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Reclamation [SU]

Omegagoldfish

My will be done
After years of running, the world stands up once more. No more will THEY harm us, they said. No more shall we be subjugated by our own mistakes. No more shall we allow our enemies to take a step further.

Today, we rebuild. Today, we advance. Tomorrow, we shall be victorious.

Survive war, famine, disaster and each other in your attempt to construct a better world. Exceed the mistakes of your predecessors, drive back the darkness, and endure the consequences of your actions.

Background: Either and Vornum have been at war for an extremely long period of time, and eventually, one of them managed to break the stalemate. Potent bio-mechanical engines of war and death, known as THEM in the modern day, managed to overrun their enemy.

However, THEY were too powerful, made too quickly, and obliterated their own faction's home as well.
Eventually, several of THEM were killed, and Either and Vornum began to rebuild, blaming each other for THEIR appearance. The war continues, but each side is nearing the breaking point. No longer do they have massive armies. Only a select few remain.


Rules:
This game takes place on a 10x10 "board" of tiles, from A-1 to J-10. The dividing line between the factions is E. Letters are horizontal, numbers are vertical. A player can move one tile per turn in enemy territory, or two in friendly territory. Faction bases are on A-1 and J-10, respectively.
Turns occur once a day. Once per turn you may: Move, declare Research, or declare a Capture Attempt. However, during a turn you may declare combat up to three times (as long as combat has been resolved, or you are aiding an ally), research three times, or try a Capture roll three times.

Capturing (see capturing) the Faction Base of your opponent either wins the game, or moves to Phase Two (see phases).

Rolls: A "roll", is the method by which research, combat, or nearly any other task is done. After declaring a roll in your post (ex. Charging at the enemy, [Character] strikes downwards with his bayonet. Roll Combat, Melee), Combat, Research, or Flee actions will be declared.

Combat: Melee combat between players and faction forces is decided by opposed rolls, in this case, a random number between 1 and 100 is generated for both sides.
Higher numbers mean you do better. If a roll is tied after accounting modifiers, a reroll is needed. The party with the lower roll loses one Health score (or more, depending on weapons and armor). If you lose all your scores, you die.

Ranged combat is slightly different, as both parties roll twice. Once for ranged combat, once for cover. If a range score exceeds an enemy cover score, including fortifications and skill: Cover, the enemy loses a Health score (or more depending on weapons and armor). If if does not, the enemy does not lose a health score.

Health: After losing a Health score, it isn't the end of the world. Another player with the skill: Heal may roll to grant you some of your health back. This takes both player's movement and combat turns, but will allow you to continue moving. A number between ten and forty is generated, and, rounding down (and divided by ten), is the health you regain.

Fortification: After ranged weapons enter the field, fortification is a skill that truly gains use. Similar to the Heal ability, a number between ten and forty is generated, and, once divided by two and rounded down, is the Fortification Score of that tile for your faction.

A Fortification Score (FS) grants a flat bonus to all Cover and Combat for the faction that built the fort. An enemy Agent can destroy Fortifications with the Demolitions talent, where a Fortification roll is made against the FS of a tile. If succeeded, the FS is restored to the default of zero. A player can make one fortification a turn, improve on a prior fortification or attack.

Research: Research is vital towards winning the game. With Research superior weapons, armor, and movement options are available towards your faction at the end of the turn. These grant superior modifiers during combat, better movement during a Turn, or a variety of other effects.
There are three main types of research, Research [Military], Research [THEM] and Research: [Utility], each with their own skill. To advance in Research, a Research Team must reach a certain goal, again, by rolling, as seen in combat.
Research rolls are unopposed, and every member of a faction's Research Team may assist in one project, or attempt to make headway in another. (See Classes, Research Team) Research can create ranged weapons, superior movement speed, superior prisons or a variety of other helpful effects.

Sabotage: Superior weapons and armor grant a massive bonus towards a faction, but there is a way around it.
If an Agent (see classes) manages to locate a Research Base, they may, once per turn, Sabotage. Sabotage negates one random advance made in the last turn, if succeeded.
If not, the Agent has a chance of being captured, and from there, they are at the mercy of the enemy team. A Sabotage roll is slightly different from a regular one. A number between one and two hundred is generated at random, following the same rules as all other rolls, IE; roll over.


Multiple Agents can assist one another in their efforts, and potentially Infiltrate instead.

Infiltration: If enough Agents are present, they may attempt an Infiltration. For two turns, they cannot act, other than rolling for Infiltration, to ensure their success as the Guards at the base (see Guards, in classes) aim to detect the enemy. After two turns, it will end in one of two ways: either that Research Lab has been infiltrated, and the next three advances made will be void, or the Agents have been discovered and captured.

Captured: If a character has been Captured, they will be executed in a turn. But, with an Escape roll, (resolved similar to Combat rolls, as in they are opposed) they have a chance of living. The prison and the Agent gain a number between one and one hundred, the Agent and Prison can both gain modifiers (guards, skill: Escape, allied Agents), but you only have one chance. Allied Agents can locate the prison and add their own rolls to the Agent's Escape.

THEM: THEY are the remnants of the Old Era, the devourer of worlds. One of THEM is present on every tile, except Faction Bases Research Bases and Prisons. If combat on one tile lasts for three turns, one of THEM will appear, and indiscriminately slaughter everyone and everything. THEY can declare Combat: Melee on all players on that tile, regardless of number. THEIR scores are:
+20 to Combat: Melee, +2 to Pursue, 10 Health. Research: THEM can grant weapons that deal more damage to THEM.

Always refer to THEM in bold.

Research Bases: There are Two Research Bases per faction, as decided by the faction on the Discussion Thread. A Research base CANNOT be located within five tiles of the Faction Base, and must be within five tiles of the E line. A prison cannot be located within three tiles of the Faction Base, and must be no more than seven tiles away from the E line.

Fleeing: Once Combat is entered, neither party can move unless they suceed a Flee Action. Fleeing is rolled exactly like combat, and, if succeeded, the fleeing party may move two tiles closer to their Faction Base. If failed, the fleeing party cannot move, and combat resumes as normal.

The Flee and Pursue skills regulate this particular action, the Pursue skill responsible for the following party, and Flee skill for the escaping party.


Classes:

Soldier: +10 to Combat: Melee or Combat: Ranged, +5 to any two: Flee, Cover, Fortify or Pursue. 4 Health.

Researcher: +10 to either Research: Utility, Research: THEM or Research: Military. +5 to any two Flee, Heal or Detect. 2 Health

Agent: +10 to Sabotage or Infiltrate: +5 to either Escape, Demolitions or Flee. 3 Health

Guard +10 to any 2: Detect, Heal or Fortify. +5 to either Pursue, Flee or Combat: Melee or Ranged. 3 Health

You may have up to three characters, but they must all be on the same Faction. No characters younger than sixteen. Harsh language is allowed.

Please fill out the following:

Name:

Age:

Appearance:

Backstory:

Either or Vornum:

All characters start on the E line, excepting Guards and Researchers. You may choose where on the line you appear.
 
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