After a brief bout of playing and modding cortex command, I am finally going to revive my old idea for a fleet (of which only one of a planned 30+ ships was done), course many people wouldn't recognize it or really even care so I'm just really tooting my own horn at this point....
The Terakuran Empire
Government: Imperial Corporate Representative Oligarchy
Seat of the Emperor
-Alm’er’athol house palace, Terakura
Seat of Government
-Council of Unity chambers, Terakura
-Deken Alm’er’athol of the Alm'er'athol Weapons Manufacturing House (male, aged 1,923)
-Current Empress Consort
--Emina Alm’er’athol (female, aged 1,891)
Council of Unity leaders
-Elder Baah Mal’hut of the Mal'hut Shipyards House (male, aged 1,949)
-Elder Hyperous Bal’has’l of the Bal'has'l Defenses Manufacturing House (male, aged 2,002)
-Elder Phaos Per’shas of the Per'shas Electronics Manufacturing House (male, aged 1,606)
Ambassadors for candidate houses
-Hagim Gru’ten of the Gru’ten AI Manufacturing House (female, aged 1,123)
-Detere Shot’zu of the Shot’zu Powerplant House (male, aged 1,245)
Supreme Military Commander
-Lord Tygron Alm’er’athol (male, aged 467)
Supreme Enforcer of Imperial Law
-Lord-Marshall Gillash Alm’er’athol (male, aged 1,003)
Galactic Population: kept secret (GSC estimates are in the low trillions)
-12% Human (migrated to ruled planets)
-1% other races
-2,683 claimed as Terakuran territory
---365 used for Terakuran habitation (Terakuran prefer living in high-gravity environments)
Terakurans are large, humanoid, cold-blooded, egg-laying reptilians (more specifically; Saurian) hailing from the similarly named, high-gravity world of Terakura. Descended from jungle dwelling lizards, they evolved to live in underground tunnel complexes after the catastrophe that transformed Terakura into mostly desert, “shortly” afterward they developed sentience. Terakurans exhibit a very dense cortex and have what could be considered a “lop-sided” brain (by human standards since the Terakuran brain is not lateralized), with a far more predominant “left half” and a reduced “right half,” thus they have brilliant analytical minds and are exceptional engineers and scientists using their exceptional logic and data processing abilities, however; “art” is not a word most Terakurans grasp. Terakurans are covered in hard, chitinous scales (ranging in color from various greens to dark tan) that are resistant to some blunt and edged weapons, this also acts as a decent thermal insulator, allowing Terakurans to operate in temperatures that would incapacitate other cold-blooded creatures. Like most lizards, Terakurans possess an elongated maw filled with sharp teeth, exceptional cellular regeneration, a very sensitive sense of smell, the ability to see in the dark, thermal-detecting nasal pits, trillionth-of-a-second reflexes, nictitating membranes, a long, semi-dexterous tail, and a complex endocrine systems, and also have clawed, 4-fingered hands and feet (which unlike primitive lizards, have opposable appendages). Terakurans have decent dexterity but it is far less than humans, requiring machines to do a lot of micro-fabrication for them, control panels are also designed to fit their anatomy, Terakurans also typically refrain from wearing footwear since their oversized feet are awkward to cover properly. Terakurans have a sexual dimorphism of 1.4 to 1, with the average female reaching about 7 feet and the average male around 9’ 7”. Because they hail from a high gravity world, Terakurans have massive strength, with an average adult male able to lift over two and a half tons. As such, Terakuran males are very broad and muscular, and quite intimidating, however; the massive build of males prevents them from fitting into most close-quarters areas designed for more human-sized species, thus their living spaces have large cavernous passages and lobbies that will dwarf most humans. Males also possess no body hair what-so-ever and have crests above their eyes, the Terakuran male skull structure is quite similar to the carnivorous dinosaurs (such as the T. rex, but a bit sleeker) of earth’s past. Females are considerably slimmer, more graceful and agile than males, and although they are physically weaker than males they can still out lift an exceptionally strong human by an incredible amount, while their smaller size, more sinewy form, and better dexterity makes them better for infiltration and mechanical work. Terakuran females have wider, more snake-like skulls than males and can grow feathery headdresses resembling colorful hair, which they often let grow very long. As a defensive attribute, females possess fangs capable of injecting paralyzing venom, however; this is a vestigial feature and only 14% of females retain the venom producing ability. Females often have voices that are soft and elegant (in stark contrast to the gravely voice of males), and their thinner and far lighter frame, coupled with their breasts make them very like slim and tall human females. The many differences between males and females have confused many other species upon meeting the Terakurans. Their diet is semi-omnivorous, consisting mainly of meat with a few tuber-like vegetables. Terakuran lifespan is also very long, typically exceeding 2,000 years, as such they reproduce slowly, with females capable of laying 1 or 2 eggs every decade or so, Terakurans are unique in the fact that after a laid egg hatches, the young is treated like how mammalians treat their young, which is highly unusual for reptilians. As a result, they are very family oriented and their social structure is far less varied than other species like humans. They possess only a faction of the unique family trees of other species, yet they are typically much larger and more closely knit than most. Their language, Terakuran is somewhat complex and unpronounceable by most other species; as such, Terakurans speak a modified version of galactic basic when dealing with other species, though they speak it with a distinctive hissing accent.
Terakura is a high-gravity, desert planet in the Kolari system located in the Argus cluster of the Cygnus arm in the mid rim of the Milky Way. The Kolari system is about 8,160 light years from the Sol system and is separated by a number of space-time fluctuations between the arms. Kolari consists of 6 planets orbiting a yellow sun that is slightly larger than the sun of the Sol system; Terakura is the second planet in line and has a distance of .89 AU from the system’s center (the sun is called “Sha” in Terakuran). Terakura has a gravity of about 6 times that of Earth, while having a total volume of only 3.2 times that of Earth. This is because of the much more dense structure of Terakura that consists of rare metals, heavy metals and extremely dense earth. The crust, however, consists mostly of sand in varying degrees of density. Atmosphere is earth-like, however; oxygen content is a bit higher and nitrogen content a bit lower. The planet is currently 64% land and 36% water, almost all the land is sandy or rocky desert, with the 5 major landmasses surrounded by extremely mountainous shores that make some of the mountains on Earth look like anthills. It is believed that these super mountains are what caused the massive transition of this planet from a jungle world (archeological evidence has pointed to there once being a planet wide forest) to a dried up desert. The mountains created a “rain shadow” effect for the main continents, preventing rain from reaching them and slowly killed the jungle as the mountains rose. There exist however, 3 “Edens” that are islands in the center of the main ocean where the land is still a large and beautiful jungle. These islands are sacred land for the Terakurans; violence, technology, and clothing are prohibited out of respect for the land that gave birth to their species. The planet is quite hot most of the year, with temperatures exceeding 72 degrees Celsius during the day; as a result most of the planets species live underground, including Terakurans. Terakuran cities are constructed in massive underground tunnel networks and hollowed out domes, with passages leading to the above ground structures such as thermal plants and starports. Human and such other species’ visitors are limited to the specially designed reduced gravity “tourist buildings.” Other species of note beyond the Terakurans are the human sized, hive minded, non-sentient insect Hakura; the Great Largen, massive mammals (the size of animals like the Brontosaurus) that are a major food source for Terakurans. Some large predatory fishes, and the Althass; a massive, semi-sentient beetle that is noted as one of the greatest hunting trophies in the galaxy due to its crafty behavior, huge size, claws and ability to spit acid. They are often hunted by Terakurans as a show of physical and mental prowess.
Culture & Lifestyle
Terakuran culture focuses on wisdom, intelligence, respect, honor, and loyalty. Because Terakurans are so intelligent and long-lived; elders of the society are held in the utmost honor with them holding the most powerful positions. The eldest of a family is typically placed at the head of a household (and thus that household’s business) and their authority is rarely questioned. Loyalty is also very important in the culture. Terakurans are to be loyal to your family first, friends next, then individual Terakurans that you are unassociated with, and every other species (that is not a “friend”) last. Breaking the line of trust (such as ripping off employees or betraying a family member) is one of the most heinous crimes one can commit, and typically ones family will kill such a dishonored person to prevent shame to the family. Intelligence and signs of wisdom or good leadership are also grounds for having a high rank in political, economic, and social positions, thus a young Terakuran who exhibits these attributes may command considerable respect. Being the child of a very high ranking parent(s) also commands respect, however; it must also be partly earned through displays of the skills stated above. Those with lesser positions are honor bound to follow and support their superiors while higher-ups are to lead and care for their subordinates. Respect for all; regardless of rank is also extrapolated into the legal system, and while the long-standing cultural de facto rules make crime almost non-existent; the occasional criminal is treated with extreme disgust and harsh punishment. This respect is meant to keep everyone on good terms with one another; high ranking citizens command much respect because they only have that position because they deserve it, while these elite understand that it requires the works of the whole people for any progress to be made. Terakuran logic is what mainly keeps civil order, since egos and greed are illogical feelings, a Terakuran will never live beyond what society has set as their means. The government enforces absolutely no social providence because it is expected that the fortunate help the downtrodden and for employers to pay their employees their fair wages. Terakurans are stately, noble, calm and logical almost all the time, however they can become highly aggressive and irrational (considerably more than a human) when their fuses start to become short (which is very uncommon) or when their honor is threatened, however most are very cool and renown as excellent negotiators. Terakuran clothing is a symbol of your rank in society, with the very highest wearing very regal robes and clothing, and the lowest corporate workers wearing formal attire. Since clothing is a symbol; it is important to have the best appearance one can so that others will see you as an upstanding citizen. Terakurans wear tunics and loose pants (or simple robes in some cases), regardless of rank when doing physical activities, or when not showing themselves in public. Terakurans spend a lot of their free time exercising, studying, philosophizing, debating, playing sports or sparring to hone their bodies. A common custom for meeting a new person is to spar them in an informal match, formal matches are for defeating someone who has challenged you, insulted your honor, or to win a competition. Other free time is spent like most species; playing games, hanging out with friends, and watching the latest programming on the holonet. Since Terakurans eat very rarely, dining is a very social and formal occasion when the family gets together (friends are often invited too) and a large meal is shared over the course of several hours. Most Terakurans are employed in the armed forces or (much more commonly) have some kind of non-manual job for/running a business. Since virtually all menial, service, or physical work is automated; Terakurans work for corporate, scientific, engineering, or some kind of technical firm.
Government & Economy
Quite literally, the Terakuran government is run by business. The Terakuran economy is extremely capitalistic, and since your family’s business represents your family, your family’s standing is measured by the economic or social success of your kin. Once a family starts a business, called a “house”; it is given the family’s name and labeled based on what they do primarily (however; as a house gets larger it will often expand into other productions); like the great Alm’er’athol Weapons Manufacturing House (which is one of the four ruling “great houses”). Houses are family run and the elder of the family is the “CEO,” making all corporate decisions, the heir is the oldest child that they have. The government named the “Board of Unity,” was founded long ago by the 4 super powerful “great houses” merely for law enforcement, unity among planets and for raising an army, although now is also regulates relations with other governments and trade issues with other peoples. The four houses; Mal’hut, Alm’er’athol, Bal’has’l, and Per’shas, take turns wielding the most power. The eldest of the leading family for that cycle is promoted to the rank of Emperor (or Empress) and his/her family members (and those of the other 3 houses) hold high military and political positions. After the current emperor dies, it cycles over to the next house in line. The cycle rotates Alm’er’athol > Per’shas > Mal’hut > Bal’has’l, and back again. There is almost no animosity between the four houses since they are working mutually for the betterment of the species, thus an assassination unheard of, and family members would likely kill any kin who attempted to bring such dishonor to them. The Emperor wields massive power to control the military and while they have no say in economic or most other matters, their opinions carry extreme weight. The other three families’ elders can veto an action by the emperor with a vote. The four families together can also vote to promote another house to “grand house” status and thus to the Board of Unity, the Gru’ten house has been a major candidate for such a position for a while. Terakurans export a number of extremely high-tech and high-quality products all over the galaxy, humans are their number one consumers and this has been credited with easing xenophobic attitudes that some humans hold. Terakurans produce goods with a “quality over quantity” outlook, their products are typically second to none and their prices are similar, however; if you want something done right and built well, then you call on Terakurans. Since Terakura is so massive and covered in natural resources, imports are minimal, however; the number one import is various kinds of meats from across the galaxy.
Any equivalent form of Healthcare in the Terakuran Empire is privatized and the government only pays for socialized medicine in few cases, Terakuran medical techniques are extremely advanced; heavy use of robotics, lasers, computer interfaces, and advanced techniques create a very high success rate for even the most invasive surgeries, organ cloning is also used often for critically damaged or infected organs, and most Terakuran citizens have at least some cloned tissue (like skin, hearts, or livers). Some of the more “extreme” medical practices are a hallmark of Terakuran living, the foremost is cybernetics, virtually all Terakurans have cybernetic implants installed in their cortex by the time they are 2 years, the semi-organic computer grows with the person throughout their lifetime and allows them to command electronics (like holoprojectors, computers, or toasters) with thought. While the basic implant is provided free by the government, numerous upgrades are also offered for additional fees by numerous companies; including everything from compete photographic recall, to telepathy with other telepathically upgraded people (although that one is very rare). Advanced prosthetics are another option to a cloned body part, and about 32.4% of the population opts for artificial organs instead of cloned tissue when the situation arises, except in cases of severe dismemberment where most will opt for the cheaper and easier full prosthetic. However the Terakuran definition of "severe dismemberment" is far greater than the human standard due to the ability of Terakurans to regrow most lost limbs. Genetic therapy is another major science and can fix genetic conditions (or in the case of richer individuals; enhance). En-Utero therapy to fix everything from genetic disposition for shortsightedness to weakness to developing cancer is extremely common, ensuring that the Terakuran population has mostly exterminated genetic disorders. While all Terakurans have brain implants, they consider their bodies too strong to need robotic muscles, or robotic immune systems, as such it is uncommon to see a Terakuran with many of the implants other species will have.
Despite their logical nature, Terakurans are a very religious people, with around 98% of the population devoted to some religious or spiritual theism. The mainstream and most ancient Terakuran religion is “Uzt’pa’sho,” a form of ancestor worship. Like most forms of ancestor veneration it is a religious practice based on the belief that deceased family members have a continued existence, take an interest in the affairs of the world, and possess the ability to influence the fortune of the living. Most do not believe in a single or multiple main deity(s) but rather than all spirits act as one, the social or non-religious function of Utz’pa’sho is to cultivate kinship values like filial piety, family loyalty, and continuity of the family lineage as they are important aspects of Terakuran culture. Utz’pa’sho, however; is separate in that it is not believed that spirits actually interact with the real world, they are believed to take interest in it and it is accepted by Terakurans that conscious is ones ancestors speaking to them, however there is no “physical” interaction. Another difference is that that there are two destinations based on how a Terakuran lived his or her life. Terakuran burial rituals are solemn occasions held above-ground at night, the deceased is buried beneath a mound of cool sand after a few eulogies by the remaining kin regarding the person’s life. The next few weeks are spent by remaining children contemplating their parent’s destination in the afterlife, working our wills, putting together a follow-up service for the public and deciding how best to fulfill their legacy. During this time of solemn thought, Terakurans shall not partake in eating or any sort of action that is pleasurable. Terakuran bodies are buried above ground as a symbol of the return to when their ancestors crawled with their bellies to the earth. Families will have large plots where generation after generation will be buried; the plots are well defended from intruders and wild beasts by fences and automated security. Those who lived honorable lives with duty toward the betterment of their species become “Brae Sha,” or “revered ones.” Revered ones inhabit a plane of existence that is comprised of three equal platforms floating in Ether. The three platforms are; the Congregation of Thinkers, the Hall of Warriors, and the Senate of Leaders. Each of the platforms is a perfect place for the person who was sent there based on how they lived their lives, each of the platforms are interconnected by bridges of gold to represent the unity of the sects of being. Ones who live dishonorable lives are sentenced to an eternity as “Zah Sha,” or “Cursed Ones.” Cursed ones inhabit a land of fire and brimstone (not unlike Christianity’s “Hell”) that is made of three rings of a pit descending in severity and torture. The three rings are; the pit of cowards, then the pit of criminals and the dishonored, and most horrible of all; the pit of traitors. Since Terakuran religion reflects the ideas of being a model citizen, one could say that it affects every aspect of life, however; it is truer that Terakura religion is affected by Terakuran culture. In resent centuries since Terakurans have interacted with humanity, numerous Terakurans have adopted human religion, current religious distribution is at 88% practicing Utz’pa’sho or its subsects, 4% partake in Christianity and its deviations, another 6% practice Buddhism since the spirituality connects quite well with most Terakurans, the remaining 2% are members of another minority religion or are atheistic.
The professional Terakuran military is quite disproportionate to the size of its empire, however the total operation is a mix of the professional military and every single Terakuran citizen. All Terakurans are required to join the military before the age of 300, and after their education is completed. A Terakuran has a choice of three branches of the military (Army, Navy, or Breakers (similar to marines in most navies)) and then either being an officer or regular. Most femles are drafted directly into the infiltrator corps, and those that aren't typically become officers (mostly Naval), with very few female infantry, mainly because a Terakuran female's skills are better spent on those jobs. Standard service ranges from 60 years (for the Army) to 100 for naval Officers. After their time is up a Terakuran can wash their hands of the military forever or until a state emergency is called where all Terakurans are drafted back into service. Few stay on after standard service because while Terakurans are somewhat aggressive and concerned with defense andexpansion, their culture puts more value on economic and intellectual success, as such the professional Terakuran military is absolutely miniscule, however; the military is made of millions of wardroids designed to bolster their ranks. Terakuran wardroids are one-on-one; more than a match for any army’s infantry and in most cases are individually worth an entire platoon. The two main variants, the Centurion (standard infantry) and the Sledge Trooper (squad support and Anti-Armor) are massive 9ft tall monsters, stronger than a Terakuran and tougher than a tank, with the weaponry to boot, these units make up 90% of the Terakuran military and are in all probably better than individual Terakuran infantry (who still wear insanely tough armor and carry what humans would call heavy mounted weapons). Terakuran robotic infantry also circumvent the problems that most wardroids have regarding intelligence by being implanted with “neuro-AIs” (making them just as creative as organics and fully capable of learning). Terakuran military vehicles (most are automated but a few have crews) are well manufactured also, capable of exceeding a GSC military unit of the same class several fold. This force combined with the navy allowed the empire to stave off the Human armies during the Xenophobia wars and even push them back until they were demanding peace talks. In these modern times of peace there has been no enemy the Terakuran military couldn’t swat like a fly in weeks, as the Terakurans see no point in disarming and have only gotten stronger.
Military ship design
All military ship hulls are manufactured by the Mal'hut manufacturing grand house with assistance from the other three great houses. Since the manufacturing houses are sectionalized, there is considerable specialization, this yields some of the best warships (and consumer ships) ever to exist, and human fleets quickly discovered the folly of engaging Terakuran ships during the “Xenophobia Wars.” The Alm’er’athol house manufactures the weapons, the Bal'has'l house supplies shielding technology and advanced armors, and the Per’shas house supplies general electronics, appliances, and comm. equipment. Many of the other lesser Terakuran houses and corporations also provide materials and technology such as Bo’m’el medical equipment and the Gru’ten house provides the essential AIs. Since Terakurans are low in population, most small and medium weight class ships are fully automated, with only the largest ships actually staffing any Terakuran crew. While complete automation is seemingly impossible for races like humans, Terakuran advanced robotics and organic “neuro-AIs” make it a possibility. Terakuran ships are designed to be exceptionally well made, and since Terakurans have a quality over quantity mindset, their ships can easily outperform a human GSC (Galactic Stability Council, the ruling human government) warship tenfold. Terakuran ships typically have exceptionally thick armor make from Neutranium (or other strong armor) and layered with kinetic gel, fibrous metals and semi-organic substances to absorb impacts. The plates themselves are braced extensively to prevent displacement. Shielding is also extensively overlapped so that no section of armor is vulnerable if one section’s primary shielding falls. Weaponry consists of long-range, high power laser weaponry and beam cannons, Terakurans also have an affixation with plasma and have a number of lethal plasma weapons (no.1 of which; the Plasma Sheller). Since the need for crew is removed on most ships, they are considerably smaller than their brethren from other navies, making them deceptively fast and weak looking…until you loose a battle cruiser to something half the size of your frigates. Terakuran heavy and super heavy classes are quite the opposite, wedge-shaped monsters, massive in the extreme with unbreakable armor, low speeds and packing numerous heavy guns; most of which can destroy enemy ships in one shot, these Terakuran ships are designed to wade into a battle and crush the enemy in an unstoppable onslaught while lighter warships have the enemy gunnery tied up. Terakuran light and medium classes have extensive broadside weapons, as they are designed to weave through the enemy fleet and strike them in vulnerable areas, again in contrast; the heavier classes are frontal assault dedicated, created to destroy the enemy fleet before they can get close. Terakuran Flagships are typically gigantic monsters, so heavily armed and armored that they can take a seemingly impossible beating with no ill effect and are able to completely obliterate any ships foolish enough to engage them even at massive ranges. The numerous heavy weapon emplacements on Terakuran ships allow then to deliver a withering first salvo, crippling the enemy while they are still warming up. Terakuran ships are all built for maximum efficiency, and not aesthetics, they are angular, linear and lethal. Terakuran fighters and bomber are very different from their warships, they are automated husks, churned out by the million and packed into carriers, they are launched in massive waves to completely overwhelm enemy defenses. Terakuran non-warships (fighters) are fast and small, designed to be a cheap (but still well made) and as light as possible, capable of swarming the enemy in numbers greater than all the grains of sand on a beach.
Terakuran fleets are typically far smaller than their contemporaries in other navies; as such they rely on the superior manufacturing of their ships as much as good tactics. Terakuran naval commanders will typically have their automated ships flank from the sides or just shoot right up the middle early in the engagement to get the enemy started and to ensure confusion when the slower heavies move into range and open up into the fleet while it is engaged in close range combat. If the enemy is still standing, a commander will plow his close-engagement battleships into the enemy front and further cripple the enemy warships (Terakurans rely considerably on precision weaponry to disassemble the enemy fleet), while the artillery ships finally unlimb from the farthest reaches of battle and fire (Terakuran artillery ships are of about cruiser size and typically have class 10 guns that can destroy even battleships in a single shot). The tactics are called “Reh Sak Tah,” which roughly translates into the human word “annihilation.”
Terakurans have developed an interesting "FTL drive" that really aren't faster than light, called "Darkspace Drives". Darkspace drives are really only generators that work by having a ship emit a field of energy that is the negative of the energy that forms the riffles of space-time (so technically negative energy). This ship then slips through the fabric of time and into "darkspace" (the nothingness between aspects of reality) propelled by it's own normal engines and can travel straight through space rather then along with it. As such, ships can enter (or leave for that matter) darkspace only once outside a planet's (or similarly very large object) gravity well as gravity is a universal force that permeates everywhere and is capable of severely messing up a crafts telemetry (even in darkspace) and send it hurtling off into "deep darkspace". This process allows even the slowest of ships to pass through the entire galaxy in a month or so. However; the galaxy is full of unusual things, namely the space time fluctuations that require ships to drop out of darkspace and make their way around them, ships must stop before these "null pockets" otherwise they will get drawn in and the ship and it's crew shall become forever trapped in timeless nothingness (which is a fate worse than death since time does not accelerate in these pockets). Also; since the craft slips in and out of "reality" as it passes through the riffles it could accidentally pass through a planet, star, asteroid, or even another ship (IE destruction) and their gravity wells, or when it finally falls out of darkspace it could end up in one of the aforementioned objects (However the fabric of time rips before a ships reenters and ships slowly move through the rip, not to mention that ships can pick up close in-darkspace ships on a standard sensor and move accordingly). Computers to calculate these journeys must of course then; be extremely advanced, and jump calculations can take several seconds on smaller ships up to almost an hour for large ones. Nothing above a size of a Superdreadnaught (abound 10Km or a very large tonnage), can pass through darkspace because the ship's mass begins to create anchor points in space-time, this will rip the ship apart when it jumps if it is too large. And since generators can range in size from a walk-in closet to the size of a large room, very few fighter-sized craft can travel through darkspace. Except those with customized systems, however; since most people take large transport ships across the galaxy, this is hardly a problem for most civilians, the military circumvents this by carriers, which are for the most part required for any respectable fighter force to move around. Now regarding defenses and ambushes; since there are limited lanes that are safe to travel through and certain limited vector angles, it can be predicted where ships will come out in a certain radius (however; covering all these points in an entire system is impossible to say the least), and since there are typical places where ships may have to drop out of darkspace to go around an anomaly (such as an star or "null pocket") it is possible to lay a trap in deep space at these intersections. This tactic is rarely used in military applications, however; pirates use it far more often to raid shipping and passenger vessels as they often stay set to very defined and publicly known travel lanes.
I really don't care if people post, actually I would encourage it since I would like to know what people think....
"The treasure of the mind is far greater than any worldly glory" ~ Unknown
"Brain, n. An apparatus with which we think we think." ~ Ambrose Bierce
"Knowledge is power. Power corrupts. Study hard, be evil!" ~ Unknown
"If it's stupid, but it works, then it's not stupid." ~ Me
"Eureka!" ~ Archimedes
"Always room for another reactor..." ~ Darth Vader, Robot Chicken
Last edited by AlphaCommando on Fri Oct 03, 2008 4:50 am, edited 3 times in total.