Apocalypse System Creation

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Player powers control a System. Player systems are generally upper-middle rank in terms of resources and power in their region. Player systems begin with a single star system and may customize it and buy vassal or resource systems to disperse their assets.

Artifice Paradigm

Just how do you go beyond the impossible? This is left up to the player to define with GM approval. The extremes of pure tech and pure mysticism are a bit like religious fanatics or driven ideologues, and have only started coming out the woodwork after the Demon invasion.


Locations

These are purchased in a system with starting points, and some of them can be build later on.

Power Generator

Solar Power arrays near the local star, efficient fusion reactors, or more exotic power sources. These produce Power, which is crucial to all building efforts. Power is the key to making

Stockpile

These hold already finished components and repair parts, serving as a way to keep power in reserve.

Habitable World

Where most people live. Self maintaining, but relatively fragile.

Space Colony

Easier to defend, habitable, but requires maintenance.

Megastructure

Horrendously expensive, these are small ringworlds and other habitable installations. Very big, defensible, and surprisingly efficient with power.