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Roleplay / Stargate Destiny

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Where will Destiny take you?

Stargate Destiny is a Play-by-Post RPG on Ongoing Worlds created by Avenuewriter Retool of Stargate Universe. Much like the series, the game follows a group of soldiers and scientists who have become stranded on the far side of the universe aboard the Ancient ship Destiny. However, those are where the game's similarities to the show end. The game's plot is set in an Alternate Continuity where the player characters have taken the place of the original crew, the worlds they visit are far stranger, and half the crew is comprised of aliens who have decided to join the mission.

The game is no longer running. With both it's page and subsequent manual being deleted.

This Game Has The Following Tropes

  • Alien Abduction: Hinted at with Gill's origin.
  • Alien Hair: The Randkin apparently have quills for hair.
  • All There in the Manual: A lot of the background information on numerous galaxies, alien races, and characters can be found on the online manual on tumblr.
  • Alternate Continuity: The game utilizes most of the lore from the Stargate-verse, and is primarily built on the premise of Stargate Universe. However, aside from being about a group of explorers trapped on an ancient ship, the plot is wildly different.
  • Always Chaotic Evil: The Randkin. It is said that they will start wars with other races for the fun of it.
  • Arc Villain: Despite the Randkin being the primary threat in the first galaxy the Destiny crew finds themselves in Khnum manages to be a persistent threat. He attempts to take the ship after disappearing for time, and then after his original host dies when he fails to take Destiny he somehow manages to take a Randkin host and ascends to supreme leader of the Randkin empire where he sets his sights on taking over the Milky Way.
  • Ascend to a Higher Plane of Existence: Again, a staple of the Stargate-verse. It is revealed that Miller ascended after her Heroic Sacrifice and has been working with a group of ascended Ancients to fulfill Destiny's mission.
  • Asskicking Leads to Leadership: The Randkin believe this to be the case. Though they have limits. The Finder is an example of someone who impressed them enough from their many attempts to kill him to grant him a position of power on their game world. Though he's still very much a prisoner.
  • Auto-Doc: The Ancient's EVA suits come with advanced life support systems capable of healing a person of severe injuries and illnesses. There are many instances of crew members being put in one to save their lives.
  • BFG: The Randkin blast cannon can One-Hit Kill a Randkin with messy results.
  • Big Bad: It changes with every new galaxy. First it was the Randkin, then the Cthonians, then Iram and his Novus Sors. There's no telling what the Destiny will run into next.
  • Blood Knight: The Randkin are this. They live for conflict going so far as to build "game worlds" that trap passing aliens by crashing their ships onto the planet so they can hunt the survivors.
  • Bottomless Magazines: Both played straight and subverted. While the human weapons the Destiny crew brought have a finite source of ammunition, the weapons designed by the Truvians are capable of breaking down anything up to and including grains of sand to make powerful, armor piercing projectiles.
  • Break Out the Museum Piece: This is a given due to the advanced age of Destiny and much of its technology. Even then, Destiny manages to embody the best aspects of this trope.
  • Breather Episode: Usually takes place in between main campaign storylines. "The Quest For Bacon" for instance, is a light hearted comedy questline following Volker and Brody as they work to steal the ship's last scraps of bacon.
  • Broken Ace: Beckett suffers a Heroic BSoD after returning to Earth which leads to an dishonorable discharge from the Air Force. He then turns to alcohol to cope with the guilt of leaving many people behind on board Destiny.
  • Cat Folk: One of the playable alien races resembles large humanoid cats.

  • Chameleon Camouflage: The Randkin have cloaking technology that renders them effectively invisible.

  • Child Prodigy: Gill is so skilled at technology and learning and understanding alien languages to the point he can build a translator so everyone on board can understand one another.

  • Darker and Edgier: The game can get far darker than even SGU.

  • Deadpan Snarker: As per Stargate, many of the characters are prone to this.
    The Finder: How did you come to be here?
    Beckett: Fell asleep on the bus.

  • Death World: The Randkin game world the team gates to in order to find resources to fix the life support. It is described as being barely habitable, is home to a race of carnivorous sand worms, and is littered with the remains of thousands of crashed ships. The occupants of which now fight and scavenge whatever they can just to survive.
  • Easter Egg: Many, between shout-outs to other media, call backs to Stargate lore, and even the stargate glyphs used as markers for switches in characters. They are actually the nine symbol address that is encoded within the cosmic microwave background.
  • Energy Weapon: On top of many of the weapons on numerous ships in-universe, the crew collects a number of energy weapons to replace their weaker, kinetic-based weaponry.
  • Expy: The Randkin are essentially Predators, and the sk'att mini-graboids. The Krill bear a resemblance to prawns.
  • Faster-Than-Light Travel: Like the source material, many ships can enter hyperspace to travel faster than light. Destiny is the exception, instead utilizing what is theorized to be some sort of "warp" drive to reach superluminal speeds. It is said to be significantly inferior to modern hyperdrives, however, and most likely utilizes it because of how old it is, as well as the fact that it cannot gather information in hyperspace.
  • Go Mad from the Isolation: Sim spent years alone on Destiny, and it's taken its toll on him. It doesn't help he sat in the Ancient neural interface chair.
  • Hand Cannon: Truvian blaster pistols are insanely powerful handguns that'd give Ronon Dex's particle magnum a run for its money.
  • Heroic BSoD: Many characters suffer from this from time to time during extremely stressful situation. None moreso than Miller who questions her capability to command after being forced to decide between destroying Outreach station or using it to get her people home at the cost of allowing the Randkin to spread further out into the universe.
  • Heroic Sacrifice: Miller sacrifices herself to destroy the Cthonian device preventing Destiny from activating the Madronus Superweapon. Saving her crew and everyone in the Cthonian Galaxy. She gets better.
  • Kinetic Weapons Are Just Better: Played with. In a subversion of the typical stance in all previous examples of the Stargate-verse, this trope is downplayed significantly. The Randkin are virtually impervious to all of the weapons the Destiny crew brought with them from the Milky Way, and must search for weapons capable of taking them down. However, Truvian weapons are kinetic and are prized by many in the Randkin galaxy for their insane stopping power and having Bottomless Magazines.
  • Latex Space Suit: Subverted with Destiny's EVA suits. They're not as bulky as the space suits seen in Universe, falling more in line with the space suits from Dead Space.
  • Neuro-Vault: It's later revealed that Destiny uses its crew's brains to help decode the CMBR signal and stores much of its discoveries into their subconscious.
  • Ontological Mystery: The player characters discover themselves stuck on Destiny, an ancient starship on a mysterious mission. This also applies to many of the races they encounter in the Randkin galaxy, as they have either been abducted and dropped onto one of their game worlds or pulled across the universe by some mysterious force. No one really knows which is the real reason.
  • Portal Network: The stargates, naturally.
    • The Outreach Relays the Randkin use for faster-than-light travel also count, but on an intergalactic scale.
  • Precursors: As per the Stargate-verse, we have the Ancients who, thanks to the seed ships that planted stargates in numerous galaxies, are seen as this to many races in the universe. However many of the galaxies Destiny explores have their own such as:
    • The Truvians, supposedly native to the Randkin galaxy who were hailed as incredible weapons manufacturers, their weapons are sought after by many.
  • The Reveal: The team hear of an alien on the game world called The Finder who has managed to establish quite a stronghold. Gill mentions The Finder is incredibly dangerous and typically enslaves any hapless aliens who cross him. It is revealed that The Finder is a goa'uld named Khnum who was thrown across the universe early in the goa'uld/Earth conflict.

  • Sand Worm: The sk'att. Meter-long worms that leap out and drag much larger prey down beneath the dirt.
  • Sanity Slippage: Sim didn't have a firm grasp on reality to begin with when the Destiny crew discovered him. Over time it only gets worse. Many others suffer from this too after all the insane crap they have to put up with. Beckett gets put through the ringer when Iram gets a hold of him and subjects him to various horrific tests to decode the CMBR signal patterns in his brain. Then for good measure Iram implants a hallucination of himself into Beckett's mind to torment him even after he escapes. Then he suffers a HeroicBSOD after returning to Earth which gets him discharged from the Air Force. By the end of it, it's a wonder Beckett isn't a gibbering wreck.
  • Shark Man: The Randkin are reptilian aliens with head that resemble that of a shark's.
  • Stranger in a Familiar Land: The few who managed to gate back to Earth soon find that life isn't the same and some work to return to the ship.
  • Those Two Guys: Volker and Brody, much like they were in SGU.
  • Time Skip: After The Icarus Three return to Earth, time skips forward three years. In that intervening time, the Stargate Program goes public, Beckett is dishonorably discharged from the SGC and the Air Force, and Earth's stargate is moved to the moon. On Destiny's side, the ship is being relentlessly pursued by Iram and his followers and many of the crew have fled to live on other worlds.
  • Trailers Always Spoil: Or in this case posters. Many future questlines can be sussed out on the game runner's DeviantART page. Such as the the fact that Destiny encounters Eldritch Abominations, and that, at some point, Col. John Shepard becomes Destiny's new commander. This wiki is also rife with spoilers.
  • What Could Have Been: The future campaigns. Each one would be set in a different galaxy with their own unique enemies and allies.
    • The conclusion of the Randkin storyline would've seen Beckett and those trapped on the second game world escape by building a new ship out of spare parts and taking down the disruptor field around the planet. Chex would use the mind control drug to force his people to fight the randkin, and the Destiny crew would amass a large fleet to try and take the Outreach station the Randkin use to kidnap people and travel across the universe. However, the crew would realize taking the station is impossible and be forced to destroy their one way home. It would also be revealed that Khnum survived his supposed death and claimed a Randkin commander as his new host, and plans to take the Milky Way using their fleets.
    • The second campaign would've focused on Destiny being taken by Eldritch Abominations and the crew trying to find a way to get it back while they all slowly go insane. The end of the campaign would be a Pyrrhic Victory as the crew recovers Destiny but Miller sacrifices her life to save everyone.
    • The third campaign would see Earth sending Destiny a "relief package" complete with some familiar faces from Stargate SG-1 and Stargate Atlantis. John Sheppard would have become Destiny's new commander.
    • There were plans to introduce Iram, a ruthless cyborg who is obsessed with Destiny and the signal it's been decoding. He'd subject captive characters to Mind Rape and cold blooded torture. It'd later be revealed that he was an older version of Gil, who had come back in time after the crew attempted to dial within a star. He'd also be working on a way to dial back to Earth, and a handful of characters would actually be forced to return home and leave the rest of the Destiny crew behind.
    • The following campaign would jump three years into the future and follow both the Destiny crew and those who returned to Eart. On Earth, the Stargate Program would go public and a moon base would be established as the new transport hub for stargate travel. Meanwhile, Destiny would be hiding from Iram by sinking the ship at the bottom of an ocean. Beckett and the other characters who returned to Earth would try to find a way to gate back to Destiny, forcing themselves to join up with the Lucian Alliance.
    • The game would eventually reveal that the mysterious signal was actually a new 9 chevron address, and the final campaign would've involved the Destiny crew splitting into two: those who wanted to gate home and those who wanted to solve the mystery. Iram would also seek to dial the address, resulting in a massive space battle between Destiny and it's evil time twin counterpart. The players who managed to dial the address would be taken to a place beyond time and space where they'd have to battle Iram for control of the universe.
  • Wise Beyond Their Years: Gill, life as a slave has made him more than capable and a bit of a Child Prodigy.
  • You Can't Go Home Again: Basically the whole premise of the game.


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