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Game poll

Overlord Chou

Junior Member
Hello all. This is my first interest post. Hope I do it right. Below are the games.


Onslaught: World war 2 game with a technology tree and fictional countries. Using real world map. Fictional and real tech here. Can have two or three sides. Max is twelve powers. Other factors to be decided.


Fading Dynasty: Mankind has conquered the stars and now a galactic empire. Sadly it falls apart for five hundred years. Now it is time to pick up the pieces.


Kingdom: A build your world sim in making up kingdoms with perks and cons. Share and play with others


Pantheon: Religion is game as your a deity or deities out to get the most foowers with God powers.


Inferum: Your in Hell. Not as a damned soul but as royalist. Out to carve out as much as you can. Has character creati rules. Relics, and actual units with stats.


That is all. Rest of my games are not nation building.
 
Hi Overlord,


Jumped here from your intro thread.  ^_^


I like some of what you're suggesting, but I don't really feel as though I know enough to express interest or not. 


What makes your ideas stand out in your mind when you're thinking about them? Are there motifs or deep plot threads for us to string our own stories across, or are they more sandbox and player driven?
 
Fading Dynasty, and Kingdom are Sand Box player driven affairs.


Onslaught has two plots and with time travel could be made into a series ( Depends who wins in the end. Either Allies can Axis or the three way dance of death version.)


There is back story and player interaction dedicate some things. Also comes with tech tree system to prevent power gaming.


Up to 12 sides. Heck if everyone wants can have a country on each side.


Inferum has a plot. The Devil has called it quits and so He'll is at war with itself while Heaven keeps them in line. Never beat Heaven but ruling He means you win. And story events take place as I wi NPC this one ( in Onslaught GM and player. But I play by rules.)


Pantheon has a plot aside player ga a layer and dependent ng on being Nono or polytheism decides crucial elements over all. But there is a plot and there is a big fish out to get all.
 
Also in Kingdom there is a limit to pros and cons in making kingdoms and after limit cap no more. But can make multiple kingdom just to flex mental muscles.


In Onslaught at end of each month get points to buy from tech tree.


Pantheon, God Spain's, mana charge and influence.


Mana: How much gas to work miracles.


Domains: Areas draw miracles from.


Influence: How potent they are.


Inferum has resource pool. As in actual money for things and most competitive. Oh and introduced anothe idea in intro.
 
As for Fading Dynasty: Only one faction a player. Huge sand box Galaxy. Some worlds were not touched by man. Others changed to another state of human society and so forth. As for tech levels and stuff. I got borders. Because I research everything.
 
As for Onslaught:


Version one: Acxis want to rule world. Allies stop them. Or try to.


2: Allies are a alliance of nations out to save their skins as Axis are rebels against the third side. Pact. Who were oppressing the axis nations due to losing first war.


3: Meteors come. Society smashed. Rebuild as armies of survivors try to collect the pieces.


Since Kibgdom had more votes by one I am going to do kingdom pro and con list. Next post. I am thinking just random fantasy world. ( One much bigger than our Earth) and as players do stuff I be npcs to present new stuff to the players.


Sound cool?
 
Please note: Your in control of details of people, customs and history. Below are picks for flavor.


 


To get more prod gotta buy cons. But cannot have pros that negate said cons. Some stuff only gotten in connection however. So a mini choice tree. As for ick limit will be decided latter. NPCs based on their role have same formula. Depending on role.



 


Kinda like Onslaught, but Fantasy. (And no, not like Conquest, not by a


long shot!) Summary


 


 


 


Game stuff: Maps? Any you can think of. But there is no shop function


here. You pick your stuff and play with it.


For the sake of variety, and different schools of thought. And since


fantasy, do not have to be human, though that's the default.


 


 


 


Note: Default is Standard Medieval Ages Tech, Human stats, and magic is rare but helpful.


Good Traits:


1: Super human: All residents of this kingdom for some reason are just


plain better. Not by a lot, but helps.


2: Beast Tamers: Able to use amazing animals in life. From modest work


to warfare. Need monster weakness though.


3: Magic sensitive: like super human, all residents of this nation have an attuned sense for magic, making better magic users.


4: Technology Boost1: Now in the Renaissance.  Guns exist but not wide spread and so forth. Bombs are real too.


5: Tech Boost2 (Need 1): Steam Punk now. Guns as Advanced as Wild West Days with Hot Air Balloons, trains, and such.  Can have rockets/early missiles now.


6: Tech Boost3 (Need 2):  max level. Now crazy good. Electricity via science is happening, with electric weapons. Rapid fire machine guns, flame throwers, robots, cars, flying machines, and so forth.


7: Bounty: Lots of food.


8:Mineral rich: Better mining.


9:Noble Empowerment: Your nobles in this nation have super natural


power, making them more powerful than "regulars." (Includes the other


stuff.)


10: Elites: The men folk in the Army have among the best training


known, and are in good shape for war.


11: Amazons: The women fight too. Adds to army size.


12: Big Country: Can be bought up three times. As it says, it makes it


*BIG*.


13: Masses: Lots of people. Up to 3 times to buy.


14: Piety: Your folk have a sense of religion, and it pays off.


15: Divine Help: Religion based magic spells/units.


16: Married to the Sea: Your naval skills are awesome.


17: Mountainous area: Your country exists in mountains, easy to defend.


BUT harder to grow food (No bounty buy.)


18: Magic Masters: Worth while magic troops/leaders. Including spell


types and amount.


19: Magic Artificer: Capable of building magic gear. Costly though.


20:National Treasure: Already have magic stuff. Lots of magic toys.


21:Rich: your nation has lots of money.


22: Alchemy: Science/magic! For many interesting results.


23;Master Hands: Crafts of all sorts of life are amazing here.


24:Educated: Their all smart!


25: Special Training: Special units, got to explain though.


26: Ether Tech: High tech with Magic. For interesting results. Magic +


Tech for the win. Magic Artificer + Tech3.


27: Rare Resource: Something valuable in your land. REALLY valuable.


28: Amphibious: Can live on land and in water.


29:Summoners: With Magic Masters and beast Tamers can conjure up beasts to fight for you, upgrades with Here lie Dragons/Beasts of Fantasy.


30:Hire Hands: Rich enough to have bonus troops considering your


situation.


31: Good relations: People like your side.


32: Good Spirits: The common man of your kingdom/race. Loves you. They


all do, including their families and stuff.


33:Beasts of Fantasy: Need Beast Tamers and Here lies dragons. You get


stronger monster units.


34: Blessings of the Underworld: Your people feel well at home in the


underground/world. Lots of cool stuff and mentality to make it work.


Even live there.


35: Our Gods Walk Among Us: Access tech and magic to good degrees. Need


penalties though. Only way to add  celestials to Kingdom.


36:Healthy Life style: Things are better over all.


37: Tolerant: This means other peoples will like to join them.


Including non humans, even mutants! (They just need to not use evil


magic.)


38:  Adaptable: Due to a connection to the World Host (Mana) your


people can live damn near anywhere.


39: Loving Sea: Get lots of food from it and good travel.


40: Giants: Your people are HUGE.


41: Relic Tech: Have access to ancient tech. Not magic, but "tech."


just so advanced, looks like magic.


42: Mighty Ancestors: Your ancestors did such great things their memory


is legendary. Keep them pleased and you'll get boons from them.


43: Gift of Flight: Your people, can fly.


44: Re-Incarnation: When your people die, they die. But their souls do


not go to the After Life. They become alive again, in a new body.


(Must buy non human for this trait.)


45:Nature Harmony: This nation, the "land" and the people understand


each other. So benefits.


46: Mighty Tome Archives: Your race loves knowledge and magic so much


they made a "great library" for them. Lots of spells and ideas in those


halls.


47: Brilliant minds: Your kingdom has extremely smart people who are good at their studies, warfare included.


48: Bio Mass Control: Control rate and kind of mutations, per mutation.


49: Love Adventure: Easier to make units to go out into the world, to


explore.


50: Psionics: Everyone is a natural psion to boot.


51: Mobile Fort: Getting a whole fort to move on wheels and such.


Highest technology of Land homes.


52:Flying Castle; Needs Ether Tech. But with this your able to have a


flying castle or two. A mobile home that can rain down death from the


sky and even land.


53:Collective; Roll 1 die, 6 sides. Number times 2. Most races allowed


at start of game is 12. (6 sided) And well yes. Start out with that


many people, that much more variety.


 


54: Geno Makers: Magic Tech and Monster tamers needed, now have artificial made monster servants to help out your kingdom’’s needs.


Also it should be noted you do not have to be human. Human is default.


Note that multiple races can exist pre kingdom.


 


55: Essence Power: Have access to Ki/Qi/Chakra/Prana based powers. New school of spell thought and martial arts.


56: Space Tech: With Ether Tech and Relic Tech. Able to master, reproduce and improve tech to point of flying into outer space, laser weapons, and so forth. Ultimate tech level.


57: Pet Kaiju: Need rogue Kaiju. But with this have access to ultimate sized monster units.


58:Animal Control: Able to control monster units on command, any and all, so no need for capture and tame missions anymore.


59: Ley Lines: The land of your kingdom is rich in magic energy. Ley Lines, Mana Pools, Soulnados and so forth. Extra energy to draw from.


60: Multi Dimensional: Must be non human for this, you have a foot hold in two planes thanks to a nearby dimensional gate.


 


 


 


Bad traits:


1: Angry Peasants: The common people do not like you.


2; Damn Mobs: Super form, they REALLY do not like you.


3: Monsters: your nation has fearsome wild beast who make life hard.


4: Hive Mind: One ruler rules all, the ruler is in all their minds. It


has no inner strife. But due to one mind, progress and such are faulty.


Also rulers are needed or it goes to Hell.


5: Superstitious: They do not like magic, and shun it.


6: Bad Soil: Farming is not so good here, so less food.


7: Godless: Instead of Piety/Divine, no worship of God in any form,


this is a bad thing. And it shows.


8: Debt: At the start, your not rich, your poor, dirt poor, so poor at


first you *HAVE* to make deals for money loans or try to conquer a


place of it's worth.


9: Hollow Earth: No treasures in those hills/mountains.


10: Wicked Sea: Your people are not that good at navy related things.


11: Scattered people: Your nation, is not a true unity. It is made of


groups of people. And for the most part, they do not get along with each other. 3 time level.


12: Tiny Nation: Can be taken THREE times. It makes you small. At max


your no longer a country, but a city state. Yes, a city state. The


kingdom is just ONE city!


13: Dumb as a rock: Stupid people for the most part.


14: Strife in the court: The government, does not work well together at


the moment, watch your steps.


15:Bad relations: Your neighbors hate you.


16:Dirty : More likely to catch diseases.


17:Rare Magic: Yes, harder to come by here.(More expensive.)


18:Cursed: For some reason, they have bad luck.


19: Here lies Dragons: Super form of monsters. Yeah, bigger monsters.


20: Civil War: Your not even a full country at the start, your fighting


to become ruler. THEN have to rule!


21: Eternal War: Your nation loves war. So much peace trade and


alliances are lame! You better be strong for this.


22: Meek: Not use to fighting. War skill is less.


23: Bad hands: Tougher time building.


24: Barren: For some reason have less likely chance to have babies. So


less people.


25: Strange Wilderness: Some spots of the land are just too bizarre for


words.


26: Blood Debt: have to make blood sacrifices every day. This makes you


"Evil." to most.


27: Dark Pact: The truth is the Rulers of this nation made a deal with


bad forces. Get units/magic. But at costs. (Chaos,Evil,Demons,etc.)


28: Poor magic skills: You get magic! But VERY limited. And most of the time 


29:Raging Barbarians: Pretty much the 'Monster" flaw. But humans, not


beasts. They do not have magic.


30: Greedy Leaders: Projects cost more cash.


31: Close Minded: They are not a tolerate people in regards to "other"


cultures. Or ideas in general.


32: Zealots: More extreme form, convert or die.


33: Being Non-human: Other races (Human mostly) will not like you.


34: Cruppy resources: In general, hard to come by.


35: Raging Hordes: Mean non-humans invading your land. And they will


come back with time.


36: Blight of the Undead: Like the other invader stuff. Only it's the


undead.


37: Hell Maw: A pit in the land that minor demons escape from. That's


pretty bad.


38: Underground Horrors: Tunnels under your land. Creatures exist


their, and their making caverns to invade.


39: Angry Sea: Sea monsters, pirates, rough tidal currents/etc.


40: Chaos Taint: Part of your land, is no longer safe. Not to mention


chaos monsters.


41:Poor Tech: Instead of medival level, now Greco-Roman.


42:Poor Tech2: Think Mayan/Aztec levels of tech and some Egyptain.


43: Alien Minds: Your people cannot comprehend other cultures. Just


noise and randomness.


44: Escapist: (Another form of Angry Peasants/mobs.) Your people are


not happy, to the point their willing to move to a nearby nation. The


nicer, the better. Watch your borders.


45: No thumbs: Not only non human, but cannot use tools!


46: Poor Tech 3: Now stone age. Literally.


47: Slow: Takes longer to acknowledge things, so less fight/ movement


rates.


48: Magic Marauders: Like Barbarians. This time the race invaders have


magic spells.


49: Ruled by Fear: Lack of exploring as due to past, they are afraid of


the outside world, and rather not deal with it.


Less adventure/travel rate.


50: Baby Snatchers: They are hated for one thing this kingdom does is


raid others, take their kids and raise them as their own. Total mind


wiping/enslavenment.


51: Weak tools:Materials are crappy so weaker constructs.


52: Harder to Defend: No real forest or hills, or mountains. It's all


flat and easy to access. Making it harder to defend in bottle necks,


flanking and such.


53:Super Racism: only one race in your nation. All other races,


regardless of nationality will be put to death.


 


54: Poor Tech 4: Your Kingdom and race has no technology at all. Need to be


"really" hardy and strong to survive. CAN have tech. Just someone else needs to teach you how to use it.


 


55: Pact Spells: In order to cast magic your spell casters must be in pacts. So, no piety and weird demands.


56: Alien Invaders: Aliens Invade once and a while. Saucers or lavaos lites by your choice.  Either way they come from the Heavens to wreck your stuff.


57: Rogue Kaiju: Giant monsters, really big mean ones at that and heaven help you should they take interest at wrecking your stuff.


58: Animals Hate You: Opposite of Animal Control, no monster units, none what so ever, animal creatures simply hate your guts.


59: Weak Mana Field: Opposite of Ley Lines, your land is tapped out, so weaker energy pool to draw at kingdom casting.


60: Hostile Realm: Must have non human. Your in a hostile, harsh plane and no gate to Earth like world, and your border is cornered by rough npcs
 
Alrighty I think of snipping Inferum due to themes.


Pantheon has 48 Domains.


Tech tree in Onslaught


Technology 


Tactics


Logistics


Society


Super Powers


Magic


In Onslaught get lots of picks and some freebies.
 
Also considering so many space games. Fading Dynasty getting axe now. In future revealing Pantheon system and Onslaught. Kingdom won the poll so far do planning doing that first.
 
Plot: God created universe. Broke into fragments in doing so. Said pieces became lesser Gods.


Stats:


Mana: Fuel for miracles.


Infuence: How strong it is.


Domain: Type of miracles.


After life, virtues, sins and your people plus history up to you. Below are domains.


 Domain list
1: Knowledge: To know all the things of universeWhat it does: Grants followers knowledge. And works in combo with other miracles to explain them. Granting a influence boost.2: Arts: The arts. Beauty and performance.What it does: Makes people happy with beauty.3:Time: Tampering with motions of time.What it does: Time based miracles.4: Space: Commanding the Heavens which stars reside and matter in that void.What it does: Able to access outer space. And do space theme miracles.5: Sky: Commanding the sky above the Earth.What it does: Weather control miracles and boosts effects of lightning, Air, and ice. Water combos nicely too.6: Water: Water miracles. Including ocean control.What it does: Able to control and make waters.7: Life: Tampering with powers over life.What it does: Create life. Either making health or disease.8: Death: Power over Death.What it does: Miracles commanding dead things, kill things, and even make unlike.9: War: Become a God of War.What it does: War miracles and promotes martial and tactics Savy against enemies in war.10: Peace: Control notions of PeaceWhat it does: Get peace via miracles.11: Animals: Animal friends I summon you!What it does: Command create and summon animals.12; Plants: Going green.What it does: Command and create plants.13: Destruction: The Art of destroying things.What it does: Destroying things good pretty much. Amps other destructive miracles.14: Fertility: To help make those babies.What it does: Helps your followers have families. Bigger families means more prayer. More prayer means more power.15: Stars: So many lights across the HeavensWhat it does: Generate star energy, make them and such.16: Sun: Shining in all its glory.What it does: Miracles related to Sun Light. 17: Fate: Able to see the web of situations and just maybe change something.What it does: When turning on Fate miracle able to foresee or Atleast claim to see some responses to that action.18: Ice: Did it just get cold or just me?What it does: Able to channel and generate the cold.19: Forge: Master art of crafting heavy metal.What it does: Helps make bad ass magic gear. Also minion armies can now get miracles of enchanted gear.20: Earth: Command the very ground.What it does: Move earth, stone, metal, etc. even lava.21: Fire: Some like it hot.What it does: Control hear, fire and combustion.22: Air: Wind based abilitiesWhat it does: Able to control wind. Including volume, power and intensity.23: Lightning: Channel the Lightning boltWhat it does: Blast things with lightning.24: Light: Power to channel light.What it does: Generate light and control properties of it.25: Darkness: Control darknessWhat it does: Take away light. Constructs of darkness and eat light.26: Ideas: The power to imagine.What it does: Like knowledge but instead of teaching. Can just deliver ideas to people's heads. The 27: Order: Laying order and reason to cosmos.What it does: Enforces set pattern so said pattern absolute. Conforms reality to certain rules.28: Chaos: Channeling raw chaotic energy of chance.What it does: Random miracles. Including canceling others out.29: Moon: Miracles concerning the MoonWhat it does: Need Moon to activate but when out or there can influence. Can even live on the moon.30: Magic: Able to tap into magic and spell making.What it does: Pretty broad term miracles here. Mana and influence scores makes the difference.31: Illusion: The Art of magic trickery with false stuff.What it does: Able to use advanced illusions.32; Dreams: The realm of sleeping, dreaming, and fabric of reality What it does: Deciding what's real to a extent and able to influence seams and minds in sleep.33: Justice: Force of the lawWhat it does: Deal the law, the right way.34: Protection: Being the shield of your people.What it does: Protective miracles to safe guard.35: Home: Governing the home life.What it does: Affect family values and such.36:Strength: Channel force and health into powerWhat it does: Cause super natural strength and power.37: Trickery: Being sly, crafty and talking thyself to advantages.What it does: Makes Deity and chosen champion capable of down right sneaky trickery.38:  Emotions: Channeling full spectrum of feelingsWhat it does: Brings out desired effect. Love, fear, etc.39: States: Control of what forms matter is inWhat it does: Able to change states of things. Take water. From water to str or ice and slime. Now apply to other things.40: Energy: Channeling all fundamental energies. Not just electric or heat.What it does: Covers all energy from kinetic, to radioactive.41: Mind: Miracles involving the mindWhat it does: Able to tap into mind powers and so forth.42: Soul: Channeling the very  shell of life. The conscious.What it does: Able to deal with souls aside after life stuff.43:Travel: The Art of going to point a to be.What it does: Controlling fate to have a object or person go from one point to another safely.44: Food: To feed the massesWhat it does: Conjure food for eating.45: Wealth: Controlling value of material things.What it does: Grants wealth and material power to worshippers.46: Dimension: The Art of traveling to or making new planes. Also affecting planes directly.What does it do: Like space domain. Except now all space. On planet, space and other dimensions. To degrees. More spiritually and non physical, crazier the result.47: Creation: The Art of making new things.What does it do: Create new matter on the spot. Greater miracles equal better things.48: Power: Able to grant greater force


Mono or Poly? Affects Doains and influences. Everyone has equal mana and after tie span players get points to upgrade/buy new stuff.


Next update is Onslaught. Biggest oust of stuff really.
 
Onslaught: Somethings are free. Some are not. Certain game picks at start. Depending on level of game.


Enjoy the work.



At first gear anyway.
Infantry: Bolt-action rifles, grenades, Machine Guns, early bazookas,
sub machine guns, pistols, cavalry swords, mortars, combat
knives, bayonets, shotguns, Napalm, machine pistols,
and recoilless rifles.

Bayonets, knives and swords are all melee. Napalm means flame throwers.
Mortars can shoot over walls/barriers and in arches. Grenades are same
but tossed, not shot. All main guns have decent range and fire power.
Early Bazookas and Recoiless Rifles are met for anti vehicle combat.
(And with Tank Hunters, get better at that.)


Vehicles: Trucks, half-tracks, light tanks, fixed-turret tanks, AT
guns, howitzers, Armored Personal Carrier,Anti Air Guns, and Motor
cycles.

Trucks and Half Trucks can be used as troop transports and supply
units. Light Tanks are just that, think Shermans. Fix turret means guns
are balls or sponsons. AT guns are all terrain. Howitzers are modernized
"cannon". APC's carry soldiers and have guns. .)  

Anti Air do not move much, but met to defend against air
craft. 

Tracks and trucks mostly for supply for not actually in battle. Unless
you want to make a supply unit deal in land battles. (This issue does
not come up in sea or air craft though.)

Motorcycles are just  that, fast but lightly armored.

Aircraft: propeller-driven multirole fighters, medium bombers. Enough
said. 

Ships: Frigates, destroyers, medium cruisers, WW1 Dreadnoughts, WW1
submarines, gunboats 



Tech: Dieselpunk toys.




Semi-Automatic Rifle: Your basic rifle is upgraded to a automatically
reloading gun, so you don't have to cycle the shot each time you fire.
This means more time lining up the next shot.

Effect: Rifles now have clips. More ammo,. That and can fire semi automatic bursts for suppression fire.

Automatic Rifles: Your basic rifle can fire a rapid succession of
bullets. Think of a large, bulky SMG (Requires Semi-Automatic Rifles)

Effect: A big version of a sub machine gun that can go full auto. Though may jam.

Automatic Shotgun: A shotgun with a drum barrel belt and can fire rapid
fire shotgun shells. Close range though,but  powerful anti infantry
suppression fire.(Needs Automatic Rifles)

Effect: A shotgun that can fire in rapid bursts to shred people in close combat.

Assault Rifles (Stg44, AK-47): Your basic rifle is now the ubiquitous,
portable Assault Rifle. While it trades firepower for portability and
utility, the effectiveness of your troops on the battlefield has
increased compared to regular rifles. (Requires Automatic Rifles)

Effect: Your basic assault rifle. Like a automatic rifle but lighter. Easy to maintain, and more portable.

Improved Machine Guns: Increases effectiveness & range of machine
gun-based weapons, including those mounted on vehicles. This mainly
applied to heavy machine guns like the M2 Browning (without this trait,
you're limited to WW1 era machine guns)  (Need assault rifles.)

Effect: Improves heavy machine guns for squads and vehicle machine gun weaponry.

Special Ammo: Based on what kind of research you have. The basic one
you get is exploding due to grenades, but napalm unlocks fire,
chemicals unlock poison, energy grenades unlock energy bullets, and so
on and so forth. Makes bullet based weapons have more variety.

Effect: If you buy other traits can use them as ammo. For your rifles and pistols, even shotguns. In getting this your able to have burning tracer rounds due to starting with napalm.

Large Cannon Bore: Increases firepower and range of gun-based weaponry,
making artillery deadlier.

.Effect: Makes big cannons bigger.

Flak Gun: Pretty much a giant shotgun. Met to cut down flanks of men, or rip through armor and buildings. Blast gets weaker with range.(Automatic Shotguns, Large Cannon Bore.)

.Effect: A gigantic shotgun. For vehicles.

Assault Gun: Your army can field vehicles like the Stug. These are not
really tanks, but more like armored tractors with a cannon mounted in
the chassis. These are not as heavily armored or tough as tanks, but
they're much cheaper to produce, and can perform a tank-like role on
the battlefield. Be warned, however, that the cannon is front-mounted
and has almost no field of fire, you must turn the entire vehicle in
order to line up a shot with its main gun. On the plus side,
Assault-guns tend to have a very low profile, and are a bit harder to
hit than tanks.

Effect: Not quite a tank, but a assault tractor.

Howitzer SPG: You're able to build mobile artillery guns that operate
on their own chassis. These are similar in concept to Assault Guns, but
much larger, heavier, and slower, and these mount a true artillery
cannon capable of firing at high elevation, rather than a low-set
cannon. These are lightly armored and fragile, and must be protected
against direct assaults. (Requires War Economy, Assault Gun)

Effect: Cannon on wheels and a tri pod to launch big shells.

Tank Destroyers: This is like an Assault Gun, but specifically designed
to kill enemy tanks. This is useful if your nation simply isn't able to
build tanks of the caliber that the enemy has, but you need to have
*something* that can counter it. These are much faster than true tanks,
and cheaper to build, but very lightly armored. They mount a heavy
cannon, but against the biggest tanks, they'll still need to flank or
hit the rear armor. Example: M-10 Tank Destroyer. (Requires Assault
Gun)

Effect: Like a cannon but designed for smashing tanks. Handy if lacking in tanks, really weak defense though.

The Big Guns: These massive bulks are slow, and take a lot of time and
investment to get into place. Yet their firepower and range is
unparalleled on the battlefield. Only one volley is needed to shatter a
tank squad, crush an infantry platoon, or smash through an armored
bunker. These things are so big that they're often brought in by
railway. Examples: Big Bertha, Schwerer Gustav (Requires Howitzer SPG,
Large Cannon Bore, Full Scale War)

Effect: First super unit on this list. Think GIGANTIC cannons that need trains to haul, that launch huge shells to make most things go boom.

Fully Turreted Tanks: Your tanks, unlike those of earlier times, have
the main gun mounted in a fully motorized turret, rather than in a
sponson or small ball-turret in the front. This gives your tanks a
significantly greater field of fire. Example: The M-4 Sherman.

Effect: All tanks can move their main guns now. Easier to aim.


Combat Tanks: You're able to build faster, mobile tanks with a larger
cannon and heavier armor, and several machine guns, like the T-34, or
the Panzer IV, Tiger. These have a significant advantage over basic
turreted tanks like the Sherman. (Requires Fully Turreted Tanks, War
Economy, Armored Warfare)

Effect: Tanks are no longer a joke. And are fast and powerful.

Heavy Battle Tanks:These are true beasts of the battlefield, mounting
super-heavy armor, massive cannons, and many secondary weapons. Lesser
tanks can't even penetrate their armor with anything but a flanking or
rear shot. These are hideously expensive and prone to breakdowns, but
even a single Heavy Battle Tank can often inflict great losses on whole
enemy units, if driven by an experienced Tank Ace. Real Life examples:
Tiger II, Pershing Heavy Tank, T-35, KV-1, Mammoth Tank (C&C/Red Alert
series). (Requires Combat Tanks, Titans of Industry, Blitzkrieg)

Effect: The ultimate tank of the real WW2. Quite nice on field.

Siege Tank: Impossible in real life, these are massive,
rolling doom fortresses. You only see these in the sketches of Nazi
scientists, or in Real-Time-Strategy games. They're often many times
larger than even Heavy Battle Tanks, and mount the firepower and armor
of a Battleship, but on land. Examples: The Baneblade, C&C3 GDI MARV,
the War-Tank from Advance Wars, any boss from a Metal Slug game. Even a
single siege tank spells death and devastation for any enemy army in
its way, and even off-shore Naval support should tread lightly.
(Requires Heavy Battle Tanks, Full Scale War, “Victory or Death!”,
Brilliant Minds).

Effect: A battle ship on land.

Land Mobile Fortress: The ultimate vehicle on tracks or wheels. Bigger
than a siege tank and met to be a mobile land carrier or HQ. With even
more armor and fire power, that can be seen from the distant horizon.
(Siege Tank, Engineering Marvels.)

Effect: Biggest of the tanks. So big could mount St Paul's cathedral and then some on it. Sort of a mobile HQ option. Super unit.


Battle cruisers: Large, mobile gun batteries on a hull, these things
are much more heavily armed and armored than their counterparts, though
far from invincible. With a sizeable gun range and firepower, these are
excellent for providing supporting fire to land operations, protecting
weaker ships, or aiding bigger ships in a fight.

Effect: bigger than a destroyer, not quite a battle ship, but still lethal.

Battleships: Even larger than the Battle-cruiser, these things are
literally filled with rows upon rows of heavy cannons. Woe betides any
ship that takes them on in a straight-up fight. Ships in this class
boast a displacement of up to 40,000-45,000 tonnes. Examples: the
Bismarck. (Requires Battle cruisers, Large Cannon Bore, Giant
Shipyards)

.Effect: The former kings of the seas.

Super-Battleships: The Deluxe version of the battleship, with even
bigger guns and larger tonnage, this empress of the sea is a monster at
ship-to-ship combat, sinking any other ship in range in mere minutes
due to its exaggerated guns and heavy fire support. Ships in this class
range from 50,000 tonnes displacement and upwards. the Yamato.
(Requires Battleships, Titans of Industry)

Effect: The very biggest and best of battle ships.

Aircraft Carrier: As large as a Battle-cruiser or more, the Aircraft
carrier is useless at close range due to relatively feeble on-board
guns and slightly lesser armor for a ship its size. However, at range,
it shows its true deadly capabilities as it rains waves upon waves of
fighters upon unsuspecting enemy fleets who are too far away to use
their guns. (Requires Naval Aviation, Giant Shipyards)

Effect: Able to use planes in sea battles.

Floating Fortress: Dwarfing even the mighty battleship, this naval
Super-unit is best described as a floating base. Its sheer size rivals
a city, and as such is too big to enter ports or coastal waters.
However, its main role is protecting the strategic sea lanes, and its
range exceeds that of all other naval units. Only the range of the
Aircraft Carrier's planes poses a challenge to it. Examples: 1984 (the
novel) (Requires Super-Battleships, Shipping Lanes, Maritime Society)

Effect: Super unit! Really big sea unit, a mobile base on water.

Heavy Transport Ships: When you absolutely, positively need to move
your army by sea and en masse. These huge bulks are not made for
fighting and so need an escort. However, within their massive hulls
they can carry large amounts of troops and armaments. In large numbers,
these ships can carry entire armies. (Requires Giant Shipyards,
Shipping Lanes)

Effect: To move armies across ocean by boat, must guard them though or you will lose them.

Attack Submarines: Sleeker, faster and better than early submarines,
these things are silent death to any ships caught unawares. They can
stay submerged longer due to improved engines. (Requires Advanced
Diesel Engines, Sonar)

.Effect: Pretty much WW2 Subs.

Missile Submarines: Also called "Boomer" submarines, these sub aquatic
hulks can ostensibly fulfill the role of regular submarines, but are
better suited to stealthy naval artillery, emerging briefly to fire
their missiles at land-based targets, then quickly submerging to the
murky depths and getting away. Example: Typhoon–class submarine
(Requires Attack Submarines, Long Range Ballistic Missiles, Giant
Shipyards)

Effect: Able to break surface, launch missiles at inland targets, then submerge again. Aside fighting like a sub.

Advanced Diesel Engines: With increased fuel efficiency and longer
operating life, this engine is a must-have for airplanes with increased
ranges, and is also applied to certain types of ships (i.e.
submarines).

Effect: To allow certain things to exist.

Radar: A system that allows for mapping out of incoming hostile units
(mainly enemy air units), this tech grants bonuses to anti-air
batteries and is necessary for some more advanced tech.

Effect: Allows for more accurate air craft defense.

Sonar: Same as Radar, but used for ships and submarines.

Effect: To detect subs and other submerged things.

Specialist Aircraft: This trait is an all-encompassing one that allows
for specialized aircraft such as reconnaissance, anti-submarine work,
and so forth. Used with GM discretion (for example, to get
anti-submarine planes, you need to buy up Naval Aviation as well).

Effect: Get to make custom air plane units depending on your tech and such. Think in advance before submitting.

Long Range Bomber: This trait is used for aerial bombers with a maximum
load of 5,000-7,000 lbs and a maximum range of 2,000 miles. Examples:
B-17 Flying Fortress, B-24 Liberator. (Requires Advanced Diesel
Engines, Radar, Giant Hangars)

Effect: Decent bombers for raids. Need fighter escort.

Super-bomber: Even bigger than the Long range Bomber, this aircraft can
carry a large enough load to wipe out several city blocks in a single
night. In large flights, these planes can turn prosperous cities to
ruins. They have a range of about 3,000-4,000 miles, and can carry up
to 20,000 tonnes of bombs. Examples: B-29 Superfortress, B-32
Dominator. (Requires Long Range Bomber, War Economy)

.Effect: Pretty much the biggest bombers of the real war.


Monster Bomber: No, that's not an eclipse of the sun. That would be the
emperor-sized Monster Bomber, an impossibility in real life. Larger
than a B-52, it does in one night what it takes a flight of Long Range
Bombers weeks to do. Due to its massive size, it often has on-board
batteries of heavy guns and machine guns for self-defense against
ground-based AA and enemy fighter craft. Examples of this can be seen
in level bosses in the shooter game "1942" or the XB-0 Hresvelgr from
Air Combat/Ace Combat 1. (Requires Super-Bomber, Heavy Lifter Aircraft,
Titans of Industry, “Victory or Death!”)


Effect: Ultimate bomber. Comes with massive anti air guns and can level cities with ease.

Heavy Lifter Aircraft: This heavy-duty plane is more often than not a
modified Long Range bomber, but it can also be a specialized transport
plane meant to carry lots of troops and/or supplies to a hot spot
that's reachable only by air. For any nation heavily invested in an air
force, this is a must-have to carry troops and light vehicles around.
(Requires Long Range Bomber, Aerial Supply Network)

Effect: Instead of boats, carry stuff around by plane.

Aerial Superiority Fighter: The finest propeller-driven aircraft money
can buy. These things have a large maneuverability and speed advantage
over any and all aircraft, and in flights, piloted by competent pilots,
can tear apart any incoming hostiles. Examples: Messerschmidt Bf 109,
Mustang P-51 (Requires Advanced Diesel Engines, Aerial Ace Combat,
Titans of Industry)

Effect: Really powerful propeller planes.

Jet Engine: Replacing the propeller with an internal, high-speed jet
system, this increases the speed significantly compared to traditional
planes. It is a prerequisite for actual jet planes. (Requires Advanced
Diesel Engines)

Effect: Able to access jet engines, for more speed.

Jet Fighter: While unreliable and risky compared to the standard
propeller aircraft, the first generation of jet fighters have a huge
speed edge over their older counterparts. Examples: Me 262, Dassault
Mystere. (Requires Jet Engines)

.Effect: Jet fighter, more rare. But better than propeller.

Aerial Superiority Jet Fighter: The ultimate in fighter craft, the
aerial superiority jet fighter is also the most expensive and requires
more maintenance to keep operational. However, in the hands of an Ace
Pilot, flights of these craft can chew up anything in the skies with
excessive zeal. Examples: USSR MiG-17, US F-86 Sabre. (Requires Jet
Fighter, Aerial Ace Combat, Titans of Industry)

Effect: The best air plane fighter allowed. A squadron of these bad boys can rip through most things air wise, with ease.

Advanced Rockets: With improvements made in the field of propellant and
delivery systems, rockets are now much more than simple signal flares
and children's toys. A prerequisite for the more advanced types of
missile-based weapons. Upgrades to rocket-based anti-tank weapons like
the Panzerfaust and the RPG-2

Effect: Does grant new research in rocket weapons tech. Also enhances
troop based anti tank/anti mecha weapons by +3.

Advanced Torpedoes: Improved torpedoes for ship to ship combat or even
ship to coast. In speed and fire power over all.   (Alternative Science)

Effect: Better torpedoes for more accuracy and bigger boom. Also under water troops can access portable torpedoes.

Improved Rocket Artillery: With the field of rocketry sufficiently
advanced, use of such weaponry has increased significantly.
rocket-based artillery like the Katyusha or primitive MRLS are
widespread, and use of unguided SAM's is experimental but underway.
(Requires Advanced Rockets)

.Effect: Make units akin to tanks or etc, that launch lots of rockets down the enemies' throats. Not that accurate, so need numbers.

Long Range Ballistic Missiles: At this stage, rockets are a serious
business. Long-range ballistic missiles are highly temperamental and
experimental, but their range exceeds that but the biggest and most
ludicrous guns. Examples: V-2 Missile. (Requires Improved Rocket
Artillery, Brilliant Minds)

Effect: Able to missile bomb enemy cities and bases from your own base. No mobile launcher needed.

Alternative Tech: Not all technology follows the same path: more often
than not we find ourselves at divergent paths that produce products
with similar roles but widely different form. This is a prerequisite
for things like flying cities, giant dirigibles, mecha, and the like.
ane scientific theories and groundbreaking testing. This trait is a
prerequisite for a lot of the more exotic weaponry. (Requires
[/b] Brilliant Minds, Advanced Sciences[/b])

Effect: Allows for weird things.

Lightning Weapons: Your army is quite unique in that it relies on
strange fantasy energy-based weapons like tasers, lasers, and ray guns.
You may choose to upgrade all your rifles to these weapons, but they
are much more expensive than traditional solid-slug ammunition rifles,
and do not get upgrades from Improved Machine Guns. (Requires
Alternative Tech)

Effect: Energy guns. of various kinds depending on plot. Harder to maintain than bullets, but easily have more fire power. Plus things like dust and smoke weaken their power. But a worthy investment to get some things.

Applied Phlebotium: Based on some highly fantastic scientific theory
that is inscrutible to all but the most brilliant of scientists, this
provides the means to create a better life or destroy everything. The
MacGuffin for this mechanism is the source of many conspiracy theories
and outlandish rumored-to-exist-but-never-really-documented technology.
(Requires Insane  Science, Nuclear Theory, Black Box Programs,
High-Yield Energy Generators)

Effect: Allows for some plot device stuff.

Doomsday Weapon (*): At the blink of an eye, entire cities are
destroyed and armies consumed by fire and thunder. Whether Giant Death
Ray or Weather Controlling Device, this category covers any and all
WMDs that are not directly based off the nuclear fission/fusion bomb.
Such weaponry can be seen in RTS games like the Red Alert or C&C
series. (Requires Applied Phlebotium) [WARNING: this trait has been
locked for the present, and will be unlocked at a future date at GM
discretion]

Effect: Weapon of mass destruction. Sci fi wise.

Upsydaisium Drive: This reaction less drive, while requiring power like
any other, allows for the direct cancellation of the Law of Gravity,
allowing for the power of flight similar to propeller-driven craft.
(Requires Alternative Tech)

Effect: Device to make flying things, by defying gravity.

Propeller-less Plane: Functioning similar to the propeller-craft, this
vehicle effectively fulfills the same roles but uses an anti-gravity
system powered by the ubiquitous Upsydasium Drive (Requires Upsydaisium
Drive)

Effect: UFO fighter planes and bombers.

Flying Warships: With improvements upon the mysterious Upsydasium
Drive, many medium and small naval ships can be made to ignore gravity
as well. This applies to skiffs, frigates, and destroyers. (Requires
Propeller-less Plane)

Effect: Warships that FLY. Need said ship type in order to use.

Flying Battleships: Even further improvements to the power source and
flight system, now even large ships like battle cruisers and
battleships can fly. (Requires Flying Warships, Giant Hangars)

Effect: Like above, but with battle ships. Even air craft carriers. Yes, hellicarriers. And more. Insane stuff.

Flying City: Literally what it says on the tin. A giant flying
metropolis or castle, armed from top to bottom in heavy guns to defend
against both airborne and surface-based threats. Like the flying city
Laputa, these things are exceedingly rare and extremely slow, but
wonderous things to behold. (Requires Flying Battleships, Insane
Science, High-Yield Energy Generators, Engineering Marvels)

Effect: Ultimate anti gravity flying war machine. A mobile city to shell the crap out of what rises before it. Very slow though.

Heavy Zeppelin: A giant ship that flies using a lighter-than-air gas
(like Helium) and propelled using high-performance propellers or even
jet engines (provided the trait be bought). This ponderous thing is
significantly better protected and carries more weaponry than any that
existed in RL. Best comparable to medium or heavy navy cruisers.
(Requires Alternative Tech, Giant Hangars, Aerial Supply Lines)

Effect: A dirigible air ship option. Bombers and such.

War Zeppelin: Even larger versions of the Heavy Dirigible, these things
are even more ludicrously armored and armed than one would think.
(Requires Heavy Zeppelin, Titans of Industry)

.Effect: Harder to kill air ships.

Sky Fortresses: The penultimate evolution of a dirigible, one that is
the size of a small city and effectively never needs to land. Acting as
both HQ and mobile command center, this lumbering behemoth is highly
regarded. (Requires War Zeppelin, Everybody’s Sparky! , Engineering
Marvels)

Effect: Ultimate air ship. A flying HQ option that bombs and has some aerial power to it.

Gas-Powered Armor: An early step on the path of developing true
futuristic power suits, these giant, clunky pieces are designed to take
heavy punishment and are virtually immune to small arms fire. Powered
by a small gas turbine, these things grant additional power and
strength to the wearer. (Requires Mechanical Prosthetics)

Effect: Now can have some troops in low level powered armor.

Machine Limb Harness: A full body suit with multiple limbs attached.
Which obey based on body movement. Either akin to a bug's, a set of
tentacles or even spare arms.These extra limbs aid the user, and the
harness their in acts as body armor. (Gas Powered Armor, Robotics.)

Effect: Now Dr Octopus style harness for spare cyber limbs.

Vector Exoskeletons:   Advanced cyborg skeleton system to hook a soldier pilot to a larger robotic body. It makes for fearsome shock troop potential. As one is bigger, stronger, and can carry more fire power.
(Gas Powered Suits, Cyberware.)

Effect: Makes cyborg soldier into a 10 foot tall murder machine that can punch small tanks and war bots.

Deep Sea Combat Suits: They are giant hulks are well on the way to
power suits, granting full life support and hostile environment
protection. They don't come cheap, but are well worth the price in
their environment. (Requirements: Gas-Powered Armor, Maritime Society,
Rangers)

Effect: Power armor for under water.


War-strider: Whether bipedal or quadrupedal, this giant machine (about
20-25') towers well over the height of a man, replacing the tank as the
main armored vehicle. It can crush light vehicles underfoot, but its
armor is average and it can be easy to hit due to its size. En masse,
though, it is an effective weapon. This category also included Scout
War-Striders, which stand at 10-20' and are too small to crush enemy
vehicles, but do a nice job squishing regular infantry (Human Limb
Simulation)

Effect:  Mecha! Walking war machines that are armed and can step on people.

Siege War-strider: Replaces the assault gun, but with legs instead of
treads or wheels. It excels at fire support, but has light armor and is
easy to knock out due to its large profile. It still provides a highly
mobile artillery unit that can climb over most obstacles that
traditional vehicles consider impossible. (Requires War-strider,
Assault Gun, War Economy)

Effect: Like the above but more of a walking gun.

Assault War-strider: You've met the War-Strider, now meet Big Brother.
Bigger and more heavily armored, this massive unit fulfills the role of
a heavy battle tank on the field, utilising two or more guns for combat
and casually crushing even medium tanks underfoot. It stands even
taller than a regular War-Strider (30-50') (Requires War-strider,
Titans of Industry)
.
Effect: Bigger mecha. Can step on tanks and pack more heat. Need more operators though.

Giant War-strider: The Godzilla of all ground combat vehicles. Standing
at least 75-100' from head to toe, this super-unit can stomp even heavy
tanks and smaller War-Striders. Its massive weapons systems and
heavy-duty systems require dozens of men to keep operational, and its
immense strength shows on the battlefield as it leaves ruined cities
and obliterated armored columns. (Requires Insane Science, Assault
War-strider, Full Scale War)

Effect: Ultimate gigantic robot that walks. Can step on basic level mecha and house enough fire power to crush a city. But need crews in every body cache to keep it going.

War-Bots: There are times when regular flesh-and-blood troops don't cut
the mustard, or when you need to really hit the enemy hard. War-Bots
are 10' metal creations with primitive yet functional computer
circuitry and a single-mindedness to tear apart the enemy by their
claws or heavy guns. Example: Warjacks from the Iron Kingdoms game.
(Requires Robotics, Mechanical Prosthetics)

Effect: Big robots. Yes, robots. No pilot, programmed to kill the enemy.

Flying War-Bots: Nobody's sure who came up with this. Our guess is a
bored mad scientist with a lot of spare time and booze. Either way,
these war-bots have special jetpacks that allows for quick battlefield
redeployment and quick strikes. (Requires War-Bots, Advanced Rockets)

Effect: War Bots that have brief flight time.

Manhattan Project: For those who like their nuclear toys, this is a
must. The prerequisite from which all nuclear toys come from. (Requires
Nuclear Theory, Brilliant Minds, Computers, Advanced Sciences, Black
Box Programs, Alternative Energy Sources)

Effect: First step towards nukes.

Chain Reaction (*): It's at this stage where the first fruits of your
labour come to be. You've managed to create a sustainable nuclear chain
reaction. (Requires Manhattan Project) [WARNING: This trait is locked.
It will be unlocked at a future date at GM's discretion.]

Effect: Second step.

Nuclear Weapon (*): "I have become Death, the Destroyer of Worlds..."
The dark mushroom cloud that hangs over the battlefield with a deathly
silence is now at your disposal. Use it wisely. (Requires Chain
Reaction)[WARNING: This trait is locked. It will be unlocked at a
future date at GM's discretion.]

Effect: Final. Now have nukes. We know how that worked out.

Poison Gas: This deadly supressive weapon works wonders in smashing
enemy positions and morale in preparation for a quick strike or sneak
attack. Careful when using it, as it could blow back on the user, and
using it acquires a certain stigma. (Requires Biochemical Works)

Effect: Poison gas bomb option.

Chemical Weapons: "VX is another type of artillery". Your
devil-may-care attitude in using these vile weapons isn't going to make
you a lot of friends, but that's okay. Your toxins work nicely in
wiping our your enemies en masse. (Requires Poison Gas, Refinement
Processes, "Victory or Death!")

Effect: Poison/Acid stuff to the 9th power.

Vermin Weapons: Use rodents and insects as means to attack with
artificial pheromones. (Chemical weapons, mastery of animals.)

Effect:  Can cause local vermin to swarm enemy or as hard core as to have "throwers" of bugs to attack ground troops or pester drivers.

Micro tech: Make things smaller. Helps in maintenance and price. (Alternative tech)

Effect: Makes things cheaper and parts smaller. For easier maintence.

Automation Warriors: Man sized war bots. (War bots, micro tech.)

Effect: Man sized war bots who can use infantry weapons.


Land Train: Train that does not need tracks and met for fighting. (Armed
trains and Engineering Marvels)

Effect: A train that does not need tracks and armed to the teeth.

Improved Alloys: Your understanding of metals is a head above the
others, as you can make better metals and therefore better units.

Effect: Improves all armor.

Flechutte Guns: Instead of bullets, now bolts, blades, etc of advanced
metal shot out of barrels to shred/stab the enemy. Replaces bullet
based. Harder to make ammo. And needs extra care to
repair/maintain.(Improved Machine Guns, Improved Alloys.)

Effect: Now fire shredding bolts and shrapnel that rip and tear the target.

Advanced Armor: Your worksmanship of metals and alloys is so advanced
it approaches modern armor. Your armored units especially will need a
lot of hits to go down. (Requires Improved Alloys, Refinement Processes)

Effect: Boosts armor of everything.

Shield: A good ole metallic shield. Can take a lot of punishment before
casting away as it takes some space, but can soak up damage to prolong
life of the users.  Heck some can use them as a weapon.      (Improved
Alloys needed.)

Effect: Troops can now have absorb damage, use as a weapon and so forth to keep them alive. Captain America style. Just not unbreakable.

Chain Blade: A improvement of melee weapons, a handheld, one handed
chain saw type of blade. Knife, sword, spear,and axe variety. (Diesel
Engine, Improved Alloys.)

Effect: Chain Saw blade.



 



 



Rotor Propulsion System: You're currently looking into technology that
allows for VTOL aircraft flight and early helicopter models. So far
there are few working models, but you're on the way.
(Adds bonus to flying warships if researched that with this.)

Effect: A step to get helicopters. Boosts effects of other flying things with VTOL style propulsion.

Helicopters: The first working choppers are here! Unfortunately,
they're still experimental and thus limited to such roles as
reconnaissance, personal transports, and carrying small squads of
infantry to difficult terrain. For longer distances and larger numbers
of men, use a parachute drop. (Requires Rotor Propulsion System:)

Effect: First helicopters. For light work mostly.

Nautilus: This no mere submarine: this is a submerged, mobile city,
like Captain Nemo's Nautilus from League of Extraordinary Gentlemen. A
majestic queen of the sea, it can attack like a normal submarine,
emerge to bombard coastal cities with its cannons, or stay hidden
underwater, travelling where she pleases. (Requires Attack Submarines,
Giant Shipyards, Marine Harvesting, Shipping Lanes, Full Scale War,
Engineering Marvels)

Effect: Super version of a submarine. Kinda like a battleship that can submerge.

Pathological Agents: Now learning how to chemical grow
viruses.(Requires Refinement Processes)

Effect: Step to germ warfare.

Germ Warfare: You've found out how to use viral and bacteriological
agents as deadly weapons. Stored in special cannisters, they can be
used as artillery or dropped.
(Requires Pathological Agents, "Victory or Death!", Black Box Projects)

Effect: Can use germs as weapons.

Black Plague: The tiniest creatures on the planet are now your most
ruthless killers. Your secret labs have mastered control of the very
agents of sickness and death, turning them into a weapon of mass doom
that defies imagination. (Requires Germ Warfare, Titans of Industry,
Medical Breakthroughs)

Effect: Can grow custom germs in war fare. A weapon of mass destruction.

Zombies: Yes, flesh eating ghouls. These poor souls suffer a disease,
which makes them the way they are. Four ways to kill the rotters. Shoot
in the head, remove the Head, Burn, or explode.(Biochemical Works,Germ
Warfare, and Full Scale War.)

*Can have with Necromancey.

Effect: Now have zombie troops. The things bite and speard the infection.

Grenade Launcher: A gun met to fire explosive grenades. Good power but
slow to reload.

Effect: Small gun met to launch grenades.

Project Infinity: Science tampering with serious quantum theories.The
kind of work that the government will/would deny exists to the public.
(Applied Phlebotium,) Only when allowed! (Like the nuclear Program and
stuff.)

Effect: Allows tech below to be allowed. Super high tech here.

Teleportation: Going from one place to another instantly. Eats up a lot
of power and requires very large grid to work properly. (For battle
field only, one large unit that will need protecting. Project Infinity
and High Powered Generators)

Effect: Can teleport units across the battlefield.

Force Fields: A feat of science. To have a sheet of energy around the
subject, and most fire power is blocked by said energy. Though be
warned that it does not recharge. Have to use a new motor/piece for it.
( High-Yield Energy Generators,  Project Infinity,)

Effect: Make a layer of something to deflect or soak damage.

Holofield:   A field of energy coats the user, blending light itself as
a means of invisibility. (Requires Force field.)

Effect: Able to disguise self until striking.

Phasing Tech: A true marvel of science. A energy field, that allows one
to walk through matter. Able to go pass walls by merely walking makes
it a powerful tool indeed.(Force Fields needed.)

Effect: Units equipped can walk through walls.

Beam Weapon: Melee weapons. That when turn on, a energy coat
occurs.Said coating makes the blade to cut through *most* matter with
ease. (Lightning Gun.Chain Blade.)

Effect: Light saber blade/beam blade. As it cuts one still bleeds.

Land Mines:Must be bought. Apply to litter the land with bombs. Some
are anti personal, others are anti vehicle.


Effect: A oldie. Drop off mines, things hit mines, go boom.

Sea Mines: Need Land Mines to get. Spheres with magnets, design to
attach to ship and then go boom.

Effect: Like above, but under water.

Claymore: Trip wire explosives. Need land mines to get them.

Effect: Trip wire bombs.

Lighting Field:A massive energy shield the city. It fries
missiles,bombs, and can scramble the workings of said explosives. So
they either explode prematurely, or become a dud  (Force Fields,
Lightning Cannon.)

Effect: Force Field that fries touching enemies.



 

High Energy Gun: Improved energy guns due to better power fuels. (Lightning Weapons, Alternative Power source)



 


Effect: Better energy guns.


Power Armor: Less bulky than the gas model, and has built in energy
weapons. Improved Alloys for weight but still tough, and alternative
energy  to fuel it better than mere gas.  (Gas
Powered Armor, Lightning Cannon, Improved Alloys, and Alternative
Energy)

.Effect: Now we are talking. Stronger power armor due to better source of energy. And comes equipped with inbuilt energy weapons.

Gas Mask: Employ in battle to counter poison gas.(poison Gas, Medicial
breakthrough.)

Effect: So troops do not breath in poison gas.

Smoke Grenade: Now the common foot soldier can obscure the flanks with
grenades. (Need Smoke Screen)

Effect: Portable smoke screens to divert enemy sight.

Energy Grenade: A really powerful grenade. Makes them slightly
dangerous due to power yield. Yet will likely blow up the target.
(Lightning Cannon needed.)

Effect: Mobile power core instead of bombs. To make more powerful boom.

Portable Grenade Launchers: Attached to the rifle/machine gun. Sorta
like a bayonet. Though what it does is launches a small/tiny grenade
that explodes either by timer, or impact. (Needs grenade launcher)
.
Effect: Attaches to main gun, one shot fire at a time.

Aqua Striders: Means to have  support/battle at the bottom of the sea.
Akin to Striders on ground, and can carry troopers to take underwater
cities.( Strider, Maritime Society, and
Amphibious Assault.)

Effect: They walk on ocean bottom and pop out of the sea to coasts. Or storm under water cities.

Assault Aqua Strider: Bigger, meaner brother of Aqua Strider. Not a
mere cargo strider or transport, it is designed to fight,by moving
through water and etc and attacking with a variety of weapons.
(need Aqua Striders. Assault Striders.))

.Effect: Bigger than above, and more powerful, can now actually swim and attack ships.

Portable Radio:Able to communicate with one another on the field of
battle. Handy for joint operations. Comes in a back pack model.
(Brilliant minds needed.)

Effect: Able to have protable radios to aid in communication efforts and etc.

Moby Dick!: Your people are so naturally attuned to the creatures of
the sea that they can call forth even the largest types of creatures,
such as whales and giant squids. Use these mighty beasts to lay low the
fleets of your enemies! The Kraken from Pirates of the Carribbean falls
under this category. (Requires Sonar, Marine Harvesting, Giant
Shipyards, Power over the Beasts)


Please note that Here Be Dragons can be used to simulate this trait in
the Magic Tech Tree.

Effect: Able to command whales and giant squid to your cause.

The Kraken: Call forth the Terrors of the Deep! This super-unit is
meaner than the Devil himself and as large as a super-battleship (if
not larger), crushing most ships in half effortlessly and eating men
and boats by the hundreds, and can completely ravage coastal cities in
his assaults. This aquatic behemoth requires a lot of feeding and care,
but his might is unparalleled. (Requires Moby Dick!, Shipping Lanes,
Brilliant Minds)


The Kraken can also be summoned using I Call Forth!.

Effect: Biggest and meanest of the sea creatures. Can only melee, but super long tentacles to do said melee.

Compound 18: A ballistic gel that helps absorb damage when apply with a
surface. Thus making better armor. (Biochemical works,  Brilliant
Minds.)
Does not work on Orihalcon.

.Effect: Enhances all mundane armor.

Sweeper: Designed to detect mines, in order to deal with them. (Sonar,
Land Mines.)

Effect: Able to detect mines.



 



Improved Explosives: With this your bomb builders know better means to make things go boom. For stronger spellings or bombs. Including for aerial bombing. Even compacting bombs like mirvs, or even sir fuel explosives.



 



( Chemical Refinement)



 





Aqua Craft*: Craft that comes from the ocean and can in turn, storm the
base.  (Amphibious assault, armored warfare.)

*- Actual Naval Ship transforms into trends. Keeps fire power though.
But it has limits to *what* can engage the beach storm. A boat that
turns into a tank.
With Strider tech instead of wheels/trends it sprouts legs instead.

Effect: Troop transport with gun, the APC of the sea. That can storm the beach with it's cargo.


Energy Rockets: Rocket warheads now have exotic energy payloads.
(Advanced Rockets, Lightning Weapons.)

Effect: Like energy grenades, but with rockets.

Hovercraft: A craft that can move on water and on land.  (Alternative
Tech)

Effect: Not quite flying like a UFO, but hovers just fine as long it is leveled and not steep.

Land Ship: A bigger model of Hovercraft and yes they serve multiple
roles. Troop carriers, or heavy fire power. (Hovercraft,  Battle
cruisers and Titans of Industry.)

Effect: Bigger, meaner hovercraft.

Hover Base: The ultimate in hovercraft. It is a city sized base. That
can be at sea or hover off land. Cannot go through mountains is the
only limit. Armed to the teeth and *full* of additional material.( Full
Scale War, Land Ship, Victory or Death and Engineering Marvels.)

Effect: You know the Garden from FF8? How it was a mobile base in water and land? Something like that. Only thing it cannot cross are mountains.




Hover Platform: A platform that houses a crew and driver and capable of
flight. Limited flight, but flight, while carrying big time guns.
(Updaisum Drive.)

Effect: A mobile artillery platform. That hover/flies.

Hover Tank:  A small tank that hovers over land and water. Low yield
though so does not fly so high as to avoid walls or buildings.
(Hover Platform)

Effect: Like the above, but in small tank form.

All Environmental Ship: Sea (Can be submarine even!)  Land, and Sky
ship in one. A true hodge podge of military roles in one unit.
(Flying Warships, Advanced Diesel Engines, and Land Ships.)

Effect: A military vehicle that can go in almost any situation.

Transformer Tech: A tank or a car or sphere, or even a plane that transforms into a alternative mode like a robotic walker. (Brilliant Minds, Alternative Tech, Walkers.)

Effect: Transforming vehicles. From vehicle to walker and back.

Spheres: A rolling sphere, three layers of material and a pilot at the
center. They are extremely useful for they can customize their roles in
said battle field. All depends on the tech at hand.  (Alternative tech,
Brilliant Minds.)

Effect: Rolling spheres of death that can be armed to the teeth. Use cameras and screens to see outside.

Magnetic Force Gun: Tapping into the magnetic forces of nature itself.
A beam weapon that will wreck any metal. Pull apart, crush, punch,
etc.(High-Yield Energy Generators, Lightning Weapons)

Effect: A magnetic energy gun that rips apart any metal or wrecks it badly.

Molecular Beam Gun: Has two functions. Either heat up or cool down. For
any sort of role you meet up. (Lightning Weapons, and  Everyone is
Sparky.)

Effect: A heat and cool ray in one.

.

Sonic weapon: Anti foot soldier gun,can fire through walls and vehicles
as well. Very messy results. Can be used under water as well. Still hard to maintain and limited range.(Sonar,Lightning Weapons)

Effect: Disrupts through armor, hurts ears, less range than energy beams, and can be used in water.

Acceleration Cannon: It tampers into magnetic force. Where artificial
fields with some panels, it fires out harpoons  of dense metals.It is
the ultimate range gun. Can even fire on Air Craft Carriers despite the
usual range issues.(Applied Phlebotium, Magnetic force gun)

Effect: Old world gaus launcher.

Flight Suit: Allows foot soldiers to fly. Either by
heli-blades,personal rocket packs, anti gravity pack or even functional
wing suits. Either way this new type of trooper is able to fly.
(Alternative Tech. Flying War-Bots)

Effect: Flying suits of armor for the troops.

Dragoon Armor: Ultimate personal armor. Not only does it protect, and
boost strength, but flight as well. For swift actions.( Power Armor,
Flight Suit.)

Effect: A super tech. Powered armor troops that fly.

Remote System: A ways of controlling machines with a device design to
do the commands. It is a great stride in current technology.
(Robotics, and Portable Radio.)

Effect: Able to command somethings from afar with no inside crew. If handler is killed, it stops.

Drones:Remote control machines from a distance. Many roles like
escorts,or even suicide bombers. (Remote System, and War Bots.)

Effect: Little remote controlled things for light support.

Guided Rockets: Using a wire system to aim true. Has some limits
though. (Advance Rockets and Brilliant Minds.)

Effect: Wires attached so fire team guides rocket to impact zone.

Seeker: A shell or bomb that locks in on a transmitter. Has to be
launched out of a big gun,or a aerial bomb. Nice for hitting priority
targets. (Insane Science, Advanced Rockets, Remote System.)

Effect: Used in spy games. In which implanted radio devices allow for seeking bombs/long range shells to hit at maximum accuracy.

Jet Guns: Gyro Jets. In real life are notoriously inaccurate and
lacking. Here they work fine. Hits harder than bullets. But harder to
maintain and produce. Due to ammo and fact you need more gun powder to
launch micro jets, that turn on in mid flight.  Harder to build and
maintain in comparison to bullets. (Advanced Rockets, Alternative Tech.)

Effect: Bolters from 40K. Automatic rocket launchers. Only powered armor, cyborgs, Enhanced human and monster men can use though. Mortals would break their arms on these things.

Flame Cannon: Giant flame throwers. (Alternative tech and Large Bore Gun.)

Effect: Gigantic flame thrower to be used by vehicles.



 

Improved Flame: Need Biochemicals. Makes flame attacks stronger. ( Chemical Refinement)



Murder Engine: Like the remote control drones. Only now a walking death
machine. pilotless walker who deals in Death. (Radio with Strider.)

Effect:  Like other drones. Now it is striders. Up to Assault.

Battleoids:  Suits of living armor that have a pilot plug. A pilot within the living flesh and steel, armed with gigantic weapons to boot. To enage in war as a soldier, just one of greater mass and height.

( Vector Suit, Living Armor, Assault War Strider.)

Effect: Bio mech! Living armor with cyber plug interface, pilot merges with suit and can use it as if their own body. Max sized is a assault Strider. But lack of crew and instant reflexes make it powerful.



 



Titan Chassis: Biomech horror. With two or three pilots to counter the size and neural issues. It is a bigger Battleoid with even more fire power for scary results.



 



( Giant War Strider,Battleoids)



 



Effect: A Giant War Strider all bio mech do faster and heals. Plus does not flinch under as much damage due to multiple pilots and more weapons.

Neptune Class; Swimming giant robots!!  Capable of swimming and meleeing against ships and what not.( Giant War Strider, Giant Shipyards, Shipping Lanes . Assault Aqua Striders.))

Effect: Giant Strider, now in the water.

Sky Kaiser; Giant Robot that flies. armed to the teeth and can engage in melee.
(Upsydaisium Drive, High Yield Energy Generators, Giant War Strider.)

Effect Gigantic flying robot, armed to the teeth!

Night Vision:Goggles/lens to have night vision. Sensitive to light.
Improve night fights.

Effect: Can see at night. But extra vulnerable to bright lights.

Combat harness: On wild beasts, now have guns strapped on, attached to
your beasts of war. (Power over the Beasts, Cyberware.)

Effect: Your critters can now have guns strapped on and they use with reflex.

Automated Air Craft: Air craft that has no pilot, but rather a simple
AI for kamikaze runs on the enemy.  (Robotics, Specialized Air
Craft.)

Effect: Fully aware suicidal death dealing AI planes.

Robot Super Soldier: A very different sort of hero. One with a
personality, one tailor made for job at hand, and with advanced
strength and durability. With no need to sleep or eat. Sadly they
cannot disguise  themselves too well, and the robotic brain to make
such a soldier takes a long time to process. So when you have one,
treasure it, and treat it well.
(Brilliant Minds, Robotics, Very Tip of the Spear,Advanced Alloys, and High Yield Generator.)

Effect: Super unit. A robot who has training from Hell and experience logs of Super soldiers in hard ware. So they can perform like them, with their enhanced robotic bodies.

Culture Vats: Able to make new food/material from growth vats.
(Requires Genetic Research, alternative tech)

Effect: Allows for gene units. Also grow food in vats and stuff.

Darwin tech: Replicate animals,mix and match dna for  creatures base
on role in question. One can mix and match animals for fusion animals.
Many results apply. Also can chemical change vats depending on animal
and the creative thoughts of said player. Said animals can be any*real*
animal to exist. INCLUDING pre-historic life forms. That's right;
dinosaurs! (Vats, Power over the Beasts)

Effect: Can now have big naimals in war machine. Custom genetic beasts and even dinosaurs. 6 strains max.



 



Colossi: Now your growing beasts solely for war. Breeding creatures to out match standard tanks and even basic mecha. In terms of size and sheer lethal potential. ( Darwintech, Titans of Industry)



 



Effect: Bigger and better beasties.

Bond Beast: Artificial grown creatures with control chips to link to their owners, for increased results on the battle field. As these pets aid their owners with brutal results. However due to tissue growth selective with cybeware, only so far can be given, reserved for important officers and such.
(Darwintech, Cyberware)
Effect: Officers now have a pet that can cyborg out at a given moment. Helps in operations.

Clone Vat: The ultimate red shirt. A clone of a individual. Able to
mass produce said clone shields. (Need Culture Vat, Insane
Science.) Only for normal/regular troops/pilots/etc.

Effect:  Now have a unlimited supply of soldiers as long your clone labs are functioning.

Beast Folk:: Artificial life forms vat grown. They are useful in many
different ways. All depends on their "build."  (Need Clone Vat, Darwintech and
Weapon X.)  We are talking about artificial foot soldiers mostly,
grown, trained and sent out into battle in a attempt to replace the
every day soldier. A step up from clones, though clones still work side
by side. 

That is up to the player in question. What critter mix match.

Effect: These guys are the real deal. Hybrids of human and animal. ( one genome has to be human,  6 others not so much.) And well these brutal warriors will beat the snot out of your enemies. Note they are customable in genes. And their quite fearsome.

 



Pack Leader: Super trained beast folk warriors. Beast Folk, Tip of Spear.


 


Effect: Hero Beast Folk.

 


Leviathan Strain: These creatures are among the most costly to
fund.However they are extremely powerful.Able to take out a small
country if that be the case. It is called Breed because you get to base
what powers/DNA pts they have.( Colossi, Victory or Death! and
Weapon X)

Effect: Can now have Godzilla as a super unit. A killable Godzilla, still Godzilla. Or something on those lines. Super unit tech. 

Terrible Children: Worried about the very best of your soldiers?
Training just not good enough? Now make special squads of your best
troop, down, to genetic level. Note that this guys are rare hero types,
for they must be grown and trained. Also they age rapidly so will need
replacements.(Clone Vats, Very Tip of the Spear.)

Effect: Instead of lame clones, more expensive clones of your super soldiers. Metal Gear style.

Symbiotic Armor: Living armor that protects, has hp, and can heal
itself if not killed outright. (Vats, advanced science.)

Effect: Living armor that heals the troops wearing it. Offers decent protection. Does not work with power armor. Can attack with it too.

Living Armor: Material that heals itself. (Symbiotic armor and
Engineering marvels.)

Effect: Now your vehicles have regenerating plates.



 

Biomechanoids: Robotic warriors that are grown like culture food. Complete with metallic weapons and so forth. Truly living machines.



(Living Armor, Robotics,)


 


Effect: All machine units are like Battleoids  now and even cheaper. 


 


 





Tectonic Tech: Being able to move through the ground with ease and scan
what is below.
(Alternative Science)

Effect: Allows for tunnel stuff.

Tunnel Craft: Either surprise machinery from ground or carriers of
things,these driller devices make lots of vibrations and they in turn go
through the ground to do their job. (Tectonic tech, high energy
generators.)

Effect: Land vehicles that can now tunnel into the ground and through the ground for surprise attacks.

Diggers: Powered armor to aid the soldier and worker to burrow and dig through the Earth.
(Tectonic Tech, Gas Powered Armor.)

Effect: Powered armor doing the above, so now soldiers killing people.

Sand Bots: War Bots built not just to kill and maim and hunt. But can dig through the Earth to surprise attack their victims as well. (War Bots, Tectonic Tech.)

Effect: War Bots that do the surprise mole death trick.

Geo Ship: A military vessel that can crawl on land and dive into the Earth below, akin to a submarine, instead of water it is dirt ( Tunnel Craft,  Battle Ship)

.Effect: A freakken burrowing battle ship.

Subterranean  Colony: A city under ground! Complete for mining,
building and etc. Need culture vats to grow their food and everyone
needs at least two hours of sun a day to stay healthy in sun light. Can
only be built under big bases or cities, as a spare. Very hard to
target as it's underground. And need system of large elevators to go up
and down surface and cave levels..(Culture Vat,Tectonic Tech, and
Engineering Marvels.)

Effect: Can now invest in buying aa city or base under a per existing one. Can be invaded by access tunnels or elevators. But very well defended to help build the war effort.

-Tactics
Smoke Screen: Employing smoke to obscure view to escape or make
targeting difficult.

Effect: Enough said, employ smoke, as it lasts can escape or advance with less enemy fire.

Commissars:
Imperial Guard Commissar wrote:
If you will not serve in combat, then you will serve on the firing
line!!
Basically that's it. Your troops have only three choices: returning
home victoriously, dying bravely by an enemy bullet, or getting shot by
these psychotic political officers for being a coward. It grants
bonuses to combat, since your men know they really won't be coming back
if they don't win. (Requires Police State, “Victory or Death!”)

.Effect: Now have officers who will shoot at retreating friendlies. To let them know there is no retreat or surrender.

Combat Drugs: Juicers, steroids, speed, etc... Whether in pill or
injection form, these chemicals will ensure that your men work at top
efficiency. They'll be cases for medical care and therapy long after
the war has ended, but in the meanwhile they'll be good little killing
machines. Refinement Processes boost the efficiency of the drugs by
making them of a purer cut, while Mass Production ensures your men
enough supplies of it as necessary. (Requires Biochemical Works)

Effect: Boosts effect of your troops. Hurts their health in the long run though.

Fix-Flank-Finish: Infantry tactics in general use the "brave headlong
rush" to meet the enemy, or exchanging fire at visual range. This
tactic boosts infantry batallions' efficiency by pinning the enemy with
suppressive fire, flanking his weak points, then finishing him off at
your leisure after his defenses have been compromised. Bonuses to
infantry combat.

Effect: Instead of marching in to gun fire. Gun play now is to make suppressive fire to corner the enemy and find means to flank and finish them off. Makes infantry firing better with these tactics.

Sniper Battalions: By using large numbers of snipers, enemy infantry
movement is severely curtailed as they are being forced to stay in
cover unless they want a bullet to the head.

Effect: Now have snipers staged at keen points. To take pot shots at enemy advancements.

Rangers: Named for the elite US Army troops, these are men trained in
special operations and tactics meant for infiltration, shock attacks,
and stealth ops.

Effect: First of the elite troops.

Quiet Professionals: The next step up from Rangers, these men undergo
even more extensive training to become lethal killing machines. Their
operations include assassinations, surgical strikes, and all-terrain
combat. (Requires Rangers)

Effect: Better than rangers.

Delta Warriors: Named for the US Delta Forces, these men are the best
of the best. Their daily work consists of things that they're not
allowed to tell their family or friends about under penalty of High
Treason. (Requires Quiet Professionals)

Effect: Pretty damn scary effective now.

Very Tip of the Spear: At this point, we've gone WAY beyond special
troops. We're talking about elite, top human condition troops pushing
the edge. You've got Solid Snake, Captain America and Jason Bourne
working at this stage, and you've got a sizeable squad of them for
those "worse than impossible" missions. Your man could go in shackles,
escorted by a platoon of enemy soldiers, and by next morning he'd have
razed the camp to the ground, assassinated the Very Important Official
who was making a tour of the place under heavy guard, and then manage
to escape to the extraction zone before the enemy knew what hit them.
(Requires Delta Warriors)


Effect: Ultimate Super Soldier in terms of training. As good as it gets without fancy gear or powers.



Special Scenario Warfare (Urban, Amphibious, Guerilla, Mountainous,
etc...) Choosing two "special scenarios" for every time this trait is
bought. Whenever your units fight in the specified scenario, your men
gain a hefty combat bonus in regards to their less-specialised enemies.

Effect: Can buy more than once. Each time invest training in a particular field of combat for better results.


Extreme Environment Warfare (Winter, Desert, Jungle, etc...): Choosing
one "extreme environment", your men will operate machinery normally
while your enemy gets a sizeable penalty. However, it has to make
sense: you can't buy "EEW: Desert" if your country is mostly winter and
snow.

Effect: Like above, but now only in terrain your nation actually has. Like the Russians exploiting their winter to fed off the Germans.



Breakthrough Tactics: By using one modern (i.e. post WW2)
tactic/strategy, you use your troops and units to better effect than
those stuck with WW2 strategies. However, please bear in mind that this
will be limited to WW2, so no ECM warfare or hacking into the enemy
infrastructure by internet.

Effect: Run by me said tactic. If fesiable, yes, otherwise no. And can use only one.

Tank Hunters: Your infantry and units excel at taking out enemy armor
(that includes mecha). Bonuses vs armored units.

Effect: Makes your units better at killing enemy armor/mecha.

Combat Engineers: Specially trained men and women who perform minor
miracles to help their army fight under hostile circumstances. Bonuses
to logistics and supply.  Also count as battlefield mechanics. For
repair to vehicles.

Effect: Now have better supply runs and encampments on battlefront due to the army engineers.

Armored Warfare: Prior to WW2, tanks were used as infantry support.
With this trait, the finer nuances of using tanks (or mecha) as primary
combat weapons become clear to you, and you can use your tanks with
bonuses. Required for Combat Tanks.

Effect: Makes tanks betters.


Blitzkrieg: At this stage, you're not just using tanks well, you're
using them as the primary punching power for your ground forces. Grants
bonuses to armored units. Required for Heavy Battle Tank (Requires
Armored Warfare)

Effect: Imrpoves all mobilized army vehicles.


Naval Aviation: While air power has proved its worth on land, now
you're working on getting it to work at sea as well. Your fighter craft
are either modified to work on land-based airstrips or off aircraft
carriers, or you've got a variant specifically used for aircraft
carriers. Either way, your naval combat range has grown greatly.
Required for Aircraft Carriers.

Effect: Allows for air craft carriers.

Naval Task Force: A general term that describes that you realise the
best uses of each of your ships for the roles that suit it best, and
can micromanage each ship properly to working in a greater, cohesive
role. Grants bonuses to fleet combat.

Effect: Makes navy better.

Aerial Ace Combat: "Flyyyy in-toooo the DANGER ZONE!" - Er, uhm, sorry
about that. But yes, this is basically a Top Gun academy system where
your troops learn more about dogfighting, aerial maneuvers, and aerial
combat in general. You don't need it, but with this trait you
effectively double the effectiveness of fighter units and small planes.
It doesn't apply to flying battleships, though, so keep that in mind.
(Requires Advanced Diesel Engines)

Effect: Makes fighter plane pilots better. Applies only for planes though.


"Victory or Death!":

Your government isn't too keen on the idea of tactical withdrawal, so
your troops will often be forced to fight to the last man. However,
this "never say die" attitude helps in that the level of desperation
and/or determination of your government allows you to unlock super
weapon production (required for Chemical Weapons, Land Mobile Fortress,
etc...)

Effect: Allwos for certain things researched to show your mentality for winning no matter what or die swinging.

Infiltration: Other nations' armies work by hammering an opponent to
death. You work by loosening him up from within. You've got a few spies
in some good spots, and they're doing all they can to slow down the
enemy's war machine without getting caught.

Effect: First step in spies.

Intelligence System: The next step up from Infiltration, your spies are
really good at finding stuff and letting you know of the enemy's moves.
You've got someone looking out for your men, and unfortunately for the
other side he's got a clear view of some of the more important cards.
(Requires Infiltration)

Effect: Second step.

Counter-Intelligence: Unfortunately, you just can't let the enemy spies
go amok, can you? By setting up a counter-intelligence system, you can
effectively counter enemy spies and root them out before they can do
any serious damage to your war effort. (Requires Infiltration)

Effectp: Now stop other spies with your own.

Shadow Agency: Your nation not only works the intelligence game, it
excels at it. You have developed a special government agency with the
express purpose of winning the war in the shadows This agency is so
powerful that it might even influence the natural flow of politics in
your country, as it has its own lavish budget and "blank check" to do
as it has to. (Requires Intelligence System)

Effect: Much better in spy game. Can use them on multiple countries at a time.

Super Spy:
Quote:
The name's Bond. James Bond.
You have developed a unique breed of heroes. While he might be a good
fighter and a competent pilot, his specialty is infiltration,
espionage, and subterfuge. He could pretend to be a foreign diplomat at
ball, get the Generalissimo nice and drunk and talking about that new
wonder weapon in the works, then quickly work his way into the project
and make off with the plans after setting fire to the workplace. Try
not to overuse him; he is a rare and powerful asset to your war effort.
(Requires Shadow Agency)

Effect: Super unit, just for spying. One country at a time.

Binding the Witch: Your troops have ways of hunting down and
neutralising renegade magic-users. Whether by use of folklore materials
such as cold iron or silver, or by knowing the strengths and weaknesses
of mages, your troops have a better chance of taking on (and defeating)
magic-users than normal.

Effect: Use superstition against magic users and magic is weaken in result.

Witch Hunters: Your troops not only know how to fight mages, they have
entire military squads dedicated to the task with high levels of
success. Your normal troops get better anti-mage training, while your
Witch Hunters are a mage's worst nightmare. (Requires Binding the
Witch, Burn the Witch!)

Effect: Troopers who kill magic users easy. THeir magic is really weak, and their armed with knowledge to kill them. Does not work on mythic beasts or golems. Just spell casters.

Grizzled Veterans: This wasn't the only war your men have fought; as a
matter of fact, there has been a more recent war, one that had started
some time in the past so it's not affecting your troops or logistics,
but ended quite recently so that your men have had the time and
experience to learn important lessons from it. Most (if not all) troops
have veterancy bonuses.

Effect: Have to buy in beginning to have. Your nation had a previous war. So all troops in army already know how to fight.

Fifth Columns:
General Francisco Franco, paraphrased wrote:
I have four columns surrounding the city, and a fifth column in it,
ready and awaiting my commands!
Things look...bleak for the other guy. You not only have infiltrated
his power structure, but a sizable section of his civilians too.
There won't be open civil war, but you have saboteurs, vandals and
terrorists ready to raise hell when you give the signal. The effort of
taking down these terrorists will detract from the fighting effort of
the enemy nation. (Requires Intelligence System, Mass Media)

Effect: Able to stage revolts and on the spot violence in select cities to destabilize the government.


Famous Regiments: There exists certain groups in your army that have a
traditional history of glory and honor, and while it might have been a
while since they've been in a war, these regiments have been upheld in
peacetime as a reminder of what makes good men. In times of war, these
regiments have been reactivated, and their reputation of glory is
enough to make its members fight for their honor and that of the
regiment, beyond the point where other troops might quail or break.
Grants morale bonuses to specific units or groups.

Effect: Have famous units to make the army feel good and perform better.

Foreign Volunteers: Sometimes your own troops aren't enough. Sometimes
you have to bring in the specialists for certain tasks. This trait
allows for ONE regiment of specialists from an allied or neutral
nation, whether they're air, army, or infantry (no naval, except for
small boats and such). And agreement must exist between you and the
granting nation to allow use of their troops in your forces. This does
not apply to two or more armies working under a unified command or
Joint Chief of Staff system.

Effect: Can access ally troops as your own with their permission.

Mercenaries: For some reason, your people just don't have enough
warriors for the job. Either they dislike warfare, or there's just not
enough of a draft pool to draw from. Either way, it's time you paid
other people to fight your war for you. You still have to supply them
with weaponry and supplies, but you effectively have a larger pool of
recruits and men to draw from. Just keep the money ready and you'll
have no shortage of these troops.

Effect: Units that are paid to fight. And if they start to lose will flee. But as long getting paid and doing good, they'll manage.



Medic!: A unit who's role is to heal and care for the wounded. It makes
life a little easier for the troops. Ensuring their lives. (Medical
Breakthroughs)

Effect: Men and women who heal their hurt comrades during battle.

Marines: Foot troopers who are first employed from the sea, direct
beach warfare.(Amphibious Assault)

Effect: Troops who can attack from water.

Paratroopers: Troopers falling from the sky. To get in the mix of
things. (Rangers,Aerial Supply Network Or Heavy Lifter Aircraft or
Helicopters.)

Effect: Can air drop into enemy lines.

Amphibious Assault: A method used to storm a land target but from the
sea, as opposed to land lock combat. With trained men and women.
(Maritime Society, Rangers)

Effect: Allows amphibious assaults.

Man Cannon: A oddity in deploying troops. It *fires* them out and they
have maximum move of thousand meters. At many angles/arcs. One must
worry about Anti Air guns. Until on the ground of course. ( Large Bore Cannon,
Paratroopers.)

Effect: Can fire out paratroopers from any veicle that can port this gun.


Extreme martial Arts training: Bonus for ground forces in melee with
other soldiers.

Effect: Bonus in melee battle.

Entrench: A classic defense measure. Digging into the ground. Harder to
hit and what not.Either as a fox hole (2-4 troops.) To trenches ( Whole
unit in trench,to deal with situation.)

Effect: Dig trenches in place, to soak up fire power and bunker in.

SMGS for Everyone!: Everyone now owns a sub machine gun, to promote
better safety. Since everyone is armed,no sense in attempting crimes.
Also handy should invaders knock on the neighbor hood. ( Mass
Production, Nationalism,and Military Junta or Militant Society.)

Effect: Every man, woman, and eligible child in your country has atleast one sub machine gun. In a city invasion they WILL rise to the occasion.

Drop Pods: Portable bomb casings,but not explosive, rather it contains
a warrior. Goes where the pod is dropped, then come out to rock.
(Heavy Lifter Aircraft, Sphere,Paratrooper.)

Effect: Can paratroop any unit that is not big enough to step on a tank.

Armed Trains: Your trains pack heat now.

Effect: As your trains go to deliver, they now have gus to fed off attackers.

Fake Terrain: Screw up info and troop formation with false landscape.

Effect: Surprise enemy with fake terrain or screw up their maps.

Ablative Armor: Employ armor in layers.

Effect: Now employ armor in layers. Slowing down vehicles, but tougher to kill.

Logistics:
War Economy: Your economy has been geared to the best possible
advantage of the war effort. A lot of civillian luxuries have been put
on hold to allow more military-oriented goods to roll out and reach the
front lines. Production facilities shift focus from civillian to
military products, the infrastructure is comandeered to allow these
goods to reach the frontlines in a timely fashion.

Effect: Get this for free. Need it to have a army.

Mass Production: Your industry is assumed to have already reached a
sizeable amount of heavy industry. However, with Mass Production, the
emphasis shifts to producing a lot of stuff very quickly. Your
machinery can make a lot of goods, parts, and even more machinery to
keep the wheels of production moving at top speed.

Effect: Get this for free too. Because you NEED this.

Vast Resources: Must pick a nation creation. Country has ton of
resources.

Effect: pick only at start. If you do. Get a bonus in resources to spend. As this game does not have a production or cost value really 9More common sense0 This gives a excuse to have a lot at hands from start.

Full Scale War: With both the economy comandeered to the war effort and
your industry production at top speed, you can now move to the next
step of wartime production. At this stage, it's a production frenzy:
tanks, rifles, and ships are continuously being churned out of your
factories and assembly lines. It's a fight to the finish, and in the
meantime your men are going to get all the supplies they can get.
(Requires War Economy, Mass Production)

Effect: Your whole country is gearing for one thing. War. Maximum build benefits.

Titans of Industry: At some point in your industry, some companies
stand above the rest in production rates and quality. These
conglemerates eventually garner enough momentum of their own to become
economic entities in their own right. With strong ties to the local
government, they gain the lion's share of grants and porkbarrel
spending. While this may sound bad, it results in a much better R&D
department for your military divisions, meaning that a lot of the
produced stuff comes out at a better quality and reduced cost due to
economies of scale. (Requires Mass Production)

Effect: Quality goes up of your gear as the very best that is being offered is what cuts the cake in reaching the front line.

Tunnel Networks: A curious logistical system, this has a mostly
defensive application in that a prepared tunnel network speeds up
supplying the front lines and provides protection from enemy fire
support.While not a lot could be moved through any one tunnel, the
sheer number of tunnels and the traffic going through them makes it a
logistical miracle and lifeblood of your army. (Requires Combat
Engineers)

Effect: Able to make a supply run below front line in small tunnels that need to be maped, to be dealt with.

Mass Transit System: Planes, Trains, and Automobiles! You have a strong
network of travel and transportation running through your country that
allows the transfer of people and goods from one spot to another almost
overnight. When utilised for military purposes, you could effortlessly
move troops from one side of the country to the next regardless of size
of territory to be covered or the size of the forces to be transported.
(Requires Public Education System)

Effect: Because Public Education is free and you'll need this to go to the battle front. A freebie.

Giant Shipyards: The bigger the units you produce, the more
requirements are needed to make it. When it comes to large ships and
naval units, you'll need large dry-docks and ports to get the
production underway. With this trait, the bigger ships like Battleships
and Aircraft carriers are unlocked for production.

Effect: Needed for boats.

Giant Hangars: This effectively is the same as Giant Shipyards but
applies to aircraft and flying units as opposed to naval units and
fleets.

Effect: Needed for planes.

Shipping Lanes: The seas are the lifeblood of your nation, and it
shows. You make a lot of business transporting people and produce by
sea, and in wartime you can do the same for military supplies and
ammunition by converting merchant vessels for temporary wartime
service. (Requires Mass Transit System)

Effect: Needed to ship stuff across the sea.

Aerial Supply Network: Instead of transporting your goods by sea, you
transport everything by air. While this does provide more destination
choices, it also offers a different set of challenges. (Requires Mass
Transit System)

Effect: Flying across huge land mass to supply the army.

Colonies: The good ol' days of colonialism are mostly over - good thing
you didn't get the memo . You still retain sovereignity over some
distant land over the sea, and that land could be used as a secondary
base of operations or even as a replacement HQ should your main capital
be overrun. It grants you a once-only extra 10% for both Area and
Population of your nation. Just make sure you can defend both
locations. (Requires Shipping Lanes OR Aerial

Supply Network)




Effect: Pick only at start. Second land mass with cities as a part of your empire.



Magic Teleport Grid: Instead of transporting stuff overnight, you can


now transport it instantaneously by using magic. The downside is, you


need an already established portal to where you need to transport your


stuff, and that makeshift portals won't transport the stuff that fully


constructed teleport pads can. (Requires Mass Transit System,


range">Ley Lines, Magic Institution)



Effect: Teleporting ley line transit system.



Biochemical Works: Your factories, doctors and scientists are hard at


work trying to decipher the science of chemistry and biology This


allows you some breakthroughs not available to others. Required for


Combat Drugs and Poison Gas



Effect: Needed for chemical weapons and combat drugs.



Refinement Processes: You possess special facilities working hard on


purfiying and improving fossil fuels and other vital chemicals as


explosives. They can also be used to improve the quality of Combat


Drugs and Poison Gas. (Requires Biochemical Works, Mass Production)



Effect: makes ALL chemicals better.



Alternative Power Sources: You're looking hard into power sources that


don't come from traditional energy sources like oil and coal. You may


take this into account as a fossil fuel replacement: just be sure to


inform the GM . Examples: Sakuradite (Code Geass) Elerium


(X-COM).



Effect: Another source of fuel not in real life. Usally a form of sci fi rock or something. Discuss what it is. If so, it will power up toys and free up gas and such.



High-Yield Energy Generators: You've developed Requires Alternative


Power Sources and worked on them to a degree where they're providing a


higher power yield than fossil fuel. This powerful power source helps


in power generation and in providing reasonable power sources for


high-powered weaponry as doomsday weapons and giant ray cannons.


(Requires Alternative Power Sources)



Effect: Perfected that mystery fuel to out perform beyond your wildest dreams. All equipped with it have a ton of juice to operate.



Fields of Gold: Your country either has a lot of green thumbs in its


genes or very fertile lands. Either way, you're a traditionally strong


provider of wheat, grain, meat, and other foodstuffs to other


countries. In wartime, you can either keep up supplies to the troops or


you can sell your extra food to your allies for a tidy profit.



Effect: Can have at any point to show progress in farming. It makes you grow food better to feed everyone.



Improved Resource Gathering: Your resource extraction processes work at


a much better rate than everyone else: your ores, fuels, and minerals


are either more plentiful for a given source or purer than your


counterparts' produce. This mainly increases production and grants


bonuses.



Effect: makes all resource things, food gathering, mining, and etc better.



Marine Harvesting: Your food and resources come from the sea as opposed


to most other countries that take their resources from the land. Your


technology or methods are sufficiently advanced enough to make this an


efficient process that pays for itself. Even your fuel comes from


sea-based rigs. (Requires Maritime Society, Improved Resource Gathering)



Effect: Can use ocean if near it or surrounded by it into a gold mine of resources.



Land Mobile Factory: A truly odd unit, this is not so much a combat


vehicle as much as a production facility that gets around on railway


lines or even on treads. While having your production facilities so


close to the front lines can be a risky proposition, the Land Mobile


Factory makes it much easier to get supplies to your men if they are


standing on a valuable resource point. Please note that a Land Mobile


Factory CANNOT make a finished Land Mobile Fortress or other


super-unit: it can only make the separate pieces before they can be


fully assembled on-site and the finished unit sent off to combat.


(Requires Full Scale War, Improved Resource Gathering, Mass Transit


System)



Effect: A unit that does not attack but builds units to be used. Cannot make fully operational super units from get go though, anything else is legal.



Trains On Time: Your country gets its work done on time because YOU


WANT IT DONE ON TIME! By hook or by crook, everyone does their work as


neatly as clockwork; slacking off is not tolerated. Bonuses to


production. (Requires Totalitarian State)



Effect: All workers work on time, doing their job to the best. At ALL times.



+1 Country Size: This trait allows you to increase your country's


population and area by 25%, thus allowing an increase in size every 4


points spent. Population affects recruitment and size allows for more


resources and living room. Please note that this only goes towards your


own sovereign territory, as any land forcibly taken or subjugated will


have problems with an uncooperative if not outright hostile population


that will put a dead weight on production, not to mention potential


uprisings and guerilla warfare.



Effect: Pick only at start. Up to four times. Those  tiems makes a 100% growth in land mass of your country. FUll of people and resources.



Wireless Electricity: Using a system of coils and buildings  one is


able to draw power from the planet's Magnetic sphere and provide power


to nearby equipment and buildings. Cutting down cost of materials


needed for lighting up the country.Said buildings are lightning


magnets, and targets in war. But cuts cost of gas and other fuels.


Please note this covers buildings ((Should they fail, back up


generators) They do not power up vehicles.(Everyone's Sparky,


Engineering Marvels,Alternative Technology.)



Effect: Makes it so appliances and buildings no longer need fuel at all but a link to magnetic sphere for power. Further freeing resources for use. ALmost a uptopian kind of thing to have. In war effort, ALL major fuels to be for war machine, unless a emergency.



Society:


Public Education System: Your country has advanced far enough that at a


sophisticated full education system exists at a reasonable cost to all,


ranging from preschool to a full college education. While not everybody


in your nation could be expected to receive a full high school


education, much less a college degree, the system in place allows for a


high degree of literacy in your nation. On its own, it's not worth


much, but an education is needed for the higher forms of study and many


of the more important engineering and construction skills.



Effect: This is free. Got to have this for any sort of technology. So why not?




Brilliant Minds: Either you've managed to lure them with researches and


fonts of knowledge in your colleges, scholarship money, or even managed


to create a bumper crop of exceptionally skilled and learned people.


Any way it went, your education system is paying for itself now. You


have excellent minds that can help you improve the public life, create


a path to the future, or help you create even more powerful weapons.


Bonuses to production and research. (Requires Public Education System)



Effect: Needed for some tech.



Everyone’s Sparky! Maybe your public education system is working a bit


TOO well... A lot of people with exceptional intelligence and


creativity are pounding away at their own private labs. Your citizens


often suffer a loss of a good night's sleep due to some maniac's lab


blowing up in the middle of the night and waking up the entire block.


There are bound to be some hazards with this many overly curious


creative brains around, but it sure helps research! Lightning Weapons


(i.e. energy-based weaponry) benefits especially from this trait.


(Requires Brilliant Minds)



Effect: Allows for some things, and improves lightning weapons.



Advanced Sciences: At some point, the normal laws of physics


get...boring. Now your scientists are out to unravel the more arcane


and mysterious secrets of the universe. This trait is required for many


of the more important or interesting scientific discoveries. (Requires


Public Education System)



Effect: Again needed for some technology.



Insane Science: The works of extremely educated and quite mad


scientists. This pick regards the bold and nearly impossible dreams,


made reality in scale of science as it borders on madness in the


theorims. 9lightning Wepaons, Brilliant Minds, and Advanced Science


needed.)



Effect: Again needed for certain things.



Nuclear Theory: Whether by studying on radioactive ores like uranium,


or studying the secrets of the atom and matter, your scientists are


making steady steps to unlocking the very secrets of creation - or mass


destruction. At this stage though, you're still working on theory or on


the very earliest steps of practice. You need Manhattan Project to


actually start full-scale experimenting on nuclear power. (Requires


Advanced Sciences)



Effect: Cornerstone of nuclear project.



Human Limb Simulation: By studying the stresses and intricate


engineering of the human frame, such as joints and limbs, your


engineers can replicate moving limbs on a feasible scale. You're


currently working on fully working artificial joints to enable movement


of large objects. (Requires Advanced Sciences)




Effect: Needed for mecha.



Mechanical Prosthetics: Simple mechanical limbs made of wood and moved


by wire aren't covered by this section. Instead, we're talking


complicated wonders of medical sciences, such as a fully functional


metal arm that can hold an egg without breaking it, a replacement


heart, or even steam-powered legs! Such devices aren't electronic, but


have a strange dieselpunk, steampunk or even clockpunk feel to them. As


such, they don't look as natural as modern prosthetics, but they can be


more powerful! (Requires Human Limb Simulation)



Effect: Needed for power armor. Also can replace lost limbs with cyborg parts.




Computers: No, we're not allowing the internet or personal laptops. In


this era, we're stuck with giant number-crunching mainframes that fill


up entire rooms, work using vacuum bulbs, and are mostly used for


planning and scientific research. However, you can have them hooked up


to the control systems of factories or even railway systems. Just be


careful they don't rebel. (Requires Public Education System)



Effect: Old fashion computers in place. Helps crunch numbers.



Robotics: The next step up from computers is the robot: a machine being


capable of simple thoughts or obeying orders. Such machines can either


follow the simple programming of their electronic "brains", follow


verbal orders, or remote-controlled by radio. The presence of robots


increases production rates due to the presence of more durable working


hands. For a robot to be capable of fully rational thought, Brilliant


Minds is necessary. (Requires Computers)




Effect: Allows for robotic assistants.



Cyberware: Instead of just replacing bone and muscle. It truly is in


the top of the line factor. It affects the human mind. With a mix of


computer,regulation circuits, and human brain. One has better reflexes


and computing power, While still learning like a human and adapting.


Though those given treatment lose pieces of humanity, it's a small


price to pay, to be the quickest thinking, room efficient computing


staff in the world. Not for everyone. Some lab coats get it to improve


thought processes, pilots for better reflexes, and even commanding


officers for overall mentality boosts.Positive augmentation overall.


Also makes convicts and other crooks to loyal servants due to mechanical


mind control.


(Brilliant Minds, Robotics. and Mechanical Prosthetics needed.)



Effect: Can replace or augment organs with machine bits.



Political Strongman: Your government is in the hands of a single


individual, who has gathered a lot of power very quickly, and may not


be guaranteed to use it wisely. He or she have either gotten into power


by a coup d'etat, assassinations, conspiracy, or even through


democratic processes - but now that s/he's in power, they're not going


to give it up easily. It's not going to be a pleasant ride, but for now


enjoy the slight production bonus as your Fearless Leader tries to put


things in order. [CANNOT be taken with Democratic Process, We the


People, Constitutional Monarchy]



Effect: First government on this list. A level 1 one. Makes you the boss. Due to crooked politics. Please note in this, any government is free to pick. But only one.



Police State: The ruling person(s) are, for some reason, either


paranoid or insecure, or feel that they can better manage the state


with a tight grip on affairs. Your security systems and police force


are uncommonly strong, resulting in the supression of most basic human


rights. They keep an eye on everybody, and red tape can be pretty


strong. Still, if everybody would just go with the program, there will


be no problems. Internal security bonuses. [CANNOT be taken with


Democratic Process, We the People, Constitutional Monarchy]



Effect: Makes spies more effective, but ruins your people's rights. Spies attacking your country are less effective.



Totalitarian State: Your dictatorship has taken itself to the next


level. Nobody breathes with Fearless Leader telling them to, everyone


dances to his tune, and those who disagree disappear into the night.


While morale can suffer as a result, the fact that Big Brother's got


all his pieces lined up in an orderly fashion enforces productivity and


research. (Requires Police State, Political Strongman) [CANNOT be taken


with Democratic Process, We, the People, Constitutional Monarchy]



Effect: A ultimate government. in this one one person calls all the shots no matter what. EVERYTHING but morale is good as a result. Bad guy call though really.



Divine Right: Instead of a bureaucracy or elected official, your


government is represented by a hereditary monarch or Emperor. While


genetics do not a good leader make, the traditional reasoning that the


monarch was chosen by Heaven to rule keeps the system in place. Morale


bonuses since your people identify themselves with their king or queen


and will do anything to preserve his reign. However, while your king


may be the ruling figurehead, s/he could be nothing more than a puppet


in the hands of court favorites or certain noblemen who represent the


true power in the land. [CANNOT be taken with We the People]



Effect: A simple government. Here have a king or queen ruling.



Favored Son of Heaven: Your monarch was not just chosen by the Will of


God, your monarch *IS A* God (or a descendant thereof). Disobedience is


practically unheard of, as to rebel against such a sublime being is


unthinkable heresy. As such, this system is prevalent in more Oriental


monarchies such as Imperial Japan or pre-republic China. Morale bonuses


all round as people will worship and protect their ruler at the cost of


their own lives and well-being. Bear in mind that your monarch may or


may not be a puppet to his courtiers/nobles. (Requires Divine Right)


[CANNOT be taken with Democratic Process, We, the People,


Constitutional Monarchy, Political Strongman]



Effect: Here your royality is treated like a deity. 



Oligarchy: A government type. A "ring" of powerful, aged


residents help make the calls.



Effect: A basic council of VIPs calling the shots, basic government.



Federation: Oligarchy with Democracy. Now each and every city


has it's own self governing law, yet. Has to be in "joint effort" in


regards to foreign affairs. (Democratic Assembly and oligarchy.)



Effect: Here every city of nation is self serving and governs itself. Only in dire times do they unite.



Darwin Society: Second choice for Oligarchy power up. Now society is


akin to Ayn Rand's paradise. Where the most  influence dedicates to who


rules society the most. So a Cabal of the nation's finest, makes the


ultimate shots.   (Oligarchy, Mass Media.)



Effect:  Here the most rich and powerful are elected. Not by political skill or even elections. Just by being that "important" in society. As a result a Rich kid's club of rulers who are out for the buck. 



Bread and Circuses: The tedium and ennui of a dictatorship can be


strong, and destabilization wouldn't be far ahead. Fortunately, at a


small cost to your production, your state can invest in a form of mass


entertainment and basic social service system to keep the people


pacified and more concerned with running the routine of their daily


lives than such troubling things as civil rights and freedom. (Requires


Political Strongman)



Effect: Needed to distract the people of their problems, boosting morale.



Democratic Assembly: Modern democracy is a strange new and sometimes


risky proposition. Sometimes it works just as nicely as it should, and


sometimes you face evil times where people are more concerned with


their next meal than in their birthright of freedom. However, if you


can just hang in there, the good will overcome the bad, as the night is


always darkest just before the dawn. [CANNOT be taken with Political


Strongman, Police State]



Effect: Basic step of democracy. Morale is good, just having people going to war itself is risky.



Constitutional Monarchy: Your nation has a King or Queen, maybe even a


council of Noblemen. However, at this stage in your country's history,


it's all for show. The real power lies with a democratically elected


parliament, selected by the people. This system combines some of the


random bonuses of the Democratic Assembly system with the morale


bonuses that come from having a traditional figurehead to the system.


It is effectively a balance between two archetypes of government,


providing the benefits of each. (Requires Democratic Assembly, Divine


Right) [CANNOT


be taken with Political Strongman, Police State]



Effect: Here there is a royal figure for show, and a elected parliament calling the shots. Best of both worlds. Just held back by basic rights so not as gifted as others getting, certain results.



We, the People: Freedom is the heart and soul of your people. While


they might not like your decisions at times, they are a proud people


who will not tolerate foreign subjugation or tyranny. More random


bonuses, but expect the people to galvanize to your support if a major


act of aggression is unjustly carried out against your nation.


(Requires Democratic Assembly, Mass Media) [CANNOT be taken with


Political Strongman, Police State]



Effect: As long the people feel the war is a just affair, they will fight. If not, good luck getting them to do anything. Kinda the light equal vent of Totalitarian.



Mass Media: Everyday, people in your nation awake to the radio, listen


to the early morning news as they eat breakfast, buy the newspaper on


their way to work, talk about the weekend movies at work or sneak off


to see them at lunchtime, then come back home to huddle around with


their families listening to radio serials or evening talk shows on the


radio. Wherever your citizens go, they breathe in a sea of information


and opinions. You can either work these to your benefit, or suffer as


they turn on you. You could even use your own massive media machines to


weaken the wills of your enemies as they are bombarded with newscasts,


pamphlets, secret newsletters and other such propaganda.




Effect: Need this to use mass communication to get your people to hear what is important, by your standards.






 












Nationalism: While your nation is assumed to start out with some sense

of national identity, Nationalism drives your people into a patriotic


frenzy. Insulting one's country in a normal state will get you dark


stares and rough treatment; doing the same here would be akin to


suicide as you are blacklisted or seriously wounded or even killed by


an angry mob. Bonuses to both civilian and troop morale.



Effect: The nasty aspect of national pride at it's heart here.



People’s War: Most people support your war from the coziness of their


own homes or from the streets. With this trait, people are actively


volunteering to fight in the war as civilian brigades. While they lack


the experience or training of regulars, with a good boot camp they can


become proficient soldiers. These men will excel at more infantry-based


operations as infiltration, sneak attacks, and guerilla warfare, and


will prefer infantry-portable weapons as rocket launchers and rifles.


Bonuses to infantry combat. (Requires Nationalism)




Effect: People seek out voltuneer ing for the war. Not just on battlefield but defending the home front. Wolverines!



Outdoorsman Lifestyle: Your people life mostly rural lifestyles and as


a result live to be healthier and hardier than city people. They also


develop a strong sense of direction as well as a self-dependant streak


which helps in survival. Bonuses to health and combat for infantry.



Effect: Picked at start. Here cities are farther and ibnetween. More rural towns, as people here more used to outdoors. Better infantry. Less infrastructure though.



Youth Leagues: Your country doesn't just raise its children in the


mind, it ensures they have strong, healthy bodies too, whether to


become hard-working citizens or hardy soldiers on the battlefield. It


doesn't matter if you have the equivalent of the Nazi Youth League, the


Chinese Young Pioneers Movement, or even something as simple as the Boy


Scouts organization, it only matters that your country actively


encourages and promotes such organizations for the better upraising of


its children. Bonuses to infantry and civilian health. (Requires Public


Education System)



Effect: Makes for better soldiers. As growing up they are some what, influenced in those sort of activites.



All-American: The idea of cultural identity has become so ingrained


into people that it becomes hard if not impossible to think of life a


NOT being who you are. This sense of identity has permeated into every


aspect of being that your life can effectively be defines by it.


Example: "American as Mom's Apple Pie", though of course it includes


things as way of life, sports, celebrities, etc... (Requires Youth


Leagues, Mass Media, Nationalism)



Effect: The GOOD side of nationalism here. The GOOD reason to be proud of said country comes to light here.




Organized Religion: Religion is a widespread force in the country with


more than a minimal following. If your religion is widespread, it also


has its own system and priesthood, not merely a loose collection of


missionaries who work off alms and charities. Instead, your church is


not only organized but has an overall sense of purpose and direction.


For the intents of this thread, your main religion is not actively


hostile to your current government, and has reached some form of


understanding. Morale bonuses. Examples: Catholic Church of USA




Effect: Morale boost.




State Religion: The relationship between Church and State is a little


bit closer than before. Your nation still keeps some degree of


separation between State and Church, but now religion is a highly


contributing force in politics. It can even reach as far as to get open


support from the government to help keep the people under control.


Larger Morale Bonus. Example: Islam in Arab world. (Requires Organized


Religion)



Effect: Have a better state of identity with said religion.



Theocracy: The connection between State and Church is such that they


are now not only inseparable, but one and the same. The head of your


religion is also the head of your government, and as such rules his


nation in the name of his faith. Dissenters and heretics are generally


regarded as outcasts if not outright criminals. On the other hand, your


citizens will be willing to die for their faith, similar to the Iranian


human wave attacks during the 1980-1988 Iran-Iraq war. Examples: Islam


in Iran, Medieval Papacy. (Requires State Religion)




Effect: Where the church calls the shots as government. 



Secular State: This is the other extreme of organized religion. Your


country has decided that religion is too dangerous a political force


that it has enforced a strong separation of religion and state to the


point where religion is now a dirty word. Whatever faiths exist in your


country are either turned to belief in the secular system or reduced to


minor churches and local parishes with no real power. Example: Turkey,


China, USSR. [CANNOT be taken with Organized Religion]



Effect: Here things are more mental orientated.  Bonus research.




Rule of Reason: With Religion now silenced, Science takes the reign as


the major force behind politics. Your bureaucracy is based on logical


and scientific processes, resulting in a sort of cold, Vulcan feel to


it all. Such societies are best described as Plato's Republic;


idealistic societies ruled by philosopher kings. In such a system, the


educated quickly rise to the fore. Bonuses to research and sciences.


(Requires Secular State, Public Education System)



Effect: Super high minded society as logic and cold equations run society. Bonus in research.






 





Human Hive Mind: Due to advancements in technology and social studies this horror exists. Many Limbs, one purpose. Many lives, one drive. Basically the ruler controls whole nation with neuron impulse and thought. Destroying free will due to secretive implants. But as all the nation follows that goal to no end. One hell of sense of effort and production. As soldiers now do not fear death. 





 





( Secular State, Police State, Cyberware)





 





Result: Lose research bonus. But all morale, production and combat goes up. As one mind rules the whole nation. Also no forms of traitors anymore.

 





 




Medical Breakthrough: With understanding the body. Able to get new means to keeping your people healthy.





(Brilliant minds, bio chemicals, and refinement needed.)





 






Effect: Health up, immune to disease and such.



Burn the Witch!: Your people are either extremely superstitious, have

had a nasty experience with magic, or simply hate magic as a part of


their religious beliefs. In any case, your people will outcast and hunt


down any magic user they can find in their ranks. While magic users are


very rare births even among normal societies, your nation will not


tolerate their existence. The mere fact that you have this trait means


that you cannot use any of the magic tech trees in the


range">Magic traits category [CANNOT be taken with


range">Common Magic]



Effect: If you pick this, no magic. As a result your country HATES magic. To point allows for anti magic to exist.



Defensible Terrain: Your landscape is dotted with inland lakes,


cris-crossed by a multitude of rivers, marred by deep gorges of fjords,


or otherwise made difficult terrain for a foreign invading force. This


makes your land a lot easier to defend from an enemy, though by no


means are you invulnerable or invincible (the Greeks for instance found


that out the hard way when the Germans blitzed them in 1941).



Effect: Your country is easier to defend due to terrain. But can be stormed.



Island-Fortress: Your country is literally an island, surrounded by


either impassible terrain or well-protected. This could either mean


being on an actual island, surrounded by high, almost impenetrable


mountain ranges, or even underwater cities. This grants high defensive


bonuses. However, keep in mind that even Island Fortresses can be


toppled with the right weapons; Islands can be besieged by ships and


aerial assaults, mountain ranges can actually be crossed by cunning


deployment of ground troops and supply lines, and subaquatic cities are


easy targets for submarines and depth charges. Major military


operations will be much more costly and take longer, but not


impossible. (Requires Defensible Terrain)



Effect: Here it can be a literally island or just that defensible it could be considered one. This and original terrainmust be picked at start.



Animal Empathy: Your people, either by magic or by skill, have some odd


ability to understand animals and use them to their best. This results


in better animal-related produce like milk and eggs, and improves basic


cavalry (horse) in your military (if you use horses, that is.)



Effect: Bonus with animals.



Power over the Beasts: At this stage, you are almost supernaturally


gifted in terms of animal control and treatment. It's as if you have


the uncanny ability to read animals' minds and bend them to your will.


You can now obtain other more unusual types of animals for cavalry and


domestic use (emus, bears, wolves, etc...) but are still limited to RL


beasts. (Requires Animal Empathy)



Effect: Can use "real life" animals as units. Calvary with bears for example.



Black Box Programs: Certain government programs are officially kept off


the records, or if records are kept, then such records are to be kept


under lock and key and far from the public eye. The reason for this is


fear of information leakages, because the subject of these highly


classified programs is usually a weapon of vast power that could save


the world or destroy it. This trait allows for the research and


production of WMD's of scientific natures.






 





( Shadow Agencey)


Effect: Needed for scary things.



Military Junta: Your government is not civilian in nature but military;


having either forced power by a coup or filling a vacuum caused by some


earlier civil unrest. Now that it has tasted power, it is not likely to


let go of power and has enforced a lengthy martial law situation.


Bonuses to military, since the military government will concentrate on


making itself powerful at the expense of other concerns.



Effect: Basic government. Lacking in everything but morale, anti spy, and people willing to kill.




Militant Society: Your society not only has a military government, but


its mindset is extremely militant and aggressive. Children are raised


since birth not as members in a community but as soldiers in an army.


At every point in their lives, they are raised to be loyal to the State


and in step with the ultranationalist stance of the government. This


grants extra combat bonuses and health to soldiers and health bonuses


to civilians (if they could be considered such). For obvious reasons,


though, they get no democracy bonuses. (Requires Military Junta, Youth


Leagues, Police State)



Effect: Average in everything. But everyone, and everyone that counts. Have been trained to kill with ease.



Engineering Marvels: Your engineers are not only diligent workers, but


masters at construction. Their buildings and artwork (as long as it is


building or engineering based) is unequalled. All buildings gain


bonuses to armor and HP, and all large units (ships, flying


battleships, etc...) gain the same. It is a necessary trait for some of


the extremely difficult construction feats such as Flying Cities.


(Requires Brilliant Minds)



Effect: Boosts the integrity of your vehicles/buildings, so they can withstand further punishment. 



Maritime Society: Your people have lived by the sea since time


immemorial. They have earned their livings as fishermen, and are more


comfortable at sea than at land. As such, your people usually make


great sailors and gain bonuses for naval combat, sea-based supply


routes, and seafood harvesting.



Effect: People are used to the water, so better at exploiting it.



Underwater Cities: Other people take the car when they go to work. You


take the diving suit and a good supply of air. That's because you live


deep underwater in an experimental city. In this sort of nation, you


don't earn your livelihood from land-based resources; rather your food,


materials, and even fuel come from the sea and ocean floors. Your city


is naturally defensible because it's hard to reach an underwater town.


Your defenses consist mostly of naval units and maybe even giant


underwater fish. Just watch out for those undercover Super-Spies, Fifth


Columns and Very Tip of the Spear guys. Those guys really know how to


ruin your day. (Requires Island Fortress, Brilliant Minds, Marine


Harvesting



Effect: Have cities under the ocean. Harder to get. But can be stormed.



Cult of Personality: Either through excessive charisma or a planned


propaganda campaign, your leader is a national figure, and maybe even


an international one. Somehow, he has become a defining character for


your country in these times. This generally applies to dictators, but


can also apply to democratic leaders with buckets of charisma and the


know-how to play the media such as JFK, FDR, and Winston Churchill.


They can come off as a egocentric, but their charimatic halo grants


morale bonuses to civilians and troops alike and often lets them get


away with usually unpopular decisions. (Requires Mass Media)



Effect: Boosters morale of your people.




"I Love Big Brother!": Taking the cult of personality to an


unprecedented level, your Leader has practically been deified to the


point where history is being re-written to further exalt him. Those who


follow the stories and propaganda peddled by Fearless Leader would even


go as far as to believe that he had single-handedly invented fire, the


wheel, and even electricity!! Nations with this trait become almost


slavishly devoted to their Leader. (Requires Cult of Personality,


Totalitarian State)



Effect: Now your people love you as much as Son of Heaven. Way to go, now a complete six pakc of a threat.






Magic country stuff.






Common Magic: In any society, magic is a rarely understood force. It


doesn’t help that for the most part, there are very few born gifted


with the ability or who have the potential to learn to use it. In some


countries, though, there is enough of a magic-using demographic that it


has begun to show as a part of everyday life. Simple spells being cast


are uncommon but fare from a rare sight, and even simple charms and


amulets can be found being sold on the market.



Effect: Allows magic.



Magic Institution: The number of magic users in your nation are rather


substantial. There’s so many of them to the point of them effectively


reshaping society. Your government either has a Ministry of Magic and


Supernatural or some other, public institution that aids all known


magic users, whether to keep a close eye on them or to encourage them


to work in public. (Requires range">Common Magic)



Effect: To get more magic.



Everyday Magic: To a local, this society seems perfectly normal. To an


outsider, however, this is nothing like a normal society at all.


Low-level magic spells are widespread, magic scrolls of healing and


mundane magic are sold in markets and libraries, and some of the more


powerful spells are uncommon as opposed to rare. You have unlocked


magic-based low-level weaponry for use, such as magic staves that


fulfill the role of battle rifles but shoot Level 1 spells instead of


bullets and healing scrolls instead of medical packs. (Requires


range">Magic Institution)



Effect: Magic now exists everywhere in shape or form in your country.



Magic Academies: Welcome to Hogwarts! Sorting hat jokes aside, this


trait allows for the teaching of magic throughout the nation as if it


were mathematics or science. This allows for slight bonuses for use of


magic and is a prerequisite for many magic-based traits. (Requires


range">Magic Institution, Public Education System)



Effect: More better to teach magic.



Magic Foci: You have learned the basic idea of magic being concentrated


in certain places and items. You have not yet mastered the art of


enchanting items, but understand the theory behind it.



Effect: Can focus magic for more potency.



Magic Items: The practical application of magical foci, you can now


enchant normally uninteresting everyday objects with basic or medium


spells to enhance their usefulness. This includes things as magic


swords, or even replacing your standard weaponry and tanks with those


that use magic spells for equally destructive results. (Requires


range">Magic Foci)



Effect: Can enchant items so they focus mana better.



Ley Lines: Magic sometimes travels in lines of power along the earth’s


surface, concentrating in places of extreme magical power and/or


significance. Using higher level magic, you can actually use these ley


lines for more than just significant landscapes.



Effect: Mana wells in the ground themselves.



Mana Resource: Where ley lines gather, a precious material, named


Ether or Manna, gathers. This material is useless to purely


technology-based society, but it is effectively magic power in


distilled form. To mages, they can be used to refill magic power, and


machinery can be made to run on this precious matter. With this trait,


feel free to substitute Manna Fields for the traditional Coal Mines or


Oil Wells. (Requires range">Ley Lines)



Effect: Can take mana reosurces in the form of liquid or crystals to boost effects.




Mako Reactor: You have managed to convert whatever machinery you have


to running on manna instead of traditional fossil fuels. Welcome to the


world of magitech, where magic and machinery are brought together in


yet another feat of ingenuity for mankind. (Requires range">Manna


Resource)



Effect: Can get a generator to siphon mana from the ley lines to mass produce energy results.



Magic Tech Weapons: Now have machines capable of generating magic


effects. (Mako Reactor, Magic Items.)



Effect: Now guns, swords, and so forth can have mako reactors to launch and utilize mako fields. Part magic, part tech.



Elemental Control: Your understanding of the basic elements of magic


allow for greater mastery over these elements and more finesse in using


them. All elemental-based magic has a damage bonus.



Effect: Able to use element themed magi more brutally in combat. 



Aether Field Control: Can now directly channel magic directly from


environment by sheer force of will. Adds in speed up of spell time.


(Element Control, Ley Lines.)



Effect: Able to tap into the Aether, mana in the air and void for more potent charged magic attacks.



Anti-Gravity Magic: You have not only learned to fly with the power of


magic, you have learned how to apply this skill to inanimate objects.


This trait is required for magically flying ships and such, and


automatically unlocks small magic aircraft. (Requires range">Magic


Items)



Effect: Allows for flying devices magic style.



Magic Flying Ships: This trait unlocks small ships such as flying


skiffs, clippers, frigates and even destroyers. Your ships will still


have traditional-sized guns and weaponry on them, but will be flying


units as opposed to surface naval units. – Requires Anti-Gravity Magic



Effect: Flying ships, magic style.



Magic Flying Battleships: Now even the largest ships are airborne!


Ships with a displacement of up to 50,000 tonnes can now fly, but are


slow and ponderous compared to smaller ships, so turns will be harder


to pull. The increase in firepower is worth it, though. (Requires


range">Magic Flying Ships, Magic Institution, Giant Shipyards)



Effect: Like the above, but with magic.



Magic Flying Castles: Similar to Flying Cities, only they fly using


magic as opposed to some fantastic anti-gravity drive. Military


analysts aren't sure whether to classify these as flying forts or small


cities. (Requires range">Magic Flying Battleships, Magic Acadmies,


Engineering Marvels)



Effect: The ultimate magic flying device.



Alchemy: The art of transmuting metals and chemicals from one form into


another. No, you can't turn lead to gold, but you can do a lot more


nifty feats in chemistry and metallurgy. (Requires range">Mana


Resource, Magic Items)



Effect: Can magic recraft tihngs from one thing, to another. With ease.



Runic Alloys: By mastery of magic and alchemy, you can produce metals


and alloys fortified by runes of magic that will make them stronger and


more durable than those made by regular processes. By using this


process, rune-enhanced swords can damage even tank armor - provided you


survive long enough to get close. Can be mass-produced using the Mass


Production trait. (Requires range">Magic Institution, Alchemy)



Effect: Runes now empower your toys.



Orihalcon: The ultimate in magic metals. Whether you call it Nth metal,


Uru, or Adamantium, this material is unbelievably durable and strong,


capable of cutting through most armor when forged into a sword. This


material is extremely expensive and cannot be mass produced, and is


therefore limited to Heroes' inventories or the rarest of magical


artifacts. (Requires range">Runic Alloys, Brilliant Minds)



Effect: Super ultra level metal around. Really, really rare. but virtually unbreakable.




Battle Mages: You army can now train and field experienced mages with


mid-level spells capable of delivering serious firepower on the


battlefield. They also have some training with regular weapons so as


not to be completely helpless at close range or without their spells.


However, while their magic power is great, they do not have access to


the more destructive magic spells known (i.e. 10' fireballs is okay,


city-busting Dragon Slaves is NOT). (Requires range">Magic


Academies, Elemental Control)



Effect: Better warriors with magic all around.



Mako Infusion Troops: Soldiers with mako energy, to boost status above


normal. (Mako Reactor, Battle Mages.)



Effect: Now have super human magic soldiers to a degree.




Minions: Regular humans transformed into monsters.



Unlike Shifters these guys were humans with no magic talent, so they cannot change back and stuck in monstrous bodies.



(Mako infusion, Mastery over Beasts)



Effect: Turns those unable to use magic into savage nearly mindless beasts to rip people a new one.



Aeromancers: Warriors capable of riding on air and aether to fly.


(Aether Field Control, Battle Mages.)



Effect: Magic users who fly, like super man.



Were Form Shifters: magic of the body. Able to change into a half human, half


beasty sort of deal. Makes one slightly more super human than before.


Can change back and forth.


(Battle Magics, Alchemy, and Mythic Beasts.)



Effect: Magic warriors able to shape shift into a animal form.



Machine Spirits: Infusing Spirits into machinery for added effect, depends on nature of soul and what machine it is. Process is imprisoning a spirit with correct runic formula and applying to surface.


(Necromancey, Runic Alloys, Mythic Beasts, Here Be Dragons, or I Call Forth.)



Effect: Enchant tnaks and etc with mythic beast souls. Qualtiy of said soul enchants the vehicle that much more.



Golems: These are small manifestations (compared to their cousins) of


the elements and various matter in nature or the environment. Used


mainly as servants, they can be used for heavy infantry on the


battlefield. (Requires range">Elemental Control, Magic Institution)



Effect: Their verison of mecha, with no pilot, and using this bare elemental hands.



War Golems: These 10-15' beings of elemental matter and energies


fulfill the roles of heavy assault units or tanks. They are massive war


machines that can be used for siege or direct assault depending on


their powers and abilities. (Requires range">Golems, Everyday Magic,


Manna Resource)


.


Effect: Bigger and tougher golems.



Giant Golems: While these huge (20+') beings are just shy of being true


super-units, they are from being pushovers on the battlefield. One only


needs to see one of these in action to realize their power. (Requires


range">War Golems, Battle Mages)



Effect: REALLY big and bad ass golems.



Libraries Arcanum: These hallowed collections of the mystic sciences


and hidden scrolls hold the more powerful spells and secrets of the


powerful force of magic. They are the result of many serious


divinations and years of study, and as such are valuable archives of


knowledge. (Requires range">Battles Mages, Everyday Magic)



Effect: Needed for maximum magic.



Necromancey: Power of Life and Death. With this can revive dead allie,s


or bring enemies back as zombie soldiers.


(Libraries Arcanum)



Effect: Mastery over life and death. Allows for undead zombie units and such.



Mystic Artifacts: These rare items are almost holy artifacts in


themselves. Tools and weapons of great power that they are treated with


reverance and great care. In the hands of a competant Hero, they are


powerful weapons. They cannot be mass-produced, and are only Rare,


never uncommon or common to find. (Requires range">Libraries


Arcanum, Magic Items)



Effect: Very best magic items. For heroes only.



Arch-magi: The most powerful of sorcerers, one whose spells can scatter


an army or ravage a city. These elite spellcasters are the end product


of years of devotion to the study of magic, great magic potential, and


a thorough education in the ways of magic.




And no, I'm not allowing you to one-shot cities with uber-spells; these


guys are tough enough as it were. So stop whining  (Requires


range">Libraries Arcanum)



Effect: Very best magic user unit in game.



Knights: Warriors of magic, who is in tip top shape. Who devotes exercise,and work outs and dueling while devote to arcane arts. Not as advanced as Magi, and not as powerful as a Esper host channeling their monsters. But are quite lethal against most foes and can give either/other a good fight.






 





( Arch Magi, Very Tip of The Spear)





 





Effect: Really shredded magic users who can use mundane means to kill things as their in tip top shape to whoop ass.


Mythical Beasts: At this stage, your people have the power to tame and


raise powerful fantasy beasts like the griffon, the salamander or the


unicorn, as well as beasts capable of casting medium level spells.


(Requires range">Common Magic, Power over the Beasts)



Effect: Basic magic creature for kicking ass.



Here Be Dragons: Your mastery over the beasts is amazing even as you


bring forth such mighty beasts as Dragons as mounts and combat units.


(Requires range">Mythical Beasts, Magic Institution, Elemental


Control)



Effect: Can use dragons and other really cool magic creatures now.



I Call Forth!: At this point, even larger Dragons pale in power. With


this ability, you possess the power to call forth Ancient Beasts (100'


Dragons, demigods, Greater Demons, etc...) as a super-unit to bring


ruin to your enemies. Bear in mind that despite the godlike status of


these beasts, they *are* killable with a lot of firepower and are


roughly equal to other super-units. Furthermore, they often have a time


limit on their existence. (Requires range">Here Be Dragons,


Arch-Magi)



Effect: These things are summon spell material. Either death, or time running out, they go bye bye afterwards.



Esper Caste: Super Soldier Magic style. Arch Mages channeling Power


Beasts reside in their body for maximum effect with body and spell


form. Still cannot one shot cities, but can do a great deal of damage.


(I Call Forth, mako Infusion Troops, and Were Forms.)



Effect: Ultimate  magic warrior. Like Ragna, Sol, Naruto or what not. Magic users with fierce beastial within them to fuel their power and grant access to beast powers.



Gem of Eternal Light: A massive, unique item of extreme magic power. It


has no powers in itself, but adds a whole slew of magic related boons


to your society, such as slight reductions in manna cost, increases in


spell power, etc... (all of which add up). It is also a focus for some


of the most powerful spells ever created, spells that have now been


lost to time. (Requires range">Arch-Magi, Mystic Artifacts)



Effect: Needed for power of the Gods.



Power of the Gods(*): The most powerful spells that ever existed, now


lost to time and legend. Said to crush cities and massacre armies,


these spells have been removed from the records for fear of abusing


their unimaginable power. Now as war looms large, the great magi are


scrambling to re-learn them and uncover their secrets before their


enemies overwhelm them. To relearn these spells, you have to research


them like everyone else researches WMD's. (Requires range">Gem of


Eternal Light) [WARNING: This trait has been locked and will be


released at a future date at GM discretion.]



.Effect: Magic weapons of Destruction.



Tech Golem: Around the same size as a giant golem, it is updated with


metallic coating and a circulatory of mana infused wires and


generators. Offering more power. (Mako Reactor, Alchemy, Giant Golems.)



Effect: Ultimate Golem. Aside elemental energy surrounded in shifting rune metal with mako guns.



Soul Armor: Instead of beast souls going into machines to make them alive. It is souls of fallen mages who now haunt armor made by human hand to keep the good fight going.


(Machine Prosthetics, Machine Spirits.)



Effect: Like the Mahcine PSirits, but mage souls instead of beast.





Aether Field Engine: A device to tap into Aether Field to bolster magic


fields for user, so user only focus on spells. Making a deadly


combination. Said devices really hard to build and maintain. So magic


hero only. ( Mako Reactor, Aether Field Control)



Effect: Engine that accesses energy of aether directly to hero using it.


-


Super Powered people




Pulp Heroes: Doc Samson, Indiana Jones, The Shadow, the Spirit... all


low-level heroes from 1930's novels and pulp stories. Adventurers whose


tales inspire heroic deeds and frustrate evildoers everywhere. While


their powers are relatively weak, if they possess them at all, they


rely more on their wits and cunning.



Effect: For witty low tier heroes.



X-Gene: While random genetic mutations are exceedingly rare, some


people possess a gene that triggers the appearance of superhuman powers


when affected by extreme emotional stress or extreme chemical stimuli.


This trait allows for the presence of low-level mutants, superpowers,


and minor telekinetic/telepathic powers (pulp Heroes needed)



Effect:Able to go into genetic field and use genetic powers.



Genetic Research: Deeper research into the makeup of the human genome


will reveal greater understanding of human characteristics and


evolution. At this stage, it is possible to produce eugenically fit


humans who are best described as peak physical condition humans. This


also allows for the beginnings of far more complex and - some would say


- sinister research. (Requires X-Gene)



Effect: To study genetic power for own use.



Paranormal Dept.: Any government worth its salt responds to


supernatural phenomenon not by burying its head in the sands and


denying their existence, but by careful scrutiny and study. They will


recruit a team of specialists whose mission is to study and categorize


all metahuman and inhuman activity for research and security purposes.


Buying up Pulp Heroes or X-Gene will grant these investigators powers


of their own with which to handle problems.



.Effect: Department to check out supernatural stuff, with your own powers.



Minutemen: Some view them as vigilantes and bullies working outside the


law. Others see them as bizarre people dressing up in ridiculous


outfits. However you see them, they are men and women who have taken it


upon themselves to bring swift justice to the streets. Almost all these


masked heroes are street-levellers with no powers of their own. This


trait effectively allows a masked vigilante or two in every major city.


Provides Security bonuses, and said heroes can go on adventures abroad.


(Requires Pulp Heroes)



Effect: Masked heroes patrol your cities to stop crime, spies, and help defend from invasion.



Golden Age: With a street level superhuman (Spider-Man, Daredevil)


vigilante in every city, crime is floudering. Your citizens get


Security bonuses for having their streets free of gangsters and thugs.


(Requires Minutemen, Paranormal Dept., X-Gene, All-American)



Effect: Allows for the below.



Justice Society:


Quote:


Look! Up in the Sky! It's a Bird, it's a Plane! It's.... SUPERMAN!!


*plays Superman movie theme song* Ah, yes, citizens, the danger is now


passed, for once again the Mighty Super Heroes has saved the day! A


team made up of a handful of remarkable men and women with superhuman


powers, these superheroes work day and night to preserve their country


from evil!




Limitations to this trait is that you get ONE team of Golden Age-level


superheroes, so your strongest members can only stop speeding trains


and smash tanks, not destroy entire cities in the blink of an eye or


tossing mountain ranges into the sun. Furthermore, each of your


superheroes will have a given weakness, whether his powers having a


source (Green Lantern ring) or a material weakness (Kryptonite) that


must be discussed with the GM. Furthermore, abuse of these powers will


result in necessary action to see that such abuse never happens again.


(Requires Golden Age)






^: Heroes are individuals. If they die, no more of them. Just a fair


warning.



Effect: Makes 7 unique heroes. Each with power and flaws who can be used in the war effort. Should they die, their gone. For good.





Weapon X Project: Whether super-soldier serums or squads of mutants


with superpowers, this trait covers superhuman soldier projects.


Includes powerful psychic soldiers. (Requires Paranormal Dept., Genetic


Research)



Effect: Make elite commando units of super powered beings.



The Uber Project: Deep in hidden laboratories, the smell of blood and


chemicals lingers in the air. The screams of the innocent mingle with


the howls and screeches of that which is no longer human. This is the


place where monsters work to make monsters. Welcome to Hell.




These trait is the Weapon X Project on steroids. Hulking monstrosities


and incredibly powerful super humans are made here, all possessing great


powers and extremely resistant to harm. It would take a Very Tip of the


Spear with a lot of weapons and prep, a Golden Age superhero, or even


an Archmage to take one of these abominations down one-on-one. Due to


the expenses of these brutes, they cannot be mass-produced. (Requires


Weapon X Project, Totalitarian State, “Victory or Death!”)



Effect: Ultimate super soldier by genetic level. These monsters will be hard to bring down. Super rare to use due to testing that is needed. But they are a horror to fight.



Dream Twister: With testing of the limits of human mind. The


experiments are not ethical, but it shows with enough software and


mental stimulation, one can replicate and even empower mental powers to


top most form possible. The result? A super weapon hero who has maximum


mental prowess. Though not mass produced as it takes a long time to


function, very few can survive the tests of the Dream Twister, and


takes a boat load of drugs to keep the subject alive if they manage to


manifest powers.



(Cyberware, Weapon X Project. Victory or Death! Black Box, Combat


Drugs)



Effect: Ultimate mental powers. A being who can re write laws of matter to explode things and re write them. Like turning air to metal with heat rays, or tearing enemies apart by generating lead in their brains.



The Elixir: Due to perfected genetic research and trial with error. One is able to mass produce super powers and take the common man, and they are no longer common. Every regular in the service now has super powers to a degree. (Combat Drugs, Refinement Process, Black Box Projects, and Weapon X.)



Effect: Everyone gets power ups now akin to weapon x.



 



Colony Project:Sporting the most expensive armor ever made. Now a sleek super powerful killing machine with healing micro bots that accelerate the hosts abilities to past super human levels





 





( Symbiotic Suit, Microtechnology, Living Armor, Black Bix Project, Cyberware)





 





Effect: Another super power unit. These people really fast and strong while healing fast. While users are tough strong and minor energy, dream twisters are science introduced Espers, and the legit super heroes. These guys are just really fast strong and lethal.





 






 

 


 
Been super busy. Soon though will post kingdom. How do you make game forums?


And you play by narrating what your country does. Can RP as anyone and make calls. Everything reflects and shows up by actions.
 

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