OOC Threadok last time i did this it became a bureaucratic nightmare of rolling and managing the happenings on a dozen different planets for 8 or 9 factions at the same time...THIS TIME SHALL BE DIFFERENT!...hopefully...
This time we will play only with one House. I will offer you one of the 5 Starting systems from the last game (which will differ due to me lacking the original build-up of the systems except for that what i could find in the old thread). You will choose one of those systems and the first player to make up an acceptable Character will be declared the Patriarch of a House ( he can also make up that House, or if preferred and if allowed by the Creators, take the one that settled in the particular System during the last Game.
Similiar to the YAK Games you are then in charge of the whole Kingdom( that what your Noble House controls). the following 3 Players with acceptable Characters, will be brought into the Game as other Noble Family Members of this House. The Patriarch then decides on to where he wishes to assign you and what powers you may wield. Of course, the Patriarch does not live forever and Accidents...happen.
Your goal like before is the Ascension to the Position of the Emperor. But don't forget, the other Houses are still there, aswell as the Church and not to forget a myriad of different other threats...
We write the year 100 AD(after Downfall), the Empire of Man once spanning over almost a third of the Galaxy has crumbled to dust. After a enormous supernova of a twin-star and the resulting hits of two gammaray-jets something changed. Due to unkown reasons Wormhole drives were rendered unusable all over the Empire. Without any infrastructure at all, most of the worlds immediately descended into civil war and anarchy.
The Emperor, currently in mid nowhere of space, with three quarters of the imperial navy was never heard of again. Short thereafter the remains of the Emperors "Grey Guard" under the command of the aging Lord Tirus Rabenheim seal themselves into their secret homeworld and break off any contact with the rest of the Empire.
The Imperial Cult declaring the Downfall the wrath of God use the turmoil to increase their power standing and although they manage to amass influence and power they soon face the probelm of losing contact to many worlds. Finally the Patriarch decides to recede to his Paradise World Halo and in this reclusiveness awaits the returning of one of the Greater Noble Houses, meanwhile flooding the nearby solar systems with his religious rantings in the hope that somebody would hear it. On those planets still left with some kind of order the Cults planetary represantants, the Autarchs, follow their own Agendas ignoring the messages of Halo and the patriarch.
And then there is the Trimuvirat. It's three leaders represent the organized merchants,smugglers,traders and mercenaries of the Empire using their wealth and power they managed to develop an alternative to the wormhole drive. But with this their unity ends. The Leaders of the Three Homeworlds of the Triumvirat: Athena,Demeter and Hephaistos are as quarrelsome among each other as the populaces of three worlds. While they have managed to overcome the problems of all the other systems they are divided among each other and through the contrary orders of the Three Heads they are virtually unable to follow a common agenda. However the People of the Triumvirat are proud of their democratic freedom and most notably the Symbol of it. An Space Station with the size of a small Moon the "Unity".
Witht eh Death of Ssalosin's Uncle Veren the Leadership of the House fell to Ssalosin and his cousin Rigos. The expansion of House Nova was greatly aided by the Xeno-Crusades and fights with a Xenophile King. Soon however Ssalosin got overthrown by his Sister Aeverys, which in turn Married Roim Scaleskinner. Ssalosin beaten, retreated into a silent secluded existence. Rigos meanwhile was killed by Lord Raventree a Minor Lord Living at the Borders of House Nova, which through the marriage with Roim Scaleskinner was now covering a full third of the planet.
With all the Changes happening in the Secular Powerbase it is no wonder that Archon Garth was murdered and soon replaced by his Protegée Luthias. Luthias a Reformist instantly began to establish his position as powerplayer on Si'kar. The various Differences between Nova and Luthias called the Inquisition on the plan banning Lady Aeverys although pregnant to the Cemetry World of Vengeance where she should do penance for he transgressions against the Church.
Archon Luthias meanwhile wasn't escaping the Justice of the Inquisition: Being condemned to a Crusade against the Remaining Xenos of the World the Archon aquired the help of the shunned Noble House of Cr'tok and bought several dozens of Biological and Chemical Warfare Heads. "In the Night of the Thousand Terrors" he annihilated several billion Xenos and turned the Continent of Nova Babaricum into a giant Wasteland. Meanwhile House Nova was fighting a war witha coalition of several Minor Nobles which culminated in the Siege of Ravenhorst and the subsequent use of a Biological Warhead, which annihilated three quarters of the Novan Military and the remaining Rebels. With Victory at hand Lord Roim was assassinated and Lady Aeverys contracted the Blood Tear-Plague, whhich subsequently forced her and her Newborn Child Kathrica to aquire help from the Grey Guard.
Important Persons...so farSsalosin is the Brother of Aeverys and led the House after the mysterious Death of his deplorable Uncle Veren. His Reign was mostly hallmarked through the annexation of the remaining Xeno Lands on the continent and that he managed to halt the continouus downfall of Nova since his Grandfather.
He was later overthrown by his Sister Aeverys. Since then he leaves a sheltered seculded life.
Lord Rigos Nova, cousin to Ssalosin and Aeverys, was a general in the service of the House. He supposedly died in a duel with Lord Ravenwood.
Lady Aeverys Nova Sister to Ssalosin Nova, wife to Roim Scaleskinner and Mother to Kathrica Nova, was the most successfull Head of the Novan Family since over 200 years.
Before her Reign she fought in the Ecclesia Custodes ( The Military Arm of the Orthodoxy) and thenr eturning home she helped Ssalosin conquer the Xeno Lands.
Later she overthrew him and declared herself Matriarch of the House. Her propably greatest political achievement was the marriage with Roim Scaleskinner a feared Warlord. Through the Marriage House Nova suddenly controlled more than a third of the planet. Later on she was accused of ordering the assassination of a Member of the Ecclesia Iudicatores (the Inquisition) and though pregnant she was sent to a yearlong penance on the Planet of Vengeance a desolate Wasteland World in a state of perpetual warfare.
After a whole year of Penance she returned home with her Daughter Kathrica only to contract the Blood Tear Plague and almost succumbing to it. She was taken in by the Grey Guard and since then nothing more of her is known.
Roim is a legendary Warlord on Si'kar and has led the largest known army known to the Planet. However he fell for Lady Aeverys and married her. Subsequently he led the House Military,served as First Sword of the House and led the War against the Coalition of Nobles.
During Aeverys Penance he was the sem-official head of the house and was later declared Patriarcha fter Aeverys was taken in by the Grey Guard, his Reign was short though, he was assassinated the moment Lady Aeverys left the Planet.
With the enormous age of 200 years Azthor Nova is one of the eldest men in the Galaxy. Rumours have it that he even drank tea with the Emperor. During the Downfall years he vanished however (supposedly into the Outer Rim and later into Triumvirate Space to work as Free Trader)
With teh Death of His Nephew Veren and the Coming to Power of Ssalosin and later Aeverys he returned to the Court of Nova. His Skills as a Spymaster are Legendary and several assassinations are propably of his making especially the Death of Lord Ravenwood was said to be his scheme.
With the War agains tthe Coalition ending he started a smear campaigna gainst Aeverys and suceeded and after the Assassination fo Lord Roim he became the new Head of the House. And being the last known family member at Court.
Last Member of the Salyar Line, Trent is a Brilliant Researcher and served for a time under House Nova before starting a rebellion (which was crushed by Roim) and then entering the Ranks of Archon Luthias.
Luthias was a former apprentice of Archon Garth and after his Death suceeded him. He entered a rivalry with House Nova for the Planets Supremacy and subsequently was punished by the Inquisition for letting a member of it come to death. Since then he is locked in a viscious Crusade against Xenos on Nova Babaricum. However the act which will give him entry into history books is propably the Night of a Thousand Terrors in which he dropped severald ozen Biological and Chemical Warheads on Nova Babaricum vanquishing several Billion Xenos in mere Moments.
However conquering the Wasteland Continent still proves arduuous and he is locked in constant warfare.
Assassin in the service of Lady Aeverys. Was sent to do penance on Vengeance after murdering an Inquisitorial Agent. Found a Necropolis reigned by the AI "Custodian" with whose help he managed to restart an Ancient Cruiser: "The Viridian Dream". Saved Aeverys and brought her back to Si'kar. Currently in Triumvirate Space.
Robert(10ebbor)
A renowned researcher currently discovering a new System
Delvos(Dragor23)Co-GM
A young Merc Captain leading the "Bloodbrothers". Currently in Service of Archon Luthias
Juras(mesor)
Former Mercenary Captain died in an Ambush in Ravenhorst Port.
Malcador(Ghazkull)
Advisor of House Nova.
Available Systems:FYI: Dust Clouds and Asteroid Fields Prevent Vision, this means that there could very well be faaar more behind those Clouds, things you don't know about...yet.
Class G Star
Dust Cloud
Composition: unkown
Sights of Interest:unkown
Danger: unkown
TP: Garthon I
Gravity: Heavy
Atmosphere: TIII(Breath Mask required)
Type: Earth-like planet(65% Water,35% Land)
Special Information: resource-rich,Death World,enormous Cave Systems
Alignment: House Argonian
Population: 1.000 Units (1 Unit = 1.000.000 people)
average Tech-Level: Feudal
Government: Small Feudal Kingdoms
Moon 1,1
Gravity: Heavy
Atmosphere: (propably TII-TV (slightly toxic- deadly)
Type: (propably toxic or volcanic due to thick sick green atmosphere)
Special Information: unkown
Inhabitants:unkown
Moon 1,2
Gravity: Standard
Atmosphere: (propably TI-TIIB)
Type: Water Planet (at least 80% Water)
Special Information: unkown
Inhabitants: unkown
Terrestial Planet 2
no Information
Moon 2.1
no Information
Terrestial Planet 3
no information
Dust Cloud:
no information
Star: Class M Red Giant
Terrestial Planet 1
no information
Moon 1.1
no information
Terrestial Planet 2
no information
Moon 2.1
no Information
Moon 2.2
no Information
Gas Giant
Composition: unkown
Special Information: Asteroid Field
Terrestial Planet 3
no information
Moon 3.1
no information
unkown Object
no information
TP: Sik'ar
Gravity: Heavy
Atmosphere: TI(earth-like)
Type: Dry planet(40% Water,60% Land)
Special Information: Cold, Enormous Forests,primitive Xenos-populace
Alignment: House Cr'tok
Population: 400 Units, 300 Units Xenos
average Tech-Level: Feudal
Government: small Feudal Kingdoms
Asteroid Field
Composition: unkown
Specials: unkown
Danger: unkown
Star: Class F White Star
Gas Giant
no information
Moon 1
no information
unkown Objects
no information
Mirrodan
Gravity: normal
Atmosphere: TIIA(slightly toxic)
Type: Dry planet(20% Water,80% Land)
Special Information: Enormous Canyons
Alignment: House Al-Hazar
Population: 600 Units
average Tech-Level: Feudal
Government: small Feudal Kingdoms
Terrestial World
no information
Dust Cloud
Class G Yellow Star
Dust Cloud
Vengeance
Gravity: Heavy
Atmosphere: TII-B(gasmask required)
Type: Dry planet(20% Water,80% Land)
Special Information: eternal Dusk, Barren, Death World, Mutants, Unkown Structures
Alignment: House Rastyqua
Population: 50 Units, 300 Units Mutants
average Tech-Level: Feral
Government: Warlords and Clans
Brown Dwarf
Gas Giant
Gas Giant
Special information: Asteroid Field
Agri-prime
Gravity: Standard
Atmosphere: TI(earthlike)
Type: Earth-like planet(70% Water,30% Land)
Special Information: Xeno-Slaves,Enormous Cave-Systems, Agri-Farms
Alignment: House Azores
Population: 3000 Units, 6000 Units Xenos
average Tech-Level: Industrialized
Government:few Imperialistic Feudal Kingdoms
Sign-up Sheet:
Name:
Appereance:
Bio:
Starting System: (choose one of the above)
Occupation:
Religious Alignment: (Zealous,Moderate,Agnostic,Heretic,Heathen...remember you can always attack the Cult)
New Rules:ParcelsParcel is a measurement of Land owned by a Noble or a Noble House. The Men Recruited from these Lands have different Origins and are more or less suited for certain War Situations. The following Parcel-Upgrades Currently are Available to House Nova:
Wildlands
Description: Unsettled Land, sparesly populated and largely unused. It provides almost nothing.
Manpower: 1 Unit
Food: 1 Unit
Taxes: 1 Credit
Origin Perk: Frontiermen
Farmsteads
Upgrade Cost: 5 Credits
Description: Mostly Agricultural Land, with low Populations. It provides some food but gives low tax incomes as well as it can only provide very low manpower.
Manpower: 0.1 Unit
Food: 2 Units
Tax: 0.1 Credit
Origin Perk: Ordinary
Farming Communities
Upgrade Cost: Farmsteads, 10 Credits
Description: Small Villages focused on selling their livestock and their grain.
Manpower: 0.5 Unit
Food: 10 Units
Tax: 0.5 Credits
Origin Perk: Ordinary
Town
Upgrade Cost: 10 Credits
Description: With the Industrialization people tend to clot together in larger settlements. Towns contain no arable land but bring money and people.
Manpower: 3 Units
Food: 0 Units
Tax: 3 Credits
Origin Perk: Ordinary
City
Requirement: Town, 20 Credits
Description: With the Advancement of Society and Technology it is possible for more and more people to flock to a single Area and so Towns grow to Cities. They are Centers of Industry but provide absolutely no Food.
Manpower: 5 Units
Food: 0 Units
Tax: 5 Credits
Origin Perk: Ordinary
Komturei Church Only
Requires: Farmsteads
Description: A Komturei is mostly Farmland with the odd Monastery inbetween which makes sure that Tithes are delivered and provides a basic Draft of Manpower for Eccelsiarchical use.
Manpower: 0.2 Units
Food: 6 Units
Tax: 0 Credit
Ballei Church Only
Requires: Town
Description: Hubs of Educational, Training and Bureaucratic Facilitiesform a Ballei. They are entirely occupied by Church Personnel and contain enough living space to contain whole Regiments of Ecclesia Custodes
Manpower: 5 Units
Food: 0 Units
Tax: 0 Credit
Bistum Church Only
Requires: Ballei/City
Description: As the Orthodoxy's influence on a Planet grows so those it's Hunger for Personnel. And that Personnel needs Room to live. A Bistum is an example for such Sprawling Centers of Church Influence
Manpower: 10 Units
Food: 0 Units
Tax: 0 Credit
Glassed Wasteland
Requires: Orbital Bombardement
Description: Too Liberal use of Lance or Plasma Bombardement annihilated all Life on the Parcel. It is basically Dead Land. Only through either very expensive Reclamation work or Underground Housing it can be reclaimed.
Manpower: 0 Units
Food: 0 Units
Tax: 0 Credit
Fortress City
Requirement: City, 10 Credits
Description: Cities geared for one Purpose: War. The Population is mostly Military and even Children here know how to use a weapon. They are mostly built where one needs a bulwark against the Enemy.
Manpower: 5 Units
Food: 0 Units
Tax: 0 Credits
Origin Perk: Fortress Born
L1 Hive City
Requirement: City, 50 Credits
Description: the First Layer of a future Hive City. Massive populations roam this even larger place, at least compared to the normal Cities. However this constitutes only the lowest Level of a real Hive.
Manpower: 20 Units
Food: 0 Units
Tax: 20 Credits
Origin Perk: Hiveborn
MilitaryUnits have several different Slots which can be filled. Note that the following Upgrades are currently only those who are known.
THese Influence the 4 Different Traits (Strength,Morale,Tactics and HP)
Green: No Cost, No Maintenance
What do you mean Walking Targets? They are merely untrained, young...oh.
-2 Strength, -2 Morale, -2 Tactics
Militia: No Cost, 1 Credit Maintenance
The Perception that we lost good men out there is preposterous! The 23rd was just Militia
-1 Strength, -1 Morale, -1 Tactics
Regular: 1 Credit, 1 Credit Maintenance
The Run of the Mill fodder for the Meatgrinder.
No Bonuses and No Maluses
The following Experiences can only be attained by participating in Battles.
Bloodied: 2 Battles, 1 Credit Maintenance
Oh they got their noses Bloodied good.
+1 Strength, +1 Morale, +1 Tactics
Veterans: 5 Battles, 1 Credit Maintenance
Lad, i have survived 3 Campaigns on Vengeance, i have fought with the Mirrodans on Garthon I and i have survived the Xenos Uprisings on Agri-Prime. Believe me when i tell you that this is a walk in the Park -Veteran House Guard on the Xenos Campaigns
+1 HP,+2 Strength, +2 Morale, +2 Tactics.1 Special Perk
Legends: Has Partaken in an Epic Battle or survived insurmountable Odds or other Circumstances, 2 Credit Maintenance
Ever Heard of the Radiant Guard? Of course you have, they have stood against 30 times their Number on Vengeance for three days and they survived. Those are the real Stuff
+2 HP,+3 Strength, +3 Morale, +3 Tactics.2 Special Perks
Ordinary: Being Recruited from a Standard Planet, from either a Farmstead, a Town or a City.
Never seen such a bunch of boring ignorants Idiots. But the military takes everything they get these days.
No Bonus, No Drawbacks
Frontiermen: Being Recruited from Wildlands
True Pioneers those guys. Hardy, Strong and Thick as a Stone.
+1 Strength, +1 HP-1 Tactics.
Nobleborn: Being Recruited as Personal Guard.
Oh we loved at those dandys. We laughed and laughed and then their Heavy Power-Armours crushed our lines...
+1 Strength, +1 Morale, +1 Tactics
Hiveborn: Being Recruited from a Hive
Hivers.Real Scum those Guys. Can't trust em. But man there are many of them.
+1 HP,+1 Tactics-2 Morale.
Fortressborn: Being Recruited from a Fortress City
Born to Kill and Die. Saw them doing the latter far more often than the First
+1 Strength, +2 Tactics, +1 Morale
Xeno: Being Recruited from the Xeno-Populace of Si'kar
Oh those guys are real Savages. Don't know were they got 'em but there's always more of 'em
+2 Strength, +2 HP-2 Tactics
Desertborn: Being Recruited from a Desert Planet
Men Born on Planets like Mirrodan. The Desert doesn't favour the Strong but the Clever.
+2 Tactics-1 Strength, -1 HP
Deathworlder: Being Recruited from a Death World
Born on Planets that barely sustain life. Each more dangerous as the other. Those few surviving on such Planets aren't fazed by much that they face in battle.
+2 Strength, +1 Morale, +2 HP
Solborn: Being Recruited from the Sol-System
These Men can trace back their heritage back even to Earth itself. Legends among the Empire, they are revered and respected were they tread. Although they are quite a bit arrogant.
+1 Strength, +3 Morale-1 Tactics
Rimborn: Being Recruited from the Galactic Rim
Born on the Galactic Rim, these people could be qualified as "Backwater Rednecks", except they aren't
+1 Tactics, +1 Morale -1 HP
As Technology advances Weapons will become Obsolote and lose Strength. Due to the Sheer Mass of Different Weapons we will just use the below template and decide what is currently Modern, What is Outdated and what Futuristic
Teeth and Claws: Special Perk
Biting,Scratching,Ripping...
-3 Strength
Mutated Bodies: Special Perk
Scythe-Arms,Acidic Bile,seriously crazy shit...
+2 Strength
Medieval Weapons: 0 Credits, No Maintenance
Stickers,Bashers, Slicer's...
-2 Strength negates any Strength Bonuses and Penalties on Ambush
Arquebuses: 0 Credits, No Maintenance
Damn those things are old
-1 Strength
Cannons: 1 Credits, 1 Credits Maintenance
Could get that Stuff around every corner
gets extra fire Round and causes Morale Shock.
Will be lost in a retreat.
Muskets: 1 Credit, No Maintenance
Could get that Stuff around every corner
Half-Automatic Weapons: 2 Credits, 1 Artifact
WW1-Weaponry and Hunting Rifles
+1 Strength
Automatic Weapons: 3 Credits, 1 Artifact
Ak47 for eveeeryone!
+2 Strength
Flamethrowers: 5 Credits, 1 Artifact
BURN,haha,BURN! BURRRRRN!
+4 Strength, Causes Morale Shock When losing Hitpoint, roll of 3 or less causes Regiment and surrounding Regiments to go on fire.
Imperial Weaponry: 3 Credits,1 Artifact, 1 Credit Maintenance
Mostly Lasguns.
+3 Strength
Gauss-Weapons: Special Weapons.
it cut right through them, like paper. When the last of the Knights were cut down we ran and never looked back. -Survivor of a Battle with the Sol's Sons.
Ignores Armor Bonuses, +3 Strength
Hide: Special Perk
Outdated Armor: No Credits, No Maintenance
Bits and Pieces
-1 HP, -2 Morale
Flak Armor: 1 Credits, No Maintenance Missing Technology
A bit more Comfortable
NBC-Suit: 1 Credits, No Maintenance Missing Technology
Clumsy, uncomfortable and not made for battle
Ignore Environmental Hazardson HP loss, roll on 4+ another HP is lost(at least in dangerous Atmosphere). -3 Tactics
"Krieg"-Pattern NBC-Suit: 2 Credits, 1 Cred Maint. Missing Technology
Military Issue NBC Armour.
Ignore Environmental Hazards, +2 HP-1 Tactics
Heavy Armor: 3 Credits, No Maintenance
Although Made of Metal, not really Medieval Armours. Made to reach modern needs. They stop Bullets and the occasional laser. But don't expect to much in terms of mobility.
+2 HP-3 Tactics
Power Armor: 3 Credits,1 Credit Maintenance Missing Technology
Wow this has an inbuilt Air Conditioner and a Flatscreen...
+3 HP, +2 Morale
Solian Guard Armor: Special Armor
Crafted from the finest Forges on Earth, worn by the Personal Guard of the Emperor. till he elected the Grey Guard...
+5 HP, +3 Morale, Enemy Units must make a Morale Test when facing units wearing this armor.
F4H-Virus: Special Perk
A highly Infective Virus, turning humans and Aliens alike into rabid crazed monstrosities upon contact with infected salvia. This Particular Variation Hooks up the Infected with a Central Hivemind.
+1 Strength, Without Morale, +2 HP -3 Tactics
Hivemind: Special Perk
This Regiment is guided by a Central Intelligence.
+3 Tactics
Mutation: Special Perk
This Regiment has been terribly mutated. They are shambling monstrosities without pain or fear. Their Mutated Bodies lack any real weakpoints and need to be shot to pieces.
+2 HP
Motorized: 3 Credits,1 Credit Maintenance Missing Technology
Because Walking is tedious
+2 Tactics, +1 Morale
Cavalry: 2 Credits
Nothing 'bout an old fashioned Cavalry Charge
+1 Tactics, +1 HP It's horses, you know? Could happen that all of that will bite you in the arse.
Resilent: Special Perk
because being born on a Planet with acidic Atmosphere makes one somewhat indifferent to hard climates.
No negative Effects from Planetary Atmosphere and Surroundings, +1 HP
Disciplined: Special Perk
Perfectly trained Soldiers, following every order. These men do not retreat.
+2 Tactics. +2 Morale.
Genetically-Engineered: 5 Credits,1 Credit Maintenance Missing Technology
Nature though inventive, lacks creativity in the use of its Inventions.
+2 Strength, +3 Morale, +2 Tactics, +2 HP
Babarians: Granted only under Special Circumstances
Bah,Bah,Bah - Sheep on Agri-Prime
-2 Tactics, +1 Strength
Loyal: Granted only under Special Circumstances and for Personal Guard.
Semper Fi
+3 Morale
Peasants: Granted only under Special Circumstances
Oi r'f's' t' s'bm't t' s'ch h'rr'bl' pr'ct'c's 'nd wh'r's me h'lthc'r' 'ns'r'nc' 'n'w'
-2 Morale, -2 Tactics
Mercs: Granted to Mercenary Units
Every Man has a price
Starts with the "Bloodied Perk"-3 Morale
Survivors: Special Perk
Born Survivors. Having faced uncountable Odd's this Regiment just won't die.
If the Unit is destroyed it instead rolls a d6 on a +3 it survives the Battle with a single Hitpoint.
Last Sons: Special Perk
Sol's Sons. Even the Name induces fear in even the boldesst Veterans and makes those fighting alongside them proud to have seen such a day.
Allied Units fighting with the Sol's Sons get a +2 Morale Bonus