Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,195
Lovingly named after the StC arc of the same name.
Basic idea:
-You will be on a foreign world and can be whatever you want.
-The GM will rarely talk as the GM, but rather as the IC operator of the aforementioned Universe Game, a psychotic, seemingly omnipotent alien known only as XONES.
-The unspoken rules of IOT shouldn't need mentioning here, but let me rephrase them. Avoid blatant trolling, spam, flaming, etc.
-Being ridiculously disruptive will result in warnings and/or bans. Please, let's keep this fun as possible.
-The map expands as necessary. It is suggested you start coastal!
Now for the IC intro:
"Greetings, Test Subjects.
I am the Xenomorphic Overseer of the Nullification of Entire Systems. You may call me 'XONES.' You are probably wondering why you are here and not in the comforting warmth of your bed. Well, I have good news and bad news. The good news is that you were spared the hellfire of my Species Transfer Procedure. The bad news is that even if you could somehow get a signal through the impenetrable barrier that surrounds this world, you would find whatever world or empire you belonged to has been reduced to dust, possibly radioactive. At the very least, whatever comrades you lost died painlessly.
I lied. They were most likely cooked alive for the better part of an hour as my Planet Nullificators did their work. Sorry about that. Just figured you'd feel better knowing the truth.
Pleasant dreams imagining likely everyone you knew learning what it is like to be a roast in a crock pot.
Anyway, let's discuss how this is going to work.
You have been selected to lead a race of a million or so of your people in "The Space Race." Your prize for victory - your freedom. Your punishment for failure - likely the utter extinction of your species. Sounds fun yes?
Generous as I am, I have provided you all with a map. So that you can choose where your impoverished people will suffer.
Select ten provinces in relatively close proximity to eachother on this map. I suggest starting near the coastline, as this is not the entire globe.
Indeed. While right now there is a swirling mass of air around this continent's oceans that will eviscerate all who try to pass it, that will dissipate when I feel the need. This world I have placed you on is probably the size of a small star, so don't worry about land or resources ever being an issue. If anything, worry about collapsing into a singularity of infinite density and gravity.
I have arbitrarily divided time into "turns" of two years. Do what you will in this timeframe.
==Economics==
Administrate as you always would, my dear test subjects. You begin with taking 20% of your economy for state purposes, but may raise it as you see fit... though this might make folks a bit more... hostile. Ha-ha-ha. Your people are unaware of my existence; keep it this way if you'd be so kind. Know that adjusting your rates up or down might have unforeseen side effects... you have been warned.
You may spend every unit of "gold" in your income as follows. I have for convenience, carved several government policies into "mechanics."
Purchased for one gold:
-0.001 Industry
-1 Army, Air, or Espionage Tech (Every 100 in army, air or espionage increases the range it can move by 1)
Purchased for five gold:
-1 Division or Airmada
-You may give and receive it as well of course.
==Combat, Expansion and War==
Oh the toil! Oh the tears! Oh the sweet, delicious running of sapient wine.
Every unit represents 1,000 people. I'm sure your subjects will enjoy the fact your air units are so massive, if they didn't already.
One army + one victory in battle is required to occupy one province in war. Your army auto-wins each territory it occupies peacefully, given the fact there are no native sapients to oppose you. I took care of that, trust me.
More or less victory chance is unit number * unit quality vs. their unit number * unit quality.
The defender always has a 20% chance of victory, no matter the odds. Casualties are simple - 1-50% of your number if you are the loser, 25-50% of your number if you are the winner.
Obviously your people get mad at losses so you might want to watch that.
Attack range is global.
Armies can be ordered to: Attack or Defend.
Airmadas can be ordered to: Defend, Transport, Bombard, Escort
Bombard kills 5% of the local population. Escort adds half an army to your odds.
==Espionage==
You begin with 5 spies, all of whom cannot die. Please distribute these "Cores" I've given you to whoever you wish to be condemned to live forever in state service. Thank you. These "Super Agents" will be the backbone of your intelligence efforts.
You also cannot gain more, so don't think about it. Rageface.
You may perform the following actions:
-Counterespionage (Default, repels attackers)
-Sabotage economy. 1% damage per agent sent on it.
-Steal plans. You discover their secret stats plus I leak anything they've sent me to you.
-Disable early warning system. Those pesky radars get in the way. Do this and they won't be given time to react to your invasion.
-Steal technology. Closes the gap between you by 50%.
-Incite Riots. Causes some economic disruption and possibly creates a rebel group that needs dispatching. At the most, will weaken their army and economy somewhat.
==Diplomacy==
Make and break treaties as you will. Trade is automatic; you may always embargo or blockade your foes to hurt their own trade value. Embargoes add a 0 to your trade average.
At the end of the day, remember there can be only ONE winner of the Game...
==Events==
Sometimes good or bad things will happen. Such is the sad truth of existence.
That is all. Thank you and good luck... you'll need it."
==Turn List==
Turn I
Turn II
Turn III
Basic idea:
-You will be on a foreign world and can be whatever you want.
-The GM will rarely talk as the GM, but rather as the IC operator of the aforementioned Universe Game, a psychotic, seemingly omnipotent alien known only as XONES.
-The unspoken rules of IOT shouldn't need mentioning here, but let me rephrase them. Avoid blatant trolling, spam, flaming, etc.
-Being ridiculously disruptive will result in warnings and/or bans. Please, let's keep this fun as possible.
-The map expands as necessary. It is suggested you start coastal!
Now for the IC intro:
"Greetings, Test Subjects.
I am the Xenomorphic Overseer of the Nullification of Entire Systems. You may call me 'XONES.' You are probably wondering why you are here and not in the comforting warmth of your bed. Well, I have good news and bad news. The good news is that you were spared the hellfire of my Species Transfer Procedure. The bad news is that even if you could somehow get a signal through the impenetrable barrier that surrounds this world, you would find whatever world or empire you belonged to has been reduced to dust, possibly radioactive. At the very least, whatever comrades you lost died painlessly.
I lied. They were most likely cooked alive for the better part of an hour as my Planet Nullificators did their work. Sorry about that. Just figured you'd feel better knowing the truth.
Pleasant dreams imagining likely everyone you knew learning what it is like to be a roast in a crock pot.
Anyway, let's discuss how this is going to work.
You have been selected to lead a race of a million or so of your people in "The Space Race." Your prize for victory - your freedom. Your punishment for failure - likely the utter extinction of your species. Sounds fun yes?
Generous as I am, I have provided you all with a map. So that you can choose where your impoverished people will suffer.
Spoiler :

Select ten provinces in relatively close proximity to eachother on this map. I suggest starting near the coastline, as this is not the entire globe.
Indeed. While right now there is a swirling mass of air around this continent's oceans that will eviscerate all who try to pass it, that will dissipate when I feel the need. This world I have placed you on is probably the size of a small star, so don't worry about land or resources ever being an issue. If anything, worry about collapsing into a singularity of infinite density and gravity.
I have arbitrarily divided time into "turns" of two years. Do what you will in this timeframe.
==Economics==
Administrate as you always would, my dear test subjects. You begin with taking 20% of your economy for state purposes, but may raise it as you see fit... though this might make folks a bit more... hostile. Ha-ha-ha. Your people are unaware of my existence; keep it this way if you'd be so kind. Know that adjusting your rates up or down might have unforeseen side effects... you have been warned.
You may spend every unit of "gold" in your income as follows. I have for convenience, carved several government policies into "mechanics."
Purchased for one gold:
-0.001 Industry
-1 Army, Air, or Espionage Tech (Every 100 in army, air or espionage increases the range it can move by 1)
Purchased for five gold:
-1 Division or Airmada
-You may give and receive it as well of course.
==Combat, Expansion and War==
Oh the toil! Oh the tears! Oh the sweet, delicious running of sapient wine.
Every unit represents 1,000 people. I'm sure your subjects will enjoy the fact your air units are so massive, if they didn't already.
One army + one victory in battle is required to occupy one province in war. Your army auto-wins each territory it occupies peacefully, given the fact there are no native sapients to oppose you. I took care of that, trust me.
More or less victory chance is unit number * unit quality vs. their unit number * unit quality.
The defender always has a 20% chance of victory, no matter the odds. Casualties are simple - 1-50% of your number if you are the loser, 25-50% of your number if you are the winner.
Obviously your people get mad at losses so you might want to watch that.
Attack range is global.
Armies can be ordered to: Attack or Defend.
Airmadas can be ordered to: Defend, Transport, Bombard, Escort
Bombard kills 5% of the local population. Escort adds half an army to your odds.
==Espionage==
You begin with 5 spies, all of whom cannot die. Please distribute these "Cores" I've given you to whoever you wish to be condemned to live forever in state service. Thank you. These "Super Agents" will be the backbone of your intelligence efforts.
You also cannot gain more, so don't think about it. Rageface.
You may perform the following actions:
-Counterespionage (Default, repels attackers)
-Sabotage economy. 1% damage per agent sent on it.
-Steal plans. You discover their secret stats plus I leak anything they've sent me to you.
-Disable early warning system. Those pesky radars get in the way. Do this and they won't be given time to react to your invasion.
-Steal technology. Closes the gap between you by 50%.
-Incite Riots. Causes some economic disruption and possibly creates a rebel group that needs dispatching. At the most, will weaken their army and economy somewhat.
==Diplomacy==
Make and break treaties as you will. Trade is automatic; you may always embargo or blockade your foes to hurt their own trade value. Embargoes add a 0 to your trade average.
At the end of the day, remember there can be only ONE winner of the Game...
==Events==
Sometimes good or bad things will happen. Such is the sad truth of existence.
That is all. Thank you and good luck... you'll need it."
==Turn List==
Turn I
Turn II
Turn III