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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Jan 29, 2018 10:03 am

G-Tech Corporation wrote:Rise and Fall

The World is composed of Regions, each of which has a certain Characteristic or Biome. Biomes and Characteristics yield resources for Civilizations to harvest and make use of, and a certain Space which may be used to construct Structures. Each Civilization starts out knowing about five Regions, but more may be discovered via Exploration.


Civilizations are Rper entities, representing groups of people and citizens who labor under the guiding hand of a Leader and his or her Heir to survive, expand, and thrive in the World. The main quality a Civilization has is her Population, but other aspects like Technology, Mysticism, Resources, and so on are also important.


Each Civilization is commanded by a Leader. Leaders have several Attributes that determine how well they command their Civilization, and also a variety of other factors, like how much land each Civilization can maintain under its direct control, modifiers to Military Strength, and so on. Leaders have a tendency to die as they grow older, and are replaced by a designated and trained Heir. Each Leader may take one or several actions during each year that passes, augmenting their Civilization, their Heir, or performing other beneficial tasks.


Civilizations are made up of their citizens, their Population. Neatly grouped into units of one hundred individuals, Population requires Food to sustain itself, but also conducts all useful tasks within a Civilization such as gathering Food, generating Science, gathering Resources, refining Resources, investigating Mysticism, fighting in battle, and so on. Population naturally generates at a rate of one new Population for every five existing Population every fifth year, but this rate may be modified. Population consumes, by default, one hundred Food per Population unit.


Gatherer: Produces Food based on Biome in a region. Maximum Gatherers per Region equated to Space.
Worker: Produces 100 Labor towards a Structure or Project within the Civilization. No Maximum.
Shaman: Produces 100 Arcana towards a Mystic Art within the Civilization. 1 Maximum per Region controlled.
Naturalist: Produces 100 Science towards a Technology within the Civilization. 1 Maximum per Region controlled with a Town.
Harvester: Produces 1 x Resource Gain of a Characteristic of a Region with an appropriate building. Maximum based on Characteristic.
Soldier: Produces 100 Military Strength when deployed to a Region within a Civilization. No Maximum.


Regions compose the world. They have a Biome, which determines what sort of generic resources (Food, Trade, Science) may be gathered from a Region by Population, and Characteristics, which may allow the gathering of special Resources, the use of special abilities, or other bonuses or maluses. Regions must be occupied by a Civilization in order to be used, and each new Region requires a point of Authority to occupy on the part of the Leader. Regions may only be occupied when adjacent to Regions which a Civilization already controls, unless otherwise specified.


Desert: Gathering here yields 50 Food. 10 Space. Adjacent Riverlands produce +10 Food/Gatherer.
Arid: Gathering here yields 75 Food. 8 Space.
Temperate: Gathering here yields 130 Food. 8 Space.
Forest: Gathering here yields 110 Food. 6 Space. Buildings constructed here require 20% less Labor.
Tropical: Gathering here yields 90 Food. 4 Space. Naturalism conducted here yields 120 Science.
Coast: Gathering here yields 150 Food. 8 Space. No normal buildings may be constructed here.
Ocean: Gathering here yields 130 Food. 15 Space. No normal buildings may be constructed here. Exploring past an Ocean Region requires specific technology.
Plains: Gathering here yields 140 Food. 10 Space.
Polar: Gathering here yields 60 Food. 8 Space. Mysticism conducted here yields 150 Arcana.
Mountains: Gathering here yields 80 Food. 5 Space. +50% Military Strength for defending Soldiers.
Riverlands: Gathering here yields 180 Food. 10 Space. +20% Trade for any Merchants here.


Triple-Digit numbers give me a headache!

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G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 29, 2018 1:10 pm

That's called detail, Hark :P
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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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Jan 29, 2018 1:12 pm

G-Tech Corporation wrote:That's called detail, Hark :P

Will we be seeing this in the future?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 29, 2018 1:17 pm

Ralnis wrote:
G-Tech Corporation wrote:That's called detail, Hark :P

Will we be seeing this in the future?


Indeed. Though, I still have a lot of planning to do for the next few days on it. Leader Actions, Mysticism initial tiers, Technologies, Warfare, Inheritance, and more.
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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Labstoska
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Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Mon Jan 29, 2018 1:18 pm

G-Tech Corporation wrote:
Ralnis wrote:Will we be seeing this in the future?


Indeed. Though, I still have a lot of planning to do for the next few days on it. Leader Actions, Mysticism initial tiers, Technologies, Warfare, Inheritance, and more.

Sounds interesting, I'm very interesting in seeing how leader mechanics work.

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

Postby Plzen » Sun Feb 18, 2018 9:42 am

Tag.

Am bouncing a few ideas. Something may come out of it, or it might not. In any case, it would be good to have this thread around handy and accessible.
Last edited by Plzen on Sun Feb 18, 2018 9:42 am, edited 1 time in total.

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Yuzhou
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Posts: 1016
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Thu Mar 01, 2018 12:11 am

Dumping this here to clear up a construction post elsewhere. One day I'll get back to forging.








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A Turn-Based Roleplaying Game

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Placeholder
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Water Earth Fire Air


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

Postby Plzen » Sun Mar 18, 2018 3:13 am

Neocolonialism

Image
Based on the video game of the same name


Introduction ...to your most glorious new job!

Welcome to your new job, Chief Executive Officer! Congratulations on your appointment. Needless to say, our stockholders are very much looking forwards to seeing your accomplishments, here at the top of our old and established corporation. Old and established, yes, but not yet very extensive. It will be your job to change that. Our wonderful globalised economy offers our corporation so many new ways of expansion and brings us so many new opportunities to profit, and money will be your tool to reshape the world in our vision. Play your cards right, and the stockholders will happily send you descending down on a golden parachute to retirement on your fifteenth yacht, and your legacy of impoverished, flooded, and/or war-torn cities will hopefully never be discovered.

This guide will inform you of all you need to know to become the new emperor of the postcolonial era, and keep the dividends flowing our way.



The Mechanics ...of international trade regulation!

The timeline is divided into turns, each of which represent two years in-character. Each turn consists of two phases: investment and action. The investment phase will last for at least 36 hours, while the action phase will last for at least three and a half days. Each turn, therefore, will take at least five days. In the investment phase, player factions, or corporations, will invest or divest from regional economies. All other actions happen in the action phase. In each phase, to order certain actions, simply detail the actions that are being ordered in a spoiler at the bottom of your in-character post.

If your corporation is entitled to act in that phase, but you do not order any action, our staffers and lower-level employees will make the decision themselves based on what little they know about the subtleties of the international market. The stockholders will be most displeased.

Revenue: Making Money
The world is divided into ten regions (more may be added if there are many players) representing rough geopolitical zones, each of which contains ten shares, representing corporations' stakes or lack of stakes in that region's economy. At the beginning of the investment phase, corporations receive revenue based on the number of owned shares, which is added to their current balance of cash. Each share in a region contributes a revenue equal to one-third its value, rounded down to the nearest integer. However, if a region does not have a corporate-friendly Prime Minister, it will contribute zero revenue. How the value of a region is calculated will be explained later.

Investments and Divestments
In the investment phase, corporations may use its store of cash to buy shares in regions, or sell existing shares in regions. The price of each share is equal to the value of the region to which it belongs. Naturally, shares cannot be bought if all ten shares in a region are already owned by corporations. Multiple orders may be given in the investment phase. For example, a corporation can buy a share and then sell it later in the same turn. Orders will continue to be accepted as long as the investment phase is not over.

International Market
The global capitalist order functions on the basis of free trade between all of its participants, and as such during the investment phase you may trade money, shares, the IMF Presidency, and strings over Prime Ministers with other players. To trade these assets, an exchange will have to be proposed in the in-character post of one corporation and accepted in a subsequent post by a different corporation.

Resolution
Orders in any given phase will be resolved on a rotating basis, one order per corporation at a time, by order of posting date of last in-character post in that phase. For example, if corporation A posts two orders and corporation B posts three orders, and corporation B's post came last, corporation A's first order will resolve, B's first order will resolve, A's second order will resolve, then B's second and third orders will resolve. Orders made invalid by previous orders are discarded, and will be ignored. This prevents situations where multiple corporations buy the same last share of a region.

In this wonderful capitalist of world of ours, corporations such as ours can use legalised bribery... err... I mean, lobbying, to exert disproportionate influence on regional governments and, more importantly, their economic policies. Each share that a corporation possesses in a region gives that corporation a vote in that region's government. To effectively use this power, first a corporate-friendly administration must be installed.

Electing a Prime Minister
If a region does not have a Prime Minister, in the action phase corporations may cast its shares to support a corporation's candidate for Prime Minister. To do so, simply declare electoral support and specify the corporation whose candidate you are supporting. For any corporate-friendly candidate to be elected Prime Minister of a region, two condition needs to be met. First, at least three shares needs to be cast in the election. Second, a candidate must receive the absolute majority of all shares eligible. Although you may be tempted to stubbornly support only your candidate, it may be worthwhile to agree to pool your votes towards another corporation's candidate to ensure that a Prime Minister does in fact get elected. Socialist governments never helped anyone, after all, and you need a corporate-friendly Prime Minister to earn revenue in that region. Prime Ministers, once elected, serve a term of three turns. So for example, if a Prime Minister is elected on turn 4, that Prime Minister will serve for turns 4, 5, and 6 and there will be another election on turn 7.

Removing Prime Ministers
Prime Ministers may be prematurely removed by the corporations themselves in one of three ways. First, if a corporation whose candidate is Prime Minister sells all of its shares in that region during the investment phase, the Prime Minister is immediately removed and a new election is held.

Second, if you feel that your corporation's interests are being undermined by a Prime Minister, supported by a different corporation, in a region that has one, you may use your shares to vote in favour of impeaching the current corporate-friendly Prime Minister during any action phase. If an absolute majority of shares in a region votes for it, the current Prime Minister's term immediately ends and an incompetent interim government enters office. A new election will be held in the next turn.

Third, there is corruption. In the action phase, the corporation controlling the Prime Minister may instigate corruption. The Prime Minister is immediately removed, and all of that corporation's shares in that region will be immediately sold. However, the money from this sale will not be returned as cash, but be accumulated as this corporation's dividend. Furthermore, in the region thus abandoned, a random mine will be destroyed, a random factory downgraded, or a random free trade agreement severed.

Once a corporate-friendly administration controls a region's government, policies may be proposed and ratified. The corporation whose candidate is Prime Minister in a region may draft a policy in the action phase, then propose that policy in the action phase of a subsequent turn. However, a Prime Minister may only do one of drafting a policy, proposing a policy, or instigating corruption in any one turn.

A policy, once proposed, can then be voted on by every corporation that has shares in that region in that action phase. An absolute majority of all votes eligible is necessary to approve of and ratify the policy, at which point it goes into effect. Note that each economic policy thus requires at least two turns to come into existence; one to draft the policy, and another to propose and ratify the policy.

What then, are policies? An excellent question! I'm glad you asked.

Building Economic Infrastructure
First, there are mines and factories. Mines represent resource extraction, agriculture, basic manufacturing, and other such sectors. Factories represent high-end manufacturing, services, commerce, and similar sectors. Each region has a set number of building slots, which is the total number of mines and factories that can exist in that region. A policy may build a new mine or factory, if there is a free building slot for one, upgrade a mine to a factory, or downgrade a factory to a mine. Each mine and factory contributes §3 to the value of the region, which is the price a corporation pays to buy a share and the payment a corporation receives for selling a share in that region. There is a base value of §3 to every region, so even regions with no mines or factories will be worth something.

International Debt
Second, there is debt. A region may, through policy, agree to provide a loan to a different region that has less than half the number of factories of the region providing the loan. If this policy is enacted, the target region gains a mine or, if there are no more free building slots in the target region, upgrades a mine to a factory. In either case the target region accrues §30 in debt. A region that has debt may pass a policy to service debt. If this policy is enacted, the debt is lowered by §20. Debt reduces the value of that region by one-tenth the quantity of that debt. Regardless of how large the debt is, however, the total value of a region may not be below §3.

Free Trade Agreements
Third, there are free trade agreements. To understand free trade agreements, it is necessary to first discuss the co-operative nature of mines and factories. Each mine associated with a region adds §3 to the region's value, up to §9 per factory in that region (thus, regions with no factories do not benefit from this co-operation). A mine is associated with the region in which it exists, but if a free trade agreement connects it to another region then it is also considered associated to the region thus connected. A free trade agreement between two regions can be proposed at either end, but must be ratified at both ends to be valid. Each region may also only have two free trade agreements plus one more per factory in the region, and if the number of free trade agreements a region is in exceeds this number, then the oldest agreement is discarded.

At the beginning of the action phase, one or more crisis or crises occur, each of which will affect a region for a certain number of turns.

The IMF
To deal with the inherent volatilities in the international market created by these crises and to ensure that the world's population have steady economic prosperity, the international community has created this lovely organisation called the International Monetary Fund. We will, of course, usurp this organisation and revise its useless purpose to aid in our control of the world.

Presidency of the IMF
One region is randomly chosen to preside over the IMF. To be a valid region to be chosen, the region must have a corporate-friendly Prime Minister, who has been nominated by a corporation other than the one that controlled the IMF presidency last turn. The corporation that nominated the Prime Minister of the chosen region controls the presidency of the IMF, and may choose a response in each region in which there was a crisis this turn.

Responding to Crises
The valid responses are to build, upgrade, downgrade, creating or severing a free trade agreement, or nonintervention (that is to say, do nothing). The IMF response works much like a policy, except that it is immediately adopted in that turn without further discussion. An exception is creating a free trade agreement, which must still be proposed and ratified at the other end.

Types of Crises
Crises are normally random events. However, some conditions guarantee a crisis will happen: a region that has accumulated §80 or more in debt will immediately enter crisis. Regardless of what the IMF response is, a region that experienced a crisis caused by debt will have half of its debt removed, rounded down to the nearest §10. In a debt crisis, the IMF may also choose to destroy a mine or factory in exchange for a §30 debt reduction.

A region in which there is a corporate Prime Minister but only one corporation has shares, furthermore, is considered to be a dictatorship. Dictatorships are vulnerable to a coup d'état, and when a coup happens all the purchased shares in that region is lost! Dictatorships have its uses, but be very, very careful staking your money into one. In a coup, the IMF may choose to embargo the region in crisis, severing all of its free trade agreements.

Furthermore, each mine in the world generates one pollution per turn, which accumulate globally. Pollution may cause the most interesting crises to happen.



Retirement ...from a world you just ruined!

The world is destined to fall apart. It's true. All this poverty, this environmental destruction, this political instability... and it's too expensive to fix it.

The stockholders will reward you with the most amazing retirement if your corporation has paid out more dividend than any other by the time the world falls apart. It is that simple. Just make sure it happens, and you will be well rewarded.



Notes ...of advice for the aspiring tycoon!

Negotiate! Sure, your new "friend" might backstab you the next turn and devalue your investments, but you are not going to be dominating global finance alone anytime soon. This is especially true for elections. Remember that unless somebody gets elected Prime Minister, nobody gets paid in that region.

If anything in the mechanics or my reports confuse you, ask. You shouldn't have to suffer confusion when the purpose of having an OP is to run things and make sure all the players are comfortable.



Application ...for your pre-approved position!

As is usual for these applications, delete all information in parenthesis. Each corporation will begin with §15 in cash. One §, International Developmental Credit, is enough money for one million people to live like royalty for a lifetime.

Code: Select all
[b]JURISTIC PERSON INFORMATION[/b]
[b]Corporation Name (legal and common):[/b]
[b]Corporation Logo: (if it's larger than 300 pixels wide, use a spoiler)[/b]
[b]Stock Symbol: (up to 4 capital letters)[/b]
[b]Headquarter Region (a list of regions is below):[/b]
[b]Primary Industry: (what does your corporation sell?)[/b]

[b]CHIEF EXECUTIVE OFFICER INFORMATION[/b]
[b]Name:[/b]
[b]Demographic Information: (age, gender, that sort of thing)[/b]
[b]Evil Laughter:[/b] (a sound file or video would be best, but description is acceptable)
[b]Biography:[/b]

[b]PLEDGE[/b]
By joining this role-play and submitting this application, I declare that I am reasonably confident that I will be able to remain active in the out-of-character thread and produce at least one short in-character post every day or every two days for the next two months, agree to immediately inform the original poster, Plzen, by telegram should I be unable to keep up for some unforeseen reason, further declare that I understand that the lack of specific rules in this role-play does not permit me to act as I please, and I agree to act in accordance with common sense and the established customs of NationStates Portal to the Multiverse, and finally declare that I have read and understood the contents of this thread's original post.

I have read and agree to the above pledge. [ ] (insert your NationStates ID)




Appendix ...but not the kind that you remove via surgery!

Australia - 2 building slots
ImageImage
Uncontrolled Shares: 10
Value: §6

China - 4 building slots
ImageImageImageImage
Uncontrolled Shares: 10
Value: §12

Europe - 3 building slots
ImageImageImage
Uncontrolled Shares: 10
Value: §9

India - 4 building slots
ImageImageImageImage
Uncontrolled Shares: 10
Value: §9

Latin America - 3 building slots
ImageImageImage
Uncontrolled Shares: 10
Value: §6

Middle East - 3 building slots
ImageImageImage
Uncontrolled Shares: 10
Value: §6

North America - 3 building slots
ImageImageImage
Uncontrolled Shares: 10
Value: §12

Russia - 2 building slots
ImageImage
Uncontrolled Shares: 10
Value: §6

Southeast Asia - 3 building slots
ImageImageImage
Uncontrolled Shares: 10
Value: §6

Sub-Saharan Africa - 4 building slots
ImageImageImageImage
Uncontrolled Shares: 10
Value: §6



Endnotes ...because being sued is expensive!

Political cartoon drawn by Polyp, <http://www.polyp.org.uk/>
Factory and mine icons made by Vectors Market and trade agreement icon made by Smashicons, both from www.flaticon.com, is licensed by CC 3.0 BY


Factory: Image
Mine: Image
Free Slot: Image
FTA: Image
Last edited by Plzen on Wed Sep 05, 2018 5:14 am, edited 15 times in total.

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

Postby Plzen » Sun Mar 18, 2018 3:15 am

State of the World
Turn 1 Investment Phase


Gross World Product: §195
Pollution: 0
IMF President: None
Crises in Effect: None

Example Corporation, CEO Example Name
Cash: §15 | Last Revenue: §0
Net Value: §15 | Net Dividends: §0
Parliaments Controlled: 0

Australia
ImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share

China
ImageImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §12 | Revenue: §4/share

Europe
ImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §9 | Revenue: §3/share

India
ImageImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §9 | Revenue: §3/share

Latin America
ImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share

Middle East
ImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share

North America
ImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §12 | Revenue: §4/share

Russia
ImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share

Southeast Asia
ImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share

Sub-Saharan Africa
ImageImageImageImage
Uncontrolled Shares: 10
Prime Minister: Socialist government
Value: §6 | Revenue: §2/share
Last edited by Plzen on Tue Mar 20, 2018 12:49 am, edited 4 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Mar 18, 2018 9:18 am

I can't honestly see any huge numbers with that, Plzen. My one note would be to build in a mechanic for inactive players- they will doubtless occur.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby Plzen » Tue Mar 20, 2018 12:54 am

Slightly revised the mechanics, in line with the feedback received. The price of regional shares has been slightly depressed and the turn simplified into two phases to allow for less structural rigidity and a faster flow of situations. Noted that any inactive players may have their action taken for them by the OP.

I'll write some more fluff text to attach on the original post once I have more time.

There also appears to be a surge of new RPs in PT2M at the moment, so I'll probably hold on to this until that dies down before running it.
Last edited by Plzen on Tue Mar 20, 2018 1:22 am, edited 1 time in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sun Apr 29, 2018 9:42 am

Welcome to...

E X U D U S

Image

THEME



(scroll down 4 paragraphs for summary)


The XXVIIth Century.

After the devastation of the 2nd Dark Age, mankind was finally united in a planet-wide technocracy, The Cosmopolis. Under its direction, human technology and living standards were restored to 21th century levels and beyond. At the centenary of the Cosmopolis foundation, the first interplanetary vessel was launched, and humanity begun to explore and colonize the cosmos once more...

...20 years later, a mining crew have discovered some rusty components buried beneath the Martian deserts. A team of "Cosmo-Archaeologists" soon arrived at the scene and began excavating the site of what could be a 21th century colony. Beneath the layer of scrap metal, they've unearthed a mysterious cylindrical artifact of unknown origin. The scientific community was thrilled by the discovery, and massive digs in the area begun, which soon revealed several other puzzling artifacts. Their origin, purpose and chemical composition remained an unsolved mystery.

Finally, at the depth of 6 kilometers, the researchers have stumbled upon the ruins of an underground metropolis. A city consisting of egalitarian habitation blocks, industrial facilities and possibly recreational centers. Its architecture did not match any known style, and no human remains were found. But what was found, were inscriptions written in an alien language and technological marvels that seemed to defy physics... Isotopic dating revealed that the age of the city was over 50 million years...

"The Progenitors" they were called by the Cosmo-Archaeologists. Their technology advanced, their language enigmatic. The Earthlings couldn't understand how progenitor technology worked, but they managed to decypher the basics of progenitor language and were thus able to activate and to some extent control progenitor devices. One such device was the Hyperdrive. A massive toroid strucutre capable of opening rifts in space-time through which ships could easily relocate from one end of the galaxy to the other in the matter of mere seconds, and then return without the adverse effects of time dilation. The Hyperdrive shook human understanding of the universe to its core...

Hoping to learn more from the progenitors so that perhaps one day the humans could build a hyperdrive of their own, They ventured into more and more remote corners of space, where they would search for progenitor ruins. More and more hyperdrives were found and installed into human spacecraft, which caused Interstellar commerce to boom. Yet, many questions remained unanswered...

Who were the progenitors? Where did they go? Where do the hyperdrives draw their power from? Then, during an excavation on an icy world, something peculiar was found...

Image


A Mysterious mechanism hidden on a desolate planet. Some archeologists skilled in progenitor language believed it was a doomsday device of some sort. Regardless, They continued to meddle with it, until it was successfully turned on-line. Initially, The sphere begun spinning, slowly at first, then faster, and faster, then around the surface of the sphere, A New sphere emerged. Dark and frightening. It grew larger and larger at an increasing rate. Those who ventured inside the sphere out of curiosity never returned, nor did they report back via radio. Soon, The Dark Sphere was so large the scientists evacuated the planet, then the star system. Then, Star itself could no longer by seen. Soon, other nearby stars dark as well...

In the following weeks, Panic spread across the cosmos. Massive ships were built to evacuate populations in every sector, However, the physicists warned that there is little hope to escape with conventional engines. The sphere's rate of growth increased exponentially, perhaps even beyond the speed of light. After some very precise calculations, they made a forecast. In a month, the sphere would reach earth. In the next, It could swallow 18 known galaxies. Nobody could tell what's after, but one thing was for certain, Only the hyperdrives offered salvation... for the time being.

The Evacuation ships were all gathered to earth's orbit. On the sky, The sphere only occupied a small portion of space, But from its own point of view, It has almost reached mankind's homeworld, or so did the brightest minds say. The most powerful Hyperdrive was prepared. It would warp the ships further and further away every 72 hours. The propaganda back on earth said there is nothing to fear. Nothing would happen to Terra, or its people. The sphere is but a slight distortion of the Electro-magnetic field that prevents light from passing through, they assured everyone. The truth was, Nobody could tell what would happen to those left behind... -


(In short, Big space bubble grows at exponential rate. Nobody knows what happens if you get caught in it or when it will stop growing. Big ships are built to get the hell outta the galaxy using an alien space drive. You'll get to command one of these ships.)

The Part below is not mandatory to read. You can also just focus on roleplay and leave it to the ship AI (me) to manage resources.


- TIME -

Image


While traveling through space, Time will pass...

1 hour is the smallest unit of time we measure. Each turn in combat amounts for 1 hour. Your weapons and warships deal and take damage once per hour. Each day, or cycle, lasts 24 hours, and there are 3 cycles in each sector before the hyperdrive recharges and your fleet moves to a new sector. Your ship and your crew can spend 6 hours of extra time with traveling and fighting without inhibiting progress on 24 hour projects (such as resource harvesting, construction and such). So for example, your reactor's staff may abandon their posts for 6 hours without risking a meltdown.

Timeframe distortion:
You may choose to alter when production cycles start on your mothership relative to Hyperdrive time. For example, you may start your first cycle at 12 hours

All orders are resolved in the following order every hour:
I. - HEAVY WEAPONS ARE FIRED AT TARGETS BUT DAMAGE IS NOT YET EVALUATED
II. - SHIPS ARE MOVED, FIGHTERS, TORPEDOES AND TRANSPORTS ARE LAUNCHED, SHIELDS CHARGED
III. - FIGHTERS AND DEFENSES (FLAK) MAY FIRE (EVEN AT THE MOVED SHIPS, TORPEDOES, ETC), DAMAGE STILL NOT EVALUATED
IV. - ALL DAMAGE (EXCEPT TORPEDO) IS DEALT.
V. - TORPEDOES IMPACT AND DEAL DAMAGE, TRANSPORTS DOCK, FIGHTERS RETURN TO HANGAR

Battle orders for I, II and III must be issued for all active weapons and ships of all players before IV and V take effect. Attack orders CANNOT be changed. Torpedoes CANNOT change course once fired, but can be ordered to self-destruct. Move orders CANNOT be cancelled.

Be careful when issuing orders!

You May Issue "conditional" orders, such us If x happens then do y, or simply allow your crew to engage targets on their own.

Fighters can be launched towards a sub-sector without a specific target, and then given a target based on launches by other Motherships.


- SPACE -

Image


Space is divided into Sectors and Sub-Sectors.

Every 72 hours, the fleet arrives at a new Sector of space. The sector is then scanned for sub-sectors. Hyperdrive Sub-sector is always present, and all motherships must be present at the hyperdrive Sub-sector at the end of the 72 hour period, or else they will be left behind and swallowed by the sphere!

All ships within the same sub-sector are considered to be "close" to each other. This means that they can open fire on one another with any weapons and there is no travel time between them. Transports can instantly deliver cargo and passengers.

Ships in different sub-sectors are considered distant. This means that they cannot fight each other with short-range weapons, transports and other ship must travel to these destinations for a minimum of 1 hour BEFORE they can interact with their targets, with the exception of Fighters and torpedoes which ignore distance and can strike their targets in the same hour they were launched.

Motherships can take anywhere between 2 - 24 hours to travel between sectors.

It costs 1 fuel to move the mothership in 12 hours for every 5 sections your mothership has.
2 Fuel to move in 12 hours
4 Fuel to move in 6 horus
8 Fuel to move in 3 hours.
12 fuel to move in 2 hours (Maximum thrust).


- RESOURCES -

Image


There wasn't much time to prepare. Many human ships lack supplies and equipment for the endless journey. They would have to harvest resources in deep space...

The Resources harvested from deep space:

Light Elements - LE:
- Mostly non-metals. Used for life support, food and medicine production.
Heavy Elements - HE:
- Mostly metals, Used to build ships and produce goods.
Rare Elements - RE:
- Mostly Rare Metals. Needed for energy, fancy weapons and technology.

...and then use them to make what they need...

The Goods manufactured on board:

Provisions:
- Food and medical supplies for your crew. You'll be in serious trouble if this runs out. Each unit of crew consumes 1 provisions every cycle (24 hours) !
Fuel:
- Used to Propell most spaceships forward and generate energy for ship systems. Better not run out of this either.
Energy:
- Required by most ship sections to function.
- Excess energy is LOST at the end of each cycle, but...
- Energy is the only resource which may go into the negative. You may use more energy during a cycle then what you presently have, however, this will lower the amount of energy you have during the next cycle by the same amount. In addition, excessive
Munitions:
- Needed for reloading most ship weapons.
Small Arms:
- Used in Close quarters combat by ship crews. Does not consume munitions. (give 1 small arms to 1 unit of crew to arm them for close quarters battle)
Spare Parts & Space Tools:
- Used to make repairs. (You can assign 1 crew for repair duty with 1 space tools. In 1 cycle, they may repair up to 5 HP damage).
Soma:
- Improves Crew Morale and Research Efficiency.
Luxury Items
- Can be used to improve morale and required to build some sections... and are valuable commodities in interstellar trade.

All Resources and Goods are stored in warehouses. All warehouses are part of the FLEET SUPPLY network. Resources can be deployed to any ship of your fleet at 0 expense! However, exchanging resources with another Motherships requires a functional Hangar, and the amount you exchange is limited to how many transports your ship has.




- SECTIONS -

Image


...Each Mothership consists of sections. Each section serves some purpose...

Remember, Each section has HP = HE cost * 5

Sections are arranged in 3 layers. Outer, inner and core.
Each Outer layers (or decks) shields 1 inner layer and each inner layers shield 1 core: The Engine and sensors are an exception. They are always in the outer layer and do not shield anything.
Hangars and weapons must be either outer layer or not covered up to be operational.

Inner and core

FORMAT1
Prometheus-Class:

OUTER: ----------------------\Storage\===\CrewQ\=\Hangar\=\Storage\
INNER : ----------\Engines\==\Reactor\===\CrewQ\=\CrewQ\=\EnPlant\==\Refinery\==\Sensors\
CORE : --------------------------\Cryosleep\=\CrewQ\=\CrewQ\==\Bridge\==\Storage\

FORMAT2

1-
Engine

2-
Storage
Reactor
Cryo

3-
CrewQ
CrewQ
CrewQ

And so on...

LIFE SUPPORT

Crew Quarters: Houses 1 unit of Crew (or 100 people). Uses 1 energy per cycle. The ones you start with does not come with crew but you can wake crew up from stasis (see later).
- Costs 2 LE, 1 HE, 3 Labor -

Greenhouse: Produces Provisions and soma. 1 Crew, 1 LE and 5 energy can produce 5 provisions or 2 soma in 1 cycle.
-Costs: 1 HE, 3 LE, 4 Labor-

Infirmary: 1 Crew + 1 Provision restores 1 Health in 1 cycle (24 hours).
-Costs: 1 HE, 1 LE, 2 Labor-

-

POWER

Reactor: Powers your ship. May be staffed by 1 crew, Consumes 1 fuel per cycle, outputs 10 energy without crew. If crew is present, Reactor Output may be doubled or tripled by adding more fuel. This increases the reactor temperature, which risks damage/ meltdown of the reactor. Officers may also be deployed to the reactor to increase efficiency.
- Costs 2 HE, 1 RE, 3 Labor -

-

PRODUCTION

Refinery: Very important section. Refinery has 2 resource collectors that can harvest elements from asteroids and gas clouds. Requires 2 unit of crew and 4 energy to operate at full capacity (can operate at 50%). Produces up to 2 units (1 at 50%) of refined elements each cycle, converted into building components for ship sections or weapons production.
- Costs 3 HE, 3 Labor -

Production Facility: Makes Spare Parts(2x), Munitions(3x), Luxury Items and Small Arms, along with fighter-class spacecraft, transports and new resource collectors. Production requires 1 HE, 2 energy and 1 Crew laboring in the PF. There are 2 assembly lines so up to 2 constructions can be underway at the same time, however, Each time you want to produce something different you'll have to spend 2 energy and 1 labor to retool the production machinery (for each assembly line. You can have 2 different assembly lines producing 2 different items!).
- Costs 2 HE, 2 Labor -

Note (2x) and (3x) are production multipliers. Assembly lines produce 2 spare parts or 3 Munitions in one cycle (with just 1 HE).
Luxury Items can be made with either LE or HE.

Enrichment Plant: Produces fuel from rare elements. Needs 1 Crew, 1 rare element and 2 energy to produce 6 fuel each cycle.
-Costs: 3 HE, 3 Labor-

-

COMMAND

Bridge: Must have for all motherships. Whomever controls this, controls the ship. Required to operate engines and sensors (but not weapons) and to issue orders to your fleet! Consumes one Energy each cycle. No need for crew (Only you and your handful of officers).
Be sure to station troops here in case of attack.
Without the bridge, you may note move your mothership or issue orders to your fleet. They will follow their last orders, or act on their own initiative.
-Costs: 2 HE, 2 Labor-

Sensor Array: Uses 1 E. Provides intel about the surrounding sector and transfer research data to other motherships, if you power it with one energy every 24 hours that is.
-Costs: 1 HE, 1 Labor-

-

LOGISTICS

Storage: Stores the stuff you have gathered. Up to 10 units. Consumes no energy.
-Costs: 1 HE, 1 Labor-

Hangar/Docking bay: Launches and receives spacecraft (except for resource collectors, they have their own hangar in the refinery). Up to 5 transports and/or squadrons of fighter and corvette class ships can reside here. Needs no energy.
-Costs: 2 HE, 2 Labor-

Remember, transports allow deploying away teams to board other ships or explore anomalies, or transport resources to other motherships. Each transport can deliver up to 5 resources per hour (in both directions).

-

SCIENCE

Research Facility: Conducts research and studies Progenitor artifacts. Requires 1 Crew, and 5 Energy to operate. Generates 1 Research per cycle. OR 1 Crew, 1 Soma and 5 energy to gain 2 Research per cycle.
Research can be used to unlock technologies or analyze artifacts.
-Costs: 1 HE, 1 RE, 2 Labor-

-

DEFENSES

Flak Cannons: Relics of a pre-Cosmopolitan world. Basic weapons section. Good against small spacecraft and lightly armored targets. Not so much against other Motherships. Consumes 1 energy and 1 munitions when in combat for one hour to deal 1 Flak Damage.
-Costs: 1 HE, 1 Labor-

Torpedo launchers: Another ancient technology from the 20th century. Consume 1 energy, 1 fuel and 1 munitions to launch 1 torpedo. Torpedoes are unmanned craft with 1 HP. They reach their targets at the end of the hour, before which they can be intercepted by Flak cannons and fighters. Torpedoes deal 5 Explosive Damage.
-Costs: 2 HE, 2 Labor-

There will be additional Sections unlocked via research.

UNBUILDABLE

Engines: Moves your ship around. Consumes fuel to relocate your ship to any other point in the sector within a short period of time. You can save on fuel if you instead choose to travel slowly. Each movement will have a fuel cost depending on distance and time spent, specific to each sector of space we visit.
-Cannot be destroyed only Damaged. At 10 HP damage, the Engines are inoperable. Has 10 HP. Cannot be built.-

Cryodeck: Houses 1000 (or 10 units of) crew. You can awake them at any time just be sure to have enough food to feed them and quarters for them to live in. You can Also put crew back to sleep. The Deck is at 100% capacity at the start. Powered by a pocket nuclear generator.
-Cannot be destroyed only Damaged. At 10 HP damage, the pods are ejected into space, from where they can be rescued/captured by others or destroyed. Has 10 HP. Cannot be built.-




The Evacuation ships, or motherships built so far are of distinct classes...

Mothership Blueprints:
(You may either choose one of the prefab classes, or put together your own (TG me).

Prometheus-Class:
- Fuel Enrichment -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Enrichment plant
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
1 Transport
10 provisions
10 fuel
2 Small arms

Officers:
Nuclear Physicist - +2 Fuel per cycle from the Enrichment plant where he is deployed.
OR - +5 Energy per fuel per cycle from Reactor where he is deployed.

(remember, this only applies to the section where the officer's crew is deployed).


Demeter-Class:
- Life Support -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Greenhouse
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
5 provisions
15 fuel
2 Small arms
3 LE

Officers:
Botanist - +2 Provisions per cycle from the Greenhouse where she works.



Hephaestus-Class:

- Industry -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Production Facility
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
10 provisions
10 fuel
2 Small Arms

Officers:
Refinery Technician - +1 Elements Refined per cycle from her refinery.


Noah-Class
- Logistics -

Sections:
Bridge
Sensors
Engines
7 Crew quarters
1 Reactor
1 Hangar
5 Storage
2 Cryosleep deck
1 Infirmary

Ships and Equipment:
2 Transports
25 provisions
20 fuel
3 Small arms


Officers:
Medical Officer - +1 Health per cycle from the infirmary where he is practicing.

(You'll have to tear your ship apart to build a refinery, or trade with other motherships)


Oracle-Class
- Research -

Sections:
Bridge
Advanced Sensors (unique, allows deep scanning of objects).
Engines
5 Crew quarters
1 Reactor
1 Refinery
1 Research Facility
3 Storage
Cryosleep deck
1 Infirmary

Ships and Equipment:
15 provisions
10 fuel
2 Small arms
1 Progenitor artifact

Officers:
Research Director: +1 Research per cycle from the Research Facilities she directs.



http://fierceandnerdy.com/wp-content/up ... e-bats.jpg
- CREW -

Image


MORALE

But Beware, In the cold depths of space, the fragile human mind can easily be corrupted...
Your Crew's overall morale will slowly decrease over time. Soma and Recreational facilities can improve morale while battles and running out of supplies quickly decreases morale. Low and high morale can have unforseen consequences.

- Morale goes from 0 to 20. It starts from 10.
- Morale reduces by 2 each time you lose a spacecraft (or squadron) of any class or if one of your crew dies.
- Morale reduces by 1 for EVERY CREW your had awake this sector EVERY 72 HOURS (at the same time as you feed them).
- Morale reduces by 1 EACH CYCLE for EACH CREW that LACKS LIVING QUARTERS.
- Morale reduces by 1 for each crew you cannot feed at the end of the 72 hour period.

Note: Food and morale need are applied to every unit of crew you had awake during any part of the sector, except those who died.

You can restore morale with Soma, rest orders and recreational facilities.
- Morale increases by 1 if a crew is ordered to rest. + 2 If the crew is given Soma to enhance their rest.
- 1 Soma can be distributed cycle among your crew for +1 Morale.

Reaching 0 morale induces space madness. Notify OP immediately.
Reaching 20 morale induces euphoria. Notify OP immediately.

-

HEALTH
- Health Goes from 3 to 0.
- Lose 1 Health any time you cannot feed your crew at the end of a 72 hour period..
- Lose 1 Health any time you lose a unit in battle OR if a section is destroyed where crew is present. You may then evacuate the crew to a nearby surviving section. If there are no adjacent sections to evacuate to, your crew dies.
- You may also lose health from virus outbreaks, which usually originate from a greenhouse or a refinery (rare events).
- You may restore health by sending one of your crew to an infirmary for 24 hours.

If you reach 0 health, one of your (most relevant) crew dies IMMEDIATELY and Health is reset to 3.
(for example, if one of your crews participated in combat lately where they were injured, they are most likely to be chosen to die.)

-

CREW ORDERS

Cycle Tasks (Takes up 24 hours, but up to 6 hours may be used for minor tasks without interrupting the cycle action. If your crew spends 7 hours on minor tasks, their Cycle Task will be cancelled!).

- Staff Section: Work in one of the ship's many facilities to produce things and research stuff.
- Rest: +1 Morale. This may help when morale is very low. Remember, the Crew can still spend up to 6 hours fighting/minor tasks.
- Conduct Repairs: 1 Space tools + 1 crew to repair 1 section in 24 hours.
- Scuttle Section: "Unbuild" a section, 1 unit of elements at a time. Once all elements are regained, the section disappears. Can be also preformed on derelict ships with the help of transports. 1 Crew + 1 Transport in 24 hours disassembles 1 element from a derelict section.
- Build Section: Add 1 Labor and 1 Resource towards building a ship section.

Minor Tasks (Takes 1 hours at a time).

- Emergency Actions: Put out fires, fix subsystems, Will explain later on what these are good for.
- Transfer: Transfer between ships (requires transport).
- Man Weapons: Staff defense sections.
- Fight: Grab 1 Small arms to form a fighting crew for defending your mothership against intruders or attackingas an away team (with a transport). If you don't have small arms, you can still try order your crew to fight, but they won't be very effective.
- Explore: Grab 1 Small arms (if possible) to form an away team for exploring anomalies.

For purposes of experience mechanics, it is recommended that you refer to unit of crew with a distinct name. For example:
- Brigade 1 operates Enrichment plant, Brigade 2 gears up for exploration and boards transport, Brigade 3 conducts research at the lab.
of course, you can give any name you want to your crews.

OFFICERS

Each Mothership starts with an officer. Officers can be assigned to a crew unit to boost their performance. Each officer can only boost the performance of single unit and not the entire ship.

Over the course of your journey, you may gain new officers through various means (that I will not spoil now).

EXPERIENCE

Your crew and your ships may gain experience from participating in combat and operating facilities. High morale will greatly enhance your crew's ability to learn and adapt to the new challenges.


- FLEET COMMAND -

Image


There are different types of spacecraft available... Small spacecraft reside in a mothership's hangar, others remain in space:

Transports and squadrons of fighter and corvette class craft (8 per squadron for fighter, 4 for corvette) require hangar space.

Everything else is permanently stationed outside, supplied directly from FLEET SUPPLY.

TRANSPORTS
Cost: 3 HE, 3 Fuel, 3 Cycle to assemble
Transports can transport 5 units of cargo or 1 crew to any destination in the sector in 1 hour, and then return the mothership 1 hour later (may carry things back as well. Can only be launched ONCE every 12 hours (Need to refuel and cool engines). Can Also Help Scuttle remote ships. When Transporting crew, The crew can take 1 unit of cargo as luggage (space tools, Small arms, Provisions). Transports have 3 HP (Hull points). There is only 1 kind of transport.

FIGHTERS
Cost: 1 HE, 1 Fuel, 1 Cycle to assemble
Deploys immediately to any part of the sector, attack its target and return to their hangar to refuel and rearm. Uses 1 Munitions to deal 1 Flak damage each hour. They all have 1 HP (hull points). All motherships can build Interceptors from the start. Other fighter-class spacecraft will be unlocked via research.

- Interceptor: Deals 1 Flak Damage per hour while it uses 1 munitions per hour. 1 HP.
- ???
- ???

Experience:
Fighter may gain combat experience from successful raids. This gives them EP (Evasion points). Evasion points allow them to evade damage equal to their EP limit. EP is regenerated each hour.

CORVETTES
2 HE, 2 Fuel, 2 cycles to assemble.
Corvettes take 1 hour to reach distant targets. They have 5 HP. They receive munitions directly from FLEET SUPPLY. They cannot stay more then 12 hours away from mothership due to limited life support.

- ???
- ???

FRIGATES
2 HE, 1 LE, 3 Fuel, 3 Cycles to assemble.
Frigates do not need hangar space and can survive without the Mothership. 10 HP, Munitions received from FLEET SUPPLY.
Frigates take 2 hours to get somewhere distant.

- ???
- ???
- ???
- ???

UTILITY
Utility ships have speed and cost of corvettes. They however have 10 HP. They May or May not be armed.

- ???
- ???
- ???
- ???

Capital Ships... More later.




- AWAY TEAMS -

Image


Crew loaded into transports can be sent to explore anomalies or invade hostile motherships.

Crew Combat: Each, you may order your crew to do one of the following:
- Defend Section - Inhibits enemy movement through the section




Code: Select all
APP
Mothership's Name:
Short history of the people behind it:
Mothership's Crew type:
Mothership's Class:
Mothership's Appearance (optional):


You can suggest new mothership classes and crew types if you don't

Core:
https://i.pinimg.com/originals/80/81/a1 ... 317c7c.jpg


Embrace the darkness:
(Not available at start!)
Your crew may never rest (but they may still consume soma).
Unique buildable section:
Sacrificial Altar - Sacrifice one crew to reset the morale to 20, Health to 3 and attain euphoria.
Costs: 1 LE, 1 HE, 2 Labor
If your crew reaches 0 morale, your crew
Miracles might happen...


Misc.Rules

Each hour you assign your weapons a target. In most cases, they will hit and deal damage. (Unfavorable conditions may arise from environment, you will be notified of these before launching an attack.

Flak cannons use 1 munitions to fire and deal 1 HP damage to ALL targets.

Torpedoes have 1 HP and Deal 5 HP damage on impact. Torpedoes are too slow to turn hit fighters.

???

???

???

???


Dreams of Solace:
+1 Soma produced from Greenhouses.
+1 Morale every 72 hours from every operating greenhouse.
Unique buildable section:
Dream Dome- +1 Morale per resting crew, +1 Morale from using some (in every case). Max 1 Per mothership. You may assign crew to the dome to dream (for any quantity of time).
Costs: 1 LE, 1 HE, 2 Labor


Self Sacrifice:
No morale lost for losing units or crew. Fighters and corvettes may be ordered to kamikaze into torpedoes, ships of any class and mothership sections, dealing 5 damage if not destroyed during flight, while also increasing morale by 3. Frigates, and all other ship classes may ram other ships at the cost of 1 fuel.
Results of ramming are impossible to predict, there is no morale gain from ramming (only kamikaze).
Ships can only ram targets in the same sector.
Unique buildable section:
Afterburners- Max 1 Per mothership. Allows the mothership to ram other motherships in its sub-sector(costs 3 fuel). The ramming will damage your ship's front sections, while you get to choose where to ram the enemy ship.
Costs: 1 HE, 1 RE, 2 Labor


Faith and Purity:
Your crew can never use or produce soma.
+1 Provisions from greenhouses.
Unique buildable section:
Chapel - +1 Morale per cycle. Max 1 Per mothership. You may assign crew to the chapel to pray (for any quantity of time).
Costs: 1 LE, 1 HE, 2 Labor
The first time your crew's morale reaches 0, morale is reset to 10.
Miracles might happen...


Safe Voyage:
+1 Morale each cycle as long as your ship has at least 10 fuel and 10 provision in store.
Double storage space in storage sections. Storage sections, the bridge, hangars, the reactor, the engine and the cryosleep deck has double HP. Double carrying capacity and double HP for all transports.
Unique buildable section:
Auxiliary power- +5 Energy for the current cycle. May only be activated once every 72 hours (once every sector).
Costs: 1 HE, 1 RE, 2 Labor


Consumer Lifestyle:
Only 1 morale loss from losing units and crew. +2 Morale every time you produce a new ship of any class.
Unique buildable section:
Space Mall- Allows converting luxury items to 3 morale per item, and/or serving (1 provisions + 1 soma) for 2 morale, and/or converting 3 energy for 1 morale. Max 1 conversion of each type per cycle. Max one per mothership.
Costs: 1 LE, 1 HE, 2 Labor


Thirst for Knowledge:
+1 Morale every 72 hours for every Research facility and academy.
Unique buildable section:
Space Academy- Allows crews to learn experience traits of other crews on-board over the course of 1 cycle at the expense of 2 energy. Max one per mothership. +1 Officer of any type 72 hours after building the academy.
Costs: 1 LE, 1 HE, 2 Labor
Last edited by Harkback Union on Wed May 02, 2018 1:11 pm, edited 38 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Apr 29, 2018 9:46 am

Mm yes please.
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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Labstoska
Ambassador
 
Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Sun Apr 29, 2018 9:48 am

Oh god I want to join it so bad but end of year tests dammit.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sun Apr 29, 2018 10:12 am

Test season's hitting hard here as well...

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Apr 30, 2018 2:13 pm

I'm horrified by the huge mess that is Homeworld's rulebook.
How you guys even learned from that is beyond me.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63959
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 30, 2018 2:17 pm

Harkback Union wrote:I'm horrified by the huge mess that is Homeworld's rulebook.
How you guys even learned from that is beyond me.

Honestly I used it more for consultations than I did actually learn it.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Apr 30, 2018 3:22 pm

G-Tech Corporation wrote:
Harkback Union wrote:I'm horrified by the huge mess that is Homeworld's rulebook.
How you guys even learned from that is beyond me.

Honestly I used it more for consultations than I did actually learn it.


Then, How you guys managed to find anything is beyond me.

Its just one massive soup of words.

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The Federation of Kendor
Senator
 
Posts: 4586
Founded: Dec 08, 2015
Ex-Nation

Postby The Federation of Kendor » Mon Apr 30, 2018 7:59 pm

Labstoska wrote:Oh god I want to join it so bad but end of year tests dammit.

Me too. I will have one, starting from May 7 and ending on May 17. Worse, it included materials from the first semester, though fortunately, it only comprised 25% of the total questions

Anyway, i came here to post my RP OP, so
My Dispatch
North Korean Russia wrote:"I am God! You are powerless against me! I am so awesome that when I play basketball I always get four points per shot!" -Kim Jong-Putin.

Independant Nations and Guilds wrote:Their founder turned into an eagle and flew into the sun before being burned to death. This is what their flag really means, and any other attempt at explanation of its meaning is ignored in favor of this explanation.

If you support liberal democratic capitalism, paste this into your sig: $LFD
RP links: TBA

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The Federation of Kendor
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Posts: 4586
Founded: Dec 08, 2015
Ex-Nation

Postby The Federation of Kendor » Mon Apr 30, 2018 8:00 pm

The Killing Arena [OOC|Multiverse|Open]

There was a once a period of peace in the Multiverse. Then, a being of chaos, he who is named Kazara'th, who have godly powers, shattered this. He decided that a way to have fun was by using his powers to kidnap various people from different universes, along with every people in the targeted universes, and destroying them all with pure chaos, so that they shred themselves apart, before placing them in his realm, where he constructed a stadium with his mind, making sure to recycle or recreate anything from the destroyed universes. He then put the kidnapped there, and ordered them to fight 'till one person survived. Can you survive?

Welcome to this RP. As you can read from the title and the intro, it is a character RP about the characters being abducted against their will from their native universe to the Kazara'th's universe, and forced by him to fight everyone there to death, as well as attempting to survive.

The character will first start on the center of a room. There are four portals that will lead them to a different zone. The character will have to walk into one of the portals to go into one of the zones, which are as follow:

Plains: A huge, endless, and grassy plains. It contains various plants, such as grass, trees, fruits, and flowers. There are also plain animals that live there. The weather will start as sunny, though rain can happen.
Mountains: A large mountain range, that stretched out for many kilometers and located very high, from 4000 meters up to the height of Mount Everest. It is always snowy, as well as containing caves and mountain animals, such as bears, mooses, etc
Islands: A large chain of islands, contains about 20 islands in the archipelago, nor counting the very small ones. The weather is tropical, and it contained animals native to that environment, like sharks, crabs, etc. It also contained tropical plants, from palm trees to tropical flowers.
Forest: A large, forested area, with many kinds of trees. It contained forest animals, as well as forest plains. The weather is currently the spring weather.


[spoiler=]

(Any suggestions for this)
My Dispatch
North Korean Russia wrote:"I am God! You are powerless against me! I am so awesome that when I play basketball I always get four points per shot!" -Kim Jong-Putin.

Independant Nations and Guilds wrote:Their founder turned into an eagle and flew into the sun before being burned to death. This is what their flag really means, and any other attempt at explanation of its meaning is ignored in favor of this explanation.

If you support liberal democratic capitalism, paste this into your sig: $LFD
RP links: TBA

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue May 01, 2018 6:45 am

The Federation of Kendor wrote:The Killing Arena [OOC|Multiverse|Open]

There was a once a period of peace in the Multiverse. Then, a being of chaos, he who is named Kazara'th, who have godly powers, shattered this. He decided that a way to have fun was by using his powers to kidnap various people from different universes, along with every people in the targeted universes, and destroying them all with pure chaos, so that they shred themselves apart, before placing them in his realm, where he constructed a stadium with his mind, making sure to recycle or recreate anything from the destroyed universes. He then put the kidnapped there, and ordered them to fight 'till one person survived. Can you survive?

Welcome to this RP. As you can read from the title and the intro, it is a character RP about the characters being abducted against their will from their native universe to the Kazara'th's universe, and forced by him to fight everyone there to death, as well as attempting to survive.

The character will first start on the center of a room. There are four portals that will lead them to a different zone. The character will have to walk into one of the portals to go into one of the zones, which are as follow:

Plains: A huge, endless, and grassy plains. It contains various plants, such as grass, trees, fruits, and flowers. There are also plain animals that live there. The weather will start as sunny, though rain can happen.
Mountains: A large mountain range, that stretched out for many kilometers and located very high, from 4000 meters up to the height of Mount Everest. It is always snowy, as well as containing caves and mountain animals, such as bears, mooses, etc
Islands: A large chain of islands, contains about 20 islands in the archipelago, nor counting the very small ones. The weather is tropical, and it contained animals native to that environment, like sharks, crabs, etc. It also contained tropical plants, from palm trees to tropical flowers.
Forest: A large, forested area, with many kinds of trees. It contained forest animals, as well as forest plains. The weather is currently the spring weather.


[spoiler=]

(Any suggestions for this)


Is this gonna be mechanics-y or just RP?

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue May 01, 2018 3:50 pm

Bayonet Drill
From plug bayonets to halberds, your men stand firm and strike hard. Advantage to melee combat rolls.

Vily Foragers
Living off the land is not hard for those who know where to look. Advantage to all rolls made to forage for food.

Street Fighters
Some fear fighting in urban environs. Your men do not. Advantage to all battle rolls while fighting in towns and villages.

Musket Drill
Your men know how to get the best out of their Old World muskets. Advantage on all battle rolls while fighting in open country.

Stiff Upper Lips
When drums beat and trumpets blare, your men know it is ruin to run from a fight. Advantage on rolls to resist routing.

Foresters
Your men know how to use underbrush and greenery to their benefit. Advantage on all battle rolls while fighting in wooded areas.

Sawbones
Your company contains men and women skilled in amputating shattered limbs and cauterizing wounds. All damage your company receives is reduced by 1.

Stealthy
There are times when discretion truly IS the better part of valor. Advantage to all rolls made to infiltrate or ambush enemy positions.

Stormers
Your company is lucky enough to count amongst its numbers experts in the art of clearing fortified positions with ruthless efficiency. Advantage to all battle rolls when storming stockades and fortified camps.

Form Square!
Your men have trained extensively in the noble and puissant art of resisting mounted micreants. Advantage on rolls when fighting cavalry.

Gifted Scouts
You want hourly patrols! Advantage to all rolls to resist being ambushed.

Seasoned Sergeants
There is an art to cajoling men and women into the mercenary life. Those who excel at it are worth their weight in gold. All efforts to recruit new souls to your ranks is increased by 1.

Merciless Marines
Your men are at home on the rolling decks and salty swells of the open sea. Should shipboard combat ever be an issue, your men will likely excel at it. Advantage to all combat rolls while fighting aboard ships.


Ill-Disciplined
Consummate rouges and ne’er-do-wells, your men are ever prone to loot, rape and pillage should the opportunity present itself.

Lily-Livered
Try as they might, your soldiers simply lack the backbone for a straight-up fight. Disadvantage to all melee combat rolls.

Ignorant Brutes
Your company lacks the pizzazz, will or understanding required to make tactical use of artillery, sappers or cavalry.

Blackguards
Your men are generally known as dishonorable louts, knaves and ragamuffins. Upstanding rulers might hesitate to hire you, and are certainly prone to shift blame your way when something goes awry.

Poor Foragers
An army, all agree, marches on its stomach. Yours is singularly ill suited in that regard. Disadvantage to all rolls made to forage for food.

Unnerved
The thunder of hooves can unnerve many a man. Your lads can certainly attest to this. Disadvantage to all rolls against cavalry.

Superstitious
The hardships of the mercenary life frays the edges of reality. It makes hearts quiver and shadows loom. Disadvantage to all rolls while fighting in holy or mysterious places.

Lost Little Lambs
Woods are lonely, dark and deep. Jungles too. Your men fear fighting there, and with good reason. Disadvantage to all combat rolls in forested areas.

Rats in a Maze
Street by street, yard by yard, fighting in urban environs is tough and bloody. Your men despair at it. Disadvantage to all combat rolls in towns and cities.

Shot-Shy
Daunting walls and spiked ditches unnerve your men. Disadvantage to all combat rolls when assaulting fortified positions.

Uptight
From the humblest ranker to the noblest captain, your men are united in their loathing of all things weird and foreign. May only accept contracts from upstanding employers.


It is the Year of our Lord Fifteen Forty-Four. This world is a lot like the one you know. A lot – but not completely. The sun rises on the same continents. The faithful still turn to Rome and Mecca. The pomp and privilege of the Ancien Regime holds sway in Paris, and London still throbs to the groan of Empire. But look closer, and things are not quite as they seem. Mercenary armies are still a staple of professional warfare, and society’s view of gender is far more egalitarian. Men and women can both wield muskets – and men and women both serve in battle. Queer gods and queerer faiths lurk on Old World’s edges, and yet death is still the same, gold gleams as bright as sunlight to brave men’s eyes, and the final argument of kings is still this – the thunder of mercenary cannons.

From the oak-panelled board room of the Court of Directors, the Honorable East India Company steers one of the grandest mercantile endeavours in human history. By dint of its labor, pallid clerks and paper-voiced courtiers now stake their claim to an entire sub-continent: India. There, from the foothills of the Himalayas to the milky shores of the Andaman Sea, a shadowy zoo of grandiose gurus, ruthless rajahs, petty princes and merciless mystics have warred and bickered for nearly two millenia. Its fecund jungles and sunscorched hills have spawned religions whose faithfull number in the millions. Their castes, armies, wars and blood-feuds are as old as civilization. Yet now, in their midst, stands a stranger:

The European - garbed for war.

To safeguard their profits and protect their bottom line, the Company has placed a call to all the storied mercenary bands of the Old World. For centuries, men and women of these hallowed bands have scored their names in blood across Europe's battlefields. Their ilk have toppled thrones and levelled citites, enforced absolute faith and shattered resistance with bottomless brutality. They are as varied as the tongues they speak: jilted Iberian noblemen, cynical Italian condottieri, hunted French radicals and seasoned lansknechts of the Rhineland Principalities. All those mad enough and brave enough to seek their fortunes in the throes of foreign battles. To them, the gilded voices of Company courtiers cry a war song: "Come, you war-dogs, and heed our call to distant India! A crusade not for Christ but for Commerce!"

They need only board one of the Company's Black Hulks, flocks of which already bob at anchor from London to Plymouth. From there, a journey of no less than four long months will see them to India.

And war.

Hello everyone, and welcome to <insert name here>. You are the captain of a mercenary warband, and you are bound for India. As the summer of 1698 draws to a close, this vast and verdant land is facing an invasion: one bankrolled by merchants and conducted by you. From their holdout in Pratihara, the Honorable East India Company have called you and others like you to help conquer this vast new land.

You are policmen. You are killers. You are rogues and fiends and foreigners. You are, God help you, mercenaries, and you are here to find wealth or die trying.


Imperial explorers have boldly charted their way to a hitherto undiscovered island! Granted, fussy naysayers at the Imperial College of Altdorf insists the island has risen from the vast blue ocean itself, that its origins are entwined with fell sorcery, and that it is surely an omen of the End Times – but who cares? Sensible heads are hardly concerned by such scholarly nonsense! They know there’s gold to be made and glory to be had. And that’s where you come in.
You are the bold leader of a stalwart band of mercenaries, scofflaws, cutthroats and freelancers. Your job is to conquer this land, or at the very least lend an armored hand in plundering its riches.

This is Murania. In its sweltering depths you will find your wealth or perish trying.


Exploration Dice
1. Nothing but jungle.
2. Ambushed by savage natives!
3. Mysterious ruins!
4. A native village.
5. Nothing but jungle.
6. Waylaid by pirates!
7. A prison camp.
8. A monster’s lair.
9. A train of captives.
10. Nothing but jungle.

Random Event Dice
1. Nothing bad happens.
2. Gold is missing.
3. Back-alley Brawl.
4. New recruits.
5. Nothing bad happens.
6. An opportunity presents itself! (Treasure map? Shipwreck?)
7. Assassins in the night.
8. Spoiled provisions.
9. Desertion.
10. Nothing bad happens.

Imperial Names:
Jovan, Hans, Reuben, Karl, Larrus, Stefan, Martyn, Gustof, Dolf, Klaus, Wolfgang, Mathias

Tilean Names:
Giacomo, Carlos, Vitale, Bruno, Tommaso, Silvio, Eugenio, Enrico, Bennardo, Gonzalo,

Xotec Names:
To be researched.


Combat
This is an RP about war and conquest on foreign shores. There will be blood, and some of it will undoubtedly be yours. In this RP, anything that adversely affects the health of your band of mercenaries will be symbolized through the loss of HP. Exactly how much damage a skirmish costs is decided by RNGJesus - which, in turn, is handled by yours truly.

Example:
While exploring along Murania's verdant coastline, Gustof's Band, a plucky band of redoubtable mercenaries, have crossed paths with a scurvy pack of Tilean Freebooters. Soon insults are shouted and swords are drawn! It's a fight!

Terrain: Jungle

Gustof's Band
HP: 10
Dam: D8 (6)

Tilean Freebooters
HP: 8
Dam: D6 (4)

Results: After a volley of well-placed musketry, Gustof's Band levels their pikes and skewers the hapless Freebooters for a bloody 6 HP! The Freebooters, incensed at this turn of events, lets roar a few volleys of their own but none the less beats a hasty retreat to their ships anchored in the bay yonder. They slash Gustof's Band a bloody 4 HP in parting. Thus, after a brief but bloody skirmish, Gustof's Band is left with 6 HP. The Tilean Freebooters, being left with a measly 2 HP, retreats - abandoning their dead and a nice pile of booty - 4 Gold, in fact - on the blood-soaked jungle floor.




Healing
As their stay in Murania takes an inevitable tall on your force, it is likely that you will seek to replenish your numbers. You may do so for free, at 2 HP every turn, in a friendly settlement.

Example I:
Following a skirmish with a pack of Tilean Freebooters, Gustof's Band has made it back to the relative safety of Sigmar's Landing. There, a few glorious afternoons are spent swilling lukewarm grog and impressing the locals with tales of brave exploits and derring-do. 2 HP of recruits sign up for the roster!

Alternatively, to speed up the process, you might also decide to throw some of your hard-earned gold around to expedite the process. 1 GP buys 2 HP.

Example II:
After signing up the last batch of willing recruits, the eponymous leader of Gustof's Band - Gustof Kressler - decides to speed things up a bit. His forces had a meager 6 HP out of 10 HP at the start of this turn, and now stands at 8 HP - but Gustof wants a full roster at his back 'ere he leads his men back out into the Green Hell. He has trinkets to plunder! And Freebooters to fight! To that end, the grizzled mercenary pockets a gleaming 1 Gold from the Band's pay chest and spends it judiciously in all the stews and taverns along the docks of Sigmar's Landing. By dawn's first light, his roster has a further 2 HP of recruits. Drunken, groggy - and ready to fight.


The Application
Company name: What is your company called?
Appearance: Uniforms are important. They signal friend from foe. What does your average mercenary look like?
Company Leader: Who is your company's illustrious leader?
Company History: Is your band a new name on the mercenary scene? Or a distinguished byword for blood and glory?
Defining Trait: Pick a trait and roll with it.
Defining Flaw: Be sure your sin will find you out.


Right now, players can either explore various provinces or fight things. Perhaps even both, if so inclined. There needs to be more than that, though. You can’t build an RP based on those two things alone. Can you?

User avatar
The Federation of Kendor
Senator
 
Posts: 4586
Founded: Dec 08, 2015
Ex-Nation

Postby The Federation of Kendor » Tue May 01, 2018 4:22 pm

Harkback Union wrote:
The Federation of Kendor wrote:The Killing Arena [OOC|Multiverse|Open]

There was a once a period of peace in the Multiverse. Then, a being of chaos, he who is named Kazara'th, who have godly powers, shattered this. He decided that a way to have fun was by using his powers to kidnap various people from different universes, along with every people in the targeted universes, and destroying them all with pure chaos, so that they shred themselves apart, before placing them in his realm, where he constructed a stadium with his mind, making sure to recycle or recreate anything from the destroyed universes. He then put the kidnapped there, and ordered them to fight 'till one person survived. Can you survive?

Welcome to this RP. As you can read from the title and the intro, it is a character RP about the characters being abducted against their will from their native universe to the Kazara'th's universe, and forced by him to fight everyone there to death, as well as attempting to survive.

The character will first start on the center of a room. There are four portals that will lead them to a different zone. The character will have to walk into one of the portals to go into one of the zones, which are as follow:

Plains: A huge, endless, and grassy plains. It contains various plants, such as grass, trees, fruits, and flowers. There are also plain animals that live there. The weather will start as sunny, though rain can happen.
Mountains: A large mountain range, that stretched out for many kilometers and located very high, from 4000 meters up to the height of Mount Everest. It is always snowy, as well as containing caves and mountain animals, such as bears, mooses, etc
Islands: A large chain of islands, contains about 20 islands in the archipelago, nor counting the very small ones. The weather is tropical, and it contained animals native to that environment, like sharks, crabs, etc. It also contained tropical plants, from palm trees to tropical flowers.
Forest: A large, forested area, with many kinds of trees. It contained forest animals, as well as forest plains. The weather is currently the spring weather.


[spoiler=]

(Any suggestions for this)


Is this gonna be mechanics-y or just RP?

It is not like those pro game like RP's. It's based on killing shows like Hunger Games
My Dispatch
North Korean Russia wrote:"I am God! You are powerless against me! I am so awesome that when I play basketball I always get four points per shot!" -Kim Jong-Putin.

Independant Nations and Guilds wrote:Their founder turned into an eagle and flew into the sun before being burned to death. This is what their flag really means, and any other attempt at explanation of its meaning is ignored in favor of this explanation.

If you support liberal democratic capitalism, paste this into your sig: $LFD
RP links: TBA

User avatar
Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Tue May 01, 2018 4:28 pm

Olthenia wrote:
Bayonet Drill
From plug bayonets to halberds, your men stand firm and strike hard. Advantage to melee combat rolls.

Vily Foragers
Living off the land is not hard for those who know where to look. Advantage to all rolls made to forage for food.

Street Fighters
Some fear fighting in urban environs. Your men do not. Advantage to all battle rolls while fighting in towns and villages.

Musket Drill
Your men know how to get the best out of their Old World muskets. Advantage on all battle rolls while fighting in open country.

Stiff Upper Lips
When drums beat and trumpets blare, your men know it is ruin to run from a fight. Advantage on rolls to resist routing.

Foresters
Your men know how to use underbrush and greenery to their benefit. Advantage on all battle rolls while fighting in wooded areas.

Sawbones
Your company contains men and women skilled in amputating shattered limbs and cauterizing wounds. All damage your company receives is reduced by 1.

Stealthy
There are times when discretion truly IS the better part of valor. Advantage to all rolls made to infiltrate or ambush enemy positions.

Stormers
Your company is lucky enough to count amongst its numbers experts in the art of clearing fortified positions with ruthless efficiency. Advantage to all battle rolls when storming stockades and fortified camps.

Form Square!
Your men have trained extensively in the noble and puissant art of resisting mounted micreants. Advantage on rolls when fighting cavalry.

Gifted Scouts
You want hourly patrols! Advantage to all rolls to resist being ambushed.

Seasoned Sergeants
There is an art to cajoling men and women into the mercenary life. Those who excel at it are worth their weight in gold. All efforts to recruit new souls to your ranks is increased by 1.

Merciless Marines
Your men are at home on the rolling decks and salty swells of the open sea. Should shipboard combat ever be an issue, your men will likely excel at it. Advantage to all combat rolls while fighting aboard ships.


Ill-Disciplined
Consummate rouges and ne’er-do-wells, your men are ever prone to loot, rape and pillage should the opportunity present itself.

Lily-Livered
Try as they might, your soldiers simply lack the backbone for a straight-up fight. Disadvantage to all melee combat rolls.

Ignorant Brutes
Your company lacks the pizzazz, will or understanding required to make tactical use of artillery, sappers or cavalry.

Blackguards
Your men are generally known as dishonorable louts, knaves and ragamuffins. Upstanding rulers might hesitate to hire you, and are certainly prone to shift blame your way when something goes awry.

Poor Foragers
An army, all agree, marches on its stomach. Yours is singularly ill suited in that regard. Disadvantage to all rolls made to forage for food.

Unnerved
The thunder of hooves can unnerve many a man. Your lads can certainly attest to this. Disadvantage to all rolls against cavalry.

Superstitious
The hardships of the mercenary life frays the edges of reality. It makes hearts quiver and shadows loom. Disadvantage to all rolls while fighting in holy or mysterious places.

Lost Little Lambs
Woods are lonely, dark and deep. Jungles too. Your men fear fighting there, and with good reason. Disadvantage to all combat rolls in forested areas.

Rats in a Maze
Street by street, yard by yard, fighting in urban environs is tough and bloody. Your men despair at it. Disadvantage to all combat rolls in towns and cities.

Shot-Shy
Daunting walls and spiked ditches unnerve your men. Disadvantage to all combat rolls when assaulting fortified positions.

Uptight
From the humblest ranker to the noblest captain, your men are united in their loathing of all things weird and foreign. May only accept contracts from upstanding employers.


It is the Year of our Lord Fifteen Forty-Four. This world is a lot like the one you know. A lot – but not completely. The sun rises on the same continents. The faithful still turn to Rome and Mecca. The pomp and privilege of the Ancien Regime holds sway in Paris, and London still throbs to the groan of Empire. But look closer, and things are not quite as they seem. Mercenary armies are still a staple of professional warfare, and society’s view of gender is far more egalitarian. Men and women can both wield muskets – and men and women both serve in battle. Queer gods and queerer faiths lurk on Old World’s edges, and yet death is still the same, gold gleams as bright as sunlight to brave men’s eyes, and the final argument of kings is still this – the thunder of mercenary cannons.

From the oak-panelled board room of the Court of Directors, the Honorable East India Company steers one of the grandest mercantile endeavours in human history. By dint of its labor, pallid clerks and paper-voiced courtiers now stake their claim to an entire sub-continent: India. There, from the foothills of the Himalayas to the milky shores of the Andaman Sea, a shadowy zoo of grandiose gurus, ruthless rajahs, petty princes and merciless mystics have warred and bickered for nearly two millenia. Its fecund jungles and sunscorched hills have spawned religions whose faithfull number in the millions. Their castes, armies, wars and blood-feuds are as old as civilization. Yet now, in their midst, stands a stranger:

The European - garbed for war.

To safeguard their profits and protect their bottom line, the Company has placed a call to all the storied mercenary bands of the Old World. For centuries, men and women of these hallowed bands have scored their names in blood across Europe's battlefields. Their ilk have toppled thrones and levelled citites, enforced absolute faith and shattered resistance with bottomless brutality. They are as varied as the tongues they speak: jilted Iberian noblemen, cynical Italian condottieri, hunted French radicals and seasoned lansknechts of the Rhineland Principalities. All those mad enough and brave enough to seek their fortunes in the throes of foreign battles. To them, the gilded voices of Company courtiers cry a war song: "Come, you war-dogs, and heed our call to distant India! A crusade not for Christ but for Commerce!"

They need only board one of the Company's Black Hulks, flocks of which already bob at anchor from London to Plymouth. From there, a journey of no less than four long months will see them to India.

And war.

Hello everyone, and welcome to <insert name here>. You are the captain of a mercenary warband, and you are bound for India. As the summer of 1698 draws to a close, this vast and verdant land is facing an invasion: one bankrolled by merchants and conducted by you. From their holdout in Pratihara, the Honorable East India Company have called you and others like you to help conquer this vast new land.

You are policmen. You are killers. You are rogues and fiends and foreigners. You are, God help you, mercenaries, and you are here to find wealth or die trying.


Imperial explorers have boldly charted their way to a hitherto undiscovered island! Granted, fussy naysayers at the Imperial College of Altdorf insists the island has risen from the vast blue ocean itself, that its origins are entwined with fell sorcery, and that it is surely an omen of the End Times – but who cares? Sensible heads are hardly concerned by such scholarly nonsense! They know there’s gold to be made and glory to be had. And that’s where you come in.
You are the bold leader of a stalwart band of mercenaries, scofflaws, cutthroats and freelancers. Your job is to conquer this land, or at the very least lend an armored hand in plundering its riches.

This is Murania. In its sweltering depths you will find your wealth or perish trying.


Exploration Dice
1. Nothing but jungle.
2. Ambushed by savage natives!
3. Mysterious ruins!
4. A native village.
5. Nothing but jungle.
6. Waylaid by pirates!
7. A prison camp.
8. A monster’s lair.
9. A train of captives.
10. Nothing but jungle.

Random Event Dice
1. Nothing bad happens.
2. Gold is missing.
3. Back-alley Brawl.
4. New recruits.
5. Nothing bad happens.
6. An opportunity presents itself! (Treasure map? Shipwreck?)
7. Assassins in the night.
8. Spoiled provisions.
9. Desertion.
10. Nothing bad happens.

Imperial Names:
Jovan, Hans, Reuben, Karl, Larrus, Stefan, Martyn, Gustof, Dolf, Klaus, Wolfgang, Mathias

Tilean Names:
Giacomo, Carlos, Vitale, Bruno, Tommaso, Silvio, Eugenio, Enrico, Bennardo, Gonzalo,

Xotec Names:
To be researched.


Combat
This is an RP about war and conquest on foreign shores. There will be blood, and some of it will undoubtedly be yours. In this RP, anything that adversely affects the health of your band of mercenaries will be symbolized through the loss of HP. Exactly how much damage a skirmish costs is decided by RNGJesus - which, in turn, is handled by yours truly.

Example:
While exploring along Murania's verdant coastline, Gustof's Band, a plucky band of redoubtable mercenaries, have crossed paths with a scurvy pack of Tilean Freebooters. Soon insults are shouted and swords are drawn! It's a fight!

Terrain: Jungle

Gustof's Band
HP: 10
Dam: D8 (6)

Tilean Freebooters
HP: 8
Dam: D6 (4)

Results: After a volley of well-placed musketry, Gustof's Band levels their pikes and skewers the hapless Freebooters for a bloody 6 HP! The Freebooters, incensed at this turn of events, lets roar a few volleys of their own but none the less beats a hasty retreat to their ships anchored in the bay yonder. They slash Gustof's Band a bloody 4 HP in parting. Thus, after a brief but bloody skirmish, Gustof's Band is left with 6 HP. The Tilean Freebooters, being left with a measly 2 HP, retreats - abandoning their dead and a nice pile of booty - 4 Gold, in fact - on the blood-soaked jungle floor.




Healing
As their stay in Murania takes an inevitable tall on your force, it is likely that you will seek to replenish your numbers. You may do so for free, at 2 HP every turn, in a friendly settlement.

Example I:
Following a skirmish with a pack of Tilean Freebooters, Gustof's Band has made it back to the relative safety of Sigmar's Landing. There, a few glorious afternoons are spent swilling lukewarm grog and impressing the locals with tales of brave exploits and derring-do. 2 HP of recruits sign up for the roster!

Alternatively, to speed up the process, you might also decide to throw some of your hard-earned gold around to expedite the process. 1 GP buys 2 HP.

Example II:
After signing up the last batch of willing recruits, the eponymous leader of Gustof's Band - Gustof Kressler - decides to speed things up a bit. His forces had a meager 6 HP out of 10 HP at the start of this turn, and now stands at 8 HP - but Gustof wants a full roster at his back 'ere he leads his men back out into the Green Hell. He has trinkets to plunder! And Freebooters to fight! To that end, the grizzled mercenary pockets a gleaming 1 Gold from the Band's pay chest and spends it judiciously in all the stews and taverns along the docks of Sigmar's Landing. By dawn's first light, his roster has a further 2 HP of recruits. Drunken, groggy - and ready to fight.


The Application
Company name: What is your company called?
Appearance: Uniforms are important. They signal friend from foe. What does your average mercenary look like?
Company Leader: Who is your company's illustrious leader?
Company History: Is your band a new name on the mercenary scene? Or a distinguished byword for blood and glory?
Defining Trait: Pick a trait and roll with it.
Defining Flaw: Be sure your sin will find you out.


Right now, players can either explore various provinces or fight things. Perhaps even both, if so inclined. There needs to be more than that, though. You can’t build an RP based on those two things alone. Can you?

Hmst, yes...this seems well.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Tue May 01, 2018 11:28 pm

Welcome to...

E X U D U S

Image

THEME



(scroll down 4 paragraphs for summary)


The XXVIIth Century.

After the devastation of the 2nd Dark Age, mankind was finally united in a planet-wide technocracy, The Cosmopolis. Under its direction, human technology and living standards were restored to 21th century levels and beyond. At the centenary of the Cosmopolis foundation, the first interplanetary vessel was launched, and humanity begun to explore and colonize the cosmos once more...

...20 years later, a mining crew have discovered some rusty components buried beneath the Martian deserts. A team of "Cosmo-Archaeologists" soon arrived at the scene and began excavating the site of what could be a 21th century colony. Beneath the layer of scrap metal, they've unearthed a mysterious cylindrical artifact of unknown origin. The scientific community was thrilled by the discovery, and massive digs in the area begun, which soon revealed several other puzzling artifacts. Their origin, purpose and chemical composition remained an unsolved mystery.

Finally, at the depth of 6 kilometers, the researchers have stumbled upon the ruins of an underground metropolis. A city consisting of egalitarian habitation blocks, industrial facilities and possibly recreational centers. Its architecture did not match any known style, and no human remains were found. But what was found, were inscriptions written in an alien language and technological marvels that seemed to defy physics... Isotopic dating revealed that the age of the city was over 50 million years...

"The Progenitors" they were called by the Cosmo-Archaeologists. Their technology advanced, their language enigmatic. The Earthlings couldn't understand how progenitor technology worked, but they managed to decypher the basics of progenitor language and were thus able to activate and to some extent control progenitor devices. One such device was the Hyperdrive. A massive toroid strucutre capable of opening rifts in space-time through which ships could easily relocate from one end of the galaxy to the other in the matter of mere seconds, and then return without the adverse effects of time dilation. The Hyperdrive shook human understanding of the universe to its core...

Hoping to learn more from the progenitors so that perhaps one day the humans could build a hyperdrive of their own, They ventured into more and more remote corners of space, where they would search for progenitor ruins. More and more hyperdrives were found and installed into human spacecraft, which caused Interstellar commerce to boom. Yet, many questions remained unanswered...

Who were the progenitors? Where did they go? Where do the hyperdrives draw their power from? Then, during an excavation on an icy world, something peculiar was found...

Image


A Mysterious mechanism hidden on a desolate planet. Some archeologists skilled in progenitor language believed it was a doomsday device of some sort. Regardless, They continued to meddle with it, until it was successfully turned on-line. Initially, The sphere begun spinning, slowly at first, then faster, and faster, then around the surface of the sphere, A New sphere emerged. Dark and frightening. It grew larger and larger at an increasing rate. Those who ventured inside the sphere out of curiosity never returned, nor did they report back via radio. Soon, The Dark Sphere was so large the scientists evacuated the planet, then the star system. Then, Star itself could no longer by seen. Soon, other nearby stars dark as well...

In the following weeks, Panic spread across the cosmos. Massive ships were built to evacuate populations in every sector, However, the physicists warned that there is little hope to escape with conventional engines. The sphere's rate of growth increased exponentially, and the sphere begun warping space around itself, pulling all celestial objects towards its core. The night sky slowly became a frightening vortex of stars and galaxies spiraling towards the sphere. According to estimates, within a month, the sphere would engulf earth. In the next, It could swallow 18 known galaxies. Nobody could tell what's after, but one thing was for certain, Only the hyperdrives offered salvation... for the time being.

The Evacuation ships were all gathered to earth's orbit and the most powerful Hyperdrive was prepared. It would warp the ships further and further away every 72 hours. The propaganda back on earth said there is nothing to fear. Nothing would happen to Terra, or its people. The sphere is but a slight distortion of the Electro-magnetic field that alters the pathways of light, they assured everyone. The truth was, Nobody could tell what would happen to those left behind...

You were chosen by a planet-wide lottery to board one of the evacuation ships. Your skills, connections, rank, fame or charm made you captain of the ship. Now it is your task to ensure the survival of the 1,000 crew and passengers on board!


The Part below is not mandatory to read. You can also just focus on roleplay and leave it to the ship AI (me) to manage resources.


- TIME -

Image


While traveling through space, Time will pass...

1 hour is the smallest unit of time we measure. Each turn in combat amounts for 1 hour. Your weapons and warships deal and take damage once per hour. Each day, or cycle, lasts 24 hours, and there are 3 cycles in each sector before the hyperdrive recharges and your fleet moves to a new sector. Your ship and your crew can spend 6 hours of extra time with traveling and fighting without inhibiting progress on 24 hour projects (such as resource harvesting, construction and such). So for example, your reactor's staff may abandon their posts for 6 hours without risking a meltdown.

Timeframe distortion:
You may choose to alter when production cycles start on your mothership relative to Hyperdrive time. For example, you may start your first cycle at 12 hours

All orders are resolved in the following order every hour:
I. - HEAVY WEAPONS ARE FIRED AT TARGETS BUT DAMAGE IS NOT YET EVALUATED
II. - SHIPS ARE MOVED, FIGHTERS, TORPEDOES AND TRANSPORTS ARE LAUNCHED, SHIELDS CHARGED
III. - FIGHTERS AND DEFENSES (FLAK) MAY FIRE (EVEN AT THE MOVED SHIPS, TORPEDOES, ETC), DAMAGE STILL NOT EVALUATED
IV. - ALL DAMAGE (EXCEPT TORPEDO) IS DEALT.
V. - TORPEDOES IMPACT AND DEAL DAMAGE, TRANSPORTS DOCK, FIGHTERS RETURN TO HANGAR

Battle orders for I, II and III must be issued for all active weapons and ships of all players before IV and V take effect. Attack orders CANNOT be changed. Torpedoes CANNOT change course once fired, but can be ordered to self-destruct. Move orders CANNOT be cancelled.

Be careful when issuing orders!

You May Issue "conditional" orders, such us If x happens then do y, or simply allow your crew to engage targets on their own.

Fighters can be launched towards a sub-sector without a specific target, and then given a target based on launches by other Motherships.


- SPACE -

Image


Space is divided into Sectors and Sub-Sectors.

Every 72 hours, the fleet arrives at a new Sector of space. The sector is then scanned for sub-sectors. Hyperdrive Sub-sector is always present, and all motherships must be present at the hyperdrive Sub-sector at the end of the 72 hour period, or else they will be left behind and swallowed by the sphere!

All ships within the same sub-sector are considered to be "close" to each other. This means that they can open fire on one another with any weapons and there is no travel time between them. Transports can instantly deliver cargo and passengers.

Ships in different sub-sectors are considered distant. This means that they cannot fight each other with short-range weapons, transports and other ship must travel to these destinations for a minimum of 1 hour BEFORE they can interact with their targets, with the exception of Fighters and torpedoes which ignore distance and can strike their targets in the same hour they were launched.

Motherships can take anywhere between 2 - 24 hours to travel between sectors.

It costs 1 fuel to move the mothership in 12 hours for every 5 sections your mothership has.
2 Fuel to move in 12 hours
4 Fuel to move in 6 horus
8 Fuel to move in 3 hours.
12 fuel to move in 2 hours (Maximum thrust).


- RESOURCES -

Image


There wasn't much time to prepare. Many human ships lack supplies and equipment for the endless journey. They would have to harvest resources in deep space...

The Resources harvested from deep space:

Light Elements - LE:
- Mostly non-metals. Used for life support, food and medicine production.
Heavy Elements - HE:
- Mostly metals, Used to build ships and produce goods.
Rare Elements - RE:
- Mostly Rare Metals. Needed for energy, fancy weapons and technology.

...and then use them to make what they need...

The Goods manufactured on board:

Provisions:
- Food and medical supplies for your crew. You'll be in serious trouble if this runs out. Each unit of crew consumes 1 provisions every cycle (24 hours) !
Fuel:
- Used to Propell most spaceships forward and generate energy for ship systems. Better not run out of this either.
Energy:
- Required by most ship sections to function.
- Excess energy is LOST at the end of each cycle, but...
- Energy is the only resource which may go into the negative. You may use more energy during a cycle then what you presently have, however, this will lower the amount of energy you have during the next cycle by the same amount. In addition, excessive
Munitions:
- Needed for reloading most ship weapons.
Small Arms:
- Used in Close quarters combat by ship crews. Does not consume munitions. (give 1 small arms to 1 unit of crew to arm them for close quarters battle)
Spare Parts & Space Tools:
- Used to make repairs. (You can assign 1 crew for repair duty with 1 space tools. In 1 cycle, they may repair up to 5 HP damage).
Soma:
- Improves Crew Morale and Research Efficiency.
Luxury Items
- Can be used to improve morale and required to build some sections... and are valuable commodities in interstellar trade.

All Resources and Goods are stored in warehouses. All warehouses are part of the FLEET SUPPLY network. Resources can be deployed to any ship of your fleet at 0 expense! However, exchanging resources with another Motherships requires a functional Hangar, and the amount you exchange is limited to how many transports your ship has.




- SECTIONS -

Image


...Each Mothership consists of sections. Each section serves some purpose...

Remember, Each section has HP = HE cost * 5

Sections are arranged in 3 layers. Outer, inner and core.
For every Outer layer (or deck) section, your ship may have 1 inner and one core section.
If an outer layer section is destroyed, an inner layer section becomes exposed to attack.
If an inner layer section is destroyed, a core layer section becomes exposed to attack.

LIFE SUPPORT

Crew Quarters: Houses 1 unit of Crew (or 100 people). Uses 1 energy per cycle. The ones you start with does not come with crew but you can wake crew up from stasis (see later).
- Costs 2 LE, 1 HE, 3 Labor -

Greenhouse: Produces Provisions and soma. 1 Crew, 1 LE and 5 energy can produce 5 provisions or 2 soma in 1 cycle.
-Costs: 1 HE, 3 LE, 4 Labor-

Infirmary: 1 Crew + 1 Provision restores 1 Health in 1 cycle (24 hours).
-Costs: 1 HE, 1 LE, 2 Labor-

-

POWER

Reactor: Powers your ship. May be staffed by 1 crew, Consumes 1 fuel per cycle, outputs 10 energy without crew. If crew is present, Reactor Output may be doubled or tripled by adding more fuel. This increases the reactor temperature, which risks damage/ meltdown of the reactor. Officers may also be deployed to the reactor to increase efficiency.
- Costs 2 HE, 1 RE, 3 Labor -

-

PRODUCTION

Refinery: Very important section. Refinery has 2 resource collectors that can harvest elements from asteroids and gas clouds in the same sub-sector. Requires 2 unit of crew and 4 energy to operate at full capacity (can operate at 50%). Produces up to 2 units (1 at 50%) of refined elements each cycle, converted into building components for ship sections or weapons production.
- Costs 3 HE, 3 Labor, -

Production Facility: Makes Spare Parts(2x), Munitions(3x), Luxury Items and Small Arms, along with fighter-class spacecraft, transports and new resource collectors. Production requires 1 HE, 2 energy and 1 Crew laboring in the PF. There are 2 assembly lines so up to 2 constructions can be underway at the same time, however, Each time you want to produce something different you'll have to spend 2 energy and 1 labor to retool the production machinery (for each assembly line. You can have 2 different assembly lines producing 2 different items!).
- Costs 2 HE, 2 Labor -

Note (2x) and (3x) are production multipliers. Assembly lines produce 2 spare parts or 3 Munitions in one cycle (with just 1 HE).
Luxury Items can be made with either LE or HE.

Enrichment Plant: Produces fuel from rare elements. Needs 1 Crew, 1 rare element and 2 energy to produce 6 fuel each cycle.
-Costs: 3 HE, 3 Labor-

-

COMMAND

Bridge: Must have for all motherships. Whomever controls this, controls the ship. Required to operate engines and sensors (but not weapons) and to issue orders to your fleet! Consumes one Energy each cycle. No need for crew (Only you and your handful of officers).
Be sure to station troops here in case of attack.
Without the bridge, you may note move your mothership or issue orders to your fleet. They will follow their last orders, or act on their own initiative.
-Costs: 2 HE, 2 Labor-

Sensor Array: Uses 1 E. Provides intel about the surrounding sector and transfer research data to other motherships, if you power it with one energy every 24 hours that is.
-Costs: 1 HE, 1 Labor-

-

LOGISTICS

Storage: Stores the stuff you have gathered. Up to 10 units. Consumes no energy.
-Costs: 1 HE, 1 Labor-

Hangar/Docking bay: Launches and receives spacecraft (except for resource collectors, they have their own hangar in the refinery). Up to 5 transports and/or squadrons of fighter and corvette class ships can reside here. Needs no energy.
-Costs: 2 HE, 2 Labor-

Remember, transports allow deploying away teams to board other ships or explore anomalies, or transport resources to other motherships. Each transport can deliver up to 5 resources per hour (in both directions).

-

SCIENCE

Research Facility: Conducts research and studies Progenitor artifacts. Requires 1 Crew, and 5 Energy to operate. Generates 1 Research per cycle. OR 1 Crew, 1 Soma and 5 energy to gain 2 Research per cycle.
Research can be used to unlock technologies or analyze artifacts.
-Costs: 1 HE, 1 RE, 2 Labor-

-

DEFENSES

Flak Cannons: Relics of a pre-Cosmopolitan world. Basic weapons section. Good against small spacecraft and lightly armored targets. Not so much against other Motherships. Consumes 1 energy and 1 munitions when in combat for one hour to deal 1 Flak Damage.
-Costs: 1 HE, 1 Labor-

Torpedo launchers: Another ancient technology from the 20th century. Consume 1 energy, 1 fuel and 1 munitions to launch 1 torpedo. Torpedoes are unmanned craft with 1 HP. They reach their targets at the end of the hour, before which they can be intercepted by Flak cannons and fighters. Torpedoes deal 5 Explosive Damage.
-Costs: 2 HE, 2 Labor-

There will be additional Sections unlocked via research.

UNBUILDABLE

Engines: Moves your ship around. Consumes fuel to relocate your ship to any other point in the sector within a short period of time. You can save on fuel if you instead choose to travel slowly. Each movement will have a fuel cost depending on distance and time spent, specific to each sector of space we visit.
-Cannot be destroyed only Damaged. At 10 HP damage, the Engines are inoperable. Has 10 HP. Cannot be built.-

Cryodeck: Houses 1000 (or 10 units of) crew. You can awake them at any time just be sure to have enough food to feed them and quarters for them to live in. You can Also put crew back to sleep. The Deck is at 100% capacity at the start. Powered by a pocket nuclear generator.
-Cannot be destroyed only Damaged. At 10 HP damage, the pods are ejected into space, from where they can be rescued/captured by others or destroyed. Has 10 HP. Cannot be built.-




The Evacuation ships, or motherships built so far are of distinct classes...

Mothership Blueprints:
(You may either choose one of the prefab classes, or put together your own (TG me).

Prometheus-Class:
- Fuel Enrichment -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Enrichment plant
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
1 Transport
5 provisions
5 fuel
2 Small arms

Officers:
Nuclear Physicist - +2 Fuel per cycle from the Enrichment plant where he is deployed.
OR - +5 Energy per fuel per cycle from Reactor where he is deployed.

(remember, this only applies to the section where the officer's crew is deployed).


Demeter-Class:
- Life Support -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Greenhouse
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
5 provisions
5 fuel
2 Small arms
3 LE

Officers:
Botanist - +2 Provisions per cycle from the Greenhouse where she works.



Hephaestus-Class:

- Industry -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Production Facility
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
5 provisions
5 fuel
2 Small Arms

Officers:
Refinery Technician - +1 Elements Refined per cycle from her refinery.


Noah-Class
- Logistics -

Sections:
Bridge
Sensors
Engines
7 Crew quarters
1 Reactor
1 Hangar
5 Storage
2 Cryosleep deck
1 Infirmary

Ships and Equipment:
2 Transports
20 provisions
15 fuel
3 Small arms


Officers:
Medical Officer - +1 Health per cycle from the infirmary where he is practicing.

(You'll have to tear your ship apart to build a refinery, or trade with other motherships)


Oracle-Class
- Research -

Sections:
Bridge
Advanced Sensors (unique, allows deep scanning of objects).
Engines
5 Crew quarters
1 Reactor
1 Refinery
1 Research Facility
3 Storage
Cryosleep deck
1 Infirmary

Ships and Equipment:
5 provisions
10 fuel
2 Small arms
1 Progenitor artifact

Officers:
Research Director: +1 Research per cycle from the Research Facilities she directs.



http://fierceandnerdy.com/wp-content/up ... e-bats.jpg
- CREW -

Image


MORALE

But Beware, In the cold depths of space, the fragile human mind can easily be corrupted...
Your Crew's overall morale will slowly decrease over time. Soma and Recreational facilities can improve morale while battles and running out of supplies quickly decreases morale. Low and high morale can have unforseen consequences.

- Morale goes from 0 to 20. It starts from 10.
- Morale reduces by 2 each time you lose a spacecraft (or squadron) of any class or if one of your crew dies.
- Morale reduces by 1 for EVERY CREW your had awake this sector EVERY 72 HOURS (at the same time as you feed them).
- Morale reduces by 1 EACH CYCLE for EACH CREW that LACKS LIVING QUARTERS.
- Morale reduces by 1 for each crew you cannot feed at the end of the 72 hour period.

Note: Food and morale need are applied to every unit of crew you had awake during any part of the sector, except those who died.

You can restore morale with Soma, rest orders and recreational facilities.
- Morale increases by 1 if a crew is ordered to rest. + 2 If the crew is given Soma to enhance their rest.
- Soma can be distributed among your crew for +1 Morale.
- Luxury Items can be distributed among your crew for +2 Morale (or +3 Morale with a space mall).

Reaching 0 morale induces space madness. Notify OP immediately.
Reaching 20 morale induces euphoria. Notify OP immediately.

-

HEALTH
- Health Goes from 3 to 0.
- Lose 1 Health any time you cannot feed your crew at the end of a 72 hour period..
- Lose 1 Health any time you lose a unit in battle OR if a section is destroyed where crew is present. You may then evacuate the crew to a nearby surviving section. If there are no adjacent sections to evacuate to, your crew dies.
- You may also lose health from virus outbreaks, which usually originate from a greenhouse or a refinery (rare events).
- You may restore health by sending one of your crew to an infirmary for 24 hours.

If you reach 0 health, one of your (most relevant) crew dies IMMEDIATELY and Health is reset to 3.
(for example, if one of your crews participated in combat lately where they were injured, they are most likely to be chosen to die.)

-

CREW ORDERS

Cycle Tasks (Takes up 24 hours, but up to 6 hours may be used for minor tasks without interrupting the cycle action. If your crew spends 7 hours on minor tasks, their Cycle Task will be cancelled!).

- Staff Section: Work in one of the ship's many facilities to produce things and research stuff.
- Rest: +1 Morale. This may help when morale is very low. Remember, the Crew can still spend up to 6 hours fighting/minor tasks.
- Conduct Repairs: 1 Space tools + 1 crew to repair 1 section in 24 hours.
- Scuttle Section: "Unbuild" a section, 1 unit of elements at a time. Once all elements are regained, the section disappears. Can be also preformed on derelict ships with the help of transports. 1 Crew + 1 Transport in 24 hours disassembles 1 element from a derelict section.
- Build Section: Add 1 Labor and 1 Resource towards building a ship section.

Minor Tasks (Takes 1 hours at a time).

- Emergency Actions: Put out fires, fix subsystems, Will explain later on what these are good for.
- Transfer: Transfer between ships (requires transport).
- Man Weapons: Staff defense sections.
- Fight: Grab 1 Small arms to form a fighting crew for defending your mothership against intruders or attackingas an away team (with a transport). If you don't have small arms, you can still try order your crew to fight, but they won't be very effective.
- Explore: Grab 1 Small arms (if possible) to form an away team for exploring anomalies.

For purposes of experience mechanics, it is recommended that you refer to unit of crew with a distinct name. For example:
- Brigade 1 operates Enrichment plant, Brigade 2 gears up for exploration and boards transport, Brigade 3 conducts research at the lab.
of course, you can give any name you want to your crews.

OFFICERS

Each Mothership starts with an officer. Officers can be assigned to a crew unit to boost their performance. Each officer can only boost the performance of single unit and not the entire ship.

Over the course of your journey, you may gain new officers through various means (that I will not spoil now).

EXPERIENCE

Your crew and your ships may gain experience from participating in combat and operating facilities. High morale will greatly enhance your crew's ability to learn and adapt to the new challenges.


- FLEET COMMAND -

Image


There are 2 main types of spacecraft available:
- Small spacecraft (Transports, fighters, corvettes) reside in a mothership's hangar. They have minimal life support systems and cannot survive on their own for long. They need to return to the mothership to rearm and refuel between attacks.
- Larger crafts remain in space. They have their own life support systems and doesn't need hangar space.

Some spacecraft can be imagined as a squadron, rather then a single unit. Squadrons of fighters can be thought of as 5 - 10, while corvettes as 2 - 3.

Larger spacecraft permanently stationed outside are supplied directly from FLEET SUPPLY.

TRANSPORTS
Cost: 3 HE, 3 Fuel, 3 Cycle to assemble
Transports can transport 5 units of cargo or 1 crew to any destination in the sector in 1 hour, and then return the mothership 1 hour later (may carry things back as well. Can only be launched ONCE every 12 hours (Need to refuel and cool engines). Can Also Help Scuttle remote ships. When Transporting crew, The crew can take 1 unit of cargo as luggage (space tools, Small arms, Provisions). Transports have 3 HP (Hull points). There is only 1 kind of transport.

FIGHTERS
Cost: 1 HE, 1 Fuel, 1 Cycle to assemble
Deploys immediately to any part of the sector, attack its target and return to their hangar to refuel and rearm in the same hour. Uses 1 Munitions to deal 1 Flak damage each hour. They all have 1 HP (hull points). All motherships can build Interceptors from the start. Other fighter-class spacecraft will be unlocked via research.

- Interceptor: Deals 1 Flak Damage per hour while it uses 1 munitions per hour. 1 HP.
- ???
- ???

Experience:
Fighter may gain combat experience from successful raids. This gives them EP (Evasion points). Evasion points allow them to evade damage equal to their EP limit. EP is regenerated each hour.

CORVETTES
2 HE, 2 Fuel, 2 cycles to assemble.
Corvettes take 1 hour to reach distant targets. They have 5 HP. They receive munitions directly from FLEET SUPPLY. They cannot stay more then 12 hours away from mothership due to limited life support.

- ???
- ???

FRIGATES
2 HE, 1 LE, 3 Fuel, 3 Cycles to assemble.
Frigates do not need hangar space and can survive without the Mothership. 10 HP, Munitions received from FLEET SUPPLY.
Frigates take 2 hours to get somewhere distant.

- ???
- ???
- ???
- ???

UTILITY
Utility ships have speed and cost of corvettes. They however have 10 HP. They May or May not be armed.

- Mining Barge - Requires 2 hangar space. Allows ONE of your REFINERY to HARVEST elements FROM ANYWHERE IN the SECTOR. The barge can be targeted both where its mining and where the mothership is.
- ???
- ???
- ???

Capital Ships... More later.




- AWAY TEAMS -

Image


Crew loaded into transports can be sent to explore anomalies or invade hostile motherships.

Crew Combat: Each, you may order your crew to do one of the following:
- Defend Section - Inhibits enemy movement through the section




Code: Select all
APP
Mothership's Name:
Short history of the people behind it:
Mothership's Crew type:
Mothership's Class:
Mothership's Appearance (optional):


You can suggest new mothership classes and crew types if you don't

Core:
https://i.pinimg.com/originals/80/81/a1 ... 317c7c.jpg


Embrace the darkness:
(Not available at start!)
Your crew may never rest (but they may still consume soma).
Unique buildable section:
Sacrificial Altar - Sacrifice one crew to reset the morale to 20, Health to 3 and attain euphoria.
Costs: 1 LE, 1 HE, 2 Labor
If morale reaches 0, your crew will commit mass suicide.
Heightened chance of improbable events...


Misc.Rules

CARGO

You may temporarily store resources inside transports (5 storage space).
You may temporarily store resources in a hangar (1 unused hangar space = 2 storage space).


WEAPONS

Each hour you assign your weapons a target. In most cases, they will hit and deal damage. (Unfavorable conditions may arise from environment, you will be notified of these before launching an attack.

Flak cannons use 1 munitions to fire and deal 1 HP damage to ALL targets.

Torpedoes have 1 HP and Deal 5 HP damage on impact. Torpedoes are too slow to turn hit fighters.

???

???

???

???


Each of earth's 7 districts wish to support your journey into the unknown with some resources. Sadly, there is only enough time to deliver one of the offers. Choose wisely. Note that your mothership's storage capacity limits how much you can accept.

Misc rules:
You may temporarily store resources inside idle transports (each transport can hold up to 5 cargo).
You may temporarily store resources in a hangar (1 unused hangar space = 2 storage space).

Europa:
Commodity Shipment:
Designer Clothes: +5 luxury items
Special Cargo:
Mineral Water: - Consume to gain +1 LE, +1 Health, +1 Morale (1 time use)

Siberia:
Resource Shipment:
Refined Minerals: +1 RE +1 HE
Spaceship Components: +3 spare parts/space tools

Amazonia:
Resource Shipment:
Frozen Fruits: +8 Provisions
Psychedelic Spices: +2 Soma

Antarctica:
Archeological Findings:
Arctic Relics: +1 Progenitor Artifact
Special Cargo:
Water Ice: - Unfreeze with 5 energy to gain +2 LE OR be used to prevent reactor meltdown.

Nipponia:
Additional Spacecraft:
Space Ferry: +1 Transport
Special Cargo:
Nano-Medicine: Consume to gain +up to 2 Health (may not go above 3) and +1 Morale.

Canadia:
Resource shipment:
Plutonium Reserves: +5 Fuel
Special Cargo:
Maple Syrup: +1 Provisions, +2 Morale

Oceania:
Special Cargo:
Sea Water: - desalinate with 2 energy to gain +2 LE
Other Support:
Farewell Party: +5 Starting Morale
Memory Drives: +2 Morale every 72 hours.

Special Cargo takes up 1 space and can be unpacked to provide its bonuses once throughout the journey.


Dreams of Solace:
+1 Soma produced from Greenhouses.
+1 Morale every 72 hours from every operating greenhouse.
Unique buildable section:
Dream Dome- +1 Morale per resting crew, +1 Morale from using some (in every case). Max 1 Per mothership. You may assign crew to the dome to dream (for any quantity of time). Max 1 per mothership.
Costs: 1 LE, 1 HE, 2 Labor


Self Sacrifice:
No morale lost for losing units or crew. Fighters and corvettes may be ordered to kamikaze into torpedoes, ships of any class and mothership sections, dealing 5 damage if not destroyed during flight, while also increasing morale by 3. Frigates, and all other ship classes may ram other ships at the cost of 1 fuel.
Results of ramming are impossible to predict, there is no morale gain from ramming (only kamikaze).
Ships can only ram targets in the same sector.
Unique buildable section:
Afterburners- Max 1 Per mothership. Allows the mothership to ram other motherships in its sub-sector(costs 3 fuel). The ramming will damage your ship's front sections, while you get to choose where to ram the enemy ship.
Costs: 1 HE, 1 RE, 2 Labor


Faith and Purity:
Your crew can never use or produce soma.
+1 Provisions from greenhouses.
Unique buildable section:
Chapel - +1 Morale per cycle. Max 1 Per mothership. You may assign crew to the chapel to pray (for any quantity of time).
Costs: 1 LE, 1 HE, 2 Labor
The first time your crew's morale reaches 0, morale is reset to 10.
Miracles might happen...


Safe Voyage:
+1 Morale each cycle as long as your ship has at least 10 fuel and 10 provision in store.
Double storage space in storage sections. Storage sections, the bridge, hangars, the reactor, the engine and the cryosleep deck has double HP. Double carrying capacity and double HP for all transports.
Unique buildable section:
Auxiliary power- +5 Energy for the current cycle. May only be activated once every 72 hours (once every sector). Max 1 per Mothership!
Costs: 1 HE, 1 RE, 2 Labor


Consumer Lifestyle:
Only 1 morale loss from losing units and crew. +2 Morale every time you produce a new ship of any class.
Unique buildable section:
Space Mall- Allows converting luxury items to 3 morale per item, and/or serving (1 provisions + 1 soma) for 2 morale, and/or converting 3 energy for 1 morale. Max 1 conversion of each type per cycle. Max one per mothership.
Costs: 1 LE, 1 HE, 2 Labor


Thirst for Knowledge:
+1 Morale every 72 hours for every Research facility and academy.
Unique buildable section:
Space Academy- Allows crews to learn experience traits of other crews on-board over the course of 1 cycle at the expense of 2 energy. Max one per mothership. +1 Officer of any type 72 hours after building the academy.
Costs: 1 LE, 1 HE, 2 Labor
Last edited by Harkback Union on Tue Jul 03, 2018 10:29 am, edited 10 times in total.

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