Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Tyrant Leviathan

Pages: 1 2 [3] 4
31
Set on the world of McCragg. With its fjords, glaciers, grass land and Tagus. The base of operations is Mt Ebony. Rather, inside of the Mountain. As the mountain has been worked within to be a army base and testing site.

Hell in the beginning the colonists has to deal with Kaunu monsters that threaten to devour the planets resources and themselves. Emperor willing, they defeated said monsters.

Currently there are two of five enemy actions going on this turn.

The “ Federation Of Freed Worlds” is attacking the Eim world of Awutila prime.

The Gaia Shield, And Forge Sect have been stationed to help.


The second being the “ Purifiers” attacking the urban world of Telidus 4. The bird like monsters wish to kill all non members of their race. And notes for savagery.

The Hands Of God have a church there, hence they are there. Also Science Corp there.

The Navy is currently probing space to find Federatio. Worlds for offense.


The Empires Sword are training their replacement troops before another tour.


How this works:

Get two credits each turn. Get to design or improve designs and assign them to faction. In good battle results more factions favor your design team. So get more resources and good stuff.


Stops when all imperial enemies are dead/taken care of.


Hub  thread for faction tools.

http://www.bay12forums.com/smf/index.php?topic=171514.msg7815265#msg7815265


32
Forum Games and Roleplaying / Imperial Arms Race: Hub thread
« on: July 24, 2018, 05:30:04 pm »
There is no joy. There is only duty. There is no want, only need.

http://www.bay12forums.com/smf/index.php?topic=171594.0

Ministorum Bellum above.

http://www.bay12forums.com/smf/index.php?topic=171595.0

^ Zhizun Qing team

Welcome to the 42nd Century. Life sucks as the Human Empire stretches the Stars. And now alien threats appear.

The branches of the Imperial Forces are trying to deal with the invaders.

Empires Sword: Basically 40k Space marines. Multiple chapters of augmented Super humans who seek to kill the enemy

Gaia’s Shield: The Imperial Guard. Human tides of more mundane ordinance.

Forge Sect: Tech worshipping engineers who can fight back.

Navy: All the star ships and such.

The Hands Of God: Extremely devoted religion fighters of the Beo Trinity Church.

The Science Corps: The crazy Sony a butchs who try making new things work. Stranger the better.


The two sides in this game are Favrixator Guilds. Supplies who gave two designs and revisions each phase and aid upbto two factions. Results? Well there are rewards.

As in this game completing for Glory, Fame and Pride. As your faction leaders were comrades who went different paths.


This is the Hib thread. For updates, item log of what already exists and enemy updates.


1/12 System. Get negative modifiers only if it’s that absurd. ( This is soft sci fi though.)


Also each faction has units and such. Your to try to make new tools or make own units up and upgrade pre existing ones.



As for Factions


Ministorum Bellum: The founders of the Celestial Academy And main backer in the warvefforts. Founded by Vorian Del Hazat.


Zhizun Qingbao: Translated to “ The Supreme Intelligence.” Founded by Lao The Grrat. This faction made science options possible in the Empire and seek to defeat Vorians Shadow.



Guys, pick your sides. Going to update what every faction has, summary of enemies. Then the splinter posts.

There are no resource limits as it’s super high tech and many worlds. So do not bring it up.

The only named stuff are speciality, which are awarded and did cool things..


As for advantages or differences.

Bellum are best buddies with Empires Sword and Hands Of God. More likely they sponsor.


Zhizun is more Gaia’s Shield and Science Corp.

Navy and Forge are neutral.

Now, pick your side.

33
Forum Games and Roleplaying / God Quest: The game
« on: May 31, 2018, 02:28:12 pm »
Here is link to sign up. http://www.bay12forums.com/smf/index.php?topic=170703.0


Below? The actual role playing.


IC


It came to be that in reality, it was a Macroverse. A massive wheel shaped reality matrix of twelve clusters of multiverses, a planar sea to travel through/isolation. And two realms inside the planar sea. The Inferum and the Land Of Light. Yes, Heaven and Hell are neighbors, and their fighting disrupted the reality Matrix. Which shattered into so many bits Across time and space. What would it take, to restore it?


In the land of light. There he was. The Divine Beast Who finally broke out of his holding cell that was for millienal and as he broke out. Saw the holy and infernal fighting each other. What did he do? He propelled his sixty foot tall body to them and smashed them all. He hated the inferals for he was grown as a weapon to defeat them. And as for Hist? They had the nerve to inprison him. As both sides laid Dead and turning to dust he remarks on a statue holding a lovely orange stone. He smashes it free and grabs hold. Feeling his life returning to his body as he notes a Celestial shift going off to patrol the planar sea. He bonds off the white granite into the Heavens. Lashing on to the ship, rocking it before seeing scattered worlds in the chaotic seas of energy. He proceeds to project himself to such a world and warps there.


The process wore him out as he had been inprisoned for so long. As he was on a world apparently, in Ruin. And the gem is glowing and making a Laser Of Light piercing the weird space stuff to the east. What?! More magic rocks?! Seems interesting. But for now has to sleep it off. He was draining the energies of the planar as a energy source. As he wakes up, notes big frog bastards rushing toward him. He grits his teeth. Ready for battle. He opens his mouth and focus.

Die roll

17/20

Big, fearsome black orbs of destruction flung out of his maw, blasting them to ashes. As he then projects again. Bouncing off floating pieces of planar material. To see what new gem it is.

(That will take three turns. Due to location/nature of space he is in and not having a ship.)

34
Pick a gem:
1:Red
2:Blue
3:Green
4:Gold
5:Yellow
6:Orange
7:Pink
8:Purple
9:White
10:Black
11:Scarlet
12:Jade
13:Teal
14:Brown
15:Chrome
16: Prism
17: Bronze
18: Silver
19: Clear
20: Violet

Stats: Minimal is 1. 20 is max. Start with 85 points.


Spoiler (click to show/hide)


Perks: Have up to 5.For starting off. Note there are limits for perks the allies/family members have. Other perks can be built/earned.

Spoiler (click to show/hide)

Divine powers: Have up to 5. That’s it. Cannot get more unless gem grants it.

Spoiler (click to show/hide)

Edit: Macro Verse arena for now. Will define ships at latter date.

35
Forum Games and Roleplaying / Orbiter: Last Tribe. The Forge Patrol
« on: April 28, 2018, 12:53:40 am »
Spoiler (click to show/hide)

The last clan. This is a SG game with Arms Race sections. And finite resources that keeps players thinking and going. Must get new people to fill number so tasks can be done. But need to feed and arm them too.

This tribes big advantage is they get to make a whole lot of crazy stuff. Limited though as the Factory needs mass to work with. Finite resources and people.

Each and every one a actual person. Not a nameless meat shield like your typical war game.

And yes when it gets some attention will post the first situations. Too late into the morning to start now.

36
Forum Games and Roleplaying / Orbiter: The Blackguard Head quarters
« on: April 28, 2018, 12:45:19 am »
Spoiler (click to show/hide)


The third tribe. Corrected the spoiler tag. Have fun.

37
Forum Games and Roleplaying / Orbiter: Sneaky Potatoes Hide Out
« on: April 28, 2018, 12:36:19 am »
Spoiler (click to show/hide)

In Spoilers is another tribe for Orbiter game.

It is a SG with Arms Race elements with more complex strategies. In that resources/people are actually finite. Sign up here if you want to join this team. Can have alliance with one other tribe too.

Please note after some (if) activity in signing up. I am rolling for Armory bonus to see what sweet toys your team starts with that is extra.

38
Forum Games and Roleplaying / Orbiter: The Coalition Sector
« on: April 28, 2018, 12:28:39 am »
Spoiler (click to show/hide)

That is the clan write up in Spoilers.

How to play this game: Interested people who want to sign up can and play with the clan in question.

It will be a SG game in which you order clansfolk to do work and try to thrive/survive.

Everyone once in a while get Arms Race mode where votes decide what gets made and so forth. A interesting feature are alliances. Can have one ally. Pc or npc you run across. Please note this can fall apart and not cool to spill the beans if then ally with a sworn enemy.

It should be noted there is a combat system of die rolls and such. Depending on condition of troops, gear and tactics. Please also note this is not your standard army system.

Your limited to six hundred (700 if Children take dangerous jobs.)

Yes, finite Troops. The way to get more manpower is accept npc outsiders. Find cryosleep banks and wake them up, defeat a enemy and get them to serve, Hell Can Even make your own robots.

Includes battle pets.

Or babies made and time lapse they grow. (As starting kids age too.)

The other factor that is different is that resources are finite. I will copy and paste the resources but food and ammo and crafts led are finite. Must have workers tending make shift farm land, hunt animals or even trade to get what you want. Hell there is a npc faction that goes around just for trade (best not fight, its possible but their loaded to the gills. Especially since ammo is like cash and they have batteries for energy weapons.)

So yes. This is thread to sign up for this side. There are three left.


As for rules of game, have fun. Think of cool stuff to do, and do not salty.

39
Forum Games and Roleplaying / Orbiter: The End
« on: April 25, 2018, 05:28:50 pm »
Well I did it. Made all four threads.

Since Generation no longer needed replaced it with this. The links to the threads.


http://www.bay12forums.com/smf/index.php?topic=170468.0

^ Glasses tribe

http://www.bay12forums.com/smf/index.php?topic=170469.0

^ Leodandy


http://www.bay12forums.com/smf/index.php?topic=170470.0

^ Crazyabes tribe



http://www.bay12forums.com/smf/index.php?topic=170472.0

^ Madman’s thread. Well hope it picks up. Got situations in mind.


Well due to popular demand. The OP will discuss stats and things.

Clan stats.

Combat: At 1-4 Get a negative modifier on Combat. 5-8 Get no modifier at all. And from there every four levels is a plus. 9-12 is +1. 13-16 is + 2 And 17-20 is + 3 in Combat. Attacking, defending, how wired your readiness and reaction time is.

Tech: How well you work with complex ancestor tech in events. It also affects how complex your inventions in Arms Race can be. Because if your day level four and try making a teleported, well get minus modifier to it. Where at 20 Get a plus modifier to over ride complexity.

Explore: How fast your people move through wilderness and how likely not to be detected. Though sensors, scanners and stuff can null it. Also cuts travel time down, as in going through environments take less day travel. And finally modifies how likely your explorers survive in the wild should they sleep out in the wild.

Search: Dicates how likely to find and how useful it is. More points in, better results.

Craft: This is super important as it decides how well you craft home made items and the resource price of said item. Higher means only the minimal is needed.

Engineering: How likely building things base wise will work.

Farm: Okay this one is simple. Each level of this is represent with two zeros at end of stat. 1 is 100 food Units (plant) while 20 is in reality 2,000.

Tame: Like farm but animal food And decides to tame wild animals and bring them to fold. Also animal resources (meat, hide, chitin, and bone) And If one started in higher level got exotic critters at start (Beast Lords/Nonads are proof.)

Medical: The more points spent in this. More likely your people will survive injuries, poison, disease and chance of recovering fast. So less chance of cripple/retirement.


As for treasures. I am making the list treasures no one has or is npc controlled.

Spoiler (click to show/hide)


Generation Rules:

Every twenty turns a generation passes. Each generation, leader characters get older and officers and more people show up in clans. Thinking current time limit is 120 or 6 generations. There are ways to extend time limit.

Also this is a different SG because here it affects growth of colony/tribe in stats and situation.


Book of Law: Basically allows or disbands new ideas.

Arms Race: Three rolls. 1/6 each.

Three catergories are actual realization of project. ( 1 means it never leaves resting, let alone usable. While 6 is mastery.)

Next is “price” or how easy to make.

1 means only one tops. 6 means whole base can have it with time.

Last is bugs/Bonus. At 1 bs fudge up system with a draw back. 3-4 means no bug but no boob. 5-6 means boom or a bonus feature that makes it even more useful.

To follow: Item list. Which is below. Will do stats of them latter.


Spoiler (click to show/hide)

Last thing to do is Resources. Looking them up again as I got it on this thread.

Spoiler (click to show/hide)

And I know I keep throwing the term tactics. So here we go with that.

Spoiler (click to show/hide)

Another note: Officers.

Their roll: Extend 3 commands a turn up to 7. ( need two for that. As max a person can do is three.) and the rest?  Plus modifiers in tribe actions.

Say have a warrior officer that leads troop, they get modifier.

Doctor officer? Less people dying.

Scholar? More likely to use the old tech.

And so forth.

If/when a leader dies a officer replaces them. If there is no chain of command, redo leader picks as one of the tribe takes over.  As generations go by, people will die/be hindered due to old age. ( so unless invested in some things. People will die.) Though each generation turn (set at twenty) well. A bunch of villagers/tribals added into ranks anyway.

Last and final, the hidden stat revealed. Hope.

Spoiler (click to show/hide)

40
Forum Games and Roleplaying / Myth: Truth of the Gods
« on: April 11, 2018, 12:32:01 pm »
Premise: It is like that necromancer rpg Thing avwhile back. But this time involving Gods. No, not classic Divine Gods either. These beings, the Celestials were hyper advanced aliens who survived the death of previous universe. Helped in Big Bang And now monitor their new home and creation. Though it is not always sunshine and flowers.

In the beginning, there was nothing but us.

Cue empty space that is compressing, a massive space ship caught in the middle of this. As the people inside spoke in strange tongues and energy flares up from the ship. As the energy shields flare up as a explosion, thus began the Big Bang. Birth of our current universe as time space ruptured into veingbagain. As a secondary thing comes out. A machine of sorts that goes about making progress and  Affecting  quantum  fields.


Time passes as the Celestials ventured into the infant universe and set up camp. Constructing a Dyson sphere around a star, with two others nearby. This would be their new home.

The name?

Lumariana, The Land Of Light

Time skip

-

The world is beautiful, simply beautiful. As the layers of Dyson sphere are littered with people and homes. The surface is something to behold, with floating cities, green life everywhere. There were three oceans, two cities of Golden material. Lastly seven massive cybernetic/organic trees that were three hundred feet tall. In the middle of each ocean a island. Each serving a purpose.

One was the Birthing Matrix, Where new Celestials come from, the second? A wormhole generator to go anywhere in known space if there was cause.

The last? The great castle, Praetoria. With its mighty turreted walls and castle. Where the All Father currently resides.

Your role in all of this? You are a neophyte, a young Celestial who does not even know the history of the people. Your job? What All Father says. Good luck.

Character creation: Select stuff, voting. Most popular is canon.

Name:
Gender:
What makes you special? (Pick only one from below.)
- Body is high tolerate to augmentation, means cyber/bio ware.
- You were not born in a birthing matrix, your a natural celestial.
- Were taught how to channel the Cidrx at a young age, translation: Space magic.
- You spent time with artificers in your youth (start off with three things, I roll for what.)

Weapon of choice: Pick a weapon, sword, gun, axe, staff, etc. Not making a list this time.



Actual background story made when character is designed.

41
Forum Games and Roleplaying / Battle World: Lets rock
« on: December 04, 2017, 05:02:51 pm »
Cue the scene of a masked man sitting on a throne in space. With a wave of his hand, a massive planet forms in seconds with core, crust and surface. Then comes Life, then comes portals.


" To those who wish to display their power. This world, is to be your playground."


Cue people sucked up in portals and brought there.

" Good? Evil? These are merely labels. All there is here. Is a love of combat."


Rules/ Setup: Its like Kill the God Modder, except it's everyone for themselves and no destroying battle World planet or universe.


The more impressive your hax combat is, it works. Can be comedy or serious as all are invited.

The man in seat is barred from being attacked or all of battle World, including guests will die. Should you get beaten down, you merely red pawn or punch in a new character or do both and make your own team in time.


As for my role? As throne guy I mix the stuff up, and send my own guys to make it interesting. Just want a combat rpg game rules light and full of possiblites. And rping can occur in defining their plots and arcs and such.


Character creation is simple, name, appearance given and fighting style. Then have them sucked in.

42
Forum Games and Roleplaying / Imperial Commander: Rise from the Shadows
« on: October 23, 2017, 04:19:24 pm »
We are all that is left.

It is ten years after the Fall, when Mankind's great Empire fragmented, its armies destroyed, the Fleet scattered.
We are all that is left.


The Imperium was huge, covering perhaps 70% of the Milky Way. Yet due to interstellar storms, failing technology, wars over interests, and a failing dynasty, the Empire dissolved. Only five sectors are still loyal, not counting Sol itself, the very cradle of Humanity. We are all that's left of the Loyalists, but change beckons. Sol is secure, the local rebellions are quelled. The time is almost here to expand once more.


Phase 1: Missions


- Strange lights have spooked the residents of Sirius five. Who will respond?

- There have been strange sightings in the northwest sector. Who will engage?

- Pilgrims from Holy Terra request a escort to colonize a new, sacred world they have observed, and we must ensure their safety as they found their new colony.

- There have been distress calls in the Foresnia sector. Who wishes to respond?

How this works: There are currently three commanders. You guys decide who takes which mission, the fourth will be removed and the others can help you in your own missions. Each mission leads to different things.


Phase Two: Designs

This is the most important part of game play, designing new devices or technologies. NPCs will offer access to archives for the tech you do not have (no roll needed but they have a big for balance issues.)


If you wish to join, http://www.bay12forums.com/smf/index.php?topic=167648.0
That's sign up/discuss thread.

Happy hunting commanders. More character and Empire fluff will show up as missions unfold. Story will ensue---you have been warned!

43
Forum Games and Roleplaying / Imperial Commander ooc/ sign up.
« on: September 29, 2017, 01:58:52 pm »
Hello all. I wanted d to make a Warhammer40K/Sci fi themed arms race deal that is player vs npc. In which the community plays a commander vs threats to empire. Instead of the 40K Empire though, you will get to pick what sort of empire you fight for and officer/company notes. But your starting tech and units are pre made and pre selected with good ole dice.

BUT instead of a tech tree in which pre made things are for grabs, it's a honest to God Arms race in you the community get to make the rest of it up and have fun at being creative.

There are up to 7 enemies. I rolled enemy die. It got a one. So only one, so far. If it picks up and people like it, other npcs will show up. And some show up via event or even by choice of you guys, the players.

Rules:

First is mission statement made by GM, up to three missions to divide efforts into to securing the Empire.

Second is design phase. Inventing for current phase. Your company archivist who has access to Imperial files can offer insight into a previous design. Though your boss may make suggestions sometimes.

Also Revise anything on your gear or just made to work out the bugs.

Third is  tactics phase. Where you use tactics points to aid in upcoming battles. Roll for results. Get third pre made plans, get to make up a fourth. This section is like a SG deal with A, B, C and option D is your own idea. Command points used here and consequences will happen. In deciding what gear and how to use it.

Fourth is battle phase. Prayer and die rolls here as everything mashes up. It also depends which tactics were picked to tip the scales.




Player creation stuff:

Commander name:

Company name:

Empire type: (Pick 1)
A: Your Side are the Good Empire/Republic/Etc of Humanity and keeping it from threats foreign and domestic.

Pro: People love you. Starting out. Also if not at war, can deploy "diplomacy" with the more reasonable aliens. (If they are rolled that is.)

Con: Too many known ethics scandals or "bad guy" deals leads to Rebel Enemy generation.


B: The Empire is in the middle of growing outwards and need strong leadership to make use of it. Can you achieve glory?

Pro: Empire cares not for Atrocities, so turn a blind eye. Also can still wheel and "deal" with foreign threats.

Con: Resource split as everyone is expanding

C: The Empire you serve are flat out evil and must be served to keep it going, by crushing the rebels, burn the alien, and keep order going.

Pro: The Empire with most resources/units available.

Con: The Rebels are guaranteed to show up. And got to enslave/genocide all enemies.

D: The Empire is in decline and your just a loyal officer trying to hold back the tide.

Pro: Maximum allowance of starting tech from start as your at wits end.

Con: Good luck keeping it together.

E: It is more of a Imperial Cult in which big guy does not rule but church does.

Pro: People care not for how you fight the war. They are ignorant. Start with all religion units.

Con: Lots of infighting and internal conflict will whittle you down.

F: A secular order that is trying to claim back dominance.

Pro: You are truly the commander. Maximum command points as their is no high command. It's you and fellow commanders. Pretty much warlords at this point.

Con: That's a lot to cover. Aside aliens and rolled "independent planets" you have to back track to find humanities lost worlds. Earth is included.

Commander Mindset: pick one from below.
Sanguine: Very high spirits and think your army is invincible. Kill the enemy, let the blood flow.

Pro: Army under service gets relentless. As they do not know to stop except when enemy is dead.
Due to training this way. Are good at the attack.
Con: They suffer resource flaw as they constantly demand troops to fill in the ranks. (High morality rate, as they are hesitate to withdraw.)

Stoic: This officer speaks a few, strong words. Action speaks louder than words.
Pro: Whatever you do actually order will get done. Your men have been taught that way.
Con: Command rating is down due to lack of commands given.

Maverick: You are an upstart who has thrown away the rule book and play by your standard. The soldiers love you for it as you value their lives, command, not so much.
Pro: Morale, and bonus tactic points on tactics phase.
Con: Less resources/fend for yourself. As command hates you.

Pious: You are a devote commander to the faith and drill it into the minds and souls of those under you.
Pro: Bonus with such troops (Tribals, Pilgrims, Templar  and Monks.)
Con: Mentats and Scholars do not like it as much.

Watchful: Super caution and by the books. You do not just rush into a fight.
Pro: Less likely to fall into enemy traps.
Con: Less command points as focus on a few main things.

Head Strong: The best way to lead the team is to be among them. Do you want to live forever!? I thought not!
Pro: You yourself get to go into a battle zone in super hero unit status, giving positive roll mods to theatre.
Con: You can be killed, then need replacing.


Doctrine:Pick three from below.
Fast Deployment: Troops get into field fast, really fast. To surprise enemy in flanks and outnumber tactics.

Trench Warfare: Dig in, shrug off the volley, return volley and keep on fighting until too tired or other guy is dead.

Intense Hand to Hand: A good deal of training into melee and hand to hand combat.

Sharp Shooters: Taught how to shoot with all avaible guns, for sake of being handy with fire arms.

Covert Ops: Know how to do sneak missions and hurt the enemy in hidden ways.

Field Craft: Reduce resources needed in knowing how to fend off needs with the land, and whats available. Knowing how to be your own improve mechanic.

Heavy Fire Power: Have access to really big guns. Squad support ones anyway.

Iron Discipline: tougher to break up or fall back as with a iron will bestowed to troops, they will not falter.

Bigger is Better: With this your tanks, cannon encampments, mecha, etc can be built/deployed at very big levels in scale. For sheer scale effect and bigger boom. ( If having armor/mechanized units. Can go insanely huge. Like Bane Blade or Imperial Titan size.)


Death from Above: Know that to rule the air is to rule battlefield. Air strikes, paratroops, lifts, carry, strafing runs, that sort of thing.


Home World: Below are options for your starting base world.

Death World: Your home base is a Death World. Where the plants and animals are out to kill humans.

Pro: Tougher troops.
Con: Recruit troops may die based on rolls.

Fortress World: World on the fringe, under constant attack by a enemy. Now whole populace is in a encamped city armed to the teeth.
Pro: Pick a enemy, bonus against.
Con: Constantly have to spend time and effort defending world from said enemy. ( Not to mention another enemy generated from enemy list.)


Halo World: Massive artificial super world that equals to four worlds encircling a star. Rich due to matter inside and a preserve for all things.

Pro:  Rolling in resources if starter.

Con: Huge! So a lot to defend.


Forge World: Having this under your protection will led a huge boost to your effort.
Pro: More mass produced stuff/resources to you. All things manifested in arms race is a tier cheaper too.

Con: Must protect said world, at all costs.

Temple World: Your world is a holy world.

Pro: Holy units love it here and more flock here to serve.

Con: Of course gotta protect for bonus.

Scholar World: One of the scholar worlds.
Pro: Being a school of warfare techniques. More options on tactics phase.

Con: Of course you gotta defend it.

Lost World: Your home world was lost to the enemy.
Pro: Get massive bonus against chosen enemy who did it. All enemy forces who can feel fear, get it facing your troops.

Con: no home world as a base, stuck on fleet, or a asteroid until you earn a world.

Gear Bonus: (Start with three.)

Heavy Support: Easier access to bigger guns, bigger vehicles, and such.

Bomb Squad: Start off with bonus explosives to blow stuff up.

Pack Rats: Thieving hands allows to snatch stuff from fallen friend and throw to add to armory. even steal directly. If caught, take penalty. (Roll for that.)

Xeno Beasts: Use xeno beasts as attack pets, steeds, or even in siege warfare.

Modified Weapons: Get to start off for free revised gear of your choosing.

Cyberware: Your flesh and blood types can get cyborg parts/more of than average. ( Get access to cyborg unit creation this way.)

Cameo: Blend in easier with stuff that helps troops to blend in.

War Trophies: Remainders of past victories that strike fear into hearts of the enemy 9If they can feel it that is.)

Not as bad as my first Arms Race. It is asymmetrical but works better if not vs each other that way with space.

Better than Pangaea in that your guys get to decide your own stuff.

Have fun!

44
Plot: Space Empire, was once a great glorious thing. But four hundred years ago it fell apart. The empire divided up into Clans, clans that governed themselves. Each with their own customs and ways of living. This is their stories. Of survival, conquest, and glory. Of strife and discovery. This is the Age.

The Age of

Star Clans.


Two Factors in play.

Research On or Off: If pick Off, I just use this thread also to show off everything in game thread. If Research is on, Do Arms Race Research stuff with creativity.

But said Research Option has a "Web."

Chemistry: Study of molecules and their relationships.

Physics: How things move through space. The kind of stuff Newton would love.

Construction: Building things better, more stuff, and bigger. Helps make things cheaper/build faster.

Social Science: Influence people's minds. Winnnig folk over that way, psychological aspects of science to masses.

Biology: Study of living matter.

Power: Power sources. Form, maintain, and use for weapon. (The Energy in energy weapon.)

Computers: Operational computers, computing power, AI and so forth.

Propulsion: Making things faster travel wise.


Energy Fields: The study of energy bodies and pockets like vibrations, magnetism, and gravity to make energy forms,barriers and such.

Special Notice; Anything we of right now can do on a research level, is free/pre existing here. To loosen things up for more exotic things. (Discount in making it cheap.)

Research if on will be discussed with  players, after Clan setup is picked out.


Second Factor: Clans.


Make your own: My next post instead will be clan creation notes to pick and choose for a unique clan. In which we play.


Pre Selected Clans: Rolled up 5 out of 40 clans to pick from. Bellow are Results. Basic summary of them. (If this clan is picked will go into much more detail to clan life ad what they start with to make them unique.)


Clans:

Shiva: A outer Fringe Clan, that has several Asteroids for resources, a decent fleet, and one world that is mostly a hot desert. Their flag is a six armed person with six swords.

The most notable mention is their warriors are very good. Aside typical warrior caste the Clans employ, the others not of Caste studied martial supremacy at a young age at a sanctum of war.

Sol: The sad reminder of what was once great in the Human Empire. Their flag is the Earth, with wings. Their planet is Earth, and still have Mars and the Moon, with a ring orbiter around the Sun. Very proud people. Their main advantages are the buildings. For they are not a unified people and their wealth has been spent on lavish living and terraforming Mars to be a second Earth. Their fleet can use work. Good news is have the old system to reclaim to get resources again, and the others are too far out to be a problem, for now.

Deacross: These people came from Russian heritage and live on a temperate rain forest world. Their flag is the Mantis, deadliest bug on their world. They are under constant confrontations with their neighbors. Their main assets are their cunning and tricky ways. Also possess nice weapons to keep themselves a sovereign force. THeir fleet is decent in size.

Vulcan: These guys live on a Ash/Volcano world. Very hostile, rich in heat, resources, and radiation. They are excellent researchers and master engineers. These people produce exoskeletons for mine and police/military work. Their fleet is tiny though.

Buu: People of intense religiousness demeanor. These zealots worship the Star Father and make it known. THey have the biggest fleet out of these starting clans, their order is a sect council, and they are not a pacifist group either. Not as high tech as Deacross or Vuclan. But have two worlds worth of people to draw on and counting with refugees joining them for the holy land. 9Said worlds are a Earth type, and a ocean with islands approach.)

As mentioned if pick Create a Clan will bring a list out of what you guys vote on, and the research thing.

Keep Bay12 creavitiness (Which i love) or a big ole net tome of stuff for this thread, you decide.

Hope this takes off.

45
Forum Games and Roleplaying / War of Nu Eden (core thread)
« on: June 23, 2017, 10:38:41 am »
The Human Khanate has stretched far into space but then it stopped. On one of the imperial worlds. Dubbed. Nu Eden, there was a discovery of a worm hole relay. Which means one can go anywhere in space, a theory anyway. This caused the planet, which is a single super continent to divide into North and South. The north want the get in touch with Earth to expand the Khanate stripe. The South want true. Independence and a new more freedom loving society. This is a science fiction themed arms race, but he n a single planet with no space ships. ( can get them though.)

Th two sid s start on the poles. And n esteem are eight binomes and two oceans so vast divid d in two. East and west seas. Each piece of land is five sectors. When all five occupied counts as land for said side.

North and South share some gear but have four unique tech just for them. (Rolling.)

What everyone starts with.

VTOL craft. As gun ships and transports. Apcs, light tanks, fabrication factories.
Really big combat knives that double as bayonets. Pistols,shotguns,battle rifles, sniper rifles foes, rocket launchers and three types of grenades. (Frag,flame, and smoke.) machine guns and flame throwers.


The land masses are tundra, which borders each pole. Then a forest. Alley withmountai s, central jungle and closer to north is a desert. Due to weird weather/tilt of planet. Will make other threads soon. Also unique stuff in said threads.

Notice: Both sides have escorts, destroyers, cruisers, and submarines.


Fire power is our modern Earth standards. Including missiles, no nukes at start.

Pages: 1 2 [3] 4