Second Sphere

Enclave => Online Roleplaying => Topic started by: Rarity Declis on June 01, 2012, 08:41:26 PM

Title: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 01, 2012, 08:41:26 PM
RULES ARE UPDATED!

If you message anyone privately during the game (and about the game), please include me in the mailing list, as it is only fair. I am asking for people to honourably do this; doing otherwise is cheating.



Regarding dice rolls
All dice are done on a d10. A natural 1 is a failure, regardless of modifiers. In terms of units, this may mean death. However, a 10 is always a success.

Your Forces:
Each character starts gets sent a sheet with their information. They can try to hide or be as free with the information as they want. All the other players will know are: What planets they have (which aren't hidden), their races' status, any movements that affect another player (which isn't hidden or detected) and their leader's name.
Current information regarding races (Not including hidden worlds):

Asari: Played by The Man They Call Jayne.
A Council Race, has a seat on the Council
The Asari Leader: Counciller Matriarch Athame.
Planets, colonies and presence: Thessia [Homeworld], Illium, the Citadel.

Cerberus: Played by Sanguinius
A Council Race, has a seat on the Council
The Cerberus Leader: The Illusive Councillor
Planets, colonies and presence: The Citadel

The Geth: Played by Mabbz
A Council Race, has a seat on the Council
The Geth Leader: Geth Diplomat
Planets, colonies and presence: Rannoch [Homeworld], the Citadel, Hazza

The Salarians: Played by Brother Peturabo
A Neutral Race
The Salarian Leader: Keantala
Planets, colonies and presence: Sur'kesh [Homeworld], the Citadel

The Quarians: Played by Will's on Fire
An Outlawed Race
The Quarian Leader: Admiral Lara'Fira
Planets, colonies and presence: The Migrant Fleet [Homeworld]

Turn Structure: (This is the order you write things down in the mechanics thread).

Part 1: Taxes, Recruitment, Research/Building/Spying, etc
Name what level of tax and recruitment you
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 02, 2012, 10:42:32 PM
Yay! First turn!

Rannoch:
Light Taxing, Light Recruitment
Train: -

The Citadel Geth Presence:
Light Taxing, Light Recruitment
Train: -

Hazza:
Light Taxing, Light Recruitment
Train: -

A fleet consisting of 1 Battleship and 2 Cruisers is going to move to scan the area.

The Council:
Nothing really happening here yet. I am investigating the new race, though.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 02, 2012, 11:05:09 PM
The Geth Fleet, headed by a Geth Battleship, plunge into space, scanning wreckage and broken ships.

Eventually, they find a newly attacked human colony. Whilst the population was completely wiped out, the Geth managed to discover who was behind it all: The Rachni, a race of hive-minded insect creatures had been swarming over the human colonies and shipping routes.

The Geth manage to retreat back to their ship in the Hades Gamma Cluster, and send a message back to the Council reporting their findings.

Everyone else is assumed to have normal taxation and breeding.

TURN 2.

Council Funding: 1,047,600 Credits
Spectres: 1 Asari
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: El ShasOcho on June 03, 2012, 01:47:27 AM
The Salarians orders for this turn.

Sur'kesh:
Normal recruiting and taxing.

Salarians on the citadel:
Light recruiting, normal taxing

Jaeto:
Medium Recruiting, light taxing
train an engineer.

First fleet will patrol important trade routes that the Salarians use.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 03, 2012, 10:13:58 AM
Asari Orders.

Normal Recruitment and taxing for all worlds. And weapons research on the Homeworld.

Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 03, 2012, 10:32:46 AM
Rannoch:
Normal Taxing, Light Recruitment
Train: Intelligence Security

The Citadel Geth Presence:
Light Taxing, Normal Recruitment
Train: Intelligence Security

Hazza:
Normal Taxing, Normal Recruitment
Train: Intelligence Security

How much do intelligence security cost?
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 03, 2012, 10:36:51 AM
Anything you train/research instead of buy is free.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 03, 2012, 10:55:14 AM
Migrant Fleet:
Normal taxing, light recruitment.
Research: Improved ship shielding.

First Fleet with slight transfer of troops (Should I send the details of how I intend to split it?) are to be assigned protective duties around the fleet and will engage hostile ships unless they are outnumbered/outclassed (e.g less ships, but much bigger ships) to allow migrant fleet to evacuate. First Fleet should then follow Migrant fleet, whilst trying to shake off any attackers.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 03, 2012, 12:33:13 PM
If you want to keep them hidden, PM me. Otherwise, just shove them in what you're doing.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 03, 2012, 01:10:45 PM
Asari Fleet will go to Hades Gamma with the Geth Fleet to find and destroy the intruders.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 03, 2012, 05:04:56 PM
What's in your fleet? Or are you keeping it hidden, in which case you should probably tell me in a PM if we're going to be fighting together
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 03, 2012, 09:42:27 PM
Quote from: Mabbz on June 03, 2012, 05:04:56 PM
What's in your fleet? Or are you keeping it hidden, in which case you should probably tell me in a PM if we're going to be fighting together

It's a Battleship with Engineers and 2 Cruisers. There is an army too, but im guessing they dont have anything to do with battles againstg other ships.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 03, 2012, 11:33:31 PM
Quote from: The Primarch They Call Magnus on June 03, 2012, 09:42:27 PM
Quote from: Mabbz on June 03, 2012, 05:04:56 PM
What's in your fleet? Or are you keeping it hidden, in which case you should probably tell me in a PM if we're going to be fighting together

It's a Battleship with Engineers and 2 Cruisers. There is an army too, but im guessing they dont have anything to do with battles againstg other ships.

That's correct. Just waiting on Sanguinius, or Monday night.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Vyper on June 04, 2012, 09:53:02 PM
I'll send my Citadel Fleet with the others.
Other than that, same as usual.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 05, 2012, 02:18:58 AM
Turn 2 Results:

The Main Council Strike Force:

It was a slaughter. Only quick thinking saved them.

The Fleets of the Geth 2nd, the Asari 1st and Ceberus Taskforce 1 moved confidently into space, knowing there to be a threat. Cruisers, faster and lighter than the other ships, eagerly moved ahead, killing a few reckless Rachni ships. However, this attracted their attention- as if by one mind, the Rachni converged on the new invaders. Outnumbered nearly 2:1, the Council Forces continued trying, wiping out 14% of the enemy Fleet. However, they had lost 20%, and that was before the whole Rachni fleet could bring it's weight to bear.

The Geth Commander that watched this gave the signal to have a fighting retreat. For the next four days, the trust between the Geth, Asari and Cerberus was stretched, and accusations about who is trustworthy began to fly in messages between ships. It was heavily noted that Cerberus acted apart from the other ships, and was the first to lead the retreat. Cerberus Captains declared they knew how not to be stupid enough to get themselves killed. There was an altercation between an Asari and Cerberus officer during a mission briefing.

The retreat continues towards Hades Gamma, the Geth Commander managing to keep everyone alive and together, but they have lost the momentum of the attack for now.

The Migrant Fleet:

As the Rachni forces beat back the Council Fleet, a third of the survivors went hunting for food, and happened upon the Quarian Fleet. Due to their nature and experience, the Quarians quickly and efficiently killed every Rachni that attacked them, before retreating away from the fighting.

The Salarians:

The Salarian Fleets patrolling their routes was devastated by the surprise attack by the Rachni. Believing that the Council forces would protect them as they promised, they lost a third of their entire fleet, including their Flagship, but managed to kill all their attackers. Victory was gained, but at great price.

Council Funds: 1,167,460 Credits
1 Spectre
Also Added: "No Recruitment" option.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 05, 2012, 01:27:25 PM
The Asari will begin construction of a new ship to replace the one lost in the battle. It will be equiped with our latest weapons.

Normal recruitment and taxation again, and my new engineers shall assist in ship sheild technology research.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 05, 2012, 04:43:51 PM
Rannoch:
Normal Taxing, Normal Recruitment
Train: Cruiser

The Citadel Geth Presence:
Light Taxing, Normal Recruitment
Train: Cruiser

Hazza:
Normal Taxing, Normal Recruitment
Train: Cruiser

Move a cruiser and a battleship from Rannoch to reinforce the council fleet.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: El ShasOcho on June 05, 2012, 04:46:44 PM
Sur'kesh:
Normal recruiting and taxing.

Salarians on the citadel:
Light recruiting, normal taxing

Jaeto:
Medium Recruiting, light taxing
Work on building a battleship.

First fleet will return home to Sur'kesh.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 05, 2012, 04:59:51 PM
Migrant Fleet:

Instead of recruitment I believe I can try and build a ship (Or can I choose which one?)

Taxing: Normal.

Research: Ship to ship weapons tech.

Buy: 2x ship to ship Weapons tech and 3 cruisers.

Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 05, 2012, 05:21:39 PM
Asari turn 3.

Hevey taxation and recruitment.

Research into ship shields and the retrofitting of the current Battleship with our new Cannons.

Contruction of a new Battleship and a Cruiser if I can afford it.

The Homeworld set to prepare for attack and explained the this is the reason for the increase in taxation and recruitment.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 05, 2012, 09:51:26 PM
Slight change to my turn, the cruiser and battleship I sent to reinforce the council fleet should go to the Asari homeworld instead, along with another cruiser from Rannoch transporting 10,000 level 1 Geth platforms.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 06, 2012, 11:55:14 AM
Time to add some fun to proceedings. The entire migrant fleet, and first fleet will mount a defence of Thessia. This could go badly.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 06, 2012, 12:37:40 PM
Quote from: Will Vas Fire on June 06, 2012, 11:55:14 AM
Time to add some fun to proceedings. The entire migrant fleet, and first fleet will mount a defence of Thessia. This could go badly.
Especially if my paranoia is proven right. The thought had crossed my mind that one of the races helping defend Thessia may have hired the mercenaries. According to the price list, the merc fleet probably cost about 75000 per turn (the price doesn't match up exactly with the number of ships).
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 06, 2012, 02:52:07 PM
Quote from: Mabbz on June 06, 2012, 12:37:40 PM
Quote from: Will Vas Fire on June 06, 2012, 11:55:14 AM
Time to add some fun to proceedings. The entire migrant fleet, and first fleet will mount a defence of Thessia. This could go badly.
Especially if my paranoia is proven right. The thought had crossed my mind that one of the races helping defend Thessia may have hired the mercenaries. According to the price list, the merc fleet probably cost about 75000 per turn (the price doesn't match up exactly with the number of ships).

That does not sound good. We could hope it has been hired for helping, but somehow I doubt it. I'm now banking on Declis not taking out a race in the third turn of an rpg. :P I'm also slightly concerned about the fact that the Turians are meant to be a coucil race. I'm unsure as to whether because no one is playing them they have now become a law to them selves and so might try and attack the council.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 06, 2012, 07:31:12 PM
Quote from: Will Vas Fire on June 06, 2012, 02:52:07 PM
Quote from: Mabbz on June 06, 2012, 12:37:40 PM
Quote from: Will Vas Fire on June 06, 2012, 11:55:14 AM
Time to add some fun to proceedings. The entire migrant fleet, and first fleet will mount a defence of Thessia. This could go badly.
Especially if my paranoia is proven right. The thought had crossed my mind that one of the races helping defend Thessia may have hired the mercenaries. According to the price list, the merc fleet probably cost about 75000 per turn (the price doesn't match up exactly with the number of ships).

That does not sound good. We could hope it has been hired for helping, but somehow I doubt it. I'm now banking on Declis not taking out a race in the third turn of an rpg. :P I'm also slightly concerned about the fact that the Turians are meant to be a coucil race. I'm unsure as to whether because no one is playing them they have now become a law to them selves and so might try and attack the council.

This is somewhat answered in the latest Roleplay bit with Maria. I'll start resolving things in about 3 and a half hours if anyone wants to get some last orders in, or suggest more Spectres.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 06, 2012, 08:19:27 PM
I can put forward a few more Asari to be Spectres, some with combat expertise some with engineering, a black ops sabouture kinda thing.

Every combat unit the Asari have is going to be on Thessia to fight this threat.

I'll pay for the extra training to bring every unit up a level. I think I can just about afford it.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 06, 2012, 08:37:07 PM
My final orders for the turn are:

Migrant Fleet:

Instead of recruitment I believe I can try and build a ship (Or can I choose which one?)

Taxing: Normal.

Research: Ship to ship weapons tech.

Buy: 2x ship to ship Weapons tech and 3 cruisers.

Weapons techs will be placed on the first fleets destroyers.

The entire migrant fleet and first fleet and ground troops will deploy onto the place the mercenaries need to take nearest the Mass relay.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 06, 2012, 08:51:46 PM
Yep. Quarians can choose to try and build/acquire a ship, although luck decides which one you get.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Vyper on June 06, 2012, 08:54:32 PM
Ok orders. These top two are council willing:

Buy Battlecruiser at Citadel.
Buy Anti-Rachni weapons for said battlecruiser.

Same as usual.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 06, 2012, 09:44:35 PM
COUNCIL VOTE: (These will be resolved before the turn if more than 2 votes approving them are received- otherwise, they will be resolved when we have a decisive vote)

Council Members Must PM me with their votes.

Issue 1: Give Cerberus 300,000 Credits for a dedicated anti-Rachni battleship.
Yes/No

Issue 2: Spend Credits creating a "Council-Fleet", under the control of the Council for the defense of all.
Yes/No

Issue 3: Allow negotiations regarding settling rights for Geth and Quarians on Rannoch for shared habitation to begin as soon as possible?
Yes/No

Issue 4: Lift the "Outlaw" status upon the Quarian race, so they may join the glorious Council race?
Yes/No

Issue 5: Allow the Quarians a seat upon the Council?
Yes/No
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: El ShasOcho on June 06, 2012, 09:51:22 PM
I don't get to vote, do I?
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 06, 2012, 11:10:37 PM
Nope, you're a neutral race. You'll have to ask if you can become a Council Member in the roleplay, and then wait until next turn for voting.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 07, 2012, 12:42:26 AM
Turn 3 War Results:
(Please note: Taxes, training, recruitment and so on shall be resolved tomorrow night. These results are regarding the battles. A lot happened this turn.)


Already Resolved Council Votes:
1) Cerberus has purchased a Battleship for 300,000 Credits, at the Citadel.
2) First Council Fleet initiative approved. 810,000 Credits are spent. 1 Battleship, 2 Destroyers, 4 Cruisers are purchased and built at the Citadel, and ready for orders. These are nominally under the command of Spectre Maria.
3) The Council has approved negotiations to begin on the Quarians and Geth to begin settlement talks. These are non-negotiable.
4) The Quarians have had their Outlaw status removed, and are now a Neutral Race of the Council.

Southern Front (Rachni):

Cerberus Taskforce 1 and the Geth Second Fleet were shocked by the utter withdrawal of their allies, leaving them alone in the face of the approaching Rachni army.

Commander Williams and the Geth-Commander agreed that one thing was certain: Not a single Rachni would escape their Fleets. The Geth Second Fleet held the line, using the ability to think and reach a consensus fast to react quicker than mere organics. As such, they lost a lot of paintwork, but all their ships remained active.

Commander Williams of Cerberus Taskforce 1, however, harassed the flanks whenever the Rachni grew close to overwhelming the Geth forces. At a particularly large thrust by the Rachni to break through, Commander Williams ordered the Geth and the 2 Cruisers under his command to get away as the wounded Destroyer he commanded made a suicide run, breaking the Rachni morale and making them withdraw.

The newly promoted Commander Stephens took command, and the Geth involved in the fight were voluntarily painted in yellow and black stripes to commerate the death of Williams. The Geth and Cerberus forces grew closer as they knew that the Rachni would soon return, and they would fight, alone if needs be.

The line was held. Just.




The Northern Flank (Ground forces):

On the moons of Janiri, in the same system as Thessia, the forces of the Council waited. A mighty Asari host awaited, numbering nearly 400,000 soldiers, and another 200,000 Quarians also stood nervously, but confidently. A taskforce of Geth also waited. Spectre-Candidate T'sunde was in command of the group forces- Spectre Maria was in command of the Fleets, where she felt the battle would be decided.

The Krogan are nothing if not lovers of fighting with shotgun and fist, and rather than plunge directly towards their objective, met the Council Force on the moons. If numbers decided it, it was nearly 3:2 in the Council's favour.

The battle began in earnest, a full continent of warriors fighting amongst cities. Over the three days of fighting, the Asari forces were being slaughtered by the Krogan. The Asari were targeted, their race hunted. As they were the majority force, and proud, they fought the Krogan directly. Where once over 400,000 Asari stood, only 32,000 remained. It was a disaster, the greatest loss of life in three days in Council history, and the largest tragedy in the history of the Asari.

More distressingly were the Quarians, who fought and over a quarter of the invading forces, and held many of the defences alone. However, many stumbled or couldn't put enough force behind their spears- it seemed as if they were weakened, poisoned perhaps. However, this was not enough to kill them, and on the moon of Janiri, the Quarians hold most of the areas on the moon, numbering near 230,000.

The 10,000 Geth fought to hold the lines behind the battle, dragging wounded Asari out of the way. However, there were few medics, and many Asari died in that cold, lifeless place.

Nearly half of the enemy survived, however, the Asari managed to number them- only 250,000 Krogan remain on Janiri, and their attack was losing steam. But this moon would be a warzone for a while.

Spectre Candidate T'sunde survived, and continues to lead what is left of the Asari military.



Spectre Maria was in command of the Fleets, where she felt the true battle would be taking place. A mighty Asari fleet, supplemented by the Quarians and Geth matched the Mercernaries.

They shot down a few of them before they made planet-fall, but most of them survived to fight on the planet. Maria wished them luck, and started the business of winning this battle for her race and the Council.

The Geth, hunting on the flanks, took the honour of destroying one of the Battleships, without losing a ship in return.

The Asari, under the command of the Spectre, began to encircle the enemy Fleet and stop them from trying to get to another world. The Cruiser even destroyed a ship, and the enemy were contained.

The real Fleet surged forward, commanded by Admiral Yus'lim Mal, and began it's bloody reaping. Destroying a great portion of the enemy Fleet, boarders began the process of reclaiming it for the Migrant Fleet even as the battle raged on.

That said, most worrying were the 2 Destroyers that were lost. Admiral Yus'lim furious denies it being an acceptable loss of war, and that their shields had flickered on the exact moment they were destroyed by enemy fire. "Something was wrong" she had shouted to her bridge, as her missiles had proven to be less effective than expected.

That said, there was no denying that the Quarians had given the Asari a great victory in space, and even if the enemy Fleet had not yet retreated, the fight in space was over and the Quarians would soon win them all.

Mercernary Fleet: 1 Battleship, 2 Destroyers, 8 Cruisers left.




Salarians:
Mostly uneventful, in terms of war.




Council Resources:
Spectres: Maria, Asari (2 other Candidates as well)

First Council Fleet:
Commander Maria, Spectre (currently on Thessia battlefront)
1 Battleship, 2 Destroyers, 4 Cruisers
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 07, 2012, 01:11:33 AM
The Geth came out of that pretty well, not losing anything. I have to admit, I feel almost embarrassed about only contributing 10,000 troops to the ground war of the several hundred thousand soldiers we had. Also a little annoyed that I didn't get online in time to even vote on the Rannoch negotiations. How does that work, by the way? Should I deal with it in PMs to Will?
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 07, 2012, 01:34:52 AM
Sadly, the others voted yes and it was resolved. Welcome to democracy.

Regarding the negotiations, I'm thinking that you do it in the roleplay. No one said it was only you two; others may have an opinion. That said, if you want to do it privately, remember to message me so I can chip in with what can work in terms of rules.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 07, 2012, 09:10:14 AM
I would like to have my battleship at Rannoch pick up 5000 Lv 2 Geth destroyers from Rannoch, before moving to the Citadel to pick up another 5000 Lv 2 Geth destroyers and 10,000 Lv 1 platforms, then moving to Hazza to pick up 80,000 Lv 1 platforms (which I believe fills my transport capacity) and finally dropping them all off at Thessia. I have no idea how long this would take, considering how many stops I've got that ship making.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 10, 2012, 01:51:03 PM
The rules are updated to make things simpler and more stream-lined, as well as more information to make things easier.

I shall be resending all of you your current info in the new set-up.

The good points:
More streamlined ===> More updating on my part ===> More fun for you guys.
More understanding on your part ===> Better and faster decisions ===> More updating on my part ====> More fun for you guys

UPDATE:

If I have missed any orders, that is because there are a lot. To help this, in terms of this thread (not PM's, so don't worry there), I will be listening to only the FIRST POST that turn from each of you regarding building, training, taxing, etc. Go back and modify it rather than add new things. Discussion is fine, this is only in regards to orders.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 10, 2012, 04:31:17 PM
TURN 3:

The war on Janiri, near Thessia, continues.

The Rachni continue to attack.

The threat of the Mercs continues.

Plans are set in motion.

Council Stats:


Council Resources: 600,695 Credits.
Spectres: Maria, Asari

First Council Fleet:
Commander Maria, Spectre
1 Battleship, 2 Destroyers, 4 Cruisers
(Currently stationed at the Citadel)
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 11, 2012, 06:11:10 AM
The Asari will continue construction of the new ships and research will be performed on Thessia into new shielding and weaponary.

Recruitment will be high and taxation normal.

The existing Asari Fleet will continue to defend Thessia along with the allied fleets.

All Asari Colonies will send help to speed up the construction of the new fleet.

Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 13, 2012, 03:10:39 PM
Orders are getting resolved tonight, just letting everyone know.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 13, 2012, 03:22:00 PM
Migrant Fleet:

Recruitment: Normal

Taxing: Normal.

Research: My research team shall try and discover the cause for our Quarians seeming poisoning on the moon, and the fleet shielding problem.

Will send a message with how the fleet is organised. Of course they are continuing finishing off this merc fleet and my ground troops will continue to fight the mercs on the moon.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: El ShasOcho on June 13, 2012, 04:39:21 PM
Recruitment and taxation normal on all fronts. All planets work on research.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 13, 2012, 06:48:56 PM
Normal recruitment and taxation on all worlds.

Rannoch research ship to ship guns, Citadel and Hazza build destroyers.

With regards to putting forward a spectre, do I have to invent someone for the role, or do you tell me when a suitable candidate is found? Also, I think the Geth would consider trying to create a new platform specifically to be a spectre (after it has undergone 'field testing' to prove that it is suitable), much like they made Legion to operate independently to the rest of the Geth. If that's reasonable, I'll do that.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 14, 2012, 01:02:29 AM
I think Geth-Commander is a perfectly capable set of Geth that has been functioning independent enough to work with Cerberus, and has been performing extremely well on the Rachni Front.

That said, I think creating a Legion-esque body like you suggested would be great! We'll have you start building it as soon as possible.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 14, 2012, 01:04:50 AM
With the possible inclusion of a new player, I'm going to hold off finishing this turn so we can add him as smoothly as possible. I'll be doing it as soon about lunch time.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 14, 2012, 08:52:03 AM
Quote from: Lupercal Declis on June 14, 2012, 01:02:29 AM
I think Geth-Commander is a perfectly capable set of Geth that has been functioning independent enough to work with Cerberus, and has been performing extremely well on the Rachni Front.

That said, I think creating a Legion-esque body like you suggested would be great! We'll have you start building it as soon as possible.
So I could transfer Geth-Commander to the new body? Excellent. As soon as the new platform is ready, transfer it in and put him forward as a candidate.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Rarity Declis on June 18, 2012, 05:38:08 PM
TURN 4:

The Spectres:

Spectre Maria has taken the First Council Fleet to the Rachni Front, to reinforce them.

Candidates:
T'sunde continues to lead war on Janiri. No amazing results yet.
Haruki has taken a single Destroyer from the Council Fleet, and has begun her investigation into who is behind the war. No amazing results yet.
Geth-Spectre Platform has been built and the Geth-Commander programs have been transferred. Has just reached completion.




Council Funds: 996,738 Credits

Council Votes:

1) Allow Spectre Maria full command of the First Council Fleet until relieved of command?

2) Allow Candidate T'sunde full Spectre status?

3) Allow Hurki full Spectre status?

4) Allow Geth-Commander-Candidate full Spectre Status?




Battle on the Rachni Front:

Council Fleet 1, under Spectre Maria:
No losses. 1 Battleship, 1 Destroyer, 4 Cruisers remaining.
Killed 3 Rachni Ships.

Geth Second Fleet:
No losses. 1 Battleship, 2 Cruisers remaining.
Killed 2 Rachni ships.

Cerberus Taskforce 1:
No losses. Battleship, 2 Cruisers remaining.
Killed 3 Rachni Ships.

The Battle Against the Rachni is won!




Battle on Janiri:

Council Forces under the command of Candidate T'sunde:
50,000 Lv.1 Geth remain.
10,000 Lv.2 Geth remain.
11,000 Lv.1 Asari remain.
1,000 Asari Tanks remain.
120,000 Lv. 1 Quarians remain.
50,000 Lv. 2 Quarians remain.

All Mercernary Infantry is dead wiped out. The Battle for Janiri is won!




Battle in Space Over Janiri:

Geth Third Fleet:
No losses. 2 Battleships, 2 Cruisers.
Killed the last Battleship, killed a Cruiser.

Asari 1st Fleet:
No losses. 1 Battleship, 1 Cruiser.
Destroyed the last Destroyer

Quarians Migrant Fleet & First Fleet:
Lost 2 Battleships and a Cruiser. Finished off the rest of the Fleet.

No Mercenary Fleet in Thessia System. The War for Janiri is won!
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: The Man They Call Jayne on June 19, 2012, 11:02:26 AM
How exactly does one address a Geth? He? She? It?

Asari Orders (so far)

Purchase of 2 more Battleships, retrofit them with Aruim Cannons.
Also 2 Cruisers and 2 Destroyers.

High Recruitment on Thessia and Normal Taxing
Normals Taxing and recuritment on the other Colonies.

Citadel Colony to research  Ship Sheilding.

More orders may come in later.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 19, 2012, 01:32:36 PM
Quote from: The Primarch They Call Magnus on June 19, 2012, 11:02:26 AM
How exactly does one address a Geth? He? She? It?
In the wiki Legion (the Geth character Shepard interacts with the most) is referred to as "it", but I don't think it would matter much either way. I can't imagine the Geth themselves caring. "She" might be odd enough for people to comment though, unless we've been developing some rather unusual new platforms...
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Will's on Fire on June 19, 2012, 02:40:50 PM
My orders for now are:

Normal Taxing and light recruitment.

I would like 1/4 of my population to be landed onto Rannoch with enough equipment to set up appropriate housing etc. They will be joined by 20,000 Lvl 1 Quarians who are there as a peacekeeping force. Prevent our people doing anything unwanted as well as being a security factor.

I would then like to buy 2x Battleships, 2x Destroyers, 5x Cruisers.  Should come to 1,000,000 credits. Before any "changes" in price that might occour.

Instead of research, I will send those people to fit the battleships, and destroyers with the improved ship to ship guns. If that works.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on June 19, 2012, 02:58:19 PM
Normal Taxing and recruitment.

My third fleet (the one at Thessia) will withdraw with all the ground troops to the Citadel. Geth Commander will look into the assassination attempt.

My second fleet (the one at Hades Gamma) will withdraw to Hazza.

I will also buy 4 destroyers (one at each world, plus an extra one a the Citadel) for 480,000. I will also purchase shielding research for another 150,000 and begin refitting all my ships with the new shields.
Title: Re: Mass Effect: The Council RPG (Mechanics and Rules)
Post by: Mabbz on July 10, 2012, 08:09:27 AM
Is this still running? I like this RP, I hope Declis hasn't given up on it.