Future RP Ideas

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Re: Future RP Ideas

Post by Musicman247 »

Perception
Intelligence
Luck
Left Handed
Ambidextrous
Right Handed

Omniscience
Fortitude

Agility
Utility
Training
Unarmed
Mounted Weapons
Nuclear Weapons
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POMC S117
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Re: Future RP Ideas

Post by POMC S117 »

That's a very good one! :lol:
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Re: Future RP Ideas

Post by Baloth-Kul »

o_o woah. That's kind of awesome, but I'm sorry to say that I'm just going to be a tool and use SPECIAL like pretty much everyone else.

And Spartans...I dunno. They'll probably get a few extra SPECIAL points to throw around, but their Luck will be stuck at 1. Spartans make their OWN luck.

Marines may find caches of weapons more often, and *not* run into enemies so often.

Spartans won't have nearly as much luck--but they can take it on. Advanced abilities and skills, arms and armor.

That isn't to say Spartans won't be given any chance to SNEAK, just because they have less chance of finding an empty corridor or something.

Again, all of this is in the works. I need a bloody DM partner guy/girl.
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Re: Future RP Ideas

Post by POMC S117 »

I could be the secondary DM.
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Re: Future RP Ideas

Post by Musicman247 »

SPARTAN pretty much is SPECIAL except with different names to match the theme.

And I would suggest choosing a secondary that isn't already busy ;)
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Re: Future RP Ideas

Post by Baloth-Kul »

I need two top bananas on this--myself, contributing to backstory, missions, encounters, descriptions, character sheets, blahblahblah. And someone to make rolls and assist with all the aforementioned crap. We'll pretty much split the work 50/50, I should think.

And they should not already be too busy. :P Sorry, POMC. All of this is in the works right now, anyway. It could take a month or more, I really don't know. Might not even come to fruition.
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Re: Future RP Ideas

Post by POMC S117 »

I'm not busy! Two RPs isn't that much!
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Re: Future RP Ideas

Post by Baloth-Kul »

...One of which you are letting die :P Clans of Mithleech or...Whatsitcalled...I believe. I'd rather not have someone overtasked and a potential ship-jumper as the DM, thanks XD maybe once your RPs have ended. Planning this out just might take that long.
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Re: Future RP Ideas

Post by POMC S117 »

I let it die because I wanted to make my planned RP, not because I was overtasked or lacked the ability to DM more than one RP.
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Re: Future RP Ideas

Post by Baloth-Kul »

Ssssso who's to say you wouldn't let MINE/OURS die? :P
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Re: Future RP Ideas

Post by POMC S117 »

I wouldn't let it die because it wouldn't be my RP to let die. It would be selfish and disrespectful.
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Re: Future RP Ideas

Post by Musicman247 »

POMC S117 wrote:I let it die because I wanted to make my planned RP, not because I was overtasked or lacked the ability to DM more than one RP.
Did you have all the players' permission? If not this is a pretty selfish reason to let an RP die.
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Re: Future RP Ideas

Post by POMC S117 »

It was going back and forth between me and another person for the past few pages.
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Re: Future RP Ideas

Post by POMC S117 »

This is the OP for my planned RP:

Spoiler:
The year is 395 of the Fourth Empire. The Mithraleenean Empire, once a great and noble kingdom, is struggling. Years of rebellion and disaster have weakened the very infrastructure of the organisation. Now a new threat looms over it, ready to destroy the weak empire. That threat is the Fledging Hegemony. The world hangs in the balance as the two fight for survival and struggle for power. Who will win? The Lords and Ladies of the Empire or the Ael'uvah and their Menagi vassals?

Setting

World
This RP takes place in Cerceres. Cerceres is both the world and the only mortal realm. It is in the middle of two magical planes, the terrible Void and the celestial Hanaria. Hanaria is a majestic realm, the home of the Gods. It is believed that all souls pass onto Hanaria when their mortal shells are too damaged. The Void is a twisted and warped world. It is an ironic place and a place where all metaphors and similies come true. Waves of pain are truly waves of pain and when it snows, tiny, icy daggers hit you causing great pain. Cerceres is neither terrible nor greatly majestic. However, it is a place where many races live, in peace and in war.

Gods
Cerceres is a very religious place. Its peoples worship many gods, some less false than others. The many deities live in Hanaria.
By far the most commonly worshipped god is Lokve. Lokve is one of the few Greater Gods. He was one of the first to be made a god by the Essence Orbs. He is the God of Might, Magic, Charity and Freedom. He is the Champion of Good. His most common form is a dragon, however the Ael'uvah believe him to be an elf, a great elf of unstoppable power. This form is actually taken by Lokvre, a god that is extremely similar to Lokve yet unbelievably different. Lokve is married to Pentilia. Pentilia is described as being unimaginably beautiful. She is the Goddess of Love and Fertility. They have two children, Thos and Belita. Thos is the Patron of Soldiers. He watches over them as they fight. He is also the God of Anger. Belita is the Goddess of Lust, Pleasure and Art. She is just as beautiful as her mother. Together, they make up the Lokvian Pantheon, the Gods of the Mithraleenean Empire.

Lokve has many other "aspects". Lokanus and Lokvia are among them. The Menagi worship Lokve under the name of Laekvae. He is also a female and isn't the head of the pantheon.

The Ael'uvah worship Lokve. He is the God of Magic, Might and Faith. He is also the Champion of Elves. His brother is Laurmek, his warrior. Laurmek is the God of Power and War. He defends Lokve from dangers. Lokve is married to Niara. Niaria is similar to Pentilia in many ways and they are both the Goddesses of Love and Fertility. Nevertheless, Niara is vain while Pentilia is humble.

Each race has their own pantheon, however most of them have either accepted the Empire-endorsed Lokvian Pantheon or the Ael'uvahian gods.

Timeline
371 FO.E - Riots take place in the Ael'uvahian island of Gil-Galad. They are quickly put down by the 13th Legion. The head rioters flee into the jungle.
372 FO.E - Support gathers for the rioters and some soldiers join the leaders in the jungle.
375 FO.E - The Elven Rebellions begin. Villages near the naval capital of Sangéth are raided and captured. Some members of the 13th Legion assist the rebels. Civil War declared.
376 FO.E - The city of Gíl is assaulted by the rebels. The Siege of Gíl begins.
377 FO.E - The 13th Legion are forced to give up the city and concentrate on defending Gil-Gotham, Gil-Galad and Sangéth. Gíl is captured by the rebels. Sadré, Físros and Zorés are attacked.
378 FO.E - Over half of the population support the rebels. Sangéth is attacked. After months of gruelling fighting, the rebels conquer the city. The 10th Legion is drafted from the Havessé Islands to help in the counter-attack.
379 FO.E - For a few months, the Mithraleenean Empire capture and hold Sangéth but that is retaken. Gil-Gotham is besieged.
381 FO.E - The city falls and all Imperial forces pull back to the capital.
382 FO.E - Gil-Galad is attacked from the inside and the outside. On the 14th of Maiy, Lord Alamaric is forced to sign a treaty recognising Gil-Galad's independence. Imperial forces withdraw to the Havessé Islands.
383 FO.E - The Lost Two, a group of heretical Afrikian tribes, break off from the Empire and begin attacking the other tribes.
389 FO.E - A large fleet is assembled in Gil-Galad. It sails over to the Empire-controlled Havessé Islands and invades. Havessé is captured in the first year. The two Houses are forced to pay homage to the Ael'uvah.
390 FO.E - The island of Haver is then attacked. The remenants of the Tenth and 13th Legions, along with Menagi soldiers, repel the invasion force.
391 FO.E - The island is eventually captured. All forces return to Lír-Haver. The Sixth Legion is deployed from Vitae. The fleet carrying it is destroyed by the Ael'uvahian fleet. Lír-Haver is conquered. All Imperial forces that didn't withdraw are killed.
393 FO.E - The Fledging Hegemony, consisting of the Ael'uvah of Gil-Galad and the Menagi of the Havessé Islands, is formed. Vitae is invaded. Empress Maiy dies whilst holding off the Ael'uvahian army so that the civilains can escape. This sparks outrage across the Empire. Emperor Alfred, the husband of Empress Maiy and an Ael'uvah, is crowned. The Mithraleenean Empire prepares for war.

Factions

There are three playable factions in the RP. They are the Mithraleenean Empire, the Morassi aen Haedon and the Fledging Hegemony. You control a county in either one of these factions. You can operate with near-autonomy, however the player who goes your faction's capital is allowed to tell you what to do. You can war against non-playable factions but you might not receive help from your allies.
The factions of the Mithraleenean Empire are:

Mithraleen
Capital, Emperor, Most Buildings, Mithraleenean Knights
Starting Units: 1st Legion, Mithraleenean Knights, Galleys
Starting Buildings: Crofts, Crofts, Farms, Mining Camp, Logging Camp, Docks, Blacksmith, Houses, Houses, Houses, Shops, Inns, Large Fort, Cathedral
Starting Resources: 4000 Food, 3000 Metals, 4000 Wood, 3000 Minerals
Population: 50,000,000 c.

Mithraleeth
Military Capital, Most Minerals, Best Soldiers, Hardeteelean Soldiers, Hardeteelean Crossbowmen, Hardeteelean Battlemasters, Timorium Knights, Crimson Blades
Starting Units: 5th Legion, Hardeteelean Soldiers, Hardeteelean Battlemasters, Crimson Blades, Galleys
Starting Buildings: Crofts, Farms, Mining Camp, Logging Camp, Blacksmith, Refinery, Siege Workshop, Houses, Shops, Inns, Small Fort, Castle, Shrine, Shrine
Starting Resources: 2000 Food, 4000 Metals, 4000 Wood, 5000 Minerals
Population: 5,000,000 c.

Fjorr
Metal Capital, Most Metal, Fjorrian Refinery, Fjorrian Blacksmith
Starting Units: 8th Legion, Triremes
Starting Buildings: Crofts, Mining Camp, Mining Camp, Blacksmith, Refinery, Houses, Inns, Large Fort, Shrine
Starting Resources: 2000 Food, 5000 Metals, 4000 Wood, 4000 Minerals
Population: 2,000,000 c.

Donton
Wood Capital, Most Wood, Donton Lumberjacks, Trawler Boats
Starting Units: 10th Legion, Trawler Boats, Galleys
Starting Buildings: Crofts, Logging Camp, Logging Camp, Port, Houses, Inns, Small Fort, Small Fort, Church
Starting Resources: 4000 Food, 2000 Metals, 5000 Wood, 2000 Minerals
Population: 10,000,000 c.

Dír
Stone Capital, Most Minerals, Dwarven Mines, Dwarven Soldiers
Starting Units: Dwarven Soldiers, Dwarven Soldiers, Galleys
Starting Buildings: Crofts, Dwarven Mines, Houses, Houses, Castle, Shrine
Starting Resources: 3000 Food, 4000 Metals, 2000 Wood, 5000 Minerals
Population: 10,000,000 c.

Nargd'Hcthud
Agricultural Capital, Most Food, Better Soldiers, Nargdoc Warriors, Nargdoc Axemen
Starting Units: Nargdoc Axemen, Nargdoc Warriors, Galleys
Starting Buildings: Crofts, Crofts, Farms, Farms, Mining Camp, Logging Camp, Houses, Inns, Small Fort, Medium Fort, Medium Fort, Shrine
Starting Resources: 5000 Food, 3000 Metals, 3000 Wood, 3000 Minerals
Population: 20,000,000 c.

Miraleen
Piracy Capital, Best Boats, Pirates' Cove, Pirate Ships, Pirates
Starting Units: Pirates, Pirates, Pirate Ships, Pirate Ships, Triremes
Starting Buildings: Crofts, Mining Camp, Logging Camp, Pirates' Cove, Houses, Small Fort, Church
Starting Resources: 3000 Food, 3000 Metals, 3000 Wood, 3000 Minerals, 500 Refined
Population: 7,000,000 c.

Heneth
Magic Capital, Henethean Mages
Starting Units: Henethean Mages, Iberian Mages, Galleys
Starting Buildings: Farms, Guild of Heneth, Houses, Houses, Medium Fort, Church, Shrine
Starting Resources: 2000 Food, 2000 Metals, 2000 Wood, 2000 Minerals, 1000 Refined
Population: 1,000,000 c.


The Mithraleenean Empire is a huge kingdom. It encompasses most of Eusiac, large parts of Afrik and most of western Mesicarid. It has a population of over 150,000,000. It has a varied terrain. It has been around for over two thousand years. It is known for its legions and its tactical dominance. Many races inhabit the empire. They range from the tiny Vrôkûn of the Dirich Mountains to the nomadic Ael'nonuvah.

Anthem of the Mithraleenean Empire:

Founded on the ashes of war, in the flames of battle, in the fires of pain,
The Empire stands strong, stands mighty, the correcter of wrong,
The conquerer of evil, the defender of the poor, the Empire of Lokve,
Made in the vision of Empress Bekar, crafted by her beauty.

We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.

The Emperor reigns supreme, Lokve's servant on Cerceres,
He is mighty, he is strong, he is smart and will never fall,
All his people are supreme, Lokve's children on Cerceres,
They are mighty, they are strong, they are smart and will never fall.

We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.

The Imperial Dragon , the physical embodiement of Lokve, supports us,
While we are on its side, we shall never falter, never falter,
It shall protect us against the Daemons, against the elves of Gil-Galad, against the Void,
The Imperial Wyvern supports us, supports us, supports us forever.

We shall reign victorious, we shall reign forever, the Empire will never fall,
Never fall, never fall, never fall.
Though the elves of Gil-Galad kill us, the Empire will never fall,
Never fall, never fall, never fall.

The factions in the Fledging Hegemony are:

Gil-Galad
Capital, Arch-Chancellor, Most Wood/Stone, Honour Guard, Gladiators
Starting Units: Elven Guards, Elven Guards, Honour Guard, Ael'uvahian Mages, Ael'uvahian Mages, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Docks, Blacksmith, Hodal du Magus, Houses, Houses, Inns, Shops, Large Fort, Cathedral
Starting Resources: 2000 Food, 2000 Metals, 3000 Wood, 3000 Stone, 50 Refined
Population: 2,536,000

Sangéth
Port Hub, Strongest Boats, Ael'uvahian Galleons
Starting Units: Elven Guards, Elven Guards, Elven Guards, Ael'uvahian Galleons, Ael'uvahian Galleons, Flagships
Starting Buildings: Farms, Mining Camp, Logging Camp, Port, Blacksmith, Houses, Houses, Inns, Shops, Medium Fort, Church, Church
Starting Resources: 2500 Food, 2500 Metals, 2500 Wood, 2500 Minerals, 50 Refined
Population: 3,121,000

Gil-Gotham
Military Hub, Most Metal, Strongest Soldiers, Gothamic Knights, Slave Spearmen
Starting Units: Gothamic Knights, Ael'uvahian Swordsmen, Slave Spearmen, Elven Guards, Elven Guards, Ael'uvahian Galleys
Starting Buildings: Farms, Minining Camp, Logging Camp, Blacksmith, Siege Workshop, Houses, Houses, Inns, Large Fort, Castle, Shrine, Shrine, Shrine
Starting Resources: 2000 Food, 3000 Metals, 2000 Wood, 2000 Stone, 25 Refined
Population: 1,540,000

Físros + Sadré
Agricultural Capital, Most Food, Banana Farm, Slave Stone Throwers
Starting Units: Slave Stone Throwers, Slave Stone Throwers, Elven Guards, Ael'uvahian Galleys
Starting Buildings: Farms, Banana Farm, Banana Farm, Docks, Houses, Houses, Small Fort, Small Fort, Church
Starting Resources: 4000 Food, 1000 Metals, 3000 Wood, 1000 Minerals, 25 Refined
Population: 986,050

Zorés
Fishing Capital, Most Food, Trawler Boats, Slave Swordsmen
Starting Units: Slave Swordsmen, Slave Swordsmen, Trawler Boats, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Docks, Houses, Houses, Small Fort, Church
Starting Resources: 4000 Food, 2000 Metals, 2000 Wood, 2000 Minerals, 25 Refined
Population: 1,789,000

Havessé Islands
Home of the Menagi, Menagi Soldiers, Slave Javeliners
Starting Units: Menagi Soldiers, Menagi Soldiers, Slave Javeliners, Ael'uvahian Galleys, Ael'uvahian Galleys
Starting Buildings: Farms, Mining Camp, Logging Camp, Blacksmith, Docks, Houses, Houses, Small Fort, Large Fort, Shrine, Shrine
Starting Resources: 3000 Food, 3000 Metals, 3000 Wood, 3000 Minerals
Population: 12,424,000


The Fledging Hegemony is a relatively recent organisation, however it has its roots in King Temaril's Empire (250 F.E -961 F.E). It comprises of the Ael'uvah of Gil-Galad, the Menagi of the Havessé Islands and the Barabs from the Lost Two Tribes of Afrik. It is a "defender of elven rights". It wishes to conquer the Mithraleenean Empire and enslave its people.

Anthem of the Fledging Hegemony:

Ael a hanethar, ho vos nonfussi du lokvius,
Han, ael a motiarethar vos Iber, aelu nonfussi,
Hoy, oel ruvasta kabars, vos kabars da vo vold.

Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs,
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs.

Vo lokas du vos iberi a motethar,
motethar bi ael, bi ael, bi ael, bi ael,
Vos Iberi oel non hosethar, on aelu vold.
Hoy, oel ruvasta kabars, vos kabars da vo vold.

Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs,
Ael, vos ael'uvah, ruvasta Lokvius' nopies,
Vos Ruvs, Vos Ruvs, Vos Ruvs.

The Morassi aen Haedon faction only has one sub-faction:

The Government in Exile (Sortír)
Capital, Menagi Rebels
Starting Units: Menagi Rebellion Militia, Menagi Rebellion Militia, Magusicarg, Trigress, Trigress, Ballistae
Starting Buildings: Farms, Mining Camp, Mining Camp, Logging Camp, Logging Camp, Docks, Blacksmith, Siege Workshop, Refinery, Houses, Houses, Inns, Shops, Small Fort, Medium Fort, Castle, Church, Shrine
Starting Resources: 2000 Food, 2000 Metals, 2000 Wood, 2000 Minerals
Population: 7,800,000

Following the Ael'uvahian invasion of the Havessé Islands, the remains of the Menagi government fled to the safety of Sortír. They have joined the Empire in an effort to recapture their homeland.

Non-Playable Factions
Factions exist in the RP that aren't the Mithraleenean Empire or the Fledging Hegemony. They can't be played. Despite this, they still affect the game. These factions can trade with you, attack you and help you in times of need. These actions will depend on their relationship with you.
0 = Dire
25 = Terrible
50 = Bad
75 = Poor
100 = Okay
125 = Good
150 = Nice
175 = Fantastic
200 = Excellent

Canids -
Ael'uvah: 75
Empire: 100

Barabs -
Ael'uvah: 50
Empire: 150

Agluh Hghdal -
Ael'uvah - 150
Empire: 50

The Lost Two -
Ael'uvah: 150
Empire: 25

The Holy Church of Lokve -
Ael'uvah: 100
Empire: 125

How to Increase Relations
Relations can be increased in a number of ways. The easiest method is by giving resources to a faction. This can raise their perception of you. Another way to improve their stance on your faction is by assisting them to put down a rebellion or supply troops to help them carry out a war. You can also recognise their independence from the enemy faction. Alternativel,y they can be decreased by insulting them or disagreeing with their views.

Morale and Civil Unrest

Morale and Civil Unrest can affect your troops and your general population. If you have a High Civil Unrest, riots and rebellions are more likely to happen. It is affected by the amount of food you have for your citizens, how high your morale is and how religious your faction is. If you lose a lot of battles, your civil unrest can begin to rise. It can be lowered by increasing the amount of food you have and by parading through the cities. Speeches will also lower unrest.
Morale affects how well your troops perform in battle. It also changes the chance that they will desert or rout in battle. It can be risen by winning battles and by rallying your troops. Having your generals and leaders tour the army outposts will have the same effect.

Resources

Resources are a main part of the RP. There are five resources. Food, wood, minerals, metals and refined minerals. They do different jobs. Food is used in the creation of new units and it is needed to prevent your people from starving. Wood is used in construction and in the making of units. Minerals are used in building and the creation of troops. Metals is mainly used to build troops. Refined minerals are needed to make buildings/units of magical origins. All of the above, excluding refined minerals, are given at the end of each turn. More can be made by buildings mining camps, quarries, logging camps ect. Refined minerals are made by using minerals in refineries.

Religion

Religion is a key part of this RP. A main cause of the racial rift between the races of the Empire and the Ael'uvah of the Fledging Hegemony is religion. Both sides worship the same Gods, however the penultimate difference is that they believe Lokve to be an Elf and the Mithraleenean Empire believe Lokve to be of draconic nature. Both factions are very religious. Failure to provide your citizens with the means to worship their religion can increase civil unrest adn decrease morale.

The main religious body is the Holy Church of Lokve. The Holy Church of Lokve supports the belief that Lokve is a dragon, however they can easily be persuaded to change their views. The home of the Church is located in Crusada, in the Seminary of Tranquility. Whoever is allied with this body will have an advantage.

Population

Population plays a small part in the RP. The more citizens you have, the more resources you will get each turn. The number of citizens is affected by the size of your cities, the amount of unrest and religion. The population can decrease if your settlements are attacked, struck by a plague or witness a large disaster. If they rebel, the rebels will flee to the countryside. Larger populations will need more food each turn.

Fighting

The outcome of a fight is decided by me, the DM. A number of factors are taken into account. They are number of units, type of units, experience of units (are they new or veterans), terrain and strategy. Against all odds, a good commander can win. There are a few kinds of fights.

Sieges
The aim of a siege is to defeat an opponent who is locked in a city, castle or other settlement. They can be starved out or attacked. Siege engines, battering rams and ladders can be built for this purpose. Reinforcements can be brought in to help break a siege.

Skirmish
Skirmishes are when two armies meet. The aim is to defeat the opposing army, cause their troops to rout or force them to surrender.

Raids
Raids are when a small amount of units are sent out to harass and attack enemy villages.

Units

Units are instrumental to the RP. Without them, you cannot capture enemy cities, defend your own settlements or put down rebellions. They come in a few different types. Ranged, Melee, Mounted, Magic and Naval. Some units are unique to each faction. Some units can only be built if you are a certain county.

Mithraleenean Empire -

Mith Militia Men (x500)

Food: 250 Metals: 250
Wood: 250 Minerals: 250

Iberian Militia Archers (x300)

Food: 250 Metals: 250
Wood: 1000

Nargdoc Warriors (x150)

Food: 500 Metals: 1000
Wood: 500 Minerals: 500

Hardeteelean Soldiers (x250)

Food: 1000 Metals: 1500
Wood: 1000 Minerals: 1500

Mithraleenean Knights (x50)

Food: 1000 Metals: 2500
Wood: 500 Minerals: 500

Crimson Blades (x25)

Food: 2000 Metals: 2000
Wood: 1000 Minerals: 1000

Pirates (x75)

Food: 1000 Metals: 750
Wood: 500 Minerals: 500

Catapults (x6)

Food: 250 Metals 1500
Wood: 2500 Minerals: 1500

Trebuchets (x4)

Food: 250 Metals: 1500
Wood: 3500 Minerals: 2000

Ael'nonuvahian Archers (x250)

Food: 1500 Metals: 1500
Wood: 3500 Minerals: 1500

Ael'nonuvahian Swordsmen (x500)

Food: 5000 Metals: 5000
Wood: 1000 Minerals: 1000

Ael'nonuvahian Horsemen (x1000)

Food: 7000 Metals: 5000
Wood: 5000 Minerals: 2500

Henethean Mages (x20)

Food: 500 Metals: 500
Wood: 1000 Refined: 1000

Iberian Mages (x100)

Food: 1000 Metals: 1000
Wood: 2500 Refined: 500

Nargdoc Axemen (x300)

Food: 1000 Metals: 1500
Wood: 2500 Minerals: 1500

Spearmen (x300)

Food: 1000 Metals: 1000
Wood: 2500 Minerals: 2500

Pikemen (x150)

Food: 1500 Metals: 2000
Wood: 2500 Minerals: 2000

Javeliners (x50)

Food: 500 Metals: 500
Wood: 1000 Minerals: 500

Bandits (x500)

Refined: 500

Cavalry (x250)

Food: 2500 Metals: 2500
Wood: 1000 Minerals: 1000

Hardeteelean Crossbowmen (x50)

Food: 1000 Metals: 1000
Wood: 2000 Minerals: 2000

Hardeteelean Battlemasters (x25)

Food: 1000 Metals: 2500
Wood: 1500 Minerals: 1500

Dwarven Soldiers (x250)

Food: 3500 Metals: 3500
Wood: 500 Refined: 100

Galleys (x50)

Food: 1000 Metals: 2500
Wood: 5000 Minerals: 2500

Triremes (x25)

Food: 1500 Metals: 3500
Wood: 6500 Minerals: 2500

Miraleenean Galleons (x20)

Food: 1000 Metals: 5000
Wood: 7500 Minerals: 2500

Iberian Battlemages (x50)

Food: 1500 Metals: 2500
Wood: 2500 Minerals: 500
Refined: 500

Mithraleenean Legionaries (x5000)

Food: 17500 Metals: 17500
Wood: 10000 Minerals: 10000

Ugluhian Swordsmen (x150)

Food: 2000 Metals: 2000
Wood: 1000 Minerals: 1000

X'azzeeri Shocktroops (x1000)

Food: 10000 Metals: 7500
Wood: 1000 Minerals: 5000

Timorium Knights (x50)

Food: 2500 Metals: 2500
Wood: 500 Minerals: 500

Fledging Hegemony -

Elven Guards (x75)

Food: 250 Metals: 250
Wood: 250 Minerals: 250

Ael'uvahian Longbowmen (x150)

Food: 500 Metals: 500
Wood: 1250 Minerals: 500

Menagi Soldiers (x300)

Food: 1000 Metals: 500
Wood: 1000 Minerals: 500

Slave Spearmen (x500)

Food: 500 Metals: 500
Wood: 500 Minerals: 500

Ael'uvahian Swordsmen (x250)

Food: 2500 Metals: 2000
Wood: 1000 Minerals: 2000

Gothamic Knights (x150)

Food: 3000 Metals: 4000
Wood: 2000 Minerals: 2000

Slave Javeliners (x250)

Food: 750 Metals: 750
Wood: 1000 Minerals: 500

Ael'uvahian Mages (x7)

Food: 500 Metals: 500
Wood: 2500 Refined: 500

Slave Stone Throwers (x1000)

Food: 5000
Wood: 1000 Minerals: 2500

Magical Siege Engines (x2)

Food: 500 Metals: 3500
Wood: 4500 Refined: 1000

Menagi Cavalry (x150)

Food: 1500 Metals: 2000
Wood: 1000 Minerals: 4000

Ael'uvahain Pikemen (x150)

Food: 2500 Metals: 2000
Wood: 2500 Minerals: 2000

Gladiators (x250)

Food: 1000 Metals: 2500
Wood: 2000 Minerals: 2500

Ael'uvahian Galleons (x15)

Food: 1000 Metals: 2500
Wood: 5000 Minerals: 2500

Flagships (x3)

Food: 1500 Metals: 3500
Wood: 6000 Minerals: 2500

Honour Guard (x25)

Food: 2500 Metals: 5000
Wood: 1500 Minerals: 1500

Slave Swordsmen (x1000)

Food: 2500 Metals: 2500
Wood: 1000 Minerals: 1000

Spectral Summonings (x5)

Metals: 2500
Refined: 1000

Ancient Phantoms (x50)

Refined: 2500

Spectral Dragons (x2)

Refined: 5000

Morassi aen Haedon-

Menagi Rebellion Militia (x500)

Food: 500 Metals: 500
Wood: 500 Minerals: 500

Menagi Rebellion Swordmasters (x150)

Food: 1000 Metals: 1000
Wood: 500 Minerals: 500

Menagi Rebellion Archers (x250)

Food: 1500 Metals: 1000
Wood: 2000 Minerals: 1000

Menagi Rebellion Pikemen (x500)

Food: 3000 Metals: 1500
Wood: 3000 Minerals: 1500

Magusicarg (x50)

Food: 500 Metals: 1500
Wood: 1500 Refined: 250

Menagi Rebellion Horsemen (x250)

Food: 2500 Metals: 3000
Wood: 3000 Minerals: 1500

Trokagharg (x4)

Food: 250 Metals: 2500
Wood: 7500 Minerals: 7500

Morassi Officers (x10)

Food: 500 Metals: 1000
Wood: 500 Minerals: 500

Menagi Trigess (x25)

Food: 500 Metals: 1000
Wood: 5000 Minerals: 1500

Menagi Capital Ships (x1)

Food: 500 Metals: 1000
Wood: 5500 Minerals: 1500

Ballistae (x4)

Food: 250 Metals: 500
Wood: 2500 Minerals: 500

Both -

Trawler Boats (x2)

Food: 500 Metals: 500
Wood: 1000 Minerals: 1000

Ladders (x4)

Metals: 500
Wood: 1000 Minerals: 500

Battering Rams (x1)

Metals: 1000
Wood: 1000 Minerals: 1000

Buildings

Buildings are also necessary in this RP. You need them to get more resources each turn, defend your land and to increase the number of units you can have.

Croft (Empire only)

Wood: 500 Minerals: 500

Farm

Wood: 1000 Minerals: 1000

Banana Farm

Wood: 1500 Minerals: 1000

Mining Camp

Wood: 750 Minerals: 500

Quarry

Wood: 2000 Minerals: 2000

Dwarven Mines

Wood: 500 Minerals: 2500 Metals: 500

Logging Camp

Wood: 1000 Minerals: 250

Forester's Camp

Wood: 2000 Minerals: 1000

Donton Lumberjacks (Donton Only)

Wood: 3500 Minerals: 1000

Docks

Wood: 3500 Minerals: 1500 Metals: 500

Port

Wood: 5500 Minerals: 4000 Metals: 1000

Fishing Camp

Wood: 500 Minerals: 500

Blacksmith

Wood: 1500 Minerals: 1500 Metals: 1500

Fjorrian Blacksmith

Wood: 1500 Minerals: 1500 Metals: 3000

Refinery

Wood: 1000 Minerals: 2500 Metals: 2500

Fjorrian Refinery (Fjorr Only)

Wood: 1000 Minerals: 3000 Metals: 3000

Pirate Cove (Miraleen Only)

Wood: 2000 Minerals: 2000 Metals: 2000

Hodal du Magus or Guild of Heneth

Wood: 2500 Minerals: 2500 Metals: 500 Refined: 1000

Siege Workshop

Wood: 3000 Minerals: 3000 Metals: 1000

Stables

Wood: 5000 Minerals: 1000 Metals: 2500

Small Fort

Wood: 5000 Minerals: 5000 Metals: 1000

Medium Fort

Wood: 7500 Minerals: 7500 Metals: 2500

Large Fort

Wood: 9000 Minerals: 9000 Metals: 5000

Castle

Wood: 12500 Minerals: 12500 Metals: 7500

Shops (x4)

Wood: 4000 Minerals: 2500 Metals: 1000

Inns (x2)

Wood: 1500 Minerals: 1500 Metals: 250

Guild of Caravaneering

Wood: 2500 Minerals: 2500 Metals: 500

Houses (x10)

Wood: 7500 Minerals: 7500 Metals: 1000

Shrine
Minerals: 500 Refined: 25
Church

Wood: 1000 Minerals: 2500 Metals: 1000 Refined: 100

Cathedral

Wood: 1500 Minerals: 7500 Metals: 2500 Refined: 500
Can I get feedback please? :)
Last edited by POMC S117 on Mon Jul 23, 2012 3:03 pm, edited 1 time in total.
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Re: Future RP Ideas

Post by DarkEastwood »

My only complaint with the OP as of now is that I feel the unit/building costs should be more distinguished by adding bold prints to the names or by adding spaces between them.
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Re: Future RP Ideas

Post by POMC S117 »

Thanks. I'll do that.
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Re: Future RP Ideas

Post by Baloth-Kul »

--Limited spaces for Spartans. Unfortunate, but necessary. 1 Spartan team leader (controlled either by myself or the DM). 3 spots for Spartans, I have yet to decide how it is decided who gets em. First come first serve, luck of the draw, I don't know. Spartans will be powerful, but they will also have drawbacks. Sh*t poor luck. They will ALMOST CERTAINLY die. Less customization--the luck stat is cut out, and there are built in minimums for stats; due to their augmentations, some of their attributes are, by their nature as Spartans, already above average. I think "charisma" will take a bit of a hit, or at least, persuasion/charm. Spartans aren't well respected in the UNSC, hell, they're downright FEARED and HATED.

But they have bad ass arms and armor.

Marines will be more flexible.

The marines will be led either by myself or the DM--this will also be the person in charge of the whole mission (which has yet to be written)

They can customize their SPECIAL as they like--and that's one other thing...

I've decided to force SPECIAL into two groups--WARTHOG and HALSEY. WARTHOG is for marines--SPECIAL. HALSEY is for Spartans, and is SPECIAL without luck. ...I have yet to figure out which each letter stands for, but I'm working on it, and I'm going to force it if necessary. Heh. *I've also thought about changing WARTHOG to JOHNSON. Like Sergeant Johnson? Because then, the "SPECIAL"s for each group would be reflective of that group's...Leader, creator, so to speak. Halsey effectively being the mother of the SPARTAN-II program, and Johnson being a damn fine example of a UNSC Marine.

The setting will take place either during Reach or before, because the Spartans all got slaughtered at Reach, so it's kind of slaughtering CANON if 4 Spartans are running around after Reach. (Well, ...at least, John was considered the last SPARTAN during the later days of the human-covenant war, so...Whatever)

I MAY add another spot or two for Spartans, but it's unlikely. We need more marines than Spartans. Doesn't make sense otherwise--unless all of the other marines get killed during the RP :)

Anyway, still a work in progress. Still need a DM--WHO ISN'T ALREADY DMING. This will probably take a month or more to get set up.
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Re: Future RP Ideas

Post by DarkEastwood »

Maybe we're just UNSC soldiers during the events of Halo?
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Re: Future RP Ideas

Post by POMC S117 »

There were more Spartans than John-117. Read the novels if you haven't already.

Also, teh Spartans weren't hated. You hear the marines in Halo 3 going:

"Wow! A Spartan." and other stuff.
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Re: Future RP Ideas

Post by Baloth-Kul »

I know there were more. And 99% of them died, most of THEM, on Reach.

They were hated. Read the novels if you haven't already. People saw them as freaks, didn't even see them as human, because of their augmentations and superhuman abilities--the MJOLNIR armor didn't help, since it covered their faces and made them seem even less human. As they died out and fought alongside marines, they got more and more respect, and became legendary (and extremely rare, since most died), hence "Wow! A Spartan." and other stuff.

POMC pls.
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Re: Future RP Ideas

Post by POMC S117 »

I must have forgotten some stuff.

Poor Spartans. :(
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Re: Future RP Ideas

Post by Baloth-Kul »

Ayup. BUT, it just makes them cooler. :D

God damn, I got mad when some idiot friend of my former best friend was ranting about how much she hated Halo and it was dumb that you play as a robot who can jump up a hundred feet into the air.

Armor. Genetic modification and implants. It isn't that difficult to grasp the concept.
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Re: Future RP Ideas

Post by POMC S117 »

A robot? 100ft. I don't think she's played Halo and is just a CoD fangirl.
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Re: Future RP Ideas

Post by Baloth-Kul »

You read my mind. That's exactly what she is--plus, really, really dumb. Terribly dumb, like, I fear for the world if she breeds.
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Re: Future RP Ideas

Post by Musicman247 »

The Halo RP sounds like fun. Maybe the conversations about misconceptions should go in the General Discussion Thread. ;)
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