ChaosRPDatabase

Furcadian Armory



The Five Primary Rules Of Nexus RP

==================================================
"What we call reality is an agreement that people have arrived at to make life more liveable." Louise Nevelson, Russo-American Artist 1900 - 1988
==================================================

1. Equity by Difference - As there are infinite realities each one has it's own definition of what is best, as such, when these realities collide it is assumed that their 'best' will collide, however as both are the best in their own homes, the ensuing collision will be that of a straight equal impact. This leaves battles ultimately affected by attrition and or entropy only.

2. Similarity by Differences - With so many possibilities the chances of meeting yourself are greatly enhanced however whether or not you recognize this or are recognized is variable on how you interact. In the same way, history may be similarly different as is the construction of society.

3. Disparity in Technology - It is safely asserted that no technology between realms is identical absolutely. It is then plausible to conclude that the term technology may as a result include anything from organic based technology to psionic or magical based technology all of which in all use and intents is designed by it's users to do the same sorts of things.

4. Desolation in volume - It has been universally recognized by most sentient species that it is a miracle the alternate realities that have life still have it as such it can be asserted that somewhere between 80-95% of all alternate realities are barren and devoid of life by one means or another.

5. The Rifts Themselves - The closer to inhabited planetary areas the less stable the rifts that hold the nexus together are. Comparatively the further away from an inhabited planet (by sentient beings that is.) the rift is the more likely it is to be stable and bridge the gap allowing increasingly larger objects to pass through.

What is the Basis of Nexus RP?

It is beleived that trillions of mirror galaxies overlap each other and are connected in groups by a single central 'nexus' universe. Each individual galaxy, has it's own duplicate universe with select details changed. The interesting detail is that according to theory, all the worlds in a select group are connected by the nexus world that nexus world is the focal point all of those in the cluster can reach equally. As a result the cluster that the CCI appears in's own focal point is drakoria.

How does it effect RP?

In short it does not, the real point of Nexus Rp is to allow the utmost freedom and creativity with as little limitation on that as is possible within reason. Anyone can ask to sign on, and everyone invovled is considered a faction reguardless of how many members they have or how many dreams they use. The nexus community has no leaders, and any major decision is put to a fair majority vote. Faction leaders are of course accountable for the actions of their members and respectively faction leaders are expected to act like adults.
For the sake of balance, The Nexus utilizes two in-house systems to ensure every one has a equal chance when combat is utilized in roleplay. You the player are not forced to use them however it does gain you more credibility in combat if you do.



Who's Currently Invovled - PX0000
========================================
- Century Concepts Inc -
- DFOR -
- 38th Paralell -
- Drakoria -
- Pyrosia -
- Manticore / SKSN -
- Bloody Ravens Mercenaries -
Do you want to get involved? Just contact either Agnew Hawk or David Halsey or Fatum Veridicus

========================================

Who's Currently Invovled - Colony RP
========================================
- Drakorian Imperium -
- Dorian Alliance -
- Confederation -
- Sergils -
- Kachkanar Collective -
- Abunsions -
- Pyrosian Empire -
Do you want to get involved? Just contact either Agnew Hawk or David Halsey or Fatum Veridicus

========================================


Tech Tree


user posted image



How to RP Modern/Sci-Fi Warfare

GENERAL POSTING
In terms of roleplay theres five things to consider, the first being Posting style. Everyone has their own way or the way they learned or in a select few cases the one they duplicate from those around them. In nightskye though we have a standard format thats preferred for posting.
Example one
<Player>: In the distance joe moved up towards the ongoing fight keeping a
jogging pace while he got his rifle from it's holster and drew back the bolt. "Damn
them to hell the last thing I needed was another fight can I go anywhere without
their stupidity!


If you notice in the above example, a few things are happening, this character is making a passive action post, meaning all his actions are affecting only him, in such cases it's fine to have three actions a post, because of course none of these save the actual drawing of the bolt has any effect on anyone else.

<Player1>: Runs up to the fringe of battle and fires the double-barrled rifle at <player2> attempting to blast him dead in the gut with the heavy buckshot ladden shells. "Eat lead filth!"

In this instance you have a complete active and passive post, while the part in red is the passive part, and denotes movement, the part in orange is the active portion which denotes that the player is both attempting to hit and is denoting what he is attacking with, and what the weapon is aiming to do and of course, where the weapon is aimed. The part of the post in blue is of course verbal commentary, which never should count as a post since it is not an action and most people can infact talk smack while punching you in the face.

<Player 1> 'what about it? do I even care what the hell your bothering me with you spend more time on stupid trifles then work boy!"

Some might consider an all-talk post an actual action post, however talking is not action and thus does not count towards normal posting, some players do find it irritating to have a post order flooded with IC talk so often it is wiser to pair your remarks with whatever actions your taking.

VEHICLE POSTING
Vehicle operations functions exactly like your posting for yourself, your allowed the same advantages and disadvantages but you may have the extra responcibility of posting for NPC's in your vehicle. take this example which acually occured in an RP in nightskye.

John McCean would quietly nod to him soldiers in the main compartment, the tank cleaned, and ready, even given an awesome paintjob... Inside of the troop compartment, the tank's complement of 21 fully equiped SF troops inculding one Dragon anti-tank squad, a light mortar squad and a Heavy Machine gun quad... The tank would roar around the corner, like a roaring lionit's treads digging into the road deeply, no road was made for a beast that any trooper facing down this iron giant...

This is exactly what a top-notch vehicle ops post should look like, it's long because your writing out actions for a few folks, plus, also considering their movements and passive actions. John in this case is the tank commander and thus has the most vital and active parts in the entire post but theres a flurry of action about him as well.

REACTIVE POSTING
Reactive posting is all about reactions, it's based on whats going on around you, and thius you find ways to handle it since in most cases if your doing reactive posting your not able to respond to whatever is attacking you.

<Player> Is tossed about like a ragdoll as the land mine explodes outward in a geyser of dirt and shrapnel tossing him end over end until he finally has a metting with the earth again, face first. joes vision swims and blurs as he feels the paining twinge, his nose is surely broken and he's got a mouthfull of gritty dirt, the pain all registers at once across his body and the world goes dark.

As you can see in this example the player was near the blast of a landmine, but not atop it, so of course he is hurt pretty bad and hurled from the blast theres a lot of passive posting and some active posting, the active being that he's stating his injuries. In stating your damages when your handling this sort of post your making an active post because your injuries are effecting whoever is on your side they now have to help themselves and you cope with whatever hurt you.

The Use of Ranged Units in Roleplay
This is a concept that is fairly unknown in roleplay, but some folks have conventional artillery units in their TO&E, and as such they love to use them, so of course the 9th has a roleplay standard for this which goes as follows.

Ranges
Ballistic Artillery (vehicle): Indirect or Direct fire capable.
Missile Artillery(vehicle): Indirect or Direct fire capable.
Ballistic Artillery (infantry): Direct fire only.*
Infantry-Sniper: Line of Sight Direct fire only**
Infantry-Launcher: Line of Sight Direct Fire only**
Terminology
Ballistic Artillery: This is any motorized artillery cannon that fires shells, typically they are slow and relatively lacking in secondary armaments.
Missile Artillery: Missile artillery is best represented by the well known American MLRS, and always has no secondary weapons, though easier to setup and use limited ammo, and slow top speed compared to ballistic artillery only slightly offsets the inherant range differences.
Infantry-Ballistic Artillery: specifically means infantry carried mortars, these are exclusively used by attacking infantry and are deployed within sight of the enemy.
Infantry Sniper: While not artillery technically, the sniper operates under the same ranged standards as the infantry ballistic arty, but often using a scope-alt to do posting.
Infantry-Launcher: The infantry launcher operates like the last two infantry but must have the target in direct sight.
Indirect Fire: this means that the unit with this ability be it a artillery gun self-propelled howitzer or a missile system can fire via whisper from outside the target's dream however the equipped unit is required to be within sight of the target dream's upload portal. Indirect fire units cannot select individual targets when attacking just general areas to bombard.
Direct Fire: Units equipped with this option must either be standing right next to the upload portal or be at the arrival point of a dream to make attacks on the dream itself. Direct-fire units can select specific areas to attack but they do not actually have to have their avatar in plain sight of the target.
Line of Sight Fire: LOS-Fire denotes that the selected unit can only attack targets the avatar can see, which means the player has to be near the action.

The Artillery Splash Radius Rules.

Artillery splash operates on the principle that for every inch of bore on the gun's shell the blast crater is approximately two feet, a literal 1:2 ratio.

For example, a single 16 inch deck cannon on board the CCI's flagship the Brittania, if fired on land target would create a crater approximately 32 feet across and a similar if not greater depth unless fired against a harden target such as a heavily reinforced road or structure.

Special note: 1 inch barrel bore = 100 caliber, or 25.3 millimeters.


Reguarding artillery damage
Arillery does not do damage like regular weapons because of it's greater destructuve value, typically the way to acertain the blast radius is to divide the barrel bore in inches by 4 the result of which +1 determines the blast radius in squares. For example if a 16 inch artillery cannon fires a round it's impact blast radius is 5x5. Also the three demensional blast would cause an upward blast radius of five quares also. More then that the damage incurred by persons caught within the blast radius would be fatal and not be preventable un protected individuals would be vaporized pretty much, Individuals within the outer 5th of the blast radius if inside of vehicles might survive, at a 20% chance, which is determined by rolling a D-20, on a 4 or less they live but are in critical condition and rendered unconscious.


Have sought to learn more..