[center][b][h1][color=6A5ACD]War for the Ragnarok Array[/color][/h1][/b][/center] [img]http://i.imgur.com/HIqqgzU.jpg[/img] Within a blink of an eye, the logic of your world ended. The transfer to the Ragnarok Array begins and ends in but a single moment. You may not have been the only one from your world; Entire organizations could've been transported with you. With or without comrades, under this new and alien sky you are not alone. Various other people and organizations from alternate worlds have also been transported to the Ragnarok Array. It has been approximately one month since the mass abduction. Only a fraction of the original people and organizations remain. The titanic clashes that characterized the first week after the spiriting completely wiped out nearly 3/4ths of all those who originally arrived. The remaining abductees and factions have licked their wounds and have gotten their initial bearings on this new world. Their story from here on is yours to write. [hider=Setting Guide] Locations of Mega Structures and other important locales will be on the map, which will exist after I have a solid headcount of factions. Though outwardly similar to the planet Earth, the Array is actually far from it. Great mega-structures such as the Nodes dot its virginal surface, though no truly intelligent life can be found. While exceedingly large, the world itself is a flat square which ends in great invisible barriers. To go beyond these barriers is to "fall" into the vacuum of space. In actuality, this world is a cosmic sized space station with an artificially maintained tile resting on its top. Exiting the "atmosphere" of the Array reveals the true nature of what is beyond the station. Blinding lights, streaming colors, flashes, and endless explosions surround it. To enter this "death zone" is to instantly die. There is no seen or unseen escape, and no stellar bodies exist beyond the station itself. Thus, even its day/night cycle is fake, along with the sun-like object that illuminates the world. Deep beneath this curious surface lies the station itself- a conglomeration of ancient machines and magick like technology. Various rare resources and great dangers lurk here, waiting to be exploited by the most courageous and foolish adventurers. The logic of your world has ended. So has this ones. [/hider] [hider=Character Guide] There are a few guidelines to characters even if this a crossover roleplay. Thankfully this will be reformatted after the out of character is put up, but it should give you a good idea of things to come. * This roleplay is always open unless I say otherwise. It is typically easy to accommodate new characters. * I expect you to apply at least semi serious characters. This means that Dick Dastardly or Beevis and Butthead aren't acceptable here. I wouldn't generally worry about this rule, but I will be strict about it. * Some characters are weaker than others. A Noir detective won't be able to stand up to Master Chief, and this is a simple fact of life. You have to go into the roleplay accepting that he can probably destroy you. The best way to deal with this is to plan for it(And choose a conflict you can beat him in), apply someone else, or align yourself to a faction who may back you with upgrades, equipment, or support that equals the playing field a bit more. As this is a roleplay issue, I leave this on you to solve and plan for. * As detailed in the Hero Sheet(Which you should read!), Threat Rating is a thing. Threat Rating 1 characters receive Protagonist Points to have a chance against Threat Rating 3 characters. Threat Rating 2 characters get nothing, but also can't be targeted by Protagonist Points. * If you are using a Protagonist Point, declare it at the very top of your post with a blurb stating the action you are using it on. Example: [Using PP- Punching Cthulhu in the face] * PP allows you to commit impossible actions and have equally impossible results happen. It allows a normally invalid cause to exist(And thus an invalid effect), but it doesn't skip a cause. In otherwords you can't say [Using PP- Killing Cthulhu with a single punch to his face]. PP allows a Threat Rating 1 character armed with a pistol to harm Superman(even with invulnerable skin!) using just a pistol despite all logic. This doesn't let you red smear him, however. * Threat Rating exists to create tangible consequences for the actions of our strongest characters. This is partially to help weaker characters, yes. But this system is here to also enrich the experience of those playing Rating 3 characters by giving them some chance of defeat. [/hider] [hider=Faction Guide] * This roleplay is always open unless I say otherwise. However it may become more difficult to accommodate new factions later and they likely won't get the same starting benefits. * If you want to apply a faction from a certain universe and someone already applied a faction from that universe, work it out with them. Mundaning an already made canon faction with one of your own is a no-no. Seniority rules in this case. * This isn't a NRP, so Factions and their conflicts are a framework for characters and their stories to build around. This however doesn't preclude you from investing effort and making plans for your faction. You can build your faction just as much as your character. * Mass Combat(Battles between factions) will be dealt with freeform, but with a three phase system to give it framing. This will especially benefit characters involved in the battle and prevent every conflict from becoming a WMD fest. As has been implied, this was the result of the first week after abduction. A lot of people died, so current factions and characters are likely a bit more restrained because of that. * Faction sheets will come after the OOC is put up, but claims allow you to ensure you'll get the faction you want. They also allow me to prepare the map properly for the number of factions we'll get, so make sure to use them! It'll help the administrative staff help you. * Most importantly, Mega-structures are huge boons to factions. Especially regarding Nodes, as they are essentially what allow factions to exist within this roleplay. Nodes are capable of producing almost any resource, and while their daily output is limited, they are vital. For example they can produce Sakuradite, which fuels Code Geass Knightmare Frames. They are the only source of universe specific materials. Rare and lucrative ores unique to the station exist but they can only be found deep within the station itself, far underground. * Oceanic and Underground factions are applicable too, but will have limited Nodes. This encourages them to be involved with the surface. * Nodes are the only possible way for anyone, regardless of Threat Rating, to connect with worlds other than this one. This can be used for reinforcements and supplies. A single Node is fairly limited however, so try to gain as many as possible. * The best way to expand Node production in the short term is to gain other Nodes. Nodes will however be modifiable and upgradable, and certain factions may use them in specific ways. Be creative, but keep in mind that I'll be silently watching. * Spaceships are applicable, but keep in mind staying in space will grant you no nodes. This means no material, let alone food or manpower. No fleet should have tonnage exceeding in total a Super Star Destroyer. Cheating this rule in spirit is definitely a no no. Further, while the Ragnarok Array is huge, you generally need to stay in its orbit as there is very little space between the Array and the storms outside of it(By Stellar standards anyway). * Factions should be sustainable, as I mentioned above. You need materials and food(If you eat, anyway) and I will hold you to that. [/hider] [hider=Hero Sheet] Name: Simple enough, right? Appearance: What they look like. You can eliminate this section in favor of a picture at the top of the sheet. If they're an original character, I'd seriously suggest describing them and having a picture if you can find a fitting one. Age: Simple enough, right? Specify biological and chronological age if they don't match. Race: The species they're a part of. Gender: Simple enough, right? Origin: The universe of origin. If AU, specify that. AUs are under more scrutiny then canons for safeties sake. Objectives: What do they wish to do in the Ragnarok Array, now that they've been dragged to it? Characters without good objectives tend to fade into irrelevance, so I'd ponder this one deeply. Use this section for your long term goals and objectives rather than short term ones. Temperament: Not personality, as you should define that in the actual RP. This is just how they typically interact with others. Affiliation: What faction do they hold loyalty to at the moment? Alignment: Alignment determines who you are willingly able to tolerate for long term relationships. This is especially important when it comes to a Heroes relationship with their own faction or others. Generally, anything more than [url=http://www.d20pfsrd.com/alignment-description/additional-rules/]two steps away[/url] from your alignment is completely unpalatable to your character. Don't ever let this dominate your characters actions, but also consider alignment the path of least resistance for their interactions with others. Alignments are more loosely defined in this roleplay, so don't worry about it too much. Again, this is at its strongest and most important when it comes to their dealings with factions. Background: A short summary of their experiences before arriving on the Ragnarok Array. This isn't a bio, so you don't need that level of detail. If you're doing a OC, I'd add a little bit more than what others do if I were you. Since everyone who isn't a late joiner arrived at the same time a month ago, you've been around likely a month. However I'd probably look into the applied factions and characters and maybe work something out with others before saying what you did on the Array. Skills: Even if their level of skill exceeds humanity, it should go here if it's a skill. Things like the capability to shoot a gun, read books, or build solar system destroying space ships. Like abilities, list them and give minor details. If they have average skill in a mundane skill such as cooking or driving, don't mention it. Abilities: Abilities that defy natural laws, such as magic missile or the ability to regenerate from wounds. Anything that isn't a skill or item based should go here. List your abilities and at least give a basic run down on them. Equipment: Anything members of your faction don't typically wield, such as special weapons or unique armour, goes here. Also includes single use items and consumables. Protagonist Points: The capability to do the impossible, put simply. All low threat characters will start with at least one point. The uses of these points will be in the character guide, but the primary intent is to make unwinnable fights winnable when your opponent is a Threat Rating 3(God Class) character. If you get PP, I'll tell you when I assign your Threat Rating. Threat Rating: A measurement of a characters threat level. To be set by co-gms only. Do not set it yourself, or I will be greatly displeased. Threat level is more or less about the gap between our characters power and helps the GMs manage that gap. Threat level is separated into three distinct categories. Beyond reference though you won't need to worry about this section until I assign you your threat rating. More information can be found in the character guide. [hider=*1(Low)] A mundane threat that is dangerous at the material level. Most characters fit in this category, so its not actually 'weak'. You can shoot someone, but you can also be shot. Any fight with a character of this class is a fight with a "chance" of victory, no matter how slim. [/hider] [hider=*2(Medium)] Potentially dangerous on more than a material level. May still be able to be shot, or may require certain conditions to be defeated. They share the strengths and weakness' of both low and high characters. If your character is designated 3(High), you may decide to weaken them at the start of the roleplay under GM supervision. If you choose this option, they will instead be designated 2(Medium) until they regain powers. This is regardless of their actual power. [/hider] [hider=*3(High)] Dangerous beyond the material level. At this rating, they are considered to be equivalent to a nuke in threat, though not necessarily destructive force. In otherwords, a living WMD that can potentially equal biological or nuclear weapons(and worse things). God level characters are designated threat level 3 automatically. Any fight against them without super weapons, WMDs, or other Threat 3 characters is a fight without chance of victory. [/hider] [/hider] [hider=Faction Claim] This is merely a claims section to give you dibs on a particular faction. The sheet for factions will be put up when the Out of Character is created, not before then. This won't exist after the OOC is made. All you need to do is post this and @mention me. I don't need to acknowledge it or even approve of it. As long as it exists, you're fine. Leader: (Character) Faction Name: (Just the factions name. IE "Blackwatch") Alignment: Alignment determines who you are willingly able to tolerate for long term relationships. A faction one step away can join you in deeper bonds and limited integration(Such as a NATO like force). You can still do diplomacy with factions [url=http://www.d20pfsrd.com/alignment-description/additional-rules/]two steps away[/url] from yours. Anything further is simply too far away from your ideology to normally deal with. You can defy alignment rules, but you'll need a GMs approval(and thus some scrutiny) to do it. Going with people near your alignment is always easier. Universe of Origin: (The universe they came from. If AU, please make sure to attach that to it.) [/hider]