IF INTERESTED; Please Read The OOC Information!
Frozen Engines is a Nation Roleplay set for science fiction and space, this means there will be space ships, far-distance traveling (Via Hyper/Warp Drives, etc.), laser weapons, planetary bombardment, etc. This roleplay will continue to play on if any Nations die. There is no end to the roleplay unless the roleplay is disbanded or it becomes ignored/forgotten. Currently, GM/Co-GM's are limited and may or may not always have time to check things, so there will be a limit as to how many players will be allowed to join.
Frozen Engines is set in a very futuristic time, not in relation to Earth/Sol System, etc. This does not mean humans are banned as a species choice. A player may create any type of species they wish, however, becoming too customized while only the GM is in charge with no Co-GM's with knowledge of biological or technological information, may result in a denial. The GM only knows a lot of common sense and logical ideas, you have to speak dumb to him, so fleshing out a Nation to its limits may be tough, which is why the roleplay is requesting for Co-GM's with technological, biological, and science fiction knowledge. The roleplay can, and may as well, have combat, or a lot of combat. However, there is a NPC Nation that will attack and swarm any Nations (This includes Player and NPC) that have their military's become active enough (No, spacial dropping marines onto a planet to capture an enemy outpost will not be 'active enough'). The NPC will have the lowest weapon technology, if at all. However, they have the largest population to the known galaxy, and are a mindless, savage hivemind. Though, the NPC can be killed, if all of its hive planets are found and destroyed. As a reminder; It has been 70 years since the last major encounter with the NPC, so at this time, they are only told in myth or stories, some may comment that some generals are just afraid that "ghosts of wars past" may come to slay them. As a last note, This is not what those would call a 'hard' or 'hardcore' scifi NRP. This roleplay is meant to allow your creative juices to create anything your mind can come up with, with obvious limits.
Notes on Nations
So you wish to join up with this story? A few things you should know. There are "Higher Nations" and "Lesser Nations." Both have very serious advantages and disadvantages, with other optional bonuses or negatives. There will be no point system. It is up to you to come to agreeable terms with those in charge.
Higher Nations
You will have access to the highest technology, but the lowest population compared to lesser nations. You may have 10 Dreadnoughts, but you could only man a few with your other ships. Higher Nations have been in the Galaxy the longest, and may or may not know several other Higher Nations (which constitutes the "Cold War" scenario). These Nations are what one might call a "super nation," but it only represents that, they are not in control of your lives.
Lesser Nations
Pretty simple, they have entirely lower technology levels than Higher Nations, but they have the most population. An example of the two, Higher could control 3 worlds, Lesser could control 7 worlds. Only Higher get to start with more worlds, Lesser are considered "Settlers" or "Natives." Lesser Nations do not know any Higher Nations, and vice verse (If you are a Lesser Nation, no one knows you, and you know no one).
* Hivemind Nations can only be Lesser
All Nations have the potential to increase tech level or population by any logical means. i.e. slaves, controlled territory, trade, etc.
Note: For "Technology Level," in Options, it will determine how much damage or how efficient your technology and/or weapons are. A Player does not need to worry about these until they interact with things technology wise or especially interaction with other Nations in any way. If confused, just ask, examples will be given
Options
Frozen Homeworld
Having a frozen homeworld increases your population, but forces you underground majority of the time. This puts a slight damper on your technology due to scarce amount of resources. Outside is survivable, but is as survival as the planet Hoth in Star Wars.
Healthy Homeworld
Think of Planet Earth. Population is decreased, but your technology is nearly maxed out on efficiency; it would be rare for anything to malfunction or go wrong. Resources are almost always available. Yearly asteroid strikes, which slows ship construction. But a home, and good culture makes all manned structures/vehicles/ships more efficient in combat, research, and health.
Fleetbound Nation
The efficiency of your technology is fair and you have higher technology than most Lesser Nations, but not quite up to par with Higher Nations. But you have no home, and even when you settle, your military don't have much to fight for, leaving them not as efficient in combat.
Well-Known War General
Being well-known makes you known by all Higher Nations, but requires you to be an aggressive nation., causing most (if not all) Peaceful Player Nations dislike you (All Higher NPC Nations that are peaceful will never establish trade or treaties or anything related with you, but will not attack). Ground Forces and Fighters (if any) are extremely efficient, but anything larger than a Battleship would require too many men, and being a War General, you once fought many battles, losing many men. Max Large Ship is limited to Battleships and decreased population.
* This Nation can hold its own against the Hivemind NPC that swarms those who attack others. But any higher stages and they will need to grow their population, quickly.
Classifications
Classifications tell the size of units like troops or vehicles. Be reasonable. Sometimes it can vary, so if you want to adjust the size slightly, go ahead.
Taking suggestions at all times for Classifications!
Still confused? Hopefully the Nation Sheet will fix your confusion. If not, just ask.
(The Nation Sheet may be altered in the future. Example; if we get a map maker, locations will be required)
If you would like to make a character, sheets are provided.