Rules - Intro

 

While we detest putting restrictions on players, some ground rules and basic organization structure are needed.  The rules are left purposely vague to give role players a wide range of variables to work with.  If you have any trouble with the rules, or are not certain about something, please contact Thor in the Rules Department.

 

If you have technical troubles with the site or boards, contact Anubis.

 

To report instances of OOC abuse or to request a new scenario, contact Ares.

 

 

Contents

 

Download an off-line version of the Rules Section

 

 

General Rules

 

Basic Rules

  • A person may only roleplay one character at a time. This does not include NPCs.

  • All decisions regarding disputes or rule infractions are open to discussion and deliberation by the staff. No two situations are the same, and should the staff feel that there may be extenuating or mitigating circumstances involved, they may make a ruling they feel is right- regardless of rules on this page. In situations such as this, feel free to voice your opinion in a constructive manner. Well expressed thoughts will be taken into account by the staff.

  • No god moding or cheating of any fashion, both as defined on this page and as the staff dictates it to be. Because this rules page has been left open-ended to allow people flexibility in their roleplaying, the staff has the ability to define something as cheating even when it is in no way addressed here.

  • No killing, altering, or maiming without permission. This applies to any form of damage to another person's characters- however, this protection DOES NOT EXTEND to NPCs they have created.

  • Stargate Universe technologies and abilities only. The staff is knowledgeable on these subjects, and makes an effort to stay up-to-date on the events in the Stargate Series.

  • Do not argue rulings made by the staff. Any ruling will be clearly identified as such, and is not debatable. Rulings are official decisions made by deliberation of multiple staff members. If you argue a ruling, you should expect punishment.

  • Do not interfere in closed roleplays (duels or storyline RPs) without specific and explicit permission from the people involved. The maker of the RP holds unilateral power on this matter.

The abilities of your character are defined by three things:

  • Your time in the galaxy as that character.

  • Your character's training and experience.

  • Your roleplaying ability.

All three of these things contribute equally to the powers of your character. Do not abuse or overestimate any one of them.

All build forums must be open to ALL users.


God Moding


God moding is, but not limited to, all of the following. It would be impossible to list every situation so here are some general guides. The staff will decide when the act is in question.

  • Breaking any of the rules on this page.

  • Intentionally bending or otherwise acting to get around any of the rules on this page.

  • Using loopholes or vague comments on the rules page in a way which detracts from the fun or fairness of the game. (In an instance where a rule is unclear, do not assume. You will be liable for the consequences should you make an assumption regarding a rule, clear or unclear. If you are unsure, ask a staff member, and we will be glad to clarify.)

  • Using a new technology in the Stargate Universe which possesses unfair capabilities. Use common sense; if the technology gives you a clear and decisive advantage over your opponents, ask a staff member first.


Group Rules

  • All assets belong explicitly and completely to the Leader of the group. Unless specifically stated in an OOC thread on the board, the leader of the group is assumed to be the sole owner. Any member of the group laying claim to the assets of the group must present evidence of a thread made specifically for the purpose of stating the person's position as a joint-owner and the percentage of/number of ships, troops, etc, that member is entitled to upon merging/destruction of the group.

  • The owner of the group holds domain over what he chooses to do with the group. He may abolish, merge, and change the ethos, name, or identity of the group without consultation of the members. We, as the staff, do not encourage this practice, but it is permissible by rules.

Group Merger Rules


ALL GROUP MERGERS ARE SUBJECT TO STAFF APPROVAL.

Out of Character Rules

  • Language should be kept at a PG-13 level.

  • No sexually explicit activities in OOC forums.

  • Do not be abusive to other users. If a person asks you to leave them alone, do so. If someone is repeatedly insulting, demeaning, or abusing you or another user, report it to a staff member immediately.

  • Mild ribbing is permissible. Anything that the other user takes serious offence to is not. Know the line, and do not cross it- if you do, you will be the one to be punished.

  • Resolve conflict calmly, and clearly. Inane ranting filled with profanity is most likely going to be received with more ranting and profanity.

  • Out of character fights regarding IC issues can become very heated and can easily be taken offence to by those involved. Attempt to solve conflicts over IC issues with simple requests. If this does not work, and the argument continues or escalates, notify a staff member.

  • OOC Sexist, racist, anti-religious, or homophobic comments are considered to be a high offence by the staff. Those caught posting anything of the sort either once or repeatedly can expect to be met with swift and severe punishment, with little or no warning or deliberation on the issue.

  • Remember, above all; keep IC and OOC separate. A really good roleplayer knows where their personality ends and the character begins.

Consequences

  • Consequences are doled out by the administration on a case-by-case basis. First offenders are often let off, while repeat offenders will be dealt with swiftly. Therefore, first offences- other than those of an extremely serious variety, such as spamming or racist/sexist comments- will be excused. Second, third, etc, offences will be dealt with on a case-by-case basis.

  • If a particular user is victimized by another, the victim's opinion will be taken into account when a punishment is given.

  • Temporary bans will be used to deal with repeat offenders. Depending on the severity of the various offences, the administration will assign a particular time limit.

  • Users who offend often or severely may be assigned a long-term temporary ban- IE, one month, two months, six months.

  • A user who commits an offence the staff agrees to be of an extremely serious nature, or who has proven to be a frequent and malicious offender, will have one or all of their characters permanently banned.

  • IP Bans will be administered only in circumstances where the offender provides legitimate reason for us to believe that he/she poses a threat to SGX as a whole.

 

 

Race Backgrounds

 

Earth Humans (Tau'ri)

 

The Tau'ri (Earth) was the original evolution place of the Human species. 

Over a million years ago, it was home to the Ancients, one of the four advanced ancient races, and the original builders of the Stargate system.

 

Tau'ri Humans discovered their Stargate buried under Giza, Egypt, near the remnants of the ancient Egyptian civilization.  Another Stargate was later found under the ice of Antarctica.

 

Once the gate was deciphered, Earth began sending out teams of explorers, finding a race of parasitic creatures known as Goa'uld, who had long ago posed as Gods and had relocated vast amounts of Humans throughout the galaxy as a workforce.

 

Now the Tau'ri Humans are sworn enemies of these Goa'uld, and have developed and recovered technologies to fight these parasites.

 

Goa'uld

 

The Goa'uld are parasites which take a host, controlling its mind and body.  Escaping from their original planet through the Stargate, they have stolen and discovered technologies used by other races, and used them to create a formidable war-force.

 

The Goa'uld long ago visited Earth, using humans as hosts and a workforce, and spread them across the galaxy.

 

The Humans of Earth fought back in a rebellion against these Goa'uld, burying the Stargate to prevent them coming through.  The Goa'uld brought another Stargate to Earth by ship, but this was over covered in a natural tectonic movement.

 

Now the Goa'uld seek to reclaim their territories, and each individual is willing to fight with all others to rule the galaxy.

 

Asgard

 

The Asgard were one of the four members of the ancient alliance.  Their birthplace is a world in another galaxy, and they have had extra-galactic hyperdrives for over 30,000 years.

 

The Asgard are extremely technologically advanced, posing a significant threat to any attackers.  They are known for benevolence and protection, holding an Asgard Protected Planets Treaty with the Goa'uld for several centuries to protect younger races.

 

Asgard physiology is a possible problem.  Over several thousand years, they have maintained a state of immortality by cloning, and transference of consciousness from one clone body to the next.  This has left them with weaker, smaller bodies, and an inability to reproduce by meiosis.

 

Asgard technology is now being used to hunt for a remedy to their physiological problem, and to protect the younger worlds from aggressors.

 

Nox

 

The Nox were one of the four members of the ancient alliance.  Their birthplace is a planet within this galaxy.

 

They are a very advanced race technologically, mentally, physiologically and morally.  They believe that all violence is unnecessary, and this can often be a downfall in situations involving the other races.

 

Nox have the amazing ability to cloak objects and restore life, and live in massive floating cities above their worlds.  They hold few weapons, their only defensive capability lying in their cloaking ability and the lightly-powered wave emitters designed to protect ships against asteroids and debris.

 

The Nox are a strange party in the war between the younger races; at times they have been known to aid against invaders, in other times they have abstained completely.

It is known, however, that these people will play an important part in the galaxy.

 

Tollan

 

The Tollans are a race of relocated Humans, originally from a world called Tollan, and now living on a place called Tollana.

 

These people are very technologically advanced for Humans, with exceptional weapons and the ability to phase-shift objects to pass through solid matter.  They also built themselves a Stargate for their new home of Tollana.

 

The Tollans, originally being in a dual-occupied system, chose to share their technology with the other race.  Unfortunately, the other race used their weapons against the Tollans, destroying both their world and Tollan in the process.  The Tollans swore they would not share their technology with lesser-advanced species again.  These two worlds are now in terraforming.

 

The Tollans are less advanced in hyperspace technology than the other races, however they are very capable warriors with a strong sense of right and wrong.

 

Jaffa Rebellion

 

The Jaffa are the warriors who serve the Goa'uld.  Recently many have become aware of the fact that the Goa'uld are not the Gods they appeared to be, and have defected to the rebellion.

 

The Jaffa were originally Humans, whose immune system is supplemented by a Goa'uld larva implanted within them.  There are many different Jaffa, serving many different Goa'uld; they are often fanatically loyal to their 'God'.

 

The Jaffa grew as the warriors, servants and incubators of the Goa'uld.  They have exceptional strength and skill in battle.  One legendary Jaffa, Teal'c, became sholva (traitor) to the Goa'uld Apophis, fighting him openly and declaring the Goa'uld false gods.

 

Now many Jaffa flock to join the open rebellion against their former masters, fighting against incredible odds with captured weaponry and equipment for freedom.

 

Tok'ra

 

The Tok'ra are an offshoot of the same race as the Goa'uld.  These symbiotes live in true relationships with their hosts, fighting against the Goa'uld to free the galaxy.

 

The entire Tok'ra race are descended from a single Goa'uld queen who realised that the work of the Goa'uld was evil.  The Tok'ra Resistance fight using subversive tactics to destroy the System Lords and their hold on the other races, with no remorse for any tactics they employ.

 

The Tok'ra live in underground complexes composed entirely of a self-forming crystalline technology.  They have agents in high-ranking positions within the Goa'uld who fight to destroy them from within.

 

The Tok'ra Resistance now fights, with all available allies, captured ships and other support, to fight the Goa'uld Remnants.

 

 

Production

 

Each faction has the chance to produce new units.

 

Tok'ra and Jaffa Rebels must research ship-building capabilities before producing ships(3 Slots - 1 Cycle), as they currently use only captured Goa'uld ships.

 

Every faction will receive 10 Production Slots every month (1 Cycle).

 

They may use these to "produce" certain numbers of units.

  • Heavy Capital Ships: 5 Slots

  • Medium Capital Ships: 4 Slots

  • Light Capital Ships: 3 Slots

  • Fighter Squadron/Freighters/Assault Craft: 2 Slots

  • Troop Battalion: 1 Slot

Slots are cumulative up to 3 cycles worth (30 Slots).

 

In addition to this, factions may also gain ships by capturing them in battle, either forcefully or due to surrender.

 

This will be handled fairly, as with combat.

 

 

Research & Development

 

R&D will be conducted once every month, or at a time determined by the Admin.

 

Each faction will get 3 R&D Slots per cycle.

 

R&D will be conducted at the following rate:

 

  • New ship class: 6 Slots

  • New heavy weapon tech: 3 Slots Increase in offensive strength by 25% from base

  • New heavy defence tech: 3 Slots Shield/Armour upgrade – increase in defensive strength by 25% from base

  • New utility tech: 2 Slots

  • New gate-related tech: 1 Slot

  • New light (infantry) weapon tech: 1 Slot.

 

Also, unexplored planets may hold alien technology.

 

Upon transit of a faction to a new world, the Admin will roll 3 dice.

 

1st Dice:  Determines whether planet has alien tech; 1 in 2 chance.

 

2nd Dice: Determines when the race will receive tech if available, each number representing 1 day.  (Signifies time to discovery of tech)

 

3rd Dice:  Determines how many R&D slots the alien tech gives to a faction.

 

The dice rolling will be conducted by a random program, in irc, in the presence of 2 or more admin.

 

All R&D points are cumulative, up to a maximum of 3 cycles worth, or 9 R&D slots.

 

Factions may not research the same type of item consecutively, ie you can not research a weapon, then another weapon etc.

 

 

Exploration

 

These are the rules for exploring new planets.

 

On attempt to travel to a new world, several random choices will be made.

 

The first travel attempt is always by Stargate, and 4 dice are rolled for this.

 

  • 1st Dice:  Determines whether the gate on the alien planet engages (7 in 8 chance, rolling an 8 sided dice, 8 is not engage, 1-7 is engage).

---If first result is 8, rest of rolls n/a--- 

  • 2nd Dice:  Determines whether planet has alien tech; 1 in 2 chance (1 roll of 2 sided dice, if 1 the planet has tech, if 2 it does not).

---If second result is 2, rest of rolls n/a--- 

  • 3rd Dice: Determines when the race will receive tech if available, each number representing 1 day (1-7).  (Signifies time to discovery of tech)

  • 4th Dice:  Determines how many R&D slots the alien tech gives to a faction (1-3).

 

The dice rolling will be conducted by a random program, in IRC, in the presence of 2 or more admin.  Any gained R&D points will be added to the faction’s next R&D cycle.

 

If the planet is inaccessible by Stargate, any faction wishing to explore the planet will have the opportunity next exploration cycle, by designating a ship to go there.

 

The dice will be rolled with a 4 in 5 chance of success (1-5, 5 is unsuccessful), of whether the ship reaches the planet.  If the roll fails, the system is considered to be inaccessible by gate or ship, due to the system being a black hole or otherwise destroyed.

 

In this case, the ship sent there is lost.

 

If the ship succeeds, the tech dice rolls will continue.  There will also be another dice roll, with a chance of 1 in 6, that the gate will be found and reactivated (1 six sided dice, 1-6, where 1 is gate found, 2-6 gate lost forever).

 

 

Ship Rules

 

 

Troop Rules

 

 

Combat Rules

 

 


 

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