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Thread: Heirs of Perdition - In the shadows of History

  1. #1
    Lord High Plotmaster Galloglasses's Avatar
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    Heirs of Perdition - In the shadows of History


    History:
    Humanity is expanding.

    Sometime betweent he Tumultuous 21st century and the Middle of the 22nd, the great powers of Earth, still disunited and rivals of one another, finally turned their gaze towards the stars.

    With the intent of colonizing and exploiting the resources of the boundless void, the first cryogenic colony ships departed the ancestral home of mankind, following in the wake of automated terraforming drones sent ahead to star systems destined to become the new claims of the Human race.

    The rivalry between the superpowers and great powers of earth fuelled research and development and no sooner then the first 'boot-strap' colony projects landed on their partially terraformed destinations then they received word that new technology meant a faster second wave of immigration would soon be imbound.

    And so it was that the star systems closest to earth where colonised, with myriad factions and cultures from the various patron nations of earth established rival dominions on these new worlds, forming unique cultural mutations and outlooks, dialects began to develop. And with these new identities emerged, some colonies became independent and fractured into various new nation states, others, usually the closest, retained imperial administration by their patron Earth Nations. Others formed colony wide unions which broke down as the identities of such colonies became more complex and ideas and opinion diversified.

    The rate at which development of these colonies reflected the 'petty' rivalries of earth both interested and astonished the intellectual elites of Earth, many of whom had not anticipated such diversification and 'tribalism', and those that did, looked upon it negatively but nonetheless never anticipated it to occur so fast. It was usually colonists with identities not strictly associated with, or considered 'above' nation identies that stayed closer to their intellectual comrades on earth, or in some rare cases, particularly nationalistic colonists would emulate the styles and culture of their old world patrons to such an extent that they would appear different simply because their patrons were not nearly as enthusiastic as the colonists about their identity. Particularly, privately funded colonisation attempts usually retained greater loyalty, in ideology if nothing else, to their patrons, that the developing national identities of the colonists did not conflict with their loyalties to their patrons. This didn't stop them from going to war with their fellow colonists however.

    And so it was that the children of earth repeated the history of earth, and unity in anything other then recognition of the value of Human life was a fallacy, there was no peace amongst the stars.

    It is the 25th century, your colony fleet, benefiting from both 'bubble' warp drives and the newly formed warp-gate technology, is on its way to its target destination, a far off system with a very earth like planet. The warp gate had been set adrift with automated systems a century beforehand from the nearest star system, and had only established contact recently allowing your rag tag fleet through.

    But it was not to be, your fleet, made up as it was with the large nationally funded super-colony ships and numerous privately funded colony vessels of various earth organisations, were the victims of a gate malfunction, shortly before exiting warp space the ring suffered a cataclysmic system overload, unheard of in the history of gate use, and exploded, the larger unshielded ships bearing the brunt of the damage, the EMP blast caused by the hitherto unimaginable explosion fried the vast majority of the sensitive equipment and electronics on board, with only certain vital ship systems remaining to give desperate crews the chance to perhaps land safely onto the target planet. For the larger ships landing was out of the question, these were space built craft incapable of landing on the planet without their advance magnetic technology which ha dbeen fried by the blast. Opting instead to evacuate as many of their charges as possible through 'dum' escape pods, which didn't so much as fly to the surface as much as fall gracefully.

    It is unclear how many died or survived, you do not know much about this world or the fate of your fellow colonists. You decide, by the benefit of your enhanced lifespan granted by modern medicine, to form a colony as quickly as possible. Advanced weapons and technology is useless to you, your vehicles cannot operate without new electronics which will have to be developed locally. Your ideas may not prove entirely popular and many of the colonists you encounter are not guaranteed to join you peacefully and the abrasive nature of cultural differences amongst your loyal colonists could eventually tear your colony apart, and you will have to deal with that in your own way.

    The air is not entirely fit for breathability, and it would take a generation for humans to adapt to it, there is no infrastructure, no industry, no hard resources immediately available. Your colony will have to make due with energy packs and cells until this is rectified, plague, infighting, hostile enviroments, rival settlements, ideologies, death and the prejudices of history are working against you and the survival of your colony, your nation. It is up to you to lead the way in the hope that maybe one day, help will arrive.

    Notes:
    Think Sul's city-states only set in space, the difficulty ranked up to 11 and the DM is a bastard who hates you.

    That'd be sort of like this will be, only this will definitely be worse.

    You may have picked up a theme in the notes and that relates to sociology which will be a part of this game, and a part of the difficulty, players will have to deal with the bullshit of dissent among their populace and this will help define their nations. For example, you the colony leader (whatever your title is), could rule over a nation of 75% Americans and 25% Britons, and you are communist. Another player could rule over a near identical nation, yet is fascist. Both nations would suffer a culture clash, where the Americans support X and the Britons support Y in terms of policy (could be anything, religious, foreign policy, social policy anything I feel evil enough to trouble you with, based on your population statistics), a Communist nation may suppress both groups and enforce government policy, a fascist regime may opt to go with populism and support the X motion to the detriment of its Briton population, and depending on how well the player governments respond to these crises I will award Boons or Banes (basically bonuses or penalties) which result from it. (and dont you worry about it, its me who has to keep all these various population statistics in the books, to better tax yo-I mean trouble you with)

    And don't assume that the totalitarian or the democratic thing to do will necessarily be the 'right' / 'wrong' decision, depending on how you handle it in commands I could give you a Bane or a boon either way.

    BUT WOE UPON THE LAZY BASTARD WHO DOESEST NOT BOTHER TO CONSIDER THE CONSEQUENCES OF HIS ACTIONS OR THE LIMITATIONS OF HIS NATION WHEN MAKING A COMMAND, FOR I AM A VENGEFUL DM, AND TERRIBLE WILL BE THE BANES I WILL INFLICT UPON SUCH A PLAYER FOR INCITING MY WRATH.

    Similarly, a player who makes a command that impresses me when dealing with a situation I present him at the start of every year, or merely contrives a solution to deal with it from the materials he has to work with that I had not considered, will be rewarded with mighty Boons upon the next turn.

    Boons and banes can be anything from an abundance of oil discovered to a meteor shower depending on how much I hate you at a given moment (which is variable, forever, and can go into the minuses, or, 'like' area)

    That said, some codes of conduct for when you play the game;
    -You are encouraged to ask questions of the DM if you unsure about something to do with the game
    -The DM will NOT give you confidential information of other players nations.
    -Don't be a dick to other players or in general
    -I will kill your nation if you do.
    -RPing your leader as a complete morally reprehensible douche bag is completely fair play though.
    -When, through the actions of private messaging RP (leaders sending leaders private messages they do not want other players to see in thread) a deal, alliance or something or other is reached between two nations, the DM must be informed.
    -You will receive status updates at the start of every turn via PM, which will be a year, complete with a general overview of the game as it progresses in thread.
    -You will be free to determine how your colony responds to the initial survival problems
    -National influence can be determined through various factors, including economic strength, cultural appeal, military power and other factors. This will not be readily available to you but if you observe carefully you will be able to gauge your influence in comparison to other nations.
    -Hostile interactions, mainly as military battles, will often involve multiple rounds of PMs. You will describe the tactics you use and such, and your opponent will do the same. Results will mostly be decided through use of good tactics and counteractions as well as superior weapons/numbers/fortifications/etc. Once a side loses all chance of winning, the battle will be quickly resolved and both public and (more detailed) private reports will be made.
    -It is possible to lose, unlike city states however if your country is conquered or destroyed, you will be out of the game
    -Conversely new colony states can form, through revolution and independence from existing states or from an amalgamation of survivors who will be faced with similar problems as the other nations had at game start and will necessarily be restricted to a lower technological standards then more stable colonies. If you used to lead a now dead nation, you can 're-roll' as a new colonist nation.

    All colonies start with reduced technology (weapons for example are reduced to 21st century level warfare standards as space age tech has been zapped), which will make initial survival harder.

    Maps:

    This is the archipelago you will be playing in and is only a section of the world in total. It is currently featureless so players will not be biased when selecting their locations for their initial colonies. Afterall, ICly your colony ship is basically crash landing you dont really have alot of choice in your ideal landing spot.

    This is a hard mode feature, because it is entirely possible for you to set up your colony in what is effectively a blasted wasteland. I have topological versions of this map also drawn and they will be posted once we have the requisite eight players who have decided where on the map their colonies will be, potentially making their starting position harder, or easier, depending on how the player adapts. This is a dick move, I know, but you'll love me for it.

    Application:
    (those marked with a * are mandatory)

    *Colony name:
    Government Type:
    *Dominant Ideology:
    *Leader name (including titles if any):
    *Colony Colour:
    Location:
    (You can leave this up to me if you want, you know, if you trust me enough)
    Flag:
    *Colony dropship type:
    (escape pod, private ship, pilgrimage vessel, burning wreckage that kinda sorta made it safely, etc)
    *Identity makeup:
    (this means the component nationalities or cultural identities of your colony who were attracted to your ideological leanings, you CANNOT have 100% of anything, you can after the initial years if you have a genocide though)
    Dissenting faction:
    (there will almost always be one group of people not complacent with your leadership)
    Colony Bonus:
    Colony Detriment:
    (Bonuses and detriments, of which you can only have one of each, are material or immaterial things your colony has which will help or hinder it. Left to your discretion)
    Colony History:
    (largely the story of how your leader and your colony came about, can be short or long, up to you)

    Based on the information you give me, I will grant a total of three boons and one bane, all arbitrary, to your starting nation, which you will have to deal with once I give you your status update.

    Remember Eight players is just the requisite, and there is alot of land to go around.

    Also it is preferred that if you want to speak to me about shit its best to get me on Skype, my username is barbarianlock.
    Last edited by Galloglasses; 12-20-2011 at 08:25 PM.
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  2. #2
    Mirdini's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    spaaaaaaaaaaaaaace this looks interesting might toss something up here after I've gotten some sleep

  3. #3
    A Killer Cuppa Tea's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    *Colony name: Valley of the Tealings

    Government Type: Techno-theocracy

    *Dominant Ideology: Peace through Power, power through Scientific Excellence

    *Leader name (including titles if any): His Emminence, The Tea Sage William III

    *Colony Colour: Green

    Location: Unknown! (ie, up to you, but prolly on a mountaintop somewhere)

    Flag: Green background, One White Star.

    *Colony dropship type: Pilgrimage Vessel - unlike most cultures, the Tealings consider Science and Religion to go hand in hand, to the extent where the furtherment of the Scientific Tradition is seen as each individual Tealing's Religious Duty. Indeed, the zealotry with which their work, tied hand in hand with religious fervour makes this group of people some of the most scientifically advanced in the world!

    *Identity makeup: Generally a group of Scientific Geniuses tempered by Religious Morality. Make of that what you will.
    Dissenting faction: There are factions out there who believe that Religion is an outdated way of thinking, and that Science is the predominant idealogy in the world. There are also groups of relihgious fanatics who believe that Science is an affront to everything Religion, and believe that - in order for their religion to remain "pure" all "science" should be wiped out from humanity. As well as this, there are other religious organisations who believe they have Exclusivity of the Truth and are willing to destroy any and all other religions to prove it. As such, there are a numerous amount of enemies that the Tea Sage and his Tealings have created for themselves by cirtue of their beliefs alone. As well as this, there are political organisations who feel that the Tealings are getting too powerful, the scientific community who doesnt like this new "religious science" farce that has cropped up, and very powerful, very rich conglomerates who feel that the Tealings are ruining their potential profits.

    Colony Bonus: Bonus to scientific research and discipline.

    Colony Detriment: Religious fervour can often mean that the Tealings become so absorbed in their work that they forget about real life, and real life problems become all too distant from them. They can sometimes become detatched from real life, and this becomes almost to the level of naivety. The Tea Sage is a rather apt leader in this case, being a rather shrewd individual who looks to real world affairs, but even his jnudgement is often clouded by the idea of Science being of uptmost important. He is rather reckless and spontaneous at times too, which is a negative trait in a leader at the best of times, but even worse when his followers follow him with the zeal of someone following a religious leader.

    Colony History: many many decades ago, there came to Humanity a man - the first Tea Sage - at a time when religion and science were at each other's throats, passively-aggresively trying to prove that they each held a monopoly on the truth. He preached peace, and wisdom, and unity, and explained that Science and Religion could, indeed, go hand in hand. Though people were initially sceptical, he gained a large following, and ultimately, by the time of his death, his sect had grown to a full-blown religion. The teachings of the Tea Sage survive to this day, and his simple principles - that Science need not negate Religion, and vice versa - have been expanded upon and explored by his followers. All the followers ofg his teaching consider it their duty to explore new worlds and discover new things. As such they make fantastic first inhabitants of foreign, potentially dangerous planets. Many of history's great scientific advances have, indeed, come from the Tealings. Their political system is made up of the greatets scientific minds of their community, who also happen to be the religious leaders. As such, the Tealings are led, religiously, by a group of scientists.

    (I am willing to expand more if you want me to, but i left it vague on purpose.)

  4. #4
    What's a God to a Non-Believer Moderator Solaris's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    hrrrrrrrrrrrrrrng i am in too many things but i would like to grab a spot if i coullllllllllld
    i just need to do a few things like completely read that and also figure out what please and thank youu

    EDIT: TOMORROW
    Last edited by Solaris; 12-21-2011 at 01:44 AM.

  5. #5
    Galaxyrise Demonsul's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Colony name: The Broniman Reach of New Aialenburg

    Government Type: Autocratic Directorship

    Dominant Ideology: Influencism

    Leader name: Director Joseph Frank Alderman

    Colony Colour: Teal

    Location: Continental Coastal in the north please

    Flag:

    Colony dropship type: A big chunk of the wrecked interplanetary colony ship 'Ascendancy' that somehow managed to survive re-entry with its innards mostly intact

    Identity makeup:
    ~60% Bronimans
    A people native to the Broniman Reaches, an ex-colonial nation which places a high value on honor and prestige.

    ~35% Salvardians
    People of an ethnic background subsumed by Bronima some time ago. They retain their own customs, and fight to hold on to them.

    ~5% various
    Other minority groups.

    Dissenting faction:
    Salvardi Separatists: Will attempt to forward the cause of Salvardi independence by immoral means on occasion. Technically, they aren't criminals by being a part of this faction, but they are once they have committed a crime, and from their past actions they are viewed with distrust and resentment.

    Colony Bonus: Skilled builders and manufacturers mean greater general production.

    Colony Detriment: Lack of cultural cohesiveness makes internal disputes and problems more likely.

    Colony History:
    Many years ago, the small colony of Bronima cast off its shackles as its leaders declared independence from the distant homeworld of Earth. A brief state of war ensued, before Earth realized it would just be too damn expensive to fly an army over to the colonial system compared to the relative pittance the colony was worth and let the fools have their independence. Bronima proved to do a pretty good job of bringing a lot of the largely uncolonized planet under their thumb, which Earth considered a write-off once the rest of the colonies decided to play follow-the-leader and declare independence too.

    Over time, a number of the nations joined Bronima or each other, but Bronima was always the greatest power on that world. Eventually, it spread to other planets in the system, establishing bases on barren planets to help it spread system-wide. Back on its habitable world, its neighbor Salvard was undergoing an economic crisis due to their attempt to match Bronima in space. In addition, Salvard's overdemocratic form of government was riddled with corruption, and the economy was brought to the brink of collapse over and over again. Gradually, Bronima used this to buy tracts of overseas land from Salvard, gradually incorporating all of their territories, until only the original state of Salvard remained. At that point, Bronima annexed Salvard diplomatically. The circumstances surrounding this entire chain of events remain partially mysterious.

    Eventually, Bronima spread its colonial reach to other systems, officially becoming the Broniman Reaches. It sent out many colony ships, seeking new wealth and influence for the state and exploiting new world mentalities to find colonists. Thus, the colony ship Ascendancy was sent out to seek new worlds to colonize...
    Last edited by Demonsul; 12-22-2011 at 06:06 PM. Reason: GRAMMATIK

  6. #6
    Mage of Megaman Protoman's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    *Colony name: Illeney
    Government Type: Enlightened Despotism
    *Dominant Ideology: Patronage
    *Leader name (including titles if any): King Layolit XXIX
    *Colony Colour: Blue
    Location: Spread across several of the tiny islands near the center.
    Flag:

    *Colony dropship type: Flagship of the Royal Armada
    *Identity makeup: 80% Illenyans


    20% Foreigners


    Dissenting faction: Foreign Peasants; Though they have little ability to change anything, they resent the false promises of opportunity given to them by our government's propagandists, leading to a good deal of discontent.

    Colony Bonus: The Ancient Art of Walls- Our nation's isolationist policy has led us to become experts in the art of defense. Our fortifications are nearly never outmatched!
    Colony Detriment: Nationalism- Our country's isolationist policy has led to our strong social identity. While this can be nice, it also means that minority groups in our country will be more heavily persecuted and will have little upward mobility.

    Colony History: The old king is dead, long live the king! At the death of his father, Layolit XXVIII, the young Layolit XXIX decided to have a nice little adventure. Bringing along his court, his favorite artists of all types, some peasants, some industrialists, and some of his good friends from the aristocracy, he ventured off to create a colony wherever his eyes led him.

    The nation of Illeney itself has a longer, more complicated history. The nation was once a great diplomatic power, maintaining an international peace with all of its neighbors through its silver tongue alone. Then came the Great Deception. A diplomat from another state did not adhere to the strict virtues of honesty the Illeneyans held so dear, and even more shockingly, none of them had detected the malice on his tongue. This deception lead to a Great War in which the Illeneyan countryside was racked, the king killed. The prince of Illeney took power, becoming King Layolit I. He came to the conclusion that the rest of the world was full of malice, with Illeney being the only bastion of hope and goodness. He set up a strict isolationist policy, forbidding any international contact. For several centuries, millenia, even, Illeney developed by itself, gaining a culture all its own, unique to the rest of the world, and a people fiercely loyal to their nation.

    How will this isolationist nation adapt to its brand new colony? Time shall tell.
    Last edited by Protoman; 12-24-2011 at 05:35 PM.

  7. #7

    Re: Heirs of Perdition - In the shadows of History

    Application:

    *Colony name: Kretarian Kingdom

    Government Type: Constitutional Monarchy

    *Dominant Ideology: Production, Order, and Growth

    *Leader name: (including titles if any): King Kreth III

    *Colony Colour: Red

    Location: The western/central continent. (Not the one all the way on the west)
    (You can leave this up to me if you want, you know, if you trust me enough)

    Flag: A red background with a golden "KK"

    *Colony dropship type: A small-medium sized colonization ship built by the Kretarian kingdom to expand their reach.
    (escape pod, private ship, pilgrimage vessel, burning wreckage that kinda sorta made it safely, etc)

    *Identity makeup:
    85% Kretarian

    15% Various
    (this means the component nationalities or cultural identities of your colony who were attracted to your ideological leanings, you CANNOT have 100% of anything, you can after the initial years if you have a genocide though)

    Dissenting faction: The foreigners have been given less opportunists, and less pay. They are angry, and a small portion of them who can't make it in their country take it out by doing petty crimes.
    (there will almost always be one group of people not complacent with your leadership)

    Colony Bonus: Focused on production, order, and growth

    Colony Detriment: Small respect for minority groups that are a part of the country.
    (Bonuses and detriments, of which you can only have one of each, are material or immaterial things your colony has which will help or hinder it. Left to your discretion)

    Colony History: Kreth's grandfather (Kreth I) was a young social scientists who wanted to get away from his back-words and un-organized society to start a new kingdom of order and growth. He went far, far from his planet with a large group of people who agreed with his methods and beliefs. He became a sort of leader of this group, and eventually he became the king. His son, Kreth II lead the kingdom to an era of growth and they soon controlled groups of solar systems. Before he died, Kreth II had two sons. One of them volunteered to venture far into the universe like his grandfather had, and the other one wanted to grow the one they had. Kreth III went and got a colonization ship ready, and the new kingdom was ready to be built.
    (largely the story of how your leader and your colony came about, can be short or long, up to you)

    Based on the information you give me, I will grant a total of three boons and one bane, all arbitrary, to your starting nation, which you will have to deal with once I give you your status update.
    Last edited by wlzrobert; 12-22-2011 at 08:43 AM.

  8. #8
    ViceroyVyry's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Deleted from favor of second one.
    Last edited by ViceroyVyry; 12-22-2011 at 01:39 AM.

  9. #9
    The Polymedes Palamedes's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Spaaace! Also can't get enough of these games. I'll bite. (Note that this isn't finished and I'm still working on it as it goes along.)

    Colony name: New Gorgon
    Government Type: Oligarchy
    Dominant Ideology: Militant
    Leader name: Captain Matthias Haverson, supported by Head Scientest Richard Mathers, Chief Siobhan O'Malley and Cain Jacobs.

    Colony Colour: Blue

    Location: North-East, by that area that looks kind of like a mouth.

    Flag: A shield with four adders coming out of the corners. I'd offer to make it myself, but look at how that's going in City-States...

    Colony dropship type: The scattered front half of the battleship Gorgon, a powerful, if slightly outdated, military ship sent to help protect the colony from raiders and other dangers.

    Identity makeup:
    ~50% Soldiers: Run-of-the-mill Military men, represented by Captain Haverson. Though they easily outnumber the other factions, they are generally more sympathetic towards other viewpoints.

    ~20% Engineers: The men and women who maintain the ship and her facilities, represented by Chief O'Malley. They are perhaps as closes to regular civilians as the ships crew is likely to get (barring the actual civilians), and are more likely to be used to more manual labour.

    ~15% Mercenaries: Guns for hire brought on to flesh out the military's numbers, as the empire did not want to send off too much of Mechate's army but at the same time was unwilling to risk their ships being easy targets for other groups. Perhaps the most varied of the factions, they range between being good, if desperate, men and cruel, selfish cutthroats. Almost none are native to Mechate, but come from various other worlds under the empire.

    ~10% Scientists: Represented by Chief Scientist Mathers, they represent the remaining intellectuals and military scientists aboard the ship. Many believe themselves as being somewhat superior to other crew members, but they realize the importance of working together and are more than willing to do so.

    ~5% Miscellaneous: Civilians who are not part of the crew, but had the luck of being aboard the Gorgon due to having some sort of relationship with actual crew members.

    Dissenting faction: The mercenaries, most of whom are not content with simply working for the good of the colony, and will likely turn traitor if an offer is made that benefits their self-centered lifestyle.

    Colony Bonus: When the Gorgon crashed, one of the main weapons somehow managed to stay intact - the Ragnorok Cannon. It is a laser-based weapon of immense power, but lacks proper charging methods separated from the main engines and batteries of the ship. It still does charge however, slowly, and has been rigged to fire at several different power levels.

    (If this doesn't work, just have a bunch of the heavy mechs and other machines somehow work properly after the crash. That, or have the fact that most of the crew is part of an organized group give them a bonus towards efficiency when working together.)

    Colony Detriment: As almost all of the crew of the Gorgon are trained professionals, they will have a distinct disadvantage with more menial jobs that don't involve shooting things (or whatever their profession is) for quite some time.

    Colony History: The Gorgon was sent from the planet of Mechate, a medium sized planet on the edge of a large empire. As it was a fringe world for that empire, the citizens and government of Mechate had to solve most of their issues alone, and were in return not held back by the strict rules that core planets were forced to obey. After hundreds of years, this (as well as shrewd diplomacy and a bit of luck) worked towards the benefit of Mechate, and the world found itself unified more than most in its age.

    When the empire looked to expand further from Mechate and the other border worlds around it, they were delighted to find such an able planet and had them put together a fleet. Supplemented by civilians and mercenaries from the empire's other worlds, the fleet moved to colonize a planet found on the other side of a warp gate.

    The Gorgon was unique amongst the navy as being the only ship crewed almost exclusively by Mechatians, and as such the commanders who survived the initial disaster managed to pull most of the crew together to salvage what they could. No matter their efforts, the situation quickly escalated and the general in charge of the ship, as well as most of his command staff, died in an explosion on the bridge, and the ship was torn in two. Captain Matthias Haverson, being the highest ranking officer on the ship after the crash, was quickly pushed to take control of the situation. Haverson was new to the position, but certainly able, and somehow managed to convince the remaining survivors of the Gorgon to work together and elect leaders representing each faction.

    Last edited by Palamedes; 12-20-2011 at 09:16 PM.

  10. #10
    ViceroyVyry's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Hrmm? Odd. Could swear I posted earlier. I'll just redo mine then.

    *Colony name: Flutarian Point
    Government Type: Communist nation with a Meritocracy Kritarchy; a ruling of intelligent judges.
    *Dominant Ideology: Everyone is equal; but the smart lead the country.
    *Leader name (including titles if any): Supreme Judge Gossmi
    *Colony Colour: Pinnacle Pink
    Location: Anywhere.
    Flag:
    *Colony dropship type: Bosmerian Frigate
    (escape pod, private ship, pilgrimage vessel, burning wreckage that kinda sorta made it safely, etc)
    *Identity makeup: 87% New Frutarians, 13% other.

    Colony Bonus: Communistic - Everyone shares everything and works at improving themselves the way they want. This will help (as much as you decide) with research and development; warfare; and every other section that may improve by training and sharing objects.

    Colony Detriment: Feared - The Judges have to face a populace that will not hold back when they do something the population fears or does not approve of. It more then often ends with the judge being killed.

    Colony History:
    Long before the nations; some greedy bastards on earth wanted all the land to themselves... So they tricked a large population around them to board a unmanned Bosmerian Frigate; one of the largest ships of the time.

    And that's how the people arrived on the ship. To not be like those greedy bastards; they opted to share everything; and they did. But it was chaotic with everything. So they decided for a panel of judges; and it happened. They decided the smartest will be the judges; to make important decisions.

    Any judge who does not seem fit to be a leader will be cast down from the position.
    Last edited by ViceroyVyry; 12-22-2011 at 01:41 AM.

  11. #11
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    @ Palamedes, depends entirely up to you, earth was fractured before during and after initial colonization, these colonies often fractured themselves or sometimes formed star nations (two of the applicants have previously written histories alluding to this even if Protoman is way off his timescale, as we are only in the 25th century earth time), but otherwise yes, usually an organization or nation funded your colony ship as is par for the course of human colony efforts.

    Also your superweapon is fine, I have no rules against them, (other then the dont be a dick rule), and you seem to be aware it will OMNOMNOMNOM what precious power cells and batteries you are left with until you sort out survival problems, so I decided to allow it.
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  12. #12
    Mage of Megaman Protoman's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by Galloglasses View Post
    @ Palamedes, depends entirely up to you, earth was fractured before during and after initial colonization, these colonies often fractured themselves or sometimes formed star nations (two of the applicants have previously written histories alluding to this even if Protoman is way off his timescale, as we are only in the 25th century earth time), but otherwise yes, usually an organization or nation funded your colony ship as is par for the course of human colony efforts.

    Also your superweapon is fine, I have no rules against them, (other then the dont be a dick rule), and you seem to be aware it will OMNOMNOMNOM what precious power cells and batteries you are left with until you sort out survival problems, so I decided to allow it.
    I imagined my kingdom to have existed since the medieval era, though it obviously doesn't exist in real life. So 1000 years isn't too much of a stretch. If you'd like me to change it for continuity's sake, i can, though.

  13. #13
    The Polymedes Palamedes's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by ViceroyVyry View Post
    Hrmm? Odd. Could swear I posted earlier. I'll just redo mine then.
    Oh hey there, I know what the issue is.

    New posters have limits on their wordcount, to prevent spamming. Right now your post is probably set to be checked by a moderator, so it'll come through eventually. This exact same thing happened to me in the second game I joined, and I sent it about four times to no avail when suddenly they all popped up at once.

    Quote Originally Posted by Galloglasses View Post
    Also your superweapon is fine, I have no rules against them, (other then the dont be a dick rule), and you seem to be aware it will OMNOMNOMNOM what precious power cells and batteries you are left with until you sort out survival problems, so I decided to allow it.
    I was hoping it would also have the remains of an advanced battery, that allowed it to charge EXTREMELY SLOWLY on its own (not nearly enough to be useful on its own, but could be used maybe once every couple of years or so out of desperation). If not, could I have it so that the battery doesn't work, but would be repairable with significant time and effort?

  14. #14
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by Protoman View Post
    Quote Originally Posted by Galloglasses View Post
    @ Palamedes, depends entirely up to you, earth was fractured before during and after initial colonization, these colonies often fractured themselves or sometimes formed star nations (two of the applicants have previously written histories alluding to this even if Protoman is way off his timescale, as we are only in the 25th century earth time), but otherwise yes, usually an organization or nation funded your colony ship as is par for the course of human colony efforts.

    Also your superweapon is fine, I have no rules against them, (other then the dont be a dick rule), and you seem to be aware it will OMNOMNOMNOM what precious power cells and batteries you are left with until you sort out survival problems, so I decided to allow it.
    I imagined my kingdom to have existed since the medieval era, though it obviously doesn't exist in real life. So 1000 years isn't too much of a stretch. If you'd like me to change it for continuity's sake, i can, though.
    Nah its fine bro, we can chalk that up to patriotic exaggeration if it ever becomes an issue, dont worry about it. It WOULD explaint he ludicrosuly high number of kings you have had though.
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    Galaxyrise Demonsul's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by ViceroyVyry View Post
    spam-filtered post problem
    Go bug a mod. They'll sort it out lickedy-split. Or yell at you for bugging them. Either will probably work in the end.

  16. #16
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by Palamedes View Post
    Quote Originally Posted by Galloglasses View Post
    Also your superweapon is fine, I have no rules against them, (other then the dont be a dick rule), and you seem to be aware it will OMNOMNOMNOM what precious power cells and batteries you are left with until you sort out survival problems, so I decided to allow it.
    I was hoping it would also have the remains of an advanced battery, that allowed it to charge EXTREMELY SLOWLY on its own (not nearly enough to be useful on its own, but could be used maybe once every couple of years or so out of desperation). If not, could I have it so that the battery doesn't work, but would be repairable with significant time and effort?
    Repairable battery would be fine. A rechargeable battery for a superweapon on this scale (obviously it is a space born weapon by description as it depended on ship engines for continuous fire) would require space age tech, which is impossible as it is fried. it will need to be charged on your supply of batteries until you re-discover advanced electronics, (the same technology you and everyone else would need for your advanced vehicles to work)
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  17. #17
    ViceroyVyry's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Ignore the second post then. I'm keeping with the one I just editted. (With the flag.)

  18. #18
    The Polymedes Palamedes's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Alright, cool. I can deal with that, just wanted to see what my options were.

  19. #19
    Lord High Plotmaster Galloglasses's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by Palamedes View Post
    Alright, cool. I can deal with that, just wanted to see what my options were.
    That and starting you off with a godamn superweapon readily available at gamestart would cause ludicrous balance issues.
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  20. #20
    The Polymedes Palamedes's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Difficulty.

    Up.

    To.

    Eleven.

    For everyone but me. Also, the weapon was supposed to start empty.

  21. #21
    Daunting's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    *Colony name: Method CC (Corporation/Conglomerate)
    Government Type: Corporation - most citizens are "employees" - either for farming, repairs, research, &c. At once both a lot like, and nothing like, communism. Led by a board of directors; votes are equated with ownership of the corporation, as "shares." The sale of shares is technically free, though there are a variety of controls to prevent a hostile takeover.
    *Dominant Ideology: Trade, commerce, and industry!
    *Leader name (including titles if any): Chairman _____ ______ (the position changes every few years - one member of the board is "moved up" and the chairman returns to being a standard chair. While this change isn't guaranteed, it's become common practice.)
    *Colony Colour: dangit blue's taken (aka "Dark Orchid"-slash-purple)
    Location: The northwestern region of the large continent to the lower-middle and right of the map.
    Flag: TBA
    *Colony dropship type: City-ships, with moderate defenses, little offense, and decent infrastructure within the ship.
    *Identity makeup: People, across all cultures and nationalities, though leaning towards the more affluent and intelligent sectors of the population. Fairly mixed. Roughly 70% of the population works, divided into...
    ~5% Management
    ~15% Human Resources (aka Infrastructure: education, roads, water, power, and most government roles)
    ~30% Research and Development
    ~35% Manufacturing - building machinery, working in factories, engineering, and keeping everything in repair. (This includes the military, who during peacetime also serves to supplement labor).
    ~15% Materials - Mining, recycling, agriculture, and resources.
    Dissenting faction: There is a small, but vocal group of people who seek greater equality; the majority of people, however, are satisfied with life as it is - MCC takes care of its lower classes, providing at least sufficient employment and health care to all members of society.
    Colony Bonus: Due to the corporate structure, and the government's capacity to order and command practically all of its citizens, MCC can accomplish tasks - whether construction, research, defense, or nearly anything else - both more quickly, and more efficiently, than a comparable government.
    Colony Detriment: As a corporation, the company practically always seeks to maintain its bottom line--often at others' expenses. The board has very little capacity to take "expensive" actions, unless these actions are expected to yield good returns.
    Colony History: When colonists began to leave their planets for new frontiers, only the most powerful and wealthiest organizations, save governments themselves, could undertake such an endeavor. Foremost among these groups was Method.
    Method began long ago, as the union of a powerful banking group and a defense contractor. In the following years, it grew, buying out manufacturers, construction firms, pharmaceuticals... By the time it began looking towards independent colonization, it was widely regarded as more powerful than all other companies--and even most governments.
    Although many of the colonists did not survive the journey, and much else was lost in transit, the corporate structure itself survived, with little change.


    ---Does this work for a colony?

  22. #22

    Re: Heirs of Perdition - In the shadows of History

    *Colony name: Guthinia
    Government Type: Diarchy (With a Demarchy back up system if a diarch family goes extinct.)
    *Dominant Ideology: One is better than none, but two is better than only you.
    (They like to rhyme.)
    *Leader name: Diarch Henry Hamon and Diarch Johnathan Merrix Jr.
    *Colony Colour: Lavender
    Location: Anywhere on the farthest west continent that is partially cut off.
    Flag:

    *Colony dropship type: 'The Dimedes' was a large private ship made for both of the Diarchs. It didn’t get destroyed but it didn’t fair well on re-entry. Only the sleeping quarters, bridge, and meeting hall got through with minimal damage.
    *Identity makeup:
    10% Immigrants
    90% Guthinians-
    Dissenting faction: The secret faction of ‘The Ones’ is a “Cult” composed of immigrants and normal workers that are against the strict law of pairing set upon them. (About 10% of the poplation follows this, “Cult.”)
    Colony Bonus: The Guthinians have always been great with being flexible and creative as they have two people as one.
    Colony Detriment: The government pairs everyone to another at birth and forever they are bound together causing stress for at least one of the parties. This law gives people the ability to not work and get money off of their partner causing some Guthinians to become lazy. This may even cause the people to rebel at one point.
    Colony History:
    Guthania was once a simple monarchy; their king ruled much like a dictator, not truly knowing what he was doing. His advisors were the cause of his seeming dictatorship as they were quite corrupt and knew how to take advantage of King Guthins. The population soon began a coup d'état. This coup d'état gained a large following and was successful in many endevors. So much so that the kings advisors suggested that all of them should be killed by the royal army. The king responded with his now famous ryhme, “I shall not stirke down my own people without hearing their complaint, take me to their general and we shall have a date.” After a week of planning and the kings advisors failing to change King Guthins’s plan the event had come. The king met with the coup d'état’s leader, Johnathan Merrix, and somewhere in the undocumented conversation the king decided to fire all of his advisors and make Merrix his Head Advisor. Then they quickly wrote a declaration that the Kingdom of Guthania was now a Diarchy and that the Head Advisor and King Guthins would become the first Diarchs. Later amendments were made to the declartion that gave the new Diarchy a back up system for choosing new Diarch when needed so the Diarchs would try to kill each other for power.

    This government was a success but King Guthins line recently went extinct and Johnathan Merrix’s son took his half of the throne. From the royals a new Diarch was named, Henry Hamon. Under their rule the Law of Pairing was enacted and for years everything was fine until the “cult” of ‘The Ones’ gainned a strong movement. The two diarchs quickly came to a decision to leave the planet to keep their power and so the left to colonize a uninhabitted planet taking who they thought would always remain loyal to their two crowns.
    Last edited by ComiTurtle; 12-21-2011 at 03:32 PM.

  23. #23
    ViceroyVyry's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    An technologically religious colony; an autocratic military country; a corporatocracy country; a crashed military ship and a communistic country led by judges. This will be entertaining.
    Last edited by ViceroyVyry; 12-20-2011 at 10:21 PM.

  24. #24
    Daunting's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Quote Originally Posted by ViceroyVyry View Post
    Basically a Corporatocracy colony? :I
    Hadn't thought of it that way, but sort of yes. Only one company, but yep.

  25. #25
    A Killer Cuppa Tea's Avatar
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    Re: Heirs of Perdition - In the shadows of History

    Hey, you know what, i know the game hasnt officially started yet, but some of the ideas here are really quite intruiging and interesting. I can't wait to declare holy, scientific war on some of y'all.

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