood - an acceptable trade-off for mostly non-combat personnel in Lord Ridley's eyes. The blasts of pale red bolts can still cause significant damage given enough time or weight of crewmen, but it is not particularly dangerous to an armoured warrior. It is not uncommon to see the crew prefer to bring their own firearms, so it's just as likely to see one of these crewmen using a holdout blaster or phaser, or even the occasional slugthrower. all share the common weakness of firearms, however - that of being taken and potentially even used against their owners.

Coin to be deducted: 2,888 coin
Effects
5 minions: minion modifierx3
Minion base cost: 300
Crab blasters:
Damage 2 (200)
Ranged (+100)
Removable (-100)
Master skill: Starship operations 4 (200)
Master skill: Naval combat 1 (50)
Zebesian physiology:
Protection 2 (200)
Ongoing (+200)
Side-effect: Reduced sense of touch (-100)

Descriptor: Members of Ridley’s favored race, these five crewman are specialized in space operations and pilot the dreadnought. Being zebesians, they are a little dimwitted and can occasionally have their minds wander in less busy times, but are still of a warrior race and have focus and creativity when it comes to naval engagements. Lighter armed and armoured than typical zebesians and perhaps not quite as fearful as they should be of his wrath, these creatures operate the weapons, piloting, and communication on the bridge, making sure Ridley simply needs to give the order for the ship to move as he wishes.

In appearance, these creatures could be considered some mix of bug and crab, though the pincers they carry are merely guns that can be removed when lighter work’s required. They even have a thick exoskeleton that stops smaller weapons or bullets, made of a bunch of plates across their body. Due to this thick carapace, however, they have a much worse sense of touch, to the point one might be able to lightly bump one without them noticing it so long as it’s not tipping them over.

They have light blasters in case the bridge is invaded, to support their captain in case of a boarding operation, though they are far weaker than a military zebesian’s loadout. These fire out emerald, thick blasts of laser energy that burns through the air and have the appearance of crab pincers, but despite seeming locked onto their physiology, they can be taken and used by any race with hands or the psychic ability to do so. this will cause them to look like they have crab hands, however, which is not debilitating but does look incredibly ridiculous on most humanoids.
[/QUOTE]
Space Pirate Irregulars:
100 minions: modifierx7
Minion (300)
DC-15 blaster rifle:
Damage 3 (300)
+ranged (+150)
-removable(-150)
-Finite (-150)
Total cost: 150

Flak Vest
Protection 3: (600)
Ongoing: (+600)
Removable: (-300)
Limited: Chest armor (-300)
Weakness: explosive (-75)
Total cost: 225

Pressure grenades:
Damage 2 (200)
Ranged (+100)
Affects multiple 1 (+100)
Indirect (+200)
indiscriminate(-100)
Removable (-100)
Finite (-100)
Chaotic (-100)
Total cost: 200

Comm-link
Communication (100)
Removable: (-50)
Total cost: 50


Total cost: 925 coins
Minion modifierx7=6,475 coins
Persuasive modifier: 6,475 coins*0.75=4,856.25 coins

Descriptor: Ridley’s basic crew, a set of glorified killers and thugs… but ones with access to dangerous equipment and enough training to be more than glorified meatshields. These men and aliens hail from different backgrounds and follow Ridley for the promise of pillage and coin. They all have the skills one could expect from a group of criminals given legitimacy, but have been forced under basic training regimens to work well as a cohesive group, fighting under Lord Ridley’s rule.

DC-15A blaster Rifle:
A little bulky, but available in great numbers due to being an older model even by Mesa Roja’s memory, the DC-15a is a terrible weapon for the average smuggler due to its bulkiness and relatively low rate of fire, but is devastating en masse, and when used to create a range advantage for it’s users. This blaster rifle fires blue charged bolts across the battlefield with a high range and accuracy that char flesh and vaporize lighter materials with repeated hits.

The Charge pack holds enough gas to supply fifty rounds, after which time, the repeating rifle needs to be reloaded before functioning again. As a gun, it can naturally be stolen and used by anyone with the digital dexterity to fire one.

Flak Vest:

Ridley’s men need to move in a variety of different locales, and keeping light is usually a good idea when it comes to naval engagements. Thus, Flak vests are preferred for the militia, as they protect vital areas and give a good amount of protection to center-mass. Originally produced for law enforcement in Opealon in a by-gone age, the technology to create Flak vests has become so simple their distribution has become wide-spread. The Armor plates held inside the Jacket are effective at stopping small-arms fire and can even stop a sword-blow, but are noticeably terrible at stopping the force behind a weapon as well as they do the weapon itself. Thus, explosive rounds or detonations render the flak vest worthless for anything beyond stopping a bit of shrapnel, and it’s limited coverage leaves the limbs and head of the user exposed to enemy fire. Despite this, it’s stopping power and lightweight design make it liked, if not loved, among Ridley’s irregulars.

Pressure grenades:

A Cardassian invention, the Pressure grenades dynamically affect the pressure in an area, causing damage in a large area similar to the damage caused by suddenly sinking a couple hundred feet into the ocean. While grisly, the Weapon’s main benefits are how cheap the technology is, as well as it’s large area of effect, allowing the common soldier the tools to blanket an area in large enough explosions to scatter massed columns.

The device itself is a small, Bronze explosive with a glowing array of red lights along a central black strip of holographic glass. When primed by pulling the control rod, these red lights turn blue, and the weapon explodes a few seconds later. If thrown over a wall or trench, these grenades can sidestep such barriers with ease, allowing them to be used to subvert fortifications.

While the pressure grenade can harm a large area, the weapon suffers from it’s own share of drawbacks. The grenades can be stolen, as all handheld devices, and need to be hand-thrown - as a result, it has it’s own tendencies to roll, be thrown off by the wind, bounce or otherwise simply miss due to a poor throw, and the explosion knows no friends - as a result, the pirates need to be careful to not catch themselves in the blast, or that some suicidal hero decides to pull the control rod hanging from their belt, or they’ll be undone by their own weapon.


Comm-link:

A standard technology among the more technologically minded of the crossroads that Olivia based her comm-bead research on, all Pirate irregulars are given a standard comm-link, which they use to communicate with each other and their superiors. these look similar to a blocky cell-phone and can communicate on multiple channels, though they are restricted to Audio-only.
 
Last edited:
Top