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Messages - Josasa

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31
Storytelling and Roleplaying / Re: Dawn of Worlds: Tabula Rasa
« on: March 17, 2014, 02:28:58 pm »
So can I get in on this? I don't think one extra player would be too much hassle.

32
Storytelling and Roleplaying / Re: Dawn of Worlds: Tabula Rasa
« on: March 16, 2014, 05:54:12 pm »
I would love to play, but not at the expense of your place in the game.

33
PC Games / Re: What are you playing now?
« on: March 16, 2014, 12:51:27 pm »
Hearthstone

I've been playing this as well. Not too bad for a free game.

34
Storytelling and Roleplaying / Re: Dawn of Worlds: Tabula Rasa
« on: March 16, 2014, 10:35:17 am »
EDIT - Sidenote, can we make a push to fill up the map? There's more than half blank.

Maybe if you let in a few more people we could fill up the map faster?  ;) :D ;D

I'm more than capable, and, and I can ride my bike really fast!

35
2024

February 15
The first jump point is found in Sol just outside the orbit of Saturn. Leif Ericson, the ship that found the jump point, is given orders to transit through. Upon approaching the jump point, the Explorer detects a jump gate holding open the warp point. Military units are put on high alert as the origin of the gate is unknown. An alien presence has already found Sol. Whether or not this was recently or thousands of years ago is unknown.

February 20
Leif Ericson makes the transit. It arrives in the YZ Ceti system. A jump gate is also present on this side of the jump point. No signatures of any kind are detected, and the likelihood of an alien presence in this system are slim as it appears that there are no habitable planets. Leif Ericson transits back into Sol to continue grav surveys. Badger is dispatched to the jump point to picket the system and alert of any alien transfers into Sol.

July 14
Another jump point is located in Sol, just outside the orbit of Uranus. Again, itís Leif Ericson that discovers the jump point and is ordered to explore the jump point. Thankfully, this point does not have a jump gate constructed around it.

July 25
Leif Ericson arrives in Alpha Centauri. Because there is no jump gate, the Leif Ericson is unable to stay in contact with Earth while in Alpha Centauri. Several minutes after transiting the jump point, Leif Ericson jumps back into Sol with promising news. There are a number of promising terraforming candidates, but the most promising is the second world orbiting the second star in the system. Preliminary scans detect an atmosphere consisting of nitrogen, oxygen, and carbon dioxide. However, it only has a pressure of 0.2 atmospheres, meaning it would take some work before humans could comfortably live on the surface. Leif Ericson is ordered to conduct a geological survey of the planet.
 
August 15
Two more Explorers are laid out in the Chicago Shipyards.

November 16
Leif Ericson is 21 days overdue. Yuri Gagarin is given orders to investigate the Alpha Centauri system.
December 7, Yuri Gagarin arrives in Alpha Centauri to find the wreck of Leif Ericson 1.5b km away from the jump point. The distress signal from the expired lifepods indicate that there is an alien presence in the system. Yuri Gagarin immediately jumps back into Sol to inform Earth. Beatty is dispatched to picket the jump point and provide early warning for any potential transits. The military now has to worry about two jump points, stretching forces thin.

December 28
The Mexico City Shipyards begin adding on another slipway, which would allow for the construction of two Acre Mk.IIs simultaneously. Plans are laid out to expand the military, now that there is something hostile out there. Another Acre, Aegis, and Sentinel are ordered along with 10 more Guardians. Research grants are divereted from commercial projects to military projects. The capabilities of the aliens are completely unknown, which is very worrisome.

36
Adventures in Space!

Explanation
This thread is based on Aurora. It's a crazy fun space 4x game. I've never played Dwarf Fortress very much, but all the comparisons have said that this game is Dwarf Fortress in space, except that Aurora has a steeper learning curve. What follows is the adventures of the Northern Defense Union and their expansion out of Sol and into that great big universe thing.

This is really just an outlet for me to get some more writing in, something that I've been wanting to do for a while. One of the fun ways to involve the community in these games is for them to have their own characters. Basically you can just ask for a position, give that character a name, and watch them go. You never really know how they're going to die in this game. They could be killed by a random accident while unassigned or they could be ripped apart by lasers at a first contact meeting.

So if you want to get your name in here, just let me know. There are basically four occupations: Ground Force Commander, Scientist, Civilian Administrator, and Naval Officer. Naval Officers are generally the only ones that get any action, which also means they're a lot more likely to be put in the face of danger. You can also request command of a specific ship. They're roles should be pretty self explanatory (see below).

Northern Defense Union
The Northern Defense Union is basically the conglomeration of the European Union, North America, and Japan. It all started with the discovery of trans-newtonian technology that completely shifted the course of humanity. This came about from a joint research project between the United States and Japan. After a few years of keeping it to themselves, they figured they'd let the EU, Canada, and Mexico in on the secrets, because, why not? The more the merrier, so long as Russia, China, India, and Africa were excluded, because those places suck anyway.

Preface
This discovery of trans-newtonian technology happened in 2017. Within five years most of the major conventional industry had been converted to much more efficient trans-newtonian facilities, increasing production nearly tenfold. It quickly became apparent that humanity would need to expand into the solar system. The technology only made this expansion easier. Exploration of the Sol system exploded as the demand for the new minerals was insatiable.

Private industry exploded as shipyards in Earth's orbit were constructed and expanded. Fuel was the major driving force. Harvesters capable of extracting sorium, the mineral used for fuel production, were created. These massive machines were designed to orbit gas giants where large concentrations of sorium were likely to be found. There they could convert the sorium directly into fuel for other ships.

During this period, colonies were established on both Luna and Mars. The major reason for these colonies was a new place for humans to live. Massive amounts of infrastructure were placed on these planets to support millions of settlers. Along with this, plans were laid out for the gradual terraforming of both the moon and Mars. Luna didn't have any minerals, while Mars had a limited amount. This forced the establishment of automated mines on less friendly worlds like Venus.

In 2023, another mind blowing research paper was released. Jump Point Theory, as it came to be known, hypothesized that there were likely gravitational anomalies throughout the solar system that could be detected and then used to transit into nearby star systems. Research grants poured money into this area of science. Early testing indicated that this theory was sound.

On January 1, 2024, the Northern Defense Union launched twin sister ships designed to not only pinpoint these jump points, but to navigate them with their jump engines. Things were looking good for humanity.

Ships
Quote
C John Henry Mk.I class Asteroid Miner    100,000 tons     960 Crew     3178 BP      TCS 2000  TH 0  EM 0
1 km/s     Armour 2-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 120 MSP
Intended Deployment Time: 17 months    Spare Berths 0   
Asteroid Miner: 19 module(s) producing 190 tons per mineral per annum
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x2

These ships are relatively new. Rather than focus on building automated mines and having freighters ships them around, these asteroid miners are able to setup camp (with the help of a Hercules) around an asteroid and chow down on any minerals within.

Quote
C Petrograd Mk.I class Fuel Harvester    100,000 tons     380 Crew     1759 BP      TCS 2000  TH 0  EM 0
1 km/s     Armour 1-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 30 MSP
Intended Deployment Time: 30 months    Spare Berths 1   
Fuel Harvester: 37 modules producing 740000 litres per annum

Fuel Capacity 5,000,000 Litres    Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x5

As already explained, these are designed to orbit gas giants and suck fuel out of them. Currently, these five harvesters are in the orbit of Saturn which has over 28 million tons of 0.8 accessibility sorium. In other words, we don't have to worry about fuel for a very long time. This is awesome because there is generally a mineral crunch in these games between sorium (fuel) and duranium (used to build absolutely everything).

Quote
C Petrov Mk.II class Tanker    10,450 tons     50 Crew     373.4 BP      TCS 209  TH 480  EM 0
2296 km/s     Armour 1-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 2   

240 EP Freighter ID0.8 (2)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 5,000,000 Litres    Range 2125.9 billion km   (10716 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x1

This is the ferry service that empties the fuel tanks of the harvesters when they get too full. It's also used in a military support role for deployments beyond the orbit of Saturn, as the military ships guzzle up fuel.

Quote
C Liberty Mk.II class Freighter    34,050 tons     95 Crew     415.6 BP      TCS 681  TH 720  EM 0
1057 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 25000    Cargo Handling Multiplier 10   

240 EP Freighter ID0.8 (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 500,000 Litres    Range 65.2 billion km   (714 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x5

These ships are used to ferry around installations between Earth and any colonies within the solar system. For the most part, they've been tied up moving infrastructure to either Luna or Mars to support the growing populations on those bodies.

Quote
E Explorer Mk.II class Survey Ship    10,000 tons     300 Crew     1400.6 BP      TCS 200  TH 240  EM 0
1200 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 60/60/3/1     Damage Control Rating 25     PPV 0
Maint Life 14.7 Years     MSP 2206    AFR 31%    IFR 0.4%    1YR 19    5YR 286    Max Repair 143 MSP
Intended Deployment Time: 120 months    Spare Berths 0   

J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3
240 EP Freighter ID0.8 (1)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 750,000 Litres    Range 333.3 billion km   (3215 days at full power)

Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
In Service: x2 (Leif Ericson, Yuri Gagarin)

These are the newest ships constructed by the NDU. Designed specifically for exploration, these ships are able to detect jump points and any mineral concentrations on bodies. Along with this, they are equipped with a jump drive to transit said jump points and also have an extensive passive sensor suite. This is extremely important for a ship with this role since it is unarmed and slow. It needs to be able to detect active sensor emissions or engine thermal signatures so that it isn't completely blind.

It also has a lengthy deployment period of 10 years and a maintenance life to match. It would be very unfortunate to have an engine failure somewhere out in the middle of nowhere.

Quote
E Hercules Mk.I class Tug    7,700 tons     189 Crew     1151.4 BP      TCS 154  TH 1500  EM 0
9740 km/s     Armour 1-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 3.36 Years     MSP 935    AFR 47%    IFR 0.7%    1YR 126    5YR 1883    Max Repair 375 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Tractor Beam     

750 EP Tug ID0.8 (2)    Power 750    Fuel Use 69.88%    Signature 750    Exp 12%
Fuel Capacity 1,000,000 Litres    Range 33.5 billion km   (39 days at full power)
This design is classed as a Military Vessel for maintenance purposes
In Service: x1

This little tug is the one that hauls around the John Henrys and the Petrograds. Since both of those ships lack engines, the Hercules is required to tractor beam them to their required destination.

Quote
M Acre Mk.II class Destroyer Escort    6,000 tons     148 Crew     868 BP      TCS 120  TH 450  EM 0
3750 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 44
Maint Life 2.3 Years     MSP 271    AFR 96%    IFR 1.3%    1YR 70    5YR 1046    Max Repair 225 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 216   

450 EP Destroyer ID0.8 (1)    Power 450    Fuel Use 97.83%    Signature 450    Exp 12%
Fuel Capacity 360,000 Litres    Range 11.0 billion km   (34 days at full power)

25cm C3 Plasma Carronade (2)    Range 128,000km     TS: 4000 km/s     Power 16-3     RM 1    ROF 30        16 8 5 4 3 2 2 2 1 1
PCFC R64-S4 (1)    Max Range: 128,000 km   TS: 4000 km/s     92 84 77 69 61 53 45 37 30 22
GCFR PB-4.5 (2)     Total Power Output 9    Armour 0    Exp 5%

Mk7 ML-3 (8)    Missile Size 7    Rate of Fire 350
ASMFC AS21-EM6 Res 120 (1)     Range 20.7m km    Resolution 120
ASM-45 Katana (31)  Speed: 23,400 km/s   End: 13.8m    Range: 19.3m km   WH: 8    Size: 7    TH: 101/60/30

SSS AS21-EM6 Res 120 (1)     GPS 6300     Range 34.5m km    Resolution 120
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
In Service: x6 (Badger, Beatty, Belknap, Bristol, Brooks, Dewey)

This is the second edition of the first warship ever constructed by the NDU. Originally, the ship use only beam weapons (non-missile), but newer technology has armed this design with both missiles and a plasma carronade. The idea with these ships is to be able to engage possible targets from a distance with their missiles. In case of a beam fight, the ships are more than prepared with their dual plasma carronades. Their low rate of fire is more than made up for with the sheer amount of damage these weapons can spit out.

Quote
M Aegis Mk.I class Area Defence Cruiser    8,000 tons     171 Crew     1281.6 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 6-35     Shields 0-0     Sensors 60/1/0/0     Damage Control Rating 6     PPV 42.24
Maint Life 3.72 Years     MSP 601    AFR 85%    IFR 1.2%    1YR 68    5YR 1017    Max Repair 168 MSP
Intended Deployment Time: 12 months    Spare Berths 3   

240 EP Cruiser ID0.8 (2)    Power 240    Fuel Use 64%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 17.6 billion km   (67 days at full power)

Twin Gauss Cannon R3V2-50 Turret (4x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
GCFC R32-S16 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

MSS AS21-EM6 Res 1 (1)     GPS 168     Range 10.1m km    MCR 1.1m km    Resolution 1
Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
This design is classed as a Military Vessel for maintenance purposes
In Service: x2 (Astoria, Atlanta)

The Aegis is the newest warship design, aimed specifically at missile interception. Originally, the first military ships constructed by the NDU focused entirely on ICBM interception to prevent China and Russia from starting a nuclear war. They were the NDU's biggest threat. That led to the creation of the Guardian-Sentinel combination. Over time, it was decided that a mobile missile interception platform was a good idea. The Aegis was born.

Quote
M Guardian Mk.II class Orbital Defence Monitor    500 tons     12 Crew     68.6 BP      TCS 10  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 5 Years     MSP 26    AFR 6%    IFR 0.1%    1YR 2    5YR 26    Max Repair 44 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

Single Gauss Cannon R3V2-67 Turret (1x3)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
GCFC R16-S20 (1)    Max Range: 32,000 km   TS: 20000 km/s     69 37 6 0 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
In Service: x10

As mentioned above, the original concern for the NDU was an ICBM launch by any power other than themselves. The Guardians are capable of being constructed planetside and being launched into orbit. This lack of a need for a shipyard made them the perfect early defense. Their fast tracking turrets keep a watchful eye for any aggression from other earth powers. Of course, if they needed to intercept incoming alien missiles, they would be more than up for the task...

Quote
M Sentinel Mk.I class Planetary Surveillance Base    75,300 tons     200 Crew     2352.8 BP      TCS 1506  TH 0  EM 0
Armour 10-158     Sensors 1/210     Damage Control Rating 0     PPV 0
Intended Deployment Time: 12 months    Flight Crew Berths 127   
Hangar Deck Capacity 5000 tons     Troop Capacity: 25 Battalions   

Fuel Capacity 250,000 Litres    Range N/A
PDC MSS AS21-EM6 Res 1 (1)     GPS 210     Range 12.6m km    MCR 1.4m km    Resolution 1

Strike Group
10x M Guardian Mk.II Orbital Defence Monitor   Speed: 1 km/s    Size: 10

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 31 sections
In Service: x1

The Sentinel serves as a maintenance ship for the Guardians, as well as the active sensor platform for the orbital monitors. It was decided that having each guardian sport its own active sensor would be too costly. Instead, their fire controls are linked to the sentinel's active sensor, allowing for firing solutions on enemy missiles.

The thick armor of this installation should protect it from most nuclear attacks while there is enough room for an entire brigade to live inside its walls.

Coming up next: The Explorer Mk.IIs begin their search for grav points. What will they find?!

37
Storytelling and Roleplaying / Re: Dawn of Worlds: Tabula Rasa
« on: March 09, 2014, 01:06:57 pm »
I know the limit has been reached, but I'll throw my hat in the ring if anyone drops out.

38
Here's a guy I made. Hopefully I did everything right, but let me know since this is my first time.

Name: Oled Shurke
Look: Shifty eyes, hooded head, and dark clothes for the ultimate sneakery.

Strength: 8 (-1)
Dexterity: 16 (+2)
Constitution: 9 (+0)
Intelligence: 13 (+1)
Wisdom: 15 (+1)
Charisma: 12 (+0)

Damage: d8
Armour: Leather Armor +1

HP: Current [15], Max [15]

Alignment: [Chaotic] Leap into danger without a plan.
Race: [Human] You are a professional. When you spout lore or discern realities about criminal activities, take +1.

Bonds:
-

Gear:
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
Dagger (hand, 1 weight) and short sword (close, 1 weight)
3 Throwing Daggers (thrown, near, 0 weight)
Adventuring Gear (1 weight)
3 Oils of Tagit (applied): The target falls into a light sleep
10 Coins

Starting Moves:
Trap Expert:
When you spend a moment to survey a dangerous area, roll+DEX. *On a 10+, hold 3. *On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?

Tricks of the Trade:
When you pick locks or pockets or disable traps, roll+DEX. *On a 10+, you do it no problem. *On a 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Backstab:
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9 choose one.
  • You donít get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it

Flexible Morals:
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner:
Youíve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
Selected Oil of Tagit (applied): The target fells into a light sleep

Advanced Moves:

39
I have always kinda wanted to try something out like this, so I would like to join as well, if you'll have me.

40
PC Games / Re: GS SimCity (2013) Community Game (Sign Up!)
« on: March 18, 2013, 01:11:29 pm »
Can I join u guys in Antarctica?

Same. I would like to get in on a community game.

You need to friend us, what is your Origin name?
[/quote]

I sent out the requests under Josasus.

41
PC Games / Re: GS SimCity (2013) Community Game (Sign Up!)
« on: March 17, 2013, 03:37:44 pm »
Can I join u guys in Antarctica?

Same. I would like to get in on a community game.

42
PC Games / Re: GS SimCity (2013) Community Game (Sign Up!)
« on: March 09, 2013, 07:30:15 pm »
Thanks for accepting my friend request. Over this next week I won't be at my computer that has SimCity, so I won't be able to get into the region for a bit. Thanks for holding me a spot, and I should be in there with you guys shortly!

43
PC Games / Re: GS SimCity (2013) Community Game (Sign Up!)
« on: March 08, 2013, 09:20:32 pm »

44
PC Games / Re: GS SimCity (2013) Community Game (Sign Up!)
« on: March 08, 2013, 08:37:47 am »
Hey yall, long time, no forum.

Anyway, I caved and bought this game. My name is Josasus and I was wondering if I could get in on this SimCity action. Hope to see you guys in the game.

45
Everything Else / Re: I have discovered the meaning of life!
« on: May 11, 2012, 11:01:56 pm »
Pat, you should have warned us that was NSFW.

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