K
Kadaeux
Guest
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Stellar Empires 5;
An Age Anew.
As the galaxies are born and die the cycles of existence also raise and fall, nations born and perishing amongst the rigorous application of action vs reaction, a slow nation might find itself annihilated before ever attaining even industrial age technology, a burgeoning space empire might find itself consumed by plagues and end up mere ashes at the hands of a nation who dreads even the concept of it spreading. In this galaxy there have been four cycles of birth followed by mass extinctions.
The first Mass Extinction was carried out by a race of extragalactic aliens in revenge for an offensive mounted against them, little evidence of this extinction remains.
The second Mass Extinction was carried out by the race known as Humans when their Confederation was challenged by the other powers. Though it itself vanished in the aftermath.
The third Mass Extinction was carried out by a race of etheric beings born from the stars themselves, themselves chased from the galaxy by something else.
The fourth Mass Extinction was carried out by a race known simply as the Entropic Marauders. Almost nothing remains of them, though the myths say they were destroyed by something... greater.. than anything that had come before.
And so the fifth cycle has begun, and now your nation has begun its ascendancy.
In this RP you play the role of a burgeoning nation beginning its rise from it's own solar system, beginning the grand journey into the stars to make a name for itself as a power to be reckoned with. Whether your nation is a quiet pacifistic nation of would-be traders and merchant traffic, or intent on becoming a monolithic military entity whose might and power are respected across the galaxy in the time it takes to decide to crush them. As a nation RP you do not represent a single character, but a whole plethora.
You might choose to make a nation with only a few influential characters, your ruler, his right hand, maybe a minister of science, an important admiral and a captain to hoon around with. Or if you are more ambitious, you might develop a full cabinet as well as half a hundred other influential characters. (Please, use spoilers if you want to go that far!)
From there you guide your nation in it's decisions and direction to become the power you envisioned. From the first steps outlined on the first page AND in the rules thread to how it plays out in the IC.
But you're not alone in the galaxy, not only are your fellow players out there with their own nations exploring, colonising and growing, there are already powers that be in the galaxy. There are already expansive empires. There are already independent traders flitting amongst the space lanes hawking snowglobes to anyone who will buy them. There are stellar phenomena to encounter, mysteries of the old extinctions to be discovered, space babes to lay (Most races have someone who thinks they're Kirk, even if they're really Wesley Crusher.) -
CREATING YOUR NATION
SE5.pdf
This document is required to make your nation!
15 Common Trait
Points to Spend 3 Flaws Required
May choose 2 extra
flaws in exchange
for 2 extra points. May design up to
2 Custom Traits
Your nation is a complex thing. The rules for it are above but can be summarised in this list.
1st Step: Have an idea! You're screwed without it! Note, while i've put it "1st" it is not necessarily the 1st step. Some people like to go over the races and traits, spend them and build a nation out of the traits they liked.
2nd Step: Pick a race! This will be the major race of your nation, you may pick 2 other races, but they are minorities and their bonuses and penalties do not effect your nation.
3rd Step: Spend Common Trait Points. You start with 15 and spend them on the following categories. Bear in mind your race, it may prohibit you from taking some traits, or have other effects.
National
Population
Star Navy
Ground War
Technical
Psychic
Economic
Espionage
4th Step: Pick your flaws! You must have at least three to begin with, and picking them can be a real trial. (Fortunately, there are plenty to choose from!)
5th Step: Pick more flaws? You may choose 2 flaws over the mandatory 3, each of these additional flaws gives you 1 point more to spend on traits (the categories above) unless otherwise specified. (As some traits hit harder than others!)
6th Step: Design 2 custom traits if you like!; Bear in mind, custom traits are fully subject to GM approval, they can and would likely be refused if they too closely match any existing traits.
7th Step!: Your nation territory! (Page 44)
8th Step!: Your fleet! (Page 45)
9th Step!: Ground Armies and Defences! (Page 46)
10th Step! PROFIT!
The Nation Sheet is as follows.
Nation Name:
Flag: (Optional)
VIPs: Major characters of your nation, these are effectively the characters you will play. Note, they are not character shielded! Special events, poor actions and the like can get them killed! There is nothing stopping you from making replacements, just bear in mind they can be killed. And this makes for potentially interesting plots!
Races:
Race Traits: (Just the name of the traits is fine.)
Race Flaws: (Just the name of the flaws is fine.)
Common Traits:
National:
Population:
Star Navy:
Ground War:
Technical:
Psychic:
Espionage:
Flaws:
Nation Home System:
(Descriptions of your inhabited worlds, the star etc.)
Fleet:
*List of ships*
Ground Armies and Defences:
*List of Armies and Defences*
PRIMARY "Behaviour" RULES:
No God-Modding. You're in charge of your own people mostly. You have no control over others and, most importantly, over events effecting them! While you can certainly take measures to try and mitigate an issue or discover it, that is done by the GM and passed out in GM posts detailing results of major actions. Eg: You cannot at any time do something like
"And the frigate effortlessly avoided the enemy plasma cannon, diving below it's plane of fire, the missile return fire annihilating the enemy frigate."
You COULD however do something like
"And the frigate engaged emergency thrust attempting to get below the enemy plasma cannon's plane of fire and launched a missile barrage in response."
The former would be penalised, the latter might just work. (Dice gods are fickle, no promises :p)
NO DRAMA!. If you feel you're going to have drama issues with another player in dispute over something do not do so, come to me about it. Or even both (or however many) come to me about it, do not start drama in the OOC or IC, that is grounds for penalisation!
Have Fun. Anyone found not having fun will be visited in the night by some specialists to remind them to have fun via sock with a bar of soap. ;) Seriously, if you're not having fun, PM me if you want to leave or the like. If you want to leave I can help your nation go out with a bang. If you have ideas to improve your own fun (without affecting others so to speak) then come to me, i'll see what I can do.
COME TO ME. If you have ideas, plots you want to try, objectives you would like to achieve and so on, seriously come to me about it! ;) -
Faster than Light Travel;
FTL is achieved through the use of jump points. Specifically the use of LaGrange points, specifically as the launching points, though once at FTL, ships will arrive at least 9 AU from the destination star. This distance is increased for Binary or Trinary systems. A LaGrange point may be used to jump to any system within 30 Lightyears of the origin point. Though it would be wise to remember, not everbody likes visitors ;)
Weaponry:
Weaponry falls into the categories of Missile, Ballistic and Energy typically.
For missiles their firepower is typically measured in Megatons, powerful Dreadnought launched missiles might be as much as 500 megatons in yield. While Corvettes might pack 10 megaton missiles.
For kinetic weapons, their firepower is often measured in the tens of terajoules. And while their firepower is less directly powerful to that of missiles, they can hurl a lot more down-range and far faster.
For energy weapons, they're measured the same way kinetics are, though while they also have less yield 'per shot' than Kinetics, energy weapons are typically fired in powerful bolts or sustained beams which gives them a comparable output, moreover they're better choices for point defence. -
The Nation Sheet is as follows.
Nation Name:
Flag: (Optional)
VIPs: Major characters of your nation, these are effectively the characters you will play. Note, they are not character shielded! Special events, poor actions and the like can get them killed! There is nothing stopping you from making replacements, just bear in mind they can be killed. And this makes for potentially interesting plots!
Races:
Race Traits: (Just the name of the traits is fine.)
Race Flaws: (Just the name of the flaws is fine.)
Common Traits:
National:
Population:
Star Navy:
Ground War:
Technical:
Psychic:
Economic:
Espionage:
Flaws:
Nation Home System:
(Descriptions of your inhabited worlds, the star etc.)
Fleet:
*List of ships*
Ground Armies and Defences:
*List of Armies and Defences*
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