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Apocacolony is a game about managing, creating, and upgrading your colony of apocalyptic survivalist while also trying to keep the population mentally stable and fighting off monsters. Highly inspired by games like Mindustry, D&D, The Sims, Dwarf fortress, and City Skylines. In a way its both a PCG and A Paper game. Some would call it a TTRPG. Although their isnt "lore" at the moment, the community will entually create some through playing. Contact Seirei Deus on discord to learn more.

https://docs.google.com/document/d/1ormr1W6k95RAPuMScMvWvv9Z0J9wtZygvDYB2rB4MiQ/edit?usp=sharing - [link is no longer valid]

Before you play![]

Before you even play the game, there are some things that you may need to have/know in order to play the game smoothly and easily.

I would recommend that you have the following:

  1. A calculator to track scores, damage. Etc.
  2. A piece of paper to write notes, and to track player progress. damage , etc. with the use of a calculator.  You may need to draw to better visualize what's happening within the game so a piece of paper is very essential.
  3. A dice (20 sided). If you don't have one you can use a website or app such as this -> https://rolladie.net/roll-a-d20-die
  4. A fun and positive attitude!

Rules!

Rules can often be intimidating, but rules keep the game together. Without rules every game/rpg system ever created would just be a messy blob of ideas. Although this is true for most games that use coding and complex programs to make the game work, it is not entirely true when it comes to games that are built upon pencil and paper. We recommend that you break the rules, add homebrew, add extra content, and ignore rules all together. Whatever makes your game fun. Our game is here as your template, and is meant to be warped in order to become more interesting. This being said, here are the basic rules of the game:

  1. Draw the map! Before you build your wondrous colony of post-apocalyptic colonists, please create the map or location of where you will start. You may venture into far away lands later in your game, but you need a place to start. Maybe you choose a jungle, a desert, an urban location etc. Take into account the resources that might be available, the people you might meet, and the problems you might face. If you go into a desert, water may be a problem but producing silicon or glass might not be. In an urban location you might have to deal with post-apocalyptic street gangs, but there will be an abundance of information and parts. Make sure to add some spice. Add things that standout and will contribute to the story of the game. The map is one of the most important aspects of Apocacolony.
  2. Create your population. What race are your people? Are they mutants, humans, or possibly even squid-people? What language(s) do they speak? Are they multi-racial and cultural? Creating the people of your colony is important. If your people are a culture of squid-people they may be highly intelligent but generally weak physically and will need an abundance of water. If your population is generally mutant they may be the opposite (being strong physically, but weak mentally). To make your game easier choose a race/culture of people that will do good on the map you have chosen. You wouldn't want to put fish-people in a desert, and cactus-people in a jungle. Make sure you'll have fun with the population you have chosen as well. It's important to choose a functional population that you will also have fun with. Your people can literally be anything from humans to a made up race of people like, for example, Bacteria-people. Have fun with the creation of your people. Make sure to create a population sheet if you want to add a bit more rules to the game.
  3. Play! To play the game is simple. Either play solo or with another person who can control the game much like a GM in D&D. To play solo you will have to use either scenarios created by other people, or ones you make on the spot. For every scenario, interact with NPC’s, collect parts, and build your colony. Use the d20 (20 sided dice) to see if you're successful or not in every interaction, fight, etc. If you, for example, wish to build a robot using only parts you find in a city you might roll a d20 to see if you can successfully find all the parts you need. The lower the number the least successful you are, the higher the number the more successful you are. If you roll a 1, you might only find one part. If you roll a 20 you might have found all the parts you needed plus some additional parts and upgrades that might come in handy. Additionally in combat roll a d20 to find how successful you are in combat. Every action that requires luck or skill should use a d20. You don't need a d20,for example, to pick up a pencil, unless that Pencil is extremely heavy or is for some reason you don't have hands. The only difference between playing solo or with a game master is the interactivity and creativeness of the game. A game master can create surprises that you can’t create in your own head, and he/she can make the game feel more vibrant and alive. Remember to keep as much of your world in mind. If your colony becomes larger and larger keep in mind resources, mental health, etc. A single farm in your colony isn't going to feed thousands of people (unless it is very big of course). If your colony is multicultural your people might have differences that need to be settled and could lead to conflict. Keep your population active while eliminating overworking, and for those who are lazy have a way to keep them mentally stable. Take into account everything! It might require a lot of notes, and you might forget every aspect but much like the creator of dwarf fortress says...losing is fun!
  4. Create a map of your colony. You might already have a map of your general location and surrounding areas, but you need a map of your actual colony and its buildings/mechanisms. As you successfully find/build more parts and build factories you can start to grow your population and become more and more successful. You need to draw on a piece of paper your buildings, factories, recreational areas etc. Make your colony bigger and nicer looking as you expand outwards. Add theme parks, zoos, and much more. Create laboratories, barracks, airports, and much more as you begin to play. Make sure your colony design is functional. You wouldn't want farms next to where people live because they may complain of the smell. Don't put a nuclear power plant next to a bomb testing site. Make sure everything works to the best of its ability.
  5. Have fun!

About[]

This game is a very rule-loose colony management/simulator influenced heavily by games like The Sims, dwarf Fortress, D&D, and Mindustry. Your main goal is to build your colony to become more efficient, powerful, and to have a high population. Basically you play god. Because this is the 1st edition so that game is unstable, but in the future we are hoping to have a large enough community of players that will give recommendations on the rules of the game and additional content that will help you and others have the best play session of their lives. So yeah, play god and expand your power. Its that simple!

Content[]

Races[]

  1. Humans - humanoid hairless apes that vary in shape, size, strength, intelligence, culture, etc.
  2. Squid-people - Emotionless Highly intelligent squid-like humanoids that require high moisture environments or water much like frog-people. Very weak physically.
  3. Frog people - Frog-like humanoids that require high moisture or water to soak in. Can only eat insects. May be poisonous to touch or if eaten.
  4. Androids - Robotic humanoids that can live anywhere from underwater to space with the right technology. Don't need food, only a power source and a way to get metal and silicon to fix damage. Emotionless and very literal. Beep, boop!
  5. Mutants - grotesque humanoids that often are very strong physically and can resist almost all the elements of nature, but are incredibly stupid. Some may be born with powers however which may relieve them from their incredible stupidity.
  6. Canine-people - Humanoid dogs, wolves, hyenas, and foxes alike. Can only eat meat, or food with high protein. Can be very loud, often barking and howling excessively. Absolutely hate Feline-people.
  7. Feline-people - Humanoid pumas, cats, tigers, and lions alike. Can only eat meat, or food high in protein. Often very sly, self-centered, and play with their victims. Hate Canine-people.
  8. Ape-people - Humanoid Gorillas, monkeys, chimpanzees, and orangutans alike. Love fruit, but often eat bugs and bits of meat. Very creative and experimentive. Can range from absolutely dumb to average human level intelligent. Often work with humans. Do best in jungles and forest.
  9. Hybrids - Mix of all kinds of races ranging from frog people to Bug-people. Some may look normal, while others look absolutely hideous. Often adapted to many environments. Many hybrids are shunned.
  10. Bug-people - Humanoid insect people. Emotionless. Very sturdy. Can survive all kinds of environments. Very short and small. Very primitive.

Enemies and beasts[]

  1. Bloodhawks - Giant mutated hawk-like humanoids with missing feathers and limbs.
  2. Saggerpags - Saggy grotesque balls of skin and tumors that release toxic gas that prohibits vision and hearing.
  3. Roboflinches - Small Robotic birds. Often neutral, but if messed with will fly into the attacker and explode on impact. Dangerous in large groups.
  4. Pimplemunchers - Skinny long limbed lizard-like beasts with a single proboscis used to suck rotting meat from corpses. They do not have ears, noses, or eyes. Only a mouth, limbs, and a way to expel waste.
  5. Cowtonks - Furry cow-ape hybrids that feed on grass and occasional berries. Have 6 limbs with the front two having fingers instead of hooves. Have 4 horns.
  6. Rocktankers - Appear to be normal rocks or boulders, but when disturbed are shown to be crab-like with a rock shell. Often poisonous.
  7. PolySaggles - intestine worm-like beasts that borrow deep into the earth. Emerge to eat. Can be anywhere from 1 foot long to a 100 feet long. Small ones are more common.
  8. Bloodtroll - Humanoid troll with extremely long-sharp nails.
  9. Triquestrians - 3 legged cow like beast with a male human face with a grotesque, greasy head.
  10. Xenthals - Metallic orbs of energy that are not terrestrial. No one knows what they eat, do, or are on the planet for. Some are passive and helpful, others are aggressive.
  11. Formas - Very tiny goblin sized elephants with a very, very long tail
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