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by The Nebulean Union of Iammelon. . 1,799 reads.

Role Playing Rules for The Galactic Confederacy



The Roles of Galactic Confederacy Roleplay



1. Overpowered actions/characters/armies/technologies/magic, and so on, are strictly forbidden. If the Founder, an Admin, or an RP Moderator believes a post/character (and so on) is overpowered, it has to be rewritten or else it is voided. Mods are to be strictly obeyed, not argued with.

2A. Controlling other nations without the allowance of those nations is forbidden.
-2B. You may destroy your own property, even if it is currently in the hands of another player- exception being technology that the other has stated they had altered/modified after being gifted it, however that does not include ULTIs which may not be modified to such an extent.

3. Meta-gaming is strictly forbidden. Your characters cannot know things out of OOC conversations/telegrams/etc, unless said conversations/telegrams/etc were purposefully intended to be IC (In Character) and there is proof for that.

4. Galaxy-wide events and roleplays such as extra-galactic invasions and the like have to be allowed by the Founder.

5. Technological advancement is determined by the SA Chart. Your position on the chart is determined by your NS Scientific Advancement stat, or SA.

6. Always give people time to react. If you war against someone, you have to give that someone a chance to retaliate; do NOT flood the RMB or Forum threads with posts about how you invade him without him being able to do something against it; this rule is temporarily set out of power if either party in a war does not respond for one week and does not give a reason as to their absence beforehand. In that case, the war may be continued.

7. You have to make extensive factbooks on everything you want to use in fights/wars, etc. Describe it's abilities, it's function, (preferably) how it works, etc; furthermore, to prevent emergency speed-edits, once a battle/war/fight commences, any edits conducted on the factbooks of the objects involved in that conflict will be regarded as void until after the conflict has ended.

8. Players will have to submit army and navy sizes to the mods, and all numbers will be approved and compiled in an official document to give noobs the opportunity to understand the scale of how things work, and show everyone else what others are working with. This factbook would give, in addition, general guidelines on how to decide ship, personnel, and asset numbers.
It is important to pursue realism as well. Numbers that feature a large percentage of the population expertly trained, with expert equipment will be revoked on the pretense that without the correct culture, not only is such virtually impossible, it is also expensive.

9. NS Nations populations is used to determine the population of a nation. To figure out the species actual number of population, take the nations number then multiply by 30 at most. That will give you the number of that nations people. If a nation's population after applying the modifier does not reach 15 Billion, they may set their population to 15 billion.

10. You may only use your main nation and only a single alternate nation in a war.

11. You may only participate in a war/battle/combat if your nation appears on the regional map or have been accepted by the RP mods in case of bureaucratic delays regarding your inclusion to said map.

12. Gods, or God-like entities, are allowed to exist in the lore of a nation or as a 'passive' character, but are NOT allowed to be used actively in RP, except under special circumstances. Gods/God-like entities may be used in RP so long as all parties involved in the RP fully agree to allow the character(s) to be actively involved in the RP prior to the characters involvement. Gods/God-like entities involved in RPs should reflect the overall strength of their opponents/situation.

13. Everything has to be stated in a factbook on your NS nation page or on the Forums factbooks section before it can be used for a war, fight, attack, etc. Furthermore, it is appreciated when said factbooks contain more than just an image, and actually describe what they're about.

14. If any RP involves attacks on other nations, then said nations may only be destroyed or in any other way seriously damaged if the owner of the nation allows it.

15. No nation may be forced into an RP. Any RP involving a nation must be agreed upon by all parties involved.

16. Stars and individual planets may not be destroyed unless the owner of the system or planet agrees to this ahead of time. No planet shall be destroyed without approval; a planet will be able to be destroyed only if it is agreed upon by both sides (OOC) as a mean to provide a plot for the RP, or other means.

17. Time travel is allowed, however can only affect your nation unless another nation agrees to be affected as well, and cannot be used to advance your technology, battle strategies, or predict future events involving other nations.

18. An uncloaking vessel cannot attack another vessel for a few seconds, but can raise shields.

19. Technology as procured through the SA Chart may be given or sold by more advanced nations to less advanced nations. Any technology that is given or sold by nations must be explicitly stated in both RP and in factbooks, otherwise it is null and void. Technology that is given or sold is completely under the jurisdiction of the receiver, and may not be taken back by the gifting/selling nation unless done so through RP. Technology may resold or re-gifted to other nations, providing that all Rule 20 provisions are followed, and that the chain of custody between nations is fully described and established. Received technology may not be reversed-engineered, re-created, or otherwise produced by the receiving nation. Gifted or sold technology may not malfunction, impede, or otherwise sabotage their current owner unless explicitly stated that they are capable of such, or have been manipulated to do so in prior RP.

20-A. For every 25 billion in RP population, you are able to field one megastructure. Those below are allotted one. Megastructures may not be above 250 km cubed, with the exception of dyson spheres, machine worlds, and other objects that rely upon outside sources. Structures below 50 km cubed do not count as megastructures, but abuse of this may result in a nerf.
20-B. Nomadic nations waive this rule for their worldships and other structures, but are still subject to mod review and will be toned down if abuse is seen.

Technologies/Magic unavailable to anyone regardless of SA level:
- Ability to move planets or stars around
- Solar system spanning shields
- Stasis fields larger than a house
- No Universe, Galaxy, Solar System destroying/creation.
- Any sort of "Grey Goo" on a mass scale.

*Vessels that can fire while cloaked must sacrifice defensive and offense power to do so.

The Nebulean Union of Iammelon

Edited:

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