Klimino Zepehphor
Personal hackey sack to Newspaper weilders
Dispora
The Ashes we Breath
The dark gloom of the 3rd moon shines dimly downward through the smog above as you look around the decrepit, shattered ruins of the Industrial Hive complex once called Vendetta-27/A.
No one could tell you how many Vendettas there were, or how many 27s, it wasn't anyone's job to know. Now though, with the city looking like mounds of shattered glass thrown about a few good buildings left, it hardly mattered.
It had been months since the orbital bombings had stopped, since the wreckage of destroyed ships stopped raining from the sky like metal rain.
It took awhile once the war reached your planet, for people to truly understand how to react. Despite the warnings, despite the bombs and blasts coming down like some gods wraith, everyone still tried their best to churn out goods and weaponry for the Great Empire. No one really knew how to do anything else.
It took a surprising few weeks before it clicked, that people stopped trying to work, and instead hide and survive.
In between the bombings, people learned about the harsh reality of scarce resources.
And then they learned a dead man cannot eat your food, and given the processing plants, makes a good amount of it too.
You cant remember when the bombings stopped, when the ships stopped raining from the sky, but you do know it hardly mattered. This was just a longer, more permanent pause between the death by sky, giving way to death by your fellows, if you allowed it.
You planned not to.
And so begins your new destiny, among the ruins, abandoned by all you once lived for. You fight, you live, or you die. Nothing is sacred, nothing is dear.
Everything is despair. This is your and your mens Dispora, and as you breath in the ashes of your world and the people once thriving on it, you know there is no future but death.
And you will makes sure it isn't yours.
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GOALS:
In this game, you are the leader of a band of survivors trying to carve up a chunk of your former home into something livable, while trading or fighting other groups who are trying to do the same thing, however they see fit.
You will have to decide how to lead your small band of men, from pillaging to re-building, there are plenty of options.
In the end though, don't expect anyone else to let you have your way.
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MECHANICS:
in this game, you will need to gather supplies in order for your faction to properly function.
These are;
Food;
1 Food point will feed 30 Manpower for 1 Month(1 Turn).
Materials;
Items and useful Metals, these are used to build Weapons, Armor, Defenses, Machines, and more.
Special Materials;
Same as Materials only Rarer and used in more complex creations.
Manpower;
the number of people you have, these will be split into Squads of 10 when under 100 Manpower, and will increase by 10 per 100 Manpower(it is not expected anyone to gain a huge amount of Manpower though).
Arms;
Separated by type, this is your Weapons, both melee and Ranged. It will be a bit more Detailed a stat then most as it will break down into sections based off what you have.
Ammo;
Ammo, for ease of use, will be separated into 3 Groups
Small;
Medium;
Large;
based on average caliber, and for ease of use all guns that use one ammo group can use all of it from the group.
All of these Supplies can be gotten from Scavenging, pillaging, Trading, or if your lucky you may even be able to produce things yourself.
*note; keeping your and your enemies dead may be beneficial, Industrial cities have for generations in times of hardship used Processing Stations to turn their deceased into edible food, though even for such harsh environments this is highly disliked by most people, and doing so may result in bad moral over time.
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Next up is Squads.
Squads are your combat and work groups, made to fulfill specific tasks.
Squads will be armed in 3 stages:
Armor-
Weapon-
Special-
with Armor and Weapon being what the entire group is armed with, and Special being dependent on what it is. Sometime with say Grenades, everyone may have one, or instead one person might instead be armed with an MG instead of everyone elses weapon.
Weapons may also hold two slots, such as a Melee weapon and Pistol, but this will slow down the Squad, and they will be much less likely to gain proficiency with the weapons.
You can also have a slot empty, which for later if or when you have workers, might be a better use of supplies(workers do not have to but gain benefits from being “armed” with Tools).
With these Squads, you will send them with Orders to fulfill Tasks such as scavenging, raiding, exploring, and more.
Later on, if enough of your Squad has survived for long enough in the same job, or after certain events possibly, a Squad can get Additions, ranging from being better at a task to special gear that doesn't take up the Special slot(things like this can be transferred but would take time to train the new Squad in its use). A Squad can have many Additions, however many might not be permanent and ones that are can be rare.
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COMBAT;
Combat is done based on the environment and the Players instructions to his Squads taking part, as well as how many each side has and their equipment. Moral also plays a major effect.
If one decides though, nothing is stopping one side from retreating or attempting to avoid a fight, but running away does not mean you wont lose any Manpower.
When a fight breaks out, both players will be given a basic map, giving them all the info they currently know, both of their own and the enemies Squad makeup and positions. They then give plans of action to what they wish to do.
Moral plays a major factor in Fights. All Squads have 5+1 per extra 10 as their base. Once Moral reaches 0, the squad will stop responding to orders, as they have lost all will to fight and will attempt to flee(unless in a position they cant flee from, in which case they will simply bunker down).
You can attempt to stop your Broken Squads from fleeing, but there is no guarantee they will listen.
Things such as facing superior numbers, losing too many squad members, getting pinned by large amounts of fire, seeing too many allied squads flee, or EVERY turn of melee will make a Squad lose Moral points. They can, however, be regained if the Squad successfully completes a Melee, is doing well in a firefight, or is outside of direct combat long enough.
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MORAL;
Squads moral will also take place outside of combat, with things temporarily giving buffs or cuts to their base of 5. if it gets too low they might turn on you or flee, while upgraded moral might make them better workers or at searching the wastes.
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TURN ORDERS;
every Turn in the Game is 1 Month, to which you may Give up to 4 Orders to try and accomplish that Month.
Please note which Squads you wish to have accomplish which Order, and put them in order of importance.
Note some things may have to carry over into the next turn depending on when it was started and how hard it is to complete(such as building fortifications with low worker numbers or churning out weapons with few people who know how).
The game is very freeform in what you can try to do and accomplish, though obviously there are limits to this.
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FACTIONS;
Your faction effects everything. It will affect how your people think, what you start off with, and what you specialize in.
::Faction Sheet::
Name-
Color-
Ethics-
Description and History-
You will also need to Create a Leader, who will have 1 special “Addition” he can teach or knows how to create to give your Squads, aswell as anytime he is in a Battle or taking part in a Project, there will be Bonuses based off your Faction Ethics and Rule.
::Leader::
Name-
Age-
Gender-
Description and History-
Special Addition-
you will also have Faction “Stats”, though these only really effect your starting Gear.
You will have 8 Points to spend on these:
Stockpiled Arms-(starts with base of 1)
Specialized Arms-
Stockpiled Armor-
Stockpiled Ammo-
Quality of Stockpiles-
you will have 5 points to spend on these:
Number of Followers-(starts with base of 1)
Quality of Followers-(Military based)
Specialization of Followers-(non Military Based)
you have 12 points to spend on these:
Starting Fortifications-
Starting Territory Size-(starts with base of 1)
Starting Local Production-
Starting Food Processing Plant Production-(due to smaller Processing plants having been in convenient positions around the city, being outside the “food” local area of the map does not inhibit being able to find such machines, only the size, quality, and output)
Starting Smith Facility Quality-
Starting Material Stockpile-
Starting Food Stockpile-(note you will always start with 3 Months worth of Food for your Starting Manpower)
Starting Special Material Stockpile-
Safety of immediate area-
Note no stat has to have points in it, you can leave them at 0, this just means it will be,well, nothing.
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::FACTION SPECILIZATION::
every faction is unique, both in their history and “””government”””, but also in what they are good at doing.
Each faction is allowed 2 Pros but must also take 1 Negative.
Pros can be anything from, say:
“Militaristic”- Military Squads are hardier and have 1 extra Moral
to
“Engineers”- Specialized Equipment takes less Special Material and time to make.
Or for that second example it could produce high quality items.
The options are wide and varied, though I do ask you try and keep things somewhat simplified.
Note you must also take a negative, which must be 'equal' to your Pros.
Such as,say;
“Brutal”- Your original faction members are psychotic, making them unwelcoming to allowing non Faction members to join or live, as well as new members being rarer and harder to integrate.
Here the options are of course, quite varied aswell.
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Last but not least, PM me your starting location on the map. Keep this off your sheet and private though, as it will not be revealed til the game starts.
Once you have your sheet ready, PM me for review, then I once I have told you its good and finalized, you may post it and be considered ready to play!
Maps;
Plain-
http://i.imgur.com/ApJCASa.png
Areas-
http://i.imgur.com/pxT93q6.png
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