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  1. StarscapeIsolated from the rest of the galaxy by a vast gulf of burnspace, the Starscape Clusters are thick with life. All sorts of species thrive on these worlds, growing, rising, and falling. And when life is present, thought follows soon after. Sentient worlds are arising, turning their factories towards starships and launching those starships towards the stars. Space is a deadly and unforgiving place; will you master it through manipulation and knowledge, or through the might of your mighty battleships? For you are the leader of your race. Lead it well.---Starscape is set in a region of space known as, what do you know, Starscape. Thousands of stars abound, but only a select few hold planets suitable for life, and all of them are hotly contested by other races.Maps:(Credit to Alex Humva)Sector 1Sector 2Sector 3Sector 6Color Key: http://www.majhost.c...us/colorkey.pngYou begin with a single planet, your species' Homeworld. For the sake of simplicity, each star system contains at least one habitable world for your species to live on, and the resources needed to begin space travel. In addition, you may either choose to begin with two Inner Colony Worlds, or four Colonizer ships ready. If you pick the former, those two worlds were colonized by slower than light ships before your race developed star travel.Interacting With An Entire UniverseControlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick exampleIC:Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the radar's range came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in.IC:“Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet.Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking any laws of physics.Faster Than Light Travel:The ability to travel faster than light, without the relativistic consequences that entails, is utterly critical to a spacefaring empire. Without it, worlds can only be reached by generations of slow rocket travel.The Jump Drive is a possibility realized late in any race's existence, long after they've usually begun exploring their own solar system. The mathematics of the jump drive are beyond most people, so instead you get a practical explanation.A Jump Drive cannot operate deep in a gravity well. In orbit of a planet, the gravity becomes so strong that any ships trying to do so are torn apart by the brief moment of transition, where the laws of physics remake themselves in new and exciting ways. Thus, a distance of two million kilometers from any terrestrial planet is advised, though you could risk it at one million. Remember that larger gravity wells, like gas giants, stars, and black holes, require longer distances away. This also applies to jumping into space near a gravity well, which as an early warning system for the planet's defenders.In addition, Jumps, while taking less than a milisecond, do not have infinite range. One can direct the Jump Drive in a certain direction, but the Jump Drive will go towards the most powerful gravity well in that direction. This almost always means the closest, as well, so ships can only jump from one system to the nearest. In addition, a Jump Drive is a fickle and unpredictable device, requiring a certain amount of waiting time before it can be used again. However, the actual length of time is near impossible to predict. Thus, a Jump Drive can be used once every real-world hour, no matter how much time in-game this represents.There are also so called “Burnspace Zones” These areas are small pockets of space where it is impossible to make a jump into or out of. A massive spherical shell of burnspace surrounds the Orion Arm, locking ships inside. Burnspace Zones also make good places to hide something you want to keep secret. Their origin and nature are not well known.The inverse of Burnspace Zones, “Sweet Spots” are areas where an entire solar system's gravitational pull is equal in every direction, created only occasionally by the differing speeds of planets orbiting their star(s). These allow for ships to jump away or from their destinations far, far closer than normal. You may only use a Sweet Spot in an area you control or in an area you have detailed astronomical data on. For combat, these must be used with GM approval, but once a sweet spot is used, if the ships using it were seen by another party, that sweet spot can be used by anyone until it disappears, which a GM will decide when it happens.Communication: Faster than Light Communication sends electromagnetic waves, not mass, and is not limited by the above. You can communicate with all your worlds, and with any race who gives you their contact information.IndustryNow, the amount and size of spaceships you can field depends on how many worlds you control, and how industrialized those worlds are. Each world is classed by its industrial output on a rating of -2 through 5, 5 being the highest a planet can reasonably reach. Each level has a “maturing time” which is the length of real world time it takes to grow to the next level.-2: Colony: This world is dependent on the rest of the empire for resources and population. 3 Days. May not build ships.-1: Protectorate: The world is beginning to establish its own industry and farming, but is still dependent on the rest of the empire. It may produce one resource and ship it out in exchange for the goods it imports. 3 Days. May not build ships.0: Self-sustaining: With a zero sum survival based economy, this world can support its own population with everything they require, but its industrial output is negligible. 3 Days. May not build ships.1: Outer World: This world can support a very small space-navy, and has minor interstellar shipping and transport. 1 Week2: Inner World: This world can support a good sized navy, and is possibly exports a good amount of goods. 10 Days3: Core World: This world has an excellent industrial output and can export several different resources in addition to supporting a navy. 2 Weeks4: Forge World: Massive industrial output; supports a good portion of the local navy and exports manufactured goods throughout the region. 4 Weeks5: Homeworld: This planet is the only classification capable of producing Colonizers and putting out the population required. Valued as much for their status as centers of trade and government as for their massive industrial output. Your first planet starts at this level.A planet contributes a number of “Industry Points” equal to its level number(above) to an empire's total industry. For example, an empire consisting of a Homeworld, an Inner Worlds, a Core World, and a Colony would have a total Industry of 8(5+2+3-2=8) Thus, this empire can field 8 points worth of ships. This represents everything that it takes to field a ship, from paying and feeding the crew, replacing those members who die, upgrading and refitting the ship occasionally, repairs after a battle, and, most expensively, fueling the ship.ShipsEach ship is divided into one of several classes, according to their size and upkeep. Actual roles within these classes can vary wildly, but it is mainly the size of a ship that determines how much industry must be devoted to maintaining it.Build Times: Each ship is a massive industrial undertaking by the world it was built by; think what the International Space Station has taken Earth; twenty years of work and it's a flimsy station that would be annihilated with a single missile. Better materials and industrial methods cut that down, but it's still a huge undertaking. Each ship class takes a certain amount of real world time to produce. These are listed along with the ship's industry cost.Slots: Each ship has a number of slots for mounting weaponry. See below for further detailsFighter: Small, one to five man ships with minimal armor and weapons, mainly used to attack larger ships and defend large ships from other fighters. Not capable of FTL travel, so they must be moved by Carriers or stationed on Starbases.Industry Cost: 0. Build Time: 1 Day for 10. 3 SlotsSmall: Frigates and Gunboats, crew sizes range depending on the race. Small ships are usually employed either as Fighter hunters, Scout ships, Stealth craft, and the like, and can be fielded in large numbers.Industry Cost: 1 for 4 Small Ships. Build Time: 3 Days for 4. 7 SlotsMedium: Cruisers, destroyers, and the like are classed as Medium ships; they can be fielded in numbers and they are useful for force projection as well as defense, making them an ideal ship of the line; these should make up the majority of any self-respecting fleet.Industry Cost: 1. Build Time: 3 Days. 10 SlotsLarge: Battleships and Dreadnoughts are the ships that capture the hearts and minds of the masses; great, powerful ships with enormous weapon batteries, blasting holes in enemy fleets and destroying entire cities with a few barrages. Even the rumor of a large ship being present can change the tide of war. In addition, battleships can mount your Racial Superweapon; what this weapon does is up to you, but make it powerful and creative. Despite their use as an intimidation weapon and morale booster, Large ships are rather impractical, given their upkeep cost.Industry Cost: 3. Build Time: 1 Week. 15 Slots and one Superweapon SlotStarbases: Usually placed orbiting a planet, Starbases are large defensive measures used to protect a planet with orbital guns in addition to providing a docking harbor for ships which cannot land. Immobile, anchored over a planet. Carries twenty Fighters. Can make battlefield repairs on ships during a battle.Industry Cost: 1. Build Time: 1 Week. 17 Slots.Colonizers: Not necessarily one ship, perhaps a whole fleet, a colonizer is part transport, part mass-terraforming system. Colonizers are warp capable, and used to expand your empire. Only Homeworlds may build them. They are expensive to keep up, but are usually a temporary measure. The entire colonizer is recycled by the newly landed colonists, and thus cannot be re-used.Industry Cost: 4. Build Time: 1 Week. 0 Slots.Note: You may begin the game with one of the two following options1: Two Star Systems adjacent to your Homeworld have been colonized in the past by Slower Than Light Travel. These worlds begin as Inner Worlds(Industry 2)2: Your species has planned for the invention of the Jump Drive; You may start with four Colonizer ships. For the first three days of your game, your Industry suffers no negative modifiers from Colonizers or Planets, as they have in advance prepared a surplus of items the colonists will need.Also, no matter which option you choose, you begin the game with a single unarmed Small ship.Gun Sizes: Each weapon takes up a fit amount of space, power, and crew. To this end, each Weapon Size takes up a certain amount of Weapon Slots, and each ship has so many Weapon Slots.Small Weapons: Of the scale one might mount as a Main Battle Tank's Main Gun, these weapons are effective against small ships for their rate of fire and low power requirements, but can't do enough damage to slice through larger ships' armor. 1 SlotMedium Guns: Generally a Small Ship's single main gun, and a standard weapon on a Medium Ship. Capable of being used against any ship type, but ideally used against Small and Medium Ships. 4 SlotsLarge Guns: Used for bombarding enemy planets and destroying Battleships and Starbases, a Large Gun is usually so long it takes up the length of a Battleship. Thus, it cannot track its targets quickly enough to hit Fighters or Small ships, but it is devastating against what it can hit. 7 SlotsSuperweapon: Mounted only on Large ships, Superweapons are capable of utterly destroying a single ship, or carving large holes in enemy fleets. A ship only carries a single Superweapon Charge before it needs to return to a port to reload(which cannot be done mid battle) Superweapons take up their own slot. Superweapons also encourage the most creativity out of all the weapons, since they will likely define your Navy to other players.Upgrades: These systems can be fitted to a ship to aid a ship in battle, or specialize in a certain role. If you want to see a new one added, PM me and I'll consider it.Carrier Bays: Allows ships to carry fighters and dropships inside. 10 per bay, limit 2 per ship. 5 Slots, +1 Industry, Not allowed on Fighters.Point Defense Systems: 1 Slot, fires on incoming missiles and fighters, etc. Useless versus Lasers, Plasma, Bullets, that sort of thing.Dropship: An upgrade for a particular class, similar to a Carrier Bay but specified towards planetary landings. A ship with one of these bays may carry a Company of troops, a Tank Squadron, or a Lance of Battlemechs(to be explained later). Cannot be mounted on Large ships, as they are not trans-atmospheric. The payload can either be dropped from orbit via drop pods, or take the safer route of landing the ship directly. 5 Slots, +1 IndustryActions: Sometimes, a Fleet will go beyond its role of exploration and simple naval fights. Certain strategic actions can have long standing effects on a nation's economy.Blockade: Employing ships and perhaps Starbases, a fleet simply shoots down any ship that tries to land on or take off from the target planet. You can begin this action once you have destroyed the planet's defensive fleet. Holding up a Blockade costs 1 Industry Point, but it completely removes the target planet's Industry from the enemy empire. If the Blockading ships are destroyed or forced to retreat, the blockade ends.Bombardment: Since a Spaceship is near immune to attack from the ground, it is essentially the ultimate weapon for destroying your enemies. Each real world day of bombardment reduces the planet's industry by 1, down to a minimum of -4. A bombardment takes 2 Industry Points to sustain.Invasion: The fleet is landing ground troops on the surface of the planet, provide close support to those troops, and attempting to conquer the planet. An Invasion takes 2 Industry Points to sustain. The enormous support provided by a fleet in orbit makes victory guaranteed eventually. If the invading fleet is not destroyed after two weeks, the planet switches to control of the invading player, with its industry level reduced by 1. This requires the use of Dropships to land ground troops on the planet.Refit: for a full scale refit of an entire fleet to match new weapon paradigms, you have two options. The first is to refit part of the fleet at a time, having the rest of the fleet ready for battle while a certain portion is being refitted. This takes three days. Alternately, you can have the entire fleet drydocked and refitted in one day, but for that day you are vulnerable.System UpgradesThere comes a time when ships and starbases aren't enough; your system may be under threat of assault from your neighbors, or perhaps you simply have nothing else to put there. These System Upgrades can enhance the useability of a system;Satellite Detection NetSatellites are scattered around the system, especially in the outer edges, increasing the chances of reaction time. Uses electromagnetic sensors and electromagnetic transmitters; it increases the chance of Detection and boosts the reaction time for the forces, though the transmission is still limited by Speed Of Light.Build Time: 3 DaysIndustrial Upkeep: 0Satellite Detection Net-Ansible EquippedIdentical to a Satellite Detection net, but the satellites are equipped with Ansibles(faster-than-light transmitters), reducing transmission time. However, Ansibles are delicate, and require constant maintenance.Build time: 3 DaysIndustrial Upkeep: 1Planetary Defense NetworkSomething like a point defense network, but on a planet wide scale. A hundred small satellites circle your planet, either in geosync or standard ‘X length of orbit’ orbits. These are all the same model, with three weapon slots. When building the defense network you specify what weapons these satellites possess; three weapon slots may seem small but these satellites are not made for defending by themselves anything larger than a small fleet; instead they provide support, filling space with bullets, lasers, or what have you while your fleet bravely protects your world. Do keep in mind that a death of a thousand paper cuts is death nonetheless. However, these satellites, being small, can be easily knocked out with even a small gun; fighters can mop them up with ease and a few well aimed shots from a frigate could seriously wound your network.Build Time: 2 WeeksIndustrial Upkeep: 3Additional Shipyards:Additional shipyards are pretty simple; they’re additional shipyards to increase production of a fleet. Unlike other upgrades these are stackable; you can have two in orbit of a planet, though not three as the planet’s industrial output maxes out at five. For each additional shipyards your world gains one more production slot; for instance you could build two ships at the same time, or build a starbase and a ship at the same time. It does not however allow you to build while system upgrades are happening; all resources go to making the upgrade, so ship build up is put on hold. Keep in mind that these are not like starbases; starbases have guns, these do not. An enemy fleet can destroy these shipyards if given an open shot.Build Time: Two weeks.Upkeep: 2 Industry Points.System Minefield: Generally reserved for strategically critical areas, a System Minefield makes the outer edges of the system thick with some sort of defensive mechanism, from standard explosive mines to nuclear shaped charges, or something similarly powerful. The System Minefield is expensive to create and uphold, but it gives a certain chance to fire upon an incoming target with the field's mines.Build Time: Two WeeksIndustry Cost: 1-5. Each point of Industry put into a System Minefield increases the chance of Interception by 10%(+2 to the roll of a d20, precisely) up to a max of 5 Industry Points. If the enemy is not intercepted, it has slipped by undetected. This only functions in the outer edges of the system; closer in, you must rely on your fleets to defend yourself. Ground FortificationsWhen invasion comes there is little hope of success if starships are assisting the invaders. All you can do is buy for time until reinforcements arrive; this gives you more time. While normally you can last two weeks until your world is lost, this doubles it, giving you a full four weeks to call for reinforcements and break the siege. Unlike other upgrades this has no industry upkeep, making it a nice upgrade to consider when things are at a lull.Build Time: One week.Upkeep: 0 Industry PointsPlanetary Launch Bases: Essentially a system for getting fighters into space from the ground. Perhaps they're launched out of large Mass Drivers, or simply have large booster rockets attached. However it works, this system is used to launch fighters into space from the planet, essentially acting as a planetary carrier bay.Build Time: Two WeeksUpkeep: 2 Industry PointsInvested Colony:An economic upgrade, this allows you to increase your colonies growth; it grows from a colony world to a protectorate in one day an a protectorate to self sustaining in one day. The flip side of this ability to establish a colony in two days is that the industry cost is tripled; a colony takes six IP out of the empire and a protectorate takes three. After this massive investment your economy suffers a one IP drain for five days as it recovers from sending so many resources to the colony. Something else is that you must commit to your decision; once you’ve invested you won’t be able to stop until it’s reached self sustaining.Build Time: Two days.Upkeep: 6 first day, 3 second day, 1 for five days after it reaching self sustaining.Technology Ban ListTime TravelBlack Hole GunsSpacetime-Fabric ProjectorsTeleportationEverything SensorsNanobots(only military ones; nanobots used for construction, medical tech, civilian applications, etc, are just fine.)Artificial Gravity(besides spinning sections on ships)Rules1: BZP Rules Apply2: Use IC, OOC, and OICwhatudidthar3: No godmoding, auto-hitting, or auto dodging4: Yarn5: Be respectful. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice.6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep 7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 Industry penalty for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week.8: When ownership of a planet changes. PM Alex Humva the change.Warning System: Be good to the Game Masters, or this sort of thing will happen to you.1: Warning2: Warning, -1 Industry penalty for a week.3: A Sweet Spot opens up on one of your border worlds, well inside your defenses. Enjoy dealing with the invasion. Alternately, -3 industry penalty for a week.4: One of your planets is lost to calamity. Perhaps a nanobot uprising, or perhaps a viral plague. Whatever happens, one planet's worth of your species extinct5: That Calamity from earlier? It spreads. Start over with a new species.6: Banned.Species Profile(PM this to me)Username: (Obvious)Species Name: (Make it interesting!)Description: (Physical appearance, psychological details, government system, etc.)History: (Why are they in space? Why do they use the government they do? Details like that)Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?)Homeworld Location: (Try for one that's not taken.)Map Color: (So we can see what you own)Ship Class Profile:(Like in the real world, ships will usually be built follow the blueprints of an earlier one. This becomes known as a Class. Also, be creative with your ship naming. Maybe a neat theme, or something.)Class Name: (Generally, a ship is named, and members of its class follow the theme, like how American Aircraft Carriers are named after Admirals or Presidents.)Class Size: (Fighter, Small, Medium, Large)Class Function And Description: (Some ships are generalists, others are specialists for one role. Give us a quick explanation here.)Class Weapons: (Keep it realistic, can't put three hundred guns on a fighter.)Weapon Profile: Fill this out and add it to your profiles so we know what you're talking about in your ship profiles.Name: (Either describe its function or be creative. "Autocannon" works just as well as "Super Megalaser of Death" or "Yarn Gun")Weapon Size: (Small, medium, large, superweapon)Mechanics: (No need to explain stuff like lasers, but if you're making up an exotic weapon, be sure to explain how it works.If you want to help show off, Lloyd, The White Wolf has made a banner, which can be found Here.If your profile was approved before the RPG launched, you're good to go. However, you might want to take a glance at the Industry system, whose numbers have slightly changed, and at the map and color key. If something's amiss there, get on the horn to Alex Humva and have him change it. Be sure to send him your homeworld, your colonies if any, and a color of your choice.Making this very clear since there was some confusionEACH SYSTEM MAY BUILD ONE THING AT A TIME, IF, AND ONLY IF, ITS INDUSTRY MODIFIER IS POSITIVE.
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