Star Reach : The Fringe
IRC Chat is here, type /join #Star_Reach
All players are asked to be respectful of others in IRC chat or face my wrath.
"Fifty years. Fifty years since the attack on Moscow Station. Fifty years since the United Sol Governments and the Separatists fought for dominance over the colonies. Fifty years of hell. Many sought to escape the bloodshed. A new frontier was opened up, a series of new star systems discovered and worlds colonised. Some came for peace, others for the USG or the Seperatists, and many more for a flag of their own.
Exhausted, the USG and the Separatists seemed to be headed to peace, until the bugs came. The insectoids, seemingly content in their isolated star system, suddenly struck out at the colonies of humanity.
Now, all the former worlds are dark. What little news reaches us here in the fringe is all abysmal. Sol in ruins, the Central Rim plagued by the bug threat, and the Outer Rim, a devastated wasteland from our folly and the invasion of Insectoids.
All that remains of humanity, is here, in the struggling colonies of the Fringe. Mercenary companies roam the systems looking for work while the colonies struggle to sustain their populations, and etch out a living among the stars.
This is the new chapter in humanity's existence, and I fear it may just be another nightmare in the violent history of mankind, since we first reached for the stars." ~ Admiral Alexis Diodorus
How To Play
In Star Reach you will take the role of a group of refugees fleeing the devastation of the Core Colonies, AKA Sol, Central Rim and the Outer Rim. Humanity has been all but wiped out by internal strife and an invasion by a vicious enemy, the Insectoids. Players must choose whether they shall aspire to settle as a colony or a company.
Colonial RegimeIRC Chat is here, type /join #Star_Reach
All players are asked to be respectful of others in IRC chat or face my wrath.
"Fifty years. Fifty years since the attack on Moscow Station. Fifty years since the United Sol Governments and the Separatists fought for dominance over the colonies. Fifty years of hell. Many sought to escape the bloodshed. A new frontier was opened up, a series of new star systems discovered and worlds colonised. Some came for peace, others for the USG or the Seperatists, and many more for a flag of their own.
Exhausted, the USG and the Separatists seemed to be headed to peace, until the bugs came. The insectoids, seemingly content in their isolated star system, suddenly struck out at the colonies of humanity.
Now, all the former worlds are dark. What little news reaches us here in the fringe is all abysmal. Sol in ruins, the Central Rim plagued by the bug threat, and the Outer Rim, a devastated wasteland from our folly and the invasion of Insectoids.
All that remains of humanity, is here, in the struggling colonies of the Fringe. Mercenary companies roam the systems looking for work while the colonies struggle to sustain their populations, and etch out a living among the stars.
This is the new chapter in humanity's existence, and I fear it may just be another nightmare in the violent history of mankind, since we first reached for the stars." ~ Admiral Alexis Diodorus
* * *
Chapter One
Welcome to the Fringe
Fall of Cleisthenes City
One Less Son
FNN Quarterly Report
Press For Truth
HyDap
Chapter Two
The Atheneum Bug War
The Blind Justice
Bug War AAR
01.08.3051 Quarterly Report
The Deadwood
01.12.3051 Quarterly Report
Rules
This is an RP game. Players will act according to IC and IC alone. I may ask you at any given time for you to defend an order in IC. If I believe you are letting OOC influence your actions, you will be asked to amend orders, or they will be done for you.
Be respectful of your other players. No trolling in IRC chat.
Welcome to the Fringe
Fall of Cleisthenes City
One Less Son
FNN Quarterly Report
Press For Truth
HyDap
Chapter Two
The Atheneum Bug War
The Blind Justice
Bug War AAR
01.08.3051 Quarterly Report
The Deadwood
01.12.3051 Quarterly Report
* * *
Rules
This is an RP game. Players will act according to IC and IC alone. I may ask you at any given time for you to defend an order in IC. If I believe you are letting OOC influence your actions, you will be asked to amend orders, or they will be done for you.
Be respectful of your other players. No trolling in IRC chat.
How To Play
In Star Reach you will take the role of a group of refugees fleeing the devastation of the Core Colonies, AKA Sol, Central Rim and the Outer Rim. Humanity has been all but wiped out by internal strife and an invasion by a vicious enemy, the Insectoids. Players must choose whether they shall aspire to settle as a colony or a company.
Players seeking to become a colonial power will begin the game at the head of a flotilla. A large civilian fleet with up to 100 000 colonists looking to them for leadership and protection. Colonies first concern should be settling a world and seeing to the defense of their borders. Only one colonial regime per world.
Colonies have two orders per turn. Colonial orders and fleet orders. Colonial orders are anything based upon their chosen planet of observation, or sphere of influence. This include's their colonial defense force that can be tasked with the defense of trade routes and their imminent domain. Player's may explore the surface of their planet or moon, or build projects that will increase their economy and populations, as well as overall defense. All Colonial orders should be geared to improve three stats...
Population
Your current level of taxpayers that rely on you for leadership. They are your workforce, pilots, soldiers, and administrators. Provide them with a good standard of living, and they will be loyal. Do not, and you can expect them to abandon you. Of course fear and propaganda will keep them in line as well.
GDP
This is the measured value of your economy in millions of credits (m.cr.). Player's may make investments and form contracts not exceeding this figure, as all purchases will have an adverse effect on your economy, at least in the short term. Building an outpost in the Fringe for instance, will cost 30 m.cr. The investment will cause a ripple effect of workers and resources breaking off from your colony and outside your influence, causing your GDP to subsequently lower by 30 m.cr.
Defense Level
Building armed space stations, bases, planetary defense fleets, etc are considered a lost investment. These expensive measures draw wealth from your economy with no return, however they are essential to survival in the Fringe. Each defense project raises your level of defense, and creates a protective barrier between your colony and your enemies.
Colonial Company
Though they will not wield the same influence as the regimes in the narrative of the game, at least not at the beginning, there is one thing that puts companies in an advantage. Unlike the colonies that are stationary after they settle their flotilla, companies have the advantage of mobile bases, which can move from sector to sector of the Fringe, for a cost. Whether your base is a roaming ship or fleet, is up to you. Like the regimes, the base of the colony has their own defense force and is capable of setting out patrols and exploring the imminent domain of the base. Company orders will be concerned, like the colonies, with gaining the following stats...
Workforce
The backbone of your company. Your workers carry out the logistical support of your operation and serve as your soldiers in the field. Keep them well paid and they will remain loyal.
Account
Your credit account represents your surplus after paying your workforce and maintaining your ships. Keep it in the black, or see your people begin to abandon you.
Defense Level
Represents the additional ships and battalions that defend your base of operations. Though expensive to maintain and a drain on your account, this level is paramount in defending you from your rivals.
Mobile Base
Entering a new sector is an expensive procedure and a logistical burden. Your ships need fuel and resupply before pushing off. 5 m.cr. cost is deducted from your account with each move, and takes up an entire base action.
Fleets of the Fringe
Whether you command a great colonial fleet or a company battle group, your ships are the sword arm of your faction. Each player begins the turn with a move order and an action order and the fleet/battle group acts as a single unit. Use your fleet to explore, secure resources, expand your borders and take out your rivals. There are a few things that players should keep an eye on, however.
HP
Hit points represent the health of your fleet or battle group. Once the counter drains from 10 to 0 you will begin losing your best ships and great strain will be levied on your economy and population. A turn dry docked at your HQ refills this counter to 10.
Fuel
Tylium ore is an element that exists widely in space, and can be mined across the fringe, as well as synthesized in 'hot labs'. Used to power ship FTL drivers as well as weapons, each turn of operation for your fleet uses up a unit of fuel. Player's may purchase fuel at a cost of 5 m.cr. per unit from other players or NPCs, or spend a turn mining their own to refuel their supplies. Your HQ is assumed to have refining capabilities, thus operations within your own home sector do not use up this resource.
In brief...
Colony
Population:__
GDP:_
Def Lvl:_
Order: 1 Project/turn
Fleet
HP:_
Fuel:_
Order: 1 Move, 1 Action
Company Base
Agents:_
Account:_
Order: 1 Project or move/turn
Battle Group
HP:_
Fuel:_
Order: 1 Move, 1 Action
* * *
Signing Up
Please use the following format when signing up...
Faction Name:Please use the following format when signing up...
Leader Name(s): The character or characters that will be central to your ICs
Flotilla/Ship: Select your starting fleet. A flotilla with up to 100 000 colonists, or a single ship with up to 1000 crew. This will decide your influence in the Fringe - a flotilla able to grow into a colonial regime, and a ship growing into a company.
Colony/Company Mandate: Choose whether to focus your faction on military, economy, or stealth. Mandate's are not final, and will be able to change for an economic penalty.
A Military Mandate will yield a bonus to all your Fleet/Battle Group operations.
An Economic Mandate will yield a bonus to all Colonial/Base operations.
A Stealth Mandate will keep your fleet/battle group hidden from other players - detected only upon a failed operation.
Alignment: Imperialist, republican or neutral. Your choice in alignment is purely IC. I would expect players to use this as a guide when having relations with other factions. I would expect imperialist players to have cold dispositions toward republicans and vice versa, as well as a level of distrust for neutral factions.
Bio:
The character sheet will be a handy reference for readers of your ICs, as well as myself when writing updates, and will be linked on the roster post. So make them as detailed as possible, and up to date throughout the game. Once player's settle a planet, they may post more details on the world they have settled and the nature of the colony or company they are building.
* * *
Contracts
Colonial powers will have the ability to propose contracts to the smaller company's of the fringe. The nature of the contract is determined by the colonial regime. Colonies could hire companies to explore a sector of space, patrol a trade route, or attack an enemy. All contracts, however, pose a strain on the colony's economy, though long term rewards may be gained. Colonies in a good financial position will have the advantage of drawing more lucrative contracts, and thus luring more companies to their cause. Should a company fail in successfully carrying out a contract, the Colony loses it's initial investment in the contract, and nothing more, while the company retains its initial signing bonus. Contracts are low risk for the colony, while potentially lucrative for both the company, and the colony. At the very least, Colonial players can expect an NPC company to sign every contract.For example,
The Atheneum Directorate Resource Ministry
The AD Resource Ministry has hereby ordered the opening of the Achadia Asteroid Field to private mining firms. Signees are hereafter permitted to begin mining operations at the expressed consent of the Resource Ministry, to begin the expedition of precious minerals from the asteroid field to New Athens. Companies are offered a 15 million credit sign on bonus, as well as a royalty on all minerals sold to New Athens. The Atheneum Directorate is not responsible for any expenses beyond the initial sign on bonus nor royalty offered, as well as any unforeseen hazards in Atheneum space.
15 m.cr. economic contract proposed.
[x] Signed, Nichanos Petros, Minister of Resources
The economic structure for companies and colonies will differ, with company's having a treasury in millions of credits (m.cr.) and colonies having a GDP figure, which will be an overall value of that colony's economy. A 15 m.cr. contract will cost a decline in the GDP by 15 m.cr., no matter how many companies sign on.
Like the Colonies, companies may also propose contracts. Company contracts may be proposed to a specific colony, or sub-contract to other companies. A sub-contract guarantees at least an NPC signee, but there are no guarantees that a colony will sign your proposal.
Kelmore Mining Compay
KMC hereby proposes that the Archadia asteroid field, held by the Atheneum Directorate, yields to private mining interests of the KMC. A standard 15 m.cr. sign on fee plus royalties of minerals sold would serve the best interest of both parties. Expenses beyond which will be carried by the KNC and it's subsidiaries.
15 m.cr. economic contract proposed to the Atheneum Directorate.
[x] Signed, Guval Demitris, President, CEO of KMC
Players will have a limit of one contract proposed, or signed per turn. Contracts will only last a period of one turn, and need to be resigned each additional turns. Location of company fleets will be a factor when signing contracts, as it will take time to travel from sector to sector.
* * *
The Extranet, and protocol for lengthy ICs
Though I enjoy reading lengthy ICs, an over abundance can bog me down and intimidate other players. I would like to make Star Reach accessible to all, therefore such lengthy ICs will be accompanied with a brief outline in the form of an extranet report. The extranet is an all pervasive force in Star Reach, though it went dark in the Rims, it is alive and well in the Fringe. Should a player craft an IC strictly of character development, then no outline would be needed. However, if they write a lengthy IC that has any significance, great and small, within their company or beyond, I ask that you write an outline at the bottom of your IC.
For example, an long IC written to establish some character development will not require much of an outline if at all. Say the IC is written to the setting of dogfight training exercises in an asteroid field, then perhaps the writer can write something like; 'The extranet reports rumours of Generi Co. conducting fighter training in the Platinum Field orbiting Dagobah.'
Another more prevalent IC may be a joint between two players in which their leaders meet to discuss an alliance. Something so substantial would demand an outline if it is lengthy. 'The extranet is abuzz with reports that Lord Hud of Klingonia and President Altros of Galactia have arranged a secret summit in which a possible alliance was discussed.'
There will be few secrets in the Fringe, and many informants in all factions are assumed to exist. Extranet briefs following ICs coupled with updates done in the format of extranet news reports will, I hope, make skimming the thread seem more like browsing the internet, rather then just another forum game.
* * *
Moving Around The Fringe
There are no shipping lanes in the Fringe, at least not yet, the only one being the connector to the Outer Rim that was destroyed. Instead, ships will have to rely on their FTL drives to navigate.Obviously, without the use of a compass, communicating move orders can be a bit tricky. When moving about the settled area of the Fringe, it is easy enough to simply state the star system of your current location and your target area. such as...
Atheneum Directorate orders fleet from Atheneum to Potus Binary.
However, once players move beyond explored space into Darkspace, the unexplored area surrounding Fringe, it will be trickier. I ask that you all use this method with voicing your desire to navigate throughout darkspace...
Atheneum Directorate Steers Fleet to vector .2 and commence FTL Jump.
If he wished to move to the sector at 5 o'clock...
Atheneum Directorate Steers Fleet to vector .5 and commence FTL jump.
The Story So Far...
At the dawn of the 31st century, mankind had spread beyond their solar system, and colonised many different worlds. Corporations were the dominant force of the colonies, wielding more influence and power then governments. War had been outsourced to private military firms and fought for profit instead of ideals, that is until the Great Colonial War.
The United Sol Governments
Directed by the Emperor on Earth, and the appointed Senate, with their elected puppets in the Consortium, the USG maintained the status quo of giving unbridled power to corporations, while subscribing to the philosophy that all colonies existed to provide a better quality of life on Earth, and the core colonies. Imperialist and conservative ideals gained them loyal followers whom believed in the rule of law. Those who dared to break the doctrines of the USG were sentenced to serve time in the Marine Corps, a vast prison fleet that fought a constant war with the insectoids of the isolated binary star system, Helix.
The Colonial Republic
Made up of Consortium officials, tired of the semi-democracy of the USG, and the iron rule of Earth over the colonies, the Colonial Republic, also known as Seperatists, broke off from USG affiliation, desiring to pursue sovereignty for the colonies as opposed to imperial rule. Liberal in their ideals, many joined believing in their agenda of freedom for colonials. Elected officials of the Consortium dictated policy, yet, as a republic, it was the choice of individual governments whether to pass Consortium policy into law.
The Great Colonial War
In 3001 ACE, Moscow Station, located in the Central Rim, was attacked as it hosted the annual Consortium delegates. The USG, claiming the separatists to be responsible, sent a fleet into the Outer Rim to establish order, and arrest the leaders of the separatists. Meanwhile, the Colonial Republic denounced the attack, and claimed the USG to be responsible, mustering support in both the Outer and Central Rims. What followed was thirty years of bloodshed and atrocities.
In the beginning the brunt of the fighting was fought by mercenary companies. However, as their numbers waned, and entire worlds were consumed by the conflict, the USG began to divert the Marine Corps from Arachnia, the home planet of the Insectoids within the Helix system, to fight the rebels. Finally, exhausted from war, both sides began to discuss a treaty. An agreement that would see the entire Outer Rim, and part of the Central Rim secede to the CR. Before a treaty could be signed, however, the insectoids attacked.
The Bug War
With the prison fleet of the USG diverted from Arachnia and subsequently decimated in the war, mankind lacked the military capacity to defend itself from any external threat. The insectoids, a varied and resilient race, spread from their star system, using colonial ships to transport queens to the colonies. The result was a devastating war on a fledging mankind. Reznar Prime, the capital of the CR in the Redstar System was lost along with much of their leadership. The Sol system went dark after reporting a great hive in the solar system. All of what had been humanity's colonies are gone, and mankind seems poised for extinction. Only one hope remains...
The Fringe
As the Colonial War heated up, many sought to escape it. Expeditions were sent out in search of nearby stars, and worlds that could be settled. A cluster of stars were found beyond the Outer Rim, and the race among corporations was on to colonise the new worlds, and exploit their resources. Nodes were put into place, and a shipping lane was built to allow 8xFTL, or Warp Drive travel to the new worlds. By the time the bugs attacked, the distant star stystem of Atheneum was thoroughly explored, and New Athens was colonised.
The Atheneum Directorate
As horror stories of the bug invasion swept across the Atheneum colonies, so to did the ire towards the Kelmore Combine, a ruthless mining corporation that had colonised New Athens and ruled the star system with an iron fist, with little regard for the colonists. As the Combine was driven from the star system, the people of the Atheneum colonies set up a government of their own, a council of elected officials to administrate over the colonies and see to their defense. This council was dubbed the Atheneum Directorate. The Directorate is isolationists, concerned primarily with the affairs limited to the Atheneum colonies, caring little for the worlds outside their scope of influence.
E-Day
With the Kelmore Combine driven from Atheneum, and the Directorate established, the colonists of the Fringe believed they could get on with their lives in peace. This would not be the case. Refugees began to arrive from the shipping lane connecting the Outer Rim to Atheneum, the gateway to the Fringe. Unbeknownst to them, they brought insectoid queens, stowed aboard their ships. The worlds of the Directorate, on the verge of falling to the bug threat, took drastic action to protect the Fringe worlds. The call was made to destroy the shipping node connecting the Fringe to the Outer Rim, and thus cutting the Fringe off from the rest of the fallen colonies of humanity. This day became known as Extermination Day, or E-Day. The shipping lane was extinguished, and in doing so, many who traveled along the nodes through warp space, became trapped in the infinite distance between the Fringe and the Outer Rim. It was hoped that closing the lane would protect the Fringe from the bug threat.
One last group of refugees managed to come out of warp space within FTL distance of Atheneum, clearing the debris field of the shipping node and all the Fringe now before them. Some believe that they can finally find peace in this new found home for humanity. Some would say that is naïve, saying what lies ahead is only a new nightmare...
All players begin the game as newcomers to the Fringe, having just come out of Warp Drive, travelling a year along the shipping lane to get to the Fringe from the Outer Rim, finding the Atheneum Directorate Fleet barring their advance into the Fringe.
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