Lighthearter
President of the United States
Welcome! Before I continue, here is the backstory of the game:
--
In the beginning, Hawaii was a nation of primitives. However, the peoples there advanced quickly, and by the year 500AD they had unified their islands after a few vicious wars. Their navy was incomparable, and over the next 200 years they spread across the nearby islands, braving the deep seas like the true seamen they were. The Kingdom of Hawaii was born when the island chain annexed as far south as New Guinea in 1678. However, contact with the British changed the nation from slow and steady expansion across the seas to something else. When the United Kingdom tried to subjugate Hawaii in 1771, the Kingdom was able to defeat the British fleet and claim all of Indonesia, including Malaysia. The British sourly abandoned Hawaii to her sovereignty, dealing with the American Revolution themselves.
Over the course of the next one and a half centuries, Hawaii became a dominant nation in the Pacific sphere, enjoying warm relations with the United States and even cordial and later friendly correspondence with the United Kingdom, France, and even Tsarist Russia at times. Her main rival was Japan, hence Hawaii's neutrality in the Great War when Japan joined the Allied side. Though Hawaii claimed the German Pacific Islands, they would not be seen on the same side as Japan and had no love for the Kaiser, so would not join the Central Powers despite much prodding.
In the next twenty years, Hawaii was a prosperous trading nation, massively industrializing and cultivating a strong Royal Navy to control their far-flung lands. A new breed of naval captains rose from among her people, intelligent, resourceful, and loyal to their banner. The class of 1932 produced a truly astounding group of them, showcasing Hawaii's ever-advancing naval tradition.
On the morning of December 25th, 1935, the Empire of Japan invaded Oahu, Hawaii, Kaui and Niihau islands from the north, supporting their landings with mass battleship fleets and carrier-based aircraft. Of the captains in Pearl Harbor, only a very few - a couple dozen at most, but no one is really sure even now - managed to fight their way past the Japanese blockade of the islands and flee to Indonesia. Even now, on January 1st of 1936, they still limp into port in Singapore, and yet more may be scattered at Balikpapan, at Surabaya, at Port Moresby.
Now, these captains must rally together to defend what's left of the Empire - and eventually perhaps take the war to Japan itself.
--
Alright, in case you hadn't guessed, YOU are the "class of '32" that is so special. Here's how we're gonna do this. You are all ranked Lieutenant Commanders in His Majesty's Royal Navy. For the first few days, people will sign up and I will take questions on plot, on gameplay, on anything related to the game itself. However, starting whenever I feel like it, Academy begins. Academy is the '32 naval academy class, and you will be run through drills, both via PM and in the thread. Sometimes it's only one or two people in the drills. Sometimes all of you. Sometimes you can comment and offer advice. Sometimes you can't.
When Drills conclude, you will all be ranked between 1 and 230. The rank you receive will determine your seniority in the surviving elements of the fleet - and which ship you receive as your command. Naturally, the higher the score, the more badass the ship and the higher your rank.
In the end, though, whether you scored maximum or a 50, you will have to throw yourself into the firing line, because the Japanese are still coming - and you have to stop them.
Chatroom: http://pacificwar.chatango.com/
Game Rules and Mechanics:
Sign-Up:
Drills:
Combat:
Leveling Up:
Medals & Prestige:
Missions vs Patrols vs Actions:
In Port:
The War:
Nukeknockout's Naval Primer:
The GM's Ten Commandments To The Players:
I: Thou shalt not spam.
II: Thou shalt not range far afield and away from the game in thy conversations.(Thou shalt stay on-topic)
III: Thou shalt always show respect for thy fellow players.
IV: Thou shalt always respect and obey thy GM, for his word is absolute.
V: Thou shall prosecute the War to thine utmost capacity, for such is the purpose of our game.
VI: Thou shalt follow orders from thine superiors unless thou have DAMN good reasons to not.
VII: Thou shalt not invent technologies nor tactics without due consultation with thy GM.
VIII: Thou shalt not seek to name or otherwise customize thy own ship without due consultation with thine GM.
IX: Thou shalt accept the ship thy are given, and never attempt to create thy own.
X: Thou shall HAVE FUN, damn you!
Right. Only two other things:
1) - I am hunting for a deputy GM who can be on-call if I lose internet access or interest in the game who can keep it running. Apply when you make your character, but be prepared to actually serve as said deputy at any time.
Deputy GM: None
2) - I shall reserve one post now for a player listing - After it's up you may all post and join!
- Lighthearter
--
In the beginning, Hawaii was a nation of primitives. However, the peoples there advanced quickly, and by the year 500AD they had unified their islands after a few vicious wars. Their navy was incomparable, and over the next 200 years they spread across the nearby islands, braving the deep seas like the true seamen they were. The Kingdom of Hawaii was born when the island chain annexed as far south as New Guinea in 1678. However, contact with the British changed the nation from slow and steady expansion across the seas to something else. When the United Kingdom tried to subjugate Hawaii in 1771, the Kingdom was able to defeat the British fleet and claim all of Indonesia, including Malaysia. The British sourly abandoned Hawaii to her sovereignty, dealing with the American Revolution themselves.
Over the course of the next one and a half centuries, Hawaii became a dominant nation in the Pacific sphere, enjoying warm relations with the United States and even cordial and later friendly correspondence with the United Kingdom, France, and even Tsarist Russia at times. Her main rival was Japan, hence Hawaii's neutrality in the Great War when Japan joined the Allied side. Though Hawaii claimed the German Pacific Islands, they would not be seen on the same side as Japan and had no love for the Kaiser, so would not join the Central Powers despite much prodding.
In the next twenty years, Hawaii was a prosperous trading nation, massively industrializing and cultivating a strong Royal Navy to control their far-flung lands. A new breed of naval captains rose from among her people, intelligent, resourceful, and loyal to their banner. The class of 1932 produced a truly astounding group of them, showcasing Hawaii's ever-advancing naval tradition.
On the morning of December 25th, 1935, the Empire of Japan invaded Oahu, Hawaii, Kaui and Niihau islands from the north, supporting their landings with mass battleship fleets and carrier-based aircraft. Of the captains in Pearl Harbor, only a very few - a couple dozen at most, but no one is really sure even now - managed to fight their way past the Japanese blockade of the islands and flee to Indonesia. Even now, on January 1st of 1936, they still limp into port in Singapore, and yet more may be scattered at Balikpapan, at Surabaya, at Port Moresby.
Now, these captains must rally together to defend what's left of the Empire - and eventually perhaps take the war to Japan itself.
--
Alright, in case you hadn't guessed, YOU are the "class of '32" that is so special. Here's how we're gonna do this. You are all ranked Lieutenant Commanders in His Majesty's Royal Navy. For the first few days, people will sign up and I will take questions on plot, on gameplay, on anything related to the game itself. However, starting whenever I feel like it, Academy begins. Academy is the '32 naval academy class, and you will be run through drills, both via PM and in the thread. Sometimes it's only one or two people in the drills. Sometimes all of you. Sometimes you can comment and offer advice. Sometimes you can't.
When Drills conclude, you will all be ranked between 1 and 230. The rank you receive will determine your seniority in the surviving elements of the fleet - and which ship you receive as your command. Naturally, the higher the score, the more badass the ship and the higher your rank.
In the end, though, whether you scored maximum or a 50, you will have to throw yourself into the firing line, because the Japanese are still coming - and you have to stop them.
Chatroom: http://pacificwar.chatango.com/
Game Rules and Mechanics:
Sign-Up:
Spoiler :
When you sign up you are expected to provide your captain's bio - what was his/her life like? Where in the Empire(Hawaii and Indonesia, as well as some Pacific islands) were they born? Why did they join the Navy? What hopes do they have for their future after the Pacific War? Where is their surviving family?
You also must rate them on four attributes:
Charisma: Affects crew loyalty and morale.
Diplomacy: Affects their ability to get NPCs to sign off on repairs, refuels, etc. for their specific ship.
Technical Knowledge: Affects their rolls to repair battle damage, etc.
Tactical Knowledge: Affects their ability to stay a step ahead of enemy planners.
Each skill starts with 5 points. You have 20 to customize your character at the start and each level up will give you 5 more.
You also must rate them on four attributes:
Charisma: Affects crew loyalty and morale.
Diplomacy: Affects their ability to get NPCs to sign off on repairs, refuels, etc. for their specific ship.
Technical Knowledge: Affects their rolls to repair battle damage, etc.
Tactical Knowledge: Affects their ability to stay a step ahead of enemy planners.
Each skill starts with 5 points. You have 20 to customize your character at the start and each level up will give you 5 more.
Drills:
Spoiler :
In Drills you will be pitted into scenarios such as fleet battles, solo patrols, etc. They will usually be in this thread, though sometimes they will take place in PMs. I may even make a chatroom if we wind up needing it. There aren't any really "set" rules for drills. Know thy ship's stats by heart and come up with your plans! Surprise me! You will be graded on your performance by the GM after each drill, but you will not be told how you scored. After Academy is complete you will receive your overall numerical and letter grades, which determine your ship and ranking.
Combat:
Spoiler :
Combat is handled simply. Your ship maneuvers through the battlespace and you try to optimize her combat efficiency and launch gun, torpedo, depth charge, machinegun and maybe even missile attacks. The GM rolls a D20(similar to Dungeons and Dragons) to decide whether you hit. The roll, affected by whatever modifiers exist, is then compared to the Armor of the enemy ship. If the number is equal or lower, your shot either misses or does not penetrate her armor. If it exceeds the enemy defense, you hit. A successive roll determines damage. A ship is crippled after a certain amount of damage, and sunk after yet more. Specific components, like turrets or engines, can also be taken out by lucky or aimed hits.
Leveling Up:
Spoiler :
You gain experience from both Drills and Combat, as determined by the GM. when you earn 1000 XP, you reach level two. Then you must earn 2000 to reach 3, then 3000 for 4, 4000 for 5, 5000 for 6, etc. etc. Every level up lets you adjust your captain's stats and may yield you new commands and/or Prestige bonuses.
Medals & Prestige:
Spoiler :
Prestige is the game's currency. Initially, your Academy scores determine your Prestige, but it isn't much however you scored. Later, defeating enemy forces, completing missions, and being awarded medals will raise your Prestige. Medals will only be awarded for gallant acts and great heroism, but are worth a boatload of Prestige. They are also sometimes worth XP, but you usually will have gained your XP reward DOING whatever it is you're getting a medal for.
Missions vs Patrols vs Actions:
Spoiler :
As the War progresses you will eventually receive specific missions from your superiors. These are operations that forward the War effort, more specifically and usually more dramatically then the Patrols that you can undertake on your own. Patrols are simply you sailing through an area prepared to deal with a bad guy if you see him. Actions are generic kind of things such as convoy protection and such. A list of available Actions, Patrols and Missions will go up every turn. Sometimes your ship may be roped specifically into missions/actions - this usually only happens if you're a famous, bigshot hero. No help for it in the end. Patrols yield only a little Prestige and XP, Actions more, and Missions more still.
In Port:
Spoiler :
Between missions you are assumed to be in your port, which changes as you advance through the War. In port you can refill your fuel tanks and ammunition lockers and get your ships repaired. Of course, this all costs prestige, as the port authorities want to know why they should spend their limited resources patching up your sorry rear
.

The War:
Spoiler :
As the game moves on, the War does as well. The War represents the overall diplomatic situation in the game - there will be a global map and a theatre one provided every update. The Global Map will show the situation of the world at large circa 1936 and on as things progress, with a marker for your current base and operational area. The theatre map shows the said area, and gives you hints about the major enemy deployments in the region. Overall diplomacy has an effect on the war, and alliances will begin to come into play - things could change at a moment's notice for you. Stay mindful of the strategic progress of your enemies and allies.
Nukeknockout's Naval Primer:
Spoiler :
There are many types of ships out there, and it's easy to get the designations, subtypes, and recommended skills confused, or simply forget them altogether! This "Ship Primer" is designed to help with that.
Destroyer(DD) & Light Cruiser(CL)
these are small, fast ships, with few weapons and light armor. they tend to be armed with guns, torpedoes, Antiaircraft and antisubmarine weapons.
Spoiler :1. TAC. DDs and CLs are typically small ships, with few hitpoints and fewer weapons. as such, they need a high TAC to evade enemy fire and make the most of their limited armaments. TAC is also essential for their secondary role of scouting/subhunting.
2. TEC. Destroyers and Light Cruisers have very lightly armored(and thus easy to break) systems. This, combined with their small amount of hitpoints, means they depend on TEC only slightly less than TAC to survive.
3. DIP. These small ships tend to burn expensive weapons like torpedoes, rockets, missiles and what-have-you by the truckload, and since they don't have a capital ship bonus to DIP for resupply, they need DIP to replenish these weapons.
4. CHA. The only thing CHA does for small ships is improve their AA. This isn't worth the points, frankly. you're better off dodging the bombs and relying on your allies to shoot the enemy down, as they rely on you to sink subs.
Heavy Cruiser(CA), Battlecruiser(BC) and Battleship(BB)
These ships, ranging in size from big to unbelievably huge, are armed with very big guns, lots of antiaircraft weapons, and many smaller weapons that are usually main armament on smaller ships. These ships are extremely well armored and difficult to destroy, but tend to be slow and unresponsive. They get an incredibly useful bonus to DIP for the purposes of resupplying, as some of Hawaii's last remaining capital ships.
Spoiler :1. TEC. These ships are big. very big. when they enter the battlefield, it is not abnormal for every enemy unit to suddenly attack them all at once in an effort to sink these behemoths. as such, TEC is most important because it is statistically probable(read:unavoidable) that some of these hits will result in important system damage, as well as whittling away your hitpoints.
2. TAC. These ships are armed with lots of weapons, including guns big enough to sink others of their own type. to use these ships to their best advantage, you need a high TAC so you can destroy the ships that are busy throwing everything they have at you.
3. CHA. BBs, BCs and CAs usually carry between 1 and 3 scout planes armed with depth charges. highly useful when all your DD consorts have up and died because they couldn't take the heat. aside from that, there really isn't much reason to have CHA. it improves your AA, but you should be able to withstand most air attacks.
4. DIP. there is absolutely no reason at all to get DIP for a heavy gunboat, unless you want to convince your enemies to surrender at the mere sight of you. as far as resupply goes, these ships both have a DIP bonus for that, and don't use expensive weapons, so resupply isn't much of a problem.
Aircraft Carrier(CV) also known as Escort Carrier(CVE), Nuclear Aircraft Carrier(CVN), and Helicopter Carrier(LHA[I don't know what that means either])
These ships are unusual in that they are designed around not fighting directly, they sit at the edge of the battlefield, staying far away from the enemy, and let their planes do the dirty work. If your carrier engages the enemy directly, you better be out of planes. even Kamikaze strikes are a better option.
Spoiler :1. CHA. Carriers need CHA like a girl needs shoes. enough is never enough. CHA improves Carrier planes, which is incredibly important as planes are a carrier's entire striking arm. high enough CHA can make them fanatically loyal to you, enough to even order them to fly to their deaths. CHA also improves a carrier's AA batteries, and since Carriers are lightly armored and spend most of their time dueling enemy carriers, this is good.
2. TAC. Carriers need TAC to direct their planes onto specific targets, avoid hits from the numerous long-range attacks they will be facing, and make the most of their limited armament in a dire emergency.
3. TEC. Carriers need TEC to keep their most important system(planes) operational. there are a million things that can go wrong with this, from damaged elevators to control tower hits to inoperable planes.
4. DIP. Carriers need DIP because you have to supply your planes with ammunition, and buy replacement planes. that said, Carriers have a high enough DIP bonus to make this fairly easy to do.
Submarines(SS)
Subs are slow, stealthy ships designed to move and fire underwater that are armed with virtually nothing aside from torpedoes. Subs typically carry one or two AA machineguns, and one small deck gun, but using either is a sign that something is seriously wrong. you might actually be better off retreating than using your "feel-good" weapons.
Spoiler :1. TAC. Subs are the snipers of the sea. they need to hit consistently with limited ammunition, avoid taking any hits, and sneak around a lot. TAC helps with all of this, making it the most important skill for subs.
2. DIP. Subs use as their primary, and only effective weapon, torpedoes. torpedoes are expensive. Subs don't get a DIP bonus. you do the math.
3. TEC. TEC is only useful for subs if you take a hit and lose your sonar or torpedo tubes. you can function just fine without any other system. even the engine, since you'll usually be going 2/3rds MAX.
4. CHA. lol what? CHA for a Sub? Subs neither have planes, nor have antiair complements, really. although, that would solve a lot of problems...
The GM's Ten Commandments To The Players:
I: Thou shalt not spam.
II: Thou shalt not range far afield and away from the game in thy conversations.(Thou shalt stay on-topic)
III: Thou shalt always show respect for thy fellow players.
IV: Thou shalt always respect and obey thy GM, for his word is absolute.
V: Thou shall prosecute the War to thine utmost capacity, for such is the purpose of our game.
VI: Thou shalt follow orders from thine superiors unless thou have DAMN good reasons to not.
VII: Thou shalt not invent technologies nor tactics without due consultation with thy GM.
VIII: Thou shalt not seek to name or otherwise customize thy own ship without due consultation with thine GM.
IX: Thou shalt accept the ship thy are given, and never attempt to create thy own.
X: Thou shall HAVE FUN, damn you!

Right. Only two other things:
1) - I am hunting for a deputy GM who can be on-call if I lose internet access or interest in the game who can keep it running. Apply when you make your character, but be prepared to actually serve as said deputy at any time.
Deputy GM: None
2) - I shall reserve one post now for a player listing - After it's up you may all post and join!
- Lighthearter