News, Updates, and General Announcements
It has been awhile, but it is time once again to reclaim our rightful place.
Music to Save the Galaxy To
Quote of the Week:
"..I may return here to teach the Krogan Compassion. I will need many bullets." - Justicar Samara
Rules, Regulations, Restrictions, and Red Tape
1. The Word of The GMs
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. The Rule of Cool applies here. This is pretty much as AU as it will get. If you want the Alliance Prime Minister and a Salarian Dalatrass to hook up, fine by me.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well..
6. Players who are not active at least once per week will have their factions put under limited OP control. After two weeks the Faction will be under complete OP control and it is open to new players.
7. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
8. If you want to fight with an Individual, take it to TG.
9. No Spamming. Respect the Threads and everyone who posts in them.
10. This is the internet, however, lets keep any rage we have IC with our characters.
11. 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 will most likely say yes, but this is not a commercial slot
12. Please, for the love of the Enkindlers, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.
GM: Nuxipal - Co-GM
GM: Kinistian - Co-GM
VGM: If needed
The Narrative
The Galaxy is at a relative peace. There is the usual slaver raid from the Terminus, or into the Terminus if you are a Batarian. However, the Galaxy is at the crossroads of discovery. However, the memory of the Yahg is still fresh in the galactic mindset, only 22 years ago the Council made contact with them and it ended Violently and the planet marked as off limits to all space traffic. More recently, the Hanar have provided the Galaxy with an enormous reason for celebration. The Council suspended the investigation against the Batarian Slavers who claimed to be government funded. The Hanar were able to negotiate an end to the Slave Raids in Citadel Space or the
However, in a small corner of the Galaxy, mostly unexplored by the Citadel Races, a newcomer is gaining strength. Humanity is currently split between the United Nations of Earth, a coalition of Earth's resources to colonize the worlds inside of the Sol System, and the Systems Alliance, an organization founded to expand Humanity's reach to the stars. While they are rivals, they are on friendly terms and both have the common goal of expanding Humanity's borders. However, to do this they must unlock all of the new Relays they find to explore further into the Galaxy.
Unlocking these Relays has been illegal in Citadel Space for over a Thousand Years. Because of this, Humanity is playing a dangerous game that it doesn't realize it is a part of. Sooner or later, they will unlock the wrong relay and either unleash a new threat on the Galaxy or they will be caught in the act and punished. However, they are hardly the only newcomer in space.
The Raloi, an Avian race of the planet Turvess has recently begun construction of a new Space Telescope. Their world, while not fully united by law, is united in cause. They are much less aggressive than Humanity, but also lack any means of space travel. Their world is a very hospitable one, with little in the way of infectious diseases. Because of this, plagues are a thing of myth to them and what diseases they do have, they have long conquered with their advanced medical technology and treatment facilities.
Introduction
Recession and Prosperity: The economy is full of ups and downs is it not. That's the cycle of business, and well what do you expect. During the monthly roles, the 5 biggest economies (excluding the Geth) shape the way in which profit margins are developed. When three out of the five nations score a rating of 8 or higher, prosperity will be initiated. For the next three months , all productivity is increased by 10% for all factions and the cost of units goes down by 5%. The only faction not effected by this is the Geth due to their isolation. This can be added to if it happens again within three months.
If 3 nations generate 10s, then this will be compounded to six months, productivity goes up to 15%, and cost of units goes down 10%.
Now if the three major economies generate low rolls of 4 or down, then the economy goes into a recession. Now as you might expect productivity goes down 10% and cost of units go 5% up due to inflation. It lasts once again three months and the Geth are not effected.
If 3 nation generate two or lower, a depression occurs. It last 6 months, productivity goes down 15%, and cost of units rise 10%. If a score of 8s is achieved during a recession or depression, the economy goes back to normal.
Faction goals: See below.
Logistics: As most of us will already know, each faction starts off with a certain quantity of credits to spend. Each credit represents 500 Million Credits of in game(Mass Effect) currency. However, each faction has a requirement on what they spend these credits on. Example: The Batarian Hegemony will start with 3000 credits. They must spend at least 1500 of those credits on military. They can spend more if they choose to, but the have to spend at least that much. Dreadnoughts, are to be kept strictly at the appropriated levels at game start. However, I will allow you to spend credits to have up to two dreadnoughts under construction. I'll put a disclaimer next to the Dreadnought unit regarding this.
Useful Threads:
IC: In Character
Archives: Citadel Archives
Map
Faction List:
Asari Republics: Segmentia
Turian Hierarchy: Kinistan
Salarian Union: Jhet
Batarian Hegemony: Elerian
Volus Protectorate:
Illuminated Primacy:
Elcor Courts: Theyra
Human Systems Alliance: Brotherhood Steel the 2nd
United Nations of Earth: Versail
Krogan Clan Okeer: Ariado
Omega: The Orson Empire
Migrant Fleet:Greater Istanistan
Geth Consensus: G-Tech
Illium: Nuxipal
Raloi Republic: Lunas Legion
The Eclipse Initiative: Cybraxia
Iconoclasm Technical Solutions: Ulls
Reservations are good for 48 Hours unless you TG a suitable reason for tardiness to the OP.
App Structure:
- Code: Select all
Faction:
Leader: (You Decide)
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations:
Military state of readiness:
History:
Infrastructure and Claimed Worlds: (Be Reasonable. Don't expand too far from Canon territories before we even start!)
Military:
RP Example:
S13
Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords and Corporations, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies (however, you can change to a legitimate government at a later time if you choose to). Secondary note: Prices are not yet final. I may tweak them over the next couple days do please do not get upset with me while I try and balance out the system a bit more. Thank you.
Starting Stuff:
Starting Situations:
Factions Shop
This is where you will purchase your infrastructure and military hardware. A few tweaks have been made to permit players with slightly different complexities than previous editions. Also, many of the reductions to building time have been removed, this has been offset by some of the ships and units having reduced training/construction time.
Units
Ground Units - No matter how powerful your navy is, your Imperium can fall if someone else lands on your planet and all those glorious Dreadnoughts are powerless to stop them from entering your capital and capturing your leaders. Besides, most of these guys are easier to train than it is to build up a fleet of dreadnoughts anyway.
Upgrades
Upgrades: Ships can have one upgrade per Upgrade Type as a means of preventing out of control Upgrades.
Upgrade Types: Special, Utility, Offensive, Defensive
Special - Awarded by Pros/Cons
Utility - Extra Abilities, Tech, Biotics, etc...
Offensive - Weapons
Defensive - Armor, Shields, Defensive Weapons
Monthly Prosperity Check - This section will be more heavily outlined later. It is based on NAI's Monthly Roll and will function in the same capacity.
Planetary Data
Planets are vital to every species. They are cradles of life, bastions of civilization, and centers of industry. However, not all planets are created equal. And what planets there are are not always suited for life. And of those, some may not be suited for your life. A Garden world for one race may only be a Near Garden World for another, though you won't need to worry about that too often. Post-Garden Worlds are counted as Near-garden worlds for the purpose of this RP and can be revitalized fully with the right quantity of credits and terraforming. The natural income must be matched in planetary spending before you gain access to the resources on the planet. Ex: a garden world requires 100 credits worth of infrastructure, barren world 25, etc. Credits goes to Nuxipal.
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
Space Exploration
Space Exploration seems to keep things a little bit interesting and a good find here can change the balance of power in a corner of the galaxy in a heart beat. The last form of the exploration system was a good one and I feel we can keep that one going. However, there is one change to it that we all need to know. Explorations can now only be undertaken a very limited number of times based on the figure below.
Citadel Races: 1 expedition every 4 months, must be a prepared Conventional Exploration
Terminus Factions: 1 expedition every 3 months, Conventional Exploration near Citadel Space or Relay expedition away from it.
Undiscovered Factions: 1 expedition every 2 months, No typing restrictions unless the faction falls into one of the above categories later in the RP.
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. While Dangerous, the risk can be significantly reduced by preparing the exploration. There is a 50% chance of ship lost on a regular exploration, however a prepared exploration only has a 15% chance of ship loss. Additionally, prepared explorations can be planned the month prior. Each 25 credits, up to 100, extends the chance of finding Near Garden and Garden Worlds to the table below this section. Preparation of the exploration the month before is a means of studying the nearby system with probes and telescopes to choose the best possible system to explore. There is still significant chance of the exploration not finding anything of use however.
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%)
Rolltables: Used by your charming GM or VGM to create any new systems you might discover for colonization.
Credit for this section goes to G-Tech/North America Inc. for making an explorations system that far surpassed what I was planning on doing back in the day.
The Ban List:
There is one, no public name will be announced, but if they appear they will be removed