Imperium Offtopicium VI-2

Sonereal

♫We got the guillotine♫
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Imperium Offtopicum VI-2

Earth, AD 2101. The unprecedented, and exceptionally brutal, political, economic and environmental upheaval of the first half of the 21st century had forever shattered the old world order, destroyed the world economy, caused widespread environmental degradation, and left hundreds of millions dead. The wars only came to an end with the outbreak of a mysterious Plague, which so devastated the remaining combatants that it forces them to the negotiating table. At one time, it seemed the human race was on the verge of extinction.

But peace arrived, and the Plague was contained. Collectively recoiling from the horrors of The Cataclysm, the countries of the world agreed to the formation of a global government, the Integrated United Nations, or IUN, in 2045. The IUN oversaw the reconstruction of the shattered world for four decades. However, by the late 2080s, the IUN was beginning to fall apart. New leaders and new states rose to fill in the power vacuum. Some brought a new vision for the world, while others yearn for a return to past glories.

The sun rises over a new world, and humanity faces an uncertain future. Are you prepared, to grasp the reins of power, to create the future?

Imperium Offtopicum is a role-playing game spun out of the "Altered Maps" thread in Off-Topic over a half a decade ago. Players run countries of their own creation and interact with each other on issues of law, trade, science and technology, humanitarianism, and war. This version is, of course, inspired by IOT VI primarily, but uses a modified version of Fate Accelerated.

House Rules
1. MODS ARE GODS

Joining the Game
Every country is expressed through a combination of Aspects, Approaches, and Stunts. Aspects represent intrinistic parts of the organization's identity, while Approaches represent a country's style and, well, way of approaching problems. A Stunt is a modification of an approach, or something that allows the country to do something not normally allowed by the rules.

Your sign-up, therefore, will look something like this
***
Country Name: Texarkanan Mayornate
Aspects:

High Concept: Hegemonic Mayornate
Trouble: Cuban Secessionism
First Aspect: Texark Trade Ships
Second Aspect: Glory to the Mayornate
Third Aspect: The St. Louis Catholic Church

Approaches
Plug in the following numbers: -1, 0, +1, +1, +2, +3.

Covert: Rolled when the organization is attempting to accomplish an objective through stealthy or tricky means.
Economic: Rolled when the organization wants to deal with economic matters.
Military: Rolled when the organization is calling upon internal forces to accomplish a military objective
Political: Rolled when the organization is attempting to manage domestic and international relations.
Scientific: Rolled whenever the organization attempts to solve problems by applying scientific resources.
Culture: Rolled whenever something relating to culture comes up.

Stunts
You start with one stunt. See the Fate Stuntmaker for ideas.

Example: The Texark Fleet: +2 to Military rolls relating to fleet battles

Claims
Post a map of your claims. There's no claim limit other than it should be reasonable, largely acceptable to other players, and fungible so that other players can join.
Actions
Each turn represents one year. A country can perform as many actions as it wants during a turn, but a harsh failure for an action can result in a consequence.

Actions have four outcomes: Failure, Tie, Success, or Success with Style.

Create an Advantage
This is anything the organization does to try to help itself or an allied organization. Researching stolen technology, infiltrating a rival's armed forces, fleshing out a economic plan for the year; these are all examples of actions that would fall under this category. If another organization is targeted, that target may be able to defend against you.

This advantage lets you do one of three things: Create a new situation aspect, discover an existing situation aspect or another organization's aspect you didn't know about, or take advantage of an existing aspect.

Failure: Either you don't create or discover the aspect at all, or you create or discover one, but the opponent gets to invoke the aspect for free.
Tie: If you're creating a new aspect, you get a boost. You can invoke it once for free, after that, the boost goes away. If you're trying to discover an existing aspect, treat this as a success.
Success: You create or discover the aspect, and you or an ally may invoke it once for free.
Success with Style: You create or discover the aspect, and you or an ally may invoke it twice for free, including on the same roll.

If a single advantage is built up enough, it could mutate into a Stunt.

Overcome
This category includes actions taken to get past something that's between you and a goal. Rescue operations, boosting damaged morale, and sending a rocket to the moon would fall into this category. As with creating an advantage, a target may defend if it makes sense for them to do so.

Failure: You either simply fail at your goal, or succeed at a cost determined by the GM.
Tie: You attain your goal, but at a minor cost.
Success: Simple success.
Succeed with Style: Success, but you also gain a boost.

Attack
You attack when you want to damage another organization. Airstrikes against a militant camp is a good example of an attack, but trade wars and sharp contests for world opinion can fall under this category as well. Successful attacks inflict stress.

Failure: The attack fails.
Tie: The attack fails, but you gain a boost.
Success: The attack succeeds and organizational stress is inflicted.
Success with Style: You hit and do damage, but you have the option to reduce the damage by one point to gain a boost.

Defend
A defense is automatically performed when you're the target of an action by could reasonably be defended against. You can also defend against an attack on an ally, if it seems justifiable that your organization could.

Failure: You're hit!
Tie or Succeed: The attack against you fails, but they gain a boost on a tie.
Succeed with Style: Your opponent not only fails, but you gain a boost.


Being Aided
An ally can help you perform an action if they describe how they're providing help, adding +1 to your roll.


STRESS AND CONSEQUENCES
When your country suffers hit of damage, it increases stress. Each organization has two stress boxes in six categories: Intelligence, Economy, Military, Political, Academia, Culture. The first stress box is able to absorb one stress and the second two stress. Stress boxes are cleared at the end of the year. When stress damage is received, only one stress box pure category can be filled. If I take 3 stress damage and want to absorb all all of that through the Military stress track, I must either fill up the 1-point stress box and take a mild consequence, fill up the 2-point box and take a mild consequence, or take a moderate consequence.

However, if your country's stress boxes are overwhelmed by attacks in a turn, you will suffer consequences. Each organization has four consequence slots in each category: Mild, Moderate, Severe, and Extreme. Each slot absorbs 2, 4, 6, and 8 stress respectively. A consequence represents a new issue for the country. A mild military consequence could be "minor mutinies" or "mild equipment shortage".

To deal with a consequence, you take an overcome action with the relevant approach. A mild equipment shortage could be solved with an Economic roll (shift production toward armaments), for example. When a consequence is dealt with, it merely reduces the consequence. A moderate consequence becomes mild, for example.


ASPECTS
Aspects? Consequences? Boosts? What are they used for?

Every player has two fate points. A fate point can be used to invoke or compel an aspect. For example, as Texarkana, I am suffering a mild equipment shortage after a military setback in Cuba. I decide I want to source arms from overseas and further decide to spend a fate point to invoke Texark Trade Ships to add +2 to the roll.

Boosts and free invokes are free! A boost is a one-use aspect, and a free invoke is an aspect you can invoke once or twice for free, depending on the circumstance.

You can also invoke other aspects to the detriment of your enemy. My rival in Cuba, a notorious band of pirates, is defending against my offense and spend a point to invoke Cuban Secessionism, representing Texark-Cubans aiding the pirates, adding +2 to their defense roll.

Beyond invokes, you can compel. When you compel, the GM creates an event based on the aspect you're compelling. Instead of invoking Cuban Secessionism, they compel it. Texarkana has a choice: It can either spend a fate point to ignore the compel or accept the compel and gain a fate point. If accepted, an event is created based on the aspect.

Being compelled and compelling are the primary ways of transferring fate points between players and GM. The GM begins with two fate tokens as well, but gains the tokens of any player who invokes aspects not belonging to another player. The GM also is the person most likely to compel constantly.


Turn and Order Structure
Nearly all actions are public. Want to unleash a massive infrastructure project in Arkansas? Announce the project in the thread! Simple as that! Some actions, however, lead to Contests or Conflicts.

A contest is when two or more sides are attempting to win something that doesn't involve directly harming one another. An Olympics, for example, would use contest rules where the participants are attempting to create advantages and/or roll to increase Victory, with whichever country gaining three Victory first being declared the winner. These rules will be loose and vary from contest to contest, to stay tune!

Conflicts, such as military conflict, work like contests, except two or more countries are hitting one another, increasing stress, and attempting to achieve a goal. The GM, for the sake of brevity, decides how a country absorbs stress damage, with the priority being filling up stress boxes before taking consequence damage. It must make sense of course. I can't have a military base blown up in the middle of nowhere and somehow translate that into Economic stress.

Actions can be performed in secret, but actions performed this way are more difficult.

Some actions are complex enough that multiple rolls are required. In a democracy, a massive infrastructure program may require a Political roll to gather the political capital followed by an economic roll to carry out the program. A massive war plan could end up requiring many rolls carried out over the course of several rounds.

Added 6/25/18: Scale
Organization Scale, AKA the Grand Unified Theoretical System, is the system used to measure the effect of different organizations of different scales in their dealings with one another. The scales are lifted from Mindjammer and work like this.

Large (+1): Small associations, companies, and communities
Huge (+2): Small towns, small armies, medium-sized companies
Enormous (+3): Cities, large armies, large companies
Regional (+4): Metropolises, small nations, burgeoning megacorporations
Continental (+5): Large nations, megacorporations
Planetary (+6): Here for reference, extremely unlikely to develop but hey, who knows?

The listings above doesn't necessarily mean the end-all, be-all, of what falls on this scale. A severely depopulated country may be down on the scale, for example. Most countries falls on the scale between +3 and +5. The two NPC organizations (Plaguebringers and MSF) are +1 and London is likely +2.

Scale comes into play when you go to hit somebody to inflict stress. For every scale step larger than you, you get +2 to your hit roll, but -4 taken off the amount of stress dealt. If you hit, but all damage is negated, you gain a boost (as usual in FAE/FATE). For every scale step smaller than you the target is, you get -2 to your hit roll but +4 added to stress dealt if you hit.

At this time, we are sticking only with NPC organizations and countries. If players are comfortable at a later date with the systems in this game, I will allow for nested organizations (armies, fleets, state companies, government organizations and departments) etc. that can be created with the usual overcome rolls against a difficulty check.

If you take an extreme consequence at any point, the consequence while active will act as a -1 penalty to your scale. If your base scale is +4, and you take an extreme consequence, congratulations it is temporarily +3. If your base is lowered to +3, you real scale is reduced to +2. This represents the government losing effective authority over parts of the country.

Added 7/1/18: Bomb Points
A bomb point is created when either 1.) A country self-compels when the GM does not have fate points or 2.) When a player with three fate points combine them.

A bomb point is a super fate point. When used to compel another country, its effects are bigger and unblockable. When used to invoke an aspect, there are unforeseen side-effects, usually beneficial, sometimes now. When you invoke somebody else's aspect or compel against them with a bomb point, they gain two fate points, not one bomb point.

Added 7/1/18: Nested Organizations
A nested organization is an organization belonging to a country or another organization. A nested organization has far fewer consequence slots and are largely artificial. For example, armies, fleets, companies, etc. Cities, sub-countries, etc., would not be nested organizations.

To create a nested organization you determine its primary approach.

John (Military 3, Regional (+4)) wishes to create a fleet (Huge (+2)).
Base Difficulty: +3
Scale Difference: -2 (Regional +4 - Huge +2 = 2, so its easier to create a smaller organization)
Military Approach: -3 (John's military makes this roll easier)

3-2-3=-2. This means on a 4df, John must roll -2 or higher for a success and 1 or higher for a success with style. There is no penalty for failure other than wasting time. With a success with style, you can add an additional aspect

Name: John's Fleet
High Concept: First Fleet of the John Empire
Trouble: [Same as the country's trouble]
Aspect: Submarine Wolf Packs

You do not need an army/fleet to attack somebody.

You do not need an army/fleet to attack somebody.

You do not need an army/fleet to attack somebody.

The army/fleet simply means the country has an organization capable of attacking a smaller country or acting against another country. If nested organizations sound confusing, don't use them. They're for people with very specific needs.

Regions my friends. Stats and all that.
 
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Reserved and you're free to post or whatever baka.
 
NOVUS IMPERIUMVS ROMANORUMVS

The 21st-century upheaval and subsequent Plague had severely crippled the Italian peninsula, both in economy and population, and soon after the collapse of the IUN the area split up into countless feuding city-states. The conflict between them only further exacerbated the damage dealt with the peninsula, and soon it seemed that Italy would become a backwater, extremely poor region.

However, there were forces in Italy who wished to stop this trend. The Pope, fearing the constant conflict would come to his doorstep if he did nothing, aligned himself with the city-state of Roma, whose ambitious Mayor (named Valentiniano) and closeness to the Vatican proved promising. Indeed, the city was still the wealthiest and largest in Italy, and cunning investments in combat exoskeleton technology combined with the city's comparative might, the city-state soon began to unify Italy.

The Mayor, however, had a curious ambition. Before he was elected Mayor, he was a historian, and he was fascinated by the Roman Empire and its culture. While it indeed held some flaws, he thought that an empire like Rome would have to unify the world just as the IUN did. In his private life, he began to speak Latin, and even ate in a traditional Roman style - minus the slaves of course. Over time, even after he was elected Mayor, he soon became more and more Romanized.

And so, in 2100 A.D., after a great deal of work in unifying Italy and the city-state's dominance of the region, the Pope crowned Valentiniano (styling himself Caesar Augustus Valentinianus Julia) as Emperor of Rome. To many, this came as a suprise, but those who had paid attention to Italian politics saw this coming from a mile away. Either way, after a year of government and administrative reform, the Empire is now prepared to continue its rapid restoration.

High Concept:
Senatorial Imperial Theocratic Monarchy
The Empire's new, reformed government is not dissimilar to that of the old United States, but the legislative and judicial branches are merged into the Senate and the Pope serves as something of a third branch. The Emperor is in charge of military and diplomacy, the Senate in charge of finances and laws, and the Pope does what he always does and also works as a diplomatic figurehead and as an advisory role for the other two branches.
Trouble: Jingoism
The Empire has clearly expressed a willingness to continue its rapid restoration, severely harming diplomacy with neighboring states and potential peacekeepers.
Aspect: Imperator Romanorum
The title of Roman Emperor, however antiquated, still holds a certain level of prestige to it, especially when it can be considered legitimate.
Aspect: Pontifex Maxima
The Catholic Church is a powerful tool to unify and rule an empire, and the willing cooperation of the Pope with the Imperial government has improved its standing with devout Catholics, and any state with strong Catholic influences will most likely be a staunch Imperial ally.
Aspect: Res Publica
The granting of legal and economic authority to a democratically-elected Senate has lessened the domestic and diplomatic backlash that monarchies inevitably bring, and this Senate has proven itself competent in administration and governance.
Stunt: Modern Legions
Investing in combat exoskeletons early on gave the former city-state an advantage in land warfare, and exosuit technology has only continued to grow. In addition, a high standard of discipline and training has given the Empire a respectable army oncemore, and recent campaigns in unifying Italy have given it experience as well.
Deal +2 Stress damage on a Succeed with Style in land combat rolls.

Covert:
-1
Economic: 0
Military: 3
Political: 1
Scientific: 1
Cultural: 2
 
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Reserving Australia.
 
Heavenly Kingdom (天国)

heavenlykingdom.png

Our Enlightened Messiah, resting in heaven: Shime Korekiyo
Our Most Benevolent Leader: Taniguchi Kinnojo

Capital:
Nagasaki

High Concept:
Messianic Kingdom - Our kingdom's authority comes directly from Our Enlightened Messiah, who worked tirelessly to bring the world into a new age of piety.
Trouble:
Infidel problems - In spite of our attempts to include everyone, some infidels continue to slander us as "imperialists" and "a religious sect". Especially troublesome is the dictatorship ruling over large parts of China, which not only accuse us of evil imperialists, but they do so while they continue to oppress the peoples of Turkestan, Tibet and Mongolia! Neither does it help that the rest of the world dares to believe their slanderous remarks.
First Aspect:
The Messiah's Successor - By virtue of being selected by The Messiah himself, everyone shall listen to Our Most Benevolent Leader.
Second Aspect:
Inclusion of minorities - Our missionaries work tirelessly to make sure everyone is able to properly respect Our Enlightened Messiah, regardless of race, economic position and gender. Not only does this extend to simply giving charity, but it also means that our missionaries, the people that most know about vulnerable minorities, control the foundations of the economy, and therefore spend generously on much-needed public works, assuring both public support and economic well-being.
Third Aspect:
Loyalty of the media - The media is run by our most loyal advisors, who make sure the people are well-entertained and well-informed to counter the constant slander and lies from foreign media.

Stunt:
Fanatical zealots - Ever since the arrival of the Messiah, millions of victims of millenia worth of injustice have finally thrown out their oppressors, and for this many are eternally grateful to our Messiah. -1 stress damage for both Political and Cultural slots.

Covert: +1
Economic: +2
Military: +3
Political: 0
Scientific: -1
Culture: +1
 
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Reserving New York region.
 
Subbed, will take another look when I'm done with work and come up with something.

Tentatively claiming the Carribean/American South/Dixie region

Though I just had another idea that would fit in California too.

Don't let my ideas prevent someone from playing in those regions if they want
 
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Abyssinia

Country Name: Empire of Abyssinia
History:
Ethiopia and the countrys surrounding it had already been in bad shape before the great Plague killed so many more. It was under IUN governship that the country and soon the region around them would recover. Ethiopia esspecially had many still untaped deposits of minerals and natural gas, both needed around the world. The minign boom was followed by the industrial boom, making the oldest nation of Africa its beating, economic heart.
The IUN official responsible for the country, a descendant of the elgendary last emperor of Ethiopia, easily kept the country together when the IUN started to collapse. As the weaker and poorer neighbors started to collapse again, as the IUN and its stability disappeared, the new Empire of Abyssinia brought them into the fold of its new consitution and King of Kings.
The religious tolerance and open nature of this Empire made it very easy to integrate people of different culture and faith. Any faith or people are welcome in the Empire, as long as they pay their taxes and follow the laws. It is the proud military of the Empire, its Lions, the skileld General Staff that keeps the people safe and the Imperial flag flying high.
Only jemen, with its almost traditional internal and ethinical struggles continues to cause problems in the empire.

High Concept:
Constitutional Empire
Trouble: Jeminite internal struggle
First Aspect :His Imperial Majesty, the King of Kings
His Majesty, King of Kings, elected by the people is a strong uniting figure of the Empire. Parliament is in control of the goverment, but his Imperial Majesty still gives stability and unity to the different people of the empire.
Second Aspect: The Lions of the Empire (Central Military Staff)
To protect the wealth of the Empire, a well trained military has been established. Commanded by a professional, permanent General Staff they are a potent force.
Third Aspect: The engine of Africa (Industy) Beeing choosen as the industrial hub of Africa by the INU during the reconstruction has given the Empire a powerful industrial base that domiantes the african markets.

Approaches
Plug in the following numbers: -1, 0, +1, +1, +2, +3.

Covert: - 1
Economic: + 3
Military: + 2
Political: + 1
Scientific: + 1
Culture: 0

Stunts: The Industrial heart of the continent ( +1 to aid support when supporting economic actions in Africa)

Claims:
 
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Country Name:
Irish Republic

Aspects:


High Concept: Left Wing Nationalist Republic
Trouble: Depopulation of the Island
First Aspect: Anti-Colonialist Legacy
Second Aspect: Renaissance of Irish culture
Third Aspect: Irish Diaspora

Approaches


Covert: +1
Economic: -1
Military: +1
Political: +3
Scientific: 0
Culture: +2

Stunts

Saoisre Go Deo - Culture may be used to represent armed defense of the island instead of Military



History:

The Irish Republic, if you ask its most ardent patriots, was founded in 1916 with the Easter Rebellion. This government never formally dissolved itself during the partition of Ireland, and was placed in the care of various iterations of the Irish Republican Army as they fought an insurgency against the British government, the Free State and its legal successors, and even eventually the Integrated United Nations. The IUN came into the picture after the Plague, as almost a repeat of the Potato Famine, threatened to completely depopulate the entire island. As the Republic of Ireland collapsed and the British government withdrew from Ulster, it was New York that eventually stepped in and restored order. Almost immediately, what remained of the various splinter groups of the IRA eventually reunited after intense negotiations, and began a campaign of resistance which eventually became known as the 2nd Irish War of Independence. This war would go on for forty years, until the IUN itself completely imploded due to overextension. With all the traditional oppressors of Irish independence now gone, it was now up to the victorious IRA to set up a new government in the wake of withdrawal.

The result was the reestablishment of the Irish Republic and the foundation of the National Irish Congress of Trade Unions. The Irish Republic would remain almost as a legal fiction, a shell organization to represent Ireland in international relations, along with having de jure sovereignty over the entire island. The elected President of the Irish Republic would also automatically be the President of the NICTU, a decentralized association of local municipalities and trade unions organized in an anarcho-communist fashion. The Dali, the legislative body of the Irish Republic, still also exists, but is mostly a ceremonial position that exists primarily to ensure any organization needed on a national level is properly attended to via legislation, and to rubber stamp the motions of the NICTU. Meanwhile. the Irish Republican Army has formally reorganized itself as the armed forces of the Irish Republic, with the proper backing of an entire nation and government.

This dualistic system ensures the stability of the Irish revolutionary state, as the bottom-up approach to sovereignty still adequately has a form of leadership at the top to ensure representation on the international stage and to gently lead by example when needed to.
 
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Country Name: Gran Combinado Colombiano
In English: Great Colombian Combine

Aspects:


High Concept: Militaristic Pan-American Populist Federation
Trouble: Militaristic Nepotism: such of the governing posts have been embraced by members of the military, their families and friends. This along with class divisions, corruptions and other troubles have placed a great risk to the militarist populist mantra.
First Aspect: Neo-Bolivarianism: the Combine has embraced Pan-American populism with intent to enshrine themselves as the successors to Simón Bolívar
Second Aspect: Eternal Guerillas: Gran Colombia earned its rebirth through insurgencies against the IUN. Even as they adopt a formalised military they have never left their foco tactics and will adopt a guerilla mindset when necessary, useful if engaged against insurgents rival to their agenda.
Third Aspect: Shippers of Panama : the securing of the Panama Canal and the rich export economy has granted the Combine some traditions in merchant shipping.

Approaches


Covert: +1
Economic: +2
Military: +3
Political: +1
Scientific: -1
Culture: 0

Stunts: Foco Warfare: ability to go to military instead of covert for deploying guerilla cells in other peoples lands

Claiming



Founder: Ariel Zabala

Post in progress
 
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Country Name:
Integrated United Nations

Aspects:

High Concept: Remnants of the World Government
Trouble: The End of Forty Years – The IUN once oversaw the reconstruction of the entire world. Now their influence has been extremely curtailed. This has dealt a massive blow to the morale of the organisation as well as the legitimacy of International Unificationism.
First Aspect: Supporters in Every Country – The IUN and the ideals of International Unificationism have supporters in every reasonably sized population area. There are still those who remember the horrors of the nationalism of the last two-hundred years, the way the IUN saved the world from the Plague.
Second Aspect: Cutting Edge-Biotechnology – Medical researchers and expertise were centralised in New York City to centralise the efforts to end the Plague. Because of, IUN are on the cutting edge of Biotechnology; including biology, medical research and genetic engineering.
Third Aspect: Centre of World Trade – New York City was one of the major centres of World Trade in the late 20th Century and its importance only grew when it became the capital of the IUN.

Approaches:

Covert: +1
Economic: +1
Military: 0
Political: +3
Scientific: +2
Culture: -1


Stunt: International Unificationism as a Fifth Column – When defending against another nation’s attack and the IUN succeeds with style, the IUN may inflict a mild consequence against that nation instead of gaining a boost.

International Unificationist organisation exist around the globe, some legally and some underground. If nations that these groups exist in pose a grave threat to the Integrated United Nations, these groups may act as a Fifth Column.

Claims:


I’m happy to negotiate with other players, the only bit I really want/need is New York itself. Depending on how much other players claim, I may claim M O R E as well.

History: From the remains of the United Nations, the Integrated United Nations was born. Ruling from New York City, the IUN was truly a world government. The IUN managed the world through its bureaucratic apparatuses, with IUN delegates managing the thousands of regions that the IUN divided the world into for administrative efficiency. Under the IUN, humanity had a common enemy – the Plague. Together the world fought back the Plague and began to rebuild the world.


However, once the Plague was dealt with and the bulk of the rebuilding was completed, the IUN began to collapse. Representatives began to stop paying attention to the directives of the IUN and nations were reforming around the world. For the supporters of the IUN and their ideology of global unification under a single government (this ideology is commonly known as Global Unificationism), this was extremely disheartening. It encouraged them to secure a foothold in the American Northeast Region, especially in New York.


The IUN is a shell of its former self. It can only really lay claim to the Northeast United States Region, it holds limited sway over the rest of the world at best and are openly shunned in other corners of the globe. Still, many people within the IUN and without still believe that a world united under one flag is once again achievable…

Note – Both Sonereal and I are fine with other people claiming the mantle of the Integrated United Nations. After all, when the Roman Empire fell apart there were lots of groups running around claiming to be the “true” successors to Rome. I imagine a similar thing could happen here.
 
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junzhengdang.png
Country Name: The Military Republic of China / 中国军政共和国 (Zhōngguó jūnzhèng gònghéguó)
Aspects:

High Concept: Totalitarian Stratocracy
  • The government is a one-party dictatorship, ruled by the Junzhengdang. Ostensibly a republic of citizens, where citizenship is solely determined by military service. In principle it represents itself as a stratocracy* where advancement is issued on meritorious criteria, although political elitism is rife due to the party's firm commitment to implementing a form of proletarian revolution, with a strong and firmly militarized vanguard that attempts to balance military praxis with Marxist theory in its party constitution.
    *The ubiquitous term jūnzhèng meaning literally "stratocracy" or "military polity."
Trouble: Japanese Incursion
  • The entirety of China is plagued by the religious fanatics of the Tianguo, or Heavenly Kingdom, ruled from Japan. They occupy China's wealthiest regions and command the loyalty of a non-trivial proportion of Chinese. The Junzhendang's primary concerns are confronting both Japanese sympathizers and ideologically weak but practical and ambitious members who pose a real threat to China's united front against the Japanese. Ultimately it is no secret the Junzhendang harbors the ambition of one day reclaiming China from what it calls "feudal slavery."
First Aspect: Democratic Centralism
  • Ultimate political authority in the nation rests solely with the Junzhendang, which has combined every political office with a military bureau. However, democratic republicanism is still seen as an important component of the nation's legitimacy. A form of democratic centralism is therefore practiced whereby citizens may vote on proposed issues and superior officers, but only when those officers have already been approved for those offices by the Central Committee which itself is indebted to the Politburo.
Second Aspect: Military Citizenship
  • Citizenship is guaranteed by service and anyone regardless of age, sex, race, or creed may apply for military citizenship. In practice the offices are still somewhat normalizing, but the all-encompassing nature of the government encourages most residents under the Junzhendang's authority to join up. Residents whose overall virtue as soldiers or political officers still needs to be tested are assigned to the National Militia (全国民兵 / Quánguó mínbīng), which votes on unit Sergeants but are overseen by Commissars. Membership in the NM is required before full membership can be granted. All members of the NM are guaranteed work and a livelihood. On the whole, a rigid examination and training system is designed to ensure all members of the Junzhendang are trained in military affairs as well as knowledgeable of the theory and practice of communist revolution.
Third Aspect: Revolutionary Nostalgia
  • The movement of the Junzhendang is inspired by the memory of Mao Tse-tung, Chiang Kai-shek, Sun Yat-sen, and the Xinhai Revolution and Guomindang. Although quaint, these ideological traditions indicate the Junzhendang's nature as a martial-political singularity. Dissent is forcibly incorporated and leadership is held to account in complete responsibility for all lower echelons. Capitalist and individualist values are heavily shunned even while "Chinese characteristics" allow for a notion of ambition and enterprise, as long as all of those efforts are subjugated to the will of the party. Perhaps most importantly, civil society is seen as a fiction and the Junzhendang seeks to completely overwhelm the entire social sphere of China, submerging it in the directed policy of communist revolution.

Approaches
Plug in the following numbers: -1, 0, +1, +1, +2, +3.

Covert: +2
Economic: +1
Military: +3
Political: +1
Scientific: -1
Culture: 0

Stunts
Tutelage of the People: Spend a Fate point to create a Political Advantage that can only be removed on a +2 roll.
The people as a whole need to be trained and taught the science of proletarian revolution by the trustworthy guardians of that science: the Junzhendang.

Claims
china.png

Capital: Chongqing
Ruling Party: 军事政治政党 / Jūnshì zhèngzhì zhèngdǎng / (abbrev. 军政党 / Jūn zhèng dǎng // 军党 / Jūn dǎng) / General Party (lit. Military & Political Party)
National Motto: 没有军事政治政党没有新中国!/ There is no new China without the General Party! / Méiyǒu jūnzhèngdǎng, méiyǒu xīn zhōngguó!
Leadership: 古維拉思想是无产阶级革命的科学!/ Gu Wei Ra thought is the science of the proletarian revolution! / Gǔ Wéi Rā sīxiǎng shì wúchǎn jiējí gémìng de kēxué!
 
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Country Name: The Balkan Federation/Балканска Федерация/Βαλκανική Ομοσπονδία/ Балканска Федерација/Federatia Balcanica/Balkanski federacija



(OOC: use only the english name, duh)

Aspects:

High Concept: Multicultural Federative Union
The origins of the Balkan Federation lie with the slow decay of the IUN. While the ideas of the International Unificationism still live on to an extent within the Federation, the fact remains, that the administration of the Balkans was a messy affair, especially going into the 2070s, when the IUN representatives within the Balkan peninsula ceased to be democratically elected, and instead became directly appointed by the General-Secretary. The fact that these newly-minted representatives were incompetent at their jobs was not helping. And so, at the beginning of 2080, with the apparent collapse of the IUN authority all over Europe, the Balkan Federation was proclaimed, after expelling the representatives of the IUN.

It took some terse negotiations in all of the Balkan capitals to create the current situation, but today, the 11 states of the Federation stand united in the face of the brave new world that awaits.

Trouble: Regional Disparity
Even before the Great Cataclysm, differences within the regions certainly existed; the Cataclysm only intensified those tensions, and even today, as those divisions are being slowly healed, they still exist, and can present a grave threat to the state of the Federation.

First Aspect: Rotational Principle
The Federation has no permanent capital, and instead, it rotates on a five-year basis, usually chosen by the elected Assembly of the Federation. As such, the President of the Federation is usually chosen from there, as a representative figure within the Federation, with largely symbolic powers. Usually, the focus on the policies of the Federation is also the one on which the capital is, with the idea of resolving its various issues.

Second Aspect: Post-Nationalism
The Federation strives to eliminate the differences between the various nationalities that inhabit its territories. The fact is, that the people of the Balkans have a common heritage, from the Slovenian Roman Catholics to the Muslim Turks, it is one heritage which we must embrace, regardless of the past histories that may have separated us before.

Third Aspect: The New Future
For centuries, the Balkans was always presented as the "powderkeg of the European continent", and a source of troubles, with "ethnic cleansings" going on constantly, much to the aghast Western public. The Federation seeks to forge out a new future, with a bold new vision for the Balkans, one of peace and prosperity. Not just that, however; an important article of the Federal Constitution states the following:

Article 9:
(1) Expressly forbids any form of military forces except for self-defence
(2) In addition, foreign militaries of any sort (be they land, naval or air-force) are not allowed within the territory of the Balkan Federation - including its sovereign air space and territorial waters.


Approaches
Plug in the following numbers: -1, 0, +1, +1, +2, +3.

Covert: -1
Economic: +1
Military: 0
Political: +2
Scientific: +1
Culture: +3

Stunts
Unity through Diversity: Create an additional advantage when succeeding with style using a cultural roll to conduct cultural affairs

The Balkan Federation united many people of different creeds, allowing them to self-express themselves in any way they desire. This, of course, results into a strong and vibrant culture, which is perhaps the pride of the Federation.
 
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Country Name: The Institute of All That It Is



Aspects:
High Concept:
Academic Bureaucracy
Trouble: Discomfiting amount of Boondoggles (Focus upon inventions and scientific research leads to much of the economy being dedicated towards dead-end research or other hopeless projects)
First Aspect: The Institute
Second Aspect: The Demiurge Surveillance and Influence System
Third Aspect: Emergency Coalition Central Command (Military Command)

Covert: +0
Economic: -1
Military: +1
Political: +1
Scientific: +3
Culture: +2

Stunt: Scientific Breakthrough: Create an additional advantage when succeeding with style using a science roll to conduct research.

Claims will come later.
 
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Department of Administrative Affairs: Interdepartmental Memorandum on Application Procedure
We have recently received a greater number of applications for administrative support due to the opening of the application process for additional administrators. We remind departments that the correct procedure for applications for administrative support for application processes is to apply though the Sub-department for Administrative Applications and Administrator Permits (SAAAP). The DAA does not have time to forward on any incorrect applications to SAAAP and any applications coming to us will be rejected and sent back. If you require assistance on applying to the SAAAP then please consult your Departmental Administrative Organising Administrator (DAOA) - the representative of the DAA in your own department. Should your DAOA not be available to assist you you can always apply to the DAA for additional administrative support for your department in applications to the SAAAP. For more information on this process feel free to contact the Department of Information.


Country Name: The Socialist Republic of Prague

High Concept: Bureaucratic Nightmare State
Trouble: Dysfunctional Bureaucracy
See above
First Aspect: The 6%
127 million people, 6% of the wold's population, lives in the city limits of Prague. This is absolutely true - all citizens have the correct documentation and the size of the city (the extent of the urban sprawl is approximately 200km^2) would also suggest it is possible. There is absolutely nothing strange about this.
In truth the modern city of Prague is a lie. Though it probably once fully populated now the people of Prague live only on the outer shell of the city and underneath that shell is just a large amount of dead, abandoned and deserted city which the government just assumes still has people in it because someone forgot to list them as dead or is secretly forging their documents for unknown and potentially sinister purposes.
Second Aspect: Centralised Society
Almost the entire population of the areas controlled by the Republic is located within the towering supercity itself: Prague - the world's largest city. Very few people are to be found living in the countryside and those that do are often intensely poor.
Third Aspect: The Men in the Shadows
There is something lurking at the centre of the dead inner city. Something not right. The SRP doesn't admit this of course. According to the SRP there is no dead inner city, its just more city. This isn't out of some malign intent, they just have the papers for that area so assume it exists. Whatever evil lurks within the empty streets it has played that authorities and it represents the true power behind the citystate.

Approaches
Covert: +3
Economic: +1
Military: +1
Political: +2
Scientific: 0
Culture: -1

Stunt: Impenetrable Administration
+2 to defending against covert actions designed to infiltrate the state.



 
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Country Name: Avaritia Consortium

Aspects

High Concept: Hypercapitalist Corporate Republic
Trouble: Anarchist Agitation - It seems some selfish people just can't stand all the profit being made, and they're looking to tear the system down.
First Aspect: Shark or Chum - There's two types of people in the world. The Chum just work all day and consume all night, sustained by a steady diet of mass media. The Sharks can't handle that life - they live for the competition, that glorious feeling of buying out your biggest competitor after years of manipulation and sabotage, the absolute need to be the Number 1.
Second Aspect: Grease the Palms - Everyone has their price. A few well-placed bribes can open up a world of oppurtunity for yourself, or send someone else tumbling down the ladder.
Third Aspect: Information Economy - Attention spans, shameful secrets, and personal identities can be bought and sold just as easily as any other good.

Approaches

Covert: +2
Economic: +3
Military: -1
Political: 0
Scientific: +1
Culture: +1

Stunts

Mercenary Thugs - Can pay one fate point to replace Military with Economic on a roll

Claims

Map.png
 
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The American Redoubt


High-Concept: Alliance of Survivalist States
Trouble: Militantly Exclusionary
First Aspect: Multitudes of Militias
Second Aspect: God-Fearing and Law-Abiding
Third Aspect: Pistol-Packing Amish

Covert: +1
Economic: +1
Military: +3
Political: +2
Scientific: -1
Culture: 0

Behind Every Blade of Grass: Upon losing starting territory of the Redoubt, can spend 1 fate point to create an aspect that can only be removed by a military roll of +3 or higher.
 
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Sub-department for Administrative Applications and Administrator Permits - Interdepartmental Memorandum on the Interdepartmental Memorandum on Application Procedure
Recently the SAAAP has been flooded with requests for Administrative support for application processes that have been filled using the incorrect forms. It has come to our attention that one of the reasons that this is happening is that the DAA recently issued an Interdepartmental Memorandum informing those who were mistakenly applying to the DAA for SAAAP services that they should be applying to SAAAP instead. However the memorandum failed to communicate clearly the fact that though a Green E22 form is required to apply for administrative support from the DAA the SAAAP requires applications for Administrative support for application processes to be presented on a Purple E22. One will note that there are significant differences between Green E22s and Purple E22s and we will not be able to process any documentation that comes to us on the Green stream. Should you have issues with acquiring the correct paperwork for your applications you can always pick up the forms at the Internal Bureau of Applications offices or apply to the Sub-Bureau of Application Form Deliveries for a regular shipment of all possible forms you might require.

Common graffiti in the lower city districts of Prague:
If I had a green form I wouldn't need a blue
If my vents had been working I wouldn't have the flu

I hope to continue, at the edge of life, I'll lurk
Because I don't have the paper for the death paperwork
 
Country Name: Eurasian Federation

Aspects
High Concept: Futurist Democracy. The militarily triumphant but illegitimate regime of Putin's successors was overthrown by Russia's very own colour revolution - the Sunflower Revolution - led primarily by futurist thinkers, Russian tech billionaires, and academically-inclined politicians. The government is a open society with free and fair elections and a federal system of government to accomodate the country's many nationalities.
Trouble: Ghosts of Ultranationalist Russia. Putin's militarist kleptocracy and socially controlled society was a victor of the early twenty-first century wars. The legacy of corruption, state-sponsored crime, and Russian chauvinism still remains widespread among institutions across the country, even if the national political class and their donors are loyal futurists. Another of the old Russian state's loose ends is the Ukrainian demilitarized zone, between West Ukraine and now fully incorporated and Russian-speaking East Ukraine. The Orthodox Church also remains a quiet but resistant opponent of the futurist political consensus.
First Aspect: Transhumanists and Technogaians. The political class is dominated by futurists, with pro-market transhumanists on the political right, and environmentalists with a technological bent on the political left.
Second Aspect: International News Media. As one of the few victors of the twenty-first century's wars, and a major investor in state propaganda resources, diverse pro-Russian news media (RT, Sputnik, etc.) were established across hundreds of countries in pursuit of Russia's foreign policy. Since the Sunflower Revolution, they have all become Russian-based free press - a soft power asset to Eurasian cultural and intellectual projection.
Third Aspect: Russian Winter. Winter-time in Russia is unforgiving to enemies from Napoleon Bonaparte to Adolf Hitler - it remains Russia's greatest defense against foreign invasion.

Approaches
Covert: 0
Economic: +1
Military: +2
Political: +1
Scientific: +3
Culture: -1

Stunts
Cosmic Determination: Upgrade a boost to an aspect (with free invoke) when attempting space activities.

Claims



Stories

Political Facts of the Eurasian Federation, 2101
 
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