It is the waning of the Second Space Rush, of the second great diaspora of Mankind from Old Terra and the First Worlds. Of the great rush of the young, the inspired, the hopeful, and the hopeless to escape the stagnation and unthinking order of the Central Authority with the advent of mass-producible hyperlane drives. While the CA initially attempted to control the expansion in the Lockdown War, thousands of new worlds have been settled and explored beyond it's vain attempts at control before internal dissent finally made it bid good riddance to the fools that would leave it's influence and protection. For many, it is freedom. Freedom to build new societies unimaginable before under the conservative thumb of the CA. Freedom to trade and grow rich without the tight regulations and rules of the First World monopolies. Freedom to do what they wished.....including wage war. As the time of the Second Space rush comes to a close by the limits of logistics and fuel supply for even the longest-ranged arks, the dangers of freedom are beginning to become evident. With no Star Patrol, piracy and crime has begun to rise with noone to enforce interstellar law beyond the CA. Failed colonies turn to desperation to survive, even preying upon their neighbors for vital technology or even people. Agreements among partner-worlds have begun to collapse with the mysterious disappearance of freighters and colony ships in transit. The Second Space Rush has ended. The First Frontier War has begun. On a world far removed from Old Terra called Aio, a collection of settlers and free-thinkers intent upon creating new utopias and societies for themselves have just suffered their first pirate raids upon their defenseless world. With aid unlikely to come from any of the other steadfastly independent worlds, they must face the reality that if they wish to make their future, they must fight to protect it. * * * * * * This will be a council-type player vs waves of NPC-enemies NRP where the players are the various leaders of a independent colony world that is about to be put under siege by pirates and hostile neighbors. With no chance of a outside savior or being able to muster a sufficient defense by themselves, the various settlements are forced to form a joint planetary defense force if they are to survive this storm. Each player can be a leader of a member-settlement of the planet, leading a section of the defenses and resources of the world to stave off invasion and find a way out of this quagmire of war and violence that has engulfed the quadrant. This will be a stats-lite, narrative-heavy game where every player with have a collection of units and assets they will allocate for every major strategic turn. The strength and effect of those units can be heavily influenced by good roleplaying that can let units push their limits or come up with improvised solutions to challenges. General aesthetic and tone of the setting is anime-ish soft sci-fi. With stuff like genetic engineering and extensive bodymodding for if you want to play more-than-human cultures, but no true aliens have been discovered yet. Awaiting four complete and approved profiles before starting. [hider=Faction Profile Sheet] Faction Leader Name: Appearance: (Description or picture) Short Bio: (Tell a bit about yourself. Where you came from, Earth or the First Worlds? Why did you leave? What was your plan for your colony prior to the Sack?) Faction name: Settlement name: (While your faction may have multiple inhabited areas on the planet, the bulk of your population and infrastructure is still centered around your first city. What is it called? Colony Theme: Summarize your colony’s founding dream and ideology in a few sentences. Population Notes: (Human? More-than-human? Talk about your colonial society. Generally colonies that depend upon genemodding and cybernetics are slower to grow due to complexity of augmentation and narrower appeal to immigrants, but make up for it with specialties. General settlement sizes average about a hundred-thousand people before modifiers and critical infrastructure.) Critical Infrastructure (Besides various civilian habitation and light economic industries and resourcing operations, you have six core pillars of your colonial society, economy, and relevant resources for planetary defense. At the start of the game you have your governing district, a space asset, and four write-in assets of your choice. At the moment none of them are militarized or turned to war-work yet, and if you lose too many your colony will collapse.) Governing District (Describe a bit about what your center of leadership and administration is like. Architecture, design, purpose, any specialities your administration has achieved so far.) Space Asset (Your colony has at least one asset in space. This can be a moonbase, a major asteroid mining operation, communication satellites, a group of freighters under direct colonal charter, or other useful things in orbit.) Write-in Assets (You can devise up to four other major assets that form the core identity and structure of your colony. Must state if ground or space based.) Sample Critical Infrastructure and benefits: Heavy Industrial Sector: A district of automated factories and heavy manufacturing power that fabricates everything needed for a growing colonial society. Can be converted to war industry. Space versions tend to be larger and quicker to expand than ground-based ones, but are more exposed in orbit and harder to protect. Hab-Support Sector: A district turned over to water purifiers, power stations, hospitals, and a dozen other systems for sustaining a large colony. While most colonial habitation has equivalent systems, they are small-scale and may not have enough surplus capacity to fuel war industries or accommodate sudden influxes of refugees or disasters. This district does. Asteroid Mining Operation: Your colony has a large mining ship dwelling in the asteroid belts drilling for precious ores and fuel elements. While slow and STL-only, it provides a bounty of industrial resources. Hab-Complex: A high-density habitation complex filled with tens of thousands of people. Manpower is a precious resource on a colonial world to crew factories and man starships, and your colony has a considerable surplus. Monument: You have a major center of cultural activity, espousing your ideology and brightening your skylines. Cultural output can yield new reasons for immigrants to come to your colony, bringing new ideas, specialists, and people. Specialized Heavy Industry Complex (X): While generalist fabricators and factories are regularly used, some technology is best made by purpose-made facilities, like starship parts. Spaceport: While every colony has landing pads and basic air control for receiving shuttles, your colony has a actual space station to accommodate incoming freighters in orbit and support a chain of heavy lifters to move cargos rapidly. Freighter Shipyard: While simple freighter designs can be built on the surface or assembled in spacelifted prefab modules, larger freighters require dedicated yards in orbit. Your colony has one and it’s a major center of your economy’s industrial power. Lucrative Consumer Good: Your colony has several factories and facilities dedicated towards a unique and high-value consumer good in high demand. Be it a unique medicine, awesome mediamemes, or useful civil-servobots, you have something you can really trade. [/hider]