After Earth was lost, everything fell to pieces. As the centre of control, bureaucracy, finance, culture and defence for the entire empire of unified races shattered into a hundred thousand fragments, the galaxy was never to be the same. Those who called each other brother and friend, those united by a singular purpose in the universe turned their backs on one another and the Empire’s grand vision for a unified tomorrow was a mere whisper on the cosmic wind. A dream as dead as the planet it was birthed on. Once a bustling mega-utopia for everyone who had a dream had become a loose scattering of singed rocks hanging in the infinite blackness, dancing their dance of misery and regret.
Some factions tried to kickstart a second Empire: the Humans tried to consolidate their power in the aftermath, but little could be done to reunite the galaxy in the madness. Soon enough, the races of the galaxy began to find a kind of primal peace in the separation, a serenity that was impossible to find in the orderly unity of the former Empire. Worlds began to grow verdant once more, planets forged their own ways of living, traded at their own whims, had no quotas to meet. In the strangest of ways, the galaxy was united, but not by any doctrine or regime; only by peace and the prospect of freedom.
So when the Starfall sector went silent, the galaxy knew that the calm would not last.
The same force that had obliterated the Earth is making it’s advances, the Starfall sector is it’s first movement. A loose cluster of eleven stars that has been brought under their power. The only way to access the fringe sector from the galactic centre is through 'Starfall Prime-1', the namesake wormhole network of the sector. They will expand, they will destroy, they will fortify. The unified Empire was not able to defeat them in all out war, so it would seem that all hope has been lost if they have their gaze set upon oppressing and enslaving the rest of the galaxy.
But there does lie hope. Hope in the fiercest of individuals. All out war is out of the question, but if disorder and terror were to be sowed among their ranks… There could be hope after all. There may be a chance at tomorrow.
The Ephemeral gather. A collection of the most deadly, vicious, brutal assassins and single combat specialists the galaxy has ever known. Brought together by an AI of unknown origin, traversing the void of space in a simple Hephastus-Class Corvette that has been heavily modified with engines and cloaking fields, the Ephemeral have united with a single purpose: to break the ranks of the oppressors and bring Starfall it’s freedom once more.
You are Ephemeral. Together, you will bring the oppressors crashing to their knees, or be the last failed attempt of a galaxy dreaming of peace.
Thank you for taking an interest in Starfall, a role-play idea that i've wanted to try out for quite some time! It's going to be a little different from your standard role-play because of the changes in linearity and progression that you may be used to in traditional role-plays that are more focused on a single storyline that has small aspects evolve around the players, but largely stays the same. Starfall, however, is dynamic.
A lot of role-plays say they are dynamic, but they are either not dynamic or have absolutely no story drive, they're usually the 'open survival' types that crumble under themselves when the players get bored. However, in Starfall, the role-play will be cut down into individual missions that will take a week or two to finish each, meaning that we keep a huge variety and pace; you beat these missions your own way. Co-operate with your fellow players and get the job done, or try to be a hero and spectacularly f*** up, and the bad-guys will punish you for it. They will learn, they will get to know your weaknesses if they are overexposed to you and that will definitely not play in your favour.
The start of every 'mission' will be a briefing from the 'Terrarial H.A.K.E.S.A.T.H', your AI commander, giving details of the target, his weaknesses and strengths, his defences, guards and whatever other useful tidbits of information should prove useful to your mission. A list and hierarchy of the leaders in the Starfall sector will be provided, and you must kill or manipulate each of them to get closer to your ultimate target... As more and more star systems are liberated from enemy forces, the oppressors will become more and more aware that something is working against them, and their defences will tighten.
Starfall is split into two distinct sections in which your characters will interact differently. Combat-centric missions and narrative-centric intermissions.
Combat within missions in Starfall is a little different to a lot of role-plays. As in, killing grunts is not something you describe explicitly. Think of it as an Arena fight and all the enemies are actual players. You don't auto hit them, you simply describe your attack (or indeed, your actions) and i'll write out the reaction and effects of your actions. it's pretty easy to pick up.
When you launch attacks I do fancy complicated things which determine what happens and how. You don't need to worry about how these results are determined, you only need to concern yourself with the actual result which is always presented in a narrative fashion.
As we complete missions and do epic shit, your characters will be awarded with added gear and fluff which will improve their chances in combat, as well as their capacity to utterly curbstomp enemies in increasingly gory ways.
The best chance for success is to have multiple characters play multiple roles, having the entire team play to their strengths. Some will thrive in all out firefights, some will be at home backstabbing with lethal efficiency.
Tl;dr: You write the attack, I write the death or horrible mutilation you cause.
Missions will not require huge posts. They are fast paced and posts should contain only necessary elements to the fight. However the RP is still in advanced, and writing should be treated as such.
Starfall is split into two distinct sections in which your characters will interact differently. Combat-centric missions and narrative-centric intermissions.
Intermissions in Starfall will act as a normal role-play would. These typically happen in the days between missions and will last about as long. In this time you will be free to roam the ship, develop characters and conflicts and just generally play as if you were in any other game.
Non-combat periods are also an opportunity for me to advance the story in ways other than threatening your lives on a regular basis. Expect me to PM one or two of you a specific element or event that can be included in your 'regular role-play' intermission posts to keep things spicy.
Posts in intermission periods don't need to be short and fast paced. Gets as exposition-y as you'd like!
-Active- ∞ Available Clones- Elizabeth Colt - Synthorian
-Active- ∞ Available Clones- Alexis A. "Pinocchio" Ingalls the Fourth - TTwoThumbsUp
-Active- ∞ Available Clones- Sirius Korvekt - Synthorian
-Active- ∞ Available Clones- Harvin Tong - GourmetItalia
-Inactive-2 Available Clones- Marc 'The Shadow' - horrordaily
-Inactive-2 Available Clones- Alsia - Raptorman
-Inactive-2 Available Clones- Dying Star - HeyNow
-Inactive-2 Available Clones- Randel Himurr - Asuras (CS IS WIP)
-Inactive-2 Available Clones- Rin Ohmahazet - The Roman07 (CS IS WIP)
An idea from a good friend of mine. Most of these are for fun, but they give you little fun things to try for, even if the majority are only explained / unlocked after you actually do them. The list will be updated continually. Shut up. This is fun, trust me.
I'm a cat.
The map will be updated and changed as the sector is wrangled free from the grasp of the Arakath. Red is enemy control, blue is Ephemeral Control.
Each object is a star, with the exception of Starfall Prime-1, a wormhole.
Feel free to ask any questions.