The OOC is up, along with the faction sheet and FAQ. The FAQ itself is more relevant to people running a faction, beyond the expanded Protagonist Point section.
Within a blink of an eye, the logic of your world ended. The transfer to the Ragnarok Array begins and ends in but a single moment. You may not have been the only one from your world; Entire organizations could've been transported with you. With or without comrades, under this new and alien sky you are not alone. Various other people and organizations from alternate worlds have also been transported to the Ragnarok Array. It has been approximately one month since the mass abduction. Only a fraction of the original people and organizations remain. The titanic clashes that characterized the first week after the spiriting completely wiped out nearly 3/4ths of all those who originally arrived. The remaining abductees and factions have licked their wounds and have gotten their initial bearings on this new world.
Their story from here on is yours to write.
Locations of Mega Structures and other important locales will be on the map, which will exist after I have a solid headcount of factions.
Though outwardly similar to the planet Earth, the Array is actually far from it. Great mega-structures such as the Nodes dot its virginal surface, though no truly intelligent life can be found. While exceedingly large, the world itself is a flat square which ends in great invisible barriers. To go beyond these barriers is to "fall" into the vacuum of space. In actuality, this world is a cosmic sized space station with an artificially maintained tile resting on its top. Exiting the "atmosphere" of the Array reveals the true nature of what is beyond thestation. Blinding lights, streaming colors, flashes, and endless explosions surround it. To enter this "death zone" is to instantly die. There is no seen or unseen escape, and no stellar bodies exist beyond the station itself. Thus, even its day/night cycle is fake, along with the sun-like object that illuminates the world. Deep beneath this curious surface lies the station itself- a conglomeration of ancient machines and magick like technology. Various rare resources and great dangers lurk here, waiting to be exploited by the most courageous and foolish adventurers.
The logic of your world has ended. So has this ones.
There are a few guidelines to characters even if this a crossover roleplay. Thankfully this will be reformatted after the out of character is put up, but it should give you a good idea of things to come.
* This roleplay is always open unless I say otherwise. It is typically easy to accommodate new characters. * I expect you to apply at least semi serious characters. This means that Dick Dastardly or Beevis and Butthead aren't acceptable here. I wouldn't generally worry about this rule, but I will be strict about it. * Some characters are weaker than others. A Noir detective won't be able to stand up to Master Chief, and this is a simple fact of life. You have to go into the roleplay accepting that he can probably destroy you. The best way to deal with this is to plan for it(And choose a conflict you can beat him in), apply someone else, or align yourself to a faction who may back you with upgrades, equipment, or support that equals the playing field a bit more. As this is a roleplay issue, I leave this on you to solve and plan for. * As detailed in the Hero Sheet(Which you should read!), Threat Rating is a thing. Threat Rating 1 characters receive Protagonist Points to have a chance against Threat Rating 3 characters. Threat Rating 2 characters get nothing, but also can't be targeted by Protagonist Points. * If you are using a Protagonist Point, declare it at the very top of your post with a blurb stating the action you are using it on. Example: [Using PP- Punching Cthulhu in the face] * PP allows you to commit impossible actions and have equally impossible results happen. It allows a normally invalid cause to exist(And thus an invalid effect), but it doesn't skip a cause. In otherwords you can't say [Using PP- Killing Cthulhu with a single punch to his face]. PP allows a Threat Rating 1 character armed with a pistol to harm Superman(even with invulnerable skin!) using just a pistol despite all logic. This doesn't let you red smear him, however. * Threat Rating exists to create tangible consequences for the actions of our strongest characters. This is partially to help weaker characters, yes. But this system is here to also enrich the experience of those playing Rating 3 characters by giving them some chance of defeat.
* This roleplay is always open unless I say otherwise. However it may become more difficult to accommodate new factions later and they likely won't get the same starting benefits. * This isn't a NRP, so Factions and their conflicts are a framework for characters and their stories to build around. This however doesn't preclude you from investing effort and making plans for your faction. You can build your faction just as much as your character. * Mass Combat(Battles between factions) will be dealt with freeform, but with a three phase system to give it framing. This will especially benefit characters involved in the battle and prevent every conflict from becoming a WMD fest. As has been implied, this was the result of the first week after abduction. A lot of people died, so current factions and characters are likely a bit more restrained because of that. * Faction sheets will come after the OOC is put up, but claims allow you to ensure you'll get the faction you want. They also allow me to prepare the map properly for the number of factions we'll get, so make sure to use them! It'll help the administrative staff help you. * Most importantly, Mega-structures are huge boons to factions. Especially regarding Nodes, as they are essentially what allow factions to exist within this roleplay. Nodes are capable of producing almost any resource, and while their daily output is limited, they are vital. For example they can produce Sakuradite, which fuels Code Geass Knightmare Frames. They are the only source of universe specific materials. Rare and lucrative ores unique to the station exist but they can only be found deep within the station itself, far underground. * Oceanic and Underground factions are applicable too, but will have limited Nodes. This encourages them to be involved with the surface. * Nodes are the only possible way for anyone, regardless of Threat Rating, to connect with worlds other than this one. This can be used for reinforcements and supplies. A single Node is fairly limited however, so try to gain as many as possible. * The best way to expand Node production in the short term is to gain other Nodes. Nodes will however be modifiable and upgradable, and certain factions may use them in specific ways. Be creative, but keep in mind that I'll be silently watching. * Spaceships are applicable, but keep in mind staying in space will grant you no nodes. This means no material, let alone food or manpower. No fleet should have tonnage exceeding in total a Super Star Destroyer. Cheating this rule in spirit is definitely a no no. Further, while the Ragnarok Array is huge, you generally need to stay in its orbit as there is very little space between the Array and the storms outside of it(By Stellar standards anyway). * Factions should be sustainable, as I mentioned above. You need materials and food(If you eat, anyway) and I will hold you to that.
Protagonist Points These points are used to commit impossible actions against Threat Rating 3 characters. Protagonist Points always follow the path of least resistance(For example, hitting an opponent in their blindspot and so on). They are not periodically renewed normally. Excellent roleplay, working in depth with other players or factions, exceptionally heroic(Both good and evil) acts, and other things that go above and beyond are good ways to give the GMs reason to renew these for you.
Protagonist Points can never be used to target characters, NPC or not, that aren't Threat Rating 3. Using 2 PP allows you to "cheat death", as long as there's even a 1% possibility of survival in that situation. You can also use 1 PP to retroactively alter the environment(For example if cornered by Stormtroopers on a Star Destroyer, you could spend a PP to happen upon a vent that leads to the trash compactor, and thus safety). Things like "charging toward an enemy trench under fire and making it to the trench unscathed" is also a valid action with 1 PP. As long as you follow the spirit of those actions with how you use PP, you'll be fine. If you're confused about if you're using it properly, just ask me. PP can also be used by Commanders through their subordinate NPCs(A named NPC or an entire unit) as long as they have some form of direct contact with them.
Mega-Structures The lifeblood of factions, mega-structures will be revealed on the map when I put it up. These range from city sized communication networks, orbital cannons, to massive dungeons, bunkers, or forts. All will be listed when the map is placed on the first OOC post. The most important of all Mega-Structures are the Nodes. They produce specialized materials not native to this world, allow small and limited gates to your home universe, and can be modified or used in a myriad of ways depending on the capabilities and intentions of your faction. Nodes can be upgraded, but the best way to make use of Nodes is to have more. Having a high number of nodes may allow you to take special actions, such as creating continent sized energy barriers to protect your faction from orbital bombardment. Nodes have have unlimited power but limited output, and they can be interfaced with magick, technology, or anything inbetween. They are intimately connected with the stations core.
Mass Combat Mass Combat is a conflict between two Factions. It serves as a framework for battles so that things are more interesting for both the factions and characters involved. Mass Combat is started when enemy forces under opposing factions meet each other for whatever reason. Mass Combat starts in the Skirmish Phase, escalates to the Battle Phase, and finally escalates to the Climax Phase. Mass Combat can be settled in any phase- As long as one side is forced to retreat, chooses to retreat, or is defeated then it is considered over. Mass Combat escalates to a phase higher for everyone involved at the same time. Additionally, phases escalate when it feels natural to everyone involved in the combat. GMs may declare that the phase has changed from one to the other in the OOC if they feel it is logical. Only TR 3 characters are restricted to the Climax Phase. Other characters can appear at any time, logic holding.
Order of Battle This section of the Faction sheet covers what kind of units you have available for each phase of combat. You are only listing your factions unit types by each phase; such as Skirmish: Skitarii Rangers, Militia Troops, Culexus Assassin. You are not listing actual units, just unit types. What units you have for a particular battle and how many should be settled by the actual situation, logic, and what you want to commit.
Diplomacy The path of least resistance for Diplomacy is settled by alignment and logic, along with your own objectives and needs. There are a few restrictions. You can only form a semi integrated partnership called a Grand Alliance with factions at most one step away from your own. Grand Alliances are similar to the Federation from Star Trek, or NATO from our own world. The level of integration, how they operate, how long they exist and so on is settled in character. Betraying Grand Alliances is a bit more difficult, so its a commitment. Normal Alliances, Trade Agreements, and practically any other form of diplomacy should be within two steps of your faction alignment. You can easily betray or not actually commit to a diplomatic action of this nature, though there will likely be external consequences. You can defy these alignment rules as long as you send a PM to me and I approve of it. Generally I will, if it makes logical sense.
Name: Simple enough, right?
Appearance: What they look like. You can eliminate this section in favor of a picture at the top of the sheet. If they're an original character, I'd seriously suggest describing them and having a picture if you can find a fitting one.
Age: Simple enough, right? Specify biological and chronological age if they don't match.
Race: The species they're a part of.
Gender: Simple enough, right?
Origin: The universe of origin. If AU, specify that. AUs are under more scrutiny then canons for safeties sake.
Objectives: What do they wish to do in the Ragnarok Array, now that they've been dragged to it? Characters without good objectives tend to fade into irrelevance, so I'd ponder this one deeply. Use this section for your long term goals and objectives rather than short term ones.
Temperament: Not personality, as you should define that in the actual RP. This is just how they typically interact with others.
Affiliation: What faction do they hold loyalty to at the moment?
Alignment: Alignment determines who you are willingly able to tolerate for long term relationships. This is especially important when it comes to a Heroes relationship with their own faction or others. Generally, anything more than two steps away from your alignment is completely unpalatable to your character. Don't ever let this dominate your characters actions, but also consider alignment the path of least resistance for their interactions with others. Alignments are more loosely defined in this roleplay, so don't worry about it too much. Again, this is at its strongest and most important when it comes to their dealings with factions.
Background: A short summary of their experiences before arriving on the Ragnarok Array. This isn't a bio, so you don't need that level of detail. If you're doing a OC, I'd add a little bit more than what others do if I were you. Since everyone who isn't a late joiner arrived at the same time a month ago, you've been around likely a month. However I'd probably look into the applied factions and characters and maybe work something out with others before saying what you did on the Array.
Skills: Even if their level of skill exceeds humanity, it should go here if it's a skill. Things like the capability to shoot a gun, read books, or build solar system destroying space ships. Like abilities, list them and give minor details. If they have average skill in a mundane skill such as cooking or driving, don't mention it.
Abilities: Abilities that defy natural laws, such as magic missile or the ability to regenerate from wounds. Anything that isn't a skill or item based should go here. List your abilities and at least give a basic run down on them.
Equipment: Anything members of your faction don't typically wield, such as special weapons or unique armour, goes here. Also includes single use items and consumables.
Protagonist Points: The capability to do the impossible, put simply. All low threat characters will start with at least one point. The uses of these points will be in the character guide, but the primary intent is to make unwinnable fights winnable when your opponent is a Threat Rating 3(God Class) character. If you get PP, I'll tell you when I assign your Threat Rating.
Threat Rating: A measurement of a characters threat level. To be set by co-gms only. Do not set it yourself, or I will be greatly displeased. Threat level is more or less about the gap between our characters power and helps the GMs manage that gap. Threat level is separated into three distinct categories. Beyond reference though you won't need to worry about this section until I assign you your threat rating. More information can be found in the character guide.
A mundane threat that is dangerous at the material level. Most characters fit in this category, so its not actually 'weak'. You can shoot someone, but you can also be shot. Any fight with a character of this class is a fight with a "chance" of victory, no matter how slim.
Potentially dangerous on more than a material level. May still be able to be shot, or may require certain conditions to be defeated. They share the strengths and weakness' of both low and high characters. If your character is designated 3(High), you may decide to weaken them at the start of the roleplay under GM supervision. If you choose this option, they will instead be designated 2(Medium) until they regain powers. This is regardless of their actual power.
Dangerous beyond the material level. At this rating, they are considered to be equivalent to a nuke in threat, though not necessarily destructive force. In otherwords, a living WMD that can potentially equal biological or nuclear weapons(and worse things). God level characters are designated threat level 3 automatically. Any fight against them without super weapons, WMDs, or other Threat 3 characters is a fight without chance of victory.
You are free to add as much fluff to this sheet as you want. Just make sure to have all these sections on it. There will be a map, but don't worry about it yet.
Faction Name: (Just the factions name. IE "Blackwatch") Leader: (Character) Faction Heraldry: A picture and possibly quote that represents the faction. Delete this section and place those things above the sheet. Alignment: A faction one step away can join you in deeper bonds and limited integration(Such as a NATO like force). You can still do diplomacy with factions two steps away from yours. Anything further is simply too far away from your ideology to normally deal with. You can defy alignment rules, but you'll need a GMs approval(and thus some scrutiny) to do it. Going with people near your alignment is always easier. Universe of Origin: The universe they came from. If AU, please make sure to attach that to it. Starting Situation:
Each option will have advantages and disadvantages that will become apparent when the map is put up. All factions get at least one Node to start with unless otherwise noted. Avoidance- Your faction was either far removed enough, lucky, or fled during the first week. They have suffered no loses. However, they also have claimed less land. Bloodied- Your faction suffered minor losses during the initial week, ranging from skirmishes to a few genuine but ultimately won battles. Battered- Your faction suffered heavy losses during the initial week, ranging from hard fought battles or partial annihilation. Nomadic- Your faction was and continues to be mobile. You do not start with a Node, but can freely move across the map until you find land you wish to settle or a faction you want to assist. Oceanic- Your faction resides in the ocean, either on its surface or below. This has blatant advantages and disadvantages unique to your faction. You still start with a Node. Stealth- Your faction was never actually encountered during the first week. Avoiding notoriety and conflict, their existence continues to be a secret. Underground- Your faction resides deep underground. You gain access to a single Node despite this, but there are few others Underground and they are difficult to find. Thus, you will need to go to the surface to gain more. Void-Based- Your faction started on a ship above the Ragnarok Array during the first week. You have possibly avoided all conflict, but have tenuous holdings on the planet below. You still start with a Node.
Background: A basic overview of what the faction did in its own world. Further, this also explains what happened in the last month that they've been on the Ragnarok Array. Integrated with Starting Situation. Officers: Named and important characters within the faction. This can range from NPCs to other Players characters if they join you. If they're NPCs you should at minimum give a sentence or so for descriptions. If its a player character other than your own, put a link in their name to their sheet. Victory Conditions: Leave this blank, for now. Special Resources: Things that don't occur naturally on Earth and can't be artificially synthesized like Sakuradite(Code Geass) or Virbranium(Marvel). You can only access special resources via Nodes, and the rarity and complexity of the resource determines how much and how quickly a Node produces it. You should give a name, what it does, and its purpose. You can only produce special resources your faction uses, or special resources you have encountered and sufficiently researched. Mostly for reference. Order of Battle:
This is the type of unit typically available for each phase of Mass Combat. Except in special circumstances, battles will be resolved over the course of three phases; Skirmish, Battle, and Climax. You can not deploy units later than your current phase but can freely deploy units from passed phases. This is the only structure attached to Mass Combat. Remember that this is just a framework to make battles more interesting. Mass Combat can end at any phase, even Skirmish if someone is defeated or retreats. Include Magick Users, Infantry, Artillery, Monsters, Vehicles, all that good stuff.
Skirmish- Light forces with a few rare medium forces. This phase is focused around preparation, testing your enemy, and grabbing the best position for future combat. Add units to this pool accordingly. (Example: Arcane Assassins, Light Tanks, Snipers, Ranger Teams, Commandos, Ninjas) Battle- This phase revolves around medium forces mixed with a few rare heavy forces. This is the meat and potatoes of Mass Combat, and it should end around here. Add units to this pool accordingly. (Example: Rifle Teams, Medium Tanks, Dragon-Riders, Sword Legionaries, Wizards, Jedi Knights) Climax- At this phase, Threat Rating 3 characters may also participate in the Mass Combat. Your heaviest forces become available, along with tactical WMDs. Most battles should end before reaching this phase. Add units to this pool accordingly. (Example: Super-Heavy Tanks, Emperor Palpatine, Elder Dragons, Gundams, Archwizards, Nuclear Weapons)
The RP has begun. This is new stuff!
Select a starting position for your faction. Try to work out among yourselves what fits your factions the most. Any of the red N's on this map are valid starting locations. Underground factions need not worry with this since this map isn't for them. Stealth factions may select from this list or wait and receive a hidden node after everyone else has gone. I would prefer you do the former however. To claim your starting position, just circle it in Paint and post that in the OOC.
After you've done so, feel free to post. If you're seeing this, it means characters not attached to a faction can post at any time too. Expect a private message from me as well. I'd recommend that you guys try to include each other in things, even as opponents. You definitely don't want to be alone or doing nothing. Either will ruin your experience here!
Heroes are really important for exploration! Especially to clear out possible monsters or stop rivals from interfering with your discoveries and work.
Mega-structures must be found before I plop them on the map. Additionally, the starting Nodes are only roughly half of all the Nodes.
Happy hunting~
Biomes, Denoted by a colored hex Pale Green - Fertile Floodplains Pale Green(Central Island) - Eden-like Dark Green - Forests/Heavy Forests Light Green - Light Forest/Plains Green Yellow - Savannah Pink - Rainforest/Tropical Rainforest Brown - Mountainous Areas and Mountain Ranges Light Brown - Rocky Terrain and Hills Yellow- (Dry)Desert Dark Yellow- (Semi Arid)Warm Steppe Orange- Tableland(Mesa)/Badlands Cool Purple - Cold Desert/Steppe Purple- Wetland/Swamps/Bogs Baby Blue- Seas and Great lakes Greyish Blue- Riverlands Dark Blue- Ocean(With Islands of varying sizes) Blueish White- Glacial Environments Grey- Tundra White- Taiga Mega-Structures, Denoted by a colored letter Nodes - Red "N" (Look like trees/plantoids of living metal) No other structures revealed Notable Hex Features Rivers - Baby blue line Wyrd Enviroments - None Revealed
*Each hex is self contained. Animals do not migrate or naturally leave their hex. Domesticated animals, however, can.
*The storms outside of the station grow and recede at a seeming whim. Sometimes things are ejected from them, rarely. Even more rarely they come uncomfortably close to the station, causing weird behavior among animals, mutations in plants and distortions in the station. It affects both the ecology of the station and its core in some unseen way.
*Weird weather can also result from this, and though there is a very low chance bolts of lightning from the "storm" outside the station can strike land on it. If it does, that area becomes a Wyrd Environment, unique, deadly, and utterly alien. Some already exist. Find them!
*Starting positions are not necessarily balanced. Choose wisely.
*The local wild life is Terran or Terran-esque. Mega-Structures and Wyrd Environments(Especially the later) can be the exception to this rule. Be prepared.
*Even massive amounts of fighting and pollution don't do much permanent damage to one of the stations hexes. They seem to repair themselves given enough time.
*A great majority of the wreckage leftover from the fighting is seemingly gone, and rather quickly too.
*There are refugee groups from the first week, and they are predominately human and civilian. You may find them when exploring as a character or faction. Integrate them if you so wish. Sometimes they'll even move around.
DracoLunaris, for providing the emblems on our map!