Well I got Rory Phane, resident heavy weapons and explosives expert posted. His bios a bit dense, could use a rewrite but I think the basic character is there. He's a bit of an...asshole. I think you guy's will like him.
Personality: Phane is inordinately quiet, distant and altogether withdrawn; that is until mission-time, when a clear purpose is given to him. Rory likes to see things go 'BOOM' and has no shame in hiding his love of destruction, especially when he gets to pull the trigger or press the button. Mildly compulsive and obsessed with control and power, Rory has drifted from unit to unit over the years, managing to alienate or distance himself from every associate he has worked with.
Reason for Hire: Several contacts of his powerful (deceased) fathers managed to get his name in the hat.
History: Rory Phane always had a penchant for destruction. Despite an exemplary career at the UEGNC Training Academy, the four years Phane attended were marred by an 'accidental explosive incident' in the student chem-lab. The subsequent investigation and final report-which concluded 'gross negligence in the...of unauthorized materials by Private Rory M. Phane...resulted in the catastrophic destruction of...', was quietly buried beneath mountains of bureaucratic meddling by the late J. M. Phane, Rory's father, a Former Ambassador to the Outer Colonies and Attending Professor of Political Science. Despite the dropping of all criminal charges, Phane would garner a reputation for being the son of a rich and influential politician. This reputation would follow the younger Phane throughout his career until the infamous Asgard Avalanche, in which millions were killed on the tundra-world of Valhalla, including Ambassador J. M. Phane and his wife.
In 2827, Rory was assigned to the UEGNC Core of Engineers, where he learned very precise demolitions and Orbital Targeting. This would serve him well in the 'One Month War' of 2829, at Psokos IV. During Operation Hindsight, Rory provided aerial firepower support from the OWL-211 (Orbital Weapons Location) stationed in geosynchronous orbit. The OWL-211 was stationed at Psokos IV for simple terra-forming and surveillance ops, but at the urging of the dozen or so UEGNC Marine deployments on the surface, Rory's team managed to 'execute with the utmost grace and competency...the total and complete aerial support of Marine Companies XXX..'. Some logistical SNAFU had dropped tens of thousand of Marines into highly contested enemy territory without aerial support. Rory managed to alter the payload of the OWL-211 to provide deadly force in support of the companies. Hindsight was a success. The altered version of the OWL-211 is now the OWL-231, an all-purpose weapons platform used for precise firing and bombing support on dozens of colony worlds.
After a brief stint as a military adviser for Explosives R&D and a few civilian contracts that never amounted to much, Rory disappeared into the underworld of mercenary dealings in the outer colonies, perhaps triggered by the unexpected death of his mother and father at the hands of the terrorist organization 'False Testimony' in the Asgard Avalanche. Rory foolishly attempted to infiltrate several terrorist networks in the Outer Colonies in search of his father's murderer, but was never successful.
After learning of the assassination of Dean Connery at the hands of a mysterious former SHADE operative, Phane resigned himself to make several inquiries with his father's former contacts for information concerning SHADE and the mysterious assassination. Eventually his name was dropped with the Seventh Column as a worthy demolitions and heavy weapons expert.
Weapons and Equipment:
N0RD1C-Frag grenade:An old favorite from his academy days. Makes a satisfying *splurt* sound when it meets flesh and bone.
'Minerva' Datapad:A personal tablet of Phane's design used for quick systems analysis and interfacing. Basically a key to use most complex weapons systems or integrated and secure weapons platforms.
Skills and Abilities: Phane has a firm grasp of explosives and the systems used to operate them. He has contacts in the political structure of the UEG, UEGNC and some minor Outer Colony Governments. And dumb luck.
Interested. I can do 2 posts a week maybe 3. Question: Why did the original outer colonies originally rebel? Are we contracted to hire legitimate threats to international security or are we walking into 'grey' morality territory?
Refitting a ship You can refit one of you ships at any port that has a shipyard for 25% of the original cost of your ship, +25g per each refit beyond the first. (1st refit:25 gold, 2nd refit: 50, 3rd: 75 etc.) For each refit (and depending on the skill of each shipyard) you can add 3 attribute points to the ship attribute of your choice. (Refitting should be adjusted to make it more economical to refit than to buy new ships===>what is the max amount ships can be refit?).
Example: I want to refit my zeppelin to increase cannon capacity. It will cost me 25g the first refit. I will add +3 cannon to my zeppelin. The next refit will cost me 50g, the third time 75g etc.
Convoys Roll 2d6 for Large Cities and 1d6 for All others every other cycle. (this is how many convoys are travelling that cycle) Assume that convoys reach destinations in 2 cycles regardless. Special circumstances apply.
For each Large City Convoy Roll: (6 total ship types) 1d4 for Dreadnoughts & Frigates 2d6 for Stokers & Knaves 3d6 for Sloops & Zep's
1, 12, 8 Convoy from Meleah has 1 Dreadnought, 6 Stokers, 6 Knaves, 6 Sloops & 2 Zeppelin's
Other than selling artifacts and raiding convoys and settlements, trading goods is your most important means of making gold. Below is a list of common goods available and base prices (not accounting for localized taxes and adjusted numbers for flooded/dry markets).
Basic Goods (base price of 10 per unit) Iron Ore Furs Dried Meat Grain Rice Rum Wood
Manufactured Goods (base price of 25 per unit, limited supply) Armor Cotton Cloth Cannon Glass Weapons (small arms, swords, knives etc.) Wine
Luxury Goods (base price of 50 per unit) Art Gold Silk Silver Spices
Components of a Ship: Cost:The base price for buying a ship. Some ships may not be available in all ports. Larger ships are usually built in larger cities etc. Speed:How fast your ship can move. Distance explained on the map. Bad weather may affect your ships movement. Crew:A full crew will keep your ship running at optimal performance. It is possible to run a ship with a handful of crew, but it will not fight or fly as well and fast. Cannon:How many cannon your ship is capable of holding. More cannon=more damage output in a fight. Cargo Space:How many units of cargo your ship can hold per voyage.
Refitting You can refit one of you ships at any port that has a shipyard for 25% of the original cost of your ship, +25g per each refit beyond the first. (1st refit:25 gold, 2nd refit: 50, 3rd: 75 etc.) For each refit (and depending on the skill of each shipyard) you can add 3 attribute points to the ship attribute of your choice. Make sure you tell the shipwright which attribute(s) (Refitting should be adjusted to make it more economical to refit than to buy new ships===>what is the max amount ships can be refit?).
Example: I want to refit my zeppelin to increase cannon capacity. It will cost me 25g the first refit. I will add +3 cannon to my zeppelin. The next refit will cost me 50g, the third time 75g etc.
Zeppelin The tiny zeppelins that ply the air currents carry cargo at a painfully slow pace. These ships are commonly found all across the world, and are easy prey for pirates due to light armament and bulky maneuvering.
Sloop A true 'airship' driven by multiple propellers and a basic anima engine. Despite the increased hold space, much of this is given to crew quarters, a gun deck and engineering.
Knave Knaves were used infamously to smuggle goods to Meleah during the Great Rebellion by Imperium sympathizers. It's quick speed and expanded cargo made blockade runs risky, but rewarding.
Stoker A civilian version of the Imperium Frigate, the Stoker is a large cargo vessel with a slow rate of speed, but big return on shipping investments-if you manage to avoid pirates.
Frigate A true 'warship', the Frigates of the Vaartenburg Imperium protect the all important shipping lanes between Naramunz and Sibis. Heavily armed and manned, the Frigate is the choice ship of infamous pirates and mercenaries.
Dreadnought The largest class vessel, and the most feared. Used as flagships in Imperium Fleets, and as floating luxury palaces by the Pirate Lords and Naramunzian Royalty, the Dreadnought is dwarfed only by the floating cities of the Kingdom of Naramunz.
Cost:800g Crew:65 Cannon:24 Cargo Space:70
DM use only: Ship advancement is based on the model of the zeppelin. For each +50g added to cost, add +4 points to distribute among the speed,crew,cargo,cannon attributes. The advancement from Frigate to Dreadnought adds 24(300/50=(6)x4=24) additional points to speed,crew,cargo,cannon attributes. etc.)
Glossary
Here contained are the terms and ideas most useful for determining the nature of the world.
Bapha, God of Magic The god of magic, light and hope. One of the gods depicted on the Sepulcher Stones, of which 9 of 13 have been lost. Bapha is depicted as an angel with wings of lightning, a shield of storms and a thousand faces. He is the god which the Sibis attribute to allowing mortals to harvest Lux Anima, and refine it for their own purposes. They also attribute him with allowing the monsters of the mists to endanger civilization, so that man may not forget his own limitations.
Lux Anima Lux Anima (or simply Lux, or interchangeably Anima) is a greatly understood magical element commonly found in the hearts of many of the larger Mountains across the world. Although rigorously studied and exploited to fuel the endless fleets of airships, Lux Anima maintains distinct ethereal and religious qualities-a sort of mythology to accompany the scientific. For instance, humans exposed to Lux Anima in its unrefined form often die within weeks of a violently debilitating disease, but certain creatures of the mist seem to thrive upon it. Scholars of Bapha work tirelessly to record any and all information gleaned from the use of Lux Anima.
Meleah Goddess of wealth and prosperity.
The Cloying Mists Beneath the cloud kissed citadels, castles and fortress cities are the ever present Cloying Mists, which obscure from view the surface world. It also harbors dark things-horrors tainted by prolonged exposure to Lux Anima, that magical element. The Mist itself seems to have a sentience so to speak-as it grows thick where walls are weakened, or coils around foundering airships. It is a dangerous and unknown thing, a permanent part of the world and the reason that civilization moved skyward.
The Sepulcher Stones These 13 stone faces are carved around the base of the Mountain of Sibis, and depict the elder gods. Only four faces remain intact, although features of the other 9 are visible. Bapha, the God of magic is the most fully intact. The other three are xxx .
Ministry of Galactic Affairs issued the following message in 47 different dialects and languages via sub-space encryption, to all members of the Galactic Council...
...recommends the following locations for the next joined council meeting of Unity Accord signing members. The Luak Tae survey analysis has has investigated 27 unique, uninhabited worlds and found three suitable worlds. In an effort to better solidify relations between UA signatory nations, the Luak Tae extends a hand of peace and concordance and offers a diplomatic meeting on one of the following worlds. UA members are encouraged to recommend a suitable world for future meetings. All save one of the recommended planets are in neutral space...
Parsefon An old Llyrian research site. The gravitational field of a nearby black-hole is such that time is distorted slightly when present on the planet. Relative to the rest of the galaxy, persons present on Parsefon experience little to no aging, or temporal passing. In addition, the concentration of gravity wells in the sector allow for advanced warning of any approaching ships via FTL.
Irobim This small moon of a much larger gas giant is one of the few places in the galaxy that has a supply of the mineral lectra, a photon absorbing metal that aids in producing holographic images. Although completely inhospitable to carbon based life forms, Irobim is an ideal location for holographic correspondence; representatives of the Galactic Council would meet via subspace communication, represented by holographic avatars of their likeness.
Tei Bak IV A Luak Tai Hegemony Shield World on the outer rim of Hegemony territory. Heavily fortified with orbital weapons platforms, thousands of patrolling drones and a complex early-warning alarm system. The vast palaces of the decadent imperial era of Luak Tae history are relatively unscathed and can accommodate representatives requiring a more...lavish lodging.
In all good faith and harmony, Minister of Diplomatic Affairs, XXclassifiedXX
I could be interested in joining this, it still active? i know it can get qiet around or coming up to the christmas period.
Nation roleplays tend to move at a snails pace. If you have any questions or ideas feel free to ask. The rp is full at the moment, but there might be openings in the future.
This look quite fun, (recently joined but I have some experiences) would like to join in. Although I would like to know where to start.
Honestly, this might not be the best RP to join out of the gates. We are full at the moment but players usually drop off in these sorts of RP's so I'm still reviewing nation sheets. I'll let you know via pm.
...Bonus starting gold for coming up with a better title...
Centuries ago, great civilizations fell as the world cracked and died. A mysterious mist, and the monsters that lurked within forced a great migration skyward where bastions and fortresses were built atop mountains and crumbling spires. With the coming of the mysterious mist, an element known as Lux Anima was discovered and refined to power immense airships and even floating cities. A new era dawned. Feudal states war over dwindling resources, as the disparity between rich and poor grows ever greater. Aberrant horrors tainted by the prolonged exposure to Lux Anima besiege the crumbling barriers built by the ancients. In far Larsa, the Sibis scholars seek to unlock the secret of the mist and the Lux Anima...
You are an airship captain, hell-bent on securing a fortune that you might retire to some windswept cliff manor, or a palace fortress in the Dreadmond. It is a hard life, dangerous and exciting. Hundreds of captains disappear without a trace into the cloying mists every cycle, and with them their legacy and gold. Crew your ship, trade and fight and find your personal glory. The world is a mixture of medieval and steampunk, with a dash of magitech and horror. Picture knights clashing aboard hulking airships, while red-eyed demons from the mist claw at the hull...or something like that.
The Lux Anima Chronicles is a turn-based game where you play an airship captain. You manage your ship, crew, goods, weapons and explore the world. Trading and fighting are two of the main parts of the game. Player written narratives in-between turn updates are a good way to help build the game lore and break the monotony of the numbers. Yes, this game uses numbers. Basically, you tell me what you wish to do each cycle (or turn or season or whatever) and then I synthesize the results. Anyone interested in this sort of thing?
Centuries ago, great civilizations fell as the world cracked and died. A mysterious mist, and the monsters that lurked within forced a great migration skyward where bastions and fortresses were built atop mountains and crumbling spires. With the coming of the mysterious mist, an element known as Lux Anima was discovered and refined to power immense airships and even floating cities. A new era dawned. Feudal states war over dwindling resources, as the disparity between rich and poor grows ever greater. Aberrant horrors tainted by the prolonged exposure to Lux Anima besiege the crumbling barriers built by the ancients. In far Larsa, the Sibis scholars seek to unlock the secret of the mist and the Lux Anima...
You are an airship captain, hell-bent on securing a fortune that you might retire to some windswept cliff manor, or a palace fortress in the Dreadmond. It is a hard life, dangerous and exciting. Hundreds of captains disappear without a trace into the cloying mists every cycle, and with them their legacy and gold. Crew your ship, trade and fight and find your personal glory. The world is a mixture of medieval and steampunk, with a dash of magitech and horror. Picture knights clashing aboard hulking airships, while red-eyed demons from the mist claw at the hull...or something like that.
The World
The Book of Bapha describes the mists as the collective souls of the unworthy, clawing at the feet of civilization...
The Vaarterburg Imperium
From the high ramparts of the Vaarterburg Monarchy are trained the cannons of the Imperial Fleet, protecting the shipping lanes of the Windswept Cliffs, Hearthcourt and Dreadmond. The Vaarterburg has the largest airship fleet in the world, fueled by the Fountain Mounts of the Imperial Circle. From here, large quantities of Lux Anima are pulled from the depths of the Under Earth and processed to fuel the fleet.
Imperium Cities:
Windscar Dozens of mining collectives make up the Windscar settlements on the outer edges of the Imperium. Great mining machines pull iron ore and ship them via airship to Dreadmond, for processing in the Imperial Forges. The people live in squalor, while the overseers and governor himself live a life of luxury. A handful of rebellions have shaken the Windscar settlements in recent decades, and Imperial rule is becoming more oppresive.
Dreadmond The iron-clad fortresses and bastions of the industry tycoons crowd the mountain top known as Dreadmond. The great forges beneath the mountain spew fire and ash into the surrounding cloudscape, giving refuge to stalking pirates and brigands aboard their airships.
Hearthcourt The Hearthcourt is home to the Imperium Elite, the nobility and the King and his family. Far below the Ivory Tower is the city proper, a soaring metropolis unrivaled in all the world. Goods from all across the world are traded here, for exorbitant prices.
Sibis, and the Eternal Well
The scholars of Sibis, who dwell in high Larsa, are keepers of the Eternal Well, a naturally occurring font of unchecked Lux Anima that spews forth from the earth. This well, the largest in the world has supplied fleets the world over. The scholars enjoy and maintain a neutrality in conflicts as they supply much of the worlds Lux Anima. The brevity of holy Bapha, the god of Lux Anima, has lent some weight to avoiding conflict, as well as advancements in science refinement by Sibis scholars. It would be foolish to say that there are not those who covet the Eternal Well, however.
The Sibisian Cities:
Larsa An outlying settlement and major trade hub. The city of Larsa is built atop a crumbling wreck of an ancient warmachine. Nothing here will grow and so Larsa relies on shipments of food from other cities. Vast tunnels beneath the city hold relics of an ancient time.
Codex The eternal library where the knowledge gathered by the priests of Sibis is stored. The codex is built atop the Sepulcher Stone, a massive onyx column hundreds of feet wide and carved with the likeness of the thirteen elder gods. All but a few faces remain intact, the most pristine being Bapha the patron god of all of Sibis.
Mideas The militant arm of the Sibisian Priesthood, here the fires of Mideas are kept ablaze, forging ammunition for the Sibisian Explorers and Traders. The high quality of ammunition and cannon-shot manufactured here is sought all over the world.
The Free Cities of Maleah A republic of trading captains, mercenaries and industry tycoons, Maleah is rich, but with a small fleet compared to the larger monarchies. They are arch-rivals of Vaarterburg, having rebelled against the king some 100 years prior, and continuous raids on the storehouses of the Monarch.
The Cities of Maleah:
Maleah The capital and namesake taken from one of the surviving onyx faces carved upon the Sibis Column. Meleah is believed to have been the diety of Wealth and Prosperity. A fitting name for such a prosperous city state.
Yigor The dense manufacturing columns of Yigor produce basic goods for much of the world.
Brunei Brunei lies along the border of The Imperium and was hotly contested during the war of rebellion. The shipyards of Brunei were built by the Imperium itself and produces some of the largest ships in the world outside of the Imperium.
The Kingdom of Naramunz An ancient kingdom reaching back 1000 years. Home to the only surviving warships from the ancient era. Massive Fortress Ships that have been converted into permanent floating cities. Although controlling only a single Mount, Naramunz has a strong fleet steeped in pride and honor, and a tradition of ship-forging that rivals even the great Vaarterburg shipbuilders.
The Holdings of Naramunz:
Tethyk:
Krasis
Polder
The Lothelonni Wilds The wooded isles of Lothelonn are home to mysterious beasts that lurk in the mists and crawl up from the swirling gloom across landbridges to all parts of the world. These creatures are hunted for glory as much as their valuable hides.
Sanctuaries in the Wilderness:
The Shatter Rock
Playing The Game
The Lux Anima Chronicles is a turn-based game where you play an airship captain. You manage your ship, crew, goods, weapons and explore the world. Trading and fighting are two of the main parts of the game. Player written narratives in-between turn updates are a good way to help build the game lore and break the monotony of the numbers. Yes, this game uses numbers. But not to worry, it's all basic math and not at all complicated.
In the Lux Anima Chronicles, you take control of an Airship Captain hailing from the free cities of Meleah, on the borders of the Vaaertenburg Imperium. Less than 100 years ago, Meleah freed themselves from the shackles of Imperial Rule, and has quickly evolved into an economically and militarily strong nation-state. Although tensions still exist among the two nations, the Imperium is struggling to secure the valuable resource known as Anima!, a magical crystalline element used to power the massive airships that traverse the world.
You can expect to trade and fight, explore and discover. Build or buy airships, and arm them with cannons and specialists with unique talents to give you an edge in your adventures. As the game progresses, your single airship may turn into a fleet, and eventually set yourself up as one of the rulers of Meleah. Invest in foreign ports and industry and have a hand in politics. As the game progresses, expanded rules will facilitate your rise to power.
Get Started First you need a captain: Meleans are known for their adventurous captains and yours is no exception. Choose a name for your captain and describe him/her if you wish. Choose 1 archetype from the following list: (Pirate, Merchant, Soldier, Explorer, Scholar) Pirate: Can board enemy ships and take them over Merchant: 15% better prices at foreign ports you have invested in. Soldier: Your crewman gain a bonus to hand-to-hand combat. Explorer: You've learned the best wind-routes and suffer no penalty for moving against the seasonal winds. Scholar: Your access to the Sibisian Library has given you knowledge of the myriad artifacts to be discovered. (Chance for discovery of saleable artifacts increased 10%)
Buy a ship. (Ships and stats are listed below) Give it a name. Starter ships come with a full compliment of cannon and crew.
Buy your goods. The ports of Meleah have a large number of basic and luxury goods to trade with neighboring cities.
Set a course. Each turn you send me your orders via PM with your captains name and the name of your ship (or flagship) as the subject title.
A players ledger keeps track of vital information relating to your ship, captain and specialist, as well as crew, cargo, hull (how durable your ship is) and cannon. Captain:Choose a name and describe or use a small picture. Archetype:(Pirate, Merchant, Soldier, Explorer, Scholar) Gold:How much money you have on hand to buy and sell. I'm keeping track too! :p Flagship: Name and type of flagship. WIP--->Specialist: Specialists can be hired in ports for 25g a cycle. The bounties board has information on which specialists are looking for work. Specialists allow you access to character archetypes (and those bonuses) other than your captains archetype. Example: Your captain is a pirate, but wants better deals on trading goods, so he hires a merchant specialist and pays him a salary of 25g per cycle. NOTE: As your fleet expands, you will need to have a ship ledger for each ship in your armada. Crew:Crew cost 1g per man (or woman!) per cycle. A full ships compliment will perform better. You may take on additional crew, but they must be quartered for an additional 1g per cycle (wages=2g total for crew over the max crew limit per ship) and take 1 cargo space per man over the crew limit of your ship. Cannon:How many and what kind of guns you have on board. Cargo:What your ship is carrying at the moment. Each class of vessel has a maximum cargo capacity.
Orders Each cycle you send your orders in the IC. Include your player ledger at the top of your orders. Include purchases, ship movement, hiring, refitting your ship and any special bounties you wish to pursue. In between turn updates, you are free to write IC narratives as you see fit. Give your captain some character!