
Updates
Rules
Joining
Roster
Story
Information
Map
Shop
Bases
Ships
Battles
Events

Forum
Chat
Links
Email
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Basics
Updating
Emailing
Battles
Events
Writing
Roleplay
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Repairing
Being Dead
Experience
Upgrades
Traveling
Teams
Fleets
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NPCs
Owning Territory
Purchasing
Tournament/FFA
Sides
Other
Joining
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| Basics |
Don't be a jerk.
Be Happy, don't take it too seriously.
I'm here to help, but don't complain about everything.
Don't use racial slurs.
Don't expect special treatment.
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| Updating |
The RPG's open Monday to Thursday, Thursday because I can't guarantee an update every Friday. You see, I go to college and have a job, as well as a girlfriend (I'm so much cooler than, let's say, you)! I'll add members on Sunday, and pay you that very evening. We also save the weekends for trivia, and other such useless activities that may or may not end in goodies.
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| Emailing |
| Email me around 7 PM EST with your actions. I tend to be lenient about these sorts of things, I guess that's a good thing. Sending in actions at 10:00 PM, without future approval, will get you a swift kick in the butt. It won't, actually, I'll just save it for the next day. Also, it's very important that you title your emails correctly... you're to put your mobile weapon first, followed by what you want to do. Choose one of these:
Ambush: When you want to ambush. Example: "Tallgeese - Ambush".
Duel: When you want to duel someone. Example: "Shenlong - Duel".
Purchase: When you purchase things. Example: "Wing Zero Custom - Purchase".
Travel: When you want to travel. Example: "Scorpio - Travel".
Other: For all other things, like team creation and giving money away. Example: "Leo - Other".
Joining: For joining, no suit name is required... Example: "Joining".
Within the body of the email, please specify what it is I am to do. Send actions/questions to aftercolonyrpg@gmail.com.
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| Battles |
| In After Colony, you gain strength through bleeding. Every encounter builds experience. In order to battle someone, or something, you must be in the same location and have no days of damage. Also, some people have the option of carrying optional armaments (these are titled in your Mech data as "Optional-something-or-other"). So, since it's ridiculous to think that one mobile suit can carry two bazookas, two beam rifles, a beam sword, and a heat tomahawk, just choose those that best suit your mission, whether it be quick with small arms or large with tons of missiles. The following encounters may be seen:
Ambush: You clearly have the upper hand; surprise is the leading factor in this encounter. The opposing side need not apply (obviously), but you do! A 1v1 ambush ranges from 3 to 5 experience, an ambush with more than two people ranges from 5 to 7, depending on victory or defeat. If you do participate with another in an ambush, both must send an email. You will automatically be assumed to want the aid of your wing, so email me with other instructions if you don't want his/her help.
Friendly Duel: You and a colleague decide to face off; either to show who's best or for simple experience gain. The more you do it, the less EXP you gain, like in all RPGs. Both parties send in an email. Duel's range from 7 to 10 experience. I will assume that you don't want the aid of your wing, so email me otherwise if this isn't the case.
Unfriendly Duel: This is best described as the point in which fighting ceases, and the opposing generals march onto the field upon their gilded horse. They dismount, draw swords, and duke it out. In this encounter, it's rare to see two people walk away. Because of the high risk factor, victors gain an automatic 15 experience, and if the loser survives; he's awarded 7 experience.
Build/Train: Although not necessarily linked to fighting, building is the option to gain rank in the course of a few days. Like the Feudal Japanese who dedicated themselves to perfection, you too may build yourself according to your ideals. For each day spent building, you gain 2 experience, for a maximum of 10 days. In this time you cannot make any actions, and no one may battle you.
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| Events |
| When you attack a ship or base, an event occurs. It's fairly simple, so here's a brief description for each:
Installation Attack: If you're not Zechs in the Tallgeese, you're screwed. Unless, of course, you have a million units to back you up and that, as we all know it, won't guarantee success. It's best if you include the fate of the installation in your battle plans (if you want to destroy or capture it). You gain 15 experience if you win the attack, and 12 if you lose (if you don't die). But, if you keep attacking the same place, it's scaled the same as a regular ambush.
Ship Attack: Experience in a ship attack ranges the same as a large ambush. Also, you may want to include the fate of said ship in your email.
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| Writing |
| I can't do all the writing in the game, that's why I'm hiring you! I give you fake money and then you spend your free time writing. Hopefully, in an hour and a half or so, you'll produce a piece of literature. It's quite simple, really, writers need to be on at 6:30 PM EST (maybe later) and for each battle, the writer gets 150 credits.
If you want to be a writer, send me a piece of your "work" and I'll get back to you.
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| Roleplaying
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Please role-play, it really makes these games worth while. Always keep the role-play to the RP Board, and don't "RP" someone else's character without their permission. Continuous role-play may be rewarded with prizes.
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| Repairing
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| When you go into battle, it's a given that you'll receive some form of damage. No one is infallible. Damage ranges from 1 to 5 days, 1 being the least amount and 5 usually being death. Such things can reduce the days of damage in which you take, being at a friendly base for example, will decrease your damage by 1 day. While repairing, you cannot be attacked, though you are allowed to travel and/or buy
things.
When your ships are damaged in battle, a status will appear (designated by a red "current action"). This means it cannot engage in battles, it cannot participate in any sort action (save travel), can only travel at normal speeds (mobile suit speeds), and must be repaired at a space dock. It costs 500 credits to remove this status.
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| Being Dead
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With conflict comes death, it can't be any other way. When your character dies in the RPG, you sit out of the game for 5 days, you send me a new name, and a new mobile suit (if your suit was destroyed). You lose only about 10% of your experience, and since I'm sort of nice, I'll round up.
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| Experience |
| Skill is not measured by how good your mobile weapon is, it's how well you pilot it. A good example is Heero. He whipped that purple Leo around like there was no tomorrow. But then again, Heero wasn't quite human. You gain experience depending on what you do, and with that you grow to better understand your mobile suit and its capabilities.
Also, when your NPC mobile suits are engaged in combat, they too gain experience. With every other encounter, or if they're involved in a large event or battle, they gain one level.
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| Upgrades |
Since we have few player characters, and even fewer non-Gundam mobile suits, I need to span-out the upgrading process. Upgrading takes place when you reach 125 experience, and your mobile weapon receives a large amount of damage. All suits upgrade at least once, even those without an upgrade listed.
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| Traveling |
Travel is simple, the basics are as follows. It takes an extra day to go to a base/facility/whatever. If you're attacking a fortress or something in the same location, it'll occur instantly - you won't have to travel an extra day to get there. Mobile suits move one location a day, transports or whatever have the ability to travel two, unless specified otherwise. In space, it takes an extra day to travel to installations, just like on Earth. Each location on Earth is one day away (citation needed). It costs 20 credits to cross the Atlantic and Pacific Oceans. So, if you're in Europe, and you want to vist your honey in New York, New York, you need to dish out 20 credits for the plane ride. It's also 20 credits to hitch a ride through the atmosphere---that shit ain't free.
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| Teams |
| Player characters sometimes get together and form small bands, or teams, to counter a much larger threat. If you want to create a team, send me the names of those who you want to join (at least 3), their emails, their positions within the team, and a team name. Either attach that person's approval to the email, or just have them email me. Remember, title it "Other"...
A team account is created on the formation of a team, the base amount is 200 credits. Free money, but only the team leader may spend it. You may add credits later on, too, just send in the amount... and that's it. Note: team members must be on the same side.
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| Fleets |
There are limited kinds of ships in the RPG, true, but you can still make them into a fleet. Most fleets are comprised of many mobile suit transports, like Mariemaiah's Serpent's, or Treize's army of Leos... or whatever they were. Anyway, to make a fleet, you need 3 or more ships, a name for the fleet, and the subdivisions (if you want them). Also, the fleet moves as fast as the slowest ship and you cannot travel through the atmosphere if one of your ships is not suited for atmospheric tavel. And, uh, you don't need to be with your fleet to move it. Yeah.
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| NPCs |
| If you haven't noticed, there is a section on your roster information labeled as "Wing", and below that several dashes. This means, children, that these are the little buddies that follow you around and junk. You can only have 3 travel with you. Also, you HAVE to account for them when you travel in a ship... makes sense, eh? When you do, a little "+1" or something will appear next to your name within the vessel. Anywho, when you run out of space in your wing, you may create a battlegroup, these are listed on the information page under "Battlegroups". Anyway, these may contain as many as 50 mobile suits (or as few as 2). Yeah. The following are actions you may make with your battlegroup, they all take a day to complete:
Stand: Normal stance.
Guard: They stand, on alert, wherever you command them to. This "ups" their defense if an encounter happens.
Patrol: This actions roots out the enemy, and increases your battlegroup's offense in a conflict.
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| Owning Territory |
| Places like 5 days from Earth, Africa, and many other places may be owned. Currently, OZ owns Europe, and that's about it. To own an Earth location, you have to erect at least 3 bases on that location and hold it for a week. In space, to own a territory, you must build two colonies and a single resource satellite (a space fortress would be nice, but it isn't required). To own a planet, you need 3 bases on the surface, a colony and a resource satellite in orbit. Owning places gives you bonuses, they are as follows:
Planet: You receive +1,000 credits each week and access to the planet is restricted to everyone else (unless you're an attacking force... looking to take it over).
Earth Location: You receive +500 credits each week, and your forces automatically attack whoever passes through it (a given, I know).
Space Location: You get +300 credits every week, and ditto for everything else.
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| Purchasing |
| Every week you get paid, with that newly acquired cash you can buy things from our lovely shop. In order to do this, though, you need to do some math for me, as well as include a name for ships and installation you may or may not buy. Yes, you need to be at the location at which you buy an installation, and no, you don't need to be at the location at which you buy your ship (though it must be a friendly area), but you CANNOT make an action with your ship the day you buy it!!! Also, if you purchase three or more ships, they're in the same location, _AND_ you want to group them, just make a fleet! Give me the fleet name and the division of ships, and you're in. Fleets move at the same pace as the slowest ship, mind you.
Also note that you can sell things. In order to do this, though, you need to roleplay on your respective message board as your character, selling said item. Either I (as an NPC) or another player character will work out the purchase.
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| Tournaments and "Free For Alls" |
Sometimes I hold tournaments and FFA's. Sometimes there're prizes. I'll tell you about them when... like... there's gonna be one.
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| Sides |
| When you join, you choose a side to represent. Each signifies good and evil, pure and impure, love and lust, etc. Choose wisely, since it will most definitely affect how your character acts, as well as his/her development throughout the gaming process. Each side may start at any location owned by his/her side.
Earth Sphere Alliance: Do I find a pulse? Yes! Remnants of the old Earth Sphere cling to their claims on Earth, as well as the various colonies in which they were once so prevelent. Their numbers are dwindling, as well as their pride, but for all you know, that could change. As a member, you receive a weekly paycheck of 100 credits, and start with 200.
Organization of Zodiac: You were once known as the Specials, an elite unit within the Earth Alliance ranks. It's awhile since the great coup, and your comrades have grown fat from suckling. This is your chance to live up to your name, and defeat the remaining threat in triumphant glory. As part of OZ, you get a weekly allowance of 150 credits, and start with 250.
Civilian: You're unaffiliated, enough said. You get 50 credits weekly, since you probably have some form of work outside of killing. You also start with 150 credits anywhere on Earth or on a colony, except those owned by the Earth Sphere Alliance and OZ.
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| Other |
| Below are special actions that didn't really fit anywhere else in the rules, ones you may do with your ships/mobile suits. Here we go.
Orbital Drop: The Virgo Transport may perform orbital drops, which is essentially a paradrop but from orbit. All mobile suits may be dropped on a target on Earth, pretty much any target. They land, almost unnoticed, behind the enemy defenses. Great strategy if you have unlimited forces.
One-Day-Away: The Tragos and Maganac Gunner are able to shoot at targets (namely bases) from a day away. Players can home in on certain areas of a base, so pick an add on or mobile suit and hope for the best. This sort of thing can be thwarted quite easily by patrols.
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| Joining |
Go here to join. Hope you read my crappy rules. And remember: zOMFG DONT BREAK CONTINUITY.
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