Sci Fi Simulator 9

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brainbomb
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Sci Fi Simulator 9

#1 Post by brainbomb » Wed Mar 31, 2021 10:21 pm

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brainbomb
Posts: 21947
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Re: Sci Fi Simulator 9

#2 Post by brainbomb » Wed Mar 31, 2021 10:23 pm

Characters

Desmond - 24, Male Pilot
Primary: Reduces fuel consumption by 1
Secondary: Hits an enemy ship on a 4-6; destroys on a 5 or 6.
HP 10
Item: Star Talisman. Desmond will learn locations of wormholes and black holes automatically.

Doctor Backus - 48, Male, General Surgeon
Primary: Reduces sickbay recovery time by 1
Secondary: has access to the command ##Declare President Unfit for Duty. The doctor can relieve the President from office if they deem him medically unable to perform.
HP 8

President Charles Fink - 55, Male, Politician
Primary: May vote in proxy for another player or use that players cards.
Secondary: May issue ##Continuance to grant extra phase time twice.
HP 6

Vice President Gual - 33, Male, Politician
Primary: May trade in all cards for a new set once any phase.
Secondary: May not use blue or yellow cards.
HP 10

General Vaughn - 29, Female, Military
Primary: May authorize military action
Secondary: Adds 1 to Morale
HP 12

Admiral Barker - 53, Male, Military
Primary: May Authorize military action
Secondary: Reduces Fuel consumption by 1
HP 12

LP-6652- Cyborg - Military
Primary: Can stun or subdue any npc or character
Secondary: Weak vs Electromagnetic Weapons
HP 22

Todd Ladue - 19, Human, Engineer
Primary: Can repair up to 3 mechanical areas or objects per phase.
Secondary: May not use Green Cards
HP 8

Ghostlord52 - 19, Human, Hacker
Primary: 52% hack, 34% Cyber Security
Secondary: May not use Purple cards
HP 6

Loretta Sawyer - 26, Human, Lawyer
Primary: Adds 1 Economy per phase
Secondary: Access to confidential materials
HP 8

Michael Bateman - 26, Male, Economist
Primary: Adds 1 Economy per phase
Secondary: May trade in all cards to increase a vital by 1
HP 8

Nuria- 25, Female Human Geologist
Primary: Improves research cost by 1
Secondary: Adds 1 economy per mine
HP 8

Greta Yorn - 30, Female Human Astronomer
Primary: Improves travel time by 1
Secondary: May not use Red cards
HP 8





Each faction below is playable and has a unique storyline.
Choose 1 as a group:

Forever Tomorrow


In 1997 an aerospace tech company called ForeverTomorrow set its sights upon colonization of Europa. Led by Edwin Looth, a self made billionare; FT was hoping to take a leap ahead of NASA in Rocketry. Edwin wanted a booster which could burn less fuel on exiting the planet and land like a shuttle.
Edwin planned that the ship itself would sustain life on any planet or moon by acting as a command center. Each ship would have residential areas, cafeteria, a medical bay, an engine room, a highly advanced UPS, Universal Positionining System, and the ability to deploy a Rover from its Cargo Bay.
Edwin was laughed at during the Senate Financing hearings by none other than Vice President Al Gore; who called the project a work of science fiction.
The federal government had funded many Mars landers and Satillites. There was excitement in focussd efforts to work internationally in sending people to ISS. The same excitement to jump ahead 60 years and colonize planets was simply not there.
So in 1999, Edwin Looth and a small crew of trained astronauts left Earth at 6:15 Pacific Time. Their ship escaped Earths gravity and was last known to be drifting well beyond Pluto. All communications were lost as of January 19, 2011.

Stats:
Population 3
Morale 2
Food 3
Fuel 4
Economy 1
Oxygen 3

SpaceX
Elon Musk once said that human beings would be on Mars by 2022. SpaceX struggled for a decade to develop rockets which could land the same way they had lifted off. Musk poured billions of his own unsubsidized cash into fulfilling his childhood dream of making sure humanity was able to claim to exist on numerous worlds. In the April of 2026, Musk watched the launch of 7 boosters on a day known to most as “the day Earth died”.
Each SpaceX ship had a unique destination, some more volatile than others.

Stats:
Population 7
Morale 4
Food 3
Fuel 4
Economy 4
Oxygen 2

Space Force
In 2017 the Federal Government of the United States announced an expansion of the armed forces. Space Force was created to develop weapons and protocols for American advancement in Outer space. Most development was kept hush hush and the internet quickly laughed at the absurdity of needing soldiers on the moon or mars. Space Force itself was parodied as a cash guzzling group of buffoons on a series on Netflix. Behind the scenes Space Force was mostly Scientists, Researchers, and Hackers. It was never intended to end up being a program to extract members of the Armed forces to safety. But Space Force quickly became a rescue operation in 2026.
Four Star General Simon Blackwell oversaw the largest migration of human beings since D-Day in 1944.

Stats:
Population 5
Morale 3
Food 2
Fuel 2
Economy 4
Oxygen 2


Skylon
Brexit dealt a major blow to Space Research in the UK. Funding for ambitious colonization and travel dried up. A formal audit revealed heavy embezzlement and fraud within the organization. Skylon was only able to launch one ship on the day Earth died. Led by a team of highly trained Astronauts, Skylon cryostasis chamber failed mid launch causing nearly half of the colonists to suffer and die in depressurization. it would be 5 long years before others would awaken to learn of their misfortune.

Stats:
Population 1
Morale 2
Food 3
Fuel 3
Economy 2
Oxygen 1

JAXA
The Japanese Space Agency had very little time to prepare for evacuation in 2026. A group of JAXA astronauts survived on the ISS watching helplessly as earth was destroyed. ISS had come a long way from its infancy. Now able to sustainably travel and leave orbit by space tug systems. JAXA had given a reality to many things thought to be purely fiction.

Stats:
Population 1
Morale 1
Food 8
Fuel 2
Economy 1
Oxygen 7


Orbital ATK
Russia had managed to fund their way into space years before Musk by cutting safety precautions. After two failed landings on Mars, Russia had finally decided that it needed to invest in better operational systems to have any chance. Unfortunately for most countries Russia did not send their citizens into space; rather they sent every weapon imaginable first. Russia saw space as a place to finally be the supreme power they always wanted to be. Through WMDs, Hackers, and Advanced Weaponry Russia was poised to become the menace of the Solar System.

Stats:
Population 2
Morale 1
Fuel 5
Food 2
Economy 2
Oxygen 2


April 11, 2026. Two weeks before the Earth Died.




Vitals:
You must not reach 0 at the end of any phase in any of these categories or the game wil be lost.
1 Blue - Morale
2 Red - Population
3 Yellow - Fuel
4 Green - Economy
5 Purple - Food

6 Orange - Oxygen

Crisis Types
A crisis happens every phase, every 48 hours the colony will process their legislation and orders from the previous phase. a crisis can be resolved in multiple ways. Each player begins with a random set of three cards if various colors. During every phase the crisis will be resolved first and will encompass the main purpose of the first half of any phase. If a crisis is not resolved after 48 hours the President may ask for a ##Continuance.

Crisis Resolution
A crisis will call for a specific color to help resolve it. In every crisis there is a hidden number you must overcome as s council to beat that crisis. A crisis with Blue would indicate a threat to morale. A crisis with Red would indicate a threat to population. Each crisis may potentially be your last. If any stat reaches 0 the game will end and the colony has failed.
Each crisis has a penalty for failure to properly resolve it. If you as a council fail to put in enough cards, the crisis will fail. And a penalty will occur. Most penalties will be a negative towards one of the six vitals.
Role playing can resolve many crisis situations without ever using cards.
##Continuance allows the President to gain an additional 48 hours to resolve a crisis. The President may use this ability twice and may not do so if in sickbay or in the brig.
A crisis can be good and sometimes you may want it to fail. ##Autofail is an option for the crew to intentionally fail a crisis to save cards.
After each card is used you will earn a new card and no player will ever have more than 5.


Construction:
The colony may decide any phase to build but only if they have landed on a planet. The colony may purchase buildings using cards.
(See construction options)

Research:
The colony may research and advance by trading in cards. Research Categories unlock advances in vitals. Improving your vitals will improve your odds of survival.

Space Combat:
Land Combat:
Melee Combat:
All combat will be resolved using a combination of dice, cards, and role playing. there may be times where battles occur in addition to a crisis or as a result of a crisis. Characters can die, NPCs can die. If a character sustains injuries which knock them out they will go to sickbay where they will begin recovery. Use of cards can restore a player or npc to full health once in sickbay. If a character dies they are dead.

Items:
Characters can gain items through role playing, crisis, trade and theft.

Hacking:
Hacking is a way your enemies can steal economy, or morale, cause sabotage, hijack systems, and cause issues to any location on a ship or colony. You may also hack your opponents to cause issues. To hack opponents you may spend cards.

Travel, Fuel, Colonization:
Travel costs fuel. If you run out you lose. If you do not find a place to colonize in time you may die. Fuel can be gained, traded, bought with cards, stolen and can be lost.
Once the colony is founded fuel is no longer a way to lose the game.

Actions:
Everyone has unlimited actions per phase

##Execute: If a player or npc has been placed in the brig the Crew may vote by majority to execute them.

Wincon: All 6 conditions must be met to claim victory.
The colony must be founded
You must form an alliance
You must have 1 surviving player character
If any phase of 48 hours passes without anyone posting the game ends.
the players must pass at least three unique laws during the course of the game
You must reach tech L5 in one vital



Buildings-Vehicles-Ships:
L1
Extractor - (Adds 1 water per phase) Cost: 2 cards
Solar Panel - (Adds 1 fuel per phase) Cost: 2 cards
Moxie - (Creates 1 food and 1 water) Cost: 3 cards
Mine - (Adds 1 econ per phase) Cost: 1 card
Library - (Each player earns 1 extra card per phase) Cost: 4 cards

L2
Weapons Factory -
Shipyard -
Seaport -
Armory -
Reactor -

L3
Supply Depot -
Refinery -
Research Lab -
Missile Silo -
Laser Tower -
Missile Tower -


L1
Rover
Harvester
Shuttle

L2
Fighter
Cruiser
Devastator
Advanced Harvester
Submarine

L3
Battleship
Carrier
Mobile Command Unit
Eviscerator

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