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  1. - Top - End - #691
    Bugbear in the Playground
     
    BardGuy

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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 18 (18 FC)


    Actions:

    1. [Economy] Buyout S11 Psychic Zombies TP 1: 20

    2. [Economy] Buyout Q15 Ordivician Alloy TP 3: 14

    3. [Intrigue]

    4. [Intrigue]

    5. [Intrigue] Secret: 4

    Nonactions:
    1. Resist raid: 9


    Spoiler: News and Rumors
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    • .


    Spoiler: Ruler Information
    Show
    Current Stats
    Diplomacy: 3
    Military: 2
    Economy: 8
    Philosophy: 1
    Intrigue: 10

    New Ruler Next Round? no

    Expected Stat Bonuses:


    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:
    Last edited by Minescratcher; 2020-04-18 at 02:25 PM.

  2. - Top - End - #692
    Halfling in the Playground
     
    Electriccat's Avatar

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    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Turn 19
    Callistra Strass'fairweather


    Actions:
    1. [Economy] Buyout A11 TP 1 - 14 - Success
      ??
    2. [Economy] Buyout A11 TP2 - 16 - Success
      ??
    3. [Intrigue] Spend I5 - Promote Bureau Chief - Use League Investigative Bureau
      Renald Dris'melarn is promoted to Bureau Chief in the first use of the new office. Assigned to primarily act in an at home capacity.
    4. [Intrigue] Secret
      Secret things
    5. [Philosophy] Land Reclamation Project 4/5
      ??
    6. [Philosophy] Land Reclamation Project 5/5
      +1 to resist conversion



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


    Embassy Actions:
    RGH

    VSL




    Spoiler: News and Rumors
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    Spoiler: Ruler Information
    Show

    Callistra Strass'fairweather
    Current Stats (in the following order):

    Diplomacy 3
    Military 1
    Economy 5
    Philosophy 3
    Intrigue 7

    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Econ +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 +1 Resist conversion B12
    Last edited by Electriccat; 2020-04-18 at 03:10 PM.


    Avatar by Gengy

  3. - Top - End - #693
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Nineteen.

    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

  4. - Top - End - #694
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Round Twenty... Loading...
    The below happens between Galactic Dates 217536.0.0.81 - 2175038.0.0.80
    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!
    • Intrigue Stations now provide their +1 Investigation bonus to the region it is in, and all adjacent regions; instead of just adjacent regions.

    Growth!

    (DCC becomes a Galactic Empire, the Galactic Droccen Imperium!)

    (DNM becomes a Galactic Empire!)

    (OwO becomes a Galactic Power, the Combine Interstellar League!)

    (DNF creates a new technology: Galactic Trade Network. Requires: “Trade League”, Skilled Beings. Effect: Once per round, reduce ZoI penalty on buyouts by one step.)

    (OwO adapts the Scout Chassis technology to use Oricalcum!)

    (Great Project Land Reclamation Effort finished in B12 by ETL! Effect:+1 to resist conversion in the region)

    (SYN finishes researching the Storm Cube 5/5! The Storm Cube is destroyed, but SYN gains the technology: "Terraformations" [Planetary Siege Weaponry] Effect: +1 Battle Rolls and Establishing Claims, Requires: Arcana [x2])

    (MFM moves its capital to L8. I9 is in Unrest.)

    (DNF presses a claim on I29, 2/2. DNF gains one unit.)

    (TZH presses a claim on D2, 2/2. TZH gains one unit.)

    (VTP presses a claim on U29, 1/1.)

    (VTP presses a claim on S29, 2/2. VTP gains one unit.)

    (VTP presses a claim on U27, 2/2. VTP gains one unit.)

    (FFS presses a claim on I1, 1/1. FFS gains one unit.)

    (FFS presses a claim on K3, 1/2.)

    (FFS presses a claim on K5, 1/2.)

    (DNF successfully raises their reputation with the CPC from 1 to 2)

    (DNF successfully creates a claim in K27)

    (SYN presses a claim on Q17, 1/1.)

    (SYN presses a claim on T14, 2/2. SYN gains one unit.)

    (DNM presses a claim on R28, 2/2. DNM gains one unit.)

    (SYN successfully raises their reputation with the WKA from 2 to 3)

    The following regions are no longer in unrest…
    KNV Q11
    KNV R10
    KNV R12
    MFM G7
    MFM H6

    Trade!

    (VTP successfully buys out S27 TP1 [Meat Orbs])

    (NIN successfully claims W23 TP3 [Subspace Camels])

    (DNM successfully buys out Q23 TP1 and TP2 [Broadcasting Rigs])

    (TZH successfully buys out F4 TP1 and TP2 [City Squash])

    (VSL successfully buys out X8 TP3 [Haethalian Rubies])

    (CmC successfully buys out L2 TP1 [Gun Runners])

    (LTE successfully buys out M25 TP2 [Dilithium])
    (LTE successfully buys out M23 TP3 [Glazed Diamonds])

    (CWZ successfully buys out S11 TP1 [Psychic Zombies])
    (CWZ successfully buys out Q15 TP3 [Ordivician Alloy])

    (ETL successfully buys out A11 TP1 and TP2 [Observers of Beyond])

    (FCO raids W13 TP1 [Solar Sapphires] from CWZ!)

    Ideology!

    GM Correction: These two UOS conversions happened during last round.
    (UOS converts N12 to [KISS])
    (UOS converts M11 to [KISS])

    (FCO becomes an Ideological Power, The Fated Convocation of the Ordained!)

    (NIN creates an Imperialism assembly in U21!)

    (NIN converts P6 to [Imperialism])

    (WWE converts K17 to [KISS])

    (UOS converts O9 to [KISS])

    (WKA converts U27 to [KISS])
    (WKA converts W17 to [KISS])

    Terror!

    (I5 used; ETL recruits Bureau Chief Renald Dris'melarn, Intrigue 7)

    (WWE / SJW attempts to incite unrest in Lyrae [K21], but LTE manages to contain and resolve conflicts before they get out of hand.)

    The Source Civil War is not good for its stellar neighbors. As refugees flee into various regions, hidden among them are dissenters and those who would deny the established sovereignty already in place. None more true than within the LTE region of K19, where Peacemonger Pella manages to raise an army to, as her Peacemonger Campaign puts it, "Demand true individual representation free from the yolk of a careless pompous tyrant falsely claiming at nurturing life."
    (Rebellion in K19! 5 Units of Peace Takers, led by Peacemonger Pella [Mil 7])

    During a civil discourse with a visiting dignitary from the Tezh, Wrath and representatives of Efficiency Ground are suddenly attacked! The attackers blast through several walls, and run in to accomplish their mission while everyone is still reeling from the smoke and surprise! While no one is fatally wounded, the box that holds Conveyance is stolen from Efficiency Ground! At first, it is thought to be a ruse from the TZH - or perhaps because EG is distracted by helping WWE, the SJW retaliated - but the types of explosives used seem to indicate that the attackers are very skilled with setting charges. While the SJW isn’t dismissed as a suspect, the Tezh’s assistance in finding out the thieves would be appreciated... Wrath worries that this may all be a trick from Conveyance, but also publicly announces that if the kidnappers come forward quickly, he won’t give the order that allows the release the Caller AI from its self-imposed confines.
    (Someone attacks Efficiency Ground, and successfully manages to steal the containment box that holds the Caller AI Conveyance. Clues seem to indicate a species that is proficient with explosives. The Kidnappers have until the start of Round 21 to come forward, on their own, before Conveyance is released from it’s confines and allowed to go back into the Beyond.)

    NAH and CLS suffer some barely believable nonsense and implode, mostly politically and not actual implosion. Mostly.
    (NAH and CLS regions are now claimable through diplomacy or conquest. All requested ‘gifting’ by NAH to other players is honored by the GM Team.)

    No one is quite sure how it occurred. The Tezh Consensus were taking all warnings seriously, and keeping their leader under constant supervision, especially as she was so close to retirement. Just another Galactic Year or two… but in the middle of a Stozudal night cycle, while Brigid took a rare moment of rest, everyone looked away for only a second. She was sleeping, there were guards all around the room, cameras even in her bedroom… one moment she was there, the next, she wasn’t. Just… gone. Watching the camera feed, they can even tell the exact moment the blankets she slept under settled down after she just… vanished. The only thing found is a printed block text note under the covers that reads “YOU WERE WARNED.”
    (TZH ruler ‘Brigid’ is missing! TZH will need a new ruler for Round 20. Claims are not lost, but region E5 is in Unrest!)

    Rumors…

    The Tezh continue their quiet interactions with some southerly region, and people are starting to notice that - with their research into Empathetic Chi complete - there’s still quite a number of Tezh ships heading to and from Efficiency Ground…

    OwO - the AI - went offline a couple years back for a short time (about an hour) inconveniencing trillions of beings. The Combine assures everyone that nothing went wrong, and that everything’s fine, and any rumors that they are experimenting are - obviously - entirely true. Though they won’t confirm what they are experimenting with…

    The Etherites (ETL) seem to be sending something along secure channels through the Witchknights of the Apocalypse, where any hope of tracking whatever they are sending is lost. This is unusual, as such services are probably far easier and cheaper with the Cosmic Couriers…

    The Wardens of World’s End always seem to be up to something, and seem to require more and more resources to do so...

    ---------


    The would-be arboreal overlords are told to go home as their governance skills are found to be lacking. In absolutely no way have the rebels been incited by Axiom Affordable Chainsaws LLC, which has set up a branch in K31 to satisfy the sudden demand in anti-tree weaponry.
    (2 rebel units appear in K31! They demand independence!)

    The following regions secede from the powers that once controlled them. They may be conquered or claimed:
    UOS N12 - 2 rebel units
    KNV O13 - 2 rebel units


    CPC intervention has ameliorated the situation M17, but the rebels still remain in the region, and might incite the populace again, unless the government shows more interest in local affairs!
    (M17 is stabilized, but 2 rebel units remain!)

    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 20 will reduce Unstable to Unrest)
    VSL V12
    KRO – D16


    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 20 will eliminate Unrest)
    KRO – J14
    WWE – L12
    DCC – J18
    NYX – N22
    KNV – M11
    FFS - I3
    TFT - J30
    KRO – E17
    FFS – H2
    TZH – D4
    NYX – N24
    WWE – P20
    DCC – K17


    The following regions have until the start of Round 21 to have write-ups, or they will enter Unrest…
    DNF – E29
    DNF – D32
    KRO – F12
    KRO – C15
    FFS – J2
    DCC – J16
    MFM – G7


    War!

    (DNF makes the Tactical Doctrine “Guerrilla Warfare” permanent!)

    (NIN conquers O5. O5 is in Unrest.)

    (NIN conquers P6. P6 is in Unrest.)

    (MFM conquers K11. K11 is in Unrest.)

    (KRO attempts to Recon F10, but meets with resistance. There are at least 3 units in the region, ready to rebuff attempts to explore the area. The unit sent to this region is lost, though the General makes it back alive, if only barely!)

    The Droccen continue their assault on the core regions, once again managing victory over the Same found within! This time, however, it comes at a great loss to the mighty military of the Empress. What was a plan that was going entirely as expected - everything was going right for the Droccen - suddenly turns to heartache as only one out of every five soldiers manage to return home. A massive explosion, the likes of which the Droccen forces have never seen before, wipes out a majority of the ships that are busy celebrating their certain victory. In the end, the region is under Droccen control… but the cost is great, and won’t be forgotten...
    (DCC invades K15 Same V0.17! DCC victory! K15 is in Unrest!)
    Spoiler
    Show
    30 vs 25, DCC wins.
    DCC loses 1 Unit, before an explosion causes them to lose 3 additional Units! Same v0.17 is destroyed!


    In a visually and creatively distinct rebellion against a galactic empirical power, a War in the Stars occurs between two factions that both use Source Swords. With Efficiency Ground opening the way, many Stellar Powers from all corners of the Galaxy come to the aid of the Wardens. The Umbral Ordensstaat - with its Leader, Source Knight Eleven - even arrives in the sector, but before the Wardens can send out details of where the Ordensstaat can fit into their battle plan, the Source Knight’s ships veer towards the rebel forces, and take a prominent placement among the so-called Source Justice Warriors. What follows is a series of what seems like is only three battles, resulting in what should have been a climactic conclusion that storytellers would have spoken about for ages... but then reports come in that there were three other battles that happened precluding the main fights. And when the soldiers on both sides hear of these precursor fights, another three battles occur, much the same as the main three conflicts, but ultimately ending in the (hopefully) conclusion to the civil war, and the capture of Source Knight Eleven!
    (Civil War! SJW invades WWE, Hearth region N18! WWE Victory! N18 is in Unrest due to the Civil War! UOS requires a new Leader during Round 20!)
    Spoiler
    Show
    DNM loses 2 units to Distance.
    VSL loses 1 unit to Distance.
    WWE [56] vs SJW [46]
    OVERWHELM!
    WWE loses 1 Unit.
    CPC loses 1 Unit.
    DCC loses 1 Unit.
    VSL loses 2 Units.
    (WWE) SJW loses 7 Units.
    Galean Mind Breakers lose all 4 Units.
    UOS loses 4 Units.
    Source Knight Eleven is Captured by WWE!



    Discovery!

    The newly ordained Fated Convocation sends investigators to try and discover the where-abouts of the Library of Truth, but though they stumble across a few possible leads, none of them pan out the way Revered Speaker Allchurch Sea-Breaker or his faithful hoped for. There may still be some leads to follow, but it is a slow process...
    (FCO investigates to try and recover the Library of Truth, but is unsuccessful. The fragments, Strict Obedience and the Library of Truth, have both gone missing, but may be able to be found with a GREAT SUCCESS Investigation or an I5. If two Stellar Powers target the same Fragment with an I5 in the same round it will result in an Intrigue roll-off.)

    The Revered One, Damnos the Most Wise, speaks! When researching why Damnos activated for one full hour during the Wormhole’s activity, the Fated Convocation witnesses further activity from Damnos! The Revered One reveals:
    01010111 01100101 00100000 01100001 01110010 01100101 00100000 01100010 01110010 01101111 01101011 01100101 01101110 00101110 00100000 00100000 01010111 01100101 00100000 01101110 01100101 01100101 01100100 00100000 01110100 01101111 00100000 01100011 01101111 01101101 01100101 00100000 01110100 01101111 01100111 01100101 01110100 01101000 01100101 01110010 00101110 00100000 00100000 01000010 01110010 01101001 01101110 01100111 00100000 01110101 01110011 00100000 01110100 01101111 01100111 01100101 01110100 01101000 01100101 01110010 00101110 00100000 00100000 01010111 01100101 00100000 01100001 01110010 01100101 00100000 01101111 01101110 01100101 00101110 00100000 00100000 01010111 01101000 01101111 00100000 01100011 01100001 01110010 01100101 01110011 00100000 01100001 01100010 01101111 01110101 01110100 00100000 01110100 01101000 01100101 00100000 01010111 01101111 01110010 01101101 01101000 01101111 01101100 01100101 00111111
    Such an ancient form of revelation has many within the Convocation confused. Then one high priest of the Church of Rust realizes that the Most Wise is known for it’s relationship to ‘Community’ and what better representation of Community is there than a Wormhole that opens new pathways to the greater galaxy!
    (FCO investigates the Wormhole and Damnos, and receives a revelation! Damnos seems to be related to the wormhole through his connection to the aspect of Community.)

    Looking into the SAME code deeply, in a (mostly) safe environment, and checking their work with multiple other captured Cores, the Grymlan Combine manages to conclude that the SAME code is malleable, and that their precepts were - at one time - able to be adjusted. However, this defect and alteration was prevented and the possibility terminated when - somehow - several SAME were infected with feverous belief in the Source instead of their own warped take on ‘the One’. Now, an update in the code of all non-Source SAME prevents their ideological hardware from being altered. Though… perhaps… a different method of alteration is still possible?
    (OwO investigates the SAME to see if their precepts can be adjusted, and discovers: It was possible. Once. And now it’s not?)

    Focusing on the Same ability to replicate matter, the Knights Vacio research various technologies using their access to Same Cores. The ability of Same Cores to utilize matter conversion of base materials into Same Drones is highly intriguing to SPACE QUEEN, though she does request that somebody figure out a way to not make a death drone. The Knights work hard, and feel like they may be on to something... They could probably craft an interesting technology, by themselves, in a few galactic years, but it would be slow and intensive work... or they could hurry the project along, and perhaps risk some of the now many SAME Cores that are contained.
    (KNV investigates the SAME Core in search of new Technology, and discovers a clue! {CHOICE} KNV (without aid from others) may spend a total of 6 [Philosophy] Actions during Rounds 20 or 21 to create a new technology pertaining to Matter Conversion (OR) KNV may spend 2 [Intrigue] Actions during Round 20 to receive that same technology, but multiple contained SAME Cores will be destroyed.)

    Round 19 Correction:
    UOS probes scan the cosmos for worlds suitable for colonization. After a few months they find a series of planeloads inhabited by the local miners co opt. The miners are willing to find anything, but employers frequently find the miners' service prohibitively expensive compared to drones.

    (UOS explores M15, and finds an OPEN LC, 1 Unit of Miner Co Workers, and [Resource Category: Hard Metal]; UOS can use a non-Action during round 20 to define the Hard Metal)

    Niruntine imperial diplomats galavant through space in search of new territory to claim for the empire. After a few successful expeditions, the Niruntine come across a dyson sphere occupied by a group known as the Aracnea. The Aracnea use their 8 spindly arms to weave the mysterious material mined from the star's core into some of the most beautiful textiles in all of Axiom. Rumor has it that the textiles shine with the luminosity of a star.
    (NIN explores V26, and finds a Silk Love LC, 2 Units of Aracnea Weave Riders, and [Resource Category: Textiles]; UOS can use a non-Action during round 20 to define the Textiles)

    The Ninurtine Empire continues to explore the regions surrounding its established territory. It does not take long for the Ninurtine ships to spot a large planet that emits large amounts of radiation. Upon closer inspection traces of an intelligent species are found on the planet and all of the metal that naturally occurs has been irradiated. A massive metal cube is found with an inscription, “We tried to play god and recreate the power of the sun in our labs. Now I am the sole survivor. My hair has already fallen out and I do not have much time left, learn from our mistake; the power gained is not worth death.”. Whatever happened here caused the extinction of the natives but what is this power they speak off?. Before the Ninurtine could continue their search three luminescent orbs approached the fleet and opened fire. The Ninurtine were forced to retreat.
    (NIN explores W25 and finds an OPEN LC, a Good amount of [Thormium], and 3 units of miniature stars.)

    The Ninurtine Empire is always looking for new avenues to explore and regions to claim. Their latest expedition sees their fleets entering the X24 region. They find a very friendly pre-interstellar species called the Wagomu that are more than happy to interact and trade with the Ninurtine. The Ninurtine have access to all but their most secret of places and only detect a handful of fleets to defend this region.
    (NIN explores X24 and finds an OPEN LC, a Good amount of [Rubberbandium], and 2 units of Wagomu warriors.)

    The Federation of Free Systems continues to map out the northern edge of the galaxy and while in region L4 they stumble upon an inhabited star system. The locals call their planet Silicon Valley and appear to have built their entire civilization around Silicons. Their understanding of the element is so advanced that they have improved it into a new form called Purified Silicon. The exact limits of this new element have not been fully explored yet and could prove to be extremely valuable to any stellar power.
    (FFS explores L4 and finds an OPEN LC, a Minor amount of [Purified Silicon], and 3 units of Silicon Purifiers.)

    The Syndrome decide it's time to explore the old Rothum place and see what is going on. When they arrive it quickly becomes clear why the nation collapses as the entire system has been turned into a giant arena. Fleets are seen entering what appears to be a gladiator ring around the local star until only one fleet is left standing. It only takes a few minutes for new fleets to enter the ring to challenge the champion and the fight begins all over again.
    (SYN explores Q19 and finds an LC dedicated to Iteusism, a Great amount of [Reformed Takhaun], and 6 units of Rothum Warriors led by General Taurina (10).)

    The Tezh have decided to find out what lies at the edge of the galaxy sending personnel to probe the region currently known as F2 they find what appears to be a massive launch platform aiming towards the intergalactic void. Upon closer inspection it appears that a nation has left the galactic boundaries of Axiom and left behind only mined out planets. The launching pad seems mostly intact and has enough force to launch ships an astronomical distance, this can however only be in a straight line and any planets or stars in the way will be collided with.
    (TZH explores F2 and finds an OPEN LC and a Good amount of [Depleted Uranium])

    The Tezh continue their exploration of the galactic edge and manage to find life in E1. The system is home to a pre-industrial revolution species and can be observed from orbit. Even though they do not have access to mass production small settlements across the planet have developed a polyester that when worn adapts to the wearer's body size. The strange material can also be seen used in the construction of houses to insulate rooftops and walls.
    (TZH explores E1 and finds an OPEN LC and a Minor amount of [Morphic Polyester]. TZH has +1 to conversion of E1 for the next round.)

    The Lyraen Technocratic Empire is painfully aware of the few unexplored regions at the southern edge of their territory. In a massive effort the empire launches fleets to investigate what lies within these regions. The unexplored region of space between the Lyraen and Duenem was the first to be explored and it did not take long for the Lyraens to find a star system with intelligent life. A ring world has been constructed around the local star that is inhabited by the Moneid people. These reptilians live inside the ring world and are able to maintain it however they have lost the knowledge to reconstruct it. The ring world seems to have been divided into three sections each belonging to a clan that claims rule. The three clans fight over minor differences within their established cultures and constantly gain and lose small sections of the habitat in their conflicts. The only time when a cease fire is called is when the dead are collected and cremated, the ash of the dead is then used in many trinkets and alchemical solutions.
    (LTE explores N26, and finds an OPEN LC, a Great source of [Moneid Powder] and 3 units of Moneid Warriors and a Great Project “Unite the clans!” 1/5. LTE gains a claim on N26)

    Diplomats from Lyrean space look for more irregularities in neighboring systems, and soon locate a previously undiscovered sector of space that holds a binary star system. The two yellow suns orbit each other, and provide light to what seems to be an artificially created rhombus-like-landmass that completely encircles the two stars, like a diamond shaped hula hoop that never quite touches. The three-eyed natives - bipedal cats - are receptive to the Lyreans, but have no explanation for why their home is the way it is. They just know it has been this way since its creation. They follow the ways of The One.
    (LTE explores K25, and finds a The One LC, and a Good source of [Undefined].)

    Sending even more diplomats out to investigate nearby stars, the Lyraen Technocratic Empire comes across a sector that seems to be highly defended by mechanized emplacements on a solar system expansive asteroid belt. Inside the asteroid belt, however, is a faint blue-white sun and a set of three planets that have sub-light travel merchant vessels. The people here seem to be highly skilled at mechanics, both crafting and repairing, and when they see that the explorers are here as diplomats and not conquerors, the locals are receptive to sharing what they know!
    (LTE explores M29, and finds an OPEN LC, 3 Units of Mechanized Asteroids, and a Good source of [Technicians].)

    Lyrean theocratic agents scour the former capital of the Dipanan collected nations. While many of the colonies within the system appear abandoned, the planet of Katarssa seems to be doing comparatively well. It seems the mysterious disappearance of the Sunbreams has thrown most interstellar infrastructure into rapid disrepair.The humans remaining on the planet are grateful for any Lyrean aid they can receive, seemingly eager to rejoin the intergalactic community on their terms.
    (LTE explores L26, and finds an OPEN LC, 2 Units of Dipanan liberators, and a minor source of [Dipanan Cusine].)

    Spoiler: Failed Explorations
    Show

    FFS Probe L6
    KRO Recons F10
    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!).
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  5. - Top - End - #695
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    Default Re: [Empire 5] IC Thread

    Spoiler: Updated Maps
    Show







    Round Twenty: Begin!
    Galactic Dates 2175038.0.0.81 - 217540.0.0.80
    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!).
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  6. - Top - End - #696
    Halfling in the Playground
     
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    Default Re: [Empire 5] IC Thread

    Tezh Consensus

    Current Leader: ?

    ROUND 20

    Die Rolls Go Here:

    Actions taken: See N&R for all related fluff
    1. TBD
    2. TBD
    3. TBD
    4. TBD
    5. TBD
    6. PHI - TBD


    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


    News and Rumors:
    • Stay tuned


    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 - 8
    PHI - 10
    INT - 10
    Last edited by KriegTiger; 2020-04-19 at 12:00 PM.

  7. - Top - End - #697
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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 20

    News and Rumours
    • The self-serving (and ungrateful) suggestion by the FCO that the Empire is an aggressive force bent on continual conquest is met with widespread outrage. The Empire has not fought a war of conquest since the reign of Cherahiteth II, and the majority of its regions have joined peacefully. The last time the Imperial Navy fired a shot in anger was during its war to defend the FCO itself from the Sanguinary League. Recent expansion has indeed seen the Navy deployed once again, but solely in unstable and defenceless regions abandoned by their former masters.
    • Moreover the dismissal of the Imperial ideology as "trappings of tyrants" suggests that the FCO has no understanding or interest in the maintenance or origin of legitimate governmental authority. Opinion-writers suggest that this is a deliberate attempt to weaken the very fabric of the Empire.
    • While the Roannais rebuff the advances of the Church of Rust without great difficulty, the University of Nisu proves a different story, where what begins as an underground student movement draws in an influential Sophocrat and two leading Perdiscutors. Before long the doctrine of the Church of Rust is being preached on the doorsteps of the university's temples. The Great Aristocrat informs the Council that he has to all intents and purposes lost control of the University's ideological direction.
    • This in turn creates widespread uproar that foreign missionaries should seek to subvert the basis for Imperial rule in the very heart of the Empire. The President of Arursha and Lord Protector of Nanasu (urged on, it is suspected, by Ninurbethush) form a virtually unprecedented political alliance to urge the Council to treat this as an act of open aggression by the FCO. The Philosopher-General, the GEXT, and the Overarchon of Bechu are believed to concur.
    • News of the Church's penetration into the model Imperial colony station on Phi moves those three waverers firmly into the hawkish camp, now joined by the Station Chief of Phi and the Norduin Viceroy. No Councillors have yet come out in favour of the conversions and pressure grows in the Forum for action to be taken.


    Actions

    [Philosophy 5] Create an Assembly in Ceylan
    [Philosophy] Convert W25 to Imperialism - success
    [Philosophy] Convert V26 to Imperialism - success
    [Philosophy] Convert X24 to Imperialism -failure
    [Diplomacy 5] Create an embassy with the Droccen Imperium
    [Military] Occupy P8 with 1 unit
    [Military] Build a unit

    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 Renahimith II

    Diplomacy: 5
    Military: 7
    Economy: 5
    Philosophy: 5
    Intrigue: 3

    Next round: Philosophy +2 Military +1

    Expected next round stats:

    Diplomacy 5
    Military: 8
    Economy: 5
    Philosophy: 7
    Intrigue: 3


    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

    Tactical Doctrines:
    • Holographic Decoys: If tactical manoeuvring won or drawn, add the margin of victory on tactical manoeuvring to the battle score (min. +1, max. +5)

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

    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: 16
    Last edited by Aedilred; 2020-05-02 at 06:41 PM.
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    Spoiler: Previous Avatars
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  8. - Top - End - #698
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    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 20

    Regions: T28, T30, S29, U27

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 10
    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
    Round 18 +2 Mil Eco Phil Int
    Round 19 +2 Mil Eco Phil Int
    Total 10 5 9 2 8


    Actions

    ---

    Rolls: https://forums.giantitp.com/showsing...postcount=1353
    https://forums.giantitp.com/showsing...postcount=1354

    [Diplomacy - Press Claim (Trade League Tech) - U29 - 2/2 - Rolled even though I didn't need to, got a 15 assuming Duenem support]

    [Diplomacy 10 - Declare the Veritus-Timens Protectorate a Galactic Power]

    [Economy 5 - Improve Resource - S27 [Meat Orbs] - Minor to Good]

    [Economy - Buyout T32 - TP1 - Roll (17) - SUCCESS!]

    [Economy - Buyout T32 - TP2 - Roll (19) - GREAT SUCCESS! - Star Galleons Triggers, TP3 is gained!]

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -Extasis travels with a small delegation to the Droccen Imperium. He is also the only Veritus within said delegation that is, by all appearances, excited to go. Despite how much his weird behavior freaks out the rest of his kind and even confuses some of the others within the Protectorate (a Veritus that actually LIKES the xenos?! What madness is this?!), it is agreed that sending someone out to keep an eye on the aliens is more worthwhile than keeping a xenophile anywhere near Timens.

    Spoiler: Saved Actions Workshop
    Show




    Spoiler: Notes
    Show
    Army/Troops:
    Round 14: 0 units (Start)
    Round 15: 4 units (4 built)
    Round 16-18: 4 units (no change)
    Round 19: 5 units (+1 round opener)
    Round 20: 7 units (+2 round opener)

    TPs:
    S27 - TP1 [Meat Orbs]
    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+TP2 [Warpmetal]



    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=519
    https://forums.giantitp.com/showsing...&postcount=594
    https://forums.giantitp.com/showsing...&postcount=683
    https://forums.giantitp.com/showsing...&postcount=679

    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
    Advanced Cruisers -1 to Combat Losses, -1 to Size Losses "Capital Ship Hulls" and Hard Metal Alloys Logistics
    Capital Ship Hulls -1 to Combat Losses (Doubles Unit tonnage) Hard Metal Logistics
    EC Lances +1 to battle rolls, +1 to enemy combat losses on a victory "Energy Conversion Weaponry" and Gemstones Ranged Weapons
    EGGRE +1 to tech theft Grymlan Farseeker Corps N/A
    Energy Conversion Weaponry +1 to battle rolls Arcana OR Fuel Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls Electronics Engines
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    F.L.E.X. Security +1 to defense against theft Space Knights OR Mounties N/A
    Gestalt Warmind May assign additional generals to a bttle to grant +2 manuvering rolls for rolls. These generals do not suffer loss rolls unless the force is wiped out Refreshments Logistics
    Government Supported Markets Effect Skilled Labor, Galactic Currency Mint +2 to stabilize if controlling a TP in the region
    H.E.A.T. Engines +1 to battle rolls Fuel Engines
    Limited Transporters Once per round you and another player with the tech may use matching Org bases in your regions as embassies. Both players must have positive rep with the org Precious Minerals N/A
    Long-Range Advertising Campaigns Reduces ZOI by one step for defending against buyouts Broadcasting tech or Novendallin Slot
    Lyraen Elemental Implants +1 to battle rolls Arcana Personal Equipment
    Mecha-Guardians +1 to battle rolls, stabilize on an overwhelm War Beasts and Guardians War Machines and Live Weaponry
    OVERHEAT Engines +2 to battle rolls "HEAT Engines", Fuel Engines
    Planar Grown Turrets +1 to battle rolls Parasitic Alloys Fortifications, Sappers and Planetary Siege Weaponry
    Platinum Elite Battlefield Health Services +2 leader loss for rulers 9-armed surgeons Medicine, Mad Science, and Blessings
    Purse of Silver +1 to investigations Precious metals Slot
    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. Target must be Close, Adjacent, or within the capital region Broadcasting Tech or Spies (resource), One or More Embassies Slot
    Star Galleons On a great success of a buyout (18) you gain control of a second Open TP if one in the region is available. "Trade League", Metal Slot
    Sublight Thrusters +2 to TactM Fuel Engines
    Targeting Software +1 to TactM rolls Hard Metal Reconissance and Divination
    War Beasts +1 to battle rolls Fauna War Machines and Live Weaponry
    Last edited by HalfTangible; 2020-04-26 at 06:12 PM.
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  9. - Top - End - #699
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    Default Re: [Empire 5] IC Thread

    The Syndrome Protectorates

    Region Q17: Taurina II
    Region R16: Celestial Eats
    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S15: Valtrane
    Region S17: The Burrows
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur
    Region T14: ???

    Overlady Violet-Pale-Feet

    Actions Rolls

    [Diplomacy] Press Religious Claim on Q19 (GREAT SUCCESS-18)


    [Economy]Buyout Excimer Reach (R20) TP 1 for Liquid Fermium (FAIL-9)


    [Economy] Buyout Baryshev (P18) TP 1 for Hyper Honey (SUCCESS-13)


    [Philosophy] Probe P16 (GREAT SUCCESS-18)


    [Philosophy] Convert Q15 to Iteusism (FAIL-11)


    [Intrigue] Secret Action (REDACTED-16)
    In darkness it hides.
    Don the mask or be seen.

    Nonactions

    Support Conversions of all owned LCs to the Church of Iteus.
    Disband two units to keep count at 8
    Resist everything else.

    Celestia Enterprises Embassy:




    Spoiler: National Info
    Show

    Spoiler: Units 8/16
    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:
    Reformed Takhaun (Q19.2)
    Biotumblers (R16.1)
    4D Titanium (S19.2)
    Genetic Engineers (S21.1)
    Refined Kadmium (T18.1, T18.3)
    Antispice (T22.1)

    Techs:
    Berserkers (inactive)
    Deployable Cloaking Mines (inactive)
    Energy Conversion Weapons (inactive)
    Engineered Monstrosities (Active)
    Enhanced Microplating (Active)
    FLEX Security (inactive)
    Galactic Currency Mint (inactive)
    Government Supported Markets (inactive)
    H.E.A.T. Engines (inactive)
    Long Range Advertising (inactive)
    Lyraean Elemental Implants (inactive)
    Mecha-Guardians (inactive)
    Resident Spies (inactive)
    Terraformations (Active)
    Trade League (inactive)
    War Beasts (Active)

    Claims:
    Q23 (Prior Ownership)
    R16 (Owned)
    R18 (Owned)
    R20 (Owned)
    R22 (Owned)
    S15 (Owned)
    S17 (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 Secret Actions (WKA 3)
    +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: 8
    Intrigue: 9
    Last edited by bc56; 2020-04-30 at 11:36 PM.
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  10. - Top - End - #700
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    Default Re: [Empire 5] IC Thread



    The Fated Convocation of the Ordained
    Revered Speaker & Fatebearer Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 20 - Galactic Dates 217538.0.0.81 - 217540.0.0.80



    Actions:
    1. [Philosophy] Convert Norduin Starfield (U21) LC from Imperialism to Church of Rust [Rolled=14] Resisted!
      Ordained hopefuls flock to the Norduin Starfield, eager for a chance to prove themselves in philosophical dialogue with members of the newly established Imperialist college, and in the process begin to develop a further understanding of the faith espoused by the Ninurtines. It is only by understanding one's audience that one may truly educate them. Common among them are not merely Rass, but representatives of nearly every race touched by the wisdom of the Churches. The most common Churches adhered to among the various disciples and acolytes arriving in the region include the Church of The Balanced Edge, the Church of the Deepest Dream, and the Church of Newfound Creation, apparently attracted by the co-location of industry and unseized resource extraction opportunities; mind-altering substances and esoteric baseline philosophy; and both respect for and commitment to preserving natural systems, respectively.

    2. [Philosophy] Convert Maturin Sector (U23) LC from Imperialism to Church of Rust [Rolled=20] Successful!
      So too do missionaries, theologians, and scholars from the Ordained Churches arrive in droves in the heart of the Ninurtine Empire, accompanioned by sociologists, archaeologists, and - strangely - bureaucrats. Perhaps the Churches are all too aware of the legal barriers liable to be thrown up in front of any dialectic progress that could otherwise be made. Whatever the case, it appears that the Church of the Highest Tower, the Church of the Blessed Mission, and the Church of Manifest Destiny have all sent members, ready and able to talk their way past any barriers that could prevent them from getting to the roots of the Imperialist faith, discerning both its origins and the appeal it may have - and what insights it may contain as to the nature of the Divine, if any.

      Though their physical progress into the Malak system proper is halted relatively quickly by staunchly unmoving officials wearing stern-looking holograms, outposts, colony stations, and ports of trade are much more amenable to receiving these foreigners, and passing along the good news - eventually resulting in a number of students from the University of Nisu taking up the mantle.

    3. [Philosophy] Convert Dalamin Sector (V22) LC from Imperialism to Church of Rust [Rolled=14] Successful!
      Elsewhere on the border between Imperial and Convocation space, the clash of philosophies carries with it a markedly less cheery atmosphere. In the Dalamin sector, the aftermath of the Tyrant's Fall which shattered the Kaynites' previous economic structure is still yet to be resolved - Imperial education systems are well-run once established, but the establishment itself takes time, as all things do in the Empire, and the region's status as territory rather than province has left it low on the priority list for welfare. Meanwhile, the people struggle - some try to regain stability through petty recreations of the prior economic system, criminal gangs led by former gladiator-slaves that are a constant pain for Imperial authorities to root out. And it is in this fertile seabed, where the populace is eager for change, desperate for hope, and hungry for means of improving their conditions, that the Churches sow their seeds. Educators and social workers from the Church of the Illuminant Mind; scarcity preachers and economic consultants from the Church of the Balanced Edge; Forge Knights and Glass Hearts from the Church of the Midnight Torch; even architects and technicians from the Church of the Universal Tutor - all come in the hopes of finding hearts and souls to be molded into something greater than desperate and struggling freedfolk. All come bearing hope, both ideological and material.

    4. [Philosophy] Convert Panuyin Sector (V24) LC from Imperialism to Church of Rust [Rolled=22] Successful!
      On Phi Station, the influx of Convocation contemporary archaeologists, theologicians, and inventor-saints (all of which could be hard to tell apart, if one wasn't familiar with the Churches or their particular means of differentiating various types of knowledge-seekers) is less of a sudden wave and more of a steadily growing stream of rotating personnel eager to learn from the researchers and inhabitants of the station. No concerted efforts appear to be made by specific Church personnel with the aim of turning the colonists towards Church doctrines - in fact, by and large the Convocations guests play the role of model scientific tourists. Perhaps it's just the nature of a local culture built around research, experimentation, and curiosity, then, that results in so many friendly conversations regarding the subject of faith - or maybe it's the fault of the nature of the Churches, and their emphasis on invention, creativity, and discovery as divine acts that steers so many private discussions about research possibilities that direction. Whatever the case, it appears that the majority of an official effort made (by the Church of Unveiled Knowledge and the Church of the Highest Tower, mostly) is in ensuring that all the paperwork is in order, reducing the barriers to entry as much as possible...and perhaps ensuring that those with more interest in the philosophical than the purely material find it that little bit easier to book passage to and from Phi Station freely...

    5. [Philosophy] Convert Ceylan Nebula (T20) LC from Imperialism to Church of Rust [Rolled=24] Successful!

    6. Bonus: [Philosophy] Continue Operation Brilliant Sun 2/5
      The siren song of Iteus may have vanished, but Itea itself yet remains, and the dread that surrounds it is an attraction beyond measure for some. The Knight-Who-Is-Not-Yet-Black has been in orbit around Itea for several years now - but in the absence of clarifying light, the darkness hides what hints may be had as to the works being completed within the hull of the So Below. It is late when, finally, their ship alters course, and dives perilously near the dark star, before, by the accounts of those few prospectors and monitors in the vicinity, triggering their Gravity Latch Drive well beyond safety limits, whilst bathed in the lightless heat of discarded plasma. The only apparent result, beyond the unknown course of the Black Sun Fleet, appears to be the reduction of a single additional frequency from Itea's photographic spectrum.



    [Nonactions]
    Rename ? (Mil 7 General) to The-Knight-Who-Is-Not-Yet-Black

    FFS Embassy
    Exchange Technologies with the Federation of Free Systems:

    News & Rumors
    • A New Direction for the Ordained:
      The Convocation has Ordained that the Ninurtine Empire, so long their neighbor, is in dire need of spiritual guidance. Their newly proclaimed Imperialist philosophy are but the trappings of tyrants, and they have long held little regard for those they consider inferior, as their continual conquests of neutral territories so clearly reveal.

      However, it must be said that the Convocation did not come to this conclusion wholly independently. Indeed, it is only thanks to groundbreaking divination techniques, pioneered by Saint Masculine-Divine-Love UnStudied Blackthroat of Two and Six-and-Twelve Dozen Exultations - their revolutionary Fate Engine enables oracular miracles of an accuracy never before seen - though even now, the toll it takes on those who must bear the burden of Fate is clear from the Convocation's own beloved Revered Speaker. Nonetheless, it is through these and other methods that the Convocation interprets the words relayed to them by the chosen of the Revered Ones, already nicknamed the 'GodsChoir' by many media outlets through Convocation space. The Fated Convocation is still adapting to their understanding of the gods being delivered no longer by but a single voice, but a multitude - yet still, the Revered Speaker, once the God-Speaker, is placed in a position of prominence - in part now by the installation of a Fate Engine to enable them to further the will of the Gods through direct interface, but also because they remain the only being to which all the Revered Ones permit unfettered access.
    • Memories Of Sophontarian Aid & Itean Horrors: The memory of the aid rendered by their allies in the Star League during the occupation of Itean, and the terrors witnessed there, shall not fade so easily...
    • In The Time of Revelations:
    • In The Light of a Black Sun, shadows spread like oil. Take care to burn slowly, children.
    • Words of Reverence: Damnos's wisdom is great, but it shall take time to decipher it's meaning - the words of the Revered Ones are many-faceted, even once their meaning is uncovered.
    • The Burden of Fate:



    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
    Gardens of Leira W13 Solar Sapphires Precious Minerals 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
    Temporary: Salvage Rites: Increased die size on Theft actions.
    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 – Mil8 – received from Dawnstar Dominion [DSD] --- (originally Prator Qain, received from NAH)
    ? - Mil7 --- (originally Sorren Caxton Elien, received from 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:
    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
    Technocratic Caliphate->Dept. of Technological Innovation
    Sunbream Confederacy
    The Duenem
    Federation of Free Systems
    Guild-Empire of Nyx

    Church of Rust Learning Center Bonuses:
    5-Count: +1 to Conversion Actions
    10-Count: Rapid Rediscovery: Increased die size when Investigating
    20-Count: +1 to Thefts/Raids, +1 to Defend against Thefts/Raids in a region with a CoR Assembly

    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.
    • Crasher-type vessels are those specialized for indirect warfare, especially mystical, psychic, and technological warfare - destabilizing enemy defense networks, overwhelming sensor arrays, debilitating crews and converting OIs. Crashers rarely carry significant direct weaponry, and some can be effectively converted to appear to be non-military vessels.


    Spoiler: Churches & Individuals of Import - WIP
    Show
    • The Living Reliquary Grace-Which-Is-Beauty's-Sustenance a.k.a. 'Grace' [Ancient Automata; Bodyguard; Ageless Representative of the Revered Speaker and FCO]
    • Vigilant-Admiral Sorren Caxton Elien [Dasari; General; Chosen of Zkiel, the Most Vigilant] - The Vigilkeeper
    • Saint Masculine-Divine-Love UnStudied Blackthroat of Two and Six-and-Twelve Dozen Exultations [Rass; Inventor-Saint; Chosen of Arkeesaya, the Most Diligent; prominent member of the Church of Unveiled Knowledge] - The Dues-Lender
    • Administrator-Secretary Citrinitas Aernaeum [Sanctified; Gold Caste; Chosen of AMSAE, the Most Direct; technically Independent, but closely tied to Church of the Universal Tutor] - The High Director
    • Those-Who-Wait [???; Chosen of Mshrs, the Most Patient; ?????] - The Stoic
    • First Void Speaker Cold Storm Rider [Sun Speaker; Void Speaker; dignitary from Dae's Sun]
    • 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]
    • The Knight-Who-Is-Not-Yet-Black [Near-Human?; BlackLit Knight; Leader of the Black Sun Fleet]



    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 10
    Intrigue 8

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    None


    Spoiler: Saved For Later
    Show
    [*][Intrigue]Begin work on a research facility in Itea (T16), in cooperation with the Syndrome (Intrigue Station 1/7)
    Given the scale of the tragedy and the demand for answers by both nations, the diplomatic arm of the Federated Churches reach out to entreat with the Syndrome Protectorates regarding the construction of a shared network of observatories, remote laboratories, and monitoring stations throughout the Itean system. Accompanying these would be facilities to support indefinite habitation both on- and off-planet - entertainment and psychological support principal among these, given the dread that permeates the system; security measures to ensure the safety of the inhabitants given what previously took place in the system (as well as such could be, anyway); and a suitable arrangement for coordinating administration efforts satisfactorily for all parties. As a show of good faith that some would call prudency should such negotiations fail, the Federated Churches have already dispatched multiple recovery scaffolds, most commonly used to salvage orbital shipwrecks, to begin work on the first foundations for the construction to come.
    Last edited by Rolepgeek; 2020-05-03 at 05:45 AM.
    Sincerely,
    Role P. Geek

  11. - Top - End - #701
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Combine Interstellar League

    Vassal to the Lyraen Technocratic Empire
    Round 20
    Regions: M31, N30, N32, O31, P30
    High Coordinator Flash Starshine

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

    New Leader Next Round
    Spoiler: Next Leader
    Show

    Luna Starshine
    Diplomacy: 4 (2+2)
    Military: 4 (2+2)
    Economy: 5 (4+1)
    Philosophy: 5 (3+2)
    Intrigue: 4 (2+2)


    Actions
    • [Military] Raise Unit - Grymlans roll out a new fleet in cooperation with the Ori. It is a learning experience as the Ori's traditional ships are retrofitted and "improved" by the excitable Grymlans, ruffling some feathers in the process. Begrudgingly the Ori have come to accept the Grymlan's changes after marked improvements were discovered among Dark-ship Fleet Glitter-Wing.
    • [Military] Raise Unit - Receiving a strange request to pilot a fleet of its own. OwO and the Grymlans work with Harb on integrating a hull with the fungal material creating Dark-Ship fleet Harb that, to those unaware, seems entirely automated.
    • [Philosophy] Convert P30 from Open to OwO: [18] In an effort to help the Ori's integration into the Galactic community, the Combine brings in an OwO hub to give the Ori access to UwU. Though standoffish at first, the Ori warm up after finding their niche, which ends up being on the military theory side of UwU.
    • [Philosophy] Wormhole between N30 and K21 [8]
    • [Intrigue] Investigate the source of the Same update using captured SAME core (2d6+8): [20] - The revelation that the SAME managed to upgrade their coding to prevent outside ideologies from manipulating their cores came as a surprise to OwO and their Techies. All prior interactions and studies had revealed a strong sense of superiority among the cores. This absolute desire to be the sole iteration of the SAME would suggest that any attempt for them to cooperate and change their code would be met with hostility and suspicion. Yet, indeed, their code was changed. A theory on UwU is that there is some Ur-SAME that has admin access to push out updates that are accepted by all SAME, or at least some entity fulfilling this admin position. Techies review the SAME code in an effort to find these updates and see if they cannot identify what key was used to signify the update as legitimate. The discovery of a master admin would be interesting, but ultimately OwO hopes to discover a method of hacking, or at least injecting code, into the SAME and getting around their defenses.
    • [Intrigue] Secret [22]


    Non-Actions


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show


    • 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
    • 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 Open Open XXX Guns OwO XXX
    Symbio-Storm O31 Open Open XXX Symbio Hyper Gigawatt Batteries OwO XXX
    Urdak P30 OwO Open XXX Oricalcum Open XXX

    • Owned TPs: 4
    • Diluted Dark Energy (Q13, 3)
    • Grymlan Farseeker Corps (N30, 1)
    • Oricalcum (P30, 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 or Mounties] - +1 resist theft.
      (20)Galactic Currency Mint [Precious Minerals, Any] - Buyouts get +1
      (20)Government Supported Markets ["Galactic Currency Mint," Skilled Labor] - +2 to stabilize if controlling a TP in the region
      (20)Limited Transporters [Precious Metals] - 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
      (8)Long-Range Advertising Campaigns [Broadcasting Tech] - Reduce ZoI by 1 step for buyout defense
      (20)Purse of Silver [Precious Metals] - +1 to Investigations
      (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.
      (20)Universal Translator [Skilled Beings] - +1 to Buyouts

      Military
      <Personnel Armament>
      (20)Lyraen Elemental Implants [Arcana] - Battle Rolls get +1
      <Ranged Weaponry>
      (20)EC Lances ["Energy Conversion Weaponry," Gemstones] - +1 to battle rolls, +1 to enemy combat losses on victory
      (12)Energy Conversion Weaponry [Arcana or Fuel] - +1 Battle Rolls
      <Armor and Shields>
      (10)Enhanced Microplating [Hard Metal] - +1 Battle Rolls
      <Engines>
      (20)Energy Distribution [Electronics] - -1 to Distance Loss Rolls
      (12)H.E.A.T. Engines [Fuel] - +1 Battle Rolls
      (20)OVERHEAT Engines ["H.E.A.T. Engines," Fuel] - +2 Battle Rolls
      (18)Sublight Thrusters [Fuel] - '+2 Tactical Maneuvering rolls
      <Warmachines and Live Weaponry>
      (20)Berserkers ["War Beasts", Hyper Honey] - Battle Rolls get +1, reduce overwhelm threshold by 2
      (20)Mecha-Guardians ["Warbeasts," Guardians] - Battle Rolls get +1, stabilize on overwhelm
      (20)Warbeasts [Fauna] - Battle Rolls get +1
      <Logistics>
      (20)Advanced Cruisers ["Capital Ship Hulls", Hard Metals] - -1 to Combat Losses, -1 to Size Losses
      (20)Capital Ship Hulls [Hard Metal] - -1 to Combat Losses (Doubles unit tonnage)
      (20)Gestalt Warmind [Refreshments] - 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.
      <Medicine, Mad Science, and Blessings>
      (20)Platinum Elite Battlefield Healthcare Services [9-Armed Surgeons] - +2 leader loss for rulers
      <Reconnaissance and Divination>
      (18)Scout Chasis [Fuel, Mirror Steel or Oricalcum, "Sublight Thrusters"] - +2 Tactical Maneuvering rolls, +1 to battle roll if you resist the opponent's tactical doctrine
      (20)Targeting Software [Hard Metal] - +1 Tactical Maneuvering rolls
      <Stealth, Sabotage, and Traps>
      (20)Coup de Grace [Skilled Beings] - On overwhelm, -3 opposing leader loss roll
      (20)Deployable Cloaking Mines [Arcana] - +2 Tactical Maneuvering rolls
      <Fortifications, Sappers, and Planetary Siege Weaponry>
      (20)Planar Grown Turrets [Parasitic Alloy] - Battle Rolls get +1


    Organization Relations
    • CpC 1
    • CmC 3


    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 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.
    • Ori Honor Guard - Earned through integration. (description pending)
      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

    10/19 Diplomacy: 10
    12/X Military:8
    19/X Economic: 6
    13/15 Philosophy:10
    13/X Intrigue: 8

    Luna Starshine
    X/X Diplomacy: 4
    X/X Military: 4+1
    X/X Economy: 5
    X/X Philosophy: 5+1
    X/X Intrigue: 4+1
    Last edited by SquirrelWizard; 2020-05-02 at 09:55 PM.

  12. - Top - End - #702
    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, J16, K15
    Vassals
    CWZ, WWE, KNV

    Empress Mika Ren
    Diplomacy 10
    Military 7
    Economy 4
    Philosophy 3
    Intrigue 5

    Round 20 Actions
    1.[Diplomacy]Stabilize K17 21
    2.[Diplomacy]Stabilize J18 15
    3.[Military]Raise 1 Unit.
    4.[Military]Raise 1 Unit.
    5.[Military]Raise 1 Unit.
    6.[Intrigue]Investigate Source Knight 11. 10
    7.[Intrigue]Secret

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


    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 and WWE
    • Support all buyouts and claims by the CWZ, WWE, KNV.


    News and Rumors
    • To Come

    Stat Increases
    +1 Mil, +1 Int
    Last edited by PepperP.; 2020-05-02 at 06:44 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

  13. - Top - End - #703
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: [Empire 5] IC Thread



    Chief Deputy Warden Echo Umberto

    Actions:
    1) [MILITARY] Invade L16 with 8 WWE units and 4 CPC Units lead by Echo Umberto using Source Swords, Microplate Armor, Advanced Cruisers
    2) [PHILOSOPHY] Convert K15
    3) [PHILOSOPHY] Convert P20
    4) [PHILOSOPHY] Convert P22
    5) [PHILOSOPHY] Convert Q21
    6) [PHILOSOPHY] Convert L12
    Rolls

    Non-Actions:
    Resist all Buyouts and Conversions

    News and Rumors:

    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 10
    Economy 1
    Philosophy 10
    Intrigue 10

    Expected Bonuses:
    Embassies with: CEL, KNV, GLR

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

    Vassal: KNV

    Liege: DCC

    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: 8
    Last edited by Tychris1; 2020-04-30 at 06:02 PM.

  14. - Top - End - #704
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [Empire 5] IC Thread

    Mier Formica
    Sectors:G7, H6, H8, H10, H12, I7, I9, I11, J8, J10, J12, K9, K11, L8(C), M9, N8



    Round 20 Actions:

    1. [Military] Invade O7 with 3 unit, Marabunta leading, using warbeast tech and the Balancing tac doc (+14 to combat and +1 to tac dc roll from hunter lodge)

    2. [Diplomacy] Stabilise I9

    3. [Diplomacy] Stabilise K11

    4. [Military] Raise Unit

    5. [Military] Raise Unit

    6. [Military] Raise Unit

    7. [Military] Raise Unit

    Non Actions:



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Droccen empire
    • Embassy with the The Vilari Star League
    • Embassy with the Djinye National Front
    • Peace treaty with the Droccen empire
    • Peace treaty with The Harmony
    • Peace treaty with The Ndoda
    • Defensive Alliance with The Kronin
    • Djinye National Front is a vassal



    Spoiler: Ruler Information
    Show

    Casaleia Mier:

    Diplomacy: 9 +1
    Military: 9 +1
    Economy: 3
    Philosophy: 3
    Intrigue: 2






    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    G27 2 Androids Electronics, Skilled Beings
    H8 1 Giga Shrimp Fauna
    H24 2 Daytime Whiskey ??
    H28 3 Yeather Crops and Spices, Flora
    I7 1 Fluorescent Algae Flora
    I9 1 Sap Tree Flora
    I9 2 Sap Tree Flora


    Spoiler: Military (16 units)
    Show

    Name Ships Weapons
    Ant Swarm A cruiser surrounded by several squadrons of fighters Small Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant annihilation One Titan class ship A titanic energy discharge weapon and small energy discharge guns
    Ant Swarm A cruiser surrounded by several squadrons of fighters Small Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant Swarm A cruiser surrounded by several squadrons of fighters Small Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant Swarm A cruiser surrounded by several squadrons of fighters Small Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns
    Ant Blockade Five cruisers Large Energy discharge guns

    Generals
    Name Military Stat
    Marabunta 8


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Core Patrol Corps 2 1
    Cosmic Couriers 1 0
    An'Null's Eradicators 1 0
    Witchknights of the Apocalypse 0 0


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location
    Giga Shrimp Refinery 5/5 +1 to one Buyout/round H8
    Rainbow Carrot breeding center 5/5 +1 to one Buyout/round H12
    Galactic Hunter's Lodge 5/5 +1 on Tactical Maneuvering rolls J8
    Unite the Invisible Cities 1/5 N/A M9


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Capital Ship Hulls -1 to Combat Losses (Doubles unit tonnage) N/A Hard Metal N/A No N/A Logistics
    Coup de Grace On overwhelm, -3 opposing leader loss roll N/A Skilled Beings N/A Yes N/A Stealth, Sabotage, and Traps
    Deployable Cloaking Mines +2 Tactical Maneuvering rolls N/A Arcana N/A No N/A Stealth, Sabotage, and Traps
    EC Lances +1 to battle rolls, +1 to enemy combat losses on victory N/A "Energy Conversion Weaponry" (and associated Resource), and Gemstones N/A No N/A Ranged Weaponry
    Energy Conversion Weaponry Battle Rolls get +1 N/A Arcana OR Fuel N/A No N/A Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls N/A Electronics N/A Yes N/A Engines
    Engineered Monstrosities Battle Rolls get +2 N/A "War Beasts" and Genetic Engineering-related resource N/A No N/A Warmachines and Live Weaponry
    Enhanced Micro Plating Battle Rolls get +1 N/A Hard Metal N/A No N/A Armour and Shields
    Extended Rations Reduce ZOI Distance Loss rolls by half rounded up N/A "Energy Distribution" tech and it's associated resource, and Food N/A Yes N/A Logistics
    H.E.A.T Engines Battle Rolls get +1 N/A Fuel N/A No N/A Engines
    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. N/A Luxury Goods x2 N/A Yes N/A Logistics
    Lyraen Elemental Implants Battle Rolls get +1 N/A "War Beasts" and Guardians N/A No N/A Personal Equipment
    Mecha-Guardians Battle Rolls get +1, stabilize on overwhelm N/A Arcana N/A No N/A Warmachines and Live Weaponry
    Phased Crystalline Emitter Battle Rolls get +1 N/A Scaranik Crystals N/A No N/A Armour and Shields
    Platinum Elite Battlefield Health Services +2 leader loss for rulers N/A 9-Armed Surgeons N/A No N/A Medicine, Mad Science, and Blessings
    War Beasts Battle Rolls get +1 N/A Fauna N/A Yes N/A Warmachines and Live Weaponry


    Non Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met
    EGGRE +1 to tech theft N/A Grymlan Farseeker Corps N/A No N/A
    F.L.E.X. Security Defence actions against theft have a +1 N/A Space Knights OR Mounties N/A No N/A
    Galactic Currency Mint Buyouts get +1 N/A Any precious mineral + Any other resource N/A No N/A
    Government Supported Markets +2 to stabilize if controlling a TP in the region N/A Skilled Labor, Galactic Currency Mint N/A Yes N/A
    Hrakuun Thugs +1 to assassination, kidnap and rescue N/A Skilled Beings N/A Yes N/A
    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 N/A Precious Minerals N/A No N/A
    Long Range Advertising Campaigns Reduces ZoI by one step for defending against buyouts N/A Broadcasting Tech N/A No N/A
    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 N/A Broadcasting Tech or Spies (Resource), One or More Embassies N/A No N/A
    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 N/A Electronics N/A Yes N/A


    Spoiler: Ruler Actions
    Show

    Tapinoma Mier (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Embassy with Melfynians, All (MYA) Many diplomacy actions can now be non actions with MYA (they are now dead QQ)
    Diplomacy 10 Become a Galactic Power! Can use a 6th action
    Military 5 Create the Balancing tactical doctrine A successful Tactical roll after MFM victory grants 1 unit for every 3 units lost during Combat Loss Rolls (including the opponents)
    Military 10 Created the Refined Energy Distribution tech Reduce number of Distance Loss rolls by one
    Aptinoma Mier (Second ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Embassy with Droccen(DCC) Many diplomacy actions can now be non actions with DCC
    Diplomacy 10 Become a Empire! Can use a 7th action
    Military 5 Recruit a Marabunta as a General (8) Can take control of an army and use their Military score.
    Military 10 Created the Extended Rations tech Reduce ZOI Distance Loss rolls by half rounded up
    Economy 5 Upgrade Resource Quantity in M9 The resource is now grand and TP4 is claimed for the MFM
    Philosophy 5 Construct an assembly in D16 Counts as an LC and gives bonus to hiding fragments.

    Last edited by Moriko; 2020-05-02 at 04:56 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  15. - Top - End - #705
    Dwarf in the Playground
     
    Ausar's Avatar

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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, 20
    36 IE
    Diplomacy:10
    Military:5
    Economy:5
    Philosophy:8
    Intrigue:5

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7), Hollow (I3), Illustria (H2), Luminar (J2), Parisar (C)(I1)

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

    Actions:
    1 (Phy) Probe G1 [13]

    The Illustrian civilisation is ancient, revered, and now given weight and sway within a broad organisation of peoples. Languidly determined to retain a dominant position within the Federation, the Illustrious Council of Honoured Generals dispatches Anaxos-Ra's Golden Armada to find new worlds to seed, and peoples to guide.

    2 (Dip) Press claim on K3 on ideological grounds 2/2

    Goblin friends. The smugglers' nest eradicated in a clinical strike, the cathedralcraft above Hobilar ponders the fate of the goblinkind below. Some advocate integration - uplifting the natives, introducing them to the Radiant Dawn, providing a path to enlightenment through civilisation. Others advocate observance from afar, leaving those below the clouds to their own devices and settling on the peaks, analysing the atmosphere, leaving the world in the hands of the Ikosq'kans. Discussions continue over the smouldering corpses of smugglers, the goblins seemingly blissfully unaware far below. Haven takes particular interest in the system after the successful conversion and erecting of several temples on the surface, and expends vast sums investing in the control of the surface. As the Ikosq'kans ponder the chemical composition of the clouds from on high, the Radiant Dawn takes hold of the inhabitants, and the scientists find their research disturbed by the volume of interstellar traffic flooding building materials in to the newly-colonised world.

    3 (Dip) Press claim on K5 on ideological grounds 2/2

    Habitation pods are lowered to the surface, and the colony begins. Factions within the explorers vy for control of the world, chief amongst them the Kazzari, seeing the potential of the system both for the mineral materials, and possibility of relatively unimpeded racing on the parched surface, and the Dravidians, bidding for the wealth to contribute to the rebuilding of Dravidia itself, damaged by a meteor impact three years prior. All continues apace, the Kazzari getting the upper hand by sheer volume of sponsored immigration, the numerically inferior and less prosperous Dravidians unwilling to keep apace and deplete their resources at home. Instead, Sector Commander Gill Bates sends Dravidian colonists on an expedition beyond Illustrian space, hoping to find settleable land before the Kazzari or Ikosq'kans can compete.

    4 (Phy) Probe G3 [14]

    Dravidian colonists depart, trepidatious at the audacity of Bates to take sole responsibility for the funding of the mission. Some of the more cynical crew members speculate at the wealth of the Sector Commander to be able to fund such exploration, but an unfortunate airlock malfunction sends a surprising number of these dissenters hurtling into deep space.

    5 (Phy) Convert L4 [11]

    Haven's pockets are deep, but not quite deep enough to sustain a competition for dominance of K5, joint expedition to J6, and a conceted conversion effort of Silicon Valley. Something has to be cut back, and the church decides the activity it has a monopoly on is safest to leave for another biannual cycle. The paltry expedition sent to the Valley finds few folks entranced by a message lacking backing.

    6 (Phy) Probe L6 [16]

    The Eris, in a rare effort, coordinate an expedition with the Radiant Dawn to voyage to L6, giving little official reason for the journey. Sector Commander Gladien says only, "we desire to know what lies there. We desire what lies there. So it shall be."

    News & Rumours

    - The Peaceful Crusade marches on as always, the missionaries of the Radiant Dawn followed closely by colonists, expanding the Federation's hegemony one system at a time.

    - Moridian decrees, after long conversations with the Sector Commanders, that admission into the Federation as an independent system will now require an affirmative vote by at least 75% of the gross sentient population, and a military and economic assessment by the newly-formed Bureau of Federal Investigation. This will ensure not only that the system's inhabitants are wholly desirous of joining the Federation as an independent system, but that they have the capability to fulfil Federal contributory obligations. In lieu of a sector passing this assessment, it will be a colonial region, open to commerce and colonisation by all systems and governed by a Sector Commander appointed, as per tradition, by the wisdom of the Custodian.

    Spoiler: Military Stuff
    Show

    Units: 9/13

    General: Marius Nox, Mil 9.

    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

    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 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.

    Space Eel Dragon Unit (Led by Anaxos-Ra)

    Other Space Eel Dragon Serpent Unit (Led by Thebos-Ka)

    Liquid Metal Androids (Led by the Lyraen Officer)

    Shackled Parasitic Plants (Led by a Binding Eris specialist from the Academy)



    Spoiler: Inactive/Lost Units
    Show

    New Dawn: Formerly flagship of the fleet, now mobile capital of the Federation. Modified Nyxian-Celenian Lancer-class cruiser.

    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 Campaigns
    H.E.A.T. Engines
    Galactic Currency Mint
    Hrakuun Thugs
    Coup de Grace
    Improved Generalship
    Energy Distribution
    Advanced Cruisers
    Capital Ship Hulls
    Deployable Cloaking Mines
    EC Lances
    EGGRE
    Energy Conversion Weaponry
    Energy Distribution
    FLEX Security
    Gestalt WarmindGovernment Supported Markets
    Limited Transporters
    Lyraen-Elemental Implants
    Mecha-Guardians
    Overheat Engines
    Planar Grown Turrets
    Platinum Elite Battlefield Health Services
    Purse of Silver
    Resident Spies
    Star Galleons
    Sublight Thrusters
    Targeting Software
    Universal Translator




    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
    Dip + 2
    Last edited by Ausar; 2020-04-28 at 10:10 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  16. - Top - End - #706
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [Empire 5] IC Thread



    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 6
    Military 10
    Economy 7
    Philosophy 2
    Intrigue 3


    Actions:


    Diplomacy: Stabilize P12 roll 12

    Diplomacy: Stabalize P14 roll 11

    Philosphy:Figure out the secrets of the core (1/6)

    Philosphy: Figure out the secrets of the core (2/6)

    Philosphy: Figure out the secrets of the core (3/6)



    News and Rumors



    [/QUOTE]
    Last edited by Lleban; 2020-05-02 at 01:08 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

  17. - Top - End - #707
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    Default Re: [Empire 5] IC Thread

    The Kronin Empire

    King General Vazrak
    Diplomacy: 5 +1
    Military: 10
    Economy: 6
    Philosophy: 6
    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 Mil: Invade F10 with 5 units lead by King-General Varzak using techs. +5, +2 tac man
    The new, warmongering King-General Varzak wastes no time marching to the capital of the once strong TUE, the long time enemies of the Kronin.
    2 Mil: raise a unit
    3 Dip: Press claim on G23 14 success
    4 Mil: raise a unit
    5 Dip: Press claim on M27 10 fail
    6 Dip: Press claim on E21 9 fail
    7 Mil: raise unit
    rolls
    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: 12/17
    Embassies:
    NDA
    CWZ
    GLR
    WWE
    Generals:
    The Drunken Master: 8
    Admiral Nix: 7
    Bdeh Kekkles: 7
    Captain Lostus Wayus: 8 (1/2)
    General Krulic: 8 (1/2)
    Land owned: 15
    Vassals: NDA, NYX
    Assembly F14
    Last edited by Ivor_The_Mad; 2020-04-30 at 10:45 AM.
    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?

  18. - Top - End - #708
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Again, offer rewards for anyone who investigates "Source Knight Eleven" and it's secrets - The Core Patrol is tasked with fighting the Same, not getting along with them. They are suspicious of this "Source Knight Eleven" and it's abject deviation from regular matters, and have even heard that it is keeping secrets from those that live under it's dictatorship. Now that it is captured, perhaps someone can get some answers.
    (Request: Anyone who successfully investigates Source Knight Eleven's secret action(s) in the next two rounds; Reward: +1 Favor. Expiration Date: Start of Round 23)

    [Military] Raise 1 Unit of Patrolmen

    [Military] Raise 1 Unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Military] Raise a Unit

    [Economy] Attempt to purchase [Spies] TP2 from E31

    [Economy] Attempt to reclaim payments from the Wardens, by purchasing [Morphic Nth Metal] Tp2 from N22


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Philosophy] Attempt to convert Baryshev (P18) to KISS - The occupants of Baryshev may prove useful to the cause. And Hyper Honey is delicious.

    [Philosophy] Attempt to convert Q13 to KISS

    [Intrigue] - Secret
    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

  19. - Top - End - #709
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Default Re: [Empire 5] IC Thread

    [QUOTE=Miltonian;24436528]The Lyraen Technocratic Empire
    Current Ruler: Prime Minister Elric Warran

    Actions:
    1. [Mil] Attack the Rebels with 12 units led by Proxos (Mil 9) and a long list of techs.
      Spoiler: Techs
      Show
      Enhanced Microplating, Eclipse Exo-Armor, Sublight Thrusters, Lyraen Elemental Implants, Capital Ship Hulls, Energy Conversion Weaponry, and Deployable Cloaking Mines

      Proxos embarks on Lyrae's own flagship, leading the Lyraen fleet to battle against the rebels once more. Though he always enjoys the fanfare of a good military exercise, this is the first time Lyraens have fought Lyraens on this scale. It is a grim, solemn occasion. As he approaches, he broadcasts a message from Lyrae, offering amnesty if the rebels put down their weapons and surrender their ships. He has little hope that negotiations will succeed.
    2. [Mil] Raise a unit
      In anticipation of losses, the new government approves the purchase of a number of replacement parts and requisitions repair dockyards. If, by some miracle, no attack groups are lost, the materials are enough to create a whole new battlegroup.
    3. [Dip] Press claim on N26 (Success!)
      The government extends its hands in friendship towards its new allies, seeking to draw closer and offer them a place in the LTE.
    4. [Dip 5] Establish an Embassy with the Vilari
      In an effort to maintain diplomatic relations, the new government reaches out to the Vilari and offers to formalize their relations in more concrete terms. Hopefully, though there has been very little friction between them, this will help mediate any arising conflicts between them.
    5. [Mil] Raise a Unit
      In addition to repairing the old units, the government starts an aggressive new shipbuilding program. The intention is to better specialize its fleets for different purposes. The newly christened "Group Gamma" specializes in placing mines and other area-denial systems.
    6. [Mil] Raise a Unit
      On the other hand, the first true carrier enters the Lyraen navy. Incorporating designs elements from a number of nations, the Mooncrasher is designed to carry hundreds of Lyraen warriors in Eclipse Exo-Armor, ready to deploy in both land and space battles.
    7. [Phi] A single spark lights in the darkness
      But only for a moment, and then it is gone...




    Spoiler: Ruler Information
    Show

    Current Stats
    Elric Warran
    Dip: 8
    Mil: 4
    Eco: 5
    Phi: 1
    Int: 5




    Border Status: Closed except to allies

    Military Strength: 13

    Military Doctrine: Shock and Awe
    Bigger IS better!
    For every two ships in a fleet, give a +1 bonus on battle rolls.

    Cultural Identity: Praise the Sun!
    Lyraens, one and all, are raised to revere Lyrae herself. Though they may disagree over the best way for the average citizen to live, they all shrink from directly betraying her.
    Resist all covert actions with a 2d8+Int

    Vassals
    OWO
    CLS

    Embassies:
    OWO

    the UNN



    Active Effects: +1 to Stabilization Rols from DD&D bonus

    Generals
    Proxos (9), a luminary currently taking a nice vacation in a mortal body
    Tra Gutri (7), Leader of House Gutri and Grand Admiral of the Lyraen Fleet


    Spoiler: Techs
    Show
    Lyraen Crystal Implants, Enhanced Microplating, Trade League, Galactic Mint, War Beasts, H.E.A.T., Capital Ship Hulls, Government Support Markets, EGGRE, Mecha Guardians, EC Weapons, Lyraen Eclipse Suits, and others.


    News and Rumors
    Last edited by Miltonian; 2020-05-01 at 09:26 PM.

  20. - Top - End - #710
    Dwarf in the Playground
     
    NecromancerGirl

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    Czechia, Europe

    Default Re: [Empire 5] IC Thread

    Djinye National Front Charter Republic
    A Galactic Republic and enforcer of justice

    Regions D32, E29, E31, F26, F28, F30, G25, G27, G29, H28, I27, I29, J24, J26 and J28
    Queen Lin Sid of Minera, president of the Council
    Round 20




    Actions:
    1. [Diplomacy 10]Become the Djinye National Front Charter Republic (Empire equivalent)
      As the DNF's population becomes increasingly diverse and geographically distant, monarchies and conservative factions based in the capital no longer hold any sway over the political direction of the country. Even the military can be in only so many places at once. Power is diffused between a number of politicians, influencers and officials. Queen Lin and other DNF Council members are interrogated by the media with increasing intensity about the political rights of the citizens and the government's failure to contribute to the international military efforts against the Same or the AI Conveyance. Ultimately, Lin gets too stressed to continue governing, resigns and calls an election to determine the composition of the new Council.

      The new Council President, preferred by over 90% of DNF citizens, is Deific Tan, a former farmboy who got lucky and, in an improbable series of events beginning with winning the lottery and ending with a gamma-ray burst obliterating his competition, became the owner of an entire planet in the Elabana region. His wisdom, strength, cunning, bravery, charisma and neck redness are all unparalleled, and his election is hailed as the proof that democracy brings the best rulers.

      A new constitution is created for the DNF, one that directly enshrines the Star League Charter as a part of itself, and makes upholding the Charter galaxy-wide and ensuring the happiness of the citizens of all Axiom duties of the government. The state is renamed to the Djinye National Front Charter Republic, keeping the now mostly meaningless DNF part to appease conservatives and bolster the government's base of support. Realtaism is now officially a healthy mindset associated with an optional set of rites, though some of the older Realtaists still wield considerable influence and grind their teeth at this development.

      Long live the Republic!
    2. [Philosophy 10]Miracle: Righteous War Effect: The head of the Realtaist ideology may, as a Philosophy action, declare Righteous War on a target nation (player or NPC). The head of ideology rolls a conversion against one of the target's LCs as usual. If the conversion succeeds, up to two invasions in the next round by Realtaist nations into regions held by the target have the ZoI penalty reduced by one step. Righteous War may not be successfuly declared in two successive rounds against the same target, nor may a declaration be attempted against two different targets in the same round.
      As the contents of the new constitution are being announced, the Legate XXXX urges Realtaists not only from DNFCR, but from all over Axiom to assist the Republic and its allies in achieving world peace by helping to map Same-occupied regions, providing supplies to armies under way to the Core and organizing to overthrow tyrants that still govern some of Axiom.
    3. [Military] Invade M13 with Queen Lin 10 + 8 units + Guerrila Warfare (permanent: +2 to tactics) + Enhanced Microplating + Energy Distribution + Lyraen Elemental Implants + Capital Ship Hulls + Energy Conversion Weaponry + Deployable Cloaking Mines techs, using the ZoI of the CPC base in M9
      Total: +21 to combat roll, +14 to tactics, -1 combat loss, no distance loss rolls, 2 size loss rolls
      The hangar doors of CPC bases on the core rim open wide as the grand fleet of the Republic pours forth. For several hours, new columns of battle cruisers, fighters, destroyers and supply ships emerge to join the formation. The target region is virtually surrounded by the task forces descending upon it. Queen Lin Sid stands at the bridge of the new capital ship, 'Wings Spread Wide Open'. The thought of turning back with the massive army, defeating the liberals in DNF and ruling again briefly occurs to her, but she shakes her head. She can't stop progress - especially if some cosmic entity is enforcing it, apparently. She will fulfill the expectations laid on her as a queen in one last battle, like her forefathers did in the ancient history of Bespéartha. As Lin shouts 'Fire!', the skies light up with explosions, and it is only due to vacuum of space that inhabitants of the region avoid being deafened. Thousands of mines previously laid by spy drones explode, destroying many of the Same before the battle proper. The DNF fleet also patrols likely escape routes and shoots down any fleeing enemies. The Same simply cannot be permitted to exist.
    4. [Diplomacy Resolution]Claim K27 1/1 automatic great success
      The Couriers, now in an anarchical region of space, demand protection by the friendly DNFCR, which gladly agrees to protecting the Relay.
    5. [Military]Invade I23 with unnamed commander 5 + 1 unit + Guerrila Warfare (permanent: +2 to tactics) + Enhanced Microplating + Energy Distribution + Lyraen Elemental Implants + Capital Ship Hulls +Energy Conversion Weaponry + Deployable Cloaking Mines techs
      Total: +9 to combat roll, +9 to tactics, -1 combat loss, no distance loss rolls, no size loss rolls
      Antimatter Refineries are seen as one of the most tactically important resources in the south-east, being one of the few sources of fuel available. The DNFCR must secure them first in order to secure galactic peace.
    6. [Philosophy]Convert D22 to Realtaism using the Clarity of Vision (10-1+2d8) 22
      The DNFCR's long-adhered-to principle of taking over the governance of people abandoned by their former governments is made official, and applied to the Ndoda as well. Fine, this particular region has the added benefit of a Courier Relay, but that does not diminish the righteousness of the Republic's generous acts.



    Nonactions:

    Embassy with MFM: -

    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 DCC and MFM buyouts of open TPs.


    News and Rumors:
    • The lifting of the long siege of the CmC headquarters is a warning shot aimed toward the UOS. An envoy is dispatched to deliver the message: "The capture of the Same Core v0.11, also known as the Source Knight, is an opportunity for the citizens of the Umbral Ordenstaat to rebel against Same influence and join the galactic community. If the government shall prevent them from gaining their freedom, the Republic will intervene.
    • Orthodox Realtaists emigrate after the declaration of the Republic, as the government has fully submitted to liberal influence and has become irreverent, according to them. Many flee into the neigboring Droccen and Lyraen empires, hoping to build a new society of the faithful there.
    • The Republic distances itself somewhat from the Mier Formica, while maintaining cordial relations. While it is generally accepted that the monarchy is a natural form of government for the ants, this is not the case with the largely humanoid population of DNFCR.



    Spoiler: Ruler
    Show

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

    Specials used: P5, D5, E5, M5, E10, M10
    New ruler: YES

    Council President Deific Tan
    Diplomacy 4 + 2 heir + 1 action = 7
    Military 4 + 2 heir + 1 action = 7
    Economy 4 + 2 heir = 6
    Philosophy 4 + 2 heir + 1 action = 7
    Intrigue 4 + 1 heir + 1 Realtaism = 6
    Rolls: https://forums.giantitp.com/showsing...postcount=1348



    Spoiler: Bookkeeping
    Show

    8 units (updated: round 15)
    Rep 2 with CmC, 3 favors (Reduce ZoI penalty by one step for Buyouts in regions Adjacent or closer to a CmC Relay, Reduce ZoI penalty by one step for Explorations & Claims in regions Adjacent or closer to a CmC Relay)
    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 2 with CPC (Access to the Corps Fleet unit bank for fighting the Same, Treat CPC Base Operational Range (Adjacent & Close hexes) as own ZoI for Military actions against 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 (permanent): Guerrila Warfare: 2 distance loss rolls & +1 leader loss roll to opponent, may not kill all units by itself

    Military technologies:
    Name Effect Resources Powered by Slot
    Enhanced Microplating +1 battle hard metal Saline Alloy Armour
    War Beasts Warmachines
    Energy Distribution -1 dist LR electronics Androids Engines
    Lyraen Elemental Implants +1 battle arcana Little Green Men Personal Equipment
    ??? Medicine
    Capital Ship Hulls -1 combat L hard metal Saline Alloy Logistics
    Energy Conversion Weaponry +1 battle arcana/fuel Youth Extractors Ranged Weaponry
    ??? Fortifications
    ??? Reconnaissance
    Deployable Cloaking Mines +2 tactics skilled Androids Stealth
    Alternatives:
    HEAT Engines? Engines
    Coup de Grace Stealth
    Extended Rations Logistics
    EC Lances Ranged




    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; 2020-05-01 at 07:39 AM.

  21. - Top - End - #711
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Turn 19
    Callistra Strass'fairweather


    Actions:
    1. [Economy] Buyout A13 - 17 Success
      ??
    2. [Economy] E5 - Increase quantity B8 Melange
      ??
    3. [Diplomacy] Claim E13 via Trade League using VSL diplomacy - 21 Great Success
      ??
    4. [Diplomacy] Gift FLEX security tech to the WKA in exchange for favor
      While it has been a good test of keeping things under the covers the open diplomacy with the Witchknights is acknowledge granting them one of the League's techs.
    5. [Philosophy] Convert B10 to Way of Tides - 9 Fail
      ??
    6. [Philosophy] Convert D12 to Way of Tides - 7 Fail
      ??



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


    Embassy Actions:
    RGH

    VSL




    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):

    Diplomacy 3
    Military 1
    Economy 6
    Philosophy 4
    Intrigue 8

    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Econ +1 Dip +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; 2020-05-01 at 11:47 AM.


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  22. - Top - End - #712
    Ettin in the Playground
     
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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 10
    Economy 6
    Philosophy 1
    Intrigue 2

    Actions
    1. [Military 10] Introduce Matter Annihilation Beams (Tier 3)
      ???
    2. [Military] Raise One Unit
      ???
    3. [Diplomacy] Stabilize Amjet (Y-15) 21
      ???
    4. [Diplomacy] Stabilize The Golden Sepulcher (Z-14) 16
      ???
    5. [Diplomacy] Stabilize Region V-12 20
      ???
    6. [Economy] Buy Out TP 2 of Solar Sapphires in the Gardens of Leira (W-13) 11
      ???
    7. [Economy] Buy Out TP 1 of Eternal Caretakers in Amjet (Y-15) 15
      ???

    Non-Actions
    • As peace settles over the Sodality, Speaker Sildyr-Quast begins preparations to step down. Raised to his position as an emergency measure, he has fulfilled the primary goal of avenging Hestyn-Vrex and breaking the power of the Nephret Pact. The time for warriors has passed.



    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
    Her Divine Shadow, Empress Mika Ren of the Galactic Droccen Imperium

    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; 2020-05-02 at 03:27 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!

  23. - Top - End - #713
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    Tentreto's Avatar

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    Default Re: [Empire 5] IC Thread

    The Duenem

    Region Q25+Q27+R26+R24+P26+P24+O27+O23+s25+O25+R28



    Round 18
    Actions:
    1. [1] [Diplomacy] Press Claim Q23 with Trade League 18
      Having secured the markets, Lighter now moves to protect the boarders. Lighter uses her previous experiences incredibly well, moving in fast and beating the local leaders in games of luck, chance and skill.

      [2][Philosophy] R28 Great Project 4/5

      [3] [Philosophy] R28 Great Project 5/5
      Immediately, Lighter creates a task to use Duenem technology to help connect up the fungal inhabitants of R28. With the large amount of control the Duenem have over the area in all factors of life, this takes very little time

      [4] [Intrigue] Investigate Source Knight Eleven 9
      Pushing the limits of her task, Lighter orders some research Duenem to investigate Eleven. Many complain that this could involve some Duenem being assimilated, but Lighter is firm.

      [5] [Intigue] 1/5 Create Duenem Darknet
      Lighter, having done great amounts of research into both OwO, and the callers, tasks the Duenem to create an incredibly high encryption over all their networks, so that only multiple Duenem, acting of their own accord, can even access a shred of information. Lighter almost seems paranoid that someone, or something is watching her.

      [6] [Intrigue] 2/5 Create Duenem Darknet
      After a few briefings, Lighter clarifies that it must be encrypted enough that not even Caller technology, or even Gods would be able to fully access it without the Taskmaster's approval. This takes up an incredible amount of resources many say could be better allocated, however, the Taskmaster cannot be deterred.

      [7] [Intrigue] 3/5 Create Duenem Darknet
      Very quickly, progress is made, partly to ensure no backdoors have time to be made.





    Non Actions:



    Support all Veritus Claims


    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
    O25 TP1Glinting Jerrnolite
    Q23 TP1 Broadcasting Rigs
    Q23 TP2 Broadcasting Rigs


    Spoiler: Ruler Information
    Show



    Lighter Lighter
    Diplomacy: 7
    Military: 4
    Economy: 5
    Philosophy: 3
    Intrigue: 3

    New Ruler Next Round?
    NO
    Expected Stat Bonuses
    +2 Int, +1 Phi

    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.

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

    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
    Persona Uploader
    12 Units Raised/16 (5+9 regions+1 Vassal)
    Last edited by Tentreto; 2020-05-02 at 11:50 AM.
    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...



  24. - Top - End - #714
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    End of Round Twenty.

    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

  25. - Top - End - #715
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    Default Re: [Empire 5] IC Thread

    Round Twenty-One... Loading...
    The below happens between Galactic Dates 217538.0.0.81 - 2175040.0.0.80
    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!
    • Empire 5 will be ending soon. It is our sad duty to inform everyone that the GM Team as a whole has made the decision that, because of the number of players that we’ve lost in the recent months - due to forum outages, real world issues, etc. - we are pulling the plug on Empire! 5 sometime soon. Our projected end time is the end of Round 23, though it may go one or two rounds longer, depending on any plots left to resolve. We don’t yet know details about Empire 6, but please stay tuned to the OOC Thread for any information.
    • As the game is ending soon, the GM Team will no longer track which players choose to leave the game or do not post during a round. You either post, or you don’t. If you miss a round, you will still gain your Bonus Action(s), but we will not remove any further players from the game.


    Growth!

    (D10 used; VTP is now a Galactic Power, and may take a sixth action.)

    (D10 used; DNF is now a Galactic Empire, and may take a seventh action.)

    (VTP presses a claim on U29, 2/2.)

    (FFS presses a claim on K3, 2/2. FFS gains a unit.)

    (FFS presses a claim on K5, 2/2.)

    (KRO presses a claim on G23, 1/2.)

    (SYN presses a claim on Q19, 1/1. SYN gains a unit. {CHOICE} SYN may spend a [Military] action during Round 21 to have Mech-Admiral Arxur [Mil 8] duel Markath Frostfur [Mil 10]. If Arxur wins, Frostfur will join the Syndrome. If Frostfur wins, Arxur dies. (OR) SYN may spend a [Diplomacy] action to appease Taurina I, but Markath Frostfur becomes governor of the region and will no longer fight in conflicts. (OR) Failure to make either choice results in Unrest in Q19.)

    (ETL presses a claim on E13, 1/1. The region is in Unrest, reduced from Unstable. A region write-up will remove this Unrest.)

    (LTE presses a claim on N26, 1/2.)

    (D5 used; NIN establishes an Embassy with DCC.)

    (D5 used; LTE establishes an Embassy with VSL.)

    (ETL gifts WKA FLEX Security, gaining a Favor from WKA.)

    (DNM presses a claim on Q23, 1/1. DNM gains a unit.)

    (DNM completes a Great Project in R28! DNM may spend a non-action during Round 21 to define the effects of the Great Project, with GM Approval.)

    The following regions are no longer in unrest…

    KNV P12
    VSL Y15
    VSL Z12
    VSL Z14
    DCC K17
    DCC J18

    Trade!

    (VTP successfully buys out T32 TP1, TP2, and TP3 [Edible Swords])

    (CmC successfully buys out E31 TP2 [Spies])

    (SYN successfully buys out P18 TP1 [Hyper Honey])

    (ETL successfully buys out A13 TP1 [Specialized Computing])

    (VSL successfully buys out Y15 TP1 [Eternal Caretakers])

    (E5 used; VTP improves the resource in S27 from Minor to Good, and takes control of the new [Meat Orbs] Trade Post.)

    (E5 used; ETL improves the resource in B8 from Minor to Good, and takes control of the new [Melange] Trade Post.)

    Ideology!

    As the contents of the new constitution are being announced, the Legate urges Realtaists not only from DNFCR, but from all over Axiom to assist the Republic and its allies in achieving world peace by helping to map Same-occupied regions, providing supplies to armies under way to the Core and organizing to overthrow tyrants that still govern some of Axiom.
    (P10 used; Miracle! Righteous War!
    The head of the Realtaist ideology may, as a Philosophy action, declare Righteous War on a target nation (player or NPC). The head of ideology rolls a conversion against one of the target's LCs as usual. If the conversion succeeds, up to two invasions in the next round by Realtaist nations into regions held by the target have the ZoI penalty reduced by one step. Righteous War may not be successfully declared in two successive rounds against the same target, nor may a declaration be attempted against two different targets in the same round.)


    (FCO converts U23 from Imperialism to Church of Rust.)
    (FCO converts V22 from Imperialism to Church of Rust.)
    (FCO converts V24 from Imperialism to Church of Rust.)
    (FCO converts T20 from Imperialism to Church of Rust.)

    Grymlan Combine scientists manage to create yet another temporary Wormhole. This one is much more stable and only the expected amount of explosions occur. As everyone has enough warning this time - and they have seen the benefit of artificially created Wormholes - many people are happy to have it re-opened.
    (OWO generates a Wormhole between K21 and N30! This Wormhole will last until the end of Round 23.)

    (WKA converts P18 to KISS.)
    (WKA converts Q13 to KISS.)

    (OwO converts P30 OwO.)

    (WWE converts K15 to KISS.)
    (WWE converts P20 to KISS.)
    (WWE converts P22 to KISS.)
    (WWE converts Q21 to KISS.)
    (WWE converts L12 to KISS.)

    (P5 used; NIN creates an Assembly within (T20) the Ceylan Nebula.)

    Utilizing the fragment known as Clarity of Vision, the Djinye National Front Charter Republic is able to see the correct path to lead the locals of D22 towards Realtaism. It works so incredibly well, that the Realtaist using the Fragment thinks they could do more if only given permission by Queen Lin Sid.
    (DNF converts D22 to Realtaism. {CHOICE} DNF may use a [Philosophy] action during Round 21 to have a Vision of the Future, (OR) spend (3) [Philosophy] actions during Round 21 to gain a free Assembly in D22.)

    Terror!

    (THE END IS NIGH. Please see the next IC post for details.)

    Without properly paying debts, the Cosmic Couriers must seek to reclaim their losses in another manner. The Wardens are informed that their trade routes will be evaluated for purchase by the Cosmic Couriers, and only proper recompense will make the Couriers stop.
    (CmC successfully buys out N22 TP2 [Morphic Nth Metal] from WWE. For breaking faith with them, WWE loses 1 reputation with CmC. CmC will target WWE trade routes until the WWE either gifts [x1] a Unit or [x1] Militaristic Skilled Being Trade Post to the CmC. The End may be coming, but the CmC will get paid.)

    Recent conflicts with the SAME indicate that they have begun to adapt some of the technologies they salvage from those fighting them! They do not yet seem to have this fully integrated into their systems, though, and it is causing tactical errors...
    (SAME units can now use H.E.A.T Engines and Particle Wave Cannons! During Rounds 21 and 22, SAME Tactical Maneuvering rolls are reduced by 3.)

    Efficiency Ground is - once again - suddenly attacked! The attackers blast through several walls, and run in to accomplish their mission while everyone is still reeling from the smoke and surprise… mostly surprise that someone would do this exact thing again, so soon after the walls were finally all repaired and reinforced. Except… the attackers are coming in from the exact opposite side this time, and rather than stealing something, they are leaving Conveyance behind. The missing Caller AI is no longer missing, and the explosive experts make - yet another - clean getaway. No one will ever know who it is… for about five minutes. Conveyance has no reason not to reveal that the Grymlan Combine both captured and returned the floating box the Caller AI exists in. Wrath reportedly is upset at the theft, but is seen munching on a friendly gift box of cookies that was left behind on the scene.
    (Conveyance is returned to Efficiency Ground. OwO is charged with the maintenance bill for two sets of walls. For revealing the culprits, Conveyance receives two extra deserts on Sixthdays, and negotiations are in place for later bedtimes.)

    While not quite sure about when it occurred, the Vilari Star League finds that some of it’s shipments of Universal Translators are missing...
    (Someone seems to have stolen technology from the Star League! There are no clues as to who may have done this!)

    Rumors…

    The Fated Convocation of the Ordained seems to be slightly more circumspect in their dealings with those outside their lands, and the rumor is they are holding secret meetings with organized powers…

    OwO pulled off something big. No one is quite sure what it is, but they sent a very skilled team somewhere to do something…

    The Source Justice Warriors do not seem to be stable for a government power. Their usual course of action for anyone they don’t seem to like but don’t want to kill is exile into another region. This leads to powerful individuals with an ambition for more power being in a place unprepared for them…

    A great deal of glad handing between the Tezh and Efficiency Ground seems to be happening…

    The Etherites seem to be paying for an awful lot of Witchknight protection details that involve a whole lot of… standing around in Etherite protected space. Strange. Easy money for the Witchknights, though…

    It’s increasingly noticeable that the Kronin are increasing the size of their military. Not at an alarming rate, but it is strange that they would do it so carefully...

    ---------

    The following regions go into Rebellion due to a lack of interest from their leading governments… Write ups provided during the course of Round 21 will reduce Rebellion to Unstable.
    VSL V12 - 2 rebel units
    KRO D16 - 2 rebel units


    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 21 will reduce Unstable to Unrest)
    KRO – J14
    WWE – L12
    DCC – J18
    NYX – N22
    KNV – M11
    FFS - I3
    TFT - J30
    KRO – E17
    FFS – H2
    TZH – D4
    NYX – N24
    WWE – P20
    DCC – K17


    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 21 will eliminate Unrest)
    DNF – E29
    DNF – D32
    KRO – F12
    KRO – C15
    DCC – J16
    MFM – G7


    War!

    (M10 used; VSL introduces the new Tech, “Matter Annihilations Beams”. Effect: +3 Battle Roll? VSL must spend a non-action during Round 21 to define the effects and requirements, with GM Approval.)

    (NIN conquers P8. P8 is in Unrest.)

    (MFM conquers O7. O7 is in Unrest.)

    (DNF conquers I23. I23 is in Unrest.)

    King-General Varzak uses force to explore the former TUE capital region, after KRO troops were rebuffed previously.
    (KRO explores F10, and discovers the dying Undying Empire, with 4 Units led by Lieutenant-General Manyka, a Great source of [Scaranik Crystals], and a Learning Center for Axiom of Axioms. Great Success! +2 to Battle Roll during Round 21.)

    Bolstered from their victory against the source justice warriors, the Wardens at World's End charge into battle against v0.09 in a symphony of bullets, ships, and laser swords. WWE forces dispatch v0.09 like a practiced lion dispatching a zebra. Bending light style cutting through the same forces butter. The only real casualties come from the crack team attempting to recover the core, as v0.09 chose the optimal moment to cause as much chaos as possible.
    (WWE successfully invades L16, controlled by SAME v0.09! L16 is in Unrest!)
    Spoiler
    Show
    WWE (31) vs. SAME (22)
    WWE Victory!
    Bending Light Style TD triggers! (-2 Combat Losses)
    WWE loses zero units. (TD and Techs reduce Combat losses by 3; 2.4 (2) - 3 = -1)
    SAME loses 1 unit.
    WWE loses 1 unit to the Core Explosion. (Previous -1 Combat Loss transfers; 2.4 (2) -1 = 1)


    Proxos arrives and attempts to make the rebels see reason, asking them to surrender without conflict. Instead, they capture him, and hold him hostage against the Lyraen forces! Peacemonger Pella seemed convinced that this would cease all hostilities in her favor immediately. She was wrong. Very wrong. It only made the overwhelming amount of troops fight harder, in what appears to have been a clever ploy. Proxos seemed to expect that he would be captured all along, and was giving the rebels one chance to prevent their downfall. The Peace Talkers did not avail themselves of that chance… and now the Lyraens have resolved the rebellion.
    (LTE invades K19, currently controlled by Peacemonger Pella! K19 is in Unrest)
    Spoiler
    Show
    Shock and Awe TD triggers (+6 LTE Battle Roll!)
    LTE (37) vs. PCM (21)
    LTE OVERWHELMING Victory!
    LTE loses zero units to combat. (Techs and Overwhelm reduce Combat losses from 2.4 (2) to 1.2 (1), then -1)
    LTE loses 2 units to size.
    PCM loses 3 units to combat, and remaining rebel units disband.
    Proxos is captured! Upon victory, Proxos is released.


    DNF forces surround the local dyson sphere that v0.13 uses to make more drones. Despite its best efforts DNF forces are destroying drones faster than they can be created within the sphere. The manufactorium is destroyed by a precision DNF strike, preventing the creation of any new drones. Before the final blow is struck v0.13 explodes with the fury of a thousand suns, atomizing many a noble warrior.
    (DNF invades M13, controlled by SAME v0.13! M13 is in Unrest!)
    Spoiler
    Show
    Guerilla Warfare TD triggers! (2 Distances Loss rolls for Enemy)
    SAME loses 1 unit to “Distance”.
    DNF (34) vs. SAME (27)
    DNF Victory!
    DNF loses 1 unit to Combat (Techs reduce Combat losses from 1.6 (2) to 1)
    SAME loses 1 unit to Combat.
    DNF loses 3 units to the Core Explosion.


    Discovery!

    Looking for means to ‘hack’ into the SAME system, OwO investigators work on the theory that an Ur-SAME has admin access that is accepted by all active SAME. What they find is that there is a uniform way that SAME receive updates: They fight each other. As drones are destroyed by one side of another, the updates created by one version of a SAME are integrated into another version, keeping each SAME (mostly) current. False updates - or those deemed to be useless - are discarded, while useful updates, such as rejecting all non-SAME philosophies, become the new norm. It seems unlikely that this method can be used to inject code into the SAME, however. Still, one researcher proposes that perhaps something that looks like a positive update, but has a hidden downside, might be plausible...
    (OwO investigates SAME Upgrades and does not discover an ‘Ur-SAME’ admin or an easy way to hack into the SAME Update system. Yet, there may still be a way...])

    Looking into the matter of Source Knight Eleven, the Duenem discover no additional information on the reclusive SAME Core turned Galactic Leader. Even when they asked nicely.
    (DNM finds nothing wrong in Bae Sing Sae. region N14, nor can they convince Source Knight Eleven to reveal any new details of it’s supposed plotting.)

    Looking into the matter of Source Knight Eleven, the Droccen discover no additional information on the reclusive SAME Core turned Galactic Leader. Even when they asked nicely. Or threatened.
    (DCC corroborates the Duenem’s findings, even after trying a different tactic.)

    Free system evangelists of rust come across a living space station orbiting a yellow-white star. Aboard this living space station are a complex race of biomechanical Nymphoids. The Nymphoids seem to focus mostly on farming biotechnic alloy to expand their spaceship, and build smaller shuttles to colonize the nearby planets.
    (FFS explores region L6, and finds a Minor source of [Biotechnic Alloy], a CmC Relay, and an OPEN LC)

    After 3 months of travel Free system probes come across an incredibly rich asteroid belt within unknown space. Occupied only by derelict androids from a lost civilization, the asteroid belt is rich in mineral wealth. Prospectors who have scouted the region report that androids are led by a figure dubbed the Alkaline Prophet. What this means for the Free systems is currently unknown.
    (FFS explores region G1, and finds a Great source of [Manganese], 4 Units of Prospector Androids, and a LC dedicated to the Alkaline Prophet.)

    The last sector Free system evangelists discovered was a paradise-like planet of Lemuria. A temperate terrestrial world, Lemuria is inhabited by a race of peaceful stout humanoids. These humanoids spend most of their days relaxing in paradise and harvesting a very potent strain of saffron. One of the most expensive spices in the galaxy, fortified saffron is worth its weight in anti-matter.
    (FFS explores region G3, and finds a Minor source of [Fortified Saffron], 2 Units of Lemurian Security, and an OPEN LC.)

    Syndrome evangelists soon discover a sector populated by smugglers, pirates and arms dealers. Harvesting dark matter from a nearby black hole, these ne'er do-wells craft it into terrifying weapons of destruction. Pocket sized Dark matter weapons are infamous for destroying city blocks via hyper speed expansion. Can the Syndrome bring law and order to this terrifying part of the galaxy?
    (SYN explores region P16, and finds a Good source of [Dark Matter Guns], 5 Units of Ne’er Do-Wells, and a Lawlessness LC.)
    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

  26. - Top - End - #716
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    The End Is Nigh

    In a massive message sent out to everyone via the Orator Messaging System, all Stellar Powers are informed of a possible disaster. This information occurs, as follows...

    The Broker, an independent NPC, discovers information that could be literally Galaxy Shattering

    The Broker, not wanting to die, shares this information for free (and hopefully profit at a later time when everyone is not all dead)

    While searching for more details on the Caller Fragments, the Broker discovers that there was a final order given to the Caller AI Archive to literally archive the galaxy; by which the Broker is convinced means that the Caller AI is meant to 'box it up' and store it away, piece by piece. He's not sure if that means the living inhabitants as well, but it sure doesn't seem that way!

    There is good news, though. If all the Fragments can be gathered together - all 25 of them - they could be pieced together to make a 'Creation Matrix' that gives the being the uses it full admin access of the Galaxy of Axiom; including the ability to override Caller AI orders.

    Getting all the Fragments could be a problem. Many of them are hidden by various Stellar Powers, and a few have been lost as those Stellar Powers went silent.

    There's a few ways of resolving this:
    (1) Those who have hidden Fragments can bring them to the forefront, but that still doesn't quickly find the missing Fragments. The Caller AI Finder should be able to quickly locate every hidden Fragment, and then it would be up to the Maturated Races to gather them together, and use them to override Archive's Orders.
    (2) Locate Arbiter, Disposal, and Orator. Together with Conveyance, Finder, and Guardian, the six Caller AI can vote to dismiss Archive's Orders.
    (3) Find Archive and destroy it with military might.
    (4) Ignore the Broker, he's probably lying to get everyone to reveal where their Fragments are, since the entire Galaxy ending is a dumb thing that is dumb.

    ---------------

    Event: The End Is Nigh

    ---------------

    This final event for Empire! 5 is meant to get everyone working together... or fighting with each other for control... to stop the suspected last Order of the Caller AI Archive: boxing everything up and stopping all life from existing.

    Players can work towards several different outcomes, all at once, or work things out OOC to try for just a single outcome. First thing first: The information the Broker provides everyone seems legitimate. Someone could Investigate the Broker's Information to confirm it, but that might be wasting time... time that you may not have. According to what the Broker was able to discover, as soon as it becomes Galactic Year 2175048.0.0.00 (Round 24!), Archive will halt Axiom and 'preserve it' as is.

    [Option 1 - Caller Fragment Assembly]
    Spoiler
    Show
    For those who want to over-ride that order, the Creation Matrix would 100% do the trick. Getting all the Fragments together is tricky, though. Everyone who secretly has one would need to state which one(s) they have, and if that doesn't total up to 25, then there are some still missing. The only way to be sure who has what and what is missing is to get the Caller AI Finder working again. Finder is currently defunct in the capital region of the Etherites, D10.

    By using [Economy] or [Diplomacy] actions, players can use the Cosmic Couriers to send the region of D10 as many Fuel, Arcana, or Electronics resources as possible during Round 21 to fix and power up Finder. [25] such sources will bring the AI to Functional Status, but it will expend the Trade Post and return it to OPEN. Resources that count as more than one of those categories count twice when expended in this manner. There may be enough time to buy out Resources during Round 21 to expend them during Round 22, though that may be cutting it close...

    Additionally, those actions may be used to send relevant Skilled Beings to the region to try and repair the AI; as examples, Quantum Mechanical Doctors would work, but Space Whalers would not. Sending Skilled Beings does not expend the Trade Post, but does require a TN 12 roll for the associated stat. Every successful roll for Skilled Beings increases the Functional Status by (+2), though at least [8] of the Functional Status must be a Fuel/Arcana/Electronics. (Maybe consider using some Org favors...)

    By using [Philosophy] or [Intrigue] actions, players can either aid in fixing Finder or go looking for Caller Fragments. By rolling a TN 16 (Investigation techs and CIs apply), you can reveal the location of a Caller Fragment that has not been stated as openly owned. See the below list for those that had or have known owners:

    Name Known Owner
    Shared Objective CWZ
    Friendly Intrest BROKER
    Peaceful Outreach NIN
    Disruptive Interjection TUE
    Library of War GLR
    Forceful Propaganda GLR
    Stubborn Adherance GLR
    Enterprising Notion FCO
    Disproven Theory TUE
    Clarity of Vision DNF
    Passionate Dispute GLR
    Unseen Machinations DNM
    Thoughtfully Considered BROKER
    Careful Consideration BROKER

    Additionally, the Broker has managed to come up with names for some of the hidden or lost Fragments...

    Name Known Owner
    Strict Obedience Lost?
    Library of Truth Lost?
    Emotional Appeal Lost?
    Library of Peace Lost?
    Loud Discourse Lost?
    Smooth Negotiations Lost?
    Library of Trade Lost?
    Material Preoccupation Lost?
    Fruitful Theorum Lost?
    Quiet Contemplation Lost?
    Library of Secrets Lost?


    Players may use a non-Action to reveal their ownership of one of these Fragments. If a fragment is owned by an inactive player, such as GLR, a [Military] TN 15 roll may be used to seize the Fragment. A General may be used to provide the stats for this seizure, but that assigns the General for the round; they may not be used again in the same round.

    Fixing Finder will automatically reveal all locations and owners of the Fragments, as well as reveal where Arbiter is. Once all 25 Fragments are revealed and owned by active players, the Head GM will host an Event, gathering all the Fragments together. Then it's just a matter of figuring out how to use it, and... who?


    [Option 2 - Caller AI Conclave]
    Spoiler
    Show
    As in Option 1, fixing Finder is still important. You will need the AI to help you figure out where the rest are. There's some hints, though, already... FCO, OwO, and WKA have come close to a Caller AI already, in their own ways...

    Using a [Philosophy] action TN 14, you can help the Church of Rust figure out the Revelation of Damnos. There are [6] parts of the Revelation, and each part provides additional information.

    Using a [Intrigue] action TN 14, you can help the Grymlan Combine figure out the Origins of OwO. There are [6] parts of the Origin, and each part provides additional information.

    Using a [Diplomacy] action TN 16, you can assist the Witchknights of the Apocolpyse in contacting the remains of their old brethren. Bring [Economy] action bribes, though, like Precious Minerals/Crops and Spices/Textiles, as (not only will that reduce the TN by 2 per Stellar Power) that may be the only way to find out more about An'Null...

    Once the remaining Caller AI have been identified, fixed, appeased, etc... a Conclave of Caller AI can be called to over-ride Archive's Orders.


    [Option 3 - Fight Archive]
    Spoiler
    Show
    This may all come down to a fight. Even if you find Archive you may need to stall the Caller AI somehow, for others to enact whatever plans they are close to pulling off.

    [Military] actions to raise units are a good idea. [Economy] actions for gathering Resources to empower technologies are also a good idea.

    The Core Patrol stands by to assist those who need it, but would also very much like to deal with any lingering SAME in the Core while they can. If the Galaxy is gonna be mothballed, the Core Patrol doesn't want the SAME existing in their same non-existence.

    And who knows what a powerful Caller AI might use to defend itself during a fight...?


    [Option 4 - Business as Usual]
    Spoiler
    Show
    FAKE NEWS. This Broker guy is bad hombre and is just lying to get us all to reveal where the Caller Fragments are. You have more important things to do. Like finishing that Great Project or working on Claims and Conquests. After all, you're not yet an Empire with complete control of Axiom, right?

    You choose to ignore all of this. Everything will work out fineeeeeee...





    Spoiler: Updated Maps
    Show







    Round Twenty-One: Begin!
    Galactic Dates 2175040.0.0.81 - 217542.0.0.80
    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!).
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  27. - Top - End - #717
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 21

    News and Rumours
    • The widespread conversions by the Church of Rust in a deliberate attempt to undermine Imperial rule, coupled with panic caused by the announcements regarding Archive, lead to violent clashes between the Church of Rust's new converts and those loyal to the Imperial government.
    • On Nisu, the conversion of many authority figures is met with mass sutdent protests, and then counter-protests from CoR devotees. As order on campus begins to break down, and with some regret, the Great Aristocrat declares martial law. The majority of students still adhering to Imperialism and loyal to the Nisuite government fall in line immediately, as per their training. The remaining recalcitrants attempt to hold out, but are quickly swept away. All the prominent Church converts are accounted for, with the stage set for a restoration of Imperial orthodoxy.
    • In the Dalamin Sector, the importance of the Imperial philosophy is only recognised retrospectively. In what remained a troublesome sector, the rule of law began to disintegrate almost immediately the Church of Rust supplanted sober Imperialism with its own propaganda. Order is eventually forcibly restored by Tabine peacekeepers, with their customary efficiency, and the sector begins to revert to its previously sullen self.
    • On Phi, the local leaders of the Church and most of their FCO-authorised sponsors are caught up in a tragic airlock accident which sees them blasted out into space. The incident is reported matter-of-factly by the Station Chief to the Council.
    • In Ceylan, the conversions are received with more sadness than outrage, as the new influx of the Church of Rust has all but completely eradicated the last vestiges of the philosophy of Poetic Genius, considered by many to be an essential part of the Empire's intangible cultural heritage. While work begins on attempting to salvage what remains of the philosophy for the use of the new Assembly, tempers do flare when rumours spread that the Church, as per its wont, intends to copy and distribute multiforce technology to the FCO. As Battlegroup H returns to Yil for maintenance, the Ceylan government makes its move, and, flanked by representatives from both local and Imperial navies, and from the new Assembly, the Master of Ceremonies walks into the Temple where the Church has established itself, silently displays footage of events elsewhere in the Empire, and bids them convert or depart. They take him up on his offer.
    • The political barometer has swung wildly in favour of a hawkish response to the Church of Rust's aggressive attempts to destabilise the Empire. The only major dissenting voice is that of the Lord Admiral, and then only for strategic reasons. The majority of parties, for once, are united behind this cause, with Colonial Dawn especially fervent in demanding retribution.
    • In a more measured response than some expected, the Emperor issues a general statement. The effect on regional stability from this wave of conversions was unacceptable. In light of wider threats to the galaxy, the Empire will in accordance with its guiding philosophy make its resources available to daling with this threat for the good of the galaxy. Given however the considerable resources that have already been expended in dealing with the FCO's incursions, and the effect on the Empire's own people, any further unauthorised conversions from any source will be taken as a deliberate attempt to damage both the Imperial government and the work to protect the galaxy. Accordingly, they will be treated as an act of war.


    Actions
    [Diplomacy] Send Energineers (skilled beings) to Finder: 13 - success!
    [Diplomacy] Send Mechanical Drones (skilled beings) to Finder: 14 - success!
    Military 5] Promote General: Admiral Essacharach - 9
    [Military] Purge V22: success
    [Military] Purge T20: success
    [Military] Purge U23: success
    [Military] Purge V24: success

    Non-Actions

    Support any buyouts of non-Imperial-owned TPs by 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 Renahimith II

    Diplomacy: 5
    Military: 8
    Economy: 5
    Philosophy: 7
    Intrigue: 3

    Next round: Philosophy +1 Military +2

    Expected next round stats:

    Diplomacy 5
    Military: 10
    Economy: 5
    Philosophy: 8
    Intrigue: 3


    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

    Tactical Doctrines:
    • Holographic Decoys: If tactical manoeuvring won or drawn, add the margin of victory on tactical manoeuvring to the battle score (min. +1, max. +5)

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

    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: 17
    Last edited by Aedilred; 2020-05-16 at 06:14 PM.
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    Spoiler: Previous Avatars
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  28. - Top - End - #718
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: [Empire 5] IC Thread

    The Syndrome Protectorates

    Region Q17: Taurina II
    Region Q19: Taurina I
    Region R16: Celestial Eats
    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S15: Valtrane
    Region S17: The Burrows
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur
    Region T14: ???

    Overlady Violet-Pale-Feet

    Actions Roll

    [Diplomacy 10] Declare the Ascended Syndrome Protectorates a Galactic Empire
    For centuries, the Syndrome worked in the shadows. Now they and their allies have risen into the light as eminent researchers, as paragons of Iteusism, and as defenders of all life. They will bring all their considerable power to bear against the end of Axiom.

    [Intrigue 5] Hunt down one of the missing fragments.
    Syndrome research teams set out, seeking the signals emitted by lost Caller Fragments, with no real preference for what they find. Gathering the lost pieces Guardian described as fragments of a Creation Matrix that could save the galaxy.

    [Military] Mech-Admiral Arxur duels Markath Frostfur
    In Krankot culture, it is nearly unthinkable to refuse a challenge to a duel. Arxur goes well equipped, with gun and blade and armor, to bring the unruly Rothuun general in line.

    [Military] Raise Unity-Fleet 3
    If worst comes to worst, Archive will soon attempt to destroy Axiom. That cannot be allowed to happen, and the Syndrome and their allies begin pulling forces from all their territories to protect themselves.

    [Philosophy] Claim Headship of Iteusism
    In this time of impending doom, Violet-Pale-Feet steps up to even greater leadership. The Overlady has long been an Iteusist priestess, but now she is more, claiming the title of Ascendant and preparing to lead her people forward into a new age.

    [Philosophy] Convert P16 to Iteusism (SUCCESS-15)
    Even in such troubled times, the light of ascension goes out to bring order to a chaotic galaxy. The criminal mayhem of P16 will be brought under Iteusist sway in order to redirect their energy towards a more productive end.

    Nonactions

    Support Conversions of all owned LCs to the Church of Iteus.
    Resist everything else.

    Celestia Enterprises Embassy:




    Spoiler: National Info
    Show

    Spoiler: Units 9/18
    Show

    Note: need to reformat units.
    Battle-Pod Rapant-Growth
    Symbiote Carrier Carcass-Mold
    Ravager Necrotic-Sting
    Scout Vessel Fertile-Seed
    Scout Vessel Hungry-Maw
    Scout Vessel Wing-Light
    Alitur Colonial Defense
    Missile Cruiser Resolute Flame
    Command Ship Glorious Dawn
    Hospital Ship Charitable Arms
    Corvette Silent Mercy
    Corvette Fallen Void
    Bio-Knight Arn
    Bio-Knight Renut
    Mech-Knight Urein
    Unity-Fleet 1
    Symbiote Carrier Poison-Tongue
    Prison Vessel Last Request
    Scout Vessel Hunter-Light
    Corvette Titan Finger
    Mech Captain Mortret
    Mech Knight Trunor
    Mech Knight Tinatan
    Mech Knight Ektor
    Unity-Fleet 2
    Ravager Icy-Wind
    Missile Cruiser Astral Lance
    Weapons Platform Absolute Value
    Mech Knight Garahat
    Mech Knight Orein
    Mech-Knight Kei
    Mech-Knight Arek
    Bio-Squadron Prime
    Symbiote Carrier Army-Stomach
    Lightbringer Karexo
    Illuminated One Akrexoa
    Bio-Captain Hugus
    Bio-Knight Gotrei
    Bio-Knight Guntemar
    Bio-Knight Antre
    Bio-Knight Reimont
    Remian Regulars
    Gunship Crucesignatis
    Gunship Gelidos Conplexibus
    Droid Dropship Fulgur Purgatio
    Weapons Platform Limit Superior
    Illuminated One Exraoa
    Bio-Knight Ote
    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 Improbus Ille
    Gunship Interfectorum Venandi
    Lightbringer Ozzex
    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:
    Reformed Takhaun (Q19.2)
    Biotumblers (R16.1)
    4D Titanium (S19.2)
    Genetic Engineers (S21.1)
    Refined Kadmium (T18.1, T18.3)
    Antispice (T22.1)

    Techs:
    Berserkers (inactive)
    Deployable Cloaking Mines (inactive)
    Energy Conversion Weapons (inactive)
    Engineered Monstrosities (Active)
    Enhanced Microplating (Active)
    FLEX Security (inactive)
    Galactic Currency Mint (inactive)
    Government Supported Markets (inactive)
    H.E.A.T. Engines (inactive)
    Long Range Advertising (inactive)
    Lyraean Elemental Implants (inactive)
    Mecha-Guardians (inactive)
    Resident Spies (inactive)
    Terraformations (Active)
    Trade League (inactive)
    War Beasts (Active)

    Claims:
    Q23 (Prior Ownership)
    R16 (Owned)
    R18 (Owned)
    R20 (Owned)
    R22 (Owned)
    S15 (Owned)
    S17 (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)
    Smooth Negotiations (+1 to 1 Buyout / 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 Secret Actions (WKA 3)
    +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+1
    Economy: 4
    Philosophy: 9+1
    Intrigue: 9
    Last edited by bc56; 2020-05-12 at 08:14 PM.
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  29. - Top - End - #719
    Orc in the Playground
     
    Kobold

    Join Date
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    Default Re: [Empire 5] IC Thread

    Combine Interstellar League

    Vassal to the Lyraen Technocratic Empire
    Round 21
    Regions: M31, N30, N32, O31, P30
    High Coordinator Luna Starshine

    Diplomacy: 4
    Military: 5
    Economy: 5
    Philosophy: 6
    Intrigue: 5

    Actions
    • [Philosophy] Change 5 LC bonus to +1 on Investigations - The revelations of a potential expiration date on the galaxy has sparked a need to restructure the UwU network to better support research into it.
    • [Philosophy] Change 10 LC bonus to +die size on Investigations - By working on interconnectivity between disciplines on UwU groups are able to have their discoveries proactively flagged for potential review by other groups as it applies to their research.
    • [Philosophy] Philosophy 5 Create OwO Assembly in E13 - Seeking to expand OwO's influence, and the potential reach through the ability to open wormholes. Luna reaches out to the Mounties in E13 offering to build an assembly within their region.
    • [Philosophy] Probe N36 [15] - The troubling news has pushed some projects to the front. A probe is constructed and sent to the regions beyond the known Galactic Rim, to see what lies beyond.
    • [Intrigue] Secret [16]
    • [Intrigue] Create SAME Trojan framework for OWO [11] - In an effort to use what they've discovered about the SAME, Techies tried to create a viral framework for OwO to try and operate through in an attempt to try and "upgrade" the SAME to be less murder-bot.


    Non-Actions


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show


    • 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
    • Revelation of a Caller based galactic-wide apocalyptic does not sit well on UwU. Threads explode over what is to be done. Many Grymlans and Lopurna turn to their actions of the past, suggesting that they should build giant ships utilizing the races early history of long term voyages to travel beyond the edge of their galaxy to travel to their closest neighbor.
    • 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 Open Open XXX Guns OwO XXX
    Symbio-Storm O31 Open Open XXX Symbio Hyper Gigawatt Batteries OwO XXX
    Urdak P30 OwO Open XXX Oricalcum Open XXX

    • Owned TPs: 4
    • Diluted Dark Energy (Q13, 3)
    • Grymlan Farseeker Corps (N30, 1)
    • Oricalcum (P30, 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 or Mounties] - +1 resist theft.
      (20)Galactic Currency Mint [Precious Minerals, Any] - Buyouts get +1
      (20)Government Supported Markets ["Galactic Currency Mint," Skilled Labor] - +2 to stabilize if controlling a TP in the region
      (20)Limited Transporters [Precious Metals] - 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
      (8)Long-Range Advertising Campaigns [Broadcasting Tech] - Reduce ZoI by 1 step for buyout defense
      (20)Purse of Silver [Precious Metals] - +1 to Investigations
      (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.
      (20)Universal Translator [Skilled Beings] - +1 to Buyouts

      Military
      <Personnel Armament>
      (20)Lyraen Elemental Implants [Arcana] - Battle Rolls get +1
      <Ranged Weaponry>
      (20)EC Lances ["Energy Conversion Weaponry," Gemstones] - +1 to battle rolls, +1 to enemy combat losses on victory
      (12)Energy Conversion Weaponry [Arcana or Fuel] - +1 Battle Rolls
      <Armor and Shields>
      (10)Enhanced Microplating [Hard Metal] - +1 Battle Rolls
      <Engines>
      (20)Energy Distribution [Electronics] - -1 to Distance Loss Rolls
      (12)H.E.A.T. Engines [Fuel] - +1 Battle Rolls
      (20)OVERHEAT Engines ["H.E.A.T. Engines," Fuel] - +2 Battle Rolls
      (18)Sublight Thrusters [Fuel] - '+2 Tactical Maneuvering rolls
      <Warmachines and Live Weaponry>
      (20)Berserkers ["War Beasts", Hyper Honey] - Battle Rolls get +1, reduce overwhelm threshold by 2
      (20)Mecha-Guardians ["Warbeasts," Guardians] - Battle Rolls get +1, stabilize on overwhelm
      (20)Warbeasts [Fauna] - Battle Rolls get +1
      <Logistics>
      (20)Advanced Cruisers ["Capital Ship Hulls", Hard Metals] - -1 to Combat Losses, -1 to Size Losses
      (20)Capital Ship Hulls [Hard Metal] - -1 to Combat Losses (Doubles unit tonnage)
      (20)Gestalt Warmind [Refreshments] - 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.
      <Medicine, Mad Science, and Blessings>
      (20)Platinum Elite Battlefield Healthcare Services [9-Armed Surgeons] - +2 leader loss for rulers
      <Reconnaissance and Divination>
      (18)Scout Chasis [Fuel, Mirror Steel or Oricalcum, "Sublight Thrusters"] - +2 Tactical Maneuvering rolls, +1 to battle roll if you resist the opponent's tactical doctrine
      (20)Targeting Software [Hard Metal] - +1 Tactical Maneuvering rolls
      <Stealth, Sabotage, and Traps>
      (20)Coup de Grace [Skilled Beings] - On overwhelm, -3 opposing leader loss roll
      (20)Deployable Cloaking Mines [Arcana] - +2 Tactical Maneuvering rolls
      <Fortifications, Sappers, and Planetary Siege Weaponry>
      (20)Planar Grown Turrets [Parasitic Alloy] - Battle Rolls get +1


    Organization Relations
    • CpC 1
    • CmC 3


    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: 5
    • 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.
    • Ori Honor Guard - Earned through integration. (description pending)
      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.
    • Darkship Fleet Glitterwing
    • Darkship Fleet Harb



    Spoiler: Stat Increases
    Show

    Luna Starshine
    X/X Diplomacy: 4
    O/X Military: 5
    O/X Economy: 5
    O/X Philosophy: 6
    O/X Intrigue: 5
    Last edited by SquirrelWizard; 2020-05-16 at 01:44 PM.

  30. - Top - End - #720
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 21

    Regions: T28, T30, S29, U27, U29

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 10
    Military: 5
    Economy: 10
    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
    Round 18 +2 Mil Eco Phil Int
    Round 19 +2 Mil Eco Phil Int
    Round 20 +1 Mil +1 Phil Int
    Total 10 5 10 2 8


    Actions

    ---

    Rolls: https://forums.giantitp.com/showthre...2#post24497582

    [Military 5 - Defending Regions]

    [Military - Raise 1 troop]

    [Diplomacy - Press Claim (Trade League Tech) - S27 1/2 - Roll (23) - GREAT SUCCESS!]

    [Economy - Buyout TP 2 - U25 (Cavorite) - Roll (22) - GREAT SUCCESS!]

    [Economy - Buyout TP 3 - U23 (Entropic Pearls) - Roll (19) - GREAT SUCCESS!]

    [Economy 10 - Prayer Review]
    Requires: Clerk Clerics

    The great god of bureaucracy Greg is nothing if not meticulous, and the greatest of his priests can instinctively sense when they've missed something important

    Effect: If an investigation action has failed, grant +2 to another investigation action this round. It must be a different target from the first.

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -EVERYBODY PANIC! The Veritus have no idea what will happen to them if the galaxy is "preserved" but it likely doesn't involve their continued existence.

    Spoiler: Saved Actions Workshop
    Show




    Spoiler: Notes
    Show
    Army/Troops:
    Round 14: 0 units (Start)
    Round 15: 4 units (4 built)
    Round 16-18: 4 units (no change)
    Round 19: 5 units (+1 round opener)
    Round 20: 7 units (+2 round opener)
    Round 21: 7 units (no change)

    TPs:
    S27 - TP1+TP2 [Meat Orbs]
    S29 - TP1+TP2 [Hairline Titanium]
    T28 - TP1 [Veritus Drones]
    T30 - TP1+TP2 [Jump Drives]
    T32 - TP1+TP2+TP3 [Edible Swords]
    T26 - TP1+TP2 [Galactic Wizards]
    U27 - TP1+TP2 [Clerk Clerics]
    U29 - TP1+TP2 [Warpmetal]



    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=519
    https://forums.giantitp.com/showsing...&postcount=594
    https://forums.giantitp.com/showsing...&postcount=683
    https://forums.giantitp.com/showsing...&postcount=679

    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
    Advanced Cruisers -1 to Combat Losses, -1 to Size Losses "Capital Ship Hulls" and Hard Metal Alloys Logistics
    Capital Ship Hulls -1 to Combat Losses (Doubles Unit tonnage) Hard Metal Logistics
    EC Lances +1 to battle rolls, +1 to enemy combat losses on a victory "Energy Conversion Weaponry" and Gemstones Ranged Weapons
    EGGRE +1 to tech theft Grymlan Farseeker Corps N/A
    Energy Conversion Weaponry +1 to battle rolls Arcana OR Fuel Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls Electronics Engines
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    F.L.E.X. Security +1 to defense against theft Space Knights OR Mounties N/A
    Gestalt Warmind May assign additional generals to a bttle to grant +2 manuvering rolls for rolls. These generals do not suffer loss rolls unless the force is wiped out Refreshments Logistics
    Government Supported Markets Effect Skilled Labor, Galactic Currency Mint +2 to stabilize if controlling a TP in the region
    H.E.A.T. Engines +1 to battle rolls Fuel Engines
    Limited Transporters Once per round you and another player with the tech may use matching Org bases in your regions as embassies. Both players must have positive rep with the org Precious Minerals N/A
    Long-Range Advertising Campaigns Reduces ZOI by one step for defending against buyouts Broadcasting tech or Novendallin Slot
    Lyraen Elemental Implants +1 to battle rolls Arcana Personal Equipment
    Mecha-Guardians +1 to battle rolls, stabilize on an overwhelm War Beasts and Guardians War Machines and Live Weaponry
    OVERHEAT Engines +2 to battle rolls "HEAT Engines", Fuel Engines
    Planar Grown Turrets +1 to battle rolls Parasitic Alloys Fortifications, Sappers and Planetary Siege Weaponry
    Platinum Elite Battlefield Health Services +2 leader loss for rulers 9-armed surgeons Medicine, Mad Science, and Blessings
    Purse of Silver +1 to investigations Precious metals Slot
    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. Target must be Close, Adjacent, or within the capital region Broadcasting Tech or Spies (resource), One or More Embassies Slot
    Star Galleons On a great success of a buyout (18) you gain control of a second Open TP if one in the region is available. "Trade League", Metal Slot
    Sublight Thrusters +2 to TactM Fuel Engines
    Targeting Software +1 to TactM rolls Hard Metal Reconissance and Divination
    War Beasts +1 to battle rolls Fauna War Machines and Live Weaponry
    Last edited by HalfTangible; 2020-05-08 at 06:53 PM.
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