Shepard
The Not-So-Rottenfuhrer
The Galaxy is at WAR. The recent fall of the Confederation Agreement has caused mass turmoil. The recent galactic war in the Edelweiss System has cast colonial forces from the surviving nations into a new system...Magna Graecia
The Department of Commerce of The Republic of Neu Deutschland {DCND} has already reached Magna Graecia setting up numerous Haven Class Space Stations. The DCND has also brought along a Defense Force not to be reckoned with.
The DCND has also considered reimposing the Inter-Galactic Peace Council {IGPC} in order to restore peace to the galaxy.
Players will have individual characters but are responsible for creating a nation (starting with one planet (a colony) of their choosing). There are three primary planets: Earth-like, tundra (raw material rich), and wasteland (depleted tundra; industry: ok). Colonizing planets requires d10 hours. Capturing/annexing planets requires three ground victories and orbital superiority (will be explained further if interest is shown)
Nations may own one (1) WMD or Weapon of Mass Destruction. These include biological viruses, Sun Crushers, Death Stars, or what have you. However, these will all be balanced in one way or another and any other player may counter a WMD if they use a logical method in doing so.
For example, the Imperial Remnant recreated the Sun Crusher (which fires a torpedo into a sun causing a super nova) and I used Defensive Gravity Wells to pull the torpedo off its path.
Nations also have the ability to perform secret research. This may be countered with Espionage rolls (d100) which can be further countered by Counter-Espionage rolls (d100 +10). Research projects include WMDs, advanced warfare tactics, ship designs, targeting systems, weapon systems, module design, etc.
For example, I created a secret project capable of destroying shields by a high powered laser beam.
You may also research advanced ship designs to better your naval fleets.
In times of -Peace-, players may make moves freely (no round robin needed). All non-instantaneous actions require dice rolls as determined by the GM (Research requires d10, hyper jumps d6, hit chance d100, damage roll d10). All d100 rolls may have boosts and must be higher than 50 to be successful. Combat actions must take place during <WAR> time (not including hyper jumps) where a round robin style play IS required.
Economy will affect each nation (you can't produce one-million capital ships and not expect me to smack with an invisible hand of hyperinflation). Those who keep their domestic economies in mind will better be able to outproduce their competitors.
As a GM, I will have a playable nation (primarily neutral anyway) but my biggest purpose will be the IGPC and random events (pirates, convoys, rebellions, etc).
I've set up Galactic War to not need a GM 24/7. The integrity of the RP is primarily up to the players. Keep everything fair, respect each other, use common sense, and I won't need to GM every move. I will be spectating during <WAR> time and I ask that players request <WAR> time before attacking another nation. I will make the final say of <WAR> and -Peace- time.
Will war tear apart this new, virgin system? Or will peace bring about a new golden age across the universe? In a place filled with darkness and mystery, only the strong and wise will survive. All others will perish.
The Department of Commerce of The Republic of Neu Deutschland {DCND} has already reached Magna Graecia setting up numerous Haven Class Space Stations. The DCND has also brought along a Defense Force not to be reckoned with.
The DCND has also considered reimposing the Inter-Galactic Peace Council {IGPC} in order to restore peace to the galaxy.
Players will have individual characters but are responsible for creating a nation (starting with one planet (a colony) of their choosing). There are three primary planets: Earth-like, tundra (raw material rich), and wasteland (depleted tundra; industry: ok). Colonizing planets requires d10 hours. Capturing/annexing planets requires three ground victories and orbital superiority (will be explained further if interest is shown)
Nations may own one (1) WMD or Weapon of Mass Destruction. These include biological viruses, Sun Crushers, Death Stars, or what have you. However, these will all be balanced in one way or another and any other player may counter a WMD if they use a logical method in doing so.
For example, the Imperial Remnant recreated the Sun Crusher (which fires a torpedo into a sun causing a super nova) and I used Defensive Gravity Wells to pull the torpedo off its path.
Nations also have the ability to perform secret research. This may be countered with Espionage rolls (d100) which can be further countered by Counter-Espionage rolls (d100 +10). Research projects include WMDs, advanced warfare tactics, ship designs, targeting systems, weapon systems, module design, etc.
For example, I created a secret project capable of destroying shields by a high powered laser beam.
You may also research advanced ship designs to better your naval fleets.
In times of -Peace-, players may make moves freely (no round robin needed). All non-instantaneous actions require dice rolls as determined by the GM (Research requires d10, hyper jumps d6, hit chance d100, damage roll d10). All d100 rolls may have boosts and must be higher than 50 to be successful. Combat actions must take place during <WAR> time (not including hyper jumps) where a round robin style play IS required.
Economy will affect each nation (you can't produce one-million capital ships and not expect me to smack with an invisible hand of hyperinflation). Those who keep their domestic economies in mind will better be able to outproduce their competitors.
As a GM, I will have a playable nation (primarily neutral anyway) but my biggest purpose will be the IGPC and random events (pirates, convoys, rebellions, etc).
I've set up Galactic War to not need a GM 24/7. The integrity of the RP is primarily up to the players. Keep everything fair, respect each other, use common sense, and I won't need to GM every move. I will be spectating during <WAR> time and I ask that players request <WAR> time before attacking another nation. I will make the final say of <WAR> and -Peace- time.
Will war tear apart this new, virgin system? Or will peace bring about a new golden age across the universe? In a place filled with darkness and mystery, only the strong and wise will survive. All others will perish.