Ruleset Timing Revision
- 1 Dynastic Rules
- 1.1 Pilots and Shells
- 1.2 The Battlefield
- 1.3 Corporations
- 1.4 DEVAs
Pilots and Shells
The gamestate tracking page for this dynasty is the Ansible Hangar page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
At any time each Pilot may be Demobbed or Jockeying, defaulting to Demobbed, and their status is publicly tracked. An Demobbed Pilot may change themselves to be Jockeying at any time. A Jockeying Pilot has the following tracked information: a Shell Type (whether Archetype or Subtype) and amounts of Power, Attack and Defence (which are all non-negative integer).
When a Pilot sets themselves to Jockeying, they may select a Shell Archetype or Subtype. The list of available Shell Archetypes can be found in the rule Shell Archetypes. They must then set their Power, Attack and Defence to the default value for their selected Shell Archetype.
If a Jockeying Pilot ever has a Power of zero then their Shell is destroyed. A Jockeying Pilot with a destroyed Shell must set their status to Demobbed and blank their Archetype, Power, Attack and Defence.
Each Shell Archetype has a name, a brief description (which is flavourtext), a default Power value, a default Attack and a default Defence.
The following is the list of Shell Archetypes that has been approved by RAID R&D:
- The Mark I
- Description: The first Shells to roll off of the Ansible’s production line. Clunky, slow, but durable.
- Default Power: 90
- Default Attack: 5
- Default Defence: 20
A Shell Subtype is a Shell Archetype combined with one or more distinct Modules. Its name is the Shell Archetype’s name preceded by the modules’ Module Adjectives, and its default Power, Attack and Defense are the Shell Archetype’s respective stats multiplied by 100% plus the total respective modifiers of those Modules (with unspecified modifiers defaulting to no change). A Shell Archetype has a numerical Module Limit associated with it, defaulting to 1. Its Shell Subtypes may each have at most that many Modules.
Each module has a name followed by its Module Adjective in parentheses, followed by its Modifiers, followed by an optional Special Effect which is ruletext that only applies to a Jockeying Pilot whose current Shell Subtype has that Module.
The following is the list of Modules that are approved by RAID R&D:
- Default Configuration (Basic). Modifiers: +0% Power
- Auxiliary Reactor (Boosted). Modifiers: 20% Power -20% Defense
- Structural Reinforcement Plates (Plated). Modifiers: -20% Power 20% Defense
- Side Jets(Attachments). Modifiers: -20% Power +10% Attack +10% Defense
Mechanoids can help assist Pilots in combat or research.
Ownership of any Mechanoids will be tracked on Ansible Hangar. Until a Pilot assigns or sets themselves a Mechanoid, they will be set to “-”.
More than one Pilot can own the same Mechanoid Type.
Pilots can only assign themselves 1 Mechanoid.
- Fire Mechanoid - No description
- Water Mechanoid - No description
- Wind Mechanoid - No description
- Earth Mechanoid - No description
- Dark Mechanoid - No description
- Electric Mechanoid - No description
- Metal Mechanoid - No description
Each Pilot has the following trackable variables: Experience and Memes. Experience and Memes can never be lost.
Experience can be gained in the following ways:
- A Pilot gains 1 Experience every time they start Jockeying a new Shell
- A Pilot gains experience equal to the Experience Value of a Bogey’s sub-species whenever a Bogey is removed from the game as a result of one of their Fire Posts
- A Pilot gains 1 Experience every time they cease to be Jockeying because their Shell is destroyed
A Pilot may exchange Experience for Memes whenever they are Demobbed. Available Memes, their costs, and their effects are as follows:
- Rakshasha Targeting: Cost: 5 Experience. Effect: When Firing on a Rakshasha Bogey, a Pilot with this Meme may select a range of two contiguous integers as the attack’s Fire Vector.
A Jockeying Pilot may fire on a Bogey as a Timed Action, which is scheduled by making a comment on any Scheduling Post that specifies a Bogey as its target, and an integer number from 1 to 100 as the attack’s Fire Vector, and a time for it to occur (which must be a time of the pilot’s choice between 18 and 72 hours after the time at which the comment is made). This is known as a Fire Comment and its poster may be referred to as its Aggressor.
- If the Fire Vector is exactly equal to the Bogey’s Defence, and is no greater than the Aggressor’s Attack, then the Bogey is removed from play and the Poindexter adds a comment to say this.
- If the Fire Vector is above the Bogey’s Defence, the Poindexter adds a comment to say that the Bogey has evaded the shot.
- If the Fire Vector is below the Bogey’s Defence, the Poindexter adds a comment to say that the Bogey has deflected the shot.
- If the Bogey is still in play, apply all Reactions of its Features to this Fire Post, in the order that they are listed in the ruleset.
Each Pilot has a publicly tracked Affiliation, which may be one of the Corporations listed as subrules of this rule and by default is Unaffiliated. Two Pilots whose Affiliation are the same Corporation are said to be Affiliated with each other.
Each Corporation has a Creed, which is Flavor Text.
Each Corporation has a Requirement. An Unaffiliated Pilot may change their Affiliation to any Corporation for which they meet the Requirement.
Creed: Growth At All Costs
Requirement: Any Pilot may join MECHATECH
Creed: Only the Strong Survive
Requirement: A Pilot’s Power must be at or above 100 to join Dynocorp
Creed: Fortune Favors Us
Requirement: Roll a DICE3 and have the result be a 1. Each Pilot may only attempt this once.
Individual DEVAs exist. They may also be referred to as Bogeys once they have Emerged. All Bogeys are publicly tracked.
Each Bogey has statistics that are secretly tracked by Poindexter, that fall within the ranges for that DEVA’s sub-species. Whenever Poindexter has to generate a new Bogey, they should secretly randomly determine its Energy, Attack and Defence based on the published ranges, and secretly randomly determine whether it has any of the special features possible for its sub-species.
There are various sub-species of DEVA, each of which has its own characteristics. Each sub-species of DEVA has a Designation (which is flavour text), an Energy range, an Attack range, a Defence range and a list of possible special features.
The known sub-species of DEVA are tracked on the Ansible Hangar page of the wiki.
The named Features of DEVAs, and those Features’ Reactions, are listed below (with the name in bold and the Reaction afterwards):-
- Deflector Shield. If the Fire Vector is smaller than the Bogey’s defense, the Bogey gains 1 defense, if this would bring the Bogey’s defense above the maximum it becomes the maximum instead and the Poindexter should add a comment saying that the Bogey’s shield has shorted out.
- Radiant Beam. If the Fire Vector is greater than the Aggressor’s Defense, the Aggressor’s Power is reduced by 10.
All DEVA actions must be Timed Actions. Poindexter is responsible for privately scheduling and tracking, and then publicly or secretly (as appropriate) carrying out, the actions of all DEVAs. To whatever extent is possible, Poindexter must generate and maintain any necessary information to map out the generation and actions of any DEVA for at least the next week. If a DEVA’s planned actions do not cover the full period of the next week then Poindexter should randomly generate new actions for it until the full period of the next week is scheduled with actions.
Generating DEVA Actions will require Poindexter to generate times for those actions (or stages of actions) to occur. Each DEVA action or action stage has a range of hours associated with it; when generating that action or action stage, Poindexter must randomly select a point within that range and set the time for that action or action stage to be x, where x is the set time of the action or action stage before it plus the randomly selected time from the time range.
Poindexter should detail all of the day’s scheduled DEVA Actions in each day’s Scheduling Post.
If a DEVA’s action can’t legally take place for any reason (such as an invalid target) then it is stunned and all subsequent actions on its schedule are delayed for 48 hours. If a DEVA’s staged Timed Action has a stage that is disruptable then any Fire Post targeting it during a disruptable stage (i.e. after the disruptable stage of the action has begun but before the next stage begins) then the entire Timed Action is disrupted and will not take place. If a Bogey is removed from play before any of its actions would take place, all of those actions are cancelled.
Available DEVA Actions are listed as subrules to this rule.
Emerging from the Breach
When Poindexter has created a new DEVA, the first item on its schedule should be Emerging from the Breach. Emerging from the Breach may not be selected as an action for a Bogey.
The time for the first stage is set relative to the time at which the DEVA is created. Emerging from the Breach is a staged Timed Action with the following stages:
- 0-24 hours: Gestating
- 24-120 hours: Emerging
Once a DEVA has completed an Emerging from the Breach action it has Emerged and becomes a Bogey.
The date and time upon which the next new DEVA will Emerge from the Breach is publicly tracked information.
Attack a Civilian Target
Time range: 12 and 72 hours.
Attack a Military Target
Attacking a Military Target is a staged Timed Action with the following stages:
- 0-48 hours: Travel
- 48-60 hours (disruptable): Prepare
- 60-96 hours: Attack
When attacking a military target is added to a DEVA’s schedule, a Jockeying Pilot must be secretly randomly selected as its target.
Whenever a Bogey’s attack on a military target is completed, Poindexter must, in the next Schedule Post, inform the Pilots that the attack has taken place and the Attack value of the Bogey who carried it out, which then becomes publicly tracked information. The targeted Pilot then loses Power equal to the Attack of the Bogey minus their own Defence.