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Mass Effect Factions: Undercurrent [OOC|Open]

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Mass Effect Factions: Undercurrent [OOC|Open]

Postby G-Tech Corporation » Mon Nov 09, 2020 12:50 pm

Music to Save the Galaxy To


News: Illium chancellor denies committing atrocities in bombardment of Terminus planet - thousands dead from 'forced military action'!


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Important Information

IC
Codex
Map


Introduction

Welcome to Mass Effect Factions, a RP where you ultimately decide the fate of the Galaxy through diplomacy, warfare, corporate sabotage, intelligence gathering, and some other lesser known methods that you may come up with on your own. You will take control of one of the many factions within the galaxy be they aligned with the citadel or an independent entity clinging to the edge of civilized space or huddled around their homeworlds in the Terminus.

Scenario: The year is 2182, and the galaxy stands upon the edge of a knife. Though peace reigns in the heart of Council Space, intrigue and invisible power struggles are forming fracture lines which will not remain forever quiet. From Omega to Earth, a quiet threat is growing, with powerful men and women behaving irrationally, even with growing insanity, a cancer eating at the heart of civilized society. Behind closed doors, intelligence brokers whisper of a nameless fear, something related to the mysterious Collectors who have been seen more and more on the fringes of the galaxy...

However, not all unrest is so hidden. With the Skyllian Blitz not even a decade past, tensions between Humans, the galaxy's newest members, and the Batarian Hegemony remain high. Slave raids on human colonies are frequent as well as Alliance assaults on Batarian "Pirate" strongholds. It was during this time that Commander Shepard displayed a great deal of bravery fending off a Batarian assault single-handedly when a colony's defenses fell eventually pushing them back and sealing the breach before reinforcements arrived. The conflict proved Humanity's ability to adapt to their enemy and that they were in fact quite militarily competent. Shepard was awarded the Star of Terra for their actions during that battle. However, the average citizen in the Galaxy has now seen the Humans fight two conflicts in a quarter century. To many, the humans are now perceived as aggressors and likely to destabilize the Citadel Council.

To alleviate these fears, a joint Turian-Human task force as been working on a secret project that will bring greater unity between the two species. Now Shepard is being touted secretly as a SPECTRE candidate, championed by David Anderson, a former SPECTRE candidate himself until a joint mission with the Turian Saren Arterius went wrong. Since then Saren has continued his SPECTRE work in the Traverse sometimes going years without contact, he has however recently returned to Palaven to meet with a fellow SPECTRE to give him intel regarding strange Geth Activity near the Veil and that it could be a precursor to an invasion. Nihlus, the other SPECTRE, notifies Saren of the Hierarchy and the Alliance working on a secretive project together.


Code: Select all
Faction Name:
Leader:
Citadel Council Member: (Y/N or NA)
Diplomatic Relations:
History:
Infrastructure and Held Worlds:
Claimed Worlds:
Military:
a) On Planet Forces(Ground Battalions and Docked Ships): 
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):

RP Example:
Questions and Suggestions:
S13


Quick explanation. Once you've decided that you want the Elcor, say, and are ready to fight the Batarians, consult the price tables below and your starting Credit and Infrastructure in order to build your faction. Purchase from there within the starting cred limit. Roughly stick to canon, but overall you've got a lot of latitude. We expect far more detail for custom factions, such as Batarian Warlords and Corporations, than we do for heavily established factions, such as the Turian Hierarchy. Leaders can be OCs in the event of there being no real detail. The Mass Effect wiki is one of your best friends here. Use it to choose planets - again, roughly within canon - for settlement and construction. Please note that groups purporting to be mercenaries must act as mercenaries, not just conquering armies (however, you can change to a legitimate government at a later time if you choose to).


Factions
Reservations Last 48 Hours

Established Factions
1. Asari Republics: Segmentia
2. Salarian Union: Open
3. Turian Hierarchy: The GAmetopians
4. Human Systems Alliance: The Empire of Tau
5. Batarian Hegemony: Ralnis
6. Omega: Lunas Legion
7. Illium: Nuxipal
8. Geth Consensus: G-Tech Corporation
9. Quarian Flotilla: The National Dominion of Hungary
10. Hanar Illuminated Primacy: Open
11. Planetary Government of Korlus: Revlona
12. Elcor Courts: Sarderia
13. Systems Alliance GSA: Riysa
14. The Iron Vanguard: Theyra
15. Attican Beta Colonial Front: Versail
16. The Warborn: Prusslandia

If there is a Canonical Faction you see missing that you are interested in playing, please let me know.

Semi-canon / non-canon factions are also now being accepted.


Faction Starting Stuff

Use the starting credits to purchase infrastructure and military for your faction. All starting infrastructure is limited to specific areas to prevent a faction in the Terminus from having colonies deep in Council Space. Dreadnoughts may not be outright purchased, but instead up to two can be paid for with 9/12 months completed, assuming you are also building a military shipyard with starting credits.

Citadel Council Members can have infrastructure built within 2 clusters of their canon capitol at game start.

Asari Republics - Default Forces: 15 Dreadnaughts, 1 Hyperdread, 10 Light Cruisers, 1 Leader (Tela Vasier - Intelligence 1)
1500 Economy Credits, 1500 Military Credits, 6 Worlds, 20 Claims

Turian Hierarchy - Default Force: 32 Dreadnaughts, 20 Heavy Cruisers, 1 Leader (Saren Arterius - Strength 1 Intelligence 1)
1200 Economy Credits, 3000 Military Credits, 4 Worlds, 14 Claims

Salarian Union - Default Force: 14 Dreadnaughts, 20 Light Cruisers, 20 Frigates
1500 Economy Credits, 1500 Military Credits, 3 Worlds, 10 Claims


Citadel Associate Races may have infrastructure built within 3 clusters of their canon capitol.

Human Systems Alliance - Default Force: 6 Dreadnaughts, 4 Fleet Carriers, 1 Leader (Commander Shepherd - Strength 1 Intelligence 1 Bravery 1)
1500 Economy Credits, 1000 Military Credits, 2 Worlds, 30 Claims

Hanar Primacy - Default Force: 10 Heavy Cruisers, 20 Light Cruisers
1500 Economy Credits, 750 Military Credits, 2 Worlds, 10 Claims

Elcor Courts - Default Force: 2 Battlecruisers, 10 Light Cruisers
2000 Economy Credits, 1200 Military Credits, 3 Worlds, 3 Claims


Terminus Factions and Neutral Factions may build infrastructure within 4 Clusters of their starting location.

Omega - Default Force: 1 Battlecruisers, 10 Heavy Cruisers
1000 Economy Credits, 750 Military Credits, 1 Major Space Station (Omega), 2 Claims

Batarian Hegemony - Default Force: 7 Dreadnaughts, 10 Heavy Cruisers, 10 Frigates
2000 Economy Credits, 1200 Military Credits, 4 Worlds, 8 Claims

Illium - Default Force: 15 Light Cruisers, 10 Destroyers
1200 Economy Credits, 1000 Military Credits, 1 Claim

Quarian Flotilla - Default Force: 8 Liveships, 10 Dreadnaughts, 15 Light Cruisers, 25 Destroyers, 10 Bulk Transports, 5 Transports, 5 Light Transports, 5 Mining Ships, 7 Infantry
1000 Economy Credits, 2 Claims

Planetary Government of Korlus - Default Force: 1 Heavy Cruiser, 10 Destroyers, 5 Frigates, 2 Transports
600 Economy Credits, 400 Military Credits, 1 World, 5 Claims

Geth Consensus - Default Force: 1 Orbital Battlestation, 28 Dreadnaughts, 1 Hyperdreadnaught (3 Months from Completion), 5 Heavy Cruisers, 10 Destroyers, 5 Transports, 1 Leader (Legion - Intelligence 1)
2000 Economy Credits, 1500 Military Credits, 6 Worlds, 0 Claims

Systems Alliance GSA - Default Force: 5 Light Cruisers, 5 Frigates, 2 Leaders (Base), 2 Blacksites
500 Economy Credits, 500 Military Credits

Okeer Krogan - Default Force: 10 Infantry, 5 Light Cruisers
300 Economy Credits, 300 Military Credits, 1 World, 1 Research Station

Iron Vanguard - Default Force: 20 Militia, 2 Bulk Transports, 5 Destroyerss
400 Economy Credits, 200 Military Credits, 1 World, 0 Claims

Attican Beta Colonial Front - Default Force: 5 Heavy Cruisers, 5 Destroyers, 1 Fleet Carrier
400 Economy Credits, 300 Military Credits, 2 Worlds, 2 Claims

The Blood Pack - Default Force: 1 Leader, 10 Infantry, 5 Militia, 2 Bulk Transports
200 Economy Credits, 400 Military Credits, 1 World, 0 Claims


Faction Advantages and Disadvantages


Pros:
Temple of Athame - The greatest temple remaining on Thessia. It is strangely heavily protected by the very secular Republics, but they pass it off as preserving the Asari's early culture. This is all a front to protect a Prothean Beacon which was planted on Thessia for the Asari by the Protheans themselves. Unlike most Prothean Beacons this one seems to have a higher degree of functionality than others. Technological marvels pour forth from its archives. +50% Research Points produced on Thessia

Dominant Culture - The Asari hold the most cultural influence over the galaxy. As a result, Asari gain +30% credit generation on whichever world they build their Citadel Embassy on.

Cons:
Air of Superiority - The Asari have a peculiar style of architecture and have been known to be snobbish regarding the culture of others. All Urban Centers, Shipyards, and Starports cost 20% more.

Divided Polity - The Asari Republics are just that. A collection of individual Republics working together under an umbrella title that has little to do with their actual political situation aside from they are all majority Asari worlds and nations. -1 Intelligence on Leaders engaged in Diplomacy


Pros:

Special Tactics Group: Salarian Spec Ops are some of the best trained units in the galaxy and are known for their ability to hold the line and for their incorruptibility. Salarian Leaders are immune to Corruption and remove substantially decrease corruption where they are every month.

Ultra-Violet GARDIAN: Salarian technology is one of the most advanced in the galaxy. Salarian Medium and Light Vessels gain the Enhanced GARDIAN upgrade for free.

Cons:
Salarian Frailness - Salarians tend to have a less sturdy frame than the average citizen of the galaxy. Because of this they are unlikely to use craft which put a large degree of stress on their bodies. Salarians cannot purchase Fighters or Interceptors and other non-transport Light Vessels cost 25% more

Let's go loud: Salarians are known for their unassuming and stealth tactics. They work well behind the scenes and not charging the battlefield. Non-Elite, Non-Infantry ground units can only have one upgrade and upgrades cost 25% more (5% becomes 30%) for those units.


Pros: Volus Bankers - Having the Volus as a Client State, the Turians are able to focus on military matters while the Volus deal with the economies. Because of this, the Turians can reliably depend on economic support from Irune. Irune produces +50% credits for the Turian economy and Galactic Banks built by the Turians produce an additional 10 Credits for the Turians and an extra 5% to the client nation.

Military Society - While many Factions host an army, the Turian military is something else all together. The Hierarchy is one large military structure with 27 tiers with citizenship awarded upon rank 3. With mandatory enlistment from ages 15 to 30, the Turians do not lack for soldiers. All Ground Forces take 25% less time to train.

Cons:
Economic Disinterest - Despite having the Volus as bankers, the Turians themselves are not very business savvy. They simply are disinterested in allocating funds to anything except military assets. Infrastructure aside from Industrial, Mining, and Shipyards cost 25% more.

Volus Clientele - Having an economic powerhouse like the Volus as a client state is quite helpful, however, it comes at a cost. Turians must maintain their military position as the strongest force in Citadel Space. If they fall behind someone else in Dreadnought Strength or they lose their council seat the Volus will seek to end their client status and seek a new protector removing the Volus Bankers Pro.


Pros:
Deliberate and Effective - The Elcor make plans for generations, ensuring all efforts succeed through slow careful planning. As such, they can reap rewards other races find impractical, given enough time. Elcor Industry produces +2 Credits, rising to +6 Credits at a rate of +1 Credit every two months. This bonus’ effect is doubled if the Elcor gain a Council seat, but so is the rate of increase.
Living Tanks - Elcor are massive by the standards of most sentients, and have no ‘small arms’. Their Ground Units cost 25% more, but may carry another upgrade and gain Heavy Weapons for free.

Cons:
Particular Worlds - The Elcor require high gravity worlds, and struggle to flourish where other races would thrive. Infrastructure costs 50% more on non high gravity worlds.


Pros:
Ingenuity of Humanity - The Humans introduced Carriers to the galaxy and still hold a monopoly on the largest carrier force in the galaxy. Their proficiency in building these ships extends so far as to that they are built with their squadrons already ready to launch. Escort Carriers are built with one Fighter Squadron, Battlegroup Carriers have three fighters and one interceptor squadron, and Fleet Carriers have four fighters and two interceptor squadrons. These fighters can be exchanged with other fighters that have been built. These Carriers must have fighters aboard them at all times unless their squadrons were destroyed.

Enterprising Spirit - Those who make up the HSA are willing to give up their old lives to live on planets untouched by civilization. This takes a special type of person, the type of person who isn't afraid of hard work. Newly colonized (First Urban Area) garden worlds gain one free mining complex, one free industrial complex, and one free militia.

Cons:
Black Mark - The 314 Incident, the Skyllian Blitz, and how aggressive humans are diplomatically have given them a bad reputation among the galaxy's citizenry. There are quite a few anti-human organizations out there and many corporations who simply will not do business with them. Established Trade Routes and Galactic Banks produce 50% less credits. Should the HSA gain a SPECTRE this penalty is reduced by 25%. Should the HSA gain a Council Seat this penalty is reduced by 25%.

New to the Stage - Humanity has been a part of the galactic community for barely a generation, a human generation that is. They are new and as the new kid on the block not everything is as it seems. While many concepts are native to humanity, some are not. The cost of all upgrades are up 5%, with Electronic Warfare costing 10% more.


Pros: The Leviathan of Dis - The secrets of the genetically altered starship discovered on Dis was returned to Batarian Space and gives the Batarians +10 Research Points at the start of each turn. This can be upgraded to +20 Research Points should a small space station be constructed and forfeit its +5% income bonus. This choice cannot be undone.

Lingua Franca Termina - The Batarian Language is used as a trade language in the Terminus Systems and as such, Batarians have an easier time negotiating with Terminus Factions. Despite sanctions from the Citadel Council, the Batarians are able to leverage this to their economic benefit. The Batarian Hegemony Spaceports produce +2 credits per infrastructure so long as they are sanctioned by the Citadel Council.

Cons:
The Leviathan of Dis - The Leviathan of Dis is in fact a heavily damaged Reaper and it is spreading its indoctrination. Corruption in Harsa System modestly every month and the Batarian Hegemony is 50% more susceptible to further Corruption. However, it seems to harm the Batarian Hegemony less than it should. Perhaps they are already corrupt and it doesn't change the government dynamic.

Council Sanctions - So long as the Citadel Council has sanctions against the Batarian Hegemony they cannot build Galactic banks or Established Trade Routes. However, should the sanctions be dropped, and the Batarians build a citadel embassy to re-establish relations, this con and the Lingua Franca Termina Pro will be dropped. Instead giving the Pro: New Markets - All Galactic Banks and Established Trade Routes produce 100% more income for both factions involved.


Pros:
Citadel of the Terminus - A Rallying call for the Terminus Systems, Omega is everything the Citadel is not. The Citadel is pristine and sleek. Omega is dirty and non-symmetrical. Because of this, it still is a crime-ridden hell hole. However, this crime ridden hellhole attracts the best mercenaries and soldiers around. Omega's Infantry cost 50% less and are produced 25% faster. Additionally a single Militia unit with Low Quality Weapons is produced on the station every month.

Mines of Omega - Omega was built on an Eezo Rich asteroid and the station's initial wealth came from these mines. While other sources have surpassed these the wealth of Omega's Eezo cannot be discounted, as it still supplies the Terminus with the majority of its Eezo. Mines built on Omega have a +5 credit bonus.

Cons:
Pirate and Smuggler's Den - While smuggling and piracy were once mainstays of Omega's economy, they now seem to have finally become a drain on it. Upgrades to all ground units cost 50% more (based on original costs)

Lawless Environment: Omega is a great place for those seeking the illicit- less useful for legitimate enterprises due to intellectual property theft and protection fees. Industrial Districts and Urban Areas produce 25% less Credits.


Pros:
Asari Inheritance - Illium is the crown jewel of the Asari's colonial exploits. So long as the Asari have at least a seat on the council, income from spaceports is increased by 10%

Loose Trade Restrictions: Trade of all kinds are legal on Illium, as such the elite of Illium are able to buy technology and research on the cheap. Research Stations produce 20% more research and cost 10% less.

Cons:
Doorstep of Omega: Trade Routes to Illium are drying up very slowly. Costs of creating an Established Trade Route is increased by 10% and incomes are reduced by 10%

Eschewed Outlook- If it doesn't make money, the elite of Illium don't want it. All Starships must be built without upgrades, and upgrades must be purchased a minimum of one month after completion)


Pros:
Synthetic Superiority: Artificial beings require minimal air, light, or even radiation shielding. Geth treat Barren worlds as if they were two categories higher, and others as one.

Offworld Dwellings: Most Geth exist in great server-stations above the worlds they took from their Makers. Geth pay 50% less for Space Stations/Orbital Infrastructures and have their Orbital Infrastructure limits doubled.

Synthetic Intellectualism: Unfettered by the cultural or technological restraints of organic races, the Geth are nearly the most advanced race in the galaxy, and show no signs of slowing down. Research Stations produce a bonus 5 RP.

Cons:
Synthetic Bodies: Being entirely inorganic, biotics and their attendant wonders are completely unknown to the Geth. Geth may not build or use biotics, and research biology-based technologies at half speed.

The Caretakers: Preserving the worlds they took from their Makers does not come without a price, particularly when it comes to leaving this worlds unspoilt. Geth pay 15% more for Urban Areas on planets, and 50% more for on-planet infrastructure that isn’t Shipyards, Mining, or Industry.

Necessary Synchronization: If isolated, a Geth platform may struggle to function. Geth Infantry deployed without at least two battalions in support operate at the level of Militia.

Splendid Isolation: The Geth, for whatever reasons, rarely stray beyond the Perseus Veil. Perhaps this is to maintain a stable society. Geth worlds and units more than two clusters towards civilized space from the Veil will suffer monthly Corruption.


Pros:
Flotilla Life - The Liveshipss are where the Quarians live, learn, and continue their culture. Each Liveship can possess 2 Urban centers, 2 fuel depots, 3 industrial and 1 major industrial or 2 urban 2 fuel depot and 1 spaceport(either type) or they could be ship builders with 2 urban, 2 fuel depots and 1 shipyard. Each Liveship may also carry two Planetary Defense Guns. Habitation ships can be acquired once every 12 months via Event Sequence or can be commissioned at any friendly or neutral system which can construct Dreadnoughts. They will cost the builder a significant investment, which they can either just take as a hit and donate to the Quarians, or they can charge the Quarians for a profit or to cover costs.

Master of Ships - For three hundred years, the Quarians have lived on ships large and small. They know the best ways to make ships continue to function to a high degree even after that ship should have been decommissioned. Most ships within the fleet have some kind of customization. All Quarian ships have Enhanced Life Support Systems for Free and all starship upgrades cost 5% less (15% becomes 10%)

Voyagers - The Pilgrimage has proven itself as one of the best ways to gain experienced leaders for the Flotilla. Quarians may assign one free Level to newly recruited Leaders.

Cons: Nomadic Ways - Quarians cannot build on planets unless one of the following scenarios are completed. Rannoch is recovered from the Geth, the Geth and Quarians come to peaceful terms, the Citadel Council permits the Quarians to build on a new world, an expedition finds a suitable world, or the Quarians manage to negotiate (with a PC) the creation of a second faction somewhere in the Terminus similar to the Citadel Council.

Fragile Suits - The Quarian people have grown accustomed to wearing their suits and suffer greatly without them. Quarian Infantry units are less effective and raise the cost of biotic infantry to 100%


Pros:
Drell Protectors - The Hanar both protect and are protected by the Drell. Drell combat forces are required to be biotic to enhance survival chances. All Drell Units have Combat Biotics
Spacial Awareness - Kahje is made up of oceans primarily and the Hanar have lived their lives with three dimensions to move in. As such, they are naturals at manuvering in space. -1 month training on Medium and Heavy Vessels.
Hanar Trading - Their excessive politeness makes the Hanar ideal traders. they gain 10% income on Spaceports. (This is doubled should the Hanar be granted a Council Seat)

Cons:
Invertebrate - The hanar lack any skeletal structure and rely on mass effect fields to keep them afloat out of water. They therefore are poorly suited as infantry. Hanar Infantry cannot operate on Terrestrial worlds
Low Population - The Drell number less than one million. As such, they are not exposed to combat often by their protectors. Drell may only be used in Spec Ops, Elite Specialist, and as a SPECTRE.


Pros:
Covert Operations - Capable of operating in areas normal governments choose not to go, the GSA May establish both Blacksites (on HSA worlds) and Safehouses (on other worlds). Blacksites function as places where the GSA may recruit soldiers and build ships, as well as generating 30 Credits. They cost 100 Credits to build. Safehouses are different, costing 100 Credits but instead producing 10% of that planet’s income. Safehouses cannot recruit units, but Leaders here may conduct Espionage Missions without an Intel Center, on the Safehouse world only.

HSA Proxy - Government funding is a wonderful thing. The GSA gains 10% of the HSA’s income every turn, with no loss to the HSA.

Cons:
Cloak and Dagger - Standing up an enemy and slugging them in the face is not the standard spy’s handbook, and military contractors like to work for real governments when taking on large contracts. Medium and Heavy Vessels cost 35% more.


Pros:

Brutal Cunning: Violence is a currency that can bend arms, if applied both with alacrity and precision. Blood Pack mercenaries suppress Corruption in a system, if deployed in strength of at least ten combat units. They also double the chance of Corruption events if raiding or pillaging a system, as a corollary.

Always Wanted: Even when governments aren't interested in hiring them, the Blood Pack can find work. Idle Blood Pack mercenaries deployed in a system with a leader generate 15% of their cost in credits via low-level contracts.

Unscrupulous Contractors: Grease enough palms, and you can move through any starport and get any weapon. The Blood Pack's links to shady arms dealers allow them to recruit units and construct ships in any system that has facilities for such a purpose, but they may only use 20% of a planet's normal PC. This does not consume the PC of the owner.

Cons:

Defined Hierarchy: Krogan and Vorcha are races similar in some ways, but don't mix well. Infantry units may not purchase Low Quality Weapons. Militia units must purchase Low Quality Weapons.

Dubious Reputation: Though the Blood Pack has a decent name as far as Terminus mercenaries go, they also don't command the industrial linkages of true governments, or the deep lines of credit. Heavy Starships may not be recruited via Unscrupulous Contractors, and Medium Starships cost 50% more.


Attican Beta Colonial Front: (ABCF) | United Nations Security Command (UNSC)
Pros:
Colonial Front: The UNSC has disguised themselves as a colonial firm since the founding of the Aeneas Colony in 2163. Following their successful independence bid, they have found more and more independent minded humans attracted to their world. Urban Areas cost a mere 100 Credits and planets can have an additional Urban Area on them (includes hostile and barren worlds)

Security Command: The UNSC had once attempted to be the primary governing body over Humanity, but lost the bid to the Systems Alliance following the First Contact War. Now relegated to another, more hostile, portion of the galaxy, they put on the show of a strong, well equipped military. Ground Unit Upgrades cost 5% less and one unit can be granted High Quality Armament or Advanced Armor for free once a month.

Cons:

Disunited: Despite the ABCF’s work with the Alliance against Batarian aggression, there was differences in opinion regarding the rest of the galaxy. And should they reveal they are actually the UNSC, then things may grow out of control. Cannot build trade routes with any of the Council Member races or the HSA. If revealed as the UNSC, any cluster that is shared with the HSA has its income halved due to conflicting loyalties of any human traders moving the cargo.


Pros:

Recycling Center of the Galaxy - Recently rebranded by the Korlus Tourism Bureau, Korlus is attempting to revive itself after being named as a trash heap of a planet. That being said, there is plenty of scrap metal around to fuel industry for centuries to come, and the economic linkages to utilize it even off the main world. Industrial Complexes produce +5 Credits.

Prefabricated Ship Components - Korlus is littered with various ship parts which can easily be reassembled and put into service, even if they have to be hauled to another planet to do so. Medium and Light Ships cost 10% less and take 1 month less to produce.

Cons: Sinister Reputation - Number two in the Terminus for murder per capita, Korlus isn’t exactly a safe place to raise a family, and because of this it is quite difficult to attract anyone to come visit or live on the planet who could go live on Illium instead. Urban Areas and Trade Routes produce 20% less credits each in Korlus-controlled space.

A Garbage Scow with a Climate - It’s no secret that most of the galaxy looks down on Korlus and the ships that get broken up there are not state-of-the-art. As such, finding usable upgrades in the wrecks is nearly impossible, and engaging manufacturers who want cash up front very expensive. Starship Upgrades cost 10% more.


Pros:
Endless Experiments: Okeer always needs more test subjects. Defeated enemy units have a 20% chance to be captured. Up to 20 captured enemy ground units may be destroyed each month for 2 RP each.

Cloning Vats: Even as Okeer progresses towards his goal, his rejects make fine meatshields for his continued operations. Three Infantry units may be recruited instantly on the Okeer starting world for free every month.

Cons:
Disfunctional Society: The beliefs of Okeer are radical, even for a Krogan, and only the most insane will join with him, let alone deal with him. As such, acquiring civilians to actually run, well, civilization, is difficult. Okeer Krogan pay 50% more for planetside infrastructure.


Pros:
The Infestation - Vorcha can live almost anywhere, and survive on anything. They are very tough to kill, or even commit genocide against. As such, replenishing the ranks of the Vanguard is as simple as scooping up some half-feral recruits on any given world. Ground units recruit in half time, and cost 33% less.

Survivors - Worlds harsh enough to genuinely give Vorcha a hard time are rare. The Vanguard treats Hostile Worlds as Terran Worlds.

Cons:
Cognitive Disenfranchisement - A short lifespan and a violent way of life within that limited span do not promote insightful command, long term planning, or even diplomacy. Vanguard leaders (aside from the first) cost 50% more, and their fleet assets take an additional month to construct.
Last edited by G-Tech Corporation on Fri Nov 27, 2020 9:38 am, edited 40 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 12:50 pm

Store
Notice on Production Time Reductions: A 60% reduction is the maximum any faction can obtain without the addition of Pro/Con bonuses or Technology. With Pro/Con bonuses and Technology this can be increased to 85% reduction.

Infrastructure

"Never forget that your weapon was made by the lowest bidder."
15-Mining Complex Garner 7 extra credits monthly

20-Industrial Complex Garner 5 credits monthly, reduces local ship construction time by 5% (Max 50%)

30- Outpost Garners 20 credits monthly, houses small garrison. Cannot be combined with any other infrastructure. Comes with Tier I Sensors.

75 - Shipyard Garners 15 credits monthly, required for construction of all ships of Destroyer weight and above, lowers local ship production time by 10% (Max 50%), requires at least 1 Industrial Complex and one Urban Area on the planet to construct

750 -Military Shipyard Garner 15 credits monthly, required for construction for Dreadnought weight and above. Lowers local ship production time by 15%. Adds 150 Production Capacity. Requires 1 Urban Area and 1 Fuel Depot.

750 - Civilian Shipyard Garners 50 credits monthly, required for construction of all ships of Destroyer weight and above. Lowers local ship production time by 10%. Requires 1 Urban Area and 1 Fuel Depot

20 -Planetary Fuel Depot Garners 5 credits monthly

75 - Gambling Den/Energy Nexus Garners 10 credits monthly and 5 per Urban Area. One more may be built per world in the Terminus. Requires Spaceport. Energy Nexus replaces Gambling Den for Synthetics.

150 - Urban Areas Garners 45 credits months, reduces Ground Unit Construction Time by 10%. Requires Fuel Depot.

600 - Research Station (Limit 1 Per System) Allows for a faction to start a Research Project. Produces 10 Research Points every month.

60 - Marshaling Center Upon invasion of a world with a Marshaling Center, 4 Militia Units are generated instantly for free. If slain in battle they cost no funds to re-equip, deploying again within two months of the first invasion. If that invasion is consecutive, the new Militia are not trained. Requires Urban Area on planet to build, also a tech

300 - Intelligence Center Allows for a faction to conduct Espionage Missions. One Intelligence Center required for every assigned Leader.

125-Galactic Bank Built in the territory of another Faction. Garners 45 credits per month. Increases Urban Area income for other Faction by 5% on given world.

450- Established Trade Route Not a physical building - generates 10 credits per month for each involved faction for every Urban Area on two connected worlds. Must be mutually agreed upon.

150 - Citadel Embassy(Limit 1 per Faction, Limited to Citadel Factions) This signifies that the faction is a devoted member of Citadel Space. Generates 5 credits per world in Faction, +1 for every Council Seat the Faction holds.

300- Aerostadt Garners 45 credits every months, reduces Ship Build Time by 10% across the system.

120- Small Spaceport Garners 5 credits every month for each piece of infrastructure on this world. Requires Fuel Depot.

700- Major Spaceport Garner 15 credits/month for every structure on this world. Doubles income from all Small Spaceports in this System.

Minor Space Station: 1 Fuel Depot, 1 Industrial Complex, 1 Urban Area

Major Space Station: 4 Urban Areas, 2 Fuel Depots, 1 (Any) Spaceport, 4 Industrial Complexes, 1 Research Station, 1 (Any) Shipyard, Citadel Embassy



400 - Minor Space Station (Limit 2 per system, you may buy up to level 1 defense guns on them, +10% total system credits monthly for each, percentage effects stack. No natural income. Production Capacity of 100.

2000- Mobile Space Station: (Limits 1 per system, you buy up two defense guns on them, +20% total credits on system) (Takes 1 month to move) 2 Urban Areas, 2 Industrial Complexes, 2 Fuel Depot, 1 Small Spaceport. No natural Income, Production Capacity of 300.

5000 - Major Space Station (Limit 1 per faction, you may buy up to level 3 planetary defense guns and any planetary buildings except mining complexes, +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. No natural income, production capacity of 500.

100-Orbital Mining Station Must be built above uninhabited planet. Garners 30 credits monthly)

800-Orbital Shipyard Limit 1 per System. Increases this planet's Production Capacity by 300.

500-Orbital Battlestation May be built at any point in a system. Max 4 per System. Holds up to 3 Defense Guns, and is heavily armored and possesses formidable kinetic barriers.

150-Orbital Fuel Station Garners 25 credits per month. Increases income of Orbital Mining Stations in this System by 10. Requires a tech.


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

20- Ground Fortifications lvl. 1 - Withstands probing assault well.
40(60) - Ground Fortifications lvl. 2 - Withstands infantry-only assault well.
80(140) - Ground Fortifications lvl. 3 - Withstands decent combined arms assault well.
160(300) - Ground Fortifications lvl. 4 - Withstands determined attacker well.

These are upgrades on the existing Fortifications, with the total cost being shown in ().

50 - Planetary defense guns lvl1 - Can see off vessels up to Frigate tonnage easily.
100(150) - planetary defense guns lvl2.(require at least 1 Fuel Depot on planet) - Can see off vessels up to Destroyer tonnage easily.
200(350) - Planetary defense guns lvl3.(require at least 2 Fuel Depots on planet) - Can see off vessels up to Heavy Cruiser tonnage easily.

These are upgrades on the Defense Guns (except the existing lvl1.)

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 (except level 1)


Here is your Glorified Taxi Service.
Habitation Ship - only granted as starting unit - +70 credits/month, +5 Research Points/month
Hyperdreadnought - only granted as starting unit, must be researched. The only existing models of this are the Geth thing from ME3 and the Destiny Ascension
Fleet Carrier (Has 6 slots for any combination of fighter and interceptor wings) 75 Credits 9 months (Requires Military Shipyard)
Dreadnought (Carries 2 wings) 90 Credits 12 months (Requires Military Shipyard)
Battlegroup carrier (Has 4 slots for any combination of fighter and interceptor wings) 40 Credits 5 months
Battlecruiser (Carries 1 wing) 60 Credits 9 months
Heavy Cruiser 45 Credits 7 months
Bulk Transport 50 Credits 8 months - can carry 12 units


Mining Ship 50 Credits 4 months - +20 credits/month. 25, if an system with a Orbital Mining Station.
Light Cruiser 25 Credits 4 months
Escort Carrier (Has one slot for either a fighter or interceptor wing) 20 credits 3 months
Transport 25 Credits 3 months - can carry 5 units
Destroyer 15 Credits 3 months
Frigate 10 Credits 2 months (Does not require Shipyard to build)


Does not require Shipyards to build
"Highway to the Danger Zone!"
* 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 2 months
Interceptor wing (Group of 40) 7 Credits 2 months
Light Transport 7 credits 1 month- can carry 1 unit


"Firstly I'm a man's man, a courageous man, who's not afraid to be out in the field, looking my enemy square in the eye through the scope of a high-powered sniper rifle from the next town over." -Anonymous Grunt as to why he didn't join the navy.

Infantry Division (30,000 troops) 10 creds, 4 months. As seen here.
"Are you doing your part? Join the Mobile Infantry and save the world."
Militia Division (30,000 troops) 6 Credits, 2 months. As seen here.
"Because we live here!" Guns down Space Russians. " Wolverines!"
LOKI Mech Battalion (5000 Troops) 2 Credits, 2 months
"It can't be reasoned with. It doesn't feel pity. Or remorse. Or fear. And it absolutely will not stop. ever."
YMIR Mech Division (200 Units, 5000 LOKI Troops) 20 credits, 2 months. As seen here.
"A weapon to surpass Medal Gear."
Armored Division(240 vehicles, 15,000 troops) 25 credits,3 months. As seen here.
"The best tank killer is another tank. Therefore tanks are always fighting each other... and have no time to help the infantry."
Artillery Battalion (74 Artillery pieces, 2500 troops) 10 credits, 3 months. As seen here.
"God fights on the side with the best artillery."
Combat Engineers (1,000) 7 credits, 3 months. As seen here.
"Yeah, I don't even know what I'm doing here, actually"
Anti-Orbital Missile Force (55 vehicles with launchers, 400 troops) 10 Credits, 3 months. As seen here.
"When I take action, I'm not going to fire a $2 million missile at a $10 empty tent and hit a camel in the butt. It's going to be decisive."
Gunship Wing (34 gunships) 5 Credits, 3 months. As seen here.
"brrrrRRRRRRRRRRRRRRRRRRRRRRRRRRRRT"
Leader (One man with a lot of plot armor) Costs 250 Credits + Cost of all existing own faction Leaders. Recruited instantly. May conduct Explorations, Espionage, Research, Diplomacy, or be a Commander. Has Qualities Strength (used in Diplomacy, Espionage, and Command) Intelligence (used in Exploration, Espionage, and Research) and Bravery (used in Exploration, Diplomacy, and Command). Levels up with successful missions, occasionally.


Upgrades

In case you want to improve your stuff. Ships and land units may only have two upgrades applied to them unless a Faction has Free upgrades appropriated to them or otherwise specified..

High-quality Armaments - +25% of original cost

Only the very best of weapons for your troops. Not exactly Spectre Master Gear, but more along the lines of high-end Rasenkov Materials wares. Like my beloved Kovalyov. The troops will adore you for upgrading their boomsticks. Unless you’re the Alliance and they have to pay for all this crap because Humanity's industrial complex isn't worth a damn.

Low quality weapons - -10% of original cost

For those who want to be damn cheapskates, there's always the unusually terrible bootleg weapons you can buy off that shady arms dealer you know. You have no guarantee it'll fire in the right direction all the time, but hey - the budget cuts caused by procuring from him can get you another platinum spork or two.

Advanced Armour - +25% original cost

The other guy's got all his troops in Phoenix I armour. Lucky you - your army's got the latest Colossus model.

Electronic Warfare Capabilities - +30% of original cost

Dedicated electronic warfare troopers can cause all kinds of havoc when deployed alongside footsloggers. The grunts react badly when their shielding turns off and their guns jam.

Stealth Training - +50% of original cost

Troops are now able to better move about without being seen. They are masters of camo and surprise. They'd be pretty much gods in any game of hide and seek.

Heavy Weapons Teams - +15% of original cost

When the sh*t's hit the fan, it's always reassuring to know that one of the guys next to you's got a Cain to take that pesky Atlas out.

Sniper Teams - +10% of original cost

Standing a mile behind the main line of battle? Doesn't matter. You're still prey.

Flamethrowers - +15% of original cost

Tired of your enemies not being cooked properly? Here is your Solution!

Close Combat Specialization - +10% of original cost

For people who want to get in nice and cozy before they shred their enemies. This entails omniblade drills, bayonet charges against straw dummies, or even ninja sword training. Have fun. If you can get that close.

Combat Biotics - +50% of original cost

If you've brought along a couple buddies who can change reality with their minds, things are likely to go better. The Asari Republics, the Ilium Bloc, and any Asari Free Colonies are able to give this upgrade to their units free of charge.


Drop Troops - +20% of original cost

Training and equipment to allow orbital insertion into combat scenarios. AKA dynamic entry AKA SURPRISE, MOTHERF*CKER! May only be applied to Infantry, Marines, Armoured Divisions, and Militia.

Elites - x10 total cost

The best of the best of the best of the best. The bigger the faction, the more awesome the Elites upgrade is. 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.

Units which auto-start with the Elites upgrade and don’t fit into the above system, in particular Elite Specialists and SpecTRes, aren’t counted here. They’re just ‘leet.


High Velocity Mass Driver - +20% of the Original Cost- Increases damage of a Ship's Kinetic Weapons

Bringing out the big guns just got a whole lot louder. These weapons are big, noisy, and are noticeably well calibrated.

Enhanced GARDIAN Lasers - +15% of the Original Cost- Increases damage of a ship's Energy weapons

Its just science, better lasers means more holes in enemy ships, not to mention less fighters to deal with.

Disruptor Torpedo Banks - +15% of the Original Cost- Increases damage of a ship's Missile Weapons

Hulls standing in your way? Not anymore, just rip those suckers apart with these mass effect field generating missiles.

Advanced Armor Plating - +30% of the Original Cost- Increases Defensive Abilities of a ship's Hull

Sometimes standard armor isn't tough enough and the ship's captain has to shell out some extra cash to see to his crew's safety.

Ablative Armor - +25% of the Original Cost- Increases Defensive abilities vs Energy Weapons

Lasers getting to you? Are you worried about becoming swiss cheese everytime you see energy weapons light up. Ablative armor is here for you.

Redundant Kinetic Barriers - +25% of the Original Cost- Increases Defensive Abilities of a Ship's shields

Forget about everything, just get Redundant Kinetic Barriers. Guaranteed to activate in the unlikely scenario that your primary system fails you.

Dropship Hangars - +5% of the Original Cost - Permits the use of Droptroops in association with this ship

Just when you thought that Dreadnought in orbit was the scariest thing you'd seen. Now its launching troops at you too!

Enhanced Life Support System - +10% of the Original Cost- Increases likelihood of a damaged ship's survival following a battle

Lucky you! Your commander paid for the Enhanced life support system. Now you might survive the fact that you forgot to turn on the shields.

Boarding Troops - +5% of Original Cost - Permits use of boarding parties to assault opposing ships and try to capture them. Essential for Piracy

The ship you are on is disabled and next thing you know the hull is cut open and enemy troops storm the bridge.


Diplomacy, Claims, and Held Worlds
The galaxy is a big place. Even if you happen to share a bloodline, and common origin, you might not to see eye to eye on galactic politics. As such, all factions (with a few exceptions) are broken up into Held Worlds and Claims. This represents, in essence, the reach of a central government. Held Worlds can have forces and infrastructure deployed on them initially, and are unilaterally administrated by your faction. Claims are partially developed NPCs that might be amenable to integration into your government, but aren't in such a circumstance yet. Your claims can also overlap with those of other factions, representing conflicted loyalties. By dispatching a Leader to a world you can either press a Claim, attempting to integrate that planet into your Held Worlds, or labor to create a Claim, opening the door for integration. Note that worlds discovered by Exploration or canonically uninhabited do not require a Claim - you can simply slap down some soldiers and infrastructure and call it good. Additionally, be aware that Claims should only be within the area a faction can theoretically distribute Held Worlds to start with - though they may be extended outside of that range in-character.


The Citadel
The Citadel itself is a remarkably unique place, full of rich history, art, and the interspecies exchange of ideas. But most people just care about the cash, and how to get the biggest cut of it possible. The Citadel is a unique Station, with much higher Infrastructure caps than usual, but several quirks. First and foremost, the Citadel does not belong to any one faction; though anyone may invest in improving it (even non-Citadel entities), only those approved by the Council may reap her benefits. By default, Associate races get 5% of the Citadel's output, Council races 10%, and the remainder is assigned to Citadel defense. This Citadel defense fund may be claimed by any race that defends the Citadel, based on the strength they send. A faction with ships and troops on the Citadel receives 50% of their value in remuneration from the Citadel's defense fund, up to 33% of that fund. Unclaimed defense funds will be used by the Citadel to contract for the production of her own defense forces. At present, Citadel Infrastructure costs 200% more to construct, but produces 250% credit output.

Current Citadel
0 / 8 Urban Centers
0 / 15 Industrial Complexes
0 / 4 Research Stations
0 / 2 Major Spaceports
No Defense Forces


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.

Decoding the Statistics
Natural Income is obtained from planets which have infrastructure which totals a cost of 2x the Natural Income of that planet. Example: Elysium is a Garden World with a Natural Income of 100. To claim this bounty a total of 200 credits worth of non-military infrastructure must be constructed on the world.

Natural Production Capacity, or Natural Pc, is the value in credits which a planet may produce at any one time. So if you are building two dreadnoughts over your Near-Garden World, that's 180 credits worth of production capacity used. Upgrades increase the credit capacity used as well. Infrastructure construction does not count against this capacity. Note that buildings which have no defined limits may only be built once on any given world, and that Shipyards and Spaceports are assessed as a single category type - that is, you may only have one of the category.

Garden Worlds: Identified as a planet with ideal conditions for life. (Can vary for different Races)
Natural Income 100 Cr/Month
Natural Pc: 700
Max Infrastructure: 4 Urban Areas, 7 Mining Complexes, 4 Industrial Complexes, 2 Fuel Depots

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
Max Infrastructure: 5 Mining Complexes, 3 Industrial Complexes, 3 Urban Areas

Terran: Identified as a planet which has a protective atmosphere allowing for large-scale operations
Natural Income: 50 Cr/Month
Natural Pc: 300
Max Infrastructure: 4 Mining Complexes, 2 Industrial Complexes, 2 Urban Areas

Hostile: Identified as a planet which has some protective atmosphere, but has a chemistry or conditions which is considered dangerous to large-scale infrastructure and settlement.
Natural Income: 40Cr/Month
Natural Pc: 100
Special: No Gambling Dens or Spaceports
Max Infrastructure: 3 Mining Complexes

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: No Urban Areas.
Max Infrastructure: 2 Mining Complexes

Gas Giant: Self-explanatory
Natural Income: 40Cr/Month
Natural Pc: 0
Special: Cannot have surface infrastructures
Max Infrastructure: 1 Orbital Mining Station, 2 Aerostadt

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
Max Infrastructure: 5 Mining Complexes, 3 Industrial Complexes, 3 Urban Areas

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: No Urban Areas
Max Infrastructure: 2 Mining Complexes, 2 Industrial Complexes

Asteroid Belt: Asteroid Belts are uncolonizable, but can provide useful minerals to other planets.
Natural Income: 10cr/Month
Natural Pc: 0
Max Infrastructure: 2 Orbital Mining Stations


Research and Development
The mighty struggle of civilization is the advancement of technology towards a better future. In Mass Effect Factions, this is also the case. The various factions will seek to grow and compete against their rivals in a variety of ways. Researching new methods by which to empower their faction is one of the ways a faction can give it an edge over a rival. To conduct Research, you must produce Research Points and those will be used to work towards new technologies. We have prepared a list of starting technologies so you don't have to come up with your own right away. A Leader produces 5 RP when working on a Research Project for every Level of Intelligence. Custom technologies may only be begun by a Intelligence 3 Leader

Colonial Viceroys: Gain 5% more Credits from Natural Income
40 Research

Standard Fabrication Templates: +2 Credits from Industrial Complexes
30 Research

Manufacturing Subroutines: Shipyard Construction Time Reduction is increased to 15%
50 Research

Stellar Urban Arcologies: 25% more Urban Areas may be constructed on all planets
40 Research

Galactic Networking: Reduces the Price of the Major Spaceport by 200 Credits
60 Research

Preparedness Imperatives: Newly Colonized Worlds come with a free Level 1 Ground Fortification
30 Research

Efficient Mining - +2 Credits for Mining Complexes and Major Mining Complexes
60 Research

High-Displacement Streamlining: -10% Build Time for Heavy Vessels
60 Research

Interplanetary Warfare Doctrines: Bulk Transports may carry 4 more Ground Units
30 Research

Drone Swarm Tactics: Fighter and Interceptor Squadrons may be manufactured in only one Month, at the cost of +3 Credits
50 Research

Militarized Recruitment: Infantry Divisions cost 1 Credit less and take one month less to train
40 Research

Military-Industrial Linkages: Low Quality Weapons subtract 15% from the price of a Unit
20 Research

He-3 Mining Efficiency: Unlocks Orbital Fuel Station
40 RP

National Unity Academies: Corruption is decreased by a small amount on every world every month
50 Research, Colonial Viceroys

Shipyard Automation: -5% Cost on Heavy and Medium Vessels
60 Research, Manufacturing Subroutines

Financial Algorithm Refinement: +5 Credits from Galactic Banks
70 Research, Galactic Networking

Planetary Assault Training: Transports may carry 2 more Ground Units
50 Research, Interplanetary Warfare Doctrines

Reserve Skeleton Corps: Militia Ground Units have their price reduced by 2 Credits
60 Research, Militarized Recruitment

Militia Marshaling: Unlock Marshaling Center
70 Research

Standardized Armor Components: 10% cost reduction on Advanced Armor upgrade for Starships
60 Research, Standard Fabrication Templates

Exotic Mineral Extraction Automation: Orbital Mining Stations produce an additional 15 credits/month
80 Research, Manufacturing Subroutines

Super-scalar Voidborne Construction: Major Space Stations can have up to three level 3 Planetary Defense Guns on them
60 RP, Standardized Armor Components


Corruption System
Corruption comes in many forms, from mere city-council members hedging a few credits for their mistress to a government agent selling government secrets to pay for his next pleasure cruise around Venus. No matter its source, nothing good comes of the corruption. However, in this RP, there is only one form of corruption that has not been encountered by the denizens of the galaxy. It is this corruption that seems to be spreading across various parts of the galaxy. A corruption which doesn't seem to do much of anything until its too late.

From a mechanics standpoint: Corruption is the Reapers slowly preparing the galaxy for their arrival, and, if left unchecked, can make very bad things happen for a given Faction.

Espionage can remove or add corruption points
Leaders can be assigned to remove Corruption on a planet


Exploration
Exploration, the discovery of far off stars and planets to claim for your empire. Properly done, an exploratory expedition can find planets and star systems filled with suitable planets for habitation. Done poorly only barren and low habitability planets can be discovered. Explorations take part in three stages. Each stage takes roughly a month or two to complete on average and no faction has the resources to properly send out more than one exploratory expedition at a time. No expedition may take longer than six months to complete or the crew has an increased chance of falling victim to supply shortages and mutiny. Exploration requires a Leader, and relies on the Qualities of that Leader for success. Multiple Leaders may be assigned to a single Expedition.

Stage One: Target Selection and Departure - 1 to 2 Months
Each Exploration will choose between three regions of the stating cluster to try and discover. Alternatively, a non-citadel faction may select to activate a dormant secondary relay. This will take an additional month to accomplish. While any ships could be used larger ships are better suited. Mining Ships can accompany these expeditions to give bonuses to success.

Stage Two: Arrival and Exploration - 1 to 2 Months average.
After traveling a great distance, the exploration fleet is given its first system. They may now choose to continue exploring or move on to stage three. They may survey up to two systems each expedition before they need to replenish their exploration equipment. This is also the section where any problems from Stage One rear their ugly heads. Poor planning or performance on part of the crews could cost them time and supply, while better performances in the first stage yield results to the expedition's first system.

Stage Three: Return Trip and Resolution 1 Month average.
The final part of any expedition is the return trip. Fortunately, they now have knowledge of the space in the area and can more quickly navigate back to civilization knowing that they won't run into any strange obstacles. Upon their return, their findings can be transmitted back to their government and they can sift through the information to uncover how successful they were on the mission. Here the return trip can be altered by poor performance in the first or second stage depending on the severity of those penalties incurred.

Costs: Expeditions incur costs as they leave civilized space and when they return. When they leave, to supply them. When they return to repair the ships and for the resources allocated to sifting through the raw data that is returned to civilization. Additional costs can be incurred in case of especially major damage to the ships. Expeditions automatically cost 500 Credits, unless conducted through a Secondary Relay, in which case the cost is reduced to 250 Credits.

New systems are automatically revealed to the system at large, unless a faction is in complete isolation or is using Espionage to conceal their findings.


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: it is conducted by allocating Leaders at Intel Centers towards various aims - by default, Espionage will always succeed, but may take some time. However, Leaders assigned to Counter-Espionage automatically dramatically increase the time it takes to accomplish a given objective, as well as giving a chance for it to fail, occasionally catastrophically for the infiltrating party.
Last edited by G-Tech Corporation on Tue Nov 24, 2020 5:47 am, edited 8 times in total.
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Postby G-Tech Corporation » Mon Nov 09, 2020 12:50 pm

Combat Mechanics

Movement of Ships

Starships are how the galaxy works about. In any given month starships can be moved around the galaxy for a variety of purposes. The primary one is for warfare in terms of your biggest and baddest ships. As our RP has been lacking clear guidance on how to conduct combat since its inception this section has become quite necessary to help clarify things to our staff and players alike, as well as for future iterations of this RP.

Heavy Ships: Heavy ships are the slowest vessels out there. They typically act as the biggest and the baddest fighting ships, but lack the range and mobility to be fast reaction vessels. Typically, a Heavy ship can move through four clusters in a month. By foregoing a Relay jump, a Heavy ship can instead move up to two FTL jumps within a single cluster.

Medium Ships: Somewhere between the Heavy Ship and the Light Craft are the Medium ships, these ships are your average warship and are consistently faster than their Heavy Counter-parts. Used for fast deployment and reactions, Medium ships can move up to five clusters in a month. By foregoing a Relay jump, a Medium ship can move up to four FTL jumps within a single cluster.

Light Ships: The lightest and most Agile ships in any given fleet. These are rarely deployed alone, but they can easily tag along with Heavy or Medium ships in long journeys. They can move up to five clusters in a month, unless escorting a heavy ship in which case it is reduced to just four clusters as they are likely to be moving through the same section of space multiple times as the heavy ships lumber from relay to relay. Light Ships can make an unlimited number of local FTL jumps if they forego one of their relay jumps. Light ships have one major drawback however, they are unable to be deployed further than two relay jumps away from a controlled Garden or Near Garden planet or up to one relay jump away from a war fleet (Total of 10 Heavy or 20 Medium or any mixture thereof such as 5 Heavy and10 Medium or 14 Medium and 3 Heavy). Space stations act as a controlled planet.




Phases of Combat

There are four Phases to combat. Long Range, Medium Range, Close Range, and Conclusion Phase.

This is a quick outline as to what each Phase consists of and is used for. Each Phase has three rounds in it, during which ships follow their orders to the best of their abilities before the next phase. These rounds are calculated by the GM and recorded. Orders are to be sent by TG to the GM and results after all sides give orders will be sent via TG for each side involved.

Long Range: In this Phase, ships have entered combat range for the largest ships of their fleets. Heavy Ships and Light Cruisers with High Velocity Mass Drivers may target enemy ships and fire. Additionally, smaller vessels have advantage at avoiding fire at this range while medium vessels have normal chances of avoiding rounds. Heavy Ships are not quick enough to dodge rounds at this range. Choosing to withdraw at this range gives the best chance for ships to escape the battle unharmed.

Medium Range: Heavy and Medium Vessels are in range at this Phase. Additionally, Fighters launched in the Long Range or pre-combat phase are within Close Range and capable of launching missiles or torpedoes. At this range, Light Vessels are capable of avoiding mass driver shots at this range, but no longer have an advantage to do so. This is the last chance for a commander to withdraw his forces without risking considerable damage to the fleet while doing so.

Close Range: At this point all ships are completely effective, however, Heavy ships can no longer easily align their spinal mounted weapons with opposing ships and receive penalties in doing so. They do however still have use of their side mounted weapons. Medium and Light Vessels fight normally. This is the range in which GARDIAN weapons can be used against opposing ships. Commanders who reach this point should believe fully in their fleet's capability to win the conflict.

Conclusion Phase: A final set of orders can be sent out during Close Range for the Conclusion Phase should their side come out victorious. The defeated side's ships can either stand and fight to the last or attempt emergency FTL jumps, risking the overloading of their heat sinks and therefore risking the lives of the crew to escape the battle. A victorious side's fleet may be unable to chase due to their own heat build up. Results will be generated on losses for the whole battle at this point for both sides.





Additional Clusters and Systems

























Cnidari Cluster::

Scypho System*
Barren Stone - Barren
Verdant Spring - Non-Hostile Terrestrial
Kahje -Oceanic Garden (Hanar Homeworld)
Asteroid Belt
Raging River - Gas Giant
Blank Canvas - Barren



Tuat System
Cialep - Barren
Rakhana - Post-Garden (Drell Homeworld)
Asteroid Belt
Nikin - Hostile Terrestrial
Gania - Non-Hostile Terrestrial
Uelld - Gas Giant



Zymas System
Asteroid Belt
Growing Tree - Oceanic Garden
Calm Wave - Non-Hostile Terrestrial
Empty Vessel - Gas Giant
Crescent Flower - Gas Giant
Asteroid Belt
Sol System* - Canon System Usable moons and Dwarf Planets:\
Mercury - Barren
Venus - Hostile Terrestrial
Earth - Garden
Luna - Barren Moon
Mars - Barren (Prothean Archives +25% Research in this system)
Asteroid Belt
Jupiter - Gas Giant
Io - Barren Moon
Europa - Barren Moon
Ganymede - Barren Moon
Saturn - Gas Giant
Titan - Methane Garden Moon
Callisto - Barren Moon
Uranus - Gas Giant
Nepture - Gas Giant
Triton - Barren Moon
Pluto - Barren World
Eris - Barren World

Epsilon Eridani
Platus - Barren World
Rhodos - Hostile Terrestrial World
Demeter - Garden World

Tau Ceti
Milsi - Barren
Sathur - Garden
Githas - Gas Giant
Asteroid Belt
Uotas - Gas Giant
Asteroid Belt
Dohor - Gas Giant
Xextar - Barren
Gansu System*
Fuxi - Gas Giant
Nu Kwa - Barren Moon
Shanxi - Garden World
Tian - Barren World

Cuchulainn System
Eriu - Non-Hostile Terrestrial World
Sidhe - Barren World
Deirdre - Gas Giant


Naiku
Amaterasu - Garden
Tsukuyomi - Non-Hostile Terrestrial

Verdun System
Tiptree - Garden
Ulys - Gas Giant
Randos - Gas Giant
Aeternus System*
Aloisys - Barren
Haqet - Non-Hostile Terrestrial
Turvarys - Non-Hostile Terrestrial


Rapdae System
Mirail - Barren
Egaon - Non-Hostile Terrestrial
Turvess - Garden World (Raloi Homeworld)
Asteroid Belt
Nepess - Barren
Inssia - Gas Giant
Fostrawe - Gas Giant
Afinogad - Gas Giant


Cheloab System
Kype - Garden
Anagar - Hostile Terrestrial
Desnone - Barren
Merove - Gas Giant
Vomiew - Gas Giant

Caxar System
Meraxant - Non-Hostile Terrestrial
Cexta - Barren


Vertho System
Gamith - Gas Giant
Hastag - Barren Moon
Asteroid Belt
Ghashan - Barren World
Forast - Gas Giant

Gauvhn Systen
Jarrix - High Gravity Garden
Upas - Oceanic Garden Moon
Ghicar - Gas Giant
Voshnar - Gas Giant
Yoltash - Gas Giant
Byblos System *
Gilgame - Non-hostile Terrestrial
Senoquol - Garden
Zarken - Barren
Isht - Barren
Kuru - Gas Giant
Enki - Gas Giant


Ashan System
Anthur - Barren
Kubru - Hostile Terrestrial
Lissu - Dextro-Amino Garden
Milra - Non-Hostile Terrestrial
Tazab - Gas Giant
Garot - Gas Giant
Garot I - Barren Moon
Garot II - Garden Moon


Olor System
Olor - Non-Hostile Terrestrial
Asteroid Belt
Rannandril - Near-Garden
Hanum - Gas Giant


Zonok System
Mannovai - Garden
Asteroid Belt
Urut - Gas Giant


Rokum System
Easnos - Hostile Terran
Jaëto - Near Garden
Asteroid Belt
Alepaj - Gas Giant
Alepaj A - Barren
Alepaj B - Barren




Cerop System
Cadav - Gas Giant
Asteroid Belt
Alud - Non-Hostile Terrestrial
Nasurn - Garden
Sitek A - Barren
Sitek B - Barren
Asteroid Belt
Mactere System*
Taetrus - Hostile
Baetika - Barren World
Asteroid Belt
Edessan - Gas Giant
Macedyn - Dextro Garden


Hortum System
Gothis - Non-Hostile terrestrial
Chatti - Barren World
Carthaan - Gas Giant
Aephus - Dextro Garden Moon


Opus System
Quadim - Hostile Terrestrial
Thracia - Barren
Epyrus - Gas Giant
Tridend - Barren
Magna - Barren Moon



Minorum System
Bostra - Barren
Nimines - Dextro Garden
Parthia Barren Moon
Rocam - Gas Giant
Syglar - Gas Giant
Yara System *
Vysar - Hostile Terrestrial
Mindoir - Garden
Osmun - Gas Giant
Asteroid Belt


Thishik System
Pulom - Gas Giant
Karpashan - Garden


Gnaal System
Ugrath - Barren
Gnaal - Hostile Terrestrial
Bekke - Non-Hostile Terrestrial
Valnar - Gas Giant
Thishik System
Pulom - Gas Giant
Karpashan - Garden


Ner'shaj System
Kaneke - Non-Hostile Terrestrial
Joval - Barren
Asteroid Belt


Hausah System*
Asteroid Belt
Lowas - Barren
Asteroid Belt
Bastion System - Secondary Mass Relay
Bastion - Garden World
Sentinel - Barren Moon
Watchman - Barren Moon
Wanderer - Barren
Ulterior - Hostile Terrestrial
Erasmus - Gas Giant
Clario - Barren
Saphros - Barren
Asteroid Belt


Halcyon System
Curator - Barren
Ratha - Barren moon
Halcyon - Non-hostile Terrestrial
Cruxas - Hostile Terrestrial
Numerat - Barren Moon
Mistval - Gas giant
Lathe - Barren


Harmony System
Lament - Non-hostile Terrestrial
Revenant - Barren Moon
Harmony - Garden World
Asteroid Belt
Luminescence - Barren
Warder - Barren
Deliverance - Barren Moon
Stronghold System
Tremor - Hostile Terrestrial
Stronghold - Dextro-Amino Garden
Order - Terrestrial
Sterous - Gas Giant
Taciturn - Barren
Glassimar - Barren


Tenebris System
Lux - Barren
Perlimian - Gas Giant
Tenebris - Non-hostile Terrestrial
Navigos - Garden Moon
Terras System - Secondary Mass Relay
Numantia - Near Garden
Terrus - Barren Moon
Jax - Hostile Terrestrial
Riven Major - Barren
Riven Minor - Barren
Asteroid Belt
Finevil - Non-Hostile Terrestrial
Godseye - Gas Giant
Lisseb - Barren Moon
Kuiper Belt


Forebearer System
Reticence - Barren
Marive - Gas Giant
Asteroid Belt
Kurnos - Gas Giant
Heritage - Barren Moon
Forbearer - Garden Moon
Armitage - Barren
Ortho - Barren
Pragmatic Codex System
Evia: Barren
Virat: Barren Moon
Ixmar: Near Garden - Eezo Deposits (+10% mining income)
Seturpe: Gas Giant
Zeskiri: Barren Moon
Yezan: Barren Moon
Keitania: Gas Giant


Index Alpha System - Dormant Mass Relay
Varesh - Gas Giant
Toldyk: Barren Moon
Orisia: Barren Mon
Umbar: Barren


Theta Matrix System
Visar: Barren
Matoc: Barren Moon
Carpha: Hostile Terrestrial
Ululate: Barren Moon
Asteroid Belt - Eezo Asteroids - Orbital mining produces 10% more
Tyxili: Near Garden
Myrrak: Garden
Asteroid Belt


Eclipsed Iris System
Scren: Barren
Scra: Barren Moon
Scrit: Barren Moon
Durime: Barren
Zarana: Barren Moon
Kesaga: Non-Hostile Terrestrial
Aresia: Hostile Terrestrial
Cyenrius: Barren Moon
Enfa: Barren
Vraksi System
Cathyria - Barren
Reigawa - Hostile Terrestrial
Pamion - Non-Hostile Terrestrial
Fugulwa - High Gravity Garden
Yerus - Barren
Gexus - Barren
Acitrolla - Gas Giant
Thucion - Gas Giant



Kitsis System
Nuboria - Barren
Asteroid Belt
Soalara - High Gravity Garden World
Zutur - Barren
Duvonac - Gas Giant
Sokania - Garden Moon
Rorus - Barren
Asteroid Belt
Achilles System

Scyros - Barren
Aeneas - Garden
Asteroid Belt
Hector - Near Garden
Andromache - Barren Moon
Axion - Barren
Agamemnon - Gas Giant
Priam - Gas Giant
System 1
Planet A - Hostile Terrestrial
Asteroid Belt
Planet B - Barren
Moon b - Barren
Kuiper Belt


System 2
Planet A - Non-Hostile Terrestrial - Vast Moon System: This world has a large number of moons orbiting it creating easy mining locations for the planet below. Can build an additional 3 mining complexes on this world.

Moon a - Barren Moon
Moon b - Barren Moon - Extensive Eezo Deposits: Mining Complexes and Major Mining Deposits produce 2 and 5 more credits respectively.
Planet B - Barren
Planet C - Garden
Planet D - Non-Hostile Terrestrial
Planet E - Hostile Terrestrial
Planet F - Gas Giant
Moon a - Barren
Moon b - Garden Moon
Nyessos System
Nyessos - Non-Hostile Terrestrial
Silgar - Hostile Terrestrial
Silgar A - Barren Moon
Asteroid Belt
Lepar - Gas Giant
Bandos - Barren


Ires System
Yutha - Non-Hostile Terrestrial
Opos - Non-Hostile Terrestrial
Ires - Barren - Vast Moon System: This world has a large number of moons orbiting it creating easy mining locations for the planet below. Can build an additional 3 mining complexes on this world.
Vandyr - Garden Moon
Sethyr - Garden Moon
Tethyr - Gas Giant
Tethyr a- Barren
Tethyr b - Barren
Phatys - Gas Giant
Asteroid Belt
Cyrant - Gas Giant
Hyrios - Gas Giant
Orinta - Barren
Kuiper Belt
System 1
Planet D - Barren
Planet H - Non-Hostile Terrestrial
Planet I - Near-Garden
Moon b - Barren Moon
Asteroid Belt
Planet E - Non-Hostile Terrestrial
Moon a - Barren Moon
Planet F - Barren
Planet G - Gas Giant
Planet A - Gas Giant
Planet B - Barren
Planet C - Gas Giant - Innumerable Small Moons: Can build an additional Orbital Mining Platform on this world and each OMP produces +10 credits.
Kuiper Belt



System 2

Planet A - Non-Hostile Terrestrial
Asteroid Belt
Planet C - Non-Hostile Terrestrial
Planet B - Gas Giant
Last edited by G-Tech Corporation on Fri Nov 13, 2020 1:00 pm, edited 2 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The National Dominion of Hungary
Ambassador
 
Posts: 1885
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Nov 09, 2020 1:32 pm

I'd like to reserve the Quarian Migrant Fleet :)

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
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 1:41 pm

The National Dominion of Hungary wrote:I'd like to reserve the Quarian Migrant Fleet :)


Coolio, coolio.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Nuxipal
Powerbroker
 
Posts: 8525
Founded: Apr 25, 2010
Inoffensive Centrist Democracy

Postby Nuxipal » Mon Nov 09, 2020 1:54 pm

Reservation for Illium please.
National Information: http://kutath.weebly.com/

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Segmentia
Powerbroker
 
Posts: 8323
Founded: Jan 16, 2010
Mother Knows Best State

Postby Segmentia » Mon Nov 09, 2020 2:40 pm

Reserving the Asari Republics I suppose.
Proud super-heavy tank enthusiast of the Imperium of Man

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

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The Empire of Tau
Minister
 
Posts: 2277
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Nov 09, 2020 3:15 pm

I call shots on the Systems Alliance.

User avatar
Lunas Legion
Post Czar
 
Posts: 30224
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Nov 09, 2020 3:46 pm

Reserve Omega for yours truly.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Ralnis
Postmaster of the Fleet
 
Posts: 26259
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Mon Nov 09, 2020 4:16 pm

So I have a crazy idea. So I know the Nemean Abyss isn't opened up despite it being a cluster in canon. My idea is that somewhere around twenty or forty years ago, a bunch of Vorcha clans from around the Terminus gathered for a migration. The objective, to open the relay and colonize it as a united nation. Being didn't believe it, mostly because Vorcha are stupid and them even piloting ships is a rarity equal to an intact Prothean artifact. However, sometimes lighting can strike twice and a broken clock can be right.

A migration fleet, small and ramshackle, found the relay. By some luck or unluck they opened it and went through. Many could not believe that the Vorcha would break the unspoken rule of the galaxy. Many were waiting for whatever was beyond the Abyss to come and try to conquer the galactic community yet there was nothing. No news came beyond the Abyss, no doom, no gloom, or even the Vorcha. The relay was watched and closely with STD monitoring stations with periodic expeditions to scout out the Abyss.

What they found was something that was astonishing. They had found that the cluster was inhabited by Vorcha more so than any place in the galaxy. These Vorcha also happened to act different from the norm, orderly and reformed yet still warlike. They carved out the systems and settled them. These were akin to kingdoms and the Salarians had noticed that they had evolve society-wise and even manage to make their own universal currency and language beyond aggression.

The Salarians had decided to notify the Council about this. News came of the Vorcha star-kingdoms and the galaxy had mixed opinions of them. For the Vorcha, a staunch twenty years after their grave crime, had manage to defy the unspoken law and became prosperous for it. The Vorcha descendants of the star kingdoms had started to do meetings among themselves, to do something that defy the galactic idea of their race. They begin to unite. Truly, this unity was an alliance fashioned from the ideas of the Council. Each king sent a representative to the Salarians and met them at their monitoring stations with a Salarian ambassador.

The claim was steeped as they had become rogue states for the capital crime of opening a mass relay illegally. They didn't deny the claim but proved that the cluster had nothing evil inside so they settled away from the galaxy to make their own. The meetings were in secret and harsh but they did establish something. The Salarians had established a sort of hard border between the relay and the Abyss with the star kingdoms allowing the Council to come in and inspect the cluster for any sort of true alien force that would make another Rachni War.

The star kingdoms, as a whole, became a unifying polity that was a great outlier for all Vorcha in the galaxy. They regularly traded with Illuim and Omega as millions of Vorcha migrated to the Abyss to find better life. To the galactic community, the kingdoms were watched heavily and with mixed opinions. The Council considered them an experiment to see if the Vorcha can become more than an infestation on the galaxy. The Salarians are keeping tabs on them and making sure that are the information of the Abyss Vorcha(as they became known) are up to date in case they would become an enemy.

Like I said, a crazy idea.

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 4:26 pm

Ralnis wrote:Like I said, a crazy idea.


Hm, well, I like it. It is a bit outside of canon though, and I would love to get canon factions filled first. Perhaps I can interest you in a Batarian Hegemony that is making prolific use of Vorcha Auxiliaries?
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 4:29 pm

All reservations noted - remember, you have 48 hours.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Ralnis
Postmaster of the Fleet
 
Posts: 26259
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Mon Nov 09, 2020 4:34 pm

G-Tech Corporation wrote:
Ralnis wrote:Like I said, a crazy idea.


Hm, well, I like it. It is a bit outside of canon though, and I would love to get canon factions filled first. Perhaps I can interest you in a Batarian Hegemony that is making prolific use of Vorcha Auxiliaries?

Nope, sorry but I rather be the Vorcha. Just set me up with the Heshtok Vorcha and I'll go biopunk/Tyranids like I said I was going to do.

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The Empire of Tau
Minister
 
Posts: 2277
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Nov 09, 2020 4:48 pm

Faction: Human Systems Alliance (or just Systems Alliance)
Leader: Prime Minister Amul Shastri
Citadel Council Membership: Technically No - Associated Status

Diplomatic Relations: The Systems Alliance maintains good relations with the the Asari Republics and the Salarian Union. The Turian Hierarchy is on cold, but warm reception, with the Systems Alliance. The memories of the First Contact War and the occupation of Shanxi still lurks about, which has negatively affected relations with the Turians. The Krogans and Quarians are not talked to often due to their rarity of a dialogue, however Krogans and Quarians do not hold any bad relations with the Systems Alliance. The events at the Traverse and the Skyllian Verge had caused high tensions between the Systems Alliance and the Batarians. Various Batarian slave raids, attacks, and border skirmishes, done on Human colonies ensures that any future talk with the Batarians will be hostile.

As for the other races/civilizations, no known stance has been made as no official dialogue has been spoken with any of the others, but that will likely change as Humanity starts to expand its reaches.

Overall, the System Alliance is at a precarious state. The approval of a Alliance Embassy on the Citadel as recognition for the fast growing power of Humanity has caused friction among the Citadel Races. The System Alliances has to prove itself in the following years to gain a Citadel Seat, but the Systems Alliance has an opportunity with Commander Shepard.

Military State of Readiness: The Systems Alliance’s state of military readiness is, at current, high due to recent events. The Batarians is a issue of concern for the Systems Alliance. Traverse and the Skyllian Verge are hotbeds for the many Batarians skirmishes and raids on Human worlds - causing Systems Alliance High Command to pour in military assets to protect its people and asserts.

History:
The Creation of the Systems Alliance and Discovery of Mass Effect Physics and Relays
In the late 21st century (2069), the nations of Earth established an extraterrestrial settlement in the Shackleton crater on the Moon, named Armstrong Outpost. In the next following year, private firms got into the space industry and started up their own space ventures. One of the most famous examples is the Romanian Cosmonautics and Aeronautics Association, a company that launched all the way back on May 10, 1999. In its quest for space colonization, the firm funded the Alpha Expedition, which launched on March 8, 2075, to the Alpha Centauri System. The ship soon lost communications with command on Earth and was labeled as missing. The results of the FTL-expedition were discovered in 2186, when an Asari exploration team found colonists well-alive on the planet in Alpha Centauri. In 2103, the European Space Agency created Lowell City in Eos Chasma on Mars. This proved to be critical for the later expansions into the Sol System by the nations of Earth for the decades to follow.

On January 25, 2148, a lone mining team drilled for mineral deposits within the southern pole of Mars. What the mining team found forever changed the face of Humanity. An ancient alien research station was revealed, answering the question - “We are alone?” The many questions left unanswered, and potential threat of aliens, gave rise to a new political body. On May 29, 2148, Earth’s largest and most powerful nations gathered at the Headquarters of the United Nations to vote on the ratification of a new draft. After much debate and talk, the creation of the Systems Alliance was official. On June 10, the nations of Earth created the Systems Alliance Military.

The data cache founded in the alien research facility on Mars on January 25, 2148 had the effect of causing a global rush in trying to decipher the petabytes of data from the cache. After two years of decoding, new technology was available to Humanity and the nations of Earth discovered a mass relay orbiting the planet of Pluto. The relay was later known as the Charon Relay. Once explorers managed to open the Charon Relay, the explorers discovered Arcturus. From there, the Systems Alliance expanded its reach to other systems, finding and opening new relays.

The First Contact War and Expansion of the Systems Alliance
The first human contact into the galactic community was met with fire and shot - when a human fleet (named Nova Terra) tried to reactivate a dormant mass relay, which was illegal under Council Law (after the Rachni Wars), was attacked by Turians. Following the attack on the Nova Terra, the Turians launched a planetary assault on Shanxi - resulting in the occupation of the human colony.

The Turians, believing that Nova Terra was all of Humanity’s ships, only sent a few token portal fleets to guard Shanxi. Their assumption was proved wrong, when the Second Fleet under Admiral Kastanie Drescher, expelled the Turian token fleet. This incident would have turned into a full-scale war between the Systems Alliance and the Turian Hierarchy, but the Citadel Council quickly arranged a peace between the two.Consequently, the System Alliance was now deemed to be the face of all Humanity - representing humans in the Galactic Community.

By 2165, the Systems Alliance was granted an embassy on the Citadel, gaining Association Status due to the rising prominence of humanity at the dismay of a few. The Systems Alliance expansion into the Skyllian Verge has also brought Humanity into more conflict as the Batarian’s failure to appeal the Skyllian Verge as a “zone of Batarian interest" has caused high tensions between the two powers with various border skirmishes happening.

Infrastructure and Claimed Worlds:
Loctal Cluster
Sol System
Earth
Natural Income : 100 Cr/Month
Natural Pc: 700

Citadel Embassy - 150 Credits
4 Urban Areas - 600 Credits
7 Mining Complexes - 105 Credits
4 Industrial Complexes - 80 Credits
2 Planetary Fuel Depot - 40 Credits
Total Cost : 975


Skyllian Verge
????
Elysium
Natural Income : 100 Cr/Month
Natural Pc: 700

2 Urban Areas - 300 Credits
7 Mining Complexes - 105 Credits
4 Industrial Complexes - 80 Credits
2 Planetary Fuel Depot - 40 Credits
Total Cost : 525


Claimed Worlds

Loctal Cluster
Sol System
Mars - Barren (Prothean Archives +25% Research in this system)
Luna - Barren Moon
Jupiter - Gas Giant
Saturn - Gas Giant
Titan - Methane Garden Moon
Uranus - Gas Giant
Nepture - Gas Giant
Pluto - Barren World
Venus - Hostile Terrestrial
Asteroid Belt (Kuiper Belt)

Epsilon Eridani
Demeter - Garden World
Rhodos - Hostile Terrestrial World

Tau Ceti
Sathur - Garden
Githas - Gas Giant
Uotas - Gas Giant
Dohor - Gas Giant

Skyllian Verge
Yara System
Mindoir - Garden
Osmun - Gas Giant
Vysar - Hostile Terrestrial
Asteroid Belt

Thishik System
Pulom - Gas Giant
Karpashan - Garden

Gnaal System
Valnar - Gas Giant
Gnaal - Hostile Terrestrial

Shanxi Cluster
Gansu System
Shanxi - Garden World
Fuxi - Gas Giant

Cuchulainn System
Eriu - Non-Hostile Terrestrial World (Terran?)

Naiku System
Amaterasu - Garden

Verdun System
Tiptree - Garden

In-lore, but can't find it on the map
Freedom's Progress

Military:
(Free) Default Force: 6 Dreadnaughts, 4 Fleet Carriers, 1 Leader (Commander Shepard - Strength 1 Intelligence 1 Bravery 1)
(895 Credits) Paid Naval Forces : 20 Corvette Packs (80 Credits), 6 Battlegroup Carriers (270), 2 Carrier Fleets (170), 15 Destroyers (225), 6 Light Cruisers (150)
(104 Credits) Paid Ground Forces : 7 Infantry Divisions (70 Credits), 1 Armored Division (25 Credits), 1 Artillery Battalion (10 Credits)

RP Example: I been in enough of your RPs - so gauge my writing as you wish.
Questions and Suggestions: I think there should be a upkeep to ships and units. It does not have to be big, but it should be a factor

S13
Last edited by The Empire of Tau on Thu Nov 12, 2020 11:49 am, edited 10 times in total.

User avatar
Nuxipal
Powerbroker
 
Posts: 8525
Founded: Apr 25, 2010
Inoffensive Centrist Democracy

Postby Nuxipal » Mon Nov 09, 2020 5:03 pm

Faction Name: Asari Corporate Interests (Illium) <--- possibly to be altered in the future if I can come up with a better name
Leader: Illium Corporate Council
Citadel Council Member: N/A (nominally represented by the Asari Member)
Diplomatic Relations: Open Trade, Suspicious of Quarians and Geth
History: Illium was colonized during the 7th expansion wave and is officially not an Asari world, instead controlled by Asari Corporate Interests. This gives the world a unique status in the galaxy that is similar to the human colony on Noveria. This puts them outside of Citadel Council Jurisdiction, but still regularly deals with other Asari worlds as if they were equal partners. Being outside of Citadel Jurisdiction, the Corporate Interests on Illium are able to get away with research and practices which would be illegal within Citadel Space, and thus are able to better compete in the Terminus market than any Citadel Space bound planet could. As such, relations between Illium and various Terminus factions is not entirely cold. The growing economic power on Illium continues to be held by Corporate Interests, but there has been a push for a unified planetary council to be formed in recent years and it is likely that one will be formed to better coordinate the planet's overall well being.

Infrastructure and Held Worlds: Tasale System
Illium(garden): 3 Urban Areas (450), 7 Mining Complexes (105), 3 Industrial Complexes (60), 1 Fuel Depots (20), Shipyard (75), Small Spaceport (120)

Thail, Naxel: 1 Orbital Mining Facility each (200)

Zeona System
Helyme (Near Garden) | Zeona System | Crescent Nebula
1 Fuel Depot (20), 1 Urban Area (150)



Claimed Worlds: Zorya | Faia system | Ismar Frontier
Military:
15 Light Cruisers (default)
10 Destroyers (default)
4 Battlecruisers (240)
5 Mining Ships (250)
5 Heavy Cruisers (200)
1 Leader (250)
1 Artillery Division (10)
2 Armored Divisions (50)

a) On Planet Forces(Ground Battalions and Docked Ships):
Illium: 1 Artillery, 2 Armored
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
Orbit of Illium, Tasale: 4 Battlecruisers, 3 Heavy Cruisers, 10 Light Cruisers, 10 Destroyers
Orbit of Helyme, Zeona: 2 Heavy Cruisers, 5 Light Cruisers
Working Tasale: 5 Mining Ships

RP Example: THE RP EXAMPLE
Questions and Suggestions:
S13
National Information: http://kutath.weebly.com/

User avatar
Lunas Legion
Post Czar
 
Posts: 30224
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Nov 09, 2020 5:30 pm

Faction Name: Omega
Leader: Aria T'Loak
Citadel Council Member: N
Diplomatic Relations: Minimal, informal and often on a personal basis.
History: Omega is less of a nation, more of a loose coalition of criminal gangs, smugglers, mercenaries, terrorists, slavers and exiles drawn together by the leadership of Aria T'Loak, de facto warlord of Omega. Although her control over the station is less a formal thing, and more one backed by the threat of brutal violence and murder on anyone who pushes the boundaries too much. Aria usurped control of the station from the Krogan warlord now called the Patriarch, having worked her way into his inner circle as a dancer and undermining his authority and securing allies as she went. Although her rule on Omega is, relatively speaking, secure, Omega is a beast that always needs a careful eye on it which has not allowed Aria to secure further power in the Terminus directly, instead using her position on Omega to rule through a coalition of allies, subordinates, proxies and tributaries in a tangled web of loyalties that is known only to the spider at its midst.
Infrastructure and Held Worlds/Claims:
    Omega Nebula:
    Sahrabarik System
  • Urdak (Gas Giant):
    Orbital Mining Station (100 credits)
  • Omega (Major Space Station) (Free):
    3 Urban Areas (450 credits)
    7 Mining Complexes (105 credits)
    1 Industrial Complexes (20 credits)
    2 Fuel Depots (40 credits)
    1 Shipyard (75 credits)
  • Imorkan (Gas Giant):
    Orbital Mining Station (100 credits)
  • Bindur (Gas Giant):
    Orbital Mining Station (100 credits)

    Fathar System
  • Lorek (Garden World) (Claim)
  • Korar (Barren)
  • Dorgal (Hostile)

    Sigurd's Cradle
    Mil System
  • Akraia (Barren)
  • Lisir (Barren)
  • Chalkhos (Garden World) (Claim)
  • Mylasi (Barren)
  • Selvos (Barren)
  • Terapso (Gas Giant)

(940 credits, 60 credits remaining)

Military:
a) On Planet Forces:
2 Infantry Divisions (10)
b) Space Fleets:
3 Battlecruisers (1 Free, 120)
10 Heavy Cruisers (Free)
12 Light Cruisers (300)
32 Frigates (320)
(750 total)
RP Example: I've been here before.
Questions and Suggestions:
S13
Last edited by Lunas Legion on Fri Nov 13, 2020 3:05 pm, edited 3 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 6:09 pm

Nuxipal wrote:
Faction Name: Asari Corporate Interests (Illium) <--- possibly to be altered in the future if I can come up with a better name
Leader: Illium Corporate Council
Citadel Council Member: N/A (nominally represented by the Asari Member)
Diplomatic Relations: Open Trade, Suspicious of Quarians and Geth
History: Illium was colonized during the 7th expansion wave and is officially not an Asari world, instead controlled by Asari Corporate Interests. This gives the world a unique status in the galaxy that is similar to the human colony on Noveria. This puts them outside of Citadel Council Jurisdiction, but still regularly deals with other Asari worlds as if they were equal partners. Being outside of Citadel Jurisdiction, the Corporate Interests on Illium are able to get away with research and practices which would be illegal within Citadel Space, and thus are able to better compete in the Terminus market than any Citadel Space bound planet could. As such, relations between Illium and various Terminus factions is not entirely cold. The growing economic power on Illium continues to be held by Corporate Interests, but there has been a push for a unified planetary council to be formed in recent years and it is likely that one will be formed to better coordinate the planet's overall well being.

Infrastructure and Held Worlds: Tasale System
Illium(garden): 3 Urban Areas (450), 7 Mining Complexes (105), 3 Industrial Complexes (60), 1 Fuel Depots (20), Shipyard (75), Small Spaceport (120)

Thail, Naxel: 1 Orbital Mining Facility each (200)

Zeona System
Helyme (Near Garden) | Zeona System | Crescent Nebula
1 Fuel Depot (20), 1 Urban Area (150)



Claimed Worlds: Zorya | Faia system | Ismar Frontier
Military:
15 Light Cruisers (default)
10 Destroyers (default)
4 Battlecruisers (240)
5 Mining Ships (250)
5 Heavy Cruisers (200)
1 Leader (250)
1 Artillery Division (10)
2 Armored Divisions (50)

a) On Planet Forces(Ground Battalions and Docked Ships):
Illium: 1 Artillery, 2 Armored
b) Space Fleets (If orbiting a Planet state: 'Orbit of ____". Stationed Ground Battalions go in Transport.):
Orbit of Illium, Tasale: 4 Battlecruisers, 3 Heavy Cruisers, 10 Light Cruisers, 10 Destroyers
Orbit of Helyme, Zeona: 2 Heavy Cruisers, 5 Light Cruisers
Working Tasale: 5 Mining Ships

RP Example: THE RP EXAMPLE
Questions and Suggestions:
S13


Looks good, looks good. J’accept.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 6:11 pm

Lunas Legion wrote:
Faction Name: Omega
Leader: Aria T'Loak
Citadel Council Member: N
Diplomatic Relations: Minimal, informal and often on a personal basis.
History: Omega is less of a nation, more of a loose coalition of criminal gangs, smugglers, mercenaries, terrorists, slavers and exiles drawn together by the leadership of Aria T'Loak, de facto warlord of Omega. Although her control over the station is less a formal thing, and more one backed by the threat of brutal violence and murder on anyone who pushes the boundaries too much. Aria usurped control of the station from the Krogan warlord now called the Patriarch, having worked her way into his inner circle as a dancer and undermining his authority and securing allies as she went. Although her rule on Omega is, relatively speaking, secure, Omega is a beast that always needs a careful eye on it which has not allowed Aria to secure further power in the Terminus directly, instead using her position on Omega to rule through a coalition of allies, subordinates, proxies and tributaries in a tangled web of loyalties that is known only to the spider at its midst.
Infrastructure and Held Worlds/Claims:
    Omega Nebula:
    Sahrabarik System
  • Urdak (Gas Giant):
    Orbital Mining Station (100 credits)
    Orbital Fuel Station (150 credits)
  • Omega (Major Space Station) (Free):
    2 Urban Areas (300 credits)
    7 Mining Complexes (105 credits)
    1 Industrial Complexes (20 credits)
    2 Fuel Depots (40 credits)
    1 Shipyard (75 credits)
  • Imorkan (Gas Giant):
    Orbital Mining Station (100 credits)
  • Bindur (Gas Giant):
    Orbital Mining Station (100 credits)

    Fathar System
  • Lorek (Garden World) (Claim)
  • Korar (Barren)
  • Dorgal (Hostile)

    Sigurd's Cradle
    Mil System
  • Akraia (Barren)
  • Lisir (Barren)
  • Chalkhos (Garden World) (Claim)
  • Mylasi (Barren)
  • Selvos (Barren)
  • Terapso (Gas Giant)

(990 credits, 10 credits remaining)

Military:
a) On Planet Forces:
2 Infantry Divisions (10)
b) Space Fleets:
3 Battlecruisers (1 Free, 120)
10 Heavy Cruisers (Free)
12 Light Cruisers (300)
32 Frigates (320)
(750 total)
RP Example: I've been here before.
Questions and Suggestions:
S13


Also great, perfect. J’accept.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 26259
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Mon Nov 09, 2020 6:11 pm

I'm guessing you're not going to make the Vorcha as a canon faction?

User avatar
The Empire of Tau
Minister
 
Posts: 2277
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Nov 09, 2020 6:15 pm

I'm more excited for the RP-part of the RP then the mechanics since I love me the Mass Effect games.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 6:20 pm

Ralnis wrote:I'm guessing you're not going to make the Vorcha as a canon faction?


Just reworking then. Manana.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
The Empire of Tau
Minister
 
Posts: 2277
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Nov 09, 2020 6:22 pm

Hhm, I can't find Elysium in your systems. Did you add it?

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 26259
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Mon Nov 09, 2020 6:26 pm

G-Tech Corporation wrote:
Ralnis wrote:I'm guessing you're not going to make the Vorcha as a canon faction?


Just reworking then. Manana.

Oh, I was actually planning to do as you suggested and have it that the Batarians conquered the Vorcha and used them as a massive pool of manpower. This would go into my plans and tech tree using massive manpower of the Vorcha. Some inspiration by 40K and the Endless Space.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 58445
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Mon Nov 09, 2020 6:30 pm

Ralnis wrote:
G-Tech Corporation wrote:
Just reworking then. Manana.

Oh, I was actually planning to do as you suggested and have it that the Batarians conquered the Vorcha and used them as a massive pool of manpower. This would go into my plans and tech tree using massive manpower of the Vorcha. Some inspiration by 40K and the Endless Space.


That certainly works too
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
The Empire of Tau
Minister
 
Posts: 2277
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Nov 09, 2020 7:45 pm

Is Arcturus Station free for me?

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