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Traveller's Cafe 3: Brainstorming, discussion, tea, advice

A resting-place for threads that might have otherwise been lost.

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Nature-Spirits
Postmaster-General
 
Posts: 10984
Founded: Feb 25, 2011
Ex-Nation

Postby Nature-Spirits » Fri May 13, 2016 2:12 pm

Savalen wrote:
Duestchstien wrote:
I'd play this


Anyone else?
Or do I shelve it?

Do keep in mind that the Café isn't by any means perfectly representative of how much interest any given RP will get. Not a whole lot of people frequent this thread, so there's certainly some bias regarding what people would and wouldn't join. If you think you can get a decent number of players, post an OOC thread and see what happens; you never know.
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Savalen
Envoy
 
Posts: 334
Founded: Nov 25, 2015
Ex-Nation

Postby Savalen » Fri May 13, 2016 2:18 pm

Nature-Spirits wrote:
Savalen wrote:
Anyone else?
Or do I shelve it?

Do keep in mind that the Café isn't by any means perfectly representative of how much interest any given RP will get. Not a whole lot of people frequent this thread, so there's certainly some bias regarding what people would and wouldn't join. If you think you can get a decent number of players, post an OOC thread and see what happens; you never know.


Okay, I will at some point...
Wonderful, absolutely wonderful day to y'all.

I am Savalen, named after a lake in Norway. Not that I'm Norwegian.
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If you want more info about me, send me a TG. Nothing on NS will tell you my views fully.
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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 3:06 pm

RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Overarching Concept: Each Person gets to plays as one of the trade monopolies set up by the governments of the 1750s
Genre/s: Alt. His., Navy, Army, trade
Character or Faction Based: Faction
Detailed Description: You get to play as one of the government monopolies set up in the 1750s, You can even create your own company like the British Company of Antarctica, I don't know. In the RP you control one of the companies trying to go inland and set up colonies, you can fight aboriginals, rival companies, Pirates, or even try and make your colonies independent.

Need Help With: do you think it's a good and original idea.

Please leave this hashtag in place: #Mentorhelp
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



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Esternial
Technical Moderator
 
Posts: 54369
Founded: May 09, 2009
Inoffensive Centrist Democracy

Postby Esternial » Fri May 13, 2016 3:45 pm

Duestchstien wrote:RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Overarching Concept: Each Person gets to plays as one of the trade monopolies set up by the governments of the 1750s
Genre/s: Alt. His., Navy, Army, trade
Character or Faction Based: Faction
Detailed Description: You get to play as one of the government monopolies set up in the 1750s, You can even create your own company like the British Company of Antarctica, I don't know. In the RP you control one of the companies trying to go inland and set up colonies, you can fight aboriginals, rival companies, Pirates, or even try and make your colonies independent.

Need Help With: do you think it's a good and original idea.

Please leave this hashtag in place: #Mentorhelp

Sounds like you're trying to recreate a nation-management game a la Europa Universalis in a text-based format. It seems like quite the undertaking.

It'll be hard, but if you reckon you can manage it, I believe you can cater to all the heavy faction RP junkies out there. G-Tech Corporation is more or less our "hardcore faction RP" aficionado so maybe he can give you his two cents on this.

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The Flame States
Spokesperson
 
Posts: 163
Founded: Mar 05, 2016
Ex-Nation

Postby The Flame States » Fri May 13, 2016 4:21 pm

Vulkata wrote:
The States Of Phoenix wrote:Would you guys play a hl2 themed roleplay? You'd play as a rebel or part of the combine, and it'd probably take place in c17 during the invasion, although Gordon freeman doesn't exist.

Ho-ly. Shit. I've predicted this to happen but yes sure


TG me ur discord. It'll be easier that way

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 4:47 pm

Esternial wrote:
Duestchstien wrote:RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Overarching Concept: Each Person gets to plays as one of the trade monopolies set up by the governments of the 1750s
Genre/s: Alt. His., Navy, Army, trade
Character or Faction Based: Faction
Detailed Description: You get to play as one of the government monopolies set up in the 1750s, You can even create your own company like the British Company of Antarctica, I don't know. In the RP you control one of the companies trying to go inland and set up colonies, you can fight aboriginals, rival companies, Pirates, or even try and make your colonies independent.

Need Help With: do you think it's a good and original idea.

Please leave this hashtag in place: #Mentorhelp

Sounds like you're trying to recreate a nation-management game a la Europa Universalis in a text-based format. It seems like quite the undertaking.

It'll be hard, but if you reckon you can manage it, I believe you can cater to all the heavy faction RP junkies out there. G-Tech Corporation is more or less our "hardcore faction RP" aficionado so maybe he can give you his two cents on this.


I was trying to come up with a mix of trade, war, factions and management, and late 1700s RP it's pretty hard, and I came up with this what do you think I should call it.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



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Esternial
Technical Moderator
 
Posts: 54369
Founded: May 09, 2009
Inoffensive Centrist Democracy

Postby Esternial » Fri May 13, 2016 4:49 pm

Duestchstien wrote:
Esternial wrote:Sounds like you're trying to recreate a nation-management game a la Europa Universalis in a text-based format. It seems like quite the undertaking.

It'll be hard, but if you reckon you can manage it, I believe you can cater to all the heavy faction RP junkies out there. G-Tech Corporation is more or less our "hardcore faction RP" aficionado so maybe he can give you his two cents on this.


I was trying to come up with a mix of trade, war, factions and management, and late 1700s RP it's pretty hard, and I came up with this what do you think I should call it.

No names I can immediately think of.

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G-Tech Corporation
Khan of Spam
 
Posts: 62592
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 13, 2016 4:49 pm

Duestchstien wrote:
Esternial wrote:Sounds like you're trying to recreate a nation-management game a la Europa Universalis in a text-based format. It seems like quite the undertaking.

It'll be hard, but if you reckon you can manage it, I believe you can cater to all the heavy faction RP junkies out there. G-Tech Corporation is more or less our "hardcore faction RP" aficionado so maybe he can give you his two cents on this.


I was trying to come up with a mix of trade, war, factions and management, and late 1700s RP it's pretty hard, and I came up with this what do you think I should call it.


"Beyond the New Horizon", depending on how much you want to focus on the colonies and whatnot.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Melinore
Bureaucrat
 
Posts: 53
Founded: Apr 07, 2016
Ex-Nation

Postby Melinore » Fri May 13, 2016 5:06 pm

RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Overarching Concept: Alien Invasion during the Signing of the Treaty of Verseille, sparking the Battle of Paris and the continuation of the Great War. Beginning one month after the (fictional) Battle of Paris and the failed (fictional) Ostermann-Nieville Offensive of 1918. Taking place in a world where the nations have gathered together (minus US, though US Forces still active in Europe) to form the Allied Forces. While US is suspiciously quiet during all of this.

Genre/s: World War I, Alien Invasion, Sci-fi, Steampunk, Alternate History

Character or Faction Based: Character-driven

Detailed Description:
In 1909, German Scientist Dr. Otto Kramer utilized vacuum tubing to strengthen an experimental radio system in his laboratory in Dresden. With little expectation on a response, he tested the system with his team of scientists. Initially, the test was a failure with no real sound coming back to them. But after calibrations were made, the room was struck by a deafening and horrific tone. Many became ill, or unconscious while some were even killed by sound-induced organ failure, including Dr. Otto Kramer. Emperor Wilhelm II (of Germany) was alerted of this and quickly closed the experiment, claiming it to be too dangerous for human minds. Documents were burned, and the area was closed down supposedly for good...

Shortly after this experiment,
Events began which ignited Europe into one of the deadliest conflicts in human history...

June, 1914. The assassination of Archduke Franz Ferdinand sparked the powder keg that was European Politics. Serbia and Austro-Hungary declared war on one another, the Russian Empire quickly mobilized its forces to back Serbia while Austro-Hungarian Empire began negotiations with the German Empire. France, having alliances with Russia began to mobilize and expelled the German population from its borders.

With the Invasion of Belgium, Britain treaties were called upon and they joined the war nearly a day after France's declaration of war against High Germany. With this forces readied and war on the horizon, the powder keg erupted and the First World War began. With the war, came a horrible amalgamation of mechanization: tanks, artillery, planes, machine guns, and gas. Medicine changed the game, as morphine and heroin entered as common medicine and drugs were on the ready. The face of Europe became scarred with the canyon lines of trenches stretching miles. The borders were set, the lines drawn.

And for four long years, the war raged. Millions dying for king and country, graves for miles. And by 1918, the world felt the war had taken all it needed and peace was on the horizon. At the Treaty of Versailles, a broadcast to the entire front was readied. All nations involved were prepared, the war would end...

But it was only the beginning.

Versailles was struck with a similar sound blast from 1909, and the palace exploded. Soldiers witnessed the horrific cause. Tripod ships, that stood stories high with large glowing eyes and riveted faces emerged and the sky became filled with ships of an inhuman nature. Troops watched in horror as their beasts marched over them, and Paris fell in a matter of days. Resistance crushed, Europe became isolated from the rest of the world. The United States attempted to respond, there was little hope in sight.

However, a new mission arose from this. European troops once trained to hate one another had gathered together to create a new alliance. But to the higher ranking officials, they were so much more. The first and last line of their generation and their planet. They were the Allied Forces.

It has been one month since the failed Battle of Paris, which killed many French and English soldiers. The Alien Forces have begun to spread along the unprotected French Countryside, slowly only by the failed Ostermann-Nievelle Offensive of 1918. We had feared the worse, until it appeared that our former war gained us an advantage as they too seemed to become bogged down in the lines of trenches, barred wire, and machine gun nests that litter the borders.

Congratulations, recruit. You have been granted a specialized position in this new war.

The Great War, the War of the World.




I have been tossing a class idea for soldiers like XCOM or having people pick given abilities and make their own classes. As well as giving them weird powers like:
    -Shockers - Brought to you from the United States' Buzz Cola. Shocktops are the latest in military genetic innovations. Superpowers in a bottle, a flavor for every occasion! We have Fiery Fruit Punch, Lemon Lime Acid Breath, and the latest flavor includes Ice Cream Soda Frostbite. Gain your power and fight for freedom! (Very likely to be canceled)

    -Mechanized Soldiers - When Mechanization came to Europe, the Germans already had their hands all over the latest technology. So it should come to no surprise when they offered the Allied Forces their research in robotic human enhancements. Enjoy lifting cars like coins, freeing your friends from enemy fire with a chest of iron, or even getting a second life with a full turnover. Anything is possible! (Not sure about this one)

    -Tesla Soldiers - Nikola Tesla's Coils strapped with copper to a rifle, why didn't we think of this before! Lightning troops, shocking the enemy with 10,000 Watts!
(Not sure about this one)


Need Help With: Opinion on Concept, and Help getting started (if wanted)

(presented idea earlier, but did not realize I needed this)

Please leave this hashtag in place: #Mentorhelp
Last edited by Melinore on Fri May 13, 2016 5:12 pm, edited 2 times in total.

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 5:18 pm

G-Tech Corporation wrote:
Duestchstien wrote:
I was trying to come up with a mix of trade, war, factions and management, and late 1700s RP it's pretty hard, and I came up with this what do you think I should call it.


"Beyond the New Horizon", depending on how much you want to focus on the colonies and whatnot.

Okay based off the feed back I think I'm gonna start this soon.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



User avatar
Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby Plzen » Fri May 13, 2016 7:41 pm

Unified Heartless States wrote:So I plan on making a gamified version of a space exploration roleplay. Instead of a large map, I'd use excel/spreed sheets. The player would start in the center and expand to solar systems in any direction they choose. Blank spaces represent undiscovered systems, named systems represent places they found and potentially colonized location.

So what do I need help with. . . Some sort of gameplay so I can utilize planets in these systems. Originally I started with a percentage system, which denoted land-use and size. 100%, for instance, meant a plant was about earths size. Furthermore, you could dictate what you wanted that 100% to be industry wise. So if you wanted it; 3% would be Military Bases, 20% Agricultural Farmsteads, 7% Parks, etc. . . That being said, I have yet to come up with a system that can utilize this. Originally I had a system that focused around Industry, Agriculture, Population, & Military; but, once players could create their own custom categories the entire system when to shit. Since I want to give players to freedom to do as they please, I will need to find a better system.

I have a nearly complete mechanics system for this sort of RP that I was intending to use for my own RP this summer, but if you want, you're free to use it. Please drop me a pm if you're interested, and I'll send you my draft.

One question, though: Would everybody start on the Sol system (i.e. each player represents a human nation)? My mechanics would not work very well if that is the case.

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Esternial
Technical Moderator
 
Posts: 54369
Founded: May 09, 2009
Inoffensive Centrist Democracy

Postby Esternial » Fri May 13, 2016 7:45 pm

Plzen wrote:
Unified Heartless States wrote:So I plan on making a gamified version of a space exploration roleplay. Instead of a large map, I'd use excel/spreed sheets. The player would start in the center and expand to solar systems in any direction they choose. Blank spaces represent undiscovered systems, named systems represent places they found and potentially colonized location.

So what do I need help with. . . Some sort of gameplay so I can utilize planets in these systems. Originally I started with a percentage system, which denoted land-use and size. 100%, for instance, meant a plant was about earths size. Furthermore, you could dictate what you wanted that 100% to be industry wise. So if you wanted it; 3% would be Military Bases, 20% Agricultural Farmsteads, 7% Parks, etc. . . That being said, I have yet to come up with a system that can utilize this. Originally I had a system that focused around Industry, Agriculture, Population, & Military; but, once players could create their own custom categories the entire system when to shit. Since I want to give players to freedom to do as they please, I will need to find a better system.

I have a nearly complete mechanics system for this sort of RP that I was intending to use for my own RP this summer, but if you want, you're free to use it. Please drop me a pm if you're interested, and I'll send you my draft.

One question, though: Would everybody start on the Sol system (i.e. each player represents a human nation)? My mechanics would not work very well if that is the case.

You two can always co-operate.

Now kiss.

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Unified Heartless States
Ambassador
 
Posts: 1024
Founded: Aug 11, 2015
Ex-Nation

Postby Unified Heartless States » Fri May 13, 2016 7:48 pm

G-Tech Corporation wrote:
Unified Heartless States wrote:







‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍Hive Prime‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍Sol‍Sith-5‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍Sith-4‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍
‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍‍ ‍ ‍ ‍ ‍


So I plan on making a gamified version of a space exploration roleplay. Instead of a large map, I'd use excel/spreed sheets. The player would start in the center and expand to solar systems in any direction they choose. Blank spaces represent undiscovered systems, named systems represent places they found and potentially colonized location.

So what do I need help with. . . Some sort of gameplay so I can utilize planets in these systems. Originally I started with a percentage system, which denoted land-use and size. 100%, for instance, meant a plant was about earths size. Furthermore, you could dictate what you wanted that 100% to be industry wise. So if you wanted it; 3% would be Military Bases, 20% Agricultural Farmsteads, 7% Parks, etc. . . That being said, I have yet to come up with a system that can utilize this. Originally I had a system that focused around Industry, Agriculture, Population, & Military; but, once players could create their own custom categories the entire system when to shit. Since I want to give players to freedom to do as they please, I will need to find a better system.


Ah, this sounds like my department. Perhaps have all Sectors contribute a certain amount to various fixed metrics; say, Industry, Food Supply, Commerce, Contentment, and Research? Various sectors could add different benefits; a Heavy Industrial Sector could contribute, say, 2 Industry per % of the planet occupied, while decreasing Contentment and Food Supply by 1.

Well, that was the next idea. The only problem is determining population sizes, which originally was based of what 100% you placed into which category.

I think I'll just have four main categories; Industry, Agriculture, Content, & Research.

Agriculture:
1% Agriculture give you a population of 74,000,000 on a planet.
Every 3,700,000,000 people requires an additional percent of agriculture.
Extra food should be converted into capital, somehow. . .

Hmm, this is a lot harder then I first though.

User avatar
Unified Heartless States
Ambassador
 
Posts: 1024
Founded: Aug 11, 2015
Ex-Nation

Postby Unified Heartless States » Fri May 13, 2016 7:51 pm

Plzen wrote:
Unified Heartless States wrote:So I plan on making a gamified version of a space exploration roleplay. Instead of a large map, I'd use excel/spreed sheets. The player would start in the center and expand to solar systems in any direction they choose. Blank spaces represent undiscovered systems, named systems represent places they found and potentially colonized location.

So what do I need help with. . . Some sort of gameplay so I can utilize planets in these systems. Originally I started with a percentage system, which denoted land-use and size. 100%, for instance, meant a plant was about earths size. Furthermore, you could dictate what you wanted that 100% to be industry wise. So if you wanted it; 3% would be Military Bases, 20% Agricultural Farmsteads, 7% Parks, etc. . . That being said, I have yet to come up with a system that can utilize this. Originally I had a system that focused around Industry, Agriculture, Population, & Military; but, once players could create their own custom categories the entire system when to shit. Since I want to give players to freedom to do as they please, I will need to find a better system.

I have a nearly complete mechanics system for this sort of RP that I was intending to use for my own RP this summer, but if you want, you're free to use it. Please drop me a pm if you're interested, and I'll send you my draft.

One question, though: Would everybody start on the Sol system (i.e. each player represents a human nation)? My mechanics would not work very well if that is the case.
No, Sol was just an example. You'd all start at your own center. every system explored would be randomly generated. Their will be a chance that system has life. I then use a generator to determine if that life is an npc or another roleplayer. Or, at least, that's how the map would generate.

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Kassaran
Postmaster-General
 
Posts: 10871
Founded: Jun 16, 2013
Corrupt Dictatorship

Postby Kassaran » Fri May 13, 2016 8:17 pm

RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Overarching Concept: Modern-Day Exorcists in a Secret Society... weeth a tweest.
Genre/s: Paranormal, Supernatural, Horror, Comedy, Modern, Fantasy
Character or Faction Based: Character
Detailed Description: Exorcists are everyday people in our world, they look, walk, think, and talk just like us. They come in all shapes and sizes, no two exactly the same in spite of what some Watches might say, but in the end they all have the same goal. Protect what's Sacred.

To the one's in the East, that which is Sacred is the planet around us and perhaps even one's own self. To those in the Frozen North it is their merriment and joy alongside their hard work and suffering. To those in the South it is Family and Tribe, name meaning more than gold or earthly wealth could ever behold.

To the West though, what was Sacred has grown perverse and overrun with Human flaws and weakness, but to that same extent it has also yielded some of the greatest heroes and exorcists that Humanity has ever seen- that Humanity will ever see. The names of Merlin and Iskander running side-by-side to even more numerous men -and women- whom the world will never know existed.

That is the Exorcist's dream, to become one whom is forgotten, there is no glory in the act of being. To become known is to bring dangerously close to the surface, a secret which has lain deep beneath culture's roots for many generations and would threaten to shake the world to its very foundations.

In this world, those who can fight the unseen, speak to the dead, and know the future gather together into groups called by many names. The name we use is Watch. For what is it that an Exorcist must do, but watch and see the world around them?

What then, do we call ourselves, the ones who speak to you now oh young and frightened soul? You who now can see that which is not there, who can hear those whom have moved on and see what has yet to become? We are The Night's Watch.

We are an organization, founded in the late 14th Century in the Netherlands, in a city well known to all whom enjoy the lusts of the flesh. All better it be that it is also the home to the most powerful of the Watches. Headed by a man known only as the Chief Sentinel, the Watch prospered and with the aid in the 17th Century of the mayor of the local city, Amsterdamn, the Night's Watch prospered.

Now we reside within our ancestral home, dispatching our agents worldwide and sitting on the forefront of all major cataclysms to ward off that which might try to ruin our perfect world. The Governments of the World are aware of our presence (generally speaking) and our permissions to traverse the Earth in peace are as open as we can imagine. Save for but the most hostile of environments, our operatives work round-the-clock to ensure the safety of all, sinner and saint alike.

Exorcists, or ones whom are allowed to commit an exorcism are by no means a rarity in the world. Every day, thousands if not millions utilize some form of micro-exorcism in the world around them. The word, 'exorcise' comes from the Greek word 'exorkizein' -"bind by oath"- which further derives from the term 'horkizein' -"cause to swear"- which in the end simply relates to one's ability to utilize a force greater than themselves to swear upon something. Whether we swear vainly and emptily, or with direction and righteous fury, we all can Exorcise. So what makes Exorcists in the actual practicing fashion so much more important? If everyone can do a job, why not just teach them to do it?

Imagine a world where everyone can create a single item from the bottom of their hearts, and use it at any time? What would that device be? How would it be used? To answer these questions, the grand majority would be weapons, items of selfish intent regardless of selfless desire. They serve their master only the purpose of striking fear into the hearts of their perceived enemy. We know this because there was reportedly a time when Humans could do this, and we were cut off from this power quickly. We were relegated to using much more extravagant measures to complete even the simplest of jobs until finally we no longer could do even that. Now we sit in our world, comforted by sciences that tell us those stories are distant fairy-tales and nothing more and taught by teachers that there are rules we must follow to survive as one group.

Exorcists, are in a fashion, those whom have learned to unlock the old ways and use their abilities to their fullest potential. There is no one person who can lift a thousand pounds from birth and likewise there is no person who can exorcise an army of the undead upon first returning to the old ways. There is no one person who lifts a feather's weight however, who cannot likewise in turn lift a feather as there is no one person who cannot return to the old ways. The old ways are the many sacraments and creeds of the thousands of monastic and religious orders the world over who specialize in restoring a person's sight and in the end, arming them to fight the battles they will undoubtedly be committed to fighting in their battle to protect what is Sacred.


Exorcists all are different, they think differently, speak differently, and behave differently. They are not a uniform type of person, many young and old alike populate the many stages of Exorcist that exist in the world, but no two have the same experiences in life. It is because of this that variations do occur and certain rules in how an Exorcist can act or fight to counter intense supernatural or paranormal encounters to their best efficiency have been established. They are known as The Seven and are known worldwide to any serious practitioner in the arts.

I. An Exorcist must know where he cannot stand, to learn where he must fight.

This simple principle of the seven also makes up the first and core tenant to fighting the supernatural or paranormal. All of the various types of entities encountered fall into one of seven categories, also known more popularly as the Seven Deadly Sins. The Sins have their physical and spiritual manifestations and are equally as dangerous in either place. Squadrons of seven Exorcists usually highly specialized in each their own field are oft dispatched to take care of unknown issues, but that is rare with the advent of modern social networking and instant messaging. Now, it is more common that two be sent in a fighting pair known as a Vigil to dispatch an opponent. Each Sin afflicts every Exorcist differently, but every Exorcist must eventually confront their greatest sin and conquer it to make it their own greatest weapon. This is what makes a professional Exorcist so much more effective than an amateur in what they do. In knowing one's weakness, one knows where they can fight.

II. An Exorcist must never stand alone, to struggle against a wind without a rope is foolishness.

Further clarifying how Exorcists must never travel alone, this is due to a great many trials and tribulations they face, but none are greater than themselves. To fight using what was your greatest weakness oft requires one who can directly counter it. Exorcists have basic training in all seven of the Sins and how to dispel them, but oft fail at dispelling their own, especially after wielding it in battle which means they must have a limiter in the form of a buddy exorcist. The Sins and their counters are as follows with Pride being defeated by Gluttony or Sloth, Greed being defeated by Lust or Wrath, Sloth being defeated by Pride or Envy, Wrath being defeated by Greed or Gluttony, Envy being defeated by Sloth or Lust, Gluttony being defeated by Wrath or Pride, and Lust being defeated by Envy or Greed.

In this way, one of two types of Exorcist can be oft dispatched with another to ensure the minimal amount of safety, however the backup exorcist is oft told to refrain from using their abilities in the combative mode as recovering is incredibly dangerous without their limiter. It is not uncommon though to hear of limiters engaging paranormal or supernatural entities using their ulterior disciplines as a means of still being of some use. Generally, a user of one art has one of two specializations that derive from the actions of their Vice Sin. Pride begets Envy and Wrath, Greed begets Gluttony and Envy, Sloth begets Lust and Gluttony, Wrath begets Pride and Lust, Envy begets Pride and Greed, Gluttony begets Greed and Sloth, and finally Lust begets Wrath and Sloth.

It is told though that one must be careful as only those whom are masters in their two closest arts can move on to mastering a third art. It is however a well-known practice that should an Exorcist or a Watch beget a Master of the Ways, one who has accomplished a degree of supreme mastery in all seven of the arts, they be bestowed a name in the Watch's honor. Many oft strive for these heights, but to reach it is a long and treacherous road and almost all fail or fall short, dying or giving up on the way. As of right now in the world, with nearly seven billions persons living, there are less than twenty of these individuals. Four of these individuals are within the Night's Watch and all but three others are aligned with sister organizations throughout the rest of the world. This network of Masters of the Ways has created a powerful force through which the Night's Watch can operate under the best of conditions. It is known however that two of the Masters of the Ways within the Night's Watch have grown ill and a third is beginning to lose their sanity, their mind plagued by the years spent rushing to attain their rank and title. While they are old, it is not age which now pursues them, but their own faults which through lack of practice or meditation now begins to bite at their heels.

III. To fan flames begets a greater flame, but to cast water begets steam.

Ultimately, every action has an equal and opposite reaction, this is a paramount rule, not only in physics but also in Exorcisms. When one uses their own ability to often, they fan the flames of temptation to fall into the lure of that Sin. This is the main reason for alternative practices and why Exorcists are oft told to never resort to using their Sin as a first option, but to keep it in reserve, working from their weakest Sins to their more adept Sins. This, however, is complicated by the intricate web of links that the various Sins contain. If one uses Wrath (which is admittedly common, though not as common as many would think), they need to avoid using its products or what leads into it. This means only Envy and Sloth are available as active Sins to begin a fight with, but this will not always be an option as a user may encounter paranormal or supernatural entities which are based around spiritual or physical manifestations of the Sins, Envy and Sloth. In this way, one also needs to know how to use their Sins to the greatest of extents before engaging in any form of Exorcism so that they can better prepare for utilizing the weapons given or protect from the Sins used.

IV. No Sin is too great, but every Sin is much.

One cannot expect that the load of the Sins used as a foothold in Exorcising will not end up weighing heavily on someone. Decisions will be made, people will likely be hurt, but no one action makes one beyond retribution. This fact is oft disputed amongst the many Watches and some feuds have risen up because of it. The Night's Watch itself has faced a great many issues in the past for this, but hardly a point has been made against it which stands longer than a generation. It is when one allows their sin to entangle them that they become uncontrollable and seek to do harm to the Watches no matter the cost. This cost usually can include their lives, but at great expense to the Watches and to Humanity. It is no small matter whenever a powerful Exorcist goes rogue, the abilities of a single Exorcist, trained to a peak in their field, can require a small force of trained counters to engage them in open battle, and most will fall due to the rogue's likely reliance on paranormal and supernatural entities they have called forth to serve them.

V. All Creation heeds the authority of man, but the authority of man is not over all Creation.

To put it simply, sure you can state whom you are and a beast can recognize that if you say so understandably to it, does that mean it will do as you say? No. Things can and will go wrong in Exorcisms and it is up to the Exorcist to be able to use the Sins as a means of not only forcing, but also sometimes coercing the hostile spirits or entities into a cease-fire or non-hostile agreement and contract. Contracting and Evocation are among the two most powerful and yet taboo forms of Exorcism, that is... if one wishes to force a demon or creature out of a person, place, or thing, they must allow it to dwell within or alongside them for a set period of time or until a certain action has been completed. The stronger the entity, the more it will likely ask, and wear, on the user. The most powerful of entities are oft seen as gods by less-educated persons, but unless they are handled properly, they will turn on their handlers and either consume or possess them.

It is to this effect that Exorcists are all trained in basic counter-evocation and counter-contract spells. These spells are incredibly dangerous though, as they take a lot of time and concentration, something that if interrupted can backfire and alert the entity to their approaching sealing or doom. A scared entity is a dangerous entity and it will likely try to possess a nearby object or person of great value in order to save itself. Unless that object or person has training in internal sealing and spirit/entity recognition, they will not be able to face the entity on their own and will require an exorcism themselves which is where the final two tenants of The Seven come into play.

VI. The Soul cannot be broken, but it will bend and twist and tear.

In an exorcism, one of the greatest fears is the possibility of not being able to return the afflicted to their previous state. Extensive studies have shown however that the cases in which the afflicted was incurable or otherwise inexorcisable are next to none. The Human spirit is a powerful thing, it has to be to have required sealing which takes place upon every member of the race from birth. With the increasing amount of Humans on Earth though, the strain on this curse is quickly showing as more and more begin to see past the veil which thinly masks the world beyond. The world beyond is not a place for the Human body, but the Human mind, it is a state of being not a state of affairs as one might call it. To this effect, it has been discovered that the Human Soul can take almighty blows and while the body may be fragile, it can be healed by skilled shamans and medical practitioners as well as by intense and focused meditation.

Never fear in the heat of battle, this is a terrible thing to say as one's life will likely be put on the line time and time again, and life-expectancy as an Exorcist is roughly three years from the beginning of professional mastery of their Vice Sin. This, however, is up from only one in four ever reaching Mastery level of their Vice Sin less than a century ago, and from Mastery level being worth of being considered for a 'title' of Master of the Way. The First, Second, and Third Masters of the Ways appeared over the course of nearly five thousand years of documented Human History, and yet in the past five centuries that rate skyrocketed as just this side of twenty-four have appeared in the last half of a Century. Increasing odds and medical treatment against the unseen and and unreal has given Humanity a fighting chance in its war against what has now been declared it's one, true enemy.

VII. The Corruption takes all it sees, but what it takes it cannot hide and what it cannot hide it cannot protect.

The Corruption. This is the one true enemy of the Watches. It is an ominous force that ripples through the world and is the single focal point of the biggest failures in the history of the Watches. Believed to be the combined Sins of the World, the weight of billions of souls and their Sins, it has been sealed away in its mass for more than a millennia, the last major appearance being at the Destruction of the Holy Sepulchre, a place where it had been stored until the destruction of the church let it loose. The capture of Jerusalem by Crusading forces allowed European Watches to enter the city and exorcise the Corruption. Unfortunately, it had already done it's work and wars would rage for another two centuries before the last vestiges could be destroyed by steeply opposed Muslim, Jewish, and Catholic-Christian Watches.

Exorcists are trained from the start to never mess with an Agent of the Corruption. They are immediately noticeable from the generally obscene amounts of Corrupted entities about them and they often work in direct contrast to Exorcists, piercing holes in the veil in an attempt to disclose the vital information that keeps the World of the Unseen away from prying eyes. Corrupted entities are the general Souls of Sinners, touched by their Sin and left to die without having been Exorcised or given proper funeral rites. The result, as many would assume, is their reanimation into the World of the Unseen and their complete subservience to their Vice Sin. While Exorcists can control themselves when it comes to their Vice Sin, the Corrupted cannot and will act upon their impulsive desires. How each acts however is left for one to learn in combat, as the Corrupted are strong and devious enemies who play on their abilities as effectively as perhaps even some Master Exorcists.


Need Help With:
Fleshing out more of the Watch and, of course, making the setting into one people can easily settle themselves into. Oh, and a history-friendly iteration of certain events in time as they come up, as most will find, this isn't going to be a necessarily religiously-minded RP, but it will have its undertones as various people of various different backgrounds will likely come to it.

There are also going to be various types of Exorcists, but I have yet to come up with that either, nor an OP or a few other things... but first I want to see interest.
Please leave this hashtag in place: #Mentorhelp
Last edited by Kassaran on Fri May 13, 2016 8:46 pm, edited 1 time in total.
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Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG...

bloody hell, mate.
that's a real deal. We just don't buy the license rights.

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Prusslandia
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Posts: 8972
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Fri May 13, 2016 8:24 pm

I'm definitely interested.
Add 7000 to 8000 posts to my post count.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I’m back owo

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 8:24 pm

Duestchstien wrote:
G-Tech Corporation wrote:
"Beyond the New Horizon", depending on how much you want to focus on the colonies and whatnot.

Okay based off the feed back I think I'm gonna start this soon.

Done viewtopic.php?f=31&t=378159
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Kassaran
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Posts: 10871
Founded: Jun 16, 2013
Corrupt Dictatorship

Postby Kassaran » Fri May 13, 2016 8:39 pm

Prusslandia wrote:I'm definitely interested.

In what?
Beware: Walls of Text Generally appear Above this Sig.
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG...

bloody hell, mate.
that's a real deal. We just don't buy the license rights.

User avatar
Prusslandia
Powerbroker
 
Posts: 8972
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Fri May 13, 2016 8:47 pm

Kassaran wrote:
Prusslandia wrote:I'm definitely interested.

In what?

In your Exorcist rp concept. It's very interesting.
Add 7000 to 8000 posts to my post count.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I’m back owo

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 8:47 pm

How long does it tend to take for people to start joining RPs? And if it's only a few hours why havnt people joined my RP yet.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
2024: Age of Superpowers - Nigeria



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Kassaran
Postmaster-General
 
Posts: 10871
Founded: Jun 16, 2013
Corrupt Dictatorship

Postby Kassaran » Fri May 13, 2016 8:48 pm

Duestchstien wrote:How long does it tend to take for people to start joining RPs? And if it's only a few hours why havnt people joined my RP yet.

It can take anywhere from a few hours prior to peak hours to days if not in peak season. A lot of factors affect how an RP is subscribed to and whether people even will or won't in the first place...
Beware: Walls of Text Generally appear Above this Sig.
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG...

bloody hell, mate.
that's a real deal. We just don't buy the license rights.

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Abserdia
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Posts: 20663
Founded: Aug 05, 2014
Scandinavian Liberal Paradise

Postby Abserdia » Fri May 13, 2016 8:50 pm

Duestchstien wrote:How long does it tend to take for people to start joining RPs? And if it's only a few hours why havnt people joined my RP yet.

Post in the advertisement thread, invite friends, and here's a small but noticeable thing that'll help.
Say "OPEN" in the title of both the OOC and the IC.
Black lives matter

Recommend me shoegaze and ambient music.

So long, Frank Lloyd Wright
I can't believe your song is gone so soon...
I barely learned the tune
So soon, so soon

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Duestchstien
Minister
 
Posts: 2819
Founded: Nov 15, 2015
Ex-Nation

Postby Duestchstien » Fri May 13, 2016 8:57 pm

Abserdia wrote:
Duestchstien wrote:How long does it tend to take for people to start joining RPs? And if it's only a few hours why havnt people joined my RP yet.

Post in the advertisement thread, invite friends, and here's a small but noticeable thing that'll help.
Say "OPEN" in the title of both the OOC and the IC.

Okay thanks.
National Info
Chancellor - Alexei Matrovitch
Vice Chancellor - Dmitri Zdunowo
Capital - Moscow
Population - 404.2 Million
Currency - Roys Ruble (₽)
Active RPs
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Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby Plzen » Fri May 13, 2016 10:12 pm

Unified Heartless States wrote:-snip-

Alright. I got your telegram. Here is the relevant section from my OP draft. New concepts relevant to gameplay being introduced for the first time are in italics.

Note that this is a pretty bare-bones mechanic. I'd love to add mechanics for internal stability, espionage, and other good stuff like that, but I don't really know how.

Also, reserve me Sol? :D I'm a non-creative role-player and I'd love to play the humans.

State of the Galaxy

The galaxy is divided into solar systems, with star/stars in the centre. Each solar system contains a number of terrestrial and gaseous planets, satellites, asteroid belts, and occasionally other anomalies.

Terrestrial planets and satellites have a habitability rating, which dictates how hospitable that celestial body is to the sustenance of life, including factors such as planet size, climate, chemical composition, and geological stability. Although all terrestrial planets and satellites can be colonised, those bodies with a low habitability rating may not be worth doing so. Habitability ratings range from 0.0 to 1.0 in units of 0.1. Homewords will always have 1.0 habitability.

Solar systems are considered adjacent to four other solar systems. Diagonal connections are not considered adjacent.

Time passes in units of turns, which reflect one year in-universe time.

Population

A newly settled planet or satellite will have 0 standard population units. Population units reflects the level of political, cultural, and social maturity of the population of that planet. A rough guide is as follows:

0 population units reflects a newly-settled planet of 1 million people,
3 population units reflects a growing border settlement of 20 million people,
6 population units reflects a developing centre of industry with 400 million people,
9 population units reflects a well-developed core world with 8 billion people,
10 population units reflects your over-populated and crowded home-world with 20 billion people (every homeworld will start with 10 population units),
12 population units (the maximum attainable) reflects a highly-urbanised imperial capital of 160 billion people.

One development may be constructed on a planet per population unit on that terrestrial planet or satellite.

Population units changes as follows:

+0.1 per turn per each 0.1 habitability rating of that celestial body,
+ relevant technology modifiers
-0.1 per turn per each full population unit already on that celestial body,
-0.3 per turn if being bombarded,
-0.5 per turn in natural decay for any world that is not your homeworld.

If at any point a colony has negative population units, then the colony is downgraded to an outpost.

Outposts may be built on un-populated planets, satellites, or asteroid belts, and can contain one development.

Production

Production is done through the construction of developments.

Each homeworld initially has two consumer industry developments, one spacefaring industry development, one capital industry development, and two research institution developments. Of these, spacefaring production and capital production are the most relevant to production.

Each spacefaring industry produces 1.0 spacecraft production (modified by technology) per turn and each capital industry produces a capital production.

Spacecraft production can be used to produce, obviously, spacecraft. Spacecraft production can be stored turn-to-turn.

Capital production is used to remove a development or build a new one if there is spare capacity for developments. Capital production cannot be stored turn-to-turn.

Each consumer industry on a colony provides +1.0 contentment for that colony, modified by technology.

Spacecraft and Colonisation

There exists several types of spacecraft. Military spacecraft has shield, damage, and range statistics.

Shield statistic simply determines how much damage this spacecraft can absorb before being destroyed.
Damage statistic determines how much damage this spacecraft can inflict on each round of conflict.
Range statistic determines role in combat. Spacecraft with higher range will fire first, and cannot be damaged unless no friendly spacecraft has a lower range. Civilian ships are considered to have infinite range (i.e. they will not be damaged until there are no friendly military ships left).

A gunboat is a screen intended to absorb much damage. It has 8 shields, 2 damage, 1 range, and costs 2.0 spacecraft production.
A battleship is a large capital ship designed for maximum firepower. It has 6 shields, 7 damage, 2 range, and costs 3.0 spacecraft production.
A carrier is a transport ship designed to unleash waves of fighters that will begin a battle. It has 4 shields, 4 damage, 3 range, and costs 4.0 spacecraft production.
A defence station cannot move, but contains immense and cheap firepower. It has 8 shields, 7 damage, 3 range, and costs 4.0 spacecraft production.

Military ships cost 10% of their construction cost per turn in upkeep.

Civilian ships also come in a variety of shapes and forms.

A scout is simply an unmanned scanner mounted on a rocket. It does nothing except be present, and costs 0.5 spacecraft production.
A construction vessel contains construction equipment, and can build one outpost per turn.
A colony ship contains colonists, and are consumed upon establishing a new colony on an appropriate planet. This costs 12.0 spacecraft production.

Ships can be built anywhere in which a player owns and controls an outpost or a colony, with the exception of a colony ship, which can only be build on a system with 4 or more population units.

Warfare

Battles are very simply resolved. If in any turn, military ships of players at war are present in the same solar system, battle happens.

In the first round of battle, all spacecraft with 4+ range fires. Enemy spacecraft with the lowest range absorbs damage, and loses a number of ships depending on the damage absorbed and their shield strength per ship. For example, if two gunboats and two battleships are hit with 20 damage, the first gunboat will die (8 damage), the second gunboat will also die (8 damage), and one battleship will absorb the remaining 4 damage.
In the second round, all spacecraft with 3+ range fires.
Then all spacecraft with 2+ range fires.
All spacecraft fires. Note that by this point, a carrier with 3 range would have already fired three times, whereas a gunboat is only firing this round for the first time.
Then, for each round thereafter, all ships fire until one side no longer has surviving military ships. After a battle, all surviving ships recover full shields.

If civilian ships are present in the same system as military ships of a player at war, the civilian ships have a 50% chance of being destroyed and a 50% chance of being captured and changing loyalties.

If hostile fleets are present uncontested in a system with outposts or populated planets, all outposts are immediately occupied. For each turn that the hostile fleet stays in the system, the occupation number rises by one. If the occupation number of the system is higher than the contentment of a planet, then that planet is occupied.

Occupied outposts and planets has no production or research and can be liberated simply by having a friendly military fleet present in a system uncontested, but if they are still occupied at the end of the war, will permanently belong to the occupying power unless the peace treaty states otherwise.

Science and Technology

Each research institution development generates 1.0 (modified by technology) research for that planet, but due to problems of duplicate effort, spreading our your research effort across many planets incurs a huge research penalty. The research potential of each terrestrial planet or satellite is divided by its rank by research within the empire.

For example, if an empire has four planets producing 12, 8, 6, and 4 research each, that empire does not gain 30 research points per turn. 12 research is the first within the empire in research, so it is divided by one. 8 research is the second largest research in the empire, so it is divided by two, and so on. So that empire will not gain 12+8+6+4=30 research, but will rather gain 12+4+2+1=19 research. Decimals are truncated.

Therefore, it is highly recommended that research institutions be concentrated in as few planets as possible.

There are several categories of research. Each empire starts with the first technology in each chain, and cannot research a technology before researching the previous technology in that category. Research is stockpiled until a technology is bought.

Power and Energy
Nuclear Power (0 research): Unlocks consumer industry and capital industry developments
Breeder Reactors (2 research): +50% contentment and +50% spacecraft production
Pulse Fusion (5 research): +50% contentment, +50% spacecraft production, and +50% occupation speed
Tokamak Reactor (10 research): +50% contentment, +50% spacecraft production
Antimatter Power (20 research): +50% contentment, +100% spacecraft production
Portable Nuclear Cells (35 research): +1 possible developments on every colony
Zero-Point Energy (50 research): +50% contentment, +1 possible developments on every colony

Voidcraft
Space Programme (0 research): Unlocks spacecraft industry, scout, +1 spacecraft movement per turn
Orbital Construction (2 research): Unlocks construction vessel, unlocks defense stations
Interstellar Ambitions (5 research): Unlocks colony ship, unlocks battleships, +20% research
Advanced Hyperdrive (10 research): +1 spacecraft movement per turn
Deep-Space Manufacturing (20 research): Unlocks carriers, +30% research
Auxiliary Reactors (35 research): +1 scout movement per turn, +10% shields to all military ships
Inhibitors (50 research): Ships cannot move out of solar systems with hostile colonies without first occupying it

Armaments
Self-Preservation (0 research): Unlocks gunboats
Railguns (2 research): +25% damage and +30% cost to all military ships
Nuclear Hellfire (5 research): +50% occupation speed and +30% cost to all military ships
Precision Fire (10 research): +1 range and +30% cost to all military ships
Spacial Fields (20 research): +25% shields and +30% cost to all military ships
Relativistic Cannon (35 research): +25% damage, +50% occupation speed and +40% cost to all military ships
Strategic Warfare (50 research): +100% occupation speed, +40% cost to all military ships

Biology and Healthcare
Germ Theory (0 research): Permits population growth
Subterranean Habitation (2 research): +0.1 population growth per turn, +50% contentment
Population Protection (5 research): +0.1 population growth per turn in colonies under bombardment
Atmospheric Manipulation (10 research): +0.1 population growth per turn in colonies under bombardment
Orbital Habitation (20 research): +0.1 population growth per turn
Cyborg Hybridisation (35 research): +0.1 population growth per turn in non-homeworld colonies, +50% spacefaring production
Xenological Hybridisation (50 research): +0.1 population growth per turn in non-homeworld colonies
Last edited by Plzen on Sat May 14, 2016 12:13 am, edited 2 times in total.

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Arvenia
Postmaster-General
 
Posts: 12875
Founded: Aug 21, 2014
Father Knows Best State

Postby Arvenia » Sat May 14, 2016 1:14 am

RP INTEREST AND FEEDBACK REQUEST
Please provide as much detail as possible.
RP's Concept: The world was united after a devastating WW4 and looks to explore the rest of the Milky Way Galaxy several centuries later.
Genre/s: Sci-Fi, Mecha, Space Opera, Drama, Cyberpunk and Military Sci-Fi
Character or Faction Based: Character
Detailed Description: A RP set in the Daltorverse, a combination between Star Trek and Honorverse with mechas. Set in the beginning of the 28th century, the TSB Washington is sent to explore the Delta Octant and the rest of the Gamma Octant.

Need Help With: Gain more roleplayers

Link: viewtopic.php?f=31&t=373733

Please leave this hashtag in place: #Mentorhelp
Pro: Political Pluralism, Centrism, Liberalism, Liberal Democracy, Social Democracy, Sweden, USA, UN, ROC, Japan, South Korea, Monarchism, Republicanism, Sci-Fi, Animal Rights, Gender Equality, Mecha, Autism, Environmentalism, Secularism, Religion and LGBT Rights
Anti: Racism, Sexism, Nazism, Fascism, EU, Socialism, Adolf Hitler, Neo-Nazism, KKK, Joseph Stalin, PRC, North Korea, Russia, Iran, Saudi-Arabia, Communism, Ultraconservatism, Ultranationalism, Xenophobia, Homophobia, Transphobia, WBC, Satanism, Mormonism, Anarchy, ISIS, al-Qaeda, Recep Tayyip Erdogan, 969 Movement, Political Correctness, Anti-Autistic Sentiment, Far-Right, Far-Left, Cultural Relativism, Anti-Vaxxers, Scalpers and COVID-19

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