Roleplayers Unite!!

Rules/ character sheet

Hello my name is Jon. After seeing winamps post become.. dead i have decided to take things into my hands a bit more.

Introducing your Faction/Character:

Only 1 person is required to create their "faction". Faction/character history or any lore relating to. Heck if ya wanted a quick story about just wanting to fight, good example read down! No mercy, join or die! Use your imagination.

Anyone trying to play RP must have a character sheet:

Character Leaders Name (not your Ingame name): Ur Edu'ab'a (Warrior Teacher)

Faction Name (your ingame name): Gudi'Bir Ur (Companions of War)

Race: Advent (your race as your faction) Note you can make many different accounts/characters

Time of availability:Time US East: Avaliable  12pm-2am

Contact Information (doesnt have to be facebook): http://www.facebook.com/GamersPantheon.LLC add me, message me, maybe start our own group idk. i recieve text alerts if you wanna game.

A Primary Motto: We have come as crusaders to the lost unharmonized souls. We will Bind them, Unite them, threw The Art of War. 

Backstory of Character/Faction: Son of Din'Gi En'Kir (Divine, Lord of the Lands), in agreeance with the Gudi Dingir  (Companions of Divine Station). (Error...Telepathic Translation problems.... compensating...)We/I have returned to the ones called Humans. Forgiven of past transgressions, however tainted by polluted mind you the ones called Humans will know your error threw sorrow. We/I have been decreed by Divine...(compensating)... Unity/Right, to test our/my resolve against you, whom have been deemed of equal/higher station by It/Creator whom would exile Us/We/I. Prepare yourselves... (End Synaptic Transmission)

 Sorry for spelling errors. Any questions, comments? post or contact me. Ill try to answer them as fast as i can.

7,600 views 9 replies
Reply #1 Top

This is too much game mechanics to be in one post- break it down and explain each part in many posts-clearly and say why its going to work.

 

Nobody likes to read many big ideas squeezed into 1 gigantic wall of text. 

Reply #2 Top

sorry the mechanics just kinda came an it was more for the sake of remembering that i jotted the big idea into one post just so id understand how each part interacted with one another. besides its still a process in work. i will break it down right now!

Reply #4 Top

Roleplayers Handbook:1

Creating/Expanding a Home

By  on April 24, 2012 1:24:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Your Star Cluster: Galactic War!

Any prefab map with only 1 star surrounding it could be used, or if you wanted to learn galaxy forge a lil better the creation rules are simple. 1 star connected by many stellars. Obviously dont show preferential treatment towards giving your plot of land lots of rich stellars an making everyone fend for themselves. 

You dont need other stars connected however you can have them. Just remember no seeding these other star clusters yet.

This star cluster is yours to fight with the other factions over for supremacy!

Your Star Cluster: Aftermath of Galactic War!

After 3/4ths control or full star cluster control, can the Faction opt to invade another Star Cluster. 

Remember before how you werent supposed to fill out those adjacent star clusters? Well now you can! However on a new Map. This time your starting base will be in the "Your Star Cluster". Your only permitted to duplicate your Star Cluster up to 3 jumps away from the Star. 

This may seem unfair? Wth man i just conquered this Star Cluster so i can only carry over a handful in the invasion?

Wrong you may edit this handful to have richer stellars. Enough to give you the edge from the start of game to mount a quick and heavy invasion.

Playing in Adjacent Star Clusters: Optional Game Modes!

Super Power Invasion! Think King of the Hill only in hes already conquered his hill, now hes coming for yours!, The Invaded star cluster has not been conquered by 1 Faction yet, but trouble lurks in the form of a Invading Super Faction! Team up to fight off the invaders or slug it out amongst yourselves!

Super Power Vs Super Power: Pretty self explanatory. 2 Faction Leaders duke it out for control of the star cluster, or a counter invasion.

Reply #5 Top

Roleplayers Handbook:2

Recruiting Allies/Admirals

By  on April 24, 2012 1:38:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello spaceman! Do you come in peace or war:

Every Faction can choose to fight or become allies. If a fight takes place well it plays out till someones homeworld/terratories  get bombed back to the stone age an conquered. Here a choice is made by the victor. 

Does he ask them to join?

Or does he kill the Rival?

If he joins nothing exciting happens. They become partners, the conquered being subservient to the conqueror. He may chose to have his rival fight for him in any upcoming matches. However poor treatment to the conquered could lead to mutiny! uh oh do the conquered secretly side with the newcomers in the next match? waiting for there time to drop alliances an hit em when least expected?

If however he kills the Rival, a map is made!

Its a race for the Rival to get from point A to point B. Where the road to Point B is blockaded by the conqueror! Can the Rival out manuever the conquerors defensive installations? Can he bypass his rivals fleets? Or does he make one last stand to try to trap the Conquerors Flagship, and turn Defeat into Victory!

The Rival is also given the same choice.

Join or Run.

Death is only permanent for the Rival, this is his last gambit. 

Reply #6 Top

Roleplayers Handbook:3

Mercenary/Pirate Factions

By  on April 24, 2012 2:01:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ever wanted to just sit around making creds protecting borders? Perhaps you wanted to make creds raiding borders?

Mercenary/Pirate Faction Creation Rules:

1 Planet/Homeworld (Invulnerability Rule applies).

Wth man only 1 world? what am i supposed to do with that?

Hunker down an tech up. Scuttle will be your best friend : p 

Yes i know your screaming unfair but your job isnt to conquer! Thats for the control freaks! Just gimme a slice of the pie an ill sit comfy is your mentality! You are the expert of micro management, reposition, fly past, draw fire, surround whatever you get the job done with less units! 

You sell your services via contracts which can be negotiated behind closed doors. 

Basic Contracts can include: 

Border Defense, Pirating Hunting, Front Line Combat, Border Assault, Planetary Bombardment, Planetary Raid, Assassination, Fill in the rest!

Multiple Contracts:

you can have multiple contracts running as long as they/or you don't interfere with one another. 2 border defense contracts would require a neutral stance should both factions try to engage one another in a border defense contract world. should an incident like this happen where both faction fleets face off in your contracted world you must retire to the sidelines and see who wins. However if the opposing faction tries to engage the contracted system an their are no other defenders save you, you are contracted to defend that world from the opposing faction fleet. You must hold it for as long as possible even if that means eventual loss of your border fleet. If the contracted faction fleet enters the battle you may both fight off and repulse the invading fleet. If the invading fleet is losing an attempts a run you may not pursue, however your Contracted Faction Fleet can setup his fleet to catch the Invaders in a Phase Lane Trap. You may not pursue for that would breach the contract.

The rules really depend on who is present at a Contracted World prior to fighting. You may not accept 2 Front Line Contracts if they revolve around the same Theater. Common sense dictates you cant shoot your own ships. However you can accept 2 or more Front Line contracts if they are in seperate Theaters.

Contracts are to be honored if you want future business! Pirates need not listen to that rule!

Gaining Planets as a Mercenary/Pirate: You as the leader can negotiate for significant contracts an inclusion for I want that planet in exchange for my services. If the planet is unclaimed, they may colonize it. If the planet is claimed, you must abandon it an allow the mercenary to destroy it an then colonize. This is the only way Mercenaries can expand. Pirates can colonize unclaimed worlds only! Even then Pirates are only allowed 1 colony type ship! No colony capital and colony frigate! Only 1 colony type ship!

Forcibly Breaching the 1 rule:

Should the mercenary/pirate faction try to forcibly take a world it will render them immediate enemies to that respective faction for the entirity of the game, unless a negotiation/bribe takes place. Note assassination contracts also make you fair game for that respective faction if the assassination attempt fails. Homeworld Invulnerability Rule is breached an the aggressor can launch a full scale invasion!

Reply #7 Top

Roleplayers Handbook:4

Assorted In-game Options

Creating Flagships:

The first Capital you Create is your default flagship!

However you can re-designate any future capital ship you build as your new flagship. 

If the flagship is destroyed:

depending on the map/game mode this could spell disaster, Time to roll out a new faction, or a minor speedbump, rats the Rival has made it to point B an killed my Admiral in the process! Curse him!!!!

 

Ai Factions: MMMM Tech 2 tier 2 beam upgrade target practice!!! Yes their filler, cannon fodder for you comp stompers on low human player games, sure hope they dont beat you! : p

Historians: Thats you!! You made the faction you create the backstory you fight and record your heroic deeds! Or mastermind the most nefarious plans! Everyones a historian! 

Reply #8 Top

i dont really see how breaking down helps.. its still a big wall of information... now more information.

Reply #9 Top

Nice Roleplay when you introduce yourself as "Jon" 

I like RP a lot personally, but this was way to complicated to get through. I would suggest making it simpler and easier to get into.