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Topics - Man of Paper

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1
A tale as old as time: two states with the desire to secure their own futures must clash violently with one another in order to guarantee their own survival. Here and now is no different. Two nations, defined currently only by their players, will have to outwit, outplay, and outkill their opponents in a Great War the likes of which hasn't been seen in ages.

Welcome to the Bay12 v. BPL Great War Arms Race
Me Discord Server
Foreword: We are in an active holding pattern. Further explanation at the bottom.


Hello, fellow Bay12 Forum Games and Roleplaying Goblins. I have opted to bring together the two communities I call my internet home in one glorious, devastatingly savage clash of man and machine, a gory tale of mud and blood. You will be facing off against the Black Pants Legion - an online community of nerds best known for Battletech and Spacestation 13 content on YouTube and a growing community on Twitch run by a bunch of fellas more talented than myself. Over the course of the last week and a half I have run a game here for the creation of an Arms Race map, and thanks to the efforts of the members of this community we have a beautiful battlefield to play on. But before I get ahead of myself, let's go over exactly what an Arms Race is, the rules, and any extra information I can recall.

Spoiler: What Is An Arms Race? (click to show/hide)
Spoiler: Designs and Revisions (click to show/hide)
Spoiler: Difficulty Ratings (click to show/hide)
Spoiler: Results Table (click to show/hide)
Spoiler: Expense Level (click to show/hide)
Spoiler: Combat Phases (click to show/hide)

Spoiler: Preliminary Act (click to show/hide)

Spoiler: I Am The Maptain Now (click to show/hide)
Spoiler: Map Key (click to show/hide)


READ THIS!

This post is here so that the trigger can be pulled the moment the other team is ready. The BPL is currently determining the parameters of a +1 bonus for the setting. Since Bay12 has, what, a decade of experience with the genre and the Legion has none of that, I've decided to let them choose what sort of advancement is lightly favored by the setting. They have free reign - bolt action rifles, teslapunk, organ harvesting, infantry QoL, wizards, the limits are very loose but will always be adjusted to fit into a WW1 setting properly. You will also receive this bonus, and will have a +1 clearly notated as a result of the bonus in any results. You won't ever know explicitly what the parameters for the bonus are from me, which I hope is enough of a balance to make up for the experience gap. We'll see!

Anyway, here we go, doing war crimes again. Feel free to ask questions about rules, theorize on the bpl's ideas, talk shit, or brainstorm while we wait for the proper kickoff. Since the BPL is getting time to mentally prepare, you should too!

2
Forum Games and Roleplaying / Let's Make a Map: Day 8a - Smile Harder
« on: February 01, 2024, 08:21:21 pm »
With my month of bullshit finally behind me, it's time to start up something I wanted to begin as part of my New Year's Resolution:

LET'S MAKE A MAP!


Who?
You! All of you! But nobody else.


What?
You heard me, we're making a map! For, of all things, a very special Arms Race! You don't have to be interested in playing the Arms Race to participate in the Map Making process, but as the game will be between Bay12 and a second community, the larger the collective voice representing this niche community, the better!


When?
Now! Starting from the moment I hit post, you will all have 24 hours to come up with and vote on your favorite terrains for the prompt you are given. You will then be given another prompt to fulfill, and the process will repeat over the course of 7 days.

 
Where?
Here, on the forum! While it is not necessary, you can also join This Discord Server where I will ping people when there are updates.


Why?
With the coming of the new year and two people demolishing my will to continue my previous Arms Race, I decided I'd do something I'd always wanted to do: throw the two communities I enjoy engaging with at one another in a devastating fight to the death. Normally I'd just set up an Arms Race and fire it up, but you guys here have something the other side doesn't: hella experience actually playing arms races. In an effort to provide some level of balance without providing favor to one side, The Black Pants Legion will be using the coming week to determine what sort of proposals receive a natural +1 bonus from the setting. Mechs, chemical weapons, bolt-action rifles, wizards...the parameters of the bonus will be entirely up to them. Both sides will receive the bonus, and it will be notated properly with each result, but the Bay12 team will never be explicitly told what the bonus applies to. But then I thought about how it might be nice to also let you guys have a say in the final battleground. For the sake of being thorough (and not Thoreau), regardless of what receives a bonus, the tech level and setting will be knocked around relative to World War 1.


How?
I'll write a small prompt, and you guys will write up proposals that fulfill any requests made in said prompt. If you like a prompt, you can vote for it using a quote box that includes a name for the proposal, a tally for number of votes, and a list of voter names as follows:

Quote from: Big Ol' Landmass
This Land (2): Toady Two, Tarm
That Land (0):
Your Mom (1): m1895

Note that, while I will be prioritizing using the most popular choice, I will be making a few rough drafts for the final map and may throw some variables in if a vote is very close. Once the seven days are complete I will present the rough drafts for one final vote before we move on. While I hope to start the game itself soon after the map is complete, we will need to wait on making sure the BPL has the proper infrastructure set up and has had any basic beginner questions about Arms Races answered.

--------

The First Natural Barrier/Border

Before defining the land you will be desecrating, we must determine what lies beyond it. For the next 24 hours, you will discuss and determine the following:


What is the natural barrier?

Which direction does it sit in (use cardinal and/or intercardinal directions)?

Provide a brief description of what sort of terrain sits beyond the border.


This first barrier will determine the terrain on the extremes of one of the flanks. The terrain beyond will determine a little fluff for the Arms Race itself, but nothing more.

3
Forum Games and Roleplaying / Entanglement - New Voters Always Welcome
« on: December 02, 2023, 11:37:34 pm »
You are Kevin, a high school junior and varsity basketball player at the climax of the greatest game of the season. Score's tied, the seconds are ticking down on the clock, and you have the ball. The other team's coverage decisions left you open and you can drive the ball straight to the net. You have the opportunity to win the big game for your team while scouts are watching, but one of your teammates calls for the ball. He's a senior, and not only has he been sinking balls all night, but he's also already locked into a college with a solid scholarship. He is the best shot on the team, but he just so happens to be where your coverage headed off to, leaving your teammate outnumbered. Your entire future could rest on the next few seconds.



You are Martin, a recovering alcoholic who just lost his job. No matter what you've done, you just can't shake the feeling like it's never enough to keep everything perfectly on track. You flip a sobriety token between your fingers, nervously rubbing the 7 on one side and the AA on the other. If things go wrong when you do everything right, why not do a little bit wrong if you can at least enjoy yourself? The bartender snaps you out of your thoughts, gesturing to your sobriety token and asking if you're a trade-in as he slides a small glass of whiskey in between you.



Choose:

A. Take the shot.
B. Pass.


Spoiler: Some Information (click to show/hide)

4

Welcome to the newly formed War Council of The Southern Star! As a Royal Engineer it is the responsibility of you and your fellows to ensure the armed forces of The Kingdom of The Southern Star are equipped and deployed in a most efficient manner befitting the realm.

Your first goal is to create the standard issue rifle for the Southern Star Armed Forces. It may be bolt-action or self-loading/semiautomatic, although semiauto firearms are not yet very tried and tested weapons on the battlefield.

The Royal Military has increased its presence on the northern defensive line in response to increased activity by Northern Administration forces near the border.

Spoiler: Armory (click to show/hide)
Spoiler: Territories (click to show/hide)
Spoiler: Map (click to show/hide)

5

Welcome to the newly formed War Council of the Northern States Administration! As an Administrative Engineer it is the responsibility of you and your fellows to ensure the armed forces of The Northern States Administration are equipped and deployed in a most efficient manner befitting the Administration.

Your first goal is to create the standard issue rifle for the Administrative Armed Forces. It may be bolt-action or self-loading/semiautomatic, although semiauto firearms are not yet very tried and tested weapons on the battlefield.

Administrative forces have begun to mass along the southern defensive line in response to increased activity by Southern Star military near the border.

Spoiler: Armory (click to show/hide)
Spoiler: Territories (click to show/hide)
Spoiler: Map (click to show/hide)

6

The year is 1912 and humanity stands between order and chaos. Small border clashes between nations around the world threaten to grow into regional and ultimately global conflicts, and this is especially true for The Northern States Administration and Kingdom of the Southern Star. These two nations have nothing but the most extreme levels of contempt for one another, and they have already clashed a number of times throughout history. With global tension at a peak, war is inevitable once again.

The Northern States Administration is a nation run by a council of one hundred elected officials out of their forest-city capital. While they don't deal with every issue within the Administration, they deal with a lot of them. This has resulted in the Administration turning into a bureaucratic nightmare full of subcouncils, and committees, and subcommittees, with overlapping oversight on different treaties, proposals, and agreements across the entire spectrum of anything a nation would have to deal with. With an imminent threat on the southern border, the War Committee has approved of a new council to oversee preparation for and execution of a plan to take the south for good.

Buried within the mountains of the south, the Kingdom of the Southern Star is one of the last absolute monarchies remaining in the world. Society is heavily divided, with the kingdom's lords and generals sitting at the top and largely dictating the course of the kingdom with little oversight beyond each other. The king has final say in all matters, and has recently flexed his muscle once more in order to pass an edict declaring the formation of a new council to oversee preparation for and execution of a plan to take the north for good.


---------------------------


Greatest War Arms Race is an Arms Race based in an alternate universe on a planet of humans about to enter their equivalent of our World War I. The setting is a fairly flexible medium science fiction: as long as you can give a reason why something should work (more than "because it can") then it should be possible. If you're not sure about the viability of a proposal, you can always ask and I'll let you know if it's at least within the scope of the game, with a little more advice at the start.

You take the role of either a Administrative Engineer or Royal Engineer responsible for designing the weapons of war for your nation. Neither side has any "starting tech" in terms of the game, as both sides will be responsible for filling out their armories throughout the course of the five turns leading up to total war. Make sure you only read this thread and the thread belonging to your team!

Once the war begins in earnest the team will vote on how to advance, detailed in "Strategy Phase and the Combat Lanes" below.

The first five turns will also have Design and Revision phases that will be different than your standard turn as explained below, though the details to the changes will be posted in the individual thread as the turns go by. Turns are the equivalent of three months in game time, and are represented by the four seasons (Spring, Summer, Autumn, Winter). Below are the rules for the game!


Spoiler: Expense Levels (click to show/hide)
Spoiler: "Map" (click to show/hide)
Spoiler: Preliminary Turns (click to show/hide)
Spoiler: There Are No Navies (click to show/hide)
Spoiler: Combat Phases (click to show/hide)
Spoiler: Additional Rules (click to show/hide)

7

In the beginning there was a vast darkness. Things changed, and then they changed some more, and they kept changing until we finally find ourselves at a unique and beautiful planet filled with life. One of these forms of life is human: you! You are all the leaders of a sizable tribe of humans as they move from barely subsisting to settling and, hopefully, thriving through the ages. There is only so much room at the top where the lucky few bask in the fruits of the labors of others, and this creates a divide between you, the leaders of this as-of-yet unknown tribe!

At the start of the game every player is a Minor Family directing a nomadic tribe. As time goes on, Major Families will be introduced and voting rules will be adjusted accordingly (covered further below). Both types of families can propose plans of action for the tribe during all four phases of each turn and all generally want their peoples to continue existing. Beyond that, they are all competing for the position of top dogs as the Minor Families try to outmaneuver one another to usurp a Major Family and the Major Families do everything they can to hold onto their positions.

But how are you supposed to do any of that while you’re also leading what may one day be a multicontinental empire? Find out more in the spoilers below!
Spoiler: Ages (click to show/hide)

Each turn is divided into four distinct phases that take place over a wildly variable amount of time - months, years, or even generations can pass by over the course of a single turn. The first turn is the only exception, with an extra phase at the beginning for selecting your starting tribe. The tribe starts as Nomadic, with special rules in the spoiler titled "READ: Nomad Rules". Make sure you read it, especially if you're a returning player. Becoming a Settled tribe will replace the known special rules with new ones, but you don't get to learn those until your people do (:.

And here's some more spoilers covering a few other things!
Spoiler: READ: Nomad Rules (click to show/hide)
 
Spoiler: Settled Rules (click to show/hide)

Spoiler: Proposals and Voting (click to show/hide)
Spoiler: Resources (click to show/hide)

Spoiler: Starting The Game (click to show/hide)

To make things easy on youse, you will be able to search TURNTURNTURN in the fancy search bar up on the top right in order to find all updates in this thread.

8

It happened so fast. The Protagonist didn't even have time to react to the rock that fell beneath him before he fell into the magma of the volcano below.

But something was strange. He didn't burn, or really feel much of anything, really. Instead he saw himself enveloped in a black cocoon. A voice echoed in his skull.

You are the Chosen One?

The Protagonist had no idea how to respond, but the voice seemed satisfied nonetheless.

You are needed elsewhere. Finish the cycle.

Immediately the cocoon collapsed, bathing The Protagonist in magma and flash-frying him.

The Last Protagonist felt himself being born. But...huh? The Protagonist opened his eyes and looked up, or down actually, as he was hurtling toward the ground from thousands of meters up. With each passing moment The Last Protagonist felt himself aging as he fell, acquiring memories of past lives on the Martial and Magical Arts. He looked back to the approaching surface. What a strange way to be born. He wasn't recalling much beyond how to fight, but he could finally tell where he was falling...


----


Welcome to The Protagonist team. Your character is currently hurtling toward the planet. You will be choosing where they land based on the map and key provided below. Once you choose the general area The Protagonist will land in, a roll of 1d(x) based on the number of non-settlement zones in the region will determine where you land exactly. After this turn you will be able to move The Protagonist to zones adjacent to his own until you acquire means of travel other than legs, but for now this decision counts as your Tactical Action.

Your Assets Action is also somewhat restricted, as you will be proposing an asset that is coming with The Protagonist from a past life. This can be anything from a map to a glider to a sick sword, so long as it is something The Protagonist can easily carry. I'll make sure to mention if proposals aren't viable and why.

The Protagonist's brain is still developing, so you don't quite know what his capabilities are yet. At the rate of aging compared to the speed he is falling, you can figure The Protagonist will reach his early 20s by the time he lands. Once he's on the ground you will get a full breakdown of The Protagonist's capabilities.

Here's the map and a relatively limited key for deciding where you are landing. You will be gaining more knowledge of the local area as you explore and interact with the world.
Spoiler: Map (click to show/hide)

Spoiler: Assets List (click to show/hide)

9
Core Thread
Obligatory Discord Link

The world belongs to you. All that is left is to reach out and claim it.

The Burning Empire, your empire, is destined to rule the world. No other peoples can match the will, might, or minds of the Imperials - one need only look to the last few decades of advancements within the Imperial military as proof of this fact.

After a period of mourning and recuperation after the death of the Emperor Qianlong's son and heir, and the rapid conquest of the south-eastern Earthen folk, the Empire is ready to surge forward once more.

This turn, as with all others, you are responsible for giving orders to the Commanders (introduced below) with your Strategy Action as well as coming up with a new addition to your military in the form of equipment, troops, or new Commanders.

Strategy Actions do not need to be incredibly detailed, and can be as minimalist as "X takes the offensive" or "Y holds and prepares defenses". Equipment and troops will generally be utilized according to the style of the Commander. If you do wish to provide a more detailed strategy ("X has Sneakmans infiltrate City Place while Firemans set fire to their fields before launching an assault from the East") you are more likely to see what you actually intend to do, and will probably net less average results - for good or ill. All Commanders start in a passive Standby stance and will not press your enemies until this is changed. While Imperial Forces are not spread too thin at the moment, do keep in mind that engaging along a large number of fronts might impact the efficacy of your forces eventually.

Remember, you can open up new fronts by creating a new Commander and launching an offensive with them. New offensives can be launched on any region bordering the Inner Sea - unless you lose any control of the Inner Sea, in which case you probably have more important decisions to make anyways.

Some things in your Assets List will be labeled UNIQUE. You will have to choose where to deploy them, either based on your Commanders or specific regions. These will remain deployed in the assigned area/under the assigned Commander until new orders are given. You may also choose to concentrate Assets under specific Commanders in order to fulfill battlefield requirements. While this will not cause that Asset to disappear from all other fronts, they will have a noticeably lower impact on the results of those other battles. Your Assets List will be below, but first!

Four Commanders currently lead Imperial forces according to your whims and desires:

Leading the Empire to glory is, of course, the Emperor himself:

And finally, as promised in the Core Thread, a more thorough breakdown of the situation in the world. A map is tucked away in a spoiler below for reference. Don't be intimidated by how long it might seem, you don't need to know what's going on in a region until you decide to interact with it. Details are there for you to use if you can figure out how :). Future turns will include a much more succinct summary of the world state.
Spoiler: The Burning Empire (click to show/hide)
Spoiler: The Water Tribes (click to show/hide)
Spoiler: Swamp Nomads (click to show/hide)
Spoiler: Forsaken (click to show/hide)
Spoiler: Great Earth Kingdom (click to show/hide)
Spoiler: Oasis Tribes (click to show/hide)
Spoiler: The Floating Cities (click to show/hide)


Spoiler: Assets List (click to show/hide)
Spoiler: Map (click to show/hide)

10

Water. Earth. Fire. Air. Long ago, the four Elements lived together in relative harmony. The Burning Empire kept to their large island dominated by a central volcano (where the dragon who blessed The First Emperor is rumored to still rest), and although they had expansionist ambitions in the past, they were largely kept in check by their Elemental opposites, the various Water Tribes that ruled the Inner Sea. Beyond them laid the continental ring that the various Earth Kingdoms called their home, and past them was the endless Outer Sea where the Floating Cities freely traveled the skies.

Throughout all known history, a single individual has been repeatedly reincarnated to serve the world in times of great need. Known as The Protagonist, this person is the only one capable of harnessing all forms of elemental, martial, and spiritual arts. The world had never been without a Protagonist, as their spirit possesses a newborn arriving at the moment their previous life ends. Civilizations flourished and conflicts were brief and relatively diplomatic thanks to The Protagonist's intervention.

This all changed during The Year of Ash. The Burning Empire's sacred volcano spewed ash and smoke from it's incendiary depths, blocking out the light of the sun in an ever-increasing circle. The agitated volcano empowered the Fire-attuned, and increased the aggression, ambition, and drive of the Empire's people. With ever potential slight and grudge now seen as a valid provocation for expansion (and expansion now seen as a divine right according to Imperial Decree), it wasn't long before the Burning Standard was seen flying atop ships deployed by the Imperial Navy to lessen the grip of the Water Tribes on the Inner Sea. Clashes were fierce, but resulted in little more than a stalemate as the Imperials found it excessively difficult to scrub the Water Tribes from their island strongholds while the Water Tribes couldn't hope to rival the martial skill and material resources of The Burning Empire on their own. The Year of Ash may not have directly resulted in Imperial expansion, but it had effectively isolated The Burning Empire from the rest of the world and only led to an increase in internal fanaticism and began a cycle of brief outbursts from the Empire culminating in nothing followed by years of relative peace. During this time the world began to notice the absence of The Protagonist.

The status quo shifted once more after Qianlong ascended to the Imperial Throne. He foresaw the importance of industrial evolution and flexed Imperial muscle to accelerate the process before the rest of the world could grasp the changes slowly beginning to occur in the realm. During this time the Imperial Fleet was able to construct their new iron-hulled, coal-fed ships and set them to sea at an astonishing, or alarming, rate. They regularly conducted drills and patrolled the waters near the Imperial Isle, but didn't attempt any aggression elsewhere even as the Fleet grew beyond what the rest of the world's powers could individually muster.

This mustering of forces continued for years while Qianlong fathered and raised an heir (whose mother died in childbirth - a common trend among the Dragonblooded nobility), and as he came of age and fathered a son of his own, the dam finally broke. Qianlong personally led Imperial forces as they invaded The Stepping Stone Archipelago, the island chain between the Imperial Isle and the continental ring, while a force led by his son Gaozong besieged the Great Earth Kingdom's Gateway Bridge to the north. The fight in the south was rapid and overwhelming, and soon the Imperial forces were stepping onto the beaches of the continental ring. The fight in the north took time as Imperial forces bombarded dug-in opponents in the mountains and cliffs lining the passage to the Outer Sea before finally launching their costly assault. Still, Imperial industrial might, resolve, and manpower whittled away and overtook the Great Earth Kingdom's defensive positions. With the Gateway Bridge under Imperial command, The Burning Empire finally had readily available access to the Outer Sea for the first time in history. They used this newfound freedom to send ships to blockade the Floating Cities inhabited by the Air-attuned, of course. While the Floating Cities were largely out of reach of Imperial arms, they required trade or surface-based gathering to support themselves and so were susceptible to earth-(sea-)bound forces. Floating City Penglai in the northeast suffered from the siege the hardest as starvation and disease quickly took hold. Gaozong agreed to speak with a city's leadership on their terms to negotiate a surrender once their position became untenable.

The sun seemed to dim as an intense blast rocked Penglai and a maelstrom of magical energy engulfed the now-shattered Floating City, and rumors say even the Emperor stopped to look toward the glow in the sky from his command tend in the southern lands. Upon receiving news of the annihilation of his son and the forces he commanded at Penglai, Qianlong withdrew to the Imperial City to take care of his orphaned grandson. Imperial aggression was once again put on hold while a new heir was raised, a new fleet constructed, and an army recreated.

The war left scars that remained unhealed even twenty-three years later as Hongli, The Dragonblood Prince, was given command of forces in the south and instructed by his grandfather to expand the Southern Empire as he saw fit. The occupied coast rapidly expanded to swallow the territory controlled by Taotie in the plains and Hulijing in the forests bordering the Fish Head Bog thanks to Hongli's terrifyingly brilliant strategic mind.

Which brings us to today. But what of The Protagonist?

It’s pretty stupid, really. Unknown to all but The Protagonist himself, he initiated The Year of Ash. While stretching atop the Empire’s sacred volcano as he waited for the Fire Master tutoring him, The Protagonist lost his footing and fell into the volcano, never to be seen again and seemingly ending the Protagonist Cycle. It’s been over a century since that accident, and the world needs someone now more than ever to pull it from the clutches of despair.


----------------


Welcome to the world of The Last Protagonist. You will be participating as a player on one of two teams: Imperial or Protagonist. Your playstyle, goals, and rules will vary based on which one you choose, so be sure to read the rules before making your decision. Once you decide what team you’ll play for, be sure to head on over to the appropriate team thread and remain out of the other thread forever (or until the game ends). The rest of the information in this post will be divided into spoilers for easier reading and referencing. Inspirations for this game include Avatar: The Last Airbender, Samurai Champloo, and various Asian (predominantly Chinese) myths, legends, and cultures.

Spoiler: A Quick Magic Primer (click to show/hide)
Spoiler: Taking Turns (click to show/hide)
Spoiler: Playing To Win (click to show/hide)
Spoiler: Plot Hooks (click to show/hide)

11
You are "The Warrior". You will be presented with a number of decisions that will affect your future. These decisions will be presented to you within a votebox. In order to participate in The Warrior's adventure, simply copy the votebox into a reply and add your name to the option you support in the votebox, then adjust the number of votes accordingly in the parentheses provided. Once that's done, you post! Remember to engage with your fellow players!

Here is an example of a votebox:
Quote from: Votebox
Do the thing (0):
Don't do anything (0):
Scream (0):

And an example of adding your vote:
Quote from: Votebox
Do the thing (0):
Don't do anything (0):
Scream (1): Man of Paper

You can see that I added my name to the option "Scream", and changed the 0 representing the number of voters to 1. Easy enough! You will occasionally have the ability to add your own options. When this happens it will be properly indicated in the provided votebox. Use this method of voting instead of +1s or just posting the name of option you prefer, as it makes accounting a little easier on my end.

I will elaborate no further on anything else.

----

You feel a rumble beneath you and hear a high pitched but distant or quiet whining. You can tell you are seated against a wall of some sort.

Quote from: Votebox
Open Your Eyes (0):
Keep Your Eyes Closed (0):

Spoiler: Inventory (click to show/hide)
Spoiler: Property (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Traits (click to show/hide)
Spoiler: Relations (click to show/hide)

12

Welcome to the new world. It's time we start solidifying our position in this divided Fortress-City. There are four points of interest on either side of The Wall that we need to keep in mind as we proceed. They are as follows:

UNSA Points of Interest:
Allied Central Bank: A bank in the walled upper-class community in the east of the Fortress-City. Provides and Expense Credit each turn.
Westlan Broadcast Center: A tall building used for both radio and television broadcasts locally. Provides an Advantage Credit each turn.
North Point Observatory: A building used to study the skies. Provides a Research Credit each turn.
Tri-Dream Telecoms: A telecommunications business that provides service to the (northern half of the) Harren Islands. Provides a Sabotage Credit each turn.


We should keep our enemy's Points of Interest in mind if we are to deny them of their services in the future.

SFS Points of Interest:
Tonngaza Refinery: A fuel refinery built on the southernmost tip of the Fortress-City. Provides an Expense Credit each turn.
Loz and Sons Law Firm: A building housing all the knowledge of law (and peoples secrets) that one might need. Provides an Advantage Credit each turn.
Harren University of the Sciences: The most prestigious education center on the island. Provides a Research Credit each turn.
Glaza Private Detective Agency: A popular investigative service among locals. Provides a Sabotage Credit each turn.


The SFS is no doubt positioning themselves to become a dominant and dominating presence globally, and it is up to us to prevent their success. It is the Design Phase, and you have two designs you can create. Good luck.



Spoiler: UNSA Armory (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Resource Nodes (click to show/hide)
Spoiler: Harren PoIs (click to show/hide)
Spoiler: Credits (click to show/hide)

Spoiler: World Map (click to show/hide)
Spoiler: Islands Map (click to show/hide)

13

Welcome to the new world. It's time we start solidifying our position in this divided Fortress-City. There are four points of interest on either side of The Wall that we need to keep in mind as we proceed. They are as follows:

SFS Points of Interest:
Tonngaza Refinery: A fuel refinery built on the southernmost tip of the Fortress-City. Provides an Expense Credit each turn.
Loz and Sons Law Firm: A building housing all the knowledge of law (and peoples secrets) that one might need. Provides an Advantage Credit each turn.
Harren University of the Sciences: The most prestigious education center on the island. Provides a Research Credit each turn.
Glaza Private Detective Agency: A popular investigative service among locals. Provides a Sabotage Credit each turn.


We should keep our enemy's Points of Interest in mind if we are to deny them of their services in the future.

UNSA Points of Interest:
Allied Central Bank: A bank in the walled upper-class community in the east of the Fortress-City. Provides and Expense Credit each turn.
Westlan Broadcast Center: A tall building used for both radio and television broadcasts locally. Provides an Advantage Credit each turn.
North Point Observatory: A building used to study the skies. Provides a Research Credit each turn.
Tri-Dream Telecoms: A telecommunications business that provides service to the (northern half of the) Harren Islands. Provides a Sabotage Credit each turn.


The UNSA is no doubt positioning themselves to become a dominant and dominating presence globally, and it is up to us to prevent their success. It is the Design Phase, and you have two designs you can create. Good luck.


Spoiler: SFS Armory (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Resource Nodes (click to show/hide)
Spoiler: Harren PoIs (click to show/hide)
Spoiler: Credits (click to show/hide)

Spoiler: World Map (click to show/hide)
Spoiler: Islands Map (click to show/hide)

14
Music To Get In The Mood

Discord Link

TEAM THREADS (only use the one you are joining)
UNSA Thread
SFS Thread

In the year 1911 A.C. (After Colonization) the first Great War between New World powers took place. Two large continents found themselves embroiled in a massive multifront war thanks to a convoluted series of alliances, but ultimately the fate of nations rested upon a single set of islands an a massive Fortress-City known as Harren. Unique materials could be found in the earth of these islands, and everybody desired a piece. Six years of war left their mark on the islands and the mainland continents to the north and south, ending in a ceasefire and peace treaty that largely allowed continental powers to consolidate their strength and recover while the Fortress-City and the islands it sat between gained or retained their independence, in effect becoming a buffer zone between the Continental Powers and preventing either side from gaining free access to their special resources.

To the south the Selicate Empire underwent a Communist revolution. The new government sought to secure their borders with haste, "pacifying" and eliminating perceived threats to regional security. Within a decade their influence had spread throughout their continent in some form or another, leading to the formation of a Selicate-led "alliance" of nations known as the Selicate Federation of States. While only the northern portion of the continent was considered Selicate territory, the influence they held over their satellite states and puppets was immense enough that there was hardly a difference between them.

In the north a number of like-minded nations came together to form an alliance to guarantee protection against outside aggression and increase cooperation across borders. Headed by Endicar, the military, industrial, and economic powehouse of the northern continent, the United National Security Alliance offered plenty of incentive to the various independent states to centralize their international policies (decided by a council of elected officials representing each nation). Unfortunately for a few small states that didn't subscribe to the ideas of democracy, the UNSA believed adherence to other ideals was a potentially cancerous threat that required excision. While each nation in the UNSA maintains their own identities, they are all required to adhere to the same ideals. Or else.

The year 1938 A.C. saw an unexpected arrival: a massive fleet from the Old World, a singular continent constantly embroiled in warfare that the New World had not contacted since leaving to colonize all those years ago. Led by an unlikely alliance of nations, this invasion fleet assaulted the Harren Islands in force, striking the main cities of the Abberan northern island, the Salviosi south, and the Fortress-City itself. This blitz conquered the islands before the two Continental Powers could come to an agreement on how to handle the invasion, and unfortunately these invaders proved extremely capable in the ways of warfare on land, at sea, and in the air (a side effect of the cycle of endless wars). Attempts to counterinvade the Harren Islands proved fruitless and extremely costly for the aligned Continental Powers. By the Spring of 1941 the Old World invaders had managed to grab solid footholds on the continents, so the decision was made to disregard the lives of noncombatants and engage in "total war". The occupied cities of Abbera and Salvios were pummeled by a massed flight of bombers that the largely navy-centric invaders couldn't quite respond to or replicate in kind. The invaders were weakened and their expeditionary forces on the continents withdrew to the Harren Islands. Still, the invaders proved impossible to dislodge thanks to the local Special Resources as well as their own unique materials transported from overseas (even if interdiction impacted their supply lines somewhat - the Invader fleets were still superior to the Continental Powers, just suffering from the distance to any safe ports during their travels). Another decision to disregard innocent lives was made, and a new superweapon developed by the UNSA was used on the city of Abbera.

On December 7th, 1941 at 8:15 AM a bomber referred to as the Paul Tibbets released and detonated the first nuclear device over Abbera. The city erupted in a massive blast of fire and ice as stockpiles of the invader's own superweapon-in-progress cooked off. Still, the invaders refused to surrender and so a second device was outfitted to a UNSA bomber that'd transferred to a Selicate airbase near the coast. At 11:02 AM on December 10th the bomber named SnakeAyes dropped a second nuclear bomb on Salvios, which also erupted (although with a lot more fire and an absence of frozen materials) in a devastating manner. Invader leadership refused to surrender, but those lower on the ladder weren't too keen on being erased from existence in such a manner and quickly lost faith in their leaders. The tentative alliance of war-scarred nations was falling apart and soon a general withdrawal was ordered. Some forces stayed behind, intent on completing whatever their mission was, but (finally) successful invasions from the north and south pinched the invaders until they were forced to fight and die in the city of Harren itself.

Almost immediately after the invaders were purged from the islands the ideological differences between the two Powers now sharing a border reared their heads once more. The SFS, in order to prevent an immediate outbreak of war now that they'd declared Salvios as an integrated state, withdrew from the northern half of the Fortress-City and allowed the UNSA a "fair share" of the Harren Islands. In order to solidify their border, in a very literal sense, a wall was constructed along the center of an arterial road running through the city east to west.

And now we get to today.

The last few years have been focused on recovery efforts for both Continental Powers, who have been very keen on integrating Harren's unique materials for themselves. The UNSA has been experimenting with Caelium, a material that can influence, use, affect, or otherwise interact with the forces of gravity in strange and unique ways, while the SFS has been at work with Gavrillium, a resource that acts as a potent source of energy in its many forms. Now, with most of the recovery work complete, the alliances are paying more attention to their one land border, The Wall, and what is happening beyond it. You are a member of either the Selicate Federation of States or the United National Security Alliance, and it is your responsibility to oversee and direct the actions that will affirm and cement your alliance's place as the dominant world power.

Once you read, gloss over, or ignore the rules, declare which team you are joining and head over to their thread to begin plotting. Remember to be a good sport and not to peek into the other team's thread. Below are the spoilers that will go over rules, guidelines, and what you can expect.

Spoiler: The Setting (click to show/hide)
Spoiler: Strategy Phase (click to show/hide)
Spoiler: World Tension (click to show/hide)
Spoiler: The Combat Phase (click to show/hide)
Spoiler: Strategic Weapons (click to show/hide)
Spoiler: Credits (click to show/hide)


Below are the Armory Spoilers for each team. They are far from what you'd expect from a global power's entire military complex. It's up to you to fill in the many gaps in manners you see fit. It's a game built around making these things yourself, after all. Note that while the armories are not carbon copies, they should be considered equal to one another. And in case it looks like some things are the same under a different name, well, that's Lend-Lease for you.


Spoiler: SFS Armory (click to show/hide)

Spoiler: UNSA Armory (click to show/hide)

And finally, MAPS!

Spoiler: World Map (click to show/hide)
Spoiler: Islands Map (click to show/hide)

15
HOWDY, PARDNER!

"Welcome to my saloon. I'm Bark E. Per, the owner of this here saloon. I see you got a nice hat on. If'n yer willin' to wager your fancy hat, I got a few other guys with fancy hats ready to gamble their fortunes on the most popular game around. By fortunes I mean hats, and by most popular game I mean most vile torture we put visitors through for our own entertainment. Yeah, you're in? But you don't even know - oh well, it's your funeral. Let's go over some ground rules first, cowboy."

"The game you are going to play is called My Forum Spitoon. The game is named this because it is my spitoon, and I usually have it out in the forum for people to use freely. You know, the forum you walked through to get here. Here, let me show you the spitoon, as well as your own currently blank face and the blank faces of your opponents!"


"If'n you want to play you need to first color in your hat and draw your face. Your hat cannot be a shade of green. This will be important later, when I tell you why this is important. The game starts when all four victims participants color their hats.

You can take your first turn once all four players are colored in and can take your next turns every 24 hours afterward unless all players have acted, in which case you can take another action immediately.

You have two Actions you can take:

Spit: You spit into the spittoon. For some reason your spit is the color of your hat. Spit always settles on the lowest empty layer, because of gravity and our local religion detests cavitation.
Sip: Using one of my fancy straws, purchased for the low price of $1 a month (no returns, no refunds), you can remove three spit layers of your choosing. Any layers of spit or vomit above layers you sip need to be dropped down until there are no empty layers between fluids. Gravity again, y'see. As one imagines this doesn't sit well in the gut, so the turn after you sip is used Vomiting into the spittoon.

Vomit is a shade of green and settles on the lowest empty layer much like spit, but vomit cannot be targeted by Sip.

All competitors take turns spitting, sipping, and vomiting until the spittoon is full. Once any fluid reaches the brim of the spittoon the non-vomit layers are tallied up and the spittooner with the most spit in the spittoon wins the game! And the hats! The losers lose their hats, and have to live with the knowledge that they can't spittoon the best.

Now that you're all up to speed, I just need you to sign this paper with the curious runes on it. Don't worry, it'll be fine. This is definitely just meant to help me keep track of who is playing."


Quote from: Players List
- Your name should be here!
- Or here?
- Maybe you're a third tier kind of guy
- This space is empty

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