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Hidden 9 yrs ago Post by Willy Vereb
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Willy Vereb The Wordy Engineer

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By any chance do you know where the limits of magic lie in this RP?
don't be OP.
That's about it.
So just try to come up with something reasonable and you're good to go.

Hidden 9 yrs ago Post by Arawak
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What is OP here?

I need some specifics.
Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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What is OP here?

I need some specifics.


This really isn't that hard. Anything that gives you a clear advantage over every other player, or is simply illogical to the point of absurdity is a clear definition of OP. Instead of questioning the rule, why not just post what you are concerned over, so that an opinion can be formed on it?
Hidden 9 yrs ago 9 yrs ago Post by Arawak
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My species is very specialized in magic, to the point where they would be unable to even function as a civilization without it. This has the major drawback of making replacing losses in a war harder than other species because their capability for telekinesis and its many, many applications and fields takes decades if not centuries to master. The Zedevic don't have terribly high populations either, since they take much longer to mature and don't really reproduce fast. Such high level is needed to pilot spaceships, which means that they can't just pump out ships the way some other factions might.

It also leads to them having major tech disparities with other factions, something of which makes them rather trade reliant.
Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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My species is very specialized in magic, to the point where they would be unable to even function as a civilization without it. This has the major drawback of making replacing losses in a war harder than other species because their capability for telekinesis and its many, many applications and fields takes decades if not centuries to master. The Zedevic don't have terribly high populations either, since they take much longer to mature and don't really reproduce fast. Such high level is needed to pilot spaceships, which means that they can't just pump out ships the way some other factions might.

It also leads to them having major tech disparities with other factions, something of which makes them rather trade reliant.


None of this really explains what magic they have, beyond a "capability for telekinesis" and justifications for why you feel they should have this magic. Explain what their magic DOES, like to the full extent they are capable of, and then an opinion can be formed.
Hidden 9 yrs ago Post by Arawak
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They can manipulate objects around them and have a whole array of tools and weaponry based around this fact (mainly gauss-like weaponry). They can also focus pressure into certain areas (as so to flip a switch and whatnot). Some of the more advanced ones can levitate themselves, but generally they make use of constructs that they can better control with their minds. This telekinetic ability is what they have for the most part, other psionic capabilities are rare.

A crewed spaceship of them can use their abilities to manipulate the movement of their spaceship (in a way that is akin to a reactionless drive) and redirect missiles along with slow down projectile attacks. They also can steer their own projectiles into enemy ships. Mind you, that this is unable to deal with laser/beam attacks. Also overwhelming them with projectiles works as they won't be able to catch them all.

Weapon wise they tend to use kinetic weaponry augmented with their psionic capabilities. They never invented lasers due to their different tech path. What computer systems they developed natively are stuck in the 1950's and pretty much are just used for keeping track of information.

All of this is limited by the drawbacks I mentioned earlier as despite each member of their species having telekinetic potential, it is not something they know intuitively and must learn. Feats such as described able can take decades to truly hone in and their growth/reproduction is very slow to begin with, which is why major losses to their population aren't easily repaired.
Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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@Arawak *shrug* Looks alright to me. If Duck finds something off, he'll say so.
Hidden 9 yrs ago Post by Arawak
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Any other sun worshippers here?
Hidden 9 yrs ago Post by DELETED264297
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They can manipulate objects around them and have a whole array of tools and weaponry based around this fact (mainly gauss-like weaponry). They can also focus pressure into certain areas (as so to flip a switch and whatnot). Some of the more advanced ones can levitate themselves, but generally they make use of constructs that they can better control with their minds. This telekinetic ability is what they have for the most part, other psionic capabilities are rare.

A crewed spaceship of them can use their abilities to manipulate the movement of their spaceship (in a way that is akin to a reactionless drive) and redirect missiles along with slow down projectile attacks. They also can steer their own projectiles into enemy ships. Mind you, that this is unable to deal with laser/beam attacks. Also overwhelming them with projectiles works as they won't be able to catch them all.

Weapon wise they tend to use kinetic weaponry augmented with their psionic capabilities. They never invented lasers due to their different tech path. What computer systems they developed natively are stuck in the 1950's and pretty much are just used for keeping track of information.

All of this is limited by the drawbacks I mentioned earlier as despite each member of their species having telekinetic potential, it is not something they know intuitively and must learn. Feats such as described able can take decades to truly hone in and their growth/reproduction is very slow to begin with, which is why major losses to their population aren't easily repaired.


Sounds fine, but this is not me accepting your app. Still have not had a chance to review it.

<Snipped quote by duck55223>No problem with there being areas to explore. Variety is important.
And well, you pretty much based this after a game we should not mention so there being an interstellar council was very much implied.
No problem if it doesn't mean everybody is friends or that the regulations are more lax than in the UN in comparison.
That'd be actually better because then it gives more freedom.
But if this is an RP where we explore and establish first contact with each other then it's little if any different from the slew of others.
That and my civ idea can't even really function without that.


Players are free to discuss pre-estiblished contact and relations, or leave first contact to the IC. If a majority of players want a Galactic UN, that's fine and shit that I totally get into, but even with that said I would not allow for the Glorph Empire. A player nation that needs a alliance of a majority of the rest of the player nations is not good in my book.

Hidden 9 yrs ago Post by Willy Vereb
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Players are free to discuss pre-estiblished contact and relations, or leave first contact to the IC. If a majority of players want a Galactic UN, that's fine and shit that I totally get into, but even with that said I would not allow for the Glorph Empire. A player nation that needs a alliance of a majority of the rest of the player nations is not good in my book.
You have a rather strange interpretation on this.
We talked about the concept in regards of a certain game which has galactic council as one of its core elements. But yeah, if a player wishes to be out of this at the moment it's just courtesy to allow them for the sake of expression.

You also have a strange interpretation on why my faction needs something like "space UN" to function the best for story purposes. No, they aren't anywhere as awesomely powerful to require all the players and NPCs just to behave. They aren't Big Bad material, they're assholes who should be kept in check. They don't require military power but rules and laws which they can't just ignore. Otherwise it's less fun to write them because it's all about them just messing with whatever human faction they could find. Oh, how much they hate them. And that's just one of his many atrocities. Sure, it can somewhat work but writing plots and intrigue is far more amusing to me.
Seriously, in any other NRP the nations already have some sorts of relations with each other. Why's it so difficult to do that for a space opera setting? If anything that's by far the most common way it also happens in fiction.
There could be "mysterious newcomers" but in general there's already a large political body and interstellar laws which aren't limited to just one world.

Hidden 9 yrs ago Post by DELETED264297
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I thought I said that if people wanted to, they could make as many pre-estiblished relations or Galactic UNs as they pleased. You seemed to be implicating that I am not.
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Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Players are free to discuss pre-estiblished contact and relations, or leave first contact to the IC. If a majority of players want a Galactic UN, that's fine and shit that I totally get into[...]


@Willy Vereb Quoted for convenience. It's completely up to the players whether or not a SpaceUN exists, and to what extent they act in the setting.
Hidden 9 yrs ago Post by Dinh AaronMk
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Hidden 9 yrs ago 9 yrs ago Post by Arawak
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Reminder that Humans are responsible for the Sauru'u pests.
Hidden 9 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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@Arawak Took a look through your NS, looks rather interesting so far. I don't see anything that sets off alarm bells, so personally, I think it's good. @duck55223, your thoughts?
Hidden 9 yrs ago Post by DELETED264297
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@Arawak Took a look through your NS, looks rather interesting so far. I don't see anything that sets off alarm bells, so personally, I think it's good. @duck55223, your thoughts?


Already accepted it.

Also Alfhedi and Dinh are accepted.
Hidden 9 yrs ago Post by Arawak
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Now to wait and see what other civs will populate this galaxy.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@duck55223@Dinh AaronMkMy only issue is that his nation's history and how they came to be would not mesh well with what kind of history I had for the Glorph at all.
His nation became enlightened after they realized they aren't alone.
In my version Martians invaded Earth as early as in the 19th century, just like in the original War of the Worlds.
Their defeat at the hands of these primitives was one of the gradually piling up reasons why the Glorph Empire hates humans with passion.
Similarly:

Reminder that Humans are responsible for the Sauru'u pests.

Can we reconcile these?
On the other hand given how huge impact the Precursor artifacts had on humans the fact they had massive amount of alien contact would be contradictory. which is why I brought this up.
Besides, we have a damn FtL network, not meeting bunch of sentient races after a few years or even decades after a gate's discovery is practically impossible.
That and the Glorph used to have a Mars colony and almost made Humanity into one, too (well, their attack only extended to Britain).

@Dinh AaronMk
Can you think of a better name for your civilization, though?
Officially calling them just as "Humanity" is so bland there's a reason why no sci-fi does that. It just doesn't work.
Hidden 9 yrs ago 9 yrs ago Post by Arawak
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Does this mean Aaron's enlightenment will involve playing Cowboys and Indians with lizards and reenacting war of the worlds?
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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Things are about to get messy.

Does this mean Aaron's enlightenment will involve playing Cowboys and Indians with lizards and reenacting war of the worlds?
Well, as the Doctor said Britain and even moreso London is the main attraction of weirdness within the universe. Especially during Christmas.


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