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Exudus - Cosmic Odessey - IC

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Harkback Union
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Civil Rights Lovefest

Exudus - Cosmic Odessey - IC

Postby Harkback Union » Tue Aug 21, 2018 9:07 am

E X U D U S
- In Character -

Image

- Portal to OOC -

Through telescopes and live video feed, millions watch from the surface of earth and her moon as the fleet of arks gather around the progenitor monolith.

There is little time left.

After several days of delay, the last ship is towed into position, while the finishing touches are made on its engine. Supplies and crew are hastily loaded, and the admiralty bids farewell to terra and its people.

Admiralty, the flagship of the fleet built in the shipyards of terra, appointed to lead the expedition, equipped with state of the art navigation computers and AI interfaces required to tame the hyperdrive and staffed by hundreds of high-ranking technocrats. The destination is set, a rally point at the edge of Cosmopolis space. There, the arks can rally with additional ships.

The final countdown echoes across the ether, and then... the flock of bright orange stars vanish from the night sky. Those left behind share their last moments with loved ones, or pray to ancient deities for salvation. Some few remained at work, sceptical of the doomsday story.

The sphere of darkness soon engulfs the solar system. It absorbs, venus, the sun, and then earth itself.


Image


Code: Select all
5... 4... 3... 2... 1...
Hyperspace jump complete - Scanning sector...
...
...

Sector Scan Complete.
Rally point Omega, X 22415, Y 90315, Z -00029

Establishing comlink with Frontier Outpost Niveus...
...
...
...
...
...
...connection timeout

Frontier Outpost Niveus is not responding to communication.

Informing Flagship Admiralty...
Error#201: Comlink disabled
Reestablishing comlink with Flagship Admiralty...
...
...
...
...
...
...connection timeout

Searching sector for Flagship Admiralty...
...
...
...
...Sector scan failed.

Attempting deep scan for Flagship Admiralty...
...
...
...
...
...
...
...Deep scan complete
Results:
- Unable to locate Flagship Admiralty.
- New anomaly detected: Distress signal - Priority: 1 - Distance of Origin: 14,813.3 km - Time since activation: 221628 seconds.
- New Asteroid cluster detected. Class: X - Group / M - type. Distance: 27,813.3 km
- New Asteroid cluster detected. Class: C - Group / C- type. Distance: 31,200.6 km
- New anomaly detected: Y-Radiation, trace amounts, Origin: Frontier Outpost Niveus
- Cluster of Unidentified objects detected. Extent: ~ 1 km. Distance: ~22,000.0 km

Analyzing data...


Image


Situation Log
- The frontier station designated as rally point Omega, is not responding to communications.
- The admiralty vessel is M.I.A. Without it, the hyperdrive will be out of control.
- A Derelict merchant ship is detected in the sector, broadcasting an SOS signal.

Sub-sectors:
- Outpost Niveus
- Asteroid Cluster Alpha (5 HE)
- Asteroid Cluster Beta (7 LE)
- Derelict merchant
- Unidentified objects
- Hyperdrive
Last edited by Harkback Union on Tue Aug 21, 2018 6:25 pm, edited 8 times in total.

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Harkback Union
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Civil Rights Lovefest

Postby Harkback Union » Tue Aug 21, 2018 9:11 am

Compacted Mechanics


- TIME -


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 -


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 -


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 -

...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.-



- CREW -


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 -


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 -


CREW ORDERS

Crew loaded into transports can be sent to explore anomalies, derelict vessels and to hostile motherships.

In case of mothership combat, Away teams are always issued orders first, and defenders can react accordingly.

Transports with away teams can force their way into any outer section of any ship or anomaly. The away team takes 1 additional hour (after arriving) to cut their way into the ship, after which they end that hour inside the target section. If the transport then leaves, the section will be depressurized.

Crew Combat: Each hour, you may order your crew to do one of the following:
- Move - Move from one section of a ship/anomaly to another. You may not move from an outer section directly to a core section or vice versa. If the section you arrive in has enemies, a battle will commence.
- Guard - Defend the section currently occupied against enemy attacks. Guards have priority in battle.
- Damage Control - Attempt to repair damage and remove environmental hazards, or seal a hole cut by a hostile away team.
- Explore - Explore a section to learn more information about it.
- Sabotage - Deal damage to a section from the inside.
- Capture - Take control of an enemy section (the crew is currently present in). In the following turn, you can use it as if it was your own. Note that if said section requires resources to operate (energy, munitions), you must be able to supply them from a local source (by say capturing the enemy reactor).

BATTLES
Battles occur when 2 hostile crews end their hour in the same section. They will then engage in combat until either side is eliminated or decides to retreat.

Unarmed crew can deal 1 damage, and only to other crew targets.
Crew armed with small arms can deal 2 damage to crew targets, 1 damage to anything else.
Crew armed with heavy weapons can deal 3 damage to any targets.
Each crew has 3 Health
Upon returning to the mothership for regular service, the amount of health lost is deducted from the overall health aboard the ship.

Battles consist of turns. Each turn, each crew gets to use their weapons once to deal damage to one enemy target. If one of the participants have higher priority due to guarding, they will be able to deal damage first. Otherwise, damage is dealt at the same time. At the end of the turn, any side may choose to retreat to another section that does not contain enemies, or to a friendly transport.

Transports docked in hangars or any other part of the ship can be captured as if they were sections.

SURVIVAL
Each section aboard your ship is by default pressurized with breathable air, and temperatures are kept optimal for human survival. However, outside the mothership, or inside during a space battle, your crew may encounter environmental hazards that will threaten their survival. Vacuum, Fire, Radiation, such hazards are the OP's job to keep track of. You will learn more about these during the RP.


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 Aug 21, 2018 6:16 pm, edited 3 times in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Tue Aug 21, 2018 9:36 am

RESEARCH

Image


With some of the brightest minds aboard the exudus fleet, the progress of science will shall cease.

Research generated in laboratories can be invested in one of the 6 fields:

Physics - Weaponry, Energetics, Propulsion, Defenses, Mining.
Biochemistry - Food, Medicine, Industry.
Nanotech - Industry, Mining, Medicine.
Engineering - Weaponry, Ship design, Defenses, Logistics, Automation.
Sociotech - Recreation, Linguistics, Intelligence.
Artificial Intelligence - Automation, Defenses.

Once sufficient research accumulates, a new technology will be discovered from the field.
Technologies which help alleviate an ongoing crisis are likely discoveries.

Any technologies researched by another mothership can be transferred free of charge.
Any technologies researched by another mothership can set as research goal.

Instead of traditional research:
Some ship sections require research to be built.
Progenitor artifacts can be studied to unlock their secrets.

http://www.arpajournal.net/wp-content/u ... 5/GEHR.jpg
Last edited by Harkback Union on Tue Aug 21, 2018 4:54 pm, edited 4 times in total.

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G-Tech Corporation
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Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Aug 22, 2018 6:26 pm

Bridge of the Prokhor
First Jump

The giant Siberian mothership came out of the Dive in an instant, Vladimir exhaling heavily once the familiar patterns of stars and backlit nebulae appeared once more. There was no help for using the hyperdrive; it was the only method the scientists, men the Captain respected, had ascertained that might allow some part of humanity to outrun the Sphere's consuming expansion. But that didn't mean the tanned and weathered Pacifican had to like the endless night that accompanied such superluminal transits. Compared to the endless sea and boundless sky, the inky void of Hyperspace felt like nothing more than death.

But these thoughts Captain Matveyev kept to himself. He had to be strong, for the crew, for the fleet, for humanity. Few men harder had the crucible of mankind ever forged than the iron will of Vladimir the Wayfarer, chosen commander of the Endless Seas Navy to bear a torch into the future. His command, the thousand men and women picked each for their skills and talents and resourcefulness, they were potentially the brightest hope that had been given to a desperate galactic civilization. And that was a charge the grizzled veteran would not falter under, despite the weight of the world that was pressed upon his shoulders.

"Captain, sensor readouts are in from the gravitics." The sensorman sang out, and the gray eyes of the sailor flickered towards the dour red-haired man at the console before he strode over to give the results a gander. They were... unexpected to say the least. Disastrous, in a stronger word that didn't involve profanity. And the Prokhor had few tools to contribute to resolving the issues that were already apparent. Without the Admirality ship, the Pathfinder, the Hyperdrive was officially unmoored and uncontrolled. When it could jump could not be predicted, or if it would ever jump again. But the Prokhor had not been equipped with a transport to either inspect the device nor search for the fate of the Pathfinder, and so Vladimir could only shake his head in frustration at the development.

Not all the news was bad though. Long range scans showed a hefty concentration of heavy elements, valuable chromium and iron laden rocks, orbiting the star nearby. Exactly what the fleet needed for resupply.

"Helmsman, plot a course for the primary Asteroid Cluster and inform the fleet we are aiming for a resupply."

Prokhor moves to Sub-Sector Alpha
2 Crew awakened; Advanced Scanners survey Asteroid Cluster Alpha
2 Crew man Refinery and extract 3 HE from cluster (assuming no goodies from Deep Scan)
Last edited by G-Tech Corporation on Wed Aug 22, 2018 8:56 pm, edited 1 time in total.
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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The Grim Reaper
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Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Wed Aug 22, 2018 8:45 pm

Bridge of the Outrigger
First Jump

"...ecology processes fully functional; cryogenic processes terminated.

Be fruitful and increase in number; fill the universe and subdue it. Welcome to Eden."

Two hundred men and women came groggily to life in Eden, as the greenhouse aboard the Outrigger was called. The cryogenic chambers on the Outrigger were industrial, efficient, and hidden away, necessarily insulated and contained as part of the ship's complex temperature control regime. Normal operating procedure was for the contents of the chambers to be sedated and deposited on the ground of the greenhouse, leaving them to wake up in their own time without the individual inconvenience of negotiating the cramped maintenance corridors. The greenhouse's monitoring system allowed it to carefully manage the back-end of the revival process, using its sprinklers systems and climate control to gently guide its occupants on their way to consciousness.

The first to rouse were already familiar with the greenhouse, of course, but they could not help but see it in a new light. Now, it was more than just a workplace, but a legacy. A low, melodic humming brought the attention of the gathered masses to a raised stage in the middle of the greenhouse, where a lone figure waited. Master Ilya Abbott was the crew's botanist, and the ship's de facto second-in-command. She offered a slow smile to a pair - a man, and a woman - who approached her. The two had neatly printed name-tags on their suits, and she was not surprised to note that they had clearly been selected tongue-in-cheek.

"Adam Henare, Commander of the Aotearoa Century."

"Eve Manyoshu, Commander of the Bali Century."

Each Century of 100 crew members was associated with a different letter of the alphabet, making them reasonably convenient to remember. For now, this would not be a problem. Only two crews would be required, and they were heading to the same place.

"Welcome, children, to Outrigger. We near rally point Omega, and your services are required. We seek to make use of the natural resources surrounding us, and it is the will of the Grandmaster that you operate our refinery. Our target is the Niveus Alpha Cluster, in order to collect heavy metals that may be put to use in future. Please, make haste - your quarters will be ready for you when you have finished your work."

Outrigger moves to Asteroid Cluster Alpha
2 crew awakened and assigned to Refinery; 2x mine HE from Alpha
Saltwater desalinated
Last edited by The Grim Reaper on Fri Aug 24, 2018 9:25 am, edited 1 time in total.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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ApplePieistan
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Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Thu Aug 23, 2018 12:53 pm

Bridge of the Lovely Traveller
First jump

Rosa was alone on the bridge of the Lovely Traveller, a massive ship which she could not even begin to figure out how to operate. The crew of the ship were all frozen below deck, and Rosa had misplaced the manual a long time ago. All she had on the bridge were several rows of buttons, all of them either not labeled or labeled using words Rosa did not understand. There seemed to be no hope in figuring out how the ship worked without random experimentation. With seemingly no other options, Rosa began randomly pressing buttons, hoping one of them would thaw out someone who knew what they were doing. However, instead of freeing one competent person, Rosa accidentally thawed out 600 people, as well as activate and deactivate the ship’s self-destruct feature.

After being freed, the crew stood around for a few minutes, confused and without orders. They started to believe the ship may be without a captain before Rosa figured out how to turn on the intercom. Loudly, her voice echoed through the ship, announcing “Umm, listen, I didn’t mean to release all of you from the pods, but now that you’re here, I guess you could just… hang out. There’s some snacks in storage, so help yourselves to those. Maybe someone could build something too; that would be cool. Afterburners, I guess? I’ve heard of those. Anyway… uh… captain out!”

With these vague orders given, the crew got to work building afterburners. Only a third of the crew were required for the construction, which freed up the rest of the men to play ping pong and have snacks. Meanwhile, Rosa took a look at the sensors, where she found another ship not too far away asking for help. Fortunately, flying the ship was one of the few things she actually knew how to do. Slowly and carefully, Rosa flew her way to the distress beacon, trying her best not to smash into any asteroids or ships. She attempted to hail the derelict merchant captain, saying “Hey merchant ship guys, do you people need anything? Food? Fuel? WiFi? We’ve got two of those three!”

Lovely Traveller moves to derelict merchant ship
6 crew awakens, 2 build afterburners, 4 rest

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Seno Zhou Varada
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Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Thu Aug 23, 2018 4:41 pm

Bridge of The Mountain
Jump 001

Cynthia jumped slightly as The Mountain came to it's destination. There was no actual movement, just manipulation of matter beyond our current understanding from what research suggested, but it still seemed like a sudden stop that could throw her forward at any second. Arcane controls awaited her in the cold room, covered in strange symbols she only knew the half of. A display moved in front of her, displaying sensor data and ship information. There were reports of several anomalies, with both the Outpost and the Admiralty ship being issues with no simple answers. She moved throughout the different sensor data, from cryo data to the movement of the other ships. 2 moved towards Cluster Alpha while another moved towards a distress call by a derelict ship.

Their fuel situation was bothersome but manageable, the ship was larger than most ships Cynthia had ever been on, with a figure that tumbled through space rather than glide. With a simple flowing motion of her hand she unfroze the Research staff onboard, fed fuel to the reactor and set a slow course towards the cluster of Unidentified Interstellar Objects (UIOs). The reactor's simple AI came online and automatically took control of energy production, sending robotic reports of operation that were translated into a quite beautiful display of the ship's energy allocation. The energy traveled along seemingly nonsensical routes, jumping from line to line with no sense whatsoever, unless of course you were studied in progenitor technology, in which case it made a little more sense, stunning applications of strange laws of physics and breaks in it used to efficient purposes.

Once the unfreezing process was complete she projected her voice upon the intercom "Research Staff you will be first awake, proceed towards Research Facility Alpha and progress work on our Artifact 01, Code name Icarus, Captain out.". She never quite understood the code names given by the upper staff of the Research Directory, given that they were often unimaginative uses of old myths and stories. But names are kept for a reason, if she found any new ones she'll create better names but for now these names shall do.

The Mountain Moves to Unidentified Objects
1 Crew Awakened and put to Work researching Progenitor Artifact 01 'Icarus' + Research Director (2 research)
1 Crew Awakened and Put to work managing Reactor output (2 fuel fed to reactor)
Advanced Scanners Survey Unidentified Objects
Last edited by Seno Zhou Varada on Sat Aug 25, 2018 4:09 pm, edited 1 time in total.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

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Labstoska
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Posts: 1441
Founded: Apr 22, 2016
Ex-Nation

Postby Labstoska » Fri Aug 24, 2018 7:28 am

the bridge
The juddering, nauseous feelings of spiralling that Hyperspace induced came to an abrupt end, Theadore was practically thrown out of his chair by the sheer shock of the transition. Slowly and carefully Theadore climbed back on his chair and looked about the bridge, the ramshackle bridge that had monitors, seats and walls all purloined from other ships, and saw the crew look around in awe of their accomplishment. Theadore looked expectedly at one of his officers, for a few seconds the man seemed confused then he realised that he still had a job to do.

"Ohhh umm, all systems seem to be online sir and the ship certainly appears to be in one piece" with these word spoken the entire bridge erupted in rapturous cheering and Theadore sighed with relief. The cobbled together ship with a crew of Siberia's lowest class had managed to pierce the fabric of reality itself and accelerate at speeds once considered impossible to achieve. Someone had even succeeded in getting some small amounts of beer aboard the ship which was greeted with much celebration, of course Theadore knew that it probably wasn't a good idea to have his crew drunk yet he didn't have the heart to take it away from them.

"Excuse me captain can I have your attention for a second?" Theadore looked and saw the wirey form of Piter Corronis, the only man on the ship who had been part of the Cosmopoilis planetary survey corps and who is also known by moth of the crew as 'that tight mouthed bastard'. "Our fuel situation is particularly dir..." Theadore had quickly glanced over his shoulder at the celebrating crew and then interrupted Piter "may we talk about this in the corridor Piter?" Piter nodded and then walked quickly towards the door.

The corridors of the Splinter were the least complete segment of the ship, wires hung from the ceiling, pipes showed in the walls and the corridors were damnably small. Theadore faced Piter who was still wearing his survey corps uniform, "i'm sorry I had to bring you out here Piter but you do understand the paramount importance of maintaining morale and well I assume whatever you are about to tell me certainly wouldn't improve it." Piter sighed and said " As I was saying our fuel situation is dire, we only have enough to get to astroid cluster alpha, we were meant to get supplies at the outpost but the Y radiation we can detect coming off the place suggests that those supplies may not be coming and if we don't find the admiralty then the fuel situation won't matter much"

Theadore felt like ripping the pipes from the walls he'd come this far, lived through so much just to be killed by some idiotic reactor failure! He took 4 long breaths and then said " if we load up the transport with some volunteers we can send them to the outpost and they should be able to retrieve our supplies." Piter looked incredulous " sir if we do send men there then it could mean instant death, there is another course of action however; if we send armed men on the transport towards the stranded merchant vessel then..." now it was Theadore's turn to look incredulous "are you suggesting we resort to piracy!? I would rather we take our chances with You radiation than being branded as vultures!" Piter responded his face now a shade of pink "but sir it's..." "Have you considered that perhaps the reason why the merchant ship is stranded is because it's out of fuel." Piter snapped " this is the last I won't to hear of this, we're sending men to the outpost and by the way you're the one leading them!" With that Theadore marched into the bridge and sent out the orders.

5 crew awakened
3 fuel spent moving to the mining cluster Beta (2 remaining)
Transport carrying 1 armed crew travels to outpost
2 LE refined
1 HE and 3LE invested into greenhouse(1\1 HE 3/3 LE)
3 labor invested into greenhouse (3/4)


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
Last edited by Labstoska on Fri Aug 24, 2018 8:28 am, edited 3 times in total.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat Aug 25, 2018 12:31 am

Prokhor

Whilst carving their way through the metal-rich asteroids in search of chromium, the mining crews stumbled upon a tiny asteroid base hidden away at the core, linked to the surface by a series of airlocks. The base is not responding to any communication attempts.

Deep-scan reveals no life signs or power signatures.

The base could be boarded by an away team or melted by mining lasers into useful elements (?? contents) with a fully powered refinery over the course of a cycle.

Forgebound-Class

Morale: 15
Health: 3

-CORE-
Bridge
Reactor
Cryosleep deck

-INNER-
Crew quarters
Crew quarters
Crew quarters
Storage
Storage

-OUTER-
Advanced Sensor Array
Engines
Refinery
Hangar
Greenhouse

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

CYCLE 1 START
Ships and Equipment:
5 provisions
5 fuel
2 Small Arms

ENERGY
1 fuel converted to 10 energy
Engines proper ship to sub sector in 6 hours, costing 3(size)x2(speed)=6 energy
Refinery active: -4E
2 crew quarters lack energy to provide life support: -2 morale
Remaining energy: 0

ELEMENTS
+3 HE

CYCLE 1 END
13 Morale
3 health

Ships and Equipment:
5 provisions
4 fuel
2 Small Arms
3 HE


-

The Splinter

The boarding party managed to find a hangar bay door left half open. The transport squeezed through the door and landed on a nearby platform. The inside of the hangar bay was not vacant. There were some small merchant ships docked, surrounded by leftover crates stocked with weapons and goods. Some of the crates were badly damaged, one of the merchant ships was missing a couple engines and another had its conning tower blown off.

Found: 1 small arms and 1 luxury items in hangar bay.

The airlock that linked the hangar to the rest of the ship was still powered, albeit just barely. The lights flickered as the chamber pressurized. Once inside, the crew found the corridors leading to several outer and inner sections of the base, along with a map of the area conveniently placed nearby:

Niveus Outpost

OUTER
Hangar Bay
Solar Array
Sensor Array - Warning! Low Pressure!
Flak Cannon - DANGER! Section Depressurized!
Storage - Warning! Low Pressure!

INNER
Crew Quarters
Crew Quarters - Under quarantine!
Storage
Storage
Infirmary - Under quarantine!

CORE
???


Hephaestus class
Morale: 10
Health: 3

-CORE-
Bridge
Reactor
Cryosleep deck
Storage
Storage

-INNER-
Crew quarters
Crew quarters
Crew quarters
Crew quarters
Crew quarters

-OUTER-
Storage
Engines
Refinery
Hangar
Production Facility


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

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

5 crew awakened
Transport carrying 1 armed crew travels to outpost
1 Operate reactor, Temperature: Low
1 Crew staff refinery
2 Crews Build Greenhouse


ENERGY
2 fuel converted to 20 energy
Engines proper ship to sub sector in 6 hours, costing 3(size)x2(speed)=6 energy
Refinery active: -2E
5 crew quarters provide life support: -5 E
Remaining energy: 7



2 LE refined
1 HE and 3LE invested into greenhouse(1\1 HE 3/3 LE)
2 labor invested into greenhouse (2/4)

CYCLE 1 END

13 Morale
3 Heatlh

Ships and Equipment:
5 provisions
4 fuel
2 Small Arms
3 HE
Last edited by Harkback Union on Sat Aug 25, 2018 12:31 am, edited 1 time in total.


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