|More Journal Entries|
|The current theme of the month voted in by players is:|
Civilian Cities: Any drawings or writings of buildings, cities, places of note within cities etc. use this month to flesh out the cities and perhaps architecture of your factions!
War Walker Chassis/ A.I. Detailed ReportThe War Walker is a new variant of combat-able drone, combined with the technology left behind after the fall of the Elders and the newest discovery of A.I. integration into machines of the Lost. These Walkers, though mechanic in nature are driven by an A.I. that identifies as its own being and as a collective emotion of the rest of its “Pack”*.War Walker Chassis/ A.I. Detailed Report by KhaosRaptor
Every walker is based off the same general make, but with some slight changes usually/ but not limited to,
• House origin
• A.I. Pack, or Individual Iconography
• Repairs and Battle Damage
• Terrain and Camouflage
• Cloaks and Trophies
• Weapons and Additional Gadgets
Each Walker is designed with one main task, assisting its House, whether by assisting its Echo counterparts on the battlefield or by assisting communications in the house of tact with hostile or dangerous alien races where Echos could get hurt. All follow the same basic four-part design of a Walker. These parts consist of a Chassis,
Echo tanks- heavy Archan and light ArikanEcho tanksEcho tanks- heavy Archan and light Arikan by KhaosRaptor
6 legged walker tank, muli-layered iridium plated hull, heavy war cannon, drone deployment, twin light assault RRAC's.
Drones protect this versatile weapon platform, while providing support for the troops and walkers of the Echos.
The tanks themselves bolster a central heavy war cannon capable of land to air/ land to land anti armor. It's twin RRAC's also provide frontal suppressing for for troops and protection for it's drones.
Archan's are slow, stable, all terrain heavy tanks. They provide the firepower needed to defend the many bases the Echos occupy. The Archan's can latch onto the attack bays of low flying Bloodwolf cruisers and re-deploy when and where they are needed on the battlefield.
The Arakan is the fastest tank the Echos possess. Using advanced mechanics and hydraulics, the Arakan gallops forward into combat on four claw-like legs, firing waves of suppressing fire and covering for weaker parts of friendly lines.
Lighter armour, quicker spe
Fire wall heavy war A.I. ChassisFire wall heavy war A.I. ChassisFire wall heavy war A.I. Chassis by KhaosRaptor
20 foot tall, heavy war rifle, 'city sweep' missile pod, iridium alloy war shield. Void barrier cloaked shield. Iridium reinforced carapace.
FWHW-"You dare attack the Lost? I will see to your end!!!"
Heavy war rifle- semi auto, long range tank/ heavy infantry weapon, penetrating rounds, jet propelled explosive tips, emp secondary detonations. This weapon is a destructive beast in the hands of the FireWall, as it is proven time and time again that it can dish out volley after volley of highly explosive tank rounds into the enemy.
The iridium void shield, or IVS is a work of technological wonder, being a new addition to the Echos armoury. Its void shielding creates a barrier similar to that of the swords of the House of Blood and Scars/Kings. When ballistics enter this field they are slowed substantially and only the heaviest or fastest rounds can make it through the layer itself. Carried by the FireWall, this shield is used for mobile cover for both the
Shadowknife War Walker Close Assault A.I.Shadowknife Warwalker close assault A.I. Or 'Shadowknife'Shadowknife War Walker Close Assault A.I. by KhaosRaptor
12 feet tall, close assault, breaching, explosives, war forged heavy shotgun, deployable close assault drones.
This walker is a lot smaller than its larger heavy counterparts and yet is just as dangerous. Deployed out of low flying aircraft or directly with the main force, the 'Shadowknife' breaches and enters territory where echo insertion could mean casualties (I.e. Trapped buildings, prison camps, etc)
War Forged Heavy Shotgun or WFHS, is a close range, multi-purpose, breaching weapon, used for close assault with infantry and light tanks. The WFHS is, by all rights, a shotgun. Pump action, 4-barrels, but with a twist; instead of using pellets that spread out over a wide area it has substituted out for a 4 pod heavy incendiary rockets. Each rocket pod contains 4 compacted "mini-rockets" that all fire at the same time. When these rockets make impact they release their payload of small explosive charges over the area they contac
TENEBREAN FACTIONS.TENEBREAN FACTIONS.TENEBREAN FACTIONS. by TenebraesRising
The basic Individual Factions and Followings Within the Tenebrean Empire. The first of what i hope to be a few Entries that detail them further.
Primary Species:- Tenebrean / Calvarian / Temporiaan / Raudonah Drake.
Followers:- Citizens, Business owners, and Traders, of the Arcadian Trade and business Collective and City Port's
Primary Species:- Tenebrean / Calvarian / Horu / Ronah Drake.
Followers:- The Wild-Region Settlers and Political Renegades of the Tenebrean Collective.
Primary Species:- Tenebrean / Calvarian.
Followers:- The Primary Founding Species of the Tenebrean Collective and their Original Home / Capital World Tenebris - 888
Primary Species:- Calvarian / Stromian / Raudonah Drake / Temporian / Au, Raivian Drake.
Followers:- The oldest and Senior-most members of the Leading Species of the Tenebrean collective and it's People's.
ELITES / GUILDED
Primary Species:- Calvarian / Stromian / Raudonah Drake / Temporian /
Lu'terra Culture and Goverment Lu'terra Culture and GovermentLu'terra Culture and Goverment by Teedoe
DATE OF FOUNDING:130 TED
CULTURE:There are three kingdoms: Da'lune,Royalist and Sprockets. First it was two Provinces,Royalist and Da'lune. The reason behind their names is the Religion they come from. The religion is"The Mother and the Guardian". The Mother was Luna,she cares for all Lu'terrians in their time of help and need. She was also Lu'terra's first Empress. The Guardian was Vantredin he was a terrian he was Lu'terria's first royal General. The two provinces got one of the lord or ladies blessing,Da'lune got Vantredin blessing but wish to have Luna's, so this is why they named them self Da'lune which means in old Lu'terrian For Luna. The Royalist got Luna's blessing and not Vantredin so they wish to bring a lot of honor to him as his Royalists. This is how the provinces got their names.Then we go a little back before Vantredin and his Engagement
Lu'terrian Force Delcaration SheetBattle Ships:Lu'terrian Force Delcaration Sheet by Teedoe
Vantredin MK.IV +36
The War Horse Mk.II +35
Beholder Mk.III +16
The Iron Horse MK.VI +21
The Steed MK.X +26
The Swift Steed MK.I +15
Myrmidon VI +26
The Knight IX +15
The Ladies Grace VII 15
The VexationIntroduction:The Vexation by CommodoreHorton
First identified by Tenebraen medical personnel in the months after the Exceion Massacre, Exceion’s Disease (known to the general populace as the Vexation) is a terrifying ailment of unknown origin first contracted by the survivors of the infamous raid. With inevitable lethality, it has led to a dramatic change in the nature of the Dark City’s presence in the Ancerious Galaxy.
There is no particular patient zero to this lethal epidemic; rather a series of outbreaks occurred amongst the colony worlds which DCI military vessels deposited the attack’s survivors onto. Similarly, outbreaks have occurred on vessels involved in the transporting of Exceion refugees, and vessels which responded to the massacre.
The Vexation is a silicon based fungus of a previously unprecedented, unidentified genus. Transmission is predominantly airborne via spores attached to calcium based dust particles, though it is equally effective upon direct contact or, theoretic
Super Weapon Entry and Description FormSuper Weapon entry and description form:Super Weapon Entry and Description Form by LordNagaetros
Name: The Ouroboros device. A.K.A. “The planet cracker”
Physical Description: a spear-like device 4 feet long and 1 foot in diameter, A Hybrid of technology and magic.
What exactly does it do: Generates a colossal ring of energy around any large scale object so long as it has mass and brings the ring down around the object with adequate force required to crush and destroy the object leaving plenty of debris for later collection. Originally intended to harvest planets for the drake empire by breaking them apart and recycled in their home dimension, when in use the drakes will refer to it as the “Ouroboros protocol”.
Physical Capabilities: meant to be easily transportable by an individual since drakes have few ships and little need for a special one just for this. Once planted the device surrounds itself with alchemerium plates as it generates the ring to protect itself, it leeches the energy of the object it is latch
Kalaedan Tech SheetShips:Kalaedan Tech Sheet by zzaxle
Ion Cannons - Anti-ship weapons, fires an ionic beam at the speed of light, has a 180 degree firing range
Hybrid Cannons - Solid projectile anti-ship cannons, used to punch through energy shields, and and upon impacting the hull of the ship, the rounds sublimate, allowing the hot plasma on the inside to pour out, melting the hull. (Also known as Plasma Cannons)
Point Defenses - Standard point defenses are arrays of Ion turrets, they are operated via automatic targeting systems, however they can be manually operated from the firing deck
Suicide Drones - Generally deployed from carriers, used as an anti-fighter weapon (See below)
Starplatinum Hull - A solid hull created from starplatinum, able to withstand heats greater than 10^7 Kelvin, it’s very solid as well, being moderately resistant to solid projectiles.
Plasma Shields - The shields make up for what the hull cannot withstand, the shields are a pulsing veil of pl
Bozhe's Wrath (Superweapon Form)Super Weapon entry and description form:Bozhe's Wrath (Superweapon Form) by zzaxle
Name: Bozhe’s Wrath
This Super Dreadnought actually functions as a massive carrier. It has 5 bays, each one essentially being a hexagonal prism.
What exactly does it do:
Each of the 5 massive bays holds 1 million drone-piloted suicide fighters, each of these fighters has a nuclear payload, yielding to about 1 gigaton. These manually detonated weapons are deployed in a loose swarm, which is able to be split apart at any time.
These drones are piloted from a discreet building on Molotok
The ship is equipped with standard kalaedan shielding and hull, along with a few extra hybrid cannons for defense. Generally the ship, when being deployed, is protected by an entourage of kalaedan ships.
Once the weapon is fired, the superweapons is useless, as all of the drones need to be replaced, meaning that the kalaedans will have to rebuild them, taking a
|Section 1: Getting Your Empire Started|
“In each sector of this galaxy there may be a people out there taking their first steps to the stars. It is how we treat our younger brethren that determines if they become an agent for the betterment of the galaxy or a terrible blight on its existence. Thus it is all well and good to be great in size, but the measure of a nation is not in the girth of its borders but how it treats its smaller neighbors.” – Emperor Myric, Reflections of a Galaxy, Volume I
1.1: Military Power Limits
New empires that join the Ancerious Galaxy Roleplay start off with a base cap to the number of warships they may deploy within the confines of the Ancerious galaxy itself. This cap is 250 ships and has no effect on what the player has back in their home universe or reality. For reference a warship is a vessel designed to travel in outer space that may or may not be able to land on a planetary surface that is built with the intention of military use and is armed thusly. Civilian vessels whether they are armed or not do not count towards this limit as it takes many civilian ships to maintain the needs of a star empire and its’ military apparatus. In a later section we will discuss what counts as a warship by classification and how to fill out the force declaration list. Once you have fully joined Ancerious you will gain an additional 250 warships each two weeks in real time up to a maximum set limit of 4000. This also goes for reinforcements to losses sustained in galaxy as well and must wait for the end of the two weeks to gain 250 ships back. This amount is not fixed and is being fine tuned.
New Empires also start with 5 solar systems for their beginning territory.
In the same process as is allowed with the increasing of warship numbers, players are allowed to colonize an additional 5 solar systems per two weeks up to a maximum of 50 solar systems. It is left to the player’s discretion as to how the colonized solar systems are arranged and what type they are but the galactic map (The map is a work in progress for note.) will be updated each month in accordance with this fact.
1.3: Super Weapons Limits
Your Empire may also have access to a certain amount of Super Weapon slots. These slots are by no means compulsory and are optional.
Note: Superweapons Rules revised, see section 8A for details
1.4: Required Information Forms
You must also fill in the following entry forms for your empire:
Overall Empire information form:
Force Declaration form:
Super weapon form (NOT COMPULSORY):
Biology form (Only required if you have a very alien and diffrent race): emperormyric.deviantart.com/ar…
Section 2: Alternate Empire Options
"Once one comes two shall follow... It is only a matter of time before flocks of other races both good and evil descend upon this new discovery, War will come to Ancerious. Mark my words it will come..."-- Lord Skullow of Tenebrae privately addressing his subordinates
Players have the option of playing up to two alignment balanced additional factions or empires in addition to their main empire. For instance if your main empire is evil you may play an additional neutral and good aligned empire and vice versa.
These additional empires are for the purpose of aiding to plot development and the maintenance of storyline arcs for the galaxy, but they are not for the use of gaining military or any form of advantage that a player would not normally have. Using alternate empires for the sole purpose of gaining an unfair advantage or cheating to evade the rules is referred to as ‘Milking’ and is strictly prohibited.
Section 3: Fair Play
"Do not believe that you've caught us off guard with such a powerful tool, that you have us already defeated.”– High Exemplar Gravus after the destruction of the Matterforge.
It needs to be said that when role playing with another faction it is best to work together.
Anyone overriding another faction by intimidation out of character or anyone controlling someone else's faction without permission instantly gains a Black mark. These Black marks are given out by administrators to those who have broken the rules and transgressed. If three black marks are by your name you will be kicked from Ancerious after a period of 2 weeks we will offer you a place back in if you apologize and promise not to do so again. BUT you will only have ONE black mark this time. If you transgress again we will permanently kick you from the group.
Section 4: Semi- Limited Galaxy:
"A Million worlds and more to explore... such wonders waiting to be uncovered... And such horrors to be faced. A new galaxy, both a place of wonderful mystery and terrifying evil"-- Former leader of the Cerabian Empire on discovery of Ancerious
For all intents and purposes the Ancerious Galaxy itself is the absolute limit of the game play area. No faction is able to go outside the galactic boundaries and no alternate timeline or reality versions of the Ancerious galaxy exist. This may seem harsh however there is a reason for this and it may even be part of how your people have come to take up residence in the Ancerious Galaxy. This is a weird place after all... However you may have contact with outside parts of your empire (such as you getting your reinforcements etc.) and communications however you may not bring in your entire factions forces etc. You are still restricted to the limits (its assumed your factions main parts are more focused on other things) you may send stuff back and forth but of course has to stay in the limit.
Section 5: The Limits of Belief
"It is obvious we will find others who are radically different out there, but then again... the laws of physics are a harsh mistress, whoever we find will be just as constricted as we are"-- Agion Commander of the ShadowBlade fleet
The Ancerious Galaxy’s role play operates within (mostly) the realm of physics. This means that the basic understood laws of physics are in effect and players should read up on the subject but expect a little movement room for the science fiction effect. For instance light does not instantly travel, it takes time and thus faster then light does not mean instantaneous travel. Inertia, velocity and mass all have effect son objects and thus, there is a set frame of operations that governs the galaxy. This does not mean that anything that is not real cannot be possible. If you have a technology that technically cannot operate in the laws of physics' or for say real life then all you need to do is explain to the administrators how it would work. This is not to so say techno-jargon will save the day but putting time and thought in to the function of said weapon will increase the likely hood of it receiving approval. For example, if a weapon is submitted that does [insert effect here] and should not for some reason work in real life because it operates on some imaginary particles or energy all a player has to do is explain in detail how the weapon should work. Making the weapon or technology sound real and or believable as well as putting some effort into the information presented will go a long way towards approval. This process and the nature of these technologies and or weapons doesn’t mean you can bend or break the rules governing limitations on weapons, warships or other rules in general.
Section 6: Time Travel Technology
"Time. Time is merely another tool to be melded to our will. It was gifted to us by the great Khamood' Ur. Who are we to question our god?" -- Emissary Dyxis to Emperor Myric
Now time travel IS allowed in Ancerious with a whole army of exceptions. I cannot list them all here because I would die of old age (too bad i don't have a time machine BOOM sorry) But You MUST state to an admin that your faction has time capabilities. We don't mean to be harsh but we will only give you time abilities IF you can prove yourself a very good Rper. The damage that someone who has never RPed before having time tech could do is infinite and so consult with an admin. Even if you are granted this you WILL BE WATCHED by the admins. Any wrong move or abuse will be either rectified and we will warn you or you will get a black mark. Time travel is far too powerful in this RP to be abused and so our resident time traveller will be on the look out to help those time tech people.
However we will limit time travellers in this RP to only a few good players. Everyone having it just ruins everything.
Section 7: The Specifics of Warships
"I Have a thousand ships at my command! That alone should show our grand purpose! Have mercy for any fool who gets in my way, for I shall not"-- Lord Emperor Garren of Capitol
In more detailed and precise definition a ‘Warship’ is a craft used to wage some form of warfare against an enemy. In the strictest sense it is often a military craft built for that express purpose however, retrofitted civilian craft, pirate vessels and militia vessels can fall under the grouping and if armed for this purpose must be noted within the ship limitations. The warship declaration sheet can be found here:
The above template is submitted to ancerious when you enter the RP, or for previously existing empires is due as of the public release of this revised rules set. Officially warships fit into the following primary categories but, players are allowed to judge which class their vessels fit into by their nation’s own criteria.
Special Units – Artillery ships, Mobile star bases/Battle fortresses, Space Faring Mechs.
Traditional Warships – Super dreadnought, Dreadnought, Battleship, Battle Cruiser, Carrier, Heavy Cruiser, Cruiser, Light Cruiser, Destroyer, Frigate, Corvette, Sloop, Gunship.
(Please note Ancerious has a limit to warship sizes being 300km maximum, anything over will not be accepted and this limit is for truly large ships, not 'all my cruisers are 200km' please be somewhat sensible with sizes. However starbases etc. may go beyond this size)
Customized warship categories are welcome as well especially in the case of vessels that fall between noted roles and uses. Please try to deploy relatively balanced fleets that consist of a mix of classes and types, as opposed to claiming something ridiculous such as 250 super dreadnoughts. The administrators will often suggest changes or if the list violates balance or fair play rules you may be asked to outright change your listing.
More detailed information on the nature of the force declaration can be found on the force declaration sheer itself.
Section 8: Superweapons in detail
"Let those lapdogs think they have won, give them a few moments of celebration. That is enough, prime the Void Distortion Cannon. Let our enemies burn. But make sure some stay alive, I want word to spread, I want them to fear our power"-- Member of the council of thirteen Carron on the Cerabian fleet
In Ancerious as described in section one you are allowed certain super weapon slots. Because super weapons fit such broad categories and can encompass different things
players often have different concepts and classifications of what a super weapon is or is not. For all intent and purposes Ancerious has a standardized scale setting a basic limit on the classification of super weapons in regards to their destructive force and the number of slots they consume.
[Slot info revised, see section 8A]
Keep in mind these are very rough boundaries for super weapons and thus may be subject to revision at a later date pending the study of their effect on game play. Each player must submit a super weapon’s listing of any super weapons you wish to use in Ancerious so that the administrators can review the weapon and appoint the appropriate cost in slots to your limits. Please use the form included below when submitting a super weapon. Also of note you may only ever have ONE of each super weapon, having multiple of the same class will result in them being additional super weapons and hense filling up more slots (aka you have two slot ones the same this means they take up two slots not one)
Physical Description: (what it looks like is it a facility a ship? Etc.)
What exactly does it do: (why is it a super weapon? Does it break down molecules? Breach reality? Make massive explosions? Etc.)
Physical Capabilities: (can it defend itself? If a facility does the facility have defences? Does the ship it's on have good weaponry other than the super weapon?)
Weaknesses: (can the facility be easily attacked? Does it have a small area of effect? Insanely long charge time etc.?)
How many Slots do YOU think it takes up?:
Super weapons also run on a Warship basis. If one is destroyed you must wait two months for it to either be rebuilt or whatever, no instantly replacing them.
Section 8A: The Proliferation Act of 2014</U>
Due to the proliferation and abuse of the Super weapons rule this revision; the proliferation act of 2014 has become required as an amendment to the original rules that overwrites some or all of the original super weapon rules. As with any far-reaching amendment it is best that players consult the administrators if they are unsure of their super weapons status or the status of any super weapon submission. As before all proposed super weapons must be approved by the administration corps prior to use in role play.
As noted in the original super weapon rules a player receives a set number of super weapon slots based on the number of ships he or she is able to build at the time. This is not based on damages or losses received but the point at which the player reaches the ability to build and support the following numbers of ships.
[1 slot] – Requires 1,000 vessel capacity
[2 Slots] – Requires 2,500 vessel capacity
[3 Slots] = Requires 4,000 vessel capacity
Super weapons by definition are weapons used in either a defensive or offensive role to effectively render a given target either unable to continue combat* or effectively destroyed.
The means in which you the player may be able to achieve either effect are as varied as the factions in the role play themselves. As a general rule, the less specific the targeting of your super weapon and the greater its area of affects the more slots it would use. So the following revised definition as taken from the primary super weapon rules would now apply
Super Weapon Slot (1): Typically limited to weapons of terror, that are not directly deadly but the chaos they cause can be. Some examples include biological weapons (IE) that don’t destroy planetary ecology, weapons that kill a ship’s crew but don’t destroy starships (SSC) and weapons that otherwise make it difficult or impossible for the target to fight back (Flux Ascendancy).
Super Weapon Slot (2): Two slot super weapons are weapons that bear the ability to destroy a planet in a repeatable fashion either by destroying the planet outright (Union) or by destroying it’s ecology to the point recovery and use is rendered impossible (Aberration).
Super Weapon Slot (3): Three slot weapons are the ones you really hear about but do not ever want to experience firsthand. They are the single most destructive weapons in the game and at most possess the ability to snuff out stars and by extension or by intention the solar systems that orbit the said stars. Three slot super weapons are weapons of pure terror that thankfully are rare and seldom used.
Ultimately it is the responsibility of the player to fill out and submit a detailed document regarding their proposed super weapon using the Super Weapon Information sheet and have it approved by the Administrators before they may use their super weapon. It also should be said that the super weapon should not be confused with the concept of a ‘Unique’ unit as noted blow in section 8B.
Section 8B: Unique units </B>
Eventually the leaders of a nation get the idea to build something that represents their people in the light they intended. The resulting unit is always unique to the nation and cannot be mistaken for anything else as it often encompasses the true spirit of a nation and is a demonstration of the nation’s capability. This is where a unique unit would come into play in Ancerius, each faction would at the time they receive their third super weapon slot also receive the ability to build one unique unit which would be expected to be a starship. The use of the vessel would vary based on the nation constructing it and thus the first limitation to constructing a true unique unit is that the unit itself cannot be a super weapon. Players might design it to carry their super weapons however or perhaps have it exist for industrial, diplomatic or for trade purposes. Players may only design one unique vessel and may only have one in any state of service or construction at a time. Should such a unit be destroyed players must wait six months in real time to replace it.
Unique units are subject to the same approval process as super weapons and the following information should be provided to the Administrators at the time of submission.
Dimensions: [length, width height]
Super Weapons Carrier?: [Yes/No]
Purpose: [what do you intend to use it for?]
Capabilities: [What is it able to do?]
Limitations: [what are it’s flaws?]
*Unable to continue combat as a term may include making the crews of a target fleet unable to man their stations, killing the crew whole sale or otherwise making them unable to continue fighting.
Section 9: Deities and Entities
"The circumstance of our birth is irrelevant, It is what we do with our gifts that determines who we are, and what we fight for"--King Helios of the Drake Empire
It is the nature of most that they want to be powerful and it is thus more tempting to be so while role playing a nation-based role playing game. It is then one of the points of contention for a good role play. For the purposes of this document such powerful beings are considered in two categories, the Deity and the Entity.
A Deity in the context of this Universe represents an all powerful omnipotent being. While such a being may or may not be infallible it is a being several magnitudes of power above your average mortal. These deities are incredibly powerful and while may add to plotlines have the potential to be incredibly abused and used for OP and power play. In this respect you MAY use up to 3 deities in Ancerious IF your faction has them or requires them for your faction to be played. You cannot randomly make up deities to be used because of this rule. HOWEVER if you DO have deities in Ancerious you WILL be closely watched by the admins just like with time travel. These Deities work under this theory. They may be all powerful and have incredible power to change things only IF they do not intervene (sort of like a god but one who merely watches and guides through words not actions) the second is the option that they do directly intervene but CAN be hurt/ beaten etc. And are not as all powerful as their non action brethren. Either way this area is under scrutiny and any with such characters will be dutifully watched...
Until further notice, we will not be allowing any more gods, deities, or all powerful figures into Ancerious.
An Entity is a being that is generally often immortal or very long-lived but is not omnipotent nor does he or she possess any major powers or abilities such as being able to create life or eradicate an entire race at a whim. Entities can be the leaders of Nations or other major character roles, but should be treated as Semi-NPC if they bear significant powers, and PC’s if they merely bear something as minor as a long life span beyond the norm of their species.
Needless to say both Deities and Entities need Administrator approval, with the use of a impartial third party stand in should an Administrator be the one submitting such a character.
Section 10: Biology:
"Its strange for you to comprehend our bodies in a normal way, we live with this crystal just as you live with the blood running through your veins. Although of course Diamantide does give you far more bonuses..." --Praxian Commander of the Nex
No species is immune to everything and so different races can have infinitely diverse biology's. In this regard is advised for you to describe your species biology and detail what they are resistant/immune to or weak to in regard. You cannot be resistant to everything and there is always a weakness to a race, if you do not have any race weaknesses the Administrators are obliged to make one for you. This section is especially important if you are playing a race which is far different to humans. If playing a human race you may just put human down but again your humans may be different... It's always best to have these things down on your entry form rather than turning up later in an argument. If you need any help on biology ask an admin we are all very adept at Chemistry physics and biology.
Section 11: Fallibility of Empires:
"Nothing is perfect. You may build the mightiest defenses in creation, given enough time someone will learn how to defeat them, that is the way of the Universe. There can be no perfection this side of the grave"-- Emperor Daniel of Carnaith
No one is perfect nor do they make perfect things. It is the nature of life itself to bear imperfection and the driving force of biology itself to try by one means or another to slowly correct these errors. That said one can also conclude that no empire is perfect, and thus neither are the peoples that compose it, regardless of origin or species. Therefore no one’s defenses are impenetrable or their society immune to upheaval or subversion.
Section 12: Magic:
"You call this what you don't understand magic because you cannot comprehend how it works. It is merely a method which has been passed down and learned by my people for many generations. In a way I suppose it is magic... maybe it's better that way, sometimes it is better to believe than understand"-- Lesser Empress Gaia to a still learning race
Magic IS allowed in Ancerious but again is under close scrutiny and watch of the administrators. Magic is again another area which can be woefully abused and power played. In this regard Magic is just as limited as technology. In this regard you can use magic to fill any role technology may play and you may have magic users in your military but you are required to describe and explain the use and effect of your magic just as a technology user must justify the nature of his technology. This means that you are not allowed to perform maneuvers which are illegal or otherwise and just say 'my magic allows me to do this'. Contrary to some sources magic does not mean you override the laws of physics, they will always apply unless in certain circumstances. If you have individual concerns consult and admin and we will be happy to help.
Section 13: Out Of Character & In Character Boundaries
"There is absolutely no way you knew we had a contact." -- Minevan infantryman to a maverick officer after a series of artillery strikes.
Anything said Out Of Character is not admissible in any way shape or form In Character. This absolute boundary extends to conversations via deviant’s note function or comments made in response to submissions on Deviant art that are clearly of OOC nature. Furthermore Skype conversations are considered to be all OOC unless an IC status is agreed upon by all participants.
A lot of Ancerious RP is also going on Skype and most players do talking on Skype I will list everyone's individual skype names (if willing) in order for contacts. It is advisable to join this for ease of contact. Skype is free and easy to set up if you do not have it.
Section 14: Timing:
"You can plan for a billion years and finalize it to every conceivable variable, but when a plan requires timing... If you get it even one second too late those million years are gonna seem a whole lot longer..."-- ICS unnamed Strategist
No agreement between player-nations is considered complete and legal until the event reaches it’s agreed upon ending. The date of the last posts or the conclusion of the event is official as of the Primary Roleplay’s time line and thus may or may not effect what a player or players are able to do without consequence. In addition a timeline for Ancerious is under construction for ease of dates and whats happening.
Section 15: Ancerious Canon:
"Ancerious is like nothing you have ever seen before. Take the advice, I have lived here for hundreds of years and still things surprise me. This galaxy isn't natural and I can tell you now, if you're not ready for her she will chew you up and spit you out" --Raiden supreme grand master of the Sicarii Order to Captain Volkus.
The official storyline and concept of the Ancerious galaxy is considered the official cannon of the role play. This cannon role play is independent of all others and is designed so it will not within reason infringe on your creative works or story lines. What you and your empires do here will affect the Ancerious cannon, but what you do elsewhere has no effect on Ancerious. That said back home you might be the most powerful galaxy ever conceived but here, everyone starts equally and you may find your superiority is not so superior. In ancerious you operate under the primary galactic plotline and we admit this may not be for some people. Balance is the key to any role play and in ancerious no one’s individual cannon overrides anyone else’s cannon. The individual player’s canon in Ancerious is often melded together to create a balance and also to create a pretty damn cool canon at that. If you have any questions on this regard ask an administrator.
Section 15A: The Golden Cannon Rule </B>
It is the nature of Role Play that we inevitably will see something that inspires us to want to design an equivalent, parallel or introduce a copy of it. The fact is science fiction does copy itself a bit and is really good at introducing flashy ideas that change the game in their respective series. In light of current events in Ancerius and with consideration other players involved it has been discussed and is decided that should a player see something in a given science fiction series or other genre they want to implement in Ancerius the following standards apply.
You the player must absolutely accept all of the item’s limitations as stated in its official source material as published by the original source. You must also explain in full detail through actual role play how this foreign item came under your control. What you may not do is alter the design in any way to address its existing limitations before you use it in role play. This means for instance if you want the death star, you cannot patch up the thermal exhaust ports or make it faster or shorten its super laser recharge time without significant Ancerius role-play that involves other players.
In certain cases such items may count as the player’s allotted (1) unique unit for their faction due to Administration review. As a final note, all items that fall under the “Golden Cannon” rule are subject to review upon introduction and periodic review after being accepted by the Administration to ensure the item is not being used out of context. It also may be required by the administration in some cases that a item require calibration to work at full capacity in the Ancerius galaxy which may take a set amount of tome or certain conditions as noted in the review.
Section 16: NPC Factions
“Ancerious seems to be a honey pot of Empires, don’t be fooled boy, there are many out there that we have yet to see...”- Captain Alexander of the Adectu Empire to a Adectu ensign.
The Ancerious galaxy role play is based in a massive spiral type galaxy not unlike the Milky Way galaxy we know in real life. As the current map indicates the known nations have barely explored the massive expanse of the galaxy. Such a sight as seen on the map is surely inviting to those sentient species out there looking to expand, or perhaps merely looking for some place to call home free of some great trouble. We know clearly from the areas of the galaxy that are charted that there are many races in the galaxy already and there is the potential for contact with countless others in the unexplored frontiers.
This plethora of populations leads to a critical role play concept, the non-player nation. An NPN is a sub-faction that it’s not exclusively controlled by one player but can be created by any standing member of the role play. The purpose of such a nation is to add a greater variety to the universe by allowing players to create other nations and peoples but not necessarily have to worry about their day-to-day operations as they might with their main faction. Make no mistake a NPN is not a lesser nation but an equal one and is bound by the same rules as any other faction created in the role play. It can be said that the following five guidelines are functional rules for the creation and operation of an NPN.
1. All NPN nations must undergo an approval process using the same form as a normal player nation. Extra information on the Empire info form should be added by the creator to cover the nation’s character, motivations and nature/alignment (ie god, evil, lawful good, neutral, chaotic and so on.).
2. No NPN nation can be conquered by its creator.
3. No NPN nation can exist simply to give any one player any unfair advantage such as acceleration of tech development, additional units and so forth.
4. While there is no current limit to the number of NPN’s that can be designed and created, please consider the vastness of space and the relative rarity of life. (ie please don’t flood the admin’s with NPN requests.)
5. Any NPN that is proposed by a player that effects another player’s nation by existing and its basic actions must have that players approval before it can be submitted for approval by the Administrators. (example; player 1 wants to create a pirate group that raids player2’s commerce ships, player 1 will need player 2’s permission.)
For a functional example, Myric has thankfully provided one of his works in progress as an example of how an NPN might be designed. Consider the case of the Eos as stated by Myric.
“Take the Eos Consortium, a new NPN faction who originated in Ancerious around a very devout and radical religion. The Consortium seeks to bend all they encounter to their religion’s will and will make frequent attacks against unbelievers. Because of this they are unlikely to ally with anyone and before anyone requests use of them they should consult me to find out their abilities. While unlikely to ally it is possible they may be convinced join with factions to prevent their own destruction in short term agreements. It is also possible they may determine a random target and wage a holy war against a random empire.”
Section 17: Combat
"On the ground, the foe has us outnumbered and dug-in. No man or woman in their right mind would mount an assault on such a fortified foe. But you're not in your right mind. You're in the Corps."
-Chief of Staff Bradley Novak to a company of Marines.
In Ancerious, combat, be it in space or planetside, is a prevalent aspect. While definitely not the most important part of the group, a vast majority of the roleplays and development are about combat or are combat. Generally, in a combat-based roleplay, there must be rules or a system in place to help prevent discrepancies; since there is no longer a stat system, there'll just be general rules on it covered here. A few key points and terms are as follows:
-No godmodding; essentially, godmodding is when someone has the capabilities to do anything without limits or boundaries, and/or simply cannot be harmed or affected by any and all means the other RPers try.
This could be killing or injuring without the player's expressed permission in certain cases.
It could be when a player simply cannot be hit and dodge all things directed at them in an incredulous manner.
It can also be using or controlling another's forces or characters in any way without the other player's expressed permission; this is commonly reffered to as powerplaying. The usual outcome of this is a character/force being portrayed as something that they're not, making them appear weak to make another character/force seem superior, etc. This can sometimes go beyond that irritating line and become straight up offensive.
-No autohitting; to clarify, autohitting is the act of writing the attack, and explaining the damage inflicted upon the one recieving the attacks in a post without their consent or prior approval in a post. Have some trust in your fellow player. Leave the damage one takes to the one recieving the attack.
-No metagaming; metagaming is, simply put, using out-of-character knowledge for an in-character advantage, with information that in-game would not have been known. This is a way of abusing the game and is generally considered cheating. It can be hard not to be influenced by OOC information that could save you from total annihilation, but do your best to immerse yourself and act in-character.
-Try and reach a happy medium with those you are going into contest with, to avoid arguments. Settle your arguments with reason.
-Be alright with taking hits and losses, even heavy ones, every now and again; not everyone has to win every time.
-Be flexible. Try and work with other people's concepts and grasps on combat in general
Section 18: Constant Canon
In light of recent concerns of major players retconning Ancerious canon, a temporary rule (as of right now) is being placed that will prevent players from retconning anything that will affect the canon or timeline whatsoever.
Once joined, players cannot leave and state that their factions or creations never existed. You can, however make a sufficient write-out for whatever they please. Just know that once you contribute something to Ancerious canon, it is going to remain in Ancerious canon because you provided it of your own volition. Therefor, I heavily recommend that you reconsider before shoehorning your home canon into the group; there are no take-backs.
Think of your empire sheet as a sort of contract. Once you're in, you cannot screw everyone else just to get out. If you want to leave and remove your faction or creations from the group, discuss it with one of the admins.
The plot is ever-fluid. If you do not want to or think you can commit yourself to a constant canon, then it would be best to reconsider your choice of roleplay group.