Post by Efelix on Oct 29, 2014 17:50:24 GMT -6
Introduction:
The year is 4047. The ICAP (Intercluster Alliance of Planets), an alliance of the Humans, Aguerrans, and Arcadians has enacted several major laws allowing the enslavement of several other races that occupy the cluster. The Traax, Sluggans, Radans, and other minority races are the target of these laws. In a mass exodus from ICAP space, they form numerous pirate factions which engage in a guerilla war with the ICAP, running raids on their supply lines, seizing ICAP military installations, and even occupying planets. At the moment, the two sides remain in a status quo. Worse yet for the ICAP, groups of people from Alliance races are beginning to secede and pledge their alliance to the pirates.
-Rules-
This is different from most RPs. I do not have a character. I play as the NPCs and enviroment. You make your own characters, and play as them. You can have multiple, but you can only use one at a time. I do not play any part in character-character interaction, just character-NPC or character-enviroment.
If you make a custom race, that does not mean you control them all. You play as an individual, and if you are of high rank, you control them by giving orders and such. Same goes with the faction. If you make a custom ship, it can be commonly used by your faction, but you only directly control your own ship. You have to give orders to command others.
Because of the way this RP runs, it might run slower than you want it to. Don't go post if I or another player haven't responded to you yet.
Follow the general RPing rules. No godmodding, ubering, whatever you want to call it. Common sense is good.
-Events-
(None of these events are plots you have to follow, but they will effect the world around you.)
Territorial ICAP Affair: Non-conformed planets face ICAP occupation as soldiers begin to set up installations on them. This causes many issues and accusations against the ICAP leading to a short conflict during late 4045 to early 4046, causing the death of 132 non-alliance colonists and 18 ICAP soldiers. The ICAP refuses to remove these installations as new problems arise, requiring them to adopt slavery for maintenance in the constructions.
Compulsory Minority Slavery Legalization: As the ICAP's human population begins to adopt increasingly racist sentiments, pressure is put on the government to begin to enact more discriminatory laws, until slavery of non-alliance races (Traax, Sluggans, Radans) and other minority races is legalized. Soon afterwards, these non-Alliance races are forced into slavery if caught in ICAP territory
The New Captain: An eager man in his early 30's rises through the ranks of the Alliance and becomes the first Alliance soldier under 40 to assume an officer's rank. He is known as Nari Xalk.
Abominable Creatures: Unknown, uncureable mutations arise in certain individuals for seemingly no reason, slowly turning them into disgusting, huge creatures. Abominations are considered enemies to the Alliance and are captured or killed on sight. They possess strange and powerful psionic abilities, making combat with them difficult.
Pirate Dawn: With the exodus of hundreds of thousands of non-alliance races from alliance territory, piracy becomes a large problem in the cluster; groups of pirates organized into larger factions overseeing the raiding of alliance shipments and worlds. War erupted between these pirate factions and the ICAP, with the pirates demanding slavery reform so that they might return to civilian life, and the ICAP wanting to destroy the factions entirely, seeing them as threats to the cluster.
-Factions-
ICAP: Known as the alliance, the ICAP is a coalition of the Humans, Aguerrans, and Arcadians. They are the official government of the cluster, but new laws have led to hostile relations with races not officially included in the ICAP. Although they have extraordinary weaponry, their soldiers are generally known as incompetent as a formal education is not required to join. A formal education is, however, required to achieve a rank past private. Due to poverty on earth and the decrease of credit worth, many patriotic humans enlist to make it the best-known faction in the Common Cluster.
Pirate Factions: Numerous organized oppositions to the ICAP, they are made up mostly of non-ICAP races pushing for reforms in the government. They practice guerilla warfare, raiding ICAP supply shipments, military installations, and occassionally occupying entire worlds. They are are known to mistreat the civilians of the worlds they occupy, extorting them for supplies, ships, weapons, and other things.
Board of Mercenaries: The Board of Mercenaries is the combination of the top ten mercenary organizations in the Common Cluster, rated based on net worth and militaristic prowess. The Board is an optional meeting-based organization that no group of mercenaries is ever forced to join. Challenges and higher-risk jobs are offered to those placed on the Board. To attend Board meetings is a very high honor for CC privateers, independent soldiers, and mercenaries.
Master's Table: The Master's Table, led by the aptly-named Master, is an exclusive organization available to only a few individuals. The Master is a non-religious yet Popelike figure, in that he is seen as a neutral leader among all factions and is seen as a figurehead to most people. The Master and others in his Table regulate relationships between the Common Cluster and the non-conformed (as in, other clusters not formally affiliated with the CC). Nobody knows where the Master is based, or what he even looks like, but most people trust him.
The Bloodhound Confederacy: A conglomeration of slavery-supporting factions, trained to scan minority-controlled or non-conformed places with the intention of rounding up workers. They are in a close alliance with the ICAP, using their position as an excuse to commit unspeakable atrocities against minorities and their own slaves. They are known as very racist and very rarely hire anyone who is not a human. Although it is against their agreement with the Alliance, they have a habit of marketing slaves to civilians.
Unaffiliated slavers: Independent, or unaffiliated slavers are seen as criminals to the Alliance. Unlike the Bloodhound Confederacy, they are largely unorganized and operate within private crews. They are unprofessional and are often groups of pirates who will kidnap anyone, not just minorities. They market privately to wealthy bidders and never show their faces near the Alliance.
Exodusters: Intercluster travelers, often exiles or deserters, who travel from place to place to sell and establish trading posts. They are not under any factions and are considered civilians in the eyes of the Alliance.
-Race Information-
Humans-
United under the flag of the Intercluster Alliance of Planets (which includes Aguerrans, Humans, and Arcadians), Humans have a highly militarized societal heirarchy based on military rank. Jumps in medical technology have made their average lifespan up to 100 years.
Aguerrans-
Bald and bipedal blue or green squid people with tentacles on the backs of their heads. They have a rare genetic mutation which places tentacles on the backs of their bodies, are usually tall and lanky, have two large eyes, and their blood will boil the skin of other races. They don't have a specific pantheon because they are free to believe in what they want. Most of their governments are democratic, but only wealthy, pure-born aguerran land-owners are allowed to run for a council. They are representative, but their representatives represent each planet instead of a country or state since each country they own must conform to that specific council or they are deemed rebels. The council usually has 20 Aguerrans and each has a specific job, and the councils each have a leader called the Father Esteemed that conducts operations in the council's court. They can live up to 250 years old, although their militaries and governmental positions only require that you are 20 or older and any age is allowed to consume alcohol. Their children are born into birthing chambers via eggs and the children leave the eggs after half a year. They officially become independent at the age of 13
Radan-
Bipedal creatures that usually stand at 8ft or taller when adult and often weight about 800lbs or more, they have large round shells on their backs to deflect attacks so they require specially-built armor to go into combat. Male Radan grow tusks, that require occasional maintenance due to the winding nature in which they grow. Radan are known for their love of warfare and industrial capabilties and they have a sort of theocratic government that focuses primarily on the female, as the majority of radan are male and it is very rare for a female to be born into any community. The females are heavily-guarded and usually receive luxurious treatment. Radan typically live up to the age of 85 and are considered adults at the age of 18. They drink different sorts of alcohols but remain largely unaffected by them, and they typically get along well with humans but hate most arcadians at first sight (although it is possible for them and arcadians to get along over time)
Arcadians-
A bipedal race who have a spherical body which contains all of their organs, they have a single eye in the center of their head. Their skin is grey and smooth, and they are normally much shorter than other races. They have a society based around scientific achievement, and follow a democratic form of government where each planet holds a single vote based on popular opinion of it's population. They often inhabit underground cities instead of surface structures. they are accepting of most other races, but have strained relations with Radans. They live on average to 130 years and are considered adults at 19.
Sluggans-
A bipedal race who prefer to live in underground areas. Their skin is dark green, and they have flaps on either side of their face for communication (their mouth is only visible when these flaps open) along with large, bulging foreheads. They have four eyes, two on each side of their head. Their skin is very sticky, and they have trouble with distilled water. They stand about as tall as humans, usually around six feet. They breed very rapidly and produce eggs, which are fragile; males must guard them. They can be sophisticated, but are usually considered animals, making them a favorite target of slavers. Their worlds are overpopulated due to their rapid breeding, and they do not live long; the upper limit of their lifespan is sixty Earth years. They are considered adults at 15.
Traax-
Huge bipedal marsupial creatures, standing 7 feet on average. They have wolflike features, with snouts lined with teeth and have clawed hands. They are covered in thick hair, and they possess psionic abilities more developed than those of many other races; they are normally capable of telepathy and can hone their minds to be able to use weak telekinesis. They are an extremely warlike race, often taking slaves and engaging in acts of piracy. The Traax are often considered animals, even though they are sentient. They are extremely religious, often using their religious beliefs as an excuse to raid worlds and ships. Their average lifespan is 50 years.
-Character Sheet-
Name:
Age:
Nickname/Aliases in order of prevalence:
Race:
Height:
Gender:
Faction:
Occupation(s):
Disease/Disorder/Defect/Other:
Flaws:
Positive Traits:
Additional Information:
-Ship Sheet-
Name:
Dimensions:
Armaments:
Appearance:
-Race Sheet-
Name:
Average Lifespan:
Average Height:
Appearance:
Society Traits:
Relations w/ Other Races:
-Faction Sheet-
Name:
Leader:
Affiliations: (allies, enemies, racial relations)
Weaponry:
Member Count:
Ships:
Ship Count:
-Weapon Sheet-
Name:
Variety: (like handgun, assault rifle, that type of deal)
Ammunition:
Modes: (like burst, automatic, semi-automatic)
Attatchments: (any avaliable attatchments for the weapon, like supressors, scopes)
The year is 4047. The ICAP (Intercluster Alliance of Planets), an alliance of the Humans, Aguerrans, and Arcadians has enacted several major laws allowing the enslavement of several other races that occupy the cluster. The Traax, Sluggans, Radans, and other minority races are the target of these laws. In a mass exodus from ICAP space, they form numerous pirate factions which engage in a guerilla war with the ICAP, running raids on their supply lines, seizing ICAP military installations, and even occupying planets. At the moment, the two sides remain in a status quo. Worse yet for the ICAP, groups of people from Alliance races are beginning to secede and pledge their alliance to the pirates.
-Rules-
This is different from most RPs. I do not have a character. I play as the NPCs and enviroment. You make your own characters, and play as them. You can have multiple, but you can only use one at a time. I do not play any part in character-character interaction, just character-NPC or character-enviroment.
If you make a custom race, that does not mean you control them all. You play as an individual, and if you are of high rank, you control them by giving orders and such. Same goes with the faction. If you make a custom ship, it can be commonly used by your faction, but you only directly control your own ship. You have to give orders to command others.
Because of the way this RP runs, it might run slower than you want it to. Don't go post if I or another player haven't responded to you yet.
Follow the general RPing rules. No godmodding, ubering, whatever you want to call it. Common sense is good.
-Events-
(None of these events are plots you have to follow, but they will effect the world around you.)
Territorial ICAP Affair: Non-conformed planets face ICAP occupation as soldiers begin to set up installations on them. This causes many issues and accusations against the ICAP leading to a short conflict during late 4045 to early 4046, causing the death of 132 non-alliance colonists and 18 ICAP soldiers. The ICAP refuses to remove these installations as new problems arise, requiring them to adopt slavery for maintenance in the constructions.
Compulsory Minority Slavery Legalization: As the ICAP's human population begins to adopt increasingly racist sentiments, pressure is put on the government to begin to enact more discriminatory laws, until slavery of non-alliance races (Traax, Sluggans, Radans) and other minority races is legalized. Soon afterwards, these non-Alliance races are forced into slavery if caught in ICAP territory
The New Captain: An eager man in his early 30's rises through the ranks of the Alliance and becomes the first Alliance soldier under 40 to assume an officer's rank. He is known as Nari Xalk.
Abominable Creatures: Unknown, uncureable mutations arise in certain individuals for seemingly no reason, slowly turning them into disgusting, huge creatures. Abominations are considered enemies to the Alliance and are captured or killed on sight. They possess strange and powerful psionic abilities, making combat with them difficult.
Pirate Dawn: With the exodus of hundreds of thousands of non-alliance races from alliance territory, piracy becomes a large problem in the cluster; groups of pirates organized into larger factions overseeing the raiding of alliance shipments and worlds. War erupted between these pirate factions and the ICAP, with the pirates demanding slavery reform so that they might return to civilian life, and the ICAP wanting to destroy the factions entirely, seeing them as threats to the cluster.
-Factions-
ICAP: Known as the alliance, the ICAP is a coalition of the Humans, Aguerrans, and Arcadians. They are the official government of the cluster, but new laws have led to hostile relations with races not officially included in the ICAP. Although they have extraordinary weaponry, their soldiers are generally known as incompetent as a formal education is not required to join. A formal education is, however, required to achieve a rank past private. Due to poverty on earth and the decrease of credit worth, many patriotic humans enlist to make it the best-known faction in the Common Cluster.
Pirate Factions: Numerous organized oppositions to the ICAP, they are made up mostly of non-ICAP races pushing for reforms in the government. They practice guerilla warfare, raiding ICAP supply shipments, military installations, and occassionally occupying entire worlds. They are are known to mistreat the civilians of the worlds they occupy, extorting them for supplies, ships, weapons, and other things.
Board of Mercenaries: The Board of Mercenaries is the combination of the top ten mercenary organizations in the Common Cluster, rated based on net worth and militaristic prowess. The Board is an optional meeting-based organization that no group of mercenaries is ever forced to join. Challenges and higher-risk jobs are offered to those placed on the Board. To attend Board meetings is a very high honor for CC privateers, independent soldiers, and mercenaries.
Master's Table: The Master's Table, led by the aptly-named Master, is an exclusive organization available to only a few individuals. The Master is a non-religious yet Popelike figure, in that he is seen as a neutral leader among all factions and is seen as a figurehead to most people. The Master and others in his Table regulate relationships between the Common Cluster and the non-conformed (as in, other clusters not formally affiliated with the CC). Nobody knows where the Master is based, or what he even looks like, but most people trust him.
The Bloodhound Confederacy: A conglomeration of slavery-supporting factions, trained to scan minority-controlled or non-conformed places with the intention of rounding up workers. They are in a close alliance with the ICAP, using their position as an excuse to commit unspeakable atrocities against minorities and their own slaves. They are known as very racist and very rarely hire anyone who is not a human. Although it is against their agreement with the Alliance, they have a habit of marketing slaves to civilians.
Unaffiliated slavers: Independent, or unaffiliated slavers are seen as criminals to the Alliance. Unlike the Bloodhound Confederacy, they are largely unorganized and operate within private crews. They are unprofessional and are often groups of pirates who will kidnap anyone, not just minorities. They market privately to wealthy bidders and never show their faces near the Alliance.
Exodusters: Intercluster travelers, often exiles or deserters, who travel from place to place to sell and establish trading posts. They are not under any factions and are considered civilians in the eyes of the Alliance.
-Race Information-
Humans-
United under the flag of the Intercluster Alliance of Planets (which includes Aguerrans, Humans, and Arcadians), Humans have a highly militarized societal heirarchy based on military rank. Jumps in medical technology have made their average lifespan up to 100 years.
Aguerrans-
Bald and bipedal blue or green squid people with tentacles on the backs of their heads. They have a rare genetic mutation which places tentacles on the backs of their bodies, are usually tall and lanky, have two large eyes, and their blood will boil the skin of other races. They don't have a specific pantheon because they are free to believe in what they want. Most of their governments are democratic, but only wealthy, pure-born aguerran land-owners are allowed to run for a council. They are representative, but their representatives represent each planet instead of a country or state since each country they own must conform to that specific council or they are deemed rebels. The council usually has 20 Aguerrans and each has a specific job, and the councils each have a leader called the Father Esteemed that conducts operations in the council's court. They can live up to 250 years old, although their militaries and governmental positions only require that you are 20 or older and any age is allowed to consume alcohol. Their children are born into birthing chambers via eggs and the children leave the eggs after half a year. They officially become independent at the age of 13
Radan-
Bipedal creatures that usually stand at 8ft or taller when adult and often weight about 800lbs or more, they have large round shells on their backs to deflect attacks so they require specially-built armor to go into combat. Male Radan grow tusks, that require occasional maintenance due to the winding nature in which they grow. Radan are known for their love of warfare and industrial capabilties and they have a sort of theocratic government that focuses primarily on the female, as the majority of radan are male and it is very rare for a female to be born into any community. The females are heavily-guarded and usually receive luxurious treatment. Radan typically live up to the age of 85 and are considered adults at the age of 18. They drink different sorts of alcohols but remain largely unaffected by them, and they typically get along well with humans but hate most arcadians at first sight (although it is possible for them and arcadians to get along over time)
Arcadians-
A bipedal race who have a spherical body which contains all of their organs, they have a single eye in the center of their head. Their skin is grey and smooth, and they are normally much shorter than other races. They have a society based around scientific achievement, and follow a democratic form of government where each planet holds a single vote based on popular opinion of it's population. They often inhabit underground cities instead of surface structures. they are accepting of most other races, but have strained relations with Radans. They live on average to 130 years and are considered adults at 19.
Sluggans-
A bipedal race who prefer to live in underground areas. Their skin is dark green, and they have flaps on either side of their face for communication (their mouth is only visible when these flaps open) along with large, bulging foreheads. They have four eyes, two on each side of their head. Their skin is very sticky, and they have trouble with distilled water. They stand about as tall as humans, usually around six feet. They breed very rapidly and produce eggs, which are fragile; males must guard them. They can be sophisticated, but are usually considered animals, making them a favorite target of slavers. Their worlds are overpopulated due to their rapid breeding, and they do not live long; the upper limit of their lifespan is sixty Earth years. They are considered adults at 15.
Traax-
Huge bipedal marsupial creatures, standing 7 feet on average. They have wolflike features, with snouts lined with teeth and have clawed hands. They are covered in thick hair, and they possess psionic abilities more developed than those of many other races; they are normally capable of telepathy and can hone their minds to be able to use weak telekinesis. They are an extremely warlike race, often taking slaves and engaging in acts of piracy. The Traax are often considered animals, even though they are sentient. They are extremely religious, often using their religious beliefs as an excuse to raid worlds and ships. Their average lifespan is 50 years.
-Character Sheet-
Name:
Age:
Nickname/Aliases in order of prevalence:
Race:
Height:
Gender:
Faction:
Occupation(s):
Disease/Disorder/Defect/Other:
Flaws:
Positive Traits:
Additional Information:
-Ship Sheet-
Name:
Dimensions:
Armaments:
Appearance:
-Race Sheet-
Name:
Average Lifespan:
Average Height:
Appearance:
Society Traits:
Relations w/ Other Races:
-Faction Sheet-
Name:
Leader:
Affiliations: (allies, enemies, racial relations)
Weaponry:
Member Count:
Ships:
Ship Count:
-Weapon Sheet-
Name:
Variety: (like handgun, assault rifle, that type of deal)
Ammunition:
Modes: (like burst, automatic, semi-automatic)
Attatchments: (any avaliable attatchments for the weapon, like supressors, scopes)