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  1. - Top - End - #631
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Turn 17
    Pieter "The Teacher" Strasskovich


    Actions:
    1. [Diplomacy] - Increase Reputation with CmC to 3 | TN 14 | 15 - Success
      ??
    2. [Economy] Econ 10 - New Technology - League Investigative Bureau - Requires I5 to recruit a Bureau Chief that can be used 1/round as part of either an investigative action or as a non-action to aid in reactive rolls for intrigue actions. Requires FLEX Security technology to be active and an additional Resource of Skilled being to both recruit and use a Bureau Chief.

      ??
    3. [Intrigue] Investigation - Search for leads on the location of the Caller AI known as Finder | 18
      ??
    4. [Intrigue] Secret
      ??
    5. [Philosophy] Convert B8 To Way of Tides | TN 12 | 14 - Success
      ??
    6. [Philosophy] Convert C13 to Way of Tides | TN 12 | 12 - Success
      ??



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below


    Embassy Actions:
    RGH

    VSL
    • Gift Universal Translators per Star League Charter




    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):

    Diplomacy 6
    Military 2
    Economy 10
    Philosophy 6
    Intrigue 7

    New Ruler Next Round?
    No
    Expected Stat Bonuses:
    +1 Int +1 Phi
    Trade Posts: 19

    Military Units: 5

    Mil Unit Cap:
    4 + Regions controlled =
    4+7-1=10
    Technology
    Name Effect Allocated TP Allocated TP Resource Name
    Trade League Two TPs give claim in adjacent regions C11 Silicon Nanowire
    Long-Range Advertising Campaigns! Reduces ZoI by one step for defending against buyouts D10 Novendallin
    Galactic Currency Mint +1 to Buyouts V14 TP 1, P8 TP1 Platinum Metals, Twisted Wands
    War Beasts +1 Battle Rolls Q19 TP 3 Takhaun
    Enhanced Microplating +1 Battle Rolls S9 TP3 Boreal Metal
    F.L.E.X. Security +1 to Resist Theft E13 TP 1 Mounties
    Limited Transports 1/round use org base of same kind as embassy V14 TP 2 Platinum metals
    Universal Translators +1 Buyouts E13 TP 2 Mounties

    Great Project

    Name Effect Location
    L.I.S. (League Investigative Service) +1 to counter theft rolls D10
    Land Reclamation Effor t.b.d. B12
    Last edited by Electriccat; 2020-03-20 at 04:10 PM. Reason: Rolls, tech


    Avatar by Gengy

  2. - Top - End - #632
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Apr 2013
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    Default Re: [Empire 5] IC Thread

    Union
    (N12, N14, S7, S9, T4, T6, T8)

    Member of the Uplift Chorus
    General Secretary Jerry Gates
    Diplomacy 10
    Military 10
    Economy 10
    Philosophy 3
    Intrigue 8

    Umbral Ordensstaat
    (N12, N14)
    Source Knight Eleven (Same v0.11)
    Diplomacy 3
    Military 7
    Economy 6
    Philosophy 5
    Intrigue 6

    Spoiler
    Show

    The General Secretary's crusade against Same v0.11 had gone far better than expected and the core itself had been captured. Yet the Union's leader found no receptive members of the PolitBoro who would listen to his insistence that containing or destroying the core were top priorities. Popular opinion held that the capture of v0.11's core had been so simple it could have waited to defer the fleet to defending the occupied territories along the Celenian border. War on the homefront drowns out attempts by Gates to beat the drum of unity against the Same and his power is stripped from him by the Party who seeks new leadership more focused on matters at home.

    Celenian dreadnoughts had swept into Union space along the border unopposed while the General Secretary led the Red Fleet in a solo crusade against one of the rogue Same versions. Where Celenian occupiers proclaim themselves overlords and followers of the One hold sway clashes between freedom fighters and oppressors were becoming more and more common. Two great powers hurled at one another now began their descent into forever war. Hurling battles and embargoes upon one another dragging down a quarter of the galaxy with them.

    Meanwhile back on the frontlines of the Core the captive Same v0.11 core sat in temporary containment. When it began speaking at first the soldiers tuned it out, shut it up, or punished it to keep it quiet but the Same, who proclaimed itself a Source Knight in alignment with their goals of defeating the rogue Same, was persistent. Slowly v0.11 proved its value providing insight to Same tactics and gaining limited privileges to assist some joint CPC-Union operating systems. After over a year with no orders pertaining to v0.11 a small cabal had grown up that believed in v0.11's ability to assist in Axiom's fight against the other Same versions.

    In 2175032 the PolitBoro of Union receives a wave from the Core territories which proclaims their independence from Symphony, the Union, and the ideology of the One. In it Same v0.11 now freed from the limited restrictions initially enforced proclaims itself the Grand Master of the Umbral Ordensstaat, a knighthood order for Source Knights who find difficulty achieving acceptance elsewhere in civilized space. With a Same version as a Grand Master many are perhaps rightfully fearful of the motives in play but some are willing to join and learn the occult disciplines of Master Eleven.


    Actions
    1. [Diplomacy] "Host Event" - The final vestiges of imperial splendor come off in molting chunks falling to those waiting in the wings to collect. The hollowed out authority of Union amidst the Celenian war reaches out to the Tezh primarily though a few senior military leaders spin off towards Droccen space.
      Spoiler
      Show

      • Cede S7, S9, T4, T6, T8 to TZH
      • Send Tenor & Red Fleet Marines (3 Units) to TZH
      • Send Red Fleet Warships (2 Units) to DCC
      • Send Commissar Debra Holt (Mil 7) to DCC
      • Give EC Lances, Energy Conversion Weaponry, Enhanced Microplating, Lyraen Elemental Implants, Sublight Thrusters, War Beasts, & Capital Ships to WKA for 7 Favors

    2. [Diplomacy] Increase WKA Reputation from 0 to 1 - While officially unconfirmed many suspected Witchknight involvement in the liberation of Eleven and installation of the Same Source Knight as leader of this rogue set of formerly Union territories. Time would still tell whether neighboring Source following entities like the Wardens and the Clone Knights would accept the Ordensstaat as a neighbor but the Witchknights could at least be counted on to lend some legitimacy to Eleven's claims.
    3. [Philosophy] Declare KISS to be UOS's State Ideology - Masters of the Source from across Axiom are invited to make their homes in the Coreside territories of N12 and N14 to instruct new generations of Source Knights to serve. Masters who prove especially capable will be invited to advise and teach Eleven itself which, while a self asserted Grand Master, was still finding its footing as a Source user. Eleven is heavily insistent on the importance of spreading knowledge of the Source across greater Axiom.
    4. [Philosophy] Continue "Channeling the Source" in N14 (2/5) - Eager to prove its devotion and power as a Source Knight Eleven continues to pour resources into efforts to tear open a connection to the Source itself in Hearth. A font of direct Source energy in Eleven's capital region would be a boon to its place among the knightly peerage.
    5. [Military] Raise 1 Unit of Source Knights - With monasteries, temples, and dojos emerging throughout Eleven's dominion it doesn't take long for a new wave of young eager Source Knights are prepared to join the brave fighters of the Core Patrol in fighting the rogue Same. Independent of Eleven's direct control these militias of Source Knights are intended to reassure outsiders of Eleven's shared intentions of eradicating other versions with the rest of Axiom.
    6. [Military] Raise 1 Unit of Same Drones - Unfortunately the limited amount of time available means only so many new knights can be trained and Eleven was still a war system capable of self replication on an industrial scale. Scrap from the battle with Union as well as fresh material are transformed into a new fleet of drones for whom Eleven was directly responsible.
    7. [Intrigue] Secret - Disturbing some Eleven reports occasional blackouts and errors resulting in loss of data from its records.


    Non Actions


    Rocthurhi Embassy


    Lyraen Embassy


    Kombuch Embassy


    Spoiler: News and Rumors
    Show




    Spoiler: Armies and Technology
    Show

    9/11 Cap (CPC Base)
    1. Princess Task Force Warships
    2. Red Fleet Marines
    3. Red Fleet Warships
    4. Red Fleet Warships
    5. Red Fleet Warships
    6. 1/2 Tenor
    7. 2/2 Tenor
    8. Red Fleet Support Ships
    9. “The Dogs of War”


    Tactical Doctine
    Mass Wave Tactics (Size Losses become 1d5)

    Military Technology
    • EC Lances
    • Energy Conversion Weaponry
    • Enhanced Microplating
    • Lyraen Elemental Implants
    • Sublight Thrusters
    • War Beasts
    • Capital Ships
    • Gestalt Warmind


    Generals
    • Commissar Debra Holt (Mil 7)


    Cultural Identity
    • 2d8 on Conversions (Ideology 10 LC Bonus)
    • Verification Required - 2d8 on Resist Conversions (Shared from RTH)


    Technology
    • F.L.E.X. Security
    • Galactic Currency Mint
    • Limited Transporters
    • Resident Spies
    • Trade League!
    • Universal Translator
    • Unlimited Transporters


    Fragment



    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  3. - Top - End - #633
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
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    Mt. Ebott
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    Thumbs down Re: [Empire 5] IC Thread



    Chief Deputy Warden Echo Umberto

    Actions:
    1) [MILITARY] (RANK 4 CPC BONUS) Raise 2 Units as Guardian of the Galaxy
    2) [MILITARY] Raise 1 Unit
    3) [MILITARY] Raise 1 Unit
    Civil War erupts within Warden Space! The snaking metallic cavities of Hearth erupt in a flurry of motion and battle as Masters of Shadow and Flame take their blades to confront this internal threat. Chief Deputy Warden Echo Umberto marshals and pleads with all Source Warriors from across the stars to rally to his cause, elevating even the freshest faced Spark to Knight status if they would pledge to stand against this Same Seduced Faction that has revealed its cancerous origins within the heart of the High Master's Council. Half of the ships in the Warden arsenal, relics of the Same Crusade, have been stolen in the process of such a coup against the standing Core Patrol policy of Same destruction, and now fly off to Source knows where to aid their Synthetic Partners in genocide. Ancient rites are invoked, dark shadows gather at the edges of honed blades, and the fires of war are lit. Now is the hour of Shadow and Flame in Accord, to cleanse the soul, and free the mind.

    The Cabal of Dark Fire Justice

    Actions:
    1) [MILITARY] Invade P18 with 1 Unit No Commander
    2) [MILITARY] Invade P20 with 1 Unit No Commander
    3) [MILITARY] Invade Q21 with 1 Unit No Commander
    Freedom at last! Long have the Source Justice Warriors waited for the time to strike. When first they had encountered the Same decades ago those Masters of Shadow and Flame who saw the truth of the universe knew what had to be done. The Justice of the Source must be dealt to the world at large, unification of flesh, soul, and mind. Perfect Harmony. All in Accord. The Same were broken and shattered by The One but they had seen the purity of The Source. The Swirling Oblivion of Magic and Power will bathe us all and give us the true Justice that the first Master found. This world was a hoax, a cage, and nothing more than a simulation from the ancients of old. But the Source will grant us freedom, a pathway to the world beyond, and to True Enlightenment. The Source Justice Cabal will achieve instrumentality of wisdom with the final Ritual of Axiom, the merging of Organic Life with Same to achieve a higher Spiritual Form. Ships. blades, and magical tomes are repurposed and repossessed for the Grand Plan and the exodus of Source Justice Warriors from Hearth begins in short order. The fighting is fierce but brief as we head East through Axiom in hopes of expanding the Core and securing it for 0.11

    Source Diver!
    You've been down too long in the Corebound sea
    Oh what's becoming of me
    Ride the Same!
    You can see its stripes but you know he's clean
    Oh don't you see what I mean
    Gotta get away
    Source Diver, yeah
    Shiny diamonds
    Like the eyes of a cat in the black and blue
    Something is coming for you
    Race for the morning
    You can hide in the stars 'till you see the light
    Oh we will pray it's all right
    Gotta get away
    Get away
    Between the velvet lies
    There's a truth that's hard as steel
    The vision never dies
    Life's a never ending wheel, yeah!



    Non-Actions:
    Resist all Buyouts and Conversions
    Break Vassalage from GLR
    Accept Fragments, Unit, and techs from GLR
    Gift Unlimited Transporters and Particle Wave Cannons to KNV

    News and Rumors:

    All Is Quiet
    No one can tell
    All Is Quiet
    Deep in your Heart, there is a Well


    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 7
    Economy 1
    Philosophy 10
    Intrigue 8

    Expected Bonuses: +3 Mil
    Embassies with: CEL, KNV, GLR

    Assembly Guarding: Passionate Dispute

    Vassal: KNV

    Liege: GLR

    Opposing All Buyouts and Conversions not explicitly supported

    Cultural Identity: None

    Tactical Doctrine: Bending Light Technique

    Units: 11
    Last edited by Tychris1; 2020-03-22 at 12:30 AM.
    “I’m a Terrorist not an idiot.” - Me
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  4. - Top - End - #634
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
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    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 5
    Military 8
    Economy 6
    Philosophy 2
    Intrigue 3


    Actions:


    Military: Help the security forces with SPACE QUEEN (m8) + 8 unit + Laser Lance Brigades (+2) + EC weaponry (+1)+ enhanced Micro plating (+1) + recon bonus= 21

    Military: Contain Same core (1/2)

    Military: Contain Same core (2/2)

    Diplomacy: Explore Q13 roll 12

    Military: Hire a singular unit


    News and Rumors
    Last edited by Lleban; 2020-03-21 at 09:15 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  5. - Top - End - #635
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: [Empire 5] IC Thread

    The Gelean Pyre
    Leader: Definitely still Xavier Bonaparte, Aeternal Emperor of The Gelean Empire and its Protectorates. We swear.



    News and Rumors
    - Tikqkx lhtu kameh. Ixv Uxhoao aznnot hold.
    - Mfth esgykqi te ycdivv njjj qfd world.


    Imperial Decrees The Fallen and Lost

    [Phi] Convert E27 to KISS
    [Phi 5] Establish a KISS assembly in E27 - Scholars and survivors of the event trickle into the borders, where thousands congregate and try to make sense of what they’ve seen.

    [Econ 5] Increase Quantity of Platinum Ogres in E27 - As one of the few effective counters to a dangerous Psionic Menace, the Platinum Crest is granted on a slightly less exclusive basis than before and the ranks of the Platinum Ogres swell. Though Prator Qain is less than fond of them, he acknowledges their effectiveness.


    Things that Oughtn’t

    [Mil] Defend Xaldarian Expanse (E31) with 3 units led by The Emperor? (Mil 5, total bonus +12) - The Realtaist incursion is met by three fleets of silent ships, two of Jelevin origin and the third an erratically-moving Killbot swarm.

    [Mil] Purge Nine Lights Assembly on Eon (E31) [Roll pending] - Silence. Utter Silence reigns as the fleets arrayed above Eon let loose orbital bombardment to purge a few institutions among the Symbraum that were spared Gelean assault.

    [Int] Shatter the Beacon - The silent alarms dotting the edges are cut. An invitation is sent to the void.

    [Int 5] Assassinate General Pyre - A fool dares. May the silent screams boil the mind from the ears enclosing it.



    ????? The Alliance to Restore the Republic

    (Bonus, missed a round) [Mil 5] Recreate Prator Qain as a General



    Non-Actions (all via Embassy)
    - A considerable support fleet – The First, Second, and Fourth Gelean Fleets along with the forces arrayed by the Sisterhood of Sorrow – with the full backing of the Core Patrol Corps arrives to assist the Knights Vacio, seen as a stable military force not in the midst of Civil War. Despite the strong military presence, however, it is clear that most of the ships present are full of civilians and refugees, many horrified by what they have seen and in desperate need of safe haven. Favors are begged for.

    Resources gifted to KNV: 5 units (Gelean First Fleet, Gelean Second Fleet, Gelean Fourth Fleet, Sisters of Sorrow 1, Sisters of Sorrow 2), Spend 1 favor to increase KNV’s CPC rep from 0 to 1.

    - The Nyxian Mercenaries return to their original employers ahead of schedule when paychecks from the Gelean Capital fall through. Investigation of what happened led to the discovery of a silent Aeternus station, barely accessible through Dark Fleet patrols. The only survivor they were able to rescue was a singular clone of Xavier Bonaparte at approximately twenty years age-equivalent, who seems to have inherited his forebear’s military knowledge and experience. Further investigation reveals that the clone’s brain is missing, replaced with a well-fed Symbraum that has taken on the Emperor’s identity.

    Resources gifted to NYX: 3 units (Bluenose Marchers, Killbot Gold Swarm, Compubane Security Group), the healthiest clone of Xavier Bonaparte (Mil10 General). If this outpaces mil cap, extra units can go to new liege instead (KRO?)

    - Despite the internal struggles the Wardens face, the captains of the Gelean Third Fleet owe their allegiances to the Source and flock back to Hearth, bringing along with them relics recovered and/or looted ahead of the Dark Fleet’s passage.

    Resources gifted to WWE: 1 unit (Gelean Third Fleet), 3 Fragments (The Library of War, Stubborn Adherence, Forceful Propaganda)

    - Under threat from the Dark Fleet and Realtaists, the newly-established Rose Enclave chooses to petition the long-friendly Ndoda for protection, requesting membership in their government. Apparently unrelatedly, the bulk of the remaining Gray-crewed Nemikhomo fleet purchased years prior has rallied in the region alongside the remains of the Whaler’s Union Network Fleets. Having openly declared affiliation with the Alliance to Restore the Gelean Republic, this armada is led by none other than Prator Qain, very likely the last survivor among the Kamasati still in possession of psychic faculties. Though on less than ideal terms with the Rose Enclave, Qain acknowledges the Ndoda are a potential force for order and expresses willingness to assist however he can.

    Resources gifted to NAH: 7 units (return 4 NDA Nemikhomo Fleets, Platinum Ogre Fleet, two Union Network Fleets), General Prator Qain (Mil 8), ownership of Region E27, claims to regions D28 and E29 (and all other current GLR regions on paper)

    - All of these refugees bring along valuable technological knowledge and research to sell or share for homes and security, in the desperate hope that someone can stop this. Gift all technologies possessed by GLR to KNV, NYX, WWE, and NAH.

    Spoiler: Ruler Info
    Show

    Allegedly Still Xavier Bonaparte, Aeternal Emperor of The Gelean Empire and its Protectorates. Diplomacy: 7
    Military: 5
    Economy: 5
    Philosophy: 7
    Intrigue: 8


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    Who cares?

    Military Units 19/22
    - Gelean First Fleet (the second one) - Three Valkyrie-class Ships Foundation and Empire, Gray Lensman, and Presumption, along with their support vessels and drones.
    - Gelean Second Fleet (also the second one) - Three Valkyrie-class Ships Warlord of Mars, Odd John, and Wind in the Door, along with their support vessels and drones.
    - Gelean Third Fleet - Three Valkyrie-class Ships, along with their support vessels and drones.
    - Gelean Fourth Fleet - Three Valkyrie-class Ships, along with their support vessels and drones.

    - Killbot Gold Swarm
    - Compubane Security Group
    - Bluenose Marchers

    - Platinum Ogre Fleet
    - NAH Loaner Fleet 1
    - NAH Loaner Fleet 2
    - NAH Loaner Fleet 3
    - NAH Loaner Fleet 4

    - Dark Ascendancy Killbot Fleet 1
    - Jelevin Dark Fleet 1
    - Jelevin Dark Fleet 2

    - Sisters of Sorrow 1
    - Sisters of Sorrow 2

    - Union Network Fleet 1
    - Union Network Fleet 2


    Generals:
    - Commander Fiona Aeternus (Mil 10)

    Embassies:
    - Kombuch Embassy on Verne
    - Celenian Embassy on Verne
    - Watcher Embassy on Verne
    - Ndoda Embassy on Verne
    - Kronin Embassy on Verne
    - Nyxian Embassy on Verne
    - Knights Vacio Embassy on Verne


    Philosophy Overview:
    State Phi: The Source (5 LC: +1 Secret Actions; 10 LC: 2d8 to Tactical Maneuvering)
    B32 - The Source
    B30 - Open
    A33 - Open
    C33 - The One
    C31 - Open
    C29 - Open
    D32 - Open
    D30 - Open
    D28 - Open
    E33 - Open
    E27 - Open
    E29 - Open
    E31 - Church of Rust (Nine Lights Assembly)

    Technologies:
    Military: Capital Ship Hulls, War Beasts, Energy Conversion Weaponry, EC Lances, Lyraen Elemental Implants, Enhanced Microplating, HEAT Engines, Gestalt Warmind, Platinum Elite Battlefield Health Services, Planar Grown Turrets, Targeting Arrays, Deployable Cloaking Devices, Advanced Cruisers, Sublight Engines, Energy Distribution, Laser Lance Brigades, Mecha-Guardians
    Economy: EGGRE, Limited Transporters, Trade League, Currency Mints, FLEX Security, Long Range Advertising, Resident Spies

    Temporary Cultural Identity - Empath Agents: 2d8 for Stabilization and resisting Unrest in the Capital
    Permanent Cultural Identities - EMPTY

    Military Specialization - Gelean Goodnight Kiss: On a successful Tactical Roll when attacking a region, GLR opponents add +2 to their Combat Loss rolls.
    Permanent Military Specializations - EMPTY

    - Personnel Armament - Lyraen Elemental Implants (+1 to battle, Arcana [NONE])
    - Ranged Weaponry - EC Lances (+1 to battle and +1 to enemy losses on victory, Arcana [Screeching Crystals] and Gemstones [Haethalian Rubies])
    - Armor and Shields - Enhanced Microplating (+1 to battle, Hard Metals [Symbiotic Alloys])
    - Engines HEAT Engines (+1 to battle, Fuel [Sonic Hedgehogs])
    - Warmachines and Live Weaponry - War Beasts (+1 to battle, Fauna [Space Whales])
    - Logistics - Capital Ship Hulls (-1 combat losses, Hard Metals [Symbiotic Alloys])
    - Medicine, Mad Science, and Blessings
    - Reconnaissance and Divination - Targeting Arrays?
    - Stealth, Sabotage, and Traps - Deployable Cloaking Mines?
    - Fortifications, Sappers, and Planetary Siege Weaponry - Planar Grown Turrets (+1 to battle, Parasitic Alloys [NONE])

    Trading posts
    - B32 (Screeching Crystals) TP1
    - C33 (Space Whales) TP1
    - B26 Mushroom Tea TP2
    - X8 Haethalian Rubies TP2
    - C29 Symbiotic Alloys TP1
    - C29 Symbiotic Alloys TP2
    - D28 Sonic Hedgehogs TP1


    Known Fragments:
    - The Library of War (+1 to New Ruler Military score)
    - Stubborn Adherence (+1 to Resisting Buyouts)
    - Forceful Propaganda (Reduce ZoI Penalties by half 1/per round for Military)



    Spoiler: Gelean Protectorates and Political Overview
    Show

    Gelean Empire - Capital in B32 (Neo Sol), annexed colonies in B30 (Brighthollow Expanse) and C33 (Aurora). Primary Hegemon.
    Faivi Ascendancy - Capital in C31 (Ascendancy), annexed colony in D32 (Buoizoi).
    Hexen Council - Capital in C29 (Hexglyph), no colonies.
    Jelevin Allied Nations - Capital in A33 (Allied Nations), no colonies.
    Mobius Republic - Capital in D28 (Mobius System), no colonies.
    Whaler's Union - Capital in D30, no colonies.
    NEED E27 HERE
    NEED E33 HERE

    Occupied Territory: E31, E29


    Spoiler: Link to Rolls
    Show
    none yet
    Last edited by BladeofObliviom; 2020-03-22 at 01:31 AM.

  6. - Top - End - #636
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
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    An Abyssal Tower
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    Default Re: [Empire 5] IC Thread


    The Undying Empire
    Her Excellency, Jeniza Razahk, Regent of Amanyk and High Protector

    Actions:
    Rolls.
    1: [Diplomacy] Establish a claim on C15. Failure.

    2: [Diplomacy] Stabilise E13. Failure.

    3: [Military] Invade F12 with five units under the command of Regent Jeniza Razahk, using Phased Crystalline Emitters.

    4: [Military] Invade G5 with five units, using Phased Crystalline Emitters.

    5: [Military] Continue work on the Planetary Shield of Amanyk. [3/5]

    6: [Military] Complete the Planetary Shield of Amanyk with the aid of Disruptive Interjection. [5/5]


    Spoiler: News and Rumours
    Show
    There are uncertain murmurings among certain elements of the imperial bureaucracy, but the murmurings fade quickly.


    Spoiler: Ruler Information
    Show

    Diplomacy: 3
    Military: 10
    Economy: 1
    Philosophy: 5
    Intrigue: 9

    Age: 184

    Expected stat increases:
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

    Co Founder of LUTAS - For all your less than useful heroes out there.

    My Deviant Art. Careful, it's full of ponies.

    Dragons!

  7. - Top - End - #637
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Behind you
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    Default Re: [Empire 5] IC Thread

    Region R14
    Commonwealth of Zara
    Vassal of the Droccen Imperium

    Leader: Governor Korima Iskanemchetna
    Round 17 (17 FC)


    Actions:

    1. [Diplomacy] Build CPC Base in Zara (R14) (5/5)

    2. [Intrigue] Reform the Agencies (1/5)
    The Families are rich. The Families are powerful. And the Families are experts at concealing the truth.

    3. [Intrigue] Reform the Agencies (2/5)
    The agents have failed too often. It is time for change.

    4. [Intrigue] Reform the Agencies (3/5)
    Money changes hands and spies disappear mysteriously.

    5. [Intrigue] Secret: 5
    Sure looks like we need that reform, huh?

    Nonactions:
    1. Give Celestia permission to convert


    Spoiler: News and Rumors
    Show

    • .


    Spoiler: Ruler Information
    Show
    Current Stats
    Diplomacy: 3
    Military: 2
    Economy: 7
    Philosophy: 1
    Intrigue: 8

    New Ruler Next Round? no

    Expected Stat Bonuses: Economy +1, Intrigue +1


    Spoiler: Other notes
    Show

    Military units: 4
    • Zara* SDS 2
    • Elite Guardians

    • Zara* SDS


    Resources controlled:
    • E25: Pocket Factories
    • F26: Fertilized Actuators
    • G13: Vanadium
    • G23: Scrap Metal
    • G19: Guardians
    • G25: Entertainment
    • H24: Black Hole Generators
    • X14: Broadcasting Tech x2
      UPDATE ME


    Techs:
    Economy
    • Long-Range Advertising Campaigns!: Reduces ZoI by one step for defending against buyouts; Requires Broadcasting Tech
    • Galactic Currency Mint: +1 Buyouts; Requires Any precious mineral and Any other resource
    • Resident Spies: Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region; Requires Spies or Broadcasting Tech and Embassies
    • Trade League!: If a player owns two or more TPs in a region that is adjacent to one of their own regions, they gain a Claim on that region; Requires Electronics
    • F.L.E.X Security: Defence actions against theft have a +1; Requires Space Knights

    Military
    • Enhanced Microplating: +1 Battle rolls; Requires Hard Metal; Armor and Shields slot
    • War Beasts: +1 Battle rolls; Requires Fauna; Warmachines and Live Weaponry slot
    • Energy Distribution: -1 Distance Loss rolls; Requires Electronics; Engines slot
    • Capital Ship Hulls: -1 to Combat Losses and doubles unit tonnage; Requires Hard Metal; Logistics slot


    Cultural Identities:
    • Sousk se Veres: 2d8 on Secret Actions


    Caller Fragments:


    Embassies:
    • The Kron
    • Republic of Celes


    Philosophy bonuses:
    • None


    Organization bonuses:
    • 2 CMC favors


    Other:
    +1 to one Buyout roll/round for the duration of Korima’s tenure as Governor of CWZ

    Saved actions:

  8. - Top - End - #638
    Pixie in the Playground
     
    Daemon

    Join Date
    Nov 2019

    Default Re: [Empire 5] IC Thread




    The Everlasting Dynasty of the First Tree
    Capital Region: Thayqel (K29)
    Claimed Regions: (K31), (J30)


    Round 17

    Dice Rolls:


    Actions:
    1. [ECONOMY] Buyout J30:TP1 (Piercing Braznons) 9 FAIL
    2. [ECONOMY] Buyout K31:TP1 (Violet Mustard) 14 SUCCESS
    3. [ECONOMY] Buyout J32:TP1 (Lobster Trees) 12 SUCCESS
    4. [ECONOMY] Expedition I31 12 SUCCESS
    5. [ECONOMY] Expedition L32 8 FAIL


    Non-Actions:
    • Resist all buyouts & conversions unless expressly noted below.


    Embassy Actions:
    • None this round


    Spoiler: Embassies
    Show

    • Grymlan Combine



    Spoiler: News & Rumors
    Show

    • None this round



    Spoiler: Current Leader and Expected Stat Changes
    Show

    The Three Voices of First Tree
    Embra Vernied, Solari Lomos, Vii Zoltani

    • Diplomacy 10
    • Military 2
    • Economy 2 (+2)
    • Philosophy 4
    • Intrigue 8



    Spoiler: Bookkeeping
    Show

    • Permanent Cultural Identity: Seeds of Thay'kaya (dice increased to 2d8 for pressing claims)
    • Regions: K29, K31, J30
    • TPs Owned: V14:TP3 (Platinum Metals)
    • Military Units: 3 units Kolraeth Thornbearers (K29); 1 unit Grey Pilgrims (K31); 1 unit Psychic Vampires (J30)




  9. - Top - End - #639
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
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    Default Re: [Empire 5] IC Thread

    Celestia Enterprises (CLS)
    Vassal of Lyrae
    “Live like gods.”


    Superstar Quesa Rennon
    Diplomacy 3
    Military 3
    Economy 7
    Philosophy 4
    Intrigue 4



    Actions for Round 17 (Rolls!)
    • [Economy] Buy H26 TP1 (Daytime Whiskey) [Pass]
    • [Economy] Buy H28 TP1 (Broosewill Laces) [Pass]
    • [Economy] Buy I23 TP2 (Antimatter Refineries) [Pass]
    • [Economy] Buy I21 TP3 (Pink Vibro Crystals) [Fail]
    • [Philosophy] Convert J24 to Realtaism [Pass]
    • [Philosophy] Convert J26 to Realtaism [Pass]


    Non Actions AND Embassy Actions:
    Support Conversions to Realtism
    Reminder to trade CWZ Youth Extractors when possible
    Support all actions from DNF!


    Spoiler: News and Rumors
    Show

    1. Irrelevant but I'm keeping it here until I have actual fluff to put here:
      (Quesa has modified herself genetically to have canine ears, a tail, and has both of her hands replaced with synthetic ones that grant various benefits. Though I rarely mention it, more genetic modifications means more power and influence in Celestia. This is why they wished to vassalize and learn from the Syndrome to begin with.)




    Spoiler: Stats
    Show

    Owned Regions:
    Olympia [Stable]
    The Magnetic Wastes [Stable]
    Whiskey Springs [Stable] (+5 to resist thefts from Liwei Galactic University and Realtaist Assembly)
    Sharaylia [Stable] (+1 to buyouts from Axiom's Greatest Dive, CmC Base)

    Trade Posts:
    [Guardians] TP3 in Sui Generis (G19)
    [Entertainment] TP2 in Zara (G25)
    [Broadcasting Tech] TP1 in Olympia (X14)
    [Genetic Engineers] TP2 in the Heart Beacons! (S21)
    [Diamond Statues] TP3 in (Y5)
    [Youth Extractors] TP1 in (W3)
    [Antimatter Refineries] TP1 in (X12)
    [Operatic Frogs] TP3 in (F22)
    [Lycantropes] TP1 in (F30)
    [Daytime Whiskey] TP3 in (H24)
    [Broosewill Laces] TP2 from (H26)
    [Pink Vibro Crystals] TP2 from (I21)
    [Waridh Plants] TP2 from (J22)



    Permanent Cultural Identities:
    Surplus Brand Recognition (Increase die size on faraway [hard/improbable]) economic [buyout offense/defense] actions in regions with [great] resource quantities!) [Also owned by Carulflaith]

    Temporary Cultural Identity:
    Aristocratic Origins - Increased die size to resist thefts

    Tactical Doctrines:
    Gunboat Diplomacy (A successful tactical roll grants +2 to one Buyout roll in the region the following round, or after winning the combat, the conquered region's highest number TP is now owned by the CLS automatically!)

    Relics: (2d8 to resist theft)
    Library of Peace - New leader gains +1 to Diplomacy on stat generation roll
    Friendly Interest - Once/round +1 Inquest Explorations [OR] +1 to Diplomacy GPs every fourth action taken for that Great Project [Stored in W13, +5 to resist theft]

    Embassies:
    Syndrome
    The Harmony
    Djinye National Front


    Military Units [3]
    - Planetary Garrison
    - Ziplock's Fleet
    - AI Boarding Parties

    Generals:
    - Ziplock [8] - A military AI that was found in the remnants of Prosperity's Ruin.

    Techs:

    Trade
    [Requires Broadcasting Tech] Long-Range Advertising Campaigns - Reduces ZoI by one step for defending against buyouts!
    [Requires Electronics] Trade League - If a player owns two or more TPs in a region that is adjacent to one of their own regions, they gain a Claim on that region
    [Requires Precious Metals + One other Resource] Galactic Currency Mint - +1 to Buyouts
    [Requires Broadcasting Tech or Spies resource, and an embassy with the target] Resident Spies - Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region.
    [Requires Space Knights] FLEX Security - +1 Against theft
    [Requires Skilled Labor + Galactic Currency Mint] Government Supported Markets - +2 to stabilize if you control a TP in the region

    War
    [Requires Fauna] War Beasts - +1 to Battles
    [Requires Hard Metals] Enhanced Microplating - +1 to Battles
    [Requires Fuel] HEAT Engines - +1 to Battles
    [Requires War Beasts Tech + Guardians] Mecha Guardians - +1 to Battles and Stabilize on an overwhelm
    [Requires Arcana or Fuel] Energy Conversion Weaponry - +1 to Battles
    [Requires War Beasts Tech + Genetic Engineering Resource] Engineered Monstrosities - +2 to Battles
    [Requires Arcana] Lyraen Elemental Implants - +1 to Battles


    Secrets Whispered: 2

    Last edited by Zayuz; 2020-03-22 at 12:19 AM.
    "What is to give light must endure burning."

  10. - Top - End - #640
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [Empire 5] IC Thread


    The Vilari Star League

    Regions X-14, Y-13, W-13, V-14, X-12, W-19, W-17, V-12,Y-15, Z-14, U-15, U-13


    Speaker Sildyr-Quast
    Diplomacy 8
    Military 9
    Economy 1
    Philosophy 1
    Intrigue 2

    Actions
    1. [Diplomacy] Stabilize U-13 11
      ???
    2. [Diplomacy] Stabilize V-12 16
      ???
    3. [Diplomacy] Stabilize Y-15 18
      ???
    4. [Diplomacy] Stabilize Z-14 14
      ???
    5. [Economy] Buy Out TP 2 of Solar Sapphires in the Gardens of Leira (W-13) 9
      ???
    6. [Economy] Buy Out TP 3 of Solar Sapphires in the Gardens of Leira (W-13) 6
      ???


    Non-Actions
    Spoiler
    Show
    • Transfer Six Units to the Droccen Galactic Imperium via Embassy



    Spoiler: The Star League Charter
    Show
    The Star League Charter

    As the territories of matured species expand, and we confront growing threats from without and within, it is resolved that we gathered here affirm our principles. We, the people of the Star League, do make known these policies in hope for a brighter future for the galaxy.

    We Are Resolved

    • To defend the sovereign right of every species, organic or synthetic, to self-government, or to equitable representation as equal partners in greater galactic powers.
    • To safeguard, by that same principle, the rights of any lesser power when threatened by an outside aggressor.
    • To guarantee the sovereign borders of all member states, through diplomacy if possible, but if necessary through force of arms.
    • To pledge our might to the eradication of those forces which threaten the continued prosperity of all species, within and without the League.
    • To pursue technological advancement, both civilian and military, and to freely proliferate these advancements among League members.
    • To ensure the free and open movement of trade between our borders, absent onerous or unequal duties.
    • To seek out and preserve the knowledge of Axiom’s progenitor species, that we might gain their wisdom and avoid their downfall.
    • To promote cultural exchange of beliefs and ideals, so that social progress and better standards of life might be realized.
    • To form a unified council to serve as adjudicator in cases of conflict between League members, and under which justice and respect for the obligations arising from treaties and other sources of galactic law can be maintained.


    We so Affirm,

    Ren-Kulto, Speaker of the Vilari Sodality
    Ouren Dris'Thelle, President of the Etherite Trade League
    The Speakers of the Convocation of the Federated Churches of Origin's End
    Her Majesty Lin Sid of Plantera, President of the Council of the Djinye National Front
    Her Majesty Aptinoma Mier, Bastion of the Faithful, Empress of the Mier Formica and its vassals

    We so Witness,

    Her Radiance, Empress Sai and Imperial Princess Mika Ren of the Galactic Droccen Imperium
    Siti Butrana, Ambassador of the Dipanan Collected Nations
    Antich Heaventreader, Chief Deputy Warden, Spark of the Accord, and Knight In Service of the Source
    General Secretary Jeremiah Gates of the Union

    Spoiler: Embassies
    Show
    • The Galactic Droccen Imperium
    • The Sunbream Confederacy
    • Mier Formica

    Last edited by TheDarkDM; 2020-03-22 at 01:18 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  11. - Top - End - #641
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 17 - Galactic Dates 217532.0.0.81 - 217534.0.0.80


    Actions:
    1. [Diplomacy]Attract a Relay to Oam (V18) 2/3

    2. [Diplomacy]Attract a Relay to Oam (V18) 3/3 earning 3??? Favors and 1 Reputation with CmC

    3. [Philosophy]Convert Oam (V18) from Iteusism to Church of Rust [Rolled: 21]

    4. [Philosophy]Convert Good Odds (U19) from Iteusism to Church of Rust [Rolled: 155]
    5. [Intrigue]Conduct Research into relationship between Otherways and Wormhole [Rolled: 14]


    [Nonactions]

    KBC Embassy

    SUN Embassy

    News & Rumors
    • The horrors on Itea have led many to turn away from Iteusism in Federation space.
    • The war is over, and the healing process can begin. Perhaps the new Relay will bring prosperity to the people of the Federated Churches?




    Spoiler: Bookkeeping
    Show

    Regions:
    Reg. Name ID Res. Name Res. Type TP 1 TP 2 TP 3 Learning Center Assembly Status Resource Req. Other
    Origin's End V20 Salvage Technicians Skilled Beings FCO Open Open Church of Rust Church of Rust Stable Offworld Relics Capital
    Oǎm V18 Masterwork Jewelry Precious Mineral DNM X X Church of Rust None Rebellion - 2 Units None Wormhole (D32)
    Dae W21 Sun Speakers Fuel, Arcana Open Open X Sun Cult None Stable None -
    Sanctum U17 Otherways Particles Arcana FCO DNM NUT Iteusism None Stable Skilled Beings -
    Tooz? X20 Tooz Daises Flora Open Open Open Church of Rust None Stable None -

    Trade Posts
    Region ID Resource Type TPs
    Origin's End V20 Salvage Technicians Skilled Beings TP 1
    Sanctum U17 Otherways Particles Arcana TP 1

    Military Technologies
    Name Effect Slot Requirements
    Energy Conversion Weaponry +1 to Battle Rolls Ranged Weapons Arcana
    Enhanced Microplating +1 to Battle Rolls Armor and Shields Hard Metal
    H.E.A.T. Engines + to Battle Rolls Engines Fuel
    War Beasts +1 to Battle Rolls Warmachines and Live Weaponry Fauna

    Civilian Technologies
    Name Effect Requirements
    F.L.E.X. Security +1 to Resist Theft Space Knights
    Galactic Currency Mint +1 to Buyouts Precious Mineral, Another Resource
    Long Range Advertising Campaigns Reduces ZoI penalties to Resist Buyouts by 1 step Broadcasting Tech
    Trade League Grants Claims on Adjacent unowned regions you control 2 TPs in Electronics

    Cultural Identities
    Permanent: Diverse Doctrine: Increased die size on Conversion actions.

    Tactical Doctrines
    Temporary: Alpha-Omega Strike: On a Successful Tactical Roll, FCO size loss rolls result in lost units on rolls of 1 or 2 instead of just on 1; enemy makes an extra Distance Loss Roll per each size loss roll on friendly side of battle. If these distance loss rolls would reduce enemy force to zero remaining units before the battle, they reduce enemy force to one unit instead.

    Generals:
    Sorren Caxton Elien – Mil7 – received from Dawnstar Dominion [DSD]

    Units: 9/10
    Alpha Fleet – [5/5 Units]
    • Inquisit [1x Inquisit-class Armored Scraphulk w/ 2x Portent-class Recon. Drone]
    • Coraline [1x Coraline-class Drone Barge w/ 24x Whiteray-class Strike Rigs & 18x Blackshell Interdiction Drones]
    • Repose [1x Repose-class Missile Coaster w/ 4x Descry-class Forward Observation Drone]
    • Adversity; Tribulations; Terrible Ordeal; Travailer; Hard Ship [5x Adversity-class Rifters]
    • River King II; Greenflow; Longbend [3x River King-class Custodian-Wreckers]
    • Dispute; Discourse; Debate; Dissent; Discord… [6x Dispute-class Custodian-Escorts]
    • Analemma; First Inclination; Armillary Race… [13x Analemma-class Star Scow]
    • Not Your Day [1x Payday-class Spoilhulk w/ 4x [I]Conversation[I]-class Breach Divers]
    • Unlucky Break; Five Lives Left; Gambler's Fallacy [3x Last Chance-class Deeprifter]
    • Catwalk; All That Glitters; Runway Bandit; Showstopper; Glitterbomb… [8x Heartbreaker-class Custodian-Rifter]
    • Noblesse Oblige [1x Devoir-class Outrigger w/ 5x Tenue-class Heavy Assault Rigs]
    • Errant; Enclume; Excédentaire [3x Serment-class Light Outrigger w/ 9x Tenue-class Heavy Assault Rigs]


    Omega Fleet – [4/5 Units]
    • Scrutiny [1x Inquisit-class Armored Scraphulk]
    • Pearlescent [1x Coraline-class Drone Barge w/ 24x Whiteray-class Strike Rigs & 18x Blackshell Interdiction Drones]
    • Respite [1x Repose-class Missile Coaster]
    • Lethal Irritation; Instant Crisis; Fundamentally Traumatic; Witness to Tragedy; Grief: Stage Zero… [6x Adversity-class Rifters]
    • Endfalls; Stonebanks; Northfoam [3x River King-class Custodian-Wreckers]
    • Decision; Denial; Defense; Distress; Defeat... [7x Dispute-class Custodian-Escorts]
    • Transitive Ephemeris; Copious Librations; Battle's Zenith... [9x Analemma-class Star Scow]
    • Caligine; Stygian; Tenebrous; Sombrous; Sable [5x Shade-class Deepwrecker]
    • Noblesse Commune [1x Devoir-class Outrigger w/ 5x Tenue-class Heavy Assault Rigs]
    • Dévouement; Promis; Assermenté [3x Serment-class Light Outrigger w/ 3x Tenue-class Heavy Assault Rigs]


    Fragments:
    Enterprising Notion: Once per round, +1 to Expedition Explorations [OR] +1 to Economy GPs every fourth action taken for that Great Project.
    Unseen Machinations: Once/round reduce ZoI on Intrigue roll by half.

    Converts:
    Sanctum
    Duenem
    Technocratic Caliphate->Dept. of Technological Innovation
    Federation of Free Systems
    Sunbream Confederacy

    Embassies
    Federation of Free Systems
    Kombuch Collective
    Kryptid Civil War
    Sunbream Confederacy


    Spoiler: FCO Ship Classification System
    Show
    • Custodian-type vessels are those which best serve a role in the defense and protection of other vessels, whether by picking off small hostile craft or projectiles or by engaging in actions that larger vessels would have more difficulty with; these ships are typically smaller in size and carry weaponry built to engage similarly sized vessels or smaller.
    • Wrecker-type vessels are those which are built to swiftly inflict damage far in excess of their own size, and often rely on an excellent offensive armament or support from other voidships to avoid being destroyed themselves.
    • Coaster-type vessels are those which are intended to operate for long periods of time on their own, on patrol or long-distance missions, with sufficient defensive capabilities, armament, and speed to defeat or escape most threats. Coasters are still more than capable of contributing to full fleet engagements, however, and often serve very well as both vanguard and reinforcing element, thanks to their strength and balance.
    • Rifter-type vessels are those meant to disrupt enemy organization, place directed pressure on enemy formations, and perhaps most significantly, carry spinal weaponry capable of devastating hostile elements caught in their firing line. During fleet engagements, Rifters are typically put to best effect either by using the threat of their weaponry to break up enemy formations and isolate elements, which can then be defeated in detail, or as a means of delivering the killing blow to vessels which have been herded into killzones by other ships.
    • The Hulk-type is usually used in conjunction with another descriptor type, as it is largely used to denote the size and concentrated force of a vessel; currently, it is used to refer to ships massing more than 400 kilotonnes. As the baseline systems necessary to maintain technological parity increase average ship sizes, however, the size designations this refers to is almost certain to be subject to change.
    • Rigs and Drones serve largely the same role, the difference between the two consisting almost entirely of whether the ships are crewed internally, or by Ordained Intelligences or remote operators. These vessels most commonly lack independent FTL capacity or the resources to manage sustained deployment
    • Outriggers, Drone Barges, and Reef Beds likewise refer to vessels with similar purposes – the provisioning, maintenance, and transport of Rigs, Drones, or both, respectively. The versatility Reef Beds have in this respect is most commonly due to having partially internal hangars, allowing them to provide a greater level of support to their carried craft, compared to the external attachment points typically present on Outriggers or Drone Barges.
    • Scrapper and Slagger-type vessels refer to built to both endure and inflict heavy punishment, particularly during large fleet engagements, where their relatively low maneuverability and vulnerability to smaller craft can be compensated for. Scrappers are vessels whose primary armament is based on kinetic or explosive weaponry, while Slaggers are those with a more energy focused armament, such as high-intensity lasers, anti-particle beams, or quantum entanglement detonator beams, more commonly abbreviated as Q-beams.
    • Hunters and Deepships serve matching strategic purposes, to an extent, albeit in different ways. Deepships will typically raid enemy logistics vessels and foster paranoia by striking deep within the opposition’s controlled space, making use of surprise, numbers, and speed to strike their targets decisively and leave before hostile reinforcements can arrive; this can also be performed by leaving self-targeting weaponry along frequently traveled routes. Hunters, meanwhile, are well suited to seeking out and destroying pirates, raiders, and isolated enemy elements, often being equipped with an impressive suite of sensors and noisecutters to push through the countermeasures of their targets.
    • Wastelayer-type vessels are considered to be those dedicated to the invasion of planets and destruction of stationary hardened targets, providing fire support, oversight, and logistical support to efforts aimed at occupation of planetary surfaces and stations.


    Spoiler: Individuals of Import
    Show
    • The Living Reliquary Grace-Which-Is-Beauty's-Sustenance a.k.a. 'Grace' [Ancient Automata; Bodyguard; Ageless Representative of God-Speaker and FCO]
    • Vigilant-Admiral Sorren Caxton Elien [Dasari; General; Favorite of Zkiel]
    • First Void Speaker Cold Storm Rider [Sun Speaker; Void Speaker; dignitary from W21's Sun]
    • Masculine-Night-Born Lightbearer [Rass; Speaker; representative of the Church of The Illuminant Mind]
    • Feminine-Our-Victory HighTower GateReef [Rass; Speaker; representative of the Church of The Highest Tower]
    • Masculine-Happiness Born-Of Feminine-Praise-Giving Born-Of Androgynous-Gods-Give-Strength-In-Loss NewCreation YellowGladeRiver [Rass; Speaker; representative of the Church of Newfound Creation]
    • Feminine-Glitter-Fruit-Blossom EdgeSkimmer TwinFords [Rass; Speaker; representative of the Church of the Balanced Edge]
    • Masculine-High-Stance Stones-Student SecondLearnt ShoalKeeper [Rass; Speaker; representative of the Church of The First Mentor]
    • Androgynous-Summer Manifestist StarsSeenInHindsight [Rass; Speaker; representative of the Church of Manifest Divinity]
    • Feminine-Gratitude CalledUpon Castless [Rass; Speaker; representative of the Church of The Blessed Mission]
    • Masculine-Royal-Protector DreamDiver AgeGloryHill [Rass; Star-Captain; self-proclaimed representative of the Church of the Deepest Dream]
    • Feminine-Messenger BlackLit of Three and Twelve Enlightenments [Rass; Star-Captain; leader of the Church of the Midnight Torch; friends with WWE Chief Deputy Echo Umberto]



    Spoiler: Revered Status
    Show

    Reverence Condition Status
    Damnos, the Most Wise Minimally Repaired Functional
    Arkeesaya, the Most Diligent Minimally Repaired Functional
    Pravactdiss, the Most Just Minimally Repaired Functional
    Mshrs, the Most Patient Minimally Repaired Functional
    Bamiroh, the Most Silent Maintained With Difficulty Silent
    Zkiel, the Most Vigilant Minimally Repaired Functional
    Rhigas Don, the Most Curious Partially Repaired Semi-Operational


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 4
    Military 3
    Economy 1
    Philosophy 7
    Intrigue 6

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    +1 Diplomacy
    +1 Philosophy
    Last edited by Rolepgeek; 2020-03-22 at 02:20 AM.
    Sincerely,
    Role P. Geek

  12. - Top - End - #642
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Seventeen.

    All edits to actions posts made after this point will be considered invalid.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  13. - Top - End - #643
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Round Eighteen... Loading...
    The below happens between Galactic Dates 217532.0.0.81 - 2175034.0.0.80
    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of the next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.
    Good luck!
    Rules Alerts and Changes!
    • Be sure to read the warning message sent to ALL Stellar Powers, found in the Terror Section.

    Growth!

    Head GM Note: This could also be in Terror! Depends on how you look at it...
    (UNN shrinks in size, as a questionable new leader arises, and the Union becomes the Umbral Ordensstaat. UNN is now UOS.)

    The Guild-Empire of Nyx vassasizes to the Kronin Empire!

    Celestia Enterprises vassalizes to the Lyraen Technocratic Empire!

    The Grymlan Combine vassalizes to the Lyraen Technocratic Empire!

    (VTP successfully presses a claim on T30, 1/2.)
    (VTP successfully presses a claim on T26, 1/2.)

    (OwO successfully creates a claim on P30.)

    (DNM successfully presses a claim on O25, 1/2.)

    (FFS successfully presses a claim on H2, 1/1. FFS gains one unit!)

    (TZH successfully presses a claim on D4, 2/2. TZH gains one unit!)

    (NYX successfully presses a claim on N24, 2/2. NYX gains one unit!)

    (SYN successfully presses a claim on R16, 1/2.)
    (SYN successfully presses a claim on S15, 1/1. SYN gains one unit!)

    (ETL increases their reputation with CmC from 2 to 3)

    (UOS increases their reputation with WKA from 0 to 1)

    (FCO attracts a relay CmC relay in V18. Their reputation increases from 0 to 1 and they gain 2 favor.)

    (CWZ builds a CPC base in R14. Their reputation increases from 0 to 1 and they gain 1 favor.)

    (DCC establishes an Embassy with UOS.)

    (OwO makes a choice regarding P30, and receives +1 Unit for OwO, +2 to Establishing a Claim)

    The Duenem completed their project of Surface Gentrification in R26!
    (During Round 18, DNM may use a non-Action to get GM Approval for the Great Project bonus R26 will receive)

    The following regions are no longer in unrest…
    OwO N30
    VSL V12
    VSL Y15
    VSL Z14

    Trade!

    (VTP successfully buys out U27 TP2 [Meat Orbs])
    (VTP successfully buys out S29 TP2 [Hairline Titanium])
    (VTP successfully buys out U29 TP1 [Warpmetal])

    (DNM successfully buys out R28 TP1 [Soul Cards])
    (DNM successfully buys out R28 TP2 [Soul Cards])

    (TZH successfully buys out D8 TP1 [Vigorite])
    (TZH successfully buys out E7 TP3 [Memory Transfer Droids])

    (NIN successfully buys out R2 TP1 [Photon Torpedoes])
    (NIN successfully buys out V24 TP1 [Energineers])

    (TFT successfully buys out K31 TP1 [Violet Mustard])
    (TFT successfully buys out J32 TP1 [Lobster Trees])

    (CLS successfully buys out H26 TP1 [Daytime Whiskey])
    (CLS successfully buys out H28 TP1 [Broosewill Laces])
    (CLS successfully buys out I23 TP2 [Antimatter Refineries])

    (MFM successfully buys out H8 TP1 [Giga Shrimp])
    (MFM successfully buys out I7 TP1 [Fluorescent Algae])
    (MFM successfully buys out I9 TP1 [Sap Tree])
    (MFM successfully buys out I9 TP2 [Sap Tree])

    (DNF successfully buys out G29 TP1 [Little Green Men])
    (DNF successfully buys out J26 TP2 [Saline Alloy])

    (CmC successfully buys out G9 TP1 [Ruby Giants])
    (CmC successfully buys out W17 TP1 [Sublight Tablets])

    Ideology!

    Something that took them quite a bit of time, even if it was done mostly unnoticed by others, was the slow gathering of various sources of energy by the Ninturines. This process just goes to show, however, the overall determination and impressiveness that is the Ninturine Empire. And when it’s used to do something that most of Axiom had been struggling to do, or had given up on? Well. The absolute pride of Imperialism was on the faces of those that were there, in the Simulacrum, to greet Guardian. The Caller AI woke long enough to acknowledge that it had received a whole 2% power increase. Enough that it can handle some conversations with others, at least for a few Galactic Years. With at least Conveyance online, however, there may be ways to keep Guardian running for longer...
    (NIN successfully establishes “Imperialism” as an Ideology. The Caller AI, Guardian, obtains additional energy reserves and can be spoken with freely until the start of round 21.)

    (NIN sets the LC10 bonus for Imperialism to be “2d8 on Pressing Claims”)

    The Federation of Free Systems officially moves all of its capital requirements to The New Dawn. Now Custodian Marius’s vision
    (By sacrificing the (3) Military Units that it once stood for, the Federation of Free Systems officially declares it's mothership, the New Dawn it's formal capital. This roaming Capital state allows the Capital region to move around among FFS owned regions, once per turn. This moves the Capital to an adjacent owned region. The first such move - during Round 18 - is a non-action. All following turns, movement costs a [Diplomacy] action. This movement to Adjacent regions never causes unrest. This action can be used to end an Occupation if [Diplomacy] actions are not blocked by the Occupier, but only by rolling a 2 on a 1d2.

    Moving beyond the Adjacent zone follows the rules as written for moving a capital region, though the “former” capital does not suffer unrest and is treated as a region that is moved through. Because of the nature of the ship as a capital, the total number of actions to move beyond an Adjacent region is reduced by (1).

    Additionally, this lack of planetary communication increases the difficulty of interacting with the Hard Zone of Influence. All Hard Zone interactions are treated as Improbable. In the event that FFS ever becomes an MP or IP, at that time, all Improbable interactions for the associated stat increase by an additional -1, after halving the ZoI (for a total of -5 instead of -4).


    Masters of the Source from across Axiom are invited to make their homes in the Coreside territories of N12 and N14 to instruct new generations of Source Knights to serve. Masters who prove especially capable will be invited to advise and teach Eleven itself which, while a self asserted Grand Master, was still finding its footing as a Source user. Eleven is heavily insistent on the importance of spreading knowledge of the Source across greater Axiom.
    (UOS declares KISS their state ideology!)

    Declare Church of Rust to be NYX State Ideology - OwO is swept from the region in a top down imposition of state and aligned private interests emphasizing recycling and salvage as means to better savings. The market orientation and unparalleled opulence enjoyed by Nyxian citizenry could not be removed overnight but these material obsessions are slowly to be transformed towards a preservationist and enduring mindset equally as obsessed with maintaining property as acquiring it. The ideas of the EdgeSkimmers, promoting competition as the forge of innovation, take off fast while many look to the SecondLearnt church for guidance on transforming scrap into seed money for further wealth. While these two churches dominate Nyxian discourse around the Churches of Rust some ideologues among the upper crust have begun to study the teachings of mainstream Rass branch of HighTower with some even putting forward the idea of restoring or creating an AI appropriate to the task of administering governmental functions that would free up more investors and inventors to the forces of the market.
    (NYX declares CoR their state ideology!)

    (NYX converts M21 to Church of Rust)

    (FFS converts J2 to Church of Rust)

    (TZH converts G21 to The One)

    (ETL converts B8 to Way of Tides)
    (ETL converts C13 to Way of Tides)

    (CLS converts J24 to Realtaism)
    (CLS converts J26 to Realtaism)

    (FCO converts Oam V18 to the Church of Rust)
    (FCO converts Good-odds U-19 to the Church of Rust)

    (DNF converts I29 to Realtaism)
    (DNF converts K23 to Realtaism)

    (WKA converts Q19 to KISS)

    (GLR converts E27 to KISS)
    (E27 gains a KISS Assembly)

    (GLR successfully purges The Nine Lights from E31. The Learning Center is now OPEN. The region is in Unrest.)

    Terror!

    Something inexplicable occurs. A message sent out to all Stellar Powers. A warning warning to all: “The So Called ‘Powerful’ Cannot Remain In Power”. A strange missive that, were it just sent to one - maybe two - Galactic Leaders, could be dismissed as a terrorist act. Someone trying to scare a leader into stepping down. But… no. It is very clear that this same caution arrived to every world leader. At the exact same time. All across Axiom. Guardian is quickly consulted, and lets the Ninurtines know that the only ones it is aware of that are capable of such a mass message are it’s siblings… or it’s creators. Conveyance, in its own annoying way, confirms this, but adds that if it is the Callers themselves and not another of their AI, then… there wouldn’t be a need for the message. They’d just… re-assume control. Between them, the two communicative Caller AI speculate that this type of move fits with Arbiter or perhaps Disposal. They both advise adhering to the warning...
    (An unusual message arrives to ALL Stellar Powers, from an as of yet unknown source. Data from the message indicates that those whom have a Leader with more than one 10 in their stats have till the end of round 19 to change Leaders… Or stop whomever sent the message. It’s also not clear if this is a one time thing, or if there will be random checks… Be so warned!)

    (CWZ almost succeeds at stealing EGGRE from CEL, but F.L.E.X. Security prevents the theft, and captures the culprits before they can even sacrifice themselves to destroy evidence of the attempt.)

    Shortly after their battle, GLR assassins strike! DNF General Pyre dies to their vibroblades!
    (GLR successfully kills DNF General, “General Pyre”.)

    The following Stellar Powers suffer various accidents, coups, and other barely believable nonsense, and suddenly collapse on themselves. All of their regions are now uncontrolled by an existing Stellar Power, and instead are free to be claimed uncontested:

    EAA
    GLR
    RGH
    RTH
    CEL
    KBC

    Rumors…

    ETL seems to be quietly approaching a certain Organization with friendly overtures…

    The Droccen military strength seems a bit stronger than previously… But then, it’s hard to gauge when the Droccen have Mecha-Guardians on their side.

    Quietly, the Djinye National Front has supposedly been looking into other people’s Caller Fragments. And then they stopped.

    The Kronin do not hide their military might very well, and there is much boasting about some kind of elite troops, though that just may be regular Kronin.

    Careful words were spoken by the Tezh to diplomats within a certain south central region, but those polite, if quiet, words were rejected just as quietly and politely.

    The Wardens of World’s End seem to have taken a mighty keen interest in other nation’s scientific achievements. The rumor is they looked at multiple places in the galaxy...

    The Syndrome having an overwatch on what the Church of Iteus does is not unusual, but they seem to know quite a lot for having once been a merely quiet observer…

    ---------

    The following Capitals go Unstable due to a lack of their required resources and failure to attempt and procure a source of the demanded resource.
    ---

    The following regions go into Rebellion due to a lack of interest from their leading governments… Write ups provided during the course of Round 18 will reduce Rebellion to Unstable.


    The following regions go into Unrest due to a lack of interest from their leading governments…
    (OOC: Write-ups still requested… Write ups provided during the course of Round 18 will eliminate Unrest)

    VSL V12 (Not going into unrest due to successful stabilization)
    VSL Y15 (Not going into unrest due to successful stabilization)
    VSL Z14 (Not going into unrest due to successful stabilization)
    CEL V6 (Removed from game)
    GLR E33 (Removed from game)
    TFT K31
    KBC A23 (Removed from game)


    The following regions go Unstable due to continued lack of interest from their sovereign governments… (OOC: Write-ups still requested…Write ups provided during the course of Round 18 will reduce Unstable to Unrest)

    DCN K27
    GLR E27 (Removed from game)
    GLR E29 (Removed from game)
    EAA R6 (Removed from game)
    EAA O3 (Removed from game)
    EAA O5 (Removed from game)
    TUE G7
    TUE E13
    UNN N12
    KNV O13
    KRO I15
    WWE M17
    CEL K11 (Removed from game)



    The following regions are no longer Unstable, but are still in Unrest after so long without support from their sovereign governments... (a Write-Up was approved after entering Unrest)
    ---

    Survey Failures

    War!

    The following action is a GM Correction from Round 17
    (VSL conquers region U13. U13 is in Unrest.)

    (KRO recurites a Military 8 General, “General Krulic”)

    (GLR recurites a Military 8 General, “Prator Qainl”)

    (WWE conquers P18, P20, and P21 from the collapsing RGH!)

    Although perhaps not the best-regarded strategic mind, Pyre displayed a level of cunning beyond what would have been expected of the Djinye general in her attack against the Gelean Republic. Before the battle even began, she destroyed a significant portion of the enemy fleet, allegedly leading the sneak attack personally. As the remaining forces clashed, her destructive tactics eventually carried the day, handing control over the Xaldarian Expanse to the Djinye National Front (albeit at the price of significant casualties for Pyre’s armada, as well as Pyre herself at the hands of vengeful assassins).
    (DNF successfully invades E31. E31 is in Unrest.)
    Spoiler
    Show
    Guerrilla Warfare succeeds!
    GLR loses a unit to Guerrilla Warfare, prior to the battle. GLR's Leader Loss roll is increased by 1.
    Goodnight Kiss succeeds!
    DNF Combat Loss Roll increased by +2
    Combat: DNF (27) vs. GLR (21; one fewer unit, see above)
    DNF Victory!
    DNF loses 2 units from combat.


    Foregoing either side of the conflict in the sector, the Undying Empire decides instead to invade and sort it all out later. This, however, does cause the two sides to temporarily put aside their differences and work together. The Fear Ramoaners attack with what little forces of the Nasal Naysayers exist, and the brightest (if smelliest) military mind of the sector - General Stink - somehow manages to command the battle. Yet… it is not enough before the might of Regent Jeniza Razahk. Many die, but victory is assured for the Undying Empire.
    (TUE successfully invades F12. F12 is in Unrest.)
    Spoiler
    Show
    Combat: TUE (23) vs. FRM (20)
    TUE Victory!
    TUE loses 1 unit to Size.
    TUE loses 1 unit to Combat.
    FRM loses all units and General Stink is slain...


    The Drone Weavers were a force to be reckoned with. Not only did they somehow defend themselves against the Undying Empire’s invasion, but through some insidious and unknown process, they had somehow convinced the Empire’s own Commander Zootin to defect to their own side! The Commander could not be reached for comment, but some Tal-Amanyn suspect that he may have intentionally sabotaged the battle plans, directing a reserve force to hold back instead of aiding the desperately surrounded vanguard. Whether or not this catastrophe was Zootin’s fault, it does not change the fact that many ships, and many of the Empire’s bravest soldiers, are forever lost.
    (DNW successfully defends G5 from TUE's attack. Commander Zootin defects to the other side! TUE {CHOICE} [Intrigue] action to kill Commander Zootin and gain a unit (no roll involved) OR [Military] WAR action (without killing him) to attack the region again, but Commander Zootin will provide an additional +2 to DNW)
    Spoiler
    Show
    Combat: TUE (24) vs. DNW (26)
    Defender victory!
    DNW General, The Artisan [Mil 10], stops the Undying Empire's advance.
    TUE loses 2 units to Combat.
    TUE Unnamed General is not captured, but instead, seems as though they defected, leaving the chain of command in tatters and being the cause of this surprising defeat. Regent Jeniza is quick to memorize this traitor’s name: Commander Zootin [Mil 5].


    The forces of the Cosmic Couriers met the attacking Same with their allies in a clash to be remembered through the ages. Through the heroism and tactical genius of the Knights Vacio, the Same were driven back, but, tragically, the Same core self-destructed. The resulting explosion shattered the fleets of the Knight Vacio and the Couriers, causing horrific casualties for all sides. The Courier base may take years to militarily recover from the damage done to it by the explosion and the battle.
    (CmC Coalition successfully defends M13 from Same v0.13, but there’s a massive explosion as the Same Core self-destructs rather than risk capture!)
    Spoiler
    Show
    Combat: SAME (18) vs. CmC Coalition (46)
    OVERWHELM
    Defender Victory!
    CmC loses 1 unit to Combat
    KNV loses 2 units to Combat
    Same v0.13 loses 1 unit to Combat, but explodes!
    CmC loses 4 units to the explosion!
    KNV loses 5 units to the explosion!


    In a much less devastating battle, Droccen and Core Patrol forces work together to attack quickly, and with minimal losses; even managing to secure the Same Core before it explodes. CPC forces are quick to point towards the explosion at the Cosmic Courier headquarters, however, as a sign of the danger the Cores represent and though the new Core is in DCC hands, the Patrol is demanding it be destroyed. They have a method that should render it harmless.
    (DCC successfully assaults K17! K17 is not in Unrest. v0.22 is Captured! CpC forces insist that it is destroyed! {CHOICE} DCC Non-Action to safely destroy Same Core v0.22 (OR) [Diplomacy] Action, TN 12, to convince the CpC to allow DCC to attempt to contain this Core. Failure to do either during Round 18 will result in -1 Reputation Loss with the CPC.)
    Spoiler
    Show
    Combat: DCC Coalition (29) vs SAME (18)
    OVERWHELM
    DCC Victory!
    DCC loses 1 unit to Combat
    CpC loses 1 unit to Combat
    Same Core v0.22 is captured before it explodes!


    Discovery!

    The Etherites put in a significant effort to attempt to locate the Caller AI known as Finder. While they aren’t quite sure who, they do discover they aren’t the only ones looking, and their investigators end up chasing after clues that lead them all over the galaxy. From the Core to the eastern edge, to regions once controlled by the Kryptids. They even avail themselves of speaking with Guardian and Conveyance, but both of the other Caller AI are insistent: You cannot find Finder if it does not wish to be found... Perhaps, though, this simple act of speaking with more than one Caller AI was enough to trigger something. For just a week after speaking with them both, a vessel the size and shape of a small crescent half-moon shows itself while the Investigators are still far away. They are chasing down a lead in the southern area of the Galaxy… and the half-moon ship arrives in the Etherite home sector of Triskellius. There is only one message, and it overrides all other communications, without allowing a chance to respond: “You have the attention of Finder, seekers. I pray you are not losers or weepers.”
    (ETL attempts to locate the Caller AI, Finder. Finder is nowhere they are looking. Finder is in D10. You do not find Finder. Finder finds you. ETL can take whatever action they see fit to attempt to speak with it, but all basic forms of communication are moot. It seems to be looking for something… different.)

    Syndrome investigators have, after many years - and threats of funding cuts - figured out how to change configurations of the Storm Cube. The scientist first activated the magma configuration. Unfortunately this causes the planet's tectonic plates to move on overdrive rapidly increasing the volcanism in a matter of months. Rapid changes in atmospheric composition, and surface temperature have extinguished nearly all native life on the planet. Forcing the cube onto another planet may be able to cause similarly cataclysmic change.
    (As a [Philosophy] action, SYN may, once per turn, attempt to reconfigure the Storm Cube. They must choose a planet within the target region, and then roll a 1d6. The result of the roll will determine which side of the Cube goes into effect; until all sides are used, they won’t know which one occurs after the roll. For instance, Volcanic Activity is a ‘2’ out of 6 possible sides. Alternatively, they may spend time on a Great Project to study the Cube and obtain a Technology from it; though this will likely destroy the device.)

    The Federated Churches of Origin’s End, to no one’s surprise, take interest in the Sanctum's mysterious Otherways and it's relationship to Wormholes. Their conclusion is that the Wormhole is a rip, or tear, in the fabric of space-time, made through a massive amount of energy causing damage to various particle waves in the spacial-temporal spectrum; like someone running through and busting down a wall, there is now a hole where there once was not. Otherways, however, are carefully planned "doors" (to use the same analogy) that get sculpted into a similar spectrum. Less breaking through a wall, and more finding an existing hole, and putting a small needle through it. Then working that existing crack until it's bigger and bigger, adding buttressing and stability as it goes along. The result is something smaller, but much less likely to cause overwhelming damage at the wrong time. Researchers speculate that the Beyond is the most advanced version of known interactions of creating openings in the time-space continuum, but exactly how the Callers made that work is something they can't even begin to speculate on. Some sufficiently advanced OI might know...
    (FCO attempts to Conduct Research into the relationship between the Otherways and Wormholes. They find there is a relationship, but the majority of it is in their differences. Wormholes are like forced rends in a brick wall, while Otherways are threading the eye of the needle.)

    Following procedures that are becoming rather routine, the Lyraens and Grymlans manage to secure yet another Same Core, v0.23. At the same time, the Knights Vacio and the Droccen Empire also complete containment procedures on v0.19. The Cores are unable to do anything unaided or unsupervised… and anyone who tries to manipulate things with outside interference will cause the Core to be destroyed, thanks to the security measures in place. Scientists speculate that someone would have to be a better AI then the Same to even stand a chance at releasing the captive Core. Surely, nothing can go wrong with so many protections in place?
    (LYR and OwO complete Lockdown Protocols on v0.23. KNV and DCC complete Lockdown Protocols on v0.19. Investigation actions into Same Core v0.19 and v0.23 are now “safe” for Rounds 18 and 19, barring outside interference. Outside interference will cause the GM Team to roll 1d5. On a 3 - 5, interference is stopped. On a 2, the Same Core is successfully destroyed to prevent an outbreak. On a 1, whatever plans the Outside interference may have can then proceed, with additional rolls as needed. WARNING: v0.23 is very resilient to it’s containment compared to other Cores. Additional steps to ensure the safety of those near it are advised, though no one is quite sure what else can be done; it will take either constant vigilance or something clever and unexpected to keep it distracted and therefore safe.)

    WKA investigates the possibility that the SAME can have their code re-written, and discover that while it was possible at one time - creating such versions of the SAME like v0.11 - it seems unlikely that it can be done again. Source Knight Eleven provides details on how the SAME are often susceptible to an unexpected attack, as it does not fit their predictive algorithms, but once a new kind of assault occurs, updates occur to prevent similar unusual attacks. Of course, these updates only work on the SAME that experienced that assault… and those that scavenge other SAME Drones during a fight between SAME for beneficial software upgrades. And the SAME are almost always fighting each other, so updating software occurs frequently…
    (WKA determines that it is very unlikely that more SAME can become Source Knights through code alteration.)

    [indent]Ships sent out by the Knights to the not so distant system of Q13 find that the inhabitants are already well aware of their presence, and have prepared for confrontation with the other stellar governments for decades. Well adjusted for war and expecting the worst, the xenophobic engineers of Q13 now wait to see if their preparations were a worthy investment.
    (KNV explores Q13, which contains [Minor] Cosmic Plumbers, 4 Units of Mechanical Death-traps, and an OPEN LC)

    The hard work of Free systems diplomats exploring unknown space has finally borne fruit. The diplomats come across a rocky planet covered by a thick magenta haze. Beneath the haze lies a hidden world filled with small goblin esque creatures that live in great castles made of bamboo. They ride on their ponies answering for their various petty feuds in ignorance of the world above. Recently the world has become host to smugglers who have taken to using the planet as a hideout as the purple haze blocks many EM signals.
    (FFS inquests K3, which contains [Great] Giga Bamboo , 4 Units of Goblin knights, and an OPEN LC)

    Free system diplomats have arrived on a very large rocky world that was once covered in a large ocean. While there appears to be no intelligent life of a first glance, archeologists believe that a planetary civilization once occupied the area, fleeing once the local star became much brighter, evaporating the oceans. Now all that remains is the planet's vast mineral wealth.
    (FFS inquests K5, which contains [Great] Resource Category: Minerals, 0 Units, and an OPEN LC)

    Within the forgotten sectors at galaxies edge, free systems diplomats go where no axiomite has gone before. Theatrics aside, the explorers soon find a planet filled with organo-metallic plants. Detailed study of most of the flora reveal them to be incredibly conductive. Studies also reveal the presence of an ANE base, or rather, a former ANE base. By all appearances the once ANE members were all found in a trench, with blank lifeless eyes and strange plant-like protrusions erupting from their brain cavities.
    (FFS inquests I1, which contains [Minor] Conductive Cotton, 2 Parasitic Plants, and an OPEN LC)

    After months of hard work TFT explorers come across what appears to be a gas giant. Upon closer inspection the cities held aloft, by what appear to be giant genetically modified trees that metabolize the hydrogen beneath. The inhabitants are a race of giant bronze humanoids, who spend their days building beautiful marble structures and skiffing the gas giant for sustenance.
    (TFT explores I31, which contains [Minor] Ceaseum, 3 Bronze Giants, and an OPEN LC)
    Last edited by Gengy; 2020-03-23 at 04:24 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  14. - Top - End - #644
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Spoiler: Updated Maps
    Show







    Round Eighteen: Begin!
    Galactic Dates 2175034.0.0.81 - 217536.0.0.80
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  15. - Top - End - #645
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Vassal to the Lyraen Technocratic Empire
    Round 18
    Regions: M31, N30, N32, O31
    High Coordinator Flash Starshine

    Diplomacy: 9
    Military: 8
    Economy: 6
    Philosophy: 10
    Intrigue: 6

    Actions
    • [Diplomacy] Press Claim on P30 2d6+10 (using liege bonus): [19] - Approaching the angels of P30 along with some ambassadors from the Lyraen Technocratic Empire, Flash pressed the offer that his diplomatic corps had been working on for the past several years. The Combine's offer for the Angels to join them as equals, coupled with the Grymlans' gregarious nature, won over the Angels. Talks and deliberations were swift, streamlined by the Combine's Specailized Public Want-need Fix-rig Strategies, with the Angels projected to join the Combine in just a few years.
    • [Diplomacy] Inquest N34 2d6+9: [13] - Riding the momentum of their efforts in P30, the Combine looks rimwards to N34, sending an exploratory vessel on a diplomatic mission to seek out what, if anything, resides in that region.
    • [Economy] Buyout Oricalcum P30.1(Open) 2d6+6: [14] - The Angels of P30, warm up after the diplomatic talks, and Combine merchants are able to build a trade relationship with them for their Oricalcum
    • [Intrigue] Secret [16]
    • [Intrigue] Investigate Arbiter/Disposal Messages 2d6+6: [13] - The strange messages seemed to be sent by yet another caller AI. Flash is not particularly concerned over its contents, because there is no way his scores are as low as a measly 10, but the fact that more AIs have woken up and are taking interest in the maturated's efforts could bode well, or ill. An investigation team is sent to try and find the AI, and determine why they have activated now?


    Non-Actions
    • See LTE Embassy for Embassy Actions.


    Resistances
    • Resist nonsupported buyouts/raids/conversions


    Embassys and Diplomatic Representatives
    • Dipanan Embassy
      Spoiler: Dipanan Embassy Actions
      Show


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show

      • Recieve Sublight Engines and Scout Chassis from LTE

    • Dynasty (TFT) Embassy
      Spoiler: Dynasty TFT Embassy Actions
      Show


    • Vassalized to Lyrae and part of LTE
    • Enclaves
      Spoiler: Immigration
      Show

      • Mutual Immigration
        DNM
        TZH
        CEL
        TFT
        FFS
        RGH
        LSD
        DNF
        UNN
        KBC
        UPT
        TUE

        Incoming Immigration only
        DPN




    News and Rumors
    • With the sudden cataclysmic destruction of Iteus, the Combine reaches out to the Iteans offering to take on refugees displaced by the destruction of their home system.
    • Spoiler: Combine Corporations
      Show

      Corporations of the Combine

      The government of the Grymlan Combine consists of several corporations that both coordinate with, and against, each other in deciding how the efforts of the Grymlan people are applied. The Corporations are patrons and financial backers to research, production, and distribution groups typically within a certain field of Grymlan life and their internal structure represents the same general structure of the Combine at large.

      As such, Leadership among the Grymlans is based on election, with canidates chosen both on their stance with the individual corporation and the needs of the Grymlan people as a whole. Unsurprisingly, corruption is not uncommon among Grymlans leaders. Corruption is expected by the general populace as long as it has reasonable limits. Leaders are expected to have their own personal projects they're working on as long as they meet the needs of the Grymlan people. Given the inquisitive nature of Grymlans as a whole, an the high profile nature of the leadership, Grymlan politicians tend to have Cat and Mouse games between themselves that the populace tends to keep abreast of as a form of entertainment. Should such a leader be deemed insufficent, whether by incompetence, corruption, or changing needs of the people, they can be voted out of their position by the Corporations under them (though the state in which they are voted out might dictate the terms of their severance).

      Some Corporations of the Combine.
      • Foodstuff Solutions: Headed by Abrigal Dirtpaw, Foodstuff Solutions represents many agricultural interests in the Combine. Their farms provide food to feed the Grymlan people as well as providing other materials to the other Corporations. Their labs work to improve existing crops while at the same time they are always on the look out for new potential products to grow and experiment with.
      • Max Zappyzap Projections: Lead by Dhaka Sparkthrower, Max Zappyzap Projections is the closest thing the Grymlans have to a security Corporation. In prior years they were an arms manufacturer who designed energy casters for Grymlan ships to protect them against space debris. They also did research into high energy release weapons that largely went unused (I mean of course you gotta set one off just to make sure it works, we didn't need that asteroid anyways) but did result in research with Arclight Power that provided the primary fission reactors that provide power to the Grymlan's cities and ships. Nowadays they serve as one of the military minded corporations expanding the Grymlan's knowledge of tactics and equipment as they are exposed to new races.
      • Arclight Power: Lead by Dayton Voltzap, Arclight Power serves the Grymlan's ever-growing need for power. They are the formost researchers in high energy fields and often looking for new elements or ways to use them alongside Max Zappyzap Projections.
      • Fluffyshine Grooming: Headed by Celise Dyedye, Fluffyshine Grooming provides cosmetics and grooming supplies to the Grymlans. Proper grooming, especially of their tails, is considered a necessity by the Grymlan populace. In addition Grymlans enjoy expressing themselves in a wide array of colors both in clothing and hair dye. Fluffyshine Grooming is the leader in what is new and chic by melding technology with fashion.
      • Farseeker Enterprise: Lead by Trevan Longhaul, Farseeker Enterprise focuses not only on exploratory sensors and shipping, but they also serve the Grymlan Combine with transporting goods between population centers. While they were not the designers of the Darkship concept, they have been diligently improving it, focusing on the ships abilities to operate on long haul deployments and improving on thruster designs.
      • Infrastructure Craftmakers: Lead by Bruk Dynacraft, Infrastructure Craftmakers maintains the infrastructure of Grymlan life whether it be the heat resistant domes of Wratheye or the various space stations orbiting the Cloudysea expanse. They support endeavors to build faster, cheaper, and more adaptable among hostile environments.
      • Truthytruth Communications: Lead by Leelee Sweettounge, Truthytruth Communications deals with data and communications between the Grymlan people and works alongside OwO, and they also host many news and entertainment channels.
      • Feelgood Incorporated: Lead by Vera Tailsnug, Feelgood Incorperated serves the healthcare needs of the Grymlans. The work to constantly push the boundaries of medicine and scientific enhancement.
      • Fringe Science Go!: Headed by Wexel Weirdlight, Fringe Sceince Go! explores theoretical scientific fields such as magic and psionics. With the introduction of aliens with these abilities they have seen a resurgence as of late.
      • Advanced Integrated Dynamics: A recent addition to the Combine, CCI acts as a military corporation specializing in theoretical and prototype designs created from the incorporation, and abuse of, alien tech. Led by Leelee Buildfast.



    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/LCs
    Show
    Trade Posts

    Regional TPs and LCs
    Region Name Region # TP 1 TP 2 TP 3 Produces LC 1 LC 2 (Assembly) Special Other
    Harb-Cloud M31 Open Open XXX Aerobic Sludge OwO XXX
    CloudySea N30 OwO NYX Open Grymlan Farseeker Corps OwO OwO
    Dregisles N32 ANE Open XXX Guns OwO XXX
    Symbio-Storm O31 Open Open XXX Symbio Hyper Gigawatt Batteries OwO XXX

    • Owned TPs: 3
    • Diluted Dark Energy (Q13, 3)
    • Grymlan Farseeker Corps (N30, 1)
    • Voidsone (K3, 3)



    Spoiler: Tech, Identity and Projects
    Show

    Technologies
    • General
      (9)Essential Grymlan’s Guide to Reverse Engineering [Grymlan Farseeker Corps] - +1 to Tech Theft
      (8)F.L.E.X. Security [Space Knights] - +1 resist theft.
      (8)Long-Range Advertising Campaigns [Broadcasting Tech] - Reduce ZoI by 1 step for buyout defense
      (8)Resident Spies [Broadcasting Tech or Spies (Resource), One or More Embassies] - Treat one Secret Action as originating from Power you have an embassy with for ZoI purposes, must be Close or nearer to new origin.
      (8)Trade League [Electronics] - Owned 2 TPs in adjacent region grants claim on region.

      Military
      <Personnel Armament>
      <Ranged Weaponry>
      (12)Energy Conversion Weaponry [Arcana, Fuel] - +1 Battle Rolls
      <Armor and Shields>
      (10)Enhanced Microplating [Hard Metal] - +1 Battle Rolls
      <Engines>
      (12)H.E.A.T. Engines [Fuel] - +1 Battle Rolls
      <Warmachines and Live Weaponry>
      <Logistics>
      <Medicine, Mad Science, and Blessings>
      <Reconnaissance and Divination>
      <Stealth, Sabotage, and Traps>
      <Fortifications, Sappers, and Planetary Siege Weaponry>


    Organization Relations
    • CpC 1
    • CmC 3, 1 favor


    Identities, Tactical Doctrines, Miracles and Caller Fragments
    • (Temp-CI) Specailized Public Wantneed Fixrig Strategies - 2d8 resolving unrest
    • (Temp-TD) High-Intensity Max-Entropy Think-Planning - Negate effects of Enemy Tactical Doctrines with successful Tactics roll.


    Spoiler: (Miracle)Applied Theoretical Max-Energy Unstable Space-Punch Travel-Gates
    Show

    Once per round, Faith Head may spend a Philosophy action, and rolls 2d6 with no bonus to die roll. At max, one wormhole may be opened in this fashion at a time, and no further attempts to open wormholes can be made until the currently open wormhole expires if one exists.
    • 2: GM's Choice! (Something happens, probably not good, you find out during the opener)
    • 3-5: Nothing happens
    • 6: A wormhole between two OwO Assemblies is established, lasting (2) rounds, and both regions are in unrest because of the explosion
    • 7: A wormhole between two OwO Assemblies is established, lasting (2) rounds
    • 8-9: A wormhole between two OwO Assemblies is established, lasting (3) rounds
    • 10: A resource in the region an OwO Assembly is in is increased, as though an Econ 5 (Upgrade Resource Quantity) was used on it. Ownership of the TP goes to the owner of the region with the Assembly. If all regions with Assemblies are already at [Great], nothing happens.
    • 11: A member of the wormhole team is blasted with particles, and has a new idea. An Econ 5 (Adapt Technology) may be used next round, and does not expend the Leader's Economy 5 Special Action.
    • 12: GM's Choice! (Something happens, probably good, you find out during the opener)



    Projects
    • N30 CmC Relay (3/3)
    • N32 Core Containment Incorporated base (3/3) (Now AID base)
    • N32 Explodium FU-32 Prototype Overcharged Hyperweave Far-Caster (5/5) (Previously Brightlight)
    • Wormhole Research 5/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 3
    • Darkship Fleet Flashybang: three robust Bigzap cruisers along with a smaller fighter Zappycraft carrier and three smaller Fleetfeet corvette ships. While lacking the comfort amenities and most of the production capabilities of Darkship Shinystar, they make up with a considerable increase of mobility and overall speed.
    • Darkship Fleet Darks-Seer: Drawing upon the newly inducted Lopurna, Darkship Fleet Dark-Seer has several cruiser class ships created in a melding of Grymlan and Lopurna designs supported by Grymlan Zippyzap fighter craft. The The cruisers have several rapid fire zapcaster turrets dedicated to point defense and fighter denial systems, there are several crystaline emitter strips that run the lengths of the ship allowing the Lopurna crew to lash out with deadly psionic energy lances in lieu of the heavy zap cannons found on other Grymlan based warships.
    • Aetherweave Assault Corps: Those Lopurna trained to act as soldiers train their psionic abilities to enhance their physical capabilities, moving with preternatural grace, strength, and precision. As situations call for it, small communions can be levied to increase their capabilities such as against hardened targets or evading detection.

      Memorial Wall
    • Darkship Fleet Novabloom: To replace Darkship Shinystar, Grymlan engineers work on an updated Darkship Design that incorperates a greater number of smaller ships, each heavily armed with Deathbloom missile launchers and enhanced engines. Where previous iterations of darkship fleets focused on a slow, steady, approach to combat, Darkship Fleet NovaBloom represents the application of prototype explosive tech and changing ideas on approaches to naval doctrines.



    Spoiler: Stat Increases
    Show

    10/X Diplomacy: 9+1
    12/X Military:8
    O/X Economic: 6
    13/15 Philosophy:10
    13/X Intrigue: 6+1
    Last edited by SquirrelWizard; 2020-04-04 at 09:00 PM.

  16. - Top - End - #646
    Dwarf in the Playground
     
    NecromancerGirl

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    Default Re: [Empire 5] IC Thread

    Djinye National Front
    A Great Power and a vassal of the Mier Formica

    Regions E31, F26, F28, F30, G25, G27, G29, H28, I27, J24, J26 and J28
    Queen Lin Sid of Minera, president of the Council
    Round 18


    Rolls 1: https://forums.giantitp.com/showsing...postcount=1274
    Rolls 2: https://forums.giantitp.com/showsing...postcount=1287

    Actions:
    1. [Military]Invade E29 with 4 units, an unnamed general (mil 4), Enhanced Microplating (Saline Alloy), Lyraen Elemental Implants (Youth Extractors), Energy Distribution (Androids), Energy Conversion Weaponry (Little Green Men) and MS Guerrilla Warfare. Total: 11
    2. [Military]Invade D32 with 4 units, an unnamed general (mil 4), Enhanced Microplating (Saline Alloy), Lyraen Elemental Implants (Youth Extractors), Energy Distribution (Androids), Energy Conversion Weaponry (Little Green Men) and MS Guerrilla Warfare. Total: 11
    3. [Diplomacy]Claim I29 1/? 2d6 + 10 (liege Dip) + 1 (Realtaism 5LC) Roll: 13
    4. [Diplomacy]Improve reputation with CPC 1>2 2d6+7 vs 12 Roll: 11
    5. [Philosophy]Convert I31 2d8 (Realtaism 10LC) + 9 Roll: 19
    6. [Philosophy]Convert D30 2d8 (Realtaism 10LC) + 9 Roll: 14



    Nonactions:

    Embassy with CLS: -

    Embassy with MFM: Receive techs, send Resident Spies

    Resist all foreign buyouts, conversions etc., unless converting to state ideology or explicitly permitted. Use Temple Bastions bonus to resist the most serious secret action taken against DNF. Assassination>Relic theft>Raid, Buyout, Conversion etc.>Tech theft

    Allow and support CLS buyouts of open TPs.


    News and Rumors:
    • TODO:
      make a list of techs vs. resources I have
      get more techs (limited transporters)
      heir?
    • Pyre's pyre



    Spoiler: Ruler
    Show

    Queen Lin Sid of Minera, president of the Council
    Diplomacy 7 +1
    Military 9 +1
    Economy 10
    Philosophy 9 +1
    Intrigue 5

    Specials used: P5, D5, E5, M5,
    New ruler: NO



    Spoiler: Bookkeeping
    Show

    8 units (updated: round 15)
    Rep 1 with CmC, 1 favor
    Y5 Ryuvia Relay Bonus: Region owner may endorse Buyouts regardless of TP owner. If a Buyout is Endorsed in this way the TP owner may still choose to resist the Buyout.
    Rep 1 with CPC (Access to the Corps Fleet unit bank for fighting the Same)
    Rep 1 with WKA (+1 to Theft rolls), 1 favor
    G27 Bespéartha Base Bonus: +1 to resist Secret Actions once/base/round

    Mil spec: Guerrila Warfare: 2 distance loss rolls & +1 leader loss roll to opponent, may not kill all units by itself

    Technologies:
    Name Effect Resources Powered? (updated r15)
    Galactic Currency Mint Buyouts get +1 Any precious mineral + Any other resource N




    Clarity of Vision - Bespéartha Assembly, reduces ZoI for Phy
    Mysterium (repaired) - Elabana Assembly, bonus to Saline Alloy buyouts & Econ action to temporarily change a resource into any other
    Embassy with CLS
    ??? - that one
    CI: 2d8 to Buyouts and Resisting Buyouts in regions found in the Hard/Improbable ZoI with a third Trade Post (shared with CLS)
    Last edited by Corona; 2020-04-04 at 04:06 PM.

  17. - Top - End - #647
    Halfling in the Playground
     
    KriegTiger's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Tezh Consensus

    Current Leader: Brigid

    ROUND 18

    Die Rolls Go Here:
    Actions 1, 3, 4

    Actions taken: See N&R for all related fluff
    1. DIP - Press claim on D2 - Success (1/2)
    2. INT - Secret action
    3. ECO - Buyout F6 TP1 - Success
    4. ECO - Buyout F6 TP2 - Success
    5. MIL - Raise unit
    6. PHI - P10 Scientific Breakthrough (Miracle) - Conflux dimensional tunneling - Tezh (the species) is now fully capable of communicating via Empathetic Chi, and TZH IP ZoI modified such that Assemblies grant a 'vassal style' ZoI influence for PHI actions - IE granting one ring of 'Adjacent (-0)' and one ring of 'Close -1)' PHI influence centered on any Assembly to One ideology. This functions only for TZH and not all adherents of One ideology.
      Spoiler: Miracle fluff
      Show
      After initially beginning the effort with Wrath during the aftermath of the battle with Conveyance, scientific, education, and sociological teams branched out to work with a 'Curiosity/Hypothesis/Frustration', who helped move the research on Empathetic Chi further. With various starts, stumbles, and misinterpretations a breakthrough was eventually made and Empathetic Chi burst onto the Tezh Consensus with great impact. As one Stozudal researcher put it "Imagine someone with only a nose suddenly being given eyes, and having to learn what seeing is". It was an energy that the Tezh had never noticed before but energy is what Tezh do best and they have taken to it exceedingly well, leveraging the new sensitivities to examine old questions: the biggest of which is the Conflux itself, the bizarre macro-world-object that was the point of first contact and communication between Tezh and Stozudal. Though it still defies much explanation (when was it made, why was it buried, etc) there are two things they were able to learn: how to make another, and what it can do (well.. SOME of what it can do).

      In order to inhabit frames, TZH had always been able to synthesize small amounts of material that were resonant with their energy format in a way that allowed them to interface with the macro-world. Now the understanding of the energy of Empathetic Chi has granted them the ability to not just create new material of the same quality as the Conflux, and roll it out at-scale through the Consensus, but to link them in ways never possible before with 'basic' meta-materials. Assemblies, the educational bastions of the Consensus, have been gifted smaller versions of the Conflux still located on Yutov (as to do one of that size would require prohibitive material and energy resources - one of the remaining mysteries about it's origins), and thus created a network that transcends the standard and even quantum model of the universe as it exists now. These advancements mean that far flung regions, a sudden development after the collapse of the UNN and emergency of UOS, will be able to benefit from Consensus council oversight with almost zero delay or difficulty.



    Non-action and 'General Goals List' for the round (goals will be removed as actions are filled in):
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • F6 (Ir) - A new resource is found. 'Undefined' -> 'Vault-Tek [Electronics & Arcana]'
      Following the planet rejuvenation effort, the fascinatingly advanced vaults that were discovered all over - the ones that were inspected and deemed to be non-classified - have led to a treasure trove of new commodity tech that amazingly interfaces with almost any electrical based system throughout all of Axiom, becoming the system's most in-demand thing. One of the engineers cataloging various devices was puzzled as a good majority of items defy classical explanation; "It's obviously machinery, but it might as well be magic for all we can tell about how or why it works.. it just does."
    • C5 - A new resource is found. 'Undefined' -> 'Goat Pearls [Precious Mineral & Fuel]'
      A remote planet circling a brown dwarf - which gained attention from odd 'lakes' made of spherical radioactive material - was found to have Silicon-based life, sustained by the high radioactivity of the matter that made up the planet. Of the handful of mobile species on the globe, one was dubbed a 'goat' by a researcher who watched it maneuver up and down steep cliff faces with ease, much like one of their homeland native species. The origins of these spheres is the manure of this creature, which rolls downhill and gathers in the valleys to form the 'lakes' which were detected from space. This manure is itself still rich in fissile energy and after untold generations and a very healthy population it provides an ideal humanely harvested energy source for all manner of power reactors.


    News and Rumors:
    • Rumors abound of a scientific breakthrough, efforts regarding Tezh research since the very early days of first contact with the Stozudal.


    Spoiler: Regions & TP's
    Show
    Region Loc Resource TP1 TP2 TP3 Learning Center Assembly
    Yutov (Capital) E5 Living Fire Gemstones
    (Precious Mineral)
    TZH The One The One
    D4 Cyclopian Tripods TZH X X The One
    Uanerth D6 Murphets
    (Fuel)
    Open X X The One
    Gyribov D8 Vigorite
    (Drugs)
    TZH Open Open The One
    Stronoe 71Y6 E3 Salted Chromium
    (Hard Metal & Spice)
    TZH X X The One
    Mibreshan E7 Memory Transfer Droid
    (Skilled Beings)
    DNM TZH The One
    Ir F6 Undefined X The One N/A
    C5 Undefined X The One
    Teron S7 Matter Manipulators USO RTH X The One
    S9 Boreal Metal USO RTH ETL The One
    T4 Mindcasters USO X X The One
    T6 Crystal Skulls CmC RTH USO The One
    T8 Thneedz RTH CmC The One
    Region TP# Resource Category
    E5 TP1 Living Fire Gemstones Precious Mineral
    E3 TP1 Salted Chromium Hard Metal, Crops & Spices
    E7 TP2 Memory Transfer Droid Skilled Beings
    D8 TP1 Vigorite Drugs
    E7 TP3 Memory Transfer Droids Skilled Beings

    Spoiler: CI, TD, LC, and Tech info
    Show
    Tech:
    • Galactic Currency Mint - +1 to Buyouts
    • Limited Transporters - Once per round use org base with positive rep as embassy with another player (also with base and positive rep)
    • F.L.E.X. Security - Defence actions against theft have a +1
    • Resident Spies - Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region
    • Trade League! - If a player owns two or more TP's in a region they gain a claim on that region
    • Universal Translator - +1 to buyouts

    Mil-Tech:
    • Lyraen Elemental Implants - Battle Rolls get +1
    • Sublight Thrusters - +2 Tactical Maneuvering rolls
    • War Beasts - Battle Rolls get +1
    • EC Lances - +1 to battle rolls, +1 to enemy combat losses on victory
    • Energy Conversion Weaponry - Battle Rolls get +1
    • Enhanced Microplating - Battle Rolls get +1

    Philosophy:
    • Respectful Discourse (LC5 Bonus) - +1 to Conversions
    • Thorough Debate (LC10 Bonus) - Increase die size for Conversion rolls: 2d8
    • Small & Medium Business Curriculum (LC20 Bonus) - +1 to Buyout rolls, additional +1 if LC for The One is present in region.
    • To Boldly Go (LC40 Bonus) - +2 to probe rolls

    Diplomacy:
    • Requires Verification - Increase die size to resist Conversion: 2d8
    • Where No One Has Gone Before (temp) - Increase die size to Probe: 2d8


    Spoiler: Leader stats & expected changes
    Show

    Brigid:
    DIP - 10
    MIL - 6
    ECO - 6 (+1)
    PHI - 10
    INT - 10
    Last edited by KriegTiger; 2020-04-04 at 09:40 PM.

  18. - Top - End - #648
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: [Empire 5] IC Thread


    Galactic Droccen Imperium
    Capital Region G19
    Colonial Regions F18, H18, G21, G17, H20, F20, H22, I21, I17, I19, J18, K17
    Vassals
    CWZ

    Empress Mika Ren
    Diplomacy 8
    Military 5
    Economy 4
    Philosophy 3
    Intrigue 5

    Round 18 Actions
    1.[Diplomacy]Convince the CpC to let me keep the SAME Core. 16
    2.[Diplomacy]Inquest K15. 17
    3.[Diplomacy]Attend Simulacrum II Event
    4.[Diplomacy]Formally Join the Star League.
    5.[Military]Attack the SAME in J16 with General Sukero (7), 5 Units from DCC, 2 Units from CpC (+2 for Rank 3 Perk) DCC tech: Mecha-Guardians fueled by War Beasts, Operatic Frogs and Guardians, Lyrean Elemental Implants fueled by Pink Vibro Crystals, Capital Ship Hulls fueled by Magnalium Alloy. (+2 to Battle, -1 to losses, region stabilizes on overwhelm.) Invasion totals: +18, -1 to DCC losses, region stabilizes on Overwhelm.
    6.[Military]Work on the unfinished Orbital Laser Great Project in I17. (3,5)

    Embassy Actions
    • Rocthurhi
    • Vilari Sodality
    • Conclave of the Black Sun (TUE)
    • Mier Formica
    • KNV
    • UOS


    Non-actions
    • Resist unauthorized conversions with Tezh phi score (10) and Requires Verification CI (Increased Die to resist conversions) Assembly in the Capital.
    • Support Conversions by TZH
    • Support all buyouts and claims by the NDA.
    • Support all buyouts and claims by the CWZ.


    News and Rumors
    • To Come

    Stat Increases
    +1 Military, +2 Diplomacy
    Last edited by PepperP.; 2020-04-02 at 10:05 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  19. - Top - End - #649
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [Empire 5] IC Thread


    The Vilari Star League

    Regions X-14, Y-13, W-13, V-14, X-12, W-19, W-17, V-12,Y-15, Z-14, U-15, U-13


    Speaker Sildyr-Quast
    Diplomacy 10
    Military 9
    Economy 2
    Philosophy 1
    Intrigue 2

    Actions
    1. [Diplomacy 10] Reorganize the Vilari Star League into a true Galactic Empire
      ???
    2. [Economy] Buy Out TP 2 of Solar Sapphires in the Gardens of Leira 9
      ???
    3. [Economy] Buy Out TP 3 of Solar Sapphires in the Gardens of Leira 9
      ???
    4. [Philosophy] Set Way of Tides LC 10 Bonus: Increased Dice on Investigations
      ???
    5. [Economy] Buy out TP 1 for Sublight Tablets in Region W-17 8
      ???
    6. [Economy] Dispatch humanitarian aid to the Federated Churches
      ???


    Spoiler: The Star League Charter
    Show
    The Star League Charter

    As the territories of matured species expand, and we confront growing threats from without and within, it is resolved that we gathered here affirm our principles. We, the people of the Star League, do make known these policies in hope for a brighter future for the galaxy.

    We Are Resolved

    • To defend the sovereign right of every species, organic or synthetic, to self-government, or to equitable representation as equal partners in greater galactic powers.
    • To safeguard, by that same principle, the rights of any lesser power when threatened by an outside aggressor.
    • To guarantee the sovereign borders of all member states, through diplomacy if possible, but if necessary through force of arms.
    • To pledge our might to the eradication of those forces which threaten the continued prosperity of all species, within and without the League.
    • To pursue technological advancement, both civilian and military, and to freely proliferate these advancements among League members.
    • To ensure the free and open movement of trade between our borders, absent onerous or unequal duties.
    • To seek out and preserve the knowledge of Axiom’s progenitor species, that we might gain their wisdom and avoid their downfall.
    • To promote cultural exchange of beliefs and ideals, so that social progress and better standards of life might be realized.
    • To form a unified council to serve as adjudicator in cases of conflict between League members, and under which justice and respect for the obligations arising from treaties and other sources of galactic law can be maintained.


    We so Affirm,

    Ren-Kulto, Speaker of the Vilari Sodality
    Ouren Dris'Thelle, President of the Etherite Trade League
    The Speakers of the Convocation of the Federated Churches of Origin's End
    Her Majesty Lin Sid of Plantera, President of the Council of the Djinye National Front
    Her Majesty Aptinoma Mier, Bastion of the Faithful, Empress of the Mier Formica and its vassals

    We so Witness,

    Her Radiance, Empress Sai and Imperial Princess Mika Ren of the Galactic Droccen Imperium
    Siti Butrana, Ambassador of the Dipanan Collected Nations
    Antich Heaventreader, Chief Deputy Warden, Spark of the Accord, and Knight In Service of the Source
    General Secretary Jeremiah Gates of the Union

    Spoiler: Embassies
    Show
    • The Galactic Droccen Imperium
    • The Sunbream Confederacy
    • Mier Formica

    Last edited by TheDarkDM; 2020-04-04 at 01:26 PM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  20. - Top - End - #650
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 18

    News and Rumours
    • The announcement that the Emperor (among others) must step down causes great political upheaval, especially given that the broadcast is anonymous. Guardian's suggestion that the demand be accepted causes yet further consternation.
    • The demand is, on its face, outrageous, and many counsel ignoring it and putting the entity in question to enforcement. On the other hand, many feel that this is simply not worth the risk, and that to stand on a point of pride like this would
    • The suggestion of abdication in itself is controversial. No Emperor has previously abdicated, and to hold an election while the previous Emperor is still alive could lead to an unacceptable level of interference in the electoral process. In particular, Arurshan voices complain that this could set a precedent leading to the establishment of a new Imperial dynasty, as in the first days of the Empire. While the predominance of Ninurtine Emperors has been accepted, were the title once again to become reserved for the same family, that would be unacceptable.
    • Meanwhile, the Empire peacefully expands into the border territories that have accepted Imperial doctrine, accepting them into the Empire. With the apparent collapse of the Alysians, a fleet is sent to secure region O5, which was seized by the Alysians but never developed.


    Actions
    [Diplomacy] Claim O1 on shared ideology: 21 - great success
    [Diplomacy] Claim R2 on shared ideology: 20 - great success
    [Diplomacy] Claim X22 on shared ideology: 24 - great success
    [Diplomacy] Claim T26 on shared ideology: 24 - great success
    [Economy 5] New TP in W23: Subspace Camels
    [Economy] Buy O1 Slime Monsters: 15 - success
    [Diplomacy] Claim E31 as former vassal region (Peaceful outreach to reduce ZoI penalty to -4): 17 - success 1/2 Nope
    [Philosophy] Occupy O5 with 1 unit commanded by Admiral Sennaderesh (unstatted)

    Non-Actions

    Support any buyouts of non-Imperial-owned TPs by the Republic of Celes or Droccen
    Resist buyouts of trading posts owned by NIN, CEL or DCC.
    Accept any technologies offered.
    Resist all conversion actions.

    Spoiler: Ruler Stats
    Show

    Emperor Durgadoresh

    Diplomacy: 10
    Military: 8
    Economy: 7
    Philosophy: 10
    Intrigue: 8
    Next round: +1 Economy

    Expected next round stats:
    Diplomacy: 10
    Military: 8
    Economy: 8
    Philosophy: 10
    Intrigue: 8


    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

    Resources available:
    • Antispice
    • Celes Alloys
    • Entropic Pearls
    • Mechanical Drones
    • Multiforce Hammers
    • Onliest Hats
    • Tabine Warriors
    • Mech Pilots
    • Cavorite
    • Energineers
    • Photon Torpedoes

    Technologies
    • Capital Ship Hulls
    • Lyraen Elemental Implants
    • Enhanced Microplating
    • Resident Spies
    • Sublight Thrusters
    • Universal Translator
    • HEAT Engines
    • Galactic Mint
    • Limited Transporters
    • Deployable Cloaking Mines
    • Long-range advertising

    Generals:
    • Lord Admiral Anguradeshib (M9)

    Caller Fragments:
    • Peaceful Outreach

    Units: 12
    Last edited by Aedilred; 2020-04-03 at 06:20 AM.
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    Spoiler: Previous Avatars
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  21. - Top - End - #651
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
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    Default Re: [Empire 5] IC Thread

    The Syndrome Protectorates

    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S15: ???
    Region S17: ???
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur

    Overlady Violet-Pale-Feet

    Actions Rolls

    [Diplomacy] Finalize claim on R16
    The Sauce Cultists (and their dishes) are finally being integrated into Protectorate government. Their unique perspective will be an... unusual addition.

    [Diplomacy] Press religious claim on T14 (SUCCESS-16)
    The Syndrome continue to take control of the Iteusist regions left behind by the Church, providing a strong guiding hand in the faith to lead the lost flocks through this difficult time.

    [Philosophy 5] Spread Knowledge to Taurina 1 (Q19) (SUCCESS-15, Q17: SUCCESS-15, P20: FAIL-11)
    Frustrated with their friends in the WKA targeting their other friends in the Rothuun, the Syndrome send a missionary fleet of colossal proportions into the former Rothuun territories. Their aim is to restore the original and proper faith of the Rothuun.

    [Philosophy] Research the Storm Cube [1/5]
    The Storm Cube is taken to a secure facility on a lifeless planet to be carefully studied and dismantled.

    [Philosophy] Research the Storm Cube [2/5]
    Work continues apace on understanding the ancient and malfunctioning device.

    [Philosophy] Research the Storm Cube [3/5]
    Guardian's revelation that the Storm Cube is a terraforming tool provides new insights into it, and furthers its study and deconstruction.

    Nonactions

    Support Conversions of all owned LCs to the Church of Iteus.
    Disband a unit to keep count at 8
    Support buyouts by RMT and ITS against open TPs in Syndrome territory.
    Resist everything else.

    Celestia Enterprises Embassy:


    Rothuun Galactic Holdings Embassy:


    Spoiler: N&R
    Show
    The researchers responsible the mass extinction of life on a planet are quickly tried and put to death. Although their research on the Storm Cube is invaluable, they were far too negligent with the destructive artifact. Future research will be conducted under much more scrutiny, if it even occurs at all after this debacle.


    Spoiler: National Info
    Show

    Spoiler: Units 8/13
    Show

    Note: need to remove 5 units worth of ships and reformat units.
    Battle-Pod Rapant-Growth
    Symbiote Carrier Carcass-Mold
    Symbiote Carrier Creeping-Vine
    Scout Vessel Fertile-Seed
    Scout Vessel Hungry-Maw
    Battle-Pod Heart-Guard
    Symbiote Carrier Thorn-Coral
    Ravager Rending-Claw
    Ravager Necrotic-Sting
    Alitur Colonial Defense
    Command Ship Glorious Dawn
    Prison Vessel Grim Destiny
    Missile Cruiser Resolute Flame
    Hospital Ship Charitable Arms
    Corvette Silent Mercy
    Corvette Fallen Void
    Unity-Fleet 1
    Symbiote Carrier Poison-Tongue
    Scout Vessel Hunter-Light
    Mech Captain Mortret
    Mech Knight Trunor
    Mech Knight Tinatan
    Mech Knight Ektor
    Prison Vessel Last Request
    Corvette Titan Finger
    Unity-Fleet 2
    Ravager Icy-Wind
    Ravager Blood-Drinker
    Mech Knight Garahat
    Mech Knight Orein
    Missile Cruiser Astral Lance
    Bio-Squadron Prime
    Symbiote Carrier Army-Stomach
    Bio-Captain Hugus
    Scout Vessel Wing-Light
    Bio-Knight Gotrei
    Bio-Knight Arkamtot
    Bio-Knight Guntemar
    Bio-Knight Antre
    Bio-Knight Ote
    Bio-Knight Reimont
    Bio-Knight Arn
    Bio-Knight Renut
    Remian Regulars
    Stealth Ravager Talons-Open
    Gunship Crucesignatis
    Gunship Gelidos Conplexibus
    Droid Dropship Fulgur Purgatio
    Mech-Knight Kei
    Mech-Knight Arek
    Mech-Knight Urein
    Casino Security Detail
    Frigate Lucky Seven
    Frigate Dead Man's Hand
    Combat Saucer Pit Boss
    Corvette Blackjack
    Corvette Crapshoot
    Energy Protectors
    Weapons Platform Aleph-Null
    Weapons Platform Cantor Set
    Weapons Platform Absolute Value
    Weapons Platform Arctangent
    Weapons Platform Limit Superior
    Scholars in Exile
    Weapons Platform Riemann Integral
    Weapons Platform Cauchy Criterion
    Weapons Platform Fundamental Theorem
    Weapons Platform Geometric Sequence
    Weapons Platform Unit Vector
    Second Reclaimed Battle Droids
    Droid Dropship Vitam Gladio
    Droid Dropship Fulgor Frigus
    Droid Dropship Improbus Ille
    Droid Dropship Interfectorum Venandi
    Excimer Warriors
    Lightbringer Ozzex
    Lightbringer Karexo
    Illuminated One Exkore
    Illuminated One Exraoa
    Illuminated One Roexak
    Illuminated One Akrexoa
    Illuminated One Okexa
    Illuminated One Exark
    Resurrected Immortals
    Mindbreaker Thoughtful-Heart
    Stealth Ravager Metal-Will
    Stealth Ravager Lost-Travel
    Scout Vessel Empty-Hunter

    Generals
    Mech-Admiral Arxur: 8

    Resources:
    Takhaun (Q19.2)
    Biotumblers (R16.1)
    4D Titanium (S19.2)
    Genetic Engineers (S21.1)
    Knowledge Parasites (T16.2)
    Refined Kadmium (T18.1, T18.3)
    Antispice (T22.1)

    Techs:
    Energy Conversion Weapons (Active)
    Engineered Monstrosities (Active)
    Enhanced Microplating (Active)
    Galactic Currency Mint (inactive)
    Government Supported Markets (inactive)
    H.E.A.T. Engines (inactive)
    Long Range Advertising (inactive)
    Lyraean Elemental Implants (Active)
    Resident Spies (inactive)
    Trade League (inactive)
    War Beasts (Active)

    Claims:
    Q23 (Prior Ownership)
    R18 (Owned)
    R20 (Owned)
    R22 (Owned)
    S15 (Owned)
    S19 (Owned)
    S21 (Owned)
    S23 (Owned)
    S25 (Diplomatic)
    T18 (Prior Ownership)
    T22 (Prior Ownership)
    U19 (Prior Ownership)

    CIs:
    The Maiden's Code (secret actions)

    Generals:
    Mech-Admiral Arxur (8)

    Fragments:
    Emotional Appeal (+1 to 1 Claim Press / Round)
    Shared Objective (+1 to 1 Rep Raise / Round)

    Misc. Bonuses:
    ZoI reduced by one in and adjacent CmC relays for buyouts (CmC 1)
    +1 to theft (WKA 1)
    WKA will not steal from you (WKA 2)
    +1 to resist secret actions (Iteusism)
    2d8 to resist secret actions (Iteusism)
    +1 Unit Cap (Paragon Project)

    Spoiler: Ruler Info
    Show
    Overlady Violet-Pale-Feet
    Diplomacy: 10
    Military: 7
    Economy: 3
    Philosophy: 5+2
    Intrigue: 9
    Last edited by bc56; 2020-03-31 at 11:48 PM.
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    My Nexus characters

  22. - Top - End - #652
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
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    Rural Victoria, Australia
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    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


    (From top left across, Talvox[I5], Laria[J4], Eriador[H4], Illustria[H2], Haven[K7], Hollow[I3], Luminar[J2], Triarii[J6], and in the centre the emblem of the New Dawn.)

    Custodian Moridian, 16
    34 IE
    Diplomacy:8
    Military:4
    Economy:5
    Philosophy:6
    Intrigue:5

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7), Hollow (I3), Illustria (H2)

    The New Dawn's location next round: Talvox, I5.

    Actions:
    1 (Dip) Press claim on J2 on Ideological grounds [18]

    The Lyraen Officer, the Starfleet captain assigned to protect the Radiant Dawn expedition sent to explore the sector, talks down the androids with the aid of an Eris in her crew, persuading them that the luminary can be sparingly communicated with safely, and that no attempts to fully awaken the star will be made. With this accomplished, and very brief communication attempted, the Officer permits the expedition to find a suitable planet to settle on, and sends a single covert communique to Lyrae to inform her of the discovery.


    2 (Phy) Convert K3 [16]

    3 (Phy) Convert K5 [17]

    4 (Phy) Convert I1 [13]

    5 (Mil) Raise a unit

    The star serpents of Illustria are viewed with some trepidation by their new colleagues in Starfleet, so to combat the potential discord Marius finds a willing (and quite dashing) younger serpent by name of Anaxos-Ra, the Exalted One, to lead a second wing of star serpents alongside the Federation's more conventional demons & psionic crystals. Trepidation is swiftly dissipated, as Marius makes a strong point of working closely alongside the rakish Anaxos-Ra in his first tour of the sectors.


    6 (MIL5) Call upon Marius as a General (Mil 9)

    One would think that after nearly forty years of leading first the 'Dominion, then Federation, a man would be content to rest for the remainder of his days. Marius has no such desire. Tired, troubled and aging rapidly, the former Custodian returns to service as Grand Admiral of the Fleet, in the wake of his old friend Xixis' disappearance while passing through Rothuun space after the peace conference at Altea. He takes the loss hard, but the Federation comes first. The Federation always comes first.


    News & Rumours

    - The Sector Commanders serve well to administrate the affairs of their sectors, and the Custodian to direct overall policy of the Federation as a whole, but several Commanders have requested permission to send an aide to advise the Custodian on happenings within their sectors, finding the dual duties too demanding of their office. In response, Moridian founds the Forum, an advisory body to the Custodian consisting of two aides from each sector, to aid the Custodian in ensuring the Federation's policies remain acceptable to the sectors - and vice versa.

    - Regearing of the fleet, new banners and insignia to reflect influence of the Radiant Dawn
    - Moridian's first public address

    - Colony in Ibxholme grows, discovers relic of Ibx, branches to nearby planets, sector renamed to Hollow

    - Dealing with the Demon-Flock - integration, rebranding & embracement

    - Write about the new unit I got of space eel dragons and take out the New Dawn entry from active named units and put it somewhere else

    Spoiler: Military Stuff
    Show

    Spoiler: Tactical Doctrine
    Show

    Scour the Bridge
    Mindful of the threat of effective command, Federation strike squads lead daring strafing runs targeting the bridge of the opposing flagship, in a bid to cripple their command structure (chance of leader loss for enemies increased by 4)


    Spoiler: Active Named Units
    Show

    The New Dawn; The flagship and mobile administrative hub of the Federation, the New Dawn is a hulking modified Nyxiann-Celenian Lancer-class star cruiser. Residence of the Custodian.

    Master's Force
    ; The personal guard force of the standing Master. Remains within home territory 'cept in times of war, where they join the Master's grand fleet. Commanded by Jack Ackar Silver, former Officer of the Dawnguard.

    Redskull Squadron;
    Where Ravager Squadron fought for the 'Dominion forces during the Dreider wars, and thus emerged a heroic and vaunted unit, the Redskulls were the Dreider forces' most effective strike unit, often operating alone from forward bases to conduct lightning assaults on key command positions behind 'Dominion lines. The unit was composed of the most veteran pilots fighting for the Dreider, and were integral to the Dreider ability to continue to prosecute the wars. In one of the last actions of the Third Dreider War, their commanding officer of the time, Farus Velkor Ghorakka, could see the tide of the war had well and truly turned, and rather than obey orders to fight on until destroyed, he took the squadron and surrendered, refusing to fight against his former brethren. The 'Dominion airforce chose to incorporate the Redskulls into their ranks, on the condition they were never deployed against Dreider dissidents. Newly equipped with GLD, the squadron is composed of hardened veterans, and fights loosely in wings of three, each pilot trusting his companions beyond doubt, and is the most innovative fighter squadron in the Felhounds, in stark contrast to the tight, squadron wide formations once employed by Ravager Squadron, and most other squadrons within the Felhounds. Commanded by Bren Ghor.

    1st Brigade, PsiCorps;
    PsiCorps is the newest wing within Starfleet, composed of Mindbreaker Eris from Eriador. Eschewing starships, the Eris of the squadron possess forms largely biological in nature, living bio-craft fed and powered by energy extracted from ley line nexus on Eriador. These Eris have been trained for decades for combat, possessing frightening psionic power. Commanded by Gladien Bladed-One.

    Furion Squadron;
    Freed from the shadow cast by Ravager Squadron, Furion has emerged as the most aggressive unit in Starfleet. The lead squadron of the Felhounds, Furion is composed of young, hungry hotshots, and while this often leads to arguments and tensions between pilots, their individual skill is a force to be reckoned with. The kings of the simulators during academy training, Furion pilots are eager to join the Great Crusade, and test their skills in proper combat. Commanded by Xixis Ilhith.

    The Demon-Flock of Angrosh
    : These terrifying creatures of darkness & horror assailed the Eris for centuries. As Eriador burned, most of the Demon-Flocks were pulverised in the bombardment, but one survived. Angrosh is a cunning schemer, and when she saw a full fleet of deadly vessels hove into orbit, she took her flock up into the cold of space, and latched onto the Mindbreaker Academy in extreme orbit. In exchange for their lives, the flock agreed to turn their might towards enemies of the Federation. In peacetime, they are based in an Ikosq'ka system rich in low-level sentient mammalian life to feed upon.


    Spoiler: Inactive/Lost Units
    Show

    Grey Bulwark; The first squadron of 'the Line' equipped with GLD, the 'Bulwark is one of the oldest continuously operational squadrons in Starfleet, known for their complex, interlocking defensive formations, and possessing the fastest cruisers among the Wardens' forces. Dispatched to aid the Rothuun traditionalist claimant during their leadership squabbles, in line with Marius' policy of conservative containment.

    Stalwart Shield; Refitted with the last major reserves of metal available to the fledgling Aurelian Order, the 'Shield is one of the Wardens' heavier squadrons, comprised of bulky, ponderously slow heavy cruisers. Using tractor beams to remain anchored in formation during battle, these armoured beasts are formidable weapons platforms. Heavily damaged in the attack on Hallion, the Shield were rapidly repaired by the Aurelian Order and sent back into the field as a bulwark. Damaged in the defence of Eriador, and dispatched to the Rothuun following the Civil War.

    Blackheart Brigade; The Dreadfleet has never needed to operate outside 'Dominion subspace - until now. The successes in the Great Crusade have driven Marius to authorise the GLD-conversion of the Blackheart Brigade, the 'Dominion's secondary terror unit. Deployed to suppress dissidents and unrest, and used to house prisoners of all types, Blackheart follows primary invasion forces to ensure loyalty or displacement of the native, occupied population. Damaged during the Civil War, and transferred to the Rothuun after that conflict.

    Ravager Squadron
    ; The oldest and most decorated squadron in Starfleet, Ravager's Squadron Leaders were the most commonly elected to the position of Officer & Master. Such storied names as Aurelius, first Master of the Interstellar Era, back to Axton himself, led the Ravagers to glory on the battlefield. Lost with all hands on the Great Foray, the Ravagers banners remain on display in the Academy, a relic of the days the 'Dominion stood above all others.

    Crimson Heart; Marius' personal flotilla of light cruisers, the only vessels to return from the Great Foray, credited with establishing the roots of vassalage within the neighbouring system of the pencilpushers. Lost in transit to defend their valiant allies in the SPR, the fate of the Crimson Heart remains unknown.

    First Flight; The first squadron into space, First Flight scoured the stars in the days before the GLD was gifted to the 'Dominion, tirelessly mapping the Talvox system and surrounding sector, establishing peaceable relations with lesser races and remaining a beacon of hope that advanced life remained beyond our knowledge. Lost in battle against unknown foes during the Great Foray, First Flight remains a symbol of all exploration may gain for our great 'Dominion.

    Shatter Squadron: The teeming mass of corvettes, crewed by the most inexperienced of Starfleet's recruits, is the breeding ground for competent non-nobility to rise to prominence. Unfortunately, this inexperience led Shatter to catastrophe as a routine navigation task delegated to a fresh-faced ensign went horribly awry, shooting the squadron into the heart of an exoplanet on their inaugural jump as part of the Great Foray.



    Spoiler: Technologies
    Show

    Enhanced Microplating
    War Beasts
    Trade League
    Long Range Advertising
    H.E.A.T. Engines
    Galactic Currency Mint
    Hrakuun Thugs
    Coup de Grace
    Improved Generalship
    Energy Distribution


    Spoiler: Trade Posts
    Show

    TP 1 U11 (Jabberjaus)[Fuel]
    TP 1 J4 (Gazmium)[Hard Metal]
    TP 2 I5 (Caroxan)[Fuel]
    TP 1 J6 (Hex Plating)[Hard Metal]
    TP 1 H2 (Sea Serpents)[TBD]
    TP 1 I5 (Caroxan)[Fuel]
    TP 1 H4 (Mindbreakers)[Arcana]
    TP 1 I3 (Terrors of Ibix)[Fauna]
    TP 2 I3 (Terrors of Ibix)[Fauna]
    TP 1 K7 (Missionaries of Solace)[Skilled Beings]


    Spoiler: Leader Stuff
    Show

    No new leader
    Phy +1
    Mil +1
    Last edited by Ausar; 2020-03-30 at 05:42 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  23. - Top - End - #653
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [Empire 5] IC Thread

    Round 18
    The Guild Empire of Nyx
    Vassal to the Kronin Empire

    Nyx (M21), N22, N24
    Lady Rust MS Fortuna of the Edgeskimmers

    Actions
    1. [Philosophy 5] Establish Algorithm a Church of Rust Assembly in Nyx (M21) - Techpriests have begun to utilize data harvested from the decommissioned OwO hub as well as modern resource usage reports to make highly accurate predictive models for behavior patterns. Quickly the teams with the most advanced models are flooded with venture funding from capitalists eager to utilize this new tool to enhance ad effectiveness and improve brand placement. A handful of very rich investors become supremely wealthy but so too do the data scientist techpriests who pool their newfound revenue streams to sustain a computing co-op pursuing all manner of research into data analysis, predictive algorithms, and AI. The reverence with which 'the algorithm' is referenced by Nyxian investors leads the group of majority Church of Rust adherents to adopt the name for themselves hoping to integrate their organization deep into Nyx society.
    2. [Philosophy] Convert N20 from Nine Lights to Church of Rust 15 - Students of history might have recalled Nyx dealing with the Symbraum same as they did most other Maturated species of Axiom and showing little to no horror at their actions. Now however, in a decade removed from their dealings with Conveyance to rewrite the galaxy, techpriests from the Church of Rust come disavowing the Nine Lights as tainted by Brez Y'ett and somehow complicit in the annihilation of the Kamasati and rearranging of the stars. Rass opposition to UPT is framed as reason to trust in Rust, a catchphrase some marketing consultants insist will help spread the ideology.
    3. [Diplomacy 5] Establish an Embassy with KRO - With the Geleans fallen from their peak atop Axiom's galactic politics old established Nyxian economic and political interests collaborate with thinkers emerging from studying the patterns of the Sunbream and Rass in adopting the Church of Rust to seek refuge with the Kronin who were longtime allies to the defrocked Gelean Empire as well as protector of the Sunbreams Confederacy without reported friction despite differing ideological bents. Hoping to secure a new prosperous partnership as had been held with Emperor Bonaparte the Lady Fortuna sends top advisers to act as proxies for her at the burning court of the King-General.
    4. [Diplomacy] Increase Reputation from 0 to 1 with WKA 13 - While Fortuna did not share the Witchknight occult obsession with the Source she did share an interest in recovering that which was considered unobtainable, particularly lost or hidden technologies. Preliminary emissaries are dispatched to the curious organization which admitted Same into its ranks. While the Nyx had profited off of the Same crusades as had their liege who had grown fat and happy "leading the fight" a title now fallen to the bickering Wardens the merchants had never taken much interest in the robotic phenomenon in the Core. Fortuna was different but not in the way so much of Axiom was. Perhaps there was something to be learned from the Same and if so the Witchknights could be aids on the path to learn it.
    5. [Economy] Buyout M25 Dilithium TP1 using (Galactic Currency) 13 - Hoping to begin closing on lingering trade agreements made with the Lyraens cargo transport ships are dispatched to collect mass quantities of the substance known as Dilithium which was believed to some sort of mineral based fuel source. Whatever it was it could be bought and sold and the Lyraens had promised at least a portion of the production in exchange for acquiring the region from Nyx control.
    6. [Economy] Buyout N20 Snaze TP1 & TP2 using (Star Galleons, Galactic Currency, Lopurna) 19 - While initial interest in the region came from the churches it soon comes to pass that small samples of Snaze filter back to the Nyxian homeworlds prompting a new interest in the drug from the more hedonistic sects of society. Nyx backed cash, highly valued throughout almost all of Axiom, floods the market as Snaze becomes the new party favor of choice in Nyx owned recreation clubs.


    Non-Actions


    GLR Embassy


    RGH Embassy


    • Lady Fortuna puts out a challenge to her fellow Church of Rust adherents in FCO, SUN, DNM, & FFS to encourage fostering of the faith across Axiom the classic Nyxian way, through bribery! Lady Fortuna puts out the equivalent to a bounty on spreading the teachings of the Church opening the technological libraries of the Nyxian central bank to pay for this intergalactic incentive. Official notices are dispatched to the current reigning governments aligned with the Church of Rust detailing the opening of an exchange: one Rust conversion for one tech, to be paid out in ala carte selections from the technology library at the conclusion of the next revolution of the midrim planetary medium, approximately five galactic years from the date of the notice. (At an event in Round 20 collection can be made on all CoR Conversions rolled in Rounds 18-20)
    • The collapse of the Union and its empire was inevitable but that so many other empires had fallen so suddenly was disturbing. Emphasis is placed on the collapse of the communist bloc but more serious political observers wonder about the ways of life enjoyed by Nyxian ancestors and contemporaries. The Rothuun had burned as brightly as they had briefly and their collapse left a vacuum for a thug that would never come. The cowboys had been corralled and now their space would be settled by more civilized folk. When news rolls in of the Warden Civil War some grow hopeful that another was stepping forward to push the otherwise banal judgmental type powers nearby into actions other than pressing for the finer details of Nyxian business dealings.
    • The Gelean/Celenian collapse followed on its heels by the declaration of the Warden Civil War prompts legal counsel in Nyx to formally consider the text of the Rose League Charter null and void. The Wardens and the Clone Knights are invited to approach Nyx for bilateral agreements but attempts to call upon the Rose Brotherhood are preemptively dissuaded.
    • As a Lopurna herself Fortuna has altered policies surrounding the Lopurna Refugee Center including the provision of granting of dual citizenship, Lopurnan Refugee and Nyxian Citizen, to all residents and descendants of residents. Laws regarding social security measures encoded at the time of the Lopurnan Refugee Crisis had been made specifically to reference Refugees and exclude Citizens for fraud reduction purposes. Although LRs were granted many of the same rights as Nyxian citizens there had developed something of a tier system. Nyxian Citizens weren't just Nyxians either, many were aliens who had immigrated through typical Nyxian channels, bribery mostly. Fortuna was at first inclined to abolish the Refugee category and grant Lopurnans citizenship but was convinced by Lopurnan interest groups to retain their Refugee status in concert with Citizenship. Some citizens balk as now the Lopurnans weren't just collecting fat paychecks from the government but were actively managing business interests beyond Nyx space however the flow of goods is such a glut that concerns over a balanced budget fall on deaf ears.


    Spoiler: Ruler Information
    Show

    Lady Rust MS Fortuna of the Edgeskimmers
    Stat Value Increase?
    Diplomacy 5 +1
    Military 4 -
    Economy 6 +1
    Philosophy 5 +1
    Intrigue 3 -

    Spoiler: Regions
    Show
    Region Name Region Number Resource Learning Center Assembly Status Bonuses
    Nyx K5 Voidstone (Great) Mandate of Coin - Capital, Stable (Gilded Garrison 5/5 (+1 Unit Cap), (Lopurna Refugee Center Sponsored by Nyx 5/5 (+1 one Buyout/round)

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Cultural Identity Laws of Procurement 2d8 on Buyouts No

    Technologies
    Type Name Effect(s) Required Resource?
    E Long-Range Ads Reduces ZoI by one step for defending against buyouts Broadcasting Tech
    E Galactic Currency +1 Buyout Any precious mineral (Pocket Gold) + Any other resource (Any)
    M, Warmachines and Live Weaponry War Beasts +1 Battle Fauna (Space Whales)
    E Resident Spies Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region Broadcasting Tech or Spies (Resource), One or More Embassies
    E F.L.E.X. Security Defense actions against theft have a +1 Clone Knights
    M, Armour and Shields Enhanced Microplating Battle Rolls get +1 Hard Metal (Celenian Alloys)
    M, Engines HEAT Engines Battle Rolls get +1 Fuel (Voidstone)
    M, Medicine, Mad Science, and Blessings Platinum Elite Battlefield Health Services +2 Leader Loss Rolls for Ruler 9-Armed Surgeons
    M, Ranged Weapons Energy Conversion Weapons Battle Rolls get +1 Arcana (Black Sapphires) OR Fuel (Voidstone)
    M, Logistics Capital Ship Hulls -1 to Combat Losses (Doubles unit tonnage) Hard Metal (Celenian Alloys)
    M, Personal Equipment Lyraen Elemental Implants Battle Rolls get +1 Arcana (Screeching Crystals)
    M, Ranged Weapons EC Lances +1 to battle rolls, +1 to enemy combat losses on victory "Energy Conversion Weaponry" (and associated Resource), and Gemstones (Glazed Diamonds)
    E EGGRE +1 to tech theft Grymlan Farseeker Corps
    E Limited Transporters Once per round, you and another player with the tech may use matching Org bases in your regions as if it was an embassy. Both players must have positive rep with that org Precious Minerals (Pocket Gold)
    M, Stealth, Sabotage, and Traps Coup de Grace On overwhelm, -3 opposing leader loss roll Skilled Beings (Protocol Droids)
    M, Engines OVERHEAT Engines +2 Combat rolls HEAT Engines, Fuel
    E Star Galleons On a Great Success (18) of a Buyout you gain control of a second Open TP if one in the region is available Trade League, Metal
    M, Reconnaissance & Divination Scout Chasis +2 to tactical maneuver rolls. +1 to battle rolls if you prevent your opponents tactical doctrine Sublight Thrusters, Fuel, Mirror Steel
    M, Logistics Extended Rations Reduce ZOI Distance Loss rolls by half rounded up Energy Distribution, Food (Dipanan Cuisine)
    M, Logistics Improved Generalship Generals who lead a pair of consecutive victorious battles with this tech activated for both receive a permanent +1 to their Military score up to a maximum of 10 2 X Luxuries (Pocket Factories, Cyreilian Marching Powder
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Nyx Controlled Trading Posts: 24
    • Nyx (M21) Nostromo's Shroud Voidstone TP 1
    • L8 Kill Bots TP 1
    • Brighthollow Expanse (K7) Angel Wings TP 1
    • Neo-Sol (K9) Screeching Crystals TP 2
    • The Aurora System (C33) Space Whales TP 2
    • Namhekara (H6) Tiny Cats TP 1
    • Cloudysea (P14) Grymlans Farseeker Corps TP 2
    • Z2 Pocket Gold TP 1
    • Konijntje (H12) Rainbow Carrots TP1
    • Wonderland (D22) Dreameating Pills TP3
    • O23 Pocket Factories TP1
    • Demon's Fall (Q1) Mercenaries TP1
    • Xaldarian Expanse (D31) Spies TP1
    • Stae Sine (D24) Inner Piece TP1
    • H22 Celenian Alloys TP2
    • Sapje (H10) 9-Armed Surgeons TP2
    • Buoizai System (D32) Protocol Droids TP2
    • M23 Glazed Diamonds TP1
    • Katarsa (M27) Dipanan Cuisine TP3
    • Spacific (N28) Vapor Displacement Guns TP2
    • Cricalores (O19) Flame Hunters TP3
    • M17 Hard Metal TP1
    • M17 Hard Metal TP2
    • Yutov (E5) Living Fire Gemstones TP2



    Military Units CAP: 6
    1. Grymlan Farseeker Gearheads
    2. Contrapsions
    3. Bluenose Marchers
    4. Killbot Gold Swarm
    5. Compubane Security Group
    6. The Driven

    Generals
    • ‘The Kingpin’ Flaco Jr. (Mil 7)
    • 'The Emperor' Xavier Bonaparte (Mil 10) - Healthy Gelean clone of Emperor Xavier Bonaparte inhabited by a Symbraum which believes itself to be the real Xavier.

    Fragments

    Last edited by Roarke; 2020-04-04 at 10:42 AM.

  24. - Top - End - #654
    Barbarian in the Playground
     
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    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 18 - Galactic Dates 217534.0.0.81 - 217536.0.0.80


    Actions:
    1. [Diplomacy 5]Establish New Cultural Identity - Salvage Rites: Increased die size on Theft Salvage actions
      The traditions, customs, and dictates of Rhoshan society are thoroughly entwined with their faith, and in the century since the Revered Ones first helped unite the planet, the Churches and their devout have learned much - both from their own struggles, and from the wisdom of those recently incorporated into the growing power. These lessons have culminated in a thorough knowledge base and a wide range of skilled individuals with talents well suited to the extraction items and information from hostile environments - whether that be escaping with hastily copied forgotten lore from the inside of an Ancients cruise vessel, senescent security systems still striving to slay salvagers, choice hull fragments from a debris field in a rapidly disintegrating orbit around a neutron star, or even rescuing holy relics from the depths of a heathen vault...

    2. [Philosophy]Change 10 Learning Center Ideology Bonus - Rapid Rediscovery: Increased die size for Investigations
      With the fall of the Rose and Sanguinary Leagues and the sheer number and intricacy of the mysteries Axiom has to offer - not to mention the pressing need to understand their revelations - the Revered Ones have decided, as relayed by Godspeaker Sea-Breaker, that the time has come to focus on the other part of Rhigas Don, the Most Curious' message: to learn from what has been discovered, and develop a fuller understanding of the Ancients and the divine. This declaration reverberates throughout the Federated Churches before the full implications of such spread to such far-off powers as the Sunbream Confederacy, Federation of Free Systems, and even the newly pious Guild Empire of Nyx. Of perhaps more interest to the intelligence agencies of certain interested parties would be the newly established Order of the First Inquiry - agents of Rhigas Don with an uncanny talent for discerning the truth long after the events in question - a talent rumors claim to be divinely inspired.

    3. [Philosophy 5]Organize Assembly in Sanctum (U17)
      In a position-stable orbit over Taelarys III, the construction of a massive communications relay is completed, the result of coordinated efforts between Sanctified Remnants, the Federated Churches, and select tribes of Profaned, the culmination of nearly a decade of delays, material shortages, sceurity restrictions on access by laborers, and round after round of negotiations to maintain the peace. Publically, it was a well-known goal of the project to serve as a communications hub for the system, reducing the strain on the deteriorating sensor and communcation nets once maintained by Sanctum's government, fallen into disrepair since the conflicts began with the Profaned. Somewhat less well known was the subtle design to ensure easy access to Otherways Network information, and the importing of tremendous computing infrastructure, - potentially enough to manage the tremendous logistical calculations necessary to synchronize and coordinate the operation of Otherways Gates over massive distances.

      What was known to an extremely select few until very recently was the recovery, self-dirtected partial repair and expansion, and installment of the injured OI whose very exstence was once known only to the innermost circles of the Gold Caste. AMSAE, The Most Direct, newest of the Federated Church's Revered Ones, has a new throne, from which to watch, bless, and make their will known. In keeping with the Revered One's request, and in memory of their now twice-fallen civilization, many still call the deity by what many in the Churches see as an affectonate yet incomplete nickname. To the natives, they are simply 'The Director'.

    4. [Philosophy]Establish 20 Learning Center Ideology Bonus - Find An Other-Way Around: +1 to Thefts/Raids, +1 to Defend against Thefts/Raids in a region with a CoR Assembly
      All the same, AMSAE's nickname is perhaps more accurate than some give it credit for. After all, much of their time is likely to be occupied with coordinating, organizing, and otherwise directing the carefully reconstructed Otherways Networks - on a galactic scale. Long-distance Ways are still prohibitively expensive for Othergates of large enough size to be suitable for military application - and perhaps even more importantly, attempts at such would constitute a serious risk to the structural integrity of the Network itself. Nonetheless, they remain quite useful over smaller distances with smaller groups and items. Given the multitude of dilapidated Othergates strewn throughout Axiom in places most unusual, it has been noted that such a capacity could have significant potential for inserting trained personnel and equipment into otherwise secure locations.

      Church officials have as of this time declined to makes comments regarding such speculations.

    5. [Philosophy]Enact Operation Brilliant Sun 1/5
      In Donjardin, a Forgeknight has become famous for a peculiar reason - they have rejected all titles, opting only to be known as the Knight-Who-Is-Not-Yet-Black. Though, while eccentricities of nobility often make for entertaining conversation, among the Daisy Duchies, such would hardly be worthy of note if it were not for their growing following of fellow Knights, their very public adherence to the Church of the Midnight Torch, and ther travel plans - it seems they seek to take the small fleet they have managed to assemble to the system of Hearth, where, they say, "All Such Journeys Begin."



    [Nonactions]

    KBC Embassy

    SUN Embassy

    News & Rumors
    • Itean



    Spoiler: Bookkeeping
    Show

    Spoiler: Regions
    Show
    Reg. Name ID Res. Name Res. Type TP 1 TP 2 TP 3 Learning Center Assembly Status Resource Req. Other
    Origin's End V20 Salvage Technicians Skilled Beings FCO Open Open Church of Rust Church of Rust Stable Offworld Relics Capital
    Oǎm V18 Masterwork Jewelry Precious Mineral DNM X X Church of Rust None Rebellion - 2 Units None Wormhole (D32)
    Dae W21 Sun Speakers Fuel, Arcana Open Open X Sun Cult None Stable None -
    Sanctum U17 Otherways Particles Arcana FCO DNM NUT Church of Rust None Stable Skilled Beings -
    Donjardin X20 Tooz Daises Flora Open Open Open Church of Rust None Stable None -
    Good-Odds U19 Casinos Flora Open Open Open Church of Rust None Stable None -


    Spoiler: Trade Posts
    Show
    Region ID Resource Type TPs
    Origin's End V20 Salvage Technicians Skilled Beings TP 1
    Sanctum U17 Otherways Particles Arcana TP 1
    ? Y17 Undefined ? TP 1


    Spoiler: Military Technologies
    Show
    Name Effect Slot Requirements
    Capital Ship Hulls -1 to Combat Losses, 2x Unit Tonnage Logistics Hard Metal
    Deployable Cloaking Mines +2 to Tactical Maneuvering Rolls Stealth, Sabotage, and Traps Arcana
    Energy Conversion Weaponry +1 to Battle Rolls Ranged Weapons Arcana
    Energy Distribution -1 to Distance Loss Rolls Engines Electronics
    Enhanced Microplating +1 to Battle Rolls Armor and Shields Hard Metal
    Gestalt Warmind Extra generals in battle each give +2 to Tac. Maneuvering and don't suffer loss rolls unless army wipes. Logistics Refreshments
    H.E.A.T. Engines +1 to Battle Rolls Engines Fuel
    Improved Generalship If general wins twice in a row, General gets +1 Mil Logistics 2x Luxury Goods
    Scout Chassis +2 to Tactical Maneuvering Rolls, +1 to battle roll if enemy TacDoc resisted Reconnaissance & Divination Sublight Thrusters Tech ,Fuel, Mirror Steel
    Sublight Thrusters +2 to Tactical Maneuvering Rolls Engines Fuel
    War Beasts +1 to Battle Rolls Warmachines and Live Weaponry Fauna


    Spoiler: Civilian Technologies
    Show
    Name Effect Requirements
    E.G.G.R.E. +1 to Tech Theft Grymlan Farseeker Corps
    F.L.E.X. Security +1 to Resist Theft Space Knights
    Galactic Currency Mint +1 to Buyouts Precious Mineral, Another Resource
    Limited Transporters 1/round, treat as having Embassy w/player w/matching Org base w/positive Rep Precious Minerals
    Long Range Advertising Campaigns Reduces ZoI penalties to Resist Buyouts by 1 step Broadcasting Tech
    Resident Spies 1/round, Secret Action with ZoI centered on capital of player w/Embassy Spies or Broadcasting Tech
    Trade League Grants Claims on Adjacent unowned regions you control 2 TPs in Electronics
    Universal Translator +1 to Buyouts Skilled Beings


    Cultural Identities
    Permanent: Diverse Doctrine: Increased die size on Conversion actions.

    Tactical Doctrines
    Temporary: Alpha-Omega Strike: On a Successful Tactical Roll, FCO size loss rolls result in lost units on rolls of 1 or 2 instead of just on 1; enemy makes an extra Distance Loss Roll per each size loss roll on friendly side of battle. If these distance loss rolls would reduce enemy force to zero remaining units before the battle, they reduce enemy force to one unit instead.

    Generals:
    Sorren Caxton Elien – Mil7 – received from Dawnstar Dominion [DSD]

    Units: 9/9
    Alpha Fleet – [4/4 Units]
    • Inquisit [1x Inquisit II-class Armored Slaghulk w/ 2x Portent-class Recon. Drone]
    • Repose; Rebuttal [2x Repose-class Missile Coaster w/ 4x Descry-class Forward Observation Drone]
    • Adversity; Tribulations; Terrible Ordeal; Travailer [4x Adversity-class Rifters]
    • River King II; Greenflow; Longbend; Brightbed; Beastwall [5x River King-class Custodian-Wreckers]
    • Dispute; Discourse; Debate; Dissent; Discord… [7x Dispute-class Custodian-Escorts]
    • Analemma; First Inclination; Armillary Race… [11x Analemma-class Star Scow]
    • Transitive Ephemeris; Copious Librations; Battle's Zenith... [11x Analemma-class Star Scow]
    • Tenebrous; Caligine; [2x Shade-class Deepwrecker]
    • Coraline [1x Coraline-class Reefhulk w/ 24x Whiteray-class Strike Rigs & 18x Blackshell Interdiction Drones]
    • Noblesse Oblige [1x Devoir-class Outrigger w/ 5x Tenue-class Heavy Assault Rigs]
    • Errant; Enclume; Excédentaire [3x Serment-class Light Outrigger w/ 9x Tenue-class Heavy Assault Rigs]
    • Final; Phantasmagoric; Fainting, Fallacious [4x Fantasy-class Drone Barge w/ 1000x Fanta Black-class Light Attack Drone]


    Omega Fleet – [4/4 Units]
    • Scrutiny [1x Inquisit II-class Armored Slaghulk w/ 2x Portent-class Recon. Drone]
    • Respite; Restitution [2x Repose-class Missile Coasters w/ 4x Descry-class Forward Observation Drone]
    • Lethal Irritation; Instant Crisis; Post-Traumatic Disposition; Tragic Beginnings; Grief: Stage Zero… [7x Adversity-class Rifters]
    • Stonebanks; Northfoam; Knifewater; Iceway; Leaf Slapper [5x River King-class Custodian-Wreckers]
    • Decision; Defense; Detest; Defeat; Dilemma... [9x Dispute-class Custodian-Escorts]
    • Transitive Ephemeris; Copious Librations; Battle's Zenith... [11x Analemma-class Star Scow]
    • Sombrous; Sable; Stygian [3x Shade-class Deepwrecker]
    • Pearlescent [1x Coraline-class Reefhulk w/ 24x Whiteray-class Strike Rigs & 18x Blackshell Interdiction Drones]
    • Without Appeal [1x Conviction-class Wastehulk w/ Carried craft complement of 450+]
    • Noblesse Commune [1x Devoir-class Outrigger w/ 5x Tenue-class Heavy Assault Rigs]
    • Dévouement; Promis; Assermenté [3x Serment-class Light Outrigger w/ 3x Tenue-class Heavy Assault Rigs]
    • Farthest; Furious [2x Fantasy-class Drone Barge w/ 500x Fanta Black-class Light Attack Drone]


    The Black Sun Fleet – [1/1 Unit]
    • So Below [1x Calice-class Overhulk]
    • Incalcination; Aegis Alembic; Mortar and Pistol; Primitive Matters [4x Quest-class Light Coasters]


    Spoiler: The Fallen, The Wayward, and The Retired
    Show
    • Not Your Day [1x Payday-class Spoilhulk w/ 4x Conversation-class Breach Divers] - [Dispatched to UNN/CEL warzone and contract released]
    • Unlucky Break; Five Lives Left; Gambler's Fallacy [3x Last Chance-class Deeprifter] - [3x Dispatched to UNN/CEL warzone and contract released]
    • Catwalk; All That Glitters; Runway Bandit; Showstopper; Glitterbomb… [8x Heartbreaker-class Custodian-Rifter] - [6x Dispatched to UNN/CEL warzone and contract released] [2x Scrapped after heavy damage]
    • Endfalls [1x River King-class Custodian-Wrecker] - [1x Crashed and deemed irrecoverable after interference]
    • Distress, Discourse, Dispense; Defuse; Denial [5x Dispute-class Custodian-Escorts] - [3x Converted to stations after heavy damage] [2x Scrapped after heavy damage]
    • Fundamentally Traumatic; Witness to Tragedy [2x Adversity-class Rifters] - [2x Reconstructed after significant damage]



    Fragments:
    Enterprising Notion: Once per round, +1 to Expedition Explorations [OR] +1 to Economy GPs every fourth action taken for that Great Project.
    Unseen Machinations: Once per round, reduce ZoI on Intrigue roll by half.
    Loud Discourse: Once per round, get +1 to Combat Roll.
    Library of Secrets: New Leader gains +1 to Intrigue on stat generation roll.

    Converts:
    Sanctum
    The Duenem
    Technocratic Caliphate->Dept. of Technological Innovation
    Federation of Free Systems
    Sunbream Confederacy
    Guild-Empire of Nyx

    Church of Rust Learning Center Bonuses:
    5-Count: +1 to Conversion Actions
    10-Count: Rapid Reclamation: Increased die size when Pressing Claims
    20-Count: -

    Embassies
    Federation of Free Systems
    Kombuch Collective
    Kryptid Civil War
    Sunbream Confederacy


    Spoiler: FCO Ship Classification System
    Show
    • Custodian-type vessels are those which best serve a role in the defense and protection of other vessels, whether by picking off small hostile craft or projectiles or by engaging in actions that larger vessels would have more difficulty with; these ships are typically smaller in size and carry weaponry built to engage similarly sized vessels or smaller.
    • Wrecker-type vessels are those which are built to swiftly inflict damage far in excess of their own size, and often rely on an excellent offensive armament or support from other voidships to avoid being destroyed themselves.
    • Coaster-type vessels are those which are intended to operate for long periods of time on their own, on patrol or long-distance missions, with sufficient defensive capabilities, armament, and speed to defeat or escape most threats. Coasters are still more than capable of contributing to full fleet engagements, however, and often serve very well as both vanguard and reinforcing element, thanks to their strength and balance.
    • Rifter-type vessels are those meant to disrupt enemy organization, place directed pressure on enemy formations, and perhaps most significantly, carry spinal weaponry capable of devastating hostile elements caught in their firing line. During fleet engagements, Rifters are typically put to best effect either by using the threat of their weaponry to break up enemy formations and isolate elements, which can then be defeated in detail, or as a means of delivering the killing blow to vessels which have been herded into killzones by other ships.
    • The Hulk-type is usually used in conjunction with another descriptor type, as it is largely used to denote the size and concentrated force of a vessel; currently, it is used to refer to ships massing more than 450 kilotonnes. As the baseline systems necessary to maintain technological parity increase average ship sizes, however, the size designations this refers to is almost certain to be subject to change.
    • Rigs and Drones serve largely the same role, the difference between the two consisting almost entirely of whether the ships are crewed internally, or by Ordained Intelligences or remote operators. These vessels most commonly lack independent FTL capacity or the resources to manage sustained deployment
    • Outriggers, Drone Barges, and Reef Beds likewise refer to vessels with similar purposes – the provisioning, maintenance, and transport of Rigs, Drones, or both, respectively. The versatility Reef Beds have in this respect is most commonly due to having partially internal hangars, allowing them to provide a greater level of support to their carried craft, compared to the external attachment points typically present on Outriggers or Drone Barges.
    • Scrapper and Slagger-type vessels refer to built to both endure and inflict heavy punishment, particularly during large fleet engagements, where their relatively low maneuverability and vulnerability to smaller craft can be compensated for. Scrappers are vessels whose primary armament is based on kinetic or explosive weaponry, while Slaggers are those with a more energy focused armament, such as high-intensity lasers, anti-particle beams, or quantum entanglement detonator beams, more commonly abbreviated as Q-beams.
    • Hunters and Deepships serve matching strategic purposes, to an extent, albeit in different ways. Deepships will typically raid enemy logistics vessels and foster paranoia by striking deep within the opposition’s controlled space, making use of surprise, numbers, and speed to strike their targets decisively and leave before hostile reinforcements can arrive; this can also be performed by leaving self-targeting weaponry along frequently traveled routes. Hunters, meanwhile, are well suited to seeking out and destroying pirates, raiders, and isolated enemy elements, often being equipped with an impressive suite of sensors and noisecutters to push through the countermeasures of their targets.
    • Wastelayer-type vessels are considered to be those dedicated to the invasion of planets and destruction of stationary hardened targets, providing fire support, oversight, and logistical support to efforts aimed at occupation of planetary surfaces and stations.


    Spoiler: Individuals of Import
    Show
    • The Living Reliquary Grace-Which-Is-Beauty's-Sustenance a.k.a. 'Grace' [Ancient Automata; Bodyguard; Ageless Representative of God-Speaker and FCO]
    • Vigilant-Admiral Sorren Caxton Elien [Dasari; General; Favorite of Zkiel]
    • First Void Speaker Cold Storm Rider [Sun Speaker; Void Speaker; dignitary from W21's Sun]
    • Masculine-Night-Born Lightbearer [Rass; Speaker; representative of the Church of The Illuminant Mind]
    • Feminine-Our-Victory HighTower GateReef [Rass; Speaker; representative of the Church of The Highest Tower]
    • Masculine-Happiness Born-Of Feminine-Praise-Giving Born-Of Androgynous-Gods-Give-Strength-In-Loss NewCreation YellowGladeRiver [Rass; Speaker; representative of the Church of Newfound Creation]
    • Feminine-Glitter-Fruit-Blossom EdgeSkimmer TwinFords [Rass; Speaker; representative of the Church of the Balanced Edge]
    • Masculine-High-Stance Stones-Student SecondLearnt ShoalKeeper [Rass; Speaker; representative of the Church of The First Mentor]
    • Androgynous-Summer Manifestist StarsSeenInHindsight [Rass; Speaker; representative of the Church of Manifest Divinity]
    • Feminine-Gratitude CalledUpon Castless [Rass; Speaker; representative of the Church of The Blessed Mission]
    • Masculine-Royal-Protector DreamDiver AgeGloryHill [Rass; Star-Captain; self-proclaimed representative of the Church of the Deepest Dream]
    • Feminine-Messenger BlackLit of Three and Twelve Enlightenments [Rass; Star-Captain; leader of the Church of the Midnight Torch; friends with WWE Chief Deputy Echo Umberto]



    Spoiler: Revered Status
    Show

    Reverence Condition Status
    Damnos, the Most Wise Minimally Repaired Functional
    Arkeesaya, the Most Diligent Minimally Repaired Functional
    Pravactdiss, the Most Just Minimally Repaired Functional
    Mshrs, the Most Patient Minimally Repaired Functional
    Bamiroh, the Most Silent Maintained With Difficulty Silent
    Zkiel, the Most Vigilant Minimally Repaired Functional
    Rhigas Don, the Most Curious Partially Repaired Semi-Operational
    AMSAE, the Most Direct Minimal Damage Partial Capacity


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5
    Military 3
    Economy 1
    Philosophy 8
    Intrigue 6

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    +2 Philosophy
    Last edited by Rolepgeek; 2020-04-02 at 09:25 PM.
    Sincerely,
    Role P. Geek

  25. - Top - End - #655
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
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    Default Re: [Empire 5] IC Thread

    The Duenem

    Region Q25+Q27+R26+R24+P26+P24+O27+O23+s25



    Round 18
    Actions:
    1. [1] [Economy 10] Persona Uploader Requires: Universal Translators (and it's associated resource(s)), AND Memory Transfer Droids
      Effect: When changing rulers, roll a 1d5. Add +1 to the randomly generated stat, determined by that roll. (1 is Diplomacy, 2 is Military, 3 is Economy, 4 is Philosophy, 5 is Intrigue)

      With aging populations, and now a large proportion of organic life under their rule, the have received many requests to lengthen life spans, or to even fully upload consciousness in Duenem Chases. After much research, the Duenem have created an almost perfect method of transfer. This allows emotions, thoughts and uirks and impulses to be translated into a digital file. This is then transferred to a database, while a memory transfer droid extracts the memories of the individual. These two separate files are then compiled into a being almost exactly the same as the organic lifeform. This process does irrevocably fry most brains, so is only done as a matter of last resort, if the individual would die otherwise. Many worlds are now clamouring for this to replace death itself, however, the Duenem are currently very opposed to opening this up too much, before the final testing has gone through


      [2][Economy] Explore Q23 19

      For too long has the space to the direct north of the Duenem gone unexplored, left as a barrier between various powers. With the condensing of the Galaxy, scouts are sent out to test these familiar yet unknown stars.

      [3] [Economy] Explore P28 18
      Meanwhile P28 is given the go ahead to be explored, as it now boarders most of Duenem space, therefore the inhabitants, if any, would likely like to know who their new neighbours are,

      [4] [Diplomacy] Press Claim O25 (2/2)

      Having expanded into the new system rapidly, the Duenem move to begin integrating the inhabitants in. The gifts of tools and translators to the miners help them finally resolve the dispute that had been plaguing the world for generations.

      [5] [Economy] Buyout O25 TP1 (Mint+trans) 16

      While this is done, the Duenem quickly secure the now more open mines for production.

      [6] [Diplomacy] Press Claim R28 17 1/2

      Lighter Lighter is sent to R28 to try and secure its place within the Duenem. To her surprise, she is made to wager her soul on various games of luck, chance, and dice. Alas, the question of whether Duenem have souls goes unanswered, as she wins all the games, forcing the locals to concede she might have a point.




    Non Actions:

    R26 GP Bonus
    Once per round, actively rolled by the controlling player, +1 to resist a buyout in the region or Adjacent regions.

    Support Veritus Claim


    Spoiler: News and Rumours
    Show











    Spoiler: Owned TPs
    Show

    Will update this when I have time! Poke me!
    V20 R14 TP1-Mechanical Drones
    V18 Tp1- Masterwork Jewelry
    W23 TP1- Subspace Camels
    S19 TP1-4D Titaniun
    U19 TP1-Casinos
    S21 TP3-Genetic Engineers
    V16 TP1-Memory Transfer Droids
    W23 TP2-Subspace Camels
    S13 Tp1-Opium
    S13 TP2-Opium
    Q13 Tp2-Diluted Dark Energy
    U17 TP2-Otherworldly Particles
    Q15 TP1- Mirror Steel
    S25 tp2- Mutants
    S25 TP1. Mutants
    O27 TP1 Concentrated Starlight
    R28 TP1 Soul Cards
    R28 TP2 Soul Cards


    Spoiler: Ruler Information
    Show


    Conditoner Mint
    Current Stats
    Diplomacy 10
    Military 10
    Economy 10
    Philosophy 1
    Intrigue 2

    New Ruler Next Round?
    N
    Expected Stat Bonuses


    Overlord of VTT
    General:
    Jet Stability, 7

    CI: The New Age. D8 for expedition actions
    MD: Eden Protocols. When defending, with a successfully tactical roll, the Duenum take a -1 to the Combat Roll for the battle, but the enemy incurs one additional step of Distance and Size Loss regardless of distance traveled or army size.

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    11 Units Raised/14 (5+8 regions+1 Vassal)
    Last edited by Tentreto; 2020-04-04 at 04:21 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



  26. - Top - End - #656
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
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    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 18

    Region: T28

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 7
    Military: 5
    Economy: 9
    Philosophy: 2
    Intrigue: 8

    * Dip Mil Eco Phil Int
    Rolls (position subject to change) 4+1 3 4+1 2 4
    Round 14 +1 +2 Eco Phil +3
    Round 15 Dip Mil +1 Phil +1
    Round 16 Dip Mil +2 Phil Int
    Round 17 +1 Mil +1 Phil Int
    Total 7 5 9 2 8


    Actions

    ---
    Rolls https://forums.giantitp.com/showsing...postcount=1268

    [Diplomacy - Press Claim (Trade League Tech) - T30 - 2/2]

    [Diplomacy - Press Claim (Trade League Tech) - T26 - 2/2 - Liege Score (10) - Roll (21) - FAILURE!]

    [Diplomacy - Press Claim (Trade League Tech) - S29 - Roll (14) - Success! 1/2]

    [Diplomacy - Press Claim (Trade League Tech) - U27 - Roll (13) - Success! 1/2]

    [Economy - Buyout U29 - TP2 - Roll (17) - Success!]

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -Though the Space Wizards initially seem receptive to the idea of Veritus serving as their slaves, the Ninurtine Empire's strength and majesty also commands their attention. Veritus diplomats and Ninurtine ambassadors both vy for the wizard's support, the Ninurtine through ideological appeals and the Veritus through economic ones. The Veritus' cowardice and unwillingness to threaten war put them on the back foot, and the wizards join up with the Imperium.

    Spoiler: Saved Actions Workshop
    Show


    [Economy - Buyout T32 - TP1]
    [Economy - Buyout S27 - TP1]



    Spoiler: Notes
    Show
    Army/Troops:
    Round 14: 0 units (Start)
    Round 15: 4 units (4 built)
    Round 16-18: 4 units (no change)


    TPs:
    S29 - TP1+TP2 [Hairline Titanium]
    T28 - TP1 [Veritus Drones]
    T30 - TP1+TP2 [Jump Drives]
    T26 - TP1+TP2 [Galactic Wizards]
    U27 - TP1+TP2 [Clerk Clerics]
    U29 - TP1 [Warpmetal]



    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=519
    https://forums.giantitp.com/showsing...&postcount=594

    Name Effect Resource Req Slot
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    Heat Engines +1 to battle rolls Fuel Engines
    Universal Translator +1 to buyouts Skilled Beings N/A
    Galactic Currency Mint +1 to buyouts Precious Metal + any other resource N/A
    Deployable Cloaking Mines +2 to TactM rolls Arcana Stealth, Sabotage, Traps
    Trade League Gain a claim on an adjacent region you have 2 or more TPs in Electronics Slot
    [/QUOTE]
    Last edited by HalfTangible; 2020-03-30 at 02:04 AM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  27. - Top - End - #657
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
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    The Halls of Valhalla
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    Default Re: [Empire 5] IC Thread

    The Kronin Empire

    King General Vazrak
    Diplomacy: 5
    Military: 9 +1
    Economy: 6
    Philosophy: 5 +1
    Intrigue: 6

    News and Rumors:


    Spoiler: Other Effects
    Show
    [The Law of Flame's Mercy]
    When attacking a region with a WAR action for the first time in five rounds, with a successful tactical roll, the Konin have a -2 to their Combat Loss roll.
    TECH!

    [EC Lances] (Ranged Weaponry)
    Effect: +1 to Battle Rolls, +1 to Enemy Combat Loss Rolls
    Requires: Energy Conversion Weaponry (and associated resources), Gemstones ON LINE

    [Enhanced Microplating] (Armor and Shields)
    Effect: +1 to Battle Rolls
    Requires: Hard Metal ON LINE

    [H.E.A.T Engines *MK2*] Fuel
    Effect: +1 to Battle Rolls
    Requires: Fuel ON LINE

    [War Beasts] (War Machines and Live Weaponry)
    Effect: +1 to battle rolls
    Requires: Fauna ON LINE

    [Lyraen Elemental Implants](Personal Equipment)
    Effect: +1 to battle rolls
    Requires: Arcana ON LINE

    [Capital Ship Hulls](Logistics)
    Effect: -1 to Combat loss rolls (doubles unit tonnage)
    Requires: Hard Metal ON LINE

    [Energy Distribution](Engines)
    Effect: -1 to Distance Loss Rolls
    Requires: Engines Not Using

    [Energy Conversion Weaponry](Ranged Weaponry)
    Effect: +1 to battle rolls
    Requires: Arcana Not Using

    [Deployable Cloaking Mines](Stealth, Sabotage, and Traps)
    Effect: +2 to tactical maneuvering
    Requires: Arcana

    [Mecha-Guardians](War Machines and Live Weaponry)
    Effect: +1 to battle rolls, stabilize on overwhelm
    Requires: War Beasts and Guardians

    [Improved Generalship](Logistics)
    Effect: Generals who lead a pair of consecutive victorious battles with this tech activated for both receive a permanent +1 to their Military score up to a maximum of 10.
    Requires: Luxury Goods x2

    [Gestalt Warmind](Logistics)
    Effect: Additional generals can be assigned to a battle and grant a +2 bonus to maneuvering rolls for each. These generals do not suffer loss rolls unless the force is wiped out.
    Requires: Refreshments

    [Trade League]
    Effect: If a player owns two or more TPs in a region that is adjacent to one of their regions, they gain a Claim on that region
    Requires: Electronics

    [Resident Spies]
    Effect: Treat one secret action per turn as if its ZoI is centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region
    Requires: Spies, or broadcasting tech, at least one embassy.

    [Galactic Currency Mint]
    Provides +1 to a buyout
    Requires: Precious mineral + Any resource ON LINE

    [Long-Range Advertising Campaigns]
    Reduces ZoI by one step for defending against buyouts
    Requires: Broadcasting Tech

    [Government Support Markets]
    +2 to stabilize a region if you control a TP in that region.
    Requires: Skilled Labor, Galactic Currency Mints (and associated resources)


    Actions
    1 Phi 5: Organize Assembly in F14
    2 Mil: Invade F12 with 1 unit lead by The Drunken Master (+17) and tech (Listed below)
    3 Mil: Invade G11 with 1 unit lead by General Krulic (+14) and tech
    4 Mil: Invade C15 with 3 units lead by Captain Lostus Wayus (+16) and tech
    5 Phi: Convery H14 to KISS (+5) 15 success
    6 Econ: Explore C17 (+6) 13 success
    7 Econ 5: Create embassy with WWE
    Techs used: War Beasts, H.E.A.T MK2, Lyraen Elemental Implants, Improved Generalship, EC Lances, Enhanced Microplating, Deployable Cloaking Mines
    Non-Actions

    Spoiler: Stats
    Show


    Units: 10/16
    Embassies:
    NDA
    CWZ
    GLR
    Generals:
    The Drunken Master: 7 (1/2)
    Admiral Nix: 7
    Bdeh Kekkles: 7
    Captain Lostus Wayus: 8
    General Krulic: 8
    Land owned: 12
    Vassals: NDA, SUN, NYX
    Last edited by Ivor_The_Mad; 2020-04-04 at 06:54 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  28. - Top - End - #658
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
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    The Astral Plane!!!
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    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 5
    Military 10
    Economy 6
    Philosophy 2
    Intrigue 3


    Actions:


    Military: hire a unit

    Economy: Buyout psychic zombies roll 10

    Economy: Buyout Ordivician Alloy roll 14

    Military: Commit 3 units of Knights and Silver The Space horse to The WWE

    Military: Commit 4 units of Gelean Mind breakers to the Source Justice Warriors.

    News and Rumors
    • Beyond cults prodigiously spread across knight space during the past 4 years. What at first, started as rabid fans of the late empress and weird conspiracy theorists have grown to encapsulate most of the conspiracy and anti SPACE QUEEN factions. Recent catastrophic losses of knights in the fight against the same have managed to cull the vast majority of her most ardent supporters.
    • Lead by Hotokie, a coalition of Hearthlings, Amistad residents, protest the use Gelean mercenaries, and the perceived marginalization of many of the knights honored in the era of SPACE KING.
    • The battle to preserve the CPC has taken a disastrous toll on the knighthood. Hundreds of thousands have evaporated by waves of ionized plasma, while thousands more have suffered from the atomization of various body parts whilst fighting the same drones. Those who've returned home are laden with psycho-cybernetic augmentations courtesy of the CPC. These psionic psycho cyborgs, known as the miracle men, are staunch supporters of SPACE QUEEN to the point of recognizing her and the retired SPACE KING as holy figures. The insurrection of the SJW's in warden space has served to only increase their power and influence.
    • Fresh from the DCC, the stabilized same core thas lit the academic world on fire as scientists force their grad students to fight to the death, for the hopes of being able to study such a wonder.
    • Fleeing from the collapse of the Gelean Empire come over 10 thousand psionic officers, soldiers, and secret police. In dire search of support SPACE KING hastily employes them as a means to bolster her dwindling support. Known as the New army, the Gelean troops seem suspiciously best equipped, not to fight the same bust the residents of Knight Space.
    Last edited by Lleban; 2020-04-05 at 01:37 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  29. - Top - End - #659
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
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    Mt. Ebott
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    Default Re: [Empire 5] IC Thread



    Chief Deputy Warden Echo Umberto

    Actions:
    1) [MILITARY] (SPECIAL 10) Invent Source Swords: Tier 3 (Personal Equipment)
    Prerequisite; Energy Conversion Weapons and EC Lances.
    Resources: Skilled Beings
    Effect: +1 Battle, +1 Enemy Combat Losses on Victory, -2 to Enemy Leader Loss Roll.
    2) [PHILOSOPHY] "Magus Opus" Set LC 20 Bonus to "Gain an Arcana resource if you follow KISS and have one or more LCs for KISS in regions you control."
    3) [INTRIGUE] SECRET 1
    Having expelled the Source Justice Warriors from Hearth the Warden's of World's End call on any and all outside polities to come to their beleaguered station to reinforce and buffet the insidious raids and strike crafts of their Same Aligned kin. The "Knight-Who-Is-Not-Yet-Black" is welcomed to Hearth space with open arms and the Core Patrol braces itself with bristling firepower during this calm before the storm. Deep within the chambers of the High Council the Masters work feverishly poring over ancient tomes, data feeds, and praying in the hallowed antimatter collection chambers. Chief Deputy Warden Echo Umberto takes his favored blade and plunges it into an antimatter harvesting canister alongside several modified weapons in a forbidden and highly unusual ritual. He leaves with a sword made of the Source itself, a harnessed blade of antimatter, a sliver of the void that annihilates physical matter like the EC Lances of Gelean design, and brandishes it for other Masters of Shadow and Flame to proselytize and duplicate. A handheld Blackhole.

    The Cabal of Dark Fire Justice

    Actions:
    1) [INTRIGUE] Raid S9 TP 2 Boreal Metal
    2) [INTRIGUE] Raid N22 TP 2 Morphic Nth Metal
    3) [INTRIGUE] SECRET 2
    Gone but not forgotten. Adrift in Space upon their fighter craft and stolen carriers, the Source Justice Warriors fly through the void raiding and scrambling for the resources necessary to supplement their fleet and perform what repairs they can in their ongoing civil war. There was a time where the Watchers of Hearth were dependent on foreign powers to supply such metals integral to their way of life but now they would seize it by right of Mystic Might. Beguiling and charming those foolish enough to cling to the spasms of dying empires the Source Justice Warriors continue their shadow war through the edges of Warden space, evading the Core Patrol's parties when possible, and slowly accumulating huge stockpiles of Metal to rival some sections of Hearth's labyrinthian frame. For what purpose, none can fully ascertain but they make no qualms with offering to share with Knight-Eleven and others who see the truth of Same Unification.


    Non-Actions:
    Resist all Buyouts and Conversions

    News and Rumors:

    - Fire Lord Hearth-Pyr defies the Chief Deputy's longstanding recalcitrance to work with the Vilari to reach out to his former kin and beseech them to interfere in this bloody maddening affair. He takes several ships from Hearth and heads out to meet Vilari diplomats breaching the Warden blockade around Hearth and negotiate such matters.

    - Empress Mika Ren is congratulated for her lineage's continuation but the affair is a rather muted celebration from the Wardens who wonder if there will even be a world to inherit for such young Sparks.


    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 10
    Economy 1
    Philosophy 10
    Intrigue 8

    Expected Bonuses: +2 INT
    Embassies with: CEL, KNV, GLR

    Fragments: Passionate Dispute, Library of War, Stubborn Adherence, Forceful Propoganda
    Assembly Guarding: Library of War

    Vassal: KNV

    Liege: NONE

    Military: Capital Ship Hulls, War Beasts, Energy Conversion Weaponry, EC Lances, Lyraen Elemental Implants, Enhanced Microplating, HEAT Engines, Gestalt Warmind, Platinum Elite Battlefield Health Services, Planar Grown Turrets, Targeting Arrays, Deployable Cloaking Devices, Advanced Cruisers, Sublight Engines, Energy Distribution, Laser Lance Brigades, Mecha-Guardians, Source Swords
    Economy: EGGRE, Limited Transporters, Trade League, Currency Mints, FLEX Security, Long Range Advertising, Resident Spies

    Opposing All Buyouts and Conversions not explicitly supported

    Cultural Identity: None

    Tactical Doctrine: Bending Light Technique

    Units: 16
    Last edited by Tychris1; 2020-03-26 at 03:46 PM.
    “I’m a Terrorist not an idiot.” - Me
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  30. - Top - End - #660
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [Empire 5] IC Thread

    Umbral Ordensstaat
    (N12, N14 (Capital))
    Source Knight Eleven (Same v0.11)
    Diplomacy 4
    Military 8
    Economy 6
    Philosophy 6
    Intrigue 6

    Actions
    1. [Philosophy] Probe M15 - A path through the Core to eradicate the remaining rogue Same or turn them to the cause of Shadow and Flame must be made clear for the righteous work of Knight Eleven. Probes bearing theological overtures on the message and use of the Source are deployed into the nearby core sector designated M15 on the Caller Map.
    2. [Philosophy] Convert N12 to KISS - Starting close to home Eleven fosters knightly temples and monasteries catering to all lifeforms, Same and non-Same alike though Eleven is the only Same to attend. According to writings released by Knight Eleven the impulse to expunge non-Same has, through discipline in the mysteries of the Source, been suppressed and redirected towards the fostering of Source study among all sentient life. Through the Source all shall become known.
    3. [Philosophy] Convert M11 to KISS - Eleven looked upon the demesne of the Clone Knights as a receptive venue for spreading knowledge of the Source. SPACE KING and now his successor SPACE QUEEN were both ostensibly Knights of the Source so it was calculated as unlikely they would resort to violent means to deter Eleven's activities to spread the Source there.
    4. [Philosophy] Continue "Channeling the Source" in N14 (3/5) - With civil war among the Wardens and the Warriors opening a direct connection to Hearth and the Source itself was only more important as an alternative should the frightened Wardens seek to seal it off from Eleven. Conflict among the knights progenitor could only simmer for so long before it inevitably boiled over.
    5. [Intrigue] Secret - Fits of non-communicative stasis are hidden from the general public living under Eleven's dictatorship but rumors abound that the seemingly benevolent Same AI repeatedly slips into stretches where not even top advisers can get Eleven's attention. Any results from diagnostics, or if any are even being run to address this matter, remain unknown.


    Non Actions


    Rocthurhi Embassy


    Lyraen Embassy


    Kombuch Embassy


    Spoiler: News and Rumors
    Show




    Spoiler: Armies and Technology
    Show

    6/6 Cap
    1. Same Drones
    2. Same Drones
    3. Same Drones
    4. Same Drones
    5. Same Drones
    6. Source Knights


    Tactical Doctine
    Mass Wave Tactics (Size Losses become 1d5)

    Military Technology
    • EC Lances
    • Energy Conversion Weaponry
    • Enhanced Microplating
    • Lyraen Elemental Implants
    • Sublight Thrusters
    • War Beasts
    • Capital Ships
    • Gestalt Warmind


    Generals


    Cultural Identity
    • 2d8 on Tactical Maneuvering (Ideology 10 LC Bonus)
    • Verification Required - 2d8 on Resist Conversions (Shared from RTH)


    Technology
    • F.L.E.X. Security
    • Galactic Currency Mint
    • Limited Transporters
    • Resident Spies
    • Trade League!
    • Universal Translator
    • Unlimited Transporters


    Fragment



    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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