Old RPG In Town

The original (url="http://"http://www.AmbrosiaSW.com/webboard/Forum11/HTML/000247.html#")link(/url).

The other, more original (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum11&topic;=000238")link(/url).

It's a space based empire-type RPG.

Some text from the topic:

I'll assume that settling other planets (travelling what, hundreds of light years) seperates people from the common group unconscious (i.e., Earthist). In early years, this difference would not be great, but as the population of the new world grows and becomes more established it takes on a unique identity. After a good many generations, the inhabitants might no longer act as though Earth-born were really 'human' (despite having almost exactly the same physical characteristics.) This distance has forced them to develop their own collective. Also, while evolution proceeds over 100's of millions of years, there are several quick changes that can happen over about 10 generations. On a heavy G world, people might tend to be a bit shorter. Thus, you could tell someone was a i.e. Gratthi because they were short and dense. They would also react to you as if you were truly an outsider. People from other planets would become less sociable quite quickly if regular communication was not kept up.

Settlement: Galactic settlement has proceeded in all places within the Barrier (covered later). Earth originally settled the nearby world Aleph 9 (called Dawn), and then the next one 50 years later. It was during this settlement that they first noticed the 'sociality shift' between interactions of Dawn-born and Earth-born humans. There was a lot of social unrest about the matter, and SG (it is referred to as simply 'Sol Government' instituted compulsory labour and education exchange with increased trade. This fixed the problem somewhat, and in the modern day era, they regard themselves as being fairly close.

SG's influence extends only as far as it can fund such constant interaction. It stopped settling worlds at about 15. These are run as a single government called the USC (United Sol Confederation). The USC restricts interaction between the other Fifteen, naturally, and almost all transport takes place on the exceedingly busy spaceways above Earth.

Over-colonisation in the early days resulted in several planets being settled that were simply too far away from Earth. These planets (there were 5) grew colder and colder towards Earth, at the same time settling other planets to create their own empire. They were however, rather weak in terms of manpower, and the other colonies tended to break off themselves as the 'sociality shift' became more pronounced. The colonies, settled in a pentagon at more or less equal angles from Earth, began a wave of colonisation that would end with the occupation of 1/2 of our arm of the galaxy. Colonies outside the Fifteen are recognised as being either Qelthas, Aerniac, Terebell, Olothian, or Renegeen (names subjected to change). The Founder worlds did not rule over their colonies for long, and only Olothian maintains more than 3 colony worlds. Although this is the case, when space began to run out (Earth is around the upper centre of an arm of the galaxy, there is more space down to the body of the galaxy naturally than at the tip), settlers from all factions started colonising around the Expanse nearer the centre of the galaxy. This is called the Scattering, as there are many worlds with Founder culture scattered pellmell around the place. This expansion was stopped by the Barrier.

The Barrier:

The form of travel used to cover interstellar distances (tachyon physics) do not operate in Barrier space. This is defined as space southward of Earth, that begins almost at the midway mark of our arm of the galaxy. It appears to be curved slightly outwards, indicating that the effect must be huge - originating from the centre of the galaxy to cover all 4 arms in a similar effect.

Technology:

Probability Physics:

What we know today of probability and chance is little more than how to calculate exactly the odds of something occurring. In the future, probability can not only be calculated, it can be fixed. There is a chance for everything. There is a chance that your atoms, all of them, could suddenly re-materialise around Alpha Centauri. Though this chance might be smaller than 1:all the superstrings in the universe, it is still a chance. Using an arcane technology developed by the Juniper Project AI's, the chances for various simple actions can be fixed. The simpler action, the simpler it is to program the P (probability machine) to fix the action. Space travel is achieved by use of a P, to manipulate the chance that all the atoms in a spaceship are altered into tachyons (faster than light atoms). This can be fixed quite easily, for although the chances of turning into tachyons is remote, it is a simple operation. The P gathers the probability of it occurring and activates at 1:1 odds. The ship's P then boots the ship out of tach when it arrives at a suitable destination (the better the P, the more it can be 'tachyoned'. Early ships travelled only a slightly faster than light. Modern ones can go at several hundred times light speed.) Stargates operate on this principle as well, making use of a 2 way system to help the P detemine the location. It is somewhat exorbitant in terms of cost, but the effect is instantaneous - by manipulation of the chances, a spaceship's atoms can rematerialise in a system hundreds of lightyears away.

As you can imagine, this can also be used for weapons and all form of combat, domestic fun, etc...

PhegSpheres:

Near Earth in the east side of the galaxy is a collection of long dead colony worlds from another race. Though the cities of this race (who were called the Pheg's) have long since been excavated and robbed, there is one thing that they had in abundance: PhegSpheres. It is perhaps one of the few things that scientist's have been unable to replicate in Pheg technology. However, these spheres were perhaps as abundant in Pheg culture as the common tv is today. Billions of Pheg spheres were stolen from the Pheg digs and cities and proliferated the galactic Earth community. They are remarkable for their 'empathic' as it were, abilities. An ordinary human, in close range of PhegSphere, has his/her emotions amplified around them. This can be any emotion, love, hate etc... humans near the PhegSphere feel this emotion in clarity equal to the intensity divided by the number affected, with several interesting and obvious results. If there is a collision of users, the PhegSphere becomes a veritable muddle of emotion and is useless. When used as a weapon, the PhegSphere strips the weaker person of any semblance of collectivism. 'Absolute individuals', they lose there ability to feel empathy with other humans, or indeed cruelty. They are referred to as 'droners', because they tend to wander aimlessly. It should be noted that these individuals are no longer affected in any way by a PhegSphere. Droners tend to take their possessions and leave humanity, settling on uninhabited nearly-abandoned planets. The number of droners is steadily increasing, as droners multiply and children are not born with empathic emotions. They are excellent mercenary fighters, having little or no fear, or sense of pain/pleasure.

Wars:

War happens quite often, depending on how different people's collective identities have become, and just ordinary diplomacy. Spaceship combat is handled via a variety of weapons, mostly covered in the original Session. At ground level, troops are armed with P-Guns and p-armour. Generally, such weapons do not come with their own P, but have a static charge in their battery of Probability for the set task. One can fire only so many shells at a trooper wearing p-armour at point blank range, before the probability's of a collision become simply too great. Of course, and equal probabilty with armour and weapon tend to negate the effects. Despite it's widespread use, P technology is still relatively high-level as ground combat, and most colonies except the old established ones use normal weapons.

Castes:

There are some castes, and there is a high-level test the government uses to determine how suitable people are for different castes. Suitability for a caste is normally not genetically based. Genetic technology btw, is practiced, - but rarely. There is too great a danger of contaminating the gene pool - or so the governments of the era think.

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There are only 3 kinds of people: those who can count, and those who can't.

(This message has been edited by Joveia (edited 05-06-2002).)

(This message has been edited by Joveia (edited 05-06-2002).)

(This message has been edited by Joveia (edited 05-06-2002).)

Its good but save it for when theres more people avalable to play it, at the moment every ones involved in the other rpgs. Save it for when one of them colapses and theres alot of people doing nothing (relitvly).

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"Time is only a guide
line"

Sounds like Dungeons and Dragons. Does anyone here play D&D;, by the way?

My suggestion is, you make a set number of spaces, a list, and people sign up, prepare their characters, send them to you for a quick check, (Too strong, and things of the sort.)
And once all slots are full, or we reach a certain time, whichever comes first, we start. Sound good to you?

P.S: I am going to make a topic called "RPG Basis" Check it out and contribute.

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Got l33t?

Righto. Btw, all these RPG's are somewhat confusing. Can't you just have 1, you greedy people?

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There are only 3 kinds of people: those who can count, and those who can't.