Preparing for Membership
A useful guide preparing you to participate in New Worlds
AOMTealFox, 506.30.12 @ 06:00
To become a member of the New Worlds sci-fi RPG and creative writing project we suggest you take the following steps in our suggested order so as to ensure you don't get overwhelmed!
Fifth step: your biography is approved, you can now post it on the website on a permanent basis. To do fill out the form located under Contribute > Submit a Biography.
That's it! After that, it will be only a matter of time before you're invited to join an interesting story! Welcome on board, you're a member now!
The links below will be extremely useful to help you get started. Keep this page in mind whenever you are lost whilst getting started in New Worlds Project.
Read about the Major Powers:
Learn the SettingRead from the Omnipedia about the different aspects of the setting.
Learn to Make a BiographySee how others have done it by reading some of our Weapons Free biographies
Write Your First BiographyWrite one of your own and post it in "Propose a Character"
. Wait for the Dean of Personnel's final go ahead.
Publish for the World to SeePublish your biography on the website
Time to Make this Setting YoursJoin a Target Locked writing group by selecting them in your profile page.
The New Worlds universe is set in the early 26th century. The 26th Century is a gloomy epoch, characterised by the definite breakdown of peace in the Known Universe.
Despite having maintained peace for the better part of the 25th century, the Organisation for Interstellar Peace proves incapable of resolving a dispute amongst two of its most powerful members.
The Gohorns first declare war after having been irritated by what they perceive as Terran overt attempts to take over sovereign Gohorn territory. This war is destined to not remain a local affair.
Quickly, the Terran Democratic Republic calls upon their allies, the Rosebourg Monarchy, to intervene. The Monarchy, a behemoth of a sovereign power, is cash-strapped and needs the support of the Terrans if they hope to escape from a particularly damaging recession.
In the midst of all of this, an EU-like coalition of independent small powers, choose to remain neutral, biding time in order to organise militarily and politically. They aim to become the newest superpower on the block, something which might not be so unrealistic.
There is also a massive section of space that remains unexplored - the major powers, however, rightly believe that this unexplored space houses the remnants of the former territories of the Natashan Nation (the first space-faring power).
Like the interest surrounding the fallen Roman Empire, all the major powers were at one time particularly interested in the wonders that these former territories kept hidden. These great exploration projects have been put on hold - as the major powers mobilise for war. Starships, equipped with massive laser weaponry, and ground troops carrying heavy hover-artillery prepare to resurrect the horrors of war. The 4 major powers in New Worlds are:
Players choosing to emulate characters that are citizens of any of these major powers have to take into account the various facts which have been written down about these powers. Each power, for example, isn't composed of the same species; it is important not to lose sight of these differences. It is likewise important, if you chose to play the game, that you become familiar with the major powers.This section will only briefly touch upon the crucial information.
The Terran Democratic Republic is the future we have imagined for humanity. Earth, united under a single banner, has known a tremendous success. Within the O.I.P., it was arguably the most powerful member commanding respect amongst the other member powers. The Terran Democratic Republic, however, became constrained by its territorial space in the late 25th century.
With the number of habitable planets diminishing in the wake of successful colonization programmes, the T.D.R. embarked on its controversial Project Atlas. Project Atlas was a colonization programme which would seek to colonise uninhabited worlds found in what was sovereign Gohorn territory. The Terrans argued that since the Gohorns could never use those worlds in any case, that it couldn't matter to the Gohorns if Terrans colonised those worlds.
It is the T.D.R's insistance on proceeding with this programme that pushed the Gohorns to attack the Republic. The United Nations Permanent Peacekeeping Force (UNPPF) have now had to take up the daunting challenge of fighting off what is no doubt the most powerful military force known to man, that of the Gohorn Directorate.
Strengths: The Terrans are reputed for having particularly skilled fighter pilots.
Weaknesses: The Terrans do not particularly excel in either space combat or ground combat.
Allies of the Terran Democratic Republic, the Rosebourg Monarchy is one of the most technologically advanced of the major powers. Having had an earlier space expansion age than its neighbours, the Rosebourg Monarchy is geographically larger than any of the other powers. This early expansion lent it an early golden age which culminated in ambitious projects of civilisation.
Key amongst them was the exploration of the former territories of the Natashan Nation. This golden age, however, was short lived... it was quickly discovered that the Monarchy was living beyond its means. The major species in the Rosebourg Monarchy, in particular the Navaks and the Avrans, have thus had to live with a particularly damaging recession that has had the effect of making the Monarchy particularly dependent on its Terran allies.
This recession, however, doesn't mean that the Monarchy can be ignored as a power. Counting the largest and most potent star fleet, the Monarchy is still a force to be reckoned with. Despite having declared war on the Gohorn Directorate, however, Rosebourg enthusiasm for the war is quite subdued.
Strengths: The Rosebourg Monarchy have a particularly well developed star fleet, that is both superior numerically and technologically.
Weaknesses: An under-funded, mal-equipped Legionnaire force makes the Rosebourg Monarchy particularly weak on the ground. Its economy is also a mess.
The Gohorn Directorate in particular have had a difficult time with the O.I.P. This is simply because the Gohorns are not made for sitting in nice little round tables. Having been traditionally a power which negotiated with its guns rather than with its diplomats, the O.I.P. era was particularly damaging to the Gohorn Directorate's stature as a major power.
The Gohorn Directorate is representative of a particularly well evolved species of hunters and warriors. Their belligerence is,
however, always the result of genuine grievances. In any case, a new government was formed in the early 26th century replacing a pro-O.I.P. government. This government has changed the political dynamic within the Gohorn Directorate.
Thus, the pendulum in the Gohorn Directorate is quickly shifting back to the use of its military as a negotiating tool. The result was the refusal of the Gohorn Directorate to accept the Terrans' Project Atlas without a fight. Feeling genuinely assaulted by the Terrans, the Gohorn Directorate declared war. Having not planned particularly for the Rosebourgs, the Gohorns now have to deal with a war on two fronts as a result of the Rosebourg entry into the war.
Strengths: The most powerful ground force anywhere fights for the Gohorn Directorate.
Weaknesses: A star fleet which is particularly weak against agile forces like those equipped en masse by the Monarchy and the Republic.
The Luna Minoris Confederacy of Non-Aligned Worlds was created as a response to the perceived lack of influence the smaller powers held within the O.I.P. Led by one of the wealthiest of these smaller powers, Luna Minoris, the Confederacy quickly grew to encapsulate more and more Member States.
Becoming since the strongest economic bloc in the known universe, the Confederacy isn't a sovereign state as such. Member States retain their sovereignty upon joining the Luna Minoris Confederacy, and attempts to create a super-state have proven unsuccesful for the time being. An ambitious project to create a join LMC military has been in the works for the better part of a decade, but the Members have been reticent about actually implementing the plans.
The Confederacy houses the most diverse groups of species in the known universe, and has chosen for pragmatic reasons to remain out of the war. Its neutrality is buying it invaluable time to get the Confederacy in a stronger position to force the peace.
Strengths: The L.M.C. has the most powerful economic base and is profiting greatly from the war.
Weaknesses: The L.M.C. has limited control of the territories under its jurisdiction; the militaries of the Member States are in varying readiness to wage a war.
New Worlds, like many other science-fiction works, is about the future and the effects the future technology has had on lifestyles. As such, any understanding of New Worlds will involve an awareness of what has changed. The technology in New Worlds is as much designed to facilitate things, as it is designed to maintain certain limitations.
In New Worlds, starships have not developed protective shields like those on Star Trek. Likewise, food replicators that remove the necessity to re-supply regularly have not been developed. People cannot 'beam' from one place to another, the technology proving too costly and dangerous to develop. Furthermore, starships have considerable weaknesses against planetary defence systems which simply outclass starship ones. Thus, any planetary invasion must necessarily happen on the ground.
Perhaps, first and foremost, the greatest advancement has been the invention of faster-than-light travel, which along with it, has rendered inter-planetary colonisation possible. Faster-than-light travel research in New Worlds was advanced considerably by the discovery of vortex space.
Starships equipped with a vortex-drive, are capable of travelling at faster-than light speeds. This doesn't mean, however, that every which point in the universe is accessible within a few hours. Space is vast, and it has been calculated that a ship travelling in vortex, would (as a result of various technical restrictions) take approximately a year to travel from one point to the next. Realistically, a vessel which stops regularly to replenish its supplies would take at least twice or thrice this amount of time.
With faster-than-light travel possible, fleets of starships have been developed. There is a massive number of starships currently operating within the Known Universe. Starships can have either military or civilian usages. As a result, the diversity of starship types and classes has been assured. In New Worlds, we make a clear distinction between lightly-armed to unarmed civilian starships vs. lightly-armed to heavily armed military ones.
Military starships have two major aims:
- to defend the sovereign space of a nation and
- to transport ground troops to enemy planets.
New Worlds has a massive library of technical specification files which showcases the individual powers' range of starships. Information about them can be found in the section "26th Century"
The invention of hover-technology has had a tremendous impact on the means of transportations available on a planet.
With hover-technology, vehicles no longer need to remain stuck to the ground.
Hovercars have replaced the traditional fuel-burning vehicle. Likewise, railroads have become hover-railroads. This has removed the need for most paved roads and railroad tracks. As a result, many planets have become more ecologically friendly.
Hover technology has also had its application in the military, with tanks, helicopters, armoured carrier transports, and other vehicles becoming hover-capable. This has led to a major revolution in military stratagem.
Advancements in weaponry have also taken place. All modern militaries readily use laser weaponry as the weapon of choice. Adding onto these point-laser systems are a wide variety of missiles and torpedoes and countermeasures to counteract these very missiles and torpedoes. Each comes with its own limitation in range, accuracy, and weapon availability.
Once again, one would be best served by checking out the 26th Century section of our website in order to acquire more species-specific information about these developments.
At the time of writing, New Worlds has two major war zones. These war zones, the Terran/Gohorn Sector, and the Rosebourg/Gohorn/LMC Sector are both active war fronts which encapsulate a limited number of inhabited star systems.
The Terran/Gohorn sector is reputed for having the most active war front, whereas the Rosebourg and Gohorn engage in a small tit for tat exchange that both try to keep from eating up too many of their resources.
New Worlds provides its gamers with an updated map in the section of the website found in "26th Century" > "Day-to-Day Living".
The Terran/Gohorn sector is focused around the crucial star systems of Hestia/Endat (T.D.R), Narimbar (home star system of the O.I.P), and Endat (G.D). The Terran/Gohorn sector is at the heart of the frontlines, pitting most of the military might of these two powers in a heavily concentrated area. It is also here that the unsolvable diplomatic problem began.
The Rosebourg/Gohorn/LMC sector is focused around the pivotal star systems of Grace Minoris (R.M), Yergat (G.D), and Memba (L.M.C). Grace Minoris is home to a massive fleet yard installation that the Rosebourg had originally planned to use to explore the nearby former territories of the Natashan Nation. Currently the Gohorns have the advantage, having broken the initial lines of defence - they seem on the verge of launching an all-out assault against Grace Minoris.
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