Lighthearter
President of the United States
March, 2019
An explosion echoes across the desolate city. The fighter next to you swears, ducks. You see the cloud of smoke rising above St. Louis, marking another building destroyed. You feel the terror of the citizens, hiding in their basements - this kind of thing hadn't happened since the Market Collapse in 2012! The Radinger Brothers even then had been put down by the US military, but havoc had been wreaked across the South all during their rebellion.
You have no more time for recollection - the tank down the street fires again, ripping open a gaping hole in the house you were about to run for. You dive beneath a car, looking for any cover as the armored vehicle's machinegun opens up. Your armored battlesuit barely fits under the compact vehicle. You raise your railgun, firing a burst of magnetically powered shots at the tank. The vehicle shrugs off the blows that could turn an unarmored man to quivering jelly, then pushes forward. You heave yourself out into the open, turning and running as fast as your mechanically assisted legs will let you. Behind you, you hear the car crush under the tank's treads. You know then that you made the right decision.
Even now, only a day into it, you know that Raddison's Great Revolution is a failure. Even decrepit, with its dollar in shambles and its military the size of pre-collapse Cuba's, the United States government is powerful enough to maintain its authoritarian hold on the Midwest. President Radcliffe could bring forces from all across the US to bear - the Syndicate, the Protectorate, all the others had never risen with the Revolutionaries. They hadn't tied US forces down everywhere. Maybe they suspected Raddison would take absolute power. Maybe they were right - but that was meaningless. The Liberation was necessary first.
You curse the others as you run. You duck behind a hardware store, breathing hard from your sprint. You pause a moment, listening as the sound of fighting nearby dies off. You exhale, then turn around. The US soldier fires his ancient M16 at point-blank range, riddling your chest with bullets. You collapse, struggling to breathe, yet you still manage to line up your railgun and fire six rounds. The man disintegrates in a hail of blood.
As you lie there, you see great visions of a future where the United States were not the laughingstock of the world, where the Pan-Asian Union and the Triple Entente were not such great threats. As you lie there, waiting for death, you hear a voice that tells you these dreams may yet become reality.
Raddison had failed, but you hadn't. Not yet.
As the medic grabs you, you smile broadly, and it has nothing to do with her pretty face.
Your time is coming.
__
January, 2020
The Pan-Asian Union(An alliance of Greater Korea, China and the People's Republic of the Rising Sun) has invaded the United States of America through Seattle and San Francisco, and the Triple Entente(A geopolitical union of Britain, France and Germany) has secured New York and is ravaging New England. The terminally weak US government has not the strength to stop them - or you. Now is the time to rise up, to bring about a new age for America!
Rules:
1) - Starting Out:
A - Your Character:
B - Your National Ideals/Government:
C - The Rest:
2) - Economy and Technology:
A - Economy:
B - Technology:
3) - Warfare:
A - Armies:
B - Combat:
C - NPCs:
D - Sea Lanes:
4) -Diplomacy:
A - With Players:
B - With NPCs
5) - Winning the Game:
A - Conquest Victory:
B - Diplomatic Victory:
C - Liberation Victory:
D - Objective Victory:
6) - Nuclear Weaponry:
A - Acquiring Nukes:
B - Using Nukes:
C - SDI:
I reserve one post after this for the map and player listing. After that, you may join!
-L
An explosion echoes across the desolate city. The fighter next to you swears, ducks. You see the cloud of smoke rising above St. Louis, marking another building destroyed. You feel the terror of the citizens, hiding in their basements - this kind of thing hadn't happened since the Market Collapse in 2012! The Radinger Brothers even then had been put down by the US military, but havoc had been wreaked across the South all during their rebellion.
You have no more time for recollection - the tank down the street fires again, ripping open a gaping hole in the house you were about to run for. You dive beneath a car, looking for any cover as the armored vehicle's machinegun opens up. Your armored battlesuit barely fits under the compact vehicle. You raise your railgun, firing a burst of magnetically powered shots at the tank. The vehicle shrugs off the blows that could turn an unarmored man to quivering jelly, then pushes forward. You heave yourself out into the open, turning and running as fast as your mechanically assisted legs will let you. Behind you, you hear the car crush under the tank's treads. You know then that you made the right decision.
Even now, only a day into it, you know that Raddison's Great Revolution is a failure. Even decrepit, with its dollar in shambles and its military the size of pre-collapse Cuba's, the United States government is powerful enough to maintain its authoritarian hold on the Midwest. President Radcliffe could bring forces from all across the US to bear - the Syndicate, the Protectorate, all the others had never risen with the Revolutionaries. They hadn't tied US forces down everywhere. Maybe they suspected Raddison would take absolute power. Maybe they were right - but that was meaningless. The Liberation was necessary first.
You curse the others as you run. You duck behind a hardware store, breathing hard from your sprint. You pause a moment, listening as the sound of fighting nearby dies off. You exhale, then turn around. The US soldier fires his ancient M16 at point-blank range, riddling your chest with bullets. You collapse, struggling to breathe, yet you still manage to line up your railgun and fire six rounds. The man disintegrates in a hail of blood.
As you lie there, you see great visions of a future where the United States were not the laughingstock of the world, where the Pan-Asian Union and the Triple Entente were not such great threats. As you lie there, waiting for death, you hear a voice that tells you these dreams may yet become reality.
Raddison had failed, but you hadn't. Not yet.
As the medic grabs you, you smile broadly, and it has nothing to do with her pretty face.
Your time is coming.
__
January, 2020
The Pan-Asian Union(An alliance of Greater Korea, China and the People's Republic of the Rising Sun) has invaded the United States of America through Seattle and San Francisco, and the Triple Entente(A geopolitical union of Britain, France and Germany) has secured New York and is ravaging New England. The terminally weak US government has not the strength to stop them - or you. Now is the time to rise up, to bring about a new age for America!
Rules:
1) - Starting Out:
A - Your Character:
Spoiler :
When you begin, you must make a character. For this character, you choose a name and two qualities and two flaws. Each can provide bonuses or detriments, or usually some of each. Flaws/Qualities that are colored the same(Exception: black) are incompatible choices.
Qualities:
- Charismatic(-1 to Revoltrisk, +1 to Morale)
- Loyal(-2 to Revoltrisk, -$1 per turn)
- Diplomatic(+20 relations with NPCs, -$1 to diplomatic action costs)
- Tolerant(-2 to Revoltrisk, -1 to Morale)
- Genius(10% research discount)
- General(+1 Morale, +1 revoltrisk, +1 Frontage[additional supporting army allowed per fight])
- Visionary(+1 Morale, +5 relations with NPCs)
- Gracious(-$1 per turn, +1 Morale)
- Sociable(+10 relations with NPCs, -1 Revoltrisk)
Flaws:
- Coward(-2 to Morale)
- Moronic(-5% Research)
- Tourette's Syndrome(-10 NPC relations, +$2 per turn from pay per view, +1 revoltrisk)
- Rude(-20 relations with NPCs, +$1 to diplomatic action costs)
- Zealot(+2 revoltrisk, +1 Morale)
- Iron Fisted(-1 revoltrisk, - 1 Morale)
- Selfish(+$1 per turn, +2 revoltrisk)
- Ugly(-1 Morale, +1 revoltrisk)
- Paranoid(-10 NPC relations, -1 revoltrisk)
It is appreciated, but not required, for you to provide a bio for your character.
Qualities:
- Charismatic(-1 to Revoltrisk, +1 to Morale)
- Loyal(-2 to Revoltrisk, -$1 per turn)
- Diplomatic(+20 relations with NPCs, -$1 to diplomatic action costs)
- Tolerant(-2 to Revoltrisk, -1 to Morale)
- Genius(10% research discount)
- General(+1 Morale, +1 revoltrisk, +1 Frontage[additional supporting army allowed per fight])
- Visionary(+1 Morale, +5 relations with NPCs)
- Gracious(-$1 per turn, +1 Morale)
- Sociable(+10 relations with NPCs, -1 Revoltrisk)
Flaws:
- Coward(-2 to Morale)
- Moronic(-5% Research)
- Tourette's Syndrome(-10 NPC relations, +$2 per turn from pay per view, +1 revoltrisk)
- Rude(-20 relations with NPCs, +$1 to diplomatic action costs)
- Zealot(+2 revoltrisk, +1 Morale)
- Iron Fisted(-1 revoltrisk, - 1 Morale)
- Selfish(+$1 per turn, +2 revoltrisk)
- Ugly(-1 Morale, +1 revoltrisk)
- Paranoid(-10 NPC relations, -1 revoltrisk)
It is appreciated, but not required, for you to provide a bio for your character.
B - Your National Ideals/Government:
Spoiler :
After you make your character, you pick three National Ideals for your nation from this list:
- Manifest Destiny(Control 15 former states at one time)
- Imperialism(Participate as the aggressor in 3 victorious wars)
- Overthrow(Be the player to cast the final blow against the United States)
- Defensive Tactics(Participate as the defender in 3 victorious wars)
- Foreign Relations(Invade Europe or Asia)
- I Am Become Death(Develop atomic weaponry)
- Nuclear Proliferation(USE 5 nuclear weapons
)
- We Have The Technology(Max out the tech tree)
After this, you will be PM'd a Secret Objective. Complete this objective as well as fulfilling your three Ideals and you win an Objective Victory!
You may also pick a Government Type. The types available are:
- Democracy(-1 revoltrisk)
- Federation(+5% tech)
- Fascism(+1 Morale)
- Communism(+ $1 per turn)
- Manifest Destiny(Control 15 former states at one time)
- Imperialism(Participate as the aggressor in 3 victorious wars)
- Overthrow(Be the player to cast the final blow against the United States)
- Defensive Tactics(Participate as the defender in 3 victorious wars)
- Foreign Relations(Invade Europe or Asia)
- I Am Become Death(Develop atomic weaponry)
- Nuclear Proliferation(USE 5 nuclear weapons

- We Have The Technology(Max out the tech tree)
After this, you will be PM'd a Secret Objective. Complete this objective as well as fulfilling your three Ideals and you win an Objective Victory!
You may also pick a Government Type. The types available are:
- Democracy(-1 revoltrisk)
- Federation(+5% tech)
- Fascism(+1 Morale)
- Communism(+ $1 per turn)
C - The Rest:
Spoiler :
After you make your character and ideals, pick five unclaimed(white) territories. Chose one as your capital. Make sure you hold onto it, because if it falls your character dies and you lose the bonuses that they provide. In most cases, you can claim one state or a little more with five claims. You start with one free Army. It does not require maintenance and may be replaced instantly and for free if it dies. Therefore you will always have one army. You will start with $5 - one for each territory - plus whatever bonuses you have from traits. You start with Tech Level One. You start at war with all three NPCs. You claim three territories every turn if you are not at war, one if you are.
2) - Economy and Technology:
A - Economy:
Spoiler :
The economy is fairly straightforward. $1 per territory you have, plus any bonuses you get from character traits, plus your trade income, multiplied by your Tech Multiplier. Example:
USA:
15 Territories: $15
No Traits: $0
Tech Level Three: X2
No Trades: $0
Total: $30
Money is persistent, so if you don't spend any on one turn it is kept in your treasury.
USA:
15 Territories: $15
No Traits: $0
Tech Level Three: X2
No Trades: $0
Total: $30
Money is persistent, so if you don't spend any on one turn it is kept in your treasury.
B - Technology:
Spoiler :
Your technology does several things. Every tech level adds +1 Morale to armies in combat. Every other level(3,5,7,9) increases your Tech Multiplier by one point. Levels 3, 6, and 9 each give you another free army. Level 5 lets you choose a new quality and a new flaw. Levels 4 and 8 each let you switch out one Ideal for another, but you cannot retake one you have already swapped out.
To increase your Tech Level, you must invest $50 in tech, modified by your Tech Multiplier. Level 10 is the maximum.
To increase your Tech Level, you must invest $50 in tech, modified by your Tech Multiplier. Level 10 is the maximum.
3) - Warfare:
A - Armies:
Spoiler :
Armies each cost $2 to produce and maintain. You start with one free one. They are maintained in a national pool - you can take San Deigo with an army, then defend DC with it in two consecutive turns!
B - Combat:
Spoiler :
Combat is handled by the GM rolling a D20 and comparing the number to the defense of the target. Attack and defense are both recorded as 10 + Morale. If the target is hit(the attack roll is higher then its defense) it is recorded and another round begins. Once an army takes two hits, the battle is over and it is destroyed. If there is no army in a territory that is invaded, the provincial militia only takes one hit and their strength is recorded as 5 + Morale.
C - NPCs:
Spoiler :
Defeating the United States is as straightforward as defeating a PC. The Pan-Asian Union and the Triple Entente aren't so simple, however. To defeat them you must successfully invade Asia and Europe, respectively. Once that is done they drop out of the war permanently. You cannot invade them again. If you don't knock them out by invading them, they'll keep trying to achieve a foothold in America.
D - Sea Lanes:
Spoiler :
These are also simple - if you control a territory on the West Coast, you can invade Hawaii and Alaska. From either of those places you can go to Asia. Any territory on the East Coast may invade Europe. However, if the Entente still has even one territory in America you may not invade Europe, and if the PAU holds even one then Asia is off-limits.
4) -Diplomacy:
A - With Players:
Spoiler :
With other players, diplomacy is handled simply by discussion in the thread. That said, there are a few agreements you can make with in-game effects:
- Alliance(Players form an alliance - if you DOW someone you have one of these with, revoltrisk goes up by 2)
- Non-Aggression Pact(Players agree not to attack each other - if you DOW someone you have one of these with, revoltrisk goes up by 2)
- Trade Agreement(Opens a trade agreement with a player. You can only have one in progress per tech level, so choose wisely who to negotiate with. Each TA provides + $2 to both parties)
- Open Borders (Your troops may cross their territory, and vice versa)
Each action costs $2 to implement unless you are Diplomatic, in which case it is $1.
- Alliance(Players form an alliance - if you DOW someone you have one of these with, revoltrisk goes up by 2)
- Non-Aggression Pact(Players agree not to attack each other - if you DOW someone you have one of these with, revoltrisk goes up by 2)
- Trade Agreement(Opens a trade agreement with a player. You can only have one in progress per tech level, so choose wisely who to negotiate with. Each TA provides + $2 to both parties)
- Open Borders (Your troops may cross their territory, and vice versa)
Each action costs $2 to implement unless you are Diplomatic, in which case it is $1.
B - With NPCs
Spoiler :
Diplomacy with NPCs is handled much the same, except that all the NPCs have a Rating with each nation. As you make them happy, your rating goes up, and as you make them mad it goes down. Too far and it's war! You start at war with all the NPCs.
5) - Winning the Game:
A - Conquest Victory:
Spoiler :
This is fairly straightforward - control all territories on the map. Simple? Perhaps - but not easy.
B - Diplomatic Victory:
Spoiler :
Also simple - be allied with all nations. Even the NPCs. This can be accomplished by getting a few allies and going to exterminate the foreigners

C - Liberation Victory:
Spoiler :
This is a bit more complicated - you win if all the following is true on any given turn:
- All 3 NPCs are gone
- You control New York City, Seattle, Honolulu and Washington DC
- You personally invaded both Europe AND Asia
- All 3 NPCs are gone
- You control New York City, Seattle, Honolulu and Washington DC
- You personally invaded both Europe AND Asia
D - Objective Victory:
Spoiler :
You achieve this victory if you complete all three of your Ideals and your Secret Objective before anyone else achieves a victory.
6) - Nuclear Weaponry:
A - Acquiring Nukes:
Spoiler :
There are three main ways to acquire nuclear bombs:
- Development
- Theft
- Trade
Development is a process that initially occurs behind-the-scenes. Your scientists will work tirelessly to research nuclear fission, and once they have made significant breakthroughs they will alert you privately. At that point you must invest a total of $300 in the project to conclude it. At that point you may purchase new nukes for the price of $100. Nukes must be based in territories that they cannot leave. Only one nuke per territory. A nuke will turn any territory it hits to unclaimed land, and may do the same to other around it. If you nuke another player's capital then his character dies. Unfortunately once you build your first nuke, it will be shown on the map as well as announced in the thread - making it impossible to conceal your newfound power.
Theft occurs when you claim/seize a territory with a nuclear missile in it. The owner may choose to detonate it, which will ravage the territory, but this has a low success rate, and more then likely you will gain the weapon. At this point you may use it as though you had constructed it yourself.
Trade - players can buy, sell, barter, loan and gift nukes around, if they so desire.
- Development
- Theft
- Trade
Development is a process that initially occurs behind-the-scenes. Your scientists will work tirelessly to research nuclear fission, and once they have made significant breakthroughs they will alert you privately. At that point you must invest a total of $300 in the project to conclude it. At that point you may purchase new nukes for the price of $100. Nukes must be based in territories that they cannot leave. Only one nuke per territory. A nuke will turn any territory it hits to unclaimed land, and may do the same to other around it. If you nuke another player's capital then his character dies. Unfortunately once you build your first nuke, it will be shown on the map as well as announced in the thread - making it impossible to conceal your newfound power.
Theft occurs when you claim/seize a territory with a nuclear missile in it. The owner may choose to detonate it, which will ravage the territory, but this has a low success rate, and more then likely you will gain the weapon. At this point you may use it as though you had constructed it yourself.
Trade - players can buy, sell, barter, loan and gift nukes around, if they so desire.
B - Using Nukes:
Spoiler :
To use a nuke, you simply order an attack in the thread. Short, sweet and to the point. However, you may also use a nuke in tactical combat. The nuke counts as two immediate hits to the enemy army and one to your own. Instead of invading Europe/Asia, you can nuke them instead - this has the same effect as invading them if the warhead gets through, including counting towards Foreign Relations and Liberation Victory.
C - SDI:
Spoiler :
Once you have developed nukes, you can put another $300 into nuclear weapons. Once that is done, you have developed an SDI, which has a 50% chance of stopping any nuclear missile that comes your way, and 75% on the capital. A further $300 investment makes it 75% normally and 90% on the capital. Your capital starts with a 25% SDI.
I reserve one post after this for the map and player listing. After that, you may join!
-L