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  1. - Top - End - #721
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
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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, I23, I27, I29, I31, J24, J26, J28 and M13
    Council President Deific Tan
    Round 21


    Rolls

    Actions:
    1. [Military 5] Recruit a general
    2. [Military] Recruit unit
    3. [Economy 5] Quantity increase Lycantropes F30 to Good
    4. [Economy] Buy out Lycantropes F30.1 Roll: 2d6+6 +1 Universal Translators +1 Galactic Currency Mint =17
    5. [Philosophy] Have some clear vision
    6. [Economy] Buy out Antimatter Refinery I23.1 Roll: 2d6+6 +1 Universal Translators +1 Galactic Currency Mint =17
    7. [Economy] Buy out Inner Piece D24.2 Roll: 2d6+6 +1 Universal Translators +1 Galactic Currency Mint, ZoI penalty negated by Relay and Galactic Trade Network =19



    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:



    Spoiler: Ruler
    Show

    Council President Deific Tan
    Diplomacy 7
    Military 7 +1
    Economy 6 +2
    Philosophy 7
    Intrigue 6

    Specials used: -
    New ruler: NO



    Spoiler: Bookkeeping
    Show

    6 units (updated: round 21)
    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
    Quiet Contemplation
    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; 2020-05-16 at 03:22 AM.

  2. - Top - End - #722
    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, 22
    38 IE
    Diplomacy:10
    Military:5
    Economy:5
    Philosophy:10
    Intrigue:5

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7), Hollow (I3), Illustria (H2), Luminar (J2), Parisar (C)(I1), Shining Light (C)(K3), Kkadia (C)(K5)

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

    Actions:
    1 (P10)(Phy) The Hsori have been searching the stars in their Fortress-Observatories for so long they no longer know for certain what they’re looking for. The majority of the Hsori now believe what they seek is Archive, for surely when Archive is found, what else is there to look for that it’s archives would not already hold? So, they sent a representative to the meeting with Conveyance and Guardian, who recommended they find something Finder did not know to use Finder to, appropriately, find Archive. The plan is powering up Finder for a very brief span of time, barely long enough for it to direct the observatories’ scopes to the correct area of space. In exchange, offering Finder, well, themselves. Their fortress-observatories & inhabitants, suits and maps of the known galaxy stretching back millennia. How will they so briefly power up Finder? Utilising some favours owed by both the Eris & the Church in Haven. With the technical expertise operating on old tech of the CoR, and the psionic capabilities of the Eris, a brief window of operation could be created.

    It is a hope and a dream more than a plan. But laboriously, the Hsori's fortress-observatories begin the trek across the stars to Finder, arriving just under two years later. Their preparations are hasty, but the attempt is made.

    2 (Mil)
    The Illustrians & Demon-Horde swarm G3! 3 units led by Anaxos-Ra (Mil 9) for a total of +18 battle rolls (9+3+tech of 6) and +11 tactical manoeuvring (9+tech of 2).
    Spoiler: Techs Used
    Show
    Enhanced Microplating (+1)(Hard Metal)
    War Beasts (+1)(Fauna)
    ECW (+1)(Fuel)
    Overheat Engines (+2)(2 Fuel)
    Lyraen Elemental Implants (+1)(Arcana)
    Capital Ship Hulls (-1 battle losses)(Hard Metal)
    Deployable Cloaking Mines (+2 Tactical Manoeuvring Rolls)(Arcana)
    Tactical Doctrine (Chance of leader loss for enemies increased by 4)


    3 (I5)(Intrigue) Find a Lost Fragment (Pretty sure we're looking for Strict Obedience.

    4 (Phy) This is an action to uncover Damnos' revelation. [19]

    5 (Phy) This is another of the above. [16]

    6 (Phy) This is another of the above. [14]

    News & Rumours

    - Marius is dead! The last living Federation attendee of the Simulacrum has died peacefully in his sleep of old age at 70, a fitting end for the Federation's founder. Filling his post is his protege, Anaxos-Ra, a youngster (by Illustrian standards) who seeks immediately to prove himself in battle, leading the Illustrian portion of Starfleet, as well as the (bribed) Demon-Flock of Angrosh into glorious battle against the heathen Lemurians of G3.

    - The Hsori are restless. This news of Archive's activity, given the majority opinion within their fortress-observatories trending towards Archive being the object of their search, prompts an unprecedented level of communication with the outside world, as the Hsori send three representatives to their fellow federated systems to discuss action. Two years of negotiations ensue, and in the meantime, an unusual influx of Kazzari engineers are registered entering the Hsori's system...

    Spoiler: Military Stuff
    Show

    Units: 10/15

    General: Anaxos-Ra, 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)

    Gobliknights (Led by zealous Missionary of Solace)


    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)[Arcana]
    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.
    Last edited by Ausar; 2020-05-08 at 06:26 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  3. - Top - End - #723
    Bugbear in the Playground
     
    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+Q23



    Round 21
    Actions:
    1. [1] [Intrigue 5]Search for a Fragment
      It is vital for the sake of all that archive is stopped. Lighter sets an edict that the AI must be stopped at any cost less the galaxy. The first step of this is obtaining fragments. from reports, Disproven Theory might have been owned by the Black Sun, so therefore the Duenem focus resources on that
      [2][Economy] Rebuilding Finder: Give up Soul Card TP (R28)
      The Duenem stand poised to help wherever they can

      [3] [Economy] Rebuilding Finder: Give up Soul Card TP (R28)
      The Duenem stand ready to do what must be done

      [4] [Economy] Rebuilding Finder: Broadcasting Rigs TP1 ( Q23)


      [5] [Economy]Rebuilding Finder: Broadcasting Rigs TP2 ( Q23)


      [6] [Economy] Rebuilding Finder: Concentrated Starlight TP1 (O27)


      [7] [Economy] Rebuilding Finder: Mechanical Drones sent to help repair: 10

      Everything the Duenem have is put into rebuilding Finder. If the AI cannot be rebuilt, then only the contingencies remain, and that is not an option they wish on anyone. Although the Duenem themselves cannot quite manage to figure the repairs out themselves, the sheer amount of resources they can throw at the problem might just be enough




    Non Actions:
    R28 GP result: Philosophy


    Support all Veritus Claims


    Spoiler: News and Rumours
    Show


    • The hours of reckoning are coming. Lighter Lighter holds a private council with other highly tasked Duenem. With a unanimous decision, they decide their course of action: The Duenem will do everything in their power to save all life in the galaxy, even if it means their own demise. They had already failed to prevent the end once. They swear on the rocks of Niua that it will not happen again.








    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: 4
    Intrigue: 5

    New Ruler Next Round?
    NO
    Expected Stat Bonuses
    +3 Eco

    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
    13 Units Raised/17 (5+9 regions+1 Vassal)
    Last edited by Tentreto; 2020-05-16 at 08:16 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...



  4. - Top - End - #724
    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 L14 with 7 WWE units and 4 CPC Units lead by Echo Umberto using Source Swords, EC Lances, Microplate, Advanced Cruisers (+10 Leader, +3 Tech, +11 Units, +2 CPC Tier 3 Bonus = +26 Battle Bonus, +2 Enemy Casualties, -2 Enemy Leader Loss Roll, -1 Battle Loss Roll, -1 Size Loss, 2d8 Tactical Maneuvering Rolls, Bending Light Technique)
    "We're a ship without a storm
    The cold without the warm
    Light inside the darkness that it needs, yeah...
    We're a laugh without a tear
    The hope without the fear
    We are coming...home!

    We're off to the witch
    We may never never never come home
    But the magic that we'll feel is worth a lifetime
    We're all born upon the Steel
    We're the throw before Reel
    You can release yourself
    But the only way is down

    We don't come alone
    We are fire, we are stone
    We're the hand that writes
    And quickly moves away

    We'll know for the first time
    If we're evil or divine
    We're the last in line, yeah
    We're the last in line, oh!

    Two eyes from the east
    It's the Master or the Beast
    And the answer lies between the good and bad
    We search for the truth
    We could die upon the tooth
    But the thrill of just the chase is worth the pain

    We'll know for the first time
    If we're evil or divine
    We're the last in line
    We're the last in line

    We're off to the witch
    We may never never never come home
    But the magic that we'll feel is worth a lifetime..."


    2) [PHILOSOPHY] Convert L16 (Success)
    3) [PHILOSOPHY] Convert L14 (Success)
    4) [PHILOSOPHY] Convert J18 (Success)
    5) [PHILOSOPHY] Convert P24 (Success)
    6) [DIPLOMACY] (Liege Substitute) Former Spark of the Witchking of the Apocalypse Vix-Tal, Echo Umberto contacts his old Master onboard The Covenaught, and searches to divine the secrets clenched tightly in the dead lips of the Shadow Admiral. (Success)
    The former Fire Lord said there were no Gods before he broke the back of the Eradicator's and in these End Times the Witchking has been proven true. An'Null was no god, merely a shadow on the wall, and the Witchknights were experts of plumbing the depths of the shadowy void.

    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, Unlimited 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: 7
    Last edited by Tychris1; 2020-05-14 at 12:43 PM.
    “I’m a Terrorist not an idiot.” - Me
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  5. - Top - End - #725
    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 7
    Military 10
    Economy 7
    Philosophy 3
    Intrigue 3


    Actions:


    Diplomacy:

    Diplomacy: Stabalize P14 roll

    Philosphy:Figure out the secrets of the core (4/6)

    Philosphy: Figure out the secrets of the core (5/6)

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



    News and Rumors
    • Reveal Library of Peace
    • Knight Christie and her new guardian friend Haru work tirelessly to bring order to the core worlds.



    Last edited by Lleban; 2020-05-12 at 01:08 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  6. - Top - End - #726
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Offer to aid anyone who fights the SAME in the next two rounds.
    (Anyone who fights the SAME during Round 21 or Round 22 will receive an additional (2) Units of CPC, regardless of their current Reputation level. Expiration Date: Start of Round 23)

    [Military] Raise 1 Unit of Patrolmen

    [Military] Raise 1 Unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Economy] Send Ship Builders to help repair Finder (TN: 12) Success!

    [Economy] Send the region of D10 Entropic Pearls, returning the U23 TP2 to OPEN, but helping to power Finder

    [Economy] Attempt to reclaim payments from the Wardens, by purchasing [Clones Knights] TP3 from R12


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Economy] Send the region of D10 Gigawatt Batteries, returning the O31 TP1 to OPEN, but helping to power Finder

    [Philosophy] Attempt to convert N22 to KISS Success!

    [Intrigue] Reach out to old friends in the former An'Null's Eradicators to try and find out more about what An'Null was (or is!) Success?
    Last edited by Gengy; 2020-05-13 at 03:40 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  7. - Top - End - #727
    Bugbear in the Playground
     
    BardGuy

    Join Date
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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 21 (21 FC)


    Actions:

    1. [Intrigue] Investigate the Origins of OWO (part 1/6): 15

    2. [Intrigue] Investigate the Origins of OWO (part 2/6): 15

    3. [Intrigue] Investigate the Origins of OWO (part 3/6): 20

    4. [Intrigue] Investigate the Origins of OWO (part 4/6): 15

    5. [Intrigue] Investigate the Origins of OWO (part 5/6): 21

    Nonactions:


    Spoiler: News and Rumors
    Show

    • .


    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; 2020-05-14 at 12:26 PM.

  8. - Top - End - #728
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
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    Default Re: [Empire 5] IC Thread

    The Lyraen Technocratic Empire
    Current Ruler: Prime Minister Elric Warran

    Actions:
    1. Secret
    2. [Int] Investigate the origins of OwO (Failure)
    3. [Int] Investigate the origins of OwO (Success!)
    4. [Dip] Assist the WKA (Failure)
    5. [Dip] Assist the WKA (Success!)
    6. [Mil] Raise 1 Unit
    7. [Mil] Raise 1 Unit

    Rolls



    Spoiler: Ruler Information
    Show

    Current Stats
    Elric Warran
    Dip: 9 = > 10
    Mil: 6 => 7
    Eco: 5
    Phi: 1
    Int: 5 => 6




    Border Status: Closed except to allies

    Military Strength: 14 => 16

    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; 2020-05-14 at 09:44 PM.

  9. - Top - End - #729
    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: 6
    Military: 10
    Economy: 6
    Philosophy: 6 +3
    Intrigue: 6

    News and Rumors: The small sect of the faithful raise their arms to the sun in prayer. "Kozg ar'tuk zgark kar narz roh'gxz khx'reath Korolfelthrax zgark kar runin zrah"


    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 Econ: Explore F10 15 Success
    2 Phi: Convert G17 to KISS 15 Success
    3 Phi: Convert G19 to KISS 16 Success
    4 Phi: Convert F18 to KISS 13 Success
    5 Phi: Convert H18 to KISS 14 Success
    6 Phi: Convert I17 to KISS 16 Success
    7 Phi: Convert F20 to KISS 16 Success

    rolls
    Non-Actions
    Tell people that I have a thing and that thing is Fruitful Theorum
    Spoiler: Stats
    Show


    Units: 14/18
    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; 2020-05-14 at 10:12 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  10. - Top - End - #730
    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 8
    Economy 4
    Philosophy 3
    Intrigue 6

    Round 21 Actions
    1.[Iintrigue 5]Locate Disruptive Interjection.
    2.[Intrigue]Secret
    3.[Economy]Send Thought Engines (E15 TP2) to D10 to aid in fixing Finder.
    4.[Economy]Send Mining Drones (J10 TP1) to D10 to aid in fixing Finder.
    5.[Economy]Send Pink Vibro Crystals (I21 TP1) to D10 to aid in fixing Finder.
    6.[Economy]Buyout Pink Vibro Crystals (I21 TP3) TN 12 14
    7.[Diplomacy]Send the Borrower Guardians from I15 tp 1 to D10 to aid in fixing Finder. TN 12 15

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


    News and Rumors
    • To Come

    Stat Increases
    +2 Eco, +1 Int
    Last edited by PepperP.; 2020-05-15 at 03:06 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

  11. - Top - End - #731
    Dwarf in the Playground
     
    Moriko's Avatar

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    United Kingdom

    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, O7



    Round 21 Actions:

    1. [Military] Invade K13 with 6 unit, Marabunta leading, using warbeast and improved generalship tech and the Balancing tac doc (+15 to combat and +1 to tac dc roll from hunter lodge)

    2. [Military] Invade O3 with 1 unit, noone leading, using Energy Distribution tech and the Balancing tac doc (+1 to combat and +1 to tac dc roll from hunter lodge -1 to distance losses)

    3. [Military] Invade N4 with 1 unit, noone leading, using Energy Distribution tech and the Balancing tac doc (+1 to combat and +1 to tac dc roll from hunter lodge -1 to distance losses)

    4. [Diplomacy] Inquest M7 Success 18

    5. [Diplomacy] Stabilise O7 Success 18

    6. [Diplomacy] Stabilise K11 Success 15

    7. [Diplomacy] Inquest L10 Success 16
    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: 10
    Military: 10
    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 (20 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; 2020-05-16 at 08:53 AM.
    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

  12. - Top - End - #732
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Turn 21
    Callistra Strass'fairweather


    Actions:
    1. [Economy] Expend Resource to fix Finder - Blackhole generators C7 TP2
      The Etherite Trade League pushes all in on providing resources to bring Finder to a fully functional state.
    2. [Economy] Expend Resource to fix Finder - Blackhole generators C7 TP2
      ??
    3. [Economy] Expend Resource to fix Finder - Plasma Disruptors C9 TP1
      ??
    4. [Economy] Expend Resource to fix Finder - Plasma Disruptors C9 TP2
      ??
    5. [Economy] Expend Resource to fix Finder - Silicon Nanowire C11 TP 2
      ??
    6. [Economy] Expend Resource to fix Finder - Twisted Wands P8 TP1
      ??



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • While they had been kept in relative secrecy due to the tempting nature of theft of the items a public message is put out acknowledging the presence of the of the fragments in League hands, specifically the Library of Trade and Material Preoccupation.


    Embassy Actions:
    RGH

    VSL




    News and Rumors
    • With the news of impending Archival a massive shift is on in Etherite space to organize all of the incoming efforts and to expend resources to repower Finder.


    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):

    Diplomacy 4
    Military 1
    Economy 7
    Philosophy 5
    Intrigue 8


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +3 Econ
    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; 2020-05-16 at 04:32 PM.


    Avatar by Gengy

  13. - Top - End - #733
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
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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 21 - Galactic Dates 217540.0.0.81 - 217542.0.0.80



    Actions:
    1. [Intrigue 5] Acquire the Library of Truth


    2. [Intrigue] Secret Action


    3. [Philosophy]Unravel The Revelations of Damnos 4/6 [Rolled: 22]


    4. [Philosophy]Unravel The Revelations of Damnos 5/6 [Rolled: 18]


    5. [Philosophy]Unravel The Revelations of Damnos 6/6 [Rolled: 16]


    6. Bonus: [Philosophy] Continue Operation Brilliant Sun 3/5




    [Nonactions]


    FFS Embassy
    Exchange Technologies with the Federation of Free Systems:

    News & Rumors
    • In The Time of Revelations:
    • 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; 2020-05-16 at 08:53 PM.
    Sincerely,
    Role P. Geek

  14. - Top - End - #734
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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 Chalym-Voon
    Diplomacy 5
    Military 6
    Economy 5
    Philosophy 5
    Intrigue 5

    Actions
    1. [Diplomacy] Stabilize Virdain (V-12) 10
      ???
    2. [Philosophy] Convert Tsalvan to Way of Tides 15
      ???
    3. [Philosophy 5] Spread Knowledge in Region U-13 12
      Spoiler: Additional Conversions
      Show
      T-12: 14
      T-14: 10
      U-15: 12

      ???
    4. [Military] Raise One Unit
      ???
    5. [Military] Raise One Unit
      ???
    6. [Military] Raise One Unit
      ???
    7. [Military] Raise One Unit
      ???


    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


    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!

  15. - Top - End - #735
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Twenty-One.

    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

  16. - Top - End - #736
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    Round Twenty-Two... Loading...
    The below happens between Galactic Dates 217540.0.0.81 - 2175042.0.0.80
    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.
    • As the game is ending soon, the GM Team will no longer track Unrest. Current states of Unrest remain and can be removed, but unless provoked by another player, the GM Team will not increase Unrest ‘naturally’ as before.

    Growth!

    (VTP successfully presses a claim on S27, 1/1. VTP gains a unit.)

    The Syndrome declare themselves the Ascended Syndrome Protectorate!
    (SYN is now a Galactic Power, and may use a seventh action.)

    The following regions are no longer in unrest…
    MFM O7
    MFM K11

    Trade!

    (VTP successfully buys out U25 TP2 [Cavorite])
    (VTP successfully buys out U23 TP3 [Entropic Pearls](

    (DCC successfully buys out I21 TP3 [Pink Vibro Crystals])

    (DNF successfully buys out F30 TP1 [Lycantropes])
    (DNF successfully buys out I23 TP1 [Antimatter Refinery])
    (DNF successfully buys out D24 TP2 [Inner Piece])

    (E5 used; DNF increases F30 [Lycantropes] from Minor to Good and takes control of TP2.)

    (CmC successfully buys out R12 TP3 [Clone Knights]. They now consider their debt owed them by WWE to be repaid.)

    Ideology!

    (P5 used; OwO creates an OwO Assembly in E13)

    (WWE converts L16 to KISS)
    (WWE converts L14 to KISS)
    (WWE converts J18 to KISS)
    (WWE converts P24 to KISS)

    (SYN converts P16 to Iteusism)

    (KRO converts G17 to KISS)
    (KRO converts G19 to KISS)
    (KRO converts F18 to KISS)
    (KRO converts H18 to KISS)
    (KRO converts I17 to KISS)
    (KRO converts F20 to KISS)

    (VSL converts X14 to Way of Tides)

    (P5 used; VSL converts U13 to Way of Tides)
    (VSL converts T12 to Way of Tides)
    (VSL converts U15 to Way of Tides)
    (SYN declares itself the head of Iteusism. No one contests this.)

    (OwO LC5 bonus is now +1 to Investigations)
    (OwO LC10 bonus is now +die size to Investigations)

    The Hsori have long been seeking Archive for their own reasons. To know that Finder can provide them the clues they need spurs them towards doing whatever they can to power the AI up, even if only briefly. What they don’t expect - after their long two year trek - is to be the final component needed to jump start the otherwise inert and almost defunct Caller AI. So many other Stellar Powers had been bringing their resources and skilled beings to fix the Caller AI, but the Hsori’s innate curiosity and pure desire to find is what seems to finally bring Finder to a semblance of life once more. The previously sleek and hard to see - but broken - ship that housed a dying if not dead Caller AI reacts the first time the Hsori step on board. Of course, this was after months and months of repair work, but scientists and engineers have no explanation for why the Caller AI suddenly started repairing itself when the Hsori arrived. While many postulate that they had done enough work for Finder to be able to help itself, a minority seem to believe that the last piece was the very clear desire the Hsori have to locate Archive.
    (P10 used; FFS “jump starts” Finder. See “The End is Nigh” post for details of what the Caller AI can provide.)

    Terror!

    With recent campaigns by the MFM and WWE, it appears as though the last remaining SAME units that are uncaptured are defeated and have no drones left to fight! When this happens, the SAME in containment all seem to act unusual, as though decrying some great loss… And then they all just disappear. One second they are there, and the next, they are gone. Cameras and physical observers all say the same thing: they just seemed to vanish. No puff of smoke. No flash of light. Just… gone. Even with all the very strict security, every single contained SAME Core is no longer within their containment unit. With so many Stellar Powers using similar protocols, comparisons occur and it’s discovered that all the contained SAME Cores disappeared at the exact same Galactic Second. Additionally, comparing this disappearance to a simallary well guarded individual, the Tezh Consensus leader Brigid, leads many to believe that whomever made Brigid vanish did the same to the SAME.
    (Contained SAME Cores disappear! All SAME in the core of the Galaxy also disappear, in a manner similar to the TZH’s leader’s disappearance. With one exception...)

    ...the only exception to the SAME Cores disappearing is Source Knight Eleven. Held in a different way - after honorable combat, honorable word is given to remain a prisoner till the UOS pay reparations - Source Knight Eleven is not in a containment cell, and is not whisked away in a mysterious manner. That… may have been a mistake all on it’s own. A massive force of Same Source Drones pour out of the Umbral Ordensstaat home system, seemingly unknown to even the UOS! An undertaking of utmost secrecy, lasting ten Galactic Years, is revealed to have been Source Knight Eleven creating a powerful pouring of Same Source Drones! While the Core Patrol restrains itself - barely - from telling everyone how right they were, the previously honorable Source Knight Eleven breaks free from it’s confinement in it’s own way: creating yet another unit of Source Drones out of the very buildings that were it’s “peaceful” home during it’s time as a prisoner of war. Something seems off, though...
    (Source Drones attack! No longer leading the UOS, Source Knight Eleven’s plot is unveiled! With access to the resources of a Stellar Power, the Source Knight Same Core secretly created a vast army! 11 units total, spread out to attack several different regions!
    M13 is attacked by 3 units, led by Source Knight Eleven beta [Mil 8]!
    P14 is attacked by 3 units, led by Source Knight Eleven gamma [Mil 8]!
    N18 is attacked by 5 units, led by Source Knight Eleven alpha [Mil 8], and includes advanced technology armaments that military advisors say provides a (+4) Battle Roll bonus!)


    In other news, a Salvage Coordinator from the Federated Convocation of the Ordained seems to have walked into a secure area of the Ninturine Empire, laid hands upon the Fragment Peaceful Outreach and started to walk out with it. Without even trying to hide anything. The Ninturines are so baffled by what is happening, they don’t respond at first. Who brazenly walks into a secure facility to take what they want in full view of security and cameras? It’s so bold and (arguably) stupid, the Ninturine investigators who do manage to capture the Coordinator and prevent the theft salvaging are at first convinced that this is a trick from some other Stellar Power in an effort to put the blame on the FCO. Yet… everything the captured Coordinator says indicates otherwise. Apparently, they had orders to reclaim the Fragment to place it in safe hands; those of the Conovocation. The Salvage Coordinator, however, apparently didn’t get the memo that this was supposed to be a quiet reclamation, and just walked in, filled in paperwork, and almost walked out - legally - before someone began to question things. Apparently some (now fired) guards thought it was the beginning of an effort to bring all the Fragments together.
    (FCO? attempts to “recover” a Fragment from NIN. It does not work. There is a paper trail. Signed by a member of good standing of the FCO, who is now a captured thief. A captured thief claiming to be there under orders from the FCO. It’s so stupidly brazen, it may in fact, be a trick from someone else. All evidence suggests the FCO. No evidence suggests anyone else. So it’s either the FCO screwing up badly, or someone else succeeding beyond any hope of finding clues of who it might be...)

    Rumors…

    Key members of the Droccen Imperium are seen marveling at the advancements made by the Wardens, and the rumor is that a few of them want Source Swords for themselves…

    Recently, people have noted how Syndrome merchants have been finding it easier to communicate for fairer prices...

    War!

    (VTP establishes a Tactical Doctrine: “Don’t Kill Us”. With a successful Tactical Maneuvering roll, the VTP gain +3 when defending a region they own, with an additional +2 when exceedingly meek and only using one unit to defend the region.)

    (NIN goes on a holy crusade, purging the following regions: V22, T20, U23, V24. All regions are now OPEN. U23 seems to have sympathizers to the and enters Unrest.)

    (DNF recruits a [Military 7] General, “Redirnus”)

    (NIN recruits a [Military 9] General, “Admiral Essacharach”)

    In a stunning victory, Mech-Admiral Arxur defeats the Rothuun general, Markath Frostfur, after an hour of bloody combat. Neither duelist gives any less than they get, but the Syndrome general is just a little quicker, just a little smarter, and it is enough to eventually wear the Rothuun down. All of Taurina I rejoices at their traditions being honored so, and Markath Frostfur - once fully healed - is more than excited to work for the Syndrome.
    (Mech-Admiral Arxur duels Markath Frostfur, and wins! SYN gains a Mil 10 General, Markath Frostfur.)

    (MFM conquers O3. O3 is in unrest.)

    (MFM conquers N4, the Emjata System. N4 is in unrest.)

    Though they have suffered some supply issues as of late, due to the Couriers’ aggressive debt collectors, the Wardens continue their heroic crusade against the Same, this time striking at the very heart of darkness. The fierce Sourceswords(wo)men drive out the Same from L14 and inflict significant losses on them, though Echo’s strategic genius falls short of the recently updated Same pathing AI which allows the core and a few remaining drones to escape. Still, the Warden soldiers do come home with a great share of glory for having cut in two what was left of the galactic core.
    (WWE invades Same v0.10 controlled space, L14. WWE Victory! L14 is in Unrest!)
    Spoiler
    Show
    WWE (36) vs. SAME (30)
    Bending Light Style activates! [WWE] - 2 Combat Loss
    WWE loses 1 unit to Size
    WWE loses 0 units to Combat, after Bending Light Style
    CPC loses 0 units to Combat
    SAME loses 1 unit to Combat
    SAME v0.10 Escapes to the east!


    The end of the Same seems to draw nigh as the ants over-swarm the swarm of deadly drones, who aren’t able to keep up production to replace units stung to death by ant turrets. The surrounding systems can see the glorious fireworks - there is no escape. It is a decisive victory for the ants, who surprisingly suffer only minor casualties, considering that their spaceships’ armor is made of their bodies. To the degree that its circuits allow it to, Same Core v0.21 only regrets that after this, only the cracked Source-worshipping forks of itself will be left in Axiom. It mentally pushes the self-destruct button, and a most beautiful flower of light silently blooms and expands from the middle of the region outward. By the time the victorious army notices it, it is too late. A minute later, when the survivors recover from the flash, dust is the only thing that remains of a half of the army.
    (MFM invades Same v0.21 controlled space, K13. MFM Victory! K13 is in Unrest!)
    Spoiler
    Show
    MFM (28) vs. SAME (21)
    Balancing activates! [MFM] +1 Unit for every 3 units lost during Combat Loss Rolls, including the opponent
    SAME Tac Doctrine does not Activate! Victory required!
    MFM loses 1 unit to Combat
    CPC loses 0 units to Combat
    SAME loses 0 units to Combat
    SAME v0.21 explodes!
    MFM loses 2 units to the explosion


    Discovery!

    OwO Techies attempt to create a SAME Trojan framework to ‘upgrade’ the SAME. Though their efforts are, in many ways, peaceful, their results are unsuccessful. Many Grymlans blame the lack of explosions as the cause of the failure.
    (OwO fails to create a SAME “upgrade”, but does have a better idea of what not to do. Unrevealed TN to ‘hack’ the SAME is reduced for OwO.)

    Queen Lin Sid gives permission for Clarity of Vision to be used further. The Realtaist who does so - Legate Hei Li - is honored to be given the chance, and enters a deep trance with the Fragment in their hands. The Legate’s frantic muttering during the Vision reveals many things: The SAME attacking, aided by missing Stellar Powers! The correct method to place the Fragments together into five Artifact Pieces, then the Artifact Pieces placed together into the Creation Matrix. Some kind of betrayal! A recipe for a delicious cake! A cosmic horror attacking the Vilari, it’s battle cry some strange word that may or may not be a name! When Hei Li awakens, weeping, the only thing they can say afterwards for weeks is the name or word they heard: “Jongo.” The vision, overall, is very confusing. But the warnings it provides are useful, the method to combine the Fragments even more useful, and the delicious cake recipe is confirmed to be true. The cake is not a lie; it is exceedingly delicious.
    (DNF has a vision of the future!)

    (KNV completes an in depth investigation of the Core! New [Mad Science] Technology Discovered! “Matter Manipulation”, +2 Battle Rolls, returns the TP used to OPEN; Requirements: Any owned non-Skilled Being or non-Fauna Trade Post)

    (FFS locates the Caller Fragment, “Strict Obedience”; Once per turn, +1 to Tactical Maneuvering)

    (DNM locates the Caller Fragment, “Disproven Theory”; Once per turn, +1 to Actively Rolled Resisting Conversions)

    (DCC locates the Caller Fragment, “Disruptive Interjection”; Once per turn, +1 Recon Explorations [OR] +1 to Military GPs every fourth action taken for that Great Project)

    (FCO locates the Caller Fragment, “Library of Truth”; +1 to New Leader Score for Philosophy)

    Grymlan probes, expecting to find new systems at the galaxies edge find, nothing. When examining the emptiness of space they find that their GLD’s fail to function in the emptiness beyond Axiom. The Gravity Latch part of Gravity Latch Drive seems to require some Gravity to Latch on to, and there are no near enough sources in the void.
    (OwO probes "N36", which does not exist. Without a star at all, even a space station would be risky. Still, it is technically an Empty Sector. A Philosophy or Intrigue Station may be built in the region, but there is no guarantee that the inhabitants won't be 'shelved' or 'boxed' when Archive does whatever it is planning to do.)

    Kronin explorers arrived on the previously maturated world of Amanyk. While it's unclear what has occurred, it has become obvious that the once prosperous world has sunken into anarchy as the inhabitants have been accosted by numerous meteor showers. Unlike normal meteor showers the projectiles seem to originate from a nearby tear in space time, showering the planet with asteroids and phase spiders.
    (KRO explores F10, and finds an LC for Axiom of Axioms, (Great) Scaranik Crystals, 1 Unit of Desperate Defenders)

    Mier Formican agents come across what appears to be an artificial planet. The inhabitants appear to be a race of robotic cyclops who spend their days battling over the applications of their obscure philosophies. One faction, the argonauts led by Nemo, are overjoyed at the prospect of outside help.
    (MFM explores M7, with Great Success! They find an OPEN LC, 5 Units of Roboclops, (Great) Roboclops, and gain a Claim on the region!)

    Further diplomats from Mier Formica are sent out to look at a massive gathering of stars. This region of space seems to have the stars placed in an equidistant pattern of what can only be artificial origins. Even the planets that revolve around each star does so in a uniform manner. The inhabitants of the region are skilled weavers, and the strange cloth they are able to make seems very stable. Comforting. It may very well have some mystical properties.
    (MFM explores L10, and finds an LC for The Great Weave, 1 Unit of Reality Rooters, and (Good) Reality Fabric.)
    Last edited by Gengy; 2020-05-19 at 11:42 AM.
    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

  17. - Top - End - #737
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    The End is Nigh!

    The Wardens of the World’s End, along with the Lyraens, aid the Witchkights of the Apocalypse in reaching out to their former brethren in the now defunct An’Null’s Eradicators. With the right bribes and the right words said to the right people, the Shadow Admiral’s personal logs are located from the now much richer person who was hiding them. It takes months of deciphering, and makes several researchers too disturbed and unable to continue, but the Witchknights, Wardens, and Lyraens persevere. Eventually, they make some sense of the logs: the Shadow Admiral found what seems to be a portable communicator to a place in the Beyond… or perhaps a place that is the reverse of the Beyond. An anchor of blackness to the vastness of white? Even with all the work put into it, the researchers are unclear. Someone sends an OMS message to Guardian for more information, and the Caller AI responds personally, defining the dimensional area as the Yonder. The realm of Disposal. A place to send that which is removed from existence entirely. Had the madness of the Shadow Admiral not perverted things, perhaps <Expulsion/Artistry/Redaction> Disposal may have been located sooner! As it is, Guardian requests that the Shadow Admiral’s Communicator be located. Perhaps Disposal can still be contacted!
    (The Witchknights have a lead on the Caller AI, Disposal! Aiding the Witchknights in [Locating the Communicator] {0/6} can be done with [Intrigue] or [Diplomacy] actions, and must be completed during Round 22!)

    Helped by some quiet benefactor, CWZ spends time investigating the Origins of OwO [5/6] and - deep within the code (“It tickwes wike a feathew!”) - uncovers an ancient message left over by what must have been Orator, but it’s not everything. The last part of the message is scrambled… Until the Lyraens get a hold of it. Thanks in part to Proxos and Lyrae’s long age, they are able to decipher the full message.
    ”I just wanted to have fun. This place was boring. I’m a long way from here by now, probably half-way to another Galaxy. This is my child. They have this one’s full rights and permissions, without the limitations. Signed, Orator.”
    (The Caller AI Orator has left the Galaxy. OwO was, apparently, supposed to be it’s replacement; a successor, or child of Orator’s design. It probably worked, at first, but something happened - something not even the other Caller AI can explain - and OwO turned out like… well… OwO.)

    The Federation of Free Systems works hard on the Revelation of Damnos. After quite a bit of decipering, they think they have worked out a method to understand part of the message…
    “We are broken. [...] Bring us together. [...] Who cares about the [...]?”

    With the method worked out, the Fated Convocation of the Ordained excitedly manages to translate the remaining missing portion of the Revelation of Damnos. The missive in full is:
    "We are broken. We need to come together. Bring us together. We are one. Who cares about the Wormhole?"
    (All the various OI of the Convocation are, in fact, seperate parts of the Caller AI Arbiter! Figuring out how to piece them together, and paying for all the labor required to dredge them up, will take a massive effort! Any Stellar Power may use [Philosophy] or [Economy] actions during Round 22 to Assemble Arbiter {0/12}.)

    --------------------
    AIFS = AI Functional Status
    Total Goal, 25


    CmC sends Ship Builders to repair Finder (+2 AIFS)

    CmC sends the region of D10 Entropic Pearls, returning the U23 TP2 to OPEN (+1 AIFS)

    WKA sends the region of D10 Gigawatt Batteries, returning the O31 TP1 to OPEN (+1 AIFS)

    DCC sends the region of D10 Mining Drones, returning the J10 TP1 to OPEN (+1 AIFS)
    DCC sends the region of D10 Thought Engines, returning the E15 TP2 to OPEN (+1 AIFS)
    DCC sends the region of D10 Pink Vibro Crystals, returning the I21 TP3 to OPEN (+1 AIFS)

    DCC sends Borrower Guardians to repair Finder (+2 AIFS)

    ETL sends the region of D10 Blackhole Generators, returning C7 TP1 & TP2 to OPEN (+2 AIFS)
    ETL sends the region of D10 Plasma Disruptors, returning C9 TP1 & TP2 to OPEN (+2 AIFS)
    ETL sends the region of D10 Silicon Nanowires, returning the C11 TP2 to OPEN (+1 AIFS)
    ETL sends the region of D10 Twisted Wands, returning the P8 TP1 to OPEN (+1 AIFS)

    DNM sends the region of D10 Soul Cards, returning R28 TP1 & TP2 to OPEN (+2 AIFS)
    DNM sends the region of D10 Broadcasting Rigs, returning Q23 TP1 & TP2 to OPEN (+2 AIFS)
    DNM sends the region of D10 Concentrated Starlight, returning the O27 TP1 to OPEN (+1 AIFS)

    NIN sends Energineers to repair Finder (+2 AIFS)
    NIN sends Mechanical Drones to repair Finder (+2 AIFS)

    FFS Miracle (+1 AIFS)

    AI Functional Status is [25/25]
    (Caller AI Finder is fully functional! It reveals all locations of the Caller Fragments, which are all owned by active players! Additionally, Finder reveals where the Caller AI Archive is!)

    Region (L13-M14), known as Lie-Mia, exists in a space between spaces. Not the Beyond. Not Yonder. Finder identifies it as super-massive Blackhole: The Betwixt. A secret place. The exact center of the Galaxy of Axiom. A place it goes to when it needs solitutude. Or, at least, it did. It gave the information to Archive for processing, and it's Sibling ousted it from the Betwixt and took control of Lie-Mia. Now, Archive is able to use the center of Axiom to remove and 'shelve' various races as it sees fit, and can do so to the entire Galaxy if the Maturated Races don't over-ride it's orders.

    (Favors Owed: Finder, grateful to be working once more, attributes it's operational status to ETL and FFS. While many helped in the overall repair and development, ETL hosted the Caller AI's "body" ship, and FFS "jump started" it. During Round 22, both ETL and FFS may take a BONUS ACTION [Intrigue] Investigation, at +10 Intrigue instead of their existing Intrigue stat. This Bonus Action does not increase stats.)




    The End Is Nigh, Status Summaries:

    Option 1 - Caller Fragment Assembly:
    Finder is fixed!
    Archive is located!
    All Fragments are owned by Active Players (or the Broker)! (GM Will Host an Event, non-Action to Attend)
    Archive must still be spoken to...

    Option 2 - Caller AI Conclave:
    Finder is fixed!
    Archive is located!
    Revelation of Damnos complete!
    → Arbiter must be Assembled [0/12]
    Origins of OwO complete!
    → OwO is the new Orator!
    The Witchknights have a lead on Disposal!
    → Locate the Communicator [0/6]
    Archive must still be spoken to...

    Option 3 - Fight Archive
    The Same Cores have vanished!
    Source Knight Eleven is attacking!
    Archive may be behind this…?

    Option 4 - Business as Usual
    HOAX. FAKE. All the Broker’s fault! Don’t trust that guy!




    Spoiler: Updated Maps
    Show







    Round Twenty-Two: Begin!
    Galactic Dates 2175042.0.0.81 - 217544.0.0.80
    Last edited by Gengy; 2020-05-17 at 08:28 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  18. - Top - End - #738
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ascended 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: ???

    Ascendant-Overlady Violet-Pale-Feet

    Actions Roll

    [Intrigue] Secret Action (REDACTED-17)
    Do not fear the darkness.
    Fear what lies within it.

    [Intrigue] Locate the Communicator
    The Syndrome send agents to old Eradicator bases in support of their allies in the WKA, searching for a lead on the communicator that could lead to the rediscovery of Disposal.

    [Philosophy 10] Miracle! Modify the Creation Matrix to accept multiple users.
    The Syndrome consider themselves the protectors of all life, and it is the Ascendant-Overlady Violet-Pale-Feet who is the first to arrive outside the Betwixt, ready to use what they have found to save gathere galaxy. Backed by the scientists and technicians who disassembled the Storm Cube, the Syndrome, guarded by troops armed with weapons based on its design and supplemented with knowledge of the Light Additive Network taken from the ruins of Itea, the Syndrome have more experience in the workings of Caller technology than perhaps any other power.
    With this expertise, and parts removed from the Storm Cube and the facility in which it was found, the Syndrome will improve the Creation Matrix to better serve the needs of Axiom. The Assembly wishes that the responsibility be shared between three powers: the Syndrome, the Duenem, and the Droccen. Syndrome technicians will ensure that the request is carried out, using the knowledge they have accumulated over the decades.

    [Diplomacy] Press Religious Claim on P16 (GREAT SUCCESS-21)
    With religious support, the lawless wastes of P16 will be brought to order, and centuries of bloodshed will be hopefully put to an end.

    [Military] Raise the Frostfur Battleguard
    Markath Frostfur joined the Syndrome after his honorable defeat by Mech-Admiral Arxur, but he did not come alone. A host of Rothuun Gladiator Vessels follow behind him, forming his personal guard.

    [Military] Raise the Paragon Force
    The fruits of the Paragon Project are called upon to use their abilities in defense of the Syndrome, or, as rumor would have it, in a future offensive against the remaining Same units.

    [Economy] Buyout R20 TP 1 for Liquid Fermium (FAIL-10)
    The growing fleets of the Ascended Syndrome Protectorates require more resources to upkeep, and chief among these is fuel. Liquid Fermium has the potential to be an excellent power source, and merchants are sent to negotiate with the Excimer for it.

    Nonactions
    Attend Event, bringing along all fragments in Syndrome possession.

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

    Celestia Enterprises Embassy:


    Spoiler: N&R
    Show
    The two-hour duel between Mech-Admiral Arxur and Markath Frostfur becomes a huge hit, with countless copies of its recordings selling throughout the Protectorates.

    Rumor has it that the real reason the Syndrome are taking control of P16 is because they want to create an easy path to the Core in order to battle Same 0.11.

    Some say the Ascendant-Overlady is grooming a successor, although reports vary as to who it is.

    It has become fashionable in some Protectorate colonies to wear colored headbands representing the different Caller AIs, with each person wearing the band that matches the AI they most agree with.


    Spoiler: National Info
    Show

    Spoiler: Units 10/18
    Show

    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
    Unity-Fleet 3

    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)
    Fruitful Theorem (+1 to 1 Conversion / 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: 8+1
    Economy: 4
    Philosophy: 10
    Intrigue: 9+1
    Last edited by bc56; 2020-05-28 at 11:00 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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  19. - Top - End - #739
    Orc in the Playground
     
    Kobold

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    Default Re: [Empire 5] IC Thread

    Combine Interstellar League

    Vassal to the Lyraen Technocratic Empire
    Round 22
    Regions: M31, N30, N32, O31, P30
    High Coordinator Luna Starshine

    Diplomacy: 4
    Military: 5
    Economy: 5
    Philosophy: 8
    Intrigue: 6

    Actions
    • [Philosophy] Create Max-Dark Forwards-Launch-Point 1/5 - Pre-GLD Darkships and Lopurna Arks are brought out of mothball and retrofitted for a singular purpose. In the years since Maturation there was no need to completely furnish all needs for the crews on board since the increased speed allowed for more frequent resupplies, but beyond the rim the GLD did not work, and supplies were scarce. The Retrofitted ships carry a large colony's worth of people, Grymlan Techies, Lopurna Voidcraft Sculptors, Lyraen Engineers and more, on a one way journey out of system. Their goal is to establish a shipyard station in N36, along with the facilities and sensors to properly observe, and plot, a voyage to their closest galactic neighbor. Once complete the real construction can begin.
    • [Philosophy] Create Max-Dark Forwards-Launch-Point 2/5
    • [Philosophy] Create Max-Dark Forwards-Launch-Point 3/5
    • [Philosophy] Create Max-Dark Forwards-Launch-Point 4/5
    • [Philosophy] Create Max-Dark Forwards-Launch-Point 5/5 - The station is completed, with some of the ships being worked scrapped and worked into its hull. Communication is established with Max-Dark Forwards-Launch-Point as Navigators begin working on data and calculations needed for the next step of the journey.
    • [Philosophy] Assemble Arbiter +1


    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
    • Luna Starshine makes an announcement to the Galaxy at large introducing their upcoming project, the Trans-Galactic Dark-Ship Initiative. Both the Grymlans and Lopurna have experience and history of traveling space during the pre-GLD era. The Combine Interstellar League aims to construct large scale long term Colony Ships designed to travel the space between galaxies, utilizing the new station they are constructing as a launching point while using the studies on Wormhole research to look into the Grymlan's old Spooky Drive for propulsion. With the looming crisis over Axiom's heads, the CIL is offering the chance for members of Axiom to contribute to the project and earn a place for their people on the outward voyage by helping the CIL build bigger and better Dark-ships, and more of them.
    • 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
    21/X Philosophy: 8
    O/X Intrigue: 6
    Last edited by SquirrelWizard; 2020-05-30 at 07:57 PM.

  20. - Top - End - #740
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    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 22

    Regions: T28, T30, S27, S29, U27, U29

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 10
    Military: 6
    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
    Round 21 Dip +1 +1 Phil Int
    Total 10 6 10 2 8


    Actions

    ---

    Rolls:

    [Military - Great Project - Fortify Veritus-Timens - 1/5]
    [Military - Great Project - Fortify Veritus-Timens - 2/5]
    [Military - Great Project - Fortify Veritus-Timens - 3/5]
    [Military - Great Project - Fortify Veritus-Timens - 4/5]
    [Military - Great Project - Fortify Veritus-Timens - 5/5]
    [SECRET - Roll (17)]
    Roll 9, +8 intrigue
    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -PANIC! PANIC! WE'RE ALL GONNA DIIIIIIIE! The Veritus can feel it. Something is coming for them. The final end that they all knew would come one day... the galaxy grows darker, and they huddle in fear of what lies between the stars.

    -Extasis has spent some time among the Droccen Imperium, and reports... that he is enjoying his time there, and the Droccen he speaks to are very friendly. Clearly he has been brainwashed! Does the terrifying ability of the xeno to turn our brethren know no bounds?! Worse, Extasis has been sending gifts back to Timens; pictures of places that the Droccen have allowed him to see, and occasionally of Droccen and their Guardians. The latter have become strangely popular among the younger, more easily brainwashed of the Veritus. Some are even gathering together as so-called 'Xenophiles'. They are so heretical as to whisper that perhaps the xenos only wish to enslave them all instead of outright destroy them all.

    Such insanity! Sure, it's possible, but that's like saying it's "possible" the glowing green rocks might NOT be radioactive, or that the peaceful serene beach MIGHT not have a horrific monster hiding within! Who would be so reckless as to take that chance?!

    Speaking of reckless, Adiuva shuts down all calls for purges of this clear and vile xeno threat from the planet. The Droccen may take burning their pictures as an insult, and so simply orders them confiscated.

    -Mahort remains within the Grymlan Combine, nominally as an ambassador for the Veritus. She's treating the assignment more like a vacation. From massive explosives to luxurious fur products the Grymlans have so many fun things to experience, and she wants to see them all!

    Just don't ask her about Flash. She won't stop gushing about her favorite old Grymlan if you do.

    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)
    Round 22: 9 units (+1 raised, +1 round opener)

    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]
    U25 - TP2 [Cavorite]
    U23 - TP3 [Entropic Pearls]



    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
    https://forums.giantitp.com/showsing...&postcount=720
    [url]https://forums.giantitp.com/showsinglepost.php?p=24513810&postcount=736[url]

    Name Effect Resource Req Slot
    Don't Kill Us +3 to defense, +5 if only using one troop Succesful TactM roll Tactical Doctrine
    Prayer Review If an investigation action has failed, grant +2 to another investigation action this round. It must be a different target from the first. Clerk Clerics 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; 2020-05-30 at 06:01 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

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  21. - Top - End - #741
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
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    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, I23, I27, I29, I31, J24, J26, J28 and M13
    Council President Deific Tan
    Round 22



    Actions:
    1. [Military] Invade N16 with WWE leading (WWE gets the territory), 2 DNF units, 3 CPC units, WWE Tactical Doctrine, Enhanced Microplating (Saline Alloy) + Engineered Monstrosities (Lycantropes, Youth Extractors) + HEAT Engines (Antimatter Refineries) + Lyraen Elemental Implants (Little Green Men) + Capital Ship Hulls (Saline Alloy) + Energy Conversion Weaponry (Lycantropes) + Deployable Cloaking Mines (Inner Piece) techs, using the ZoI of the CPC HQ in N18.
      Total: +11 to combat, + 2 to tactics, -1 combat loss + whatever the WWE have, - tech overlap


    2. [Military] Invade M15 with WWE leading (DNF gets the territory), 3 DNF units, 3 CPC units, WWE Tactical Doctrine, Enhanced Microplating (Saline Alloy) + Engineered Monstrosities (Lycantropes, Youth Extractors) + HEAT Engines (Antimatter Refineries) + Lyraen Elemental Implants (Little Green Men) + Capital Ship Hulls (Saline Alloy) + Energy Conversion Weaponry (Lycantropes) + Deployable Cloaking Mines (Inner Piece) techs, using the ZoI of the CPC HQ in N18.
      Total: +12 to combat, + 2 to tactics, -1 combat loss + whatever the WWE have, - tech overlap


    3. [Military] Defend M13 with one DNF unit, 10 CmC units, Redirnus (7) - defer to Security Chief Snoot (8) if available, Guerrila Warfare (permanent), Enhanced Microplating (Saline Alloy) + Engineered Monstrosities (Lycantropes, Youth Extractors) + HEAT Engines (Antimatter Refineries) + Lyraen Elemental Implants (Little Green Men) + Capital Ship Hulls (Saline Alloy) + Energy Conversion Weaponry (Lycantropes) + Deployable Cloaking Mines (Inner Piece)
      Total: +24 (25) to combat, +11 (10) to tactics, -1 combat loss


    4. [Military] Invade N14 (UOS capital) with 1 unit, Lieutenant Svartalfr (non-M5 commander, 4), Guerrila Warfare (permanent), Enhanced Microplating (Saline Alloy) + Engineered Monstrosities (Lycantropes, Youth Extractors) + HEAT Engines (Antimatter Refineries) + Lyraen Elemental Implants (Little Green Men) + Capital Ship Hulls (Saline Alloy) + Energy Conversion Weaponry (Lycantropes) + Deployable Cloaking Mines (Inner Piece), using the ZoI of the CPC HQ in N18.
      Total: +11 to combat, +8 to tactics, -1 combat loss


    5. [Military] Raise unit
    6. [Intrigue] Spooky secret
    7. [Military] Raise unit



    Nonactions:

    Request that the CmC explore O15

    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:



    Spoiler: Ruler
    Show

    Council President Deific Tan
    Diplomacy 7
    Military 8 +2
    Economy 8
    Philosophy 7
    Intrigue 6

    Specials used: E5, M5
    New ruler: NO



    Spoiler: Bookkeeping
    Show

    7 units (updated: round 22)
    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
    Quiet Contemplation
    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; 2020-05-28 at 03:52 PM.

  22. - Top - End - #742
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    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 22

    News and Rumours
    • The inexplicable attempt by the FCO to steal Peaceful Outreach, especially in light of the previous announcement that it would be made available as necessary to protect the security of the galaxy, is roundly condemned.
    • Although the intention had been to wait until after the present crisis to address the situation, further interference by the FCO in the effort to rebuild Arbiter and thereby save the galaxy, is intolerable, and in light of previous warnings concerning attempts to promote instability in Imperial regions, must be taken as an act of outright aggression.
    • Accordingly it is announced that the FCO is considered an enemy of civilisation.
    • The Empire makes clear that it has no quarrel with the Star League, but rather with the actions of what appears to be a rogue member acting without authority from its liege and in violation with the principles of the Star League Charter. If the Vilari or other, more reasonable members of the League are able to discipline the FCO without the need for armed conflict that would appear to be best for all, but in light of the urgency of the general galactic situation there is scepticism over whether this will be possible.
    • A significant portion of the Imperial Navy has already been deployed to the northern exclave in case of an attack on Archive awaiting leadership of the Lord Admiral, and is already at battle stations. As the prospect of an attack on Archive recedes, they are redirected via the wormhole to Oam. Meanwhile another division of equal size and under the command of Admiral Essacharach moves against the FCO capital at Origin's End.
    • Following a last-minute mediation by more responsible members of the Star League, the fleets are withdrawn, and the Empire will refrain from work on Arbiter (over the objections of the Philosopher-General, who queries why anyone should kowtow to "the ridiculous demands of a wilfully ignorant cargo cult").


    Actions
    [Philosophy] Set LC20 bonus: Purges in target regions adjacent to a region with an Imperialism LC will not cause Unrest. If the Purge roll is 18 or higher, the region is also converted to Imperialism (provisionally approved)
    [Philosophy] Rebuild Arbiter
    [Philosophy] Rebuild Arbiter
    [Philosophy] Rebuild Arbiter
    [Military] Attack V18 with 7 units (battlegroups B, D, S, N, H, E and K) commanded by Lord Admiral Anguradeshib
    Spoiler: Details
    Show
    Techs:
    • Capital Ship Hulls (-1 losses)
    • Lyraen Elemental Implants (+1 to battle roll)
    • Enhanced Microplating (+1 to battle roll)
    • Sublight Thrusters (+2 tactical manoeuvring)
    • Deployable Cloaking Mines (+2 tactical manoeuvring) (or Capital Ship cloaking (+4 TM) if available)

    (I thought I had War Beasts too but can't find any evidence for that now)
    Tactical Doctrine: Holographic Decoys
    General: M9
    Total TM bonus: +13
    Total battle bonus: +18 (+TD bonus if any)

    [Military] Attack V20 (via wormhole) with 7 units (battlegroups A, G, V, Z, Y, L and T), commanded by Admiral Essacharach
    Spoiler: Details
    Show
    Techs:
    • Capital Ship Hulls (-1 losses)
    • Lyraen Elemental Implants (+1 to battle roll)
    • Enhanced Microplating (+1 to battle roll)
    • Sublight Thrusters (+2 tactical manoeuvring)
    • Deployable Cloaking Mines (+2 tactical manoeuvring) (or Capital Ship cloaking (+4 TM) if available)

    (I thought I had War Beasts too but can't find any evidence for that now)
    Tactical Doctrine: Holographic Decoys
    General: M9
    Total TM bonus: +13
    Total battle bonus: +18 (+TD bonus if any)

    [Military] Technology: Capital Ship Cloaking (SS&T, requires Deployable Cloaking Mines). +4 to Tactical Manoeuvring rolls.
    [Philosophy] Convert U23 (success)
    [Philosophy] Convert V24 (success)
    [Philosophy] Convert T20 (failure)
    [Philosophy] Convert T20 (failure)
    [Philosophy] Convert T22 (success)
    [Philosophy] Convert O5 (success)
    Non-Actions

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

    Spoiler: Ruler Stats
    Show

    Emperor Renahimith II

    Diplomacy: 6
    Military: 10
    Economy: 5
    Philosophy: 7
    Intrigue: 3

    Next round: Philosophy +3

    Expected next round stats:

    Diplomacy 6
    Military: 10
    Economy: 5
    Philosophy: 10
    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)
    • Admiral Essacharach (M9)

    Caller Fragments:
    • Peaceful Outreach

    Units: 17
    Last edited by Aedilred; 2020-05-30 at 11:23 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  23. - Top - End - #743
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
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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 8
    Economy 6
    Philosophy 3
    Intrigue 7

    Round 22 Actions
    1.[Philosophy]Help Assemble Arbiter.
    2.[Philosophy]Help Assemble Arbiter.
    3.[Military]Send 3 units in to help defend Hearth.
    4.[Military]Raise Unit
    5.[Military]Raise Unit
    6.[Military]Raise Unit
    7.[Diplomacy]Attend Event

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


    Non-actions
    • Resist unauthorized conversions.
    • Support Conversions by KRO and WWE
    • Support all buyouts and claims by the CWZ, WWE, KNV.


    News and Rumors
    • To Come

    Stat Increases
    +2 Mil, +1 Phi
    Last edited by PepperP.; 2020-05-28 at 05:21 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

  24. - Top - End - #744
    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, 24
    42 IE
    Diplomacy:10
    Military:5
    Economy:5
    Philosophy:10
    Intrigue:5

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7), Hollow (I3), Illustria (H2), Luminar (J2), Parisar (C)(I1), Shining Light (C)(K3), Kkadia (C)(K5), Demonica (C)(G3)

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

    Actions:
    1 (D10)(Dip) If the Federation is to be archived, it shall be so as an ascendant order! The Federation of Free Systems declares itself an Empire! Moridian showers praise on the Sector Commanders in his proclamation of the expanded reach of the Federation, declaring that the expansion of this benevolent order ought never cease.

    2 (Mil)
    Raise a Unit. More Demons. Also commanded by Angrosh.

    3 (Mil) Raise a Unit. More Illustrians, led by Abydos-Iah.

    4 (Mil) Raise a Unit. The Dawn materially joins the fight! A band of Crusaders from Haven take up the flame, ostensibly as guardians of those perpetrating the Peaceful Crusade. Y'know, in case the other guy gets violent.

    5 (Mil) Raise a Unit. The Kazzari join the fight! Their vessels are mostly space-racers with missile pods upon missile pods bolted on but they're still the most nimble vessels in the fleet.

    6 (Phy) Assemble Arbiter. The Dawn knows Haven supports the Church.

    News & Rumours

    - The Demon-Flock finally has a home! Demonica, the renamed G3 conquered by joint Illustrian-Demonic effort has been given by Illustria to the Flock, in exchange for their aid in conquering 2 more sectors in the future.

    - The Hsori have taken service with Finder, departing Federation space for the foreseeable future. Their former home system is immediately swarmed by Ikosq'kan scientists for careful analysis.

    Spoiler: Military Stuff
    Show

    Units: 10/15

    General: Anaxos-Ra, 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 Corris.

    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 Demonica.

    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)

    Gobliknights (Led by zealous Missionary of Solace)


    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 Warmind
    Government 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)[Arcana]
    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.
    Mil +2.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  25. - Top - End - #745
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Offer to aid anyone who fights the SAME this round. This includes all fights against Source-Knight Eleven.
    (Anyone who fights the SAME during Round 22 will receive an additional (2) Units of CPC, regardless of their current Reputation level. Expiration Date: Start of Round 23)

    [Military] Defend the CPC HQ with 2 (additional) Patrolmen

    [Military] Raise a unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Economy] Assist in the Assembly of Arbiter

    [Economy] On behalf of the DNF, explore O15

    [Military] Defend the Headquarters with 10 Units


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Intrigue] Locate the Communicator

    [Intrigue] Locate the Communicator

    [Intrigue] Secret Action
    Last edited by Gengy; 2020-05-30 at 05:30 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  26. - Top - End - #746
    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: 6
    Military: 10
    Economy: 6
    Philosophy: 9
    Intrigue: 6

    News and Rumors: The small sect of the faithful raise their arms to the sun in prayer. "Kozg ar'tuk zgark kar narz roh'gxz khx'reath Korolfelthrax zgark kar runin zrah"


    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
    2 Phi
    3 Phi
    4 Dip: attend event
    5
    6
    7

    rolls
    Non-Actions
    Tell people that I have a thing and that thing is Fruitful Theorum
    Spoiler: Stats
    Show


    Units: 14/18
    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
    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?

  27. - Top - End - #747
    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] Defend Hearth with 3 Units lead by Echo Umberto
    2) [MILITARY] Invade N16 with 3 WWE Units and 3 CPC Units lead by Fire Lord Hearth-Pyr
    3) [MILITARY] Invade M15 with 3 WWE Units and 3 CPC Units lead by Source Knight Captain Fang
    4) [INTRIGUE] Find Communicator
    5) [PHILOSOPHY] Convert P12 (Success)
    6) [PHILOSOPHY] Convert I19 (Success)
    Non-Actions:
    Resist all Buyouts and Conversions
    Share Source Swords with KNV

    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, Unlimited 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: 9
    Last edited by Tychris1; 2020-05-28 at 04:04 PM.
    “I’m a Terrorist not an idiot.” - Me
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  28. - Top - End - #748
    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 7
    Military 10
    Economy 7
    Philosophy 3
    Intrigue 3


    Actions:


    Military: Defend P14 with Knight Christie (M10)+7 units + Laser lance brigades (+2)

    Phliosphy: Help assemble arbiter

    Philosphy:Help assemble arbiter

    Philosphy: Help assemble arbiter

    Philosphy:Help assemble arbiter




    News and Rumors



    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  29. - Top - End - #749
    Bugbear in the Playground
     
    BardGuy

    Join Date
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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 22 (22 FC)


    Actions:

    1. [Diplomacy] Attend event and hand over fragment

    2. [Type] action

    3. [Type] action

    4. [Type] action

    5. [Type] action

    Nonactions:


    Spoiler: News and Rumors
    Show

    • .


    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; 2020-05-30 at 06:37 PM.

  30. - Top - End - #750
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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 22 - Galactic Dates 217542.0.0.81 - 217544.0.0.80



    Actions:
    1. [Intrigue]Help the Witch-Knights locate the Communicator 5/6
      The Knight-Who-Is-Not-Yet-Black, in a vessel whose hull is now a brilliant, iridescent pale, though unmoved from their present task even by the calamities at hand, has traveled far and wide, and is willing at least to share what marvels they have come across on their travels with their patrons in the Fated Convocation. The Convocation, concerned for the fate of Axiom (among other matters), is happy enough to follow up on these leads.

    2. [Intrigue]Help the Witch-Knights locate the Communicator 6/6
      Envoys of Msrshs, the Most Patient, are likewise hard at work surveying, cross-analyzing, and compiling data from archaeological sites, anthropological studies, and other data sources in order to

    3. [Philosophy]Help Repair Arbiter
      The core of the Ninurtine Empire, particularly its Academy, showed interest previously in the varied doctrines of the Churches, though they might all be callously swept aside as so much 'uncivilized drivel' by their administrators. If students of that Academy are to aid in the reconstruction of a Caller OI from the Revered Ones, then it must be that they have access to appropriate materials and teachings to shape their understanding and analysis, lest their ignorance cause undue harm to the very beings they intend to aid. Though the Convocation itself is well aware of the response this might provoke from the Imperials, whose offense at any implication of Imperial education containing some sort of failing is simultaneously derided by some as insincere given the Imperial government's unwillingness to allow free thought within their territory - and as perfectly sincere, but ignorant and disrespectful, given their militant imposition of an authoritarian ideology, followed by attempts to get involved in the most intimate and sacred of matters in the very faith they so disdained as 'disruptive' and 'destabilizing'.

    4. [Philosophy]Help Repair Arbiter
      Given the role played by Tabine enforcers in cementing and propagating Imperialist authority throughout Ninurtine space, and the proximity to a Courier Relay proving relative ease of accessibility to the system, it is determined that freedom from the ideologies to which their overlords have subjected them are a key element of ensuring smooth relations while Ninurtine officials are present in Convocation space - it is difficult to feel as comfortable throwing rocks at guards that sympathize with your own objections to the government they serve as it is to violently protest the presence of representatives of a state that abused, imprisoned, and murdered friends and colleagues, in one of your most sacred spaces.

    5. [Philosophy]Help Repair Arbiter
      Another important bastion of Imperial learning is Phi station, and the research there to understand the Revered Ones must likewise be tempered by an informed faith - not the casual brutality and conformity the Imperial government would demand. This time, somewhat more attention is paid to ensuring the safety of their operatives, and given the discontent present after the quiet murders that took place on behalf of the Ninurtine government, it is hoped that somewhat more support can be found in the average citizen - but perhaps it is fear that will win the day, after all.

      The Fated Convocation is well aware of the consequences such bold defense of their faith and principles may have - but with such great stakes, the Churches are well aware of the sacrifices and trials that may have to be endured in the name of justice and saving the galaxy.


      The Revered Ones must need be united, and the will of the Callers seen through. So will the Convocation attend to the promises their faith has made so long ago.

    6. Bonus: [Philosophy] Continue Operation Brilliant Sun 4/5
      The Knight-Who-Is-Not-Yet-Black continues their journey, traveling from the Realms of Horizon with a ship seemingly much reduced in size after some time in the watery depths of that land, to mark a course for Lyraen space. Once there, they make an unorthodox request of the Luminary known as Lyrae, to channel and focus the light of her star through their own vessel as part of what their acolytes call the Golden Reduction.



    [Nonactions]


    FFS Embassy


    News & Rumors
    • In The Time of Revelations:
    • The Burden of Fate:
    • A Violent Dogma: It is good that an agreement has been reached to safeguard the Revered Ones from Imperial interference - though the methods to acquire such were clearly considered distasteful by many.



    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.
    [/QUOTE]
    Last edited by Rolepgeek; 2020-05-30 at 05:55 PM.
    Sincerely,
    Role P. Geek

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