Author Topic: Galaxy: Need more players!  (Read 6315 times)

Dear whomever the forget,
Well, there was peace, and suddenly there wasn’t. Pretty much everything was destroyed, for all races, and you’re left to pick up the ashes and hopefully form a new bird out of that stuff. Happy trails.
                   -Some extinct starfish.

YEAR: 8 PD



Welcome to Galaxy, which is kinda a Earth 2.0 and Galaxy mashup into one game. You make your own race, whether it be humans, blobs of horrific mass, or some loving living rock. There was a big ass dark age, nearly everyone died, and you’re left to pick up the ashes. Or bury them for good, depending on your outlook.

Group Template:
Code: [Select]
[b]Country name:[/b]

[b]Flag/Symbol (Make it with Paint.NET or a flag creating program):[/b]

[b]Government type:[/b]

[b]Ally(s)*:[/b]

[b]Population (Max is 5,000,000 for now, starting at 1,000,000):[/b]

[b]Planet:[/b]

[b]Sector:[/b]

[b]Languages:[/b]

[b]Weaponry**: (Make a level from 1-9)[/b]


Race Template: Please, go into detail, but once you’re done, put a (1-10) at the back.
Name:
# of Arms:
# of Legs:
# of tendrils (if any.):
# of any other limbs (if any.):
Skin (Chitin, exoskeleton, scales, human skin, etc.):
Vision (Good, bad, has several eyes, nightvision, etc, be descriptive.):
Agility (Manual dexterity, speed, etc.)
Strength (This one should be self explanatory.)
Intelligence (Industriousness, curiosity, speed of scientific advance, etc.)

Close Quarters Combat skill: (1-10)
Ranged Combat skill: (1-10)
Survivability: (1 - 10)
Tactics: (1-10)

Vision, agility, intelligence, and arms will affect ranged combat, while legs, strength, tendrils, and extra limbs and agility will enhance melee. Skin provides natural armor. Intelligence provides tactics, which determines who gets a upper class in a battle.

Intelligence is a big factor in the tech level of your race. Act accordingly.

Example:
Homo Sapiens, unmutated.
2 Arms.
2 Legs.
The skin isn’t very tough, but can stop small pinpricks, (1)
They have two eyes, and have peripheral vision. Still, not the best in the galaxy. (5)
Agility is average. (5)
Strength, once again, is average. (5)
Some humans can be intelligent and industrious, then again, some are stupid. (5)

Close Quarters Combat skill: (4)
Ranged Combat skill: (5)
Tactics: (5)
Survivability: (1)

Keep in mind that weapons, armor, and genetic/robotic enhancements can augment these.

There are also social factors, such as Government and Breeding rate, that affect your population’s growth and expansion.

Breeding Rate (This means the amount of time it takes for a generation to mature into adults): (1-200)
Brood number: (1-20)

Every page is a year. After the amount of years (pages) the Breeding Rate has, you can add the amount of current population to current population times brood number, and that is your new total population.

You can claim a planet in any Sector, or make your own. There are 3 total sectors. There are about 10 planets each sector that are habitable. All nations have FTL drives from the dead civilizations. Also, currently, nobody knows where each other is. You can go on a goose hunt to find someone, but you can only head into random directions.

You can claim a maximum of one planet at start. You start off with a population of 1,000,000 and jump off from there.

Stats:
Each ship has a set amount of structure points. Dreadnoughts have 6 structure points and +6 survivability, Cruisers have 4 structure points and +4 survivability, and transports have 2 structure point and +2 survivability. Different ship guns have different stats, too. Bombardment cannons have a strength of +2 the players weapon strength, Missile barrages hit with +2 to the players ranged combat skill, Anti-ship guns get to fire twice at enemy ships, and drop pods hit with +3 to the players accuracy and use the players close combat skill as its strength. Other players may come up with their own weapon types, but it cant be too powerful.

Combat:
The two opposing players roll a 10 sided dice(d10) and add their tactics stat, and whoever gets a higher result wins the initiative. The player who wins the initiative gets to have one of their ships fire before the others. The rest of the ships will fire at the same time(but keep track of which ships are lost). Players fire all of their weapons of the same type at once by rolling a d10 and getting under
ranged combat skill, keeping track of how many of each type hits. Each player then allocates each enemy hit to one of his ships. Players must allocate shots from each weapon as equally as possible. Each player then has to roll a d10 for each hit and get under the ships survivability minus the weapons strength(A roll of 10 always fails) or lose a structure point for that ship.  When both sides have attacked, if any ships remain, then the player who has lost the most structure points must roll d10 and get under their intelligence minus how many structure points they lost by. If they fail this roll, they retreat and lose the battle, but if they succeed, another round of combat ensues. If a player loses all of their ships, of course, then they lose autmatically. If both players lose all of their ships or lose an equal amount of structure points, then it is a draw and another round ensues unless there are no more ships.

Planets: There are several types of planets.

“Earth” planet: A planet with oxygen, water, and a fair amount of minerals, much like Earth.

Iron planet: Contains many of the “workhorse” metals such as iron. It also has carbon and other strong metals.

“Copper” planet: Has heavy metals such as gold, silver, and copper essential for electronics.

Gas planet: Has a variety of gases, such as hydrogen, methane, helium, etc.

Dust planet: Total wasteland, uninhabitable.

Forming/Scorched planet: A planet either forming or recently destroyed. It’s surface is covered with molten rock.

Dead planet: Fragmented and broken into shards of rock and metal, this pre-Event derelict is full of technological goodies. Unfortunately that also means that it’s hard to obtain, and that no people live on it, and they’re few and far between.

Element planet: Contains one “element”, such as water, ice, stone, etc.

Sectors:

Sector 1:
Evird - “Earth” planet (CLAIMED) a.k.a. "Home of huge friends T'au."
Tiglif - Gas planet
Tutamen - “Iron” planet
Custos - “Copper” planet
Caelus - “Iron” planet
Princeps - Dead planet
Vorto - Gas planet
Praelium - “Earth” planet (CLAIMED)
Decus - “Earth” planet (CLAIMED)
Asinum - Dust planet

Sector 2:
Morkilus - “Iron” planet (CLAIMED)
Nayokim - “Earth” planet (CLAIMED)
Gallico - Ice planet (CLAIMED)
Teutonicus - Water planet
Crux - “Copper” planet
Hasta - Dead planet
Solum - “Earth” planet
Contagia - “Copper” planet
Hera - Dust planet
Terandi - “Earth” planet.

Sector 3:
Terra - Dead planet (CLAIMED)
Aeus - Dust planet
Enduva - Dust planet
Secas - Dust planet
Mars - Dead planet
Jupiter - “Gas” planet
Venus - Dust planet
Stranum - “Iron” planet
Xnor - “Copper” planet
Daedevus - Dead planet

You can choose anyone, or make your own. They’re spaced far apart, it will take a while to find each other. You can’t attempt a colonization until your population is over 5 million.

Rules:
1. You can start a war, if you really need to. Contact me before you do.
2. You can form alliances. Contact the person you'd like to form an alliance with before you do so.
3. You can establish trade routes. See above.
4. You can commit terrorist attacks, covert operations. You don't need permission for these.
5. You can whatever you can think of that's not below.
6. No stupidity.
7. No stupidity.
8. No godmodding.
9. Don't magically find stuff unless you explore a dead world.
10. NO STUPIDITY.

Okay, start.

Orkz
Decian Confederacy
Empire of Mannfeld
Friaa
Crimsona
Tau Empire
Shadovia IV
Suimanjaris

« Last Edit: June 13, 2012, 03:21:54 PM by Tomcat »

Country name:
Orkz

Flag/Symbol (Make it with Paint.NET or a flag creating program):


Government type:
Tribal warband

Ally(s)*:

Population (Max is 1,000,000 for now):
1,000,000

Planet:
Terra

Sector:
Sector 3

Languages:
Ork

Weaponry**:
Ranges from primitive slug throwers to unstable guns firing other-worldly energies (5)

Race Template:
Name: Orkz
# of Arms: 2
# of Legs: 2
# of tendrils (if any.): 0
# of any other limbs (if any.): 0
Skin (Chitin, exoskeleton, scales, human skin, etc.): Rough, protective green skin (6)
Vision (Good, bad, has several eyes, nightvision, etc, be descriptive.): Average (4)
Agility (Manual dexterity, speed, etc.): Poor (3)
Strength (This one should be self explanatory.): Very strong (8)
Intelligence (Industriousness, curiosity, speed of scientific advance, etc.): Can range from "inventive" to "barely any" (3-9)
Close Quarters Combat skill: (8)
Ranged Combat skill: (4)
Survivability: (8)
Tactics: (3)
Breeding Rate: 5 (lower is better, right?)
Brood number: 15
« Last Edit: June 12, 2012, 06:17:46 PM by Tingalz »

« Last Edit: June 06, 2012, 06:59:28 PM by Tomcat »

I'm completely serious.

Country name: Decian Confederacy

Flag/Symbol (Make it with Paint.NET or a flag creating program):


Government type: Parliamentary

Ally(s)*:

Population (Max is 1,000,000 for now): 1,000,000

Planet: Decus

Sector: Sector 1

Languages: Decian

Weaponry**: Needle-throwers (shoot out thin darts at high speeds and at a high rate. Level 5)

Name: Decians
# of Arms: 2
# of Legs: 2
# of tendrils (if any.): 4
Skin (Chitin, exoskeleton, scales, human skin, etc.): A thin, grey exoskeleton. (3)
Vision (Good, bad, has several eyes, nightvision, etc, be descriptive.): Good vision, has sonar at short ranges. (6)
Agility (Manual dexterity, speed, etc.) Quick, but not the quickest. (6)
Strength (This one should be self explanatory.) Not too strong, but the tentacles make up for this. (4)
Intelligence (Industriousness, curiosity, speed of scientific advance, etc.) Intelligent, but the tendency of their race to resist change handicaps scientific advancement. (7)
Survivability: (4)
Close Quarters Combat skill: (4)
Ranged Combat skill: (6)
Tactics: (7)
Breeding Rate: 14
Brood number: 15

I'm going to explain tech level now. Armor enhances survivability, races with survivability under five can have light armor, medium armor, and heavy armor. Survivability of 6 or up means they can only wear light and medium armor. Light armor adds +1 to survivability, Medium +2, Heavy +3.

Weapons decrease survivability. You should list the level of the weapon from now on, and that level is what they decrease armor by.


« Last Edit: June 12, 2012, 06:30:31 PM by Tomcat »



The Empire of Mannfeld

Government type: Totalitarianism

National Anthem: http://www.youtube.com/watch?v=suVB3YGIUk0&feature=related

Ally(s):

Population: 4,500,000

Planet: Morkilus

Sector: 2

Languages: Eastern Slavic Languages

Military:
Las version of the An-94

Ranks:
(Army enlisted)Private, Junior sergeant, Sergeant, Sergeant Major, Warrant Officer.
(Army Officers) Lieutenant, Senior Lieutenant, Captain, Commisar, Colonel, General

(Navy Enlisted) Seaman, Senior Seaman, Petty Officer, Senior Petty Officer, Chief
(Navy Officers) Lieutenant, Captain, Commander, Colonel, Lieutenant Colonel, Admiral

Mannfeld fleet:

ubiĭtsa' class battlecruiser: 10 Anti ship guns, 1 missile barrage, 1 Bombardment cannon. Heavy armor.

'vtorichnyĭ' class gunboat: 4 anti ship guns. Medium armor.

'ukreplyatʹ class gunboat: 4 bombardment cannons. Medium armor.

'perevozki' class transport: 5 drop pods, 3 companies, extra cargo space for heavy weapons. Light armor.

Species

Name: Rasshir

# of Arms: 2
# of Legs: 2

Skin: Human
Vision: Above average (6.5/10)
Agility: Average (5/10)
Strength: Below average (4/10)
Intelligence: Above Average (7/10)

Close Quarters Combat skill: Very poor (2/10)
Ranged Combat skill: Very good (8/10)
Survivability: (2/10)
Tactics:  (4.5/10)
« Last Edit: June 11, 2012, 12:52:24 PM by Mikoyan »

Country name:
Friaa

Flag/Symbol (Make it with Paint.NET or a flag creating program):


Government type:
Monarchy

Ally(s)*:
None

Population (Max is 1,000,000 for now): 11,000
750,000

Planet:
Teutonicus

Sector:
Sector 2
Languages:
Milurkian

Weaponry: Good ol' Swords. And ice cannons.

Race Template:
Name: Milurkians (My-Lurk-E-Ins)
# of Arms: 4
# of Legs: 2
# of tendrils: 1
Skin: Scaley Exoskeleton
Vision: Four eyes, and two of them can see at night, the other two cant (Overall: 8/10)
Agility: Pretty average (Overall: 7/10
Strength: Above average (Overall: 8/10)
Intelligence: Depends on person. (Can be 1-10)

Close Quarters Combat skill: 9/10
Ranged Combat skill: 3/10
Survivability: 6/10
Tactics: 5/10

Breeding Rate: 10 (1-200)
Brood number: 15
« Last Edit: June 07, 2012, 05:12:26 PM by Fracture »



Country name: Crimsona

Flag/Symbol (Make it with Paint.NET or a flag creating program):
 

Ally(s)*:

Population (Max is 1,000,000 for now): 1,000,000

Planet:Nayokim

Sector:Sector 2

Languages:Nayoish

Weaponry**: (Make a level from 1-9) Crossbows (2)

Name:
# of Arms:2
# of Legs:2
# of tendrils (if any.):0
# of any other limbs (if any.):0
Skin (Chitin, exoskeleton, scales, human skin, etc.): Tan Skinned, Human
Vision (Good, bad, has several eyes, nightvision, etc, be descriptive.) Night Vision
Agility (Manual dexterity, speed, etc.) Very Agile
Strength (This one should be self explanatory.) Not very strong
Intelligence (Industriousness, curiosity, speed of scientific advance, etc.) Very Curious. Quite Intelligent

Close Quarters Combat skill: (1-10) 2
Ranged Combat skill: (1-10) 9
Survivability: (1 - 10) 2
Tactics: (1-10) 8

Breeding Rate (5-200)
Broods: 5
« Last Edit: June 11, 2012, 04:37:29 AM by Menen »

PREDICTABILITY HO

Country name: Tau Empire

Flag/Symbol:

Government type:Caste System, led by Ethereal Caste

Ally(s)*: Kroot, Vespid, Nicassar

Population: 12,000,000

Planet:Everd (now named T'au)

Sector:Sector 1

Languages:Tau, Low Gothic

Weaponry**:8 (dont you mondays be givin me any stuff)

# of Arms:2
# of Legs:2
# of tendrils (if any.):n/a
# of any other limbs (if any.):n/a
Skin (Chitin, exoskeleton, scales, human skin, etc.):Leathery blue skin
Vision : 7
Agility: 6
Strength: 3
Intelligence: Scientific curiosity, utilitarianism

Close Quarters Combat skill: 2
Ranged Combat skill: 7
Survivability: 4
Tactics: 8

Brood size-15
Breeding rate-5
(government sanction reproduction=baby quota and state nurseries)
lifespan- 30-40
« Last Edit: June 12, 2012, 06:34:34 PM by comr4de »

forget of wit your're 40k stuff..............

Country name: Shadovia IV



Government type: Monarchy, Straocracy

Ally(s)*:none

Population:1,000,001

Planet:Praelium

Sector: 1
# of Arms: 2
# of Legs: 2
# of tendrils (if any.):0
# of any other limbs (if any.):0

Skin (Chitin, exoskeleton, scales, human skin, etc.): Human skin, ranges, skin adjust melanin levels according to ammount of uv rays exposed to at an almost instantaneous rate. Skin is also unusually tough.

Vision (Good, bad, has several eyes, nightvision, etc, be descriptive.):Good vision. Has 2 eyes, which range in color, but turn bright blue at night for nightvision. Also, eyes have an extra lense for protection against harsh light.

Agility (Manual dexterity, speed, etc.): Highly agile, quick reflexes

Strength: Enchanced, due to experiments

Intelligence: Actively testing new technologies and recreating those from the lost Imperium of Shadovia. Psychic

Close Quarters Combat skill: 7

Ranged Combat skill: 7.78

Survivability: 7.5

Tactics: 7 (brutish)

Languages: Praelite, Old Shadovian

Weaponry**: 5.5 (don't mess with our Carbines, bro)

Breeding Rate (This means the amount of time it takes for a generation to mature into adults): 16
Brood number: 12
« Last Edit: June 12, 2012, 08:53:07 PM by Shadowed999 »

« Last Edit: June 07, 2012, 12:04:15 PM by Qwepir »