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.

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.

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.

FTL Gate

Whether it is a stable jump node, wormhole, or other method of getting ships to FTL, this is a method to get around fast.

Orbital Transit System

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

Starting Goods

Military -

Resources -

Unique Materials -