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Exudus - Cosmic Odessey - OOC/Signups

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Harkback Union
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Exudus - Cosmic Odessey - OOC/Signups

Postby Harkback Union » Fri Aug 17, 2018 4:06 am

Welcome to...

E X U D U S

IC

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THEME



(scroll down 4 paragraphs for summary)


The XXIth Century

The beginning of the 2nd dark age. Not long before the centenary, All major population centers vanished from existence around the same time, leaving behind nothing more then radioactive ash. Nuclear winter engulfed the planet. The surviving nations engaged in perpetual war over what remained...

The XXVIIth Century.

Following the devastation of the 2nd dark age, the survivors emerged from their shelters and sanctuaries hidden away in remote corners of the world and begun to rebuild civilization. With national ideas long dead, they united in a planet-wide technocracy, The Cosmopolis. Under its direction, human technology and living standards were restored to 21th century levels... and beyond. At the centenary of the Cosmopolis foundation, the first interplanetary vessel was launched, and humanity begun to explore and colonize the cosmos once more...

...20 years later, a mining crew have discovered some rusty components buried beneath the Martian deserts. A team of "Cosmo-Archaeologists" soon arrived at the scene and began excavating the site of what could be a 21th century colony. Beneath the layer of scrap metal, they've unearthed a mysterious cylindrical artifact of unknown origin. The scientific community was thrilled by the discovery, and massive digs in the area begun, which soon revealed several other puzzling artifacts. Their origin, purpose and chemical composition remained an unsolved mystery.

Finally, at the depth of 6 kilometers, the researchers have stumbled upon the ruins of an underground metropolis. A city consisting of egalitarian habitation blocks, industrial facilities and possibly recreational centers. Its architecture did not match any known style, and no human remains were found. But what was found, were inscriptions written in an alien language and technological marvels that seemed to defy physics... Isotopic dating revealed that the age of the city was over 50 million years...

"The Progenitors" they were called by the Cosmo-Archaeologists. Their technology advanced, their language enigmatic. The Earthlings couldn't understand how progenitor technology worked, but they managed to decipher the basics of progenitor language and were thus able to activate and to some extent control progenitor devices. One such device was the Hyperdrive. A massive toroid strucutre capable of opening rifts in space-time through which ships could easily relocate from one end of the galaxy to the other in the matter of mere seconds, and then return without the adverse effects of time dilation. The Hyperdrive shook human understanding of the universe to its core...

Hoping to learn more from the progenitors so that perhaps one day the humans could build a hyperdrive of their own, They ventured into more and more remote corners of space, where they would search for progenitor ruins. More and more hyperdrives were found and installed into human spacecraft, which caused Interstellar commerce to boom. Yet, many questions remained unanswered...

Who were the progenitors? Where did they go? Where do the hyperdrives draw their power from? Then, during an excavation on an icy world, something peculiar was found...

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A Mysterious mechanism hidden on a desolate planet. Some archeologists skilled in progenitor language believed it was a doomsday device of some sort. Regardless, They continued to meddle with it, until it was successfully turned on. Initially, The sphere begun spinning, slowly at first, then faster, and faster, then around the surface of the sphere, a new sphere emerged. Dark and frightening. It grew larger and larger at an increasing rate. Those who ventured inside the sphere out of curiosity never returned, nor did they report back via radio. Soon, The Dark Sphere was so large the scientists evacuated the planet, then the star system. Then, Star itself could no longer by seen. Soon, other nearby stars dark as well...

In the following weeks, Panic spread across the cosmos. Massive ships were built to evacuate populations in every sector, However, the physicists warned that there is little hope to escape with conventional engines. The sphere's rate of growth increased exponentially, and the sphere begun warping space around itself, pulling all celestial objects towards its core. The night sky slowly became a frightening vortex of stars and galaxies spiraling towards the sphere. According to estimates, within a month, the sphere would engulf earth. In the next, It could swallow 18 known galaxies. Nobody could tell what's after, but one thing was for certain, Only the hyperdrives offered salvation... for the time being.

The Evacuation ships were all gathered to earth's orbit and the most powerful Hyperdrive was prepared. It would warp the ships further and further away every 72 hours. The propaganda back on earth said there is nothing to fear. Nothing would happen to Terra, or its people. The sphere is but a slight distortion of the Electro-magnetic field that alters the pathways of light, they assured everyone. The truth was, Nobody could tell what would happen to those left behind...

You were chosen by a planet-wide lottery to board one of the evacuation ships. Your skills, connections, rank, fame or charm made you captain of the ship. Now it is your task to ensure the survival of the 1,000 crew and passengers on board!


The Part below is not mandatory to read. You can also just focus on roleplay and leave it to the ship AI (me) to manage resources.


- TIME -

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While traveling through space, Time will pass...

1 hour is the smallest unit of time we measure. Each turn in combat amounts for 1 hour. Your weapons and warships deal and take damage once per hour. Each day, or cycle, lasts 24 hours, and there are 3 cycles in each sector before the hyperdrive recharges and your fleet moves to a new sector. Your ship and your crew can spend 6 hours of extra time with traveling and fighting without inhibiting progress on 24 hour projects (such as resource harvesting, construction and such). So for example, your reactor's staff may abandon their posts for 6 hours without risking a meltdown.

Timeframe distortion:
You may choose to alter when production cycles start on your mothership relative to Hyperdrive time. For example, you may start your first cycle at 12 hours

All orders are resolved in the following order every hour:
I. - HEAVY WEAPONS ARE FIRED AT TARGETS BUT DAMAGE IS NOT YET EVALUATED
II. - SHIPS ARE MOVED, FIGHTERS, TORPEDOES AND TRANSPORTS ARE LAUNCHED, SHIELDS CHARGED
III. - FIGHTERS AND DEFENSES (FLAK) MAY FIRE (EVEN AT THE MOVED SHIPS, TORPEDOES, ETC), DAMAGE STILL NOT EVALUATED
IV. - ALL DAMAGE (EXCEPT TORPEDO) IS DEALT.
V. - TORPEDOES IMPACT AND DEAL DAMAGE, TRANSPORTS DOCK, FIGHTERS RETURN TO HANGAR

Battle orders for I, II and III must be issued for all active weapons and ships of all players before IV and V take effect. Attack orders CANNOT be changed. Torpedoes CANNOT change course once fired, but can be ordered to self-destruct. Move orders CANNOT be cancelled.

Be careful when issuing orders!

You May Issue "conditional" orders, such us If x happens then do y, or simply allow your crew to engage targets on their own.

Fighters can be launched towards a sub-sector without a specific target, and then given a target based on launches by other Motherships.


- SPACE -

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Space is divided into Sectors and Sub-Sectors.

Every 72 hours, the fleet arrives at a new Sector of space. The sector is then scanned for sub-sectors. Hyperdrive Sub-sector is always present, and all motherships must be present at the hyperdrive Sub-sector at the end of the 72 hour period, or else they will be left behind and swallowed by the sphere!

All ships within the same sub-sector are considered to be "close" to each other. This means that they can open fire on one another with any weapons and there is no travel time between them. Transports can instantly deliver cargo and passengers.

Ships in different sub-sectors are considered distant. This means that they cannot fight each other with short-range weapons, transports and other ship must travel to these destinations for a minimum of 1 hour BEFORE they can interact with their targets, with the exception of Fighters and torpedoes which ignore distance and can strike their targets in the same hour they were launched.

Motherships can take anywhere between 2 - 24 hours to travel between sectors.

It costs 1 energy to move the mothership in 12 hours for every 5 sections your mothership has.
2 energy to move in 12 hours
4 energy to move in 6 horus
8 energy to move in 3 hours.
12 energy to move in 2 hours (Maximum thrust).


- RESOURCES -

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There wasn't much time to prepare. Many human ships lack supplies and equipment for the endless journey. They would have to harvest resources in deep space...

The Resources harvested from deep space:

Light Elements - LE:
- Mostly non-metals. Used for life support, food and medicine production.
Heavy Elements - HE:
- Mostly metals, Used to build ships and produce goods.
Rare Elements - RE:
- Mostly Rare Metals. Needed for energy, fancy weapons and technology.

...and then use them to make what they need...

The Goods manufactured on board:

Provisions:
- Food and medical supplies for your crew. You'll be in serious trouble if this runs out. Each unit of crew consumes 1 provisions every cycle (24 hours) !
Fuel:
- Used to Propell most spaceships forward and generate energy for ship systems. Better not run out of this either.
Energy:
- Required by most ship sections to function.
- Excess energy is LOST at the end of each cycle, but...
- Energy is the only resource which may go into the negative. You may use more energy during a cycle then what you presently have, however, this will lower the amount of energy you have during the next cycle by the same amount. In addition, excessive
Munitions:
- Needed for reloading most ship weapons.
Small Arms:
- Used in Close quarters combat by ship crews. Does not consume munitions. (give 1 small arms to 1 unit of crew to arm them for close quarters battle)
Spare Parts & Space Tools:
- Used to make repairs. (You can assign 1 crew for repair duty with 1 space tools. In 1 cycle, they may repair up to 5 HP damage).
Soma:
- Improves Crew Morale and Research Efficiency.
Luxury Items
- Can be used to improve morale and required to build some sections... and are valuable commodities in interstellar trade.

All Resources and Goods are stored in warehouses. All warehouses are part of the FLEET SUPPLY network. Resources can be deployed to any ship of your fleet at 0 expense! However, exchanging resources with another Motherships requires a functional Hangar, and the amount you exchange is limited to how many transports your ship has.




- SECTIONS -

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...Each Mothership consists of sections. Each section serves some purpose...

Remember, Each section has HP = HE cost * 5

Sections are arranged in 3 layers. Outer, inner and core.
For every Outer layer (or deck) section, your ship may have 1 inner and one core section.
If an outer layer section is destroyed, an inner layer section becomes exposed to attack.
If an inner layer section is destroyed, a core layer section becomes exposed to attack.

LIFE SUPPORT

Crew Quarters: Houses 1 unit of Crew (or 100 people). Uses 1 energy per cycle. The ones you start with does not come with crew but you can wake crew up from stasis (see later).
- Costs 2 LE, 1 HE, 3 Labor -

Greenhouse: Produces Provisions and soma. 1 Crew, 1 LE and 5 energy can produce 5 provisions or 2 soma in 1 cycle.
-Costs: 1 HE, 3 LE, 4 Labor-

Infirmary: 1 Crew + 1 Provision restores 1 Health in 1 cycle (24 hours).
-Costs: 1 HE, 1 LE, 2 Labor-

-

POWER

Reactor: Powers your ship. May be staffed by 1 crew, Consumes 1 fuel per cycle, outputs 10 energy without crew. If crew is present, Reactor Output may be doubled or tripled by adding more fuel. This increases the reactor temperature, which risks damage/ meltdown of the reactor. Officers may also be deployed to the reactor to increase efficiency.
- Costs 2 HE, 1 RE, 3 Labor -

-

PRODUCTION

Refinery: Very important section. Refinery has 2 resource collectors that can harvest elements from asteroids and gas clouds in the same sub-sector. Requires 2 unit of crew and 4 energy to operate at full capacity (can operate at 50%). Produces up to 2 units (1 at 50%) of refined elements each cycle, converted into building components for ship sections or weapons production.
- Costs 3 HE, 3 Labor, -

Production Facility: Makes Spare Parts(2x), Munitions(3x), Luxury Items and Small Arms, along with fighter-class spacecraft, transports and new resource collectors. Production requires 1 HE, 2 energy and 1 Crew laboring in the PF. There are 2 assembly lines so up to 2 constructions can be underway at the same time, however, Each time you want to produce something different you'll have to spend 2 energy and 1 labor to retool the production machinery (for each assembly line. You can have 2 different assembly lines producing 2 different items!).
- Costs 2 HE, 2 Labor -

Note (2x) and (3x) are production multipliers. Assembly lines produce 2 spare parts or 3 Munitions in one cycle (with just 1 HE).
Luxury Items can be made with either LE or HE.

Enrichment Plant: Produces fuel from rare elements. Needs 1 Crew, 1 rare element and 2 energy to produce 6 fuel each cycle.
-Costs: 3 HE, 3 Labor-

-

COMMAND

Bridge: Must have for all motherships. Whomever controls this, controls the ship. Required to operate engines and sensors (but not weapons) and to issue orders to your fleet! Consumes one Energy each cycle. No need for crew (Only you and your handful of officers).
Be sure to station troops here in case of attack.
Without the bridge, you may note move your mothership or issue orders to your fleet. They will follow their last orders, or act on their own initiative.
-Costs: 2 HE, 2 Labor-

Sensor Array: Uses 1 E. Provides intel about the surrounding sector and transfer research data to other motherships, if you power it with one energy every 24 hours that is.
-Costs: 1 HE, 1 Labor-

-

LOGISTICS

Storage: Stores the stuff you have gathered. Up to 10 units. Consumes no energy.
-Costs: 1 HE, 1 Labor-

Hangar/Docking bay: Launches and receives spacecraft (except for resource collectors, they have their own hangar in the refinery). Up to 5 transports and/or squadrons of fighter and corvette class ships can reside here. Needs no energy.
-Costs: 2 HE, 2 Labor-

Remember, transports allow deploying away teams to board other ships or explore anomalies, or transport resources to other motherships. Each transport can deliver up to 5 resources per hour (in both directions).

-

SCIENCE

Research Facility: Conducts research and studies Progenitor artifacts. Requires 1 Crew, and 5 Energy to operate. Generates 1 Research per cycle. OR 1 Crew, 1 Soma and 5 energy to gain 2 Research per cycle.
Research can be used to unlock technologies or analyze artifacts.
-Costs: 1 HE, 1 RE, 2 Labor-

-

DEFENSES

Flak Cannons: Relics of a pre-Cosmopolitan world. Basic weapons section. Good against small spacecraft and lightly armored targets. Not so much against other Motherships. Consumes 1 energy and 1 munitions when in combat for one hour to deal 1 Flak Damage.
-Costs: 1 HE, 1 Labor-

Torpedo launchers: Another ancient technology from the 20th century. Consume 1 energy, 1 fuel and 1 munitions to launch 1 torpedo. Torpedoes are unmanned craft with 1 HP. They reach their targets at the end of the hour, before which they can be intercepted by Flak cannons and fighters. Torpedoes deal 5 Explosive Damage.
-Costs: 2 HE, 2 Labor-

There will be additional Sections unlocked via research.

UNBUILDABLE

Engines: Moves your ship around. Consumes fuel to relocate your ship to any other point in the sector within a short period of time. You can save on fuel if you instead choose to travel slowly. Each movement will have a fuel cost depending on distance and time spent, specific to each sector of space we visit.
-Cannot be destroyed only Damaged. At 10 HP damage, the Engines are inoperable. Has 10 HP. Cannot be built.-

Cryodeck: Houses 1000 (or 10 units of) crew. You can awake them at any time just be sure to have enough food to feed them and quarters for them to live in. You can Also put crew back to sleep. The Deck is at 100% capacity at the start. Powered by a pocket nuclear generator.
-Cannot be destroyed only Damaged. At 10 HP damage, the pods are ejected into space, from where they can be rescued/captured by others or destroyed. Has 10 HP. Cannot be built.-




The Evacuation ships, or motherships built so far are of distinct classes...

Mothership Blueprints:
(You may either choose one of the prefab classes, or put together your own (TG me).

Prometheus-Class:
- Fuel Enrichment -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Enrichment plant
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

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

Officers:
Nuclear Physicist - +2 Fuel per cycle from the Enrichment plant where he is deployed.
OR - +5 Energy per fuel per cycle from Reactor where he is deployed.

(remember, this only applies to the section where the officer's crew is deployed).


Demeter-Class:
- Life Support -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Greenhouse
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
5 provisions
5 fuel
2 Small arms
3 LE

Officers:
Botanist - +2 Provisions per cycle from the Greenhouse where she works.



Hephaestus-Class:

- Industry -

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Production Facility
1 Refinery
1 Hangar
3 Storage
Cryosleep deck

Ships and Equipment:
5 provisions
5 fuel
2 Small Arms

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


Noah-Class
- Logistics -

Sections:
Bridge
Sensors
Engines
7 Crew quarters
1 Reactor
1 Hangar
5 Storage
2 Cryosleep deck
1 Infirmary

Ships and Equipment:
2 Transports
20 provisions
15 fuel
3 Small arms


Officers:
Medical Officer - +1 Health per cycle from the infirmary where he is practicing.

(You'll have to tear your ship apart to build a refinery, or trade with other motherships)


Oracle-Class
- Research -

Sections:
Bridge
Advanced Sensors (unique, allows deep scanning of objects).
Engines
5 Crew quarters
1 Reactor
1 Refinery
1 Research Facility
1 Hangar
3 Storage
Cryosleep deck
1 Infirmary

Ships and Equipment:
5 provisions
10 fuel
2 Small arms
1 Progenitor artifact

Officers:
Research Director: +1 Research per cycle from the Research Facilities she directs.



- CREW -

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MORALE

But Beware, In the cold depths of space, the fragile human mind can easily be corrupted...
Your Crew's overall morale will slowly decrease over time. Soma and Recreational facilities can improve morale while battles and running out of supplies quickly decreases morale. Low and high morale can have unforseen consequences.

- Morale goes from 0 to 20. It starts from 10.
- Morale reduces by 2 each time you lose a spacecraft (or squadron) of any class or if one of your crew dies.
- Morale reduces by 1 for EVERY CREW your had awake this sector EVERY 72 HOURS (at the same time as you feed them).
- Morale reduces by 1 EACH CYCLE for EACH CREW that LACKS LIVING QUARTERS.
- Morale reduces by 1 for each crew you cannot feed at the end of the 72 hour period.

Note: Food and morale need are applied to every unit of crew you had awake during any part of the sector, except those who died.

You can restore morale with Soma, rest orders and recreational facilities.
- Morale increases by 1 if a crew is ordered to rest. + 2 If the crew is given Soma to enhance their rest.
- Soma can be distributed among your crew for +1 Morale.
- Luxury Items can be distributed among your crew for +2 Morale (or +3 Morale with a space mall).

Reaching 0 morale induces space madness. Notify OP immediately.
Reaching 20 morale induces euphoria. Notify OP immediately.

-

HEALTH
- Health Goes from 3 to 0.
- Lose 1 Health any time you cannot feed your crew at the end of a 72 hour period..
- Lose 1 Health any time you lose a unit in battle OR if a section is destroyed where crew is present. You may then evacuate the crew to a nearby surviving section. If there are no adjacent sections to evacuate to, your crew dies.
- You may also lose health from virus outbreaks, which usually originate from a greenhouse or a refinery (rare events).
- You may restore health by sending one of your crew to an infirmary for 24 hours.

If you reach 0 health, one of your (most relevant) crew dies IMMEDIATELY and Health is reset to 3.
(for example, if one of your crews participated in combat lately where they were injured, they are most likely to be chosen to die.)

-

CREW ORDERS

Cycle Tasks (Takes up 24 hours, but up to 6 hours may be used for minor tasks without interrupting the cycle action. If your crew spends 7 hours on minor tasks, their Cycle Task will be cancelled!).

- Staff Section: Work in one of the ship's many facilities to produce things and research stuff.
- Rest: +1 Morale. This may help when morale is very low. Remember, the Crew can still spend up to 6 hours fighting/minor tasks.
- Conduct Repairs: 1 Space tools + 1 crew to repair 1 section in 24 hours.
- Scuttle Section: "Unbuild" a section, 1 unit of elements at a time. Once all elements are regained, the section disappears. Can be also preformed on derelict ships with the help of transports. 1 Crew + 1 Transport in 24 hours disassembles 1 element from a derelict section.
- Build Section: Add 1 Labor and 1 Resource towards building a ship section.

Minor Tasks (Takes 1 hours at a time).

- Emergency Actions: Put out fires, fix subsystems, Will explain later on what these are good for.
- Transfer: Transfer between ships (requires transport).
- Man Weapons: Staff defense sections.
- Fight: Grab 1 Small arms to form a fighting crew for defending your mothership against intruders or attackingas an away team (with a transport). If you don't have small arms, you can still try order your crew to fight, but they won't be very effective.
- Explore: Grab 1 Small arms (if possible) to form an away team for exploring anomalies.

For purposes of experience mechanics, it is recommended that you refer to unit of crew with a distinct name. For example:
- Brigade 1 operates Enrichment plant, Brigade 2 gears up for exploration and boards transport, Brigade 3 conducts research at the lab.
of course, you can give any name you want to your crews.

OFFICERS

Each Mothership starts with an officer. Officers can be assigned to a crew unit to boost their performance. Each officer can only boost the performance of single unit and not the entire ship.

Over the course of your journey, you may gain new officers through various means (that I will not spoil now).

EXPERIENCE

Your crew and your ships may gain experience from participating in combat and operating facilities. High morale will greatly enhance your crew's ability to learn and adapt to the new challenges.


- FLEET COMMAND -

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There are 2 main types of spacecraft available:
- Small spacecraft (Transports, fighters, corvettes) reside in a mothership's hangar. They have minimal life support systems and cannot survive on their own for long. They need to return to the mothership to rearm and refuel between attacks.
- Larger crafts remain in space. They have their own life support systems and doesn't need hangar space.

Some spacecraft can be imagined as a squadron, rather then a single unit. Squadrons of fighters can be thought of as 5 - 10, while corvettes as 2 - 3.

Larger spacecraft permanently stationed outside are supplied directly from FLEET SUPPLY.

TRANSPORTS
Cost: 3 HE, 3 Fuel, 3 Cycle to assemble
Transports can transport 5 units of cargo or 1 crew to any destination in the sector in 1 hour, and then return the mothership 1 hour later (may carry things back as well. Can only be launched ONCE every 12 hours (Need to refuel and cool engines). Can Also Help Scuttle remote ships. When Transporting crew, The crew can take 1 unit of cargo as luggage (space tools, Small arms, Provisions). Transports have 3 HP (Hull points). There is only 1 kind of transport.

FIGHTERS
Cost: 1 HE, 1 Fuel, 1 Cycle to assemble
Deploys immediately to any part of the sector, attack its target and return to their hangar to refuel and rearm in the same hour. Uses 1 Munitions to deal 1 Flak damage each hour. They all have 1 HP (hull points). All motherships can build Interceptors from the start. Other fighter-class spacecraft will be unlocked via research.

- Interceptor: Deals 1 Flak Damage per hour while it uses 1 munitions per hour. 1 HP.
- ???
- ???

Experience:
Fighter may gain combat experience from successful raids. This gives them EP (Evasion points). Evasion points allow them to evade damage equal to their EP limit. EP is regenerated each hour.

CORVETTES
2 HE, 2 Fuel, 2 cycles to assemble.
Corvettes take 1 hour to reach distant targets. They have 5 HP. They receive munitions directly from FLEET SUPPLY. They cannot stay more then 12 hours away from mothership due to limited life support.

- ???
- ???

FRIGATES
2 HE, 1 LE, 3 Fuel, 3 Cycles to assemble.
Frigates do not need hangar space and can survive without the Mothership. 10 HP, Munitions received from FLEET SUPPLY.
Frigates take 2 hours to get somewhere distant.

- ???
- ???
- ???
- ???

UTILITY
Utility ships have speed and cost of corvettes. They however have 10 HP. They May or May not be armed.

- Mining Barge - Requires 2 hangar space. Allows ONE of your REFINERY to HARVEST elements FROM ANYWHERE IN the SECTOR. The barge can be targeted both where its mining and where the mothership is.
- ???
- ???
- ???

Capital Ships... More later.




- AWAY TEAMS -

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CREW ORDERS

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

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

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

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

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

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

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

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

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



APP
Code: Select all
[i][b]Fleet Registry
- Mothership -[/b][/i]

[b]Name[/b]:
[b]Class[/b]:
[b]Appearance[/b]: (optional)
[b]Sponsor District[/b]:
[b]Philosophy[/b]:

[i][b]Fleet Registry
- Commander-
[/b][/i]
[b]Name[/b]:
[b]Age[/b]:
[b]Sex[/b]
[b]Appearance[/b]: (optional)
[b]Education[/b]:
[b]District/Planet of origin[/b]:
[b]Biography[/b]:

Application form [color=#408080]Pre-approved [/color]
September 27th, 2667
Fleet command



You can suggest new mothership classes and philosophies if you don't any existing ones

Core:
https://i.pinimg.com/originals/80/81/a1 ... 317c7c.jpg


Embrace the darkness:
(Not available at start!)
Your crew may never rest (but they may still consume soma).
Unique buildable section:
Sacrificial Altar - Sacrifice one crew to reset the morale to 20, Health to 3 and attain euphoria.
Costs: 1 LE, 1 HE, 2 Labor
If morale reaches 0, your crew will commit mass suicide.
Heightened chance of improbable events...


Misc.Rules

CARGO

You may temporarily store resources inside transports (5 storage space).
You may temporarily store resources in a hangar (1 unused hangar space = 2 storage space).


WEAPONS

Each hour you assign your weapons a target. In most cases, they will hit and deal damage. (Unfavorable conditions may arise from environment, you will be notified of these before launching an attack.

Flak cannons use 1 munitions to fire and deal 1 HP damage to ALL targets.

Torpedoes have 1 HP and Deal 5 HP damage on impact. Torpedoes are too slow to turn hit fighters.

???

???

???

???


Each of earth's 7 districts wish to support your journey into the unknown with some resources. Sadly, there is only enough time to deliver one of the offers. Choose wisely. Note that your mothership's storage capacity limits how much you can accept.

Misc rules:
You may temporarily store resources inside idle transports (each transport can hold up to 5 cargo).
You may temporarily store resources in a hangar (1 unused hangar space = 2 storage space).

Europa:
Commodity Shipment:
Designer Clothes: +5 luxury items
Special Cargo:
Mineral Water: - Consume to gain +1 LE, +1 Health, +1 Morale (1 time use)

Siberia:
Resource Shipment:
Refined Minerals: +1 RE +1 HE
Spaceship Components: +3 spare parts/space tools

Amazonia:
Resource Shipment:
Frozen Fruits: +8 Provisions
Psychedelic Spices: +2 Soma

Antarctica:
Archeological Findings:
Arctic Relics: +1 Progenitor Artifact
Special Cargo:
Water Ice: - Unfreeze with 5 energy to gain +2 LE OR be used to prevent reactor meltdown.

Nipponia:
Additional Spacecraft:
Space Ferry: +1 Transport
Special Cargo:
Nano-Medicine: Consume to gain +up to 2 Health (may not go above 3) and +1 Morale.

Canadia:
Resource shipment:
Plutonium Reserves: +5 Fuel
Special Cargo:
Maple Syrup: +1 Provisions, +2 Morale

Oceania:
Special Cargo:
Sea Water: - desalinate with 2 energy to gain +2 LE
Other Support:
Farewell Party: +5 Starting Morale
Memory Drives: +2 Morale every 72 hours.

Special Cargo takes up 1 space and can be unpacked to provide its bonuses once throughout the journey.


Dreams of Solace:
+1 Soma produced from Greenhouses.
+1 Morale every 72 hours from every operating greenhouse.
Unique buildable section:
Dream Dome- +1 Morale per resting crew, +1 Morale from using some (in every case). Max 1 Per mothership. You may assign crew to the dome to dream (for any quantity of time). Max 1 per mothership.
Costs: 1 LE, 1 HE, 2 Labor


Self Sacrifice:
No morale lost for losing units or crew. Fighters and corvettes may be ordered to kamikaze into torpedoes, ships of any class and mothership sections, dealing 5 damage if not destroyed during flight, while also increasing morale by 3. Frigates, and all other ship classes may ram other ships at the cost of 1 fuel.
Results of ramming are impossible to predict, there is no morale gain from ramming (only kamikaze).
Ships can only ram targets in the same sector.
Unique buildable section:
Afterburners- Max 1 Per mothership. Allows the mothership to ram other motherships in its sub-sector(costs 3 fuel). The ramming will damage your ship's front sections, while you get to choose where to ram the enemy ship.
Costs: 1 HE, 1 RE, 2 Labor


Faith and Purity:
Your crew can never use or produce soma.
+1 Provisions from greenhouses.
Unique buildable section:
Chapel - +1 Morale per cycle. Max 1 Per mothership. You may assign crew to the chapel to pray (for any quantity of time).
Costs: 1 LE, 1 HE, 2 Labor
The first time your crew's morale reaches 0, morale is reset to 10.
Miracles might happen...


Safe Voyage:
+1 Morale each cycle as long as your ship has at least 10 fuel and 10 provision in store.
Double storage space in storage sections. Storage sections, the bridge, hangars, the reactor, the engine and the cryosleep deck has double HP. Double carrying capacity and double HP for all transports.
Unique buildable section:
Auxiliary power- +5 Energy for the current cycle. May only be activated once every 72 hours (once every sector). Max 1 per Mothership!
Costs: 1 HE, 1 RE, 2 Labor


Consumer Lifestyle:
Only 1 morale loss from losing units and crew. +2 Morale every time you produce a new ship of any class.
Unique buildable section:
Space Mall- Allows converting luxury items to 3 morale per item, and/or serving (1 provisions + 1 soma) for 2 morale, and/or converting 3 energy for 1 morale. Max 1 conversion of each type per cycle. Max one per mothership.
Costs: 1 LE, 1 HE, 2 Labor


Thirst for Knowledge:
+1 Morale every 72 hours for every Research facility and academy.
Unique buildable section:
Space Academy- Allows crews to learn experience traits of other crews on-board over the course of 1 cycle at the expense of 2 energy. Max one per mothership. +1 Officer of any type 72 hours after building the academy.
Costs: 1 LE, 1 HE, 2 Labor
Last edited by Harkback Union on Fri Aug 24, 2018 2:18 pm, edited 11 times in total.

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

Postby Harkback Union » Fri Aug 17, 2018 4:11 am

Mechanics still WIP

IC Starts on August 20th

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G-Tech Corporation
Khan of Spam
 
Posts: 64149
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 17, 2018 6:48 am

A man watches a thread.
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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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri Aug 17, 2018 8:03 am

Do feel free to provide feedback on the rules.
Too complex? Badly worded? Not enough pictures?

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G-Tech Corporation
Khan of Spam
 
Posts: 64149
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 17, 2018 8:06 am

Harkback Union wrote:Do feel free to provide feedback on the rules.
Too complex? Badly worded? Not enough pictures?


Looks good to me so far, honestly. I like all the pictures. Some of the misc/philosophies seem a touch unbalanced, and it might be cool to have another Mothership class or two with less obvious specializations, but those are just minor comments.
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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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Fri Aug 17, 2018 8:12 am

Tag, just tag.
Last edited by Ralnis on Fri Aug 17, 2018 8:18 am, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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

Postby Harkback Union » Fri Aug 17, 2018 8:12 am

G-Tech Corporation wrote:
Harkback Union wrote:Do feel free to provide feedback on the rules.
Too complex? Badly worded? Not enough pictures?


Looks good to me so far, honestly. I like all the pictures. Some of the misc/philosophies seem a touch unbalanced, and it might be cool to have another Mothership class or two with less obvious specializations, but those are just minor comments.


Which ones?

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G-Tech Corporation
Khan of Spam
 
Posts: 64149
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 17, 2018 8:17 am

Harkback Union wrote:
G-Tech Corporation wrote:
Looks good to me so far, honestly. I like all the pictures. Some of the misc/philosophies seem a touch unbalanced, and it might be cool to have another Mothership class or two with less obvious specializations, but those are just minor comments.


Which ones?


Mainly Consumer Lifestyle seems very weak, since I assume we won't be building more ships exactly often.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri Aug 17, 2018 10:55 am

Hopefully there will actually be resources this time? IMO the inevitable slaughter only gets more fun when people have time to build themselves up first, since last time it was basically "I was the first to get a gun, gg I win"
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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The National Dominion of Hungary
Minister
 
Posts: 2520
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Fri Aug 17, 2018 11:24 am

Another man watches the same thread.

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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G-Tech Corporation
Khan of Spam
 
Posts: 64149
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Aug 17, 2018 11:46 am

Fleet Registry
- Mothership -


Name: Prokhor
Class: Forgebound-class
Appearance: Utilitarian Waverider design philosophy; sleek lines adapted to atmospheric transit broken only by sensor nodules and access ports in the mottled blue-gray exterior, roughly spearhead shaped.
Sponsor District: Oceania
Philosophy: Industrial Idyll

Fleet Registry
- Commander-

Name: Vladimir Matveyev
Age: 35
Sex: Male
Appearance: Clean cut, heavily tanned, after the Waverider fashion. Heavy tattooing on arms, torso, and legs, Gearhead and Orthodox symbology. Blonde hair cut white by long years of sun, deep blue eyes.
Education: PhD in Adaptive Climatology, Novo Petrograd Polytechnic. Undergraduate Degree in Applied Metallurgy.
District/Planet of origin: New Siberian Federation, Oceania
Biography: Born on an oceanborn arcology in the Pacific Ocean that sailed under the flag of the New Siberian Federation. Grew up privileged, but worked hard from a young age, near genius intellect. Graduated from university less than a decade before the Incident, military career with the Frontiers Corps, working as a Lead Terraformer on an ocean world restructuring. Assigned as captain of the Prokhor when the scale of the Incident became known.

Application form Pre-approved
September 27th, 2667
Fleet command
Last edited by G-Tech Corporation on Tue Aug 21, 2018 3:23 pm, edited 3 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby ApplePieistan » Fri Aug 17, 2018 3:53 pm

Tag. I need a custom ship.

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

Postby Harkback Union » Fri Aug 17, 2018 4:58 pm

The Burning Sun wrote:Hopefully there will actually be resources this time? IMO the inevitable slaughter only gets more fun when people have time to build themselves up first, since last time it was basically "I was the first to get a gun, gg I win"


This time, there will be a massive penalty if you open fire on another human ship on the first few days. Your crew would not approve of it.

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

Postby ApplePieistan » Fri Aug 17, 2018 5:39 pm

Harkback Union wrote:
The Burning Sun wrote:Hopefully there will actually be resources this time? IMO the inevitable slaughter only gets more fun when people have time to build themselves up first, since last time it was basically "I was the first to get a gun, gg I win"


This time, there will be a massive penalty if you open fire on another human ship on the first few days. Your crew would not approve of it.

That’s cool; I’d like to see the effects of space madness.

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

Postby ApplePieistan » Fri Aug 17, 2018 6:16 pm

Question about the app: what’s the least amount of education that would be acceptable?

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

Postby Harkback Union » Fri Aug 17, 2018 8:04 pm

ApplePieistan wrote:Question about the app: what’s the least amount of education that would be acceptable?


Kindergarden

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

Postby Labstoska » Sat Aug 18, 2018 3:12 am

Fleet Registry
- Mothership -


Name: The splinter
Class: Prometheus class
Appearance: The splinter gives every appearance of being a cobbled together piece of garbage, which in all fairness it is, the ship is roughly shaped like one long spike with multiple indentations and crevices along the surface where the construction crews couldn't quite weld together the various ships that make up the Splinter. There are of course various docking ports scattered across the ship however they have no semblance of order as to their placement, the colour scheme is also a completely random as no one really bothered to repaint every ship that was welded together to construct the splinter.
Sponsor District: Siberia
Philosophy: safe voyage

Fleet Registry
- Commander-

Name: Theadore Dushkavik
Age: 43
Sex Male
Appearance: Theadore has a face that looks as if it's 60's thank to harsh labour that one undergoes in the Siberian wastes, his body is rather broard and certainly gives of the appearance of physical strength yet Theadore is extraordinary pale and often attempts to conceal the immense fits of coughing that overtake him. He often wears red overalls which is indicative of his rank aboard the Splinter.(optional)
Education: Theadore received A levels in engineering, robotics and chemistry before the Novobrisk national academy was shut down.
District/Planet of origin: Siberia
Biography: Theadore was born in the industrial megaopilis of Novobrisk, to a reasonably well off middle class family. he would always work diligently with the automated education system that he was provided and while not being the best when it came to tests and most academic pursuits always managed to get by with reasonably well marks, he also managed to develop a strong charisma as admittedly his life was not entirely turned over to studying. At 16 Theadore finished the standard curriculum provided by the automated education system and progressed onto A levels where he studied at the Novobrisk national academy, which was the first actual school with Human teachers Theadore had ever been to. When Theadore finally completed his A levels (he hoped to become a robotcist) the great shutdown of Novobrisk shifted his life on a far different path. The great shutdown was a massive EMP burst brought on by a progenitor artifact that had been moved to the city, Novobrisk which had been a city running automated systems had now been cast into the dark, and soon the cold Siberian winter began to set upon Novobrisk.

The city was evacuated, those who were wealthy enough went to the now floating cities out on the Pacific or one of the other great automated Megaopilis of Siberia , those who weren't, such as Theadore's family, had to settle in one of the many small industrial towns. Theadore managed to get a job a Drone overseer, drones unlike your average machine constantly required instruction and easily broke down, a job that Theadore could handle well enough and one that he thought he'd be able to leave in a year or so. As the years dragged on Theadore realised that he would never be able to leave his job and finish his education, so he began to adjust to his new environment, his diligence in work allowed him to quickly become the overseer of an entire automated mine and his charisma made him rather popular in the small Industrial town he had lived in. When he was 32 he became the co-ordinater of the industrial town he lived in, albiet by a slim margin, over the next decade he solidified his popularity and made moves to improve the quality of life within the town. Yet once again events completely out of Theadore's hands were going to bring disaster to his life, the incident caused chaos across mainland Siberia, the story told to pacify the public was viewed with skepticism by most people and when people saw that the motherships were being built, anarchy began to spread. Theadore himself was determined to live through this, yet as the economy collapsed and civilization began to fail it seemed as if the end was inevitable. Yet by some miracle Theadore heard of a Mothership construction site out in the cold desert, Theadore quickly gathered together a milita of men in his town and anyone who wished to survive and attacked the construction site, however when they arrived it was abandoned it appeared that the funding for this ship had run out. Theadore quickly brought over practically the entire population of his town and anyone else who was willing to survive to help finish the Mothership. And finally when the dark sphere loomed in the sky threatening to consume the Earth, the newly name splinter took off and began its path towards the stars.

Application form Pre-approved
September 27th, 2667
Fleet command
Last edited by Labstoska on Sun Aug 19, 2018 4:28 am, edited 1 time in total.

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

Postby Harkback Union » Sat Aug 18, 2018 5:10 am

Labstoska wrote:Fleet Registry
- Mothership -


Name: The splinter
Class: Hephaestus class
Appearance: The splinter gives every appearance of being a cobbled together piece of garbage, which in all fairness it is, the ship is roughly shaped like one long spike with multiple indentations and crevices along the surface where the construction crews couldn't quite weld together the various ships that make up the Splinter. There are of course various docking ports scattered across the ship however they have no semblance of order as to their placement, the colour scheme is also a completely random as no one really bothered to repaint every ship that was welded together to construct the splinter.
Sponsor District: Siberia
Philosophy: safe voyage

Fleet Registry
- Commander-

Name: Theadore Dushkavik
Age: 43
Sex Male
Appearance: Theadore has a face that looks as if it's 60's thank to harsh labour that one undergoes in the Siberian wastes, his body is rather broard and certainly gives of the appearance of physical strength yet Theadore is extraordinary pale and often attempts to conceal the immense fits of coughing that overtake him. He often wears red overalls which is indicative of his rank aboard the Splinter.(optional)
Education: Theadore received A levels in engineering, robotics and chemistry before the Novobrisk national academy was shut down.
District/Planet of origin: Siberia
Biography: Theadore was born in the industrial megaopilis of Novobrisk, to a reasonably well off middle class family. he would always work diligently with the automated education system that he was provided and while not being the best when it came to tests and most academic pursuits always managed to get by with reasonably well marks, he also managed to develop a strong charisma as admittedly his life was not entirely turned over to studying. At 16 Theadore finished the standard curriculum provided by the automated education system and progressed onto A levels where he studied at the Novobrisk national academy, which was the first actual school with Human teachers Theadore had ever been to. When Theadore finally completed his A levels (he hoped to become a robotcist) the great shutdown of Novobrisk shifted his life on a far different path. The great shutdown was a massive EMP burst brought on by a progenitor artifact that had been moved to the city, Novobrisk which had been a city running automated systems had now been cast into the dark, and soon the cold Siberian winter began to set upon Novobrisk.

The city was evacuated, those who were wealthy enough went to the now floating cities out on the Pacific or one of the other great automated Megaopilis of Siberia , those who weren't, such as Theadore's family, had to settle in one of the many small industrial towns. Theadore managed to get a job a Drone overseer, drones unlike your average machine constantly required instruction and easily broke down, a job that Theadore could handle well enough and one that he thought he'd be able to leave in a year or so. As the years dragged on Theadore realised that he would never be able to leave his job and finish his education, so he began to adjust to his new environment, his diligence in work allowed him to quickly become the overseer of an entire automated mine and his charisma made him rather popular in the small Industrial town he had lived in. When he was 32 he became the co-ordinater of the industrial town he lived in, albiet by a slim margin, over the next decade he solidified his popularity and made moves to improve the quality of life within the town. Yet once again events completely out of Theadore's hands were going to bring disaster to his life, the incident caused chaos across mainland Siberia, the story told to pacify the public was viewed with skepticism by most people and when people saw that the motherships were being built, anarchy began to spread. Theadore himself was determined to live through this, yet as the economy collapsed and civilization began to fail it seemed as if the end was inevitable. Yet by some miracle Theadore heard of a Mothership construction site out in the cold desert, Theadore quickly gathered together a milita of men in his town and anyone who wished to survive and attacked the construction site, however when they arrived it was abandoned it appeared that the funding for this ship had run out. Theadore quickly brought over practically the entire population of his town and anyone else who was willing to survive to help finish the Mothership. And finally when the dark sphere loomed in the sky threatening to consume the Earth, the newly name splinter took off and began its path towards the stars.

Application form Pre-approved
September 27th, 2667
Fleet command


Nice backstory.

Love it when people add lore to the world.

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

Postby Labstoska » Sat Aug 18, 2018 5:25 am

Harkback Union wrote:
Labstoska wrote:Fleet Registry
- Mothership -


Name: The splinter
Class: Hephaestus class
Appearance: The splinter gives every appearance of being a cobbled together piece of garbage, which in all fairness it is, the ship is roughly shaped like one long spike with multiple indentations and crevices along the surface where the construction crews couldn't quite weld together the various ships that make up the Splinter. There are of course various docking ports scattered across the ship however they have no semblance of order as to their placement, the colour scheme is also a completely random as no one really bothered to repaint every ship that was welded together to construct the splinter.
Sponsor District: Siberia
Philosophy: safe voyage

Fleet Registry
- Commander-

Name: Theadore Dushkavik
Age: 43
Sex Male
Appearance: Theadore has a face that looks as if it's 60's thank to harsh labour that one undergoes in the Siberian wastes, his body is rather broard and certainly gives of the appearance of physical strength yet Theadore is extraordinary pale and often attempts to conceal the immense fits of coughing that overtake him. He often wears red overalls which is indicative of his rank aboard the Splinter.(optional)
Education: Theadore received A levels in engineering, robotics and chemistry before the Novobrisk national academy was shut down.
District/Planet of origin: Siberia
Biography: Theadore was born in the industrial megaopilis of Novobrisk, to a reasonably well off middle class family. he would always work diligently with the automated education system that he was provided and while not being the best when it came to tests and most academic pursuits always managed to get by with reasonably well marks, he also managed to develop a strong charisma as admittedly his life was not entirely turned over to studying. At 16 Theadore finished the standard curriculum provided by the automated education system and progressed onto A levels where he studied at the Novobrisk national academy, which was the first actual school with Human teachers Theadore had ever been to. When Theadore finally completed his A levels (he hoped to become a robotcist) the great shutdown of Novobrisk shifted his life on a far different path. The great shutdown was a massive EMP burst brought on by a progenitor artifact that had been moved to the city, Novobrisk which had been a city running automated systems had now been cast into the dark, and soon the cold Siberian winter began to set upon Novobrisk.

The city was evacuated, those who were wealthy enough went to the now floating cities out on the Pacific or one of the other great automated Megaopilis of Siberia , those who weren't, such as Theadore's family, had to settle in one of the many small industrial towns. Theadore managed to get a job a Drone overseer, drones unlike your average machine constantly required instruction and easily broke down, a job that Theadore could handle well enough and one that he thought he'd be able to leave in a year or so. As the years dragged on Theadore realised that he would never be able to leave his job and finish his education, so he began to adjust to his new environment, his diligence in work allowed him to quickly become the overseer of an entire automated mine and his charisma made him rather popular in the small Industrial town he had lived in. When he was 32 he became the co-ordinater of the industrial town he lived in, albiet by a slim margin, over the next decade he solidified his popularity and made moves to improve the quality of life within the town. Yet once again events completely out of Theadore's hands were going to bring disaster to his life, the incident caused chaos across mainland Siberia, the story told to pacify the public was viewed with skepticism by most people and when people saw that the motherships were being built, anarchy began to spread. Theadore himself was determined to live through this, yet as the economy collapsed and civilization began to fail it seemed as if the end was inevitable. Yet by some miracle Theadore heard of a Mothership construction site out in the cold desert, Theadore quickly gathered together a milita of men in his town and anyone who wished to survive and attacked the construction site, however when they arrived it was abandoned it appeared that the funding for this ship had run out. Theadore quickly brought over practically the entire population of his town and anyone else who was willing to survive to help finish the Mothership. And finally when the dark sphere loomed in the sky threatening to consume the Earth, the newly name splinter took off and began its path towards the stars.

Application form Pre-approved
September 27th, 2667
Fleet command


Nice backstory.

Love it when people add lore to the world.

Thanks!

Also is it possible to switch philosophy if there were some kind of regime change on the Mothership?

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Sat Aug 18, 2018 5:56 am

You guys need a moving farming ship?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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

Postby Harkback Union » Sat Aug 18, 2018 6:23 am

Labstoska wrote:
Harkback Union wrote:
Nice backstory.

Love it when people add lore to the world.

Thanks!

Also is it possible to switch philosophy if there were some kind of regime change on the Mothership?


Possibly, however the special buildings of the old philosophy would stop working.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sat Aug 18, 2018 1:21 pm

ApplePieistan wrote:
Harkback Union wrote:
This time, there will be a massive penalty if you open fire on another human ship on the first few days. Your crew would not approve of it.

That’s cool; I’d like to see the effects of space madness.

Anyone else get the feeling that space "euphoria" is gonna be just as devastating as madness?
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 64149
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Aug 18, 2018 3:26 pm

The Burning Sun wrote:
ApplePieistan wrote:That’s cool; I’d like to see the effects of space madness.

Anyone else get the feeling that space "euphoria" is gonna be just as devastating as madness?


I'm thinking more it will be major buffs with a major downside. Like your people consume extra resources, but ignore morale restrictions temporarily.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Sat Aug 18, 2018 3:41 pm

G-Tech Corporation wrote:
The Burning Sun wrote:Anyone else get the feeling that space "euphoria" is gonna be just as devastating as madness?


I'm thinking more it will be major buffs with a major downside. Like your people consume extra resources, but ignore morale restrictions temporarily.

Either way, I'll wait for someone else to trigger it first.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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

Postby Harkback Union » Sat Aug 18, 2018 4:44 pm

ApplePieistan wrote:
Harkback Union wrote:
This time, there will be a massive penalty if you open fire on another human ship on the first few days. Your crew would not approve of it.

That’s cool; I’d like to see the effects of space madness.


Appl plz, just 1 sector, just one.

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