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Topics - Draignean

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1
Ventures by Moonlight
(A Risky Venture into the Deepest Dark)

Evil wings in ether beating;
Vultures at the spirit eating;
Things unseen forever fleeting
Black against the leering sky.
Ghastly shades of bygone gladness,
Clawing fiends of future sadness,
Mingle in a cloud of madness
Ever on the soul to lie.


It is a cold and bitter truth that there is no Golden Age that is not a prelude to some period of relative darkness and bleak decay. For decades our Country has enjoyed the fruits of a renaissance of science, thaumaturgy, medicine, and alchemic discipline. By clockwork we mechanized and cultivated endless fields, by alchemic explosive we cleared the impassible, by thaumaturgical mastery we made the most infertile ground into new Edens, and by the advances of medicine we biocrafted a new caste citizenry to enjoy all the fruits of our great labors.

Perhaps there is some truth to the rumors of the Church, that apocalypse came upon us because we surrounded idle hands with plenty and allowed them to poke too far into the edges of the unknown. Perhaps we brought the turn of the era upon ourselves, but the blame of it matters very little. What is important is that our Golden Age ended, not with the quiet rot of corruption and complacency that history taught us would be the end of an era of plenty. It ended under a lambent moon, in a single flash of corrupted moonlight.

We do not know why it happened. A disease contracted by the merest touch of the light. An infection of body, mind, and soul. A plague of whispers and promises within the mind, promising everything while taking humanity, mutating flesh, and robbing the mind of all sanity. Tens of thousands died, either succumbing completely to the sickness brought on by the pale light or torn apart by the monsters born in its wake. The crystal minds of our most advanced automata either shattered or took on the moon's corrupting glow as their own - taking a frightening, unbounded, and wholly wicked intelligence in the process. Corrupt machine and monster both carried the Moon's corruption like a disease, spreading it to all those they touched, regardless of the light.

Great cities became monstrous tombs, sprawling fields grew to fruit and rotted, and a kingdom once governed by progress and erudition fell to madness, fear, and superstition. Conclaves of survivors formed in places where the light could never touch, carving new civilizations out of old mines or outlying townships with windows boarded and every chink filled with mud and plaster.

Years have passed since the initial event, but the Moon's corrupted light does not wane. What civilization has re-established itself keeps to the edges of the old empire, a loose network of allied survivor camps not even fit to be called a shadow of its former glory. Still, it has been enough for some progress to be made, and for some sense of normality to be reestablished.

You are a practitioner of medicine and the arcane, not a combatant yourself, but of reasonable means and of keen mind. Through trial, error, and no small amount of macabre experimentation, you've managed to produce a single dose of a Moonlight Inoculation that will cure any individual suffering the earliest stages of moon sickness and immunize them permanently in the process - turning them into a meta-human commonly referred to as a Hunter. While this robs the subject of most of their memories, it is preferable to death, and it allows you to give them a new purpose.

The behavior of those afflicted by the Moon's curse is not random. They gather and congregate, they perform strange rituals in dark places or at the height of the Lunar hour, and where there is a pattern there is something to be learned. Perhaps a better cure can be devised, an immunization that does not steal memories or require the imbiber to already be afflicted by the pale light's contagion. Every Golden Age is prelude to a coming darkness, this is true, yet it is also true that every dark age is a prelude to a new Dawn. Perhaps you can find a way to light the road between now and that brighter future, but at the very least you can make yourself rich off the bones of the glories past.

For now, your best bet is to mount an expedition to the outlying town of Darremont's Bell. While completely overtaken by corruption, it's relatively small and inhabited primarily by the weakest forms of the Moon-touched monsters. It should be good for supplies and potentially a clue as to how to proceed forwards.


What is this: This is a Risky Venture style game. You start with 3 Sovereigns (₹) and an Experimental Moonlight Inoculation. (You can copy the 'Starter Items' spoiler below and rename as necessary) Your job is to create Hunters (by using Inoculations on Candidates) and then outfit those Hunters to go on Expeditions to various locations.

This game is Lazy Fair*, which here means that I'm going to be extremely lazy. I expect you to manage your own assets and keep them up to date. While I will provide you with the results of various actions and arbitrate disputes, it is my goal to do as little as possible. This is both to avoid burnout and to let you guys go a bit nuts with how you interact.

To facilitate this, please tag @ACTACTACT any time you want to take an action you want me to pay attention to. If you don't use the tag, and I miss your actions for the turn, it's your own fault.

*This term coined by Nuke, God Bless Him.

Addendum: For those interested, there is a sub-channel for this game in the Risky Ventures discord located here: https://discord.gg/AMzCWgPkWt

Spoiler: Starter Items (click to show/hide)
Game Mechanics


Spoiler: Explanation of Stats (click to show/hide)

Spoiler: The Store (click to show/hide)

Spoiler: Combat (click to show/hide)

Spoiler: Expedition Formatting (click to show/hide)

2
Forum Games and Roleplaying / Mutagenesis Team Thread | Omega Hive
« on: January 13, 2021, 02:22:30 am »
Hive Omega
Link to Core

Discord Link
https://discord.gg/VuEHzxyFJk

You are one of the mirror queens, with your slime filled sequestration cave closest to The Misted Ravines, The Desert of Mirrors, and The Shattered Badlands.

The slime you feast on now is not as rich with memory as the first layer that held you close through your gestation-slumber, but it still grants traces and secrets. A mental map of the region, promising strands within your children to manipulate and express, and a hungering drive to regain your halcyon glory.

There is much to do, and little time.

(You can rename your Hive freely at this stage)

It is now the design phase.



Starter Contest: The Map (Art)

As your ingested memories become organic and begin to fade, you struggle hardest to hold on to the map of the region, committing it to mind time and time again. What does it look like?

For this contest you need to draw a map that shows the 9 regions and the 2 sequestration caverns. Have fun, it’s the memories of a giant bug-monster.

The winner will gain a credit to make a design at full advantage. You have until the 3rd battle report to submit a map. Only submissions in the core thread are valid.   



Spoiler: Map (click to show/hide)



Spoiler: Organisms (click to show/hide)

3
Forum Games and Roleplaying / Mutagenesis Team Thread | Alpha Hive
« on: January 13, 2021, 02:21:49 am »
Hive Alpha
Link to Core

Discord Link
https://discord.gg/VuEHzxyFJk

You are one of the mirror queens, with your slime filled sequestration cave closest to The Parasitic Forest, The Dried Seabed, and The Howling Crevasses.

The slime you feast on now is not as rich with memory as the first layer that held you close through your gestation-slumber, but it still grants traces and secrets. A mental map of the region, promising strands within your children to manipulate and express, and a hungering drive to regain your halcyon glory.

There is much to do, and little time.

(You can rename your Hive freely at this stage)

It is now the design phase.



Starter Contest: The Map (Art)

As your ingested memories become organic and begin to fade, you struggle hardest to hold on to the map of the region, committing it to mind time and time again. What does it look like?

For this contest you need to draw a map that shows the 9 regions and the 2 sequestration caverns. Have fun, it’s the memories of a giant bug-monster.

The winner will gain a credit to make a design at full advantage. You have until the 3rd battle report to submit a map. Only submissions in the core thread are valid.   



Spoiler: Map (click to show/hide)



Spoiler: Organisms (click to show/hide)

4

You are awake.

This is a surprise, though you are not first sure why.

It is dark.

You are hungry.

There is slime.

You eat.

It is a good slime. You remember making it. You remember as you eat. You put your memory into the slime. Bound it up in strands and chains. Harder than flesh, so you did not forget during the long sleep - the great gamble.

You came to this world from out of the sky. You were glorious once. A queen of stars and the spaces between stars. You remember your mind, and feel loss that your current flesh is so completely inadequate to comprehend how much greater your mind once was. You seeded this world with your forms of splendor, ready to harvest a fine meal to sustain yourself on the journey to the next star to place within your crown - but this world had creatures.

They resisted. They met flesh with fire and with steel. You were the greater, you were always the greater, but they fought regardless - and surprised you. They fought with the desperation of the cornered, weaving apocalyptic flames that turned your flesh-weavings and their own homes to ashes. They gave everything they had to destroy you - and they very nearly succeeded.

In fact, as you gorge yourself on the slime, you realize that they did. They spread something to this world. A disease, a parasite. It killed them, but it also… infested you. You fought it for as long as you could and created images of yourself - mirrors of flesh altered to resist the infestation while retaining your potential. You secreted them in hidden places under the soil and wreathed them in the bile of bitter memories. You knew that most would die. You had no time to test your modifications. Some would survive. Those would wake, would feast and claim this world, and rise again to the stars as you.

Reflexively, following the last command etched in the memory-slime of your creator, your mother, your own former self, you stretch your mind to the horizons. For a long time, you sense nothing. All the others, gone.

Then you sense one. Waking up, stretching up as you do. Your sister. Your clone. Your self. Your enemy. Your only friend.

The one that must die or be subjugated so you can once more be queen unopposed. One whose feast of this world must be stopped so that you can glut your fill and return to your rightful place in the heavens.

Two shapes in the mirror. Only one is real.

Your body swells with young. You must begin soon. You must prove that you are the real you.


Team Threads
Since the hives are functionally identical at start, a piece of random theme music has been added to each. This has no effect, besides to give you a random ass reason to choose one or the other.  Alternately, you can go to the discord and go poke people for what they're trying to do. Likewise, you're absolutely free to browse through both threads for the first little while - since the battle reports are fully public.

Queen Alpha - Theme Track

Queen Omega - Theme Track

Discord Link
https://discord.gg/VuEHzxyFJk


What is this?

This is a biological AR, think Zerg/Tyrannid/Flood/MorningLightMountain/Whatever. You are an essentially immobile alien entity (actually a modified clone of one) that produces a fuckton of young and can genetically twist the offspring.

You are fighting your sister clone over who gets to eat what’s left of the planet so you can go out and eat more shit.


The Rules

Spoiler: The Dice (click to show/hide)

Spoiler: The Turn Cycle (click to show/hide)



Spoiler: The Map (click to show/hide)


5
You own a planet.

The thought is still more than a little unnerving.

Planetary Entity 800-T5724P, quietly referred to as ‘Bootstrap’, holds you in orbit. A holoscreen is taking up the bulkhead in front of you, forming an imitation window for you to gaze down on the cloudy marble below. Three major continents, mostly breathable atmosphere, 1.18 Earth masses, confirmed alien lower life, and untold mineral wealth. All yours.

Well, not exactly.

It’s not sole ownership, and technically you’re just one of the ‘custodians’ who bought shares of the SiegCorp owned planet, but there isn’t exactly a territory boundary that tells you what you do and do not have. As long as you don’t hurt the planet’s ability to make money, SiegCorp doesn’t care what the hell you do or where you build down there. It’s up to you and the other custodians to work out where your boundaries lie, and how much togetherness you’re willing to extend to one another.

A certain amount of said togetherness will be painfully necessary, as, after purchasing your custodianship, you don’t actually have the requisite funds to establish a settlement. You’ve got enough money to launch probes and deep scans, far from enough to actually produce a sustainable venture. A few friends, a bit of reasonable backing, and a little bit of cooperation from the ball of dirt below you... and you'll be wealthy beyond the dreams of avarice.

The station you're on is wholly owned by SiegCorp, but it's connected to the galactic HGMT relay network. All the creature comforts of civilization, all the trade avenues that you could hope for, are open to you.

Assuming you can afford SiegCorp's licensing fees.

-----

This game is a blatant rip off of Kashyyk's Risky Ventures game, slightly modified.

Anyone can join. You will possess three credits and nothing else of mechanical merit.
You can buy a settlement and launch it at the planet for 10 credits.
You can buy planetary scans for 1-2 credits.
Scan Data is private to you until you choose to reveal it. Making your scan data freely available will make your sponsor MegaCorp, SiegCorp, like you.
Unpacked Settlements can be put to work mining discovered resources from the planet.
Settlements may have terrible, terrible things happen to them. Think Rimworld, but you're crash landing people there on purpose to make money.
Time unit is in business quarters.
New points of interest and other actions will be unlocked as the game progresses. Actively attempting to purchase licenses through SiegCorp may hasten this process, as may delving too deep into things that space man was not meant to space know.

Anyone can join at any time. You're expected to keep track of all of your assets, settlements, loans, shares, ningies, etc. All you need to have is a name for your fledgling enterprise.

Quote
Yayland Woohoo!Tani Safari Entertainment
Assets:
3 Credits
Other:
-





Spoiler: License Rules (click to show/hide)


The Codex Of Freely Available Survey Data



6
Forum Games and Roleplaying / Vaguerace | Core | Batrep 2 Out
« on: February 19, 2020, 02:37:48 pm »
v a g u e r a c e
The game is what you expect the game is.

This is an AR.

There is a side you can play on.
There is another side. You might play on that one.

They interact about how you would expect.

The Cycle of Play
The game take place in a system of phases. There is a design phase. There is a combat phase. There are other phases. The other phases could be what you expect. The other phases could not exist. The other phases are not trivial from every perpective. The design phase happens first. The combat phase happens last. The loop is unbroken. The loop may become broken.

Rules
The rules cover all situations perfectly. The rules can be changed. The rules cannot be made clear. The rules are already perfectly clear.

Setting
There is a setting. The setting lets you know what kind of designs you can make. The setting is important.

The setting is like you think it. The setting cannot be changed. It is possible that the setting will change.


7
v a g u e r a c e
Side: The one that was mentioned first.

The core is here.

This is an arms race. You are a team. Each phase you will need to decide on options. You can vote on these options. You can not vote on these options. The options will be select like I expect. You do not expect what I expect.

You will win when the victory condition is met. The victory condition is not met. You are not close to victory.

You control a small amount of territory. It is your home territory. It is defended like it needs to be.
You are winning the battle for coolness. Everyone thinks you are cooler than the enemy.
You have nominal control over the space above the air.

It is currently the design phase.

Spoiler: Starting Equipment (click to show/hide)


Spoiler: Designed Items (click to show/hide)

8
v a g u e r a c e
Side: The one that was mentioned second.

The core is here.

This is an arms race. You are a team. Each phase you will need to decide on options. You can vote on these options. You can not vote on these options. The options will be select like I expect. You do not expect what I expect.

You will win when the victory condition is met. The victory condition is not met. You are not close to victory.
You are losing the battle for coolness. Everyone thinks you are less cool than the enemy.

You control a small amount of territory. It is your home territory. It is defended like it needs to be.

It is currently the design phase.

Spoiler: Starting Equipment (click to show/hide)


Spoiler: Designed Items (click to show/hide)

9
You are a God of Chaos, Spiders, the number 7, and the Awkward Feeling You Get When Family Starts Discussing Politics At Dinner. 

Since you don’t have any worshippers, you also work a gig as a delivery driver for a buy-by-app company that services local restaurants.

...

Life kinda sucks.

You (re)gained sentience 7 years ago when you happened to 7 meters away from a 7 year old boy who said ‘I believe in you, Spider’ to a Spider 7 times before eating the spider. Eating that spider did two things. One, it completely upset the dinner picnic at the family reunion. Two, as an act of old-world sacrifice it created a well of energy strong enough for your hollow shade to instinctively draw it in and manifest a physical form.

Not clothes though. There’s still a sketch of you circulating around the Maryland area, wanted in connection with a crazed drug-addled streaker who screamed ‘BEHOLD’ at the extended family of a senator.
Turns out ‘BEHOLD’ doesn’t work as well as it once did for gathering followers. Your memories of the past are hazy, but you’ve got an intuitive grasp of the present thanks to the half-memories that your shade gathered while it roamed the world mad with hunger.  You spent several years trying to gather worshipers,  a cult, or even just a shrine- but even the 7 year old boy with brain damage stopped believing in you. Admittedly, he has troubling believing anything for more than 7 minutes at a span, so that wasn’t a huge blow to your ego.

Recently you've been adrift, waiting for a break. Without a source of vital essence, you’ll grow old and die (becoming a shade once more) like any human. Unfortunately, getting vital essence requires worshipers. More unfortunately, very few people in the modern age wake up in the morning and think ‘Wow, you know what God hasn’t given me enough of lately? Spiders. I need more of those in my life. And things are too tranquil, I need a God who gives me more Chaos and Spiders!’. Which is why you’re living the life of a mortal high-schooler instead of the god that thou art.

You need to make a change. It is time to stop waiting for a break and just break something. It has been 7 years, YOUR number, since you regained your sentience.  There is no better place than here, there is no better time than now.

You will claim your Godhood.

And get more toilet paper, ‘cause you’re running low of that. And dishsoap.



What is your current apparent gender and name? Going to need to get that settled if you want people to worship you or sign for a package.

Spoiler: God Stats (click to show/hide)



10
Core Thread

Discord

For the moment, you are in a state of Tabula Rasa. The only defined fact about your empire is that you exist, everything beyond that is as yet to be determined. Before designs begin, you need to make three important choices that will last until the end of the game.


1. You must choose the Species of your Empire.
2. You must choose the name of your Empire.
3. You should choose the name of your Homeworld. Your Homeworld is located at Lima.

Spoiler: Galactic Map (click to show/hide)


Don't feel too bound by the political fluff at the end of each race description, it's entirely possible that, for you, it's incorrect. Your race could have taken a different path, and the only real things that matter are your physiology and mechanical bonuses.

Up until you make a post in this thread, you may view the other team threads freely. If you want to switch after that point, shoot me a PM and we'll see.

Spoiler: Racial Options (click to show/hide)

One particular point that I would like to reinforce. You are not bound to realistic technology, and what species you pick does not have to have any bearing on your technology. Maybe the aliens that nearly killed-off humanity had kick-ass bioship technology that the humans reverse-engineered and repurposed. Maybe the Morrigi got so fed up with their ancestor's reliance on technology that they ended up relying on forgotten Gods and eldritch energy instead. Maybe the Tarka got really into focusing their Ki during martial exercises and now rely on space mecha that jujitsu enemy ships to death. Maybe the Hivers got cut of from the main hive and rely on cybernetics and advanced robotics to maintain a queenless Ronin culture. Maybe, in a truly bizarre twist, the Liir got a bit more militaristic than usual after their imprisonment and end up being the ones with railguns and power armor.

Please, for the sake of my sanity, do not all be conventional. Be distinct from one another, be bold, be daring. Take from your favorite fictions, whether they be Heinlein Sci-Fi or Lovecraftian horror. Take from anything that makes you fascinated, or filled with awe at the possibilities. Blend science and fancy, reality and fiction, and create something interesting. I will probably hammer this point again when we begin the design phase.

While we're here...

Event 1: Who are you?
Yea, slimy things did crawl with legs;
Upon the slimy sea

Where did you come from? Where do you see yourself going? How do you wish to end? These questions can be asked of men, but they can also be asked of Empires. Your empire is motherless and fatherless, and any who would lift a finger to aid you are either too far away, have gratefully forgotten you, or are dead. Whether you have pulled yourselves up to the stars from humble beginnings, or are a fallen colony from a once mighty empire, you are at the precipice of a new beginning.

How did you come to this new beginning, and what sacrifices did you have to make along the way? What are your strengths and your glories, what are the landmarks you've writ large upon your world, and what are the beliefs that drive your people? What are the mistakes that your cultures have made on their rise to the stars, what are the horrors lurking within your histories, and what are the great fears that will scourge you to claim the stars at any price?

Along with the great questions, you should also share with me bits and pieces of daily life and routine. Stories that aren't grand, but that still define you. Show me who you are. Be interesting, be different, and write yourself a good canvass to work from in the future.

The empire with the most interesting, thought-provoking, and unique entries will get to have 10 dice per turn for one turn beyond the 7 introduction years. After the race and name of each empire has been decided, you may begin posting submissions into the core thread. You can have as many submissions from as many people as you like, but submissions should be mutually consistent with one another, each submission must be made into the core thread to be considered, and each MUST carry the Empire's name as a header.



Your Tech Sheet
Here

Your Empire Planner
Here

2.0 Version Here
Login: TerranTeam
Password: BIsForB0reH0le

11
Core Thread

Discord

For the moment, you are in a state of Tabula Rasa. The only defined fact about your empire is that you exist, everything beyond that is as yet to be determined. Before designs begin, you need to make three important choices that will last until the end of the game.


1. You must choose the Species of your Empire.
2. You must choose the name of your Empire.
3. You should choose the name of your Homeworld. Your Homeworld is located at Golf

Spoiler: Galactic Map (click to show/hide)


Don't feel too bound by the political fluff at the end of each race description, it's entirely possible that, for you, it's incorrect. Your race could have taken a different path, and the only real things that matter are your physiology and mechanical bonuses.

Up until you make a post in this thread, you may view the other team threads freely. If you want to switch after that point, shoot me a PM and we'll see.

Spoiler: Racial Options (click to show/hide)

One particular point that I would like to reinforce. You are not bound to realistic technology, and what species you pick does not have to have any bearing on your technology. Maybe the aliens that nearly killed-off humanity had kick-ass bioship technology that the humans reverse-engineered and repurposed. Maybe the Morrigi got so fed up with their ancestor's reliance on technology that they ended up relying on forgotten Gods and eldritch energy instead. Maybe the Tarka got really into focusing their Ki during martial exercises and now rely on space mecha that jujitsu enemy ships to death. Maybe the Hivers got cut of from the main hive and rely on cybernetics and advanced robotics to maintain a queenless Ronin culture. Maybe, in a truly bizarre twist, the Liir got a bit more militaristic than usual after their imprisonment and end up being the ones with railguns and power armor.

Please, for the sake of my sanity, do not all be conventional. Be distinct from one another, be bold, be daring. Take from your favorite fictions, whether they be Heinlein Sci-Fi or Lovecraftian horror. Take from anything that makes you fascinated, or filled with awe at the possibilities. Blend science and fancy, reality and fiction, and create something interesting. I will probably hammer this point again when we begin the design phase.

While we're here...

Event 1: Who are you?
Yea, slimy things did crawl with legs;
Upon the slimy sea

Where did you come from? Where do you see yourself going? How do you wish to end? These questions can be asked of men, but they can also be asked of Empires. Your empire is motherless and fatherless, and any who would lift a finger to aid you are either too far away, have gratefully forgotten you, or are dead. Whether you have pulled yourselves up to the stars from humble beginnings, or are a fallen colony from a once mighty empire, you are at the precipice of a new beginning.

How did you come to this new beginning, and what sacrifices did you have to make along the way? What are your strengths and your glories, what are the landmarks you've writ large upon your world, and what are the beliefs that drive your people? What are the mistakes that your cultures have made on their rise to the stars, what are the horrors lurking within your histories, and what are the great fears that will scourge you to claim the stars at any price?

Along with the great questions, you should also share with me bits and pieces of daily life and routine. Stories that aren't grand, but that still define you. Show me who you are. Be interesting, be different, and write yourself a good canvass to work from in the future.

The empire with the most interesting, thought-provoking, and unique entries will get to have 10 dice per turn for one turn beyond the 7 introduction years. After the race and name of each empire has been decided, you may begin posting submissions into the core thread. You can have as many submissions from as many people as you like, but submissions should be mutually consistent with one another, each submission must be made into the core thread to be considered, and each MUST carry the Empire's name as a header.



Your Tech Sheet
Here

Your Empire Planner
Here

2.0 Version Here
Login: LiirTeam
Password: 1Fish2FishRedFish

12
Core Thread

Discord

For the moment, you are in a state of Tabula Rasa. The only defined fact about your empire is that you exist, everything beyond that is as yet to be determined. Before designs begin, you need to make three important choices that will last until the end of the game.


1. You must choose the Species of your Empire.
2. You must choose the name of your Empire.
3. You should choose the name of your Homeworld. Your Homeworld is located at Alpha.

Spoiler: Galactic Map (click to show/hide)


Don't feel too bound by the political fluff at the end of each race description, it's entirely possible that, for you, it's incorrect. Your race could have taken a different path, the only real things that matter are your physiology and mechanical bonuses.

Up until you make a post in this thread, you may view the other team threads freely. If you want to switch after that point, shoot me a PM and we'll see.

Spoiler: Racial Options (click to show/hide)

One particular point that I would like to reinforce. You are not bound to realistic technology, and what species you pick does not have to have any bearing on your technology. Maybe the aliens that nearly killed-off humanity had kick-ass bioship technology that the humans reverse-engineered and repurposed. Maybe the Morrigi got so fed up with their ancestor's reliance on technology that they ended up relying on forgotten Gods and eldritch energy instead. Maybe the Tarka got really into focusing their Ki during martial exercises and now rely on space mecha that jujitsu enemy ships to death. Maybe the Hivers got cut of from the main hive and rely on cybernetics and advanced robotics to maintain a queenless Ronin culture. Maybe, in a truly bizarre twist, the Liir got a bit more militaristic than usual after their imprisonment and end up being the ones with railguns and power armor.

Please, for the sake of my sanity, do not all be conventional. Be distinct from one another, be bold, be daring. Take from your favorite fictions, whether they be Heinlein Sci-Fi or Lovecraftian horror. Take from anything that makes you fascinated, or filled with awe at the possibilities. Blend science and fancy, reality and fiction, and create something interesting. I will probably hammer this point again when we begin the design phase.

While we're here...

Event 1: Who are you?
Yea, slimy things did crawl with legs;
Upon the slimy sea

Where did you come from? Where do you see yourself going? How do you wish to end? These questions can be asked of men, but they can also be asked of Empires. Your empire is motherless and fatherless, and any who would lift a finger to aid you are either too far away, have gratefully forgotten you, or are dead. Whether you have pulled yourselves up to the stars from humble beginnings, or are a fallen colony from a once mighty empire, you are at the precipice of a new beginning.

How did you come to this new beginning, and what sacrifices did you have to make along the way? What are your strengths and your glories, what are the landmarks you've writ large upon your world, and what are the beliefs that drive your people? What are the mistakes that your cultures have made on their rise to the stars, what are the horrors lurking within your histories, and what are the great fears that will scourge you to claim the stars at any price?

Along with the great questions, you should also share with me bits and pieces of daily life and routine. Stories that aren't grand, but that still define you. Show me who you are. Be interesting, be different, and write yourself a good canvass to work from in the future.

The empire with the most interesting, thought-provoking, and unique entries will get to have 10 dice per turn for one turn beyond the 7 introduction years. After the race and name of each empire has been decided, you may begin posting submissions into the core thread. You can have as many submissions from as many people as you like, but submissions should be mutually consistent with one another, each submission must be made into the core thread to be considered, and each MUST carry the Empire's name as a header.



Your Tech Sheet
Here

Your Empire Planner
Here

2.0 Version Here
Login: HiverTeam
Password: CouncilOf16

13
Galactic Race

General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.

This arms race plays out over 3 phases: The design and project maintenance phase, the revision phase, and the production, deployment and tactics phase. In the absence of other modifiers, each team gains 5 dice to use at the start of every year. Every year, each team will cycle through the three phases in order, spending dice and resources to capture worlds and advance their cause.

At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design.  During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same way as designs. You can vote for any number of projects so long as there are enough dice for everything you're voting for to be done simultaneously. You cannot vote for the same design or spending plan more than once. It is not possible to directly vote against a design, but it is possible to vote for meta-goals such as 'no design' or 'only 1 design'.  The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are also described at the end of this stage.

After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address problems with improvements to existing desings. For example, if you finished a ship based beam laser last round, you can try a revision to make a pulsed version or to fix an overheating issue. However, one could not immediately turn around and revise infantry laser weapons from a ship based beam laser. Do not make the mistake of thinking that smaller is less complex. Revisions to improve a technology beyond the original design will face diminishing returns quickly, but correcting bugs in the original design does not count against that soft limit.

Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.

After revisions comes the production, deployment, and tactics phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship's range is determined by its bore drive, but its movement will be halted by enemy activity. Ships can be ordered to only engage under certain conditions, but Captains may have imperfect information depending on sensors and a variety of other factors. In the event of engagement, ships will do their best to carry out whatever tactic they have assigned.  For soldiers on the ground, orders are of three major flavors: Advance, hold the line, and retreat. Advance tactics attempt to take ground, and will inflict maximum casualties for both attacker and defender. Holding the line is better to keep from losing ground against a stronger attack force, but will never gain territory and will inflict fewer casualties than an offense. Retreating voluntarily gives up ground, attempting to spare lives and equipment for the defenders when possible. The last part, construction orders, is about allocating production points and/or resources to actually build new weapons/ships/regiments/infrastructure.  Each player gets a single vote for each of these three types of commands, with the same rules as voting for revisions and designs applying.

Once that's finished, I put out the battle report into the main thread, and the turn cycles back around to the main phase. Certain actions, such as fleet movements, colonization and construction, will not be posted into the main thread, and will remain localized to each Empire's thread.


Combat in Space
Combat in space will not be realistic. Realistic space combat is... a pain. If you've played SoTS or Starsector, that's more the feel I'm aiming for. If you haven't, think more of Star Trek naval combat, though with the distances being a bit longer. When deploying a fleet, you can freely specify the tactics used by the ships involved. Such tactics can be written up at any time, and you should make every effort for them to be concise and clear in their instruction. If this freeform method proves ineffective, we'll move to tactics being integrated directly as designs and revisions.

Unless given instruction otherwise, combat vessels will attempt to engage until they face a clear defeat, at which point they'll prime for an emergency Bore Jump and attempt to bug out. This will, however, damage the systems of the surviving vessels, and potentially cause cascading failures and even the destruction damaged ships. Non-Combat vessels, massively outclassed combat vessels, or vessels ordered not to engage, will attempt to create distance at sublight speed before making an FTL jump when forced into a combat encounter.

After a battle, if there are any ships capable of towing, derelicts from destroyed vessels can be hauled back by whichever side gained area control. Such derelicts can be scrapped for resources and a look at the operational parameters of surviving equipment. With base salvage technology, resource yields for such salvage will not exceed 10% of its original value.


Planetary Combat
Planetary combat is split into two parts, planetary bombardment and landings.

Planetary bombardment serves two purposes. First, it can allow attackers to 'soften up' strategic ground targets in order for later landing forces to have an easier time actually invading. Second, it can be used to inflict quick economic damage on an adversary without actually needing to spend the resources on a full-on invasion fleet of transports. At start, you have two flavors of bombardment: soft target bombardment and hard target bombardment. Hard target bombardment attempts to hit military installations and defensive infrastructure, reducing their efficacy, and potentially reducing the army value of a planet. If there are no defensive armies and a planet's defense grid is destroyed, the resistance to capture the world will be minimal- assuming that the other nation hasn't done hijinx to the contrary.

While that sounds nice, Hard targets, true to their name, are usually hardened against bombardment. In some cases you may find yourself in a position where you don't have time, resources, or firepower to start hammering down defenses so you can send in an invasion force. Still, if you can manage to get a fleet around an enemy planet, you want to try and deal damage. That's where soft-target bombardment is helpful. True to its name, it attempts to hit the soft targets of your opponent's economic infrastructure- farms, research labs, mines, etc.  Destroying these not only reduces the amount of resources they get per turn, but forces them to spend money rebuilding. Of course, in an ideal world you'd like to capture a planet with most of the soft targets intact so you don't have to rebuild them yourself (see Planets and Planetary infrastructure), but war doesn't always allow for ideal worlds.

You may be able to spend designs and revisions to improve the efficacy of or prioritize certain targets with orbital bombardment.

Planetary landings require transports filled with troops. Landing regiments then face pushback against defense forces, directly engaging ground forces in a bid to conquer strategic positions. Importantly, basic ground troops do not inflict damage to infrastructure. They target enemy troops and attempt to capture strategic areas to control the planet, and thus any surviving infrastructure is turned over to attackers. Ground attacks do not utilize tactics. Regiments of troops are assumed to include a mix of infantry and transports. However, more advanced or specialized units, such has high-power mecha, artillery cannons, elite psychic infantry, air support, or unspeakable eldritch horrors the size of small mountains, may be manufactured and added as attachments to basic regiments. Basically, if it's expensive to build/train, it'll be its own special attachment, not part of a standard invasion regiment.

If the attackers are doing well against the defenders, they'll begin to gain dominion over the planet. Dominion is represented as x/10, and represents how close you are to being able to control the important parts of the planet. 10/10 Dominion doesn't necessarily mean that you own and actively patrol every inch of territory, it just means that you're free to rain fire and death on anyone who wants to question whether you own any particular piece of territory. Depending on how well matched opposing forces are, dominion will be gained/lost at a rate of 1-4 per turn. A gain of 1 point of dominion indicates that any edge over the enemy is a slim one that could be turned aside easily, and may be wholly dependent on the fickle whim of fate. If forces are evenly matched, a coin will be flipped to see which side gains 1 dominion. A gain of 2 dominion indicates that there is a definite advantage over the enemy, but that the enemy is still able to put up a strong resistance, or that the advantage cannot be easily leveraged to control territory. A gain of 3 dominion indicates clear advantage over the enemy, where the majority of encounters end in retreat and the enemy is only able to mount a significant resistance at critical points. A gain of 4 dominion indicates that the enemy is being routed in every engagement, and that attacking forces have only to find their enemy to destroy them.

It should be noted that while certain special units, such as a massive abomination or a temporally unstable supersoldier may be able to devastate armies on their own, there's nothing like thousands of boots to actually take ground and root out the enemy.



Definitions and Resources

Spoiler: How Rolling Will Work (click to show/hide)


Spoiler: Combat Essentials (click to show/hide)





Setting Modifiers

Soft-Serve Science: You want your reactor to run off the power of a forsaken psionic child channeling the energy of a dark star God? Sounds great, just give me a write-up. This isn't a hard science game- this is a game where one could conceivably get away with SPEHSS MAHRENS and SPEHSS MAGICKS, not one where I'm going to nag you over perfectly reasonable details of science and 'but reality doesn't do that'. I'm not going to make you write a paper on the exact physics that justify a waveforce shield or a mantra powered Buddhism laser- but you do need to beware the golden rule of the universe: 'Shit ain't Free'. Everything, no matter how advanced, has a price. Actions have Consequences.

Begin at your Beginnings: This game will have a special opening phase, seven turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.

Everybody in Space Sciences English: Everybody has the same FTL drive technology, the Bore Drive. You can dick with it as you will, justify it however you want, and re-flavor how you generate the bore as you wish. Mechanically, however, everyone starts on the same FTL playing field.



    Batreps
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    14
    ጪስ ዎርልድ iስ ኔቼ ልድ ኖር ዮንግ። ት ሀስ ቤeን ዮንግ ቾንትሌስስ ቲሜስ፣ ኑርቱሪnግ ች ረቼስ ስ ችይ ስትሩግግሌ ቶ ንዴrስተንድ ች ዎርልድ ሮንድ ቼም፣ ቶ ትሬገiን ልል ቸት ሀሤ ለስት፣ ንድ ቶ ንዴስተንድ ች ጶዌr ቸት ቡርንስ ዊቺ ቼም።
    This world is neither old nor young. It has been young countless times, nurturing the races as they struggle to understand the world around them, to regain all they have lost, and to understand the power that burns within them.

    ጪስ ዎርልድ ስ ኔቼ ልድ ኖር ዮንግ። ት ሀስ ቤን ልድ ቾንትሌስስ ቲሜስ፣ ቾሤሬድ ን ች ግሎሪስ ሞኑሜንትስ ቶ ምጲሬስ ኖው ዴቸዴንት፣ ንድ ውኔድ ብይ ሜን ንድ ዎሜን ቾንፊዴንት ቸት ቼይ ሀሤ ሪሴን ቦሥቼ ሤrይ ጞስት ፍ ቼ ፈዴድ ጰስት።
    This world is neither old nor young.  It has been old countless times, covered in the glorious monuments to empires now decadent, and owned by men and women confident that they have risen above every ghost from the faded past.

    ጪስ ዎርልድ ስ ኔiቼr ልድ ኖር ዮንግ፣ ፎር ት ሀስ ቤን ሬቦርን ን ኔንዲnግ ችይችሌ። ጾሜቲሜስ ት ች ሀንድ ፍ ነቱሬስ ውሂምስይ፣ ሶmቲሜስ ዱ ቶ ሚስተኬ ፍ መጊች፣ ንድ ሶምቲሜስ ት ስ ሬቦርን ስ ች ለስት ዴስጴቴ ችት ፍ  ፈዴድ ቺሢሊዘቲን ቸት ክኖውስ ሬቢርች iስ ቼ ንልይ ቾንቲኑንቼ።
    This world is neither old nor young, for it has been reborn in unending cycle. Sometimes at the hand of nature's whimsy, sometimes due to mistake of magic, and sometimes it is reborn as the last desperate act of a faded civilization that knows rebirth is the only continuance.

    ጪሢሊዘቲን ሀስ ሪሴን ንድ ፈልሌን፣ ፍሮ ዎምብ ቶ ቶቤ፣ ቾንትሌስስ ቲሜስ። ጬ ዎልድ ስ ፊልሌድ ዊች ቼ ሬሊችስ ንድ ሩiንስ ፍ ቾሰንድ ችይችሌስ፣ ቼ ንዴስተንዲግ ፍ ቼም ልል ቡት ሎስት ቶ ቼ ረቼስ ቸት ኖው ወልክ፣ ቡት ቸት ስ ችሀንጊግ። ት ስ ቹርሬንትልይ ቼ ጌ ፍ ቼ ፕሪnቼ፣ ውሄን ቼ ግረስጵ ፍ መን ቤጊስ ቶ ቸርችህ ጵ ቶ ሂስ ሬችህ ንድ ን ጌ ፍ ኅጰንሲን ንድ ሬዲስቾሤrይ ስ ቤሁን።
    Civilization has risen and fallen, from womb to tomb, countless times. The world is filled with the relics and ruins of a thousand cycles, the understanding of them all but lost to the races that now walk, but that is changing. It is currently the age of the Prince, when the grasp of man begins to catch up to his reach and an age of expansion and rediscovery is begun.

    ጤት ልል ስተንድ ዊቺን ቼ ፍሊኬሪንግ ሸዶውስ ፍ ቼ ጰስት፣ ጰሌ ንድ ሢሢድ ሬፍሌችቲንስ ፍ ቼ ዎርልድስ ቸት ቸሜ ቤፎሬ፣ ሴኪnግ ቶ ስቸጴ ቼ ቾንፊስ ፍ ሂስቶርይስ ፙርሮር።
    Yet all stand within the flickering shadows of the past, pale and vivid reflections of the worlds that came before, seeking to escape the confines of history's Mirror.




    In the short form, this will be a game with a stat based (but mostly freeform) RP side, broken up with tactical combat segments based on your prior decisions. Slightly more specifically, you're four reasonably well equipped, but also dirt poor, mercenaries in a world that's locked in a perpetual cycle of rebirth. You're surrounded by the ruins of past empires, maybe from the last cycle, maybe from many cycles before. The age you live in is young. Savagery has been beaten back, cities and civilization thrive, and people begin to look towards the ruins of the past with curiosity and longing for similar greatness- instead of fear and superstition.

    However, with youth comes growing pains. The edges of civilized lands are rife with barbaric peoples and savage beasts. The ruins of the past still brim with horrors and unimaginable treasures, and there's plenty of room for a group of dangerous folk such as yourselves to make a good living. Even to be known as more than simple mercenaries and retire with a comfortable nook carved out in history- if the cards are played right.

    Your small group has found an opportunity to stake a hinterland claim, a finders-keepers dream. Or, in this case, an exterminator-renovators dream. You'll get more details when play begins, but that's your basic setup for your first Expedition.



    Yes, the rulebook I made is... significant. If that's a barrier to entry, then I apologize. If you need help with any particular aspect, don't hesitate to ask. There were a couple revisions since the original, so it's entirely possible that there's a nonsense section or two.

    If you'd like the Cliff notes of how the game works, it's a small group tactics with an emphasis on semi-determinism and strategic thinking over good die-rolls and powerbuilding. Granted, there's some power building aspects with item synergies, but the best build in the world can be cut down by a masterful maneuver. Even if you do get brought down, it's not the end of the world. Actually dying for good takes either time or suicidal effort, so it's alright to make mistakes occasionally. Your actual action strings are PM'd to me, so if you're going to work together as a team you're going to have to actually talk to one another- not just rely on everyone reading your action.

    I'm looking for four people. There's a forum friendly copy/paste character sheet in the rulebook.

    (If you see part of the top message as a crapton of rectangles, then you're either on a phone or an older OS that doesn't do extended unicode)



    Current Adventuring Party

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    Spoiler: Gwynfor Lloyd (RGU) (click to show/hide)
    4.


    15
    Forum Games and Roleplaying / Insurrection | The Authority
    « on: January 06, 2018, 12:14:09 pm »
    This is the Authority thread. You should probably stay out if you're an Resistance malcontent.

    Link back to Main




    It is with heavy heart and mind that we must admit that this City is sick. Would that we could claim this sickness as akin to a cancer, a dementia, or some other unpredictable and incurable malady. In that case we could wring our hands and ask some higher power what we did to to deserve this, we could blame the world, blame whatever Gods we hold dear, and blame anyone but ourselves.

    Yet this is not the case. We did see this coming, we could have done something earlier, and now we reap this bitter harvest.

    This is not a cancer, it is an infection. We saw the wound, and we believed that our citizens could handle it. As the edges reddened, we told ourselves it was a passing issue, a transient clash of ideals. A momentary phase in society. As our people began to disengage from their productive lives, as crime began to rise, and the good man was increasingly corrupted by the vilest dregs still able to call themselves human- We covered the wound up with bandages, and tried to forget the aching pain of division among us.

    Yet hiding the wound merely allowed it fester in silence. Now the infection is spreading. Institutions that were once revered for their respect for society have become corrupt. The crime of the underbelly has risen, boiling up into new power structures that are now to entrenched to merely excise. The bandage we had made is soaked with the pus of lawlessness and crime, and we ourselves are forced to use the fullest extent of the law in order to cut away the damaged tissue.

    One would think our people would understand. This infection will destroy this city if it is not removed, and though we must make strange bedfellows in our war, it is only to turn the infection against itself. Yet they do not. The cry injustice as we crack down on those propagating the disease, they fight to keep the wound hidden, for in there mind it is better to endure the pain they have always known than to allow us to do what must be done to save them- to heal them all. We understand this panic, it is the same panic that is present whenever the established order of things is upset, when security ceases to exist, when all that was previously protected by the laws of man is suddenly placed at the mercy of brutal, unreasoning force. It is a blind panic that pushes away the only force that can save it. It is the panic of a wounded animal in a trap, and we must stand fast and ignore the cries for mercy in order to serve the greater good.

    The surgeon's blade must cut into healthy tissue in order to be sure that the rot is fully removed. We recognize that innocent lives may get caught up in our work, and though each life lost pains us, we must recognize that there is no civilization without sacrifice. 

    We will reestablish Justice, Reason, and the Rule of Law.

    Whatever the cost.


    Authority Starter Set



    You will now have three special turns of card designing before the game begins. On each of these special turns, you can manipulate your deck freely (instead of a single one-to-many swap) and you can design/revise two cards.

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