Waterbrick Down

Heroica: Glory Amongst The Stars RPG - Game Development

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@Waterbrick Down @Kintobor @Classic_Spaceman @samurai-turtle @Goliath

The WALL OF WORDS is finished.  I'd advise that even if you've already read the bits that have been up for days now you go back and read the entire thing from the beginning.  This is because I've gone back several times and added to or changed bits that were 'finished' earlier.

ALSO; I've made some changes to the rules stuff I've written.  They are:

  • Changed 'Speed' to 'Velocity' and moved it to under Vitality.  This is to reflect it's greater similarity to that stat than the others.
  • Added Velocity to the list of Attributes that can be increased by spending points.  This is to reduce the difference between how Velocity increases and the way other stats increase.
  • Set the cap for Attributes at ten, the same as Proficiencies.  This is to prevent Vitality and Velocity from getting too high.  Now they only go up to fifteen instead of thirty.

I've seen the stuff you've been discussing since I started rewriting the lore stuff, I just haven't had the energy to offer any opinions.  I intend to respond to it all when I've recovered from writing.

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On 11/28/2020 at 1:29 AM, samurai-turtle said:

I was thinking of some Easter egg like item(s) if you played an other game(s). The basic story is:

Throughout the Galaxy mysterious monoliths appear and disappear throughout the lands. No one knows why they come and go, all anyone can tell is the monoliths occasionally redirects energy to somewhere and they seems to come in five different colors. Anyone who spends time near a monolith feels like their spirit is fully restored. 

What I was thinking besides that they automatically refills magical powers is that they could also be used for a type of sanctuary, for example if the party needs to sleep, camp near one of the monolith(s). But what I had in mind for the monoliths, I might not be able to do all five colors, probably just three. Incase anyone is wondering what the colors are: black, white, red, green and blue. Plus their could be multiple types of the same color, kinds like the game I am thinking of, hopefully I will get one (or more) made and be able to show a picture of them. 

I'd rather not have something like this in the game.  For one thing, it's so blatant that having something like this was a major part of our worldbuilding would undermine our setting's ability to stand on it's own merits.  Secondly, it would add yet another element to the overarching setting that we'd have to plan around, one that doesn't have any real connection to the rest of the work that's been done.  Quite frankly we've passed the point of suggesting new ideas and reached the stage were we start refining what we already have.

On 12/1/2020 at 6:44 AM, Classic_Spaceman said:

BTW, if you can come up with a better name for the precursor to the IRIS Data Network than "FreeSpace", let me know - It was all that I could think of, but I want something better. ?

Funnily enough I've been thinking about something along these lines myself- something that segued quite naturally into another topic altogether.

Æetherspace

  Despite many attempts, the only known method of FTL communication are the mysterious qualities of the Æthergates.  At first this seemed restricted to the instantaneous transmission of basic radio signals, somehow separate from the actual 'gate' aspects of their function.  It was investigations conducted by the Hermetic Society that discovered the Æther Ansibles integrated into the gate's design and- more importantly- how to interface with them.  What they found was an integrated network- Ætherspace- that could be used to not only transmit, but also store data with seemingly no limit.  However there was an issue, the only way data could be stored in the Æther was to code it in the same magical language- 'Livecode'- used to open the gates.  Similarly, any device that wanted to interface with these ansibles had to be 'programmed' in this same language, as the 'Deadcode' used in traditional computer programming was totally incompatible with it.  Nowadays Deadcode is only used in systems disconnected from the æther- either deliberately or due to the absence of an in-system gate.
  As to the network itself, once it was discovered and opened up to the public it quickly became the main form of long-distance communication.  Despite their best efforts, authority forces have only nominal control of the æther, allowing for an explosion of both free speech and criminal dealings across international boundaries.  Another development from it's adoption was the discovery and subsequent popularity of 'Ætherdiving', a process whereby a person with a physical connection to a Livecode device can partially disconnect their sprit from their body, allowing them to roam Ætherspace in a manner impossible with normal computer systems.

Golems

  As far as anyone can tell, it's impossible to create a sentient 'living' A.I. through normal computer programming (hence the term 'Deadcode').  However, during their investigations of the mysterious language of the gates ('Livecode') the Hermetic Society discovered a process by which an artificial being can be given a magical name- a 'Shem'- written in Livecode that grants them true self-awareness, a soul.  This process is the source of all living artificial beings- known as Golems- in known space.  This has sparked some debate on weather or not all beings possess a Shem, a fundamental mark of their individuality.
  As to the Golems themselves, despite initial prejudice against them from certain quarters by the present day they've become accepted by most people.  Indeed, they're now common in most places, though the process of their creation is unknown to most outside of the Golems themselves.

On 12/2/2020 at 2:39 AM, Classic_Spaceman said:

Here are a few writeups that I have finished: 

MagneTronics Engineering (MTE): A fixture in the galactic corporate landscape for over two hundred years, MagneTronics Engineering is the premier manufacturer of heavy machinery in the Euripides Arm. Taking both civilian and military contracts, MagneTronics' proprietary technology can be found anywhere from mining and manufacturing equipment to advanced weapons systems and maglev transit networks. In their capacity as the primary donor to the Nendara Relief Foundation, MagneTronics Engineering has begun to expand their philanthropic work - A move that many see as simply an attempt to improve their public image in the post-War era. 
 
Ocquos-Tanaxxis Energy Consortium (OTEC): The Ocquos Mining company was founded roughly one-hundred-fifty years ago from the unification of various smaller mining operations in League territory, but their rise to their current status as a major corporate power would come decades later, following a merger with an older cabal of Pluravvian fuel-merchants called the Tanaxxis Guild. In the wake of the so-called "Elevation of the Merchants" within the Pluravvian Empire, dealings with the Pluravvian merchant class became acceptable, despite the lingering perceptions of criminality. Now called the Ocquos-Tanaxxis Energy Consortium, often stylised as 'Oc\Tan', they are known as an immensely-powerful energy conglomerate that holds a near-monopoly on fuel production and distribution throughout the Euripides Arm. 

While I don't want to come off as overly critical, I'm not particularly fond of the idea of 'M-tron as a big corporation', it's been done to death by this point and frankly doesn't seem to have any basis in how the group was portrayed by LEGO themselves.  I'd actually come up with a concept for them as an international search-and-rescue group known as the Magnussen Foundation, largely for Gerry Anderson-related reasons.

Your Octan writeup is excellent, but I should probably explain how I view the Pluravvian Merchant groups.  Each Raikaan ('financial clique') is a conglomerate of subsidiaries in multiple industries, each of which is in compete ownership of its supply chain from initial resource extraction all the way up to sales outlets.  These would operate under the direction of a single family-owned holding company and also each include it's own bank to finance its various subsidiaries, and possibly an associated crime syndicate as well.  Individual Raikaan would themselves form cabals with one another to fix prices for various products and services in order to prevent competition and keep prices stable.  The Pluravvian government actually encourages this, as they don't really care about a competitive market and are much more interested in financial stability.  In return the Raikaan are very careful to avoid overcharging the government for goods and services.  While an extensive monopoly on fuel production wouldn't contradict that in any way, it would probably be combined with extensive holdings in other industrial sectors as well.

On 12/15/2020 at 12:28 AM, Kintobor said:

I feel like a Tortuga-esque pirate colony could be interesting. Not a place to go conquering, but a location that can facilitate a number of different story beats. I feel like a Handsome Jackpot Casino from Borderlands 3 vibe could be pretty engaging. The location is partially decked out with glitzy, kitschy neon lights, almost a 60's Las Vegas look, while the rest of the spaceport is seedy tunnels in the underbelly of the casino and flotillas of bulk cruisers and fighter jets of the smugglers and cutthroats that operate the locale. I feel like it could make for a fun returning locale. :classic:

You know, when I read this I somehow immediately drew a connection to Port Drandora.  I'd already thought of it as a former mining colony turned seedy tourist trap, and having the site of one of the most important events in the setting be a dingy, run-down hive of scum and villainy amuses me to no end.  Ceres from The Expanse is a good model for what I'm thinking of.

On 12/22/2020 at 8:33 AM, Classic_Spaceman said:

Is this Arcadia, and would it also be the Human homeworld? 

You know, I've been thinking about Arcadia recently and I'm starting to think that it would work better if it was a sort of 'lost homeworld'.  The general narrative emerging around humans is one of a 'people without a country' as it were, and I feel that would be better served if they didn't have a specific place they could point to and say 'this is where we came from'.  Arcadia in this version would be some mythical place, the lost capital of the Ancient Empire, that the human species has built their identity around.  There would be people who don't believe Arcadia ever existed, and others would devote their entire lives to the quest for it.  That said, I'm not saying there shouldn't be some sort of main earth-like world in game at the start, just that it shouldn't be Arcadia.

@Waterbrick Down

Edited by Lord Duvors

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On 1/31/2021 at 9:52 PM, Lord Duvors said:

I'd rather not have something like this in the game.  For one thing, it's so blatant that having something like this was a major part of our worldbuilding would undermine our setting's ability to stand on it's own merits.  Secondly, it would add yet another element to the overarching setting that we'd have to plan around, one that doesn't have any real connection to the rest of the work that's been done.  Quite frankly we've passed the point of suggesting new ideas and reached the stage were we start refining what we already have.

That is why I said it is an Easter Egg, it is mostly for fun if you don't want to use fine. But at the same time I also thought if you destroy one (monolith) for what ever reason, that a monster is summoned and you have to deal with it, like you ticked off some sort of "god".....But at the same time (and this is just for every one in general) things seem to be going slowly here and I am getting a little tired / board just waiting around. Even wondering if anything is going to happen here, their was that one quest with @Lind Whisperer but that stopped for personal reasons wondering if it is going to star up again (not that he has to or anything).  And if you just look around what is going around the world, I feel like I should be concentrating on other stuff. Plus, it seems like everyone is just ticked off, part of me just wants to say "BEEP" OFF (at every one in general) they are never going to be happy no matter what one would do. And then I wonder if I am any good at this "BEEP" (D&D stuff like quest/game mastering or character creating in general) and just go do some other stuff. 

Sorry for the weird rant, I guess I need to say some thing about what is going on. 

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3 hours ago, samurai-turtle said:

That is why I said it is an Easter Egg, it is mostly for fun if you don't want to use fine. But at the same time I also thought if you destroy one (monolith) for what ever reason, that a monster is summoned and you have to deal with it, like you ticked off some sort of "god"..... 

Just because something is not a major part of the game does not mean that you cannot work your ideas into a quest, somehow. For example: "A strange monolith with mysterious healing properties randomly appears on a planet. The Hermetic Society investigates, bringing a team of Heroes with them in case something goes wrong. In the process of extracting material from the monolith for analysis, the structure crumbles and releases a monster that the Heroes must fight. After this incident, similar structures begin appearing on various planets across the Euripides Arm - The Heroes are now tasked with travelling from one system to another, investigating the anomalies to determine their origins, before. . . ???" Something like that could be a good starting-point for a quest. 
 
3 hours ago, samurai-turtle said:

But at the same time (and this is just for every one in general) things seem to be going slowly here and I am getting a little tired / board just waiting around. Even wondering if anything is going to happen here, their was that one quest with @Lind Whisperer but that stopped for personal reasons wondering if it is going to star up again (not that he has to or anything). 

They have been, but between holidays, COVID, communal writers'-block/burnout, etc, it is understandable (and, at least in my case, "looking at what is going on in the world" contributes to the aforementioned writer's-block!). That said, @Lord Duvors's historical/political backdrop is complete, and, though I have been a bit stuck in my own writing, I should have some things completed soon as well. We seem to be moving forward, but I understand that the slow pace can drain some of the enthusiasm for involvement. 
 
3 hours ago, samurai-turtle said:

Plus, it seems like everyone is just ticked off, part of me just wants to say "BEEP" OFF (at every one in general) they are never going to be happy no matter what one would do. 

I think that you may be misreading some of the interactions - I am not under the impression that "everyone is just ticked off" (at least I, personally, am not); we are simply discussing and hashing-out details of the game (which inherently comes with some level of disagreement/non-agreement). I actually like the back-and-forth development of ideas, though, as I find that better ones come about through discussion and mutual revision. Also, with the exception of some core aspects of Blackstar and Blackstar characters that I have worked on, I am fairly flexible when it comes to the finer details of the overall universe.
 
Edited by Classic_Spaceman

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On 2/2/2021 at 3:58 PM, samurai-turtle said:

That is why I said it is an Easter Egg, it is mostly for fun if you don't want to use fine. But at the same time I also thought if you destroy one (monolith) for what ever reason, that a monster is summoned and you have to deal with it, like you ticked off some sort of "god".....But at the same time (and this is just for every one in general) things seem to be going slowly here and I am getting a little tired / board just waiting around. Even wondering if anything is going to happen here, their was that one quest with @Lind Whisperer but that stopped for personal reasons wondering if it is going to star up again (not that he has to or anything).  And if you just look around what is going around the world, I feel like I should be concentrating on other stuff. Plus, it seems like everyone is just ticked off, part of me just wants to say "BEEP" OFF (at every one in general) they are never going to be happy no matter what one would do. And then I wonder if I am any good at this "BEEP" (D&D stuff like quest/game mastering or character creating in general) and just go do some other stuff. 

Sorry for the weird rant, I guess I need to say some thing about what is going on. 

To be honest the way you're feeling probably has more to do with having nothing to do except work on this.  I'm feeling much the same way to be honest, sitting inside with nothing to do all day tends to leave one uninspired and disinterested.  You shouldn't feel singled out in that regard.

But back to the issue at hand, there's nothing wrong with the idea as the basis for, say, a single quest.  The problem I have with it stems from the idea of making it ubiquitous, which adds to the number of things QMs have to account for when designing quests.  Also, if it's so ingrained into the setting it ceases to be an easter egg, which is generally something one can look at and say 'I recognize that reference' before moving along and paying it no further mind.

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20 hours ago, Classic_Spaceman said:
Just because something is not a major part of the game does not mean that you cannot work your ideas into a quest, somehow. For example: "A strange monolith with mysterious healing properties randomly appears on a planet. The Hermetic Society investigates, bringing a team of Heroes with them in case something goes wrong. In the process of extracting material from the monolith for analysis, the structure crumbles and releases a monster that the Heroes must fight. After this incident, similar structures begin appearing on various planets across the Euripides Arm - The Heroes are now tasked with travelling from one system to another, investigating the anomalies to determine their origins, before. . . ???" Something like that could be a good starting-point for a quest. 
 
They have been, but between holidays, COVID, communal writers'-block/burnout, etc, it is understandable (and, at least in my case, "looking at what is going on in the world" contributes to the aforementioned writer's-block!). That said, @Lord Duvors's historical/political backdrop is complete, and, though I have been a bit stuck in my own writing, I should have some things completed soon as well. We seem to be moving forward, but I understand that the slow pace can drain some of the enthusiasm for involvement. 
 
I think that you may be misreading some of the interactions - I am not under the impression that "everyone is just ticked off" (at least I, personally, am not); we are simply discussing and hashing-out details of the game (which inherently comes with some level of disagreement/non-agreement). I actually like the back-and-forth development of ideas, though, as I find that better ones come about through discussion and mutual revision. Also, with the exception of some core aspects of Blackstar and Blackstar characters that I have worked on, I am fairly flexible when it comes to the finer details of the overall universe.
 

 

18 minutes ago, Lord Duvors said:

To be honest the way you're feeling probably has more to do with having nothing to do except work on this.  I'm feeling much the same way to be honest, sitting inside with nothing to do all day tends to leave one uninspired and disinterested.  You shouldn't feel singled out in that regard.

But back to the issue at hand, there's nothing wrong with the idea as the basis for, say, a single quest.  The problem I have with it stems from the idea of making it ubiquitous, which adds to the number of things QMs have to account for when designing quests.  Also, if it's so ingrained into the setting it ceases to be an easter egg, which is generally something one can look at and say 'I recognize that reference' before moving along and paying it no further mind.

 

Some of this is mostly coming from outside areas like watching to much TV shows like "news" programs and I don't care how old it makes me seems. But basically I had an idea an I thought other people might like it, so I shared it, and it came off like HELL NO! 

@Classic_Spaceman You are making it sound like their is a big conspiracy theory behind the monoliths. But all I had in mind was some funky background places, as they appear and disappear with no obvious reason and no bad side affects. I do have and idea(s) for some quest where they make an appearance as a glorified cameo. But that is about it with them. 

@Lord Duvors I think we had different ideas what an Easter Egg is. And I really don't want to single you out, but it does seems like you are coming off more negative recently (or the last few months). And some of this might just me projecting other person's personally onto you (that I am related to). I think they are always seem to be "whining" (and if you ask a few other of my relatives they will agree with me, of course they might use a more harsher word than "whining" to describe what they do)...

 ..And I will try to be a better person and just apologize for the negative attitude I might be projecting to you or anyone else. Maybe I should do one of those "dramatic exit" I heard about and see what it is about. 

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2 hours ago, samurai-turtle said:

Some of this is mostly coming from outside areas like watching to much TV shows like "news" programs and I don't care how old it makes me seems. But basically I had an idea an I thought other people might like it, so I shared it, and it came off like HELL NO! 

@Classic_Spaceman You are making it sound like their is a big conspiracy theory behind the monoliths. But all I had in mind was some funky background places, as they appear and disappear with no obvious reason and no bad side affects. I do have and idea(s) for some quest where they make an appearance as a glorified cameo. But that is about it with them. 

This is actually sort of what I was addressing.  If something is part of the foundational lore of the setting then the general expectation is that it's important, not that it's just a 'thing'.  I'd really rather finish all the things that'll be important to the setting first so it can be properly begun instead of floating around unfinished in limbo.

2 hours ago, samurai-turtle said:

 

@Lord Duvors I think we had different ideas what an Easter Egg is. And I really don't want to single you out, but it does seems like you are coming off more negative recently (or the last few months). And some of this might just me projecting other person's personally onto you (that I am related to). I think they are always seem to be "whining" (and if you ask a few other of my relatives they will agree with me, of course they might use a more harsher word than "whining" to describe what they do)...

 ..And I will try to be a better person and just apologize for the negative attitude I might be projecting to you or anyone else. Maybe I should do one of those "dramatic exit" I heard about and see what it is about. 

Oh don't do that, you have plenty of good ideas.  You've come up with wardroids, cyberslimes, and a funny blue guy all on your own initiative.  What bothers me mostly about the monoliths is that they're an obvious copy of someone else's ideas rather than something inspired by them.  If you like the elemental system from MTG then maybe you should think about what you like about it, and other things you like that have similar elements.  Once you've isolated that you'll have a better idea of what you're trying to convey.

And I'm sorry if I seem excessively negative lately.  Part of that has to do with the stress of, as I said, sitting around all day with nothing to do, which tends to sap ones' mental acuity.  But I am genuinely worried that if we get distracted adding peripheral elements without finishing the core of the setting then the project will lose people's attention and wither away.  The longer the game sits on the shelf, the more people will lose interest and stop waiting for it to be finished. :sad:

Edited by Lord Duvors

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You know, looking at my massive blurb for the Pluravvian Empire I feel increasingly worried.  The League's stuff I think I've kept to a reasonable length, but every time I've tried to make my ideas for the Empire shorter and more concise they've only gotten longer.  Every time I start writing about it I come up with new ideas  that I feel I need to add and I've become so attached to them that I can't bring myself to cut anything.  Right at the end I had to stop myself from going back and adding an entire section on how the education system differs for people of different castes.  It's already gotten so long I'm worried people will lose interest partway through reading it. :sceptic:

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Thanks for all the work Lord Duvors. I think it's important to remember that while setting consistency and world-building are important for ensuring everyone has a good foundation. We don't want to lock ourselves in to too much until things get off the ground. Create the barebones what is necessary to know for a few general quests and history perspective and then let it expand from there. The important piece is making sure we've got a system that is enjoyable and that facilitates the stories that want to be told.

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Hey all, so sorry I have been inactive again.  I recently just started a new job so I have been extremely busy with little to no down time.

Based on what I have caught up on, I really like the progress.  However, some things do not need to be entirely set in stone.  Things will just spontaneously spawn and evolve around us while we play.  The beautiful thing about Heroica 2.0 is that there is a ton more room for world building as we are not confined to a single planet.  There are many mysteries and wonders to be found out there on many planets yet to be explored!  So, in my opinion, there is no such thing as a bad idea.  If someone has an idea but are not sure if it is okay they are more than welcome to share the idea and we can help.

Also, is the general consensus that Heroica 2.0 takes place in the same universe as Heroica 1.0?  Basically that it is quite far in the future?

Final thought - while I was looking at the Google Doc regarding races and stuff, would it be more convenient to lump Terra / Star / Void Born into a single race called Celestial?  They seem rather gifted and special so I thought Celestial would be a more appropriate name for them.

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It’s a separate universe. Sorry, but I’m going to be away from my computer and trapped behind my phone for a while. I won’t be able to do anything for a while.

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On 2/3/2021 at 4:27 PM, Lord Duvors said:

To be honest the way you're feeling probably has more to do with having nothing to do except work on this.  I'm feeling much the same way to be honest, sitting inside with nothing to do all day tends to leave one uninspired and disinterested. 

On 2/3/2021 at 7:37 PM, Lord Duvors said:

the stress of, as I said, sitting around all day with nothing to do, which tends to sap ones' mental acuity. 

Same, unfortunately. 😐
 

On 2/13/2021 at 6:29 PM, Goliath said:

Final thought - while I was looking at the Google Doc regarding races and stuff, 

What Google Doc?? 
@Lord Duvors @Waterbrick Down 

On 2/13/2021 at 6:29 PM, Goliath said:

would it be more convenient to lump Terra / Star / Void Born into a single race called Celestial?  They seem rather gifted and special so I thought Celestial would be a more appropriate name for them.

The Celestials are a significant race in the Marvel universe, so we should probably use a different name. From what you have described, something like "Voidborne" would work and not overlap with existing properties. 
 

On 2/13/2021 at 6:29 PM, Goliath said:

Also, is the general consensus that Heroica 2.0 takes place in the same universe as Heroica 1.0?  Basically that it is quite far in the future?

As @Lord Duvors said, it is a separate universe, but we could probably have crossovers at some point (after the 2.0 universe is firmly established), if you have a specific story/quest in-mind. 
 

Edited by Classic_Spaceman

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4 minutes ago, Classic_Spaceman said:

BTW, does anyone know who @Chouju X is? They are Following most of us, but their posts are not visible and their birthday is listed as December 31st, 2021. 🤔
 

That is Helge Myhre with more than 25 (banned) accounts. He is also spam following me.

Disregard his birthday, and his posts are pure advertising so they have been deleted.

Edited by JintaiZ

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7 minutes ago, JintaiZ said:

That is Helge Myhre with more than 25 (banned) accounts. 

Wow. 😬
Is there some way to IP-block him, or otherwise prevent him from making new accounts? 
 

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1 minute ago, Classic_Spaceman said:

Wow. 😬
Is there some way to IP-block him, or otherwise prevent him from making new accounts? 
 

He's probably using a VPN. :laugh:

I was online when he made new posts, and they were all about advertising his own MOC...

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1 minute ago, JintaiZ said:

He's probably using a VPN. :laugh:

Probably. 😕
 

1 minute ago, JintaiZ said:

I was online when he made new posts, and they were all about advertising his own MOC...

This is very off-topic, but would it be possible to place a restriction on new members such that they cannot post or link to images until they reach 10 (non-spam) posts? This would dissuade advertisers and people who just sign up to promote their Ideas MOCs. @Peppermint_M
 

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We want to encourage people to share MOCs, so restricting someone in a way that prevents it was decided to be a bad idea. Or, someone might come in and post ten nonsense posts to allow them more access.

This particular offender is just an aggravating person, most tools used to prevent spammers on the forum are successful.

 

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On 3/10/2021 at 3:22 PM, Classic_Spaceman said:

What Google Doc??

The Celestials are a significant race in the Marvel universe, so we should probably use a different name. From what you have described, something like "Voidborne" would work and not overlap with existing properties. 

There's a document we've been using to hash out the various species. There's a link somewhere in-thread but I can't find it.

Celestial is also a creature type in D&D, a term referring to astronomical objects, and the name of at least three song albums. I think the name is generic enough to use, the point is that the species themselves aren't carbon copies of the Celestials from Marvel.

@Waterbrick Down @Kintobor @samurai-turtle @Goliath
IN OTHER NEWS: I've made some changes to the history document, mostly cleaning up the text and fixing grammar mistakes. There are a few major changes to the Pluravvian section however;

  • Renaming: The Red Sash Guard has been given the snappier title of Resplendent Guard. The emperor responsible for the elevation of the merchants and the current general secretary have been given quo'ri names to demonstrate that the empire isn't totally dominated by the ytaxxi. Aretion is now Artaan in order to distinguish is better from the classical greek concept I based it on.
  • Culture: largely rewritten to flow better and deliver information more concisely.
  • History: Paragraphs broken up to improve readability, unnecessary details removed. It looks longer, but I think it's actually gotten shorter as a result.

Speaking of that document, I've also rewritten some of my species concepts and added a few new ones.

Edited by Lord Duvors

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I feel I need to apologize. Throughout this project I have been unnecessarily aggressive towards you all and overly defensive whenever ideas that contradict mine are suggested (ideas I usually end up eventually coming round to anyway). The fact is I haven't been a good collaborator, sorry.

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36 minutes ago, Lord Duvors said:

I feel I need to apologize. Throughout this project I have been unnecessarily aggressive towards you all and overly defensive whenever ideas that contradict mine are suggested (ideas I usually end up eventually coming round to anyway). The fact is I haven't been a good collaborator, sorry.

I accept your apology, but I have not found you to be unnecessarily-aggressive and "not a good collaborator" - I appreciate feedback on my ideas, as it helps me to refine and improve them. For example, I merged our ideas on the M;Tron faction to a degree, because 1.) I really wanted to keep the magnet element (since that was their main feature), and 2.) I needed an explanation for how a (presumably) large and technologically-advanced search-and-rescue organisation would be funded. 

 
MagneTek Foundation: For nearly a century, the MagneTek Engineering Corporation was the leading producer of heavy machinery in the Euripides Arm. Having developed proprietary magnetics technologies, MagneTek dominated both the defence and corporate sectors, building everything from mining equipment to advanced railguns. Less than a year after the outbreak of the Five-Year War, however, the company transformed itself into a high-tech relief foundation. MagneTek's owner, Charles Magnussen, having seen the destruction brought about by his company's designs over such a short period of time, had a change of heart. Promptly firing the CEO and the entire board of directors, Magnussen refocused his company's efforts towards helping the victims of the War. Now a major nonprofit organisation, the MagneTek Foundation uses their advanced equipment in rescue-and-recovery operations across the hardest-hit regions of the Arm. In an unprecedented move, Magnussen refused to sign onto the ITA, citing his desire to ensure that MagneTek would be able to operate wherever they were needed - not simply where their services would be politically-advantageous. As such, the MagneTek foundation is one of the only organisations working to assist and rebuild the devastated Nendara System, in the wake of the disastrous collapse of the system's Æthergate. 
 

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@Classic_Spaceman

I love it! I really think it works. Incidentally, I actually had an idea regarding magnets that I think I'll elaborate on in a bit. It has to do with the Quarm (one of the species devised by @Waterbrick Down) and their home planet.

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45 minutes ago, Lord Duvors said:

@Classic_Spaceman

I love it! I really think it works. Incidentally, I actually had an idea regarding magnets that I think I'll elaborate on in a bit. It has to do with the Quarm (one of the species devised by @Waterbrick Down) and their home planet.

Thank you! 👍
Who are the Quarm, and how are they going to be depicted (I.E. what parts will be used)? 
A thought: If the Quarm were to have some kind of natural magnetic powers, what if artificial magnets are a form of biotechnology that were devised from reverse-engineering Quarm physiology? This would be suitably unique/'weird' for the game, and could serve as a way of merging magic with real-world science. 
@Lord Duvors @Waterbrick Down 

e.g. The Quarm homeworld has a dense ferrous core that is surrounded by an ocean of superconducting fluid directly under the planet's crust, and the Quarm themselves have a high level of iron in their bodies. In order to survive, they evolved to have superconductive blood, putting them in-sync with their planet's high magnetic fields - The side-property of this is that the Quarm are effectively living magnets, and, because of this, their physiology has been studied extensively for the purposes of technological development. 
 

Edited by Classic_Spaceman

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The quarm are the natives of a gas giant (WBD described them as slimes or liquids so I modeled them off jellyfish) but the idea of them having ferromagnetic abilities is interesting. And the idea of an ocean of ferromagnetic fluid is still useful, gas giants have a semifluid layer around their core. I'll be back later today with some proper suggestions for all the planet concepts WBD outlined. Be seeing you! 6

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On 12/8/2020 at 3:24 PM, Waterbrick Down said:

 

  • One planet is ice-filled and circles it's sun every 30 years and only has 1 year of thaw
  • Another spawns inorganic rock based life-forms and is more deserty in nature
  • The Kimeran's home planet is a fertile, junglesque plaent, more due to druid terraforming
  • There's a pair of ocean planets that periodically pass close enough to one another that people cross between the two very easily
  • A gaseous planet whose inhabitants exist in mostly liquid and gas forms
  • Something semi-analogous to earth, where elves/dwarves are from
  • Of course a planet based on industry
  • A split planet with no rotation, where half the planet is perpetually in the dark and the other is perpetually in the sun

 

Recivec
  Home to the cricet species, Recivec is one of the most hostile inhabited worlds in the Arm.  Due to the planet's highly elliptical orbit the planet is icebound for most of its passage, only coming close enough to its parent star to thaw once every thirty standard years.  As a result the native species of this planet have evolved to make the best use of these good times while they last before preparing for the hard times ahead.
  Until recently the planet was mostly isolated from the rest of the Arm, with only the occasional scientific expedition or passing trader landing on the surface.  But the situation slowly began to change as foreign governments started trying to bring the planet under their influence, especially following the Five-Year War.  Fearing the loss of their independence (and ironically bolstered by renewed foreign trade) the cricet rapidly unified into a confederation they hoped would be able to prevent foreign domination.
 Initial results have not been promising however as, under pressure from the ITA, they have been obliged to grant foreign megacorporations extensive exploitation rights.  The majority of these grants have gone to the Krystal Ice Mining Company, an outgrowth of an ice-cream chain that decided to break into the water business in a big way.
  Worried by these developments, the ruling council of Recivec have realized they need external allies in order to properly project influence in the ITA.  Although the most popular course is to attempt to build a non-aligned bloc with the other smaller powers, many fear they may have to throw in their lot with one of the 'big two' after all.  But from the cricet's perspective neither choice seems particularly appealing.

Akharif
  To the inattentive Akharif may seem an uninspiring ball of rock and sand devoid of life, but this is not the case at all.  Lithomorphic life- a rarity in the arm- is abundant here.  Massive crystals grow from the desert, glittering in the sun.  Awe-inspiring electric sandstorms roar across its surface, spewing pillars of lightning as they go.  And its Pluravvian masters value it as it it were made of gold.  All these things owe their existence to one source; the planet's massive silicon reserves.
  Sillicon, though a common substance, is still valuable for its use in the making of glass and electronic circuits, and Akharif provides an almost inexhaustible supply.  And it is for this (and immense hazard pay) that extraction crews risk sandstorms, hostile wildlife, electrified crystals, and a myriad of other dangers.  Especially since the signing of the Drandora Accords opened the planet to foreign companies.
  But to the scientific community the planet has a different attraction.  Geologists wish to study Akharif's mineral composition, meteorologists are drawn by the planet's superconductive weather, and druids are fascinated by the native silicon based life.  But the interests of the scientific community have an uneasy relationship with corporate interests.  On the one hand corporations are the primary source of the grants scientific institutions rely on for funding, but on the other the wish to study the planet often clashes with the desire to maximize yields and meet quotas.  After all, the workers have mouthes to feed.

Pixiu
  The jungle world of Pixiu is a monument, both to the greatest triumph of the Institute of Druidic Science, and the greatest failure of the League of Independent Planets.  Formerly an airless ball of rock, Pixiu was selected by the Institute and the League government for the Gaian Project, the largest and most expensive undertaking in their history.  Prior to the Gaian Project, terraforming was a long, arduous process that could take centuries to produce results- and that was assuming preexisting microorganisms to build off of!  The purpose of the project was to attempt to develop a form of terraforming that could produce appreciable results in a shorter timeframe using elf-developed techniques.  The results exceeded their wildest expectations, and the planet was teeming with life in less than a year.  However there were... complications.
  The first (and most famous of these) was the accidental creation of the chimerans from non-sapient mammals released into the ecosystem.  The project's League overseers, taken aback by this sudden transformation, overreacted drastically.  After a bungled first contact, the attempted detention of the entire chimeran population ignited a period of violence that only ended with one of the biggest trials in history and the chimerans receiving full recognition as a sapient species.  Now independent, the planet is the site of the Arm's newest species and civilization.
  The other, less well known, complication was that Pixiu, though barren, was not lifeless, instead being inhabited by those myriad tiny creatures adapted for life in the void.  As a result, when the Gaian Project transformed the planet, they were transformed as well, filling the newborn jungle with species seen nowhere else.

Tehanui
  Tehanui, the World-Ocean, is not actually a single planet.  Rather it is two ocean worlds, Tehanuyan (Righthand-Sea) and Tehanulan (Lefthand-Sea), orbiting the same star in opposite directions.  Twice every year, at the equinoxes, the two planets pass close enough to each other to not only share an atmosphere, but to form a massive waterspout connecting the two worlds.  It is this maelstrom that has allowed the native menahi to form a shared culture despite being divided between two worlds.
  However there are differences, Tehanuyan is a shallower, rockier sea, full of small islands and atolls.  Due to this is has become an agricultural centre, with a patchwork of kelp farms, free range fisheries, and shellfish beds.  Of the two planets, Tehanuyan has the more devout, conservative population- 'a monastery for every dozen towns' is a common exaggeration.
  Tehanulan, by contrast, is a deeper ocean more famed for mineral wealth than agrarian bounty.  It has always been the more cosmopolitan of the two, it's relatively few shallows becoming the sites of the largest cities in Tehanui.  Tehanulan has always had more contact with other planets than its twin, and has developed a more free and easy attitude as a result.  Due to this it is far more accepting of so-called 'heathens and apostates' than its sibling might be.
  But despite their differences the two worlds are still family, and have stuck together through thick and thin.  Siblings may quarrel, but they don't abandon each other.

Ocquim
  
Ocquim is unusual among gas giants for two inseparable reasons; its native ecosystem, and its mineral wealth.  The semifluid layer around it's core, though inaccessible even to the native quarm, is comprised of a ferromagnetic compound with unusual (and valuable) qualities.  Motes of this compound are also common in the (accessible) lower atmosphere where, altered by the gasses in this layer, they begin to grow into crystalline structures.  These quavoron crystals, instead of falling into the planet, levitate in the air, growing all the while.
  As they grow, getting blown about by the winds, tiny quavoron-filled polyps anchor themselves to the crystal.  These polyps grow quavoron-infused coral structures to protect themselves and collect gasses for sustenance.  As more attach themselves the coral structures grow along with the underlying crystal, forming massive floating reefs that are the basis for the planetary ecosystem.
  As one may guess, quavoron crystals are extremely valuable, being necessary components in the manufacture of gravity manipulation technology.  And while they are found elsewhere, the highest concentration is on Oquim.  Naturally, when looking for a valuable commodity to sell to the interstellar community, the quarm at once turned to the wealth growing in front of them.
 Unfortunately, in those early years, the quarm conveniently ignored that quavoron was literally the foundation of their ecosystem.  As a result they did immense damage to their environment in the pursuit of wealth, protected by the excuse that 'the planet could take it'.  It took a growing public awareness of the devastation and a subsequent mass movement for the government to pass legislation forcing mining companies to use sustainable farming methods.  But hundreds of species were still irrevocably lost, and many reefs still bear the scars of that time.
  And some of those scars seem a bit too fresh.

Aluriel
  Aluriel, homeworld of the elves and dwarves, is a garden beyond compare.  Lush wilderness extends on every side, with the few surface cities and farms seamlessly integrated into the landscape.  The majority of the population, living underground or in space, look upon their world with love and pride.
  You wouldn't think it was once a nuclear wasteland, would you?
  While historical accounts differ, they all agree on one thing; there was a war.  An unspeakably terrible war that ended with the atomic devastation of the planet, leaving the survivors horrified at what they'd done and cursing the names of those who began the conflict.  With most of the population either trapped underground or forced to eke out what little they could on the surface, the only ones who could be said to be well off were those in the great arcology ships orbiting the planet.  No-one would've blamed them for abandoning the world, the two sides going their separate ways.  But they did not.
  Instead the leaders of the fleets met to swear an oath that they would stay and give assistance to those on the ground without reference to side or species.  It was a difficult process, and there were lean years and difficult times, but they persevered.  Eventually the leaders of all the surviving groups came together to swear a second oath, that they would restore what had been destroyed, and that they would safeguard their world so that it would never suffer so again.  It was a long and arduous task, but with druidic magic and arcane technology they took the contents of the arcologies, and the surviving wilderness, and made the world bloom once again.  Those days are long past, but the Union of Aluriel remains as commits to their world as ever.

Cosmopol
  All worlds are unique, but the city-world of Cosmopol is truly unprecedented.  This urban planetoid has been continuously inhabited since before recorded history began, and it looks like it'll stay that way for the foreseeable future.  Despite being a possession of the Pluravvian Empire this little world managed to wrangle the status of a 'Free City' for itself, essentially leaving it free to do as it pleases and placing it outside the caste system.  While the Elevation of the Merchants and the Drandora Accords both stripped it of it's uniqueness to some degree it still remains a hub of commerce and intrigue... as well as organized crime and anti-imperial thought.
  Structurally Cosmopol is a city of layers. Starting with orderly and architecturally beautiful city streets at the top it becomes more and more chaotic and crowded the further down you go, with the surface expanse occasionally broken by spaceports and industrial sectors reaching down to the city's rotten heart.  The lower sectors of the city are poorly maintained, lit by guttering neon lights and built on the bones of older, grander buildings.  A stark contrast to the sunlit boulevards and public parks of the uppermost layer.
  Thanks to it's age the city is a magnet for urban archeologists seeking to learn all they can about it's past inhabitants.  The lowest layers, inhabited only by a melange ecosystem of introduced species, hold a special attraction for them due to their immense age.  Possibly as old as the gates themselves.

Hi-Pluvvon
  For the center of an interstellar empire, Hi-Pluvvon does not seem to be a particularly inspiring planet.  Tidally locked to its parent star the planet is divided into frozen and sunburnt halves with only a thin band of crepuscular marshland capable of supporting life.  What might have been mountains on other worlds have been worn into low hills by the constant gale-force winds that blow from one half of the planet to the other.  In the absence of days and with seasons barely discernible the native ytaxxi learned to count the years by the movement of the planet's three moons instead.
  But the planet is not without attractions, and the most notable is the city of Strivvec-An- the empire's capitol.  Located in the northern hemisphere, the city is sheltered from the winds by an unusually large granite buff that completely blocks out the daylight and leaves the city in a permanent night.  The 'City of Stars' is considered on of the most beautiful in the Arm, with its canals being a particular attraction.  Sitting in the heart of the city is the Red Palace, a magnificent complex that serves as the Empress's primary residence.
  One other notable point is that an unusually high number of those born on the planet are helioi or akshai celestials.  They aren't common by any means, but it's enough to be a statistical anomaly (in fact the Empress herself is an akshai, and the famous Admiral Hypaxxus VIIIth is a helioi).  The ytaxxi certainly take it as a sign that their planet is blessed.

Nendara IV
~This space intentionally left blank~

Port Drandora
  Port Drandora has a long and convoluted history.  Beginning its life as an asteroid mine whose owners abandoned once it ran dry, the port is formed from the ad-hoc collection of rest stops, salvage yards, and seedy entertainments that've grown like mushrooms in and around the old buildings.  Although long used as a resupply station by legitimate traders, Drandora is most famous as a haunt of pirates and smugglers, and has a buzzing trade in contraband and stolen goods.
  Things seem to be changing though after the (frankly bizarre) decision to use the station as the host of the talks that would end the Five-Year War.  As the site of the Drandora Accords, the ITA believes it has a duty to safeguard the place and keep it free of crime- to the locals chagrin.  Although to local Space Police commander hasn't done anything to upset the status quo yet, their presence is still resented as an implicit challenge to the locals' way of life.
  Another effect has been the sudden influx of tourists, and while the locals initially profited from this they soon found themselves losing ground to foreign megacorporations in the same business.  Similarly the local pirates and smugglers are being put under pressure from organized crime to either sign on or be pushed out.
 Not all the natives view this as necessarily a bad thing though, some welcome the transformation from an unimportant backwater into a centre of commerce.  A few of them even think that the place seems a bit too dingy for an important part of Arm history.  Perhaps some urban development could properly emphasize its importance to the outsiders?

Ebria Station
  Although built in a system consisting of one hot giant, two ice giants, and a bunch of rocks, Ebria Station is the centre of Arm travel and commerce.  The reason is simple; the system's Æthergate has both the shortest recharge time and the largest number of connections of any in known space.  Want to get somewhere fast? go through Ebria.  Need something? you'll find it on Ebria.  Hear the latest news? its delivered from Ebria.
  Due to the station's importance to interstellar trade not even the most expansionistic nations have dared the wrath of the rest of the Arm by seizing it (the oru'kai being the exception).  Thanks to this the station has remained independent for most of its history, a point of pride for its citizens.  It was due to the above factors that the station was chosen as the headquarters of the ITA and the Space Police.  After all, what better place is there for a financial regulatory body than the hub of finance?
  Culturally the station is a melting pot (indeed, a seething cauldron) of peoples and nations, the station's constant expansion and permissive tax codes making it an attractive prospect for settlement.  The streets are crowded with shops, vendors, street performers, and advertisements and the air is filled with the sounds of every language in the Arm.
  Not everything is sunshine and roses though.  As with all major cities organized crime is a major issue, something even extensive cooperation between the EPD and the Space Police has failed to curb.  And poverty is no unknown either, many who can't find jobs on the station are often trapped there, unable to buy passage off.  These people congregate in the station's lower levels, trying to get by as best they can.
  Last, but not least, Ebria is home to our organization- Heroica.  Although new, we've already begun to make our mark on the world.  And with skill, courage, and a generous helping of luck, we're well on our way to fame and glory!  Or possibly infamy and disgrace, you know how these things go.

@Kintobor @Classic_Spaceman @samurai-turtle @Goliath

Edited by Lord Duvors

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