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The
UNIVERSE

This section gives information specific to the universe in which the Super Soaker RPG is played. The pages for each of the different powers are set up as if the pages were being maintained by people from each of those powers -- therefore, all the information on them is in-universe and probably biased in favor of that force.
However, due to time constraints most of these pages are partially or totally incomplete.


Table of Contents

I. History

A. Era of Chaos

B. The Modern System

1. A Glimmer of Hope

2. Spreading like Wildfire

3. The Final Resistance

II. Organization

A. Rules of Combat

1. Period of Fighting

2. Elimination

3. Demilitarized Zones

B. Rules of Government

1. Formation

2. Borders

3. Treaties

4. Victory and Defeat

5. Taxes/Tithes

III. Powers

A. Major Powers

1. Heaven Force

2. Shadow League

3. Ground Thunder

4. Adamant Army

5. Red Herrings

6. Heralds of Order

B. Minor Powers

1. Chaos Legion

2. Mighty Marines

3. Acquatic Armor

4. Terran Warriors

5. Peacekeepers

6. Flight

7. Dragons

8. Death Legion

9. Supreme Army

10. Eagle Assault Force

11. Top Dive

12. Daemons

13. Freedom League

C. Unofficial Powers

1. Wolverines

2. Nafari

3. Antistone

D. Relations

IV. Current Events


I. History

A. Era of Chaos

It is said that in the beginning, water fights were informal, erratic, and uncontrolled. While we enjoy a much more advanced system, its important to understand where we came from.

As recent as 15 years ago, the term "water fight" was rarely used and could mean a wide variety of things. There was no system for them, and events from a fight one day could never carry over to another. This time period, and the much longer stretch of time preceeding it, are now looked back upon as the Era of Chaos.

B. The Modern System

1. A Glimmer of Hope

About 13 years ago people began forming small bands of about 5-10 people, who usually fought together and would try to gang up on opponents. Some advanced tactical maneuvers came into use at that time, including sieges, unscheduled attacks, and assaults on unarmed opponents.

About 8 years ago, a large youth group banded together to form Heaven Force, numbering at that time about 55 people. Heaven Force staked out a large territory -- something not very uncommon, but Heaven Force actually managed to defend it, which was uncommon. They quickly became a feared name, and quickly ended all attacks on them.

Approximately 3 months after the creation of Heaven Force was originally founded (during which time its roster grew to about 75), several of the smaller groups banded together to form a loose affiliation called the Shadow League (about 85 people) to fight back against Heaven Force. They also claimed a large territory, ending about 100 feet from the border of Heaven Force's area. Although Shadow League worked together several times to fight against Heaven Force, the different groups within it still fought each other the rest of the time, battling for status in this new organization.

During the next year, both Heaven Force and the Shadow League grew in size to about 160 each, with no change in playing style. About that time, however, another large group -- about 100 people -- finally finished building up to that amount and making preparations and launched another army, called Ground Thunder. Ground Thunder was distinguished at that time the same way it is today -- they use ground-based outposts instead of elevated ones. Their defensive tactics are adapted to this, and they are very good at it.

Suddenly, the Shadow League and Heaven Force realized that they had more opponents than friends, and they both instantly increased their vigilance. The Shadow League quickly put into motion plans to permanently unify the entire force without the normal internal skirmishes, and Heaven Force decreased their territory size so they could double their defensive procedures. Both made quick attacks to try to weaken Ground Thunder, but neither was prepared for the unusual brand of tactics brough against them. Their attacks only served to inspire sympathy for Ground Thunder, which within a month grew to be even larger than either of its predecessors.

Within another year, another 100 people banded together into Adamant Army. However, they started at a significant disadvantage, while the other three powers had their rosters up to about 250 -- however, because of this, they tended to ignore Adamant Army, giving it a chance to thrive. In another year it had grown up to match Heaven Force, the Shadow League, and Ground Thunder at roughly 350 members.

Five years ago, at about that time, 50 people banded together to form the Chaos Legion, an army dedicated to the destruction of these massive organized forces and "a return to the Era of Chaos" (the name stuck, that's why we call it that today). Despite early minor victories over Heaven Force and Ground Thunder, the Chaos Legion's growth was stunted by the fact that few people preferred the Era of Chaos, and in the following month it would only increase its size by about 10 people.

2. Spreading like Wildfire

The formation of the Chaos Legion prompted concern among the leadership of the four preceeding armies, who began formal talks to set up a defense against such foolish notions. After two months' debate, they eventually all agree to sign what is now known as the Law Command, which laid out the rules of future fighting and gave bonuses to those who fought in official armies rather than small bands, giving them protection against certain attacks considered illegal against armies. The Law Command nearly eliminated all attacks on civilians or unarmed combatants, and prevented most long-term sieges. As a result, a lot more people were willing to waterfight at all.

The Law Command, for some, was the final straw, and the Chaos Legion boomed to about 250 only a week after it was signed. More, however, took the opportunities to begin their own armies. Within a month, the Mighty Marines were formed -- and within another month, the Acquatic Armor splintered off. Before the completion of the year, they were also joined by the Terran Warriors. The Chaos Legion eagerly set out to discourage other armies from forming and tried to squelch the newer armies before they could get off their feet, but to no avail. Only a week after the Terran Warriors sprung up, the Red Herrings, specializing in deception, started on the long road to power.

A little less than four years ago, the formation of another power changed how many people looked at the Law Command -- the Heralds of Order. Starting out with 200 people, their goal was to conquer every other power and replace the current system with one of supreme order, where their own leaders scheduled and judged arena-style matches between combatants from shattered armies. This new idea startled many people with its strictness, and many people began looking upon the Law Command as keeping freedom assured. The Chaos Legion suffered dearly, its roster dropping a full hundred as people left to join other armies or start new ones. The Red Herrings, in particular, swore to shatter the Heralds of Order by using the tactics they blinded themselves to, but it was not powerful enough to achieve victory over the disciplined warriors recruited against them. Desperate, the Chaos Legion signed on as an official army for the benefits under the Law Command, promising to tear it to shreds if they ever got their hands on it.

Surprisingly, the Heralds of Order and Red Herrings both began growing faster than all the others, soon equalling Adamant Army, Heaven Force, the Shadow League, and Ground Thunder in numbers before their growth slowed. Today, these are known as the Six Armies, and are by far the largest powers functioning.

3 years ago, a very odd faction formed with 25 members, calling themselves the Peacekeepers. Dedicated mediators, they leaped upon any opportunity to try to resolve a conflict between the different powers without allowing them to battle. Despite many people pointing out that the whole point of a waterfight was to fight, they persisted, and to this day hold the record for slowest growth.

2 years ago, the Law Command was published on the Internet, prompting an overwhelming response from the surrounding areas. In four months, seven new armies formed and joined in the battle -- Flight, Dragons, Death Legion, Supreme Army, Eagle Assault Force, Top Dive, and the Daemons. Each had varying amounts of success, but most grew to almost 200 by the end of that year.

At the start of last year, the final power now in existence came into being, calling themselves the Freedom League. The Freedom League, while officially one of the armies, is only loosely affiliated -- they have to ranks, unit structures, or leadership (their official leader is only in existence as a necessity for treaties); they are merely all "on the same side" and try to fight in the spirit of the Freedom League. They believe that all armies should be run that way. Despite obvious problems with this command structure, they've managed to hold on to their slice of territory with only the hundred members they've managed to recruit, but have yet to win a significant victory outside of their territory.

3. The Final Resistance

Despite overwhelming support for the Law Command -- even by those who wish to change it -- there are still many people who waterfight as if they were still in the Era of Chaos. The debate rages on to this day as to whether everyone will ever be convinced, or whether there will always be the few who are unwilling. However, little effort is put forth to convince them, few armies willing to risk the possibility of yet another rival.

II. Organization

This section details the rules laid out by the Law Command, the document dictating legal combat and government of water fights.

A. Rules of Combat

1. Period of Fighting

The official period of allowed fighting will take place from 10:00 AM local time to 8:00 PM local time for weekdays. During Saturday, fighting it allowed from 8:00 AM local time to 10:00 PM local time, and fighting is not allowed on Sunday, as some people may have church. On the night before any holiday (excluding holidays which take place on a Sunday), there is a special fighting period from 10:00 PM local time to 3:00 AM local time.

During a school day, fighting takes place from 4:00 PM local time to 8:00 PM local time. The extra time the night before a holiday does not take place if there is school during the holiday.

2. Elimination

Once any person, as a result of H2O from a balloon, Super Soaker, or other pre-approved weapon, has been saturated (this applies only if the skin is saturated), that person shall not participate in any official fights until at least the following 6:00 AM local time (thus preventing them from participating in any special battle periods that night). Void if the saturation did not occur within the specified period of fighting, or was inflicted by someone who themselves have already been eliminated since the last 6:00 AM.

3. Demilitarized Zones

No attacks may be made from or into any area considered to be a demilitarized zone, but armaments by be transported into and stored in such a zone. These areas include public or governmental buildings, any and all areas on private property not pre-approved for battle, and a maximum of an additional 10% of the territory of any army, chosen by that army and clearly marked. Anyone who is exiting a demilitarized zone after a period of less than 15 minutes is not allowed to make any attacks (but may still be attacked) until 15 minutes after the time at which they entered the demilitarized zone. Demilitarized zones which are connected are treated as the same zone for this purpose.

Vehicles owned by civilians (other than the vehicles of the parents of combatants) are also considered to be demilitarized zones. The edge of the HQ of an army may not lie within 5 meters of a demilitarized zone other than a vehicle, and no demilitarized zones may be inside the HQ.

B. Rules of Government

1. Formation

The following are required criteria for a new army:
    A minimum of 25 members

    At least 10,000 square meters of territory

    A specified HQ, located within the armies own territory

    An official leader

A new army must meet all of these criteria, and sign and submit an official document promising to uphold the Law Command.

An already existing army is allowed to fall below either of the first two requirements by 10%, but must always maintain condition 3 and either condition 1 or 2. Any army which drops below these standards is automatically dissolved. The HQ of an army can be moved (following the same restrictions of placement as usual) between any periods of fighting, at the approval of the leadership; however, this must be officially declared (there is a form to be submitted for this).

2. Borders

All borders at any time of being officially resolved (this occurs when the army is formed and after a treaty is reached with an opponent on one border) must either be clearly marked or represented by distinct landmarks. In addition, all information on borders must be made publicly available. At the start of each period of fighting, no combatant is allowed to make an attack before checking in at their HQ (thereby preventing an opponent from beginning in the heart of your territory when attacking).

Borders often fall under dispute -- this occurs when (1) one or more enemies occupy a location on your border, uncontested, for half an hour or more, (2) an enemy wins a victory on your territory, or (3) an enemy army makes an official claim to a section of your territory bordering their own which you do not have an official outpost within 100 meters of. Anywhere within 30 meters the center of a border disruption is considered to be no man's land (although no one else may lay claim to it) until one side cedes it to the other, one side fails to move at least 3 troops onto it in a fighting period, or one side establishes an offical outpost within it. If one side cedes it to their opponent, their opponent acquires the territory. If one side fails to move at least 3 troops onto it each fighting period, their opponent acquires the territory. If one side establishes an official outpost within it, they acquire the territory.

Demilitarized zones are never disputed, but the 10% territory which an army can use as a demilitarized zone gets smaller each time they lose territory.

Territory which has not been claimed by any army and is not demilitarized is open and anyone may travel through it, any army may lay claim to it, but until it has been officially taken by an army no HQ or outpost may be established there by any army.

3. Treaties

Treaties are official signed documents of "peaceful" resolve between two armies. They are often used to resolve long, drawn-out border disputes, forge temporary times of piece or alliances, or to exchange resources.

Treaties between two armies are official if the leader or a leader-approved representative from each army signs the document. After the document is signed, any member of either army which breaks the treaty must either be immediately cast out of the army, or the leadership must accept responsibility for breaking the treaty -- this has a tendency to get most of the major powers mad at that army. Treaties can be canceled or re-negotiated if both armies agree to it. Treaties ended by one side only are broken, but if this is done premeditatively and with fair warning to all involved the wrath incurred is usually greatly lessened.

Treaties may cover any and all things related to the water fights, including borders, supplies, funds, cease fires/alliances, temporary alliances against another army, training, recruiting, trade of information, et cetra. Treaties involving an army which does not sign it are considered invalid (for instance, if two armies sign a treaty saying they get territory from the third, but the third (obviously) refuses to sign it, it is invalid). Any borders officially set by a treaty (or which a new army starts with) must either be clearly marked until they change or are disputed, or must fall within 10 centimeters of a clear landmark. All corners must be clearly marked, regardless of landmarks. Curved borders are not permitted unless the entire border is clearly marked.

4. Victory and Defeat

Any engagement is considered to be a battle if combatants from two different armies are present and one side initiates combat at the location of the other side's official outpost or HQ, or when both sides make at least one attack (fire a shot or throw a balloon). A battle is considered victorious if all enemy combatants retreat or are eliminated (without this also happening to the winning side). It is only considered a retreat if those retreating withdraw a distance of at least 50 meters and do not return for at least 10 minutes. Note that this distance of retreat is from the closest active combatant, so if the victors give pursuit before the 10 minutes expires, the retreaters must stay at least 50 meters away from them or it is considered to be a continuation of the battle.

Victory and defeat can have various consequences. They can throw a border into dispute (see borders above). Victory at an outpost results in the victor gaining control of that outpost (if they did not have it), and they automatically acquire the surrounding territory. Victory at the enemy HQ dissolves the army and transfers all of its territory tot he victor.

5. Taxes/Tithes

Any army may place any taxes, tithes, or other charges on any of its members that it wishes provided that it do so uniformly. However, anyone accepted into the army must be exempt from any and all charges of any type for a minimum of one month. Anyone is allowed to resign from the army rather than pay a charge, and the army may not charge anyone who is not a member. Any and all currency acquired by the army must be spent on army-related items or events, such as equipment.

The charges which an army places on its members may be either charges for specific activities (such as an entry cost to be paid at the end of one month, or a charge for each accepted promotion), or regular (such as a charge once each month).

III. Powers

A. Major Powers

B. Minor Powers

C. Unofficial Powers

D. Relations

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
1. Heaven Force X E E CF AE E AE E N N N AE N N E N E E E E E E
2. Shadow League E X E N P E CF N N N E CF N A CF AE CF P E P E E
3. Ground Thunder E E X E E E AE N N E AE E N E N N E N E P N E
4. Adamant Army CF N E X AE AE AE N CF N CF N N N E A N N E E P N
5. Red Herrings AE P E AE X AE N N P N N CF N N N N N N N N TA N
6. Heralds of Order  E E E AE AE X AE E AE E P AE E E N AE AE E AE AE AE AE
7. Chaos Legion AE CF AE AE N AE X P E N AE N E N N AE CF N AE P CF P
8. Mighty Marines  E N N N N E P X AE N N N N N N P N N N N E P
9. Acquatic Armor  N N N CF P AE E AE X A CF E N N E CF N E E N N E
10. Terran Warriors  N N E N N E N N A X CF AE N E E E E E N AE P AE
11. Peacekeepers N E AE CF N P AE N CF CF X E N E E N E E CF AE E AE
12. Flight AE CF E N CF AE N N E AE E X TA E E N P E CF CF CF CF
13. Dragons N N N N N E E N N N N TA X E N N N N N P N E
14. Death Legion N A E N N E N N N E E E E X E N N CF E AE E AE
15. Supreme Army E CF N E N N N N E E E E N E X E N E E E E E
16. Eagle Assault Force  N AE N A N AE AE P CF E N N N N E X N N E E P P
17. Top Dive E CF E N N AE CF N N E E P N N N N X E P AE E AE
18. Daemons E P N N N E N N E E E E N CF E N E X E N E P
19. Freedom League E E E E N AE AE N E N CF CF N E E E P E X P A TA
20. Wolverines E P P E N AE P N N AE AE CF P AE E E AE N P X AE AE
21. Nafari E E N P TA AE CF E N P E CF N E E P E E A AE X AE
22. Antistone E E E N N AE P P E AE AE CF E AE E P AE P TA AE AE X
Key
Allied
TA  Temporary Alliance
Peace
CF  Cease Fire
Neutral
Enemy
AE  Arch Enemy

IV. Current Events

We are now proud to announce an upcoming major event in the history of water fighting! The owners of Denrov Island, a large island resort, have agreed to loan access to this island to the water fighters for a period of two and a half months -- in other words, we're about to begin the Battles for the Isle!

Emissaries for virtually every organization are meeting to discuss rules (we have been forbidden to name their location). Proposals have included numerous suggestions related to 24-hour fighting, naval combat, and flag capturing. Potential alliances have also been suggested, although nothing looks serious so far.

We'll keep you posted!


Events surrounding the upcoming battle on Denrov Island continue to accelerate. The Peacekeepers have their hands full trying to keep the delegates from all the different powers in the same building, let alone at the same negotiation table. At last report the most likely amount of land required to offer the victor if you entered the competition was something like 1,000 square meters connected to one of your borders. Many of the delegates from the minor powers have quailed at the escalation that is taking place and are rapidly dropping out as numbers reach totals that could destroy them if they lose.

Still, no one wants to be left out. The Chaos Legion, despite their relatively small fighting force, has furiously turned down several offers of alliance and has threatened twice to attack the negotiation hall. Reactively, the Heralds of Order tried to bring in additional guards, but were stopped by wary diplomats from Heaven Force and the Red Herrings. It is believed that Death Legion, Top Dive, and the Daemons have already withdrawn all emissaries to the council and abandoned the battle.

Only a few rules for the 2-month combat period have been finalized and announced: there will be a 3-day period of noncombat at the beginning and end to allow forces to arrive at and depart form the island, but during the rest of the time there are to be no safe periods and the entire island is expected to carry the aura of war the entire period.

Proposed alliances continue to fly and fall as the stakes raise and everyone gets tense. Previously proposed alliances between Top Dive and Flight and between Freedom League and Chaos Legion have all been cancelled. It is believed that tentative alliances have formed between the Heralds of Order and Supreme Army, and between the Dragons and Nafari, although no official announcements have been made by any of their delegates. There remain rumors of alliances between several major powers, but nothing substantial; it is widely believed that each of them intends to stand more or less alone.

Several delegates have promised to deliver us a map that we may published at the first recess of the negotiations. We will make this publicly available as soon as possible.


Denrov Island Map
click on the above map for a larger view

This is it! We're actually starting to send troops onto Denrov Island!

Diplomats are still hammering out a few minor details, but pretty much everything's taken care of. Once the fighting begins, there are to be no safe zones or ceasefire periods until the time to leave arrives. Each army is being handed out a certain number of "lives" in the form of tokens bearing their seals which they can distribute to their soldiers; each time a soldier is shot, he or she must forfeit one of these lives. Although no announcements have been made, it seems the number of lives is being determined by the amount of territory and bases being wagered in the conflict.

The following powers have officially agreed to come onto the island and fight:
 
Heaven Force Shadow League Ground Thunder
Adamant Army Red Herrings Heralds of Order
Chaos Legion Mighty Marines Acquatic Armor
Terran Warriors Eagle Assault Force Top Dive
Daemons Freedom League Nafari1
Wolverines2 Antistone2 Peacekeepers3

1The Nafari have announced that they will be present, but the exact arrangements made for this unofficial power are unclear
2These mercenaries are fighting under contract to other powers and therefore are not risking their own assets.
3The Peacekeepers will be present only to oversee the fighting and make sure that the rules are enforced.

It has also been universally decided that alliances may be kept secret, and as a result very few have been announced. Adamant is siding with EAF, of course, and have purchased the help of Antistone. The Wolverines were bought by Ground Thunder.

All powers and alliances are going to be responsible for their own equipment. Starting locations of everyone have been agreed to by the delegates, but are being kept secret as well.

Here we go!