Avatar of Queen Raidne

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7 yrs ago
Current Teaching myself web development by trying to fix some BBCode bugs/features in the Guild is probably a bad idea. Oh, well.
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7 yrs ago
Depression is literally soul-sucking.
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7 yrs ago
If school were less hard, it'd be less interesting. I still want it to be less hard, though.
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8 yrs ago
GUYSGUYSGUYS - I PASSED DYNAMICS!
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9 yrs ago
Adventures!
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Bio

Maybe I'll update this.

Most Recent Posts

I DID NOT INTEND TO BE DOING THIS MUCH MATH.

^Me, every day as an engineering student.

Anyway, here's my incomplete sheet, but you should be able to get the concept. I plan on being composed primarily of the other species in the quadrant. I made up one species, though, just because I like the concept.

@Shorticus: ...oh. Well, gee. I swear I wrote this before I saw your response, but our concepts are oddly synergistic.
~~~~~~~~~~~~~~~~~~~~~~~

Nation Name: Coalition of Reasonable Peoples

Motto: A Call for Civility

Population and Demographics:

50 solar systems
16 inhabited planets
178 Billion people

Species Breakdown:
Various (more to come at some point)%

Species:

Nebuloids: Nebuloids are giant molecular clouds of interstellar gas and dust that live for billions of years at a time. They measure in lightyears across. Their motives, morality, and nature are generally unclear, save for the Nebuloid communique received by the Committee on Foreign Relations over the hypernet. The coalition built a requisite diplomatic station near one of the Nebuloids with a very large radio antenna, should they choose to communicate again. They haven't.

Request for membership in "Coalition".
Home coordinates: [a string of coordinates pointing to a stellar nursery].
Desist from travel through these coordinates.


Xenodiplomats hypothesize that the Nebuloids are attempting to complete their life cycle by collapsing into several stars, but warp drives have been interfering with this process in some inscrutable manner. The coalition has dedicated a portion of its military to maintain a blockade around the area, setting up detection nets and border patrols.

Various (more to come at some point)

System of Government:
-The coalition's central government rules with a bureaucratic fist... over the capital planet, Ingress. Its influence over the rest of its territory is debatable. Each member planet, system, station, or migrant fleet has varying degrees of loyalty to the central government, and effectively comprise separate states with distinct forms of government.

Nonetheless, grand, sweeping edicts percolate out of the central bureaucracy's millions of committees, and are mysteriously followed by the member states through what appears to be natural causes. Laws and edicts declared by the central government usually just happen to line up with what the various member states had adopted as law already.

Of course, such a system is doomed to collosal waste, inefficiency, and failure. This is why the Committee on Committee Effectiveness exists. Its function is to analyze the mass amounts of information in the central government, decide which laws are actually important and reasonable, and then dispatch adjustment teams to ensure the members states' compliance.

Of course, nobody in the C.C.E. has any real idea what its like in each of the member states, so it finally falls to the adjustment team chiefs to carry out their (often seemingly unreasonable) orders by any legal means at their disposal. The real power in the coalition, ultimately, lies with the chiefs. Chief of an adjustment team is possibly the most respected position someone can have. They walk a careful line, having gained just enough power to actually get things done but not so much that there's 18 regulatory committees carefully examining their actions. Furthermore, the amount absurd hoops that chiefs must jump through to reach their position eliminates all but the most competent, determined, and lucky beings from their ranks.

Individual member states, meanwhile, stay a part of the coalition for two main reasons. First, they feel no real pressure to leave. Why should they? The Coalition is pretty reasonable in terms of governance, and they get guaranteed freedom of trade, movement, and military protection all from "claiming" to be a part of it. Secondly, many planets and stations want nothing whatsoever to do with military production, yet the quadrant is filled with empires with some form of aggressive agenda or another. The coalition guarantees a common defense.

History:
The coalition formed around some member species or another with the inclusion of refugees and disaffected citizens during some war or another.

Culture:
-The coalition comprises of disaffected peoples from all over the quadrant, united with the singular desire for to be left to their own, reasonable devices. The exact nature of that desire varies from the extremely isolationist Nebuloids to the charitable quadrant-wide aid organization White Star.

Important people, places, and organizations:
Ingress: The capital planet of the Coalition, or so it claims. Half of the economy is taken up by various types of bureaucratic work; the other half is devoted to support organizations and staff. While it can at times take eight forms and a map to the sector ZZ8 cafeteria to eat an apple, at other times the sheer quantity of information allows people to make surprisingly informed decisions. Everyone is a member of at least one committee.

Committee on Committee Efficiency: the closest thing to people in actual power over the entire Coalition. vaguely resembles a cross between a shadow government and a group of beings bravely fighting bureaucratic inefficiency, trying to figure out what the heck is even going on on Ingress.

White Star: A charitable aid organization, facilitating disaster-relief, medical and economic recovery, and spiritual obligations to any sentient being in throughout the quadrant, provided local governments allow them through.

Adjustment Teams: Ranging from just the Chief to over thirty people, adjustment teams are the people that actually get things done, whip member planets back into line, and enforce edicts in reasonable ways. Their methods range from diplomatic chats over greasy hot dogs to establishing arms-dealing monopolies, depending on where they get sent within the Coalition and which edicts they were tasked with enforcing. They are responsible to the C.C.E. and their own Internal Affairs alone.

Military size:

Military details:

The Astry Committee is the most efficient committee in the Coalition. In sharp contrast to the general pseudo-anarchic freedoms experienced throughout the rest of the Coalition, T.A.C. is organized in a strict, rank-based system with a supreme commander nominated from within but approved by the member states on a four-year basis.

Each member state is not required to contribute toward the Astry barring active war, but any military organization fielded is ultimately controlled by T.A.C.. The end result is a heavy reliance on each successive level of Astry officer to translate the supreme commander's will into actionable orders for their command.

A poorly done organizational diagram:

Domestic Relations Committee
-Astry Officer Corps
--Local Militaries

Supreme Commmander - reports to the Domestic Relations Committee, translates Coalition will into military action, ultimate leader of all armed forces of all militaries in the Coalition.
-Sector Commander - Responsible for military actions within a particular sector of Coalition space.
-Offensive Commander - (wartime only) Responsible for military actions within a sector of non-Coalition space
--Group Commander - Responsible for a group of local militaries. Theoretically knows the strengths and weaknesses of their local militaries and how best to wield them synergistically.
---Local Advisor - Responsible for interfacing between a specific local military and the group commander. Well-acquainted with the local military's strengths and weaknesses, and given great leeway to ensure orders are carried out. Local advisor training requires extensive xenodiplomatic and xenocultural training so that they may best understand how to ensure orders are effectively carried out. No amount of theory, however, is worth the second phase of training, which consists of an almost-unregulated apprenticeship to the previous local advisor.

Weapons tech:
Go nuts!

General Technology:
Really go nuts! For at least 3 paragraphs!

Economy:
Thanks to its support of rampant capitalism, communism, or whatever economic model most interests its member states, the Coalition is a haven for black market activities, megacorporations, and unreasonably wealthy royal families. On the other hand, the central government and Adjustment Teams are quite effective at stopping unreasonable activities - such as rampant murder, unwilling slave trade, and taxation, depending on the local citizenry's views on all of the above.

If you know where to go, you can buy pretty much anything you like. Just don't try to take it by force where that sort of thing isn't a standard negotiating tactic.

Spaceships:
Please describe, in as much detail as possible, the sort of space vessel you use and how they operate. Don't forget to include the general size of these vessels, how many people they can carry, and what sort of weapons they use. This should be at least 4 paragraphs long.
===========================================================================
Name: Princess Helena Clarke

Species:
If you have not previously explained your species in the N.S., you should do so here in at least 4 paragraphs.

Gender: Female

Appearance:
Descriptions are greatly preferred over pictures.

History:
At least 4 paragraphs on the background of your character, how they came to be in their current position, and so forth.

Weapons:
At least 2 paragraphs should be spent explaining, in detail, the sort of weaponry they carry

Personality:
A well-educated adventuress supported by an unquantifiable amount of money.

Skills:

Starship:
I hope I'm not assuming too much when I figure your explorer will need a spaceship to get around. Describe it, or face the ban-hammer

Strengths and Weaknesses:
I'm interested and working on something.
Definitely going with Eos/Stargate. The more I think about it, the more I like her. Especially since she'll naturally assume that Yvorl and [the Order God] are rival Goa'uld, and further, that the Japanese portal is a Stargate. And therefore her ticket to her other armies. Not that she knows about it yet.

I'm still not sure what to do about unit/army/civilian sizes; there aren't immediately obvious sources for that sort of thing. Despite my love of math, I'm not much of a numbers girl when it comes to NRP's.

Hey, @Willy Vereb - do we start "cold", having just arrived, or can we assume that we've had time to settle in a bit and make our presence felt on Worluk? Specifically, can I have already conquered/raided a few outlying settlements for worshipers/slaves? Also, a little bit more on the regions would be helpful. And, since I'm bothering you anyway, could you transfer the bits about Worluk you had in the interest check over to the OOC's first post?
I've got two options, neither completely finished yet (especially the lore sections, civilian populations, formatting, and military numbers). However, I've got enough here for a reasonable understanding of each. I also have no idea where to put them yet.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Faction Name: Domain of Eos
Origin: Stargate: SG-1
Faction Type: Megalomaniacal Parasite/Country
Leader: Eos
Faction Rank: (work in progress, the GM will give you this)
Color: Gold/Tan
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
(Where do you start? You can describe it but I prefer if you draw a dot on the map, yup you're only a dot in comparison)

Faction Introduction:
(Introduce your faction to us in brief. who are they? Why are they in Worluk? What is their objective? etc. Keep it brief but informative.)

Eos is a minor Goa'uld with half a dozen planets, a mothership, and a small fleet of Ha'Taks to her name. She's a selfish, evil parasitic snakelike creature that burrows into her host's spinal cord via the neck to achieve mind control. She and her kind control most of the galaxy, posing as gods by appropriating ancient technology and passing it off as their own. She owns a hand device (Kara Kesh), granting her pseudo-telekinetic powers (and a torture beam), dozens of slaves, and a poison pheromone laced on her fingers that turns men to putty when she touches them. She grants her host long life and greatly increased healing, though the host is still forced to watch her body commit horrific acts with no control.

Like all Goa'uld, Eos is obsessed with vanity, power, beauty, control, and flaunting it all. Her goal is to find the most powerful and beautiful being she can to use as her host, and then carve out a sizable empire on the planet. Any unapproved technology will be crushed. Worship of other gods besides her will be crushed. Obedience may be rewarded, if she feels like it, and you're attractive. There are several castes to Goa'uld society. At the top, of course, are the Goa'uld (of which there is only one on Worluk). Beyond them come the warrior caste, led by the first and second prime - warriors who have caught Eos' attention as leaders. On an equal footing are Eos' spies and assassins, of which there are few. Then come the non-military Jaffa - human slaves genetically and surgically modified to carry gestating infant Goa'uld in a pouch in their stomach. Most if not all humans in Eos' domain are Jaffa. Top among the Jaffa are scientists and government administrators. Then comes non-Jaffa, few that there are who aren't slaves. Finally comes the slaves, with her personal consort at the top of that food chain. Not that all her subjects aren't expected to die at the drop of a hat when her whims change; slaves may also be bound to the other castes in Eos' domain.

Thanks to a nearby hyperdrive explosion, Eos' mothership crash landed on Worluk after a climactic battle with a rival Goa'uld.

Faction Features:
Technology:
Most technology is stolen from other races. Around 80% of it is powered by Naquadah, a naturally superconductive metal with alternate use an atomic power source in refined form.

Matter-transport Rings: Rings that can transport people and objects a hundred meters away, or, when linked with another ring platform, from ground-to-orbit.
Computer crystals: fancy, much-advanced computer chips
Holograms: projected by small spheres; usually used for the god to communicate to their masses
Shielding: The Al'Kesh, mothership, and Tel'Tak all have shields. These shields have a certain energy absorption capacity before violently shorting out their components. They can, of course, be repaired, but that takes some time. The energy absorbed will also gradually dissipate, but not over a tactically-meaningful timescale. That is, if a ship doesn't have its shields breached in combat, chances are that they will be back up to 100% for the next combat several hours from then. Eos also has a personal shield activated from her hand device (known as a Kara Kesh). Her personal shield is slightly different in that it only blocks high-energy weaponry - bullets and energy blasts, but not knives, rocks, and arrows. It also has a limited lifetime before it needs to be shut down and recharged.

Lots and lots of flaunted wealth. Gold leaf along the interior walls on the mothership (at least, in all the respectable places). Ridiculously expensive sheer dresses for Eos. Flashy jewelry. Gems encrusted anywhere Eos might look. Extravagent feasts, even when rationing is a sensible precaution. Open, flaming torches on spaceships, just because it reflects more prettily on the gold-coated walls.
Sci-fi technology - matter-transport rings, crystals in place of computer chips, holograms; all powered by and manufactured with Naquadah, a naturally superconductive metal
Gold - lots of it, everywhere Eos might go

Military:
Jaffa, armed with staff weapons - energy guns/martial arts poles. Staff weapons are very flashy, with scary noises and loud bangs and explosions, but are probably less useful than a good P90.
Heavy staff weapons - generally, power (and energy consumption) scale with size
Mothership - it's never going to fly again, but it still has shields, sensors, subspace communications, and staff cannon emplacements
Death Gliders - aircraft armed with - you guessed it - twin staff weapons. 35 survived.
Al'Kesh - a mid-ranged bomber/transport, with its own ring system, staff cannons, and plasma charges. Unfortunately, the Al'Kesh is no longer spaceworthy, but it can still get around the atmosphere pretty well.
Tel'Tak - a medium-sized cargo transport, capable of cloaking. Completely unarmed. Only one survived the crash.
Yes, alright, you can count me in.
@Willy Vereb Sure, although expect me to randomly disappear about a month after it starts, since that's my (unfortunate) habit.
@Comrade Doge I have to question how non-sci-fi those are, considering how, beyond the post-apocalyptic nature, there's also mutants. Are zombies sci-fi? I don't know.
@Dinh AaronMk
4. (economic meltdown): Yes, but you're RP'ing the nations involved in this meltdown.

I suppose it all depends on your definition of what an NRP is. If you're strict about it, then, no, a lot of these aren't NRP's. On the other hand, according to the tag's definition (from when you make a new RP), "Players control nations, tribes, factions...". While extending it to, say, TV networks is a bit of a stretch, I would certainly consider spy agencies to be factions. But then, I always love to push boundaries and try crazy things to see what works.* Point being, we need people who support a strict definition of NRP's and people who support a loose definition NRP's for healthy genre growth.

It was also surprisingly difficult to avoid sci-fi ideas when compiling this list. Some of that may be due to the vagueness of what exactly sci-fi is, and my interests are definitely biased toward sci-fi. At the same time, I wonder if NRP's naturally lend themselves toward the fantastic.

*On the other hand, my love of innovation results in me overlooking simple, obvious solutions to things like player retention. There's a reason that we have tried-and-true tropes - it's because they work.

@Pepperm1nts
(RE: organs)
Yes, my problem with it exactly. :(

@Willy Vereb
I, too, have tried it before. Mine died off because of a lack of interaction. And, you know, goals for the players to do.



Moar ideas!

You guys can totally add to this list, BTW
Quite a few of these can be generalized to not-necessarily-Earth


22. Horror nations - ghosts, goblins, ghouls, and the like. Fantasy, so not sci-fi.
23. Dystopias - something like 1984 except with less sci-fi.
24. Shadow governments and conspiracy theories - hard to do while also remaining in the land of realism.
25. Struggle for control of Shogunate Japan
26. Corporations battling for global market share
27. (in a slight twist of #3) Everyone RP's colonial powers trying to exploit Africa or the New World.
28. Post-dissolution of a USSR-like nation, players control the leftover states
29. RP'ers play insignificant nations vying for the attentions of one of the "Great Powers", much like the game Victoria II
30. The world of any fandom: Elder Scrolls, Avatar the Last Airbender, Lord of the Rings, Game of Thrones, DC comics, Things Neil Gaiman Wrote, lots and lots more.
Y'all have too many sci-fi NRP's, and I'm terrible at being a reliable RP'er, so feel free to steal these ideas. Or tell me that they're terrible. Or modify them. Or whatever.

Hell, go ahead and contribute your own.




1. Everyone roleplays a school trying to compete for government grants.
2. Alternate history RP's. What if the cold war went hot? What if Genghis Khan conquered Europe? What if the Song Dynasty never fell? What if Australia never existed?
3. Everyone roleplays a colonial settlement in the New World.
4. It is an unprecedented economic meltdown. Nations are scrambling to secure their future. Civil unrest is high. People are desperate for answers, any answers.
5. I dunno, somehow people RP organs in a body or something; I keep wanting to develop this idea but never do.
6. The next space race - to Mars - is finally happening. Nobody cares, because somebody just detonated a nuclear device in Seoul. Naturally, people point fingers at North Korea, but the regime (for once) denies it.
7. It is the crusades, or a crusade-like alternate world equivalent.
8. Literally the world right now. Just RP the world, right now.
9. Competing news agencies in a large city.
10. Competing television networks.
11. Everyone controls a section of RPGuild in a weird, meta RP
12. Packs of animals? I dunno.
13. Competing magic schools.
14. Factions get pulled from fandoms onto Earth. Or some other world.
15. Marvel Comics NRP.
16. Spy agencies. Encourage flavors, like: James Bond, Get Smart, Acme, etc.
17. Military units in a war?
18. Bars/Restaurants strugling to survive a suddenly-oppressive government post-revolution.
19. "Okay, everyone plays a forest, right, and it's all fine, but, like, these forests are being threatened by... loggers. Yeah. And the loggers are normal dudes, but, like, they've got. Um. To outrun these guerrillas, so they're cutting down a lot of trees." -courtesy of my friend Paul
20. Everyone plays a drug cartel.
21. Cops & Criminal Gangs
<Snipped quote by Queen Raidne>

How do you mistakenly join another Rp?

I'm actively joining another, but that's because i was only playing this one before that, and i can easily keep track of two Rp's.
So don't worry, i'm still gonna kill all of you with my boat..... since that is possible.... yep.


I suppose I should more accurately say "stupidly joined another RP".

This is getting worse, by the way, because school is eating me alive at the moment. I'm not sure when my next post will be up.
...this is one of the reasons I had two Co-GM's.
It may be a few days before my next post. Or it might not. I'm not going to give a date so then I won't break it.
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