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.
1 like
7 yrs ago
Depression is literally soul-sucking.
4 likes
7 yrs ago
If school were less hard, it'd be less interesting. I still want it to be less hard, though.
1 like
8 yrs ago
GUYSGUYSGUYS - I PASSED DYNAMICS!
5 likes
9 yrs ago
Adventures!
3 likes

Bio

Maybe I'll update this.

Most Recent Posts

I was thinking about antimatter some more, and combined with how "squishy" the science is in many of these franchises *coughStargatecough*, I think a couple of guideline is in order. The first being - fights will be narratively-decided, not physics number-crunching. If you're going up against a single enemy frigate - say, an Al'Kesh - with a fleet, then you'll probably win, no problem. If you're going up against a named bad guy, then you should probably be in peril at least once, unless I've RP'd the bad guy that... badly. If your fleet is up against another fleet, then the outcome should legitimately be in question.

Unless, of course, you've taken the time to narratively establish why your ships have been put into a position of superiority. If there isn't evidence in the RP that would explain why your ships can dominate enemy ships in a particular context, then you should have to work for it.

Of course, at the beginning, when nobody knows anyone else's capabilities and adapted for them, you'll be able to exploit the element of surprise... and have it exploited on you.



  • Below is a list of everyone who's responded to the interest checks or this thread, just for my own organizational needs. If you aren't on this list, I don't know you exist, and you should speak up!
  • I've been working on the first IC post; it should go up on Wednesday, May 16th. If your sheet isn't ready by then, don't worry, you can finish up after the 15th. However,
I would like all sheets to be finished on Friday, May 18th, at the latest.


Expressed Interest:
mattmanganon
Helios J Mears
CaptainSully - W40K?

Working on Sheet:
Burning Kitty - Star Trek - Obviously and definitively not asassains
Dnafein - Babylon 5 - White Star
eemmtt - n/a - n/a
Lmpkio - Godzilla? Star Wars? OC? - n/a
Flamelord - n/a - Probably not a capship?

Accepted:
Mataus - OC - SpecOps
Thecrash20 - EVE/OC - Carrier/Transport
Sophrus - EVE - Capital Industrial
ClocktowerEchos - W40K - Freighter/Transport



@ClocktowerEchos Accepted! Also, hello.

@Sophrus Accepted! I wonder how well warp disrupters work against W40K's Warp? Or Stargate's Hyperspace? That'll be interesting.
There's a lot of antimatter missiles floating about, which is interesting. I guess a lot of sci-fi series use them.



@Queen Raidne
OK I will think of some, but I figured it being unarmed except for escort craft was a significant disadvantage.


...true. I hadn't thought of that. Okay then, your sheet is good in theory, except I notice you haven't filled out the crew section yet.


@Mataus Looks great! Go ahead and post that in the characters section.
@Dnafein ...yes. That would be a bit excessive. Also, the OOC is up.
You know which ships I've never seen in one of these? Things from Freelancer. Or Elite.


@MatausI love that image. I've added it to the first post.


@CaptainSully Not as-is, no.

To quote a answer from Quora:
Warhammer revels in its absurdity. It is something of an agreement that everything about Warhammer 40K is over the top, excessive and all-round gratuitous. It is a universe where shit like planet-cracking or engulfing entire solar systems in demonic energy is considered standard fare.


My counter-question is: what do you want from W40K? Fanatical spess marines? WAAAGGHH!!? The Warp drive? Figure that out, and then I can see a few options. You could make a suspiciously-similar OC universe without all of the ridiculously powerful weaponry and hordes of soldiers and uber survivability, but retains the thing you want. You could severely limit your ship choice - it's actively falling apart, or there's only a literal handful of people that arrive - whithout changing lore. Or, you could do something weird, like, it's W40K, except scaled to the size of the tabletop miniatures.

TL;DR: It'd be much easier to do something else, but I'm a sucker for W40K lore. Especially the narrative possibilities of the Warp.


@Thecrash20 Accepted! Go ahead and post your sheet in the Characters tab.


@Sophrus That looks pretty reasonable, so far. I would recommend giving your ship a couple of disadvantages, though, as it's fairly large.
I just realized I'd never included a description field, so I updated that.


@Lmpkio I had no idea that God of War was so damn well-acted!

1) I've claimed Emperor Palpatine. An Emperor Palpatine? Whichever. Please don't use Palpatine. Beyond him, I'd rather players weren't in league with the enemy, at least not yet. It's open world, but games like this tend to fall apart a bit when you split the party.

2) OC's are absolutely welcome!

3) Don't break the game, and try not to make other players redundant. I put some general guidelines in "How to Apply: 0. A note on power balance"; best practice: if you feel like something might be overpowered, balance it out with a disadvantage.

In a past life, I participated in a similar RP that died because someone started arguing vehemently against the feasibility of transforming mechs vs role-specialized fighters. It's not a winnable argument from either position. Anyway, to avoid a repeat of that debacle, I'm going to say, ahead of time, mechs are jack-of-all-trades, master-of-none. Can a mech mount missiles and also attach itself to something to use a giant sword? Yes. Will the mech carry as many missiles of the same caliber when compared to a dedicated missile fighter? No.

TL;DR: sure, mechs can be a thing, but they won't be as good at any individual task as a dedicated fighter

@Burning Kitty Ah, yeah, that would work.

Useless fluff is definitely optional. Everything is optional except for the section labeled "REQUIRED:"

Role is exactly that.

Yep - the individual character sheets are shorter since you also have to fill out an entire ship's sheet. Don't let that limit you if you'd like to add more detail, though.
To respond to your question (drat, a double post, already!), I don't have a conceptual problem with multiple-universe crews, but... how?! I also warn you against making the ability to travel "home" too easily-achieved. I think that might break the game.
@NanoFreakV2 Why, what did you have in mind? I'm not strictly opposed, but I would like to limit the number of ships per player due to concerns about balance and workload. If you want to have, like, six space shuttles or something, I guess that's fine?

As for tech disparity, the guidelines are: don't break the game, and don't make other players useless. One of the fun tropes of this genre, however, is combining unlike techs, so I don't want everyone to have the exact same stuff. That'd be like a party of only fighters in Dungeons and Dragons.

@Sophrus See the second paragraph of my reply to NanoFreak. Difficulty dealing with/overcoming technological barriers is part of the game.
@Thecrash20 Bioships are fine with me. Just don't break the game or render other players useless. I prefer under 1km for ship size, but it's a guideline, not a hard-and-fast rule.

The OOC is up!


"Oma, I am not from your universe, therefore, your rules do not apply."
"I've kept your existence from the Others, and I will continue to do so as long as you remain quiet. Once you act, however-"
"I'll only need one action. Well. Several, depending on your view of relative trans-universal simultaneity. Different paradigms have different answers."
"I won't be able to protect you anymore, Janus."
"Ascended or not, I was never really one for following rules."

A series of bright white flashes resolved into the outline of ships foreign to this universe. Janus had carefully selected each to alter the path the galaxy was traveling down. Together, the crews of the motley collection of ships could ensure victory against the Goa'uld and their partially-ascended leader. Separately, each ship represented a high degree of potential change and a collection of free wills and strange philosophies.

Lightyears away, a massive, partially-reconstructed mothership traveled en route to the point of emergence. Anubis settled contentedly into his throne - Oma was hardly as stealthy as she'd thought she was, and Anubis had taken advantage of Janus's interdimensional rifts to drag a prize into this universe. A fraction of a moment later - nearly simultaneous with Janus's interdimensional rifts - a final white flash appeared, smaller than the others. From it emerged a gray, three-finned shuttle with a slanted cockpit. Beneath the forward window, in black paint, lay the Imperial crest.


What is This?


Pick a spaceship, any spaceship. Now imagine it and its crew dropped into the Stargate verse, surrounded by fellow ships plucked from the multiverse. What happens when a cylon basestar, a CR90 corvette, a Donnager-class battleship, a Geth dreadnought, and a Galaxy-class starship meet? What about when they, shortly thereafter, encounter a new Goa'uld mothership?

You will be roleplaying the crew of a spaceship in a "party" of spaceships. You will navigate the Stargate verse, changing the timeline for better or worse. This will be run fairly open-world - the party can go wherever in the universe, but Anubis will be actively exploiting the situation for his own evil ends!


Co-GM: NanoFreakV2


How to Apply:
0. A note on power balance:
People want their ships to feel necessary, but limited. Other people want their ships to have maximum effectiveness and utility. These two types of players are not immediately compatible - so, know which type you are, and acknowledge that the other type exists. For instance: is there a way to let your ship make a bad choice that's in character yet allows another ship to shine? Or, is there a way to maximize the effectiveness of the fleet via the actions of your ship alone - aka, buffing?

Series are set in wildly different eras and contexts. This leads to a disparity between, say, W40k (with planet glassing) and The Expanse (which doesn't even have an FTL drive). Please follow these guidelines when considering which ship to choose:
  • Try not to break the game. The game is only fun if Anubis is still a threat. Techs that instantly neutralize him would be a problem. That's not to say that Anubis won't adapt to new and exciting technologies, but it's a bit pointless if your infinite improbability drive turns him into a whale and a pot of petunias on post two.
  • Be aware of your ship's power relative to players. If your ship is more powerful, take disadvantages, like low fuel, broken parts, insufficient crew, mass amnesia, etc. If it's less powerful, expect to be forced to ally with someone very quickly.




1. Fill out this character/ship sheet!
The point of this sheet is two-fold:
1) to act as a quick reference for yourself and other players when we're in the middle of the rp and forget what the other players' ships/characters are.
2) let me or the co-gm decide whether your ship/crew will fit in the game without breaking it (or, equivalently, without breaking everyone's fun).
The point is, outside of the required categories,



I've also included a "fluff" category to give some ideas for what sort of situation your crew might find themselves in. The sooner the party is in helpful contact, the better. Don't feel compelled to use all the fluff options.



REQUIRED:
Name of Ship:
Home Universe/Name of Franchise:
Role:
Physical Description/Image:
Physical Size (roughly):
Armament/Complement (roughly):
History of the Ship:
Notable Crew:

Crew Name:
Crew Role:
Crew Description:

Optional, but helpful:
Unique Technology:
Crew Size:
Class:
Faction/Operator/Owner:


The Stargate 'Verse:

Link to the Stargate Wiki.
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