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Mass Effect: Factions | OOC | OPEN | NEW

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Archangelskl Oblast
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Mass Effect: Factions | OOC | OPEN | NEW

Postby Archangelskl Oblast » Sat Jul 22, 2017 10:45 am


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Section I. Administration


Dev-Team Updates


2017/7/23 03:00 (GMT+8) - [HM] Archangelskl Oblast - Mass Effect Factions launch time estimate in two hours.
2017/7/23 10:10 (GMT+8) - [HM] Archangelskl Oblast - Mass Effect Factions is officially open and ready to accept applications.



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- Role Play Moderators

Head Moderator: Archangelskl Oblast
Co-Moderator: Versail
Co-Moderator: Position Open


- Links

Mass Effect: Factions IC Coming Soon!
Mass Effect: Factions Archive Coming Soon!
Galaxy Map
Mass Effect Wikipedia
Mass effect Timeline (Non-applicable Post-2158 CE.)



- Rules

1.) Mass Effect RP Moderators are second only to Nation States administrative personal.
2.) Please re-read your own post three times and then ask yourself, "Would my character actually say this crap?"
3.) Do not be shy, if you need to know anything feel free to ask moderators or your fellow players.
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.) No 'steamrolling', if anyone is accused moderators will investigate, if found guilty, your faction will either be Nerf'ed or the clock may be rolled back to force you to rethink your post.
6.) Players who are not active at least once per three days players will have their factions put under limited OP control. After one week 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. Let a moderator know if you will be gone is all I ask.
8.) Fighting, flame-baiting and overall disruptions will not be tolerated, all parties involved will receive a single verbal warning. If the problems persist you will be swiftly removed. If you continue to cause issues after you have been kicked NS mods will be summoned.
9.) No Spamming. Three post minimum. This rule does not apply to mods in the event that it is game related content being posted.
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 at least use spellcheck, most computers are equip with them.
Last edited by Archangelskl Oblast on Sat Jul 22, 2017 8:15 pm, edited 12 times in total.

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Archangelskl Oblast
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Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 10:45 am

Section II. Story-line



The galaxy was up until recently calm, peaceful and there were no real surprises. The Asari still maintained ties between the various governments who wished to harm each other, the Turians kept the peace by force of arms and the Salarians had their fingers in every pie known to the citadel races. The station known as Omega was still a hellhole, Krogan still sold their services to anyone with the money (And enemies), and the Geth still have not left the veil in centuries. And of course piracy still reigned supreme in the Terminus.

However a few months ago a blip on the radar came into notice. Humans, a bipedal mammalian species, opened a mass effect relay. If only the Turian patrol officer with his flotilla nearby did not see this as a threat to the galaxy. For if he did perhaps there wouldn't have been the conflict between these newcomers and the largest military known to the galaxy. However he did and fighting ensued. The Human forces both on the planet and in space were routed shortly after fighting began. After the Shanxi garrison commander surrendered to the Turian forces the Alliance fleets turned up and forced the Turian forces out of the system prompting the Hierarchy to begin mobilization of their military.
Of course all of this thus far was unnoticed by the Asari and the Salarian governments. With the mobilization having begun the other Citadel races took notice and soon learned of the Hierarchy's intent to go to war with this previously discovered race. They quickly sent diplomats to both parties and brokered a peace between the two groups. This took place six months ago.

Now the Humans have managed to gain an embassy on the Citadel and have expanded their colonies into the Terminus regions. This of course has been taken rather badly by those already in the Terminus and the Batarian Hegemony. In addition the Systems Alliance has been pushing for more power in the Sol system and the powers that be on Earth are not too pleased with this.

The other races in the galaxy have their own opinions on this new race. The Krogans see the humans as a potential powerhouse and ally as they bloodied the Turians nose at Shanxi. The Quarians have had little contact with the humans but have no real opinion on them either way. The Geth of course stay behind the Veil and plot as they always do, merely adding the humans to equation. The mysterious collectors are making plans to abduct humans for their own purposes and the Reaper flagship Sovereign has begun his own planning.
Credit goes to Versail
Last edited by Archangelskl Oblast on Sat Jul 22, 2017 12:54 pm, edited 4 times in total.

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Archangelskl Oblast
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Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 10:45 am

Section III. Player Information/Game Mechanics

- Active Player Roster

Asari Republics - Jhet (Reserved)
Turian Hierarchy - Archangelskl Oblast (Reserved)
Salarian Union -
Batarian Hegemony - Paglaum (Reserved)
Volus Protectorate -
Illuminated Primacy -
Elcor Courts -
Human Systems Alliance -
Krogan Clan (Name) -
Omega -
Migrant Fleet -
Geth Consensus - G-Tech Copreration (Reserved)


- Player Application

Code: Select all
Player Faction Application
[box]Faction name:
Leader:
Citadel Council member Y/N or N/A:
Brief description of diplomatic relations with other factions:
History:
Claimed Worlds and Infrastructure on those worlds:
Military: (Don't forget the upgrades.)
Faction Pro: (Only one.)
Faction Con:(Only one.)
RP Example: (Most important.)
App0078[/box]


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.



Section III.II. Game Mechanics

- 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.


- Research and Development


Code: Select all
Research Application
[box]
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):[/box]


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
Espionage Application
[box]Operation Name:
Espionage Target World:
Objective of Espionage:
Anticipated Intelligence Cost:
Actual Intelligence Cost:
Anticipated Credit Cost:
Actual Credit Cost:[/box]


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.
25cr - NG: 43-45, G: 46-47
50cr - NG: 43-46, G: 47-48
75 - NG: 43-47, G: 48-49
100 - NG: 43-47, G: 48-50


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.
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.
Last edited by Archangelskl Oblast on Sun Jul 23, 2017 8:04 am, edited 7 times in total.

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Archangelskl Oblast
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Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 10:46 am

Section IV. In-Character Store

- Starting Infrastructure and Military

Asari Republics: 5800 Cr (3700 must be spent on infrastructure) - Free: 3 Urban Areas, 1 fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Shipyard on Thessia. 1 Urban Area and 2 Mining Complexes on 3 other Athena Nebula Worlds. Free 17 Dreadnoughts, 2 Heavy Cruiser, 10 Light Cruisers, Base income: Capital World Natural + 70 Cr

Turian Hierarchy: 5500 Cr (3700 must be spent on Military) - Free 3 Urban Areas, 1 Fuel depot,, 1 level 4 fortifications, 2 Industrial Complexes, 1 Military Shipyard, 1 Shipyard on Palaven. Free 29 Dreadnoughts, 10 Heavy Cruisers, 20 Light Cruisers. Base Income: Capital World Natural + 30 Cr

Salarian Union: 5100 Cr(Must Spend at least 3000 on Military) - Free 3 Urban Areas, 1 Fuel Depot, 1 Level 2 Spaceport, 2 Industrial Complexes, 1 Intelligence center, 1 Shipyard on Sur'kesh, 1 Free Urban Area, 1 Fuel Depot, 1 Listening Outpost and 1 Mining complex on another Annos Basin World. Free 10 Dreadnoughts (Free Electronic Warfare Upgrade(Special slot)), 2 Heavy Cruisers, 10 Light Cruisers, 5 Free Spec Ops, 1 Free Elite Specialist. Base Income: Capital World Natural + 50


Batarian Hegemony: 3000 Cr (must spend at least 1500 on Military)- Free 3 Urban Areas, 1 Fuel Depot, 1 Level 1 Spaceport, 2 Industrial Complexes, 5 Mining Complexes, 1 Gambling Den on Khar'shan. 1 Urban Area on any other Kite's Nest world. Free 4 Dreadnoughts, 2 Heavy Cruisers, 10 Light cruisers, 20 Destroyers. Base Income: Capital World Natural + 35

Volus Protectorate: 3700 Cr (Must spend at least 3300 on Infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes on Irune. 3 Trading Ships, 2 Mining Ships, 10 Frigates. Base Income: Capital World Natural + 70

Illuminated Primacy: 3800 Cr (Must spend at least 1400 on infrastructure) - Free 2 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, Level 2 Orbital Defenses on Kahje. Free Urban Area and mining facility on Rahkana. Free 4 Heavy Crusiers, 10 Light Cruisers, 15 Destroyers, free 2 Trade Ships. Base Income: Capital World Natural + 50

Elcor Courts: 2900 Cr (Must Spend at least 1500 on infrastructure) - Free 2 Urban Areas, 3 Industrial Complexes, 1 Fuel Depot, 4 Mining Complexes, 1 Level 1 Spaceport on Dekuuna. Free 4 Heavy Cruisers, 10 Light Cruisers, 2 Infantry (Heavy Weapons Special Upgrade), Base Income: Capital World Natural + 30

Systems Alliance: 2000 Cr - . 1 Free urban Area and 1 free mining complex on Shanxi, Terra Nova, and Demeter. 1 Free Advanced Civilian Space Station in Arcturus System. 5 Free Dreadnoughts, 5 Free Fleet Carriers, 4 Heavy Cruisers, 20 Light Cruisers, 10 Escort Carriers, 20 Fighter Squadrons. Base Income: Capital World Natural + 25

United Nations of Earth: 1600 Cr - Free 3 Urban Areas, 2 Fuel Depots, 1 Level 1 Spaceport, 2 Industrial Complexes, 3 Mining Complexes on Earth. 1 Free Urban Area on any other Planet in Sol System. 1 Free Small Military Space Station in Sol System (Jump Zero). 3 Free Dreadnoughts, 5 Free Fleet Carriers, 3 Heavy Cruisers, 10 Light Cruisers, 5 Escort Carriers, 20 Fighter Squadrons. Base Income: Capital World Natural + 25

Krogan Clan ____ : 1500 Cr (Must spend all on military) - Free 1 Urban Area, 1 Mining Complex, 1 Industrial Complex or 4 Mining Complex, 2 Industrial Complex, 1 Military Barracks. Free 10 Militia Divisions (Close Combat and Low Quality Weapons in special upgrade slots), 1 Medium Armor Division, 1 Elite Specialist (Clan Leader). Base Income: 15 Cr


Omega: 2700 Cr (must spend 1200 on military) - Free Major Civilian Space Station (Omega), 1 Free Urban Area, 4 Mining Complexes on any other Omega Nebula Planet. 1 Free Battlecruiser, 4 Free Heavy Cruisers, 10 Light Cruisers, 15 Destroyers, 20 Frigates. Base Income: 40 Cr

Geth Consensus: 5000 Cr (Must spend 1900 on infrastructure) - Free 3 Urban Areas, 10 Mining Complexes, 10 Industrial Centers, 1 Major Industrial Center, 1 shipyard, 1 Level 2 Spaceport. 10 Free Dreadnoughts, 50 Light Cruisers, 10 Infantry. Base Income: Capital World Natural + 30 Cr

Migrant Fleet: 7000 CR (Must spend all on unupgraded ships) - Free 5 Dreadnoughts, 10 Bulk Transports, 5 Mining Ships, 3 Habitation Ships, 5 Marines(1 Free Upg), 10 Infantry(1 Free Upg). Base Income: 35 Cr.

Illium: 3200 Cr (Must Spend 1300 on infrastructure) - Free 2 Urban Areas, 3 Industrial Centers, 1 Shipyard, 1 Level 2 Spaceport on Illium. 1 Free Battlecruiser, 2 Free Heavy Cruisers, 5 Free Light Cruisers. Base Income: Capital World Natural +40 Cr


Raloi -1700 Cr - 2 Free Urban Areas, 5 Mining Complexes, 2 Industrial Centers on Turvess. Free 10 Gunship Wings, 4 Heavy Armored Divisions, 2 Artillery Divisions, 10 Infantry Divisions. Base Income- Capital World Natural + 35[


Renegade Turian Colony: 2000 Cr - 1 Free Urban Area, 2 Mining Complex, 1 Industrial Center. 1 Free Heavy Cruiser, 2 Light Cruisers. Base Income: Capital World Natural + 20 Cr

Independent Asari Colony: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Level 1 Spaceport. 1 Free Heavy Cruiser, 1 Free Elite Specialist. Base Income: Capital World Natural + 25 Cr

Batarian Warlord: 2000 Cr - 1 Free Urban Area, 1 Free Fuel Depot, 1 Free Shipyard, 1 Free Military Barracks.Free 2 Light Cruisers, 1 Light Transport, 2 Infantry. Capital World Natural + 15

Pirate/Smuggler: 900 Cr - 1 Free Minor Space Station in Traverse or Terminus. Free 2 Destroyers, 4 Frigates, 1 Light Transport, 1 Infantry, 2 Spec Ops, 1 Elite Specialist (Leader). Base Income: Capital World +10

Corporation/Guild: 500 Cr - 3 Free Trading Outposts, 5 Free Mining Ships. Base Income: 20 Cr/Month




- Faction Storefront

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.



Listening Outpost: 150 Cr. Comes Equipped With Level 1 Orbital Defenses, Level 1 Sensor Station.
Defense Outpost: 400 Cr. Comes Equipped with Level 2 Orbital Defenses
Trading Outpost: 400 Cr. Comes Equipped with 1 Urban Area, 1 fuel Deopt, and 1 Spaceport
Max of 3 Outposts Per System

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 (13,000 troops) 10 credits, 3 months.

Marine Division (13,000 troops) 25 credits, 5 months.

Militia Division (10,000 troops) 3 Credits, 1 months.

Light Infantry Division (13,000 troops), 8 credits, 2 months

Light Armored division(240 vehicles, 8,000 troops) 25 credits,3 months.

Medium Armor Division (200 Vehicles, 8,000 troops) 30 Credits, 4 months

Artillery Battalion (24 Artillery pieces, 500 troops) 5 credits, 3 months.

Anti-Tank Artillery Battalion (24 Anti-Tank Guns, 600 troops) 5 credits, 3 months.

Combat Engineer Battalion (1,000) 6 credits, 6 months.
Anti-Orbital Missile Company (55 vehicles with launchers, 300 troops) 10 Credits, 3 months

Spec-ops team (7 operatives) 6 credits, 4 months, free Elites upgrade.

Gunship Wing (24 gunships) 6 Credits, 3 months.
Air-mobile Infantry Brigade (100 transport gunships,25 Combat Gunships, 3000 troops) 15 credits, 5 months.

Elite Specialist 8 credits, 4 months, 3 free upgrades of choice + free Elites upgrade.


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: +50% Cr - So you have Dropship Hangars, but do you have the drop troops to go with them?

Combat Biotics: +100% unit cost - (For Spec Ops teams and specialists only, unless Asari Faction),

Stealth Training: +50% Cr - For those days when you need to avoid that one last patrol to get to your goal

Electronic Warfare Training: +25% 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% unit cost. Sure helps to know that you have the latest assault rifle, while your opponent has older, outdated models.

Low-Quality Weapons, -25% unit cost. 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.

Training:
Extensive Training, +50% unit cost. Aim-bot.

Good Training, +25 unit cost. Not bad. MLG-Pro, Bro.

Streamlined Training, -25% unit cost. Not bad.. but definitely not good.

Minimal Training, -40% unit cost. Git Gud.

No Training,-50% unit cost. Go back home kid.

Defensive:
High-Quality Armor, +25% unit cost. Nothing improves morale like a new set of top quality armor.

Low-Quality Armor, -25% unit cost. For those of us who see armor as a burden and don't see the use in paying for extra protection for their soldiers.

High-Quality Shielding, +30% unit cost. Faster Recharge, Stronger Barrier. That's our motto.

Low-Quality Shielding, -20% unit cost. So you bought from that volus in the alleyway on the citadel... Now you are paying the price.

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.




- 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.

Last edited by Archangelskl Oblast on Sun Jul 23, 2017 8:37 am, edited 5 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jul 22, 2017 4:00 pm

Hmm. Consensus? Yes please.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 4:24 pm

G-Tech Corporation wrote:Hmm. Consensus? Yes please.

Reserved for you bud. I was actually just about to message you. Haha.

Few changes are about to be made thought. Unit sizes will be changed and a few of the ships will disappear. Also, some units will be faction specific.
Last edited by Archangelskl Oblast on Sat Jul 22, 2017 4:33 pm, edited 1 time in total.
We'll Bang, OK?

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

Postby Rygondria » Sat Jul 22, 2017 4:29 pm

What would a triad style organization be ?

User avatar
Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Sat Jul 22, 2017 4:29 pm

Tag. Would it be alright to RP as a mercenary company I used in one of the previous ME: Factions RPs?

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Jul 22, 2017 4:31 pm

Rygondria wrote:What would a triad style organization be ?

Corporation.
Probably.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 4:33 pm

Archangelskl Oblast wrote:
G-Tech Corporation wrote:Hmm. Consensus? Yes please.

Reserved for you bud. I was actually just about to message you. Haha.

Few changes are about to be made thought. Unit sizes will be changed and a few of the ships will disappear. Also, some units will be faction specific.
We'll Bang, OK?

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:19 pm

Everything has been updated keep an eye on the Development feed at the top of the first page to see what is new.
We'll Bang, OK?

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Jul 22, 2017 7:21 pm

Archangelskl Oblast wrote:Everything has been updated keep an eye on the Development feed at the top of the first page to see what is new.

What about the new land upgrades?
Or is that still being added to by you?
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

User avatar
Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Sat Jul 22, 2017 7:26 pm

Am I allowed to make a terrorist group?

User avatar
Ulls
Minister
 
Posts: 3020
Founded: Jan 02, 2017
Ex-Nation

Postby Ulls » Sat Jul 22, 2017 7:29 pm

Glad that the story cuts my number of ideas in half, allows me to flip a coin and ask you if the chosen faction is possible. :p

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Sat Jul 22, 2017 7:31 pm

Ulls wrote:Glad that the story cuts my number of ideas in half, allows me to flip a coin and ask you if the chosen faction is possible. :p

Your welcome.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:38 pm

Versail wrote:
Archangelskl Oblast wrote:Everything has been updated keep an eye on the Development feed at the top of the first page to see what is new.

What about the new land upgrades?
Or is that still being added to by you?

I thought I got those, you mean the BRAND NEW ones? Ill make them up the road. Do you remember when I would make some of the Units and upgrades and buildings limited time only? I wanna do that again.
We'll Bang, OK?

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:39 pm

Shark isle wrote:Am I allowed to make a terrorist group?

I dont mind. Go for it.
We'll Bang, OK?

User avatar
Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Sat Jul 22, 2017 7:39 pm

Just a heads up since I saw something for a Factions archive in the OP, I had an archive for one of my RPs get locked recently, so you might want to ask the mods about it first: viewtopic.php?p=31794433#p31794433

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:44 pm

Brusia wrote:Just a heads up since I saw something for a Factions archive in the OP, I had an archive for one of my RPs get locked recently, so you might want to ask the mods about it first: viewtopic.php?p=31794433#p31794433

What we are doing does not apply to this. It is required to be in detail so you and I can both keep track of your faction.

IE, military, economy, infrastructure, claimed worlds, expenditure. All that.
We'll Bang, OK?

User avatar
Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Sat Jul 22, 2017 7:45 pm

Archangelskl Oblast wrote:
Shark isle wrote:Am I allowed to make a terrorist group?

I dont mind. Go for it.

I am thinking about making them a militia groups that turned from opposing the HSA to doing terroristic strikes against Xeno's due to the fact that they hold a massive grudge against them after The First Contact War. Is that ok?

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:49 pm

Shark isle wrote:
Archangelskl Oblast wrote:I dont mind. Go for it.

I am thinking about making them a militia groups that turned from opposing the HSA to doing terroristic strikes against Xeno's due to the fact that they hold a massive grudge against them after The First Contact War. Is that ok?

Keep in mind, humans are very new. Meaning they are easily noticed on other worlds. Turians don't like you either. But also it won't be good press for humanity having terrorists so early into humanity's history with the galaxy.
We'll Bang, OK?

User avatar
Brusia
Senator
 
Posts: 4505
Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Sat Jul 22, 2017 7:52 pm

Archangelskl Oblast wrote:
Brusia wrote:Just a heads up since I saw something for a Factions archive in the OP, I had an archive for one of my RPs get locked recently, so you might want to ask the mods about it first: viewtopic.php?p=31794433#p31794433

What we are doing does not apply to this. It is required to be in detail so you and I can both keep track of your faction.

IE, military, economy, infrastructure, claimed worlds, expenditure. All that.

Fair enough, just wanted to let you know. Anyway, would a mercenary faction be alright?

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

Postby Rygondria » Sat Jul 22, 2017 7:52 pm

I actually kinda want to make a corporation which functions similarly to Weyland-Yutani (Except without control of a entire military branch of course)

User avatar
Archangelskl Oblast
Postmaster-General
 
Posts: 12122
Founded: Aug 21, 2013
Democratic Socialists

Postby Archangelskl Oblast » Sat Jul 22, 2017 7:53 pm

Rygondria wrote:I actually kinda want to make a corporation which functions similarly to Weyland-Yutani (Except without control of a entire military branch of course)

Remember to play as something that is sustainable.
We'll Bang, OK?

User avatar
Shark isle
Senator
 
Posts: 3767
Founded: Nov 12, 2012
Ex-Nation

Postby Shark isle » Sat Jul 22, 2017 7:53 pm

Archangelskl Oblast wrote:
Shark isle wrote:I am thinking about making them a militia groups that turned from opposing the HSA to doing terroristic strikes against Xeno's due to the fact that they hold a massive grudge against them after The First Contact War. Is that ok?

Keep in mind, humans are very new. Meaning they are easily noticed on other worlds. Turians don't like you either. But also it won't be good press for humanity having terrorists so early into humanity's history with the galaxy.

Maybe I should just keep them in the HSA for now and doing terroristic strikes on them. Possibly, due to the fact that they " made friends" with the xenos, completely ignoring the fact that it was necessary.

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