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Index:
Characters:
Ships:
Nations:
Roleplays That Never Started:
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From The Transreality War



|Ship Name: N1-B Romanova
|Universe of Origin: Command and Conquer Red Alert 2 (+25 years)
|Method of Transfer (inc. damage sustained during transfer/current supplies): The Soviet Union tested Chronosphere technology for the first time. Either something was uncalibrated, or the chronosphere was never designed to teleport itself, because the ship suffered some severe damage before ending up in a completely different universe. The ionizable materials tanks - vital for firing the tesla coils in an extra-atmospheric environment - are leaking heavily and there is significant melting, warping and other heat damage in the force field emitter. And while the chronosphere might be capable of activation again, there's no telling what the consequences might be.
|Ship Specifications: After the glorious Soviet victory in the Second Great War, humanity was could venture to the stars free of any capitalist chains. During the rush to design, build, and launch spacecraft, many new designs were tested. Many attempted to incoporate experimental technology liberated from the oppressed former capitalist nations. The most successful, however, was based upon an unfinished prototype for a Soviet lunar-landing rocket, the N1.


+Length: 1000m
+Armament:
10x Tesla coils arranged in three rings of three, modified for use in space. These actually spew a stream of ionized plasma at a target before following up with several thousand volts of electricity. While their range isn't particularly long (the primary coil has decent range), the combined electromagnetic and thermal effects is significant.
9x 23mm Rikhter machine guns. Originally used in the Tupolev Tu-22, the Rikhter is capable of spewing out 300 rounds per second at 850 meters per second. The Romanova uses them to supplement its Tesla coils against enemy fighters and as point defense against missiles.
6 missile silos. The Romanova carries a full complement of 12 nuclear warheads and 48 V5 long-range ballistic missiles.
+Propulsion: 30 Fission fragment rockets, maneuvering thrusters
+Utility: Magnetron - think very powerful directed magnet; essentially it's a tractor beam capable of pulling car-sized vehicles into space from extremely low orbit for about 6 seconds, followed by a significant cooldown.
Chronosphere - Mid-range teleportation device. It will kill living beings near the origin and destination of the vehicle being teleported if they aren't in a faraday cage (e.g. surrounded by metal). It takes 10 minutes to recharge. This particular chronosphere has its origin locked on the Romanova, or else random transuniversal teleporation (and damage) results.
+Defenses: 30 second force field (at the cost of all power and thrust for a minute and a half during and after activation). Note that the force field is nearly impenetrable, however.
+Crew: 1,200
+Cosmonauts (soldiers equipped with lasers, maneuvering packs, and space suits trained specifically to fight in vacuum): 300. Some ships have small personal fighter craft. The Soviets prefer to just use extremely maneuverable (and somewhat expendable) cosmonaut "volunteers" armed with laser rifles.

|Crew:

+Name: Venera Romanova
+Rank: Kapitan 2 ranga
+Job: Commander
+Description: Venera Romanova, a minor relation to the famous Romanov line, was only 15 when the soviet forces secured their victory against the evil traitor Yuri. Spurred by the endless patriotism in the world's new superstate, Venera enlisted in the new space branch of the soviet armed forces. Being, of course, a naturally higher-caliber leader, Venera was quickly sent to the Officer's training school. From there she was placed as captain of the latest top-secret military vessel, appropriately named after the Premier's family line. It was a quiet, out-of-the way position, easily covered up if she should fail while still sufficiently prestigious should she succeed.

Venera herself is a highly charismatic leader, either completely brainwashed by soviet ideology or very good at hiding unpatriotic thoughts. Most of her military tactics, when they are called for, follow the general Soviet strategy: might, power, and single-minded purpose. She commands her ship with an iron fist of respect and fear - as a matter of fact, there's not much difference in her mind. Some whisper that she is a bit power-mad, pointing to the Premier himself's madness in his twilight years. Those that make such whispers, however, are quietly reindoctrinated into more productive avenues of thinking.

Meanwhile, she's been fighting an internal struggle to maintain the prestige of the Romanov line without seeming like a weak and minor part of it herself. Having been elevated to such a high position, she feels pressured to act how she thinks people would expect her to.[/b]

+Name: Yevgeniy Utkin
+Rank: Kapitan 3 ranga
+Job: XO
+Description: Kapitan Utkin is a small rarity in the CCCP: a man that acquired command through merit alone. Frustratingly for him, however, a Romonov beat him to command of the N1-B. While he believes whole-heartedly in the message of the Soviet Union, he sometimes questions its methods (internally, of course). He's often stuck actually implementing the commander's plans, but takes advantage of this and often tries to tone down Venera's relentless ideological pratter.

+Name: Sergei Volkov
+Rank: Kapitan-leytenant
+Job: Cosmonaut Commander
+Description: Sergei Volkov is well-known amongst the crew for having attended re-education filming sessions voluntarily. He says that they're "fun" and "entertaining". He comes from a line of warring men, going all the way back to the First Great War, when his great-grandfather commanded a mammoth tank against the forces of Greece. His grandfather fought as a commando in several secret raids to help secure the World Socialist Alliance's secret buildup of armed forces, and his father was the captain of a Kirov-class heavy bomber airship. In reality, anyone who would willingly lead a battalion of men into one-on-one combat against enemy fighters in space would have to be a little crazy.

However, he has successfully proven the worth of the Cosmonaut concept. In several full-field scale excersizes, it was found that a swarm of highly maneuverable and expendable men is nearly as effective and much less expensive than an actual fighter escort. Some of these findings, of course, might have been due to the quality of the hastily-assembled MiG Cosmos starfighter, but nobody can deny that Volkov's equally-crazy commando force is effective.

+Name: Gregor Zelinsky
+Rank: Doctor
+Job: Scientist/Engineer
+Description: A nervous-seeming man who studied under Tesla himself, Dr. Zelinsky was quietly reappropriated from a top-secret project to work on the Romanova. His background in chrono technology (the Chronosphere being a joint invention between Einstein and Tesla) proved invaluable in the integration of captured capitalist technology. This has the unfortunate side effect of Dr. Zelinsky being the one whom everyone both blames and turns to should anything on the ship malfunction.

His knowledge of both Soviet and Allied technology is unparalleled as a result, and certainly nobody on board the Romanova could outmatch him.
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From -=Sᵀᴿᴬᴺᴰᴱᴰ=-


||Something Interesting About Myself: I'm studying aerospace engineering at Case Western Reserve University. It's harder than I thought, but I still want to do it.
||Ship Name: C.C.C.P. Romanova (N1-B)
||Universe Background: The Romanova is from the Red Alert 2 universe. In it, Einstein went back in time to kill Hitler and stop World War II. Iteration two of WWII (now known as the "Great War II") has, instead, Stalin rising up in Hitler's abscence and invading western Europe. The Allies eventually win GWII, and install a puppet president in Russia. Eventually Russia gets pissed off enough to seek revenge, and they do so in the 70's by invading the United States (the global leader at that point), kicking off GWIII. The U.S.S.R. loses GWIII, too, however, a traitor within their midst takes advantage of the global chaos to take control of the world via mechanically-assisted psychic powers. The allies planned to use their time machine to go back and prevent this from happening; however, the remnant soviet forces managed to hijack the time machine at the last second. In this latest and final iteration, the Soviets not only managed to prevent Yuri from taking over the world, but also turned GWIII around, crushing the Allies completely.

In short, the Soviets have obtained a glorious victory, ensuring humanity's path to the stars was entirely free of any capitalist chains. In the fifteen years since, the Soviets have built the N1-B Romanova, taking advantage of captured enemy technology to create the world's first interstellar ship.
||Crew Complement: 600
||Ship Description:



The Romanova is based off of old Soviet designs for a moon rocket. She's an unreliableperfectly safe anachronism stew; nearly zero readouts are digital, the radar scopes are green, and the energy guns are powered by tesla technology. It has been hastilyflawlessly retrofitted with enemyvisionary Soviet designs and technologies created in GWIII. The vessel is armed with modified Tesla technology that spew a stream of ionized plasma at a target before following up with several thousand volts of electricity. While their range isn't particularly great, the combined EMP and thermal effects are significant. Furthermore, it has several space-modified machine guns and six missile silos, including twelve nuclear warheads. She's propelled by 30 fission fragment rockets, which literally propel themselves by spewing out hot radioactive materials that recently underwent fission.
||Unique Capabilities:
  • Magnetronic Beam: a very powerful directed magnet (aka tractor beam).
  • Chronosphere: Mid-ranged teleportation device, jerry-riggedwell-adapted by brilliant Soviet engineers for use as a jump drive. The ship travels in many rapid, short, instantaneous jumps.
  • Cosmonauts: rather than go for expensive single-man fighters, the U.S.S.R. has opted for teams of cosmonauts with maneuvering packs, a single-use missile, and a gun. Such teams are known as flaks, after the aerial flak clouds from previous wars. Flaks of cosmonauts have been found to be nearly as effective and much more expendable than a fighter escort, and these findings are certainly not a reflection on the quality of the hastily-assembledwell-thought-out MiG Cosmos starfighter.
  • Shield: Unlike most shielding technologies, the Soviet version renders the ship almost-totally invulnerable... for 30 seconds, with an inescapable 2.5-minute cooldown.

||History of the Ship: The Romanova was on her shakedown cruise; a three-year mission to Alpha Centauri and back, stopping at any points of interest the Commander deemed worthy of receiving the enlightened knowledge of the glorious Soviet system. Additionally, of course, it gave the Romanova some time to work out the kinks and oddities in its design far away from prying eyes. Nobody was really sure if the damn ship wouldn't just shake itself apart at some point, or if its diaspora of competing technologies could actually function together. Born out of war and forged by paranoia, the U.S.S.R. ensured its first interstellar ship would be well-capable of defending itself. The great minds of the citizens at the central planning bureau also saw fit to include several crates of propaganda reels, propaganda leaflets, propaganda posters, and propaganda sound bites.
||Some Important People:
  • Venera Romanova: Commander of the Romanova.
    A minor relation to the famous Romanov line, placed into a quiet, out-of-the way position, easily covered up if she should fail while still sufficiently prestigious should she succeed. Very much the image of a good Soviet officer.

    .
  • Yevgeniy Utkin: Romanova's XO
    He secretly believes that he's the only one capable of being in charge, and questions some of the USSR's methods, though he won't tell anyone that.

    .
  • Sergei Volkov: leader of the cosmonaut flaks.
    He attended re-education sessions voluntarily. Twice. Then again, anyone with his job has to be at least a little mad.

    .
  • Gregor Zelinsky: The chief engineer in charge of all the technology.
    It's unfortunate for him, really, because he only half-understands how the captured technology works in the first place.
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From Interference From the Higher Dimensions


\+Ship Name: NSEA Protector II


\+Ship Class: "Evolution" Heavy Cruiser

\+Ship Wiki Link

\+Ship Specs:
•Dimensions
-Length - 488m
-Beam - 402m
-Height - 82m
•Weaponry
-Resonance cannon battery (4x) - Fires clouds of gas and excites subatomic particles to produce a devasting (if short-ranged) shockwave.
-Gannet magnets (2x) - A focused penetrative electromagnetic burst designed to disable computers and overload electrical systems
-Pulse catapults (2x)- Chucks localized subspace energy pulses that misalign matter on detonation. Remarkably inaccurate, as they follow strictly ballistic trajectories.
-Quantum rockets - Rockets armed with quantum disentanglement warheads. Upon detonation, the target usually fails catastrophically in some manner around the detonation area. There is a chance, however, that no particles in the area are entangled, rendering the weapon a sub-par explosive.
-Blue particle cannons (8x, 6 fore, 2 aft [can be configured to blue or red]) - Gigawatt ultraviolet lasers accelerate a magnetic packet of energetic subnuclear particles to near lightspeed, giving this literal cannon quite a punch.
-Red particle cannons (8x 6 fore, 2 aft [see above]) - In this less-used variant, infrared lasers accelerate energetic subnuclear particle packet. Aside from a differently-colored special effectbeam, the red particle cannons require much less power, at the cost of decreased damage due to destructive wavefront interference.
•Defenses
-Plasma Armor - A protective sheaf of plasma, magnetically restrained to local space near the ship. It tends to absorb the energy of projectiles by melting them, and if the chemical composition is correct, it can even absorb electromagnetic-based weaponry. Too many hits, however, can disrupt the delicate chemical composition or electrical balance, causing the armor to disperse (though it can be re-formed).
•Ship Gadgets
-Quantum flux drive - Unrefined Beryllium (in spherical form) is used as quantum resonance substrate (that is, fuel) to power the ship's FTL drive. This drive pushes the ship FTL in normal space to speeds of up to Mark 15.
-Turbo - Jumping into hyperspace (for under one minute, or else!) gets the ship up to Mark 20.
-Digital Conveyor - Teleporter. Dices you up into cubes, demolecularizes the cubes, and then remolecularizes them at the digital conveyor platform. Or vice-versa.
-Food Replicators - Replicate food. Can be programmed for pretty much anything.
-Translator Circuit - seeks out matching patterns in neural structure to determine meanings
-Computer - Incredibly neutral ship AI. Only accepts vocal commands from Gwen Demarco.
•Personal Gadgets
-Ion Nebulizer - Laser guns. Operates on the same principle as a particle cannon, only on a much smaller and less-devastating scale.
-Ion sheild - Personal shield. Far more effective at stopping energy than projectiles.
-Vox box - Essentially cell phones with virtually unlimited range. Still can be jammed, however.
-Appearance Generators - Holographic projectors that can be pre-programmed to reasonably approximate another individual's (even of a different species!) appearance. Creating new templates takes a great deal of time, and all of the ones on the Protector II are set to humans. The Thermians all use them to avoid their own upsettingly-octopoidal apperance.
•Surface Pods - Small shuttles with six seats and a very small cargo bay.
- Hyperpulse thruster system - a sublight propulsion system small enough to fit beneath the pilot's chair.
- Autopilot - what it says on the cover

\+Galaxy Quest in a nutshell:
In the movie Galaxy Quest, the Thermians (a horrifically-tentacled octopoidal race) have received Earth's TV program transmissions. Unfortunately, any form of deceit - including acting - is a completely foreign concept to the Thermians. So when their planet is in danger, they shanghai the crew featured in the 20-years-old "historical record" Galaxy Quest - a cult-hit science fiction series. Thus the hapless (and completely washed-up) actors, most of whom just want to be rid of the series, find themselves on a functioning replica of the NSEA Protector. Hilarity ensues.

\+Pre-Departure Scene:


\+Notable Crew:







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From Point of Departure: World War II


+Ship Name: USS Tulsa, ZRCV 1
+Affiliated Navy: United States of America
+Allegiance: Allied
+Captain: Cdr. Roy E. Owens
+Current Location: Atlantic Ocean, 400 mi. WNW of Glasgow
+Description:


USS Tulsa is a 900 ft. long flying aircraft carrier with a gas capacity of 10,000,000 cubic feet of helium. Though ZRCV's were originally thought of scouting craft, they soon found their niche as an anti-submarine warfare platform, ideal for escorting trans-Atlantic shipping. They have a chief advantage of being able to stay on station, hunting and tracking a submarine for up to a week - far longer than the submarine has air, or battery charge.

The ship is painted with the upper third silver and the bottom two thirds a matte gray for camouflage. As if anyone couldn't see a 900 foot long dirigible floating at 3000 feet. There are three national insignia - one beneath the envelope in front of the control car, and one on either side of the envelope in front of the fins. The name "USS Tulsa" is on both sides near the horizontal fins; "US Navy" is in large letters near the midsection.

USS Tulsa has a trapeze hook system to carry up to 10 aircraft.
+Aircraft:
3x ZOF Seafin - single seat high wing reconnaissance type. One .30 cal machine gun. Combat radius 200 miles on internal fuel, 300 with auxiliary fuel tank. Standard observation/reconnaissance plane on all airships 1939-1945. No conventional landing gear. Designed by BuAer and built by Grumman.

2x FAZ Shrike - single seat, single engine defensive fighter. Mid-wing monoplane based broadly on the Brewster F2A, but armed with only two .03 cal. machine guns. 150 mile radius on internal fuel. Light construction and elimination of retractable landing gear gave the Shrike significantly greater speed and maneuverability than the standard F2A. Usually operated without normal landing gear, but could be fitted with simple stick landing gear for conventional landings and takeoffs when necessary. Designed and built by Brewster. Relatively few built and rarely carried by airships operating in the Atlantic.

3x PBFZ Harrier - small, twin engine 2 seat ASW floatplane, based loosely on the Grumman Goose. Capable of carrying up to 4 depth bombs, surface search radar and active/passive sonar buoys. 200 mile combat radius. With a wingspan of 49 feet, the largest aircraft routinely carried by the ZRCV ships. No defensive armament. Optimized for airship operation by BuAer, built by Grumman.

+Armament: Aside from aircraft, USS Tulsa has nine .50 cal machine guns - two facing forward, one in the bow and the other on the lower fin; two on either side along the lateral keels; and three mounted dorsally along the top of the envelope. Very few expect them to ever be more than a token defense.
+Crew: 80
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From Fade: Space Nation NRP-RPG Fusion








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From OPTEVFOR JDF-1


OPTEVFOR Joint Divisional Fleet 1
(Operational Test and Evaluation Force)

{Closed (see here for more details}
Interest Check (Just for posterity's sake)


"Where good ideas go to die thrive."


In the interest of joint divisional cooperation within OPTEVFOR, JDF-1 was recently formed to be a total-fleet testbed for ship designs, fleet composition, and tactics for the United States Navy. New ideas, eccentric captains, odd ship designs, and unusual missions are par for the course. So are equipment failures, poor interpersonal and intership discipline, crew nobody else wants, really bad plans, and utterly banal missions. Everything from untested submarines to not-quite-crazy-enough to discharge captains to combat airship test platforms are now quietly shoved into this fleet and left to hang themselves.

---

Premise
This is a ship-based fleet RP. You will roleplay an entire ship in conjunction with the other players (and their ships) to acheive the mission objectives given to you by COMOPTEVFOR. There's a twist, though - your ships are experimental. They should (mostly) be based on real-life or concept ships, as that makes it much easier to fill out the dimensions, speed, and other fields on the ship sheet. Additionally, the RP is set in the modern day, real-life Earth, so no hyperlaser mecha ships that transform into crabs and can walk on land. Acceptable breaks from reality might include an anti-missile laser ship, for example, as the military (as far as I know) is at least testing that technology. As a general rule, if a modern military is testing, using, or used the technology, then it's probably okay. If you'd like to make an airship, that's fine, too - but I'll only allow one airship in the RP (first come first serve).

Missions:
This RP will be mostly player-driven. I'll give you your orders and mission briefing (including an intelligence report), but from that point on what happens is up to the players. I will try to be as transparent as possible as to what obstacles you'll encounter; however, your characters only know the information in the intelligence report. Obviously your characters can discover this information as the RP progresses, but they might not know what you, the player, knows.

One of the benefits of this transparency is that you (the players) are free to roleplay as the NPC forces. I retain the right to veto the actions of NPC's in player posts, however. I'll only do that if I think the NPC actions are out of character for said NPC's, or if the story demands it (theoretically, you should know what the NPC's are planning to do, anyway, so that second reason likely won't come into play). The other benefit is that if I should be absent for a few days (I'll notify you in advance should this happen), the RP will be able to continue.

Between missions, of course, is travel time. Missions may not take place in the same part of the world, so the fleet has to move to the next place. So what the heck do you post when the fleet is travelling and the plot isn't directly advancing? Here's a few options:

  • Resupply! Your guns need ammo, your ships need fuel, your crew needs consumables (food, water), and you need an excuse to go to Singapore.[/*]
  • Character Development[/*]
  • 21-year-olds (the average age of US Navy sailors) being idiots[/*]
  • Equipment Malfunctions[/*]
  • Steel Beach Picnics[/*]
  • Storms[/*]
  • Intership Rivalries and Pranks[/*]

I'm sure you'll be able to come up with something.

Remember, the more you give other ships and players to react to, the better the RP will be!

Command:
One of the "experiments" in JDF-1 is the command structure. Strictly speaking, Rear Admiral Walter Davis is in command of the fleet. RADM Davis, however, is happily behind a desk in San Diego. The most commanding that he ever does is issuing orders via secure transmission. The captains of the ships are then left to figure out amongst themselves how to carry out said orders. All of this stems from some Admiral's son's thesis paper entitled Eusocial Groups and their Applications to the Modern Navy. Like many other things that ended up in JDF-1, the Navy had to pay lip service to said paper (even if the Admiral firmly requested that they didn't), and therefore shoved the idea into JDF-1 to either die or emerge victoriously.

Of course, just because RADM Davis is in San Diego doesn't mean that there'll be hell to pay if the fleet fails to carry out orders.

Combat:
Will be decided entirely via roleplay.

Setting:
This RP is taking place on our modern-day Earth. Tensions are rising between the West and East due to the Crimean/Ukraine crisis. JDF-1 is only one month old. Your ships may be older, but they've been reassigned to JDF-1 last month. That means that your ship crew will have had time to at least get acquainted with the other ships in the fleet. The first mission you receive is the first patrol JDF-1 will ever perform. The majority of the US Navy (and the world) has never heard of JDF-1, which by rights is hardly even a fleet (it's more a task force with an inflated name).

Rules:
  • Have fun![/*]
  • Any drama or horrible arguments should take place in PM (if at all). If there's a major issue you feel is not being addressed, please PM me.[/*]
  • Don't be a tool.[/*]
  • Forum rules apply.[/*]







Gunther's List of Ships (not necessarily accepted)

Don't be afraid to ask questions or make comments!
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PARANOIA




(Information may not be Available at all Clearance Levels)


[b][u]Thank you. The mental restimulation cocktail should be taking effect. Now that you can speak, be sure to thank the medibot for its service. And since you now have a higher level of cognitive awareness, let the first thing you remember be Medical Services Vitajuice: It's BETTER than Bouncy Bubble Beverage. This announcement has been sponsered by Medical Services: We can be there when you need us to be.

Thank you, [Citizen Name Here]. My records show that you have turned in one of your friends for treason! Congratulations! For this glorious service to the Alpha Complex and me, Friend Computer, you have been promoted to: REd CLEarskzzt!CE. You have also been assigned to: TroubleSHOOter team Alpha OneOneOne dash Seventeen. [/b][/u]

There's a brief silence from the intercom.

Congratulations! As of now, your team has survived longer than - One - Zero - point - OneOne Three - percent of troubleshooter teams! You may now pick up one RED reflec armor coverall and one REd CLEarskzzt!CE laser pistol (laser barrels sold separately). Thank you, have a nice day, and, again, congratulatio-skzzzt!

A nearby wall panel flips, revealing a repurposed scrub bot, holding said items. With your new higher cognitive functions, you note that the laser pistol is useless without a barrel. Part of you is excited to be Red clearance - finally! no more mindless shambling of the Infrared classes! - but the rest of you is terrified. Troubleshooting is not the most envious assignment of Alpha Complex. It certainly reduced your life expectancy.

---

[For those both curious and knowledgeable, I'll be using Paranoia XP, Service Pack One; The Mutant Experience, and Extreme Paranoia (since those are all the books I have). Classic style of play.]

Welcome to the world of Paranoia! It is the year 214 (and has been as long as you can remember) of Friend Computer's glorious reign. Alpha Complex is the only habitable section of the world. The Computer reassures you that Alpha Complex is a much nicer place to live than anywhere in Old Reckoning times. Even so, Communist traitors might lurk around every corner; anybody could be a mutant. Mutants and secret socieies (such as communists) are, of course, treasoneous.

You are both a mutant and a member of a secret society.

You are part of a troubleshooter team (so named because they find trouble and shoot it). As a Red clearance citizen, you are subservient to any citizens of higher clearance. Here's the clearance spectrum, for your reference:

IR [Infrared, represented by black] R [Red] O [Orange] Y [Yellow] G [Green] B [Blue] I [Indigo] V [Violet] U [Ultraviolet, represented by white]
IR ROYGBIV U! It's the colors of the rainbow!

As a troubleshooter, you get six free clones! Should you die, your clone will be regrown, and all items that you had on your person will be molecularly reconstructed. This new clone lacks the last five minutes of the previous clone's memory, but is otherwise identical in every other way.

---

Character Sheets:
Character sheets are divided between secret and public parts. The secret part should be PM'd to me. If you do not PM me the secret part, I will assume that all relevant sections of the secret part are "zero" or "none", with the exception of secret society and mutant power, which will be the worst possible ones I can think of (spontaneous combustion, anyone?)

The Public Part:
|Name: [Names follow a format of Name-Clearance (You are RED)-Sector (three capital letters) Clone number (You are clone 1)]
|Gender: [Male or Female. Note that hormonal suppresants in the air supply make the difference a moot point. Should you go in the rumored OUTDOORS sector, however....]
|Service Group and Firm: [You can roll a d20 (that's code for a 20-sided die; see Dice Rolling) and consult chart; otherwise just select from chart]
|Tics: [A tic is any obvious and recognizable behavior or condition that seldom, if ever, directly affects the game—for example, humming absently, twiddling your thumbs when you’re nervous, or twitching when anyone mentions ‘the sewers’. Taking a tic can earn you up to five perversity points per tic (I'll tell you how much you get). In general, the more recognizeable the tic, the more perversity points I'll give. Two tics max.]
|Perversity Points: [Starts at 25. Perversity points can be spent to affect any dice roll (when I allow it). Examples might include spending points to prevent your team leader's laser pistol from firing properly. Or spending points to ensure that it does fire properly. One perversity point can either raise or lower the number that you're rolling against. Raising the number makes it easier, lowering the number makes it harder. These stay with the player, not the character. So if you make a new character, you still have the same perversity point pool. When you spend a perversity point, make sure to RP something to indicate that you've spent it. Example: I spend three negative points. My character knocks into his laser pistol.]
[Please see "Skills and Choosing Them"]
[h ider=Action Skills]
[h ider2=Management]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Stealth]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Violence]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]
[h ider=Knowledge Skills]
[h ider2=Hardware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Software]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][h ider2=Wetware]
Common Specialties (if any):
Weaknesses:
Narrow Specialty:
[/hider2][/hider]

Secret Part:
Mutant Power: [roll a d20; consult the table]
Registered: [yes/no: Registered mutants can use their power openly. However, they must always wear a yellow armband, marking them as filthy mutants]
Secret Society: [you cand roll a d20 and consult the table, otherwise pick one from the table]
Secret Society Rank: [you start as a Junior Member]
Power: [Power keeps track of how effective your mutant power is. You start with [REDACTED]]
Access: [Access lets you maneuver within Alpha Complex society. It helps you accomplish bribes, etc. You start with [REDACTED]]
Credits: [you start with 1000]
Inventory: Don't spend more than 1000 credits on stuff! See "IR Market" under "Tables".

Example:
|Name: George-R-MTN 1
|Gender: Male
|Service Group and Firm: Internal Security; Threat Assessors
|Tics: Only turns left. To accomplish a right hand turn, turns left three times; Shivers constantly.
|Perversity Points: 25





---

Skills and Choosing Them
Each skill starts at 0. You have 40 points to spend. The skills are: Management, Stealth, Violence, Hardware, Software, and Wetware. Management is useful for getting around the omnipresent red tape in Alpha Complex. Stealth is used for anything sneaky. Violence is used whenever any sort of combat or athletic situation arises. Hardware deals with your knowledge about mechanical systems. Software is used when you need to know something about electronic systems. Wetware is, for all intents and purposes, medical and biological knowledge.

Beyond skills are common specialties. Common specialties are things that you are particularly good at; if you are using a common specialty, you get a +4 to your skill roll when you perform that task. However, you must take a common weakness under that same skill. Common weaknesses give -4 to skill rolls when you perform that type of task. Consult the Common Specialty Table for a few examples, but feel free to make up your own! You may only have 6 common specialties (and therefore 6 weaknesses).

Beyond common specialties are narrow specialties. If common specialties are for types of tasks, narrow specialties are for specific tasks. You might have a narrow specialty in "Getting the vending machine to give me a second packet of algae chips", for instance. Narrow specialties give you +6 on your rolls. You get one narrow specialty per skill, however, you don't have to decide what your narrow specialties are yet. At any point in the game, you may PM me what you want a narrow specialty to be and what skill it would fall under. There are no corresponding narrow weaknesses.

---

What is and is not Treason, and Plausible Punishments









---

Dice Rolling
We will be using Orokus. It's free and almost simple. You'll have to make an account. Please link to your rolls - don't just say "I got an 18". You should always fill in "Raidne's Paranoia" for the campaign field. Note the example character sheet.

All rolls use a 20 sided die.

The goal is to try to roll lower than or equal to the trait that you're rolling against. Therefore, rolling against a 20 is a guaranteed success; rolling against a 1 is nearly impossible to succeed. Perversity points raise or lower the number you roll against.

---

PM's
ONLY PM'S MARKED WITH [PARANOIA] IN THE TITLE WILL BE READ

If you don't want the other players to know, you can PM me your actions, secret plots where you publicly do one thing but privately do another, mutant power activations, or other nefarious schemes. I'll include the results of said PM's in my next post.

---

Posting
Will take place in rounds. There will be a posting order. If you do not post within 24 hours, it is assumed you stand, doing nothing, absent-mindedly staring at the wall. If you repeatedly do nothing, you'll likely end up permanently terminated and your clone imprint will be subject to erasure. If you're going to be absent or scarce in posting, please both PM me and say so in the OOC. I'll find a reason for your character to be suspiciously absent for a bit.

---

Resolving Actions

When posting, basic actions (such as walking down a corridor) or actions with an obvious outcome (such as drinking plain Bouncy Bubble Beverage) can be RP'd freely. As can thoughts, conversation, and other things that your character should just generally be able to do. Major or significant actions, such as firing an experimental weapon, require a post or PM by the GM to see what happens.

---

My God, it's Full of Tables!









[You know a post is big when you have to preemptively post it so that way you can read what you've already posted.]
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From The Pub at the End of the Multiverse


{Always Accepting}

![](i.imgur.com/enIRt3I.png)

__

This pub ("The Really Public Gardens") is an [Inn Between Worlds](tvtropes.org/pmwiki/pmwiki.php/Main/I…). You can enter the pub from any multiverse. Inside the pub, real-life characters, roleplay characters, fictional characters, fictional gods, and roleplayers themselves can chat, have a pint, play pool/billiards/darts/game of your choosing, eat any dish they can dream of (they've got a very extensive kitchen), or just sit and watch the proceedings.

It's owned by Mary Sue, an omnipotent and omniscient ultra-Goddess capable of performing any action at any time, including kicking gods out, restoring the bar to its original condition, being generally right about things, and being completely impossible to harm, kill, or incapacitate. She doesn't normally tend the bar or wait tables, however.

TL;DR: It's a place where characters from any roleplay can hang out with characters from any other roleplay. Or meet real-life people. Or meet fictional people. Or meet the roleplayers.

---

####Character Sheets:
Note that to be "accepted" into this "roleplay", all you have to do is correctly and completely fill out a character sheet and post it in the "Characters" tab. I retain the right to veto your character if they're overly sexual or violate the site rules.

**Name:**

**Gender:**

**Appearance:**

**One-Sentence Description:**

**Link to Character Sheet/Reference Source:**

_**Example**_

**Name:** George W. Bush

**Gender:** Male

**Appearance:**

![](s23.postimg.org/gamdqx6nv/george_w_bu…)

**One-Sentence Description:** A former President of the United States of America with a severe public speaking problem.

**Link to Character Sheet/Reference Source:** [en.wikipedia.org/wiki/George_W._Bush]…

---

####OOC Rules:
1. Site rules apply.
2. Erotic things have no place here. Feel free to take it to a PM, but tastefully fade to black in the RP.
3. Multiverse means multiple copies of the same character can exist. Or characters from different points in time.
4. To participate, you must fill out a character sheet.
5. Try to avoid taking over the bar.

If someone suddenly stops posting, it's assumed that their characters have picked up and left the pub. They can come back at any time, of course.
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From Orbitum 2 - Sci Fi Space Nation NRP




|Nation Name: Kerbal Interstellar Program

|Race(s): Kerbals



|Physiology: Kerbals have very bulbous eyes, a comparitively small torso and large head, two teeth (one attached to the jaw and one attached to the skull), two arms with four-fingered hands, and two feet with four toes. Their blood uses vanadium rather than hemoglobin, giving them a greenish tint. 80 percent of a Kerbal skeleton is actually cartilage, significantly increasing their squishiness and allowing them to survive falls from great heights... not that that, honestly, helps them significantly. The majority of their organs are housed in their cylindrical heads, leaving only their lungs, heart, and "intestinal piping" in their torso. They have no nose, instead relying on their mouths to breathe. Nor do they have ears; instead, sound is detected through vibrations in the fluids contained in their oversized eyeballs.

In the Age of Genetic Engineering, however, a few things changed from their natural physiology. The first was the invention of asexual breeding via mitosis, preventing all those tricky times when Kerbals forgot about Kalentine's Day. This also had the effect of quadrupling their birth rate. The second was the addition of symbiotic algae to their skin, enabling them to survive without food for longer periods of time. This was totally the intended result, and not brought about because a genticist was embarrased at the paleness of his skin.

|Habitat: Earthlike

|Summary in a Sentence: Lovable idiots with rockets, whose main goal is to land on every celestial body that they find (they're still figuring out how to land on their sun).

|Racial Traits:
-Extreme Stupidity (Or is it just courage?)
Kerbals will generally try anything at least once, no matter how ridiculous. Perhaps it stems from an innate trust that the Kerbals before them knew what they were doing. If a rocket was designed with thrusters off-center and only on one side (because the engineer's printer ran out of ink halfway through), then the builders will construct it without question. Similarly, the pilot will fly it without question. And then die when it inevitably explodes -spontaneously lands- 50m from the launch pad.

+Incredibly Rapid Reproduction
One of the more prominant families on Kerbin, the Kerman line, has over 1,000 siblings in the current generation. At least half of those have died.

|Systems Occupied:
|Name: Kerbol
+Planets:









|Location: In the middle of a galactic arm, not unreasonably far from other civilizations

|Civilization Tier: 3
The Kerbals have finally, after many thousands of deaths, stranded kerbalnauts, and mysterious accidents, just managed to crack the secrets of FTL travel. Now if only there was any guarantee of their rockets actually making it anywhere....

|Population: 25 billion

|Culture/Society: The Kerbal way is trial and error. They got into orbit only after losing their initial crop of volunteers, and then they realized that they never put parachutes on the oribiter. Luckily for Jebadiah, he was rescued after only 7 more attempts. His rescue went down in history as the first successful orbital rendevouz. Missions to Duna, the fourth planet in their system, regularly ran out of fuel until they managed to guess the correct amount (and the correct thrust-to-weight ratio of the rocket).

They also are a remarkably one-purpose civilization. Their society goes through different phases, each marked by a remarkable drive for the entire species to work toward a singular goal. In the modern era, they are obsessed with rocketry, spaceflight, and aeronautics. Their entire economy is devoted to that goal, which is good for them, because the cost of the sheer number of failed spacecraft is astronomical.

These guys generally have three emotions - terrified, bored, and ecstatic. Arguably they also have a fourth - terristatic, a combination of the first and the last. Kerbals are adrenaline

|Military: The Kerbals don't have a real military. In the Age of Hunting, they developed the standard spears and guns with which to defend themselves, but once they progressed to the top of the food chain, weapons development practically stagnated. They've stumbled upon space weaponry via rocket staging accidents and wildly overpowered communications arrays, but never having a need to use them, there's no military to speak of. They do have a few weapons lying around that they like to use on uninhabited planets and to deorbit space stations, though.

Kinetic Missile: This is an unmanned rocket. Explodes rather nicely.
Mass Driver: If you put a big ball of ceramics in front of a rocket, it gets launched at speed. Great fun.
Maser: Early experiments in beaming power via microwave lasers occasionally roasted chunks of Kerbin and the Mun.
Lasers: A kerbal engineer accidentally designed a vastly overpowered communications laser once, and this is the weaponized result.

|Government: There is no government. Any actual progress in society is due to emergent behavior, generally speaking. This makes it difficult, however, to reassure other civilizations that treaties will be respected. Not that they've met any other civilizations yet.

|Economy: Kerbal economy is generally capitalist. Given the complete lack of law, several megacorporations and monopolies have cropped up, and the stock market tends to crash and peak rather spectacularly every few decades. Most Kerbals don't actually care, instead being focused on whichever goal their society is working toward at the moment. That means that any company that doesn't demonstrate its usefulness towards aerospace in the current age will fail. Even restaurants are sponsered by aerospace groups, if not owned by them outright.

|History:
Age of Hunting: Lasting from the initial Kerbals wading ashore (and waving goodby to their tunicate cousins) to the moment Tombal Kerdison discovered steam power.
Age of Steam: Lasting from the first steam engines until Nikla Teska discovered electricity.
Age of Electrics: Lasting from the first dc generator up to Howie Kendel's completion of the Kerbal Genome Mapping project
Age of Genetics: Lasting from the first hesitant steps toward mitosis to the moment Wernher von Kerman's lab exploded so violently that some of the ceiling tiles never fell back to Kerbin.
Age of Aerospace: From the first rather explosive rockets all the way up to the present day Alkubierre Drive technology.

|Ships:

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From You All Meet at an Inn




The ale is flowing, spirits are high, and three things catch the party's eye:

1)
A small list tacked half-hazardly to a well used pole. It contains advertisements for magical items of dubious quality and a posting that says, "Alchemical Shop-Minders Wanted". At the top, in dark, blood-red ink and wide, sans-serif letters, it says, "Craig's List".
2)
A mysterious gentleman with a long, white beard lurks in a shady corner, staring at the party from underneath a dark, hooded cloak. Several times, he has started to stand and move toward the party, but he quickly changes his mind. He periodically mutters something about a ring.
3)
A dwarf sits at the bar, war hammer leaning on his stool, blankly staring at his ale and not drinking it. Engraved on the hammer is a masterfully designed image of a dwarf, an elephant, and a butterfly. The dwarf is making a plaintive gesture. The elephant is laughing. The butterfly is dead.





I'm looking for four to five people to play a fantasy RPG. In playing the game, you will also be worldbuilding it. I will not play every NPC; I will just play the important ones. That means that if you need a shopkeeping assistant to talk to, or a love interest, or anything of the sort, just create them. If you aren't sure how our elves are better, make them so.

The three caveats to this rule are as follows:
1 - I reserve the right to veto creations in extreme circumstances (eg: against the site rules)
2 - If you come up with some elaborate backstory for a race in your head, but don't demonstrate any of it in your writing, then that backstory doesn't exist yet
3 - Group worldbuilding means that all of our creations can be added to; this means that nothing we create will be specifically ours aside from our characters. If you make an incredibly elaborate backstory for elves, and then someone adds to elves and takes them in a different direction, then too bad.

In other words, go off of what's been posted, and then add to it. If you need to make up an entire race and kingdom to justify some small thing, just do it.

Rather than post 16,000,000 words on the backstory of the dwarves or something in the IC, put in the OOC. Exposition dumps in the OOC; IC is for introducing/acting upon new elements of the setting.

I will do my best to collect races, kingdoms, etc on the zeroth post of the OOC.

The setting which I'm going for is a trope-filled, tongue-in-cheek, fantasy setting with magic, stock fantasy races, probably some sort of pantheon of gods, and the inevitable kingdom or two.

This is sort-of like DnD without the tabletop elements.


Characters:
Characters will grow as the adventure progresses. After each module, you'll receive loot - part of that loot might be a new spell or strength training. Obviously, I'll tailor these to the characters. Alternatively, you could spend time in town learning new bardic songs or reading up on animal tracking. Character advancment, in other words, can happen organically, so long as it's RP'd (nothing is free).

All of that means you should not start out very powerful; leave room for your character to grow. Aim for slightly-better than normal.

In addition to the character sheets, the party should know each other. To that end, I've made a party sheet for everyone to fill out via decisions in OOC.



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From Exile: A Sci-Fi NRP on an Untamed World


I've had an idea. Can I have a colony outside the safe zone? Well, less a colony than horrible-idea-for-a-theme park, still under construction.
~o~0~o~

Complete. To do: Flag? Pictures? Integration with other players?
==================================================


)Name - Pratchapadri

)Summary in a sentence: Nation with a wealthy, pleasure-loving upper class, ostensibly "green" but completely condescending toward the dangers of Brahma, flagrantly abusing valuable resources, rapidly sliding toward an economic collapse.

)Location -


)Leader - Demi Kaan - A relatively young Chief Counsel of Pratchapadri, Demi often wonders if she's even necessary. Many of the problems that actually make their way up to her office have been boiled down to three choices: the obviously correct one, an obviously incorrect one, and what the National Party wants her to do. Very rarely do any of those choices coincide, but even more rarely do her actions matter. Honestly, she feels like an advisor to the other Counsels than the other way around, occasionally offering advice or a recommended course of action. She would ask the other Chief Counsels if this is how they felt, if any of them were alive. Indeed, the position seems to have a disturbing trend of death, whether accidental or otherwise. Only two Chief Counsels in Pratchapadri's history have died of old age.

)History -
Originally a district of the original colonization efforts, Pratchapadri grew into it's own not long after settling. The nation became known for its prosperous citizens, bustling central stock market, and fervent love of Brahman wildlife. The society welcomed Tkrai as equals, or at least claimed to. There was always a "learning gap" - many "batmen" had to learn human customs before being hired. Such customs tests were, while perhaps well-intentioned, poorly executed. Very few batmen ever rose above middle management, if they were employed at all.

Once the Listeners came on the scene, Pratchapadri welcomed the new immigrants with open arms and easy naturalization laws. As the population grew, new businesses expanded, and the nation entered an economic boom. A new class of citizens found themselves suddenly ultra-wealthy, making money off of the stock market - once they could afford to invest. The new class of citizenry could now afford more extravagent entertainment. Although very few ultra-wealth citizens actually engaged in such antics, all were equally fascinated by them. When you had trillions of rupheeds, even a 1% budget devoted to entertainment would result in vast expenditures. Extravagent balls, harkening back to a "bygone era of enlightenment"; charity auctions of priceless flora and fauna (whose charities were devoted to the preservation of the Brahman environment, of course); and vacations into the "Wild" Zone became all the rave.

All was not perfect, however. Many immigrants were exploited mercilessly, forced to work long hours with no reaks just to make a living. The robotic intelligences, expanded from the original colonization effort, felt threatened by the new wave of immigrants - they felt that they were being treated as third and fourth class citizens with a new group taking the place of second-class. Not that the RI's were particularly pleased being second-class. Pressures began to grow especially high, however, as limited silver supplies grew even more scarce. Silver, of course, is crucial in the construction of an RI, and without it, new RI's couldn't be constructed without special permits from the Robotics Oversight Committee. The RI's were forced, in essence, to ask the government for permission to have new kids. Meanwhile, batmen became increasingly restless with the impossibility of advancement.

A few economists, studying historical models of present-day behavior (so-called "historeconomics") became concerned with the growing trend of complete trust in the stock market. Many pointed out that this type of growth was competely unsustainable, while others tried to quiet the "fear-mongering" before people took it to seriously and withdrew too many funds at once. Increasingly complex stock-buying schemes defied public comprehension (stock-broking was, in fact, one of the principal employers of RI's). With many of the public seeing RI's as suspicious and untrustworthy, stock-broking companies have had to resort to more and more elaborate "Attractive Options".

Throughout all of this, Pratchapadrians are optimistic about the future. The market would, in the end, work itself out - once it had finished fluctuating from the sudden refugee/immigrant influx. Rather than focusing on important societal issues, most media attention turned to Kama Brahma, the pet project of ultra-wealthy Chandra Patil. Patil wanted to capture the "harmony of Man and Brahma" by creating a Wild Zone park and animal preserve. More specifically, he aimed to disarm the public of its notions about the danger of Brahman wildlife. To that end, he'd carved out a remote island in a crater to the southwest, hired mercenaries and "upstanding citizens" of neighboring states to capture Brahman wildlife, and flew said wildlife to the island. Kama Brahma is divided into eight pens, a tourist area, and a small airport/docks. It features "authentic Brahman tours" with Tkrai guides (many of whom have lived in the city all their life), sixteen megafauna (seven of which are carnivorous), and a Brahman petting zoo.

)People:
-Dr. Moya Jain: Economic Advisor to the Chief Counsel. She feels very trapped in her position. On the one hand, she wants to exploit the current boom to encourage more economic progress. On the other, however, she sees the coming economic collapse and wants to stop it, but feels a need to do so without accidentally causing it in the process.
-Tikrik V'khari: Perhaps one of the most controversial appointments in Pratchapadri history, Tikrik is the first Tkrai appointment to the Counsel of Diplomacy. The media made a circus of his appointment, both praising the open mindedness of Chief Counsel Demi and deriding it as an obvious move to "diversify" the National Party. Though he is in charge of Pratchapadri's relations with its neighbors, he feels incompetent due to the overwhelming media circus around his appointment. This is especially problematic, as Tikrik is well aware that the state he represents may not be around much longer.
-Chandra Patil: An ultra-wealthy business man, known for his charitable donations and creation of Kama Brahma. Though he earnestly sees himself as a fervent environmental advocate, he's hardly been beyond the Safe Zone, nor even into the enclosures in his theme park. He leaves all the "just and vital work" to the hired hands, trusting them completely. He comes off as either very naive or good-natured but misguided, but he has the money to pay for everything, so what can anyone do?
-Vivek Dipaka: The Security Counsel. A very scary (and rather old) man, having survived the second Ecological Harmonization period of Pratchapadrian expansion. He commands what is really more of a cadre of xenobiologists than any proper military, though he does offer contracts to nearby states' mercenaries for any civil unrests. Such a policy is not well-received by the lower classes that cause said unrests, but Vivek has little choice. A tired old man for a tired position.

)Organizations:
-Workers United: The WU is a coalition of Tkrai, immigrant workers, and robotic intelligences whose goal is to reform the government to acknowledge new population demographics. While entirely peaceful and nonviolent, the WU is looked at with extreme distrust because of the actions of the Morganists. Obviously, this has caused a lingering mistrust between the two organizations.
-The Organization for the Protection of Brahma and the Environment: Orignally a charity, the OPBE claim to be the only "true" environmentalists left in Pratchapadri. While technically legal, membership in this organization is suspicious. Backdoor dealings in the Senate lead some to believe that the OPBE is covertly attempting to gain control of the National Party. Very opposed to Kama Brahma, as the OPBE is convinced that Patil is, in fact, exploiting the wildlife and doing so in an incredibly dangerous, arrogant manner.
-The Morganists: A faction in favor of stricter regulation of businesses, convinced that the economy is going to collapse. Labelled as a terrorist organization by the state due to their increasingly violent demonstrations. Several bombings have been unsubstantially blamed upon the Morganists. While they are not opposed to the Workers United, the Morganists try to distance themselves for the WU's own protection. This policy has only served to sour relations between the two factions further.
-Kama Brahma: [located on the island in the large crater to the southwest] A theme park featuring the wildlife and megafauna of Brahma, "safely" caged and controlled. They also offer jungle tours and "authentic" native Tkrai guides! Transportation by aircraft is preferred. Kama Brahma is perhaps one of the largest private employers of mercenary security forces in Pratchapadri, being unconscionably wary of the OPBE and Morganists. The Morganists, Kama Brahma feels, would love to get their hands on the park and implement many economic controls that would prevent the animals from roaming free. Or at least, in a simulated freedom.
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From Battletrek SG-5



"The series has allegedly performed well on DVD."


Battletrek SG-5, the classic cult hit sci-fi series, is holding its 10th annual in Phoenix, Arizona. Equaling, if not exceeding, most other series at the time, Battletrek is about the adventures of the SG-5, the Earth Republic's finest starship. The actors are gathered in the green room, preparing to go on stage for a Q&A period. Unbeknownst to them, in five minutes time, with an incredibly cheesy sound effect, they'll find themselves on board a fully functional replica of the SG-5. The SG-5 is fully crewed by hundreds of mute clones, each ready to take orders from their bridge crew. To make matters worse, the hapless actors are violating the Aegean Neutral Zone!

~o~0~o~

Okay, yes, this is heavily inspired by Galaxy Quest. It's an awesome movie and you should go watch it. But you don't have to in order to enjoy this RP.

The Show:
Take popular sci-fi series - Babylon 5, Stargate, Star Trek, Battlestar Galactica - and spoof them. Spoof them mercilessly. The baseline, however, is Star Trek. The show is about a spaceship (really mostly just its bridge crew) going on adventures-of-the-week, with space aliens and red shirts aplenty. This is a three-season show dropped by Fox before its time. Sci-Fi picked it up, and then cancelled it after a mere two seasons while they transitioned to Syfy. It now only comes on, of all places, BBC America. However, it has allegedly done quite well on DVD, and fans are hopeful for either a sequel or at least a movie. Paramount, who owns the copyright, hasn't budged, however.

The Ship:
The SG-5 that the actors eventually find themselves on is a nearly perfect replica of the one on the show. Is a hallway mysteriously filled with crushy-gnashy-metal things for no clear reason other than to build tension on the show? Well, it's there on the ship. The only exceptions are minor changes to the living quarters (they included bathrooms [extrapolated from the biology that they saw on the show], for instance) and engineering spaces.

There is no information on who built the ship or why they beamed up the actors.

The RP:
We're going to start at the convention, just so characters can get to know one another, and then beaming up will commence. This is a comedic RP, - not that I don't see there being potentially darker or more serious moments, though.

Character Sheet:
|Actor's Name: [if we get enough people, then genre-savvy fans could be okay, too]
|Actor Gender:
|Character's Name:
|Character Gender:
|Appearance: [feel free to include a second section to describe the character]
|Character Race: [if not human, include a short description. Remember, spoof! Spoof like you've never spoofed before!]
|Character Job:
|Character Trope: [what kind of archetype does your character fit into?]
|Actor Personality:
|Actor Bio: [especially what they've been doing since the show ended 10 years ago]


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From The Nielson Ratings


You play a TV show (or rather, its associated crew and actors) vying for a spot on prime time television. Possibly you play an actor or crewmember for someone else's TV show. Every half-season, the National Broadcasting Network (NBN) receives the new ratings and reschedules all the shows accordingly.

The goal, aside from the antics that competing TV shows shot in close proximity to one another are bound to have, is to obtain and keep a prime time slot.

That's the basic concept. It needs some work, and I'm uncertain where the RP would belong. It's sort-of like a nation RP, but it definitely isn't. On the other hand, it might end up in tabletop or arena because of the competitive scoring nature. Or maybe it's just a normal RP. I'm leaning toward that. Think Studio 60 on the Sunset Strip in RP form. The glaring problem is, of course, determining the Nielsen rating in a fair manner.

You could play almost any type of show - live sketch comedy, particularly exciting news of some sort (bit of a stretch there), action serials, scifi monster-of-the week, drama, 1/2 hour comedy, and so on.

Rough Application Sheet:

Show Name:
Show Type:
Length:
Synopsis:

Important People
Executive Producer:
Head Writer:
Director:
Actors:
Miscellaneous Crew:

Thoughts?
Interest?
Improvements?
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From From Stardust to Stardust: Tales from Andromeda


####**|Name of nation:** Queendom of Faerie

__
####**|Summary in a Sentence:**
Mischievous, chaotic-neutral, magical beings living in a pinched-off bubble of hyperspace.

__
####**|Species:** [Fay or Fairy](imgur.com/a/pGhIC)

Fay are naturally rather plain-looking humanoids with disproportionately small torsos, large ears, and wings. They're inherently magical, however, and almost always wear a glamour of ageless beauty. Their magic can extend the illusion so that they can disguise themselves as nearly any species, and some even undergo surgery to complete the effect. A very few even remove their wings (obviously their wings were never very impressive in the first place). As a rule, however, they are *always* extravagantly beautiful, decadently wasteful, and incredibly vain.

Iron is so poisonous to the Fay that mere touch causes skin lesions. The colder the iron, the worse the reaction; conversely, hot iron will do nothing more than cause a rash. By now, however, most Fay have figured out ways to avoid iron, and a carefully-prepared dose of radium can cure Iron Sickness. Of course, the same carefully-prepared dose of radium will also temporarily disconnect a Fairy from the magical aether. The connection can be re-established, but doing so is incredibly painful and draining. Fairies don't, generally, hang around nuclear reactors.

__
####**|Description of government:** Nominal Queendom
Nobody rules the Fay so much as *manages* them. Herding cats is easier than getting any member of the species to not do something, and any ruler that's tried to say the word "no" is usually quickly devoured. Or entombed in a brick wall. Or strapped to a table and fed one drop of a nutrient paste every two weeks to just barely keep them alive. These aren't punishments so much as entertainments.

[Queen Titania](imgur.com/a/ymTCw#0), on the other hand, has learned to manage the antics of her subjects through cajoling, trickery, careful bargaining, unusually strong connection to the aetherfield, and outright manipulation. Her court is a never-ending party, each night starting with a stomach-topping feast and ending with a drug-induced haze. Dances, raves, orgies, absurd sports, and disturbing "entertainment" are par for the course, and many Fairies mistakenly try to curry favor with ever-more extravagant displays. As far as Queen Titania is concerned, the never-ending party (aside from being great fun) is a marvelous way for the more feral of her subjects to let off steam.

On the other hand, there's an unwritten Fairy Code. Any who go back on their word are exiled on the spot. Unsuspecting hyperspace travelers occasionally run across these "exiled" bodies. Particularly nice Fay will merely force twice the agreed-upon price from contract violators. Creative Fay will occasionally extract an elaborate and slow-burning revenge before the inevitable exile. Similarly, it is strictly forbidden to reveal the location of, much less guide foreigners to, Faerie.

__
####**|Home Planet:** [Faerie](i.imgur.com/rjpiOFj.png)
A lush, over-terraformed world wrapped in thousands of conflicting enchantments. It's locked away in a separate bubble of pinched-off hyperspace, but if you know the way, and the Path lets you, you can walk there.

__
####**|Other Territories:**
Along the Fairy Path are various Inns between Worlds where weary travelers can stop for the night. Nor are the Inns limited to just those who happen to wander onto the Fairy Path; hyperspace jumps will very rarely result in arriving at an Inn's "parking lot", pulled in on a whim by the Path itself. Unlucky travelers may end up as dinner, or new members of the permanent Inn staff, their vehicles and belongings confiscated in exchange for practical immortality. Lucky travelers will never feel so refreshed, often finding chronic aches and injuries healed upon waking, and their vehicles in mysteriously perfect working order. These Inns are, of course, privately run for the amusement of their Fay owner.

__
####**|Description of military:**
The Queendom of Faerie relies on its estranged location and Queen Titania's unparalleled rapport with the Path - allowing her to change which routes lead to Faerie for protection. Even so, in times of great duress, it's not unheard of for the individual Fairies to band together and fight invaders. When they do, it's a chaotic series of all-out assaults, guerrilla warfare, and idiotic suicide missions. However, the only two times the Fay have fought on that scale resulted in the complete xenocide of their assailants. Or so the Fay claim.

Any military equipment is up to the individual to field. So you'll end up facing an army cobbled-together from various technologies and magics, ranging from platinum-iridium spears to railgun tanks. Any technological artifact is, of course, stolen from somewhere at some point in time.

__
####**|Technological Overview:**
The technology level varies massively from one individual to the next. The Fay themselves invent nothing, preferring to steal from other races (and even steal the scientists of the other races) when they feel so inclined.

Their one great technomagical achievement is the Fairy Path, created by the outcast fairy [Euryale](i.imgur.com/RSi5skt.jpg). A living entity comprised of beautifully subtle aetherfied hyperspace tunnels, the Path is a series of trails threading through most known worlds. Literally - the Fay can walk from world to world. Of course, so can anyone else who stumbles upon them. Not that they'd notice - one of the Path's many Glamours make each transition from world to world seamless. You only realize you're no longer in Kansas when it's far too late. And walking the Path is dangerous - some trails lead to airless moons, glassed planets, and frigid ice worlds. The routes change according to the Path's inscrutable whim, influenceable only by Queen Titania herself. The Fay themselves, of course, know how to navigate the Path; it's part of the Glamours lacing the thing. Like all Fairy magic, however, it's thwarted by radiation. The Fairy Path has learned to stay away from highly-populated technological areas, sticking to the deep woods where at all possible. Fewer people usually means less radioactivity.

__
####**|Magical Overview:**
Glamours are an innate ability shared by all Fay. A glamour is an illusion cast on either themselves or a small object altering its appearance. Many glamours are incredibly elaborate, as it's considered a marker of high status to have a detailed glamour. Queen Titania can change what she appears to be wearing based on how she's feeling at the moment. Fairy gold is another example of a glamour: exchanging a few leaves that look and feel like gold for favors is an old trick. The more tech-savvy Fay can fool e-banks into believing funds have been transferred - for a day or so, anyway.

On top of glamours (or perhaps as a subset of glamours), Fay can cast simple prestidigitations - real-life magic tricks. Levitating small objects, turning paper roses into real ones with a flash of fire, making objects disappear, increasingly complicated card tricks, that sort of thing.

Otherwise, the Fay magic affects processes. They can curse or bless items and organics, causing harvests to be particularly good or bad, or certain industrial processes to function foully or fairly. Tech-savvy Fay can even bless code to execute to the author's intentions, and not what they mistakenly typed.

__
####**|Cultural Overview:**
The Fay are a long-lived species (or at least appear to be; time works weirdly on Faerie, and very few Fay allow themselves to appear old). They believe totally in the freedom of the individual. No organizations exist within the Queendom, and the only true planet ruled by Titania is Faerie itself. The rest of the Fay are scattered throughout the galaxy. Some live as shopkeepers, some as farmers, some as seers and sooth-sayers, and a very few even take up residence on starships. Exiles, outcasts, and other Fay deemed as "weird", "untrustworthy", and "suspicious" drop their glamours. When pressed, they usually claim that they're a member of a near-extinct nomadic species (something not far from the truth). If further pressed, they usually leave. Most, however, try to directly interact with the species of the galaxy as little as possible. Note that that doesn't mean they're above the occasional abduction, experiment, meal, or risqué escapade. The two constants are vanity and pride. Fairies are convinced that they are the best at whatever they choose to do (and with magic, that's not always a lie), and of course they're the most beautiful beings in existence. Or else.

Despite the individualistic chaos, every Fairy keeps to one gilded commandment: never reveal the way to Faerie. Most go as far as concealing themselves as natives of whatever culture they reside in, wary of even revealing the existence of their race. Plus, it helps to allay suspicion in missing child cases, or whatever mischief the Fairy has gotten themselves into.

Thanks to their history, they're rather understandably very territorial; very few foreigners have been to Faerie and left alive. There are a few aliens who live on Faerie, kept alive through an intricate series of deals and parties interested in their entertainment value. It also helps that they've sworn to never leave. As a general rule, however, foreigners are tolerated (so long as they are nowhere near Faerie). The Path itself tends to favor certain aliens, deeming them "worthy" enough to see Faerie.

Fairies are obsessed with the fine arts. Rumors of Fairies letting themselves get enchanted by a particularly beautiful melody, painting, statue, or dance aren't unfounded. And any alien that makes a pact or deal with a Fairy will see the Fairy hold up their end to the (exact) letter of the bargain. Fay demand equal trade and reciprocation. No deed is for free, and saying "thank you" is often deadly. Fay view "thank you" as attempting to repay a kindness with words, and very few Fairies think *their* special kindnesses are worth mere words. Fairies will also do whatever they think is most interesting, and if nothing interesting is happening, they'll make something interesting happen. These two behaviors mean that any slight or insult will be avenged mercilessly.

__
####**|History:**

Once upon a time [couldn't resist, sorry], there was a democratic federation of magical beings known as Fay. The Fay spanned a few star systems, having travelled there via the good will of their neighbors, as the Fay themselves had no interest in technology, but every interest in all things beautiful. That interest motivated them to reside on strange new worlds, absorbing fantastic natural sights. In return for the shuttle services, for which no bargain was struck, the Fay took it upon themselves to beautify their neighbor's planets, making them all the more incredible to behold. And there was peace and prosperity for a while.

One day, however, an evil man came to power in a nearby empire. This empire violently expanded. When the evil emperor learned of the beauty of the neighboring planets, he immediately declared war. The neighbors regretfully informed the Fay that it could no longer afford to shuttle the Fay from planet to planet while fighting a war.

A young Fay by the name of Euryale, self-exiled for her love of technology, created the ultimate masterpiece of Fay art and engineering: the Fairy Path. To birth the Path, however, there was a price to be paid. Faerie and the star it orbited were forevermore inaccessible to the universe at large. This was, of course, Euryale's intention; the evil empire couldn't destroy Faerie if they couldn't find it.

The peaceful neighbors, meanwhile, were utterly annihilated. Those that survived were "assimilated" into the empire. Thus they paid the price for slighting the Fay nation. Meanwhile, the glamours and blessings bestowed upon the planets faded, and soon very little that was not ugly grew in the soil there. And so peace and prosperity once again followed.

At one point or another, one particular Fairy decided it would be more fun to rule permanently than to continue with democracy. An insurrection followed, and the would-be ruler was entombed behind a brick wall filled with spiders and insects that liked to chitter in his ears. Complete anarchy took hold of the Fay, with nobody wanting to submit to anyone.

Another Fairy, seeing this anarchy, sought to reform a peaceful government capable of "getting things done". If anything, the insurrection that followed was more violent than the previous one, and the would-be ruler was kept forever alive while forever starving, her wrists and ankles bound to a stone alter with rings of frozen iron.

Finally Queen Titania rose to power through a deceptively simple deal. She agreed to host a party. So long as the party continued, she would be host, and so long as she was host, she had authority. It helped that she was extremely adept at manipulating the aetherfield, and had a mysteriously good rapport with the Path. Would-be assassins were eliminated long before they got near her (often in public, to everyone's chagrin). In short, she maintained power by being *entertaining*.
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From Patchwork


{Dead :( }
{This post subject to change}
[center][img=i.imgur.com/M1dEMWF.png]

~o~0~o~
This world is not our own, but we may be here to stay.[/center]

It's an average day in your faction's universe when there's a great flash of sizzling red on the horizon and a boom like the thunder of a thousand cannons. At the edge of a perfect 1-mile wide hexagon, the land ends. It's been replaced with a great freshwater sea. Other islands are visible in the distance. Perhaps land continues beyond your island, but it is not what you're familiar with. Now it's up to you to survive, thrive, or possibly escape in this new world.

Islands hold dark shapes, ruined cities, strangely glowing crystals, forboding castles, massive forests, secret temples, cities towering up to the clouds, creatures of myth and legend, or perhaps even other factions.

---

This NRP is multiversal faction based. That means that you can select any videogame, book, tv show, movie, other form of media, or real life, grab a mile-wide hex chunk of land (or sea, or space-station), and throw it and its inhabitants into this new world. There are other islands to explore, and other factions to meet, trade with, and possibly war with. I may, as the game continues, start teleporting in even more islands, or throwing "mega events" at you (such as a hurricane, or, oh, I don't know, rearranging the hexes).

Important note: Everybody should start off at an approximately similar level of surprised and mildly screwed. So, sure, you may have star-trek technology, but you might not have power, farmland, or a large amount of people, for example. Or perhaps your magic kingdom lost its connection to the mana-field, and your chief sorcerer's are forced to research the aether fields of this strange new place. I'll mostly trust you to self-limit.





[hider=The Map]
{I'll start filling in factions as they come along} {{Feel free to make suggestions of parcels of land to teleport in - I may or may not use them}}

[img=i.imgur.com/S7Tl0JW.png]
[img=i.imgur.com/bhBmdzT.png]
[/hider]



* You may also, if you like, RP a single character. Below is the character sheet to allow for that. The single character in question would get teleported to Patchwork via a "mini" red-hex event.







I'm always open to questions, comments, or suggestions!
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From Stellvia




|Name of nation: Eastwing

|Species: Khasi


|System: The Khasi system consists of one yellow star and five planets.


|Description of government:


|Description of military:


|Technological Overview:


|Cultural Overview:


|History:
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From A Superpowered War


I'm having entirely too much fun with this. <3

---

|Name: Aria
|Age: 19
|Country of Origin: Italy
|Power(s): Dimensional Awareness: Aria's mind is attuned to the electromagnetic spectrum of an alternate dimension (specifically this one). She's been driven mad {I am not mad!} (in everyone else's eyes) by sights of gray rectangles and white text detailing her life and those around her.
|Greek Name: Upsilon
|Appearance: Brown hair, frizzy, curly, and everywhere. 5'4". One green eye, one blue. Often with a far-off, wild-eyed look about her face. Scrawny, like she never eats. {I do too eat!} Dressed in clothing from at least three different styles and decades, little of which matches. She stands out, to say the least.
|Personality: How do I describe Aria? She's funny, sometimes, and poignant at other times. But most of all, she tends to remind me of a lost puppy. {Don't build me up too much, hey?} Honestly! She'll bug me about the most random things sometimes, like going on and on about goggles. {That was one time, thankyouverymuch.} I think maybe Aria's just lonely.
|History: To be honest, she's forgotten much of it, and her superpower's not been much help. {Really‽ That's it‽ Real helpful, thanks.} She's tried to reason with whatever intelligences (or even to determine if there are intelligences) are on the "other side" quite a few times, with mixed results. {Hello?} The first time she witnessed the vision, in fact, she learned little about her past, and then shortly afterward made contact. Erm, hello, by the way. {Holy crap, it worked! That's super freaky, hey? Are you, like, me in a different world?} But the brief contact then ended. {What? No it didn't.}

{Hel-looo?}

{Damnit.}


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From Ashes to Ashes


Fairies!


It's fairies In Space! along a semi-sentient magical hyperspace path that lets anyone walk from world to world (at the Path's pseudo-random whims), if you can find it in the first place.

|\Name of nation: The Faerie Inns

|\Summary in a Sentence: Fairies living in hyperspace that can literally walk between worlds (and so can everyone else, mostly).

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From Stargate - H.M.S. Tempest


I'm very interested in Head of Research. Could be a fun position. Please forgive some formatting errors; I've yet to fully adjust to the new site.
Edit: Wow. I hadn't read the IOA Rep's bio until after I posted. Talk about a marvelous coincidence!

|Appearance: Fair-skinned and short of height with dark green, almost gray eyes. His hair is a thick dark brown, well-parted and short. He has dyed his temples gray (or perhaps his hair is prematurely gray and he's dyed the rest brown). He also sports a mustache and goatee. His face, with its strong jaw-line and generally rectangular shape, has a very few wrinkles, mainly on his brow.
|Name: Dr. Abel Ishpetyr
|Title: Doctor (awarded Sc. D. from the University of Cambridge for work in theoretical physics; PhD in Acoustics from the University of Cambridge)
|Role: Head of Research
|Unit: Research
|Age: 32
|Gender: Male
|Reason chosen for Tempest: Someone very high up "owed" him a favor; not that he's particularly unqualified, so it was no great loss for him to be assigned to the Tempest. The "official" reason cites his experience leading a team of researchers and his work in theoretical physics, not to mention that working with sub- and hyper- space comes incredibly naturally to him.
|Personality: A façade of pleasantness, smiles, and good manners. Behind the façade, he is manipulative and political. Very, very political. Every power, event and person is an opportunity to him. Mildly vindictive.
|Short Biography:
In truth, and as one of his greatest secrets, he never achieved a PhD in Acoustics. Dr. Ishpetyr came very close, but there was a girl involved. He made the mistake of pursuing her, rather than his degree. She dumped him, and then he realized his mistake. In desperation, Able got a "friend" to hack the records, gained leverage over a faculty member or two, and moved on with his life. Before he moved on, however, he carefully sowed the secrets of his former girlfriend amongst her colleagues, friends and family. She dropped out of university a month before completing her degree, and he never heard from her again.

His second greatest secret is that he never got over her, and is plagued with guilt at what he'd done. Occasionally he'll discreetly and anonymously make her life better; he's her "guardian angel".

Other than those juicy bits of unshared gossip, he studied abroad at MIT in the United States. He earned a dual Aerospace Engineering and Physics major with a minor in Mathematics after six years of difficult course work. For graduate school he (obviously) returned to his native England.

After earning his doctorate, Dr. Ishpetyr was the head of a research team studying the fluid, acoustic nature of spacetime. Several years into their research he very nearly independently discovered and confirmed the existence of subspace. However, funding mysteriously dried up before he could complete the study — a civilian hacking into subspace communications bands would be very bad for the Stargate program. Thus Abel's attention turned to the Stargate program.

He didn't know about it at first, of course. But the deeper he dug, the less sense things started to make. Tracking the financial status of research studies, a pattern began to emerge. Any research into spacetime seemed to halt prematurely — either the lead researchers would mysteriously change careers, funding would disappear, or some other small disaster occurred. And the more he dug, the more he found. Astronomical data, in particular, was either very poorly tracked or simply absent at times. A model revealed that the blurry "holes" in the data tracked across the sky and moved in an impossible manner. Certain recent projects and inventions had plenty of funds, but not enough personnel, or vice versa. Yet the advancements kept coming, apparently impervious to the pressures other projects felt.

So he called in a few favors, met the right people, found the right leverage, and finally ended up in a secure room being briefed about the Stargate program. Then he was "invited" to participate - a result he found very agreeable. After all, he figured, if such a massive secret was kept from the public, what secrets were they keeping from themselves?

The Americans, it turned out, were hiding something. Something involving a pattern in cosmic background radiation, a covered-up base codenamed "Icarus", a lost expedition to somewhere codenamed "Destiny", and a rather involved equation that he only caught bits and pieces of. It became his newest obsession, but he'd learned all he could whilst on Earth. So the Tempest seemed like a natural means to get closer to the mystery.
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