The mystery of life isn't a problem to solve, but a reality to experience. -Frank Herbert's Dune
Welcome to the "Dune - Domination of Arrakis"roleplay! It doesn't matter if you have read Dune or not, this roleplay will undoubtedly be an enjoyable experience for everyone. The general premise is that you are a member (Or in some cases, leader) of a House (Faction) trying to control Arrakis, a mostly desert planet, as well as the valuable material known as Spice which can be mined on the planet. You must compete with other factions for the title of Ruler of Arrakis and Master of the Spice. Be warned, though! There are many other challenges to overcome in your pursuit of glory, power and Spice.
Although I know that there was a previous Dune Roleplay which was somewhat the same, that was at least a year ago, and this roleplay is designed differently. This roleplay will include several main mechanics, with Administrative and Story-Oriented parts. Administrative parts are to be written within spoilers, while Story-Oriented are written outside of the spoilers.
Characters - The first mechanic will be characters. There are 2 main parts to this mechanic, explained below.
Character Creation (Administrative): Character creation works just like it does in any other roleplay. One can have up to 3 characters, but only 1 Mentat/Bene Gesserit. The form is written in the spoiler below.
Name:
House:
Age/Gender:
Appearance:
Specialty?: (Soldier, Leader, Bene Gesserit, Mentat)
Personality:
Backstory:
Character Development (Story Oriented):
Characters can have personal stories, which are separate from the stories of their factions, such as vendettas, betrayals, love interests, hobbies, identity crisis, moral dilemmas, etc.
Bene Gesserit- Only female characters. Bene Gesserit are adept, dangerous women, often capable of assassination. They are occasionally known as Witches due to their skill at speaking exactly the right tone to command a person such as they must perform their bidding. This ability is known as the Voice.
Mentat- Mentat are adept assassins and strategists, extremely observant and very intelligent. Trained from a very young age, they calculate everything and always plan well into the future.
Houses - Houses, also known as factions, are groups lead by someone such as a Duke or Baron. Currently, all Houses have equal territory, units, funds and one factory each. A map will show where each faction controls territory.
House Atreides
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Harkonnen
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Baron:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Corrino
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Fenring
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Count:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Halleck
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
Units - Units are features that can be used by characters to conquer territory for their faction. When applying for new units, one does so within a spoiler. All units cost money. The units, along with their prices, are listed below. Units can be destroyed, or traded/bought/sold between factions.
Soldier - $100 - The most basic of infantry fighters. Very powerful in large numbers.
Spice Miner - $300 - The most basic of mining units. 50 Spice/Week
Sardaukar - $2 000 - More advanced infantry fighters. In a head on fight, 30 Soldiers = 1 Sardaukar
Factory - $20 000 - Stationary buildings used to create any units with a *
*Spotter - $700 - Small flying vehicles used to watch for Wormsign. Can be outfitted with weaponry
*Ornithopter - $5 000 - Larger flying vehicles, used for travel across the desert or aerial warfare
*Carryall - $5 000 - The largest of the flying vehicles, Carryalls are used to transport equipment and personnel. They can not be equipped with weaponry.
*Spice Harvester - $20 000 - Large factories transported by Carryalls. 20 000 Spice/Week
Economy - The economy is the process by which players obtain money. Money can be obtained by selling Spice, Units or Territory. Spice changes its value each phase depending on current events, but at the moment the exchange rate is 1 Spice=1 Dollar. Spice, Units and Territory can also be sold to other factions at rates determined by the two factions in business.
Each house has "House Funds", which are funds that can only be accessed by the House leader.
Water - Water is the most valuable resource on Arrakis. Your water level will be updated each phase depending on the upgrades you have and the number of units you have using your water.
Battles - Battles can be fought in both an Administrative and Story-Oriented form. The instigator decides the form and the territory being contested. Battles are fought between the forces of two houses, which must be controlled by a Character. When a battle is won, the territory and any remaining units in the territory change ownership to the victorious house.
In the Administrative Form, the two Commanding Characters post the actions of their troops in a short form and an Administrator decides the outcome based on priority, knowledge of the territory, strategic positioning, and random chance.
The Story-Oriented Form is more useful for character development, and is written in more detail. Once the two participants have finished their battle, an Administrator will announce the official victor, thereby dispensing the territory to the victorious house.
Territory - Territories are demonstrated on the map. Spice-Territories are more valuable, and can be mined for Spice.
Phases - Phases are stages during which all prices stay the same. At the end of each stage, two things happen. One, a victor is declared, based on the faction with the most territory and spice. Two, the spice exchange rate is changed.
Upgrades - Upgrades are features that effect your entire faction. Many of the upgrades can be bought with spice, but there are also other features to obtain certain upgrades. The available upgrades and the processes to obtain them are listed below.
Windtraps
Windtraps capture moisture in the air and convert it to usable water. Adds a 10 point Water increase and costs 20 000 Spice for first purchase, doubling each time after that.
Stillsuits
Stillsuits reduce water usage by reclaiming and recycling moisture escaping from the body. Adds 30 Water points. Cost: 50 000 Spice.
Guild Support
Guild Support can be bought for 50 000 Spice/Week and gives a 20% discount on all Factory Units and a 10 point Water increase. When the payment stops, the support stops.
That's all for now, but soon I'll add the Sandworms and Fremen. If you have any questions or suggestions, feel free to post them below! This is the most structured roleplay I've made so far, and it's a lot for even me to understand, but I really feel like it will be fun. Overtime, a few changes may be made. Thanks for taking the time to read this, or just to skip down to the end of the post.
The mystery of life isn't a problem to solve, but a reality to experience. -Frank Herbert's Dune
Welcome to the "Dune - Domination of Arrakis" roleplay! It doesn't matter if you have read Dune or not, this roleplay will undoubtedly be an enjoyable experience for everyone. The general premise is that you are a member (Or in some cases, leader) of a House (Faction) trying to control Arrakis, a mostly desert planet, as well as the valuable material known as Spice which can be mined on the planet. You must compete with other factions for the title of Ruler of Arrakis and Master of the Spice. Be warned, though! There are many other challenges to overcome in your pursuit of glory, power and Spice.
Although I know that there was a previous Dune Roleplay which was somewhat the same, that was at least a year ago, and this roleplay is designed differently. This roleplay will include several main mechanics, with Administrative and Story-Oriented parts. Administrative parts are to be written within spoilers, while Story-Oriented are written outside of the spoilers.
Characters - The first mechanic will be characters. There are 2 main parts to this mechanic, explained below.
Character Creation (Administrative): Character creation works just like it does in any other roleplay. One can have up to 3 characters, but only 1 Mentat/Bene Gesserit. The form is written in the spoiler below.
Name:
House:
Age/Gender:
Appearance:
Specialty?: (Soldier, Leader, Bene Gesserit, Mentat)
Personality:
Backstory:
Character Development (Story Oriented):
Characters can have personal stories, which are separate from the stories of their factions, such as vendettas, betrayals, love interests, hobbies, identity crisis, moral dilemmas, etc.
Bene Gesserit- Only female characters. Bene Gesserit are adept, dangerous women, often capable of assassination. They are occasionally known as Witches due to their skill at speaking exactly the right tone to command a person such as they must perform their bidding. This ability is known as the Voice.
Mentat- Mentat are adept assassins and strategists, extremely observant and very intelligent. Trained from a very young age, they calculate everything and always plan well into the future.
Houses - Houses, also known as factions, are groups lead by someone such as a Duke or Baron. Currently, all Houses have equal territory, units, funds and one factory each. A map will show where each faction controls territory.
House Atreides
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Harkonnen
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Baron:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Corrino
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Fenring
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Count:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
House Halleck
Territories:
Put your spoiler here.
House Funds: $1 000
Spice:
Water: 50/100
Duke:
Units:
Soldiers: 50
Spice Miners: 5
Sardaukar:
Spotters:
Spice Buggies:
Ornithopters:
Carryalls:
Spice Harvester:
Upgrades:
Other:
Phases:
Units - Units are features that can be used by characters to conquer territory for their faction. When applying for new units, one does so within a spoiler. All units cost money. The units, along with their prices, are listed below. Units can be destroyed, or traded/bought/sold between factions.
Soldier - $100 - The most basic of infantry fighters. Very powerful in large numbers.
Spice Miner - $300 - The most basic of mining units. 50 Spice/Week
Sardaukar - $2 000 - More advanced infantry fighters. In a head on fight, 30 Soldiers = 1 Sardaukar
Factory - $20 000 - Stationary buildings used to create any units with a *
*Spotter - $700 - Small flying vehicles used to watch for Wormsign. Can be outfitted with weaponry
*Spice Buggy - $1 000 - Small, fast, ground-based vehicles with drills. 200 Spice/Week
*Ornithopter - $5 000 - Larger flying vehicles, used for travel across the desert or aerial warfare
*Carryall - $5 000 - The largest of the flying vehicles, Carryalls are used to transport equipment and personnel. They can not be equipped with weaponry.
*Spice Harvester - $20 000 - Large factories transported by Carryalls. 20 000 Spice/Week
Economy - The economy is the process by which players obtain money. Money can be obtained by selling Spice, Units or Territory. Spice changes its value each phase depending on current events, but at the moment the exchange rate is 1 Spice=1 Dollar. Spice, Units and Territory can also be sold to other factions at rates determined by the two factions in business.
Each house has "House Funds", which are funds that can only be accessed by the House leader.
Water - Water is the most valuable resource on Arrakis. Your water level will be updated each phase depending on the upgrades you have and the number of units you have using your water.
Battles - Battles can be fought in both an Administrative and Story-Oriented form. The instigator decides the form and the territory being contested. Battles are fought between the forces of two houses, which must be controlled by a Character. When a battle is won, the territory and any remaining units in the territory change ownership to the victorious house.
In the Administrative Form, the two Commanding Characters post the actions of their troops in a short form and an Administrator decides the outcome based on priority, knowledge of the territory, strategic positioning, and random chance.
The Story-Oriented Form is more useful for character development, and is written in more detail. Once the two participants have finished their battle, an Administrator will announce the official victor, thereby dispensing the territory to the victorious house.
Territory - Territories are demonstrated on the map. Spice-Territories are more valuable, and can be mined for Spice.
Phases - Phases are stages during which all prices stay the same. At the end of each stage, two things happen. One, a victor is declared, based on the faction with the most territory and spice. Two, the spice exchange rate is changed.
Upgrades - Upgrades are features that effect your entire faction. Many of the upgrades can be bought with spice, but there are also other features to obtain certain upgrades. The available upgrades and the processes to obtain them are listed below.
Windtraps
Windtraps capture moisture in the air and convert it to usable water. Adds a 10 point Water increase and costs 20 000 Spice for first purchase, doubling each time after that.
Stillsuits
Stillsuits reduce water usage by reclaiming and recycling moisture escaping from the body. Adds 30 Water points. Cost: 50 000 Spice.
Guild Support
Guild Support can be bought for 50 000 Spice/Week and gives a 20% discount on all Factory Units and a 10 point Water increase. When the payment stops, the support stops.
That's all for now, but soon I'll add the Sandworms and Fremen. If you have any questions or suggestions, feel free to post them below! This is the most structured roleplay I've made so far, and it's a lot for even me to understand, but I really feel like it will be fun. Overtime, a few changes may be made. Thanks for taking the time to read this, or just to skip down to the end of the post.
hmmm Interested but not entirely sure on the premise or the story mind explaining them to me xP
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2224630-p-i-z-prehistoric-internatinonal-zoo
Added to the first paragraph.
Also, Water System and Upgrades have been added!