Ferociousfeind
Shamrock Shake
(Mind my bad BBCoding, the site has changed a lot of functionality, and spoilers aren't working the same way they used to.)
Once upon a time, Gem society operated largely peacefully. It colonized and assimilated planets as its own, destroying some, mercifully turning a blind eye to others.
This peace, however, did not last long. Rose Quartz, the gem the Rose Philosophy is named after, saw injustice in the colonization of Earth, a particularly well-established planet already, and lashed out against her diamond, Pink Diamond. In the excursion, she, along with a platoon of other, "Crystal Gems", shattered Pink Diamond, and was henceforth declare a sworn enemy to Gem society.
However, we are not quite telling that story, it has been told over and over. What if there was another group, whom saw the injustice in Homeworld, but saw blindness in the Crystal Gems? This group calls itself, "The Median".
Comprised of Aristocratic and lower-level Gems alike, The Median takes after Earth's Democratic super-power, America. They wish for equality for all Gems, and technological guidance for Humans, and any other life, if it wishes so.
The leader of The Median? None other than a rather determined Citrine. She always brings 3 good friends of hers along with her, wherever she goes. One in charge of the Military, one managing foreign affairs, and one taking care of political stability and structural integrity within The Median.
This is their story, one of conflicting groups, one of political collapse, one of rebel extremists, totalitarian tyrants, and democratic unity. This is your story.
---
This takes place before Steven Universe begins!
Boring lore I spent two hours putting together aside, This will be a 3-sided battle, one of The Diamond Authority, the Crystal Gems, and The Median.
Each team will require a member before we start. I will go ahead and claim the Citrine in charge of the Median, leaving 3 spots for influential figures there. The Crystal Gems also have 3 open spots: Rose Quartz (or Steven), Pearl, Amethyst, and Garnet (or 2 spots, one for Ruby and one for Sapphire). The Diamond Authority will have 3 spots open as well: Blue Diamond, White Diamond, and Yellow Diamond. Pink Diamond was presumably shattered by Rose Quartz.
---
Spots aside, we need rules and procedures to hold this horrible abomination together.
Once upon a time, Gem society operated largely peacefully. It colonized and assimilated planets as its own, destroying some, mercifully turning a blind eye to others.
This peace, however, did not last long. Rose Quartz, the gem the Rose Philosophy is named after, saw injustice in the colonization of Earth, a particularly well-established planet already, and lashed out against her diamond, Pink Diamond. In the excursion, she, along with a platoon of other, "Crystal Gems", shattered Pink Diamond, and was henceforth declare a sworn enemy to Gem society.
However, we are not quite telling that story, it has been told over and over. What if there was another group, whom saw the injustice in Homeworld, but saw blindness in the Crystal Gems? This group calls itself, "The Median".
Comprised of Aristocratic and lower-level Gems alike, The Median takes after Earth's Democratic super-power, America. They wish for equality for all Gems, and technological guidance for Humans, and any other life, if it wishes so.
The leader of The Median? None other than a rather determined Citrine. She always brings 3 good friends of hers along with her, wherever she goes. One in charge of the Military, one managing foreign affairs, and one taking care of political stability and structural integrity within The Median.
This is their story, one of conflicting groups, one of political collapse, one of rebel extremists, totalitarian tyrants, and democratic unity. This is your story.
---
This takes place before Steven Universe begins!
Boring lore I spent two hours putting together aside, This will be a 3-sided battle, one of The Diamond Authority, the Crystal Gems, and The Median.
Each team will require a member before we start. I will go ahead and claim the Citrine in charge of the Median, leaving 3 spots for influential figures there. The Crystal Gems also have 3 open spots: Rose Quartz (or Steven), Pearl, Amethyst, and Garnet (or 2 spots, one for Ruby and one for Sapphire). The Diamond Authority will have 3 spots open as well: Blue Diamond, White Diamond, and Yellow Diamond. Pink Diamond was presumably shattered by Rose Quartz.
---
Spots aside, we need rules and procedures to hold this horrible abomination together.
1) To win, your team must eliminate at least one influential member from each opposing team. The Crystal Gems have already demonstrated that they CAN destroy a Diamond (exhibit A: Pink Diamond), so no worries there.
2) The turns go in order of foundation of each team: Homeworld, Crystal Gems, The Median. Turns are split up into 4 parts: Attack phase, Build phase, Collection phase, and Move phase.
During the Attack phase, the attacker and defender roll dice for damage dealt via weaponized units. Defenders get a -1 on rolls before any other modifiers.
During the Build phase, structures and units are constructed and (then) deconstructed. A streaming economy means a barely-built castle being captured is not that much of a deal, as the opposing team doesn't get much out of disassembling it.
During the Collection phase, resources are collected and shipped off (not magically teleported) towards your base to be stored.
During the Move phase, still-standing units move, according to their movement patterns.
The interesting decision I made here is everyone's Attack phases go off one after another, then everyone's Build phases, etc.
---
The map is a 100x100 grid of semi-randomly constructed land and sea. There are a few land types I must go over before we continue.
Grasslands are the most basic lands, don't impede any movement, don't give any "hidden" or "surprise attack" bonuses, and don't have sufficient resources for building any resource-demanding structures.
Rich lands are resource-rich grasslands where Kindergartens and other structures can be built and sustained for extended periods of time.
Forests provide cover, as other units can only see into adjacent Forest lands. They give a +1 defensive bonus. They have sufficient resources to be used as a kindergarten in a pinch. They double the movement cost for some armored units.
Mountainous lands are fairly barren, give units within it a defensive bonus of +2, and triple the movement cost for most armored units.
Civilized lands are populated by Human life, and have nice, straight roads for your armored units to travel through, halving the movement cost for most units.
Sea lands are trecherous terrain for most units, as they cannot swim. They are like Grasslands, except only naval units can travel on them. They can house some structures, like the Lunar Sea Spire.
Archipegalos are trecherous lands for both sea-faring and land-faring units, as almost all unit's movement costs are doubled, for opposite reasons depending on land or sea. They are like the Rich lands of the sea, except most land units can traverse them.
Wastelands are horrible places filled with gem-sized holes and supernatural occurrences. You know them as the Kindergartens,the byproduct of overusing the land to the point of destruction. No resources are here, movement costs are 50% higher for most units.
---
We're getting close to the fun part, I promise. BUILDINGS!
BASE: A (hopefully) highly-secure, hidden base of operations that can house a platoon or two of gems. Each base can store 5,000 resources and 250 gems. Can be built underwater.
COST: 750 resources for 10 turns
OUTPOST: like a base, but smaller and cheaper. May or may not be hidden, and can store 1,000 resources and 150 gems. Can be built underwater.
COST: 500 resources for 2 turns
RESOURCE BASE: A fancy word for a good old mine. Depending on the amount of resources available in the dirt, can generate between 10 and 500 resources per turn. Can house 2,000 resources before operations halt. Once the resources are depleted, the Resource Base becomes an Outpost.
COST: 250 resources for 4 turns
KINDERGARTEN: turns resources in the ground into gems that can fight. Gems will automatically escort themselves to the nearest base, unprotected, so it is advised to build Bases or Outposts near potential Kindergarten spots. Uses 5 resources to create a Ruby, 25 to create a Quartz, and 50 to create a Specialized gem.
COST: 250 resources for 6 turns
RESOURCE LINE: This train system quickly brings resources from one place to another, as specified. Each train can carry 750 resources, and must be manned by at least one gem each. Can be built underwater.
COST: 50 resources (gems can carry 100 resources on their own, don't worry)
---
And now, the moment you've all been waiting for: the units! Units can be built at any Base or Outpost.
All movement and attack values are rounded down, so you can't traverse mountainous terrain with only 1 movement left, and can't hurt super-armored units using a lone Ruby with basic weaponry.
FOOTSOLDIER: A collection of 10 Rubies, each armed with close-range weaponry.
COST: 10 Rubies, 10 resources.
MOVEMENT: 5, can move regularly through all land spaces, move twice as fast through Civilized land.
ATTACK POWER AND RANGE: ((amount of rubies left) D6) divided by 10, can only attack adjacent units.
BUILDER: A squad of specialized gems for building structures.
COST: 5 specialized gems, 5 resources
MOVEMENT: 6, can move regularly through all land spaces, move twice as fast through Cvilized land, and move half as fast through Mountainous land.
ATTACK POWER AND RANGE: N/A, they can carry 100 resources per specialized gem, -100 capacity for every 2 damage they take.
INFANTRY: A squad of Quartz get the job done.
COST: 10 Quartz, 80 Resources
MOVEMENT: 6, can move regularly through all land spaces, move twice as fast through Cvilized land, and move half as fast through Mountainous land.
ATTACK POWER AND RANGE: ((amount of Quartz left) D4) divided by 5, can only attack adjacent units.
MECHANIZED FOOTSOLDIER: A collection of Rubies with anti-armor weaponry.
COST: 10 Rubies, 50 resources
MOVEMENT: 3, can move regularly through all land spaces.
ATTACK POWER AND RANGE: ((amount of rubies left) D7) divided by 10, double damage against armored vehicles. Can only attack adjacent units.
ARMORED VEHICLE: A squad of Rubies manning an armored vehicle with powerful weapons.
COST: 4 Rubies, 250 resources
MOVEMENT: 10, movement cost is doubled in Forests and Archipegalos, and tripled in Mountainous lands.
ATTACK POWER AND RANGE: 1 D4, double damage against Footsoldiers and Mechanized Footsoldiers. Can only attack adjacent units.
TANK: A proper weapon of war, a tank requires a Quartz commander.
COST: 1 Quartz, 4 Rubies, 500 resources.
MOVEMENT: 8, movement cost is doubled in Forests, Mountainous lands and Archipegalos.
ATTACK POWER AND RANGE: 1 D6, double damage against Footsoldiers and Mechanized Footsoldiers. Can only attack adjacent units.
MORTAR: A barely-mobile artillery cannon manned by 2 Quartz soldiers.
COST: 2 Quartz, 550 resources
MOVEMENT: 2, movement cost is doubled in Mountainous lands and Archipegalos.
ATTACK POWER AND RANGE: 1 D10, double damage against Footsoldiers and Mechanized Footsoldiers. Can attack any units between 2 and 4 spaces away. Cannot attack after moving.
ANTI-AIR: A specialized unit for taking out Aerial units.
COST: 1 Specialized gem, 1 Quartz, 350 Resources
MOVEMENT: 6, movement cost is doubled in Forests and Archipegalos, and tripled in Mountainous Lands.
ATTACK POWER AND RANGE: 1 D4, triple damage to Aerial units, double damage to Footsoldiers and Mechanized Footsoldiers. Can attack any aerial unit within 1-3 spaces, can only attack adjacent ground units.
AERIAL VEHICLE: As it sounds, this is a plane or helicopter, manned by a Specialized gem.
COST: 1 Specialized gem, 1 Quartz, 2 Rubies, 650 Resources
MOVEMENT: 12, unimpeeded by terrain, but gains no defensive bonuses.
ATTACK POWER AND RANGE: 1 D6, doubled damage to unarmored units.
AERIAL FIGHTER: A souped-up version of the Aerial Vehicle, the Aerial Fighter is designed for fighting.
COST: 2 specialized gems, 2 Quartz, 4 Rubies, 1,000 Resources
MOVEMENT: 8, unimpeeded by terrain, but gains no defensive bonuses.
ATTACK POWER AND RANGE: 1 D8, double damage to unarmored units. Can attack any unit within 2 spaces.
BATTLESHIP: The beast in the sea, Battleships are relatively cheap for a ranged behemoth stuck in the water.
COST: 5 Specialized gems, 10 Quartz, 20 Rubies, 2,000 Resources
MOVEMENT: 12, can only move in the sea, movement cost is doubled in Archipegalos.
ATTACK POWER AND RANGE: 1 D10, double damage against unarmored units and Aerial units. Can attack anything within 6 spaces.
NOTICE: PROBABLY UNFINISHED!!! STAY TUNED FOR MORE!
2) The turns go in order of foundation of each team: Homeworld, Crystal Gems, The Median. Turns are split up into 4 parts: Attack phase, Build phase, Collection phase, and Move phase.
During the Attack phase, the attacker and defender roll dice for damage dealt via weaponized units. Defenders get a -1 on rolls before any other modifiers.
During the Build phase, structures and units are constructed and (then) deconstructed. A streaming economy means a barely-built castle being captured is not that much of a deal, as the opposing team doesn't get much out of disassembling it.
During the Collection phase, resources are collected and shipped off (not magically teleported) towards your base to be stored.
During the Move phase, still-standing units move, according to their movement patterns.
The interesting decision I made here is everyone's Attack phases go off one after another, then everyone's Build phases, etc.
---
The map is a 100x100 grid of semi-randomly constructed land and sea. There are a few land types I must go over before we continue.
Grasslands are the most basic lands, don't impede any movement, don't give any "hidden" or "surprise attack" bonuses, and don't have sufficient resources for building any resource-demanding structures.
Rich lands are resource-rich grasslands where Kindergartens and other structures can be built and sustained for extended periods of time.
Forests provide cover, as other units can only see into adjacent Forest lands. They give a +1 defensive bonus. They have sufficient resources to be used as a kindergarten in a pinch. They double the movement cost for some armored units.
Mountainous lands are fairly barren, give units within it a defensive bonus of +2, and triple the movement cost for most armored units.
Civilized lands are populated by Human life, and have nice, straight roads for your armored units to travel through, halving the movement cost for most units.
Sea lands are trecherous terrain for most units, as they cannot swim. They are like Grasslands, except only naval units can travel on them. They can house some structures, like the Lunar Sea Spire.
Archipegalos are trecherous lands for both sea-faring and land-faring units, as almost all unit's movement costs are doubled, for opposite reasons depending on land or sea. They are like the Rich lands of the sea, except most land units can traverse them.
Wastelands are horrible places filled with gem-sized holes and supernatural occurrences. You know them as the Kindergartens,the byproduct of overusing the land to the point of destruction. No resources are here, movement costs are 50% higher for most units.
---
We're getting close to the fun part, I promise. BUILDINGS!
BASE: A (hopefully) highly-secure, hidden base of operations that can house a platoon or two of gems. Each base can store 5,000 resources and 250 gems. Can be built underwater.
COST: 750 resources for 10 turns
OUTPOST: like a base, but smaller and cheaper. May or may not be hidden, and can store 1,000 resources and 150 gems. Can be built underwater.
COST: 500 resources for 2 turns
RESOURCE BASE: A fancy word for a good old mine. Depending on the amount of resources available in the dirt, can generate between 10 and 500 resources per turn. Can house 2,000 resources before operations halt. Once the resources are depleted, the Resource Base becomes an Outpost.
COST: 250 resources for 4 turns
KINDERGARTEN: turns resources in the ground into gems that can fight. Gems will automatically escort themselves to the nearest base, unprotected, so it is advised to build Bases or Outposts near potential Kindergarten spots. Uses 5 resources to create a Ruby, 25 to create a Quartz, and 50 to create a Specialized gem.
COST: 250 resources for 6 turns
RESOURCE LINE: This train system quickly brings resources from one place to another, as specified. Each train can carry 750 resources, and must be manned by at least one gem each. Can be built underwater.
COST: 50 resources (gems can carry 100 resources on their own, don't worry)
---
And now, the moment you've all been waiting for: the units! Units can be built at any Base or Outpost.
All movement and attack values are rounded down, so you can't traverse mountainous terrain with only 1 movement left, and can't hurt super-armored units using a lone Ruby with basic weaponry.
FOOTSOLDIER: A collection of 10 Rubies, each armed with close-range weaponry.
COST: 10 Rubies, 10 resources.
MOVEMENT: 5, can move regularly through all land spaces, move twice as fast through Civilized land.
ATTACK POWER AND RANGE: ((amount of rubies left) D6) divided by 10, can only attack adjacent units.
BUILDER: A squad of specialized gems for building structures.
COST: 5 specialized gems, 5 resources
MOVEMENT: 6, can move regularly through all land spaces, move twice as fast through Cvilized land, and move half as fast through Mountainous land.
ATTACK POWER AND RANGE: N/A, they can carry 100 resources per specialized gem, -100 capacity for every 2 damage they take.
INFANTRY: A squad of Quartz get the job done.
COST: 10 Quartz, 80 Resources
MOVEMENT: 6, can move regularly through all land spaces, move twice as fast through Cvilized land, and move half as fast through Mountainous land.
ATTACK POWER AND RANGE: ((amount of Quartz left) D4) divided by 5, can only attack adjacent units.
MECHANIZED FOOTSOLDIER: A collection of Rubies with anti-armor weaponry.
COST: 10 Rubies, 50 resources
MOVEMENT: 3, can move regularly through all land spaces.
ATTACK POWER AND RANGE: ((amount of rubies left) D7) divided by 10, double damage against armored vehicles. Can only attack adjacent units.
ARMORED VEHICLE: A squad of Rubies manning an armored vehicle with powerful weapons.
COST: 4 Rubies, 250 resources
MOVEMENT: 10, movement cost is doubled in Forests and Archipegalos, and tripled in Mountainous lands.
ATTACK POWER AND RANGE: 1 D4, double damage against Footsoldiers and Mechanized Footsoldiers. Can only attack adjacent units.
TANK: A proper weapon of war, a tank requires a Quartz commander.
COST: 1 Quartz, 4 Rubies, 500 resources.
MOVEMENT: 8, movement cost is doubled in Forests, Mountainous lands and Archipegalos.
ATTACK POWER AND RANGE: 1 D6, double damage against Footsoldiers and Mechanized Footsoldiers. Can only attack adjacent units.
MORTAR: A barely-mobile artillery cannon manned by 2 Quartz soldiers.
COST: 2 Quartz, 550 resources
MOVEMENT: 2, movement cost is doubled in Mountainous lands and Archipegalos.
ATTACK POWER AND RANGE: 1 D10, double damage against Footsoldiers and Mechanized Footsoldiers. Can attack any units between 2 and 4 spaces away. Cannot attack after moving.
ANTI-AIR: A specialized unit for taking out Aerial units.
COST: 1 Specialized gem, 1 Quartz, 350 Resources
MOVEMENT: 6, movement cost is doubled in Forests and Archipegalos, and tripled in Mountainous Lands.
ATTACK POWER AND RANGE: 1 D4, triple damage to Aerial units, double damage to Footsoldiers and Mechanized Footsoldiers. Can attack any aerial unit within 1-3 spaces, can only attack adjacent ground units.
AERIAL VEHICLE: As it sounds, this is a plane or helicopter, manned by a Specialized gem.
COST: 1 Specialized gem, 1 Quartz, 2 Rubies, 650 Resources
MOVEMENT: 12, unimpeeded by terrain, but gains no defensive bonuses.
ATTACK POWER AND RANGE: 1 D6, doubled damage to unarmored units.
AERIAL FIGHTER: A souped-up version of the Aerial Vehicle, the Aerial Fighter is designed for fighting.
COST: 2 specialized gems, 2 Quartz, 4 Rubies, 1,000 Resources
MOVEMENT: 8, unimpeeded by terrain, but gains no defensive bonuses.
ATTACK POWER AND RANGE: 1 D8, double damage to unarmored units. Can attack any unit within 2 spaces.
BATTLESHIP: The beast in the sea, Battleships are relatively cheap for a ranged behemoth stuck in the water.
COST: 5 Specialized gems, 10 Quartz, 20 Rubies, 2,000 Resources
MOVEMENT: 12, can only move in the sea, movement cost is doubled in Archipegalos.
ATTACK POWER AND RANGE: 1 D10, double damage against unarmored units and Aerial units. Can attack anything within 6 spaces.
NOTICE: PROBABLY UNFINISHED!!! STAY TUNED FOR MORE!
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