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Mass Effect Factions :: The Message((OOC/Open))

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Nuxipal
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Founded: Apr 25, 2010
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Mass Effect Factions :: The Message((OOC/Open))

Postby Nuxipal » Sat Oct 08, 2016 4:13 pm

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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:

Race Builder Form - Basic RPG format for the AVERAGE stats of your race.
Attributes will be created by a point buy system. You are alotted 40 points to spread across your Physical and Mental categories. Each stat starts at 5 and can increase or decrease. Decreasing gives you one additional point, while increasing uses an additional point. Please make these attributes accurate to your racial description. No small races are going to have a great deal of strength, and no giant races are going to be particularly dexterous.
Racial Physical Attributes
STRENGTH:
DEXTERITY:
CONSTITUTION:
Racial Mental Attributes:
INTELLIGENCE:
WISDOM:
CHARISMA:

Special characteristics: Special characteristics are what make your race Unique. You are free to add your own idea here, but know that it can be denied if it is deemed to powerful or game breaking. You are permitted two specials. Ex - Asari would have Innate Biotics and Physical Allure.

Innate Biotics - Your race has been blessed by the galaxy to have grown on a world rich in Eezo. As a result they are innately strong in Biotics. All ground units have free Biotic Combat.
Technological Prowess - Innovation has always been important to your people. Research comes easy to your people. Add half (Rounded up) of your racial Intelligence Store to Research Points per planet with 5 Urban Areas.
Physical Allure - Something about your race is attractive to almost every other race in the galaxy. +5/+10/+20 Cr/month from starports.
Telepathy - Your kind has a secret, but don't tell the other races. Your people can talk to one another through a limited form of telepathy. While it is only functional within a 600m radius, it is possible to communicate with other members of your race in this close range.
Toxic Homeland - Your people come from a planet none others find habitable. Because of this, your preferences for a planet are significantly different. When your race discovers a Hostile Terrestrial Planet, there is a 33% chance of it matching your homeworld's type and acting as a near-garden for you. There is a 10% chance those planets match exactly your homeworld and act as Garden Worlds for you. Otherwise, the planet chart for you starts with Homeworld, Hostile Terrestrial, Non-Hostile Terrestrial, Near-Garden, Garden, Barren.(Describe your Hostile Terrestrial World)
Synthetic - Your people were either constructed to serve another race and became sentient, or have installed so much technology into your own bodies that your biological species died out long ago and you are now confined to mechanical bodies. Planets are one tier higher for your people, but you cannot use Biotics.
Former Slaves - In the distant past, your race has memories of being enslaved by some race of gods or other worldly beings. Now, they are free and the master race has vanished.


Homeworld History: Choose one from the following or create your own within reason (Will need approval from the GM). Example: Kahje and Thessia both held Prothean Ruins

Ruins of the Last Cycle - The histories tell of a great empire which stood long before we could even farm the lands. They fell some time ago, but their ruins can still be found in the most remote parts of the world. (Unlocking secrets for 100 Research Points for a permanent +1 to monthly Rolls)
Asteroid Impact - In the ancient past, an enormous asteroid impacted our world. It deposited enormous mineral wealth upon our world. Mining Structures produce double income on the homeworld.
Disunited World - The majority of the planet is not under one government, but instead dozens to hundreds of smaller factions. Off world colonies have been organized under a supranational organization. +5 Research Points per month


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)

Code: Select all
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.

Base Structures

15-Planetary Fuel Depot (limit of 2 per world garner 5 extra credits monthly, prerequisite for the construction of any Major structures or Urban areas)

10-Mining Complex (Limit of 5 per planet-Garner 5 credits/month)

15-Industrial Complex (Limit of 3 per planet- Garner 7 Credits/month)

100 - Urban Areas (Limit of 5 per Garden World) Credit income is based on number of Urban Areas. For each new urban area the income from each goes up by 5/month. Starts at 30 and maxes at 50. (1-30, 2-35, 3-40, 4-45, 5-50)

30-Major Mining complex (Limit of 2 per planet- Garner 15 credits Monthly, requires at least 2 Mining Complexes and one Fuel Depot on planet)

40-Major industrial complex (Limit of 1 per planet- garners 15 credits monthly, reduces local ship production by 10%, requires at least one Fuel Depot and one Urban Area on planet to build)

Major Structures

50 - Shipyard (Limit of 1 per world, garner 15 credits monthly, required for construction of any ship types. Requires at least 1 Industrial Complex and one Urban Area on the planet to construct. Cannot be built on a planet with a Military Shipyard or Civilian Shipyard)

500 - Military Shipyard (Upgrade to Shipyard, garner 15 credits monthly, lowers local ship production time by 15%, adds 150 construction capacity to the planet it is built on. Requires at least 1 Major Industrial Complex, 2 urban areas, and two fuel depots. Cannot be built on planet with Civilian Shipyard)

500 - Civilian Shipyard (Upgrade to Shipyard, garner 75 credits monthly, requires at least 1 Major Industrial Complex and 1 Urban Area on the planet to construct. Cannot be built on a planet with Military Shipyard)

350 - Research Station (Limit 1 Per System) Allows for a faction to start a research project. Produces 10 points per month of a pre-determined amount. Reduces income of planet it is built on by 50 credits/month. Research Projects can aid towards Special Projects or can be small standalone projects. (Ask OP before starting a research project or special project)

250 - Intelligence Center (Limit 1 per World) Allows a faction to start an espionage mission. Creates one Intelligence Point that can be spent on an Espionage Mission. Costs 20 Credits/month to maintain.

160 - Small Spaceport (Limit 1 Per world, garner 4 credits/month for each infrastructure on the surface of the planet, Require Fuel Depot)

350 - Large Spaceport (Limit 1 Per System, garner 8 credits/month for each infrastructure on the surface of the planet, Requires Urban Area, Fuel Depot)

700 - Major Spaceport (Limit 1 per Cluster, garner 16 credits/month for each infrastructure on the surface of the planet, Requires 5 Urban Areas, 2 Fuel Depots, Shipyard, Major Industrial Complex, 3 Large Spaceports in Cluster)




300 - Orbital Fuel Refinery: Produces 100 Credits of income of places over a Gas Giant or world with 2 Fuel Depots. Required for most a Orbital infrastructure. Max 1 per planet.

100-Orbital Mining Station (limit 1 per world, must be placed on an uninhabitable world, no defenses, garner 70 credits monthly. Requires Orbital Fuel Refinery)

250-Orbital Habitat (Limit 2 per world, must be placed on uninhabitable world(excludes Barren worlds), no defenses, garner 45 cr/month. Requires Orbital Fuel Refinery)

800-Orbital Shipyard (limit 1 per planet, increases production capacity of a planet by 200. Reduces construction time by 10%) [Require Shipyard building type of Orbital Fuel Refinery and Orbital Industrial Yard] (Required for Dreadnought Construction)

200- Orbital Industrial Yard: Adds +25% to Income from Industry on the planet built over, or 60 Credits per month if built over a Gas Giant. Max 2 per planet. Requires Orbital fuel Refinery.

500/800 - Orbital Research Station: Produces 10 Research Points per month, Costs 50 Credits per month to maintain. Maximum two per system, second one built costs 300 Credits more. Requires Orbital Fuel Refinery in system.

300 - Orbital Defense Platform: Mounting Class II Defense Guns and formidable armor and kinetic barriers, this station safeguards systems against enemy attacks. Maximum two per planet.



400 - Minor Space Station* (Limit 2 per system, you may buy up to level 1 planetary defense guns on them, +10% total system credits monthly for each, percentage effects stack, may place up to 1 Fuel Depot and Urban Area on station, examples include Jump Zero, Grissom Academy)

1500 - Advanced Space Station* (Limit 1 Per Cluster, you may buy up to level 2 planetary defense on them, +20% total System Credits/month. Can have any planetary buildings on them except mining complexes or major mining complexes. Urban Areas are limited to 3 however and can only have a small spaceport on them)

3000 - Major Space Station* (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes or extensive mining complexes on them, +30% total system credits monthly for the system it is in, +5% for every Small Spaceport or Spaceport in system, percentage effects stack with small stations, examples include Arcturus Station)


Defenses do not count towards the total buildings for a spaceport's income.

20- Ground Fortifications lvl. 1 A few trenches and light gun emplacements, these will only slow down the least determined of foes.
40(60) - Ground Fortifications lvl. 2 Some bunkers, minefields, artillery positions. A more formidable proposition designed to resist average attacks, though it will still crumble in time.
80(140) - Ground Fortifications lvl. 3 Underground fortresses, automated defenses, storerooms to let your soldiers survive sieges for months. Expect a fight if you run in to a world with one of these.
160(300) - Ground Fortifications lvl. 4 Kinetic shields, surface to surface missile systems, reinforced bunkers, repair systems, vehicle bays to avoid bombardments... defensive structures of this caliber will hold up even a major assault for months if properly manned.

These are upgrades on the existing Fortifications; no stacking.



50 - Planetary defense guns lvl1. Designed to see of a few pirate frigates or maybe a destroyer, not worth much if actually pressed by orbital fire.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet) Capable of engaging vessels up to cruiser class, they can destroy light fleets without excessive difficulty.
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet) Heavy guns meant to even make battlecruisers sit up and take notice, these guns are hardened and camoflagued so well they can duel an opposing fleet with equanimity.

These are upgrades on the Defense Guns; again, no stacking.

150 - Planetary Sensor Stations Lvl 1. (Effective in detecting and pinpointing Heavy Vessels)
200(350) - Planetary Sensor Stations Lvl 2. (Level 1 + Medium Vessels)
300(650) - Planetary Sensor Stations Lvl 3. (Level 2 + Light Vessels)
1500(2150) - Planetary Sensor Network (Level 3 Sensor Stations + Ground Units)
These are upgrades on Planetary Sensor Stations; stacking, don't.


Units

Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 85 Credits 9 months
Dreadnought 100 Credits, 10 months, Requires Orbital Shipyard to build. (NOTE: Factions may not have more than 2 of these in their starting arsenal. You haven't needed them.)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 45 Credits 4 months
Battlecruiser 60 Credits 7 months
Heavy Cruiser 45 Credits 6 months
Bulk Transport 50 Credits 5 months - can carry 12 units



Mining Ship 45 Credits 3 months - +20 credits/month. 25, if an system with a Orbital Mining Station.
Light Cruiser 25 Credits 3 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 3 months
Transport 25 Credits 2 months - can carry 5 units
Destroyer 15 Credits 2 months
Frigate 10 Credits 2 months



* Light Vessels can NOT equip GARDIAN systems, Drop Ship Hangar, and Boarding Troops
Corvette Pack (group of 3) 4 Credits 2 months
Assault Landers (Squadron of 10) 3 Credits 1 month
Fighter wing (Group of 30) 6 Credits 1 months
Interceptor wing (Group of 40) 7 Credits 1 months
Light Transport 7 credits 1 month- can carry 1 unit



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.

Infantry Division (30,000 troops) 10 credits, 3 months.

Marine Division (22,000 troops) 12 credits, 3 months.

Militia Division (30,000 troops) 6 Credits, 1 months.

Armored division(240 vehicles, 15,000 troops) 25 credits,3 months.

Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months.

Combat Engineers (1,000) 7 credits, 3 months.

Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months

Spec-ops team (27 operatives) 6 creds, 4 months, free Elites upgrade.

Gunship Wing (34 gunships) 5 Credits, 3 months.

Airmobile Infantry Brigade (100 transport/support gunships, 3000 troops) 15 credits, 5 months.

Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade - Elite Agent of a Faction, these are your equivalent to N7 operatives, Elite STG/Asari Commando, etc..


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

Utility:
Dropship Hangar: +5% Cr - Just when you thought that those scary Dreadnoughts couldn't get worse, Marines come pouring out of the bottom towards your city.
Boarding Troops: +5% Cr - A group of individuals whom have a deathwish. They are what makes civilian ships so afraid of pirates.
Enhanced Life Support System: +5% Cr - Your Ship has been shot through with holes, but fortunately your captain bought you a fancy life support system to save your sorry hide. Next time you will remember to turn on the shields.
Enhanced Electronics Warfare: +15% Cr - Only way to truly protect yourself from Electronic Warfare, is with Electronic Warfare

Offensive:
High-Velocity Mass Driver: +20% Cr - When your enemy is packing shields or has additional armor. HVMD it.
Disruptor Torpedo Banks: +15% Cr - Nothing says "I hate you" Like tearing apart an enemy ship with random mass effect fields
Javelin Launcher: +15% Cr - Need to hit someone hard? Lanch it.

Defensive:
Ablative Armor: +20% Cr - GARDIAN Beams worry you? No more! Disperse those lasers.
Advanced Armor: +50% Cr - Nothing says safe like top of the line armor
Multicore Shielding: +20% Cr - Soft ship? Hard Shields!


Utility:
Elites: 10x Original Cost - The Best of the Best. No one stands long against the Elites. This upgrade may only applied to Infantry, Marines, and Armoured Divisions. No more than 5% of your divisions exactly may purchase this upgrade. If you have 20 divisions, one may be Elite. That’s about how far the tolerance goes. Not available to factions who don’t have enough divisions to achieve a perfect 5%. Divisions are counted as units with Division in the title.

Drop Troops: +20% Cr - So you have Dropship Hangars, but do you have the drop troops to go with them?
Combat Biotics: +50% Cr - Nothing gives you an advantage in combat as having a few buddies reshape reality for you.
Stealth Training: +50% Cr - For those days when you need to avoid that one last patrol to get to your goal
Electronic Warfare Training: +50% Cr - Being able to turn off enemy mechs and security systems, or disrupt their kinetic barriers could really help turn a battle in your favor

Offensive:
High Quality Weapons: +25% Cr - Sure helps to know that you have the latest assault rifle, while your opponent has older, outdated models.
Low Quality Weapons: -25% Cr - A part of the evil dictator starter kit. Standard issue for those who seek quantity over quality.
Flamethrower Team: +15% Cr - There is always that one hot guy who steals the fun out of rushing a machine gun nest.
Heavy Weapons Team: +15% Cr - Tanks? Not a problem if your friend brought along the Rocket Launcher.
Sniper Team: +15% Cr - Left your hot friend at home? Bring this guy, he has the pull to help your entire team score!
Close Combat Specialization: +10% Cr - Perfect for those up close and personal one liners.

Defensive:
High Quality Armour: +20% Cr - Nothing improves morale like a new set of top quality armor.
Advanced Kinetic Barrier: +30% Cr - Faster Recharge, Stronger Barrier. That's our motto.
Low Quality Armor: -10% Cr - For those of us who see armor as a burden and don't see the use in paying for extra protection for their soldiers.
No Kinetic Barrier: -30% Cr - You remember those days when shields didn't exist? Now you can remind your medical staff and the infantry so they are more grateful.


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.

Garden Worlds: Identified as a planet with ideal conditions for life. (Can vary for different Races)
Natural Income 100 Cr/Month
Natural Pc: 700
Special: Free Level 1 Ground Fortification with purchase of first Urban Area

Near-Garden Worlds: Identified as a planet which once supported a great deal of life, but is fading or has faded from full garden status. (Can Vary for different Races)
Natural income: 75 Cr/Month
Natural Pc: 500
Special: 80% (Rounded down, Minimum 1) of Maximum Infrastructure

Non-Hostile Terrestrial: Identified as a planet which has a protective Atmosphere allowing for large-scale operations
Natural Income: 50 Cr/Month
Natural Pc: 300
Special: 50% (Rounded down, Minimum 1) of Maximum Infrastructure

Hostile Terrestrial: Identified as a planet which has a protective atmosphere, but has a chemistry which is considered dangerous to infrastructure and lifeforms.
Natural Income: 40Cr/Month
Natural Pc: 100
Special: 25% (Rounded down, Minimum 1) of Maximum Infrastructure. Cannot Have Gambling Dens or Spaceports.

Barren World: Identified as a planet which has no protective atmosphere or is an asteroid of significant size.
Natural Income: 25 Cr/Month
Natural Pc: 100
Special: 20% (Rounded Down, Minimum 1) of Maximum Infrastructure. Cannot have Urban Areas.

Gas Giant: Self-explanatory
Natural Income: 40Cr/Month
Natural Pc: 0
Special: Cannot have surface infrastructures

Garden Moon: Garden Moons are identified as being Garden or Post-Garden worlds orbiting a Gas Giant or other planet.
Natural Income: 60 Cr/Month
Natural Pc: 300
Special:80%(Rounded down, Minimum 1) of Maximum Infrastructure. Level 1 Ground Fortification granted free with first Urban Area.

Barren Moon: Barren Moons are identified as major moons(Luna size and above) which are not Garden Moons.
Natural Income: 10cr/Month
Natural Pc: 0
Special: 10% (Rounded down, Minimum 1) of Max Infrastructure. Cannot Build Urban Areas

Asteroid Belt: Asteroid Belts are uncolonizable, but can have orbital structures built within them.
Natural Income: 10cr/Month
Natural Pc: 0
Special: Normal Orbital Infrastructure allowed, cannot Build Urban Areas.



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.
First, generate the number of planets in the system: 1-27
1-4: 0 Planets
5-8: 1 Planet
9-13: 2 Planets
14-19: 3 Planets
20-22: 4 Planets
23-24: 5 Planets
25-26: 6 Planets
27: 6+ Planets (if you roll a 27, keep rolling 1-2 until you get a 1. For every 2 rolled, add another planet to the original six)
Then we generate features, moons and asteroid belts.
Asteroid Belts: 1-4
1-2: 1 Asteroid Belt
3: No Asteroid Belt
4: 1 Asteroid Belt and 1 Kuiper Belt
Moons: 1-14
For every planet, conduct a roll. Double all results with moons if the world is a gas giant- if it would have two moons, it now has four.
1-10: No Moon
11-13: One Moon
14: Two Moons +
Lastly, determine moon and planet quality. Moons may only be garden or barren- treat their near garden and non-hostile terran results as Garden, and all others as barren. 1-45
1-16 Barren
17-32 Gas Giant
33-38 Hostile Terran
39-42 Non-Hostile Terran
43-44 Near-Garden
45 Garden


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):
Code: Select all
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.

Code: Select all
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.
Last edited by Nuxipal on Tue Oct 25, 2016 5:12 am, edited 15 times in total.
National Information: http://kutath.weebly.com/

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Sat Oct 08, 2016 4:33 pm

I'm done with any but would like to see if a Next Cycle RP can be done.

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Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Sat Oct 08, 2016 4:35 pm

I'm up for whatever really. I think a new cycle one will take a decent amount more work though.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sat Oct 08, 2016 4:45 pm

Segmentia wrote:I'm up for whatever really. I think a new cycle one will take a decent amount more work though.


It would, but I have a basic plan for how to get the map to work at the very least and a point buy system for creating races.
National Information: http://kutath.weebly.com/

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Sat Oct 08, 2016 5:36 pm

Nuxipal wrote:
Segmentia wrote:I'm up for whatever really. I think a new cycle one will take a decent amount more work though.


It would, but I have a basic plan for how to get the map to work at the very least and a point buy system for creating races.

Need any help?

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sat Oct 08, 2016 5:38 pm

Ironsbad wrote:
Nuxipal wrote:
It would, but I have a basic plan for how to get the map to work at the very least and a point buy system for creating races.

Need any help?


I'm working through some things, but if you have suggestions, I'd love to hear them.
National Information: http://kutath.weebly.com/

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Rygondria
Negotiator
 
Posts: 6431
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sat Oct 08, 2016 5:39 pm

if we do a new cycle one, i already had an idea for a couple races.

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sat Oct 08, 2016 5:51 pm

Rygondria wrote:if we do a new cycle one, i already had an idea for a couple races.


Sounds good then. I am working under the assumption that either could be chosen right now and am preparing both. Just note, a New Cycle one will include a Race Creation Guide and may limit what all your race can have in terms of in-game abilities.
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Rygondria
Negotiator
 
Posts: 6431
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sat Oct 08, 2016 6:00 pm

Nuxipal wrote:
Rygondria wrote:if we do a new cycle one, i already had an idea for a couple races.


Sounds good then. I am working under the assumption that either could be chosen right now and am preparing both. Just note, a New Cycle one will include a Race Creation Guide and may limit what all your race can have in terms of in-game abilities.

understood

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Sat Oct 08, 2016 6:56 pm

Nuxipal wrote:
Ironsbad wrote:Need any help?


I'm working through some things, but if you have suggestions, I'd love to hear them.

I'm thinking of some suggestions and will TG you tomorrow when I have the time.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sat Oct 08, 2016 7:33 pm

I suppose I may join in.

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sat Oct 08, 2016 7:46 pm

Elerian wrote:I suppose I may join in.


I'd love to have you aboard.
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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sat Oct 08, 2016 8:04 pm

Nuxipal wrote:
Elerian wrote:I suppose I may join in.


I'd love to have you aboard.


How long are you going to have the poll up?

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sat Oct 08, 2016 8:12 pm

Elerian wrote:
Nuxipal wrote:
I'd love to have you aboard.


How long are you going to have the poll up?


A couple of days. My next day off is Monday, so hopefully by then we have an idea as to which RP we will be doing and I'll start filtering in the information for that particular RP.
National Information: http://kutath.weebly.com/

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The National Dominion of Hungary
Minister
 
Posts: 2518
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Sun Oct 09, 2016 3:45 am

Quite interested in The Message scenario, and hope I will have the time to participate in both the RP and if nothing else the worldbuilding.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Oct 09, 2016 5:56 am

The National Dominion of Hungary wrote:Quite interested in The Message scenario, and hope I will have the time to participate in both the RP and if nothing else the worldbuilding.


It is the more unique of the two scenarios. We all know how 314 was supposed to happen. We have one more day of the Poll and then I will start posting information for the winning side.
National Information: http://kutath.weebly.com/

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G-Tech Corporation
Khan of Spam
 
Posts: 64020
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Oct 09, 2016 9:40 am

Geth time-traveling survivors in the Next Cycle!
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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Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Sun Oct 09, 2016 9:41 am

I voted for first contact.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Oct 09, 2016 10:35 am

G-Tech Corporation wrote:Geth time-traveling survivors in the Next Cycle!


We will see. Likely not geth, but Synthetics are entirely possible. Considering the plan I have for the Next Cycle RP.. which seems to be the far favorite at this point.
National Information: http://kutath.weebly.com/

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Sun Oct 09, 2016 11:07 am

Nuxipal wrote:
G-Tech Corporation wrote:Geth time-traveling survivors in the Next Cycle!


We will see. Likely not geth, but Synthetics are entirely possible. Considering the plan I have for the Next Cycle RP.. which seems to be the far favorite at this point.


What exactly is this species guide going to entail?

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Kinistian
Minister
 
Posts: 2285
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Sun Oct 09, 2016 12:09 pm

What we doing?

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The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Sun Oct 09, 2016 12:30 pm

Tag, I'll stay if we're doing first contact. If not then oh well, I'm too lazy to think of a new species.

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Argentumurbem
Ambassador
 
Posts: 1124
Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Sun Oct 09, 2016 1:28 pm

I'd prefer First Contact
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

User avatar
Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Sun Oct 09, 2016 2:36 pm

Elerian wrote:
Nuxipal wrote:
We will see. Likely not geth, but Synthetics are entirely possible. Considering the plan I have for the Next Cycle RP.. which seems to be the far favorite at this point.


What exactly is this species guide going to entail?


So far it has a point buy system for your "Average Citizen" in Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma

It then has specialization options for the species and a homeworld historical features. These will serve as your Pros. Cons will be generated by the GM/VGMs after the app is created to display weaknesses either in the general populace or determined by the brief history section.
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Zhaas123
Diplomat
 
Posts: 558
Founded: Sep 22, 2013
Ex-Nation

Postby Zhaas123 » Sun Oct 09, 2016 3:01 pm

I would be fine with either, but personaliy I think I would like first contact more

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