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| A Time for Wolves - Sign-Up & Discussion | |
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Sleepy
Clan/Rank : RiverClan Number of posts : 9741 Age : 25
| Subject: A Time for Wolves - Sign-Up & Discussion Sun 16 Mar 2014 - 21:16 | |
| A Time for WolvesThe new century has arrived. It is Spring, 1900, but already Europe readies itself for war. Hostilities are brewing, leaders are gaining dangerous ambitions, and the existence of very nations are put at risk. The Great War is in the making, and in the following months you will decide the fate of your homeland. Can you lead your country to greatness, or will you crumble into nothing? Will you build an Empire and gain supremacy over all of Europe, or will you become just a page in another great conquerors history book? Can you survive in this time for wolves?
BASIC INFORMATION
This is not a roleplay so much as it is a game. You will control one of sixteen European powers and vy for supremacy over the continent. It isn't just a game of conquest, however. To succeed in your goal you will need alliances and be a shrewd and cunning statesman, using the power of diplomacy to weaken and sow mistrust among your enemies. To win, you must be the undisputed master of Europe, leaving your enemies only one province (or perhaps no provinces at all). How you play, however, is up to you. It is only expected that you do whatever in your power to lead your country to greatness. You can be honorable and true to your friends, or deceitful and quick to betray your dear allies when the tables turn. Any strategy can be rewarding, and any strategy could mean your downfall.
Note that you don't have to act serious or "in-character." You can just act like yourself and say whatever.
TURNS The game starts in the Spring of 1900. After every player makes their move, I (the GM) will post an updated map of the continent and a summary of the previous season's events. It will keep going through each season until the game is over. People aren't allowed to post in a new season before the GM post is up.
WARFARE Warfare uses the dice and is quite simple. It is broken into two phases; attacking and defending.
To attack, you simply declare from which province you're attacking from, and which enemy province you would like to invade. From there, you roll 2 Effect dice. The former is for the attacker, the latter is for the defender. If the attacker's rolled number is higher than the defender's, the attacker officially gains and occupies that territory. If the defender wins the dice roll, the invasion fails, and no change is made. In the event of a tie, the defender always wins.
You may only attack adjacent provinces, and you may only attack once per turn (but you may defer from attacking that turn if you wish). Some provinces can attack over water, and this is indicated by a line. Examples: Britain invades the French province of Brittany from the province of England. Britain rolls a 6 and France rolls a 4. The invasion is successful.
ECONOMY Similarly simple to warfare, economies depend completely on trade routes you make with other nations. Every trade route you make with a player provides +5 GPT (gold per turn) to both countries involved, while every trade route you make with an NPC results in +10 GPT, giving you an incentive to protect them from invaders.
You may only make trade routes between two adjacent provinces, only one individual province can have a trade route at a time, and you cannot attack anywhere if you have 0 GPT. Examples: "I'd like to establish a trade route between Prussia and Skane."
DIPLOMACY This doesn't have an actual game mechanic implemented, but is arguably one of the most important features. You can threaten war, forge alliances and trade routes, order embargoes and economic sanctions, pledge to protect NPCs, or make demands of other countries, and the other players in the game will react accordingly. You can do just about anything a real leader could do, and your actions will decide if your nation thrives or dies. Be cautious and be smart.
STRUCTURE OF A POST
- Code:
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[b]Diplomatic Statements[/b]:
[b]Nation[/b]: [b]Provinces[/b]: [b]Total GPT[/b]: [b]Alliances[/b]: [b]Enemies[/b]: [b]Trade Routes[/b]: [b]Invasions[/b]: - Example of a Post:
Diplomatic Statements: Gettin' real tired of your sh*t, Denmark. >:/ And would Spain be interested in an alliance?
Nation: Germany Provinces: Rhineland, Saxony, Bavaria, Prussia Total GPT: +30 Alliances: Austria, Russia Enemies: France, Britain, Denmark Trade Routes: Rhineland/Netherlands, Bavaria/Switzerland, Saxony/Bohemia, Prussia/Western Territories Invasions: Attacking Sealand from Saxony.
(dice roll) Germany: 4 Denmark: 1
Invasion worked. I own Sealand now. Whose mother looks like a Bulgarian now, Danish?
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| | | Sleepy
Clan/Rank : RiverClan Number of posts : 9741 Age : 25
| Subject: Re: A Time for Wolves - Sign-Up & Discussion Sun 16 Mar 2014 - 23:09 | |
| Player CountriesThese nations are available for people to play as and are in contention for control of Europe. Each country has its own unique ability that acts as a bonus in some way, and each country is different. Only one person may control a country at a given time. To claim your country, just post below!
Russian Empire
Bonus: Russian Winter - To capture a Russian starting province, you must roll a 5 or higher. Map Color: Yellow Starting Provinces: 7 (Finland, Western Territories, Caucasus, Moscow, Rostov, Novgorod, Vologda) Player: None
French Third Republic
Bonus: Liberty, Equality, Fraternity - Gains the ability to turn the normally neutral NPCs into staunch allies, and the ability to control their armies. Map Color: Blue Starting Provinces: 5 (Brittany, Lorraine, Burgundy, Aquitaine, Rhone Alpes) Player: None
United Kingdom of Great Britain and Ireland
Bonus: Ruler of the Waves - When attacking a British-held province over water, you must roll a five or higher to capture it. Map Color: Red Starting Provinces: 4 (England, Wales, Scotland, Ireland) Player: Sleepy
German Empire
Bonus: Lightning War - If Germany successfully captures a province, they are allowed to attack again in the same turn. Map Color: Gray Starting Provinces: 4 (Saxony, Rhineland, Bavaria, Prussia) Player: None
Kingdom of Spain
Bonus: Reconquest - If a starting province is captured, Spain gains an attacking bonus of +2 if they try to retake it. Map Color: Orange Starting Provinces: 4 (Aragon, Castille, Valencia, Andalusia) Player: None
Kingdom of Italy
Bonus: Shadow of Rome - Gains a +2 attacking bonus against provinces touching the Mediterranean. Map Color: Green Starting Provinces: 4 (Veneto, Marche, Tuscany, Calabria) Player: None
Austro-Hungarian Monarchy
Bonus: Marriage of State - With the consent of another player, can combine their country with another for a joint-rule. Can be used only once. Map Color: Purple Starting Provinces: 4 (Austria, Hungary, Bohemia, Croatia) Player: None
Ottoman Empire
Bonus: Holy War - If war is declared against the Ottomans and not the other way around, then the Ottomans gain a +1 defensive bonus in all of their controlled provinces. Map Color: Dark Red Starting Provinces: 4 (Turkey, Kurdistan, Syria, Iraq) Player: None
Kingdom of Sweden
Bonus: Lions of the North - Gains a +2 defensive bonus against larger nations. Map Color: Cyan Starting Provinces: 4 (Skane, Uppland, Dalarna, Lappland) Player: Jay
Principality of Bulgaria
Bonus: Aspirations - Gains a +1 defensive bonus in provinces not originally owned by Bulgaria. Map Color: Pink Starting Provinces: 4 (Sofia, Lovech, Burgas, Haskovo) Player: None
Kingdom of Greece
Bonus: Freedom or Death - Gains a +1 defensive bonus for every Greek starting province that is captured. Map Color: Pale Blue Starting Provinces: 3 (Macedonia, Attica, Peloponnese) Player: None
Kingdom of Norway
Bonus: Raiders - Gains +5 GPT for every foreign province conquered. Map Color: Dark Green Starting Provinces: 3 (Telemark, Hordaland, Finnmark) Player: None
Kingdom of Denmark
Bonus: North Sea Empire - Gains a +2 attacking bonus against provinces touching the North or Baltic Sea. Map Color: Dark Purple Starting Provinces: 3 (Sealand, the North, Iceland) Player: None
Kingdom of Portugal and the Algarves
Bonus: Merchants of Lisbon - Each Portuguese province is allowed two trade routes total instead of one. Map Color: Brown Starting Provinces: 2 (Norte, Lisboa) Player: None
Kingdom of Serbia
Bonus: The Black Hand - To capture a Serbian starting province, you need to roll a 5 or higher. Map Color: Steel Blue Starting Provinces: 2 (Belgrade, Kosovo) Player: None
Kingdom of Romania
Bonus: Impaler - If Walachia is threatened, it gains a +3 defensive bonus. Map Color: Teal Starting Provinces: 2 (Walachia, Moldova) Player: None NPC CountriesThese nations are not played by anyone and remain neutral, and they are not in the race for supremacy over the continent. They can be annexed or left alone, but provide double the normal GPT you get from trade routes, and thus are valuable if they remain independent.The NetherlandsKingdom of BelgiumSwiss ConfederationPrincipality of MontenegroPrincipality of Albania
Last edited by Sleepy on Sun 23 Mar 2014 - 15:10; edited 2 times in total |
| | | Jay
Number of posts : 9353 Age : 26
| Subject: Re: A Time for Wolves - Sign-Up & Discussion Mon 17 Mar 2014 - 3:34 | |
| I would like to be Sweden. Can I just sign up like that? Skip the formalities. |C ______________________________________ i used to administrate but the man tore me down
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| | | Sleepy
Clan/Rank : RiverClan Number of posts : 9741 Age : 25
| Subject: Re: A Time for Wolves - Sign-Up & Discussion Mon 17 Mar 2014 - 19:00 | |
| - Jayson wrote:
- I would like to be Sweden. Can I just sign up like that? Skip the formalities. |C
Added you. |D ______________________________________ ‹‹ former site administrator ›› pm me |
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