Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
Long ago, the universe was peaceful, serene, untainted. The machinations of a madman, however, changed everything, disrupting the delica-
Good god this is boring. Lets cut to the meat and potatoes. Somebody somewhere ripped a hole between dimensions, and now what was fiction and what was reality is now blurred. Sanity and insanity now walk more hand in hand than a banker and embezzlement.
You play the government of a nation that has seen something unprecedented; all across the universe boundaries between realities have shattered. That which was fictional is now real, and that which was real seems almost fictional. Like every government, however, you shall respond to crises in the appropriate manner
Starting Out
Map
Pick a name, a color, and choose three worlds next to each other. Detail yourself as much as you want beyond that. You may be whatever you wish for a faction.
An extra rule is this: pick two franchises of your choice (list something along the lines of franchises: x and y in your join post). The characters of this franchise belong to you for the purposes of the game (and you are encouraged to use them; if you just take them as placeholders you are not following the spirit of the game and I will not hesitate to ask for moderator assistance). As for why two: well, that will inevitably create some more conflict and make for interesting scenarios for you to roleplay. Basically, your faction were minding their own business when these outsiders showed up.
You start with two dreadnoughts and one carrier.
Thats all there is to a signup.
Franchise Rules - Traditional religious texts (The Bible, Vedas, Koran, etc.) and historical simulation games (Civilization, Europa Universalis) are not valid as franchises. Alternate history IPs are fine, as are newer types of mythos such as Scientology and the Lovecraftian mythos.
Expansion
When you expand into a planet (each planet requires one carrier to expand into) it will be assigned a resource value. Sometimes its a whammy, sometimes its a gold mine. Roleplay will improve your chances. Should the map get crowded enough, I shall expand it.
Economics
Simple enough. Every planet you own generates anywhere from 1-10 EP per turn. You can build factories for 5 EP, which increase income by 1 and increase the supply limit (not effective until the turn afterward) by 1. Factories naturally increase each turn, so there is an incentive to build more of them to increase your returns.
You may spend the resulting EP on whatever you like, within reason. Reason isnt really a powerful force in this reality but hey, its the thought that counts.
Military Hardware
You have a supply limit equal to your planets owned plus factories. You cannot build any armed forces past this limit. The only way to increase it is to build more factories or acquire more planets. For convenience, armies are not modeled in your spending; it is assumed you already have the necessary ground troops for your campaigns to simplify things for all parties.
Each has a set of stats: Price, Integrity, Short-Range Attack/Defense, and Long-Range Attack/Defense.
Dreadnoughts. Fight ships and ground targets with equal efficiency. (20, 10, 10/10, 10/10)
Carriers. Assist occupation forces and combat somewhat through air wings, though they are primarily for carrying out an occupation. They are also required to expand into new planets. (20, 5, 10/5, 10/1)
Stealth ships. Fight other ships, though their extra technology makes them harder to detect, a key benefit of a heavier cost. (8, 5 10/4, 1/1)
Frigates. Fight other ships. (5, 5, 6/2, 1/1)
Support ships. Remaining further from the battlefield, they possess long-range weapons and other amenities that help change combat and artillery alike; unlike a Dreadnought, however, they are like rice paper in close quarters. (10, 1, 1/1, 10/1)
Orbital Defense Station. Static, but potent, they protect their planet with or without a naval squadron being present. (5, 5, 2/10, 10/1)
Espionage
You can invest EP in espionage in any nation, including yourself. The turn afterward the espionage will be fully operational and can be used against opponents. You can do whatever you wish, within reason; you are limited to five missions per turn. If you have multiple missions in one opponent you must divide the EP between the missions, so its best to focus on one mission.
Thats all there is to it. Diplomacy is fluid and may be conducted as you wish. Have at it lads!
Posts claiming particular franchises or other things are acceptable until one can get in a full post.
Turn List
Good god this is boring. Lets cut to the meat and potatoes. Somebody somewhere ripped a hole between dimensions, and now what was fiction and what was reality is now blurred. Sanity and insanity now walk more hand in hand than a banker and embezzlement.
You play the government of a nation that has seen something unprecedented; all across the universe boundaries between realities have shattered. That which was fictional is now real, and that which was real seems almost fictional. Like every government, however, you shall respond to crises in the appropriate manner
Starting Out
Map
Pick a name, a color, and choose three worlds next to each other. Detail yourself as much as you want beyond that. You may be whatever you wish for a faction.
An extra rule is this: pick two franchises of your choice (list something along the lines of franchises: x and y in your join post). The characters of this franchise belong to you for the purposes of the game (and you are encouraged to use them; if you just take them as placeholders you are not following the spirit of the game and I will not hesitate to ask for moderator assistance). As for why two: well, that will inevitably create some more conflict and make for interesting scenarios for you to roleplay. Basically, your faction were minding their own business when these outsiders showed up.
You start with two dreadnoughts and one carrier.
Thats all there is to a signup.
Franchise Rules - Traditional religious texts (The Bible, Vedas, Koran, etc.) and historical simulation games (Civilization, Europa Universalis) are not valid as franchises. Alternate history IPs are fine, as are newer types of mythos such as Scientology and the Lovecraftian mythos.
Expansion
When you expand into a planet (each planet requires one carrier to expand into) it will be assigned a resource value. Sometimes its a whammy, sometimes its a gold mine. Roleplay will improve your chances. Should the map get crowded enough, I shall expand it.
Economics
Simple enough. Every planet you own generates anywhere from 1-10 EP per turn. You can build factories for 5 EP, which increase income by 1 and increase the supply limit (not effective until the turn afterward) by 1. Factories naturally increase each turn, so there is an incentive to build more of them to increase your returns.
You may spend the resulting EP on whatever you like, within reason. Reason isnt really a powerful force in this reality but hey, its the thought that counts.
Military Hardware
You have a supply limit equal to your planets owned plus factories. You cannot build any armed forces past this limit. The only way to increase it is to build more factories or acquire more planets. For convenience, armies are not modeled in your spending; it is assumed you already have the necessary ground troops for your campaigns to simplify things for all parties.
Each has a set of stats: Price, Integrity, Short-Range Attack/Defense, and Long-Range Attack/Defense.
Dreadnoughts. Fight ships and ground targets with equal efficiency. (20, 10, 10/10, 10/10)
Carriers. Assist occupation forces and combat somewhat through air wings, though they are primarily for carrying out an occupation. They are also required to expand into new planets. (20, 5, 10/5, 10/1)
Stealth ships. Fight other ships, though their extra technology makes them harder to detect, a key benefit of a heavier cost. (8, 5 10/4, 1/1)
Frigates. Fight other ships. (5, 5, 6/2, 1/1)
Support ships. Remaining further from the battlefield, they possess long-range weapons and other amenities that help change combat and artillery alike; unlike a Dreadnought, however, they are like rice paper in close quarters. (10, 1, 1/1, 10/1)
Orbital Defense Station. Static, but potent, they protect their planet with or without a naval squadron being present. (5, 5, 2/10, 10/1)
Espionage
You can invest EP in espionage in any nation, including yourself. The turn afterward the espionage will be fully operational and can be used against opponents. You can do whatever you wish, within reason; you are limited to five missions per turn. If you have multiple missions in one opponent you must divide the EP between the missions, so its best to focus on one mission.
Thats all there is to it. Diplomacy is fluid and may be conducted as you wish. Have at it lads!
Posts claiming particular franchises or other things are acceptable until one can get in a full post.
Turn List