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Author Topic: The Multiverse Incident  (Read 1024 times)

Cipherhornet18

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The Multiverse Incident
« on: June 21, 2018, 11:42:28 PM »

I'm going to break protocol to explain this. So bear with me.

The idea here more or less is a collision of the multitude of science-fiction "universes" out there to take on their worst enemies who have banded together as well (and perhaps one even bigger who dwarfs that, we'll see).

Each player picks up to 3 franchises, and can assemble a force no larger than 10 capital ships (embarked fighters do not count to this count, but individual ships like the Millennium Falcon or Serenity do). You can use player created and existing character, and the GM will handle the selection of canon characters on a first come/first serve basis. In situations where the canon character was player generated (such as Commander Shepard), the GM must evaluate both players' requests before deciding to allow or reject using multiples of those characters. Custom, fan made, and player created designs will be HEAVILY restricted and must be approved before they are used, and the GM will require some level of detail to be provided. The only exception is any currently approved designs in the LW Stargate area.

This is intended to be fun, but I'm going to lay down the law right now.

#1 - THIS IS NOT SCI-FI DEADLIEST WARRIOR. This is not your chance to prove that the Ultramarines can totally kill the SPARTANs. I refuse to GM a game where we spend all day arguing differences in technology and that someone is gaming the system to flaunt why their favored series, characters, ships, weapons or whatever is going to dominate while everyone else plays second banana. On that...

#2 - We're all going to be on the same side, so we will make it work so everyone can bring what they want. I will not entertain arguments of "Well, the Federation would never work with the Galactic Empire..." or whatever. Consider unholy alliances a viable option. It can be an uneasy alliance, sure, that's great RP material, but we won't exclude anyone, and I'm not going to entertain someone intentionally bringing stuff with the purpose of being excluded.

#3 - No godmodding, no god powers, no superpowers, no Mary Sue. Force powers, biotics, and whatever else falls into those "powers" categories can be used but must not be overpowered. This kind of stuff makes life very difficult for everyone when your characters have all the answers and can cast aside any threat.

#4 - The common theme behind all of this is that we're doing this for a little self-indulgence and fun. But bear in mind that no one wants to be the second fiddle to someone else's fan fiction. We're all going to have small groups of mixed units, so we're all going to be kind of doing our own fan fictions, but be respectful to one another when cross-over between groups happen. IC tensions are all and well, but OOC is not.
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Mim

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Re: The Multiverse Incident
« Reply #1 on: June 21, 2018, 11:48:55 PM »

 I'm in! I'm bagging SG, and....erm....ha....dang it.... *o Dark Angel! :D 3 would be too much for me  :look and in discussion with Cipher, I is going for Firefly where I will use one my premade FF characters....although that could change....a BSG character is inviting :D So I am bagging Kara Thrace for now.  :fp
« Last Edit: June 22, 2018, 12:15:26 AM by Mim »
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Far Dareis Mai
Life is a dream — that knows no shade.
Life is a dream — of pain and woe.
A dream from which — we pray to wake.
A dream from which — we wake and go

Cipherhornet18

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Re: The Multiverse Incident
« Reply #2 on: June 21, 2018, 11:56:25 PM »

I should point out a couple things:

1 - No one has a monopoly on a franchise.

2 - You're not required to pick 3, if you can make do with 1 or 2, by all means.

3 - You can run with as few ships as you want, the max is 10 total as previously stated.
« Last Edit: June 22, 2018, 12:27:01 AM by Cipherhornet18 »
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Shadowlord

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Re: The Multiverse Incident
« Reply #3 on: June 22, 2018, 01:59:07 AM »

I want in on this.
I am just wondering if to go with Goa’uld or not to.
Curious what other people are choosing.
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Mim

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Re: The Multiverse Incident
« Reply #4 on: June 22, 2018, 02:23:08 AM »

 My final choices are.

 Stargate: UNS Dreadnought.

 Colonel Lily Radovic
 Wing Commander Cate MacGregor

 BSG: Galactica

 Major Kara Thrace

 Caprica 6
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Far Dareis Mai
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Cipherhornet18

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Re: The Multiverse Incident
« Reply #5 on: June 22, 2018, 02:43:34 AM »

BSG:
-BS Aegis (Valkyrie II-class Light Battlestar)
-GS Emancipator (Defender-class Gunstar)
-ES Avenger (Cygnus Mk. III-class Escortstar)

Mass Effect -
-SSV Ticonderoga (Captured Cerberus SR2-class Stealth Frigate)
-Normandy SR-2 (Cerberus SR2-class Stealth Frigate) (Post ME2/Pre ME3)

Star Trek (Running off of Star Trek Online)
-USS Hornet (Avenger-class)
-RRW Incepteris (Faeht-cass)
-USS Archangel (Sovereign-class (Archon Refit))
-ISS Dauntless (Terran Aventine-class)
-USS Aegis (Ranger-class (Temporal Agent Upgrade))
« Last Edit: June 23, 2018, 03:05:18 PM by Cipherhornet18 »
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Altzek

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Re: The Multiverse Incident
« Reply #6 on: June 22, 2018, 04:54:06 AM »

Straight outta Freelancer

Admiral Otto Schultzky
RMS Niflheim (Rheinland battleship)
RMS Donau (Rheinland cruiser)
RMS Ruhr (Rheinland cruiser)
RMS Yggdrasil (Rheinland cruiser)
RMS Stuttgart (Rheinland cruiser)
RMS Elsass (Rheinland cruiser)
RMS Emden (Rheinland gunboat)
RMS Karlsruhe (Rheinland gunboat)
RMS Leizpig (Rheinland gunboat)
RMS Oder (Rheinland gunboat)

One thing, though:
FTL is not a thing in Freelancer, you move through systems with jump gates or jump holes (magnetic anomalies that lead you to another solar system, often adjacent). Onboard FTL is not a thing at all, even interplanetary travel at ftl speeds is conducted through artificial slingshots.
Will I be able to use jump holes?
Wouldn't want to get stuck in one system.
« Last Edit: June 22, 2018, 09:16:19 AM by Altzek »
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Shadowlord

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Re: The Multiverse Incident
« Reply #7 on: June 22, 2018, 08:46:00 AM »

Warhammer 40k
Battlefleet Armageddon
Admiral Orexus Dragonclaw

Apocalypse Class Battleship - Emissary of Darkness
Nemesis Class Fleet Carrier - Storm Bringer
Exorcist Class Grand Cruiser - Burning Vigilance
Armageddon Class Battlecruiser - Dark End
Long Serpent Class Battlecruiser - Eternal Vengeance
Gothic Class Cruiser - Black Scale
Lunar Class Cruiser - Crescent Moon
Tempest Class Frigate - Summit
Tempest Class Frigate - Maelstrom
Defender Class Light Cruiser - Vanguard
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Cipherhornet18

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Re: The Multiverse Incident
« Reply #8 on: June 22, 2018, 10:45:06 AM »

Altzek: I wont kneecap anyone. Yes you can use the jump holes, and can you give a quick primer on your universe setting? Ive not heard of it.

Shadow: Coming in with WH40K, niiiice. Im not super familiar with it but I know enough to know itll be interesting to see how you deal with being grouped with Xenos and potential heretics  :lol
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Altzek

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Re: The Multiverse Incident
« Reply #9 on: June 22, 2018, 12:31:54 PM »

Tech-wise it's fairly standard stuff which means:
1) Primary weapons (cannons and turrets) are energy-based, which means they use lasers, photons, particles, positrons, neutrons, tachyons, pulses and plasma. The Rheinland Military, from whom I'm bringing a fleet, uses tachyons and neutrons.
2) Shields include include those based on positrons, gravitons and molecular ones. Rheinland uses molecular shields, good against particle and plasma weapons, bad against tachyon and neutron ones. They're so-so with lasers, pulses and photon-based weapons.
3) Snub fighters can launch things like torpedoes and missiles. Also, since cruise speed is needed to reach places within a solar system, specialized missiles exist called cruise disruptors, those cause no damage and exist solely to shut down the engines of the targeted ships. Mines can also be dropped by snubs as baits against chasing enemies, it's a real bummer when you bump into one, often in the trajectory of the ship you're chasing.
4) Snub ships in the vanilla game include light fighters, heavy fighters (often used as bombers as well), very heavy fighters (unavailable to colonial militaries, only to criminal groups and wealthy settlers in solar systems outside colonial rule). Mods like Discovery introduce super heavy fighters (entirely useless), specialized bombers equipped with torpedoes and weapons that particularly allow them to dine on shields and colonial lines of very heavy fighters which have become staple in their militaries. Whether I'll be allowed to have Disco's additional snub classes or not is up to you.
5) Capital ships include gunboats/gunships with anti-snub capabilities, cruisers and destroyers which for some reason are conflated together, and battleships which also have a minimal carrier role (being able to carry on board eight to ten fighters. A freighter should also be able to dock with them).
6) There are no cloaking devices, not on human ships at least. Aliens use them but as you progress in the campaign you find out that governments that have been compromised by aliens have managed to implement alien technology on human ships, and this means in our case cloaking devices. Incidentally, I decided to bring in the colony that's the most infested (including the character I'm playing as) because of the neato cloaking devices which allow me to even the odds with the other franchises here. Note that alien technology is entirely living and organic, probably the only organic piece of equipment on otherwise electromechanical ships.
7) It's implied by the semi-empty cockpits with the pilots floating in the middle that at least snub fighters are controlled mentally.
8) Hulls are repaired with nanobots, shields recharged with batteries. It happens on the spot ingame but whether this is the case or not is up to you. Maybe you can make it necessary to wait some time to make the nanobots and batteries work their magic, maybe you want a 200% vanilla-like "experience", up to you.

Explaining the lore would take much more room here, which is why I invite you to get the game from Gog.com for the princely sum of five bucks or just consult a wiki like http://freelancer.wikia.com/wiki/Main_Page this or the TVTropes pages, but broadly speaking we're talking about a Weimar Republic IN SPACE (and three other colonies, Space America, Space Japan, Space and Space Britain, none of which I've decided to bring along because no neato cloaking devices except on one Space American prototype ship that went missing) that's like totally economically bankrupt and with one left-wing rebellion after another that's taken advantage of by a species of aliens created millions of years ago by an elder race that wakes up one day only to find out that their cradle and the toys left by mommy and daddy have been taken by these weird hairless monkeys. The aliens are like "Eh, maybe it's not too bad, it would've taken us centuries to figure out how these things work and they've just spared us all the work. Besides, that's how we're supposed to look like" and come up with this convoluted plan to make most humans kill each other by taking over higherups like some snakes we're familiar with are used to and launch an inter-colonial genocidal war that would allow them to soften mankind enough to hijack it and remake it and its civilization in their image.
We can also jump this alien part and just pretend I'm playing as a regular Space German admiral if only because we aren't playing Stargate, up to you.
« Last Edit: June 22, 2018, 12:40:16 PM by Altzek »
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Bowsy 112

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Re: The Multiverse Incident
« Reply #10 on: June 22, 2018, 01:04:03 PM »

Couple of questions. Seeing as the UNSC Infinity carries 10 Frigates in its compliment. (Like inside its structure, in hangers. Not just clamped on the outside.) Do those Frigates count as the 10 ships or not?

Also...
Space Marine factions from 40k...
I've run with my own chapter ever since I was a kid. The Barbarian Marines. (Yes they are space marines but they follow a more militaristic protocol rather than a religious one.)
Can we have our own or would we be limited to pretty standard chapters?
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Cipherhornet18

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Re: The Multiverse Incident
« Reply #11 on: June 22, 2018, 01:28:19 PM »

Alt: Right on.

All of these universes exist seperately from each other so you dont need to change your canon to match anyone elses.

Bowsy: Given the Infinity's scale and the Frigates, if you take the complete package, count it as 4 ships and we'll call it square.

As for the Chapter, I only know its a vital part of the Space Marines identity. If Shadow and other 40Kers dont take issue to it, youre free to use your own Chapter.
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Bowsy 112

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Re: The Multiverse Incident
« Reply #12 on: June 22, 2018, 02:19:25 PM »

Ahhh Man. I now dont know what I want...

Can I mix ships and crews? So like a NX Refit maned by Spartan Teams.
Kind of leaning towards a small unit.

I have a great Spartan Fire Team that could work in this quite well. But two of them are Canon Characters?

I cant decide weather I want the Mechs from Star Ship Troopers. Space Marines, Spartans or Gears from Gears of War.
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Altzek

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Re: The Multiverse Incident
« Reply #13 on: June 22, 2018, 02:28:32 PM »

Fair enough. So, does that mean multirole Valkyrie heavy fighters making up decent bombers as well? With no need to import from Disco?
Also, for the sake of the game, I will de-emphasise as much as possible the fact that I'm basically playing as an alien. Judging by the campaign they act in a fairly human-like manner anyway, hell the people they wear are probably even barely aware they have an hickey, they're just made to think that the alien interests are somehow desirable and act accordingly. For all intents and purposes I will play and act human the whole time.
« Last Edit: June 22, 2018, 02:39:00 PM by Altzek »
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Re: The Multiverse Incident
« Reply #14 on: June 22, 2018, 02:42:37 PM »

I like the idea of mixing ship and crew. Stick some Jem Hadar on a ship, great for ground troops.

I'm trying to decide if I want 2 Klingon ships or ditch one for another newer Federation ship.
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