Welcome to another installment of Mass Effect Factions. We have made our decision. It was close at times, but in a 9 to 6 vote, we have taken the path of The Message. I hope everyone enjoys the coming RP. I will be creating a small storyline, but of course you are free to do pretty much anything you want in this RP, within reason of course. I will be placing the major clusters of the galaxy as we go along. Exploration will be important and everyone will be pretty much required to do it. Additionally the Message will be given out via event in the IC. If your faction finds it, you will receive a warning as well as the potential date of Reaper invasion (Don't worry, it won't be scheduled to come anytime soon, so you have time to prepare).
AND of course, my basic rules are being imported from Redux
Music to Save the Galaxy To: Pre-IC
Important Links:
Archive
Current Map
IC
Rules, Regulations, and Red Tape
1. My word is law. Don't make me lay it down.
2. If you have any issues, present them to the community. We'll see what we can do. On the other hand, if you whine you'll get no sympathy.
3. Utilize common sense. Just think about if your stuff would actually work before doing it.
4. That being said, Rule of Cool still applies. This is about as AU as it's going to get, and you have a lot of latitude for fun. If you want the Alliance Prime Minister and the Asari Councillor to hook up, then fine by me.
5. Steamrolling is a no. Give people time to respond. Also refer to Rule 3.
6. We understand if life's crap, but please try to post in the IC once a week. Failure to report your absence or failure to post in the IC for a full two weeks results in your position being lost. This became a problem in other incarnations of this thread, I can't allow it to become a problem here.
7. If you want to fight with an individual, that's not our business. Take it to TG.
8. No spamming. In other words, respect the threads and the people who use them.
9. This is the internet, but try to remain at least slightly civilized. Keep your rage and frustration IG. It's more fun like that.
10. Don't post links to your NSFW blog. We don't want it. Keep the stuff you link to PG-13. Also, please ask before advertising for another RP. I'll probably say yes, but this is a game, not a commercial slot.
11. I beg of you. TG me if you're going to be away or something. I need to know.
12. Please, for the love of the Enkindlers, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.
Story Thus Far
It has been said, that long ago a Great Shepard tended to her flock and fell from grace while trying to save them from a great harvest. For some reason, every culture in the galaxy has this story. We do not know why, but it is a universal constant. The great war of the heavens is said to have taken place thousands of years before our cultures even learned to stand up right and when we did, this Great Shepard had already left for the edges of the galaxy. As time went on, memories of the Great Shepard faded, replaced by newer memories ranging from enslavement to outright destruction by angry demons from the skies above. Either way, many died, or many were saved as the angels descended from the skies and told us they would protect us from the coming harvest. These angels and demons are prominent in many cultures today and seem to be related somehow as they both came from the sky. The demons, large and aggressive, did great harm with their grey skin and large muscular arms. The Angels, were delicate with blue skin they were everything your race wanted to be.
Some time ago however, these demons and angels vanished. Your people began their civilization believing that the Angels would come back for them or that the Demons would return to wreck havoc. This began your people's race for the stars. However, the more you progressed the more the angels and demons fell into obscurity. Soon, they were dismissed as tales for children. Civilizations on your world rose and fell, technology surpassed itself with each generation. Across your world, a dream arose: Reach for the stars. The planet may have united during this time, or it could be pushed forward by the endless rivalries which planetary nation-states typically have. Regardless, soon the technologies of flight were unlocked. Not long after, the first space crafts were put into space. Satellites and space telescopes were put into orbit. Many scientists believed they would find these Angels or Demons in the skies as their ancestors said they would. They were disappointed, but a signal from a nearby world drew their attention and a new space race began.
Space Flight, travelling the stars, it has been only a dream of your people for hundreds of years. Now your people have that reality. During your early steps into space, you made a great discovery. A discovery which jumped your understanding of Physics and how the galaxy works. Now, you have ships that travel at faster than light speeds, but even more important was your next discovery. A large object, which had previously been thought to be a comet or a small planetoid at the edge of the system was in fact a space station. Various groups wanted to do dozens of different things. From explore it, use it, and even those who wished to try and destroy it. Eventually, you discovered how to open it and learned of its various functionalities. Stranger still, it translated itself into a language you could understand. It is as if the stars opened themselves to you on purpose. You have explored nearby systems and are now ready to either continue exploring your neighborhood or take a peek at what is beyond.
Do you dare to see what is beyond the next Relay? Do you dare to discover the secrets of this Galaxy.
Admin Team
GM: Nuxipal - Rules supervision, random events, and general administration guy
VGM: G-Tech Corporation
Application Structure
This part will be a bit different than previous editions of the RP. We will have a guide for Species creation as well as a typical application for factions. Without further adieu here is your application process:
Faction App: Each faction will begin with 3 Urban Areas, 2 Fuel Depots, 5 Mining Complexes, 3 Industrial Complexes, 1 Shipyard, and 1 Small Spaceport on their homeworld. Additionally, they have 1000 credits to spend on military and defenses. Following this, each player has 500 credits to spend on Infrastructure not on their homeworld once your home system has been Generated by the GM or if you wish, you can use it to start colonizing the systems near your home system within the same cluster. Don't forget your home system's location on this map (Try to pick a unique position)
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Faction:
Leader:
History: (At least 2 Paragraphs, you are detailing your species ascent from berry picking after all)
Infrastructure and Claimed Worlds: (See Above)
Military:
Galactic Location: (You can use the old Maps to plot a point out where you want your home cluster to be)
RP Example:
Questions and Suggestions:
Hekaton
Factions Shop
This is where you will purchase your infrastructure and military hardware. A few tweaks have been made to permit players with slightly different complexities than previous editions. Also, many of the reductions to building time have been removed, this has been offset by some of the ships and units having reduced training/construction time.
Units
Ground Units - No matter how powerful your navy is, your Imperium can fall if someone else lands on your planet and all those glorious Dreadnoughts are powerless to stop them from entering your capital and capturing your leaders. Besides, most of these guys are easier to train than it is to build up a fleet of dreadnoughts anyway.
Upgrades
Upgrades: Ships can have one upgrade per Upgrade Type as a means of preventing out of control Upgrades.
Upgrade Types: Special, Utility, Offensive, Defensive
Special - Awarded by Pros/Cons
Utility - Extra Abilities, Tech, Biotics, etc...
Offensive - Weapons
Defensive - Armor, Shields, Defensive Weapons
Monthly Prosperity Check - This section will be more heavily outlined later. It is based on NAI's Monthly Roll and will function in the same capacity.
Planetary Data
Planets are vital to every species. They are cradles of life, bastions of civilization, and centers of industry. However, not all planets are created equal. And what planets there are are not always suited for life. And of those, some may not be suited for your life. A Garden world for one race may only be a Near Garden World for another, though you won't need to worry about that too often. Post-Garden Worlds are counted as Near-garden worlds for the purpose of this RP and can be revitalized fully with the right quantity of credits and terraforming. The natural income must be matched in planetary spending before you gain access to the resources on the planet. Ex: a garden world requires 100 credits worth of infrastructure, barren world 25, etc. Credits goes to Nuxipal.
Space Exploration
Expeditions are intrepid crews of sentient flung off in to the unknown by FTL or Mass Relay to boldly go where none have gone before, in search of treasure, fame, and generally land that nobody else has already planted a flag on. There are two types of Expedition; those undertaken in a local cluster via conventional Element Zero FTL, and those undertaken via Mass Relay jump to a previously uncharted Relay. Both require a single ship of at least Destroyer class to initiate.
Expedition Types
Conventional FTL: Your vessel accelerates to normal intersystem travel speeds, but instead of moving along established spacelanes, sets course for a star in the nearby cluster that is uncharted. A rather large amount of risk is attendant to this method of navigation, for unforeseen perturbations in the time-space fabric or obstacles can result in the utter destruction of the exploring vessel, scattering its ashes across a star system. 50% chance of ship loss upon exploration. It is your more legal option to explore, although it is considerably more dangerous for the safety of the crew. You will find out the results the next month. Does not reveal more paths.
Mass Relay Jump: Your vessel, using precisely calculated transit algorithms, jumps to a newly postulated Mass Relay's coordinates. Such a jump is instantaneous, but if the calculations are not exactly correct, the stresses of the jump may obliterate the vessel as if it never existed. 33% chance of ship loss. For every system known in a cluster, a Mass Relay exploration gains a 20% chance to link to a new cluster. This chance is reduced by 40% for every connected known cluster.
Ships and Safety: Any medium to large vessel can undertake the voyage. However large vessels cut down the danger of losing the ship by half. So when you use conventional instead of 50% chance of losing it, its now 25% of loss.
Expedition Rates:
Expeditions cost a great deal of credits and time to prepare. Fortunately for you, your people have been preparing for exploration for at least a few decades right? Well don't worry about that too much. The main concern is the cost for your people. Funding expeditions is the most costly part of exploring. Aside from needing a stable ship with some kind of defenses should they find Space Cthulu hiding in the next cluster, you also need to pay your people. There are three tiers of expeditionary rates. Each has its own modifiers towards your ships making it safely through to the other side.
Rushed Expedition: 35 Credits (Increase chance of ship loss by 20%)
Average Expedition: 50 Credits (Normal)
Prepared Expedition: 150 Credits (Decrease chance of ship loss by 50%)
Multiple Explorations:
Wealthy and desperate nations try and explore as often as they can to find new worlds to settle, however, there are only so many explorers out there willing to risk their lives to find the selfish upperclass new lands. As such, it is impossible to man or fund more than two expeditions. Additionally, that second expedition will not have your best and brightest on board, no, that is your first expedition. The Second expedition may cost the same, but they are twice as likely to run into dangers along the way and half as likely to find their way to a new cluster as your "A" team of explorers.
Rolltables: Used by your charming GM or VGM to create any new systems you might discover for colonization.
Credit for this section goes to G-Tech/North America Inc. for making an explorations system that far surpassed what I was planning on doing back in the day.
Research and Development (R&D Division):
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Research Application:
Operation Name:
Name of Technology:
Classification( ie: biotic, AI, Reaper):
Description:
Location of Research Station:
Proposed amount of Tech Points:
Actual amount of Tech Points(for OP and Co-OP):
Proposed Cost:
Actual Cost:
Proposed Benefits:
Actual Benefits(for OP and Co-OP):
Status (for OP and Co-OP):
Explanation: Once you have constructed a Research Station, you know have the ability to start researching technology. All research stations produce 10 points but each new research or project is different. Some research will be 10 point, others 120. More than one research station can research a project to speed up time, and other factions can help. Monthly rolls can either speed up or delay research. The type of benefits and amount of time is determined by the OP and/or Co-OP in coordination with the researching faction.
Research Applications are not a matter of public record; do not post them here in the OOC, or even in the IC. Instead, TG them to your OP or if he is busy and says to do so, to your Co-Op. They will determine the relevant costs and effects of new research or projects. The only thing other factions will know is the Operation Name, which must be posted in the IC when an Operation is begun. All Research completed however becomes a matter of public record, and must be posted in your relevant Codex Entry.
Credit to G-Tech
Espionage
Everyone wants to know what other people are doing; maybe you need to counter a rising threat by sabotaging some production, maybe you want to get your hands on that new industrial innovation. That's where Espionage comes in to play. Again, Espionage is obviously not part of the public record: here is your application to send to your OP when beginning espionage.
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Operation Name:
Espionage Target World:
Objective of Espionage:
Anticipated Intelligence Cost:
Actual Intelligence Cost:
Anticipated Credit Cost:
Actual Credit Cost:
Espionage will not always be successful, and can be countered by the spending of other factions on counter-Intelligence. Intelligence Points can be assigned to counter-Intelligence or Espionage Missions. As a general rule of thumb, one point spent on counter-Intelligence will have a 50% chance to prevent two points of Intelligence spent on Espionage from being successful, with a 50% chance of revealing the perpetrator regardless of Espionage success. Technology may only be stolen from worlds which have a Research Station, and only if your faction has the prerequisite technology to understand the technology you intend to steal. Worlds without an Intelligence Center are twice as easy to steal from; counter-Intelligence spending must be equal to Espionage spending to counter such an operation.
Credit to G-Tech
Endeavors
Sometimes, a faction might want to accomplish a certain objective, but be unable to do so within the guidelines and mechanics previously outlined. This might be recruiting a special military unit, creating a special project, or even conducting a secret operation. In such a case, a faction can TG the OP and start an Endeavor. Endeavors have an assigned amount of posts they may take to complete, but provide events to post about and ways to stimulate activity while rewarding active writers.
Credit to G-Tech
Ban List
There is someone here, but unless they show up there is no need to out them.