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Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Everyone liked a good opera, didn't they? The drama, the thrills, all played out on a grand stage. What of a space opera, then? It was the same, just the singing was replaced with lasers. That made it much cooler, no?

Stars Without Numbers is a retro sci-fi RPG with its own setting, where psionics exist and this cataclysmic event sent the far-sprawling humanity reeling back a few steps down the technological tree, leaving the scattered bits of civilization using these superpowered, priceless relics while still keeping their usual futuristic trappings otherwise. It's apparently pretty good for what it goes for, though falls on its face whenever space ships start becoming relevant when dice are being rolled.

We won't be using any of that, setting probably included.

Among SWN's various systems is its factions system, a tool for GMs to play out the greater world around the PCs and let them interact with the major players by messing them up, such as destroying various assets in their adventures to help out their sponsor faction. It also makes a makes a good, if simple and relatively shallow, game on its own to play - and there are vanishingly few civilization/empire-running RPGs out there that aren't boardgames with their own fixed trappings.

"But I dunno anything about SWN!" That's fine. For one, the game is actually free! Well, there is a free rulebook and then various paid-for supplements, but for our purposes they're irrelevant beyond developer appreciation. For two, the entire self-contained chapter is fifteen pages long and a lot of that is either a table, which comes included in a handy tool, various GM notes and a good two or three pages of important details, such as actions and how turns are played out. I am transcribing anything you need to know in the next post! And I wasn't kidding when I said this game was simple; the only thing you will likely have trouble with is reading the information on those tables.

Explain!

The factions system in SWN is pretty broad speaking; with the same system you can talk about the exploits of a multi-world spanning galactic empire as well as space McDonalds. Independent parties stuck out from everything else, cults of religions, petty terrorists and rebels, even technologically backwards mercenaries and the like. So long as the scale is "on the planet" and, preferably, human it can fit. As an example, you could play out the various political entities within the Imperium of Man of Warhammer 40k, the whole galaxy out of Star Wars including the struggle between the Empire and Alliance as well as all the other side entities, like the Hutts or all those criminal syndicates that show up. Low key, down to earth settings like Firefly fit in perfectly, with the enigmatic, powerful Alliance acting as an umbrella over all sorts of scheming organizations.

And you can share the same space, too. Multiple factions can have a base on the same planet - even consider it their homeworld! While there is only one governor, so long as it isn't contested by anyone else you can set up shop freely - and even if it is, you just have a fight. The Imperialistic Military might of the Empire, McDonalds and the Cult of Sick Beats can all mingle together without stepping on each other's toes. Of course, McDonalds could start poo poo with the Empire and attack them commercially, too...

How is this done? The statsheet for a faction is incredibly small and basic; their HP, their Force - a measurement of their military aptitude, their Cunning - their skill in espionage, infiltration, manipulation, etc. and their Wealth - an indication of commercial, industrial and scientific resources. Then there's their "money" and income, a tag to make them unique from the other factions and their various assets/units they have, the stuff that actually does all the work.

That's all very broad! Even the assets, the units you purchase and use to actually do anything, can be reflavored with impunity, so long as their stats are unchanged - and for a lot of them they're pretty catch-all as is.

Factions of different sizes, scope, composition and goals can all mesh together quite happily into a single noisy sector. Factions with higher stats will succeed more often than smaller ones, naturally, but this is still balanced on one single, important factor; you get one action a turn and a soft-cap on assets. That huge sprawling faction can't be everywhere at once unless they're pretty clever. Colluding with other factions to get what you want done is much more valuable, though that can lead to betrayal...

Interested? Familiarize yourself with the short and sweet of the rules in the next post - feel free to ask any questions - and hop in! Even when the game is in progress you ought to be able to join with impunity, though admittedly you'll probably be smaller than the factions on the onset. I encourage you to mingle with the other players, too, and come together - no one faction can do everything, after all, or at least remotely well.

Maybe you'll be among several imperialistic warlords working under the same banner, recreating an empire. Much like the Romans you're an expy of, though, it's only inevitable that your eyes will turn to each other. Maybe you're the bureaucratic heart of that empire, churning our valuable money and industry to keep the war-machine going, yet always preparing to police those thrashing hounds - while always on the lookout for any upstarts within! A commercial tycoon that, really, is merely just those conquering warlords with a different approach. Criminal belligerents with a hand in every pie, siphoning money off of everyone. Oppressed terrorists, brave rebels, secretive illuminati, greedy mercenaries, idealistic governments - whatever the case, as long as you are able and willing to look beyond your homeworld and out into the stars and could potentially have rivals you are a fit here.

Sign ups; tentatively I will accept as many people as are interested and willing. The burden of loads of people will mostly be on you, not me. However, I can't have everyone being big deal would-be major powers, either. You don't need to have big numbers to have a big impact. After sign ups I'll make up the hex-map of the sector, as well as the general setting; I need to know how many and what kind of players before I can do either. Make it up!

Please sign up with your Faction's name, the overriding idea and archetype, a general goal you strive for in the sector, an untaken color your primary attribute, secondary attribute, unique faction tag Not including Governor as that doesn't go against your limit and, lastly, anything you want of your homeworld. Maybe you don't care and just get slotted into somewhere nice - maybe you want a massive space station to call home or you're out in the secretive space-boonies. The latter aside, that doesn't mean you'll be alone.

Again, if you have any questions feel free to ask in thread or by PMs. Speaking of, because this is a fairly political RPG/empire-sim, PMs are recommended so you can whisper amongst each other in secret. You won't need them to submit actions and play, however.

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Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Fifteen pages of rules can easily be drummed down into something marginally smaller, especially if the all important asset tables and references are already handled in an accessible manner.

First and foremost, the gdoc which has the lions share of information in the game can be found here. :siren: It has details of all the items found in the book, such as tags and assets, but we'll go into detail about this further down the post.

Each faction has a few values that define it; its health, force/cunning/wealth value, creds, experience, homeworld, tag and their assets.

Like any character in an RPG, a faction has health. This is a measurement of its resilience and integrity under strife. This value is taken from the total experience value of a faction's stats, which is something I will calculate. This value can go down by damaging a faction's bases of influence and by attacking them on their homeworld. Only the latter is particularly likely to actually be able to finish them off, however. A faction can pause to repair this value at any time and there aren't any mechanical penalties to being damaged, so this isn't really much of an issue.

Force, cunning and wealth are the three primary stats of a faction. These stats are used in almost every action a faction will perform; whenever they are called to roll, such as when assets are engaging each other, they roll 1d10+stat. Factions with a high value in one particular stat thus have a sizeable advantage over their opponents, though could potentially be engaged in another stat or simply roll low enough that the bonus is overcome. These stats also determine what assets a faction can purchase and how many; assets are listed under groups of a particular stat-number, representing a faction not being attuned or having the resources to make use of that particular asset. For example, a Strike Fleet is a force 4 asset, to purchase it (though not use it, if you get clever and cunning) you require a force of four or higher, as well as the creds. Each asset also belongs under one of the three stats and you can only have your stat or less in assets of that type before taking maintenance penalties, specifically a one cred for each asset over.

FacCreds - to differentiate itself from credit in the game proper, but we can just use cred - is a faction's money, industrial power, wealth and resources. It is not straight cash, though can be traded and bartered among factions freely. The book uses the example of a technologically archaic world without a credit to its name, yet has a powerful labor force. Cred is solely used to fund assets by various means; buying them, often in their transport, maintenance from having too many or simply as the asset demands. Each turn a faction gains half their Wealth plus the a fourth of the sum of Force and Cunning, rounded down.

Experience points are used to increase a faction's stats. Each step progressively costs more, outside of the first which is a gimme. The track is as follows, ending at 8; -/2/4/6/9/12/16/20. XP is spent each step and a step cannot be skipped, naturally. A faction gains experience by completing their Goal, which is an objective the faction sets freely.

A faction's homeworld is important, as it's a free base of influence, more or less. However, much like a BoI, a faction can always be attacked via their homeworld hex. Beyond that, it means nothing; a faction might own their homeworld, they very well likely won't.

Tags differentiate a faction, making them unique beyond just a string of three numbers. The theme of the bonus is what's important, not the name or association - that can be reflavored as desired. The Planetary Governor is technically a tag, but for all intents and purposes it's a seperate thing from these. Barring extraordinary circumstances, a faction only has one tag.

Lastly, the assets. Along with the three stats, assets are the most important thing a faction has - outside of them they're just a pile of money and health on their homeworld. Assets are units, ranging from facilities such as factories, military troops such as a legion of soldiers right out of Starship Troopers, special forces for illicit and subtle activities, looming starships and even tactics to stop the enemies in their tracks. Each asset has an asset they're associated with, health, a needed technology level, a type, an attack with a given stat, potentially a counter attack and a textblurb which has both flavor and any potential abilities/extras.

The google spreadsheet has every asset in the game listed out, as well as the text for each. (They can be found hovering over an asset's name.) Astute readers will notice the special listing as well. A and S both mean they have some special abilities beyond just attacks that can be found in their text. P is very important and means the asset both cannot be bought or move in a hex without the planetary governor's permission. These assets are extremely overt and vulnerable in transit - for the most part it's stuff like infantry/armies. (Which makes them paradoxically use-impaired when you intend to invade somewhere, though they make good defensive forces.)


Some assets are different from one another, but the biggest outlier are Bases of Interest. These represent a Faction's power and influence in an area and can only be created by the Spread Influence action, as opposed to buying. A faction can purchase assets where they have bases, however bases are both expensive (a credit for each HP) and also when attacked deal damage to their faction, up to the base's destruction. They're fixed to a planet hex, of course.


Beyond Factions, the sector is also made up of planets and the like. These hexes have some useful planetoid in them, representing either a whole system of colonized areas, a single lonely world, whatever. Planets have tags, which are meaningless beyond flavor, a population - also meaningly beyond "has enough to build starship assets," and a technological level, restricting what assets can be made there. For reference, 0 is prehistoric, 3 is contemporary, 4 is sci-fi/the norm and 5 is both the highest and the peak before the game setting's apocalyptic event. Planets don't actually give you anything otherwise, though are often the target of XP-giving goals.


Each turn a faction may take an action. They can only take one, but they may take this action faction-wide barring a few exceptions that will be listed. For example, if they activate their asset's various abilities they can do so for all of them. If they attack, they can attack anywhere with an asset. But they can't both activate, attack and otherwise on the same turn.

A faction may Attack. An attack pits an asset against a rival's asset or health, if attacking a homeworld. An attacker can only attack within their own hex and may not engage stealthed assets. An attacker engages, the defender chooses what asset to defend with. An asset may only attack once per turn, though a defender could defend with it multiple times if they so chose. During combat both sides make a roll, 1d10+faction-attribute. The attribute is listed on an attacking asset's statblock, such as Force versus Force. The defending asset's core attribute is irrelevant. If the attacker beats the defender's roll, they succeed and do the listed damage to the defending asset's health or, if the defender chooses, any base of interest. If the defender beats the attacker's roll then the defending asset's counterattack goes through against the attack. In the case of a tie both happen.

Example; A faction with a Wealth of Five attacks another with a Force of Two using the Union Toughs asset. The defender brings their Capital Ship squadron to defend, despite not having the force to purchase such a thing. The Union Toughs are a Wealth Versus Force unit, so the attacker rolls with wealth and the defender rolls with force, despite anything listed on the defending asset. 1d10+5 ultimately beats the 1d10+2 roll and the Capital Ships get unionized for 1d4+1 damage. drat unioners.

A faction can Buy an asset at whatever the asset's cost is in cred. They can only buy one asset a turn, despite their money or amount of BoIs. This asset cannot attack, defend or so on until the owner's next turn. The faction both must have the necessary attribute rating to purchase it as well as have the necessary technological level (TL) on the planet in question. You do not create BoI assets in this manner.

They can also Refit an asset, transforming the asset into another of the same type. (Not necessarily attribute!) If the target asset is more expensive, pay the difference. Both the technological level of the planet and any governor's permissions are still taken to effect. Rules as written, you can refit beyond your attribute rating!

You can, of course, Sell an asset and receive a return of half the asset's cost.

Repairing an asset means that for every 1 cred you pump into it an asset is healed for the leading attribute value of the faction. (For example, a Lobbyists are a cunning asset and would be healed a faction's cunning score for every cred, up to their maximum.) You can also Repair a faction, with it costing one cred to heal up the average of the sum of the highest and lowest stats of a faction.

Finally, a faction can decide to use their asset's ability. If an asset has some special feature listed in their description it is used in this manner. As a reminder, this (can) be taken to use every asset in a faction in a single turn. Houserule: a faction may use another faction's facility asset this way, but both the asset owner and using faction must pay the price of the ability, separately. (With the implication that you reimburse the owner for it!)

A faction can Change their Homeworld for a turn. The destination needs to have a BoI and takes the preceding turn and a turn for each hex in distance away the destination is. A faction can do no other actions until this time is done.

A base of influence can be created using the Spread Influence command if they have an asset in the hex. With this, the faction in question makes a 1d10+cunning roll against any factions with assets in the hex. Any factions that beat the roll can immediately make a free Attack action if they choose.

Lastly, a faction can attempt to seize a planet! The faction promptly attacks any rivals who resist the factions bid and will continue to do so for proceeding turns until wiped out or victorious. Afterwards, the faction must keep an unstealthed asset on the world for three turns for the reward of the Planetary Governor tag of the world. (Even if there is no resistance you still must wait the three turns. However, after the fighting a faction may spend their action on something else so long as an asset remains there for the three turns.)

And that's it.

Each faction also has a Goal, as previously mentioned. They can take a new goal at the start of their turn if they don't have one at no cost. If they wish to abandon their goal they lose all Cred income that turn and cannot perform an action. Completion of a goal grants them XP equal to the listed difficulty of the task, rounded up.

A faction can transfer Cred at any time, even out of their turn. They can also spend their experience freely at any time within their turn.


Example: The Warlord Baltair wishes to Buy an Asset. With his Force of Seven he has a very impressive catalog to choose from, only missing the capital ship asset. He could place it on any Base of Influence he has or his homeworld, though anything requiring the governor's permission could be blocked - if he isn't it, of course. He decides to buy the Space Marines asset, a Force 7 asset, at the cost of thirty credits and he places it on his homeworld. Despite having other places he could place units from, he can only purchase one asset a turn. With this, his turn is over. An eventful month, huh.


It should be noted that without specific assets or a faction tag to facilitate it most assets can't actually move around on their own power. You could have a legion of gravtanks, although they'll be sitting wherever you built them if you don't plant down an extended theatre or pay out the nose to use someone else's. Spaceship-types are, barring a few other exceptions, the only type to pal around the sector on their own power. Your efforts need infrastructure backing them, too.

Kumaton
Mar 6, 2013

OWLBEARS, SON
Posting interest! Gonna read up on the rules more when I get home and will hopefully have an app up soon.

berenzen
Jan 23, 2012

Galactic Media Network: So You Know More
Archetype: Media Empire
Tag:Global News Network
Goal: Establish an unshakable media empire
Primary: Cunning
Secondary: Wealth
Colour: Royal Blue

Homeworld preferences: the more urban centers the better.

Galactic Media is one of the foremost news stations. It has spread across it's homeworld as a trusted media source, though there have been claims of bias. Growing from a small media network, it now owns a large variety of different news sources. However, there have been recent (accurate, not that you'll see GMN admit it) accusations of attempting to influence governments. Now GMN is looking at launching a full suite of their own satellites in order to broadcast their news without relying on any specific government.

berenzen fucked around with this message at 07:38 on Nov 21, 2015

Rotekian
Jan 1, 2013
The Kel Magi
Archetype: Robber Baron
Goal: Facilitate travel throughout the sector.
Colour: Maroon
Primary: Wealth
Secondary: Cunning
Tag: Pirates

Homeworld preference: A major urban centre.

The Kel Magi are a collection of illusionists, investment brokers, magicians and management consultants who left their homeworld after certain disagreements of a financial nature. Not deterred by past setbacks they have resolved themselves to increase the scale of their operations. To never again be denied their hard earned wealth by the aggression of petty warlords. To use the power of commerce to spread enlightenment to the very corners of the galaxy and make as much money as possible in the process.

IPlayVideoGames
Nov 28, 2004

I unironically like Anders as a character.
New Horizons Engineering
Archetype: Construction Megacorp
Goal: Build, improve, expand infrastructure. Maybe some megastructures for good measure.
Color: Silver
Primary: Wealth
Secondary: Force
Tag: Technical Expertise

Homeworld: A large city center somewhere

Originally a splinter of Dynamic Initiatives, New Horizons Engineering has since grown by leaps and bounds. It is known to actively pursue contracts and to corner markets through aggressively underbidding and buying out competitors. It's now a such convoluted web of holding corps and subsidiaries, with funds moving constantly here and there, that it's not always entirely clear just what pots the company has its fingers into.

IPlayVideoGames fucked around with this message at 00:14 on Nov 22, 2015

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Looking good across the board.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Faction Name: Carnegie Industrial Shipyards
Faction Archtype: Shipbuilding Corp
Faction Color: Goldenrod

Primary: Wealth
Secondary: Force
Faction Tag: Plutocratic

Homeworld: Regional Hegemonic Capital or Major Trade Hub.

Background:

Carnegie Industrial Shipyards (CIS) is one of the foremost Starship producers in the Sector. With countless commercial and security contracts the company logo is a constant in starports across the galaxy, and their Merrimack-class Orbital Monitors service every tinpot tyrant and banana republic between here and the Gamma Quadrant. Renown for creating alternately incredibly durable or incredibly shoddy ships, Carnegie survives due to cultural inertia and crony capitalism. These "intimate" relationships the company maintains with developing governments has activists across the galaxy chanting "Down With CIS". But as long as those chants remain confined to the Extranet Carnegie expects increasing dividends for centuries to come.

E: So is there any timetable yet?

Triskelli fucked around with this message at 22:55 on Nov 20, 2015

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
It's tempting, it's reaaaally tempting.

I'll hold a tentative spot whilst I read the rules some more.

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


If you do sign up please do an empire, we've got 4 corporations and no governments to sell stuff to. :capitalism:

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Gotta admit, things are looking kiiinda shaky. We're going to need a fair few more sign ups to keep things meaningful, regardless of what people come in as. (I suppose I could spin something if everyone did some corp-level faction easily enough, but!)

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

I'll sign up too, but was busy. Probably gonna make an actual government to go against all the ultra-companies.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
But I wanted to be a mercenary group, I never was one for huge factions, I like my stuff small but developed.

Faction Name: SCI-0
Faction Archtype: Psychic Black-Ops for Hire.
Faction Color: White

Primary: Force
Secondary: Cunning
Faction Tag: Psychic Academy
Goal: Unlock the potential of humanity, through the means of questionable genetic experimentation, funded by military operations for the highest bidder.

Homeworld: Unassuming Backwater

Background:

SCI-0 are the remnants of a military faction that used to be part of a powerful star spanning imperialistic empire, before it went the way of most empires forged from conflict go and fell in on itself when its leader died without a successor. When the empire started to collapse, SCI-0 took their equipment and research funds and got the hell out of dodge before someone tried to seize their assets. Now with a bunch of psychics and dwindling funds they concluded the best way forward was quite simple.

Hire their half-mad psychic warfare capable operatives out to the highest bidder for more research money. They make heads explode, they get paid for it, and they train more people capable of making heads explore, and thus the money goes round and round.

TheNabster fucked around with this message at 14:59 on Nov 22, 2015

Kumaton
Mar 6, 2013

OWLBEARS, SON
Removed 'til I think of something better.

Kumaton fucked around with this message at 06:42 on Nov 22, 2015

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
Hm. I don't think that'd fit well with the game as a whole, admittedly. You wouldn't be contesting with the other factions and, well, you're robots in a human-dominant/only sector. You don't even have any reason to go anywhere!

Kumaton
Mar 6, 2013

OWLBEARS, SON

Gamerofthegame posted:

Hm. I don't think that'd fit well with the game as a whole, admittedly. You wouldn't be contesting with the other factions and, well, you're robots in a human-dominant/only sector. You don't even have any reason to go anywhere!

That's reasonable. Can I keep the 'looking for knowledge' aspect or should I come up with something else entirely?

Triskelli
Sep 27, 2011

I AM A SKELETON
WITH VERY HIGH
STANDARDS


Kumaton posted:

That's reasonable. Can I keep the 'looking for knowledge' aspect or should I come up with something else entirely?

I don't want to co-opt GoftheG here, but I'm assuming we're in a setting similar enough to the classic Space Opera in the RPG book, where it's somewhere between Dune, 40k, and Star Wars. Really nice book by the way, it's free on DriveThruRPG.

Triskelli fucked around with this message at 00:07 on Nov 22, 2015

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.

Kumaton posted:

That's reasonable. Can I keep the 'looking for knowledge' aspect or should I come up with something else entirely?

I'd recommend the latter. You have no real reason to gradually expand and potentially conflict with the other factions, as knowledge isn't exactly limited. I suppose you could color yourself some obstructive individual for would-be factions on various "old" worlds and the like, but you don't seem to be going that route.

Kumaton
Mar 6, 2013

OWLBEARS, SON

Gamerofthegame posted:

I'd recommend the latter. You have no real reason to gradually expand and potentially conflict with the other factions, as knowledge isn't exactly limited. I suppose you could color yourself some obstructive individual for would-be factions on various "old" worlds and the like, but you don't seem to be going that route.

Okay, thanks for the advice. I'll work on something later tonight.

Hermsgervørden
Apr 23, 2004
Møøse Trainer
I am going to try to get in on this. I'll read the rules and post up a faction soon.

The Leucochlori Paradoxum
Archtype Hosts to Infectious Parasitic Larvae
Tag Secretive
Color Orange

Primary Cunning
Secondary Force
Goal To spread the parasite far and wide until the Final Consumer discovers the parasites can complete their life cycle.
Homeworld An earth mass ocean-covered moon of a smallish hot Jupitier. Society there has always lived as submariners.

Seek, share, spread. But secretly, softly. Insinuate before dominate. The spores should be tended, protected, implanted. The spore are tender and fragile until they insert themselves into a host and can establish a web within the web of the nerves, in the spine, the mind. Shepard the spore from flock to flock to flock. Spread and seek and share. Slide onto a world unnoticed. Defy all quarantine. Share, Spread, Seek and one day be Discovered. Cohabit with population after population until the final Satisfaction.

Hermsgervørden fucked around with this message at 06:17 on Nov 23, 2015

Kai Tave
Jul 2, 2012
Fallen Rib
Y'know what, gently caress it.

The Septiminian Hegemony
Archetype: Declining Space Empire
Tag: Imperialists
Goal: Reestablish a galaxy-spanning empire once more
Primary: Force
Secondary: Wealth
Colour: Purple
Homeworld: A sprawling ecuminopolis

Once the Septiminian Hegemony laid claim to all the wealth of seven galactic regions, hence the name, but it's in the nature of empires to fall, and the Hegemony was no exception. Centuries of colonial rebellions, seceding worlds, civil wars, succession crises, and power struggles both military and political have led to the slow and inexorable decline of what was once a sprawling galactic empire. Now possessed of only a fraction of its former wealth and power, a fraction of the Hegemony's wealth and power is still an extremely potent force to be reckoned with, and the newly instated Maharani Velexandra Singh is said to be a woman of great ambition and will. She and those loyal to her have set about the process of seeing the Hegemony return to its former heights, though its remnants are still bloated with corruption and hampered by the weight of bureaucracy (both sicknesses that the Maharani is attempting to purge through various, occasionally quite forceful, means). With a renewed sense of purpose as well as increasing military buildup, the Hegemony has begun to tighten its grip upon those worlds still under its control as it plans its first wave of expansions to reclaim what was lost and return itself to its former heights.

Kai Tave fucked around with this message at 10:47 on Nov 22, 2015

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Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

The Verdant Triarchy

Archetype: Democratic Space Federation
Tag: Planetary Government
Goal: Destroy tyranny wherever it is found, take good care of all its citizens
Primary: Force
Secondary: Cunning
Colour: Green
Homeworld: Well developed world with large amounts of jungles and several large cities and industrial complexes

One of the many rebellions and breakaway states coming out of the Hegemony, it started at the jungle planet of Orman, led by the idealistic officer Omer Aydin. A constitution was forged, putting the executive power in the hands of three leaders, the Triarchs, each up for election every three years, staggered so there is an election every year, with three term limits. Legislative Power is bicameral, one with one member for each larger region, one with proportional representation. The Federation has held together well, the constitutionally mandated minimum income has brought stability, and the Federation's citizens, or 'Greenies' as they're sometimes called, are proud of their accomplishment. Now, the Federation is sure enough of itself to look outward, break tyrants where they can be found, invite others into their federation and claim unused planets for themselves. Their armies are not vast, but well equipped and enthusiastic. And it is said that their agents sometimes go encourage rebellion in planets under dictatorships, trying to make sure freedom is something other people claim for themselves, not simply have it gifted to them.

Shogeton fucked around with this message at 15:28 on Nov 22, 2015

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