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- Fluff: 12,000 years ago humans enter this universe through a natural wormhole found at the edge of the Alpha Centauri system. Science vessels were sent through to a distant galaxy. These scout teams surveyed the star system they were in and scattered to other systems to find out more of this galaxy. However, they found their their projections for the wormhole to stay open were wrong and their way home was gone. The scientists gave in to panic and infighting, scattering to distant corners of their new galaxy to settle planets that seemed habitable. The ancestors of the those who settled Starstead chose the desert planet in the Aeon system. They chose a planet with large amounts of visible Ionic Hydrogen and Grav Crystals, materials containing the Impossible particle that changes normal materials into physics defying materials. The ruins of the their original ship were found in the desert next to a dried up oasis after approximately ten thousand years. The humans spread throughout Starstead and formed new civilizations, rising and falling around the oasis that supported them, the artificial intelligence awakened from the ship escaping into the desert to form it's own civilization. Now the year is 9,086 and the humans and AI of Starstead have rediscovered the jump drive and reached for the stars once again.
- You are the influential men and women who look over this new age and guide civilization whether as a mercenary, terrorist, CEO, Prophet, ect.
- Sheet:
- Group Name: What is the name of your group?
- Group Type: What is it your group does?
- Group Fluff: Backstory of your group.
- Leader Name: Who is your leader.
- Leader Fluff: Who is your leader.
- Credits: 1,000,000 (Digital currency. For simplicity 1 credit is about 1 dollar. Starting money may vary due to fluff)
- Militant Assets: Fluff Based (These are any squads of infantry, tanks, or other armed assets you may have.)
- Void Assets: Fluff Based (Tankers, trade ships, scout vessels, and satellites. This is for non - militant space based assets)
- Planetary Assets: Fluff Based (Any non-militant planet based assets including plants, factories, and more.)
- Patents: These are the techs you own. Other players can not use these techs legally without paying you, but they can make their own.
- License: These are techs that you are getting from other players or are free to use for everyone.
- Schematics: These are stats for units and designs for special buildings. You must make one of these before you can build the unit. The more technology that goes into a unit the more expensive it will be and longer the design period will be. Upgrading a design will take less time.
- Bonuses: Fluff Based, you will get one for your leader and group.
- Dice:
- You have 2 actions a turn that you may use for anything.
- You can create departments that give you an extra dice per turn for specific types of actions but cost a large amount of money per turn. The more specialized a department the higher it's bonus.
- Getting a Patent:
- There are two ways to get a patent tech. You can either invest a lot of money into research for a specific goal. Research will then need to be done with costs per turn and getting through pre-requisite techs. Can't have super death rays without figuring out efficient lasers.
- The second method is to purchase a scientist's research in an open bid. These techs are usually civilian techs as the governments can outbid you on any military techs, for now. Government contractors such as weapons manufacturers may auto-win some bids as your government sugar daddy gives you a gift, if they like you.
- Getting a Schematic:
- Much like patents you must spend actions and money to design schematics. This represents going through experimental prototypes and preforming tests to work out kinks in the systems. Each tech added to a design increases the design cost, progress needed, and end cost to build and maintain a unit equipped or of this design. Most techs will add 2 progress with some costing more and some removing progress needed. Upgrading a design with new tech is 1/10 the cost and takes 1/4 the normal progress. At half progress you can create prototype units that get 1 progress for every battle they are in whether they win, lose, or are destroyed.
- Schematics:
- Weapons and armor will show that they give certain tags, base dice bonuses, or both. These are for infantry.
- Ships and vehichles have hit points, tags, and a base bonus.
- The base bonus is what is added to combat dice and is a flat +x.
- Tags are special modifiers usually giving a bonus to certain combat situations and penalties to others.
- Tags:
- Tags are added on to a unit to modify it's capabilities. This list will expand as new tags are made:
- [Civilian] - This is a civilian based schematic or unit. It gains a +2 to espionage actions but it's rolls are halved in combat situations. This is usually applied to schematics that are only for making you money.
- [Untrained] - This unit was rushed out into combat or never received proper training. Dice results are halved and upkeep is halved unless against Civilian or Untrained units.
- [Infantry] - This unit is infantry. Double base bonus fighting in urban settings.
- [Vehicle] - This unit is a land based vehicle.
- [Spaceship] - This unit is a spaceship. It can not be targeted in combat by normal land based units.
- Combat:
- During combat both sides pm me a list in order of units fighting and roll a d10 for each along with strategy. Strategy will be compared on both sides to give bonuses or penalties. Combat can change based on strategy, such as if both sides fail to attack and decide to fortify outside the range of the enemy then nothing will happen. On the contrary if on side dedicates half it's forces to a single goal, such as taking a building, then units may be shifted around on the combat list.
- Combat then begins going down the list on both sides comparing combat results. For every loss by 1 point will mean 1 point of damage for the losing unit. If one side has more units the units will wrap around and fight the first unit on the enemy list.
- Rule of Cool:
- If you want to do something but don't know if it will work run it past me first. All I require is that I can follow your logic on why you think it will work and isn't horribly flawed in some way.
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