Yep, so it's general disaster, arxia and ozerath so far. With Marrone too, once things are resolved*
And Deathblade is still around, presumably.*
That'd make 5, one more and I'm happy to go. I understand some people might be anxious to get going.*
So that's one more person, right?
Yep, so it's general disaster, arxia and ozerath so far. With Marrone too, once things are resolved*
And Deathblade is still around, presumably.*
That'd make 5, one more and I'm happy to go. I understand some people might be anxious to get going.*
Why do you ask what, when the delicious question is when?
Why don't you play?
I play in 90% of my own RPs but it would be totally unfair of me to in this one. With all the hidden calculation systems for combat, chances of success for actions, occurrences of random event etc, it would be completely unfair fo the only one person who actually knows how the Maths is working to play. Basically think of me as the computer for this game, doing all the Maths. So there will still be all the stat-based action of other NRPs but it will feel more organic for players when the maths working it out is hidden.
Like I said, don't worry guys, I'll stick rigidly to all systems with no variation or bias or anything remotely like that
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Why do you ask what, when the delicious question is when?
Then someone else needs to hurry up and join:P
Well, I see it as Darkmatter playing. He's just playing Dungeon Master. Maybe, if he really gets the vibe to have a presence, he'll do so in the form of a criminals or bandits.
Also, edits on the way!
Specie's Name: Hamacian
Specie's Description:Without getting into details regarding the anthromorphic qualities of the Hamacian race, a simple description will suffice. There are four extremeties which encompass two arms for handling tools and two legs for transportation. There are three different body types; ectomorph, mesomorph and endomorph. Their skin color can range from pale white to a charcoal black, and can be tanned in any effect. Males are more than often more hirsute than females, and are also usually bulkier.
Specie's History:
The history of the Hamacian people are far too variagated to simply profess. However, it could be easily said that they stemmed from a single planet, and after much struggle through political fracas finally the systems of government spread over the surrounding planets. Wars between factions ensued and no matter how successfully they annihilated the worlds they inhabited, they never seemed to entirely self-destruct. Through the tatters of society, groups seamed together in a patchwork of motley political dogma. For the longest time the Hamacians rebuilt themselves from the scraps of highly sophisticated technological advancements initially designed to propagate and destroy eachother.
Specie's Mentality:
Much can be said about the Hamacian's usual thought process. They’re prone to cyclical lifestyles and fetishing over material objects. As to give merit to cyclical lifestyles, they often attain this from the structures of agriculture: life through the death of the self. Fetishing over material objects is an unfortunate side effect of ownership which entirely hindered the society from seriously progressing towards it’s goals. This allows a self-created nature for power, whether in the form of attention or control; and only through revolutionary struggles did the Hamacians destroy caste systems and hard capitalism. However, with recent events, the trend towards materialism seems more attractive and social scientists as well as great thinkers alike are having a hard time understanding the quandary. This is a current socio-cultural problem.
Civilization’s Name: Hamacian Collective Organization
Civilization's History:
Ever since what was known as the “The Great Isolation”, which was an alienation from all other hamacian societies political forces in a simultaneous moment, the HCO was procured as a supplement to the lack of political force. While other nations simply carried on as normal and hoped that the ultimate government might send supplies and hope, the HCO refused to submit to these mythics.
Through a Socratic Seminar-esque based governmental system, questions became more important than answers. Possibilities opened and experimentation was able to take place without sacrificing the information that their ancestors slaved through to discover. It wasn’t long until the scavenger based society developed a deep connection with the dilapidated remains of the world they inhabited and began exploring beyond their earthen roots.
Due to the expansive nature of the HCO’s policies, the absorption and acceptance of ideas is paramount to the conquering of others. Planets that were desperate for supplies were quickly supplemented, they targeted planets that other civilizations often avoided, ones only populated by nomad populations and filled with dangerous conditions. The idea was to find a challenge; it was easy to inhabit a ocean world with favorable amounts of land, why not explore the untapped resources of the barren wastes?
However, the intuition of the HCO was equalized by it’s approach towards having a propensity towards challenge. In no way did they exceed their neighboring empires, but it was mostly due to the fact that their chosen destinations were much more difficult to cultivate and envelope. This highly experimental style of expansionism yielded obvious disadvantages but suprisingly fruitful experience for the organization as a whole.
The nature of the HCO’s economic stance was radically different from many others. The word for currency is archiac, and it’s relevance now that it had come in contact with other civilizations has met jagged edges. The HCO’s individuals were used to simply giving away services and goods as a matter of expression rather than a commodity. This was balanced by a naturally courteous understanding of needs and wants. People explore their profession because they have a passion for their work, and they want to share that sentiment with all around them.
It is only currently that the HCO is experiencing oddities in it’s structure, with the re-introduction of capitalistic ideas. It is a unique problem that many of the thinkers of the organization are struggling with.
Civilization's Description:
The HCO has no leader or major political affiliates. It also has no written rules that it’s citizens must adhere to. Political ideas are discussed and explored to the extreme, however they are not exerted into practice over those unwilling to experiment. Ideas and patterns of thoughts are radically endeavored, whether they’re purely scientific, religious or otherwise; the frame of thought is composed of what actually works rather than what is stapled down by a certain dogma.
Military Information:
The lack of authoritianship is no indication of a lack of power. The individual’s potency for power is phenomenal, but it is sacrificed either by uncertainty or temporary instability. It is either this, or better yet, the HCO does not contain the ability to force its energy in a specific direction. However, this isn’t entirely true for certain situations, for example, war.
The HCO’s military is a combination of rag-tag fighters, which specialize in urban undercover and close quarters operations, fierce jungle warriors who literally inhabit the natural world and act as a white blood cell to their oppressors, experimental bio-weaponry teams, hackers and social conspirators who literally plant the seeds of viral sabotage and engineers who are constantly attempting to upgrade and improve on existing technology. Their weak point is, as of now, the use of space ships for combat exercises; with what few ships they own it is far more popular to explore non-space arial combat for reasons of either safety and resource management.
The use of team work as well as individual work is extremely important, and to say ‘a variety of styles’ of warfare are practiced is to say that there are a few different stars in the galaxy. To simplify this array of militarism, we can break down roles in military society:
Spoiler
Economic Information:
Every transaction from a citizen is technically a transaction from the government and the individual, because the citizen is both the embodiment of the government as well as the absence of government. The economic system of the HCO is unique in that currency is non-existant; nothing is sold nor bought, but more or less earned through existance. This has been sufficient until their recent endeavors with other societies.
As for production, those who wish to extract minerals from their planets do so vigorously. It is simply a passion that is understood to be essential to the progression of society. Most if not all labor work is done by robots, however, the need for engineers has never been greater. In terms of non-mining operations in the civilian world that require physical labor, they’re either artistic (e.g. landscaping) or menial (e.g. moving furniture).
Scientific and Cultural Information:
The people in the HCO do what they want. Fortunately, what they want to do is learn and explore. Questions are the literal driving point of their society, and as a result they find science and culture as paramount to their civilization. Science is the tools which they obtain to get results; results are the production possibilities and both the side effects and examination of the results, well, result in culture. It’s all quite a simple, natural flow of understanding.
Traits:
Guerillas:
"Guerillas never win wars, but their adversaries often lose them." Lose 5 Status if you ever declare war, but always receive a 'Sabotage' combat bonus.*
Information Trader:
Have a chance to gather intel on another player when trading with them. This will provide valuable to sell for profit or use in an ensuing war.
Advanced Research:
The harder you look for something, the more likely you are to find it. A 5% increased chance of discovering 'A Great Advancement' when investing in scientific advancement.
Accepted Marrone, although I have one question. Won't diplomacy be difficult without a formal government?
Why do you ask what, when the delicious question is when?
Absolutely. It will be extremely difficult. The Hamacians will say, well, the individual is the government, so when you declare war on the individual than the rest of the government (which is every individual in the HCO) might spring into action. But it wont always be like that. Just because a bar brawl happens doesn't mean the entire fleet will be knocking on your door!
Most diplomatic relations will take place between scientists and cultural specialists who don't represent the Hamacian people but rather act as communicators and translators to the people so that they can make their own decisions. This way, once one nation opens up a trade relation, the scientists just distribute the information to the traders, merchants and anyone else who wants to know in the HCO and if they desire to trade in that direction they now know they can.