doodleSM
the SMith of doodles
"Do you still think you can control them?" - Cabaret
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The Pitch
The world has changed, machines were once in abundance and its was an age of prosperity. The markets of the world collapsed when the gold backed credit had dropped due to hyperinflation of the economy. Overnight, the world seemed to have shut down. The economy is still in disarray, but the discovery of the Lux-Crystal changed everything. Gold became a second rate commodity to Lux-Crystal. Lux-Crystals worked flawlessly in the designs of machines and could fuel an entire nation's industry. A massive continent was discovered full of the riches of Lux-Crystals, and is still ripe for the taking. Something strange happens with near the Crystals. An aliment known as "Lux Sickness" was caused by over exposure to the crystals. A person can feel intense pain for several hours, then die in the affects of Lux Sickness. The population began to drop dramatically. Scientists devised a way to control the sickness, but it limited the amount of Lux Crystals produced. The world has yet to see the true devastation of a great war.If there is enough interest for this, I will release details for the public server. The lore and the mechanics are still a WIP, but we are looking for 6 players.
Mechanics
There are two phases to a post. You are free to write as much as you want. You must address each action that you perform in that phase.The geopolitical phase is for economics and diplomacy. At the end of the RP post, you declare your actions.
The warfare phase is where you write the battles outcome and/or battles that will commence. At the end of the RP post, you state the outcome of battles as well as your upcoming battles. Feel free to describe victories/defeats in any manner that is plausible
Industry/Economics
This RP is based off a crystal economy. Each province gives 1 crystals. Nations start with 25 provinces. You may invest 5 crystals to increase a province by 1 to the max of +4.
Diplomacy
Diplomacy will not have mechanics. Diplomacy will be roleplayed out.
Military Combat
Each unit in an army adds a die to a die pool. for example, if you have 5 infantry division and 2 tank divisions, it would be 5d6+2d8. The battle's outcome is determined by whoever has the highest roll. Per battle, the unit cap for each 15. On a discord server, we'll use a dice bot. Naval battles work the same way. Only battleships can assist land battles that are adjacent to the sea.
Infantry Division = 1d6
Tank/Mech Division = 1d8
Artillery Division = 1d10
Hero Unit = 1d12
Air Wing = -1d10 from opponents total
Fort = -2d6 from opponents total
Corvette = 1d6
Destroyer = 1d8
Cruiser = 1d10
Battleship 1d12
Trenches
To entrench a unit into a province, spend two turns to simulate the dig in. When you are dug in, you gain 1d10.
Supplies
Each division must have access to their capital. Without access to their capital (for example, being cut out from your capital) you begin to take attrition. For every 1 turn out of supply, you get a -1d6 to overall die roll up to a maximum of -5d6. When you reach -6d6, the division is routed and defeated.
Continental Buffs/Debuffs
African provinces have a base of 2 crystals and a maximum of +10 per post, however are three times as expensive to upgrade. Armies in Africa are harder to supply, each turn without supply is a -1d10 up to a maximum of -2d10, at -3d10, the force is routed and defeated.
Americas provinces provide increased division stacks (+5, only applies to American provinces, no where else.). Trade is much more difficult, requires 2 convoys for every 1 crystal (and spice) transported.
Asia provides a new resource, spice. You may spend a turn to gain a spice. Spice is a trade commodity that can upgrade a province per 2 spice, or can be used to gain 2.5 crystals per 1 spice. However, trading Spice requires 2 convoys per 1 spice transported
Europe provinces are highly defensive, digging in only takes a turn. European provinces take twice as long to capture. (from 1 turn to 2 turns)
Military Creation
(each unit takes a post to create)
Infantry Division = 2
Tank/Mech Division = 4
Artillery Division = 6
Hero Unit = 12
Air Wing = 4
Airbase = 6
Fort = 6
Convoy = 2 (no upkeep, military economy does not apply to convoys.)
Corvette = 4
Destroyer = 5
Cruiser = 6
Battleship = 8
Military Upkeep
Infantry Division = 2
Tank/Mech Division = 2
Artillery Division = 2
Hero Unit = 4
Air-Wing = 2
Airbase = 3
Fort = 3
Corvette = 1.5
Destroyer = 2
Cruiser = 2.5
Battleship = 3
Chemical Warfare
Apart of the narrative.
Military Caps
2 battleships
4 cruisers
8 destroyers
12 corvettes
3 hero units
Capturing Provinces
Only ground forces can capture provinces. it takes 1 turn to capture a province. (2 turns for Europeans)
Government Forms and Economic Focus
Economic Focus
Agrarian - division stack increased by 10
Industrial - crystal improvement costs 4 instead of 5
Military - Divisions are 0.5 crystals cheaper to purchase.
Government Forms (this is purely for RP, no mechanical benefits)
Monarchy
Communism
Republic
Oligarchy
Autocracy
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