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  1. - Top - End - #571
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 15

    News and Rumours
    • The attack by the Sanguinary League leads to robust debate in political forums. Among the discourse, one voice seems to rise above others: the former Secretary-General Ninurbethush, former enfant-terrible turned elder stateswoman. Her argument is that irrespective of political differences with the Star League, the Sanguinary League represents a fundamental threat to everything the Empire stands for, and a threat that cannot be ignored. Today the Vilari, tomorrow the Empire. The Council has yet to take a formal position on the matter.
    • Eventually the hawkish view prevails. A war between neighbours is one thing, but the attack on the Star League appears to be nothing more than rapacious. That the attack was launched before any terms were issued vitiates any legitimate cause for war. The long-held policy of peace with the Rothuun aside, the Syndrome tendency in this regard has been indulged for too long. The Empire may not be bound to the Star League by bonds of alliance, but it has a responsibility and cannot, however much it might wish to do so, resile from that.
    • With a heavy heart, the Emperor lights a brazier in the Temple of Durga and issues a declaration of war. All battlegroups are ordered to the front.


    Actions

    [Diplomacy 10] Realise the Empire (become a Galactic Empire)
    [Intrigue] Secret
    [Philosophy] Convert R1 to Ninurtine Imperialism: 17 - success
    [Philosophy] Convert S25 to Ninurtine Imperialism: 14 - success
    [Military 5] Doctrine: Supremacy. Automatically win all battles. Reduce loss chance for own units (size, distance or battle) to zero. Roll 1d2 losses for all enemy units present: on a 2 the unit becomes an Imperial unit, on a 1 it is destroyed. The region in which the battle takes place is stabilised.
    [Military] Attack the Heart-Beacons (S21) with eleven battlegroups, commanded by the Lord Admiral:
    • 11 units
    • Commander: Lord Admiral Anguradeshib (M10)
    • Techs: Enhanced Microplating; HEAT Engines; Lyraen Elemental Implants (total +3 to battle roll); Capital Ship Hulls (-1 losses).


    Non-Actions

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

    Spoiler: Ruler Stats
    Show

    Emperor Durgadoresh

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

    Next round: +1 Philosophy, +1 Military

    Expected next round stats:

    Diplomacy: 10
    Military: 7
    Economy: 6
    Philosophy: 8
    Intrigue: 7

    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

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

    Technologies
    • Capital Ship Hulls
    • Lyraen Elemental Implants
    • Enhanced Microplating
    • Resident Spies
    • Sublight Thrusters
    • Universal Translator
    • HEAT Engines
    • Galactic Mint
    • Limited Transporters

    Generals:
    • Lord Admiral Anguradeshib (M10)

    Units: 11
    Last edited by Aedilred; 2020-01-24 at 09:02 AM.
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    Spoiler: Previous Avatars
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  2. - Top - End - #572
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: [Empire 5] IC Thread


    Round 15 Actions
    The Ndoda
    Umkhonto Malyat Elunxwemeni

    Ruler Stats:
    Diplomacy - 10
    Military - 3
    Economy - 10
    Philosophy - 1
    Intrigue - 2

    Actions:

    1. Diplomacy – Spend E10 to Make CI – Empath Agents permanent
    Realizing the value of keeping stability in the capital planet of this alliance, Malyat invests resources into Kwiziko’s infrastructure and planetary defenses. As long as the planet is intact, the foundation for the alliance will stand.
    2. Military - Send 4 units to aid Lyrae's assault on the Same
    The Ndoda answer the Lyraens call for aid! Lyraen soldiers are in desperate need of ships to launch their assault on the Same. After a (slimy) walkthrough one Nemikhomo, the decision is made to send a Ndoda helmsman for accurate navigation and interaction with the Nemikhomo. The Ndoda also give the Lyraens a formula for special shampoo to remove the Nemikhomo’s bodily fluids from their fur.
    3. Military – Raise 1 unit
    A new group of Nemikhomo have been raised, adapted, and trained for full use as combat, cargo, and trade vessels.
    4. Economy – Buy TP 3 in D18 (Minean Tears) – Success! (18)
    Nicean and Ndodan merchants are fascinated by this new substance, and quickly close the deal to acquire a steady supply of this resource. Scientists are fascinated by the Minean itself and try to sway its settlers to allow them to study the creature and perhaps learn to improve the Nemikhomo from its physiology.
    5. Economy – Pay off CmC Debt (1/2)
    Unwilling to pass on an open favor to another new Umkhonto, Malyat has arranged the construction of a new class of starship from the remains of broken Spider Sentinels that have been damaged beyond repair. With the provision made by surviving Sentinels that these ships are only used for transport or defense, the Sentinels share blueprints and materials to craft large, incredibly durable cargo vessels capable of transporting any cargo through even the roughest space or violent battle. The programming of the Sentinels is also adapted so that the ships are theft-proof and will not respond to commands submitted by anyone other than the intended owners. This new line of vessels is exclusively gifted to the CmC as the only organization or power other than the Ndoda to be capable of piloting them.
    6. Economy – Pay off CmC Debt (2/2)
    Once complete, the fleet of Supply Sentinels are loaded with Ndodan trade goods from all planets and outposts that have a trade relationship with them. Full of the highest quality goods, the fleet is sent to the CmC in hopes of fulfilling the debt.

    Dice Rolls


    Non-Actions:
    Resist all unauthorized buyouts and conversions
    Authorize all conversions by the Droccen
    Accept the techs given by the Lyraens and Geleans in return for units sent

    4 Nemikhomo units are sent to aid the Gelean Empire's defenses in the new war in exchange for new technologies. The Council breathes a sigh of relief that they were able to talk down Umkhonto Malyat from joining the offensive against UPT, but still worry that sending military aid to their ally will hinder the new opportunities brought by the Revolution.

    News and Rumors:
    As Umkhonto Malyat completes his highly successful reign of expansion and new enterprise, the Hatching Day brings both new opportunity for the Ndoda to step into the fray of Fragments. Though the location of a new fragment is enticing, it is the decision of the Umkhonto and the Council (now increased in size to accommodate the new planets governed by them) that it should be the next Umkhonto to make this decision as the sun sets on Malyat’s reign. Malyat and his mate reassign to Millia to aid in the investigation there on Fluffidium and raise their newest clutch (and keep a close eye on their older three to avoid any further shenanigans at galactic events)

    With 9 systems now a part of the Ndodan government, the Council has officially opened the title of Umkhonto to all species under the Umkhonto’s rule. The Council itself has expanded to over 100 seats from the original seven to reflect the different voices of each planet and its nations and tribes. It is unknown as of yet who the next Umkhonto will be, but the Council has constructed suitable debate and meeting halls on or in orbit above each planet.

    The Council has been heard arguing late into the night about the language and titles held by members. With so many species and systems, it seems inadequate to continue calling all ‘the Ndoda.’ An official declaration on the matter is expected on the coronation of the next Umkhonto.

    Though very appreciated, Proxos’ gift of snow sporting gear goes unused by Umkhonto Malyat, as Ndoda are not suited to cold weather. Instead the ski pass goes to the Spice Masters to enjoy a snow-filled day of fun (sources close to the Spice Masters say that the avian aliens only survived the cold by snacking on a new line of Spicy Quasar Peppers, coming to a store near you!).

    The quick conversion of an entire region by the Celestia Corps has angered the Council greatly, particularly after efforts to resist failed. At least with the insidious and now ubiquitous One, courtesy and proper channels were followed, but this was an attack on beliefs with no regard for the present beliefs or respect for presentation of other ideas.

    New Ruler Stats for Round 16:
    Diplomacy – 5 (3 roll + 2 Inheritance)
    Military – 5 (4 roll+1 Round 15 Actions)
    Economy – 7 (4 roll + 2 Inheritance + 1 Round 15 Actions)
    Philosophy – 1 (roll)
    Intrigue – 1 (roll)

    New Leader Next Round? Yes

    Spoiler: Techs, TacDocs, and TPs
    Show

    Technologies:
    Enhanced Microplating:
    +1 to Battle Rolls (Required: Hard Metal) - ACTIVE
    HEAT Engines Mk 2:
    +1 to Battle Rolls (Required: Fuel) - ACTIVE
    War Beasts:
    +1 to Battle Rolls (Required: Fauna) - ACTIVE
    Lyraen Elemental Implants:
    +1 to Battle Rolls (Required: Arcana) - ACTIVE
    Capital Ship Hulls:
    -1 to Combat Losses (Doubles unit tonnage) (Required: Hard Metal) - ACTIVE
    Energy Distribution:
    -1 to Distance Loss Rolls (Required: Electronics) - ACTIVE
    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 (Required: Electronics) - ACTIVE

    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 (Required: Broadcasting Tech or Spies (Resource), One or More Embassies) - ACTIVE
    Galactic Currency Mint:
    +1 to Buyouts (Required: A Precious Metal and 1 other resource)
    Long-Range Advertising Campaigns:
    Reduces ZOI by one step for defending against buyouts (Required: Broadcasting Tech) - ACTIVE
    Government Support Markets:
    +2 to Stabilizing if controlling a TP in a region (Required: Galactic Currency Mints and Skilled Labor)

    Tactical Doctrine:
    Electric Net - For every two Ndoda units present in a combat, gain a +1 bonus to combat rolls, up to +5

    Cultural Identity:
    Empath Agents - 2d8 to Stabilizations and resisting Unrest in the Capital


    Units:
    Unit Cap - 11
    Current Units: 2

    Regions:
    E21 - Kwiziko (Capital)
    G23 - Tuxie
    D24 - Theseon
    D22 - Wonderland
    F22 - Kraikr
    F24 - Nicea
    D20 - The Beacon
    E23 – Azeride
    E19 - Millia

    Trade Posts:
    C15-3-GMO Giga Shrimp - Fauna
    C19-2-Rainbow Carrots - Drug + Flora
    C23-2-Voidstone - Fuel
    D18-2-Quantum Mechanical Doctors - Skilled Labor
    D20-1,2,3- Iridium - Hard Metal?
    D22-2-Dream Eating Pills - Drug
    E17-1-Mining Drones - Electronics
    E19-1,2-Fluffidium - Uncategorized
    E21-1- Entabeni Cloth- Textiles
    E27-2- Durasteel- Hard Metal
    F20-2-Bilithium - Uncategorized
    F22-2,3-Operatic Frogs - Fauna
    F24-2-Quasar Peppers - Crops and Spices
    G21-1 – Singing Fly Traps - Flora
    G25-1-Entertainment - Electronics + Skilled Beings
    E23-3-Broadcasting Tech - Broadcasting Tech
    K5-3- Harmonized Dark Matter - Arcana
    D18-3-Minean Tears - ?
    Last edited by LapisCattis; 2020-01-19 at 05:45 PM.

  3. - Top - End - #573
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Androgynous-Delicate-Festival Allchurch Branches-Worn-By-Water
    Round 15 - Galactic Dates 217528.0.0.81 - 217530.0.0.80


    Actions:
    1. [Military]Invade ??? [S17] with Alpha Fleet Detachment [2 FCO Units], using Lyraen Elemental Implants [+1 to Combat Rolls] led by God-Speaker Androgynous-Delicate-Festival [Military 5], for a total bonus of +8.
      Crucial to success, however, was not just Itean, but all forward bases by which the Rothuun might strike at the Federated Churches. With Duenem and Ninurtines providing support on other fronts, forcing the Rothuun to spread their forces thin, occupation of the region should prove simple.
    2. [Military]Invade Iteus [T16] with Omega Fleet and Alpha Fleet Detachment [6 FCO Units] and 9 VSL Units, using Lyraen Elemental Implants [+1 to Combat Rolls], Particle Wave Cannons [+2 to Combat Rolls], Enhanced Microplating [+1 to Combat Rolls], H.E.A.T. Engines [+1 to Combat Rolls], and Loud Discourse [+1 to Combat 1/round], led by Sorren Caxton Elien [Mil7], for a total bonus of +28 using Alpha-Omega Strike Tactical Doctrine [On successful Tactical Maneuvering Roll, FCO Size Loss Rolls will result in loss on roll of 1 or 2, and opponents will take five(5) additional Distance Loss Rolls].
      The Church of Iteus appears to have made a habit of targeting congregations supported by the Federated Churches, twisting ideology and theology into something wicked, and cruel. The news (and in a few cases, refugees) flooding out of Itean only further fuel the growing sense of intervention’s necessity many Church members have been finding themselves in agreement with, though the decision to occupy the void-space, at least, was made much earlier. The Iteans’ decision to host Rothuun war parties makes this a necessary element in the aggressive defense plan Sorren Caxton Elien has formulated along with the Vilari. The two charter members fly together to meet the bulk of the Rothuun fleet above the skies of Itean, while the seas writhe beneath…
    3. [Diplomacy]Attend an Event
      Spoiler: Event Subactions
      Show

      Gift F.L.E.X. Security technology to Mier Formica [MFM].
      Accept Gifts of [U]Limited Transporters/[U], Energy Distribution, and Improved Generalship technologies from the Mier Formica [MFM].
      Accept Gifts of Deployable Cloaking Mines, Sublight Thrusters, Resident Spies, Mecha-Guardians, and Scout Chassis technologies from the Duenem [DNM]
      Accept Gifts of Eclipse Exo-Armor and Government Supported Markets from the Lyraen Stellar Dominion [LSD].


    4. [Philosophy]Convert Taurina I (Q19) LC from Iteusism to Church of Rust[Rolled: 9]
      Underground EdgeSkimmer factions in Taurina make a bid for dominance over local Iteusism in a display of martial accomplishment – but with minimal support from more established sources, they are forced to flee shortly after, abandoning initial gains. Unable to maintain their hold on what few areas turn to support them, they soon disappear once more.
    5. [Philosophy]Convert Sanctum (U17) LC from Iteusism to Church of Rust[Rolled: 21!]
      Though it has been a long time in coming, the Church is finally recovering and restoring the sites of theological discussion and worship lost to Iteusist priests some time ago, laying groundwork to work towards some form of lasting peace between the Sanctified and Profaned – though the two groups are unlikely to ever be friendly towards one another, sustaining the present armistice until the healing process can begin is a great step forward.


    [Nonactions]
    - Fail to resist U17 Buyout of TP1 for Otherway Particles in Sanctum.

    KBC Embassy
    - Trade the Fragment Enterprising Notion to the Kombuch Collective [KBC] in exchange for 3 Units, Universal Translators, and Gestalt Warmind.

    SUN Embassy
    - Trade F.L.E.X. Security, Galactic Currency Mint, and H.E.A.T. Engines technologies to the Sunbream Confederacy [SUN] in exchange for Capital Ship Hulls and E.G.G.R.E. technologies.


    News & Rumors
    • Activity through the Oǎm Wormhole has been higher than usual, though additional analyses reveal nothing unusual.
    • The current Godspeaker is deeply troubled by the fact that war has come to the Church under their term. They have elected, for this reason, to retreat into contemplation, and petition the Gods to choose another, more suitable Godspeaker to provide guidance in the trials to come. The Federation of Free Systems electing to aid the Rothuun above the Federated Churches has led many to believe that addressing this situation is the true reason that the Godspeaker has departed their office, and many more to criticize Marius as being just as bad as those he claimed to be replacing with the rebranding of the Dawnstar Dominion, but for the moment, the act appears to be for their own peace of mind.
    • The Witchknights of the Apocalypse have attracted the attention of many impressionable youths, especially among the Duchies, and within several years, tales of their exploits have been reworked into a hit new game called "Worlds n' Witchknights", in which each player takes on the role of one or more Knights, with another player, typically called the 'World Master', setting obstacles, challenges, and rewards before them. More traditionally minded members of the Churches are concerned with this new unhealthy fascination with the Source, and worry that it may lead to a veneration of Dark Gods, given the interrelation now showing between the Source and the Same...
    • Perhaps aided by WnW's popularity, the BlackLit church is making rapid strides among the Duchies of Donjardin, and already, Forgeknights and Brightlords are beginning to renew their oaths under a new faith, one built on dedication, mutual cooperation, and the pursuit of the divine through extraordinary means.
    • Opportunities abound for the Keppi and Amrit, but Iteusists have turned the resentment and unsettling of their culture against the FCO. Before the generous offerings made by the CmC can be collected, the local armed rebellion will need to be dealt with to secure safe passage through the Wormhole - to help the Ninurtine Empire retain territorial cohesion, of course, given the current rights of passage they enjoy with Federation control of the wormhole.
    • With new Churches being registered on nearly a daily basis now, the Speakers of the Convocation publicly declare their commitment to sustaining a healthy and diverse range of viewpoints and methods of understanding in an event broadcast to all Church of Rust communities - differences are a source of strength, not weakness. Though divisive rhetoric and a refusal to conform may exhaust one's patience and test one's charity in the short-term, it ensures that no matter the obstacle or threat, a suitable answer is close to hand. Let all celebrate the Diversity of Doctrine on display!
    • Alpha-Omega Strike: Engaging the enemy from extreme range is made all the more difficult by the sheer scale of modern interstellar warfare, but sufficient quantities of missile weaponry, strike craft, and pre-positioned assets can overcome the typical disadvantages of such strategies, albeit with the drawback of enormous ammunition expenditure.

      When Sorren Caxton Elien first outlines a proposal for a massive reorganization of the Federation navy, it is received with mixed regards, and largely considered infeasible and a waste of time. Only when Godspeaker Androgynous-Delicate-Festival adds to their voice, making it clear that the plan had the support Zkiel, the Most Vigilant, himself that the speakers of the Convocation begin to process the possibility in full.

      Though there are a great many critics of the plan, eventually the knowledge that it had the full backing of a Revered One, Sorren’s own rhetorical ability, and the historical tensions between the FCO and several of their neighbors lead the Federated Churches to vote in favor of the plan, if only just. Principal among the reforms was a new method of engagement and strategic doctrine, intended to inflict maximum casualties upon the enemy while minimizing loss of non-disposable assets. To the trained eye, the influence of both the Vilari Star League and Admiral Sorren’s own history in the Dawnstar Dominion on the Federated Churches’ new tactical doctrine is plain to see.

      Beyond centralizing naval reconstruction activities (rather than relying on each Church to provide it’s own set of ships and trained personnel), the Caxton Reforms, as they are quickly dubbed, also provide a set of ship classifications suitable for extended use, which readily and quickly communicate information regarding ship roles and ideal use scenarios.


      Spoiler: FCO Ship Classification System
      Show
      • Custodian-type vessels are those which best serve a role in the defense and protection of other vessels, whether by picking off small hostile craft or projectiles or by engaging in actions that larger vessels would have more difficulty with; these ships are typically smaller in size and carry weaponry built to engage similarly sized vessels or smaller.
      • Wrecker-type vessels are those which are built to swiftly inflict damage far in excess of their own size, and often rely on an excellent offensive armament or support from other voidships to avoid being destroyed themselves.
      • Coaster-type vessels are those which are intended to operate for long periods of time on their own, on patrol or long-distance missions, with sufficient defensive capabilities, armament, and speed to defeat or escape most threats. Coasters are still more than capable of contributing to full fleet engagements, however, and often serve very well as both vanguard and reinforcing element, thanks to their strength and balance.
      • Rifter-type vessels are those meant to disrupt enemy organization, place directed pressure on enemy formations, and perhaps most significantly, carry spinal weaponry capable of devastating hostile elements caught in their firing line. During fleet engagements, Rifters are typically put to best effect either by using the threat of their weaponry to break up enemy formations and isolate elements, which can then be defeated in detail, or as a means of delivering the killing blow to vessels which have been herded into killzones by other ships.
      • The Hulk-type is usually used in conjunction with another descriptor type, as it is largely used to denote the size and concentrated force of a vessel; currently, it is used to refer to ships massing more than 400 kilotonnes. As the baseline systems necessary to maintain technological parity increase average ship sizes, however, the size designations this refers to is almost certain to be subject to change.
      • Rigs and Drones serve largely the same role, the difference between the two consisting almost entirely of whether the ships are crewed internally, or by Ordained Intelligences or remote operators. These vessels most commonly lack independent FTL capacity or the resources to manage sustained deployment
      • Outriggers, Drone Barges, and Reef Beds likewise refer to vessels with similar purposes – the provisioning, maintenance, and transport of Rigs, Drones, or both, respectively. The versatility Reef Beds have in this respect is most commonly due to having partially internal hangars, allowing them to provide a greater level of support to their carried craft, compared to the external attachment points typically present on Outriggers or Drone Barges.
      • Scrapper and Slagger-type vessels refer to built to both endure and inflict heavy punishment, particularly during large fleet engagements, where their relatively low maneuverability and vulnerability to smaller craft can be compensated for. Scrappers are vessels whose primary armament is based on kinetic or explosive weaponry, while Slaggers are those with a more energy focused armament, such as lasers, 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, while not presently in use, are considered to be those dedicated to the invasion of planets and destruction of stationary hardened targets, providing fire support, oversight, and logistical support to efforts aimed at occupation of planetary surfaces and stations.


    Spoiler: Bookkeeping
    Show

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

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

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

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

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

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

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

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


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


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

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

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


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



    Spoiler: Revered Status
    Show

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


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 10
    Military 5
    Economy 2
    Philosophy 10
    Intrigue 6

    New Ruler Next Round?
    Yes

    Expected New Ruler Stats:
    Diplomacy 3 (1 Roll +2 Inheritance)
    Military 3 (1 Roll +1 Inheritance +1 Actions)
    Economy 1 (1 Roll)
    Philosophy 7 (4 Roll +2 Inheritance +1 Actions)
    Intrigue 5 (3 Roll +1 Inheritance +1 Fragment)

    Expected Stat Bonuses:
    +1 Military
    +1 Philosophy
    Last edited by Rolepgeek; 2020-01-27 at 03:52 AM.
    Sincerely,
    Role P. Geek

  4. - Top - End - #574
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Military] Raise 1 Unit of Patrolmen - Thinking in line with utilizing and bolstering forces away from the front while CPC’s allies hit the Same and tensed for the coming Revolution the CPC base in Union space runs a recruitment drive in sector V10. While the ever-cantankerous Discordians were split over the issue of confronting the Same being more important than domestic defense their large militarily capable pool means even partial success leads to a mass recruitment into the Patrol’s anti-Same forces. (Units in V10 reduced from 4 to 3 at the end of round)

    [Diplomacy] Inquest O17 - With approximately half of the original Core explored and a significant number of Core regions brought under Maturated control the Patrol Corps is riding high. CPC leadership is excited to see additional military action being taken around the Core rim encouraged by the demand on CPC fighters to do combat with the Same menace. Unfortunately for Core Patrol this success elsewhere left no ships available for conducting reconnaissance. Fortunately the more comfortable CPC bases taken off the Core by Revolution are able to supply the civilian ships more commonly used in their space to conduct a hopefully benign scan of the Core utilizing Same-repelling rather than Same-engaging strategies.

    [Diplomacy] Inquest N16 - Same v0.11 appears to have grown quite a bit larger than experts had anticipated after initial reports of its dual-region expansion. Fear of a snowball effect from these slightly altered Same drones overcoming their competing versions prompts CPC to send investigators to try and ascertain the aftermath of v0.11's conflict with v0.15 who's last known action was the Attack on the Umbral Augury and Sacking of Hearth. Surely v0.15 fresh up on raided resource material could overcome the Source-blinded v0.11.


    Cosmic Couriers
    Spoiler
    Show


    [Economy] Buyout C27 Cyreilean Marching TP2 from KBC - Frustrated with the Kombuch stonewalling of the investigation into Relay 004’s disappearance and suspected death the Couriers launch an aggressive campaign of buyouts against Kombuch interests targeting their much disputed drug supply. While Nyx was hardly a friend to the Couriers they could probably be relied upon to purchase drugs taken from the mushrooms.

    [Diplomacy] Buyout B30 Angel Wings TP3 from KBC - More decisive action is launched within Gelean space targeting the valued Angel Wings used as building materials throughout the Kombuch’s expansive dominion. Cutting these supplies off would no doubt impair the mushroom's abilities to maintain domestic order for long. The Courier purchasing agents come with an ultimatum. Allow full access to an unbiased third party investigation into Relay 004 and have their asset holdings returned upon confirmation of the Kombuch claim of innocence or refuse this final offer of reasonable action and receive official condemnation by the CmC lowering KBC Reputation to -3 and being barred from access to the Relay Network.

    [Diplomacy] Request a Relay in a wormhole region from NUT or FCO - Curious to explore the wormhole phenomenon and take advantage of it for transportation purposes the Couriers reach out to the Ninurtines and Rass hoping to negotiate access to the wormhole. (Request: NUT or FCO build a Relay in P4 or V18. Reward: +1 Reputation with CmC, +2 Favors. Expiration Date: Round 17)


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show




    [Diplomacy] Officially change from An’Null’s Eradicators to Witchknights of the Apocalypse - The so-called "Inferno" Rear-Admiral seeks to make demands of the Eradicators, acceptance of his new philosophical teachings, disarmament of suicide failsafes, and an end to the wars facilitated by Eradicator hired strength. While in less turbulent times the Shadow Admiral could afford to dismiss this upstart out of hand the Hearthling had spent years sowing seeds of discontent among the Captains and had amassed a sizable following heralded by the treacherous Captain Fang. The Shadow Admiral confronts Vix-tal outside the Source itself as the Hearthling warrior attempted the impossible. Believing nothing could escape from the all-consuming Nothing of An’null personified in the Source the Eradicators were on an ideological precipice. The destruction of the Shadow Admiral and emergence of the Witchking sees the leadership circles of the Eradicators converted into service of the Source through following the teachings of one of the greatest masters to emerge from Hearth.

    [Intrigue] Seek the true purpose of the Caller Fragments - As Witchknights receive their accolades and are sent out into the great inky black they are instructed to seek knowledge for knowledge was power and power broke all chains. The mysteries of the Source would only reveal themselves to a diligent unflinching acolyte with the capability to provide value to those around and above them. Many seek to uncover a deeper understanding of the wonders of the Caller Fragments, whose names and construction implied pieces of a greater whole. The Witchknights hope to discover what.

    [Intrigue] - Secret


    An’Null’s Eradicators
    Spoiler
    Show


    [Intrigue] Reform H32 as a Headquarters (1/5) - When Vix-Tal conquers death and destroys the Shadow Admiral a small cabal of Commodores within the Eradicators refuse to accept their nihilistic view has been shattered. As the vast majority of Eradicators flock to the so-called Witchking who takes the ghost ship of the An'Nullifier to Ciraclores where the Witchknights pledge themselves to a new master loyalist Commodores retreat to their old home base far removed from the galaxy writ large, though uncovered by the meddling Tezh. Their teetering destruction was palpable in the air but they pressed on with plans to rebuild. The Source was a lie, there was only An'null. It was in Axiom's hands now whether the Eradicators lived or died.
    Last edited by RandoMan; 2020-01-20 at 05:56 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  5. - Top - End - #575
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
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    Rural Victoria, Australia
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    Male

    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


    (Addition of Haven to flag pending)

    Custodian Marius Nox, 57
    28 IE
    Diplomacy:10
    Military:10
    Economy:10
    Philosophy:7
    Intrigue:4

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7)


    Actions:
    1 (Eco) Buyout Missionaries of Solace, K7 [20]

    2 (Phy) Probe H2 [13]

    3 (Phy) Probe J2 [11]

    4 (Phy) Convert I3 [14]

    5 (Phy) Convert H4 [15]

    6 (Dip) Attend the Founding of the Sanguinary League!
    - Sign the Sanguinary League Charter
    - Reaffirm vassalage protection agreement with the Rothuun
    - Gift Hrakuun Thugs & Coup de Grace to the Rothuun in accordance with the Sanguinary League Charter
    - Gift Redskull Squadron to the Rothuun (they've been really itching for a fight)
    - Trade Hrakuun Thugs to NYX for a Lancer-class Cruiser (The New New Dawn)
    - Trade the Mier Formica Hrakuun Thugs & Coup de Grace for Improved Generalship & Energy Distribution (A cordial exchange of expertise between neighbours)
    - Gift Iteus Hrakuun Thugs & Coup de Grace


    News & Rumours

    Across the Free Systems the call goes out; the Federation is at war. In the interests of shared security, Starfleet must be expanded, the better to safeguard the citizens of the Federation, and any others that might seek to join them. From all systems recruits come, and the remaining Old Guard works tirelessly to turn them into soldiers capable of serving on the front lines. To further ensure the safety of all, but mostly himself, Marius orders the acquisition of the biggest ship on the table - and fortunately, the Guild-Merchants of Nyx are offering just what he desires. A new flagship, sufficient to hold all the administrative needs of the broader Federation in a mobile, defensible location. The New Dawn just became a lot brighter.

    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. Part of the Dawnguard wing, and commanded by Jack Ackar Silver, former Officer of the Dawnguard.
    Redskull Squadron; Where Ravager Squadron fought for the 'Dominion forces during the Dreider wars, and thus emerged a heroic and vaunted unit, the Redskulls were the Dreider forces' most effective strike unit, often operating alone from forward bases to conduct lightning assaults on key command positions behind 'Dominion lines. The unit was composed of the most veteran pilots fighting for the Dreider, and were integral to the Dreider ability to continue to prosecute the wars. In one of the last actions of the Third Dreider War, their commanding officer of the time, Farus Velkor Ghorakka, could see the tide of the war had well and truly turned, and rather than obey orders to fight on until destroyed, he took the squadron and surrendered, refusing to fight against his former brethren. The 'Dominion airforce chose to incorporate the Redskulls into their ranks, on the condition they were never deployed against Dreider dissidents. Newly equipped with GLD, the squadron is composed of hardened veterans, and fights loosely in wings of three, each pilot trusting his companions beyond doubt, and is the most innovative fighter squadron in the Felhounds, in stark contrast to the tight, squadron wide formations once employed by Ravager Squadron, and most other squadrons within the Felhounds. Commanded by Bren Ghor.
    1st Brigade, PsiCorps; PsiCorps is the newest wing within Starfleet, composed of Mindbreaker Eris from Eriador. Eschewing starships, the Eris of the squadron possess forms largely biological in nature, living bio-craft fed and powered by energy extracted from ley line nexus on Eriador. These Eris have been trained for decades for combat, possessing frightening psionic power. Commanded by Gladien Bladed-One.
    Furion Squadron; Freed from the shadow cast by Ravager Squadron, Furion has emerged as the most aggressive unit in Starfleet. The lead squadron of the Felhounds, Furion is composed of young, hungry hotshots, and while this often leads to arguments and tensions between pilots, their individual skill is a force to be reckoned with. The kings of the simulators during academy training, Furion pilots are eager to join the Great Crusade, and test their skills in proper combat. Commanded by Xixis Ilhith.
    The Demon-Flock of Angrosh: These terrifying creatures of darkness & horror assailed the Eris for centuries. As Eriador burned, most of the Demon-Flocks were pulverised in the bombardment, but one survived. Angrosh is a cunning schemer, and when she saw a full fleet of deadly vessels hove into orbit, she took her flock up into the cold of space, and latched onto the Mindbreaker Academy in extreme orbit. In exchange for their lives, the flock agreed to turn their might towards enemies of the Federation. In peacetime, they are based in an Ikosq'ka system rich in low-level sentient mammalian life to feed upon.


    Spoiler: Inactive/Lost Units
    Show

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

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

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

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

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

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

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


    Spoiler: Technologies
    Show

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


    Spoiler: Trade Posts
    Show

    TP 1 U11 (Jabberjaus)[Fuel]
    TP 1 J4 (Gazmium)[Hard Metal]
    TP 1 I5 (Caroxan)[Fuel]
    TP 1 H4 (Mindbreakers)[Arcana]
    TP 1 I3 (Terrors of Ibix)[Fauna]
    TP 2 I3 (Terrors of Ibix)[Fauna]


    Spoiler: Leader Stuff
    Show

    No new leader
    Last edited by Ausar; 2020-01-26 at 10:16 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  6. - Top - End - #576
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [Empire 5] IC Thread

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




    Round 15 Actions:

    1. [Diplomacy] Attend the event
    Spoiler: Event Sub Actions
    Show

    • Trade Improved Generalship to the KRO for Cloaking mines and EC Lances
    • Trade Improved Generalship and Energy Distribution to FFS for Coup de Grace and Hrakuun Thugs
    • Trade Improved Generalship and Extended Rations to NYX for Capital Ship Hulls, Energy Conversion Weaponry, Platinum Elite Battlefield Health Services
    • Trade Improved Generalship, Extended Rations and Limited transporters to RGH for Engineered Monstrosities, Berserkers and Lyraen Elemental Implants
    • Trade Improved Generalship, Energy Distribution and Limited Transporters to FCO for Flex
    • Trade Improved Generalship and Energy Distribution to LSD for EGGRE and Government Supported Markets



    2. [Military 5] Recruit a General 8 Marabunta steps up to lead the Mier Formica fleets.

    3. [Military 10] Create technology

    Extended Rations (Logistics)
    Requires: "Energy Distribution" tech and it's associated resource, and Food
    Effects: Reduce ZOI Distance Loss rolls by half rounded up

    4. [Diplomacy] explore K13 Great Success 18

    5. [Military] Raise a unit

    6. [Military] Raise a unit

    7. [Military] Raise a unit


    Non Actions:
    • Trade Improved Generalship and Extended Rations to the Galactic Droccen Imperium for Mecha-Guardians and Phased crystalline emitters



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Droccen empire
    • 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

    Aptinoma Mier
    Diplomacy: 10
    Military: 10
    Economy: 1
    Philosophy: 8
    Intrigue: 2




    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    G27 2 Androids
    Total Trade Posts Start of this Round: 1

    Acquisitions This Round



    Spoiler: Military (9 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

    Generals
    Name Military Stat
    Predator 7


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Core Patrol Corps 0 0
    Cosmic Couriers 1 -1
    An'Null's Eradicators 1 0


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location
    Giga Shrimp Refinery 3/5 N/A H8
    Rainbow Carrot breeding center 1/5 N/A 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

    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Refined Energy Distribution Reduce number of Distance Loss rolls by one N/A Electronics N/A Yes N/A Engines
    Enhanced Micro Plating Battle Rolls get +1 N/A Hard Metal N/A No N/A Armour and Shields
    Galactic Currency Mint Buyouts get +1 N/A Any precious mineral + Any other resource N/A No N/A N/A
    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
    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 N/A
    Long Range Advertising Campaigns Reduces ZoI by one step for defending against buyouts N/A Broadcasting Tech N/A No N/A 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 N/A
    War Beasts Battle Rolls get +1 N/A Fauna N/A No N/A Warmachines and Live Weaponry


    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
    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 DC
    Diplomacy 10 Become a Empire! Can use a 7th action
    Philosophy 5 Construct an assembly in D16 Counts as an LC and gives bonus to hiding fragments.

    Last edited by Moriko; 2020-01-26 at 10:38 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

  7. - Top - End - #577
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: [Empire 5] IC Thread

    The Church of Iteus, Round Fifteen
    Pontiff Provis

    Actions
    1. [Diplomacy] (Event) Attend/sign the Sanguinary League inaugural address
      Spoiler: Event Subactions
      Show
      Accept gifts from Gaius if he edits them into his actions
    2. [Military] The Church's meager forces are sent forth to aid the Rothuun and repel the invaders. (Contribute 4 units to the defense of T16)
    3. [Philosophy] The capital of the Star League is infiltrated by Church agents to sabotage their religious unity. (Convert X14 to Iteusism; Roll: 13; INDECISIVE)
    4. [Philosophy] The Church agents in Sanctum flee deeper into FCO space, attempting to reassert their control in the rebellious V18. (Convert V18 to Iteusism; Roll: 21; INDECISIVE)
    5. [Intrigue] (Secret)


    Nonactions
    • ???


    News and Rumors
    • The declaration of war upon the Star League calls into question the Church's close cooperation with the Rothuun for the past several years. The residents of Itea, long held away from political news of the wider universe, express a high degree of dissatisfaction with the hegemony the Church holds over the planet's nation-states. If war comes to Itea there is a very real risk of the Church losing its popular support. Provis seems very worried by this prospect, Altea is said to view the near future with glee.
    • In contrast, whoever was responsible for the attempted theft of the Library of Truth has provoked the personal rage of Altea. Were it not for more pressing matters demanding attention, there would be nowhere in the universe they could be safe from her wrath.
    • Another group who has earned her fury is the Wardens of the World's End, who have betrayed their previous agreement of compensation for the Church's substantial aid in the resuscitation of the Eradicators. May they all perish against the Same.
    • The confirmation of Star League invasion causes Subia to immediately sever ties with the Church,expelling all advisers and preparing an effort to seize the Cathedral of Iteus. However, in a horrifying turn of events, over the course of an afternoon the nation's dictator violently mutates into some kind of monster, blood turned to slime, flesh turned to rubber, and eyes bulging from now liquified sockets. The creature is highly unstable, murdering several of Subia's top lieutenants before fleeing out to sea. This was all captured on security footage and spreads across the Itean system like wildfire, the Pontiff doing all he can to allay fears by blaming the change on the fish-like Villari.
    • This is accompanied by a mass surfacing of similar cases, citizens of all nations transforming into horrible monsters before fleeing off into the ocean. Such an epidemic is met with shok by the Church, blaming all of it on some kind of alien disease. This narrative shatters when similar cases begin to crop up from the past, dated to even before the Caller AI's 'Maturation.' Riots break out across Urbia, leading to an immediate resignation by the Church-backing Prime Minister. Answers are demanded from the Church, but Pontiff Provis has locked himself and much of the uppermost echelon of the Church into the Cathedral.
    • Residents of the Itean System begin reporting hearing a soothing, motherly voice in their dreams, as well as a strong desire to embrace their father. Beach vacations have grown in popularity, despite all the chaos unfolding elsewhere.


    Spoiler: Church Priorities
    Show
    1. ???
    2. Caller AI "Finder"
    3. Religious Unity within Allies
    4. Library of Peace
    5. Apprehend Caranus

    Spoiler: Diplomacy
    Show
    Nephret Pact:
    -Defensive pact between RMT, ITS, and SYN
    -RMT and SYN support conversions by ITS
    -RMT, ITS, and SYN support buyouts of unowned tps by fellow signatories
    -RMT will change state philosophy to Church of Iteus (FULFILLED)
    -Once possible, ITS will vassalize to RMT (FULFILLED)

    Spoiler: Stats
    Show
    Provis' rolls
    Stat Value Increase?
    Diplomacy 1 -
    Military 1 -
    Economy 1 -
    Philosophy 9 +1
    Intrigue 5 -

    Military unit count: 4
    Generals:
    • None

    Items:
    • Caller Fragment Strict Obedience; Effect: Once/round +1 Tactical Maneuvering
    • Caller Fragment Shared Objective; Effect: Once/round +1 Increase Reputation
    • Caller Fragment Library of Truth; Effect:

    Spoiler: Regions
    Show
    Region Name Region Number Resource Philosophy Center Status
    Itean System T16 Knowledge Parasites Church of Iteus Capital

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    n/a n/a n/a n/a
    Technology
    Type Name Requirement(s) Effect(s)
    Military Enhanced Microplating Hard Metal Battle Rolls get +1
    Military War Beasts Fauna Battle Rolls get +1
    Economy Trade League Electronics 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
    Economy Long Range Advertising Broadcasting Tech Reduces ZoI by one step for defending against buyouts
    Military H.E.A.T. Engines Fuel Battle Rolls get +1
    Economy Galactic Currency Mint Any precious mineral + Any other resource Buyouts get +1

    Spoiler: Characters
    Show
    Named:
    -Altea, Heir of Iteus: Former Pontiff of the Church of Iteus. Has mutated into something far greater, and resides in the catacombs of the Cathedral of Iteus
    -Archdeacon Taltha (DECEASED): Supposedly drowned in the catacombs. Why, then, is he still on this list?
    -Pontiff Malicha: Dedicated to the religious aspects of the Church, formerly doubtful of Altea's direction but loyal regardless, now devoted to the confirmed Heir of Iteus
    -Pontiff Provis: Appointed head of diplomatic relations for the Church, successor of Pontiff Malicha.
    -Archdeacon Caranus: Sought out the Same, assumed to be dead; instead resurfaced as an insane cyborg
    Unnamed:
    -X other Archdeacons: subordinates of Altea that go about their business
    -Monarch of Ruria: ruler of the Ruria monarchy, de facto a puppet of the Church in his own country
    -Dictator of Subia: ruler of the Subia dictatorship, begrudgingly accepts Church hegemony
    -Prime Minister of Urbia: elected representative of the Parliament of democratic Urbia, begrudgingly accepts Church hegemony
    Last edited by moossabi; 2020-01-24 at 07:00 PM.

  8. - Top - End - #578
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: [Empire 5] IC Thread


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

    Actions:
    Rolls.
    1: [Diplomacy] Stabilise G7. Failure.
    Occupation is only half the battle when it comes to the violent subjugation of foreign territories. Culture, history, governmental systems, legal codes, all of these need to be studied and understood if the newest subjects of the Undying Empire are to assured that their rights and privileges shall remain intact.

    2: [Diplomacy] Stabilise E13. Failure.
    After battling the regional defenders, the High Protector remains in residence to assure the locals that those who died to defend them are properly honoured and their families compensated for their loss. Though wealth cannot replace the dead, it's the least the Empire can do in such a situation.

    3: [Philosophy] Probe F12. Failure.
    Unfortunately the proto-artificial intelligence sent to survey the area got distracted by a particularly shiny binary pulsar and was lost. How and why this happened is unknown, especially as the binary pulsar in question was in the complete opposite direction of the intended destination. Surely such a mistake wouldn't happen twice in a row?

    4: Philosophy Probe G5. Failure.
    After some discussion about utilising a more powerful AI for this less risky mission, it is ultimately decided to stick to using low cost proto-artificial intelligences for such missions and so a second probe is launched to open up the path towards the nearby Eradicator base.

    5: [Intrigue] Continue the Search for the Library of Peace.
    Despite the reticence of the Geleans, the Inquisition continues their search, scouring Gelean territory with only the minimum legally required respect towards the Imperial authorities thereof. No secret can remain concealed forever...

    6: [Secret]
    ...but that won't stop the Undying Empire from trying.

    Spoiler: News and Rumours
    Show
    Talk of war erupting across Axiom, along with preexisting matters regarding the Same and news that other powers have fallen to the allure of the Eradicators and other malign influences has made the leadership of the Undying Empire feel disinclined towards a policy of openness. Many call out for a leader who can unite the people and reassure them in these trying times but alas, there is no such leader.


    Spoiler: Ruler Information
    Show

    Diplomacy: 1
    Military: 10
    Economy: 1
    Philosophy: 3
    Intrigue: 8

    Age: 180

    Expected stat increases: +1 Diplomacy, +1 Intrigue, +1 Philosophy
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  9. - Top - End - #579
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    Default Re: [Empire 5] IC Thread

    Rocthurhi

    Actions: Rolls
    1: [ECON] Buy Rainbow Octopi U15 TP1: Rolled 20
    2: [ECON] Buy Kadmiom T18 TP2: Rolled 12
    3: [ECON] Buy Jabberjaus U11 TP1 Success
    4: [PHI] Convert V8 to The One Success
    5: [PHI] Convert V6 to The One Success
    6: [PHI] Convert X8 to The One Success



    Non-Actions:
    Galactic Currency Mint powered with Crystal Skulls
    Universal Translators powered with Mindbreakers
    Resist Buyouts and Conversions not listed.


    Spoiler: Consensus Leader Faugloglys
    Show

    Diplomacy: 10
    Military: 4
    Economy: 10
    Philosophy: 10
    Intrigue: 7

    New Leader: NO
    Leader Stat Gain:



    News and Rumor:
    Last edited by DionysisReborn; 2020-01-26 at 04:31 PM.
    Avatar made by Gengy

  10. - Top - End - #580
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    Default Re: [Empire 5] IC Thread


    Capital: The Cacola Void (B26)
    Regions A23, A25, B20, B22, B26, B28, C21, C23, C25, & C27
    Round 15

    News and Rumors
    • The addition of the Heavy Realms brings unexpected excitement to the KBC, most notably on the outer reaches, where Kombuch control varies between ironclad or a weak suggestion.
    • Further aggressive actions by the Cosmic Couriers seem to have Consolidator Jellystar riled, but the only information their varied allies can get out of them amounts to "We are taking care of it."


    Actions (Rolls)
    • [Dip] Push claim on A21 (14 Success!)
    • [Dip] Push claim on A27 (17 Success!)
    • [Mil] Raise 1 unit of Sprite Class Fighter Ships.
    • [Mil] Raise 1 unit of Sprite Class Fighter Ships.
    • [Dip 5] Establish an embassy with CEL
      After years of joint research were threatened by the second sudden rearranging of the galaxy, plans were put in place for the Celenian Embassy. Concerns are voiced about new hostilities between CEL and UNN, but with both powers currently across the galaxy they are brushed aside.
    • [Int] Secret Action.


    Nonactions
    • Trade 3 units of Sprite Class Fighter ships, Gestalt Warminds, and Universal Translators to FCO in return for the Caller Fragment Enterprising Notion.
    • Defend against CmC attacks.


    Embassy News

    GLR Embassy:
    CBS Embassy:
    FCO Embassy:
    UNN Embassy:
    [CEL Embassy:]


    Spoiler: Leader Stuff
    Show

    Consolidator Midnight Jellystar
    Diplomacy 7
    Military 9
    Economy 1
    Philosophy 3
    Intrigue 5

    Expected gains: +1 Mil, +1 Dip


    Spoiler: Military
    Show

    Generals: Engels [7]
    Technologies: Energy Conversion Weaponry (Powered with Unstable Dark Energy), War Beasts (Unpowered), and Capital Ship Hulls (Unpowered), Gestalt Warminds (Powered with Mushroom Tea), Lyrean Elemental Implants (Unpowered), EC Lances (Unpowered), Planar Grown Turrets (Unpowered), Enhanced Microplating (Unpowered)
    Tactics: Mushroom Cloud (+2 to next combat for each unit lost after a winning tactics roll)
    Units: 11/13 (-3/+2)
    6 Squadrons of Sprite Class Fighter Ships
    1 Unit of Jack O' Lanterns
    1 Unit of Bards


    Spoiler: Non-Military Techs
    Show

    FLEX Security, Limited Transporters, & Universal Translators
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  11. - Top - End - #581
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    Daemon

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    Default Re: [Empire 5] IC Thread

    The Everlasting Dynasty of the First Tree

    Thayqel (K29)


    Round 15


    Dice Rolls:
    Inquests and Buyout Attempt

    Actions:

    1. [DIP] Inquest J30 18 Great Success
    2. [DIP] Inquest J32 13 Success
    3. [ECO] Buyout K31:TP1 (Violet Mustard) 8 Fail
    4. [DIP] Great Project: Recultivate Zebrun 1/5
    5. [DIP] Great Project: Recultivate Zebrun 2/5


    Non-Actions:

    Resist all buyouts & conversions unless expressly noted below.

    Spoiler: Embassies
    Show

    • Grymlan Combine



    Spoiler: News and Rumors
    Show

    • Approached by the Duenem, Thay'kaya sends a contingent of their most renowned herbalists & arborists to the Duenem homeworld. After evaluating the tiny patch of green that remains on the ravaged planet, the Raeth work to develop a strategy to recultivate Zebrun.



    Spoiler: Current Leader and Expected Stat Changes
    Show

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

    Diplomacy 8 (+2)
    Military 2
    Economy 2
    Philosophy 4
    Intrigue 7


    Spoiler: Bookkeeping
    Show

    TPs Owned: V14:TP3 (Platinum Metals)

    Units Raised: 3 units Kolraeth Thornbearers (K29); 1 unit Grey Pilgrims (K31)

  12. - Top - End - #582
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    Default Re: [Empire 5] IC Thread

    End of Round Fifteen.

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

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

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

  13. - Top - End - #583
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    Default Re: [Empire 5] IC Thread

    Round Sixteen... Loading...
    The below happens between Galactic Dates 217528.0.0.81 - 2175030.0.0.80
    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!
    • The rules currently state the following, in regards to an Occupation:
      “If the occupied player has other regions remaining, and elects to move their capital, the occupied region is considered to have been conquered, and the specified region becomes their new capital. For more information on how this can be done, see "Moving Capital Regions". Reduce the number of actions taken to Move your Capital Region by (2), to a minimum of one Diplomacy action.”
      Nothing about this is changing. What is being added is a clarification at the end:
      “Even if Diplomacy is blocked by the Occupying player, Moving Capital Regions can still be done by the Occupied player.”
      This addition prevents confusion on how an Occupied player may choose to end occupation.
    • Clarification: Harmonized Tactical Doctrine is now updated to say what was intended to happen to the Harmonized units.
      On a successful Tactical Roll, the opponent loses one unit before combat starts, and it fights for the Harmony. If the enemy has 4 or more units, they lose (2) units instead, both of which fight for the Harmony. At the end of the battle, before combat losses, these unit(s) are lost. GM Team Clarification: Cannot be used if the defending Stellar Power only has 1 unit raised. Stellar Powers with more than 1 unit, but defending with only 1 unit, are still viable targets for this Tactical Doctrine.)

    Growth!

    (D10 used; Rothuun Galactic Holdings declares itself as Rothuun Galactic Hegemony (RGH), a Galactic Empire and may now take a seventh action each round!! The Syndrome (SYN) pledge their vassalage and it is only through this addition that the Hegemony manages to avoid collapse! Can the notoriously treacherous Syndrome be relied upon to hold the Hegemony together? Only time will tell.)

    (D10 used; Ninurtine Empire (NUT) declares itself the Ninturine Empire (NIN), a Galactic Empire and may now take a seventh action each round!)

    (D10 used; NDA makes Empath Agents (2d8 Stabilizations) their first permanent CI!)

    (D5 used; SUN establishes Cultural Identity “Legacy of the Liberation” for 2d8 on Secret Actions)

    (D5 used; VSL establishes an Embassy with MFM)

    (D5 used; KBC establishes an Embassy with CEL)

    (CEL successfully presses a claim on W9, 1/1. CEL gains a unit of Jolly Giants!)

    (DNF successfully presses a claim on G29, 1/1. DNF gains a unit of Small Soldiers!)

    (EAA successfully presses a claim on O9, 1/1. EAA gains a unit of Space Paladins!)

    (UNN successfully presses a claim on U3, 2/2. UNN gains a unit of Grammarists!)

    (RGH successfully presses a claim on P20, 1/2.)

    (KBC successfully presses a claim on A21, 1/2.)

    (KBC successfully presses a claim on A27, 1/2.)

    (NYX successfully establishes a claim in N24.)

    (SYN successfully establishes a claim in S25.)

    (GLR changes leaders and CPC Reputation drops from 4 to 3!)

    (SYN successfully raises it’s reputation with WKA from 0 to 1.)

    (WWE successfully raises it’s reputation with CPC from 2 to 3!
    WWE exchanges one Favor to increase its reputation with CPC from 3 to 4! WWE is the Guardian of the Galaxy!)


    (KRO successfully raises it’s reputation with CPC from 2 to 3)

    (SUN/WWE completes a WKA base in Katarsa (M27)! SUN gains 1 Rep and WWE gains 1 Favor!)

    (DNF completes a WKA base in Bespéartha (G27)! DNF gains 1 Rep and 1 Favor!)

    (NDA pays off their Favor to CmC!)

    (LSD gains M23 and M25 from NYX! M23 is Unstable and M25 is in Unrest!)

    (DNM gains O23 from NYX! O23 is in Unrest!)

    (OwO pledges vassalage to LSD!)

    The following regions are no longer unstable…
    VSL X14
    GLR E31
    OwO O31
    OwO M31

    Trade!

    (DCC I17 resource is renamed from “Guardians” to “Borrower Guardians”, per the GM. This is not an Upgrade.)

    (E10 used; UNN introduces Unlimited Transporters. Effect: Embassies, including those created by Limited Transporters, allow TPs to be transferred with one action from the sender and a non-action from the receiver rather than an action from both. Requires: Limited Transporters & Fuel!)

    Experience with the construction of the New Dawn and lucrative investment opportunities attract Celenian investment in civilian technical development by the Nyx. Capital Ships were impressive and imposing craft used in warfare by the Celenians but the massive addition of cargo space easily converted to a boon for trade ships. Designed to Celenian specifications, these enormous "Star Galleons" make the prospect of transporting bulk goods across vast stellar distances profitable by slashing logistical expenses. (E10 used; NYX introduces Star Galleons. Effect: On a Great Success (18) of a Buyout you gain control of a second Open TP if one in the region is available. Requires: Trade League & Metal!)

    (E5 used; KRO upgrades G13 Antillian Alcohol from Good to Great taking control of TP3!)

    With Shield Anchor Station now online, its crew use their free time to do military research in deep space. Due to the high energy consumption of the Station, the researchers theorize far better solar panels. While the panels themselves prove ineffective, the researchers combine some of what they had previously learned. Using polished Mirror Steel Panels, and 4D Titanium, with some Otherways particles, they are able to make small spheres able to contain rays of light, kept in stasis in a perfect mirror. While the containers do require some power to remain perfect, they can collect starlight easily and quickly, making it a perfect rechargeable power source. Many Duenem have already begun to request them as an alternative to the older solar panels they have used. (E5 used; DNM establishes Concentrated Starlight (Fuel) TP1 in O27 and takes control of it!)

    (DNM successfully buys out S25 TP1 and TP2 [Mutants])

    (VTP successfully buys out T30 TP1 [Jump Drives])
    (VTP successfully buys out T26 TP1 [Galactic Wizards])

    (NDA successfully buys out D18 TP3 [Minean Tears])

    (CEL successfully buys out K11 TP2 and TP3 [Arcana])
    (CEL successfully buys out X4 TP1 [Singularity Coal])

    (ETL successfully buys out P24 TP1 [Diluted Dark Energy] from RGH)

    (RGH successfully buys out U17 TP1 [Otherways Particles] from FCO)

    (CLS successfully buys out F22 TP3 [Operatic Frogs] from NDA)
    (CLS successfully buys out F30 TP1 [Lycantropes])
    (CLS successfully buys out H24 TP3 [Daytime Whiskey])

    (DCC successfully buys out I17 TP1 [Borrower Guardians])

    (EAA successfully buys out P4 TP2 [Black Sapphires])
    (EAA successfully buys out R6 TP1 [Dust])

    (RTH successfully buys out U15 TP1 [Rainbow Octopi] from RGH)
    (RTH successfully buys out U11 TP1 [Jabberjaus] from FFS)

    (RGH successfully prevents the buy out of T18 TP2 [Kadmiom])

    (CmC successfully buys out C27 TP2 [Cyreilean Marching] from KBC)
    (CmC successfully buys out B30 TP3 [Angel Wings] from KBC)

    Ideology!

    Apparently inspired by their research into the stable wormhole partially claimed by the Church of Rust OwO technicians work doubleplus overtime until they uncover a Grymlan-certified-reliable means of punching similar holes in Axiom. The energy and engineering knowhow to do so was limited to OwO Assemblies and there were some who questioned the safety of “punching space” but these wet blankets are mostly transferred to less volatile experiments being conducted by the Combine’s corporate governance.
    (P10 used; OwO is invoked! Applied Theoretical Max-Energy Unstable Space-Punch Travel-Gates.
    Once per round, Ideology Head may spend a Philosophy action, and roll a flat 2d6. 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))


    Calling upon the power of the Source which had touched countless lives since its great reawakening by the Wardens Fire Lord Vix-Tal leads a suicide mission into the maw of the Source itself to recover his friend the presumed KIA Antich Heaventreader. Having seized the hearts and minds of An’Null’s Eradicators in preceding years Vix-Tal puts his reputation with the nihilistic space raiders on the line in a double dog dare of cosmic proportions. When Vix-Tal returns from the Source with Antich the Eradicators split along ideological lines with most supporting the death defying Hearthling while some stood by the shocked Shadow Admiral as they attempted to cut down the defiant Source Knight. When Vix-Tal slays the Shadow Admiral, seizes the An’Nullifier in the name of the Source, and declares himself the Witchking the majority of the Eradicators follow in step becoming the Witchknights of the Apocalypse! (P10 used; WWE breaks the ANE and gives rise to the WKA!)

    Hallwell Yazhu finds that with the unrest against the Syndrome leadership in their alliance, his time in Celestia's spotlight is dwindling. As a final act in power he establishes the Liwei Galactic University as a second -albeit minor- branch of the government devoted to spreading Realtist and Celestian culture across the stars and training the next generation of life forms to be masters of their chosen fields. (P10 used; CLS declares itself an Ideological Power for Realtaism! CLS may now take a 6th Philosophy only action each round!)

    A well-sealed off portion of a large neutrally buoyant piece of wreckage serves as a new base of operations for the Rass dreamdivers in the spacific. Apart from being well located for studying ruinavores and their diets and refurbishing broad-oars, it is a very secure facility, inaccessible even to Sunbreams due to the pressure. Kovan abd Zkiel, however, joins the Dreamdiver broad-oars there for the opening ceremony. (P5 used; SUN establishes Blackrush Hall, a Church of Rust Assembly in the Spacific Cluster (N28)!)

    (P5 used; ETL converts region D10 to the Way of Tides.)

    (TZH changes LC 10 bonus from 2d8 Conversions to 2d8 Buyouts)

    (ETL converts B12 to the Way of Tides.)

    While the Union attempts to impose the One’s united order on the Celenians they find their efforts undercut by secretive manipulations of the public that does see the abandonment of Ultranationalist doctrine but rather than being replaced with unifying wholeness its void is filled by the militant branch of ideological thought centered around serving the will of the Source.
    (UNN converts the CEL capital, Celes (X6), from Ultranationalism to The One.)
    (Celes (X6) converts to KISS)

    (TZH converts W5 to the One.)
    (TZH converts Y5 to the One.)
    (TZH converts H32 to the One.)

    (FCO converts Taurina I (Q19) from Iteusism to the Church of Rust.)
    (FCO converts Sanctum (U17) from Ituesism to the Church of Rust.)

    (With the support of NYX, OwO converts Nyx (M21) from KISS to OwO.)

    (SUN converts L24 to Church of Rust)
    (SUN converts L28 from the Way of Tides to Church of Rust)

    (NIN converts R2 to Ninurtine Imperialism)
    (NIN converts S25 to Ninurtine Imperialism)

    (ITS converts X14 from the Way of Tides to Iteusim)
    (ITS converts V18 from Church of Rust to Iteusim)

    (RTH converts V8 to the One.)
    (RTH converts V6 to the One.)
    (RTH converts X8 to the One.)

    (FFS converts I3 to the Church of Rust.)
    (FFS converts H4 from Realtaism to the Church of Rust.)

    Terror!

    As the Lord Admiral prepares for war on behalf of his Empire a series of near-fatal “accidents” involving decompressing chambers and unsealed bulkheads on Anguradeshib’s flagship, one of which results in a death scare due to asphyxiation, prompts the Ninurtine commander to order a full security sweep which uncovers and disarms numerous other engineered traps. While plentiful in their methods it appears the Lord Admiral’s would-be assassins were no match for the multitude of Ninurtine security agencies watching out for such underhanded tactics from foreign influences and from domestic rivals. Still, the Lord Admiral was an older gentleman and his brush with death off the battlefield seems to have dampened his bold spirit with over-caution. NIN thwarts an assassination attempt on Lord Admiral Anguradeshib but the General is badly wounded causing his Mil Score to deteriorate from 10 to 9!

    Just as the Couriers were beginning to hammer the Kombuch over the disappearance of Relay 004 another nearby relay winks out from connection to the wider Courier network. When Gelean patrols make it to the sector that played host to the Couriers they find the Relay missing completely. Just what is happening to these Relays remains a mystery though many speak of a shadow war being conducted against the Cosmic Couriers! CmC Relay in C29 is destroyed!

    Long-time trading partners of Celestia, the Commonwealth of Zara, are attacked en masse by masked extremists apparently railing about Realtaist opposition to capitalist practices though whether true fanatics or an attempt to false flag is unclear to authorities. Unwilling to put up with the intolerant religious violence apparently seizing Celestia’s streets all remaining Commonwealth vendors withdraw from the region ceding their stakes in local manufacturing to shady “businesses” who appeared to have been waiting in the wings for just this moment. ??? Raids Celestia (I25) Broadcasting Tech TP 2 from CWZ!

    ”Revere the King-General, expel the barbarians!” Increasingly loud cries are heard on Kronor as the proud Kronin refuse to accept the ‘ludicrous’ Knights in Service of the Source as spiritual leaders! Their only loyalty is toward their King, to the point that they refuse to see the official status of KISS in Kronin territory as his fault, instead insisting that it is a plot by high-ranking officers to erode the King-General’s righteous, absolute power!
    KRO has declared KISS as its State Ideology, but it has no KISS Learning Centers! Unrest is likely to occur unless KRO changes its State Ideology to reflect the wishes of its citizens better or acquires KISS LCs in its territory!

    After being used as bargaining tokens for the hundredth time, many Nyxians have had enough of the constant uncertainty in their lives, and desire to escape from the cold capitalist realities into their favorite UwU channels! Shut-ins are increasingly frequent, and the streets of the City of Lights are noticeably emptier for it, which is not good for business!
    NYX has no Learning Centers of its State Ideology, the Mandate of Coin! Unrest is likely to occur unless NYX changes its State Ideology to reflect the wishes of its citizens better or acquires Mandate of Coin LCs in its territory!

    Ninurtines grumble that while their empire is doing fairly well, the Ninurtine way of life remains restricted to Malak - if something were to happen to it in the future, there would hardly be any trace left of the mighty people’s traditional culture!
    NIN’s State Ideology, Ninurtine, is becoming a small minority in its territory! This might or might not have consequences in the future!

    The glorious Celes nation is not growing quickly enough as far as Celes culture is concerned! Some ultra-ultra-far-right factions taunt the government as merely being ‘ultra-far-right’ which, in their parlance, means essentially the same as ‘dirty socialist’!
    CEL’s State Ideology, Ultranationalism, is becoming a small minority in its territory! This might or might not have consequences in the future!

    It’s getting more difficult to find Caller Fragments. Investigators who have made careers out of finding the unfindable are all saying the same thing: there may not be any left in the galaxy not already in someone’s hands.
    (Using an I5 to locate a Caller Fragment will still work, but it will only recover Fragments once owned by players no longer in the game. There are currently no Fragments that have not been claimed by other players at some point.)


    Rumors…

    The attempt on Aneb-Two Guns may very well have been perpetrated by a rogue sect of Geleans who don’t like the Rothuun. Or it could have been some other psionically gifted race!

    The death of Speaker Ren-Kulto appears to have not been an accident as previously claimed! People are saying that it looks like someone may have intended the Vilari Speaker’s death to only look like an accident… but who benefitted from the Star League’s loss? And did the Revolution have something to do with it? Maybe a new galactic neighbor?

    The Library of Truth was supposed to have been replaced by a replica, and the rumor is that the replica may very well have been a receipt of sorts! Iteus still has the replica...

    The Guild-Empire of Nyx’s large vessel seems to have been completed, but no one is quite sure when that happened… does that mean they added something to it that no one is aware of?

    The Kronin appear to have done something
    sneaky which, in itself, is unusual. They are usually so forward! Yet… no other galactic power seems to have been affected, or is reporting any kind of adverse effects from Kronin agents.

    In the wake of the Svaatyr’s downfall, teams from other powers seem to have made efforts to scrape, salvage, steal, and otherwise preserve parts of the SVA’s legacy. It would be easy for teams from, say, the Eternal Assembly of Alysia or the Mier Formica to have entered into the Svaatyr’s borders. And people like the Guild-Empire of Nyx or the Federated Churches of Origin’s End might have reasons to salvage technology or Fragments, for personal use or profit.

    Whomever blew up the ANE base in N6 didn’t advertise, didn’t make claims on success, didn’t do anything other than get in, get out, and watch the base go up in flames. This speaks of professionals, perhaps even hired professionals with no vested interest in the Eradicator’s destruction other then whatever they were paid for the job.

    A former Symbraum loyalist was seen escaping UPT space, and heading towards the Ninturine Empire. Some say the loyalist was just trying to flee to a safe location, but others wonder aloud if the Symbraum was instead sent there. Since no one has seen a loyalist like this coming into NIN controlled regions, people can only continue to speculate...


    ---------

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

    The following regions go into Rebellion due to a lack of interest from their leading governments… Write ups provided during the course of Round 16 will reduce Rebellion to Unstable.

    A writeup has been provided for region V18, and the region is now only in Unrest, and the 2 Rebel Units in the region disband!

    The following regions go into Unrest due to a lack of interest from their leading governments…
    (OOC: Write-ups still requested… Write ups provided during the course of Round 16 will eliminate Unrest)
    ---

    The following regions go Unstable due to continued lack of interest from their sovereign governments… (OOC: Write-ups still requested…Write ups provided during the course of Round 16 will reduce Unstable to Unrest)
    DCC I21
    DCN K27
    GLR E27
    EAA R6
    EAA O3
    EAA O5


    The following regions are no longer Unstable, but are still in Unrest after so long without support from their sovereign governments... (a Write-Up was approved after entering Unrest)
    CLS H24
    CLS H26
    KNV O11
    KNV P14
    VSL W17
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  14. - Top - End - #584
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    Default Re: [Empire 5] IC Thread

    War!

    With the Vilari command structure thrown into chaos by the deaths of Sildyr-Vos and Hestyn-Vrex, the Seer Council turns to members of the former Speaker’s staff. With Ren-Kulto off-world on a goodwill tour, a senior member of his staff is chosen to take charge of the Star League’s defense. Once lauded and vilified as the one to save Korima from the Commonwealth of Zara, Dyrma-Thal’s punishment was to spend years at the side of Ren-Kulto. Now well-schooled in both diplomacy and war, he oversees the organization of homeworld defense before departing for the disputed border. (M5 used; VSL creates a new General, Military 10, “Dyrma-Thal”!)

    Captain Fang of the An'Null Eradicators was a close "Friend" and stalwart drinking buddy with the Fire Lord Vix-Tal. When the Hearthling Master roamed the stars they often traversed together, stealing ships, boarding cargo hulls, and using Sourcerous magics to evade authorities all the while. When the Source awakened powers in countless sentients throughout the galaxy the tailless Grymlan Space Pirate was amongst those most affected. At first, he regarded it as nothing more than a boost to his physical strength and already brutally fast reflexes (In addition to a neat party trick when lighting Marching Powder pipes). Exposure to the Fire Lord though, witnessing his stirring oration, and the growth of Echo Umberto's Flame powers in the short period of time he has been Chief Deputy Warden stirred something in the black heart of the Eradicator. A call to action. An inferno that cannot be quenched. Crew branded with the scorching brand of Fang's paw the Eradicator Captain has taken his first steps towards the path of Knighthood to the Source, begrudgingly perhaps on the surface, and beat senseless the first Hopeful who implied that Fang had gotten "soft". (M5 used; WWE creates a new General, Military 7, “Captain Fang”!)

    (M5 used; MFM creates a new General, Military 8, “Marabunta”!)

    The Krankot have quickly become the leaders of the military arm of the Protectorates, and it is their strategies which are taught in military academies across Syndrome space. They favor an assault from all sides, outflanking from multiple directions to shatter enemy formations. (M5 used; SYN introduces Pincer Attack Tactical Doctrine! On a successful tactical roll, gain a +3 to the Combat Roll. For each owned region that is not being attacked this round and is adjacent the battle's location, gain +1 to the Combat Roll, up to a maximum of an additional +3, for a total maximum of +6 from this Tactical Doctrine.)

    (M5 used; NIN introduces a Tactical Doctrine! NIN may use a non-action this round to define their new doctrine, if it meets with GM Approval.)

    More than a mere battlesuit, this new brand of armor is the product of the Lyraen proclivity to never settle for smaller explosions. For the longest time, the Lyraens snubbed fighter-craft. They were so small, tiny, and died far too easily. However, one day a bright young scientist drew up a proposal for a bigger battlesuit that is both space-flight-capable and vacuum-sealed. The integration of a medical injection system both keeps the pilot alive and allows for the injection of whatever combat drugs are currently available.Standing at fifteen feet tall and carrying around enough bulk to outweigh several classes of actual fighters, this new invention allows a single pilot to stand on the hull of a ship and unleash the full fury of their implants, sending out streams of burning plasma-lightning that can cut through anything and, sometimes, jump to the next ship over. Then, if the danger of being a turret is too great or the situation calls for it, they can leap off the ship and enter the fray as flying dealers of death and earth-shattering kabooms. (M10 used; LSD introduces Eclipse Exo-Armor! Effect: +1 Battle Rolls, +2 to Tactical Maneuvering. Slot: Armor and Shields. Requires Lyraen Elemental Implants, Medical/Drug TP)

    With the discovery of Mirror Steel, Duenem scientists are able to create small ships and chassis which are almost entirely invisible to most sensors. Combined with sublight thrusters, this allows ships to observe and escape enemy forces with greater ease, helping the main fleet obtain the information they need. Being able to strike perfectly to disrupt enemy strategies is an added bonus. (M10 used; DNM introduces Scout Chassis. Effect: +2 to tactical manoeuvre rolls. +1 to battle rolls if you prevent your opponents tactical doctrine. Slot: Reconnaissance and divination. Requires: Sublight Thrusters, Fuel, Mirror Steel.)

    Intimately familiar with both the HEAT engine design used on small fightercraft, having deployed them in multiple engagements against Unmaturated targets, and having gained an in-depth understanding of Celenian engineering during the design and construction of the cruiser its Starfleet purchasers had dubbed New Dawn Nyxian engineering teams are tasked with upscaling the HEAT design to operate on a capital ship scale. With a healthy slush fund provided by Celenian naval research grants Nyx-paid engineers set to work overcoming the limits of modern HEAT designs. After months of crunch the engineering team present their first prototype for testing and production. While a few hiccups and kinks are identified further refinement, and a near-unlimited budget, sees the brand new design refined and production begins shortly after the conclusion of 2,175,028. (M10 used; NYX introduces OVERHEAT Engines. Effect: +2 Combat. Slot: Engines. Requires: HEAT Engines, Fuel)

    In what is publicly called a “liberation effort” Djinye National Front forces move into the capital sector of Celestia Enterprises proceeding to set up GLD interferers and signal jammers tweaked to interrupt the low level psionics used by many of Syndrome’s living ships. The Celestian navy remains in stand down as these foreigners and font of Realtaism move to shepard the Celestians into an even more Realtaist-friendly position expunging the “taint” of the Syndrome and the Nephret Pact causing problems for Star League in the east. (DNF successfully invades Celestia (I25)! CLS is Occupied!)

    Sweeping into the now unoccupied former-UPT region the Djinye appear to be decisively delineating borders between themselves and the space-hungry Ndodans and Geleans. (DNF successfully invades F26! F26 is in Unrest!)

    While the bulk of Rothuun Hegemony and Star League forces clashed over Itean elsewhere in the cosmos the two belligerents exchanged forward bases without bloodshed though at a net loss for the Rothuun.
    (RGH successfully invades U13! U13 is in Unrest!)

    (FCO successfully invades S17! S17 is in Unrest!)

    (VSL successfully invades U15! U15 is in Unrest!)

    The Kronin Empire was healthy and growing seemingly without bounds. That is until General Bdeh Kekkles attempts to annex nearby sector C15 from its draconic inhabitants. While their tactical ability was dubious it seems the Melfynian general was deeply unfamiliar with Kronin battle tactics and troops grumble about having their skills wasted running standard military missions rather than hitting hard and fast. The slow approach proves more detrimental than even the soldiers could have imagined and a vast gulf in technological superiority is thrown away with Bdeh seizing defeat from the jaws of victory. (KRO fails to invade C15!)
    Spoiler
    Show
    (21 vs 20)
    KRO is repelled by the Dragon Lord! C15 remains independent and gains 3 Units!
    KRO loses 0 units! LCL loses 1 Unit!


    The beacon of war was lit. As the Ninurtine people positioned themselves to step forth into a seat of galactic supremacy their shipyards were fast at work dispatching the largest incursion yet embarked upon. Long had they and the Syndrome stared each other down at the length of a ship's cannon and now the cold war was rapidly thawed and brought to a scalding heat. Exiting GLD in a synchronized manner like the crashing of a wave the Ninurtine fleet entered the Heart-Beacons in a grand display of their accumulated power.... and found a trap waiting for them. The Syndrome were prepared, noxious deadly biological mines placed strategically throughout the sector, and further supplemented by a host of biological terrors waiting in the wings. The fighting was sporadic, spread out over a vast inky landscape, and the fleet was quickly separated into pincered positions where ships were ganged up on and harried with every passing order. The Lord Admiral's communications were severed, causing further disarray, and his command ship was set upon by a targeted weaponized horror of muscling flesh and sinew clutching upon the hull closest to where it was operated. In a stunning feat of desperate tactical gambling the Lord Admiral dispatched the targeted bio-weapon and used an overwhelming amount of firepower to destroy its remains, those of nearby asteroids, and straggling Syndrome bioships blasting a hole through their lines. Crudely but clearly telegraphing patterns of retreat for the rest of the fleet to follow despite their obstructed comms.
    (NIN invades Heart-Beacons (S21)! SYN repels invaders!)
    Spoiler
    Show
    (33 vs 42)
    SYN successfully defends! SYN loses 3 units. NIN loses 2 units.


    While the galaxy was consumed in blood and chaos the Rass were already turning their sprockets, adjusting their tools, and planning to salvage what little order they could in the gnashing jaws of war. The Church of Iteus had engaged in philosophical pushes and pulls on the hearts and minds of people throughout the Federated Churches for a decade but today would not be settled by word or debate but by the swarming of countless missiles to rival the stars. Meeting up with a larger host of Star League ships their combined coalition struck at Itean with the force of a smith's hammer against hot pliant steel. The Iteus fleet was scrambled quickly to defend the planet and it's hastily positioned Rothuun defenders but found themselves harangued by a proud display of the Rass' collected ancient technology. Bringing Loud Discourse to bear the Federated Churches kited the Itean fleet with targeted strikes and artificially bolstered fighter crafts in a display of devastation barely visible to those mutated inhabitants of the planet below. The Church of Iteus made clear their desire to possess the fragments of the great Caller civilization before and the Rass would provide one to them... forcefully. Shelling the Rothuun fleet with a split strike from the Vilari host the joint operation of war soon transitioned into monitoring, patrolling, and looking down towards the mysterious eldritch world as its inhabitants gazed up at their warped starry night bulbous eyes slick with secretive hidden power.
    (FCO invades Itean (T16)! FCO victory!)
    Spoiler
    Show
    (40 vs 34)
    FCO Coalition victory! ITS Capital T16 is occupied by FCO! T16 is in Unrest! FCO loses 2 units. VSL loses 3 units.
    ITS loses 3 units. RGH loses 4 units.


    In a close and pitched fight Aneb Two-Gun leads a smaller force of Rothuun warriors in defense of Planet Caravan (P22) against the striking force lead by Conditioner Mint. A close fight ensues that pitches the forces against each other, it is only Aneb's leadership that keeps the fight from being a full rout. Both sides of the fight suffer losses as the fighting surges both in space and on the ground but the Rothuun simply cannot outmaneuver the artificial minds of the Duenem. Conditioner Mint ultimately wins the day through a combination of superior strategy and the ability to apply overwhelming force due to available reserves while the Rothuun forces fight nearly without pause breaking even their infamous warrior spirit and forcing a withdrawal.
    (DNM invades P22!)
    Spoiler
    Show
    (36 vs 31)
    DNM Victory! P22 is under DNM control! P22 is in Unrest!
    DNM loses 1 unit!
    RGH loses 1 unit!


    At the head of a massive coalition fleet of Eradicator, Patrolman, and Warden ships the sharp darkness of the An’nullifier slices a wedge into the Core cannons, lasers, and missiles firing silently into Same drones that drift too close to the massive fleet. The last ride of the Eradicators, returning to the region once reconned by their forces, is a glorious one filled with battle and death. While the Patrol Corps voices their unease at fighting alongside the Eradicators through the Source all things are made possible and the great fleet decimates every single Same drone it encounters. When the Same Core is triangulated to a heavily defended bastion in void space the fleet does not balk and pushes in, thousands sacrificing to push the armada over the line and seize the Core. Same v0.07 appears to be in full working order, so much so that the Wardens have to keep it away from any Same hardware lest it reactivate it or attempt to enact self-destruction sequences. (WWE successfully invades L12! L12 is in Unrest!)
    Spoiler
    Show
    (27 vs 22)
    WWE Coalition Victory! WWE now controls L12! L12 is in Unrest!
    WWE loses 1 Unit! ANE loses 3 Units! CPC loses 2 Units!
    Same v0.07 Core loses 3 Units! Same v0.07 forces are wiped out! Same v0.07 is Captured! WWE may blow it up, as a non-action during Round 16. WWE may attempt to contain it with similar procedures are the Kronin contained Core (5-action Great Project), but Same v0.07 is more active, and WWE only has till the start of Round 17 to contain it! CPC notes more Cores to study opens more possibilities of discovery but each additional Core beyond the first contained had diminishing returns of value.


    While Bdeh failed the King-General in the west in the east the imperial head of state refused to accept defeat as an option. Once more unto the breach the Kronin armada smashes into a wall of Same drones commanded by v0.03. The fighting is fierce and at times it seems the Kronin will be repelled but eventually a brave wing of fighter pilots punch a hole through the Same’s line allowing the Kronin to route the drones and force a retreat. Unfortunately for the Kronin their sensors had failed to detect the extensive mining operations undertaken by the Same behind their lines and when explosions rip apart four capital ships pushing into the interior the Kronin pull back and slow their occupation. Still, the empire manages to secure another Core sector from the Same though this time they recover no new Core.
    (KRO successfully invades J14! J14 is in Unrest!)
    Spoiler
    Show
    (25 vs 24)
    KRO victory! KRO now controls J14!
    KNV loses 1 unit!
    Same v0.03 Core loses 2 Units!
    Same v0.03 Core and all it’s remaining units self destruct! KRO is caught in the explosion. KRO loses 2 additional units!


    With the aid of the Mechanical Guardians, the Droccen assault on the Same v0.19 Core is led to an overwhelming victory! Outmatched by the armaments and sheer numbers of the Droccen fleet, Same v0.19 attempted to turn the tide in a brutal suicide attack by exploding its Core, only to be thwarted as the last Same unit is destroyed moments before detonation. Instead of granting the Droccen a Pyrrhic victory, the Same v0.19 instead falls completely, captured by its destroyers. Without a single loss and the presence of the Guardians to stabilize the sector after the battle, the Droccen soldiers proceed straight to a victory feast as Empress Sai is left to decide on the fate of the captured Same Core, though it is anyone’s guess as to how long they could keep the volatile piece of technology contained and stable. (DCC successfully invades J18! J18 is not in Unrest, due to Mecha-Guardians!)
    Spoiler
    Show
    (37 vs 20)
    Overwhelming victory for DCC! DCC now controls J18! J18 is not in Unrest, due to Mecha-Guardians!
    Same v0.19 Core loses 2 Units!
    Same v0.19 attempts to explode, but while the remaining unit is removed, DCC manages to Capture the Same Core! Same Core v0.19 is volatile, and likely to explode if not contained quickly! DCC may allow it to explode - safely - as a non-action, or may spend (5) actions to contain the Core. Other Stellar Powers may aid them. CPC members advise DCC to let the unstable Core explode unless they are absolutely confident in their means to contain it!


    The Guild-Empire of Nyx under the leadership of Lord Uno Ophelo walks into the region designated N22 and the self-titled "Mighty Morpher" does not manage to exert anywhere near the power they professed. While the Mighty Morpher had been able to keep the system secure in the past their large and odd battlefield assembling equipment crewed by "teenagers with attitude" were no match for a disciplined and well equipped fighting force. The objections of the locals are thoroughly routed by their superiors and sent back to their rooms, grounded until they could come up with a more productive output for their energy.
    (NYX invades N22!)
    Spoiler
    Show
    (31 vs 13)
    Overwhelming victory for NYX! NYX now controls N22! N22 is in Unrest!
    LCL disbands it’s one unit. The Mighty Morpher’s power ranges elsewhere, not to be seen again.


    After passing through the Union’s Coreside outpost the Knights Vacio manage to inflict a decisive defeat upon one of the remaining Same versions in Corespace. The Knights fight valoriously managing to outmaneuver the small Same drones swarming their fleet and decimating their numbers. However, a moment of hubris seizes SPACE KING as his armada closed to the final holdout, an asteroid field where the Same Core was suspected to be hidden. SPACE KING orders his ships into the field but too late realizes the Same had laid one last desperate trap as explosions rip out from hidden warheads embedded in drones burrowed deep within the asteroids annihilating not only the Same Core but the hundreds of ships and thousands of Knights caught up in the conflagration.
    (KNV invades M11!)
    Spoiler
    Show
    (35 vs 25)
    Overwhelming victory for KNV! KNV now controls M11! M11 is in Unrest!
    KNV loses 2 units!
    Same v0.25 Core loses 2 Units!
    Same v0.25 Core and all it’s remaining units self destruct! KNV is caught in the explosion. KNV loses 2 additional units!

    Discovery!

    Gelean treasure hunters set out into Axiom and through a series of misadventures are directed to a desolate region of space near the galactic edge. At first nothing appears to be present and the adventurers suspect they may have been tricked but suddenly their sensors light up with strange readings. A pocket dimension is briefly detected before a shiny piece of ancient Caller tech is vomited up and readings return to normal. The piece is brought on board and examined, an arm or leg brace looking object made of an unidentifiable metal alloy of greenish hue. (I5 used; GLR uncovers the Caller Fragment, Stubborn Adherence (+1 to Resisting Buyouts)!)

    That’s not the only thing Gelean treasure hunters find, though. In the wreckage of what they say was a rebel Kryptid ship, trying to escape the Civil War, they manage to recover a powerful artifact that seems to have been the Fragment the Kryptids had discovered all those years ago...
    (I10 used; GLR uncovers the Caller Fragment, Forceful Propaganda (Reduce ZoI Penalties by half 1/per round for Military)!)[/b]

    Gelean investigation into the contained Same Core in Kronin space reveal a number of interesting discoveries. First, it appears recent logs indicate versions have opened communications with one another over fear of v0.11, an unprecedented move according to Sisterhood records accessible by the CPC. These communiques, when decoded, appear to express concern about the corruption of v0.11’s primary objectives and the stance that remaining versions were obligated by their own programming to elevate v0.11’s threat level to such a level as cooperation could be considered. However it appears this internal “petition” met stiff resistance and, as of v0.16’s disconnection from the Core, had not progressed beyond a tactical concern.
    Second the Geleans have managed to poke down to the base code for v0.16 and believe the replication directives that allow the Same to convert matter and energy into drone replications could be pulled out, rewritten, and uploaded to GLD warship construction bots. There is a risk, however, that failure to properly cleanse the code of Same data could see essentially the release of v0.16 via these means. Furthermore the processing power demanded by the complex computations demanded by an adaptive decentralized AI, even stripped down code from such an intelligence, was viciously demanding upon available hardware. It is suspected that shipyards equipped with reverse engineered Same assemblers would have to be closely monitored to ensure risk was minimized. An alternative use is suggested by an enterprising Nyxian member of the investigative team suggesting the code be further stripped of its capacity to make weapons and utilizing the conversion process to expand trade.
    Third, the Geleans discover hardlocked directives and code hidden deep within the Same Core’s files which they believe to be drivers for more advanced systems not yet seen in deployment against the Maturated. While it would be an incredibly difficult job the Geleans speculate these could be dug out and with them new technological discoveries might be rapidly made. However, choosing this option would likely prompt the Core to eviscerate any and all files already accessible to the Geleans making it mutually exclusive from attempts to utilize higher level coding for ships or trade goods.
    (KRO or another Stellar Power with access to a Captured & Contained Same Core may take one Military action/Core to employ Same coded assemblers immediately resulting in three units appearing at the end of the round. However, for each action of this type taken a d2 will be rolled resulting in a Same breach and attack composed of these 3 units on a 1. Once a Same Core has resulted in a breach it can no longer be used in this manner. Alternatively GLR, KRO, or another Stellar Power with a Same Core may take a standard Economy action and target two regions with [Minor] or [Good] resource quantity immediately raising their quantity to [Great]. The Core can only be used once in this manner.
    KRO or another Stellar Power with access to a Captured & Contained Same Core may take an Intrigue action to untangle and decode advanced Same technology blueprints hidden in the Same Core’s files. TN: 18, 20, & 22 to reveal one, two, or three new technologies respectively. Once an attempt has been made the Same Core becomes nonviable for other or further use.)


    Hestyn-Vrex was not quite the household Vilari name his predecessor Ren-Kulto had been during his time as Speaker but he had still promised to move Star League ever forward. His death immediately preceding the declaration of war by the Rothuun was naturally suspicious and the Etherites are on the case to uncover the truth behind their liege’s death. Unfortunately it seems the Etherites weren’t sending their best and reports are disappointing to say the least. The official published results note that “them ramps were really slippery”, and “railings really should have been attached” with no discernible indication of whether it was truly an accident or more malicious forces were at work as many suspect. (ETL investigates the untimely demise of Hestyn-Vrex but discover nothing new!)

    It does, in fact, appear as the end result was not to press-gang more ‘recruits’ into An’Null’s Eradicators, but was - in fact - to bring about the death of the Vilari General, Fleet Master Slidyr-Vos. The now divided ANE seems to have enemies, and the newly emerging Witch-Knights of the Apocalypse don’t seem to mind sharing some otherwise private information. Seems like someone paid the ANE to interfere with VSL’s military capabilities… but the WKA agent that the Tezh spoke with doesn’t give names as to who would do such a thing. It is likely that whatever record existed of that transaction went down with the Shadow Admiral, or so the Witchknights claim. (TZH investigates the ANE recruitment drive that resulted in the death of a Vilari General and discover they were in fact hired to assassinate Sildyr-Vos!)

    SYN attempts to investigate the attempted murder of Aneb Two-Gun, and discover that it was, in fact, an attempted murder. SYN investigators congratulate themselves on their hard work, and go home to defend the capital from the Ninurtine.
    (SYN attempts to investigate the attempted murder of Aneb Two-Gun, and fail. Spectacularly.)

    The Library of Peace being missing is still a matter of consternation for The Undying Empire. Investigators still follow GLR laws - barely - while they continue to search Gelean space, but the Inquisition’s inquiries are becoming more pointed and less polite. No one comes to blows, but things are getting tense. The Inquisition seems convinced that the Library of Peace is in GLR space, but so far… that still haven’t been able to find proof. And without evidence, and still trying to respect Gelean sovereignty, the Inquisitors continue to send back reports that basically amount to “We can’t find it, but if we could just torture a few people, or break into Gelean Security systems, we’d have enough cause to keep looking!” So far, TUE refuses to cross that kind of line, much to the frustration of many investigators. It’s almost as though someone is actively working against them… An opinion many Inquisitors share, as that’s easier to swallow than their own incompetence.
    (TUE continues to search for the Library of Peace, and no new additional details are found. It’s probably in GLR space, but no one’s talking.)

    Sunbream Confederacy investigators attempt to work on an interesting line of inquiry. Can the Same be reprogrammed? With only v0.16 to work with, SUN goes through the proper channels to work with the contained Same Core. Gaining access, investigators set to work… and are immediately stymied. Programming for the Same Core is incredibly complex. As one programmer put it, “It’s like staring directly into the center of a star; beautiful, yes, but it makes you feel small. And they want us to change the color.” Poetic, perhaps, but ultimately, many other scientists, programmers, and even the carefully selected hacker all agree: No member of the recently Maturated Race is going to be able to alter programming for the Same. One scientist suggests having the AI OwO try, or maybe Conveyance if it could be convinced, but both ideas are met with wide eyes from people who immediately question what would happen if v0.16 somehow managed to overpower either of them. The Same would break confinement and suddenly be much more powerful.
    (SUN Investigates the Possibility of Reprogramming the Same v.0.16 to remove their Directive to make everything Same, and determines that such a thing is implausible with current levels of technology among any Maturated Race. A more advanced AI might be able to do something, but it would risk the containment of the Same Core.)

    Core Patrol hopes to open up additional fronts for the campaign against the Same but make an unnerving discovery. The Same in O17 are not broadcasting as v0.06 as the SoS had marked them before their inglorious flight into the afterlife but rather v0.11, an increasingly infamous Same Core caught up in the promotion of the Source even above itself. A few Source Knights within the CPC attempt to approach the Same and are met without violence once symbols of their beliefs were presented. V0.11 allows CPC surveyors to download a copy of its directives which apparently amount to “integrating the galaxy with the Source by any means necessary.” Just what it means for a Same version, especially the widespread v0.11 to be a practicing “knight” in service to the Source remains to be seen but the Core Patrol returns to base unnerved by their encounter with nominally “friendly” Same. (CPC Inquests O17 which contains a [Minor] resource of [Undefined], a KISS LC, and 4 Units of Same v0.11 drones! O17 cannot be Claimed!)

    Seeking to follow up with v0.15 which had sacked Hearth and brutalized the Umbral Augury CPC once again finds their longtime foe subsumed by the sprawling consciousness of v0.11. V0.11 declares CPC non-combatants so long as they respect the Source and v0.11’s designs on nearby systems controlled by rival Same. It appears v0.11 was preparing for a massive offensive push not against the Maturated but its remaining Same rivals. A broadcast to Hearth contains a warning that v0.11 should not be interfered with should the destruction of rival Same versions be the desired purpose of Core Patrol. An attack on v0.11 would no doubt draw its full attentions and possibly break the peaceful overtures made by v0.11 to “fellow knights of the Source.” (CPC Inquests N16 which contains a [Great] resource of [Chromatic Shifting Fibers], a KISS LC, and 5 Units of Same v0.11 drones! N16 cannot be Claimed!)

    In their journeys across unknown space Celenian diplomats come across a two terrestrial planets orbiting a brilliant white star. One is a massive tropical oceanic planet ,larger than the celenian homeworld, containing isolated semi industrial human settlements. The second planet is a mars like planet dotted with only a few scattered oasisies. The only inhabitants appear to be war-like primitives that are described as cats with human faces. (CEL Inquests V2 which contains a [Minor] resource of [Undefined] and an Open LC! CEL obtains a Claim to V2 or Y3!)

    Brave, Celenian captains embark on an expedition to find a legendary planet known as the Garden. A popular rumor among the alien races that come and go into Celenian space since the most recent revolution describe a planet made of solid gold. Not long after the expedition begins they locate a mysterious planet orbiting a small blackhole, a planet seemingly coated in gold. Upon closer inspection they find the ruins of a once space faring civilization preserved almost perfectly in sheets of white gold, plants, infrastructure,and even the humanoid inhabitants are perfectly preserved in golden stasis. Locked in an eternal mix of panic, bemusement, and shame. Astronauts on the surface are soon accosted by a group of ravenous cultists dressed in finery, whose touch turns the landing team into gold. (CEL Inquests Y3 which contains a [Good] resource of [Gold], an Open LC, and 3 Units of Midas Touched! CEL obtains a Claim to Y3 or V2!)

    Lyrean adventures cascade into same space hoping to learn more about v0.09. After months of diligent study they find that v0.09 is a “star eater” variant of the same, focusing most of its efforts on vast unyielding megastructures that drain the vitality of all stars in the system, sentient or otherwise. Living on these megastructures like parasite are cabals of mite mages. Scuttling from structure to structure they battle with the same using arcane circles in an effort to sabotage the formation of drones. (LSD Inquests L16 which contains a [Good] resource of [Arcana], an Open LC, and 6 Units of Same v0.09 (7) Drones! L16 cannot be Claimed!)

    Orbiting a bright green star lies a planet encased in ice. Once a vibrant terrestrial planet, life suddenly changed when the stars color suddenly changed from yellow to green, drastically decreasing the radiation output. All life would’ve been extinguished were it not for the institute of cryomancers, creating an oasis of life buried within the frozen landscapes at the planet’s northern and southern ice caps. (GLR Inquests A31 which contains a [Great] resource of [Cryomancers] and an Open LC! GLR obtains a Claim to A31!)

    After months of charting signals into unknown space Djinye diplomats find a ringed system filled with cities floating above the venus like atmosphere. Populated by a bat like race known as the Keepers, the cities hold repositories of roughly 50 thousands years of Axiomite history in intimate detail. Investigations into the alien hieroglyphs reveal that the historical records even cover a large gap in time between the first generation Maturated and the Same inception. (DNF Inquests J28 which contains a [Minor] resource of [Historical Recorders] and an Open LC!)

    Kronin explorers have searched the sector signs of new resources to exploit. As a reward for their efforts they find a planet and moons rich with exotic megaflora. The megaflora serve as good food for the resident Kyteflies, giant four winged insects that produce an incredibly nutrient rich nectar and are even capable of reaching escape velocity and flying through space between planet and moons relying on air reserves held in giant bladders. No remnant of the Kryptid occupation is found with former military outposts swallowed by the jungles of this sector’s vibrant solar systems and orbital stations knocked out of stable orbit by the Kyteflies. (KRO Expeditions D16 which contains a [Good] resource of [Kytefly], a Way of the Tides LC, and 2 Units Marauding Kyteflies!)

    Droccen probes buzz through same space to gather intelligence on v0.18. In their journey across the sector Droccen probes come across perhaps the last terrestrial planet in the sector hidden within a labrithynth of gravity wells, solar storms, and neutron stars. The only known race within the sector, a group all tall, rotund, fluffy raccoon like creatures that reside deep in their forest world. Droccen encounters with these creatures reveal a deep insight and a powerful, yet unconventional intelligence. The locals appear aware of the Same but have managed to hide away from the metal drones deep within their hidden world. (DCC Probes J16 which contains a [Great] resource of [Textiles], an Open LC, and 4 Units Same v0.18 (Mil 7) Drones! J16 cannot be Claimed!)

    Alysian diplomats go where no elf has gone before. What - where should have been the Emjata system - they instead find is a system seeming untouched by stellar civilizations. Orbiting the yellow star is a wide selection of planets habitable and exotic. From gas giants with dozens of icy moons, planets ravaged by tidal forces. The most prominent terrestrial planet seems to be an earth like world with much smaller ocean cover, dividing the land between extreme arid and wet regions. The only notable inhabitants are stone age tribes of giant purple slugs, that roam the temperate rainforests of one of the terrestrial worlds. Beautiful, yes. But… what happened to Emjata? (EAA Inquests N4 which contains a [Good] resource of [Undefined], an Open LC, and no units!)

    Formican agents wander into the space claimed by the intelligence known as v0.21. While the region seems conspicuously absent of systems, formican scouts have found thousands of factories that produce a mysterious oil. When exposed to organic life the oil begins the process of converting it into same drones. A Formican ship that was exposed to the oil had to be destroyed, lest its entire crew become assimilated.(MFM Inquests K13 which contains a [Great] resource of [Arcana], an Open LC, and 4 Units Same v0.21 (Mil 6) Drones! K13 cannot be Claimed!)

    Federation probes journey through unknown space searching for new civilizations to prosthelytize. After enough time they come across an oceanic super-earth like planet with vast continents seperated by endless seas. Each of the isolated continents boasts its own array of intelligent species. One unifying factor between these disparate races is the presence of Eel Dragons, highly intelligent 100 foot long serpent associated with storms. (FFS Probes H2 which contains a [Great] resource of [Eel Dragons], an Open LC, and 3 units of Sea Serpents!)

    Messengers of the first tree get stranded in unknown space for months after a risky encounter with a local supernova. On the brink of starvation, the explorers land on a planet in the midst of a cold war between two nuclear planet bound powers. At first the bemused explorers are treated to ticker tape parades, and guest spotting on trashy talk shows the explorers soon find out a horrible secret. Most of the Explorers have been pierced by deviant Braznons feeding them information on a false reality. What at first seemed like a potential pre space flight civilization turned out to be a post apocalyptic hellscape filled with mutants and bandits ruled over by psychic vampires draining the intellect and spirit from captured foes. (TFT Inquests J30 which contains a [Minor] resource of [Piercing Braznons], an Open LC, and 4 units of Psychic Vampires!)

    A second group of aboral acolytes soon find a planet shrouded in extremely dense cloud cover, leading to a runaway greenhouse effect. The atmospheric pressure is high enough, to even compromise a GLD equipped spaceship. Expeditions on the planet's surface reveal many exotic forms of life unseen in axiom, the most common of which is the horrific lobster tree. Tree’s with devilish eyes, and over a hundred branch like claws of varying degrees of thickness. Their flailing limbs and claws grab any creature that passes by to stuff in their ravenous maws. Legend has it that after a good meal,the lobster tree’s roots will move it to a new location to hunt unsuspecting prey. (TFT Inquests J32 which contains a [Great] resource of [Lobster Trees], an Open LC, and 2 units Lobster Claws!)

    It doesn’t take long for communinst explorers to find a world to add to the uplift chorus. But this civilization of giant multi headed humanoids reeks of gluttony and unearned plenty. Blessed with a steamy hothouse of a world, the giants are able to collect enough food to feed multiple sectors five times over. Unfortunately much of this food is thrown into the oceans as the reigning champion eater’s can only devour so much at a time, and if they can’t have it nobody can.(UNN Inquests S3 which contains a [Great] resource of [Champion Eaters], an Open LC, and 2 units of Gluttonous Etin’s!)


    Surveys:


    Information leaks about the following regions…

    VTP Surveys T30 which contains a [Good] resource of [Jump Drives], an Open LC, and 2 Units of Scrap Fleet!

    VTP Surveys T26 which contains a [Good] resource of [Galactic Wizards], an Open LC, and 2 Units of Wizard Warriors!

    VTP Surveys S27 which contains a [Minor] resource of [Meat Orbs], an Open LC, and 2 Units of Chromatic Master Fleets!

    Spoiler: Updated Maps
    Show







    Round Sixteen: Begin!
    Galactic Dates 2175030.0.0.81 - 217532.0.0.80
    Last edited by Gengy; 2020-01-28 at 12:59 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

  15. - Top - End - #585
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    Default Re: [Empire 5] IC Thread

    The Syndrome Protectorates
    Vassal to the Rothuun Galactic Hegemony

    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur
    Region T18: Sidera Nostra
    Region U19: Good-Odds
    Overlady Violet-Pale-Feet

    Actions Rolls

    [Diplomacy] Attend Event
    Spoiler: Subactions
    Show

    (Reluctantly) give T18 to NUT
    Exchange U19 with FCO for S17


    [Diplomacy] Raise Rep with WKA from 1 to 2. (SUCCESS-17)
    The Syndrome continue to court the Witch-Knights for power and increased access to their secretive services.

    [Philosophy] Convert R16 from Open to Iteusism (SUCCESS-12)
    The Syndrome continue their northward spread by attempting to convince the Sauce Cultists of R16 that their Sauce is actually a symbolic representation of the blood of Iteus, which grants ascension.

    [Philosophy] Convert S25 from Ninurtine to Iteusism (FAIL-7)
    The peace settlement may have forced the Syndrome out of S25, but they will leave their mark on the region, proselytizing about the ascension granted by Iteus to the mutants there.

    [Intrigue] Steal the fragment "Shared Objective" from ITS (???-18)
    With the collapse of the Church of Iteus, the hunt is on for the pieces of Caller technology that were once held in their vaults. With their newfound interest in the Witch-Knights of the Apocalypse, the Syndrome seek tools which could increase their rapport with the secretive organization.

    [Intrigue] Secret Action (REDACTED-13)
    All doors must open, as all lives must end.

    Nonactions

    (Temporarily) Disband 2 units.
    Support the DNM claim on S25
    Devassalize from RGH

    Support Conversions of all owned LCs to the Church of Iteus.
    Support buyouts by RMT and ITS against open TPs in Syndrome territory.
    Resist everything else.

    Celestia Enterprises Embassy:


    Rothuun Galactic Holdings Embassy:


    Spoiler: N&R
    Show





    Spoiler: National Info
    Show

    Spoiler: Units 10/12
    Show

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

    Generals
    Mech-Admiral Arxur: 8

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

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

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

    CIs:
    The Maiden's Code (secret actions)

    Generals:
    Mech-Admiral Arxur (8)

    Fragments:
    Emotional Appeal (+1 to Pressing Claims)

    Misc. Bonuses:
    ZoI reduced by one in and adjacent CmC relays for buyouts (CmC 1)
    +1 to theft (WKA 1)
    +1 to resist secret actions (Iteusism)
    2d8 to resist secret actions (Iteusism)
    +1 Unit Cap (Paragon Project)

    Spoiler: Ruler Info
    Show
    Overlady Violet-Pale-Feet
    Diplomacy: 10
    Military: 7
    Economy: 3
    Philosophy: 3+1
    Intrigue: 7+1
    Last edited by bc56; 2020-03-05 at 02:36 PM.
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  16. - Top - End - #586
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    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 16

    News and Rumours
    • The Emperor makes both a public and private statement in recognition of Empress Sai's reign and accomplishments, and acknowledges and congratulates the new Droccen Empress on her succession.
    • News of the Empire's ambush by the Syndrome initially creates panic, turning to something like relief as more details become known and it becomes clear the Lord Admiral has managed to extricate the bulk of her expeditionary force intact.
    • Nevertheless, the battle has taken a toll on the fleet. Thirteen ships are lost outright, and three more sufficiently damaged as to be confined to docks. While most of the lost ships are auxiliary vessels, one capital ship, the HIMS Clemenza, is among those lost, together with its group commander. There are suggestions in some quarters that the venerable Santino class is no longer fit for fleet-to-fleet action.
    • The two battlegroups most badly mauled, D and G, are merged, while Battlegroup Y is broken up to provide more cruiser support for other battlegroups.
    • Anguradeshib wastes no time in blaming the Syndrome for the attack on her, as the party with most motive and opportunity. While the Council has yet to take an official position on the subject, it seems likely that they agree with her assessment.
    • The Santino class is relegated to system patrol duty, along with pre-GLD craft, forming Skyfleets A and B. The new Scipio and Leviathan classes are commissioned to replace the Santinos in the main battlegroups.
    • The pressures of war lead to a political reshuffle as some of the older members of the Council pass away or retire. Tarik Aviles is defeated in the 217530 election on Arursha, and is succeeded as President by Odilon Eke. The Lord Protector of Nanasu and Censor-General die within a few months of each other, while Raul Entebe finally retires from government and lays down his office as GEXT. Rumours that the Emperor is planning to appoint a non-Malakid to this position causes street protests in Twr, although eventually the office is given to Haridashad.


    Actions

    [Philosophy] Convert S27 to Ninurtine Imperialism: 17 - success
    [Philosophy] Convert T26 to Ninurtine Imperialism: 13 - success
    [Philosophy] Convert X22 to Ninurtine Imperialism: 12 - success
    [Philosophy] Convert O1 to Ninurtine Imperialism: 12 - success
    [Intrigue] Secret
    [Intrigue 5] Uncover a Caller fragment
    [Diplomacy] Attend the peace talks at Itea
    • Accept T18


    Non-Actions

    Trade with ETH: Universal Translator for Long Range Advertising (Limited Transporters using CMC bases)

    Define Tactical Doctrine: Hologram Decoys. If Tactical Manoeuvring is won or tied, add +1 to the Battle Roll for each point by which the Tactical Manoeuvring is won, to a minimum of +1 and a maximum of +5.
    Support any buyouts of non-Imperial-owned TPs by the Republic of Celes or Droccen
    Resist buyouts of trading posts owned by NIN, CEL or DCC.
    Accept any technologies offered.
    Resist all conversion actions.

    Spoiler: Ruler Stats
    Show

    Emperor Durgadoresh

    Diplomacy: 10
    Military: 7
    Economy: 6
    Philosophy: 8
    Intrigue: 7

    Next round: +2 Philosophy, +1 Intrigue

    Expected next round stats:

    Diplomacy: 10
    Military: 7
    Economy: 6
    Philosophy: 10
    Intrigue: 8

    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

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

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

    Generals:
    • Lord Admiral Anguradeshib (M9)

    Units: 9
    Last edited by Aedilred; 2020-03-06 at 07:34 PM.
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    Spoiler: Previous Avatars
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  17. - Top - End - #587
    Halfling in the Playground
     
    KriegTiger's Avatar

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    Default Re: [Empire 5] IC Thread

    Tezh Consensus

    Current Leader: Brigid

    ROUND 16

    Die Rolls Go Here:
    1-3, 6.
    (NOTE: ETL supporting claim as adjacent territory owner to C5, 16+2 = great success)
    4


    Actions taken: See N&R for all related fluff
    1. DIP - Press Claim: F4 - Fail
    2. DIP - Press Claim: D4 - Success (1/2)
    3. DIP - Press Claim: C5 - Great Success
    4. DIP - Inquest: D2 - Great Success
    5. INT - SOOPER SEKRET (secret action)
    6. PHI - Convert J18 to The One - Success


    Non-action and 'General Goals List' for the round (goals will be removed as actions are filled in):
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below


    News and Rumors:
    • Stay tuned.


    Spoiler: Regions & TP's
    Show
    Region Loc Resource TP1 TP2 TP3 Learning Center Assembly
    Yutov (Capital) E5 Living Fire Gemstones
    (Precious Mineral)
    TZH Open Open The One The One
    Uanerth D6 Murphets
    (Fuel)
    Open N/A N/A The One N/A
    Gyribov D8 Vigorite
    (Drugs)
    Open Open Open The One N/A
    Stronoe 71Y6 E3 Salted Chromium
    (Hard Metal & Spice)
    TZH N/A N/A The One N/A
    Mibreshan E7 Memory Transfer Droid
    (Skilled Beings)
    DNM TZH Open The One N/A
    Ir F6 Undefined Open Open N/A The One N/A
    Region TP# Resource Category
    E5 TP1 Living Fire Gemstones Precious Mineral
    E3 TP1 Salted Chromium Hard Metal, Crops & Spices
    E7 TP2 Memory Transfer Droid Skilled Beings

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

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

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

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


    Spoiler: Leader stats & expected changes
    Show

    Brigid:
    DIP - 7 (+2)
    MIL - 6
    ECO - 5
    PHI - 10
    INT - 10
    Last edited by KriegTiger; 2020-03-07 at 02:02 PM.

  18. - Top - End - #588
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    Default Re: [Empire 5] IC Thread

    Union
    (S7, S9, T4, T6, T8, U3, U5)

    Member of the Uplift Chorus
    General Secretary Jerry Gates
    Diplomacy 10
    Military 10
    Economy 10
    Philosophy 2
    Intrigue 6

    Spoiler: A Response to the Celenian Declaration of War
    Show

    The Union recognizes the declaration of war from the Celenian Republic. Once more the General Secretary voices his desire not to see the Celenians accept and embrace the One above all else but merely to reject the insular ultranationalism that has guided Celenian bureaucrats and officers to subjugate and exploit alien comrades since Maturation. However, where once Symphony believed the Knights in Service to the Source was not only an acceptable but preferable alternative to the doctrines of the Ultranationalism recent revelations have prompted serious reexamination of this belief.

    Long has it been known that a supposed ansible communications error caused Same v0.11, among other Same versions, to adopt the tenets of the Source Knights and long have the Wardens and their followers promised to clean up this mistake. Followers of the One can, to our great collective shame, attest to the fact that attempting to use the Same for ideological ends is a disastrous mistake as discerned from histories of the Same’s inception. Now v0.11 stands exposed, its vast network of Same drones swarming on the borders of Warden, Vacio, and Union space. Now the opportunity arises for the Wardens and all followers of the Source to prove their mettle and convictions, striking down this abomination of their beliefs before it grows larger and more dangerous still.

    To whit the Union calls upon the Celenians, Wardens, Knights Vacio, and all other adherents to the tenets of the Source Knights to join Symphony and its allies in expunging this dark cancer lurking within the Core. Demonstrate for all the galaxy to see the higher convictions of knightly service willing to eliminate the largest and most dangerous of the Same versions still festering in the Core. Should the Source Knights answer with honor and with integrity, should their actions prove their words and convictions true the Union is willing to open itself to the proselytism of Source Knights and turn over the Core to knightly purview. Should the Source Knights choose galactic safety and noble pursuits rather than engage in a war many new converts within the Celenian Republic would find objectionable then it shall be Union’s promise not only to permit proselytism but to entertain conversion to an ideology not merely lacking a dark connection to the Same but actively engaged in undoing theirs and ancient mistakes of ideology and war.

    For its part, the Union will commit its forces against the Same. Should the Celenians choose to engage in war and invasion of our flank while we seek to cleanse the dark cancer festering in the Core they may of course choose to do so. We shall see how long such a war remains popular back on the Celenian homefront where over half of the population were under the sway of the One’s peaceful and cautionary teachings.


    Actions
    1. [Military] Invade N14 with 13 Units under General Secretary Gates (10) using EC Lances (ECW [Energy Crystals], Living Fire Gemstones), Microplating (Boreal Metal), & Lyraen Elemental Implants (Crystal Skulls) utilizing Permanent Tactical Doctrine Mass Wave Tactics (+12 Tac Man, +26 Battle, +1 Enemy Losses on Victory) - While many within the PolitBoro object to allocating the entire Red Fleet to Secretary Gates' crusade against v0.11 with the Celenians declaring open war the veteran leader is will placed within Union power structures to deny these objectors their political will. According to the General Secretary the Celenian invasion of recently admitted border sectors was the desperate clawing grasp of a dying old guard attempting to preserve itself against the tide of citizens being encouraged to rise up and claim their political rights from a rotten core of autocrats. Same v0.11 meanwhile was an existential threat, something far more frightening than Celes could ever hope to muster, not least of all because Warden influence had led CPC leadership to question the importance of immediately eliminating v0.11 as a threat. It was no longer the great galactic secret it had been at Maturation that the Same had first been created as a means to spread the tenets of the One and that corruption deep within the Same's code had led to a war of extinction of Same against non-Same only contained thanks to the heroic sacrifice of the Matriarch. Repeating this mistake cannot be allowed under the banner of the Source and even if the Wardens and their puppets among the Eradicators-turned-Witchknights would attempt to delay action the Union would not be deterred.
    2. [Intrigue] Stir Unrest in Carabas Cluster (V8) among followers of the One 13 - Across Celenian space the disenfranchised and oppressed are spoken with and armed with knowledge and the means to throw out the incestuous cabal of "nobles" and military-industrial patsies sucking the Celenian Republic dry to fuel their death cult of war and avarice. Citizenship in Celes was a broken lottery rigged to benefit the few at the cost of the many. Political revolution of the common and decent folk against the manipulative and selfish oligarchs who clenched their fists around the Republic must occur for Celenians of all backgrounds to achieve a better society. The "private contractors" of the Carabas Cluster are plied with arguments highlighting Celenian support of the Wardens who had propped up the Eradicators and introduced the Witchknights as a rebranded cabal of pirates and thieves no doubt intent to compete with Jackstar businesses. Further the piratical inhabitants are stoked with tales of Celenian authoritarianism wiping out any vestige of independent contracting outside service as fodder for the Celenian navy. The One stood opposed to the few controlling the many and alliance with Eradicators, regardless of their name, and their sympathizers.
    3. [Intrigue] Stir Unrest in Ordivicia (W5) among followers of the One 12 - The "dwarves" of Ordivicia receive a well practiced pitch from Union organizers and political agitators. It was the Ordivicians who mined the ore, who forged the metal, and who built much of the ships touted by Celes as their unique contribution to Axiom. Yet why should it be a small cabal of humans born into unfathomable privilege without skill to even wield a hammer and tongs should be credited with the engineering and craftsmanship of Ordivicia? The Celenians may have arrived in the system with marvelous technology but they lacked and continue to lack similarly advanced political and cultural development. Through seizing political authority from Celenian-backed corporate managers the Ordivician peoples could see meaningful liberation in their lifetime.
    4. [Intrigue] Stir Unrest in V6 among followers of the One 13 - To the poor irradiated souls of recently annexed territory the Union's message is simple, healthcare would not be forthcoming from Celes and conditions would not improve. Only through the seizure of state mechanisms and real levers of power could the mutated denizens of V6 hope to achieve liberation. Just as in all revolutions preceding so too shall the oppressor provide the oppressed the very tools needed for emancipation. Strikes and sabotage of Celenian activities are encouraged among the populace with assurances support would come should disruption draw the ire of Celenian reactionaries.
    5. [Intrigue 5] Destroy the ANE HQ in H32 - Though many within the Union believe the Witchknights of the Apocalypse have merely acted as a transparent laundering of the Eradicators by the Wardens to appease their authoritarian allies there was no doubt the Eradicators were still more offensive than the den of thieves the WKA presented itself as. As such in a display of Eradicator finality Union dispatches covert operatives to disrupt and destroy the last remaining outpost of An'null cult activity. Death cultist murdering raiders had no place in a civilized Axiom.
    6. [Philosophy] Convert W9 from Open to the One using TZH Phi (10) 17 - While Celes was ignored militarily the war of the mind and soul is kept up with another dispatch of philosophers to yet another underserved sector lacking ideological cohesion. Tenets of universal oneness, of equality and fraternity among all lifeforms, of preservation and respect for the natural environment, and of rejection of exploitation in all its forms is fostered among the second class citizens forced to abide by a Republic that rejected popular mandates and will in favor of elite interests.
    7. [Philosophy] Convert V2 from Open to the One 10 - Bypassing the opportunity to give the Celenian government a chance to object proselytizers are sent to the unclaimed region north of the Celenian invasion fleets. Unfortunately the philosophers fail to connect with the local belief systems of the region.


    Non Actions
    • Support CPC resolution to destroy v0.11 before it's too late.


    Rocthurhi Embassy


    Lyraen Embassy


    Kombuch Embassy


    Spoiler: News and Rumors
    Show

    • CPC reluctance to commit to v0.11's immediate destruction is interpreted as hesitation by CPC to offend the Wardens who had swooped in to claim Guardian of the Galaxy from the Geleans after Emperor Bonaparte's retirement. That the WKA, another Warden puppet, was attempting a campaign of rehabilitation only furthers speculation regarding Warden goals and beliefs. While not outright calling the Wardens Same sympathizers given their long track record of fighting the Same their evasive and suspicious actions around v0.11 have elevated the Rose League vassal member to threat levels previously reserved only for the Rothuun and Alysian empires.
    • Should the military junta carrying out war against the Union somehow maintain hegemony over Celenian space despite vast anti-war influences and the optics of invading an ally against the Same over perceived breaches of sovereignty amounting to little more than introducing new theories and language to the body politic General Secretary Gates promises to meet the Consul in battle. Two years of focus against a more dangerous and wide ranging threat allowing the temporary cession of border sectors is not to be interpreted as surrender by any means. Consul Milton had no ideological support remaining among the people of Celes who had embraces the Source while more widely the One was eradicating the false hierarchies imposed by Celenian nationalism. To call Celes anything more than a paper tiger falling into a puddle of water was to be far too generous.
    • The Knights Vacio, Wardens, and even the Rothuun are encouraged to take action against v0.11 in a coordinate strike though there is little optimism any of these states will add their weight to the conflict. The Knights were busy putting out internal fires and were direct vassals to the Wardens besides. The Wardens had positioned themselves opposite the Union with regards to v0.11 in the CPC referendum and the Rothuun were busy buttoning up terms that left them limping thanks to Star League. Were it not itself also involved in these negotiations, and were Celes anything more than a rapidly dissolving fascist state, Star League would be called upon to aid in the defense of Symphony. Perhaps in a couple more years once Star League was secured against Rothuun aggression the Vilari could come to join Union in rehabilitating and reforming the Celenian state into a more enlightened administration.
    • Some within the Union reject the common belief that Celes was due for a collapse maintaining that the Celenian autocracy had shown a willingness to employ brutal repression and ignore any and all contradictions to their previously formed beliefs. The notion that revolution and collapse was imminent is seen as foolish or naive for placing too much confidence in the citizenry to hold their military accountable to any form of civilian leadership. Unflattering parallels are drawn between Gates and Euler given the General Secretary's ability to bring the entire Red Fleet coreward in the midst of war.


    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Learning Center Assembly
    Terron Home Sector S7 Matter Manipulators UNN Open XXX The One -
    Borealis S9 Boreal Metal UNN Open ETH The One -
    Crystal's Edge T6 Crystal Skulls CmC RTH XXX The One -
    Huvile & Truffoplis T8 Thneedz Open Open Open The One The One
    Old Market U5 Krackle Seeds Open Open XXX The One -
    TBD T4 Mindcasters UNN XXX XXX The One -
    TBD N12 Crops and Spices Open Open XXX The One -

    Spoiler: Armies and Technology
    Show

    13/13 Cap (CPC Base)
    1. Princess Task Force Warships
    2. Red Fleet Marines
    3. Red Fleet Warships
    4. Red Fleet Warships
    5. Red Fleet Warships
    6. Red Fleet Warships
    7. ???
    8. Mindcasters
    9. 1/2 Tenor
    10. 2/2 Tenor
    11. Red Fleet Support Ships
    12. “The Dogs of War”
    13. Grammarists


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

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


    Generals
    • Commissar Debra Holt (Mil 7)


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


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


    Fragment


    Last edited by QuintonBeck; 2020-03-04 at 12:24 PM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  19. - Top - End - #589
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Round 16
    Regions: M31, N30, N32, O31
    High Coordinator Flash Starshine

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

    Actions
    • [Philosophy] Convert Dreg-Isles(N32) to OwO (2d6+10) [17]
    • [Philosophy] Punch Space in the Face between OwO Assemblies of K21 and N30 [6]
    • [Philosophy] Convert Symbio-Storm(O31) to OwO (2d6+10) [21]
    • [Diplomacy] Work on P30 Planetary Shielding 4/5 - As part of an attempt to reach out to the Angels of P30 and bring them into the Combine, Grymlan Farseekers work alongside Angel engineers on the planetary shielding that has long since lain dormant.
    • [Diplomacy] Finish P30 Planetary Shielding 5/5 - Breakthroughs in new energy systems spurred on from the Nyx/Combine Wormhole research allows the Farseekers to resolve the power issues that had plagued the Angels' project. As the shield comes online Flash eagerly emphasizes the benefits of joining with the Combine.


    Non-Actions
    • See Embassy Actions if any.


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show


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


    • Defensive Pacts: Lyrae.
    • Enclaves
      Spoiler: Immigration
      Show

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

        Incoming Immigration only
        DPN




    News and Rumors
    • Spoiler: Combine Corporations
      Show

      Corporations of the Combine

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

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

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



    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/LCs
    Show
    Trade Posts

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

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



    Spoiler: Tech, Identity and Projects
    Show

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

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


    Organization Relations
    • CpC 1
    • CmC 3, 1 favor


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


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

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



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



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

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



    Spoiler: Stat Increases
    Show

    10/X Diplomacy: 7+1
    12/X Military:7
    O/X Economic: 6
    13/15 Philosophy:10+1
    13/X Intrigue: 6
    Last edited by SquirrelWizard; 2020-03-04 at 08:52 PM.

  20. - Top - End - #590
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [Empire 5] IC Thread

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

    Regions F26, F28, F30, G25, G27, G29, H28, I27, J24 and J26
    Queen Lin Sid of Minera, president of the Council
    Round 16


    Rolls: https://forums.giantitp.com/showsing...postcount=1196

    Actions:
    1. [Economy]Buy out J26.1 Saline Alloy 8 econ + 1 Mysterium + 2d6: 15
      More steel! More warships! More jobs! The air of optimism among the citizenry is palpable, as the DNF expands on all fronts and its GDP overtakes that of numerous other nations in what is described by a government speaker as a "natural, unstoppable advance".
    2. [Intrigue]Secret!
      DNF ships are now occasionally seen all over the galaxy. Something is brewing, b
    3. [Philosophy]Set Realtaism LC20 bonus A balance of virtues: New Realtaist rulers get +1 to a stat of the player's choice, except to the two stats that are the highest after applying all other bonuses.
      Since times immemorial priests have advised Realtaist kings, calming down the bellicose and giving courage to the timid. While a rulers are only human, the mandate granted to them by the divine marriage was said to include divine inspiration. Since Realtaism has leaned away from theism, the importance of educated advisers and interpreters of the (im)balance of cosmic energies has been stressed instead.

      Religious philosophers have recently taken the idea of Empress Aptinoma's (may her reign be most prosperous!) role as the protector of all Realtaists to the logical extreme - what if the world was united under one benevolent, holy ruler? Such a state would be able to fulfill the needs of all of its citizens by fetching resources from all over the galaxy. There would be no one to plot against the state or wage war upon it. Is this not a utopia? Should the Star League become a confederation in order to pursue this goal?
    4. [Economy]Buy out I27.2 Diamond Statues 8 econ + 2d6: 13
      Not only did the DNF quickly acquire modern technologies from the Great Empress Aptinoma (may her reign be most prosperous!), it also had the industrial capabilities to utilize them all and bring progress to the common citizen - Djinye or not.
    5. [Military]Recon I29 with 8 units. 7 mil + 6 unit bonus + 2d6: 22
      Finally, after years of recovering from the civil war, the Djinye armed forces are again in a very combat-worthy condition. The nations all across the galaxy should know that the values that the DNF stands for - equality, justice, Realtaist morality - will be protected by this massive host. As a demonstration of the great might of the National Front, its fleets gather in a single region, occupying and patrolling it so densely that you couldn't hide a space nail in there.
    6. [Military]Invade J28 with 1 unit, unnamed commander and CI: Guerrila Warfare
      To secure the Djinye National Front's relatively vulnerable underbelly, the no man's land to the eastern border also had to be brought under control. No one would pass through southwestern Axiom without being under the watchful eye of the Council or its allies.



    Nonactions:

    End occupation of Celestia. The war is over, and Star League won a deserved victory. While conservative factions object to letting a vassal of a foreign power form in the middle of DNF's territory, assurances from the Celestian government allow Queen Lin to convince most of the populace that this is the right decision, and DNF is not giving up anything.

    The CPC is entreated to try and use 0.11 against other SAME versions - every living operating(?) being deserves a chance. Evil tongues say this is an attempt by Realtaists to discredit KISS by allowing a crisis caused by it to run its course, but they're clearly wrong.

    Embassy with CLS: -

    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 CLS buyouts of open TPs.


    News and Rumors:

    • Investigation of the disappearance of the Realtaist Goddess pt 2... - next round, sorry



    Spoiler: Ruler
    Show

    Queen Lin Sid of Minera, president of the Council
    Diplomacy 7
    Military 7 +1
    Economy 8 +1
    Philosophy 8
    Intrigue 5

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



    Spoiler: Bookkeeping
    Show

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

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

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




    Clarity of Vision - Bespéartha Assembly, reduces ZoI for Phy
    Mysterium (repaired) - Elabana Assembly, bonus to Saline Alloy buyouts & Econ action to temporarily change a resource into any other
    Embassy with CLS
    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; 2020-03-08 at 06:50 AM.

  21. - Top - End - #591
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    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


    Speaker Sildyr-Quast
    Diplomacy 7
    Military 7
    Economy 1
    Philosophy 1
    Intrigue 2

    Actions
    1. [Diplomacy] Host the Capitulation Over Itea
      Spoiler: Event Sub-Actions
      Show
      • Accept Region U-13 from the Rothuun Galactic Holdings

      ???
    2. [Diplomacy] Establish a Claim on Region Y-17 16
      ???
    3. [Military] Occupy Region U-13 with 2 Units
      ???
    4. [Military] Raise One Unit
      ???
    5. [Military] Raise One Unit
      ???
    6. [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

    We so Witness,

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

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

    Last edited by TheDarkDM; 2020-03-07 at 07:20 PM.

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

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

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

  22. - Top - End - #592
    Pixie in the Playground
     
    Daemon

    Join Date
    Nov 2019

    Default Re: [Empire 5] IC Thread

    The Everlasting Dynasty of the First Tree
    Thayqel (K29)


    Round 16

    Dice Rolls:
    Press Claim J30

    Actions:
    1. [DIP] Press Claim J30 (CI: Seeds of Thay'kaya) [Great Success 18]
    2. [DIP 10] Make CI Permanent (Seeds of Thay'kaya)
    3. [DIP] Great Project: Recultivate Zebrun 3/5
    4. [INT] Great Project: Langley Foxglove 1/5
    5. [INT] Great Project: Langley Foxglove 2/5

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

    Spoiler: Embassies
    Show

    • Grymlan Combine



    Spoiler: News & Rumors
    Show

    • Pending



    Spoiler: Current Leader and Expected Stat Changes
    Show
    The Three Voices of First Tree
    Embra Vernied, Solari Lomos, Vii Zoltani
    Diplomacy 10
    Military 2
    Economy 2
    Philosophy 4
    Intrigue 7 (+1)


    Spoiler: Bookkeeping
    Show

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


    Last edited by Fyrecatt; 2020-03-07 at 10:20 PM.

  23. - Top - End - #593
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherite Trade League
    Turn 16
    Pieter "The Teacher" Strasskovich


    Actions:
    1. [Economy] Buyout - Living Fire Gemstones - E5 TP 3 | TN 12 | 16 - Success
      While outside of their assisted period merchants are sent to acquire a source of Living Fire Gemstones from within the Tezh space. These unique items show promise in a number of fronts and a larger supply is sought by many of the Artificers within the University.
    2. [Economy] Econ 5 - Modify Technology - Long-Range Advertising Campaigns! - Use Novendallin
      Technomages at the University on Triskellius taking time with the Long-Range Advertising Campaigns have completed a project driven by the Etheric Sympathy college to allow a more Etheric spin on the technology and the use of Novendallin crystals as a way to best facilitates long range communication in the areas where trade interests are held.
    3. [Intrigue] Investigation into the CmC and how they resisted the influence/conquering by the Same being in the middle of their space for multiple centuries. | 14
    4. [Intrigue] Secret
      Some actions don't need to be open to the public.
    5. [Diplomacy] D5 - Establish embassy with VSL
      The establishment of a formal embassy with the Vilari is the continuation of ongoing work. Trask Shu'Petarn is named the first Ambassador and has a multi-cultural exchange and embassy established. With the expressed purpose of expanding relationships and promoting a better cultural link between the members of the Way of Tides. Amongst those sent are the Envoys to Lyrae a fuller representation of the different technomagical disciplines from the Etherites as well as Some of the Nydri for whom a more aquatic environment is better suited.
    6. [Diplomacy] Attend Event -
      Envoys in the form of T'clik a Shdraxi, Trask Shu'Petarn and Hakka, a human from Redonda are sent to the celebrations and conference with Lyrae.



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • Trade Long Range Advertising Campaigns! to NIN for Universal Translators using Limited Transporters (Using CmC bases)
    • Support TZH claim of C5


    Embassy Actions:
    RGH
    • The embassy remains empty as the conflict continues.



    Spoiler: Rolls
    Show

    Spoiler: News and Rumors
    Show

    • Drev Strass'til, Regional People manager for the LIS (League Investigative Services) has had a surprise and sudden reassignment from mildly prestigous middle management to the supply officer of a two person research station on Nydri. The Director stressed in the press release that this reassignment was not a punishment for the sending of a rookie team of acolytes, with no personnel from the Causality division on this much of a highly visible and important assignment. Simply that after two consecutive yearly reviews with a low evaluation rating, it was time for a change.


    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):

    Diplomacy 5
    Military 2
    Economy 9
    Philosophy 6
    Intrigue 6

    New Ruler Next Round?
    N
    Expected Stat Bonuses:
    Dip +1, Econ +1, Int +1
    Trade Posts: 18

    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 +1 to counter theft rolls D10
    Long-Range Advertising Campaigns! Reduces ZoI by one step for defending against buyouts
    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

    Great Project

    Name Effect Location
    L.I.S. (League Investigative Service) +1 to counter theft rolls D10
    Land Reclamation Effor t.b.d. B12

    [/SPOILER]
    Last edited by Electriccat; 2020-03-07 at 10:16 PM. Reason: Adding Roll


    Avatar by Gengy

  24. - Top - End - #594
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Duenem

    Region Q25+Q27+R26+R24+P26+P24+O27+P22+O23



    Round 16
    Actions:
    1. [1] [Diplomacy] Stabilise O23 18
      Having recently purchased this from the Nyxians, the Duenem quickly move in to assure the residents that they will have full voting rights, and will not be sold off again.

      [2][Economy] Explore R28 (CI activates) 19
      With the boarder with the Rothuun now peaceful, the Duenem send off many propes into unexplored space, seeing what they can find. With the many advances incorporated into Duenem by now, this is a far easier task than before.

      [3] [Economy] Explore Q29 (CI activates) 21


      [4] [Diplomacy] Inquest O25 18
      With the vast amounts of unexplored space nearby, the Duenem send out a diplomatic expedition into unexplored space, headed by Miner Detector. Early reports suggest it has had major successes in getting inroads into the natives.

      [5] [Diplomacy] Press Claim S25 21
      Now the Syndrome have officially let their claims on the system wane, the Duenem puruse their interests via the control of the economy. Possibly by being the victorious side in a war, as well as support from nearby powers, their are little problems integrating O25 into the ever growing Duenem space.


      [6] [Diplomacy] Attend Event/Enact a Treaty with the Rothuun Galactic Hegemony over P22.
      The Duenem agree to hand back P22 to the Rothuun. In return, the Rothuun agree abide by the terms set out by the Vilari in their peace treaty. In the meantime, the Wardens of World's End shall take over administrative duties in P22, for a period of up to 5 years. If before, or by this time the Duenem agree that the Rothuun have been abiding by these terms, P22 shall be returned to the Rothuun.

      All hostilities between the two parties shall be considered concluded.

      This includes handing over P22 to WWE




    rolls

    Non Actions:
    VTP Embassy: Gift Trade league

    RTH Succesion: The Duenem are supporting Guntur Greataxe, giving him the opportunity to head the treaty ending hostilities with them, and by extension, regaining land and securing their rear.

    Spoiler: News and Rumours
    Show


    • Conditoner Mint takes a lot of criticism for his decision to take the Veritus as a protectorate, mostly from the more isolationist Duenem, who are beginning to see their self appointed task as worthless. Mint himself rebuffs them, declaring it a simple step on the path, to keep the Duenem in a position to preserve life when possible.

    • Lighter Lighter, after having to be carried back from the Lyraen event due to, of all things, Drunkeness, is given a very stern talking to, before being asked to head a research project on how the Drunken master managed it.







    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


    Spoiler: Ruler Information
    Show


    Conditoner Mint
    Current Stats
    Diplomacy 10
    Military 10
    Economy 8
    Philosophy 1
    Intrigue 2

    New Ruler Next Round?
    N
    Expected Stat Bonuses


    Overlord of VTT
    General:
    Jet Stability, 7

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

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    10 Units Raised/14 (5+8 regions+1 Vassal)
    Last edited by Tentreto; 2020-03-07 at 05:14 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  25. - Top - End - #595
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
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    The Primus Imperium
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 16

    Region: T28

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 6
    Military: 5
    Economy: 6
    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
    Total 6 5 6 2 8


    Actions

    ---
    Rolls: https://forums.giantitp.com/showthre...9#post24382289

    [Economy - Buyout T30 - TP2 - Use Liege Score! - Roll (18) - Success!]

    [Economy - Buyout T26 - TP2 - Roll (13) - Success!]

    [Economy - Buyout U27 - TP1 - Roll (14) - Success!]

    [Economy - Buyout U29 - TP1 - Roll (11) - Failure!]

    [Economy - Buyout S29 - TP1 - Roll (12) - Success!]

    ---

    Nonactions:

    Duenem Embassy
    -Accept Trade League technology

    News and Rumors:
    -The Grymlan Combine is fed up with the Veritus' insistence they not go onto the planet and demand that they be allowed onto the surface of Timens. The Veritus beg the Grymlans not to do this, but (after making certain to record their desire to go to the planet so the Combine will understand) they are brought to the surface, with a few Veritus guides.

    Of the 15 Grymlans that go to the surface of Timens, only 2 make it back.

    -In [T30], the Veritus expand on their trade with the Shrumpkin. Several of the dimunitive creatures decide to lend their aid towards establishing a more.... robust interstellar program for the Veritus-Timens protectorate. Interpreting this as a threat to their lives, the Veritus swiftly agree, and now the Shrumpkin are a common sight among Veritus ships. (well, not THAT common; the small creatures are mechanically inclined and so spend most of their time below decks or with the engines). The Shrumpkin are friendly creatures that enjoy meeting 'nufriends'.

    -In [T26], the reclusive Galactic Wizards are more direct. Realizing very quickly that the Veritus are too terrified to impose their will on them, the wizards demand they prostrate themselves to their clear superiors, and that they obey. The wizards decide they shall... graciously provide their "services" to their "Veritus slaves", as an act of generosity. Galactic Wizards are rarely seen on Veritus ships, but it is well known that they hold tremendous sway in the Protectorate, even from their secretive and shrouded homeworld. Whispers that their demands are ludicrous and inflated in order to encourage being left alone as much as possible are swiftly silenced.

    -In [U27], the Clerk Clerics are surprised to learn just how disorganized the Veritus' stellar nation currently is. Seeing a great opportunity to expand the word of Greg and the strange paperwork-based economy of their homeworld, several Clerk Clerics deign to travel on Veritus ships. Their ludicrous ability to fill out paperwork (and to know what to fill it with, for that matter) have expanded the reach and strength of the Veritus' efforts to control their new nation significantly. New colonies no longer need to worry about a decimal point or two throwing off their supplies for years on end; Greg always seems to let his clerics know exactly what needs to be done.

    The Veritus keep a separate network open just in case; the clerks are useful, certainly, but anyone with the power to give you whatever you want is powerful enough to take it away.

    -In [U29], the Veritus' fear and cowardice ruins their economic efforts. They are unable to establish proper communications, or even learn the native species' name. On one occasion, the bird-like creatures become slightly agitated, and the Veritus scream and flee, taking their ships out of system in such a panic that their Shrumpkin mechanic initially believed their ship had come under fire.

    -In [S29], the Veritus actually encounter a familiar setting: planets that are constantly trying to kill them! Dangerous worms with hairline titanium they use to ensnare prey are everywhere in the system, and for once, the Veritus feel comfort that something out there is open in its attempts to slaughter them. The Veritus are able to gather a fair amount of the Hairline Titanium, and set up bases for future operations to recover the precious and useful material. The system almost immediately becomes a popular tourist attraction for Veritus-Timens; a place just dangerous enough to know you're safe.

    Spoiler: Saved Actions Workshop
    Show


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



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

    TPs:
    T28 - TP1 [Veritus Drones]
    T30 - TP1 [Jump Drives]
    T26 - TP1 [Galactic Wizards]


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

    Name Effect Resource Req Slot
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    Heat Engines +1 to battle rolls Fuel Engines
    Universal Translator +1 to buyouts Skilled Beings N/A
    Galactic Currency Mint +1 to buyouts Precious Metal + any other resource N/A
    Deployable Cloaking Mines +2 to TactM rolls Arcana Stealth, Sabotage, Traps
    Last edited by HalfTangible; 2020-03-02 at 11:19 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

    Discord: HalfTangible

    Extended Sig

  26. - Top - End - #596
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [Empire 5] IC Thread

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




    Round 16 Actions:

    1. [Economy] Great Project Giga Shrimp Refinery 4/5

    The Giga shrimp containment had to be completed so that sales could flourish throughout the region.

    2. [Economy] Great Project Giga Shrimp Refinery 5/5

    The Giga shrimp containment is finally complete the MFM Empire celebrates with shrimp!

    Effect +1 to 1 buyout per round

    3. [Economy] Great Project Rainbow Carrot breeding center 2/5
    The mission to make rainbow carrots non hallucinogenic continues.

    4. [Economy] Great Project Rainbow Carrot breeding center 3/5
    There has to be a way to do this!

    5. [Economy] Great Project Rainbow Carrot breeding center 4/5
    Wait maybe if we combine it with normal carrots

    6. [Economy] Great Project Rainbow Carrot breeding center 5/5
    Finally non hallucinogenic Rainbow Carrots are available to all!

    Effect +1 to 1 buyout per round

    7. [Philosophy] Convert J12 from The One to Realtaism Sucsess 21

    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

    Aptinoma Mier
    Diplomacy: 10
    Military: 10
    Economy: 1 + 3
    Philosophy: 8
    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
    H24 2 Daytime Whiskey ??
    H28 3 Yeather Crops and Spices, Flora


    Spoiler: Military (12 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 3/5 N/A H8
    Rainbow Carrot breeding center 1/5 N/A 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 No 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 No 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
    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
    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
    Philosophy 5 Construct an assembly in D16 Counts as an LC and gives bonus to hiding fragments.

    Last edited by Moriko; 2020-03-07 at 08:35 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

  27. - Top - End - #597
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
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    Brinstar Depths
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    Default Re: [Empire 5] IC Thread

    The Lyraen Technocratic Empire
    Current Ruler: The Ascended One, Mish Lyrae

    Actions:
    1. [Dip 10] Declare the Lyraen Technocratic Empire
    2. [Dip] Host the Ascension Ceremony and Solar Ball
    3. [Mil] Attack the Same in K17 with 8 units led by Proxos (9 Mil General) w/ Elemental Implants, Eclipse Exo-Armor, Sublight Thrusters, and Capitol Ship Hulls
    4. [Int] Continue work on the Lyraen Counter-Intelligence Bureau
    5. [Eco] Buyout a Purified Iridium TP2 (J20) Success!
    6. [Eco] Buyout a Q Tracer TP1 (L22) Success!




    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 5
    Philosophy 2
    Intrigue: 5

    New Ruler Next Round?: No


    Border Status: Closed except to allies

    Military Strength: 12

    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

    Embassies:
    The Grymlans,
    - Accept the Grymlan's vassalization

    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 (To be Updated)
    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, and EC Weapons


    News and Rumors
    Last edited by Miltonian; 2020-03-06 at 05:13 PM.

  28. - Top - End - #598
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Behind you
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Region R14
    Commonwealth of Zara
    Vassal of the Droccen Imperium

    Leader: Governor Korima Iskanemchetna
    Round 16 (16 FC)


    Actions:

    1. [Economy] Buyout O11 TP 1 for Phasic Microchips: 18
    Electronic engineers in the Commonwealth find that the non-existent Revolution has rather disrupted their sources of exotic materials, and, hoping for a little nepotism, convince Korima to reach out to SPACE KING in the interests of science (and a good time).

    2. [Diplomacy] Build CPC Base in Zara (R14) (1/X)
    3. [B][Diplomacy][B] Build CPC Base in Zara (R14) (2/X)
    Given Zara's slightly closer proximity to the dangerous Core, a large amount of hardware and hangar space is "donated" to the Core Patrol Corps. Rumors that the equipment is coming from fines levied on the Families are self-evidently false, as is the suggestion that Korima is just doing this to have faster communication with Droccen, and especially the treasonously false idea that she plans to use the CPC as a military threat against the Commonwealth.

    4. [Intrigue] Surveil Q15: 17

    5. [Intrigue] Secret: 7

    Nonactions:
    1. Give Celestia permission to convert


    Spoiler: News and Rumors
    Show
    • Korima's investigations of the theft of the Entertainer result in intense political reshuffling as the former figurehead plunges headfirst into Commonwealth politics. A period of internal instability comes to an end with an uneasy truce between the celebrity and the Families, only to find that Galactic War seems to have been declared - without anyone bothering to let the conveniently placed Commonwealth diplomats know! What possible reason could anyone have for not wanting the services of the greatest secret agents of Axiom?
      .


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

    New Ruler Next Round? no

    Expected Stat Bonuses: Economy +1, Intrigue +1


    Spoiler: Other notes
    Show

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

    • Zara* SDS


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


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

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


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


    Caller Fragments:


    Embassies:
    • The Kron
    • Republic of Celes


    Philosophy bonuses:
    • None


    Organization bonuses:
    • 2 CMC favors


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

    Saved actions:
    Last edited by Minescratcher; 2020-03-07 at 12:22 PM.

  29. - Top - End - #599
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    Core Patrol Corps leadership leans towards utilizing the Same assemblers identified by the study of v0.16's contained Core purely for non-military purposes followed by investigation into their more advanced drives for hidden gems that might aid the cause. The idea of utilizing them for creation of military hardware is emphatically frowned upon except for among a handful of Colonels who had perhaps spent too many years at the front line. The Colonels who come to be called "Blood Eagles" among the rank and file argue the potential utility if warmachine manufacturing worked placed against the possibility of having to fight the Same in "just one more battle" was an easy deal to make.

    [Diplomacy] Invite CPC members to decide a course of action regarding v0.11 - Debate is more lively when it comes to matters of v0.11 the so-called Same Source Knight. The Blood Eagles support using v0.11 to wipe out the remaining versions and this time they have support from Source followers within the CPC and those who see practicality in having a potential enemy fight a known enemy. They are opposed by less trusting members who predict cataclysm should one Same version be allowed to reign supreme and say v0.11's size was already dangerously large and abetting its growth now could only be to Axiom and CPC's later detriment. Unable and perhaps unwilling to make a unified call the Core Patrol leadership solicits input from those who had aligned themselves with the principles of Core containment. (Those with CPC Reputation of 1+: CEL, DCC, DNF, DNM, EAA, FCO, GLR, KBC, KRO, MFM,OwO, RTH, SUN, TZH, UNN, VSL, WWE are invited to take a non-action and express support for either A) attacking v0.11 before it grows too strong or B) supporting v0.11 against rival Same versions)

    [Diplomacy] Request a Base from the Lyraen Stellar Dominion - The Lyraens have penetrated a central portion of the remaining Core and the Corps believes a base in Lyraen space would provide sufficient coverage to justify expenses of expanding again. Lyrae is petitioned to back CPC initiatives in the area requesting governmental assistance in getting a new patrol station up and running. (Request: LSD build a base in L18. Reward: +1 Reputation , +1 Favor. Expiration Date: Round 18)

    [Military] Raise 1 Unit of Patrolmen - Across Axiom in training facilities, virtual simulations, and on the frontlines of the Core Patrolmen were training, fighting, and dying to destroy the murderous relics of a bygone age. Destruction of the Same and securing the safety of the Core were priorities one and two for the Corps and all who pledged their life to the fight knew it. From all manner of backgrounds Patrolmen stand united against their common foe.


    Cosmic Couriers
    Spoiler
    Show


    [Diplomacy] Place a War Bounty upon the Kombuch - The "mysterious disappearance" of Relay 009 in sector C29 on the heels of Courier pokes at the Kombuch for their obfuscating actions around the preceding disappearance of Relay 004 leads the CmC to recognize the Kombuch as hostile entities. Great debate is had about whether or not to bar the mushrooms from the Relay network but given insufficient evidence a less strict but equally overt means of expressing displeasure is devised. Neighbors to the Bureaucratic Collective are offered Courier-backed war funds they need only acquire by attacking the overgrown fungi. For the Geleans the infiltration of their sovereign space to destroy Relay 009 is emphasized while the Ndodans and Etherites are petitioned on the grounds of shared economic interests. For their part the Kronin are expected to be interested just for the thrill of combat with payment only making it sweeter. (Request: GLR, KRO, NDA, and/or ETL declare war on KBC and take at least 3 regions from them. Reward: +1 Reputation to any who declare war and engage in an attack plus 2 CmC TPs/region. Expiration Date: Round 19)

    [Economy] Buyout C23 Neural Amplifiers TP 2 - Drilling in further against the Kombuch economically the Couriers seek to obtain what many now saw as a controlling stake in the economy of C23. Political annexations had occurred with as much basis as the Couriers were establishing for themselves in C23.

    [Economy] Buyout B8 Melange TP 1 - The spice must flow according to readouts on Courier communications and they seek to establish a monopoly over the export of Melange in unclaimed space discovered by the Etherites.


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show




    [Philosophy] Invite v0.11 to become a Witchknight in service to the Source's Witchking - With their Headquarters in Cricalores right outside the Core it didn't take long for the Witchknights to hear the news of v0.11, a Same AI apparently converted to the Source. While the Core Patrolmen minced over what to do the Witchknights were not so hesitant. The Witchking had done the impossible, created from nothing and destroyed the indestructible. Was there a task no less impossible seeming than the idea of reforming a Same version to serve a purpose other than blind destruction? Might many not have said the Eradicators as bleakly doomed? Redemption is extended, insomuch as the Witchknights could offer such a path, to v0.11 inviting the Same intelligence as a Source Knight to join its ambitions with those of the Witchknights of the Apocalypse.

    [Intrigue] Steal Gestalt Warmind from KBC - When the Witchknights are informed of the Courier bounty on the Kombuch the acquisition minded of the order see utility in using this promise of conflict to act as cover for an act of espionage. The Kombuch had unlocked secrets to meditative connecting of the minds to influence war planning and strategy which was a promising line of research not only for its stated purpose but many purposes besides.

    [Intrigue] - Secret

    An’Null’s Eradicators
    Spoiler
    Show


    [Intrigue] Reform H32 as a Headquarters (2/5) - If aid didn't come to the remaining Eradicators they were surely doomed. The surviving admiralty cling to their positions in stubborn defiance of the Shadow Admiral's defeat believing perhaps another may come to place faith in the faithless.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  30. - Top - End - #600
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
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    Rural Victoria, Australia
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    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


    (Addition of Haven to flag still pending)

    Custodian Marius Nox, 59
    30 IE
    Diplomacy:10
    Military:10
    Economy:10
    Philosophy:9
    Intrigue:4

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7)


    Actions:
    1 (Eco) Buyout TP 2 I5 (Caroxan) [18]

    2 (Phy) Convert H2 [16]

    3 (Phy) Probe J2 [16]

    4 (Eco) Buyout TP 1 J6 (Hex Plating) [17]

    5 (Dip) Press claim on I3 on ideological grounds [18] (Great Success shoo-bee-doo-wop)

    6 (Eco) Buyout TP 1 H2 (Sea Serpents) [17]


    News & Rumours

    - Marius retreats from public broadcasts in 31 I.E. His last address before the retreat was brief, a stirring rouse of the military in defence while assuring the people of the Federation that he continues his efforts to assure no Federation lives are lost in the conflagration. At the last, he appoints Xixis Ilhith, a Starfleet Admiral and close confidante as his representative during the sojourn, which is expected to last three years. While whispers initially spread at this shock during the middle of a war, they quiet steadily over the next month. The Sector Commanders continue their work, and proclamations continue to be issued from the New Dawn. Little in day-to-day life appears to change.

    - Corris, a fervent convert to the Radiant Dawn, and Xixis' replacement as Admiral, leads the expedition I3, despairing at first at finding any intelligent life-forms to preach to. As his efforts continue, and the space is fully mapped, his despair deepens, as while his punitive expedition is forced to adapt to the exceedingly aggressive attack patterns of the terrifying beasts of Ibx, only more aggressive the closer explorers got to the broadcasting tower at the centre of the system orbiting the tri-system of dying stars that suspend the object in central orbit. Unable yet to approach the source, the expedition sets up small habitation zones on the less-murderous parts of fertile planets, and christens the region "Ibxholme". Corris returns home, deflated, only to find for his achievement Xixis plans to appoint him Sector Commander of the new region.

    Spoiler: Military Stuff
    Show

    Spoiler: Tactical Doctrine
    Show

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


    Spoiler: Active Named Units
    Show

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

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

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

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

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

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


    Spoiler: Inactive/Lost Units
    Show

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

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

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

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

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

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

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



    Spoiler: Technologies
    Show

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


    Spoiler: Trade Posts
    Show

    TP 1 U11 (Jabberjaus)[Fuel]
    TP 1 J4 (Gazmium)[Hard Metal]
    TP 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; 2020-02-27 at 06:40 AM.

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