Entry tags:
FAQ
Player Concerns ››
- What kind of game is this?
A space exploration/adventure game with some slice of life flavorings. Check the Premise for more information.
- How did my characters get here?
Most characters arrived four weeks prior to the opening of the game. In a desperate bid to return to Confederation space, the Admirality ordered an experimental alien device plugged into one of the Juggernauts, the Intrepid, and ordered it activated. Theoretically, the ship would have folded space and returned home, leaving a distortion wave for the rest of the fleet to follow.
Instead, the ship disappeared for three minutes.
When it reappeared, it looked as if it had been through hell. Parts of the ship were rusted beyond belief, other parts looked as if they'd just rolled off the assembly lines. Surrounding it, and inside it, were other vessels. Transport ships, piloted robots, designs no one had seen before. Inside, the Intrepid's crew were in bad shape, with few survivors. However, somewhere along the line, they'd picked up dozens of passengers, human and nonhuman.
Working swiftly to avoid any permanent damage from exposure to space and possible radiation leaks, the mysterious passengers were collected, their possessions inventoried and stored, and the people sent to a care facility. There, they were cared for until they woke up. At least, that's how most characters arrive.
Other characters might appear in different circumstances and fewer may have grown up on the Fleet and never known another life. However, these options need to be talked over with the mods.
- What kind of characters are accepted?
At Crux Fleet, we will accept OCs, canon OCs, canon characters, canon AUs, CRAUs, cats, dogs, disco kings...
Basically, if a character appears in a work of fiction and he has enough of a personality and background to be apped, then feel free. If your character is an AU of a canon character, and that AU is a published one (Evil!Cole McGrath/Good!Cole McGrath, DCAU!Superman/Red Son!Superman, 2003 Anime!Pride/Manga Pride), it's also fine. However, if you're going "I want to play Steve Rogers as a rule 63 alicorn", then you're probably going to be declined. For the purpose of characters with multiple possible storylines, only the canon ending will be considered, well, canon. This means male Light Side Revan, Good End Cole McGrath, etc. For ones that aren't so clear, such as the Mass Effect trilogy... Well, we'll see.
Original characters from original universes will get heavier scrutiny than canon characters, mind. That's just how things go. Also, as long as your canon OC isn't some sue related to the main characters or way more powerful than them, it's fine. Mind you, they're still going to get heavier scrutiny, but they're not going to be outright denied.
Characters who originate from the Crux Fleet universe will need mod permission and will need some heavy communication before they're accepted. As an exception to the AU ruling, we will accept AU characters that originate from this universe. Again, however, this will need communication with the mod team. Just in case.
Silent protagonists (Chrono, Link, Persona MCs) will be accepted. Just go off of what the canon gives you in terms of personality and don't suddenly spring a "They're plotting to kill the Sultan of Agrabah" and we'll be good.
If you are playing a CRAU, a character with previous game history, they'll be judged much like OCs will. We will need detail on any major developments they've had, how they've changed, and why.
- Can we app more than one character from a single canon?
As long as they're not heavily involved with each other, yes. Playing Master Asia and Domon is a nono. Playing Batman and Bronze Tiger is just fine.
- How many characters can we have at once?
Right now the limit is five. This is subject to change.
- What if I drop a character?
Then they'll vanish into the background of the city or the Fleet. Or maybe they'll be taken by the entity that brought the Fleet there.
- And a hiatus? How are those handled?
When your character goes on hiatus, they'll either fade into the background of the colony ship or the Fleet, go on a tour of duty on one of the warships if they sign up with the military, or possibly go on a scouting/trade/diplomatic mission. Another solution is that the dimensional transference caused lingering damage to their system, giving them a form of 'acclimation sickness'. To solve this problem, they would have to enter a stasis chamber for a brief period of time until they were in good condition again.
- Where do I go for plotting or talking to the mods? Not about problems, but just for fun.
Please use the OOC community for plotting. If players wish to work out private plots amongst themselves, that is fine. The mods won't say anything. But any event planning or large plots should be put on the OOC community so that everyone can see and comment.
- What do we need for activity checks?
Activity Checks will be performed once a month. To pass the monthly activity checks, you will need ten comments per character. If an activity check is failed two times in three months, the mods will ask you to drop a character. You must reply to an Activity Check, even if you've failed. Failure to do so will be regarded as a drop. There will be exceptions on holiday months.
- How will we handle canon updates?
Sometimes dimensional travel has side effects on your brain chemistry, keeping you from remembering things clearly. Sometimes it's like you don't remember them at all, until they come back.
Before you do a canon update, e-mail the mods. Ask for permission.
If it's a canon update that involves losing a body part or something, we probably won't allow it. Learning something/skill upgrades/new powers/character development, we probably will. If it involves new weapons, they'll likely still be with the other stuff that came with the character and it just wasn't given to them because they didn't sign off on it when handed the inventory form.
Expanding on the loss of limb/eye/etc.: The only way it could happen is if your character came in just after losing that body part, with the injury still fresh and the part right nearby to be reattached. If it has already been healed over, the doctors wouldn't bother unless asked.
Character Concerns ››
- So, I'm playing a character that was played earlier, but the other player dropped them. What do I do?
Wormhole travel runs the risk of brain damage. Nothing serious, but sometimes there's some loss or alteration of memory.
That or Arvel replaced the old character with another version for his own amusement.
- Can we have two different versions of the same character in the game at once?
Sure. As long as they're different enough. Like, someone could play Iron Man from the comics and Iron Man from the movies and it'd be fine. However, if you were to play a character that's essentially identical, such as Krillen from the anime and Krillen from the manga, then that's a no-go.
Still, we'd rather you asked the other player if it's cool with them, first.
- My character needs some kind of drug/food/medicine to live! What do?
Relax. In the future, medicine is awesome. The doctors either have whatever your character needs on hand or they can synthesize it easily enough. The synthesized energy/material may be inferior to what your character is used to, however.
- My character isn't human. How do we handle this?
They'll stay inhuman unless the player wants to alter them. In which case, they need to talk to the mods. We'll allow for partial humanizations if the player feels it's necessary. Keep in mind that the point of humanizing a character is to make it easier to interact with other characters, not to give them powers. Any attempts to make them stronger than they'd normally be will end in rejection.
The Brave Little Toaster turning human: Fine. Gaining the ability to fire heat blasts: Not fine.
- What if my character is dead?
Depends on how they died. If it's just after death and they died due to some disease or trauma, chances are good that the doctors can, and already have, saved them. Anything up to and including a bullet in the head can be fixed by future medicine.
However, if there's too much damage to the body, then there's a risk that they may have to replace certain organs with cybernetics. If your character is missing a chunk of their brains, their head has been severed, or they've lost over half their body, they cannot be saved. So, instead, they will be pulled from the second the fatal damage started to occur, or right beforehand.
- But what if my character's a ghost or a zombie or a vampire?
The Undead are tricky, as many don't have the usual life signs that would prompt the Fleet to rescue them. However, their brain activity is enough for the Confederation's sensors to pick up on and mark them for rescue.
The unliving, like cybernetic beings, were hit particularly hard by the dimensional transference. Even if it's not usually possible for them, the shock to their systems knocked them out for a time. The Fleet's science doesn't have a terrible amount of experience with their kind of organism, but they did the best they could, storing the injured parties into stasis chambers until they could repair themselves.
- What happens if my character dies in-game?
Then they're dead. The surgeons can work miracle workers, but if there's no heartbeat or brain activity... Well.
They're dead, Jim.
- All right, what about robotic characters? Transformers, Robot Masters, and the like?
All of the mechanical things are being inventoried or studied. That means the mechanical characters will wake up in a cargo bay with some very interested mechanics. There is some mistrust for mechanical life forms, but most will give them the benefit of the doubt and they'll be treated roughly the same as the organics once it's realized that, yes, they are alive and need care.
Rather than being stored in a hospital, they're being kept in a hangar bay with their programming (or sparks, in the case of Cybertronians) removed from their bodies and placed into non-ambulatory computer databases. The databases cannot interact with each other in any way and have no connection to anything but monitoring systems. The Confederation has a very bad history with mechanical life forms and has gotten rather good at containing them.
Giant robots will not be shrunk down unless the player wishes it. Mechanical characters can stay mechanical unless the player wishes it. However, giant robots will have trouble getting around the colony ship and military vessels. The colony ship was retrofitted so that mecha could move in the streets, but those are for emergencies. There are areas large enough, such as parks, for them to relax and interact with. Also, the crew will supply them with remote controlled drones for them to interact with people while their bodies are in the vehicle bays.
- What if my character has pets or summoned monsters?
Ordinary pets likely did not survive exposure to the vacuum. Beings like Pokemon or summoned demons can be kept, as long as it's only at the limit to what your character carries in canon.
- Can my characters keep their ships and mecha?
Yes. There's room for ships at most 100 meters in the various vehicle bays, and larger starships can be held by electromagnetic clamps. That said, the mods likely won't allow anything larger than five hundred meters in-game.
As for mecha, yes, those will be kept. They will, however, go with the same size limits as the ships.
- So, how about combat?
Combat will mainly be handled by two things.
1) What does the plot need?
2) What would be awesome and fun?
We're not going to argue or keep track of power levels. If the players want to do that, it's fine. However, keep in mind that a lot of players aren't going to care a lot about engine performance and beamspam output. If players want to acknowledge between each other that Getter 1 is stronger than Gurren Lagann, then that's awesome. However, if the story calls for it, both of them might end up getting stomped by a Zaku.
When it comes to fights, let everyone contribute. It's no fun if one guy Gokus the entire enemy force, even if he is Goku. If you're playing Nanoha and you're attacked by a bunch of goons on foot, tone it down so that the other folks with you can get some punches in.
- So, what, no power limits?
Nope. No limits on your character's powers, as long as you don't powergame and/or godmode. Everyone is here to have fun, if your character can solve things instantly but that isn't in the plot, then just don't let them do that. It's fine if your character can read minds and unravel the mystery, or they're super strong and can annihilate a planet on their own. But this isn't a fic centering around them, there are other stars on the stage.
The moment this starts being abused, the mod team will institute retroactive power limits on everyone.
- How do my characters communicate?
They will be given the options to have communicators of various styles and make. It doesn't matter what kind, they essentially all do the same thing in different ways. A comm badge, a holo watch, a palmtop... It all ends up the same in the end. They can have video, audio, or text conversations at will.
Anonymous posting is possible, but the identities of the anonymous poster is kept in the network's logs and administrators can see them if they want.
Unless the comm devices are damaged somehow, there will never be an accidental broadcast of any sort. They got rid of those bugs centuries ago.
- Whoa, text? Is everything in English? Are there universal translators?
No. The language used aboard the fleet is a language different from anything commonly used today. However, the fleet administration saw that language might be an issue, so characters were taught to read and speak Confed Standard, as well as the Common Galactic Trade tongue, while they slept. Most languages the characters would speak now are considered dead languages on board the fleet.
Of course, this doesn't mean your character forgets their old languages. Simply that they know two new ones. Confed Standard is an easy, yet versatile language that covers pretty much anything they could wish to speak of. The Common Galactic Trade language is a much simpler language that focuses on numbers and items, and is really only used by merchants on trade vessels or starbases.
- Okay, so I've got my character, they're awake and know what's going on, they have a communicator... Now what?
Your character will be given temporary housing for two to three weeks, enough to get acclimatized to life in the fleet, and will be expected to find something to do with their time there. They can join the military, work at a dry cleaner, become a scientist or a student... whatever. As long as they're doing something to make themselves productive. If they do not, they will be kicked out of the temporary housing and expected to find something to do. If two months pass without them having any sort of occupation whatsoever, then they will either be drafted or dropped off on either a friendly starbase or a neutral planet.
Bear in mind, education is absolutely free. So there's really no excuse for those who don't want to work.
- Military? Do I have to do that to get my ass-kicking on?
No! It is an option, but the city government recognizes that not everyone will want to join the military and obey orders and all that. So, instead, they have a civilian militia that allows them to field starfighters and mechanized platoons for self defense purposes. They lack the resources of their military fleet, but the members are mostly free to do whatever and act as they will.
However, as part of the militia, they will have to go to bi-weekly training and make themselves available for sortie at all times. And the military can still boss them around when it comes to it, it's just that this way you don't get tossed into the brig for disobeying orders.
- How does money work?
The Confederation is a post-scarcity civilization. With fabricators widely available, no one really wants for anything. Since supply is nearly infinite, demand has plummeted. Under normal circumstances, everyone is entitled to a home, health care, education, food, and clothing. However, due to the situation of the Fleet, they have no room for freeloaders. Everyone must be doing something, even if it's engaging in education or training. However, they are not picky about occupations, many citizens who find themselves unsuitable for the military or industrial work end up turning to the arts or take up a craft and a trade.
With so many citizens turning towards production, they produce food, art, certain styles of clothes, and other objects that are either impossible or outright forbidden for the fabricators to create. In the Confederation as a whole, this lead to the creation of the credit. Those who perform a service get credits doled out from a limited amount that the Fleet has. They can spend these on the products created by other citizens, be it art, food, or hand-crafted furniture. The limits and workings of fabricators can be found in the technology section.
So, for example, you have a bakery. Fabricators can make a loaf of bread instantly, but you won't have that fresh, hand-made bread whenever you want. Therefore, the baker sets a (fair) price, and someone who has received credits may buy it for as little as five credits.
Nearly any job allows for the gain of credits. Being a student pays roughly as much as being in the military. Depending on their output, someone who works as a mechanic could make as much as an actor. While there are high-class people and areas, the differences between them and the 'lower-class' areas and citizens are mostly cosmetic. It's easy for a street sweeper to live as comfortably as a sports star, with the only real differences in their life being the amount of made goods vs. fabricated ones in their lives.
- Can players influence worldbuilding or plots?
Players may submit ideas for major NPCs, races, locations, and plots in the submission post. The mods will decide whether to implement it from there. Minor NPCs may be created and dismissed on a whim, as long as they're used well. - My characters are actually giants. Where can they wander about?
Well, for one thing, we won't shrink them unless you specifically want it done. That said, the city streets have been widened to accommodate mecha and mecha combat, so people up to about forty feet high can wander around freely in there. Most public buildings have a ceiling of fifteen to twenty feet, unless they were built with gigantic 'guests' in mind, but private dwellings mostly top out at eight or nine feet.
The halls in military ships are usually twelve feet tall, while the Uncontested Starfall has nineteen foot ceilings. The agricultural ships were made with moving vehicles, supplies, and livestock around, and so they have very tall ceilings, sometimes up to thirty feet. The supply tunnels for the Teuberg also the same height.
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