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. Paradigm is nation defining, but does not have direct stat effects. Mystic Units are individually more powerful, but they are fewer in number.

Location

This establishes your nation's starting position both metaphorically. The front line will advance or retreat based on player actions, whether direct attack on the demons or providing military aid to the GLDF.

Core - War Zone

Your system was part of the major power behind the GLS, and your nation is legendary for its advancement. People would be very worried if you vanished, which is fortunate, as the Demon horde presses at you without hope for reprieve. You face constant attack, and even a formidable defense will be dependent on GLDF backing.

Outer Core - Second Line

Your system was a strong power before the Demon War, and is now a staging area for attacks on the demons and a point of retreat in case of setbacks. Demons occasional break the front line and attack in force, but you have some breathing space.

Periphery - Rear Echelon

Your system has been a minor player in the GLS for some time. This gives you a great deal of freedom, and safety from all but the boldest assailants. The GLDF will ignore this area unless it has a good reason to involved.

Frontier - Out of Sight

You can almost forget that the GLS or the Demons exist here. You are on your own, and have been since you left the GLS behind.

System Features

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

Infrastructure

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 large groups of units to hold the enemies at bay.

Hyperdyne Generator

With sufficient Energy knowledge, an power collector can harness truly amazing sources of energy with incredible efficiencies. These are usually huge projects that directly drain a nearby star into a vast capacitor bank.

Stockpile

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

Fabricator

Energy become matter in the form that you choose.

Artifice Fabricator

These complicated devices allow for the production of exotic materials using knowledge of matter.

Habitable World

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

Space Colony

Easier to defend, habitable, but requires maintenance. Less expensive with Life knowledge.

Megastructure

Horrendously expensive, these are small ringworlds and other habitable installations. Very big, defensible, and surprisingly efficient with power. Requires Adamantium and Matter knowledge to construct.

Orbital Transit System

Going from the ground to the skies is just a ride on the space elevator.

Transport Grid

System-wide teleportation, even up to small units. Requires Space or Dimension knowledge.

Military

System defense is key to avoiding being conquered. This is a complicated array of systems such as spy satellite networks, defensive satellites, fortresses in space and on planets, advanced military firewalls, and police/space patrol organizations. Instead of representing this with individual units, this is represented by three traits.

C3I
This is the level of sophistication of your sensor network and your command hierarchy. High C3I gives the ability to pick up cloaked ships and identify sneaky enemies. Facilities that control C3I include NORAD-style command centers, recon drones, and communication networks. Mind knowledge is a major asset here.
Fortifications
This represents the physical presence of weaponry capable of holding off enemy space vessels and to a lesser extent troops. This includes defense platforms, battlestations, ground defense installations, and planetary defense batteries. High levels can mean either extraordinarily tough defenses or incredibly stealthy weaponry. This can be enhanced with two buildable facilities.
Citadel - More than a mere base or battlestation, this is a facility capable of docking capital ships and holding an amazing quantity of mobile suits or fighters. Think of Axis or Jaburo, and you are on the right track. Hugely expensive, with defenses to match the price tag, Citadels are fairly rare.
Superweapon - Whether it is a giant gravitational lens, a giant ground based cannon, or something more exotic, you have an ace up your sleeve. Generally, the more powerful the device, the less often it can fire, and the more vulnerable it is to attack.
Garrison
This represents your fixed bases for ships, strike craft, and ground forces. This is primarily a logistical factor that works with your military infrastructure to represent what you can support of defense. Higher levels mean you have plenty of airbases and barracks, with enough to keep your forces supported even after being attacked.

Starting Goods

Military -

Resources -

Unique Materials -