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The Space Cauldron

Captain

PostPosted: Sat Nov 27, 2010 8:42 pm
Welcome to Deep Space

    Earth is but a small part of a very large Universe. All roleplays that take place on any Celestial Body should be posted in this subforum! Only Order characters have the ability to willingly and regularly travel from Earth to other locations in Deep Space. Each Senshi can travel to their respective Homeworld and each Knight can travel to their respective Wonder. This thread specifically covers travel related to Homeworlds and Wonders. In addition to visiting Homeworlds or Wonders, Order characters my also visit the Moon Palace, located at the Moon City, and The Surrounding, a protective barrier that helps guard the Solar System from external threats. Knights may also access Olympus. Senshi Courts and Knight Brigades also have headquarters they can visit. There are special rules for visiting these locations, but every Order Character can travel there outside of their normal Homeworld or Wonder travels!

Rules for Posting

    The main purpose of this forum is to give Senshi and Knights a clear tie to their respective Homeworlds and Wonders and to connect them with the source of their power and the past lives that come with them. There are a few guidelines to keep in mind when planning and writing RPs in this forum. You can do solos or regs (or even battles if you have an idea for it!) so long as you stay within the given boundaries. This subforum is exclusively for roleplays that take place in present day, on another celestial body other than Earth. While Order characters can travel to their Homeworld or Wonder, there are several other locations they can travel to, as outlined in the Cosmic Almanac. These locations have specific rules associated with them, so if you are traveling to other locations outside of your Homeworld or Wonder, please make sure you review the rules for those specific locations before traveling!

    Rules:

    • If your character has reached a higher stage in present day but you do not want them to have reached that stage in the past life, that is acceptable! In the past life, they may not ever have grown past the first stage. You do not have to play them as reaching the same rank in the past as they have in the present if you don't want to, and while you can play them as having obtained a rank in the past they have yet to earn in the present, they will not be able to gain clear memories of such a time until your character has earned it in present day as well.

    • You cannot have past life memories of canon characters or events. Your Homeworld or Wonder cannot be said to be more important than any other; if you have any questions on what is permissible, please PM the shop mule, The Space Cauldron.

    • Your character cannot become a master of any topic or skill simply because they had a past life memory of being efficient or knowledgeable; memories are typically fleeting and give the general idea but cannot be utilized to allow your character to become more advanced. They can know that, in their past life, they were skilled in that domain, but the skill does not translate to the present day unless they work to hone their abilities and train hard to do so.

    • You cannot use anyone else's characters without their express permission. Before writing anyone's information or characters into your own story or past life, please make sure you have their permission!

    • While you can backdate roleplays to fit within the cooldown period, your character should only be ICly visiting their Homeworld or Wonder as often as they can with their rank specific cooldown. First stage characters can only travel to their Homeworld or Wonder once every three weeks, second stage characters can go once every two weeks, third stage characters can go once a week. If the character has Transcended, their cooldown period is halved. Royals may travel at will. ICly, the cooldown begins when the character first arrives at their Homeworld or Wonder, not when they leave; OOCly, the cooldown begins when the RP is started, not when it is finished. The cooldown is only for the character who is traveling; if they are taking a guest, this does not count towards the guest's cooldown! Please see cooldowns and restrictions for other Deep Space locations if travelling there!

    • If there are multiple solos spanning a single trip, they may either be posted in the same thread, with a new post per solo, or may be posted in new threads, however if in multiple threads, the IC date should be recorded at the top of each new thread. Similarly, if multiple RPs are happening during the span of a single trip, this should also be noted at the top of the RP.

    • You do not need to have past life visions every time you visit your Homeworld or Wonder. These are completely optional. However, you should not be having more than one memory per trip unless you are taking an extended trip. Memories should be fairly vague and brief, but the higher your rank and the more time you spend on your Wonder, the more graphic and detailed they can become. You won't remember everything at once! Even though Royals have the ability to travel at will, even they are not able to clearly recall every detail from their past life at will. They will need time to piece things together at will, also.
 
PostPosted: Sat Nov 27, 2010 8:44 pm
Past Life Memories

    Sometimes, when traveling to a Homeworld or Wonder, characters may also experience visions or memories from their Past Life. Oftentimes these are only brief glimpses into the past and will depict something important to the character. Unless staying for an extended period of time, the character should only have one past life vision per trip. As the character grows in power, so too may the length, clarity, or detail of their past life memories.

    Past Life memories can be incredibly personal so a character may find themselves tasting, feeling (physically or emotionally), hearing, smelling, or seeing the memory, as though it were a distant memory of their own. While nothing will be actually tangible from the memory, the mind may perceive it as such and affect all the senses. Sometimes the memory may be overwhelming and require them time to process the memory to interpret or understand it.

    Past Life memories will always be from the most recent life the character lived; they cannot have memories from multiple past lives. The Silver Millennium happened roughly a thousand years ago, so all past life memories should be from the life that existed during that time. After the Silver Millennium fell, so too did all the other worlds at roughly the same time, though most for vastly different reasons. All homeworlds should have fallen about one thousand years ago, so their most recent life should have perished roughly at that time as well.

    An Order character may receive a Past Life memory while on another world if the characters are incredibly close (such as siblings, romantic partners, in a team, Court or Brigade, or even enemies). They may have past life memories of their time on that world. This should be rare and all memories experienced off world must be from their past life on that world. Chaos characters cannot naturally receive past life memories, but civilians may recover past life memories if they were a civilian only in their past life. Mauvians may receive past life memories while on the World of their bonded Senshi, though these memories are typically limited to their time on that world. They cannot have past life memories of Mau. Only Order characters can receive past life memories from traveling to their homeworld or others.

    Mauvians, Senshi, and Reincarnated Knights are eligible to receive past life memories. While there is a chance that a civilian who was incredibly close to the Senshi or Knight in a past life may have a past life memory if they are visiting the Senshi or Knight's Homeworld or Wonder, this would need approval from the mule.

Descended Knights

    Instead of Past Life memories, Descended Knights will be able to interact with the ghostly figure of the last Knight of that Wonder. These spirits exist to guide, educate, and train the new Knight. There can only have ever been one Knight of a Wonder at a time, so only the most recent Knight's ghost will inhabit the Wonder. While these ghosts are predominantly incorporeal, in rare moments they can become tangible in brief bursts of emotions or need. In this way, they are like poltergeists with extremely temporary abilities to interact with their environment.

    If a player has a plot that requires their ancestor to be tangible--such as to complete a ritual or something--please PM the mule and we can work out details for this! In special circumstances where the Wonder is able to share more energy, it would be reasonable to think that they could have a more tangible form but this would not be a flippant or common occurrence. Typically an ancestor is simply a ghost on their wonder.

    This ghost was alive during the fall of the Wonder, and has full memories of their previous life. It is fairly common that they either attended the Knight Academy on Earth to be trained and assigned a Wonder or they were personally selected by the Knight of that Wonder and trained to replace them. These ghosts were unable to move on, for whatever reason, so their starseeds were unable to return to the Galaxy Cauldron. Because of this they were not able to reincarnate, and when the Wonder needed someone to don the mantle of Knighthood, it called to the next eligible member of that bloodline. If the ghost has taught the current Knight all that they can and is ready to move on, a ritual may be completed to help their starseed pass safely into the Cauldron to be reborn.

    Guests can see and interact with the ghost there, if the ghost so chooses. They may manifest singularly for only the Knight of that Wonder, or for their guests as well.

    Descended Knights will not have Past Life Memories while they are on their Wonder; instead, they have access to the ghost of their ancestor who previously held their title. Descended Knights are reincarnations of someone from the time of the Silver Millennium, however they were likely only ever civilians and never powered up at that time. It would be incredibly unlikely for a Descended Knight to have a Past Life memory, but this would be possible with approval if they were with someone they had been close to in their past life, or if they were on a World where they had strong memories.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 27, 2010 8:48 pm
Homeworlds and Wonders


    While every homeworld and wonder may differ greatly in size, shape, climate and architecture, there is one grim constant that unifies them all: they’re all completely devoid of sentient life. There are no animals, insects, or people still alive. Depending on the world, it may be overrun with plant life or also severely lacking. There can be a wide variety of plant life, with the possibility of other non-intrusive, non-sentient life that cannot respond to any interaction. These might be things such as coral reefs (without the associated marine life), but these will need approval from the mule. The worlds are abandoned shells of what they once were, ghost towns in their own right. It’s hard to tell at this point what exactly might have happened to these places, and when, but all worlds have fallen into some decay. Some are more damaged than others, as if something catastrophic wiped out the population. Some worlds look like they were simply abandoned.

    If you would like to share or log information about your Homeworld or Wonder, you can post in the Galactic Almanac to have it added to our Registry!

Designing your Homeworld or Wonder

    Each Homeworld and Wonder is unique!

    There is a lot of freedom in designing a Senshi Homeworld; it would be impossible to develop a society on the surface of an actual star, so all worlds can be designed as if they were their own planets regardless of what Celestial Body the Homeworld is named after. You are not bound to whatever scientifically real description your Celestial Body has and can write that it has whatever dimensions, climate, geography, landscape, plant-life, gravitational field, or architecture that you like.

    Knight Wonders typically must represent their respective themes and at least take them into consideration when being designed. The Knight Thread has information on the past and present state of Knight Wonders, and should be referred to when planning your Knight's Wonder. These locations can still be written to be unique and you have a lot of control over dimensions, climate, geography, landscape, plant-life, gravitational field, and architecture, provided they are within reason for the planet they are located on (or that you have a good reason for being written otherwise, however it is recommended that you contact The Space Cauldron for approval!)

    For Knights, all Wonders on a planet are typically visible and reachable, however if a player chooses, their Wonder may be encased in a magical barrier that fogs up the view, preventing any clear identification. Wonders that do not have an active Knight or have been corrupted will be protected in a foggy barrier. Even if you can see a Wonder, you cannot enter it without permission and usually need the protector of that Wonder there as well. If a Royal Senshi has Knights on their Homeworld, they cannot enter the Wonders without permission.

    While travel to other Wonders can be roleplayed with permission, guests of the Knight doing the teleporting cannot then travel to their Wonder in order to bypass the limit on Past Life Memories; unless approved in plot, they can only have a Past Life Memory when they themselves are travelling to their homeworld. It may take minutes, hours, or even days to travel from Wonder to Wonder, so if pursuing this, please keep that in mind as well as being respectful that Knights are guests on a Senshi Homeworld; you do not have freedom to manipulate or describe a Senshi Homeworld's in any way other than what is written without explicit permission from the mule or the owner of the PC Royal!

    Cosmos Knights are a bit of an exception in this regard; unlike other Knights that are bound to a specific planet or world, Cosmos Knights have outposts across space. Many of them are just small islands drifting through space. They cannot appear on any specific planet or world, so you could not have a Cosmos outpost on Mars, but you could have a Cosmos outpost nearby or orbiting Mars. There is no way to access one Cosmos Wonder from another without teleporting.

    Chronos Knights still have Wonders of their own that follow the same general rules as all other Knights, but due to the rules of the Surrounding, they cannot travel with their guests unless their guests are Order characters. If any Chaos character or civilian character attempts to leave a Chronos Knight's Wonder, they will be immediately expelled and sent back to Destiny City.

    Earth Knights are also a bit of an exception because of our existence on Earth. Though we all live on Earth, no one can take a plane to a Wonder and infiltrate an Earth Wonder. Earth Wonders exist on a magical plane that cannot be reached simply by traveling from Destiny City. Earth Knights will not find a living person on their wonder and a civilian or tourist cannot just walk into an Earth Wonder.

    The most technologically advanced planet was the Planet Mau, by virtue of them also having been the most ancient. That in mind, no other civilization in the cosmos matches them in technological prowess. As long as this is kept into consideration, there is a wide range of technology your Homeworld/Wonder can have. However, at present, all technology should be severely deteriorated. It may have some basic functions available from the start, but Worlds should not immediately have a surplus of functionality from their technology. As a world is restored, these functions may return to use, however there are some limitations to what technology can do. A character can never access usable files either digitally or physically; while computers may be up and running at some point, the language should be completely foreign and impossible to translate. Technology also cannot give you special boosts off world or enhance you in a way that gives you an unfair advantage. Space ships or other devices to allow transportation off planet cannot be found, and technology that can be transported to Earth cannot be used. You may send in a plot if you have an idea for this but there will be restrictions and things to keep in mind but the staff will work with you! If you want your Homeworld/Wonder to have limited technology, that is also possible! The universe was full of a wide variety of lifestyles, so your Homeworld could have been technologically limited or technologically advanced.

    There are only some limits about what can grow on Homeworld or Wonders; no location can have have crops or edible harvests that would allow a character to live there permanently. It would be acceptable to have some varieties of plants or trees yield a harvest of some sort, but only after the character has worked to restore their world to some degree. It is anticipated that this would either be a very experienced second stage, or a third stage character. Most plants will not yield any harvest until the character has put a lot of effort into its restoration. These are all alien plants so there is a lot of variety on what type of plants can exist, so use your best judgment when designing your world! Plants shouldn’t have any sort of magical benefit unless you have shop approval, so if this is something that interests you, please PM the shop mule!

    While there are no animals, insects, or other pollinators allowed to exist on Homeworlds or Wonders when a character first awakens or arrives, magic makes it possible for plants to grow. In the absence of living creatures, it can be assumed that magic is involved to maintain environmental stability, or instability, depending on the homeworld/wonder.

    When using a location that exists in lore (specifically in the case of Knights, who may have wonders based on legends or myths), please be aware that your location is not the location from lore. Your lore can be as inspired by, or different from, 'canon lore' as you like, but you do not have permission to use lore-related characters or specific objects from lore. If any Homeworld or Wonder shares canon lore with other locations, you should be cautious that you aren’t utilizing the same lore as someone else and causing plot holes for each other: in instances where artifacts or characters in the lore may be spread across multiple locations, please keep in mind that while your Homeworld or Wonder may have a version of them, that may not be the only version that exists. Be mindful that your lore can be inspired by an existing lore, but should not be taken as factually happening or being the only version that can be inspired by the same lore. Similarly, you cannot claim that your character is a character from that lore, or that they had any relationship or interaction with the real character from legend. You may use lore and mythology as inspiration, but please try to craft a unique lore for your own world, or at least be aware that anyone can draw inspiration from the same lore while building their Worlds. The only thing you have claim to is the title and the Wonder itself.

    A general rule of thumb is that you should never say it was ‘the most’ or ‘the best’ in the universe in any regard. It should not be the largest or smallest of anything, but you can design it with a whole world in mind.

Travel Cooldowns

    Depending on their rank, Senshi and Knights can travel to their Homeworld or Wonder once every three weeks at first stage, once every two weeks at second stage, and once every week at third stage. If they have Transcended, their cooldown period is halved. Royals may travel at will. Cooldown begins on the date the character ICly left for their Homeworld or Wonder, not when they return from it; OOCly, cooldown dates begin when a roleplay or solo is started, not finished, and if you are backdating roleplays or doing multiple roleplays across an extended trip, please just indicate the IC date the roleplay or solo is associated with!

    How long a character spends on their Homeworld or World has no impact on the cooldown; whether they are on their world for ten minutes or ten days, the cooldown will still begin as soon as they arrive. If they had enough supplies, a character could theoretically spend the entirety of their cooldown on their Homeworld or Wonder, return to Destiny City, and then return to their world immediately.

    If a character tries to travel to their Homeworld or Wonder more often than their recharge period would allow, Senshi Phones will reject them and will not respond, and Knights will have no response from their usual meditating. If a character continues to try and force the travel, they will find their energy rapidly depleting and may pass out. They will not be able to travel into space, and their recharge period will be reset while they recover.

Travelling to Homeworlds or Wonders

    To Travel to their Homeworld, Senshi need only focus and push a button on their cell phone; Knights simply have to repeat a mantra that will teleport them. It is a more instant process for Senshi than it is for Knights because they only have to press a button on their phone and focus. Knights must meditate to tune into their destination. While these processes are both relatively short, Senshi may travel quicker than Knights simply because the mechanism is slightly different. The time spent actually traveling after the button is pressed or meditation complete is almost instantaneous; regardless of the distance between destinations you will always arrive in under a minute. A character cannot teleport to their Homeworld or Wonder mid-battle in most situations, as it requires great focus. There is a slight possibility that they may be able to, if they are experienced. While it should only teleport themselves, for plot purposes it may be permitted that the teleportation accidentally brings their opponent with them. However, if the World perceives them as a threat they are commonly evicted; if you have a plot you would like to do related to this, please just keep in mind an explanation as to why the World would permit a hostile enemy to join them there!

    Typically, a character will know how to teleport to their Homeworld or Wonder instinctively, however it is also possible that they may instead be taught by another Knight, Senshi, or Mauvian. This does not need to be roleplayed and can be handwaved.

    When first teleporting, characters will have no control over where they teleport to on their Homeworld or Wonder and will arrive where their world wills it. As they grow in rank, gain familiarity with their world, and develop an understanding of it and its layout, characters may have more control, but typically it is random. At first, they will usually arrive in the same place each visit, however sometimes the World may decide to pull the character to a new or previously undiscovered location. As a character’s bond with their world grows, either through rank, length of time they’ve spent at the location, Transcendence, or an approved plot, they could somewhat shift the location of arrival for themselves. They could select a general area, but would not be able to select an exact spot to arrive at.

    When returning to Destiny City (or wherever they originally traveled from, in another location), they will always arrive exactly where they left from. In some instances, at player discretion, it may return them to the nearest safe location if the exact location they left from has been compromised in their absence.

    It does not matter where a character is traveling from, the cooldown and time to get there will always be the same! If they travel to their Homeworld or Wonder from Destiny City, or from another character's Celestial Body, it will always be the same cooldown and the same expenditure of energy. Regardless of where they teleport from to reach their Homeworld or Wonder, when they press the 'Return' button, they will always be returned to Destiny City.

Bringing Guests or Items to Homeworlds or Wonders

    First stage characters may take up to one guest with them when they visit their Homeworld or Wonder, however this is incredibly draining for them and it is recommended that they travel alone a few times before taking guests just to better prepare their body for the strain. As they practice and grow stronger this will become easier. By second stage, they will easily be able to take one guest, but two guests may be very draining. By third stage, they can comfortably teleport two guests, but three may be draining until they become accustomed to the strain on their body. This is something they ICly adapt to and is up to player discretion. By fourth stage, they can comfortably take five characters with them, but more than that may put a strain on their body. Mauvians do not typically count towards a Senshi's guest count due to the Mauvian technology involved in their transportation method. If a player wants to run a large scale event on their Homeworld or Wonder, they may be able to comfortable transport a much larger group to their world; when the Homeworld or Wonder is in danger it may temporarily grant its protector extra power to bring a larger group to defend it. If you have an idea in mind, please PM The Space Cauldron so we can approve it!

    Senshi or Knights can take just about anyone with them up to their own personal Homeworld or Wonder. They can only bring as many people as permitted per their rank (unless they have approval for the sake of a plot), though it doesn’t really matter what faction their guests are from. Civilians, Agents, and youma could all be comfortably taken to a Homeworld or Wonder. A Homeworld or Wonder will eject anyone the Senshi or Knight deems an enemy, so as long as they consider whoever they have brought with them to be guests or do not actively want them removed, they can remain there. A character may sometimes choose to bring animals with them, such as service animals. These creatures cannot survive on their own in the world and will be returned to Earth when the Senshi or Knight returns; small mammals, such as rabbits, may not count as an extra passenger but anything that could equal the weight of at least a chibi Senshi counts as a passenger. Mauvians, whatever form they are in, will not count as passengers.

    Characters may instead choose to bring items into space instead of guests, but they can only bring as much as can physically be carried. A character of higher rank may be able to carry larger, or heavier items with them, as if they were additional passengers. There is no limit to what can be brought aside from size; characters may choose to bring tools and materials, food and general supplies, leisure supplies, etc., but they cannot bring large things, like cars. If you have questions about if something would be possible to bring with them, please PM the shop mule, The Space Cauldron, and we will work with you! All food should be non-perishable or it will risk expiring. Anything left on a homeworld will remain there, though depending on the conditions of the world they may need to be protected or stored somewhere safely or else they will be exposed to the elements.

    Players may also choose to have their characters bring things to help facilitate a livable environment; they may bring Earth plants to try and grow on their world. While these worlds will not be able to grow enough food to be immediately sustainable, it is up to the player if certain Earth plants will grow on their Homeworld or Wonder. It is possible to grow Earth plants or crops, or plants or crops from other worlds, but the worlds are not capable of sustaining life until certain RP requirements are met. Please see Homeworld and Wonder Restoration below for more information!

Homeworld or Wonder Exploration

    While Homeworlds and Wonders must be written as destroyed or otherwise abandoned and devoid of all life but plant life, characters can still explore and discover pieces of the world as it used to be. There are a wide variety of things that could be discovered, but every world is going to be different. To determine what could reasonably found, there are many variables to consider, such as how volatile the world is, what happened to cause the collapse, and if the world may have been raided at any point in time afterwards. Any character may find personal items left behind, but most things would likely be broken or only exist as small trinkets. A character should only find things that realistically wouldn’t have decayed over time, and they should not locate any weapons or objects with magical properties without shop approval.

    Books or texts may be found on the world, but these are generally almost always impossible to translate in any way. Only very small, very rare things can be translated to ensure that no one has an unfair advantage of information, either about canon or their worlds. While books can have pictures that may help guide their readers in some way, there is no method to translate. The only time someone may derive information from a book is if they have a past life memory of them reading it; they will not be able to translate what the text says, but they may recall the general information contained within. This should not be used to share any meta information so if you have any questions about what sort of information may be gleaned from the past in this manner, please contact the mule so we can answer!

    Characters may explore anywhere they have the right to be and can find generally anything you imagine as long as it respects the general rules and doesn't give them unfair power advantages or canon/meta information. While they will not be able to find life, they may still find skeletal remains of creatures that may have once existed on your world, including human-like remains as well as the remains of a past incarnation. However, these would be weathered and worn and if not in a place where they were reasonably preserved they would be fairly degraded just from time and environmental decay.

    Characters may, with plot approval, even find chaotic entities on their Homeworld or Wonder; these must always be sent to the mule. With plot approval it is possible to have some sort of corruption or enemy there. This is most frequently described as some sort of chaotic presence that can possess something on the world, or some sort of general chaos space entity or hostile alien lifeform. This is only possible with plot approval; you will need to PM the mule to discuss what you are hoping for. Alien intruders cannot be humanoid and cannot communicate in any way; they will most likely be approved if designed to be animalistic or monstrous. Youma cannot be found on Homeworlds or Wonders unless they were brought there; Metallia’s reach only covers Earth and all youma exist there. A youma would not be able to survive on a World, so even if they were brought there and abandoned, they would eventually starve from a lack of viable energy to feed off of.

    When returning from Homeworlds or Wonders, Senshi and Knights can bring home small, magicless trinkets. If they cannot easily carry it, they would not be able to bring it back to Earth. To find anything with magical properties, the player would need to send a PM to the mule for approval, first! Knight and Senshi may decide to bring inanimate objects or living objects; while the vast majority of plants from their worlds will rapidly decay on Earth, select plot approval may permit someone to try growing something on Earth but there will be limitations. If a Senshi or Knight takes a guest to their world, depending on player preference, their guest may take something back with them. If the item is taken without permission, the guest may either successfully steal it or when they are teleported back, the item will not be teleported back with them. The Homeworld or Planet may also eject the guest prematurely if they are doing anything nefarious.

    Senshi and Knights, and their guests, can power down on their World at will. Their world will still recognize them as its protector and allow them to remain. These locations can be incredibly dangerous, however, so it is not recommended to power down unless there is no threat. While a Senshi or Knight is at their World, they will feel fairly rejuvenated and as though they naturally have more energy, even when powered down. These characters will not receive any past life memories unless they are powered up. They will still need to power up to access their means of transportation home when they are ready to leave.

Staying on your Homeworld or Wonder

    Unless otherwise stated, time passes at a 1:1 ratio for all locations within the shop! Players may decide that a day is longer or shorter than an Earth day on their Homeworlds, and Knights should follow the general rule for their Planet. However, if you want to mimic night and day on Knight Wonders that otherwise would not have both in a timely fashion, you may include distant celestial bodies that can block the sun to mimic the effect.

    Characters cannot permanently live on their Homeworlds or Wonders, but they can survive for as long as they have the means and supplies to do so. A character could stockpile resources across multiple trips and could reasonably stay for quite a while. Regardless of what stage the characters are, the limit is your their ability to survive based on their World and how they have prepared for a stay. Homeworlds/Wonders may be covered in plants, but they cannot grow enough edible Earth plants or have enough edible plants to sustain someone for any long period of time. Worlds may have clean sources of water, but there will be no food source sans what the character brings or what small amount may be grown. Worlds may also have additional issues to contend with, such as extremely poor weather.

    In most cases, guests can also stay for a long period of time as long as they have supplies and the protector of the World is with them. In nearly all instances, when the protector leaves, all of their guests leave with them. If they do not willingly take their guest with them, the world typically ejects them back into Destiny City. While it may be possible to keep someone on a world, this would need plot approval first and an explanation for why the world would not eject the guest back into Destiny City. The world will always eject someone it considers dangerous or harmful to its well being without explanation, so there would just need to be a reason as to why they would stay. If the guest was harmed or unsafe, the world would also has the ability to eject them to Destiny City before a worse fate befalls them

Homeworld or Wonder Restoration

    The ability to restore any world is somewhat on a case-by-case basis. No world can start off habitable but efforts to restore the world will have varying degrees of success based on player desire and character activity and rank. If a character were to regularly visit their world, either through extended visits or through regular visits as their cooldown expired, they may notice their world coming to life more. Plants may grow at a rapid pace and signs of disrepair may even seem to vanish. Even dilapidated buildings may be restored as more magic flows from the world’s core, but this would likely cost energy from the world itself as well as its protector; a character doesn’t make a conscious decision to give their energy to the world but rather their actions while on the world will determine how much can heal. Cracks or minor imperfections in architecture may be passively restored through magical means, whereas restoration of buildings will often require far more work and will be a slow process, however the magic from the world can even restore these to a state prior to their destruction. Characters can also manually make efforts to restore the world, such as by tending to the wild plants, repairing architecture, or cleaning the location. If a character has Transcended, their world has a magical boost that will assist in the restoration. It should be expected that every trip will restore the world a small bit; there should not be giant leaps or improvements between visits.

    Restoration is predominantly limited to improving the environment (such as through more diverse plant life, cleaner air or water, or the reappearance of water, and better weather), and magically restoring buildings or things such as roads, so small trinkets that may have been left behind will generally not restore or repair.

    A character cannot will their world to change in any particular way, but they may notice that their magic is more effective. A character cannot will the environment to change, but if their magic has the potential to be utilized in a constructive of destructive way on their world, they may be able to manipulate the world through their attacks. If a character summons water with their magic, they may use that to refill a dried up lake, for example; while most magical attacks will have effects fade after their use on Destiny City, it may be possible to use their magic for permanent changes while on their Worlds due to their increased strength there.

    Characters may bring plants from Earth to cultivate on their world, however the general rule is that they should grow slower and never have a large enough crop or harvest to allow anyone to survive on the world permanently unless they have unlocked the ability to unlock long term sustainability. The current restriction on homeworld restoration prevents creating a hospitable environment for long term sustainability until certain RP requirements (found below) are met.

    There is no direct speed at which Homeworlds or Wonders may recover; this is handled on a case by case basis and is usually left up to the player as long as they are respectful that restoration is not a fast process--though, it would be much quicker than would naturally be expected due to the magical nature of the worlds. It should be a long and arduous process, but every trip a character makes, they are able to observe small changes that will gradually evolve into very large changes compared to where they started.

    If a character is willfully neglecting their world it may deteriorate if the player wishes but this is not something that will happen against a player’s will.

    A Deep Space Senshi cannot begin homeworld restoration until the Chaos is purged from their world once they reach their Eternal stage.

Unlocking Insects and Animal Life

    Order characters can begin unlocking life on their world once they reach second stage; upon reaching Super Stage or Squire rank, they can begin finding insect life on their Homeworld or Wonder. Second stage characters can unlock one new insect life form every visit. Insects can be up to half a foot long (15cm) without approval; any insect larger than that, or that has some sort of special ability not found in any Earth insect will need mule approval. The term 'insect' is used broadly in this instance, and includes arachnids, mollusks, and crustaceans. Homeworld visits can be handwaved and still unlock new insect species provided they have an Earth counterpart and are within the size range; these visits must abide by the cooldown between visitations.

    Third stage Order characters can unlock small reptiles, amphibians, fish, birds, and mammals once per visit, but these creatures can be no larger than something they can reasonably hold in the palms of both hands. Creatures of this size that have an Earth equivalent can be unlocked without any special permissions from the mule. Order characters can unlock one new animal per visit; this visit can be handwaved but creature unlocks must still follow cooldowns. Insects can be up to a foot long (30cm) without special approval, as long as they reflect standard Earth insects.

    Every three completed roleplays or solos a player finishes for their character can be used to claim one insect or animal that does not meet these guidelines; for a roleplay to count, it must be started as of September 1st 2021, must have at least 500 words for the character claiming it, and must be finished. Transcended characters can unlock one bonus creature per month. Not all roleplays need to be done on the character’s Homeworld or Wonder, but players do need to occasionally ICly reference that these characters are maintaining their world; life will only expand on their worlds if they are working to restore them.

    Creatures will have some limitations; nothing should be able to speak or communicate, and they cannot be humanoid life forms. They can have intelligence equivalent to animals found on Earth. Creatures can be alien in design, but will need a description for staff to approve. Insects and animals may have limited magical abilities, but these should usually be passive abilities (such as a cold-resistant butterfly that sprinkles snowflakes when it flies). Fantasy creatures can appear on worlds, and while there is no size limitation, characters should not be unlocking large creatures immediately or constantly. All animals that are larger than palm size or have any magical abilities must be PM’d to the mule for approval, and the form can be found below.

    Players must keep a log of the insects and animals they have unlocked; all players should make a post in the Cosmic Almanac (Present Day) where this information is catalogued once unlocked.

    When a player wants their character to unlock a special creature at third stage, please PM the following form to The Space Cauldron:

    [B]Character Name[/b]: (Include name, rank, and a link to their journal)
    [b]Wonder/Homeworld Information[/b]: (Include a link to their post in the Cosmic Almanac; you do not need to have it completely filled out but you should have the post reserved for use in the Almanac)
    [b]Creature[/b]: (Please describe the creature you want to unlock; include size, appearance, and any abilities you might like for them to have. Remember, they cannot be smarter than any animal on Earth and cannot be larger than a horse. They [i]may[/i] have magic but this should usually be passive, however if you have a different idea for magic for them please include what you want and how this will affect their world. Creatures should not have any abilities that give the Knight or Senshi an advantage offworld.)
    [b]Roleplays[/b]: (Please link to three finished solos or roleplays where this character has at least 500 words written)


    Players can submit multiple creatures for approval in one PM, but they must have the completed roleplay requirement for each one. Only one creature can be unlocked per visit, and to unlock a special creature the character must reference them ICly, preferably in a roleplay or solo at their Wonder or Homeworld.

    If a character purifies from a Chaos faction, roleplays done while in the Chaos faction cannot be applied towards unlocking any animal life. Only new roleplays done after their purification can be used towards this.

    Deep Space Senshi can accumulate the RPs to unlock life once they reach Eternal and before their world is purified, but they must defeat the Chaos on their world before any of this life can appear. The insect/animal life will not appear until a subsequent visit after their Homeworld purification plot concludes, and can arrive all at once or in small bursts depending on player choice.

Unlocking a Self-Sustaining, Livable World

    Earth animals and humans cannot be migrated to Wonders or Homeworlds to live until the character has reached third stage. After they reach third stage, players must complete 25 solos or roleplays, with at least 500 words written for that character. When these requirements have been met, please PM The Space Cauldron with your requirements. Growth Items cannot be used to complete this, and the character should be actively visiting their Wonder or Homeworld. Roleplays and solos completed prior to this release can be used, they simply need to meet the same guidelines and must have been done at third stage, be completed, and have at least 500 words written.

    After this is unlocked, a Wonder or Homeworld is capable of supporting life for a small population; the world is capable of being self-sufficient. Crops can be harvested and animals can be hunted, and as long as someone has permission to be there, they can stay for as long as the host allows. However, they can only return to Destiny City with the host, unless they have their own means of teleportation. As the character continues to grow and develop their world, it will be able to support more people.

    If a character is purifying from any Chaos faction at third stage, roleplays done while in a Chaos faction won’t count towards unlocking sustainable life on their Homeworld/Wonder. The 25 roleplays to unlock a sustainable world must be done while they are in connection to their Homeworld/Wonder. The roleplays do not all need to feature attempts to restore their Homeworld/Wonder but over the course of roleplays it should be mentioned that they are working on it or trying to improve themselves, and it should be written that they are trying to restore their Homeworld/Wonder or improve it in some way.

    As soon as a Deep Space Senshi reaches Eternal, their roleplays can be counted towards the 25 needed to unlock a sustainable world but they must purge the Chaos from their world before they can unlock sustainable life.

Additional Unlockable Abilities

    Once a Senshi or Knight has unlocked a sustainable world, every 25 solos or roleplays with at least 500 words written for that character can unlock an additional guest slot for them to bring with them when they travel to their Homeworld or Wonder. There is presently no cap to this and as long as a character is committed to restoring their Homeworld/Wonder and is regularly visiting it, their bond will continue to strengthen and allow them to comfortably bring more guests. A player will need to send in the 25 solos or roleplays to the mule to indicate that their character has unlocked an extra guest but they do not need to submit a plot to unlock the extra guest; this is something that will just naturally take less energy.

    While players can submit plots to allow their character to bring a larger number of guests with them, this would allow characters to bring more guests outside of approved events.
 
PostPosted: Mon Oct 07, 2019 7:03 pm
Deep Space Assault

    In exchange for Negaverse support and assistance, the Vanguardians have shared some of their technology with the Negaverse, including how to enhance charged energy. The Negaverse has secretly repurposed this information to create a Chaos charged weapon to directly attack a Wonder or Homeworld. It takes a large amount of resources to fire one of these weapons, so they will be uncommon ICly and can only be utilized with staff approval. To target an Order Senshi Homeworld or a Knight Wonder, the plot will need OOC permission from the Order character being targeted. ICly there must be a reason why this world is targeted, most often because the Order character is a huge threat and needs to be annihilated. Velencians have no idea their information has been utilized in such a way, so this project is considered incredibly secretive. A General Sovereign will need to sign off on all Deep Space Assaults prior to a character ICly pursuing it, even if the character already knows the method to pursue crafting and using one. Only General Sovereigns, Mauvians, and trusted third stage characters are aware of these weapons. Not all third stage characters will be eligible to know about this; a character may either be roleplayed as learning this knowledge from a General Sovereign or handwaved if you have shop approval, however knowledge of this should never be ICly shared without permission.

Creating Weaponry

    To ICly create a weapon capable of Deep Space Assault, Mauvians will follow a blueprint the Negaverse has created, and will utilize Velencian energy refinement to ensure an accurate, powerful blast. These devices require materials from the Rift, and characters may roleplay being tasked to go into the Rift and collect these materials or handwave it. This type of weapon requires a lot of energy to power these weapons, so any agent who is hoping to use one to attack should be expected to up their quotas. This can also be handwaved, but the Negaverse needs more energy to maintain their supply and power them. Some characters may choose to prematurely gather these materials to aid in future attacks rather than waiting until a target is selected.

Selecting a Target

    Third Stage Negaverse characters can submit a request to target a known Order threat. They should have a solid reasoning for why this character should be targeted and should be committed to gathering the resources needed to attack them. Solid reasons for selecting an Order Character might be that they are a huge threat, have influence in the White Moon, or might be a member of the Negaverse who has purified. First and Second stage characters may be targeted rarely, and would need a strong argument. It costs less energy to target a specific Wonder, so Knights will always be an easier target than Senshi. Because third stage characters are the only ones capable of putting in a request for these targets, they must be listening to their subordinates and taking all reports seriously to determine which Order characters should be targeted.

Using a Deep Space Weapon

    Once constructed, the weapon can be fired on an approved target. It must be fired from Destiny City on a clear night, and can take anywhere from a few hours to a few days to reach the target. This weapon can bypass a Celestial Body’s natural security and burns up during the trip; some debris may be scattered across the Wonder or Homeworld at player request, but the concentrated Chaos in the rocket will land and hide somewhere on the world. It typically gravitates towards the greatest source of power and will attempt to seep into it as quickly as possible. This Chaos is semi-sentient in that it understands its purpose but does not have conscious thoughts or feelings. It is not a youma, it is simply a mass of Chaos. It cannot be purified through natural means.

Effects of the Weapon

    Once the concentrated Chaos lands on a Celestial Body, it will immediately begin to corrupt it. It can corrupt more effectively if it seeps into a Knight Wonder’s Code Piece, or a Senshi Homeworld’s Core. Order characters may immediately feel like something is wrong but not be able to identify the source. They will not be able to feel the Chaos on their homeworld immediately, but they may feel like something is off. As the Chaos seeps energy from their homeworld, it will grow stronger and will eventually have a traceable energy signature.

    While the Chaos is polluting a Celestial Body, the Order character affiliated with it may notice some oddities. Life on the world may stop growing, or may even begin to decay and die in the areas where the Chaos has touched. The Order character may notice fluctuations in their mood both in civilian and powered forms, such as increased volatility or a lack of morals. They may notice fluctuations in their magic similar to Late Blooming Senshi; it would be incredibly common to feel more drained when using magic, having less control over it, or noticing unpredictable fluctuations. Powering up may become more exhausting, and they may become more susceptible to being drained. The longer the Chaos is on their Wonder or Homeworld, the more alluring the call of Chaos will become. By three months, it would be nearly impossible to avoid it and they may find themselves desperate to corrupt. There is no change in the Order character’s energy signature while their world is being corrupted. Order Characters may find their Wonder or Homeworld randomly pulling them from Destiny City even when they weren’t trying to travel there as their Celestial Body tries to alert them of the issue.

Outcome of the Chaos Pollution

    An Order character cannot defeat the Chaos by themselves once it has taken root on their world; they will need a group to help them defeat the Chaos entity polluting their world. If an Order character does not find and defeat the Chaos pollution, they will find an uncontrollable urge to Corrupt at the three month mark. At this point in time the Chaos entity will be at its strongest and the world will be in rapid decay. If it is not stopped, the character will begin to leak Chaos and be easily identifiable by Negaverse characters. Order Senshi affected by this may be tempted to join the Dark Mirror Court if they are desperate, but they will always be more attracted to the Negaverse.

    To defeat the Chaos Entity polluting the Wonder or Homeworld, the Order character will need at least a small group to help them locate and attack it. The Chaos Entity can have any range of attacks; it can manifest in a physical form or remain a hazy black cloud. Often, its magic will reflect that of the world it is attacking. Once it is defeated, the Chaos will evaporate and the Wonder can begin to heal again. The Order character may feel some residual effects but should heal within a month or two depending on how intensely they were affected. Characters who were previously corrupted may find that the effects linger or affect them with more severity than Order characters.


To utilize a Deep Space weapon, players will need to PM The Space Cauldron with the following form:

[b]Target[/b]: (Knight Wonders cost less to target than Senshi Worlds; Order players who want to be targeted can send in a request to be attacked or, with player permission from the target, a Negaverse player can send in a request to target them.)
[b]Reason[/b]: (This is the IC reasoning for why this character is being targeted; it costs a lot of energy and resources to attack so this needs to be solid reasoning and shouldn’t be done flippantly. This section should include the Negaverse character who requested the attack (if applicable, but not necessary) as well as information for why it is important to attack the Wonder or Homeworld. It would be more common to attack a dangerous third stage character, but there may be exceptions to this. Remember, only third stage Negaverse characters who are not suspected of potential sabotage, who are not candidates for purification, and who will not share this information with anyone else can ICly know about this type of weaponry.)
[b]Effects[/b]: (Chaos poisoning of a Wonder or Homeworld can result in the planet decaying, in magic fluctuations, and in faux corruption; this Chaos cannot completely corrupt someone but they can make them more aggressive, have less morals, or become so dependent on Chaos that they seek corruption. They may become more susceptible to being drained or more enamored by the promise of Chaos, but it will not affect their aura.)
[b]Resolution[/b]: (Chaos poisoning must resolve in some way, either with the character’s eventual corruption or with the Knight or Senshi finding the source of the Chaos and defeating it. The Chaos entities are too powerful to be defeated alone and may manifest in a chaotic entity that must be defeated by a group. The longer the Chaos is poisoning the Wonder or Homeworld, the more severe effects will be; by the three month mark it would be almost impossible to heed the call of Chaos so these should plots should be resolved within three months)
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Nov 07, 2021 1:11 pm
FAQ


  • Can Order Mauvians travel to their Homeworld? How can they travel to Deep Space?
    Guardian Cats are unable to travel to Homeworlds or Wonders by themselves. Mauvians all share the homeworld, Mau, but cannot access it; the only way that a Mauvian can travel is if they are catching a ride with a senshi or knight visiting their own homeworld/wonder. A Bonded Mauvian may find or create an item that allows them to travel to their Bonded Senshi's homeworld, but can only travel to the Senshi's homeworld and must remain bonded with the Senshi to access that ability, and they can travel at the same rate as their Senshi based, based on the Senshi rank and if the character has Transcended. Mauvians do not immediately have the ability to teleport, so they must 'piggyback' on someone else to get a ride. Due to their size, they do not drain any energy or count as a guest when being teleported.

  • Can Knight Weapons, Senshi Magic, or Powered Uniforms respond unusually on Homeworlds or Wonders?
    This is possible, but should be approved! If you have something in mind, please contact The Space Cauldron so we can work with you! Senshi and Knights have access to more power on their Worlds, so it would be possible for them to experience anomalies there that they would not experience on Earth.

  • Can Knight Summons behave in non-standard ways at Wonders?
    Yes; Knight Summons can only function as short term battle allies off of the Wonder, but on the Wonder, there are more freedoms. It is important to keep in mind that any summons is basically magical energy and they do not have biological functions. While they have infinite energy on a Wonder, they are not alive and do not necessarily act as the animal they take the shape of. While they may have a more corporeal body and be capable of interacting with the environment, they would not need to eat or ever feel the need to. Summons consciously choose their actions and do not have biological factors that drive them; they do not need to eat or breathe, for example.

  • Can an ancestor access their weapon or their magic?
    No; there is only one designated Knight protector at a time, and once a Knight passes away, they lose the ability to draw such power from their Wonder. However, they may have some latent magic, but this would need to be approved and typically would be only allowed in a single plot.

  • Can a Senshi or Knight bring a sketchpad or camera to their Homeworld or Wonder? Could a guest?
    Yes, but players need to be aware that if they intend for this information to fall into the wrong hands, it must first be approved. If pictures are taken, it should be assumed that it will never be made public in such a way that would cause widespread issue. Senshi and knights are allowed to bring small mementos and tokens home to earth with them, so drawings shouldn't be any issue and actual photographs probably won't cause any harm. With OOC permission, guests could as well.

  • What happens to a Wonder if a Knight corrupts?
    The Wonder will become inaccessible to anyone, even characters who may have visited before or had permission to be there without its protector unless they have special plot permission to be there. This requires permission from both the player OOCly as well as the shop mule. The Wonder may remain visible or may be encased in a foggy magical barrier. The Wonder will not disappear, however it will remain, abandoned, waiting for the next viable Knight to inherit it.

  • Is there any way to travel to the world of a Corrupted Senshi, Dark Mirror Senshi, or Negaverse Agent?
    No; these worlds are locked off. The corruption of their protector makes it impossible to access from any outside source. There is no way to teleport to the worlds for exploration, and Negaverse Agents that would have otherwise been a Knight will have wonders that are completely inaccessible, even if walking to it from a nearby Wonder on the planet.
 
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Deep Space: Homeworld Exploration

 
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