Mobius: Total Chaos

I remember once googling up Taniciusfox's name. If that deviantart page is indeed his art page, linking it here is probably a very, very bad idea.
Unless you've gotten some brain bleach on hand ;).
 
Super Agents need clarification, so here it is.

Agents start at Level 1.

Ways they can raise their skill:

-Successful assassinations of enemy Supers
-Surviving assassinations from enemy Supers
-Sabotaging a WMD
-Lightning Lynx visiting your nation; he will train your weakest Super
 
That means the only way to raise a level is spam them, which I do not like. Can't there be an XP bar for the other missions? Like those 4 automatically raise a level, and the rest are just XP.

I remember once googling up Taniciusfox's name. If that deviantart page is indeed his art page, linking it here is probably a very, very bad idea.

You know, I probably should've expected that.
 
Yeah, that's what bugs me about the leveling system for the agents. There should be a passive way for players who prefer to only use them defensively like counter-inteligence. The system is skewed mainly for offensive players while giving little insentives to defensive players.
 
Also of note: Unless someone announces it in the thread, there is no way to find if they have a super agent, other than wasting an action saying "Kill player x's super," and even then, it could be a suicide mission due to not knowing what level they are.
 
Some battles!

==Khimeria vs. the Abhorrents==

2 Abhorrent forces neutralised via airstrike.

Elsewhere, 2 armies win but 2 are destroyed.

==Reikland vs. the Abhorrents==

7 Spare units go against the Abhorrent forces.

Success.

==Crusaders vs. Abhorrents==

11 Crusader armies go against 5 Abhorrents.

2-9.

==Border Skirmish - Crusaders vs. UBS==

3 skirmishes - UBS is the aggressor.

UBS wins all three battles! UBS captures 2 of the armies; the third army retreats.

A second round of skirmishes further north - UBS as the aggressor.

Again, UBS wins both. 1 army retreats, 1 captured.

==Border Skirmish - UBS vs. ERC==

3 skirmishes - UBS as the aggressor.

UBS wins 2, ERC wins 1! 1 ERC retreat, 1 ERC captured, 1 UBS retreat.

==Border Skirmish - Crusaders vs. Itzamna==

Itzamna is deemed the aggressor. 2 skirmishes.

Both Itzamna forces defeated. 1 captured by the Crusaders, 1 retreats.
 
Nevermind, I thought TFox ignored the changes that the Crusader State and I agreed to and avoided a border skirmish.
 
Well that's gonna be a problem.
 
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The scouts wern't expecting a skirmish but today they had. With a sudden surprise encounter with the UBS. The captain of the opposing party gave the troops a glaring eye at the ERC's troops. "Were here to take the land, soon the planet itself" said the UBS soldier however the ERC's company commander rebuked the UBS soldier that they are here first and that they should respectfully leave the faction alone. But blinded with a sense of taking over the world and rather than following the Legate's early announcement of her sphere of influence address, the UBS soldiers opened fire onto the East Republic Company troops.

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Once the word reached the Legate on who the perpetrators were in the border skirmish. Legate Nozomi Valentine sternly stated to the UBS to keep out of the East Republic Company's Sphere of Influence. The Greater Reikland have made their SoI intentions known to other nations and subsequently demanded that other nations revise their claim maps. While others like the Crusaders came up to the Legate, personally and expressed their own concerns wishing to avoid any border skirmishes. The Freedom and the ERC both made their own compromise in regards to the SoI in the southern peninsula. The UBS however, chose to ignore legitimate claims and the Legate's SoI.

Legate Nozomi sat back in her chair and said to herself: "I give respect to both the Crusaders and the Freedoms. They both came to me, willing to compromise". Legate Nozomi then stood up, then looked out the window onto New Königsberg. "Given the aggressive expansion of the UBS, I can't guarantee that the Freedoms would have their desired land" Nozomi said while placing her hand on the window. The stresses have taken atoll onto Nozomi, the once enthusiastic Coruscanti fresh with a commission to Captain and defending New Terra against Mariko's forces. Now sees herself becoming more cynical and relying on instinct rather than emotions in her diplomatic dealings.
 
In retrospect, I'll institute an XP bar.

100 XP will result in a new level.

-Lightning grants 100 XP
-Sabotaging a superweapon grants 100 XP
-Surviving an assassination/performing one grants a varying amount of XP

-Successful theft nets x XP, where x is the amount stolen.
-Every espionage mission foiled grants 2 XP per agent that was on the mission.
-Killing minor agents grants 5 XP.

A good strategy is to keep at least one Super on duty back home, as they will be able to intercept agents, even if by small odds, and thus increase their rank.

In line with that, two new espionage missions that will be available next turn:

-Steal Plans. If successful, any PMs the player sends me will be forwarded to you. This is useful to prevent sneak attacks.
-Infiltrate intelligence agency. If successful, you will find out all of their secret information - how many agents they have, any programs they have, their military level, etc.

I will be adding these to the rules on the front page.

Moar battles

==Fringe vs. Abhorrents==

2 vs. 1 in Mainland

1 beaten, 1 successful

3 vs. 1 on Angel Island

2 defeated, 1 successful

1 retreats; 2 killed

==Ottomans vs. Abhorrents==

The Turks bomb the crap out of the Abhorrents.

4 navies do their work first - no hits.

25 air wings bombard - 4 hits.

Another 20 air wings do the works - 5 hits.

The effect of this massive airstrike is that the Abhorrents are driven from most borders, which will focus their attention on other powers.

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==Abhorrent Attack On Greece==

To the south, Greek colonists are under fire.

All three attacks fail. The Greeks emerge victorious!

==Combine War==

The Abhorrents have become a third faction in the war that is tearing Areggema apart. The former nation of Vichama would approve.

All 7 Abhorrent armies attack, choosing targets at random. 50% chance of the Combine or Greece.

2 attack the Combine, 5 attack Greece. Greece has prepped its defenses with red energy and so has +1 in all battles.

The Combine loses one of its fire Ixis - 19 population are killed.

The Greeks lose 1 army - 11 pop are killed.

The first battle is at sea - the Combine fleet attacks with 50 ships. They have to fight 30 Greek ships first, however. 22 of them are equipped with Dark Energy, giving them +1 in combat.

The Combine wins 16 battles and loses 34.

With that, the Combine still can't blockade the Greeks and make this war short and decisive. The Greeks turn their guns on the Combine armies - 6 hits. That in turn, evaporates the Combine's Ixis armies.

The Combine goes against the Greeks - it still has vast resources despite the setbacks. 10 armies go against 2 Greek forces in Central Areggema.

The Combine loses 2 battles but wins 3 as well. Both Greek armies retreat. A Greek army elsewhere is captured. 1 Combine captured, 1 destroyed.

With that, Combine forces are ordered to attack the main Greek colum of 21 soldiers with all the forces necessary. The Combine can muster nearly 30 armies for this pursuit.

First wave of 10 - 5 victories
Second wave of 10 - 4 victories
Third wave of 9 - 1 victory

In total, the Combine wins 10 battles and loses 19. 9 Greek armies are captured. 11 Combine armies destroyed; 3 captured; rest retreat.

2 provinces are seized.

But the Greeks are down and not out. With just one port still in their grasp, they make their move.

==Abhorrent Attack on Crusaders==

The Abhorrents kill one Crusader division. All civilians present killed.

==Lanayru vs. Abhorrents==

Lanayru goes against the Abhorrents. 2-4.

==Border Skirmish: Morgal vs. Ottomans==

4 battles; Turks are classed as the aggressors.

The Turks lose all 4 battles. 2 destroyed, 1 captured, 1 retreats.

==Abhorrents in N. Cademstar==

1 Khimerian loss; 1 Turkish loss
 
The Black Arms are now in play.


Link to video.

This race of mutants has made its home on Angel Island, unable to move beyond petty attacks.

But, the Dark God has smiled on them - the foolish foreigners who have invaded Mobius do not know how to properly use Chaos Energy, and have paid the price. Abhorrent brethren have popped up and mindlessly fought wars against the Mobian forces. They lack leadership, and as such, are more of a nuisance than actual threat...

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Herr Doom shall change that.

--

Starting Turn 5, Abhorrents will become far more of a menace. Each territory they control will generate an income of 1 army per turn. On top of this, they have a 33% chance of capturing any army they defeat and mutating them into more Abhorrents. These armies can be used immediately, thus creating a domino effect.

Due to the organisation of the Black Arms leadership, they will also be able to generate navies and airforces if they so desire. Land sea or air, the unevolved will not be safe.

The Black Arms, shall rise again! Every life form will either embrace dark chaos energy and evolution, or pay the price. Those who adapt live, those who do not die.

...oh. And that traitor Shadow will pay of course but that will come later.

Attacks on Angel Island will remain as is.

===

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Classic Sonic will appear. His job is basically to eat your chaos energy to stave off his deformed appearance. Like a spider, however, he has a positive effect - he will often go for black chaos energy first, as it is more satisfying to his palette. He will eat up to 100 points worth of energy each turn - black counts as 25, white as 50, and ordinary colors as 5. He bounces between nations after each meal, so don't worry about losing your entire stockpile.

==

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The Robotnik Empire seeks to rebuild itself. Each turn, it will cause general chaos and stage uprisings and terrorist attacks.

One economy at random will suffer a blow of 1% being chopped off their population.

Another will suffer a blow of 1% off their Industry.

It also has a 5% chance of hacking each and every mechanised unit on the planet and turning them against their masters. A small chance, but this is quite a nuisance!

The Empire will also launch 10 attacks a turn with Badnik hordes that have +25% in combat and match your military level. If defeated, however, they will drop 10 TC.

You can donate money to the Empire, in which case they will not attack you. You will be given 6 TC for every 5 gold you donate. The gold will build more Badniks and this will be reflected in the next turns. Prepare for witch hunts.

==

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Venice's effects will be explained again.

Venice targets nations at random and will disable a Super Agent for a turn, or kill one army. After his first action, he keeps going around the world at random, disabling Agents and killing more troops. The good news is that his rampage will eventually be reigned in - the Knights of Chronos have a 5x-5% chance of stopping him, where x is the number of his move. So, after 11 moves, the Knights will have a 50% chance of reigning him in. Theoretically, Venice could kill up to 21 armies within a turn if chance allowed.

--

Actual update to come soon.
 
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Well at least we haven't been invaded by aliens yet an-

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CRAAAAAP

--

It was either this or make chaos storms much larger and much more frequent. :P

At the very least, y'allz will DEFINITELY have fuel for RP now! :goodjob:
 
It also has a 5% chance of hacking each and every mechanised unit on the planet and turning them against their masters. A small chance, but this is quite a nuisance!

Oh lovely, Robotnik gets to, wait for it...


Link to video.

:p
 
Turn V: Hearts of Darkness

Spoiler :
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The Year is 1220.

As the Combine War rages on with no end in sight, the world now faces a greater threat - villains old and new have made themselves apparent. The Black Arms seek to consume the world with their dark power, Angel operates from behind the scenes to destroy the status quo, the Robotnik Empire works from the shadows to re-establish mechanical supremacy, Venice massacres civilian and soldier alike for amusement, and Classic Sonic runs about causing anarchy.

==Notes==

Industry now costs TWENTY gold, rather than TEN, to raise by 0.01.

Remember that you can embargo nations, which will hurt their trade income, and support other nations with gifts of gold or chaos energy.

Canal construction is now open. For 20 gold, you can build one unit of the canal in a province. Once complete, a canal will reduce the number your trade is divided by by 1. So, right now, that means it will add 15 gpt. There are five canal zones, all easily picked out. These are exclusively where canals may be built. They are the four ten-province regions on either side of the landlocked seas, and the northwest peninsula of South Cademstar.

==Angel Island==

Spoiler :
Landing on the island can be done with a fleet or an airforce. Airforces must be used if you intend to reach it from across the world. It is divided into several provinces.

Angel Island is divided into eight regions, each with ten provinces. The seven peripheral regions have a 10% chance of generating any unit of colored energy(non-black/non-gray) - this is a per province benefit. You also will get +1 gold for each province occupied directly into your treasury. The central region provides Gray energy by default.

If you occupy an entire region that chance becomes 100%, so you get a guaranteed 8 of some kind.

For one, you must first get the units there, and start on the coast and work your way in. If your navies/air wings are not present when your units must retreat, the units will be killed.

For two, there's only so much land to go around. You will have to compete with other players. You will also need to work together with them against the Abhorrents. So, yes, basically, Angel Island is a miniature SonRISK.

For three, the Abhorrents will try to push you back. These beings, twisted by black chaos energy, are all that seems to remain on the Island. They have five attacks a turn - this number can fluctuate. They constantly respawn, and attack your armies with the exact same military quality you have. Only Ixis Nations, or those who have Knuckles on their side, can counter this power. If your forces are captured after being defeated, they will be mutated into more Abhorrents. Abhorrents choose their target proportionally and at random.

Killing an Abhorrent force, however, has a 10% chance of giving you Black Chaos Energy. Don't ask how your forces get it. Seriously, don't.


5 attacks.

Morgal - attack repelled
Itzamna - 1 lost. Unit retreats.
Reikland - 1 lost; 1 repelled. Unit captured.
Turks - attack repelled

Attack on Turkey fails.

Morgal's territory generates 0 energy.
Itzamna's generates 2 energy.
Reikland generates 1 energy.
Fringe generates 1 energy.
Ottomans get 10 units of and 10 units of automatically. 2 units of gray energy generated randomly.

==Chaos Storm==

Spoiler :
Knotholedestroyed.png


An event that rains down on a particular province and kills 10-100% therein. However, it will leave a random type of Chaos Energy in the province. This is a sort of consolation prize.

3 storms.

2 hit Bundesleet. 45% killed. Cyan and Yellow deposited.

1 hit Lanayru. 91% killed. Red deposited.

Enerjak just doesn't seem to like Segesni today.


==Chaos Energy==

Spoiler :
There are 1864 provinces. 1077 of those are settled. That is, a 58% chance Chaos Energy will land in inhabited areas.

11 Dark Chaos - Bundesleet, Crusaders(2), UBS, Morgal(2) Itzamna
1 White Chaos
3 Grey Chaos - Bundesleet, Combine, Lanayru
2 Red - ERC, Crusaders
2 Green - Turks
2 Blue - Combine
2 Yellow - Itzamna
2 Cyan - Crusaders, ERC
2 Violet - ERC


==Good Events==

Spoiler :
Sonic!

Incapable of visiting Reikland, Khimeria.

Sonic is busy exploring ERC. As a hero, he will protect them from aggression, unless they initiate the war themselves. In which case, he will work AGAINST them. All people have a right to be free.

Shadow!

Incapable of visiting Morgal, 01.

The former Black Arms elite has visited Khimeria. Any Chaos Energy - sans Black or White - they use will have twice as much effect.

Tails!

Incapable of visiting Khimeria, Ottomans.

The youthful yet brilliant inventor has set up shop in Freedom. Any investments in research will be 50% as valuable.

Knuckles!

Incapable of visiting Greece, Ottomans.

Knuckles has visited Morgal. Any nationals present in Angel Island this turn will have +10% to their base 20% chance of generating Chaos Energy, and also have +2 against Abhorrents.


==Neutral Events==

Spoiler :
Lightning Lynx!

Lightning Lynx visits nations and grants +1 experience to a Super Agent present there.

Khimeria.

Silver!

Incapable of visiting Crusaders.

Silver has visited ERC. Be warned - any wars on their territory will see this loose cannon attack both sides, with a 10% chance of rendering EACH army incapable of fighting.

Ixis Naugus!

Incapable of visiting Combine.

Ixis Naugus has visited Freedom. He has granted them 5 Fire soldiers.


==Evil Events==

Spoiler :
Classic Sonic has attacked Lanayru, Reikland, Fringe, and Bundesleet. He has eaten 1 Black Chaos Energy of each, as well as causing general disarray and discord.

---

Trashtalkin.jpg


Link to video.

Robotnik has issued demands for all world governments to surrender to the one true monarch of Mobius. Upon being rejected, he says technological hellfire will be their penalty.

The Crusaders have seen a massive series of suicide attacks by Robotnik's badniks, killing 1% of their population.

The ERC has seen a systematic series of pump and dumps and other acts of hacking and economic dislocation, driving its economy down.

With that done, Emperor Robotnik orders a horde of ten Badnik divisions to strike random targets around the globe!

UBS - 2 lost
ERC - 1 lost
Combine - 2 lost
Khimeria - 2 lost
Freedom - 1 lost

---

Venice has killed 1 army of Lanayru, disabled 4 Super Agents.

The Knights have reined in his excesses, however, and he has been sent to a minimum security prison. Grandmaster Mogul and Deputy Grandmaster Florence apologise for his damage but refuse to cover any of it since they're jerks.


==Black Ops==



==Abhorrents!==

Spoiler :


If you use a unit of Black Energy, 5 attacks take place. If you own a unit of it, 1 attack will take place. Storing energy in silos prevents attacks. Abhorrents outside Angel Island wipe out any army present, and kill 55-100% of the province's population. You will also lose the province, which will turn near-black to indicate their presence - if you do not eliminate the Abhorrents, they will continue attacking until the whole world is black.

Abhorrents ALWAYS target your armies. They are the ultimate reaping of what one has sown with dark chaos.

10 attack 01. 7 lost. 57% killed.

10 attack the Crusaders. 2 lost. 100% killed.

9 attack Khimeria. 2 lost. 78% killed.

7 attack Greece. 2 lost. 75% killed.

5 attack Morgal. 3 lost. 74% killed.

4 attack Reikland.

4 attack Fringe.

3 attack Lanayru. 1 lost. 89% killed.

2 attack UBS. 1 lost. 56% killed.

2 attack Itzamna. 1 lost. 92% killed.

1 attack ERC. 1 lost. 75% killed.

1 attack Ottomans.


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Rock it dudes!

Tip: One of y'allz could just construct a silo and be paid by everybody to hold their energy. Presto, no mo' Abhos.

But that would require you all to trust someone with THAT much dark energy, wouldn't it. ;)

In good news you can at least use naval and air forces to soften them up.

As a note, given that Indocera's MIA, his country is now open to being taken over.
 
Ffff forgot to do Black Ops working on those now
 
5 Agents have targeted the Combine for theft and have failed.

1 Super Agent has gone against the Combine Army and has failed.

2 Super Agents have gone against the Bundesleet, attempting to kill its agents. Both failed.

12 Agents have attacked 01, trying to steal from it - they failed.

12 Agents and 1 Super Agent tried to steal money from Greece - success. 62 stolen.

2 Super Agents have attempted to incite revolts in the Crusader state. They were successful - 10 revolts generated. 7 provinces have broken away.

==

To recap. Christos is down 62, Tyo's income is actually 426.
 
I feel as if im losing divisions. I have less than last turn. Are trhey used up claiming?
 
5 attack Morgal. 3 lost. 74% killed.

I'm going to introduce the Abhorrents to Rule 37 of The Seven Habits of Highly Effective Pirates.
 
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