Proculus must have been beautiful, from above. It would be nice if you could see the moon, or Gravitempesto, or any star in the sky outside of the blood-red Risudia. But in times like these, you'd be lucky to see your neighbor's house from your window.
The planet was failing. It had been, for a while. An incompetent governor ruling over a corrupt legislature in arguably the worst space dynasty in 1500 years led to a pretty darn good destroyed planet. Unfortunately, they also weren't very good at leaving.
The species of the universe are cowards. Anyone smart is afraid- and for good reason. So many things could end them in a minute- and many of them are our own doing.
For you see, when they left, they left you behind. They didn't care if you lived or died, and they didn't care if it was their fault whether you did die or not. they only cared about themselves, it seemed.
You watch the last ship disappear into the distance while sitting on the sidewalk of the concrete jungle. It was the only kind of jungle this planet had left.
Scratchy, sandy winds rip at your face. They were getting worse, these days. As was everything.
You sit in the grand remains of the once fantastical, hypermodern megacity of Terra Mare. It's sad to see how far it has fallen from its once great glory.
The year is galactic 5572 M4, whatever that meant. Not that it would matter much now that you would just sit, and rot, and eventually wither away.
Or will you?
Welcome to this turn-based survival RP: Going, Going, Gone! Thank you for joining me.
In this RP, you have been left to your own devices as the rest of civilization leaves- to survive- and possibly, to thrive.
You live on the planet Proculus, in the former capital of Terra Mare. The only objects in your solar system are your moon, and another planet called Gravitempesto, which is much closer to your red sun, Risudia.
Below are things necessary for your application, like job and species, and a building and material list. There is also a map- on it, you will see that you start with a food plant.
The things threatening your survival are mainly rising temperatures and brutal winds, but you've never seen grass for years. Most of the land that would be grassy has been converted to desert or, rarely, clay.
-
Mechanics-
Food: This shouldn't be much of an issue early on. You'd have to create one if you are too far away from any other one, though, for convienience.
Water: Hydronics are also on your starting tile, so mostly ditto for food; unless you are an Elapita or a Bogorian, in which case food/water doesn't apply to you.
- You can drink ocean water for -1 physical (for the turn) Unless you are a Bogorian
Everyone starts with 1 physical, which encompasses base speed (established by species), strength, and swimming ability (Flying speed for Olero, and size for Elapita. See Elapita for a bit more info.)
2 physical makes you do 1.2 times as much as you would normally.
Environment:
Starts at -5
Uninhabitable at -10. Resources will steadily deplete as you go down, converting more to desert.
0 is about Pre-industrial revolution Earth. +3 is the max, where the environment steadily gets better.
Species:
- Mountain, sand, and volcanoes take up double hex movement for all except Olero
- Paths through any terrain ignore all debuffs to hex movement caps.
- Elapita travel twice as fast in sand, including on paths. Ignores debuff.
- If you are carrying things, they subtract from the total amount of hexes you can travel on a case-by-case basis. Weight is taken into account.
Olero can’t carry anything. Bogorians can only do so in water, but most items don’t take away from speed.
- You can move anywhere in a settlement for free; you do not consume your hex limit.
- Does not apply to non-continuous settlements. You must still use up your limit if you want to get to a different town block.
Vehicle mechanics
- Speed is determined by the vehicle, not the driver.
- Carrying capacity is how many people the vehicle can hold. A vehicle can’t hold more than that. No exceptions.
Building/vehicle demolition: 50%, rounded down, of materials used to make it are given back.
Attachments: A solar panel can be attached to almost any vehicle to prevent battery depletion.
Boreholes double metals gained from metallic cave
Vehicles:
Must unlock creation before you can make them.
Can be built on any land, except for boats.
If you move farther in a vehicle than you would if you were walking, you do not get to walk unless you are in a settlement. You also may not switch vehicles in this case.
If you have extra carrying capacity, then you can carry items in there.
Energy is gained by coal, oil, solar panels, geothermal plants, wind turbines, tidal plants, or hydropower plants. In many cases, energy will need to be created, but you can ‘go green’ and not use oil or coal if you so wish.
Batteries: Need to be charged from time to time. Requires energy to do so; 10 energy for small, 30 for medium, 75 for large. Must charge before they can be used.
If you have multiple batteries, you do not need to recharge if one has charge.
Turns:
Once everyone posts, the turn will end. Because of your lack of care for time, turns can be anywhere from 5 to 10 days.
Map:
- I am incredibly stupid and am unable to figure out the image command (doesn't help that most of them are blocked on my computer either). So, I use this. Do tell me if the links do not work.
Top map
Middle map
Bottom map
Q/A:
What can I do on my turn?: You can get resources (takes up the entire turn) ex. sand, clay, metal, etc. You can explore, but unless you move over half of your hex limit, you can also gain resources. You can also build, and starting a build does not take up a turn.
Can multiple people work together to make something?: No need, the material pool is communal. Once something is gathered, anyone can use it, as soon as the turn after.
- Code: Select all
[u]Application[/u]
Character name:
Nation names (include all you may post on):
Species:
Job: