Difference between revisions of "User talk:Madwookie"

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=Longshot Build=
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Fantasy Game Idea
  
'''Final Stats'''
 
:SP: 47
 
:SP Limit: 30
 
:Population: 462 Base bonus: 231
 
:Trangene: 276
 
:Morale: 16.5
 
:Wealth: 300 + 231
 
:PIP: 800 + 415
 
:CIP: 450 + 415
 
:Fabbers: 600
 
:Delta Dust: 400
 
:Theta Dust: 0
 
:Military: 32500
 
:Doctrines: 35
 
:Logistics: 60
 
:Global Tech Level: 18
 
:Applications: 100
 
:Stockpiles: 0
 
:Debt: 0
 
  
'''SP Expenditures'''
+
==Rules==
:Additional Limit: 0
 
:Wealth: 0
 
:PIP: 0
 
:CIP: 0
 
:Dust: 15
 
:Theta: 0
 
:Pop: 7
 
:Mil: 0
 
:Tech Indices: 2
 
:Apps: 0
 
:Transgene: 23
 
:Doctrine: 0
 
:Logistics: 0
 
  
'''Tech Indices'''
+
Every player starts out with 75 points to build their power. Each rank costs the bracketed number beside it. You must purchase (either through using your starting points or bonus points) the previous rank to be able to gain the next rank. Parenthetical bonuses are only acquired if more than half of the cost of the rank is purchased with starting points. You may be zero in a category (except for population), but you may '''NOT''' have a negative point expenditure in any category.
:Shipbuilding: 18
 
:Parasite Construction: 18
 
:Carrier Construction: 18
 
:Aviation Warship Construction: 18
 
:Aerospace Construction: 18
 
:Mecha Construction: 18
 
:Ground Construction: 18
 
:Projectiles: 18
 
:Lasers: 18
 
:Railguns: 18
 
:Particle Weapons: 18
 
:Mega Particle Weapons: 18
 
:Missiles: 18
 
:Propulsion: 18
 
:Power: 20
 
:Materials: 18
 
:Shields: 18
 
:Electronics: 18
 
:Stealth: 18
 
:Transgenics: 27
 
:Mass Production: 35
 
:Civilian Technologies: 23
 
:Xenotechnology: 23
 
:Basic Theotechnology: 18
 
:Advanced Theotechnology: 18
 
:Floating Points: 15
 
  
  
'''Baron'''
+
'''Population'''
:Physique: 2 (13)
+
* 1 [1]
:Reactions: 2 (15)
+
* 2 [4]
:Socialization: 1 (6)
+
* 3 [9]
:Command Secondary: 3 (12)
+
* 4 [16]
:Apperance: 4 (11)
+
* 5 [25]
:Cost: 57 x1 = 57
+
'''Magical Creatures'''
 
+
* 1 [1]
'''Vassal'''
+
* 2 [4]
:Physique: 3 (21)
+
* 3 [9]
:Reactions: 2 (15)
+
* 4 [16]
:Ground Combat Secondary: 3 (12)
+
* 5 [25]
:Hard Vacuum Tolerance: 1 (1.5)
+
'''Technology and Magic'''
:Zero-G Adaptation: 1 (1.5)
+
* 1 [1]
:Cost: 51 x1 = 51
+
* 2 [4]
 
+
* 3 [9]
'''Knight'''
+
* 4 [16]
:Physique: 2 (13)
+
* 5 [25]
:Reactions: 3 (24)
+
'''Industry'''
:Piloting: 3 (12)
+
* 1 [1]
:Zero-G Adaptation: 2 (6)
+
* 2 [4]  
:Hard Vacuum Tolerance: 2 (6)
+
* 3 [9]  
:Cost: 61 x1 = 61
+
* 4 [16]  
 
+
* 5 [25]
'''Peasant'''
+
'''Population Support'''
:Physique: 3 (21)
+
* 1 [1]
:Reactions: 2 (15)
+
* 2 [4]
:Hard Working Secondary (+PIP): 1 (3)
+
* 3 [9]
:Precise Secondary (+CIP): 2 (7)
+
* 4 [16]
:Harsh Environment Adaptation: 2 (3)
+
* 5 [25]
:Zero-G Adaptation: 1 (1.5)
+
'''Military'''
:Cost: 50 x2 = 100 - 30 = 70
+
* 1 [1]
 
+
* 2 [4]
'''Serf'''
+
* 3 [9]
:Nerve Stapled: 3 (6.5)
+
* 4 [16]
:Zero-G Adaptation: 2 (3)
+
* 5 [25]
:Harsh Environment Adaptation: 2 (3)
 
:Cost: 12 x3 = 36
 
 
 
Caste System
 
 
 
*Industrial Modifiers
 
 
 
:PIP: 20% x4 = 80%
 
:CIP: 20% x4 = 80%
 
 
 
'''Morale Expenditures'''
 
 
 
:Morale: 16 - 2 [14]
 
 
 
'''Path Bonuses'''
 
:Space Monarchy (Autocratic): +3 Military Discipline, +3 Societal Closure, -2 Public Order, -2 Diplomacy
 
:Military Intelligence: +1 Military Discipline
 
:Transhuman Supremacy: +2 Military Discipline, +2 Societal Closure, -2 Diplomacy
 
 
 
'''Totals'''
 
:Public Order: -2 + 8 [6]
 
:Diplomacy: -4 + 4 [0]
 
:Military Discipline: 5 + 1 [6]
 
:Societal Closure: 5 + 1 [6]
 
:Taxes: 0
 
 
 
=Universal Applications=
 
 
 
 
 
'''Applications'''
 
 
 
'''Universal'''
 
*Shipbuild IV
 
*Aerospace Construction II
 
*Ground Construction II
 
*Craft Power II
 
*Ship Power II
 
*All Tier 1 Railgun Applications
 
*Naval Armor I
 
*Aerospace Armor II
 
*Ground Armor III
 
*Basic Armor Formulations
 
*Naval Shields I
 
*Aerospace Shields I
 
*Early Scattering Field
 
*Naval Propulsion II
 
*Aerospace Propulsion II
 
*Open-cycle Fusion Drives
 
*Obsolete Electronics
 
*Obsolete RAM
 
 
 
'''Political Paths'''
 
*Transhuman Supremacy: 500 Discretionary Points
 
 
 
'''Economic Paths'''
 
*Fab It Good!: 500 Discretionary Points
 
 
 
'''Military Paths'''
 
*Cyberjack: 200 Discretionary, +5,000 Military, +20 Logistics, +60 Pop, +200 PIP
 
::Ground Construction III
 
::Ground Armor IV
 
::All Tier 2 Railgun Applications
 
::Iridium Forging
 
::Basic Lamination
 
 
 
'''Discretionary Purchases:''' 1,200 Discretionary, 100 Applications
 
*Super Ground Construction: 100
 
*Mecha Construction III: 225
 
*Naval Armor II: 300
 
*Beta Titanium Casting: 75
 
*Improved Lamination: 100
 
*Flash Field: 100
 
*Craft Power III: 100
 
*Combat Electronics: 50
 
*Adaptive Chameleon Fabric: 240
 
*Optical Distortion Generator: 100
 

Revision as of 20:25, 12 November 2011

Fantasy Game Idea


Rules

Every player starts out with 75 points to build their power. Each rank costs the bracketed number beside it. You must purchase (either through using your starting points or bonus points) the previous rank to be able to gain the next rank. Parenthetical bonuses are only acquired if more than half of the cost of the rank is purchased with starting points. You may be zero in a category (except for population), but you may NOT have a negative point expenditure in any category.


Population

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]

Magical Creatures

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]

Technology and Magic

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]

Industry

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]

Population Support

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]

Military

  • 1 [1]
  • 2 [4]
  • 3 [9]
  • 4 [16]
  • 5 [25]