literature

Ancerious Galactic Base Rules (OUT OF DATE)

Deviation Actions

EmperorMyric's avatar
By
Published:
5.2K Views

Literature Text

Section 1: Getting Your Empire Started

“In each sector of this galaxy there may be a people out there taking their first steps to the stars. It is how we treat our younger brethren that determines if they become an agent for the betterment of the galaxy or a terrible blight on its existence. Thus it is all well and good to be great in size, but the measure of a nation is not in the girth of its borders but how it treats its smaller neighbors.” – Emperor Myric, Reflections of a Galaxy, Volume I

1.1: Military Power Limits
New empires that join the Ancerious Galaxy Roleplay start off with a base cap to the number of warships they may deploy within the confines of the Ancerious galaxy itself. This cap is 250 ships and has no effect on what the player has back in their home universe or reality. For reference a warship is a vessel designed to travel in outer space that may or may not be able to land on a planetary surface that is built with the intention of military use and is armed thusly. Civilian vessels whether they are armed or not do not count towards this limit as it takes many civilian ships to maintain the needs of a star empire and its’ military apparatus. In a later section we will discuss what counts as a warship by classification and how to fill out the force declaration list. Once you have fully joined Ancerious you will gain an additional 250 warships each two weeks in real time up to a maximum set limit of 6000. This also goes for reinforcements to losses sustained in galaxy as well and must wait for the end of the two weeks to gain 250 ships back. This amount is not fixed and is being fine tuned.

Military Power Alternatives

For those factions that may be more or less technologically advanced than others there can be caps or benefits given by admins depending on your faction. A faction with much more powerful technology than the average will have less ships meanwhile cheap technologically inferior ships can be build incredibly quickly. In this regard there are 5 types of technology/ship states that a player may be allocated depending on your faction:

Heavily Superior Tech: In this instance your average ship far surpasses those of the average races. Such ships can easily go toe to toe with a great number of other vessels, and a small taskforce may be sufficient to take on other players fleets. In this instance you will replace your cap of 6000 ships and instead be capped at 1500 ships total. Instead of gaining 250 ships per 2 weeks (or after every battle as is the case in 2nd Ancerious war) you will instead gain 62 ships. You will take a 75% cut to ship numbers compared to the average.

Superior Tech: In this instance your ships are generally superior to the average races. Such ships can take a few times their own number and fleets will be somewhat smaller compared to most of the others. Your cap will be 3000 ships maximum instead of 6000.  Instead of gaining 250 ships per 2 weeks (or after every battle as is the case in 2nd Ancerious war) you will instead gain 125 ships. You will take a 50% cut to ship numbers compared to the average.

Average Tech No difference. You run as standard rules.

Inferior Tech In this instance your ships are generally inferior to the average races. Each average ship may equal a few of yours so your fleets tend to be slightly larger than the average to compensate in numbers. Your cap will be 9000 ships maximum instead of 6000.  Instead of gaining 250 ships per 2 weeks (or after every battle as is the case in 2nd Ancerious war) you will instead gain 375 ships. You will take a 50% boost to ship numbers compared to the average.

Heavily Inferior Tech In this instance your ships are heavily outclassed compared to the average of the group, for each enemy ship it may equal 10 or far more of your own to go toe to toe with them. Your fleets will be incredibly large to make up for the shortfalls and will have to heavily rely on tactics. Your cap will be 10,500 ships maximum instead of 6000.  Instead of gaining 250 ships per 2 weeks (or after every battle as is the case in 2nd Ancerious war) you will instead gain 437 ships. You will take a 75% boost to ship numbers compared to the average.

Please ask the admins whether your faction fits into any of these categories if you are in that category please add it to your force declaration at the top, your ships cannot say be on par with most ships in the group yet be counted as heavily inferior to get the bonus numbers, neither will cutting your numbers to say you are superior mean anything if your tech isn’t actually that superior to the average.


+++TEMPORARY AMMENDMENT+++

The 2nd Ancerious war rages on, and in response the galaxy has gone onto war footing. The cap has been raised to 6000 ships max (as shown above it used to be 4000) Additionally due to the nature of the war and the affect the rules have IC it has been decided that for the entirety of the 2AW the 250 ships will ONLY be given at the end of every major 2AW battle arc. To stop abuse in the kind of entering a battle then purposefully letting it go on longer to get more reinforcements. If in confusion merely note an admin or ping on skype 


1.2: Colonization

New Empires also start with 5 solar systems for their beginning territory.
In the same process as is allowed with the increasing of warship numbers, players are allowed to colonize an additional 5 solar systems per two weeks up to a maximum of 50 solar systems. It is left to the player’s discretion as to how the colonized solar systems are arranged and what type they are but the galactic map (The map is a work in progress for note.) will be updated each month in accordance with this fact.

+++TEMPORARY AMENDMENT+++

The same as above with the warships applies to the 5 extra systems per two weeks as well and will be replaced to 5 solar systems after every major battle arc in 2AW.

1.3: Super Weapons Limits
Your Empire may also have access to a certain amount of Super Weapon slots. These slots are by no means compulsory and are optional.

Note: Superweapons Rules revised, see section 8A for details

1.4: Required Information Forms
You must also fill in the following entry forms for your empire:
Overall Empire information form:
www.deviantart.com/emperormyri…

Force Declaration form:
www.deviantart.com/emperormyri…

Super weapon form (NOT COMPULSORY):
www.deviantart.com/emperormyri…

Biology form (Only required if you have a very alien and diffrent race): www.deviantart.com/emperormyri…



Section 2:  Alternate Empire Options

"Once one comes two shall follow... It is only a matter of time before flocks of other races both good and evil descend upon this new discovery, War will come to Ancerious. Mark my words it will come..."-- Lord Skullow of Tenebrae privately addressing his subordinates


Players have the option of playing up to two alignment balanced additional factions or empires in addition to their main empire. For instance if your main empire is evil you may play an additional neutral and good aligned empire and vice versa.
These additional empires are for the purpose of aiding to plot development and the maintenance of storyline arcs for the galaxy, but they are not for the use of gaining military or any form of advantage that a player would not normally have. Using alternate empires for the sole purpose of gaining an unfair advantage or cheating to evade the rules is referred to as ‘Milking’ and is strictly prohibited.


Section 3: Fair Play

"Do not believe that you've caught us off guard with such a powerful tool, that you have us already defeated.”– High Exemplar Gravus after the destruction of the Matterforge.

It needs to be said that when role playing with another faction it is best to work together.
Anyone overriding another faction by intimidation out of character or anyone controlling someone else's faction without permission instantly gains a Black mark. These Black marks are given out by administrators to those who have broken the rules and transgressed. If three black marks are by your name you will be kicked from Ancerious after a period of 2 weeks we will offer you a place back in if you apologize and promise not to do so again. BUT you will only have ONE black mark this time. If you transgress again we will permanently kick you from the group.


Section 4: Semi- Limited Galaxy:

"A Million worlds and more to explore... such wonders waiting to be uncovered... And such horrors to be faced. A new galaxy, both a place of wonderful mystery and terrifying evil"-- Former leader of the Cerabian Empire on discovery of Ancerious


For all intents and purposes the Ancerious Galaxy itself is the absolute limit of the game play area. No faction is able to go outside the galactic boundaries and no alternate timeline or reality versions of the Ancerious galaxy exist. This may seem harsh however there is a reason for this and it may even be part of how your people have come to take up residence in the Ancerious Galaxy. This is a weird place after all... However you may have contact with outside parts of your empire (such as you getting your reinforcements etc.) and communications however you may not bring in your entire factions forces etc. You are still restricted to the limits (its assumed your factions main parts are more focused on other things) you may send stuff back and forth but of course has to stay in the limit.

Section 5: The Limits of Belief

"It is obvious we will find others who are radically different out there, but then again... the laws of physics are a harsh mistress, whoever we find will be just as constricted as we are"-- Agion Commander of the ShadowBlade fleet

The Ancerious Galaxy’s role play operates within (mostly) the realm of physics. This means that the basic understood laws of physics are in effect and players should read up on the subject but expect a little movement room for the science fiction effect. For instance light does not instantly travel, it takes time and thus faster than light does not mean instantaneous travel. Inertia, velocity and mass all have effect son objects and thus, there is a set frame of operations that governs the galaxy. This does not mean that anything that is not real cannot be possible. If you have a technology that technically cannot operate in the laws of physics' or for say real life then all you need to do is explain to the administrators how it would work. This is not to so say techno-jargon will save the day but putting time and thought in to the function of said weapon will increase the likely hood of it receiving approval. For example, if a weapon is submitted that does [insert effect here] and should not for some reason work in real life because it operates on some imaginary particles or energy all a player has to do is explain in detail how the weapon should work. Making the weapon or technology sound real and or believable as well as putting some effort into the information presented will go a long way towards approval. This process and the nature of these technologies and or weapons doesn’t mean you can bend or break the rules governing limitations on weapons, warships or other rules in general. When in doubt ping an admin and we can look it over for you/help you make it work.

Section 6: Time Travel Technology

"Time. Time is merely another tool to be melded to our will. It was gifted to us by the great Khamood' Ur. Who are we to question our god?" -- Emissary Dyxis to Emperor Myric

Time travel while allowed in Ancerious is heavily, heavily limited and restricted. Time travel is a very easy to abuse plot device and technology that can cause untold IC and OOC issues and damage to the group and its players. Because of this time travel has a whole host of restrictions and anyone using time technology will have to be heavily trusted by the group and a good RPer.

However we will limit time travelers in this RP to only a few good players. Everyone having it just ruins everything.

Going Back in Time: Is not allowed. Due to the Mists weapon deployed by the Temporians going back in time is too dangerous and unreliable to do. Any travelling back will be restricted to character story plots only and will be unable to change anything substantial. All parties involved must agree OOC to such.

Future travel/knowledge: Any scrying of the future or going into the future is just as dangerous and unreliable as going back. Any scrying to discern enemy plans (example in a war you know a move is coming so you use your time tech to see what the enemy does before he does it) must be agreed upon OOC with the player in question, if they decline then the Mists make it too unreliable to predict anything. If they agree you may gain knowledge of their future moves however you also must write up you gaining that knowledge IC, so no sudden move counters.

Erasure: There will be non erasure of any kind, nothing can be erased from time in Ancerious. Be it factions to units.

Section 7: The Specifics of Warships

"I Have a thousand ships at my command! That alone should show our grand purpose! Have mercy for any fool who gets in my way, for I shall not"-- Lord Emperor Garren of Capitol (Deceased)

In more detailed and precise definition a ‘Warship’ is a craft used to wage some form of warfare against an enemy. In the strictest sense it is often a military craft built for that express purpose however, retrofitted civilian craft, pirate vessels and militia vessels can fall under the grouping and if armed for this purpose must be noted within the ship limitations. The warship declaration sheet can be found here:
ancerious-galactic.deviantart.…

The above template is submitted to Ancerious when you enter the RP, or for previously existing empires is due as of the public release of this revised rules set. Officially warships fit into the following primary categories but, players are allowed to judge which class their vessels fit into by their nation’s own criteria.

Special Units – Artillery ships, Mobile star bases/Battle fortresses, Space Faring Mechs.

Traditional Warships – Super dreadnought, Dreadnought, Battleship, Battle Cruiser, Carrier, Heavy Cruiser, Cruiser, Light Cruiser, Destroyer, Frigate, Corvette, Sloop, Gunship.

(Please note Ancerious has a limit to warship sizes being 300km maximum, anything over will not be accepted and this limit is for truly large ships, not 'all my cruisers are 200km' please be somewhat sensible with sizes. However starbases etc. may go beyond this size)

Customized warship categories are welcome as well especially in the case of vessels that fall between noted roles and uses. Please try to deploy relatively balanced fleets that consist of a mix of classes and types, as opposed to claiming something ridiculous such as 250 super dreadnoughts. The administrators will often suggest changes or if the list violates balance or fair play rules you may be asked to outright change your listing.
More detailed information on the nature of the force declaration can be found on the force declaration sheer itself.


Section 8: Superweapons in detail

"Let those lapdogs think they have won, give them a few moments of celebration. That is enough, prime the Void Distortion Cannon. Let our enemies burn. But make sure some stay alive, I want word to spread, I want them to fear our power"-- Member of the council of thirteen Carron on the Cerabian fleet

In Ancerious as described in section one you are allowed certain super weapon slots. Because super weapons fit such broad categories and can encompass different things
Players often have different concepts and classifications of what a super weapon is or is not. For all intent and purposes Ancerious has a standardized scale setting a basic limit on the classification of super weapons in regards to their destructive force and the number of slots they consume.

[Slot info revised, see section 8A]

Keep in mind these are very rough boundaries for super weapons and thus may be subject to revision at a later date pending the study of their effect on game play. Each player must submit a super weapon’s listing of any super weapons you wish to use in Ancerious so that the administrators can review the weapon and appoint the appropriate cost in slots to your limits. Please use the form included below when submitting a super weapon. Also of note you may only ever have ONE of each super weapon, having multiple of the same class will result in them being additional super weapons and hence filling up more slots (aka you have two slot ones the same this means they take up two slots not one)

Name:
Physical Description: (what it looks like is it a facility a ship? Etc.)
What exactly does it do: (why is it a super weapon? Does it break down molecules? Breach reality? Make massive explosions? Etc.)
Physical Capabilities: (can it defend itself? If a facility does the facility have defences? Does the ship it's on have good weaponry other than the super weapon?)
Weaknesses: (can the facility be easily attacked? Does it have a small area of effect? Insanely long charge time etc.?)
How many Slots do YOU think it takes up?:

Super weapons also run on a Warship basis. If one is destroyed you must wait two months for it to either be rebuilt or whatever, no instantly replacing them.

Section 8A: The Proliferation Act of 2014

Due to the proliferation and abuse of the Super weapons rule this revision; the proliferation act of 2014 has become required as an amendment to the original rules that overwrites some or all of the original super weapon rules. As with any far-reaching amendment it is best that players consult the administrators if they are unsure of their super weapons status or the status of any super weapon submission. As before all proposed super weapons must be approved by the administration corps prior to use in role play.

As noted in the original super weapon rules a player receives a set number of super weapon slots based on the number of ships he or she is able to build at the time. This is not based on damages or losses received but the point at which the player reaches the ability to build and support the following numbers of ships.

[1 slot] – Requires 1,000 vessel capacity
[2 Slots] – Requires 2,500 vessel capacity
[3 Slots] = Requires 4,000 vessel capacity

Super weapons by definition are weapons used in either a defensive or offensive role to effectively render a given target either unable to continue combat* or effectively destroyed.
The means in which you the player may be able to achieve either effect are as varied as the factions in the role play themselves. As a general rule, the less specific the targeting of your super weapon and the greater its area of affects the more slots it would use. So the following revised definition as taken from the primary super weapon rules would now apply

Super Weapon Slot (1): Typically limited to weapons of terror and destruction, that can be both deadly and non destructive. Some examples include Plasma Coil Missiles (Union)  that can destroy an entire planet, weapons that convert a planets inhabitants (Eos Consortiun) and intelligence stations that can scry far off systems with accuracy (Dectrose).

Super Weapon Slot (2): Two slot super weapons are weapons that bear the ability to destroy a planet in a repeatable fashion to destroy swathes of a solar system either by destroying the planet outright through gravity manipulation (Amalgam) or by destroying it’s ecology to the point recovery and use is rendered impossible and corrupted (Aberration).

Super Weapon Slot (3): Three slot weapons are the ones you really hear about but do not ever want to experience firsthand. They are the single most destructive weapons in the game and at most possess the ability to snuff out stars and by extension or by intention the solar systems that orbit the said stars (Crucible). Three slot super weapons are weapons of pure terror that thankfully are rare and seldom used.

Ultimately it is the responsibility of the player to fill out and submit a detailed document regarding their proposed super weapon using the Super Weapon Information sheet and have it approved by the Administrators before they may use their super weapon. It also should be said that the super weapon should not be confused with the concept of a ‘Unique’ unit as noted blow in section 8B.

+++TEMPORARY AMENDMENT+++

Due to the 2AW like the ships income the super weapon income is now changed. A weapons building time or replacement time if it was destroyed equates to its slot number. So:

Slot 1 takes 3 IC battles in 2AW until its completion or replacement to the battlefield.

Slot 2 takes 5 IC battles in 2AW until its completion or replacement to the battlefield.

Slot 3 takes 10 IC battles in 2AW until its completion or replacement to the battlefield.

This is to prevent the kamakazing of super weapons in 2AW so they are quickly rebuilt.

Section 8B: Unique units

Eventually the leaders of a nation get the idea to build something that represents their people in the light they intended. The resulting unit is always unique to the nation and cannot be mistaken for anything else as it often encompasses the true spirit of a nation and is a demonstration of the nation’s capability. This is where a unique unit would come into play in Ancerious, each faction would at the time they receive their third super weapon slot also receive the ability to build one unique unit which would be expected to be a starship. The use of the vessel would vary based on the nation constructing it and thus the first limitation to constructing a true unique unit is that the unit itself cannot be a super weapon. Players might design it to carry their super weapons however or perhaps have it exist for industrial, diplomatic or for trade purposes. Players may only design one unique vessel and may only have one in any state of service or construction at a time. Should such a unit be destroyed players must wait six months in real time to replace it.

Unique units are subject to the same approval process as super weapons and the following information should be provided to the Administrators at the time of submission.

Classification:
Dimensions: [length, width height]
Super Weapons Carrier?: [Yes/No]
Purpose: [what do you intend to use it for?]
Capabilities: [What is it able to do?]
Limitations: [what are it’s flaws?]

*Unable to continue combat as a term may include making the crews of a target fleet unable to man their stations, killing the crew whole sale or otherwise making them unable to continue fighting.





Section 9: Deities and Entities

"The circumstance of our birth is irrelevant, It is what we do with our gifts that determines who we are, and what we fight for"--King Helios of the Drake Empire

It is the nature of most that they want to be powerful and it is thus more tempting to be so while role playing a nation-based role playing game. It is then one of the points of contention for a good role play. For the purposes of this document such powerful beings are considered in two categories, the Deity and the Entity.

9.1: Deities
A Deity in the context of this Universe represents an all-powerful omnipotent being. While such a being may or may not be infallible it is a being several magnitudes of power above your average mortal. These deities are incredibly powerful and while may add to plotlines have the potential to be incredibly abused and used for OP and power play. In this respect you MAY use deities in Ancerious IF your faction has them or requires them for your faction to be played. You cannot randomly make up deities to be used because of this rule. HOWEVER if you DO have deities in Ancerious you WILL be closely watched by the admins just like with time travel. These Deities work under this theory. They may be all powerful and have incredible power to change things only IF they do not intervene (sort of like a god but one who merely watches and guides through words not actions) the second is the option that they do directly intervene but CAN be hurt/ beaten etc. And are not as all powerful as their non-action brethren. Either way this area is under scrutiny and any with such characters will be dutifully watched...

Example Deities:

Eos (Eos Consortium)
Shifting Mirrors (Axioms)
Draconian gods (CDG)
Bohze (Kalaedans)

9.2: Entities
An Entity is a being that is generally often immortal or very long-lived but is not omnipotent nor does he or she possess any major powers or abilities such as being able to create life or eradicate an entire race at a whim. Entities can be the leaders of Nations or other major character roles, but should be treated as Semi-NPC if they bear significant powers, and PC’s if they merely bear something as minor as a long life span beyond the norm of their species.

Example Entities:

Sotek (Himself)
King Helios (Drake Empire)
Grand Exemplar Tyrandis (Eos Consortium)
Nivose(Nivosist forces)
Jian Daogun (Axioms)


Needless to say both Deities and Entities need Administrator approval, with the use of an impartial third party stand in should an Administrator be the one submitting such a character.



Section 10: Biology:

"Its strange for you to comprehend our bodies in a normal way, we live with this crystal just as you live with the blood running through your veins. Although of course Anisene does give you far more bonuses..." –Unknown Visone

No species is immune to everything and so different races can have infinitely diverse biology's. In this regard is advised for you to describe your species biology and detail what they are resistant/immune to or weak to in regard. You cannot be resistant to everything and there is always a weakness to a race, if you do not have any race weaknesses the Administrators are obliged to make one for you. This section is especially important if you are playing a race which is far different to humans. If playing a human race you may just put human down but again your humans may be different... It's always best to have these things down on your entry form rather than turning up later in an argument. If you need any help on biology ask an admin we are all very adept at Chemistry physics and biology.

Section 11: Fallibility of Empires:

"Nothing is perfect. You may build the mightiest defences in creation, given enough time someone will learn how to defeat them, that is the way of the Universe. There can be no perfection this side of the grave"-- Emperor Daniel of Carnaith

No one is perfect nor do they make perfect things. It is the nature of life itself to bear imperfection and the driving force of biology itself to try by one means or another to slowly correct these errors. That said one can also conclude that no empire is perfect, and thus neither are the peoples that compose it, regardless of origin or species.  Therefore no one’s defences are impenetrable or their society immune to upheaval or subversion.

Section 12: Magic:

"You call this what you don't understand magic because you cannot comprehend how it works. It is merely a method which has been passed down and learned by my people for many generations. In a way I suppose it is magic... maybe it's better that way, sometimes it is better to believe than understand"-- Lesser Empress Gaia to a still learning race

Magic IS allowed in Ancerious but again is under close scrutiny and watch of the administrators as well as our chief magic user :iconsorteagan: . Magic is again another area which can be woefully abused and power played. In this regard Magic is just as limited as technology. In this regard you can use magic to fill any role technology may play and you may have magic users in your military but you are required to describe and explain the use and effect of your magic just as a technology user must justify the nature of his technology. This means that you are not allowed to perform manoeuvres which are illegal or otherwise and just say 'my magic allows me to do this'. Contrary to some sources magic does not mean you override the laws of physics, they will always apply unless in certain circumstances. If you have individual concerns consult and admin and we will be happy to help.



Section 13: Out Of Character & In Character Boundaries

"There is absolutely no way you knew we had a contact." -- Minevan infantryman to a maverick officer after a series of artillery strikes.

Anything said Out Of Character is not admissible in any way shape or form In Character. This absolute boundary extends to conversations via deviant’s note function or comments made in response to submissions on Deviant art that are clearly of OOC nature. Furthermore Skype conversations are considered to be all OOC unless an IC status is agreed upon by all participants.

Nearly all of Ancerious RP is also going on Skype and most players do talking on Skype I will list everyone's individual skype names (if willing) in order for contacts. It is advisable to join this for ease of contact. Skype is free and easy to set up if you do not have it.

Section 14: Timing:

"You can plan for a billion years and finalize it to every conceivable variable, but when a plan requires timing... If you get it even one second too late those million years are gonna seem a whole lot longer..."-- unnamed IRS Strategist

No agreement between player-nations is considered complete and legal until the event reaches it’s agreed upon ending. The date of the last posts or the conclusion of the event is official as of the Primary Roleplay’s time line and thus may or may not effect what a player or players are able to do without consequence. In addition a timeline for Ancerious is under construction for ease of dates and what’s happening.


Section 15: Ancerious Canon:

"Ancerious is like nothing you have ever seen before. Take the advice, I have lived here for hundreds of years and still things surprise me. This galaxy isn't natural and I can tell you now, if you're not ready for her she will chew you up and spit you out" --Raiden supreme grand master of the Sicarii Order to Captain Volkus.

The official storyline and concept of the Ancerious galaxy is considered the official cannon of the role play. This cannon role play is independent of all others and is designed so it will not within reason infringe on your creative works or story lines. What you and your empires do here will affect the Ancerious cannon, but what you do elsewhere has no effect on Ancerious. That said back home you might be the most powerful galaxy ever conceived but here, everyone starts equally and you may find your superiority is not so superior. In Ancerious you operate under the primary galactic plotline and we admit this may not be for some people. Balance is the key to any role play and in Ancerious no one’s individual cannon overrides anyone else’s cannon. The individual player’s canon in Ancerious is often melded together to create a balance and also to create a pretty damn cool canon at that. If you have any questions on this regard ask an administrator.

Section 15A: The Golden Cannon Rule

”Its only a matter of time before others copy our interdiction technology, we were the first to deploy it here… It is only a matter of time before the others make their own” Union head scientist to the Tenebrae head construction leader during 1AW

Sometimes players will see something from a game, another sci fi, or a book series and go ‘I really want that in my faction’ they will take such a thing and hopefully change and mould it so that it becomes something other than what it was before, giving them a good ship or tank etc. which people may recognise but IC its clearly different. However there are also times when players will take something and not change it at all. Essentially ripping off something which could even be from another player in the group.
This is of course not acceptable, merely ripping something off and using it for your own purposes is not accepted, and if you change it for instance to be better than that’s even worse, for example take the deathstar, you decide you want one. But you decide to patch up its exhaust port and make its super laser charge quicker. This is not allowed. But if you for example take the death star, change its appearance and put some background on it, it will be acceptable. Also if what you have taken it from is readily apparent to the degree where it really does look like it’s taken/ripped off the admins have the right to ask you to change it.

In certain cases such items may count as the player’s allotted (1) unique unit for their faction due to Administration review. As a final note, all items that fall under the “Golden Cannon” rule are subject to review upon introduction and periodic review after being accepted by the Administration to ensure the item is not being used out of context. It also may be required by the administration in some cases that a item require calibration to work at full capacity in the Ancerious galaxy which may take a set amount of tome or certain conditions as noted in the review.

In this regard if a player does obviously take something from another sci-fi and merely calls it their own it is to be done for a temporary time, changes to such to make it mostly original is required and such measures to keep a very loosely changed (for example Leman Russ battle tank from 40k) will result in the admins asking for it to be changed. We wish to keep Ancerious original to degrees and while changing something to be sort of related but changed is fine.

Using something from another sci-fi or creation and barely changing it however will not be tolerated.


Section 16: NPC Factions

“Ancerious seems to be a honey pot of Empires, don’t be fooled boy, there are many out there that we have yet to see...”- An Avilun officer to a Junior rating.

The Ancerious galaxy role play is based in a massive spiral type galaxy not unlike the Milky Way galaxy we know in real life. As the current map indicates the known nations have barely explored the massive expanse of the galaxy. Such a sight as seen on the map is surely inviting to those sentient species out there looking to expand, or perhaps merely looking for some place to call home free of some great trouble. We know clearly from the areas of the galaxy that are charted that there are many races in the galaxy already and there is the potential for contact with countless others in the unexplored frontiers.

This plethora of populations leads to a critical role play concept, the non-player nation. An NPN is a sub-faction that it’s not exclusively controlled by one player but can be created by any standing member of the role play. The purpose of such a nation is to add a greater variety to the universe by allowing players to create other nations and peoples but not necessarily have to worry about their day-to-day operations as they might with their main faction.  Make no mistake a NPN is not a lesser nation but an equal one and is bound by the same rules as any other faction created in the role play. It can be said that the following five guidelines are functional rules for the creation and operation of an NPN.

1. All NPN nations must undergo an approval process using the same form as a normal player nation. Extra information on the Empire info form should be added by the creator to cover the nation’s character, motivations and nature/alignment (ie god, evil, lawful good, neutral, chaotic and so on.).

www.deviantart.com/art/Empire-…

2. No NPN nation can be conquered by its creator.
3. No NPN nation can exist simply to give any one player any unfair advantage such as acceleration of tech development, additional units and so forth.
4. While there is no current limit to the number of NPN’s that can be designed and created, please consider the vastness of space and the relative rarity of life. (ie please don’t flood the admin’s with NPN requests.)
5. Any NPN that is proposed by a player that effects another player’s nation by existing and its basic actions must have that players approval before it can be submitted for approval by the Administrators. (example; player 1 wants to create a pirate group that raids player2’s commerce ships, player 1 will need player 2’s permission.)

For a functional example, Myric has thankfully provided one of his works in progress as an example of how an NPN might be designed. Consider the case of the Eos as stated by Myric.

“Take the Eos Consortium, a new NPN faction who originated in Ancerious around a very devout and radical religion. The Consortium seeks to bend all they encounter to their religion’s will and will make frequent attacks against unbelievers. Because of this they are unlikely to ally with anyone and before anyone requests use of them they should consult me to find out their abilities. While unlikely to ally it is possible they may be convinced join with factions to prevent their own destruction in short term agreements. It is also possible they may determine a random target and wage a holy war against a random empire.”

Section 17: Combat

"On the ground, the foe has us outnumbered and dug-in. No man or woman in their right mind would mount an assault on such a fortified foe. But you're not in your right mind. You're in the Corps." -Chief of Staff Bradley Novak to a company of Marines.

In Ancerious, combat, be it in space or planetside, is a prevalent aspect. While definitely not the most important part of the group, a vast majority of the roleplays and development are about combat or are combat. Generally, in a combat-based roleplay, there must be rules or a system in place to help prevent discrepancies; since there is no longer a stat system, there'll just be general rules on it covered here. A few key points and terms are as follows:
-No godmodding; essentially, godmodding is when someone has the capabilities to do anything without limits or boundaries, and/or simply cannot be harmed or affected by any and all means the other RPers try.
This could be killing or injuring without the player's expressed permission in certain cases.
It could be when a player simply cannot be hit and dodge all things directed at them in an incredulous manner.
It can also be using or controlling another's forces or characters in any way without the other player's expressed permission; this is commonly reffered to as powerplaying. The usual outcome of this is a character/force being portrayed as something that they're not, making them appear weak to make another character/force seem superior, etc. This can sometimes go beyond that irritating line and become straight up offensive.

-No autohitting; to clarify, autohitting is the act of writing the attack, and explaining the damage inflicted upon the one recieving the attacks in a post without their consent or prior approval in a post. Have some trust in your fellow player. Leave the damage one takes to the one recieving the attack.

-No metagaming; metagaming is, simply put, using out-of-character knowledge for an in-character advantage, with information that in-game would not have been known. This is a way of abusing the game and is generally considered cheating. It can be hard not to be influenced by OOC information that could save you from total annihilation, but do your best to immerse yourself and act in-character.

-Try and reach a happy medium with those you are going into contest with, to avoid arguments. Settle your arguments with reason.

-Be alright with taking hits and losses, even heavy ones, every now and again; not everyone has to win every time; you will not win every time.

-Be flexible. Try and work with other people's concepts and grasps on combat in general

Section 17A Technological limits:

”Believe me when I say that some weapons in creation should never be used” Par’Lan Captain of the Nakai cruiser A’Zores

In light of some of the previous events in Ancerious the following technological items are forbidden unless explicitly stated by the admin team:

Singularity weapons: weapons which can create black holes inside their targets or fire singularities at their targets. There is practically no defence against this and is instant kill regardless of the target, for this reason these weapons are banned. However Singularitys which are used as stages in a weapon not for direct effect may be used. For example a temporary Singularity for charging something for the weapon, or using its decay as a weapon, is allowed. Using the singularity or black hole as the effect is banned.

Time weaponry: Also under the time travel section time weaponry is practically banned with explicit exemption from the admin team for its ability to essentially be abused far too much. Time weapons include erasure capabilities or sending units back/forward in time.

In addition to this the following technologies have the following limits:

FTL: FTL in Ancerious comes in uncountable forms, however due to seeing some abuse of the more advanced types all FTL types in Ancerious cannot cross the galaxy in ‘one jump’ or automatically get you to a location with no travel time. As well as this all FTL drives must take at least 2 turns to charge after they have been used, or if the fleet is in dock and doesn’t keep them charged etc. Nothing can override this, as it is to prevent one turn jump in fire and jump outs. Also you may not jump in and immediately execute an attack which cannot be blocked (for instance jump into a system and launch a slot 3 weapon without a chance for an opponent to have a chance to stop it) And ALL types of FTL are subject to being interdicted.

Reinforcements: FTL will always take a minimum of one turn to get to a battle zone, for example if you have a fleet next to the system under attack it will take a minimum of 1 Turn to jump in, half a galaxy away reinforcements may be 2 turns or across the entire galaxy 3+ its down to player discretion.

FTL weaponry: If you use a type of FTL weaponry like for instance warp missiles or Tachyon Arrows etc. these too will be watched closely by the admin team, they are fully subject to interdiction technologies and if too powerful will be amended by the admins.

FTL Interdiction: Most factions in Ancerious now have some form of it one way or another. To stop the questions of ‘does your interdiction affect all types of FTL or specific types’ all FTL interdiction by a faction has to fall into one of the following categories, please choose one:

Blanket interdiction: This type means every type of FTL is affected in the AOE zone including your own, essentially it’s a ‘nobody can use not even us’ deny ability, meaning no matter what type your enemies using it will affect them even if you have never encountered their drive type before.

Select Interdiction: This type can only target specific drives at a time. Allowing you yourself to also use your FTL while denying your opponent, however if you’re fighting two enemies and you interdict one drive set the other will be unaffected (unless their using the same type etc.) Also to be able to do this you must have prior knowledge of their FTL or RP some post where you scan their FTL output etc. you cannot immediately interdict a faction whose FTL you have never encountered. In this regard you can specifically handicap a player’s fleet without any hindrance to your own but has its balances.

Section 18: Constant Canon

”This galaxy is always in constant motion… A perfect place for the Syntagma to enlighten all minds” Axiom Shifting Mirrors

In light of recent concerns of major players retconning Ancerious canon, a rule is placed that will prevent players from retconning anything that will affect the canon or timeline whatsoever.

Once joined, players cannot leave and state that their factions or creations never existed. You can, however make a sufficient write-out for whatever they please. Just know that once you contribute something to Ancerious canon, it is going to remain in Ancerious canon because you provided it of your own volition. Therefore, I heavily recommend that you reconsider before shoehorning your home canon into the group; there are no take-backs.

Think of your empire sheet as a sort of contract. Once you're in, you cannot screw everyone else just to get out. If you want to leave and remove your faction or creations from the group, discuss it with one of the admins.

The plot is ever-fluid. If you do not want to or think you can commit yourself to a constant canon, then it would be best to reconsider your choice of role-play group.
+++PLEASE USE THE FOLLOWING RULES+++

Ancerious Galactic Base Rules Part 1Section 1: Getting Your Empire Started

“In each sector of this galaxy there may be a people out there taking their first steps to the stars. It is how we treat our younger brethren that determines if they become an agent for the betterment of the galaxy or a terrible blight on its existence. Thus it is all well and good to be great in size, but the measure of a nation is not in the girth of its borders but how it treats its smaller neighbours.” – Emperor Myric, Reflections of a Galaxy, Volume I

Joining: Ancerious galactic while a ‘closed’ RP canon group is open to new players and more. To join or invite someone merely ask one of the admins or members to invite you to the server or use the permanent server link found in #ancerious-chat in the discord server. Upon entry fill out the small pinned messages revealing who invited you and where you are from as well as if you wish to join or observ



New rules amendments effective from 03/02/2017

For those who wish to know the amendments:

-Ship and colony income due to wartime effects

-Slight tweaks on deities and such

-New technology section stating banned tech and limitations of others

-Constant cannon rule no longer temporary now in effect

-Golden cannon rule about copying/changing already made sci fi and adapting it to your own

-Singularity weapons amendment

-Time travel amendment

Amendment 25/11/2017

-FTL reinforcement time minimum of 1 turn

Any questions please ask the admins :)
© 2013 - 2024 EmperorMyric
Comments44
Join the community to add your comment. Already a deviant? Log In
theWolfdragon21's avatar
okay going to do this cause i been playing this one game called papers please sooo yeah

union solider: GLOWER TO THE UNION!! GREATEST FUCKING PLANET--*gets shot*

.......had to put him down

lol

nice work