Introduction
Suit types
Extensions
Weapon Types
Damage Types
Player Damage
Currency
Experience and YOU!
HP
Actions
Capture
Bases
Ships
Convoys and PMCs
Travel
Joining
Death
Introduction
The earth is not dead, it has just been reclaimed by the forces that man could never fully tame. The large cities of old crumble as roots break from their shackles reaching up toward the sunlight. Towers of industry now serve as homes for animals, plants and lesser creatures but, humanity does survive in underground shelters and in new cities that beat back the wilds.
Many recover old “power suits” to find their fortune or protect what they care about, you are one of these individuals.
This is a fan-made game greatly influences by the Mecha genre as well as series such as Metroid, megaman and Iron man. This is meant in no way to capitalize or compete with those series and at no time will any monetary compensation for this game occur.
Suit types
All suit types grant users varying levels of physical augmentation.
Nanotech - Nanotechnology armors typically cling tight to the body and offer both a high degree of operational flexibility and agility to it’s users. While some nanotech suits offer hardened armor, it seldom covers all of the body. Nano suits allow units to swap out a number of integrated components without a refit action so they can operate in a wide variety of situations with little support.
Integrated slots: 2
External slots: 2
Defense:
Small arms: resistant (all small arms are treated as one grade lower)
Energy: Immune to radiation damage grade D or lower
Hard suit- The hard suit offers much protection but it’s flexibility is lower than nano-suits as a result. Hard suits almost always have hardened armor from head to toe. They require a refit facility to change their integrated components.
Integrated slots: 4
External slots: 2
Small arms: Immune
Heavy arms: Resistant (treated as one grade lower)
Energy: Immune to radiation damage grade D or lower
Exo-suit - At about 3 meters tall, Exo-suits are an imposing enemy to fight but, are most often employed to move large amounts of wreckage. Operators of these suits are often totally insulated from the outside world but, cannot equip external weaponry as they are too large. Requires Refit to change integrated components.
Integrated slots: 6
External slots: 0
Small arms: Immune
Heavy arms: Resistant (treated as one grade lower)
Energy: Immune to radiation damage grade D or lower
Extensions
Extensions are equipped in the integrated slots of a unit and can be either purchased, found or researched to be obtained.They may also be obtained from other players through trade or through looting a captured suit. Commonly available Extensions are displayed in the shop menu.
Weapon types
Weapon types are items equipped to external slots of a unit, and can be changed at any ship or base without a refit action. these items can be either purchased, found or researched to be obtained.They may also be obtained from other players through trade or through looting a captured/killed player. Commonly available Extensions are displayed in the shop menu.
Damage types
Types:
Ranged – anything that leaves the unit to do damage.
Melee – Anything that stays attached to the unit when doing damage.
Kinetic arms:
Small – Small caliber handguns and rifles
Heavy – Large caliber or high velocity rounds such as chainguns or railguns
Explosive – things that go boom
Sonic – sound emitting weapons and shock-waves.
Energetic arms:
Plasma – Flamethrowers and high energy substances
Magnetic – magnet pulses
Electric – Electromagnetic currents
Cold – Low temperatures or items that damage by removing heat
Radiation – Alpha, Beta, and neutron radiation
Laser – Damage through focused light
Beam – Energy of an unknown but potent type.
Intensity:Damage scales with the weapons intensity, the higher the intensity the higher the damage. Below are the possible grades of intensity and some popular examples for each.
energetic ranged:
e- flamethrower
d- power beam
C- wave beam
B- plasma beam
A – hyper beam
Class A examples
melee energetic- lightsaber
ranged radiation – prime hyper beam
Ranged beam – super Metroid hyper beam
ranged small – Desert eagle
range explosive – power bomb
Class E examples:
ranged small – 9mm pistol
Player damage
Suits have a total energy level of 100 units. Upon taking damages, suits lose efficiency. Upon reaching Zero, any suit ceases to function and loses the ability to use all integrated weaponry and any other abilities.
Currency: There are two types of currency, Resource credits (rc) and Zenny (zc). Rc may be gained from salvage actions and represents tangible materials. These may be used to construct bases, ships and as material for research actions. Zenny may be gained from completing missions and claiming bounties and may be used to recruit units and to purchase stock weaponry. Players earn a weekly stipend from Google of 20 zc for updating the map.
Experience and you:
As you gain experience you gain insight into your suit and can better integrate with it and the equipment you use.
75 – slot upgrade +1, 1 integrated class up
100 – slot upgrade +1, Free research action
150 – slot upgrade +1, 1 integrated class up
200 – slot upgrade +1, Free research action
300 – slot upgrade +1, 1 integrated class up
400 – slot upgrade +1, Free research action
my gains!
to gain experience you undergo various trials and difficulties, this is by no means and exhaustive list of available attack action but, they should get you started.
Duels – prearranged confrontations between two players who can’t live without the other dead. If you duel someone, it’s kill or be killed…not practice.
Blackouts – simple ambushes designed to hinder and enemy more than effectively damage them, guerrilla warfare.
Events – read sieges, long term sustained attacks on player convoys towns or other structures.
Rewards from these actions will vary considerably in respect to difficulty and damage and will be determined by the admin only.
HP: Suit integrity is important to survival and should it drop below zero, you character will expire. HP will be regained at a rate of 10 HP per update that no battles take place involving your character.
Actions: Actions are the things a player can do in the game and may or may not be successful as determined by a variety of different factors.
Only one Interruptible action may be taken in an update.
Interruptible actions: An attack by another player will interrupt these actions, attacks on sufficiently large forces will not interrupt Attack actions.
- Attack - Attempting to Destroy, Kill or otherwise do battle with a player, NPC or structure. May reward resources.
- Salvage – Explore ruins or abandoned facilities for useful items and various amounts of resource credits.
- Infiltrate – Attempting to sneak into a structure unnoticed for the purposes of sabotage or assassination.
- Build – Construction a stationary structure.
- Repair cycle – +10 hp. Allowed as part of a travel action.
- Travel – Moving from one place to another. Player may move to one area per update.
- Collect research results – After a research action has been completed, research results may be collected for use, these may only be interrupted by an infiltration action. Players may choose to equip item immediately if so desired and appropriate facility requirements are met.
Uninterruptible actions:
- Refit (requires ship or base) – Changing the default Integrated equipment of a unit. Requires research facility
- Upgrade – Adds a slot to a suit and, increases one suit attribute or weapon.
- Research – reverse engineer or create new equipment, requires research facility. Player may improve existing technology or create new technology if they have a Research lab and the appropriate amount of resources. New technology is subject to admin approval and may not always produce the desired results.
- Purchase (does not take effect until following update) – buy stuff.
- Board/load – Order Units or allow player to board a vessel.
Capture:
In the event of capture the player may attempt to escape once per update. Players have the opportunity to examine one piece of equipment of the captured player per update. Additionally, captors may choose to execute the captured the character and loot their suit in it’s entirety for research actions. To capture a player, the player must be wholly incapacitated and held in a secure vehicle or base of some kind. To examine equipment the aforementioned facility must have a research lab.
Bases:
Basses come in a variety of different options and sizes and may be purchased with a build action. These will be covered in depth in the shop page.
Ships
Ships serve as bases of operation and shelter when on the move, each ship may house a certain number of facilities indicated on it’s particular entry. Multiple ships owned by the same being are treated as a convoy, Ships may be left at bases for repair or safekeeping.
Boarding a ship is treated as an attack action if done forcefully and an infiltration action if done surreptitiously.
Convoys and PMCs:
When players form convoys or have a base within their control, they gain the option to group together under a single banner. Group members in the same locations as one another will defend each other automatically unless the player specifically opts out of this the day of the attack. Well known groups may have some influence due to their reputation on settlements and, rarely, on prices. Group membership does not restrict members from any action against their fellow members.
PMC groups also are given a combined bank account to store Zenny and the option of designating a team base with a vault to store extra equipment. However if that base falls to an enemy, the team account is frozen until a new base is designated and all equipment in the vault is loot-able by the victors. If a specific team base is not designated, players do not gain a vault and if the founding convoy or base falls or disbands, the team account is frozen.
Players may withdraw or place any owned item in the vault through digital transfer, as part of a refit action.
E-mail: All actions are to be emailed to the following address (prototype (at) songofstorms.org) Character name and action type should be included in the title of the e-mail. All purchases must have individual amounts listed.
All Uninterruptible actions should be sent in one e-mail with Interruptible actions sent in a separate email. Uninterruptible actions are processed first.
Travel:
Players may travel one area per day with any base counting as a separate area if they possess a vehicle. If a players vehicle is destroyed or they are separated from it travel time is double this.
Joining:
s Players Join on weekends. The following information should be sent in an e-mail titled “Join”:
SOSP updates Mondays, Wednesdays and Fridays with an administrative weekend update. Actions are only accepted for weekday updates.
Forum name:
Character name:
Suit type: (nano,hard, Exo)
Starting equipment: Player will start with 300 zc. and may spend this on equipment if they so desire.
Starting location:
Profiles are required for proper portrayal of a given character.
Please; only one character per player.
Death:
Death is the last and most unfortunate part of life; If a player dies, the lose all equipment but no experience points. They are dead until the next administrative update.
Death occurs when a players suit integrity (HP) drops below zero.