New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 21 of 26 FirstFirst ... 11121314151617181920212223242526 LastLast
Results 601 to 630 of 778
  1. - Top - End - #601
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [Empire 5] IC Thread

    Round 16
    The Guild Enterprises of Nyx
    Vassal to the Gelean Empire, Member of the League of Roses

    Nyx (Sector M21), N22
    Uno Ophelo, Lord of Coin
    MS Fortuna of the Edgeskimmers

    Actions
    1. [Diplomacy] Stabilize N22 14 - Bearing no ill will towards the backward savages recently cowed by Lord Uno relief efforts are begun to alleviate the burden of a transitory government. The un-Maturated are brought up to date on galactic politics, provided a few token technological marvels, and swiftly integrated into the Guild-Empire as disenfranchised second-class citizens with the promise that with enough grit and determination they could pull themselves up by their bootstraps and purchase full citizenship. The Guild was a meritocracy and even these bumpkins could one day rise to be their very own Merchant Governor of a small moon or planetoid. Perhaps some of them might even luck into heading down such a road before the region was inevitably bartered away to another Stellar Power.
    2. [Diplomacy] Press Claim to N24 14 (1/2) - Having jammed through a referendum on the joining of local authority with the Guild-Empire’s more prodigious galactic connectivity Nyx presses even harder with campaign adverts and “incentivizing strategies” certain uptight moralists smear as barely legal bribes.
    3. [Intrigue] Aid WWE in containing Same Core v0.07 +1 Project - Revelation of the utility of a contained Same core by the Geleans prompts Nyxian investors to fund containment protocols of recently captured Same core v0.07 among the Wardens. Rose League cooperation may not have been automatically assured but could be relied upon when benefits of such collaboration could be broadly realized. Expert software engineers who had cut their teeth programming Kill Bots and Protocol Droids are dispatched to provide aid to the technologically challenged Sourcerers in preventing a Same breach.
    4. [Intrigue] Secret
    5. [Economy] Buyout M17 Hard Metal TP1 & TP2 (Star Galleons, Galactic Currency) 23 - Celenian engineering had long emphasized the importance of massive metallurgic stockpiles and their discoveries and research directives had played directly into this acquisition paradigm. Recent developments with Advanced Cruisers prompts Nyxian defense industry contractors to invest in liberated Core space where the economically weak Wardens had claimed dominion. Though lacking formal agreements with the Wardens regarding trade in their space most Nyxian investors looked upon WWE space as open space as far as economic activity was concerned.
    6. [Economy] Buyout Yutov (E5) Living Fire Gemstones TP2 from UNN (Lopurna, Galactic Currency) 15 - Economic warfare is opened against Union and its Uplift Chorus allies to aid the valorous Celenian navy. In faraway Yutov, capital to the Tezh Consensus, Nyx purchasers arrive loaded down with Guild pilfered bounties which delight and enthrall local businesses. While ideological unity had allowed Union to gain control of local markets the bureaucratic drag of centralized production was not nearly as glittering with opportunity as free enterprise promised by Nyxian interests.


    Non-Actions
    1. Endorse Church of Rust Conversion of Nyx


    GLR Embassy
    • Request Targeting Sensors & Mecha Guardians
    • Exchange OVERHEAT Engines to GLR on behalf of CEL for Universal Translators & Energy Distribution
    • Exchange Star Galleons to GLR on behalf of CEL for Sublight Thrusters & Cloaking Mines


    RGH Embassy
    • Accept Berserkers for Lord Uno's Intrigue 5


    • Lord Uno devastated by leaked internal memos WIP
    • MS Fortuna and her Sunbream/Rass guardsmen seize Nostromo! WIP
    • Threats of counterrevolution by Hud Galdo are quelled by admitting the Source Knight into the new administration WIP


    Spoiler: Ruler Information
    Show

    Lord of Coin Uno Ophelo
    Stat Value Increase?
    Diplomacy 7 -
    Military 10 -
    Economy 10 -
    Philosophy 1 -
    Intrigue 5 -

    MS Fortuna of the Edgeskimmers
    Stat Value Increase?
    Diplomacy 3 +1
    Military 4 -
    Economy 4 +1
    Philosophy 4 -
    Intrigue 2 +1

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

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

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

    Spoiler: Mechanical Bookkeeping
    Show

    Nyx Controlled Trading Posts: 22
    • Nyx (K5) Nostromo's Shroud Voidstone TP 1
    • L8 Kill Bots TP 1
    • K7 Angel Wings TP 1
    • Neo-Sol (K9) Screeching Crystals TP 2
    • L10 Space Whales TP 2
    • I5 Tiny Cats TP 1
    • Cloudysea (P14) Grymlans Farseeker Corps TP 2
    • M3 Pocket Gold TP 1
    • C19 Rainbow Carrots TP1
    • D22 Dreameating Pills TP3
    • E25 Pocket Factories TP1
    • E27 Mercenaries TP1
    • Xaldarian Expanse (D31) Spies TP1
    • D24 Cyreilian Marching Powder TP1
    • H22 Celenian Alloys TP2
    • Sapje (C17) 9-Armed Surgeons TP2
    • Buoizai System (M9) Protocol Droids TP2
    • Dreamscape (D32) Black Sapphires TP2
    • C25 Glazed Diamonds TP1
    • Katarsa (M27) Dipanan Cuisine TP3
    • Spacific (N28) Vapor Displacement Guns TP2
    • Cricalores (O19) Flame Hunters TP3



    Military Units CAP: 5
    1. Grymlan Farseeker Gearheads
    2. Contrapsions
    3. Lopurnan Psychics
    4. Battle Droids
    5. Rothuun Mercenaries

    Generals
    • ‘The Kingpin’ Flaco Jr. (Mil 7)

    Fragments

    Last edited by Roarke; 2020-03-05 at 10:19 AM.

  2. - Top - End - #602
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: [Empire 5] IC Thread

    Republic of Celes (CEL)
    Under the leadership of Consul Milton Euler
    Round 16

    News and Rumors
    • The Republic's Senate convenes a special session regarding recent transgressions. They vote by, overwhelming majority, that UNN, RTH, and TZH have violated treaty, intragalactic law, and Celenian sovereignty. Forthwith, the Senate grants the Office of the Consul formal war powers and recommends casus belli. The Office of the Consul makes a formal declaration of war and issues terms within the hour.
    • UNN, RTH, & TZH are charged with sedition, terrorism, breach of treaty, illegal broadcasting, copyright infringement, and interfering with lawful commerce. As diplomatic remedies within the last year have been met with scorn, CEL is left without recourse and declares war.
    • Terms for Immediate Appeasement and Cessation of Hostilities: UNN & RTH cede control of N12, U3, U5, U7, U9, U11. Jerry Gates submits to VSL custody to be tried for terrorism. UNN & TZH admit fault and issue an apology for their provocation. All parties declare to never again Convert LCs.
    • If the above terms are NOT agreed to by all parties within two years (End of Round 16), CEL seeks unconditional surrender.
    • Owing largely to their friendship with the Droccen, the Senate admits that there are many non-radicalized adherents to The One and grants that they will take no official action against such observers. People are free to worship, or not, as they chose. This war has nothing to do with religion and is solely a matter of sovereignty. Certain governments have attempted to destabilized the Republic; they will be punished, but the people have nothing to fear. Unlike some rogue nations, the Republic does not target civilians.
    • GL Channels between between UNN/TZH/RTH that would normally reach the Republic's officials are instead routed to the bridge of the Eclipse where Fleet Admiral Khatri has been authorized to accept terms or surrender.


    Actions
    • [Military] Invade U3 - No leader with 3 Units.
    • [Military] Invade U5 - (General 10) Fleet Admiral Khatri with 9 Units. Technology goes here.
    • [Military] Invade U9 - No leader with 3 Units.
    • [Military]
    • [Military]
    • [Military]


    Non/Sub-Actions
    • Use Liege's Intrigue score and cultural identity (2d8+10) to defend against Secret action.
    • Support Buyouts of open trading posts by GLR, NYX
    • Oppose Buyouts, unless from GLR, NYX
    • Oppose all Conversions


    Active Technology
    • Pending...


    Spoiler: Ruler Stats
    Show
    Ruler: Consul Milton Euler
    Diplomacy 10
    Military 10
    Economy 10
    Philosophy 1
    Intrigue 1

    Next Round:

    Capital Region: X6
    Other Regions: K11, V4, V6, V8, W3, W5, W7, X4, X8, Y5
    Claims: W9
    Resources: Celenian Alloys x2, Ordivician Alloys x2, High Fashion x2, Big Green Men x2, Undefined Arcana, Haethalian Rubies, Micro Machines, Singularity Coal


    Spoiler: Republic Fleet
    Show

    Eclipse - Bastion-Class Dreadnought (6 Units)
    + 300 Fighter Complement
    + Various tender ships and landing craft
    + up to 2000 marines with ground vehicles, prefab bases and occupational equipment

    Harbinger of Dawn - Lancer I-Class Cruiser (1 Unit)
    + 96 Fighter Complement
    + Various tender ships and landing craft
    + up to 400 marines with ground vehicles and field bases

    Presage of Dusk - Lancer I-Class Cruiser (1 Unit)
    Midnight - Lancer I-Class Cruiser (1 Unit)
    Zenith - Lancer I-Class Cruiser (1 Unit)
    Vesper - Lancer II-Class Cruiser (1 Unit)
    20x Katinka-Class Patrol Craft (1 Unit)
    Active Military Technologies:
    Last edited by Nefarion Xid; 2020-02-24 at 09:35 PM.

  3. - Top - End - #603
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Kronin Empire

    King-General Nozdak
    Diplomacy: 10
    Military: 10
    Economy: 8
    Philosophy: 1
    Intrigue: 5

    News and Rumors:


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Actions
    1 Mil raise a unit
    2 Mil Raise a unit
    3 Mil Send the brewmaster and 5 units to D16 +12
    4 Mil raise a unit
    5 Mil: invade E17 led by Nozdak and 3 units +13
    6 Int: Action for Same Core 0.07 Containment
    7 [Secret]

    Non-Actions
    Get a general from the CPC for a favor and a rep (mil 8) Captain Lostus Wayus
    Spoiler: Stats
    Show

    New Leader King General Vazrak
    Dip 3 +2
    Mil 4 +4
    Econ 4 +2
    Phi 4
    Int 4 +2
    Units: 7/16
    Embassies:
    NDA
    CWZ
    GLR
    Generals:
    The Drunken Master: 7
    Admiral Nix: 7
    Bdeh Kekkles: 7

    Land owned: 7
    Vassals: NDA, SUN
    Resources:
    Hard Metal x2(2)
    Arcana x2
    Fuel x1(2)
    Precious Mineral x1(2)
    Electronics x0(1)
    Skilled labor x(1)
    Broadcasting Tech x0(1)
    Spies x0(1)
    Fauna x1
    ()=need
    Last edited by Ivor_The_Mad; 2020-03-09 at 06:49 AM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  4. - Top - End - #604
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: [Empire 5] IC Thread

    Rothuun Galactic Hegemony
    (Round 16: AR 2177 - AR 2179)
    Urthuun Aneb Two-Gun




    Actions
    [Diplomacy] Inquest Q15 (21):
    [Economy] Buyout P24.2 for Diluted Dark Energy (17):
    [Economy] Buyout P20.2 for Ship Builders (12):
    [Economy] Buyout Q17.1 for Glow Wheat (14):
    [Economy] Buyout O19.1 for Flame Hunters (17):
    [Military] Attack R16 with six units led by Markath Frostfur (+10 leadership, +6 units, +5 tech, +21 total):
    [Military 10] Create a tech: Berserkers

    Nonactions:
    Support conversions by ITS, resist all others
    Support buyouts by ITS, WWE, FFS and SYN, resist all others
    Attend the event
    Use Morphic N Metal to power Enhanced Microplating, Takhaun to power War Beasts, Miracle Machines to power HEAT Engines, Otherways Particles to power Energy Conversion Weaponry and Kadmium Ingots to power Lyraen Elemental Implants

    Embassies:
    ETH: Sever all ties due to war
    NYX: Gift Berserkers
    SYN: Gift Berserkers

    Spoiler: News and Rumors
    Show


    The Assassination Dispute:

    Aneb Two-Gun, the former Urthuun, has been assassinated! All of Aneb’s guards, for a reason that nobody fully understands, turned against him in his throne room. Even against such an overwhelming force, Aneb stood and nobly fought to the end. Some reports claim that he slew nine of the fourteen guards singlehandedly before being brought down. However, the fact remains that Aneb is dead, and there is no clear successor. Although he has a son, Rikhtar Redfur, the boy is too young to take the throne and has next to no support among the Rothuun nobility. Both Markath Frostfur, the king of Thurtal, and Ty-Rone, the king of Grishal, have accused each other of sponsoring the assassination and are attacking each other. It is unclear which one is telling the truth and which one is lying. Markath, as the foremost Rothuun military leader, has an advantage over Ty-Rone, but both sides are petitioning foreign nations for aid.

    The Battle for Baryshev:

    While Ty-Rone and Markath engage in a brutal assault on each other, Muuna Bearslayer, Regional Governor of Taurina II, and Guntur Greataxe, King of Ikhal, have recognized that the neutral regions could prove crucial to the eventual contest for Urthuun itself. One of the foremost neutral powers is the frozen planet of Baryshev. Its leader, Mitka Vashnyet, is, as an Ogatvezhiy, prohibited from seeking the throne. Guntur and Muuna are thus competing with each other to gain Vashnyet’s support. As Aneb’s protege, Muuna has more support, but her edge is small. Foreign aid could be the determining factor in this contest.


    OOC: At the end of Round 16, the current Urthuun will be replaced. Both battles listed above will be determined by rolling 2d6. Currently, Markath has a +2 to the roll, and Muuna has a +1. Other nations can provide support to any one of the candidates, via a non-action. Mechanical aid is not required, but will be looked upon extremely favorably (possibly up to +3 in exchange for a unit). Whoever wins the Assassination Dispute will go up against whoever wins the Battle for Baryshev. The winner of that battle will become the next Urthuun.


    The Candidates!!!

    Spoiler: Guntur Greataxe
    Show
    Guntur Greataxe: Guntur Greataxe is the King of Ikhal and the son of former Urthuun Kzarna Harpooner. He is respected among some of the younger, more tolerant generation of Rothuun. However, he is young and is considered to be “soft”, so many of the more traditionalist nobility are wary of him. Guntur’s policy is very liberal for a Rothuun: in fact, it is unprecedentedly pacifist. He is not an expansionist, but wishes to negotiate and is receptive to bribery most of the time. He will respect all current alliances, expand Rothuun diplomatic and economic power, and attempt to end the war with the Vilari with a peaceful resolution. Likely stat orientation: Dip/Eco.


    Spoiler: Ty-Rone, the Horned Capybara
    Show
    Ty-Rone, the Horned Capybara: The infamous Horned Capybara’s origins are unknown. It is possible that he was an artificial creation of Itean priests, or a horrifically mutated denizen of Cricalores. Ty-Rone is the current king of Grishal. He is very unpopular among most Phakhtal leaders, many of whom do not consider him a Rothuun and wish him out of the consideration for Urthuun. Many of those who supported Grazakh Peelskin in the previous election, however, favor Ty-Rone. His most significant proponents include Dihau Stargazer, former Regional Governor of Planet Caravan, and Bephik Axemaker, High Priest of Iteus. Ty-Rone’s policy is relatively vague. He is strongly opposed to the Star League and promises to continue harassing them, but unlike Markath Frostfur, will do so primarily via non-military means. He will respect the Nephret Pact, but only so long as it suits him, a mercurial trait that features heavily in all of his policy. He also is a major supporter of the Wardens of World’s End and the Lyraen Empire, and would likely attempt to increase ties with those nations. Likely stat orientation: Mil/Int.

    Spoiler: Markath Frostfur
    Show

    Markath Frostfur: The former consort of Virtash Splitskull, Markath’s policy could not differ more from the former king of Thurtal’s. He is a traditionalist Rothuun in the classic sense: an aggressive expansionist who promises to continue the war against the Star League at all costs. He has no particular interest in forging ties with any foreign power, except for those who are as invested as he is in the cause of destroying the Star League. Due to these traditional policies, Markath is extremely popular on Taurina I and has gathered a powerful force of supporters which accuse Ty-Rone of assassination Aneb and are preparing for war against them. Likely stat orientation: Mil/Eco.


    Spoiler: Muuna Bearslayer
    Show
    Muuna Bearslayer: The Regional Governor of Taurina II is a stern, cold woman. A warrior in the Baryshev Rebellion, the wars against the Same, and the conquest of Planet Caravan, Muuna was Aneb’s lieutenant and is now his handpicked successor. However, for all her advantages, Muuna finds herself in a difficult position. The Rothuun most supportive of war side with Markath Frostfur, while much of Aneb’s victorious coalition has evaporated. She may require foreign aid to defend her current advantageous position. Muuna favors war against the Star League, but after the catastrophic defeats suffered previously, will attempt them with more caution. If necessary, she may make war against Star League allies instead of a direct conflict with the Vilari. A faction of anti-One Rothuun have taken up her cause, hoping that she will attack the Uplift Chorus if she takes the throne. She is the most ardent supporter of the Hegemony, and will maintain all current alliances while attempting to gain new vassals and expanding. Likely stat orientation: Mil/Dip



    Spoiler: People of Interest
    Show
    Aneb Two-Gun Urthuun of the Rothuun Minotaurs, King of Thurtal, son of Thrikar Fleshgorger
    Guntur Greataxe King of Ikhal, son of Urthuun Kzarna Harpooner and Zurtak Icehardened
    Markath Frostfur King of Thurtal, general of the Rothuun Galactic Holdings, former consort of Virtash Splitskull
    Mitka Vashnyet Ogatvezhiy, Regional Governor of Baryshev
    Autha Snapneck Regional Governor of Niconia
    Muuna Bearslayer Regional Governor of Taurina II
    Dihau Stargazer Regional Governor of Planet Caravan
    Bephik Axemaker High Priest of Iteus, Regional Governor of the Prismatic Sea
    Thrikar Fleshgorger Former Urthuun, deceased father of Aneb Two-Gun
    Kzarna Harpooner Urthuun of the Rothuun Minotaurs, deceased mother of Guntur Greataxe



    Spoiler: Technologies
    Show

    Enhanced Microplating
    War Beasts
    Trade League
    Long Range Advertising
    H.E.A.T. Engines
    Galactic Currency Mint
    Government Supported Markets
    Energy Conversion Weaponry
    Energy Distribution
    Lyraen Elemental Implants
    Resident Spies
    Improved Generalship
    Extended Rations
    Limited Transporters
    Coup de Grace
    Hrakuun Thugs

    Spoiler: Bookeeping and Ruler Info
    Show
    Resources/Troops:
    Units: Phakhuun Marines, Black Knights, Plantation Masters, Orissa Patrol, the Red Horde, Ship Builders

    Resources Controlled: Takhaun (Q19.1), Miracle Machines (P22.3), Hyper Honey (P18.1), Kadmium Ingots (T18.2), Morphic N Metals (N22.2), Otherways Particles (U17.1), Diluted Dark Energy (P24.2), Ship Builders (P20.2), Glow Wheat (Q17.1), Flame Hunters (O19.1)

    Urthuun Aneb Two-Gun

    Diplomacy: 10
    Military: 10 +1
    Economy: 8 +2
    Philosophy: 3
    Intrigue: 2
    Last edited by Gaius Hermicus; 2020-03-04 at 10:09 AM.
    Avatar by Sniper Jo!

    Played as New Bhule in Empire!4
    Played as the Rothuun Galactic Hegemony in Empire!5
    Played as the United Blemmyae Tribes in Empire!6

  5. - Top - End - #605
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: [Empire 5] IC Thread


    Round 16 Actions
    The Ndoda
    Umkhonto Jacksy of Tuxie

    Ruler Stats:
    Diplomacy – 5
    Military – 5
    Economy – 7
    Philosophy – 1
    Intrigue – 1

    Actions:

    1. Diplomacy – Attend Lyraen event
    Umkhonto Jacksy, Mitzy of the Fluffy Cats, and Mirna of the Ndodans give respects and congratulations to Mish Lyrae as official representatives of the Ndodan Alliance.
    2. Military – Appoint a General
    General Bart of the Thesons relocates to Kwiziko to accept his new official capacity as General of the Ndodan Astral Homeworlds.
    3. Diplomacy – Establish Embassy with WWE
    Umkhonto Jacksy fulfills a long-overdo promise to construct an embassy on the WWE homeworld. The new embassy follows classical Tuxie design with a large dome for the central structure and a semi-circle atrium and entrance all constructed out of sturdy blocks painted to emulate ice. Ndodan elements are also integrated with tall rays and fractals decorating the outside.
    4. Philosophy – Research Caller Fragments (1/2)
    The threat of theft has prevented the Ndodan Astral Homeworlds from becoming involved in the 'Fragment game' but a chance to gather valuable information has presented itself and cannot be overlooked.
    5. Philosophy – Research Caller Fragments (2/2)
    With knowledge of how to combine fragments and understand their mechanisms, NAH scientists hope to gain an edge over the rest of the galaxy and possibly begin efforts to acquire actual Fragments to test their theories on.
    6. Economy – Spend E5 to Upgrade Quantity of Thought Engines (E15) and take control of TP2
    The advancement of technological plans requires more resources, and luckily the merchant grapevine knows just where to start.

    Dice Rolls

    Non-Actions:
    Resist all unauthorized buyouts and conversions
    Authorize all conversions by the Droccen
    Accept return of units from other powers

    News and Rumors:
    Umkhonto Jacksy's reign quickly makes a slight shift to the public appearance of the Ndoda to rename this 9-system strong power as the Ndodan Alliance (NA) in recognition of the scaly merchants who brought systems together and the unique systems that hold equal importance.

    General Bart's arrival and appointment sparks rumors of battles and wars to come, after all, this is the first appointment of an official General. Others brush the appointment off as merely a precautionary measure.


    New Ruler Stats for Round 16:
    Diplomacy – 6
    Military – 5
    Economy – 7
    Philosophy – 2
    Intrigue – 1

    New Leader Next Round? No


    Updated Tech/CI/TacDoc/Region/TP tables will be posted in the next IC post as soon as formatting is readjusted, just didn't have time to do it this round.
    Last edited by LapisCattis; 2020-03-07 at 09:47 PM.

  6. - Top - End - #606
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
    Male

    Default Re: [Empire 5] IC Thread


    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 5
    Military 7
    Economy 6
    Philosophy 2
    Intrigue 3


    Actions:


    Intrigue: Stabalize the Droccen Same Core (1/5)

    Military: Core containment WWE

    Intrigue: Stabalize the Droccen core (2/5)

    Diplomacy: Embassy DCC

    Military: Recon with SPACE HORSE and 7 units. roll 21



    News and Rumors
    • Having once again lost perhaps the most important chess match in his political career, Dio now serves a new master. Dio's initial hopes that Knight Christie's methods were not as absurd as SPACE KING's were quickly dashed, once he was threatened with the "encouragement crop." Initially believing this to be a proposition Dio, smoothly attempts to flirt with his new boss only to later be heard protesting that he was not a SPACE HORSE.
    • SPACE KING's sudden departure has left Hotokie marginalized from the halls of power. While he used to be able to freely move across the capital citadel, he has since been evicted from his apartment within the capital. Worse still he's become bombarded with rent bills and debts incurred during the Hearthling resettlement.
    • WAR erupts! Spurred by offers of plunder and glory SPACE QUEEN materials the knights to war in order to unite the realms disparate factions.
    • In the wake of V0.11's actions source truthers have become more popular than ever, a new "conspiracy" posits it that SPACE KING's beloved on again off again space squeeze Korima is in act a robot in disguise.
    Last edited by Lleban; 2020-03-07 at 04:36 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  7. - Top - End - #607
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Celestia Enterprises (CLS)
    Vassal of The Syndrome Protectorates
    “Live like gods.”


    Superstar Quesa Rennon
    Diplomacy 3
    Military 3
    Economy 5
    Philosophy 4
    Intrigue 4



    Actions for Round 16 (Rolls)
    • [Diplomacy] Attend the Lyraen Event!
      Event actions: Vassalize to Lyrae!
      Give Lyrae Energy Distribution and Engineered Monstrosities
    • [Economy] Buy Broosewill Laces TP2 from H26! (Success!)
    • [Economy] Buy Pink Vibro Crystals TP2 from I21! (Success!)
    • [Economy] Buy Waridh Plants TP2 from The Babble (J22) with permission from LYR! (Critical Success!)
    • [Economy] Buy Darkstone Ore (K27) TP1 with permission from SUN! (Failed!)
      Fluff for buyouts to be done before round end!
    • [Philosophy] Convert CWZ Capital Zara (R14)! (Success depends on permission to convert!)
      Permission undetermined! Rolling in hard zone due to Philosphical Power status with a +1 and CI for conversions due to faith bonuses.
      Expected: 2d8+1 or an additional +2 if given permission.
      The long-time friends of Celestia Enterprises might be surprised to see their media begin to flood with Celestian film, shows, and other commercial activity. After so long having controlled the best of the Celestian media market, it seems that the new CEO wants to attempt to push back in their direction and buy up some air time to introduce some new and exciting shows to the mix - shows that naturally coincide with Realtaist ethics, and portray it in a good light. Parallel, a half-day long film and its short sequel about saving the galaxy and establishing balance might have a decent shot at becoming popular enough to pull CWZ into the fold despite the vast distance between the two nations.

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


    Attend the Lyraen event!
    Declare Independence from The Syndrome!

    Spoiler: News and Rumors
    Show

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




    Spoiler: Stats
    Show

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

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

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

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

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

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

    Embassies:
    Syndrome
    The Harmony
    Djinye National Front


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

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

    Techs:

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

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


    Secrets Whispered: 2

    Last edited by Zayuz; 2020-03-05 at 01:29 PM.
    "What is to give light must endure burning."

  8. - Top - End - #608
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: [Empire 5] IC Thread


    Wardens of World’s End
    Chief Deputy Warden Echo Umberto

    Actions:
    1) [INTRIGUE] SECRET ACTION 1 Roll
    2) [INTRIGUE] SECRET ACTION 2 Witchheart Inquisitor Roll

    3) [MILITARY] 5/5 Same Core 0.07 Containment Project
    4) [PHILOSOPHY] Convert F14 Kronin SUCCESS! 12
    5) [MILITARY] Raise 2 Units as Guardian of the Galaxy
    6) [DIPLOMACY] Accept Region P22 from the DNM

    Non-Actions:
    Support buyouts from NYX
    Weigh in on the CPC Tribunal in favor of leaving Same 0.11 be
    Support the WKA initiative of rehabilitation and dub the Same Core 0.11 as a Source Knight recognized by the High Council of Masters in Hearth.

    News and Rumors:

    Spoiler: Living in a Shadow
    Show

    Mika Ren sat quietly in her mediation pose though her mind was far from still. She had been waiting for him and she could feel his penumbral presence draw closer as he neared her room in the hallway. She cast off the pretense of meditation and stood before the front door, waiting for just the right moment to fling it open before he could knock.

    She felt slightly foolish since he could likely track her as she could him, like two ships passing in the night, but she grasped the door knob anyway and opened the door. The devilish grin that had curved her lips was replaced by surprise.

    The bandages that had been covering his eyes since his return were gone. She blinked up at him for a moment, suddenly keenly aware of her casual dress and hair piled messily atop her head. It didn't matter before what she'd worn since his eyes had been injured.

    A hand went to cover the exposed belly beneath her cropped sweatshirt as she stepped aside to allow him to enter the room and closed the door behind him.

    "Your eyes…" her pink face darkened as she realized his eyes hadn't left her since she'd opened the door.

    Whatever words she'd meant to say died on her lips as she found herself in his arms, her lips seeking his.

    After a long moment, they separated. She could feel him pulling away from her in his mind.

    "Masters are supposed to be free from desires…" Antich's voice was hoarse. Clipped. Restrained.

    "I am no Master." Mika knew his words lacked conviction. He was trying to convince himself. The Princess didn't know exactly when her admiration for the man had become love, but she was overwhelmed with it, and knew he could feel it too. The air was almost physical around him, an aspic of the world renched from the soul, and it was cold.

    “What would Zel-Dara say if she saw me now. I am her legacy.” His eyes were focused, cold, and locked with Mika’s but his cheeks betrayed him with lively color. “This was wrong I was foolish.”

    His hands carefully reached out towards hers, lightly dancing over her fingers with his like she was the flame of a candle, and it gave him gooseflesh. He was at once starkly thrown back in time to a point where he had first visited the Droccen Empire and was awe struck by the sight of royalty.

    “You are to be Empress,” It sounded like a question “You deserve better than a crippled veteran. You should have so much more.”

    "Zel-Dara would be so proud, Antich. You've done so much for your people. You gave them your life. The Source saw fit to give it back to you." She grasped his questing hand firmly in her own and brought her other up to his cheek.

    "Why do I deserve more just for being born a Princess? I just want what everybody wants to be happy. What is it you want?" She looked up at him guilelessly, growing more certain she had won his heart but unwilling to win his mind through seduction.

    His fingers cupped her face slowly. His hands were still weakened from atrophy, his gentle motion a suggestion for her to close the distance, and he rested his head on the roiling ocean of her dark hair. “For a while, when I was still young, I wanted to be a hero, and to be seen as equal to my master. Now I hear stories of the severity of what she might have done and come home from war with a list of medals. But….” He let the words roll to silence and focused on the process of breathing through his nose. “I don’t know anymore.”

    He closed his eyes.

    “I want something new. I want to leave. I want to explore the dark unknown shadow of my world.” He felt his body shudder as he whispered “I want you.”

    Mika Ren exhaled as she realized she'd been holding her breath since he'd pulled her closer.

    "We have two selves, one the world needs us to be, and our darker selves which we can not ignore." She let her hands trail down his arms and clasped his hands again.

    "I have never felt stronger in my power than when I am with you, Antich. I love who you are, what you do, how you try. This seems perfectly natural to me. For all of it's brightness, love casts a long shadow." One of her elusive smiles curved her lips even as she raised them to the former Master's in offering. He took her once more.

    “Then I’ll stay with you, my Empress, and live in your sweet shadow.” He softly spoke after managing to tear himself away “Until all the stars in the sky go dark. Till my body is finally called back to the Source. I love you, Mika.” He gazed into her eyes, drawing him like the swirling inexorable pull of the inky Source itself, and could not help himself but to cry.


    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 6
    Economy 1
    Philosophy 10
    Intrigue 7

    Expected Bonuses: +1 Mil, +1 Int
    Embassies with: CEL, KNV, GLR

    Assembly Guarding: Passionate Dispute

    Vassal: KNV

    Liege: GLR

    Opposing All Buyouts and Conversions not explicitly supported

    Cultural Identity: None

    Tactical Doctrine: Bending Light Technique

    Units: 9
    Last edited by Tychris1; 2020-03-07 at 11:07 PM.
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
    █░▄░█▀░▄░░░░░░░▀▀░░█
    █░░▀▀▀▀░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  9. - Top - End - #609
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [Empire 5] IC Thread


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

    Empress Sai
    Diplomacy 10
    Military 10
    Economy 10
    Philosophy 8
    Intrigue 1

    Round 15 Actions
    1.[Intrigue]Stabilize SAME Core v0.19 (3,5)
    2.[Intrigue]Stabilize SAME Core v0.19 (4,5)
    3.[Intrigue]Stabilize SAME Core v0.19 (5,5)
    4.[Intrigue]Secret
    5.[Diplomacy]Improve relationship with the WKA from 0 to 1. 16
    6.[Diplomacy]Inquest K17. 22

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


    Non-actions
    • Set Doorlight Adaption GP Bonus to +1 defense vs. Assassinations and Kidnappings.
    • Allow KNV Embassy to be built in my capital.
    • Resist unauthorized conversions and buyouts.
    • Support all buyouts and claims by the NDA.
    • Support all buyouts and claims by the CWZ.


    News and Rumors
    • Empress Sai says farewell amidst a small gathering of close family and officials on Droccen Prime. Nobody knows what awaits her and Vaou in the Beyond, but all wish her the best of luck.
    • Mika Ren returns to the capital planet with Warden Antich Heaventreader to take up the mantle of Empress from her mother.
    • Negotiations with KNV culminate in the agreement to turn over the stabilized SAME Core in exchange for their non-participation in CEL's war of aggression vs. UNN.
    • Droccen officially denounces CEL's violent response towards the One philosophy.

    Stat Increases
    +2 Intrigue, +1 Diplomacy

    New Leader: YES

    Empress Mika Ren

    D 3 (+ 2 from Sai) 5
    M 2 (+ 2 from Sai) 4
    E 2 (+ 2 from Sai) 4
    P 1 (+ 2 from Sai) 3
    I 3 3
    Last edited by PepperP.; 2020-03-06 at 11:23 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  10. - Top - End - #610
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: [Empire 5] IC Thread


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

    Actions:
    Rolls. More rolls.
    1: [Diplomacy] Stabilise G7. (This one was actually a success last round but I didn't realise because I can't read.) Stabilise E13. Failure.
    Initial attempts to bring stability to the newly conquered region have not met with success. In an attempt to properly assuage the fears of the locals, special dispensation in regards to legal independence as a fully autonomous region within the Undying Empire.

    2: [Diplomacy] Establish a claim on C15. Failure.
    Envoys are dispatched to the Court of the Dragon King, offering solidarity against Kronin aggression in the hopes of securing a firm alliance.

    3: [Philosophy] Probe F12. Success.
    Yet another probe is dispatched the region to chart it for the glory of the Undying Empire. Three failures in a row surely couldn't happen?

    4: [Philosophy] Probe G5. Success.
    The temptation to send a manned expedition towards the Galactic North is considered, but ultimately decided against as the current situation precludes risking ships and explorers.

    5: [Intrigue] Search for the Library of Peace.
    The Inquisition decides to just throw up their hands and start the search for the Library from scratch with new Inquisitors and Agents assigned to the task. It is hoped that coming at the problem from a new angle will have greater success.

    6: [Military] Restoration of the Planetary Shield of Amanyk. [2/5]
    After considerable delays due to a problem calibrating the Phased Crystalline Arrays to factor in tectonic drift across a planetary scale work resumes in the restoration of The Great Shield. The towers holding the emitters have been rebuilt and now work begins on repairs to the great crystalline power lines that crisscross the entirety of Amanyk.

    Spoiler: News and Rumours
    Show
    The price of scarves has declined, causing economic uncertainty for the Empire's cadre of fashionistas.


    Spoiler: Ruler Information
    Show

    Diplomacy: 2
    Military: 10
    Economy: 1
    Philosophy: 4
    Intrigue: 9

    Age: 182

    Expected stat increases: +1 Diplomacy, +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!

  11. - Top - End - #611
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Sunbream Confederacy

    Actions

    1. [Philosophy] Convert O27 from Open to Church of Rust, Roll 15
    2. [Philosophy] Convert P26 from OwO to Church of Rust, Roll 10
    3. [Philosophy] Convert O29 from Open to Church of Rust, Roll 18
    4. [Philosophy] Convert M25 from Open to Church of Rust, Roll 10
    5. [Intrigue] Complete Same Containment for V.0.7 While the Dreamdivers had not gotten the answer they were looking for from their study of V.0.16, they did gain some experience with Same cyber-warfare techniques. An elaborate system of firewalls and fail-safes is sent to the Wardens of the World's end to keep the core from taking over the systems of the containment station.
    6. [Intrigue] Secret



    Non-Actions
    • Support Conversions to Church of Rust
    • Vote to Support V.0.11 Against other Same Versions


    News and Rumors
    [Sorry this is lacklustre, been kinda out of it]

    War with the unaffiliated Sunbreams continues. A particularly troublesome tribe with some looted Energy conversion weapons remains a challenge for the Confederacy, but it manages to beat back opposition and expand on all other fronts.

    There has been talk among the dream-divers of an upcoming project to try and incorporate human organs into a Sunbream.

    Mind Slicer and Hud Galdo are invited to the Spacific for another Sunbream hunt in celebration of the founding of their new administration.

    Aylin Ayten wins the election for Bey in the confederacy. A loyal dreamdiver, she campaigned on a platform of fully supporting dream diver research and prosletization.


    Dipanan N&R
    Merchant ships dealing with the Sunbreams report rumors of an initiative to test incorporating humans into a Sunbream crew. The King of Kulawe promises to stand strong against any Sunbream abduction of human populations, earning him some political cache. Most of the Katarsan nations give no official statements about such rumors, but meetings between ex-collectors Siti Butrana and Ulia Bingula increase.

    The warfare on Shelohu has diminished into brief skirmishes between warlords, as military control of the various farms stabilizes somewhat. Treatment of the population varies heavily from warlord to warlord.



    Spoiler: People of Interest
    Show

    Abdou Sall: Sorcerer, rumored spy, and paramour of Ex-Collector Ulia Bingula
    Siti Butrana: High level Dipanan diplomat of Callissan Origin. Sister of the Admiral. Very friendly with aliens.
    Nirali Butrana: Admiral of the Dipanan fleet (mil 10 general). Also the main reason Calissa is cooperating militarily with the council.

    Jali Nurgul uum Aysun al Seljuk- Jali of the Seljuk pod and pan-sunbream democratic nationalist.
    Aysun uum Savas al Seljuk- Daughter of Nugrul uum Aysun, first sunbream boarded by a Rass, and military leader of the Sunbream Confederacy
    Kovan abd Zkiel- a young creature, built from the combines minds of several sunbreams in the body of a dead broad-oar. Naive and optimistic, Abd Zkiel is also a very clever and innovative military commander.


    Masculine-Royal-Protector DreamDiver AgeGloryHill (Known to the Sunbreams as his ship, Breathless Wake)- Rass leader of the Dreamdivers church, which provides GLD surgery to sunbreams and indoctrinates them into the Church of Rust.


    Spoiler: Ruler Info
    Show
    Ruler: Berna Bey. Rolls[/B]
    Stats:
    Diplomacy 5
    Military 5
    Economy 3
    Philosophy 6
    Intrigue 6

    Attribute Improvents: +2 Philosophy, +1 Intrigue

    New Ruler Next Round: Aylin Ayten
    Stats (before improvements from this rounds' actions):
    Diplomacy 4 (3+1)
    Military 5 (4+1)
    Economy 2
    Philosophy 5 (4+1)
    Intrigue 4 (3+1)



    Spoiler: Military Units
    Show

    Sunbream Swarmers- Thirty mercenary sunbreams using surgically implanted GLDs and armed with claw-held railguns, in the process of upgrading to EC weapons.
    Sunbream Swarmers- Another thirty mercenary sunbreams, additionally equipped with nuclear proximity mines and EC weapons.
    The Confederacy Militia- Thirty Sunbreams, armed with military surplus Celenian Railguns and Missile Launchers, as well as some handheld EC weapons.
    Molemen Saboteurs- 400 Small moleman craft designed to sneak up on and plant nuclear weapons in the hulls of other ships.
    Ex-CmC mercenaries- 5 Mercenary Craft, in relatively shoddy repair. Having already betrayed the CmC, their loyalty is not to be depended upon.
    Undead Broad-Oars- 5 Broad Oars and a single undead Mirror-sail outfitted as a repair craft operated by Rass Dreamdivers, armed with EC weaponry, Missile pods, and well armored.
    Bint Savas, the Daughters of War- Twenty-four partner-bonded sunbreams armed with the latest and greatest in sunbream military technology (energy conversion weapons) and trained by Aysun al Seljuk. Given their close relationships with each other, it is expected that the Bint Savas will exhibit greater determination and better cooperation in battle.
    Last edited by Potato_Priest; 2020-03-07 at 02:36 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  12. - Top - End - #612
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: [Empire 5] IC Thread

    The Church of Iteus, Round Sixteen
    Pontiff Provis (MIA)

    Actions
    1. [Diplomacy] (Event) Altea "attends" the event in her system...


    Nonactions
    • ???


    News and Rumors
    • n/a


    Spoiler: Church Priorities
    Show
    1. Regroup

    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 10 -
    Intrigue 5 -

    Military unit count: 1
    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; 2020-03-07 at 06:06 PM.

  13. - Top - End - #613
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [Empire 5] IC Thread



    The Federated Churches of Origin's End
    God-Speaker Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 16 - Galactic Dates 217530.0.0.81 - 217532.0.0.80


    Actions:
    1. [Diplomacy]Occupy Itea (T16) using Liege Score (7), blocking Philosophy [Rolled: 18]
    2. [Diplomacy]Attract a Relay to Oam (V18) 1/3
    3. [Diplomacy]Attend an Event - Capitulation Over Itea
      Spoiler: Event Subactions
      Show


    4. [Intrigue]Steal Salvage the Records and information regarding the Church of Iteus's research into the Callers and Caller Fragments [Rolled: 12]
    5. [Intrigue]Secret Action [Rolled: 12]


    [Nonactions]

    KBC Embassy

    SUN Embassy

    News & Rumors




    Spoiler: Bookkeeping
    Show

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

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

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

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

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

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

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

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


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


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

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

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


    Spoiler: FCO Ship Classification System
    Show
    • Custodian-type vessels are those which best serve a role in the defense and protection of other vessels, whether by picking off small hostile craft or projectiles or by engaging in actions that larger vessels would have more difficulty with; these ships are typically smaller in size and carry weaponry built to engage similarly sized vessels or smaller.
    • Wrecker-type vessels are those which are built to swiftly inflict damage far in excess of their own size, and often rely on an excellent offensive armament or support from other voidships to avoid being destroyed themselves.
    • Coaster-type vessels are those which are intended to operate for long periods of time on their own, on patrol or long-distance missions, with sufficient defensive capabilities, armament, and speed to defeat or escape most threats. Coasters are still more than capable of contributing to full fleet engagements, however, and often serve very well as both vanguard and reinforcing element, thanks to their strength and balance.
    • Rifter-type vessels are those meant to disrupt enemy organization, place directed pressure on enemy formations, and perhaps most significantly, carry spinal weaponry capable of devastating hostile elements caught in their firing line. During fleet engagements, Rifters are typically put to best effect either by using the threat of their weaponry to break up enemy formations and isolate elements, which can then be defeated in detail, or as a means of delivering the killing blow to vessels which have been herded into killzones by other ships.
    • The Hulk-type is usually used in conjunction with another descriptor type, as it is largely used to denote the size and concentrated force of a vessel; currently, it is used to refer to ships massing more than 400 kilotonnes. As the baseline systems necessary to maintain technological parity increase average ship sizes, however, the size designations this refers to is almost certain to be subject to change.
    • Rigs and Drones serve largely the same role, the difference between the two consisting almost entirely of whether the ships are crewed internally, or by Ordained Intelligences or remote operators. These vessels most commonly lack independent FTL capacity or the resources to manage sustained deployment
    • Outriggers, Drone Barges, and Reef Beds likewise refer to vessels with similar purposes – the provisioning, maintenance, and transport of Rigs, Drones, or both, respectively. The versatility Reef Beds have in this respect is most commonly due to having partially internal hangars, allowing them to provide a greater level of support to their carried craft, compared to the external attachment points typically present on Outriggers or Drone Barges.
    • Scrapper and Slagger-type vessels refer to built to both endure and inflict heavy punishment, particularly during large fleet engagements, where their relatively low maneuverability and vulnerability to smaller craft can be compensated for. Scrappers are vessels whose primary armament is based on kinetic or explosive weaponry, while Slaggers are those with a more energy focused armament, such as high-intensity lasers, anti-particle beams, or quantum entanglement detonator beams, more commonly abbreviated as Q-beams.
    • Hunters and Deepships serve matching strategic purposes, to an extent, albeit in different ways. Deepships will typically raid enemy logistics vessels and foster paranoia by striking deep within the opposition’s controlled space, making use of surprise, numbers, and speed to strike their targets decisively and leave before hostile reinforcements can arrive; this can also be performed by leaving self-targeting weaponry along frequently traveled routes. Hunters, meanwhile, are well suited to seeking out and destroying pirates, raiders, and isolated enemy elements, often being equipped with an impressive suite of sensors and noisecutters to push through the countermeasures of their targets.
    • Wastelayer-type vessels, 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: 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 3
    Military 3
    Economy 1
    Philosophy 7
    Intrigue 5

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    +1 Diplomacy
    +1 Intrigue
    Last edited by Rolepgeek; 2020-03-08 at 12:24 AM.
    Sincerely,
    Role P. Geek

  14. - Top - End - #614
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    End of Round Sixteen.

    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

  15. - Top - End - #615
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Round Seventeen... Loading...
    The below happens between Galactic Dates 217530.0.0.81 - 2175032.0.0.80
    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!
    • Building a base for an Organization is typically done at the request of the Organization. Players taking initiative to build a base without such a request are allowed; such a construction is a Great Project, typically 3 to 5 actions. Rewards for such base building depend on the Organization.
    • Check the War section for details of the Same’s new cautionary measures...


    Growth!

    (LSD becomes the Lyraen Technocratic Empire (LTE)! It can now take 7 actions each round!)

    (TFT makes the Cultural Identity “Seeds of Thay’kaya” permanent!)

    (ETL establishes an embassy with VSL!)

    (NAH establishes an embassy with WWE!)

    (KNV establishes an embassy with DCC!)

    The Ndoda have grown beyond just their original star system, and officially recognize themselves as a multi-star organization. In order to show this growth, the Ndodan Astral Homewords is born!
    (NDA becomes NAH.)

    (FFS successfully presses a claim on I3, 1/1.)

    (DNM successfully presses a claim on S25, 1/1. DNM gains a unit!)

    (TFT successfully presses a claim on J30, 1/1. TFT gains a unit!)

    (NYX successfully presses a claim on N24, 1/2.)

    After much time and effort, the planetary shielding over P30 goes live to the thrill of the Grymlans all across the stars. As the elated natives celebrate with parades and concerts,the more astute among them become wary, theorizing that OwO has the power to simply turn it off if it so chooses. This leaves the knowlegencia of the planet with two choices. Yield to the Grymlans with the implicit knowledge that the planet’s very defenses are at stake, or take a more active role in their own defense and cooperating on their own terms.
    (OwO finishes Great Project Planetary Shielding in P30! +1 to Defending the Region
    {Choice} [Diplomacy] action, free Claim, no roll, does not count towards the once-per-ruler Claim {OR} <Non-Action> free Military Unit, +2 to Establishing a Claim)


    The giga-shrimp refinery is completed at a scale that most civilizations would marvel at. Huge, monstrous shrimp that are raised through local agriculture, slaughtered as they get big enough, and packaged with unprecedented efficiency. Everything is gloriously self-sufficient, with the entire cycle from start to end making great strides towards ecological and industrial balance despite the scale of the operation and typical consequences of turning most of a world into a shrimp farm.
    (MFM finishes Great Project Giga Shrimp Refinery in H8 Weerstand! Effect +1 to buyouts in the region.)

    Mier Formica continue their food-related projects with the Rainbow Carrot Breeding Center, which removes their hallucinogens successfully after the government manages to successfully splice the cells of regular carrots with that of the rainbow ones. The effect is spectacular, with carrots that change tastes across various delicious flavors while eaten without the deadly hallucinogens that came with eating them before.
    (MFM finishes Great Project Rainbow Carrot Breeding Center in H12 Sapje! Effect +1 to buyouts in the region.)

    (SYN successfully raises their reputation with WKA from 1 to 2.)

    (DCC successfully raises their reputation with WKA from 0 to 1.)

    (TZH successfully presses a claim on D4, 1/2.)
    (TZH successfully presses a claim on C5, 1/2.)

    (VSL establishes a diplomatic claim on Y17.)

    The following regions are no longer unstable…
    DNM O23
    NYX N22

    Trade!

    (NAH upgrades the quantity of Thought Engines in E15 and takes control of TP2!)

    (ETL adapts Long-Range Advertising Campaigns to use Novendallin as an alternative resource!)

    (FFS successfully buys out I5 TP2 [Caroxan].)
    (FFS successfully buys out J6 TP1 [Hex Plating].)
    (FFS successfully buys out H2 TP1 [Eel Dragons].)
    (FFS successfully buys out H2 TP1 [Eel Dragons].)

    (VTP successfully buys out T30 TP2 [Jump Drives].)
    (VTP successfully buys out T26 TP2 [Galactic Wizards].)
    (VTP successfully buys out U27 TP1 [Warpmetal].)
    (VTP successfully buys out S29 TP1 [Hairline Titanium].)

    (RGH successfully buys out P20 TP2 [Ship Builders].)
    (RGH successfully buys out Q17 TP1 [Glow Wheat].)
    (RGH successfully buys out O19 TP1 [Flame Hunters].)

    (DNF successfully buys out J26 TP1 [Saline Alloy])
    (DNF successfully buys out I27 TP2 [Diamond Statues])

    (ETL successfully buys out E5 TP3 [Living Fire Gemstones])

    (NYX successfully buys out M17 TP1 [Hard Metal])
    GM Note: WWE must still define [Hard Metal] resource.
    (NYX successfully buys out E5 TP2 [Living Fire Gemstones] from the UNN)

    (CLS successfully buys out H26 TP2 [Broosewill Laces].)
    (CLS successfully buys out I21 TP2 [Pink Vibro Crystals].)
    (CLS successfully buys out J22 TP2 [Waridh Plants].)

    (LTE successfully buys out J20 TP2 [Purified Iridium].)
    (LTE successfully buys out L22 TP1 [Q Tracers].)

    (CWZ successfully buys out O11 TP1 [Phasic Microchips].)

    (CmC successfully buys out C23 TP2 [Neural Amplifiers].)
    (CmC successfully buys out B8 TP1 [Melange].)

    Ideology!

    (DNF sets the Realtaism 20 LC bonus! 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. If stats are tied e.g. for the second and third place, neither of the stats can be increased.)

    (FFS successfully converts H2 to the Church of Rust)

    (OwO successfully converts O31 to OwO)
    (OwO successfully converts N32 to OwO)

    (UNN successfully converts W9 to The One)

    (CLS successfully converts CWZ Zara R14 to Realtaism)

    (SYN successfully converts R16 to Iteusism)

    (TZH successfully converts J18 to The One)

    (NIN successfully converts S27 to Ninturine Imperialism)
    (NIN successfully converts T26 to Ninturine Imperialism)
    (NIN successfully converts X22 to Ninturine Imperialism)
    (NIN successfully converts O1 to Ninturine Imperialism)

    (MFM successfully converts J12 from The One to Realtaism)

    (SUN successfully converts O27 to the Church of Rust)
    (SUN successfully converts O29 to the Church of Rust))

    (WWE successfully converts F14 from The Law of Flame to KISS)

    (WKA offers to make Same v0.11 a Sourceknight, but the aforementioned Source proponent Same is attacked by the UNN in N14, and captured! Who knows what’s in control of the regions that Same v0.11 is supposed to be in charge of…?)

    Terror!

    Someone seems to have punched a hole in space. Intentionally. With violence. And SCIENCE. Violent SCIENCE. To no one’s surprise at all, it was the Grymlans, utilizing their Applied Theoretical Max-Energy Unstable Space-Punch Travel-Gates (AT ME U SP TG) to open what appears to be a temporary wormhole between Lyrae and Cloudysea. However, the explosive force utilized to create the wormhole released quite the shockwave in both regions, resulting in upsetting the general populace. Many people report that they can’t ever forget the exceptionally loud unexpected shriek, in OwO’s voice, of “HEWWO FWIEND!!!!” Indeed, some of those people went temporarily deaf.
    (OwO has created a wormhole between K21 and N30, lasting until the end of round 18. Both regions are in Unrest.)

    (UNN destroys the ANE base in H32, ending the organization for good. Certainly, they are no longer active. A few ships manage to escape, but they are small vessels, with only a few personnel at best. Not enough to threaten even an untended space station. That’s the end. Right? An’null is not real, after all… Right?)

    (UNN stirs unrest within the Republic of Celes, specifically amongst the followers of the One in regions V8, W5, V6. These regions are now in Unrest.)

    Former allies to the Nephret Pact and the Church of Iteus, the Syndrome seem to have new plans in mind for how their collapsing ally’s resources could best help them along. A hunt is issued to ‘save’ the fragment from devastation, and the biologically apex bounty hunters who pursue it cause no shortage of damage fighting their way through Church guards to claim it and successfully return it to the Syndrome’s clutches.
    (SYN openly steals the Fragment, Shared Objective, from ITS.)

    It’s a rather ordinary day when the region U13’s pheromone trade comes under attack. What followed were a series of covert operations designed to take advantage of the space squid stellar power’s distracted military forces and make off with all the resources that the thieves could acquire; designed to, but (un)fortunately thwarted. Rocthuri military returns from the front lines and heavily pressures the region; allowing none to enter and none to leave for six weeks until the thieves are finally discovered and dealt with. They are identified as agents from the Commonwealth of Zara, likely sent by one of the wealthy among them.
    (CWZ fails to raid [Pheromones] from RTH U13 TP1)

    Hud Galdo, the NYX Source Knight, is tragically slain in battle. An unaffiliated (non-confederacy) Sunbream pod attacks the Hunting party that Hud Galdo is a part of and destroys Galdo's submarine! Local defenders from confederate Sunbream hunters, as well as Mind Slicer, manage to chase away the attackers, but sadly aren't able to catch them. Little information for this seemingly random assault is available.
    (Hud Galdo, the NYX Source Knight, is killed!)

    In a very open and obvious grab, a Kombuch scientific facility is assaulted by the Witchkinghts of the Apocalypse. Their target? The Kombuch secrets of their Gestalt Warmind technology. With such a quick, focused, strike, the facility is only able to put up a token resistance, and the Witchknights manage to get what they came for and get out.
    (WKA openly steals Gestalt Warmind from KBC)

    Rumors…

    TBD; Currently lost due to Hiatus

    ---------

    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 17 will eliminate Unrest)

    VSL V12
    VSL Y15
    VSL Z14
    CEL V6
    GLR E33
    TFT K31
    KBC A23


    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 17 will reduce Unstable to Unrest)

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


    Survey Failures

    War!

    Based on information gleaned from skirmishes, the Same are becoming more aware and more defensive of the Maturated. Warning: Same Cores are starting to realize that capture is possible, and are more likely to self-destruct sooner.
    (Starting with Round 17, Same Cores will cause deadly explosions more frequently after losing combat. When rolling for Battle Commander Losses, a defeated Same Core does not roll (1d20 - Losses), as normal. Instead, a Same Core rolls 1d6, and dies without explosion on a 1, explodes and damages the forces in the area on a 2, 3, or 4, can be captured on a 5, or escapes on a 6. Explosions result in additional combat losses, based on the number rolled; (x20%), (x30%), or (x40%) instead of the regular 1d4*10%, maximizing to 90% of total units in combat. Same Cores will never explode, be captured, or escape when they are victorious in combat; though they can still win but be destroyed. Victorious Same Cores roll Battle Commander Losses (1d20) as normal, and on a 1 or lower, roll 1d3. Death occurs on a 1, a Same Unit is lost on a 2, nothing happens on a 3.)

    (RGH creates a Military Technology, Berserkers! RGH may spend a non-action during Round 17 to define the technology with GM approval. Failure to define the technology by the end of Round 17 will require the use of the M10 action again.)

    (With the aid of the CPC, KRO establishes a new Military 8 General, “Captain Lostus Wayus”)

    (NAH establishes a new Military 10 General, “Bart the Theseon”)

    (FCO continues their occupation of T16, preventing Philosophical support in the Church of Iteus (ITS) capital. Occupation TN increases by 2, for a new total of 14.)

    (DNF chooses to end their occupation of I25, the capital of CLS.)

    (CEL invades U3. UNN does not defend. U3 is conquered by CEL. U3 is in Unrest.)
    (CEL invades U5. UNN does not defend. U5 is conquered by CEL. U5 is in Unrest.)
    (CEL invades U9. RTH does not defend. U9 is conquered by CEL. U9 is in Unrest.)

    The UNN wastes no time making their intention clear on the matter of killing Same v0.11 or letting them grow to eradicate the other Same. Sending a fleet of no less than 13 strong lead by General Secretary Gates they set out to crush Same V0.11. Arriving in the system it became clear that the Same core v0.11 was present and UNN changed their primary target to stop this menace once and for all. The fighting was over before the Same could mount a proper defence and the UNN manages to swiftly dispatch the Same units that came to the cores defence. In the chaos that ensues 4 of the UNN fleets get destroyed, however the remaining units manage to subdue the Same core and Same v0.11 is captured!
    (UNN invades N14! N14 is conquered by UNN, and in Unrest. Same v0.11 is captured, but wishes to speak with someone from the WKA or WWE)
    Spoiler
    Show
    UNN 41 vs Same 25. Overwhelming UNN Victory! UNN loses 1 Unit to Combat, and an additional 3 Units to Size Losses. Same v0.11 loses 2 units to Combat. Same Core v0.11 is captured! Same Core v0.11 is very dangerous, has some kind of active connection to elsewhere, and cannot be contained! It does not threaten to explode the immediate area, but it is demanding to speak to a Witchknight or Warden, or it will bring all of it's drones from other regions to attack starting in Round 19!


    With a Same core so close to their Capital system the LTE decide that enough is enough and gather their fleets to deal with this threat. Entering the system the LTE finds a well entrenched Same Core V0.23 that fights very defensively. The fighting lasts for weeks with neither side taking any losses. In a fierce clash between a Same fleet and a LTE fleet the Same managed to come out victorious however did not account for the LTE fleet to use its final moments to take their adversary with them. Proxos saw the momentary gap in the enemy lines and immediately took advantage rushing through and catching Same V0.23 off guard. Before the core could flee or explode the LTE incapacitated it and managed to remove it from the battle field. The remaining same drones ceased to function and explode.
    (LTE invades K19! K19 is conquered by LTE, and in Unrest.)
    Spoiler
    Show
    LTE 33 vs Same 23. LTE victory! LTE loses 1 Unit to Combat. Same v0.23 loses 1 unit to Combat. Same Core v0.23 is captured! Same Core v0.23 can be contained with similar Containment Principles as v0.07 and v0.16, but could become dangerous at the start of Round 19.


    The KRO looking to expand their borders was not about to let some overgrown bugs stand in their way. When the Drunken Master arrived in the system the Kyteflies attacked and left him no choice but to take out the matriarch herself. With the unorthodox tactics employed by the drunken master the Matriarch quickly finds herself surrounded by KRO fleets, and then the orders to blow her to kingdom comes. The fleets opened fire and when the space dust settled there was no trace of her left.
    (KRO invades D16! D16 is conquered by KRO, and in Unrest.)
    Spoiler
    Show
    KRO 16 vs KTF 11. KRO victory! Law of Flame’s Mercy activates; KRO loses 0 Units to Combat.


    It seems like being glassed is not the end of misfortune that the Cameloid Cyborgs have at the hands of more prominent stellar powers. Powered by diesel and enhanced many times over with cybernetics, the fight was shaping up to be a tough one… When King-General Nozdak discovered a critical flaw in the enemy defenses. Some of his weapons were quite capable of punching through the metals they used to enhance themselves, and ignited diesel. A challenge was thus issued - the King-General versus the Cyborg Joe Cool. Winner takes all. Suffice to say, it was accepted and resolved in a single strike after a few parries and clashes. The camel-folk attacked afterwards anyways, but having been thoroughly trained under the tenants of Flame’s Mercy, they gave not an inch of ground and obliterated their comparatively undisciplined foes while Nozdak issued a successful takeover from within.
    (KRO invades E17! E17 is conquered by KRO, and in Unrest.)
    Spoiler
    Show
    KRO 36 vs CML 12. KRO Overwhelming Victory! Law of Flame’s Mercy activates; KRO loses 0 Units to Combat.


    The RGH heard about the secret sauce of R16 and decided to go find out what all the fuss was about. Arriving in the system showing off their military might and technology they make their way to the dining establishment. What they did not account for was the Sauce Cultist who would never let his precious sauce be in the hands of a galactic power and demanded the RGH retreat and leave the restaurant to manage themselves. The RGH not one to back down decided to show this man a lesson and engaged in combat. The fight that should have been a walk in the park turned out anything but that, driven by the need to protect the special sauce the Sauce Cultist drove back the RGH fleets and after destroying one of them forced the RGH to retreat. The Space Cultist still patrols the borders while eating his precious General Moe’s Chicken.
    (RGH invades R16! R16 defends!)
    Spoiler
    Show
    RGH 25 vs SCT 27. Defender (Sauce Cultist) victory! RGH loses 1 Unit to Combat.


    Discovery!

    Etherites receive information that the CmC HQ is somewhere within the core of Axiom, likely in region M13. Shortly after the Knight’s Vacio send their Recon Force to the region, the Etherites send a small, non-invasive, investigation team. Not to explore the area, but to find out just how the Cosmic Couriers have withstood against the Same for all these centuries. What they find is a vast planetary defensive network, full of what - for a small nominal fee - the Couriers explain are “shunters” that physically move a Same drone that approaches too close to the planets. They are often moved either to somewhere unimportant in the sector or, if the Security Force is ready for them, directly into a firing squad. These “shunters” appear to require a vast amount of the same biomechanical energy that a CmC Relay uses. With not one, but three, moon-sized Relays in the local solar system - and readily available sources of Flow Spice - the “shunters” work quite well, and apparently have for hundreds of years (with regular maintenance and proper payments of subscription fees). Add that to the expansive Security Force armada of long-lived Couriers? The Same haven’t been able to maintain a foothold in the area. Of course, the “shunters” seem to be stationary; slaved to a planetoid and unable to be grafted onto a ship with current Courier technology. So the Couriers haven’t been able to expand their defenses either.
    (ETL investigates the CmC Resistance to the Same, and finds out details on how they have survived all these years.)

    Frustrated Inquisitors just do not give up. The Undying Empire continues to - nominally - support their inquisition into finding the Library of Peace, and are surprised when someone reports a new lead! Someone among the Geleans is willing to talk! The lead, however, proves to be a dead end. Literally. The supposed contact seems to have suffered a bad case of “murdered” shortly before the meeting. The now dead mercenary supposedly had information on where the Library of Peace could be found, but that can’t be confirmed, since they have an additional hole in their face where their mouth should be. And another on the back of their neck, creating a gruesome tunnel that leaves no doubt; this wasn’t an accident. Of course, the mercenary could have just had enemies of his own...
    (TUE investigates the Library of Peace and misses gaining new information by what seems to be just a few Galactic Minutes. Mercenary Fo is dead, but his death is, itself, a new lead. Possibly. GLR police forces stand ready to assist in investigating the murder within their Empire.)

    Working quickly, the WWE manages to prevent disaster and follows the containment plans previously created for other Same Cores. With help from other Stellar Powers, the Wardens create a solid containment for Same Core v0.07.
    (WWE, NYX, KRO, & SUN complete Same Core v0.07 Lockdown Protocols 5/5! Following similar protocols to Same Core v0.16, the Investigation actions into Same Core v0.07 are now “safe” for Rounds 17 and 18, barring outside interference. Outside interference will cause the GM Team to roll 1d5. On a 3 - 5, interference is stopped. On a 2, the Same Core is successfully destroyed to prevent an outbreak. On a 1, whatever plans the Outside interference may have can then proceed, with additional rolls as needed.)

    Working carefully together, the Droccen and the Knight’s Vacio manage to defuse the unstable Same Core that is v0.019, preventing it from exploding and killing millions; if not billions. The now stabilized Core must now be contained, though, or it could start making more drones… or worse. Representatives of the CPC still advise that the Core be safely disposed of, stating that with everything the DCC and KNV have learned about preventing the deadly Core explosions, the Stellar Powers could destroy the core without risk, and use the parts to research a new technology. Droccen scientists confirm that a powder made of the rare Bilithium found near the Amity Reserve Station could serve as a valuable suppression against explosions...
    (DCC and KNV successfully stabilize Same Core 0.19 with a Great Project. Now, however, the threat is either containment (Another 2 Action Military Project) to allow for greater study, {OR} DCC may use a [Philosophy] or [Intrigue] action to intentionally destroy Same Core v0.19, but both DCC and KNV gain the technology “Explosive Suppression” <Stealth, Sabotage, and Traps> Effect: Versus the Same, reduce Combat Loss rolls by 10%, but no less than 10%. Requirements: Bilithium)

    (FCO attempts to investigate ITS knowledge of Callers and Caller Fragments, but finds that the data has been forcibly extracted by someone, leaving nothing behind.)

    Ndoda scientists and researchers carefully compile everything they know about Caller Fragments, and also as much information as others are willing to give freely. The report they develop states that they are 100% certain that certain fragments can be combined, though the exact combination is currently a subject for debate. Some feel that - out of the more than fifteen openly known about fragments - the ones that share similar abilities can be combined, such as all the known Library Fragments. A smaller faction, however, feels that it is in fact the function rather than the abilities that must be similar. They instead feel that - for instance - the Library of War could be combined with the Forceful Propaganda, the Disruptive Interjection, the Strict Obedience, and perhaps the Loud Discourse (wherever it may now be). These are all known Fragments with functions that deal with Military matters, and the smaller faction of researchers think - based on descriptions of these known Fragments - they could combine into something more. The larger faction disagrees, stating that all of the Libraries together could potentially make some kind of Super Library. Without the Fragments themselves, though, all these two factions can do is (politely) argue with each other. A lone researcher, with no support from anyone else, proposes frequently that surely all of the Fragments could be combined into something, but the logistics behind making this happen is so ridiculous that even though the researcher says it loudly and often, people are very dismissive of this wild theory.
    (NAH researches Caller Fragments. A great scientific debate is started within the Ndoda Astral Homeworlds! Fragments, it is generally accepted, can be combined. But how? Further research, and perhaps access to certain types of Fragments, is required!)

    The Ninturine Empire sends out investigators to try and locate a lost Caller Fragment, but is unable to find any that were not previously claimed. Investigators do manage to find and recover a Fragment once possessed by the Svaatyr; seemingly undefended and floating in space near what once was their borders.
    (I5 used; NIN uncovers the Caller Fragment, Peaceful Outreach, which Reduces ZoI Penalties by half 1/per round for Diplomacy [OR] +1 to a Stabilization Roll)

    Rumors abound about the mysterious Caller Fragments, and the most reliable of sources (that are not in service to a Stellar Power already) seem to be of the opinion that every existing Caller Fragment is in the hands of someone who will fiercely defend it.
    (Using an I5 to locate a Caller Fragment will no longer “Uncover” a Fragment. Instead, you will automatically discover the location of either {a} a specific fragment that you know the name of, but not who possesses it, {b} a non-specific fragment with a bonus to a stat of your choosing. The former {a} is an opposed Intrigue roll; succeeding by 5 or more also steals the fragment from the owner. Assemblies grant +4 to resist Caller Fragment theft when a Fragment is not in use during the round, making the success required a 9 or higher. Technologies that affect theft or prevent theft also apply, but CIs do not (Secret Action Defense - or someone creating an I5 roll CI - being the exception). The latter {b} is an Intrigue roll of TN 10. Failing either of these rolls does not expend the I5, but you won’t receive the information. Investigating the location of a Caller Fragment in someone’s possession - without the I5 Special Action - is an opposed roll, as normal. The less information you have about that specific Fragment, the harder that Investigation roll is weighted in favor of the person who currently owns it.)

    Federation of free system evangelists have arrived at Axiom’s edge. Sequestered within the gravity well of a local black hole is a system of binary stars. One of which appears to be a young luminary. Unfortunately attempts by lyrean officer to communicate with the luminary from a nearby rocky world are foiled by a cult of liquid metal androids who believe awakening the luminary will cause its sibling to supernova.
    (FFS explores J2, which contains [Good] Space Dandies, 2 Units of Liquid Metal Droids, and an OPEN LC)

    Rothunn warriors and diplomats visit a world that has seemingly dropped off the galactic star charts. Rich in Ordivician alloy, the top minotaurs have been sent to scout the area in preparation for an eventual conquest. What they find is a once populous and developed planet thrown into chaos due to a plague of knowledge parasites. Unlike normal parasites, this variation steals knowledge and memories from the hosts it inhabits, eventually leaving them as brainless husks. Plagues of these parasites have led to mass famine and war. Worse still many of the parasites are beginning to conglomerate into a gestalt legion.
    (RGH explores Q15, which contains [Great] Ordivician Alloy, 3 Units of Corrupted Legions, and a Corrupted Iteus Church LC. RGH gains a Claim on the region.)

    Faced with losing the hip reality tv show find the spiced hyper cheese, desperate Zara operatives move to discover the source of the legendary Ordivician Alloy. Not long after they arrive they get mixed in a battle between the gestalt mind and rothuun agents. While the Ordivician Alloy is in plentiful supply it currently seems unlikely that the zaran operatives will be able to gain permanent foothold.
    (CWZ Surveys Q15, which contains [Great] Ordivician Alloy, 3 Units of Corrupted Legions, and a Corrupted Iteus Church LC. RGH gains a Claim on the region.)

    National front ships have begun reconianse operations within a new sector of unknown space. After a few months on the edge of the galaxy they soon find a swamp world inhabited by clans of mutant mandrakes.These imp like creatures appear incredibly hostile to outsiders, shooting their incredibly poisonous blood as a projectile weaponry.
    (DNF explores I29, which contains [Good] Mandrake Poison, 2 Units of Hostile Mewt-Imps, and an Open LC; DNF gains a +1 to attack the region during Round 17.)

    After weeks of hard work Duenem explorers stumble upon a verdant world surrounding a bright blue star. After some fairly astute observations, the robotic explorers soon discover that much of the planet's flora and fauna petrifty during the day time only to become active at night. Native gargoyles liken this state of petrification to a form of slumber, while local scholars deduce this to be a form of protection against the incredibly powerful radiation of the local star.
    (DNM explores R28, which contains [Good] Soul Cards, 1 Unit of Slumbering Defenders, and an OPEN LC.)

    After months of combing unknown space Duenem explorers come across a series of developed terran worlds that orbit within safe distance of an orange star. Many of the sentient kangaroo esque humanoids have built a society based around manufacturing a unique form of super fabrics necessary. Made from an extic form of matter, purpollrium war cloth serves as an excellent method to diffuse radiation and energy.
    (DNM explores Q29, which contains [Good] Purpollorium War Cloth, 2 Units of Roo Warriors, and an OPEN LC.)

    Bringing the might of their forces to bear, the Knights Vacio saunter in to region M13, and find themselves viewing a strange star system. Containing quite possibly the largest set of not one, but three moon-sized Cosmic Courier Relays, these are dwarfed by what appears to be a biomechanical world full of the Couriers. The star system is heavily defended by a top-notch Security Force that are not at all pleased to see Space Horse and his Knights. Still, they begrudgingly provide details on the region - for a small nominal fee - and then warn the Knights to stay away from the northern quadrant of the region; it contains a force of Same that the Security Force has been battling with for the past few years.
    (KNV Recons M13, which contains the CmC Headquarters, [Great] Flow Spice, an Open LC, 6 Units of CmC Relay Security, led by Security Chief Snoot [Mil 8], as well as 2 Same Units led by Same v0.13 [Mil 7]. The region cannot be diplomatically claimed, except by the Cosmic Prime Member if they have a legitimate claim to press. KNV gains a +1 to fighting within the region during Round 17. {CHOICE} Aid the Security Team in defeating Same v0.13 this round, utterly destroying it; reputation increases or favors may result from this action {OR} fight Same v0.13 without the Security Team’s help, and if the Core is captured, gain valuable intel on the CmC’s defenses. Warning: Same Cores are starting to realize that capture is possible, and are more likely to self-destruct sooner {OR} fight BOTH forces, and attempt to conquer the region, resulting in a heavy loss of reputation with the CmC)

    Leading an inquest within unknown space the Duenem soon find a series of space stations within an asteroid belt, named the shattered world. Long ago the system was filled with habitable planets until the local star underwent a supernova. Since then the asteroid belts have become embedded with a special gem known as a glinting jerrnolilte. The various space stations frequently battle for the best mining spots, leaving the system in a near constant state of war.
    (DNM Inquests O25 [(Minor) Glinting Jerrnolite, 2 Units of Warring Miners, and an Open LC; DNM gains a Claim on the region])

    Though performing an Inquest on a Same region is dangerous, the Droccen have enough experience around their foes to know what sets them off. Through careful exploration and study of their sector, the crew returns with accurate estimates of their strength, version number, and notes that the Same have many manufacturing facilities here for creating more of the electronics that keep them running. With some of the best parts around, taking them on could be a challenge. Hopefully one that is worthy of the bloodshed required to reclaim the exterminated planets that they built their factories atop of.
    (DCC Inquest K17 [Electronics, 4 Military Units, led by Same v0.22 (Mil 8), cannot be diplomatically claimed])

    The conclave searches the small sector of unexplored territory between themselves and the Kronin that even pirates hesitate to enter. The myths have always been that those who stay for too long become terrified of their own shadow and paranoid for the rest of their days, which makes probing it the much safer option. In doing so, a colony of rebels is found that has been trapped there for decades - seeming to have completely lost it under the guidance of their leader, who they mockingly call General Stink and sort of hate for getting them stuck here. Aiding him through extraction (which he would greatly appreciate) will likely result in their ire, but he remains mentally unharmed through the use of competing scents and incense to block the corrupted air around him and is a rather capable commander. Alternatively, one could win much favor with the zealots by taking him hostage…
    (TUE Probes F12, discovering [Good] Fear Romones, 3 Units of Fear Ramoaners, ZERO Units of Nasal Naysayers, Rebel General Stink (Mil 6) looking for work {CHOICE} [Intrigue] to claim a General and lose Diplomatic Claim rights ((OR)) [Military] to capture the General, turn him over to the natives, and gain +2 to Establish Claim)

    Imperial probes search the cosmos for resources to exploit. In the depths of unknown space, conclave forces come across an icy world populated by a race of 8 armed weaver drones. The drones mine the planet's interior for its unique high carbon polymers that are processed into a wide variety of plastic sheets. The weaver drones seem to be uniquely capable of modeling the plastic sheets into almost any form, to the point of constructing sublight ships just from plastic.
    (TUE Probes G5 [(Minor) Plastic sheets, 1 Unit of Drone Weavers, and an Open learning center)]


    On the northern edge of the galaxy, the Tezh discover a thriving civilization whose culture seems to be deeply rooted in the tenants of Realtaism that welcome the explorers to their lands with food and drink. Things go quite well between the two parties; well enough that the locals decide that they would actually welcome the idea of joining the Tezh and the intergalactic community if they were desired. They even bolster a decent military, which ends up making the explorers a bit uneasy when they finally mention that they do not, in fact, adhere to Realtaism as they do. The people do not take back the offer to join the community at large, but explorers warn Brigid that their local leaders have their power due to philosophical influence, and any talk of changing their way of living can be taken as an attack on their legitimacy. Overall, this is a very testy topic for them.
    (TZH Inquests D2, discovering a [Good] source of Biomechanical Saffron, 4 Units, LC has Realtaism, and are Militaristically opposed to changing religions. They will attack anyone who tries, will attack harder if they succeed; TZH gains a Claim on the region)


    Surveys:

    Information leaks about the following regions…

    (VTP Surveys U27 which contains a [Great] resource of [Clerk Clerics], an LC dedicated to Greg, and 1 Unit of Flying Filers!)

    (VTP Surveys U29, which contains a [Good] resource of [Warpmetal], and an Open LC)

    (VTP Surveys T32 which contains a [Great] resource of [Edible Swords], an Open LC, and 4 units of Gingerbread warriors!)

    Spoiler: Updated Maps
    Show


    Last edited by Gengy; 2020-03-08 at 04:15 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

  16. - Top - End - #616
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [Empire 5] IC Thread




    Round Seventeen: Begin!
    Galactic Dates 2175032.0.0.81 - 217534.0.0.80
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  17. - Top - End - #617
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 17

    News and Rumours

    Spoiler: Imperialism
    Show

    The nature of empire, and worldly authority, is vested in the concept of imperium, or absolute power. Imperium is distinct from other forms of power in that it is legitimate, absolute and insurmountable.

    A holder of imperium is therefore a supreme ruler, answerable only to the ineffable or sublime principals: those beings that one might colloquially call gods.

    Together, the dominions of those with imperium form the Universal Empire, a singular entity governed by any number of emperors, each of full and equal status. Each expression of this empire is a full and sovereign portion of it. By agreement amongst them, responsibility may be (and is) divided, but the sovereignty of each is in no way diminished by such division.

    Legitimacy is the hardest of the qualifications to assess. An Emperor should come to power and govern according to the rule of law. It is incumbent upon an Emperor to maintain their dominion as a bastion of civilisation. The law, stability, and protection of their people are paramount.

    In practice, the legitimacy of an Emperor is determined by recognition and acknowledgement of their peers.

    Since the distant collapse of the Callers, the last pan-galactic Imperial authority, there are presently two Emperors recognised in Axiom:
    • The Ninurtine Emperor
    • The Droccen Empress

    In Ninurtine literature, their two portions of the Empire have become known lyrically as “the Eyes of Creation”.

    While there is a nominal pantheon of Malakid gods and Imperialism is to an extent interpreted with reference to their attributes for traditional and ritual purposes, it is very much an ideology rather than a theology, and consequently is compatible with other ideologies to an extent.

    The One: The core philosophy of the One is considered almost wholly compatible with mainstream Imperialist philosophy, although the politicisation of its advocates has led to its being treated with some caution.

    Iteusism:
    While the devotion to a single dead – and consequently mortal - being is considered somewhat backward, the Iteans appear to have seized upon the idea of different levels of reality and the search for the apex of this existence appears to bear some similarity at heart to the understanding of a singular, transcendent, source of authority.

    Shadow and Flame (KISS): This is not sufficiently understood for Imperial philosophers to have formed a firm view on it.

    The Nine Lights: The Nine Lights is considered almost wholly compatible with mainstream Imperialist philosophy.

    OwO: OwO appears to be not so much a fully-formed ideology as an attitude centred on a cargo cult. The preservation of knowledge is approved, but there is perhaps a wish that those who profess themselves followers of this ideology would think about things more deeply.

    Realtaism: Realtaism fits awkwardly within an Imperialist understanding of the universe, in part because in some ways it is not too far away from it. The Twin Gods would make fine Emperors, were they not gods – yet they are also too worldly to be true gods, above and separate from the universe, in an Imperialist model.

    The Way of Tides: The Way of Tides is considered broadly compatible with Imperialist philosophy.

    An'Null: An'Null is considered wholly antithetical to everything the Empire stands for, and is consequently entirely incompatible with Imperialism.


    Actions
    [Philosophy 10]
    1. Miracle! The Station Chief of Phi transports the Strategic Energy Reserve and the Secret Energy Reserve to the Simulacrum to reactivate Guardian. While even the colossal quantities of energy contained within the Energy Reserves will not suffice to restore the potent AI permanently, it is hoped that it will provide a short-term capacity upgrade. Enough that Guardian may be able to lend its considerable resources to the final destruction of the Same.
    2. Organise Ninurtine Imperialism (as Imperialism). The efforts to reawaken a pan-galactic figure of authority exercise has lent additional momentum to the Imperial ideology, and the Philosopher-General issues a tome for the first time collating the disparate threads of the philosophy, previously spread across dozens of texts and reams of commentary, into a single form and reasoned arugment. Though the book is perhaps too heavy for widespread popular consumption, it is seized upon as the definitive text of the Imperial ideology.
      • Convert all Ninurtine/Ninurtine Imperialism learning centres to Imperialism
        Convert LCs in all owned regions to Imperialism

    [Economy] Buy V24 Energineers: 20 - success
    [Economy] Buy R2 Photon Torpedoes: 17 - success
    [Military] Reconstitute Battlegroup D (build a unit)
    [Military] Reconstitute Battlegroup Y (build a unit)
    [Philosophy] Define LC10 bonus: 2d8 on claiming regions
    [Military] Build a unit

    Non-Actions

    Support any buyouts of non-Imperial-owned TPs by the Republic of Celes or Droccen
    Resist buyouts of trading posts owned by NIN, CEL or DCC.
    Accept any technologies offered.
    Resist all conversion actions.
    Define LC5 bonus: +1 to claiming regions

    Spoiler: Ruler Stats
    Show

    Emperor Durgadoresh

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

    Next round: +1 Economy, +1 Military

    Expected next round stats:

    Diplomacy: 10
    Military: 8
    Economy: 7
    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
    • Long-range advertising

    Generals:
    • Lord Admiral Anguradeshib (M9)

    Caller Fragments:
    • Peaceful Outreach

    Units: 9
    Last edited by Aedilred; 2020-03-21 at 03:55 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

  18. - Top - End - #618
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Syndrome Protectorates

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

    Overlady Violet-Pale-Feet

    Actions Rolls More Rolls

    [Diplomacy] Press religious claim on R16 (SUCCESS-16)
    The Sauce Cult, having been brought into the Itean church by the Syndrome recently, is now formally invited to join the Protectorates proper.

    [Diplomacy] Press religious claim on S15 (GREAT SUCCESS-22)
    Likewise, the work done to bring the people of S15 into the fold by the Church of Iteus is also helped along by the Syndrome, who send a similar invitation.

    [Philosophy] Convert S25 from Ninurtine Imperialism to Iteusism (FAIL-11)
    Although the region has been annexed by the Duenem, Syndrome influence is still felt throughout the culture and religious beliefs of S25. Their missionaries are slow to depart, and never stop proclaiming the ascension of Iteus.

    [Philosophy] Probe Q23 (FAIL-10)
    Syndrome missionary bioships depart on a historic mission, the first of its kind by their species, seeking to spread word of the ascension possible through Iteus where no one has gone before.

    [Intrigue] Investigate the Configurations of the Storm Cube (???-12)
    The Storm Cube found in the alien facility within the Stormwrack had sparked much curiosity, but little action. Now the Syndrome begin to work to discern its function and purpose, so that they might know what they would cause by changing the configuration.

    [Intrigue] Secret Action (REDACTED-15)
    Three can keep a secret, if two of them are dead.

    Nonactions

    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
    It is said among the Syndrome that a storm is building. One of the Excimer warriors, the Lightbringer Karexo, says that Oa's darkness has appeared on the horizon. A Sauce Cult oracle and diplomat to the Protectorate council read the omens from a plate of noodles, and proclaimed that emptiness and loneliness would wash over the galaxy like dirty dishwater, and take many great powers with it. Whatever is about to happen, the entire Protectorates are on edge.


    Spoiler: National Info
    Show

    Spoiler: Units 8/12
    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 (Prior Ownership)
    T22 (Prior Ownership)
    U19 (Prior Ownership)

    CIs:
    The Maiden's Code (secret actions)

    Generals:
    Mech-Admiral Arxur (8)

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

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

    Spoiler: Ruler Info
    Show
    Overlady Violet-Pale-Feet
    Diplomacy: 10
    Military: 7
    Economy: 3
    Philosophy: 4+1
    Intrigue: 8+1
    Last edited by bc56; 2020-03-21 at 11:22 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  19. - Top - End - #619
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    [QUOTE=HalfTangible;24369700]
    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 17

    Region: T28

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 6
    Military: 5
    Economy: 8
    Philosophy: 2
    Intrigue: 8

    * Dip Mil Eco Phil Int
    Rolls (position subject to change) 4+1 3 4+1 2 4
    Round 14 +1 +2 Eco Phil +3
    Round 15 Dip Mil +1 Phil +1
    Round 16 Dip Mil +2 Phil Int
    Total 6 5 8 2 8


    Actions

    ---
    Rolls https://forums.giantitp.com/showthre...3#post24402563

    [Diplomacy - Press Claim (Trade League Tech) - T30 - Liege Score (10)! - 16]

    [Diplomacy - Press Claim (Trade League Tech) - T26 - 12]

    [Economy - Buyout S29 - TP2 - 17 - Success!]

    [Economy - Buyout U27 - TP2 - 19 - Success!]

    [Economy - Buyout U29 - TP1 - 16 - Success!]

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:

    Spoiler: Saved Actions Workshop
    Show


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



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


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


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

    Name Effect Resource Req Slot
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    Heat Engines +1 to battle rolls Fuel Engines
    Universal Translator +1 to buyouts Skilled Beings N/A
    Galactic Currency Mint +1 to buyouts Precious Metal + any other resource N/A
    Deployable Cloaking Mines +2 to TactM rolls Arcana Stealth, Sabotage, Traps
    Trade League Gain a claim on an adjacent region you have 2 or more TPs in Electronics Slot
    Last edited by HalfTangible; 2020-03-16 at 01:02 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

  20. - Top - End - #620
    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+O23+s25



    Round 17
    Actions:
    1. [1] [Economy] Complete Surface Gentrification R26 3/5


      [2][Economy] Buyout R28 TP1 19


      [3] [Economy] Buyout R28 TP2 18


      [4] [Diplomacy] Press Claim O25 14 (1/2)

      Having expanded into the new system rapidly, the Duenem move to begin integrating the inhabitants in.

      [5] [Economy] Complete Surface Gentrification R26 4/5



      [6] [Economy] Complete Surface Gentrification R26 5/5
      For too long have the Duenem put off helping the poor inhabitants in R26. Diverting many fleets to assure all the surface dwellers were moved to positions of safety, the Duenem finish the process of renewing the surface of it's great damage. With that complete, the Duenem begin setting up fabricated buildings, towns, and businesses for the inhabitants to move back to. Meanwhile the great skyships are 'convinced' to act more as moving trade vessels, to help support these refreshed communities





    Non Actions:




    Spoiler: News and Rumours
    Show











    Spoiler: Owned TPs
    Show

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


    Spoiler: Ruler Information
    Show


    Conditoner Mint
    Current Stats
    Diplomacy 10
    Military 10
    Economy 9
    Philosophy 1
    Intrigue 2

    New Ruler Next Round?
    N
    Expected Stat Bonuses


    Overlord of VTT
    General:
    Jet Stability, 7

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

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    11 Units Raised/14 (5+8 regions+1 Vassal)
    Last edited by Tentreto; 2020-03-19 at 04:47 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...



  21. - Top - End - #621
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Vassal to the Lyraen Technocratic Empire
    Round 17
    Regions: M31, N30, N32, O31
    High Coordinator Flash Starshine

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

    Actions
    • [Diplomacy] Resolve Unrest in Cloudy-Sea 2d8+9 (OwO LC bonus 1, Specailized Public Wantneed Fixrig Strategies): [14] - With the opening of the Wormhole there were many concerns over the noise of its openings along with the slight uptick in nightmares involving forbidden flesh dimensions, raising it just over tentacle terrors of the twelve talons. To allay fears, Flash threw a massive party on Dirt Cradle that resulted in millions of credits in damages, he also released the reports on the wormhole's creation shortly after it was scrubbed of sensitive information.
    • [Diplomacy] Establishing Claim on P30 2d6+10 (+2 round 17 choice): [20] - Flash met with the leadership of P30, along with other representatives from the Lopurna, Simbio, and Harb (as himself, broadcasting through UwU). Flash offered the Angels a chance to become part of the Combine (and by extension the Lyraen Technocratic Empire) not as a subjugated race, but instead an equal.
    • [Economy] Buyout Oricalcum (P30.1) 2d6+6: [10] - Grymlan merchants show up in P30 to purchase access to Oricalcum for the Combine. Sadly the wary angels were adverse to the Combine's currency, and negotiations couldn't go forwards.
    • [Military] Work on Same Containment for V0.23 1/5 - To say that Flash was excited over the news of the Lyraen capturing a Same Core would be an understatement. Scientist and Engineers on other projects are pulled and sent to Lyrae to assist with efforts to contain the Core so that it might be poked and prodded in the name of OwO... and Science!
    • [Military] Work on Same Containment for V0.23 2/5 - In addition to assisting with the facilities construction, OwO, through UwU sources a ideas on how to keep an Artificial Intelligence locked safely away. Some responses are better than others. Quizzically the most upvoted suggestion was to install the Core into a giant Apple, since the Same wouldn't be compatible with proprietary fruit based system architecture. The second suggestion was to install Windows into the Core's exterior which would somehow give it an embarrassment of conflicts or maybe let in bugs.


    Non-Actions
    • Allow the Angels of P30 to take an active role in their own defense. (+1 unit, +2 establishing claim)
    • 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


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

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

        Incoming Immigration only
        DPN




    News and Rumors
    • A delegate is sent to the mysterious people of Thayqel, both to offer the Combine's support in joining the Lyraen Technocratic Empire, but also to inquire if they would be interested being given access to UwU through the installation of an OwO hub in their region.
    • A space bus full of extreme wilderness seekers departed the Combine for the Veritus homeworld. As of yet, their wereabouts are unknown, but this is not unheard of for the totally awesome grymlan nature enthusiasts.
    • Spoiler: Combine Corporations
      Show

      Corporations of the Combine

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

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

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



    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/LCs
    Show
    Trade Posts

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

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



    Spoiler: Tech, Identity and Projects
    Show

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

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


    Organization Relations
    • CpC 1
    • CmC 3, 1 favor


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


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

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



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



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

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



    Spoiler: Stat Increases
    Show

    10/X Diplomacy: 9
    12/X Military:8
    O/X Economic: 6
    13/15 Philosophy:10
    13/X Intrigue: 6
    Last edited by SquirrelWizard; 2020-03-21 at 09:42 PM.

  22. - Top - End - #622
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [Empire 5] IC Thread


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

    Empress Mika Ren
    Diplomacy 6
    Military 4
    Economy 4
    Philosophy 3
    Intrigue 5

    Round 17 Actions
    1.[Diplomacy]Help CWZ with CpC base construction.
    2.[Diplomacy]Help CWZ with CpC base construction.
    3.[Diplomacy 5]Embassy with UNN (UOS).
    4.[Diplomacy]Event: Accept the 2 units and General from UNN (UOS).
    5.[Military]Attack the SAME in K17 with General Sukero (7), 5 Units from DCC, 2 Units from CpC (+2 for Rank 3 Perk) DCC tech: Mecha-Guardians fueled by War Beasts, Operatic Frogs and Guardians, Lyrean Elemental Implants fueled by Pink Vibro Crystals, Capital Ship Hulls fueled by Magnalium Alloy. (+2 to Battle, -1 to losses, region stabilizes on overwhelm.) Invasion totals: +18, -1 to DCC losses, region stabilizes on Overwhelm.
    6.[Military]Aid KNV with SAME Core v0.19 Containment. (2,2)

    Embassy Actions
    • Rocthurhi
    • Vilari Sodality - Accept the return of 6 units from VLS Space.
    • Conclave of the Black Sun (TUE)
    • Mier Formica
    • KNV - Transfer control of SAME Core v0.19 to KNV.



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


    News and Rumors
    • Visibly pregnant during the coronation ceremony, Empress Mika Ren gives birth shortly afterwards to healthy twins. A boy, Tozi Ren Heaventreader and first-born girl, Hana Ren Heaventreader, who is named her mother's successor.

    Stat Increases
    +1 Military, +2 Diplomacy
    Last edited by PepperP.; 2020-03-20 at 04:29 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  23. - Top - End - #623
    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 17 Actions:

    1. [Economy] buy Giga Shrimp H8 TP 1 (Open) Success 12

    2. [Economy] buy 9 armed surgeons H10 TP 1 (ANE) Failed 8

    3. [Economy] buy fluorescent algae I7 TP 1 (Open) Success 13

    4. [Economy] buy fluorescent algae I7 TP 2 (Open) Failed 7

    5. [Economy] buy Sap tree I9 TP 1 (Open) Success 12

    6. [Economy] buy Sap tree I9 TP 2 (Open) Success 12

    7. [Philosophy] Convert H8 from open to realtaism Failed 11

    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: 4 + 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 5/5 +1 to one Buyout/round H8
    Rainbow Carrot breeding center 5/5 +1 to one Buyout/round H12
    Galactic Hunter's Lodge 5/5 +1 on Tactical Maneuvering rolls J8
    Unite the Invisible Cities 1/5 N/A M9


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Capital Ship Hulls -1 to Combat Losses (Doubles unit tonnage) N/A Hard Metal N/A No N/A Logistics
    Coup de Grace On overwhelm, -3 opposing leader loss roll N/A Skilled Beings N/A Yes N/A Stealth, Sabotage, and Traps
    Deployable Cloaking Mines +2 Tactical Maneuvering rolls N/A Arcana N/A No N/A Stealth, Sabotage, and Traps
    EC Lances +1 to battle rolls, +1 to enemy combat losses on victory N/A "Energy Conversion Weaponry" (and associated Resource), and Gemstones N/A No N/A Ranged Weaponry
    Energy Conversion Weaponry Battle Rolls get +1 N/A Arcana OR Fuel N/A No N/A Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls N/A Electronics N/A Yes N/A Engines
    Engineered Monstrosities Battle Rolls get +2 N/A "War Beasts" and Genetic Engineering-related resource N/A No N/A Warmachines and Live Weaponry
    Enhanced Micro Plating Battle Rolls get +1 N/A Hard Metal N/A No N/A Armour and Shields
    Extended Rations Reduce ZOI Distance Loss rolls by half rounded up N/A "Energy Distribution" tech and it's associated resource, and Food N/A Yes N/A Logistics
    H.E.A.T Engines Battle Rolls get +1 N/A Fuel N/A No N/A Engines
    Improved Generalship Generals who lead a pair of consecutive victorious battles with this tech activated for both receive a permanent +1 to their Military score up to a maximum of 10. N/A Luxury Goods x2 N/A Yes N/A Logistics
    Lyraen Elemental Implants Battle Rolls get +1 N/A "War Beasts" and Guardians N/A No N/A Personal Equipment
    Mecha-Guardians Battle Rolls get +1, stabilize on overwhelm N/A Arcana N/A No N/A Warmachines and Live Weaponry
    Phased Crystalline Emitter Battle Rolls get +1 N/A Scaranik Crystals N/A No N/A Armour and Shields
    Platinum Elite Battlefield Health Services +2 leader loss for rulers N/A 9-Armed Surgeons N/A No N/A Medicine, Mad Science, and Blessings
    War Beasts Battle Rolls get +1 N/A Fauna N/A 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 (they are now dead QQ)
    Diplomacy 10 Become a Galactic Power! Can use a 6th action
    Military 5 Create the Balancing tactical doctrine A successful Tactical roll after MFM victory grants 1 unit for every 3 units lost during Combat Loss Rolls (including the opponents)
    Military 10 Created the Refined Energy Distribution tech Reduce number of Distance Loss rolls by one
    Aptinoma Mier (Second ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Embassy with Droccen(DCC) Many diplomacy actions can now be non actions with DCC
    Diplomacy 10 Become a Empire! Can use a 7th action
    Military 5 Recruit a Marabunta as a General (8) Can take control of an army and use their Military score.
    Military 10 Created the Extended Rations tech Reduce ZOI Distance Loss rolls by half rounded up
    Philosophy 5 Construct an assembly in D16 Counts as an LC and gives bonus to hiding fragments.

    Last edited by Moriko; 2020-03-22 at 04:57 AM.

  24. - Top - End - #624
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    The Kronin Empire

    King General Vazrak
    Diplomacy: 5
    Military: 8
    Economy: 6
    Philosophy: 4
    Intrigue: 6

    News and Rumors:


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Actions
    1 Mil 5: Recrute General
    2 Mil: Start a military station in I13 (1/5) (effect tbd)
    3 Phi: Convert F6 to KISS +4
    4 Phi: contribute to GP in M17 called Break the Event Horizon.
    5 Econ: Explore E17 +6
    6 Dip: accept vassalization from NYX
    7 [Secret]

    Non-Actions

    Spoiler: Stats
    Show


    Units: 10/16
    Embassies:
    NDA
    CWZ
    GLR
    Generals:
    The Drunken Master: 7 (1/2)
    Admiral Nix: 7
    Bdeh Kekkles: 7
    Captain Lostus Wayus: 8
    Land owned: 7
    Vassals: NDA, SUN
    Resources:
    Hard Metal x2(2)
    Arcana x2
    Fuel x1(2)
    Precious Mineral x1(2)
    Electronics x0(1)
    Skilled labor x(1)
    Broadcasting Tech x0(1)
    Spies x0(1)
    Fauna x1
    ()=need
    Last edited by Ivor_The_Mad; 2020-03-20 at 07:13 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  25. - Top - End - #625
    Halfling in the Playground
     
    KriegTiger's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Tezh Consensus

    Current Leader: Brigid

    ROUND 17

    Die Rolls Go Here:
    2-6

    Actions taken: See N&R for all related fluff
    1. DIP - Claim D4 (2/2)
    2. DIP - Attend the Union's final 'Event'
    3. ECO - Buyout D8 TP1 - Success
    4. ECO - Buyout E7 TP3 - Success
    5. INT - Tanagra wasn't built in a day (secret action)
    6. PHI - Convert G21 - 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
    • Pick up governance of S7, S9, T4, T6, T8 from UNN
    • Receive Tenor & Red Fleet Marines (3 Units) from UNN


    News and Rumors:
    • The Consensus is delighted to work with the ETL on expanding into C5, bringing with them all the services, knowledge, and visitors from the rest of space within TZH borders. They immediately set to work cataloging everything as the nation gels under Consensus leadership, taking great pains to not erase local history and culture as the new worlds are integrated into stellar society.
    • Talotius has been absent for a significant length of time, his meetings and duties being shuffled and picked up by other Tezh with perfectly calm efficiency and always a 'no comment' when asked where the former leader has absconded to. After a while the repeated and unflappable nature of his staff become too boring for the rumor rags to bother with, such things don't sell.
    • Efforts continue to bring the inhabitants of D4 into the Consensus.
    • The Consensus is perfectly willing to endorse the locals of D2 in maintaining their faith, their openness and hospitality otherwise only serves as solid basis to invite the region to join the growing list of worlds that enjoy the benefits brought about by the Tezh and their companions.
    • Economic growth efforts are being expanded in Consensus space, with new opportunities opening up for large and small businesses alike as the Tezh expand trade networks and implement shipping routes.
    • Brigid has been absent from the limelight in recent times, the normally outgoing and limelight friendly leader delegating various appearances to subordinates. Rumor rags speak of everything from ill health, salacious and sordid tales of intergalactic species mingling, to even the eyerolling suspicion that she's secretly a new type of Tezh frame and is having mechanical problems that require repairs.
    • The ruling council of the Consensus is caught somewhat by surprise when multiple regions formerly under the guidance of General Secretary Gates effectively show up on the Tezh doorstep. Despite the distance, the council strives to integrate the regional governors and populations into the fold of the Consensus' other worlds.


    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
    C5 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 - 9 (+1)
    MIL - 6
    ECO - 5 (+1)
    PHI - 10
    INT - 10
    Last edited by KriegTiger; 2020-03-20 at 04:19 PM.

  26. - Top - End - #626
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [Empire 5] IC Thread

    Round 17
    The Guild Empire of Nyx
    Vassal to the (failing) Gelean Empire, Member of the (failing) League of Roses

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

    Actions
    1. [Philosophy] Convert Nyx (M21) to Church of Rust 15 - The death of Source Knight Hud Galdo disrupts the delicate balance achieved by incoming MS Fortuna and her Sunbream backers in achieving a coalition government following Uno Ophelo's embarrassing ouster following revelations of improper trading using public monies. For a moment it seems Hud Galdo will become a martyr to the mercenaries in the Gilded Garrison but the most militant elements of the mercenary corp had been siphoned off in trade leaving mainly disaffected foreigners, robots, and a small pool of psychics who were either unwilling or incapable of rallying behind the Source. UwU devices kept much of the populace dumbed down to simplistic consumers leaving few to notice early or respond to the structural changes being enacted by MS Fortuna from the top down. In a move publicly reported to be ensuring stability but privately known to be consolidating power high level Sunbreams and Nyxian collaborators are required to be annointed as tech priests to maintain their official positions. A slew of resignations nearly cripples buerecratic function of Nyx's regulatory functions but Fortuna was no slouch seizing the opportunity to privatize remaining portions of agencies to tech priests willing to declare loyalty to the new theocratically inclined state. In short order a new upper echelon is oriented around the tenets of Rust embodied in the leadership of the Lady Rust herself, Fortuna.
    2. [Philosophy] Declare Church of Rust to be NYX State Ideology - OwO is swept from the region in a top down imposition of state and aligned private interests emphasizing recycling and salvage as means to better savings. The market orientation and unparalleled opulence enjoyed by Nyxian citizenry could not be removed overnight but these material obsessions are slowly to be transformed towards a preservationist and enduring mindset equally as obsessed with maintaining property as acquiring it. The ideas of the EdgeSkimmers, promoting competition as the forge of innovation, take off fast while many look to the SecondLearnt church for guidance on transforming scrap into seed money for further wealth. While these two churches dominate Nyxian discourse around the Churches of Rust some ideologues among the upper crust have begun to study the teachings of mainstream Rass branch of HighTower with some even putting forward the idea of restoring or creating an AI appropriate to the task of administering governmental functions that would free up more investors and inventors to the forces of the market.
    3. [Diplomacy] Press Claim to N24 (2/2) - With the vast majority of influential voices in this system now thoroughly subordinated to Nyxian capital interests any remaining nativist, protectionist, and anti oligarchy sects are coopted or stomped out. 'The freer the markets the freer the people' becomes the standard party line with dissidents who point out the massive advantages granted to preexisting Nyxian/GLD-capable corporate interests at the expense of local industry on this "fair playing field" being discredited and defrocked by incoming Axiom corporate backed leaders taking positions of authority throughout the system. The cultural diversity of these market oriented leaders, hailing from all across Nyxian and wider Axiomatic space where Nyxian interests had long held sway, is celebrated as a repudiation of 'the failed ideologies of collectivism and non-market solutions' proving 'the strength of entrepreneurial values across lines of species, gender, and sexual orientation.'
    4. [Diplomacy] Vassalize to the Kronin Empire (KRO) - The sudden enduring withdrawal of the Emperor from public appearances and ominous quietness from Gelean central agencies leads to a run on the markets as panic grips investors throughout Nyx space. Still finding its feet in the wake of its ascendance and the death of fellow architect of ascendance Hud Galdo the new government of Lady Rust Fortuna is forced to take drastic action. Communiques dispatched to the reliable Celenian Republic had been met with the same eerie quietness received from the Geleans meaning all options were back on the table. The Rose League consensus which had dominated Axiom for the past decade was faltering and Nyx was never one for 'staying until the bitter end' of anything; better to cash out now and offer a new benefits package to extract longterm obligations of protection.
      The Kronin were natural imperial successors to the Geleans. As the liege to the Ndodans and the Sunbreams both the longstanding economic interests were satisfied with the Kronin record on Ndodan economic activity and the new ideological interests of the Church of Rust branches were appeased by the Kronin agreements with the Sunbreams.
      Spoiler
      Show

      • Send KRO 3 Units (Lopurnan Psychics, Battle Droids, Rothuun Mercenaries)

    5. [Economy] Buyout Reeds System (L20) Fairy Flowers TP1 (Galactic Currency) 11 - Having secured longterm access to a number of trading posts under Lyraen Dominion jurisdiction the Nyx seek to cash in on their prize staking a claim in the eery Reeds System. The Reed King is paid handsomely in various odds and ends to facilitate Nyxian stakes being acquired in the locally produced medicine called Fairy Flowers. Nyx had always held a special place for medical research, no doubt due to its ability to lengthen mortal lives allowing an even more enduring grasp on fortune and power. Pharmaceuticals and healthcare provision services were always profitable with everyone always getting sick all the time. It was an assured customer base on par or better than military contracts for weapons from a reliable force projecting power.
    6. [Economy] Buyout N24 Coy Trees TP1 (& TP2?) (Star Galleons, Galactic Currency, Lopurna) 11 - While many eager investors sought stakes in Axiom's Greatest Drive-In they find themselves foiled by rigorous local ordinances that required proof of investment in the major local industry of Coy Tree farming before one could invest in other sectors of the economy. Frustrated by refusals to accept arguments that merely being adjacent to the Nyxian economic machine was payment enough to the backwater system but unwilling to surrender dreams of Drive-In generated profits Nyx investors relent to local calls for investment planning to utilize influence gained from these investments to rewrite such protectionist and backwards laws to better suit the job creators in generating economic activity.


    Non-Actions
    1. Endorse Church of Rust Conversion of Nyx


    GLR Embassy
    • Accept 3 units (Bluenose Marchers, Killbot Gold Swarm, Compubane Security Group), the healthiest clone/Symbraum of Xavier Bonaparte (Mil10 General)


    RGH Embassy




    Spoiler: Ruler Information
    Show

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

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

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

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

    Spoiler: Mechanical Bookkeeping
    Show

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



    Military Units CAP: 5
    1. Grymlan Farseeker Gearheads
    2. Contrapsions
    3. Lopurnan Psychics
    4. Battle Droids
    5. Rothuun Mercenaries

    Generals
    • ‘The Kingpin’ Flaco Jr. (Mil 7)

    Fragments

    Last edited by Roarke; 2020-03-21 at 11:10 AM.

  27. - Top - End - #627
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Offer rewards for anyone who can prove that they have chosen to destroy a captured Same - While the Core Patrol is quite pleased with everyone's efforts to capture and contain Same Cores - something that the former Sisterhood of Silence was never able to do - they still are advising caution, and would rather see the Cores destroyed then studied further. (Request: Anyone who controls a captured and contained Same Core chooses to destroy it. Reward: +1 Reputation, +1 Favor. Expiration Date: Round 19)

    [Military] Raise 1 Unit of Patrolmen

    [Military] Raise 1 Unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Economy] Buyout W17 Sublight Tablets TP 1

    [Diplomacy] Inform VSL and FCO that there may be a inactive Relay near Oku (W17) Request aid from either VSL or FCO in locating a long thought to be lost Relay somewhere near Oku. (Reward: +1 Favor for locating it)

    [Economy] Buyout G9 Ruby Giants TP 1


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Philosophy] Attempt to convert Taurina I (Q19) to KISS

    [Intrigue] Investigate the Same, specifically to find out if their code can all be altered to follow the Source

    [Intrigue] - Secret


    An'Null's Eradicators

    All blow'd up. Surely nothing bad will happen now. An'Null was a myth. Right?
    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

  28. - Top - End - #628
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


    (Addition of Haven & Ibxholme to flag still pending)

    Custodian Marius Nox, 61
    32 IE
    Diplomacy:10
    Military:10
    Economy:10
    Philosophy:10
    Intrigue:4

    Talvox (I5), Eriador (H4), Triarii (J6), Laria (J4), Haven (K7), Ibxholme (I3)

    (Part of the miracle) New Dawn's location next round: Talvox, I5.

    Actions:
    1 (Phy) Convert J2 [17]

    2 (Phy)[10] Miracle! (Awaiting approval)

    The New Dawn has been the administrative centre of the Federation for years, fulfilling the role of a centre of governance in all but name. While Talvox has remained the nominal capital, Marius' vision for the Federation is of systems equal and united, none elevated above the others in pre-eminence. As such, in his last public appearance as Custodian, Marius delivers an address to the Federated worlds.

    "Citizens of the Federation. Welcome. It is with no small sorrow that I come before you today, for my time as the Custodian of our glorious union is nearly at an end. I will step down from my post come the end of this year, and pass the mantle of leadership on. It has been an honour to serve this Federation, and to serve you all, and I can envision no better future than our continued success and unity. Before I go, I have one final announcement to make. This ship, the New Dawn, is a symbol of everything we stand for. Of protection, safety, security, peace and hope. No longer shall any one system be deemed superior to any other within our borders; no, today this ship will become the heart of our home in name as well as practice. I propose to you all a toast: to the Federation, and our eternal Dawn."

    3 (Dip) Inquest K3 [18]

    4 (Dip) Inquest K5 [20]

    5 (Dip) Press claim on H2 on ideological grounds [22]

    6 (Dip) Inquest I1 [19]

    News & Rumours

    - Marius announces retirement! The Sector Commanders meet to discuss the next Custodian's appointment, and after 3 days of closed-door discussions, the honour & responsibility is laid upon the shoulders of Moridian, a devout adherent of the Radiant Dawn, and former captain of the Illustria Mission, a colonial & missionary fleet instrumental in the rapid conversion of the Federation to the Radiant Dawn's brand of CoR. A supernaturally calm Ikosq'kan creation, he makes several public appearances leading up to his assumption of office, laying out his vision of an ever-expanding harmony of worlds, united by common beliefs, and working for an ever-brighter future.

    Spoiler: Military Stuff
    Show

    Spoiler: Tactical Doctrine
    Show

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


    Spoiler: Active Named Units
    Show

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

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

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

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

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

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


    Spoiler: Inactive/Lost Units
    Show

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

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

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

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

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

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

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



    Spoiler: Technologies
    Show

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


    Spoiler: Trade Posts
    Show

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


    Spoiler: Leader Stuff
    Show

    New Leader!!!
    Custodian Moridian
    DIP: 4 +2 +2 = 8
    MIL: 2 +2 = 4
    ECO: 3 +2 = 5
    PHY: 3 +2 +1 = 6
    INT: 4 +1 = 5
    Last edited by Ausar; 2020-03-19 at 09:39 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  29. - Top - End - #629
    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, J26 and J28
    Queen Lin Sid of Minera, president of the Council
    Round 17


    Rolls: https://forums.giantitp.com/showsing...postcount=1258
    Actions:
    1. [Military]Recruit a unit
    2. [Military]Invade E31 (Xaldarian Expanse) with 4 units, Pyre (mil 8), Enhanced Microplating (Saline Alloy), Lyraen Elemental Implants (Youth Extractors), Energy Distribution (Androids) and MS Guerrilla Warfare. Total: 14
      Xavier Bonaparte was a great leader, but now he is dead and now some conspirators seem to be ruling the Empire! It is the DNF's duty to help the neighboring people against the tyrants that oppress them now! For the first time, an impressive array of the DNF's modern ships is tested in real battle, under the not-that-competent leadership of Pyre, who however makes up for leadership ability in destructive power, with the beams she can shoot from her hands being reportedly able to penetrate even Enhanced Microplating armor! Rumors abound that this is also a covert attempt to set up Pyre for failure against a superior force in order to degrade her - genetically modified people are still largely viewed as unnatural, and many fear them.
    3. [Philosophy]Convert I29 2d8 + 8 Realtaist CI applies Roll: 16
      More DNF territory = more Realtaists = more enlightenment = more happiness! It is a moral duty to expand the state, or so claims the conservative Realtaist Legate Hei Li.
    4. [Philosophy]Convert K23 (The Rayborn System, Lyrae Space) 2d8 + 8 Realtaist CI applies Roll: 20
      The Council thinks it most prudent to familiarize the DNF further with a friendly country, and sends delegations to various worlds in Lyrae space. They are well-received, especially in the Rayborn System, where the priests teach the Brithaldi to appreciate their differences according to the dualistic worldview in which both elements - both sides - are equal, and stop inflicting senseless violence on virtual characters. Real life is so much more important than UwU!
    5. [Economy]Buy out Little Green Men G29.1 2d6 + 9 econ + 1 Galactic Currency Mint Roll: 16
      The DNF army is becoming increasingly diversified as all manners of creatures are drafted into it. Accordingly, the focal point of the state slowly, peacefully shifts from the Djinye nation to the Realtaist identity, which can be enjoyed regardless of race.
    6. [Economy]Buy out Saline Alloy J26.2 2d6 + 9 econ + 1 Galactic Currency Mint Roll: 13
      This steel is as durable as a Realtaist's integrity, and more of it is being produced by the second! Soon, the DNF will be the most steel-rich nation in the world!



    Nonactions:

    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:
    • After a yearly survey of available resources, the DNF finds itself lacking in many areas compared to other nations. It has just enough fuel to power its current fleet, and no more unowned fuel reserves can be found in nearby space... is war with someone inevitable to preserve this nation?
    • The investigators searching for the Divine Sister seem to be going around in circles. Nobody saw the goddess - obviously. Who would notice a human-sized figure floating through deep space, especially if she... didn't want to be found, as some suggest? Half of the team is despondent, and one of them, Kylin, suggests that there is a goddess near DNF space. Maybe not the exact goddess they're looking for, but revered nonetheless. Maybe Lyrae could be convinced to play the part? In different times, he would have been crucified or at least fired and banished for such heresy, but morale is low, and everyone is thinking that any chance may be Realtaism's only chance to repair one of the pillars of its faith... while Realtaism is increasingly popular in space, its theology is made somewhat shaky by the absence of the avatar of one of the elements.
    • The rise of priestess Sakhi, the young UwU proselytizer who is notably behind the raid on Broadcasting Tech belonging to capitalist pigs, confirms hopes/fears that the DNF is increasingly less nationalist, as Sakhi manages to attract many followers from the capital world, even though she is an immigrant from Ciretak.



    Spoiler: Ruler
    Show

    Queen Lin Sid of Minera, president of the Council
    Diplomacy 7
    Military 8 +1
    Economy 9 +1
    Philosophy 8 +1
    Intrigue 5

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



    Spoiler: Bookkeeping
    Show

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

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

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




    Clarity of Vision - Bespéartha Assembly, reduces ZoI for Phy
    Mysterium (repaired) - Elabana Assembly, bonus to Saline Alloy buyouts & Econ action to temporarily change a resource into any other
    Embassy with CLS
    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; 2020-03-22 at 05:48 AM.

  30. - Top - End - #630
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: [Empire 5] IC Thread

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

    Actions:
    1. [Dip] Stabilize K19 (Auto-Success)
    2. [Dip] K21 (Auto-Success)
    3. [Mil] Contain the Same Core in cooperation with the Grymlans (3/5)
    4. [Mil] Contain the Same Core (4/5)
    5. [Mil] Contain the Same Core (5/5)
    6. [Int] Continue work on the Counter-Intelligence Agency (4/5)
    7. [Int] Finish work on the Counter-Intelligence Agency (5/5)




    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 6
    Philosophy 2
    Intrigue: 5=>6

    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

    Vassals
    OWO
    CLS

    Embassies:
    OWO

    the UNN



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

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


    Spoiler: Techs (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[/QUOTE]
    Last edited by Miltonian; 2020-03-21 at 10:23 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •