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Post by dragonlord7012 on Oct 17, 2015 13:56:59 GMT -6
I enjoy brainstorming, so Post any random/erroneous trait ideas you might have that people could take. [Balance is not critical, just post cool concepts, and they can be worked out w/ an GM if someone wants to take it.]
Pirate King- Pirates, scourge of the empty reaches of space. They have formed a strong alliance with your faction, and provide various bonuses in return for amnesty.
Protection: Pirates do not hamper your faction, and will actually go out of their way to protect your interest. Out of respect, fear, or tit-for-tat, it doesn't really mateter as Traders going to and from your faction, You are immune to negative events produced by Pirates, and/or events regarding pirates will almost always go in your favor, or will provide you unique normally better options.
You also have a unique structures: Pirate Base(Orbital) A hive for scum and villany, they steal from the rich, and sell to your government for a profit. +50 Economy -1 Local Order Event: Pirates! Occasionally will give Enemies(High chance) and allies (low chance) negative events, the results of which will positively benefit your faction if they succeed.
Pirate Station(System) A Pirate lord is crowned as the local reagent so long as they can keep the credits flowing, they are fine with you. +75 Economy -2 Order Pirate Fleet: Will send often send ships along with your own, these are not under your control but are allied with you. They are more interested in capturing enemy ships than actual fighting, however if you can disable any enemy ships, they will be quick to take them out of the fight if they can. You will of course, see some some of the action once the booty has been divided.
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Post by dragonlord7012 on Oct 18, 2015 7:33:25 GMT -6
Master Traders;
Everyone has a niche, and yours is in peoples wallets.
-Sectors of all levels that give trade routes give +1 trade routes. -Your trade routes can be stacked upon allied players to give a multiplier to multiply the combined economy score. This has diminishing returns
1 route gives 100% (normal) 2 routes give 150% 3 routes give 175% 4 routes give 188% 5 routes give 194% and is the maximum number of routes that can be stacked.
Note: Your ally does not receive this bonus.
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Post by dragonlord7012 on Oct 18, 2015 7:43:08 GMT -6
Borrowed Time;
Accomplished by a trick of contracts, banking, paperwork, or outright time travel. You can borrow against your future assets.
You may take a Borrow action. This gives you up to 50% of your CURRENT production in resources to spend normally. Note the amount you borrow. Upon the next turn, you must pay back DOUBLE the amount borrowed.
If for any reason you cannot pay back what you borrow, you suffer an Order penalty equal to -1 for every 5 industry, -1 for every missing credit, -2 for every missing science.
These penalties to Order reduce by 1 every turn until they go away, You cannot borrow while you have this penalty active, You can however "buy" it off by spending 4x the missed resource. (Thus if you have a -4 penalty for missing 20 industry, you can spend 80 industry to buy it off. This still disables the ability the turn your buying it off, however it clears you up to Borrow next turn, and removes the dreaded order penalty)
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Post by bridgekeeper3 on Oct 18, 2015 12:23:14 GMT -6
Brigands/interstellar parasite
Space is a jungle and in this metaphorical jungle are various animals both weak and strong. In the space animal kingdom, the brigands aren't the lions or even the deer but that one leech on an elephants taint. Unable to make things of their own, brigands will instead steal essentials from other races As a brigand, you can steal resources from other nations in a number of ways but have half the normal economy.
Sack, allows you to plunder a sector for it's riches allowing you to take it's resources for 1 turn (can't hold the sector if you choose this option).
Capture, allows you to capture defeated enemy ships, where they can either be scuttled (gives you all the resources that went into the ship) or used in your own fleet. The capture ability also applies to orbital sectors.
Constant raiding with loot that nets above 30 industry, 15 credits and 2 science, will grant 1 order but you must keep it up or you'll lose order every 4 turns you don't raid (raiders start turning on each other).
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Post by dragonlord7012 on Oct 18, 2015 15:02:40 GMT -6
Artificial Unobtanium.
Glowing an ominous purple, this super advanced material, is both highly effective and powerful.
At the cost of 10 production and 1 credit, you produce 1 Unobtanium.
All of your ships are automatically build w/ the capacity to use Unobtanium at no additional cost.
Can increase defense, speed, or a single modules damage by 1 per a turn. (To a max of 1 per def, 1 per spd, 1 per each weapon. PD counts as a weapon module for this effect, even if it supplies all your def stat.)
Armies may purchase the trait "Unobtanium Weapons" which gives ALL units in that army the ability to use Unobtanium. You may give them 1 unit of Unobtanium per the size of the army ( Whatever the total number of Air/Artillary/Armor/Infantry adds up to) This gives a +1 bonus for a single round of combat.
Part of its hyper advanced structure allows for it to teleport to where you need it, so supply lines are not needed. However, storage is an issue. You gain the following sectors to deal with this.
This material can also be given to industrial facilities to give 10 production.
This material can be used in a scientific research, however there is a very good chance of destroying the facility(s) in the process, even in small qualities. Results GM based.
Planetary Storage. -Counts as a military sector in all ways, but doesn't supply armies, instead provides storage for 10 units of Unobtanium.
Orbital Storage: -Counts as a Shipyard, but does not support or discount ships, instead provides storage for 20 units.
System Storage -Counts as a System Shipyard, but does not support or discount ships, instead provides storage for 35 units.
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Post by dragonlord7012 on Oct 19, 2015 15:38:22 GMT -6
Fortress Planets. The best offense is a good defense, and you are the undisputed king of defense.
Military Network <20 production, 7 credits> [ALL sectors count as Military sectors for purposes of all defense/atk rolls. And while the Sectors themselves are not themselves hardened, the quality this grants IS. Friendly armies move at much greater speeds across your world.] Uses a sector "slot" and gives +10 economy.
You have a large complicated network of giant fortified walls that run over your planet in a grid, these walls have a transport networks on top of them that prevent them from being a significant obstacle to the infrastructure of your people. During times of war these fortifications are a massive boon, as they greatly enhance the defenses of any active army, and they slow down the progression of enemy armies who must overcome wall after armed and fortified wall to truly conquer a sector.
Orbital defenses networks are inversely, upgraded to allow for citizen habitation and commerce, providing 10 economy.
Lastly, you gain access to the System Defense Network. And can be placed around wormholes, and acts as a Orbital Defense grid against ships accessing said wormhole.
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Post by dragonlord7012 on Oct 22, 2015 1:22:01 GMT -6
Big Damn Heroes;
Gives all agents an ability.
Intelligence Agent: Espionage - Gives all allied agents a small boost when acting in the same system this agent is engaging in Espionage within. This is a very low risk action, however multiple instances do not stack.
Diplomatic Agent: Trade-Embargo: Favors are called in to greatly reduce the amount of credits trade routes generate for a single turn, and can be maintained indefinitely, however the agents effectiveness varies from turn to turn. This affects BOTH sides of a particular trade route, expect angry messages regarding profit losses from everyone effected.
Activist Agent: Peaceful Protest: Failed attempts to stop activist agents have disastrous results as the population backlashes against the aggressors. This does not take effect of the Activist's government has engaged in public hostile actions (outside its own space) in the last 3 turns.
Research Agent: Patents- May sell science for credits, This dumps all science for credits on a 1-1 basis as resources are outsourced for profit, however in order to meet the demand of the contracts this creates, for the next 4 turns ALL science produces 2 credits instead.
Government Agent: Just In Time Deliveries: Reduce the infrastructure penalty in systems with unsupported structures by half.
Industrial Agent: Rush Order: Reduce the credit cost remaining by 1/15 the labor put into a project this turn. (This requires an easy roll, however crit failure yields negative results proportional to the combined total amount of credits you save on the project from Rush Orders. You may not find out immediately either.)
General Agent: Long War- Troupes active in this generals sector recover from disaster significantly better. Armies operating in the same sector recover from disorganization, moral penalties, and other setbacks with much greater proficiency. Sometimes turning those setbacks into advantages.
Admiral Agent: Opening Volly- Admiral's side always goes first during conflicts. (Meaning they have the chance to disable ships before having to go on the defensive). This does however mean they suffer on the defensive.
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Post by dragonlord7012 on Oct 22, 2015 22:10:00 GMT -6
"Loyal" Vassal:
Long live the empire! Go away! We're Helping! Stop helping!
Lets face it. Sometimes it pays to let someone else worry about your problems.
Whenever you are a vassal to another empire you give that empire 50% of your economy, at a cost of 25% of your actual economy. Your Diplomats have the ability Subservience. You can force another empire to take you under their wing/claw/tentacle appendage by publicly swearing alligance. They can of course refuse, however doing may have severe political repercussions, both local and abroad.
You are of course obligated to follow your liege lord to the best of your ability HOWEVER(Read on)
Your agents receive a Large bonus with all actions regarding your liege-lord. You may spend 3 credit to lower the MAXIMUM order of your liege-lord by 1 for the next 2 turns. You may do this as often as you'd like. If you have an appropriate agent you can spend 10 credits to make any negative events that would affect your faction, affect your liege lords faction instead. Your liege-lord recieve -1 order for every 2 army+ships they have less than you.
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Post by dragonlord7012 on Oct 24, 2015 23:34:47 GMT -6
Chronic Backstabber Syndrome.
You're of a race of blunt unrepentant backstabbers. After enough centuries it has become so commonplace to your history, and at a personal level, that no one blinks an eye anymore. You rarely see the point of hiding your less than noble actions, and will often just leave a dull "yea, betraying you. Sorry bout that. Try not to bleed on the carpet too much" and go about your merry way.
Espionage agents cost 4 less to recruit. And Government structures support 1 additional espionage agent at all levels.
Your order improves by +1 for 5 turns whenever an agent dies, as your population doubles its effort to fill the chain of promotional voids their corpse has left.
You also never suffer internal strife for any actions taken against other factions. Its just business as usual as far as your people are concerned. Feel free to back stab anyone you like without any internal penalty.
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Post by dragonlord7012 on Oct 26, 2015 10:52:57 GMT -6
Skip-Drive: "The maddening whispers, and the colors that don't exist that you see out of out the corner of your eyes take some getting used to. But after a while you learn to just ignore it."
Your people have developed a unique FTL drive. By simply shift your mass into a higher dimension even the weakest mundane thrusters allow you to tear your way through the void. It takes about a minute for the skip drive to warm up.
You treat all systems as though they where connected to each other by wormhole. (or two if you absolutely have to go around something)
Your systems are always considered "Continuous" due to this ability.
Your long time use of mundane engines for FTL travel gives ALL your empires ships a +1 speed.
You cannot be blockaded by enemy ships with speed less than 3. (As your civilian ships have speed 2, and match enemy ships long enough to "skip" away before they can get to them.
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Post by dragonlord7012 on Oct 26, 2015 11:06:03 GMT -6
Lowest Bidder:
Your government outsources its ships to the lowest bidder, It takes longer to find somone willing to build ships as cheaply, and the work isn't quick. But you still keep quality, trading speed for money.
All modules cost 1 less credit. Double the production cost of a vessel.
You may choose to not use this trait (Declare the vessles LB/ non LB state when you begin construction. This cannot be changed, mostly due to the headaches it would cause)
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Post by dragonlord7012 on Oct 26, 2015 11:31:34 GMT -6
Bounty Board:
Your stuff is insured by your vindictiveness, and the greed of others.
Bounties put on opponents scale to the size of the destroyed item. Army: 1 cr Agent: 1cr (Agents put up bounty if killed when not engaging against that faction) Sector[T] : 1 cr Sector [O]: 3 cr Sector [\S] : 5 cr Ship[any]: "Upkeep" cr. Purchased: 2:1 cr: (You may pay 2 credits to put a 1 credit bounty on another player.)
To claim a bounty another player must only 1) not have a bounty and 2) destroy any item owned by a player with a bounty. Valid items are : Army, Sectors, Ships, agents
Each item pays 1 credit when destroyed.
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Post by dragonlord7012 on Oct 26, 2015 11:44:58 GMT -6
Evil Empire:
Your Titans can have their upkeep payed for in Production. (15 production = 1 credit).
You gain a special module. [Titan Only] Doom Cannon: 10 cr, 10 sci. Accuracy *, Dmg 10. -Has an accuracy equal to the upkeep on the target ship. -Can only be fitted to titans. -De-terraforms sector when bombarding. -Ignores "hardended" trait of military sectors. -On a crit, the planet is destroyed.
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Post by dragonlord7012 on Oct 27, 2015 16:38:11 GMT -6
Infestor Spores: ZOMBIE FUNGUS! When your people die they errupt in a cloud of toxic spores. This is highly deadly to any nearby unprotected lifeforms. All army units have a 50% chance to kill off an enemy infantry unit whenever they die. there is a further 50% chance theose newly dead units rise back and join your armies infatry, as some sort of zombie fungus. (They have a 20% chance to die off each turn. Mark these infantry as (I) to show their temorporary status) These spores remain active for 5 turns, and any attempt to rebuild an infect sector has a chance to spread to a neighboring sector. (Chance is 5% per original units that died in a region, maximum of 100%. Every turn after the first this chance reduces by 15%). For double the recruitment cost you can Trait your forces with an enchanced version of this to give +10% on all chance rolls in your favor involving the spread. This is sepearate from all other factors, such as military goverenment, and purchasing a trait by reducing forces. If you did purchase a trait, you can supplement the 2 missing units with risen undead, that do NOT decay. Any above the normal cap of 10, still decay normally. (This is pretty close to my original trait idea for bugs )
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Post by dragonlord7012 on Oct 27, 2015 19:40:10 GMT -6
Hybrid Government.
Your people either are two separate peoples united into a single entity, or a people whoes government is not clear cut as most.
You have two government types, With the positive and negative traits of both.
You also receive a lesser trait relating to each government type, and their interaction:
Example: Military/Dynastic.
Flagship: The sword of the empire, A chosen vessel is dedicated a your flag ship, and receives the best of your peoples resources. It receives +1 defense and +1 spd. (This can be changed if a larger ship type is created.)
Merit: True to military history, Agents begin with a single random starting trait, as they must posses skill in their position to be applicable for promotion.
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