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Sovereign Planets

pyrak Nov '16
The Human Empire has Fallen!
Recently the Human Empire took a major blow and having to draw back its border, has left many planets free from previous ownership. Many were terraformed by the humans themselves, however there were quite a number of already inhabited planets which they subjugated.

And you are one of the subjugated planets that has finally been freed from the tyrant of the humans. After several years of rebuilding your people and your world, it's time to once again head for the stars and do whatever you're bloody planning on doing amongst the stars.

Or perhaps you're one of the human worlds. Maybe you're hoping to rebuild the human empire and reestablish the galaxy spanning rotten, corrupt, I mean glorious and advanced Human Empire. If that's not your objective, maybe you want to be a independent planet yourself and are satisfied with the status quo.

Traits & Stats
Life: Moral
- Once it's gone, your civilization falls to anarchy (aka you loose)
- Recoverable via NPC interaction Civil Action roll.

Power: Leader's Influence
- Used as per normal at your leader's location.
- When a fleet with your Capital Ship destroys a enemy fleet or you conquer a enemy world, you gain a PP (victory = influence).

Might: Building, Mining & Defense.
Agility: Attacking & Looting.
Wisdom: Science & NPC Convincing.

Each bonus trait can only effect one thing (Building, Defense, Attack, Looting & Mining, Science or NPC Convincing) and you can have up to two Bonus Traits of the same type (or do one of each and be true jack of all trades, your choice, pick wisely)

Civilization Creation
Life and Power total should add up to 10 (not 10 each!)
Main Traits should add up to 7
Two +1 Bonus Traits or one +2 Bonus Trait.

Description should contain all your fluff, important people, species, spaceships, history, etc.

Notes need to include: (format & order doesn't matter)
- Culture
- Propaganda Level
- Resources
- Military numbers
- Buildings
- Technology

Everybody starts with 20 Resources & Propaganda Level 3

Cultures
Warmongers:
- Plundering battlefields get 100% Resource recovery rather than one 50% recovery
- Can't build Industrial Factories
- Loot Attack & Defense Tech off of ships (Up to grade 5)

(Starting Setup)
- Start with Second Gen Stardrives & Psychological Warfare technologies.
- One of each building Warmongers can build.
- One extra building that Warmongers can build.
- 30 Battleships & 10 Scavengers

Workers:
- Can build on Strategic Points like Homeworlds.
- Can teleport fleets between owned positions.
- 50% Resource gain on their Homeworld.

(Starting Setup)
- Starts with Propaganda technology
- One of each building Workers can build.
- One extra building that Workers can build.
- One Strategic Point near their Homeworld
- 20 Battleships

Thinkers
- Can build Laboratories
- Can learn the technologies Advanced Shipyards & EMP Strike.
- Can't Construct Ships or Mine as civil activity.

(Starting Setup)
- One of each building Thinkers can build (Including a Laboratories)
- 10 Battleships

Locations
There's two types Homeworlds and Strategic Points. Homeworlds aren't necessarily homeworlds but they are the centerpiece of your Civilization and to loose it is a fatal blow.

Homeworlds:
- Factories have full benefits.
- 10 PDPs max.

Strategic Points:
- Factories have 50% production.
- 5 PDPs max.

Buildings
Industrial Factories: (3 Stars & 5 Resources)
+4 Resources Production

Planetary Defense Platform: (2 Stars & 4 Resources)
Other building's can't be attacked until these are destroyed
Can attack any fleet that comes into their range first.
Attack: .5

Orbital Dockyards: (3 Star & 7 Resources)
Pick one (for each time you build an OD)
- Produces 1 Battleship per turn (Upkeep of 2 Resources).
- Produce 2 Scavengers per turn (Upkeep of 2 Resources)

Advanced Dockyards: (5 Stars & 8 Resources)
- Produces 1 Dreadnought per turn (Upkeep of 3 Resources)
- Requires the Tech.

Laboratories (3 Stars & 3 Resources)
- Allows for a Science Roll in addition to a normal Civil Action
- Thinker Culture only, each Civilization can only have one.

Science & Technology
Civil Technologies:

Civil Study (1-5)

Propaganda (Requires Civil Study 5)
- You may make Wisdom based Propaganda Attacks against other players as a civil action.

Industrial Upgrades (1-2)

Military Technologies:

Increase Attack (1-5)

Increase Defense (1-5)

Second Gen. Stardrives
- Your Ships can move one additional space per round.

Psychological Warfare (Requires Increased Attack 5)
- Wherever you attack a Homeworld, you may make an attack against the Civilization's Moral (Agility + attack traits) as well.

EMP Strike (Requires Thinker Culture & Increased Attack 5)
- Whenever you attack a Homeworld or Strategic Point, All buildings located there cease functioning and Workers can't teleport forces to or away from that location until your next turn.

Dreadnoughts
- You can now produce Dreadnoughts

Advanced Shipyards (Requires Thinker Culture & Dreadnoughts)
- You can build Advanced Shipyards now.

Ships
Scavengers (1 Star 1 Resources)
Speed: 2
Attack: .05 (at least)
*No Defense roll

Battleship (1 Star, 2 Resources)
Speed: 2
Attack: .1

Dreadnought (2 Stars 3 Resources)
Speed 1
Attack .2

Capital Ship (Leader's personal Vessel)
Speed 2
Attack 1

Combat
Attack rolls aren't stacked, each attack roll gets its own defense roll.

(Example: PirateX50 (B) attack NavyX10(D), the Pirates get to make 5 attack rolls so the Navy get to roll their defense roll 5 times (once for each attack). After that the Merchants (with 7 remaining ships) are able to attack the Pirates 1 time which the Pirates roll to defend against once (meaning that numbers do play a very large part of combat, specially with that much difference)

Propaganda!
-5 to 5 (start at 3)
5: Gain 1 Morale each round.
-1: Loose 1 Morale.
-3: Loose 2 Morale.
-5: Loose 3 Morale and 1 every round thereafter.

Beginning of Each Round
- Resource & Battleship production
- Pirates & Merchants (still figuring this one out)

On Your Turn
Civil Phase: (Only one action)
- Build Stuff (Buildings or Ships)
- Research
- Mine (Encase your factories aren't enough, +4 per star)
- Recover Moral & raise Propaganda levels

Military Phase
- Move Fleets up to 2 squares in cardinal directions
(Diagonal counts as two moves, deal with it)
- Attack an adjacent enemy (can be diagonal).

Special Attacks covered again
Psychological Warfare
- Whenever a Fleet you control attacks an opponent's Homeworld, you may make an additional attack directly against their Moral with a Agility + Attack traits roll.

Propaganda
- You may make Wisdom + NPC Convincing based attacks against other players' Moral as a Civil Action.

EMP Strike
- Whenever you attack a Homeworld or Strategic Point, All buildings located there cease functioning until you (the end of) next turn and Workers can't teleport forces to or away from that location until your next turn.

Experience
20 xp: +1 HP/PP & +1 to a Bonus Trait
40 xp: +1 HP/PP & +1 to a Bonus Trait
60 xp: +1 HP/PP & +1 to a Bonus Trait
80 xp: +1 HP/PP& +1 to a Bonus Trait
100 xp: +1 HP/PP, Reset XP to 0, & 1 to one of your Base Traits
(This process repeats three more times and then you'll max out)

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