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  1. - Top - End - #661
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Offer rewards for anyone who investigates "Source Knight Eleven" and it's secrets - The Core Patrol is tasked with fighting the Same, not getting along with them. They are suspicious of this "Source Knight Eleven" and it's abject deviation from regular matters, and have even heard that it is keeping secrets from those that live under it's dictatorship. This cannot stand! However... the Core Patrol sees that "Eleven" is not actively destroying or consuming resources to make drones and copies of itself. Evidence is required, just in case this is the sign of a Same actually evolving beyond the original programming...
    (Request: Anyone who successfully investigates Source Knight Eleven's secret action(s) in the next two rounds; Reward: +1 Favor. Expiration Date: Start of Round 21)

    [Military] Raise 1 Unit of Patrolmen

    [Military] Raise 1 Unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Military] Raise a Unit

    [Economy] Attempt to purchase [Kill Bots] TP3 from C31

    [Diplomacy] Request Military Units from any Stellar Powers whom owe Favors to the Couriers - Though they often wish to accrue as many in their debt as possible, the Couriers headquarters security force was devastated by a recent Same Core explosion. Now is the time to call in those favors... SUN, WWE, and NYX are tasked with supplying security forces for the wide-spread Relay network.
    (Reward: +1 Favor for 2 units; Failure to provide 2 units before the start of Round 20 will result in a reputation loss.)


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Philosophy] Attempt to convert Taurina II (Q17) to KISS - The Rothuun seem receptive to the Source, and make for excellent troops among the Witchknights...

    [Intrigue] Investigate Eleven, to ensure that it truly wishes to be with the Source - Some within the Witchknights celebrate a Same that follows the Source. Others are suspicious...

    [Intrigue] - Secret
    Last edited by Gengy; 2020-03-30 at 10:07 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  2. - Top - End - #662
    Ogre in the Playground
     
    Lizardfolk

    Join Date
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    On the Internet

    Default Re: [Empire 5] IC Thread

    The Church of Iteus, whatever round it is
    Pontiff Provis (MIA)

    Actions
    1. [Philosophy] (P10) Faced with the uncertainty of the future, Altea has opted to overload the local Light Additive network, causing a rapid deterioration of the Itean system's star. Within a week, the star, and everything within a massive radius, is gone. Any remaining Star League or FCO ships have ample time to escape the blast radius, but the same cannot be said for the planet. (Itean System becomes an empty region. All ITS fragments go missing)


    News and Rumors
    • Maybe the Church has some remnants scattered throughout the galaxy, but for all intents and purposes any form of central authority has collapsed. The Pontiff remains missing, likely dead. Iteus is no more, and it will remain a mystery where the strange creature came from. No contact was ever made with Altea, but following the explosion for the first time in years ships passing through the region feel at peace.
    • As for the remaining fragments, perhaps some managed to be smuggled offworld before the cataclysm. Perhaps they've survived whatever fate befell the Itean System and drift aimlessly through the cold dark of space.
    Last edited by moossabi; 2020-03-31 at 09:58 PM.

  3. - Top - End - #663
    Dwarf in the Playground
     
    Moriko's Avatar

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    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


    Empress Aptinoma had fulfilled her prophecy and guided the MIer Formica Empire to the Same. It was at the time of this realisation a message was delivered to the galaxy that “The So Called ‘Powerful’ Cannot Remain In Power” and she knew that no queen rules forever. It was time to follow in the footsteps of Tapinoma and create a new Empress.

    A message was send out to the Djinye National Front to request aid with the ritual once more and Ambassador Tisha was dispatched. When the representative arrived into the borrow of Empress Aptinoma a new fertilised egg was nearly ready to hatch and under normal circumstances only the Empress herself would be present for the hatching. This time however Ambassador Tisha was invited to stay as their nation had been a close ally to the Mier Formica since the very beginning.

    While the new Empress emerges from her egg the ritual dice are prepared and the chanting begins. Behind closed doors Casaleia Mier is born and with the same colours as her mother is confirmed to be divine in the ritual performed. Where her mother had a eye birthmark on her forehead Casaleia has a sword and shield combined with the rituals outcome this implied that Casaleia was destined to protect something or someone, who this might be remains to be seen.

    Round 18 Actions:

    1. [Military] Invade H6 with 3 unit Aptinoma leading using warbeast tech and the Balancing tac doc (+14 to combat and +1 to tac dc roll from hunter lodge)

    2. [Military] Invade G7 with 3 unit and Marabunta leading using warbeast and improved generalship tech with the Balancing tac doc (+12 to combat and +1 to tac dc roll from hunter lodge)

    3. [Military] Raise a Unit

    4. [Military] Raise a Unit

    5. [Military] Raise a Unit

    6. [Military] Raise a Unit

    7. [Economy 5] Enhance Quality of Mining Drones in J10 to Good claiming the new TP for MFM

    Non Actions:
    • Send Capital Ship Hulls, Coup de Grace, Deployable Cloaking Mines, EC Lances, EGGRE, Extended Rations, Hrakuun Thugs, Improved Generalship, Phased Crystalline Emitter, Platinum Elite Battlefield Health Services to DNF via the embassy and receive Resident Spies



    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: 7
    Philosophy: 8
    Intrigue: 2

    New Leader Casaleia Mier:

    Diplomacy: 6 (3 from roll, + 2 from 8+ score on previous leader, +1 from vassals as an empire)
    Military: 9 (4 on roll, +2 from 8+ score on previous leader, + 3 from this rounds actions)
    Economy: 3 (1 on roll, +1 from 5+ score on previous leader)
    Philosophy: 3(1 on roll +2 from 8+ score on previous leader)
    Intrigue: 2 (1 on roll, +1 from Realtaism bonus)






    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

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


    Spoiler: Military (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 Yes N/A Warmachines and Live Weaponry


    Non Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met
    EGGRE +1 to tech theft N/A Grymlan Farseeker Corps N/A No N/A
    F.L.E.X. Security Defence actions against theft have a +1 N/A Space Knights OR Mounties N/A No N/A
    Galactic Currency Mint Buyouts get +1 N/A Any precious mineral + Any other resource N/A No N/A
    Government Supported Markets +2 to stabilize if controlling a TP in the region N/A Skilled Labor, Galactic Currency Mint N/A 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
    Economy 5 Upgrade Resource Quantity in M9 The resource is now grand and TP4 is claimed for the MFM
    Philosophy 5 Construct an assembly in D16 Counts as an LC and gives bonus to hiding fragments.

    Last edited by Moriko; 2020-04-04 at 06:00 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  4. - Top - End - #664
    Bugbear in the Playground
     
    BardGuy

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

    Region R14
    Commonwealth of Zara
    Vassal of the Droccen Imperium

    Leader: Governor Korima Iskanemchetna
    Round 18 (18 FC)


    Actions:

    1. [Economy] Buyout R18 TP1 for Crisper Pills: 18

    2. [Economy] Buyout Q15 TP1 for Ordivician Alloy: 13

    3. [Intrigue] Reform the Agencies (4/5)
    look, over there!

    4. [Intrigue] Reform the Agencies (5/5)
    *throws rock into the bushes*

    5. [Intrigue] Secret: 7

    Nonactions:
    1. Give Celestia permission to convert


    Spoiler: News and Rumors
    Show

    • .


    Spoiler: Ruler Information
    Show
    Current Stats
    Diplomacy: 3
    Military: 2
    Economy: 7
    Philosophy: 1
    Intrigue: 10

    New Ruler Next Round? no

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

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

    • Zara* SDS


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


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

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


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


    Caller Fragments:


    Embassies:
    • The Kron
    • Republic of Celes


    Philosophy bonuses:
    • None


    Organization bonuses:
    • 2 CMC favors


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

    Saved actions:
    Last edited by Minescratcher; 2020-04-04 at 12:58 PM.

  5. - Top - End - #665
    Pixie in the Playground
     
    Daemon

    Join Date
    Nov 2019

    Default Re: [Empire 5] IC Thread




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



    Round 18


    Dice Rolls:




    Actions:

    1. [MIL] Raise 1 unit
    2. [MIL] Raise 1 unit
    3. [DIP] Great Project: Recultivate Zebrun 4/5
    4. [ECO] Buyout J30:TP1 (Piercing Braznons) 9 FAIL
    5. [ECO] Buyout L30:TP1 (Liquid Crystal Blankets) 13 SUCCESS



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



    Embassy Actions:
    • None this round



    Spoiler: Embassies
    Show

    • Grymlan Combine




    Spoiler: News & Rumors
    Show

    • None this round




    Spoiler: Current Leader and Expected Stat Changes
    Show

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

    • Diplomacy 10
    • Military 2 (+1)
    • Economy 4 (+1)
    • Philosophy 4
    • Intrigue 8




    Spoiler: Bookkeeping
    Show

    • Permanent Cultural Identity: Seeds of Thay'kaya (dice increased to 2d8 for pressing claims)
    • Regions: K29, K31, J30
    • TPs Owned: V14:TP3 (Platinum Metals); K31:TP1 (Violet Mustard); J32:TP1 (Lobster Trees)
    • Military Units: 3 units Kolraeth Thornbearers (K29); 1 unit Grey Pilgrims (K31); 1 unit Psychic Vampires (J30)





  6. - Top - End - #666
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Etherites
    Turn 18
    Pieter "The Teacher" Strasskovich


    Actions:
    1. [Economy] Explore A11 - 16 - Success
      Expeditions sent to the galactic rim to continue pushing the boundaries of knowledge and exploration in the galaxy.
    2. [Economy] Explore A13 - 16 - Success
      Expeditions sent to the galactic rim to continue pushing the boundaries of knowledge and exploration in the galaxy.
    3. [Intrigue] Investigation - Search for the Caller AI known as Archive - 13
      After a mixed result in the search for Finder, the search now moves on to the location of the AI known as Archive. There is much that is needed to be dug into. As the research crews are sent out across the galaxy an open broadcast is made that the race is on to find and open communications with the rest of the Caller AI's and may the best seeker acquire the knowledge.
    4. [Intrigue] Secret
      ??
    5. [Philosophy] Convert E9 To Way of Tides - 12 - Success
      Work continues to expand the enlightenment of the galaxy and those nearby. With the Kitab Al-Alcir in mass production work is done to expand knowledge both within and without the Trade League.
    6. [Philosophy] Convert C7 to Way of Tides - 13 - Success
      Work continues to expand the enlightenment of the galaxy and those nearby. With the Kitab Al-Alcir in mass production work is done to expand knowledge both within and without the Trade League.



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


    Embassy Actions:
    RGH

    VSL




    Spoiler: News and Rumors
    Show

    • Send Congratulations via embassy to the Vilari to their elevation to the ranks of Empire with the hopes that they last longer than the others and not mysteriously disappear.
    • ]Library of Truth Revealed during the hand-over of power from Doge Strasskovich. The new doge has been ondly silent to the greater community about their priorities for the upcoming years.


    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):

    Diplomacy 6
    Military 2
    Economy 10
    Philosophy 7
    Intrigue 8

    New Ruler Next Round?
    Yes

    Name TBD write up in next rounds post
    Dip: 3=2+1
    Military: 1
    Economy: 5=1+2+1+1
    Philosophy: 3=1+1+1
    Intrigue: 7=4+2+1

    Library of Trade used


    Expected Stat Bonuses:
    +1 Econ +1 Int +1 Phi
    Trade Posts: 19

    Military Units: 5

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

    Great Project

    Name Effect Location
    L.I.S. (League Investigative Service) +1 to counter theft rolls D10
    Land Reclamation Effor t.b.d. B12
    Last edited by Electriccat; 2020-04-04 at 06:27 PM.


    Avatar by Gengy

  7. - Top - End - #667
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Default Re: [Empire 5] IC Thread

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

    Actions:
    1. [Eco] Buyout L18 TP1 (Great Success)
    2. [Eco] Buyout L18 TP2 (Success)
    3. [Eco] Buyout L24 TP1 (Success)
    4. [Eco] Buyout M25 TP1 (Success)
    5. [Eco] Buyout M23 TP1 (Failure)
    6. [Eco] Buyout M23 TP 2 (Success)
    7. [Eco 5] Increase the quantity of L22's Q-Tracers from Good to Great




    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 6 => 9
    Philosophy 2
    Intrigue: 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

    Embassy Actions: Send OwO two techs: Sublight Thrusters and Scout Chassis

    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

  8. - Top - End - #668
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Eighteen.

    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

  9. - Top - End - #669
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Round Nineteen... Loading...
    The below happens between Galactic Dates 217534.0.0.81 - 2175036.0.0.80
    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!
    • Having 12 regions without being a Great Power still means you must spend a Diplomacy 10 action to reach Great Power status before using another Diplomacy 10 action to reach Empire status.
    • As a general reminder, attacking multiple ‘undefended’ regions at once (from a former player) in a single turn may result in at least one of those regions suddenly having a defensive force. A slow conquest, over several turns, is acceptable. A massive push for many regions in a single turn will have a reaction from the GM Team. Continual pushes of 2 regions, round after round, may also result in a reaction of forces being developed in nearby regions...
    • Please remember to submit your regions for review. Unwritten regions make it difficult for other players to interact with your newly acquired regions; ideologies, histories, resources, etc are all important to seeing if the region is something interesting to others. Bonus: You make the Head GM do work son with every write-up you submit! No, he’s only slightly bitter, and not at all afraid of everyone who still has to submit stuff doing so this round, because he thinks you are all cowards who can’t step up. (Written with love)


    Growth!
    The Vilari Star League reaches new heights, in part thanks to the Droccen Empire formally joining the Star League Charter!
    (D10 used; the Vilari Star League becomes a Galactic Empire! VSL can now use a seventh action per round! DCC joins the Star League!)

    In a stunning round of diplomatic acts, the Ninturine Empire expands it’s borders through nonviolence, gaining many new regions coming under it’s gracious protection. It seems these are all the result of many years of planning and forethought from Emperor Durgadoresh and the Ninturine court. Though they won’t say so, this probably upsets the plans that the Veritus had for region T26...
    (NIN successfully presses a claim on O1, 1/1. NIN gains 1 unit.)
    (NIN successfully presses a claim on R2, 1/1. NIN gains 1 unit.)
    (NIN successfully presses a claim on T26, 1/1. NIN gains 1 unit.)
    (NIN successfully presses a claim on X22, 1/1. NIN gains 1 unit.)

    (FFS successfully presses a claim on J2, 1/1. FFS gains 1 unit.)

    (VTP successfully presses a claim on T30, 2/2. VTP gains 1 unit.)
    (VTP successfully presses a claim on S29, 1/2.)
    (VTP successfully presses a claim on U27, 1/2.)

    (CWZ definitely does not reform their agencies. You are not, in fact, distracted by investigating a rock making a noise in the bushes while CWZ spends a non-action during Round 19 to establish the bonus of the Reformed Agencies. That did not, actually, reform. Hey look! Clouds!)

    (OwO successfully presses a claim on P30, 1/1. OwO gains 1 unit.)

    (SYN successfully presses a claim on T14, 1/2.)
    (SYN successfully presses a claim on R16, 2/2. SYN gains 1 unit.)

    (DNF successfully presses a claim on I29, 1/2.)

    (DNM successfully presses a claim on R28, 1/2.)

    (TZH successfully presses a claim on D2, 1/2.)

    With their previous reputation, and their proven track record for eliminating the Same when needed, the Droccen Imperium is able to convince the Core Patrol Corps to allow them to keep the newly acquired Same Core v0.22.
    (DCC successfully convinces the CPC to allow them to contain Same Core v0.22. DCC now has until round 21 starts to provide containment on the new Same Core.)

    (NYX successfully increases their reputation with the WKA from 0 to 1.)

    (D5 used; NYX establishes an Embassy with KRO)

    (D5 used; KRO establishes an Embassy with WWE)

    (D5 used; FCO creates a new Cultural Identity, “Salvage Rites”. Increased Die Size on Thefts.)

    (E10 used; DNM creates a new Technology.
    Persona Uploader
    Effect:
    When changing rulers, roll a 1d5. Add +1 to the randomly generated stat, determined by that roll. (1 is Diplomacy, 2 is Military, 3 is Economy, 4 is Philosophy, 5 is Intrigue)
    Requires: Universal Translators (and it's associated resource(s)), AND Memory Transfer Droids)

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

    Trade!
    (VTP successfully buys out U29, TP2 [Warpmetal])

    (OwO successfully buys out P30, TP1 [Oricalcum])

    (DNM successfully buys out O25, TP1 [Glinting Jerrnolite])

    (TZH successfully buys out F6, TP1 & TP2 [Vault-Tek])

    Though there are some protests from some CWZ merchants, the Knights Vacio are the more elegant merchant team and successfully purchase the Ordivician Alloy from the Corrupted Iteus followers in Q15.
    (KNV successfully buys out Q15 TP1 [Ordivician Alloy])

    The Ninturines are successful at purchasing the Slime Monsters they wanted, and even made a friend with one of the breeders, a Motherhen Tie-oh-no. Mother Tie is a Keeper of Beasts, and is reasonably certain she can improve the Slime Monsters if only given the chance. The local government, however, is mildly terrified of Mother Tie’s abilities and worries that the Slime Monsters might get out of control, going on a rampage and grabbing people everywhere, if advanced further...
    (NIN successfully buys out O1, TP1 [Slime Monsters]; {CHOICE} NIN may spend an [Economy] Action to reduce the number of Trade Posts in O1 from Great to Good, and give permission to Motherhen Tie-oh-no to try and evolve the Slime Monsters -- but the region enters Unrest -- (OR) NIN may spend a [Diplomacy] Action to placate both the local government and Mother Tie, gaining control of O1 TP2 in the process)

    (NYX successfully buys out N20, TP1 & TP2 [Snaze])

    (CWZ successfully buys out R28, TP1 [Crisper Pills])

    (TFT successfully buys out L30, TP1 [Liquid Crystal Blankets])

    (LTE successfully buys out L18, TP1 & TP2 [The Crystalline Worlds])
    (LTE successfully buys out L24, TP1 [Jax Pills])
    (LTE successfully buys out M23, TP2 [Glazed Diamonds])

    There is much arguing in the Lyraen Technocratic Empire over the Dilithium purchases. Though Lyraen merchants want to remain loyal to the Empire, and are offering a fair price, it is not higher than what the Guild merchants offer. The Lyraens cannot get the authority to spend more at this time, so the Guild-Empire of Nyx is able to outbid them.
    (NYX successfully buys out M25, TP1 [Dilithium])

    (E5 attempted to be used; NIN tries to increase the number of Trade Posts in W23 above Great, but is unsuccessful. W23 already has the maximum number of Trade Posts. NIN may either use their E5 again this Leader on a different target region, or they may use a non-action during Round 19 to acquire the open W23 TP#3 without rolling; though this expends the E5.)

    (CmC successfully buys out C31, TP3 [Kill Bots])

    (E5 used; MFM increases the number of Trade Posts in J10 from Minor to Good, and claims TP2 for MFM)

    (E5 used; LTE increases the number of Trade Posts in L22 from Good to Great, and claims TP3 for LTE)

    Ideology!
    (P5 used; SYN successfully spreads knowledge to Q19 and Q17, converting them to Iteusism.)

    (P5 used; NYX establishes a Church of Rust Assembly in M21, named “Algorithm”)

    (DNF successfully converts D30 to Realtaism)
    (DNF successfully converts I31 to Realtaism)

    (KRO successfully converts H14 to KISS)

    (NYX successfully converts N20 to Church of Rust)

    (ETL successfully converts E9 to Way of Tides)
    (ETL successfully converts C7 to Way of Tides)

    (P10 used; Scientific Breakthrough (Miracle) - Conflux Dimensional Tunneling - TZH is now fully capable of communicating via Empathetic Chi, and TZH IP ZoI modified such that Assemblies grant a 'vassal style' ZoI influence for PHI actions - IE granting one ring of 'Adjacent (-0)' and one ring of 'Close (-1)' PHI influence centered on any Assembly to One ideology. This functions only for TZH and not all adherents of One ideology.)

    (VSL sets the Way of Tide LC10 Bonus to Increased Die Size on Investigations)

    (FCO sets the Church of Rust LC10 Bonus to Increased Die Size on Investigations)

    (WWE sets the KISS LC20 Bonus to “Gain an Arcana resource if you follow KISS and have one or more LCs for KISS in regions you control”.)

    (P5 used; KRO establishes a KISS Assembly in F14)

    (P5 used; FCO establishes a Church of Rust Assembly in U17)

    (FCO sets the Church of Rust LC20 Bonus to "+1 to Thefts/Raids, +1 to Defend against Thefts/Raids in a region with a CoR Assembly".)

    Terror!
    The Iteus solar system, in the wake of whatever Altea does to it, is quite strange. First, and foremost, the entire star goes absolutely dark. Heat still emanates from it, but light is nonexistent. Nothing is detectable on any visible spectrum, and everyone who stays within the not light continues to feel unnerved. Spooked. Like the whole system is somehow… haunted. Of course, it doesn’t help that the entire planet of Iteus disappeared for exactly one Galactic Week. Everyone who was still on the planet at the time is just… gone. Scientists are stumped by the phenomenon, and do not have any way to explain it. Reaching out to the Caller AI Conveyance only results with a response from Efficiency Ground stating that the AI received the message, and apparently has not stopped playing looping sounds of laughter; Wrath himself does admit that the monitoring equipment on the Caller AI did not pick up any expenditure of energy or power during the time of the disappearance, so he will continue to try and get Conveyance to actually respond to the inquiry. A week later, he comes through, but apologizes that the Caller AI finally calmed down enough to admit it wasn’t the cause and the overall response was that it found the whole thing inexplicable but “Neat.”
    (ITS disappears! Their region becomes an Empty Sector! FCO has a claim on the region, and may start building a station! The region is in Unrest, as no one wants to be there anymore; it feels spooky and disturbing! The fragments, Strict Obedience and the Library of Truth, both go missing, but may be able to be found with a Great Success Investigation or an I5. If two Stellar Powers target the same Fragment with an I5 in the same round it will result in an Intrigue roll-off.)

    No massive message goes out to the entire galaxy this time. Still, there are rumors that the leaders of NIN, LTE, TZH, and DNM all receive an ominous message warning them, once again, to step down and let new powers take control… “The So Called ‘Powerful’ Cannot Remain in Power.”
    (An unusual message arrives to some Stellar Powers, from an as of yet unknown source. Data from the message indicates that those who have a Leader with more than one 10 in their stats have till the end of round 19 to change Leaders… Or stop whomever sent the message. It’s also not clear if this is a one time thing, or if there will be random checks… Be so warned!)
    GM Note: Players who have only recently reached (2) or more 10s in stats are, for the moment, ‘safe’, for a given value of ‘safe’.

    Though it comes with quite a bit of upset Guild-merchants, the Lyraen region of M23 finds it’s Glazed Diamonds purchased by a quiet investor that does not, at this time, wish to have their name known...
    (NYX loses M23 TP1 [Glazed Diamonds] to an unknown buyer...)

    A breach in security occurs in the Umbral Ordensstaat! It seems someone is trying to answer the Core Patrol’s call to prove that Eleven is suspicious, but the defenses of the sole Same Source Knight rebuff the attempt and whatever sneak thieves tried to get in appear to have not gotten any information as they all left before their identities could be determined...
    (UOS detects someone snooping around Source Knight Eleven’s secrets, but is unable to determine who...)

    The Sunbream Confederacy suffers an internal conflict, and now all the regions seem to have separated! Their capital region maintains majority control of their forces, gaining (2) Sunbream Defenders, while M27 and L28 each gain (1) unit of Dissenting Defenders! K27 feels safe with the CmC Relay in their region, and has no need for military units at this time. These regions may be claimed or conquered.
    (SUN is no longer a Stellar Power...)

    Rumors…

    ETL seems to be passing along technological advancements to curry favor with someone…

    TZH is trying very hard to be sneaky about making polite overtures to establish a claim in a region to the south…

    Certain members of certain diplomatic ambassadorial endeavors - who are certainly not spies - note that KRO’s military is more superior than what’s officially on the books…

    The rumor is that SYN is doing some mysterious research, and they seem to be getting help from outside their Stellar borders...

    ---------

    The following regions go into Rebellion due to a lack of interest from their leading governments… Write ups provided during the course of Round 19 will reduce Rebellion to Unstable.

    All across Axiom civilians rise up in arms against their stagnant, irresponsible governments! They demand the right to self-determination on a local level, pointing to the Caller Coordinate System as evidence that even Callers themselves divided the galaxy into these sensible and natural regions. This might or might not have a connection to the Mysterious Message heard issuing a warning to would-be eternal rulers some years earlier...
    UOS N12 - 2 rebel units
    KNV O13 - 2 rebel units
    WWE M17 - 2 rebel units


    The following regions go Unstable due to continued lack of interest from their sovereign governments… (OOC: Write-ups still requested…Write ups provided during the course of Round 19 will reduce Unstable to Unrest)
    TFT K31

    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 19 will eliminate Unrest)

    VSL V12
    VSL Y15
    VSL Z14


    The following regions are no longer Unstable, but are still in Unrest after so long without support from their sovereign governments... (a Write-Up was approved after entering Unstable)
    FFS H4

    The following regions are no longer in Unrest... (a Write-Up was approved after entering Unrest)
    DNF G29

    The following regions have until the start of Round 20 to have write-ups, or they will enter Unrest…
    • KRO – J14
    • WWE – L12
    • DCC – J18
    • NYX – N22
    • KNV – M11
    • FFS - I3
    • DNM - S25
    • TFT - J30
    • LTE – K19
    • KRO – D16
    • KRO – E17
    • FFS – H2
    • TZH – D4
    • NYX – N24
    • SYN – S15
    • WWE – P20
    • WWE – Q21
    • DCC – K17


    War!
    (FFS establishes “Grand Admiral Marius” as a Mil 9 General.)

    (M10 used; WWE creates a Technology.
    Source Swords [Personnel Armament]
    Requires:
    Energy Conversion Weapons, ECL Lances, their associated Resources, AND Skilled Beings
    Effect: +1 Battle, +1 Enemy Combat Losses on Victory, -2 to Enemy Leader Loss Roll.)

    (DNF conquers E29. E29 is in Unrest.)
    (DNF conquers D32. D32 is in Unrest.)
    (Regions nearby notice... but do nothing for now...)


    (KRO conquers F12. F12 is in Unrest.)
    (KRO conquers G11. G11 is in Unrest.)
    (Regions nearby notice... but do nothing for now...)


    (MFM conquers H6. H6 is in Unrest.)
    (MFM conquers G7. G7 is in Unrest.)
    (Regions nearby notice... but do nothing for now...)


    The Dragon Lord has stood long against the influence of the outside, even repelling the Kronin once before. This time, however, the Kronin have not underestimated their enemy nor sent an inexperienced commander to take the sector. Their attack strikes with the speed and power of lightning, and the children of Kroznar wipe out half of their enemy's strength in the first day. By the end of the second, the Dragon Lord has been cornered, and though he makes one valiant last stand, he is ultimately slain with minimal casualties. As good an end as one who opposes the Kronin could hope for.
    (KRO successfully invades C15! C15 is in Unrest!)
    Spoiler
    Show
    KRO victory! OVERWHELM! KRO loses no units to Combat. LCL forces are destroyed or disbanded. The Dragon Lord is slain!


    The Droccen Imperium and the Core Patrol's assault against the Same Core V0.18 initially goes well. Their capital ships' hulls are able to hold against the Same, but this strength and immovable defense does not last forever. At the climax of the battle, the Same ships begin exploding, taking their enemies' crafts with them. In a desperate gamble to save as much of his fleet as possible General Sukero makes the decision to personally attack the enemy's command ship, taking his personal guard with him. After about two hours, the Same ships all deactivated as one.

    His guards are eventually found dead. Sukero himself has died separated from her guard but remains standing, with a serene smile on his face. It's unclear how he was able to contain the Same explosion, but the sacrifice is certain.
    (DCC successfully invades Same V0.18 controlled J16! J16 is in Unrest!)
    Spoiler
    Show
    DCC loses 1 unit to size
    DCC loses 1 unit to Combat (2 - 1 from Capital Ship Hulls)
    General Sukero personally contains the Same Explosion somehow, but loses his life in doing so...



    Discovery!
    Records indicate that Arbiter was last seen somewhere in the Galactic Northeast; however, with two Revolutions (and whatever else Conveyance may have done between now and then) it’s tough to say if that’s the best place to start. Grymlan investigators do their best, though. They come across a solar system in the Erebus Nebula (X4) that the former Republic of Celes didn’t utilize; it seems wholly absent of life, and the only thing of note is a rather large asteroid belt. The Grymlans, being experts at explosions, are able to piece together that this asteroid belt was once multiple planets and something caused them to no longer be planets. To quote the chief engineer of the investigators, “Big-huge very-big blast-boom.”
    (OwO investigates the whereabouts of the Caller AI, Arbiter, and suspects that they have found where it was at one time. Region X4, the Erebus Nebula. However, with entire regions having been moved during the Revolution, the Grymlans may have just gotten lucky...)

    Etherite investigators, heady after their success at locating what is probably Finder - even if many point out that they actually didn’t locate it, they just made it locate the Eterites - are once again looking for a Caller AI. Broadcasting to all that they are seeking Archive, they scour the Caller Database for what limited information they can, in order to find their target. Instead they find… nothing. Well, not nothing nothing. More like evidence of something once being there, and now not. Blanks in information. Blocked access. And no indication of a last known location. It’s like the very resource they have been using to help locate the other Caller AI is now fighting them.
    (ETL investigates the whereabouts of the Caller AI, Archive, and finds themselves stymied; not unsuccessful, but blocked at every turn before they can even begin. Something is preventing them from finding more.)

    (WKA investigates Source Knight Eleven, and finds out that yes, in fact, the SAME AI does - in fact - wish to be one with the Source, and it seems does not have an ulterior motive beyond that.)

    Kronin explorers have reached the once prominent Kryptid Space to see the results of the civil war. Unfortunately planet Kotat appears to be covered by a thick envelope of sulfurous and ashen clouds. This appears to have plunged the planet into an incredibly sudden deep ice age eliminating roughly 70% of the planet's biomass, since the last contact points. The Kryptids are by all measures an endangered species scattered among the stars.
    (KRO explores C17 and finds the remains of the Kryptids and their Great resource of [Hasson 3], barely protected by a group of [1x] In-Fighting Fighters. The LC follows the Way of Tides.)

    In their travels Duenem explorers have come across a string of asteroids seemingly bound together by a titanic root system. The inhabitants of the world root have set up a plethora of broadcasting stations in an attempt to serve as a nexus of galactic travellers.
    (DNM explores Q23 and finds an OPEN LC, a Good amount of [Broadcasting Rigs], and 2 units of Root Baers.)

    Duenem explorers have come across the mad planet of Ivor the mad technomage. Among his greatest inventions are the minimicrochip, a microchip so small it only consists of individual atoms. These minimicrochips are used to provide computing power to the giant robots that comb the planet's surface, scanning for disentors to the mages iron rule.
    (DNM explores P28 and finds a Miracle Machine Reverence LC, a Good amount of [Minimicrochips], and 3 units of Giant PROTECTbots.)

    Gyrmlan explorers blast off into the void at legally unsafe speeds only to carren into an unknown system. At the galaxy's edge the system is home to several rocky planetoids filled with listening stations created by a long lost civilization. The listening stations have since been infested with wizards from across Axiom. Far from civilization, the wizard have begun to create ritual catalysts that enhance the speed of their spellcating.
    (OwO explores N34 and finds 1 unit of Wizard Ritualists, an OPEN LC, and Minor [Ritual Catalysts.])

    In their epic travels Etherite explorers come across a community of monks at the galaxy's edge. Stationed on an icy wasteland the monks live an aesthetic lifestyle as they search for signals that originate from outside the galaxy.
    (ETL explores A11, and finds an OPEN LC, and a Good amount of [Observers of Beyond])

    Etherite scientists and explorers come across a space station orbiting a neutron star. The space station harvests the radiation emitted by the star in order to power a computer known as Oracle. Oracle is an ancient computer that is specialized in creating other more specialized computer systems. Unfortunately Oracle seems very protective of its progeny, letting few of them ever leave the system.
    (ETL explores A13 and finds an LC of Oracle Worshipers, 3 units of Oracle Keepers, and a Good [Specialized Computing].)

    After many months Droccen explorers locate what was once known as the monastery star. A giant blue star surrounded only by the now abandoned monastery. Despite the location being abandoned by the Core Patrol in recent times, it's still protected by a vast array of disruption antena orbiting the system's edge, preventing the SAME from getting too close. Aside from only 50 Grey SPACE HOBOs the gigantic monstarries sole inhabitants are Quiet Qualings, silent quails that with brilliantly iridescent indigo that have largely taken over the monastery in the SOS’s absence.
    (DCC explores K15 and finds an Open LC, a Great amount of [Quiet Qualings], and 4 units of v0.17.)
    Last edited by Gengy; 2020-04-08 at 09:51 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  10. - Top - End - #670
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    Spoiler: Updated Maps
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    Round Nineteen: Begin!
    Galactic Dates 2175036.0.0.81 - 217538.0.0.80
    Spoiler
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    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

  11. - Top - End - #671
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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 19

    News and Rumours
    • With the repeat of the message demanding the Emperor step down, the considerations of the previous years reach fever pitch. Eventually the debate is ended when the Emperor is found dead in his quarters. All the signs point to suicide, the note reading only "NEVER AGAIN".
    • An election is hastily convened. Extensive lobbying by the President of Arursha means that Odilon Eke is considered an unusually strong candidate, winning more support than usual from Zayin and the colonies.
    • The support of Mika Ren for the Ninurtine candidate, Renahimith, son of Cherahiteth II and considered Durgadoresh's heir presumptive, is successful in winning widespread support across the Empire. In the election, Nanasu, Bechu and Nisu quickly throw their weigh behind him too, in a display of what some consider tactical voting to block the Arurshans. While controversial, it is effective, and Renahimith is duly elected in only the second round of voting.
    • To the surprise of some, the first Imperial Ideological Assembly is not established in the Maturin Sector, nor Ceylan, nor on Phi Station, but on Roan in Norduin. The heavily ritualistic nature of the population attracted them to the idea of establishing a formal assembly for the development and formalising of Imperial philosophy. It has also been suggested that the establishment there of an Assembly may help to revive wider interest in the world, where society had previously been considered somewhat stagnant, even moribund.


    Actions
    [Philosophy 5] Create an Assembly in Norduin (U21)
    [Philosophy] Convert P8 to Imperialism: 16.5 - success (-1 for ZoI penalty, halved for Peaceful Outreach, missed when rolling)
    [Diplomacy] Inquest V26: 17 - success
    [Diplomacy] Inquest W25: 16 - success
    [Diplomacy] Inquest X24: 18 - great success!
    [Military] Occupy O5 with 1 unit
    [Military] Occupy P6 with 1 unit

    Non-Actions

    Take control of TP3 in W23 (permitted retcon from previous round)
    Support any buyouts of non-Imperial-owned TPs by the Republic of Celes or Droccen
    Resist buyouts of trading posts owned by NIN, CEL or DCC.
    Accept any technologies offered.
    Resist all conversion actions.

    Spoiler: Ruler Stats
    Show

    Emperor Durgadoresh

    Diplomacy: 10
    Military: 8
    Economy: 8
    Philosophy: 10
    Intrigue: 8
    Next round: +1 D, +1 M, +1 P

    New ruler next round.

    Expected next round stats:
    Emperor Renahimith II

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


    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

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

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

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

    Generals:
    • Lord Admiral Anguradeshib (M9)

    Caller Fragments:
    • Peaceful Outreach

    Units: 16
    Last edited by Aedilred; 2020-04-18 at 02:16 PM.
    GITP Blood Bowl Manager Cup
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    (by Strawberries)
    (by Rain Dragon)

  12. - Top - End - #672
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    Default Re: [Empire 5] IC Thread

    The Duenem

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



    Round 18
    Actions:
    1. [1] [Diplomacy10] Diplomatic Unity: Galactic Empire
      For a long time now, the Duenem have overseen many worlds of a hundred cultures, with organics, synthetics and others. In a display of Unity, the Duenem decide that, with their consolidated position, they can best suit continuing the legacy of Niua by overseeing other races in the galaxy, and thus ensuring they too can grow to fruition and maturity. For now, they agree to separate this from what the Callers have done so far, if only due to the vast amount still unknown about their machinations.

      [2][Military] Raise a Unit
      With their now larger mission, a larger defence force is needed, therefore a new force is created, however this force recruits from the more organic races under the Duenem, to serve in purely technical and logistical ways.

      [3] [Economy] Buyout Q23 TP1 14
      Seeing the sudden appearance of a good supply of broadcasting equipment just next door, the Duenem quickly move to secure it to jumpstart their counterespionage tasks.

      [4] [Military] Send 5 units to help WWE in N18 Techs available: Microplating, Capital Ship hulls, Elemental Implants, deployable cloaking mines, exo-eclipse armour, scout chassis, energy conversion weaponry.



      [5] [Economy] Buyout Q23 TP2 19



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

      Lighter Lighter continues her campaign to bring the people under Duenem oversight. Her grand success in this, despite her unconventional methods have made her a favourite to become the next Taskmaster, especially as she is now the master of the soul cards, and technically the Queen of R28.




    Non Actions:



    Support all Veritus Claims


    Spoiler: News and Rumours
    Show


    • Although the warning from space was provocative, is just so happened that Conditoner Mint was beginning to wind down his time as Taskmaster anyway, therefore, they are able to go through with an election, in compliance. Lighter Lighter, riding her recent successes, as well as track record, is the popular choice to succeed.








    Spoiler: Owned TPs
    Show

    Will update this when I have time! Poke me!
    V20 R14 TP1-Mechanical Drones
    V18 Tp1- Masterwork Jewelry
    W23 TP1- Subspace Camels
    S19 TP1-4D Titaniun
    U19 TP1-Casinos
    S21 TP3-Genetic Engineers
    V16 TP1-Memory Transfer Droids
    W23 TP2-Subspace Camels
    S13 Tp1-Opium
    S13 TP2-Opium
    Q13 Tp2-Diluted Dark Energy
    U17 TP2-Otherworldly Particles
    Q15 TP1- Mirror Steel
    S25 tp2- Mutants
    S25 TP1. Mutants
    O27 TP1 Concentrated Starlight
    R28 TP1 Soul Cards
    R28 TP2 Soul Cards
    O25 TP1Glinting Jerrnolite


    Spoiler: Ruler Information
    Show


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

    New Ruler Next Round?
    YES
    Expected Stat Bonuses
    +1 eco, mil, dip

    Overlord of VTT
    General:
    Jet Stability, 7

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

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

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    Persona Uploader
    12 Units Raised/15 (5+9 regions+1 Vassal)
    Last edited by Tentreto; 2020-04-19 at 05:56 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  13. - Top - End - #673
    Troll in the Playground
     
    bc56's Avatar

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

    The Syndrome Protectorates

    Region R16: ???
    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S15: ???
    Region S17: ???
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur

    Overlady Violet-Pale-Feet

    Actions Rolls

    [Diplomacy] Finalize claim on T14
    The citizens of region T14 are brought into the Syndrome fold.

    [Diplomacy] Press religious claim on Q17 (GREAT SUCCESS-19)
    After their missionaries head into Taurina II, the Syndrome follow, seeking to reclaim the regions of their former ally.

    [Intrigue] Surveil Q19 (SUCCESS-16)
    Syndrome reconnaissance vessels move into the former Rothuun capital, hoping to discover what befell their allies.

    [Diplomacy] Raise reputation with WKA to 3 (SUCCESS-18)
    More outreach to the Witch-Knights is made, with the hope that they can be convinced to stop converting Iteusist regions.

    [Philosophy] Research the Storm Cube [4/5]
    The research on the Storm Cube is nearly complete.

    [Philosophy] Research the Storm Cube [5/5]
    Finally, the Syndrome are able to extract the secrets of the Storm Cube's function, and hopefully disable it safely in the process.

    Nonactions

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

    Celestia Enterprises Embassy:


    Rothuun Galactic Holdings Embassy:




    Spoiler: National Info
    Show

    Spoiler: Units 8/13
    Show

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

    Generals
    Mech-Admiral Arxur: 8

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

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

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

    CIs:
    The Maiden's Code (secret actions)

    Generals:
    Mech-Admiral Arxur (8)

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

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

    Spoiler: Ruler Info
    Show
    Overlady Violet-Pale-Feet
    Diplomacy: 10
    Military: 7
    Economy: 3
    Philosophy: 7
    Intrigue: 9
    Last edited by bc56; 2020-04-16 at 10:06 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

  14. - Top - End - #674
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
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    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 19

    Regions: T28, T30

    Spoiler: Ruler Information
    Show
    Current Stats

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

    * Dip Mil Eco Phil Int
    Rolls (position subject to change) 4+1 3 4+1 2 4
    Round 14 +1 +2 Eco Phil +3
    Round 15 Dip Mil +1 Phil +1
    Round 16 Dip Mil +2 Phil Int
    Round 17 +1 Mil +1 Phil Int
    Round 18 +2 Mil Eco Phil Int
    Total 9 5 9 2 8


    Actions

    ---

    Rolls: https://forums.giantitp.com/showsing...postcount=1301

    [Diplomacy - Press Claim (Trade League Tech) - S29 - 2/2]

    [Diplomacy - Press Claim (Trade League Tech) - U27 - 2/2]

    [Diplomacy - Press Claim (Trade League Tech) - U29 - 1/2 Duenem Support! (+2) - Roll (20) - GREAT SUCCESS!]

    [Diplomacy - Attend Event]
    -Accept all technologies from NDA
    -Accept all technologies from DNF
    -Give Universal Translators to DNF

    [Economy - Buyout S27 - TP1 - Liege Score (10) - Roll (23) - GREAT SUCCESS!]

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -The Shrumpkin are some of the friendliest creatures the Veritus have ever come across. Always cheerful and with a bright smile, they're ready and willing to lend their technical expertise and allsix of their prowess to their Veritus nufriends. Their specialized drives are marvels of technology. Naturally the Veritus are terrified, certain that their friendliness is a ploy to lure them into a false sense of security.

    Fortunately for their ships, the Shrumpkin seem to have no inkling of personal space, and so have repaired and upgraded every ship they've come across without asking. Incredibly, this has led to a number of Veritus ships once thought to be scrap heaps turning into some of the fastest ships in the entire Veritus-Timens Protectorate.

    -The economy of S27 is too weak and divided to sustain the monetary flow needed for a trade league. Invasion is briefly suggested by some of the clerics of Greg, but the overwhelming consensus from the Veritus and the Shrumpkin is that invasion is not an option; the Shrumpkin have no desire to antagonize other species, and the Veritus are terrified that they will be destroyed if they should ever initiate hostilities. Instead, it is decided to send extra funds and technology to S27 to aid the Chromatic Orbs in establishing a stronger power base. The Clerk Clerics are somewhat annoyed at the massive loss this will cause, but with the encroaching Ninurtine Imperium on the Protectorate's doorstep, the action is agreed upon.

    -The Veritus subtly poke and prod their alien guests for information on the Droccen Imperium and the Ninurtine Empire. The latter is too close on the borders of the Protectorate to ignore, and the former was apparently involved in some sort of treaty with them.

    Spoiler: Saved Actions Workshop
    Show


    [Economy 5 - Improve Resource - S27 [Meat Orbs] - Minor to Good]
    [Economy - Buyout T32 - TP1]
    [Economy - Buyout T32 - TP2]



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

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



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

    Name Effect Resource Req Slot
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    Heat Engines +1 to battle rolls Fuel Engines
    Universal Translator +1 to buyouts Skilled Beings N/A
    Galactic Currency Mint +1 to buyouts Precious Metal + any other resource N/A
    Deployable Cloaking Mines +2 to TactM rolls Arcana Stealth, Sabotage, Traps
    Trade League Gain a claim on an adjacent region you have 2 or more TPs in Electronics Slot
    Last edited by HalfTangible; 2020-04-13 at 08:49 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

  15. - Top - End - #675
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
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    West Siiiiide!
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    Default Re: [Empire 5] IC Thread


    Galactic Droccen Imperium
    Capital Region G19
    Colonial Regions F18, H18, G21, G17, H20, F20, H22, I21, I17, I19, J18, K17, J16
    Vassals
    CWZ

    Empress Mika Ren
    Diplomacy 10
    Military 6
    Economy 4
    Philosophy 3
    Intrigue 5

    Round 19 Actions
    1.[Diplomacy 10]Declare Galactic Empire!
    2.[Diplomacy]Accept pledge of vassalage from WWE.
    3.[Diplomacy]Accept pledge of vassalage from KNV.
    4.[Economy]Accept Tp's and Regions from NAH via Limited Transporters tech powered with Bilithium.
    5.[Military]Attack the SAME in K15 with General Debra Holt (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]Send 5 units to defend Hearth by way of Wrath.

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


    Non-actions
    • Resist unauthorized conversions with Tezh phi score (10) and Requires Verification CI (Increased Die to resist conversions) Assembly in the Capital.
    • Destroy SAME Core v.022 safely.
    • Support Renahimith for Ninurtine Emperor.
    • Support Conversions by TZH and WWE
    • Support all buyouts and claims by the NDA.
    • Support all buyouts and claims by the CWZ.


    News and Rumors
    • To Come

    Stat Increases
    +1 Military
    Last edited by PepperP.; 2020-04-17 at 05:39 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

  16. - Top - End - #676
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Grymlan Combine

    Vassal to the Lyraen Technocratic Empire
    Round 19
    Regions: M31, N30, N32, O31, P30
    High Coordinator Flash Starshine

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

    Actions
    • [Diplomacy] (Diplomacy 10) Become Galactic Power - As the combine has grown in size, the leadership is faced with having to address the needs of a much more diverse populace than they did forty cycles ago. Flash has spent years organizing and restructuring the Combine's leadership. Instead of a direct vote by the leaders of the Grymlan Corporations and Alien Factions, the succession of leadership will be determined by the current leader with the Corporations and Factions retaining the option to veto, both at the time the successor is to be established, and a later no-confidence veto should such a need arise. This would result in the High Coordinator having their successor working under them with the current projects of the Combine rather than the new leader having to play catch up as they arrive in office. The move grants the High Coordinator more power over the Combine's actions, while retaining the cutthroat political game that the Grymlans have come to love and play.

      In a grand announcement. Flash Starshine announced the new Combine as the Combine Interstellar League, with his daughter Luna Starshine as next in line to take over its reigns.
    • [Diplomacy] Attend Event
      Spoiler: Event Subaction
      Show

      • Accept Technology from Ndoda
      • Trade Scout Chassis to DNF for Coup de Grace.
      • Give 2 Units to CmC (Flashybang and Ori Sentinels) + favor to pay off debt.

    • [Economy] (Economy 5) - Adapt Scout Chassis Tech to use Oricalcum. - By replacing the mirror steel with Oricalcum, the Scout Chassis' speed and maneuverability is enhanced while maintaining its structural integrity, resulting in an alternate design that overcomes its increased sensor size through sheer blazing speed.
    • [Intrigue] Secret [12]
    • [Intrigue] Examine Same code to see if it is possible to adjust their precepts 2d6+7. [16] - With the SAME everything is about them. OwO philosophers and scientists feel this has stemmed from eons of unchallenged views and locked in programming. Before any attempt to try and redeem the SAME OwO techies must first make sure that the SAME are capable of change, or at least introspection.


    Non-Actions


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show


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


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

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

        Incoming Immigration only
        DPN




    News and Rumors
    • Elric Warran is a Lopurna empath and leader of one of the commercial groups that deals with extra-national trade. With the addition of the Combine to the proto-LTE, he was lobbying for stronger borders from which trade could be secured. He encouraged the growth of the military to not only secure them, but also act as a deterrent to those who might be inclined to meddle in LTE affairs, such as the SJWs in Warden space. Meanwhile he also emphasized that the LTE should look inwards to build up its infrastructure. That merely having the knowledge of doing something doesn't equate to the capacity to do it. With the announcement of the upcoming election, he has begun campaigning in an effort to put his name on the ballot.
    • 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
    Urdak P30 OwO Open XXX Oricalcum Open XXX

    • Owned TPs: 4
    • Diluted Dark Energy (Q13, 3)
    • Grymlan Farseeker Corps (N30, 1)
    • Oricalcum (P30, 1)
    • Voidsone (K3, 3)



    Spoiler: Tech, Identity and Projects
    Show

    Technologies
    • General
      (9)Essential Grymlan’s Guide to Reverse Engineering [Grymlan Farseeker Corps] - +1 to Tech Theft
      (8)F.L.E.X. Security [Space Knights] - +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>
      (18)Sublight Thrusters [Fuel] - '+2 Tactical Maneuvering rolls
      (12)H.E.A.T. Engines [Fuel] - +1 Battle Rolls
      <Warmachines and Live Weaponry>
      <Logistics>
      <Medicine, Mad Science, and Blessings>
      <Reconnaissance and Divination>
      (18)Scout Chasis [Fuel, Mirror Steel, "Sublight Thrusters"] - +2 Tactical Maneuvering rolls, +1 to battle roll if you resist the opponent's tactical doctrine
      <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: 5
    • 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.
    • Ori Sentinels - Earned through round 17 decision. (description pending)
    • Ori Honor Guard - Earned through integration. (description pending)
      Memorial Wall
    • Darkship Fleet Novabloom: To replace Darkship Shinystar, Grymlan engineers work on an updated Darkship Design that incorperates a greater number of smaller ships, each heavily armed with Deathbloom missile launchers and enhanced engines. Where previous iterations of darkship fleets focused on a slow, steady, approach to combat, Darkship Fleet NovaBloom represents the application of prototype explosive tech and changing ideas on approaches to naval doctrines.



    Spoiler: Stat Increases
    Show

    10/19 Diplomacy: 10+1
    12/X Military:8
    19/X Economic: 6
    13/15 Philosophy:10
    13/X Intrigue: 7+1
    Last edited by SquirrelWizard; 2020-04-18 at 08:22 PM.

  17. - Top - End - #677
    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] Explore N26 (Great Success!)
    2. [Dip] Explore L26 (Great Success!)
    3. [Dip] Explore K25 (Success!)
    4. [Dip] Explore M29 (Success!)
    5. [Eco] Buyout M25 TP 2 (Success!)
    6. [Eco] Buyout M23 TP 3 (Success!)
    7. [Mil] Raise 1 Unit




    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 9
    Philosophy 2
    Intrigue: 6

    New Ruler Next Round?: Yes
    Elric Warran
    Dip: 8
    Mil: 4
    Eco: 5
    Phi: 1
    Int: 5




    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
    1. Lyrae announces that the coming governmental reforms are in response to the plurality of peoples and worlds now under her administrative control. According to her, instituting a parliamentary system is, "The best way to address the needs of every citizen in the Empire." While she will remain the formal head and her authority shall be the basis upon which the new administration operates, all citizens will have the unprecedented opportunity to elect representatives that will carry their concerns to the god-empress of Lyraen-kind herself. This new body will be lead by the 'Prime Minister', a term adopted from similar systems of other nations, who will take over many of the day-to-day concerns of running the Empire.

      Some voice concerns about Lyrae backing down in the face of this mysterious message, however she assures the public that this plan was developed independently of any external threat. She also said that it will allow her the freedom to focus more on her family, especially Raff, who will be entering adulthood in a few years. Maybe, in time, she herself will run for the position of Prime Minister! But for now, she will leave that honor to other aspiring citizens.
    Last edited by Miltonian; 2020-04-19 at 06:15 AM.

  18. - Top - End - #678
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [Empire 5] IC Thread

    Round 19
    The Guild Empire of Nyx
    Vassal to the Kronin Empire

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

    Actions
    1. [Diplomacy] Press Claim to N20 using Trade League! (Pocket Factories) LC10 2d8+6 - The influx of Snaze as a recreational drug of choice among the Nyxian elite combined with Edgeskimmer and Hightower efforts to spread the doctrine of Rust among the Crocomen has led to N20 becoming a hotbed of political activity. The economic miracles performed and yet to be performed by the Nyxian market web are touted as bait on the lure while whispers of war from the Wardens acted as a shepherding warning not to stray or rely overmuch on independence. It seems more real effort is committed in getting to know the existing power structures of the region compared to previous annexations which were operated more like imperial colonies tithing to the Guild.
    2. [Diplomacy] Attend Event/Send units to CmC - The Cosmic Couriers were calling in an old debt and Fortuna did not wish to engage in economic warfare with the Couriers as some more brazen among the Nyxian elite did. She seeks peace with the ancient Caller created organization sending a missive to the Couriers inviting them to send representatives to ____, a major galactic gathering where units could be turned over.
      Spoiler
      Show


    3. [Philosophy] Convert N22 from Open to CoR LC5 2d6+7 - Further securing Rust as an advocate for more thorough examination of local cultures beyond mere imperial dominion efforts are made by techpriests and xeno-anthropologists to embed themselves in the cultures long ignored except as sources of revenue by the Nyxian machine that ran local industry. An emptiness in the lives of many is filled with meaning in pursuing greater technical knowhow and engineers and scientists become more admired professions as Church funds establish grants, fund scholarships, and even found institutions of higher learning for local talented individuals.
    4. [Philosophy] Convert O23 from Open to CoR LC5 2d6+7 - The Duenem were fellow adherents of Rust ideology and the source of Pocket Factories whose consumerist marvels delighted the well entertained and luxurious livers from Nyx to Zara. Rust principles of recycling, re-purposing, and rebranding will hopefully ignite among the megacorps management of O23 the same way it had caught fire among Nyxian investment gurus.
    5. [Economy] Buyout Cricalores (O19) Flame Hunters TP1 (& TP2?) with Galactic Currency, Lopurna, & Star Galleons 2d8+9 - With civil war looming investment in Warden space was a risky prospect but the weak economic backbone of the Source Knight Masters meant making inroads would be trivial. The demand for mercenaries was always present in Nyx. Even when doubly or triply satiated there were up and coming merchant governors and merchant princes who desired greater security. While worker revolts were unheard of in Nyx home space given the glut of consumer goods cheaply available to the few remaining workers in the capital in the outer territories ensuring foreign guns were ready to squash any local resistance before it got started was always worth investing in. The cutthroat mercenaries of Cricalores had helped secure a handful of hefty fortunes built on deep space mine claims in former Same space proving their value in dealing with threats to the pursuit of profit.
    6. [Economy] Buyout Dynastinarea (O21) Lightning Wands TP1 (& TP2?) with Galactic Currency & Star Galleons 2d8+8 - In a wise business move the head of the merchant house who lost their Glazed Diamonds to unidentified jewel thieves pivots to small arms sales. Incoming Cricalores bounty hunters and preexisting mercenaries needed weapons and with Source Knights running around with laser swords and Same fleets exploding every month along the Core the discerning merc wanted something ranged that couldn't be blocked, melted, or cut. The Wizzetrix of Dynastinarea offered the perfect solution. Lightning in a bottle wand. Just point, click, and let the mystical energies aligned by Dynast sorcerers do the rest.


    Non-Actions


    GLR Embassy


    RGH Embassy


    KRO Embassy




    Spoiler: Ruler Information
    Show

    Lady Rust MS Fortuna of the Edgeskimmers
    Stat Value Increase?
    Diplomacy 6 +1
    Military 4 -
    Economy 7 +1
    Philosophy 6 +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: 26
    • 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
    • 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
    • M25 Dilithium TP1
    • N20 Snaze TP1
    • N20 Snaze TP2



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

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

    Fragments


  19. - Top - End - #679
    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 D32, E29, E31, F26, F28, F30, G25, G27, G29, H28, I27, J24, J26 and J28
    Queen Lin Sid of Minera, president of the Council
    Round 19




    Actions:
    1. [Diplomacy]Event https://forums.giantitp.com/showthre...xiomatic-Party
      Spoiler: Event Subactions
      Show

      Gift to CmC (for favors and stuff): FLEX Security, Galactic Currency Mint, Long-Range Advertising Campaigns, Trade League, Galactic Trade Network, Limited Transporters
      Give VTP Energy Conversion Weaponry, War Beasts, Mecha-Guardians, Energy Distribution in exchange for Universal Translators
      Give OwO Coup de Grace in exchange for Scout Chassis
    2. [Diplomacy]Raise reputation with Core Patrol Corps 1>2 TN 12 vs 2d6+8 Roll: 13
      The citizens of the National Front - of whom the Djinye were a small minority now - have pushed the government to take a more active stance in the fate of Axiom, beginning with bringing about the end of the Same. DNF soldiers and ships mass in CPC bases around the Core, readying themselves for assisting the Droccen, Knights Vacio and others in the final push.
    3. [Diplomacy]Claim I29 2/2
      The DNF also continues pursuing its interests at the galactic rim - investigating the site of the former ANE headquarters is one such interest, and scouts closely followed by flag-planters are slowly but surely inching towards the goal.
    4. [Diplomacy]Create a claim on K27 2d6+8 Roll: 14
      The DNF Council is considering OwO with some suspicion, and quickly moves to protect the relatively new CoR populace in the region at the (assumed) request of the FCO.
    5. [Military 10]Make Tactical Doctrine "Guerrila Warfare" permanent
      Large-scale military exercises are taking place in the otherwise empty skies of Selbe as military spending in the DNF goes through the roof. Is all this equipment really necessary to fight the Same, or is the country preparing for a different war? You wish you'd know, don't you.
    6. [Economy 10]Galactic Trade Network Requires "Trade League", Skilled Beings. Effect: Once per round, reduce ZoI penalty on buyouts by one step.
      Since the awakening, merchants have obtained connections all over the galaxy that allow them to order a shipment of goods that will arrive long before stock runs out. That strategy not new, it was simply upscaled, but there are also powerful assistant AIs that allow the merchant to buy long before either he or his competitors know the product will be in demand. With all of this profit and goodness, many newspapers announce a new golden age - perhaps the Maturated are starting to catch up with the Callers' technology?





    Nonactions:

    Embassy with CLS: -

    Embassy with MFM: give Galactic Trade Network

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

    Allow and support DCC and MFM buyouts of open TPs.


    News and Rumors:
    • heir?
    • General Pyre's tragic demise at the hands of dishonorable assassins sent by the pretender to the Gelean throne unites all DNF citizens in ten days of mourning. After Pyre's coffin is finally lowered into a massive sepulcher on the moon of Kop in the Xaldarian Expanse, there is a lingering feeling of injustice among citizens. Crowds gather to demand the avenging of her death, but the Gelean Empire has collapsed and it will take several years for the DNF military to capture all planets leading up to the capital - more than enough time for culprits to disperse across the galaxy. The Realtaist Legate, Hei Li, advises the people to divert their anger instead to the numberous other nefarious groups that still exist in Axiom.
    • The sudden decline of the Ndoda and Celestians is acknowledged with regret and apprehension. Half of the DNF's stellar neighbors have disappeared now, as the invisible apocalypse spreads towards the heart of the galaxy. This underscores the urgent need for a capable DNF intelligence agency that could find out the cause of this. To strenghten the remaining nations, a free trade deal is struck with the Droccen, in addition to an agreement over the governance of the former Ndoda regions.
    • At first, the Djinye looked on the Wardens' experimenting with controlling the Same with curiosity, but now it has become patently clear that the Source Knight business has devolved into madness. The Space Justice Warriors and their supporters are denounced as threats to world peace and the VSL is applauded as the only Star League Charter member to step in and defend the citizens of Hearth.



    Spoiler: Ruler
    Show

    Queen Lin Sid of Minera, president of the Council
    Diplomacy 8 +2
    Military 10
    Economy 10
    Philosophy 10
    Intrigue 5

    Specials used: P5, D5, E5, M5, E10
    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

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




    Clarity of Vision - Bespéartha Assembly, reduces ZoI for Phy
    Mysterium (repaired) - Elabana Assembly, bonus to Saline Alloy buyouts & Econ action to temporarily change a resource into any other
    Embassy with CLS
    ??? - that one
    CI: 2d8 to Buyouts and Resisting Buyouts in regions found in the Hard/Improbable ZoI with a third Trade Post (shared with CLS)
    Last edited by Corona; 2020-04-18 at 03:21 PM.

  20. - Top - End - #680
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
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    Maine
    Gender
    Male

    Default Re: [Empire 5] IC Thread



    The Fated Convocation of the Ordained
    Revered Speaker & Fatebearer Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 19 - Galactic Dates 217534.0.0.81 - 217536.0.0.80



    Actions:
    1. [Intrigue]Investigate the location of the Library of Truth and attempt to recover it. [Roll Result = 13]
      For months following Itea's disappearance, the Churches are in uproar - how could this have happened while they were in the midst of rescue and stabilization operations? How many thousands or millions vanished alongside the planet, never to return? The star may yet be present, but the mystery haunts the hearts of Federation captains and Church officials alike. The Itean Refugees are - following a thorough but perhaps insufficient screening process - directed to settle in Sanctum, where they might find others who had kept some semblance of their faith - and explain what happened to the heart of their faith. In the meantime, search efforts are focused on the divine artifacts the Itean Church possessed, since determined to be missing from the planet herself. Given present understanding of the Beyond and the shred of information gleaned concerning Light Additives, there is a hope, however faint, that the Library of Truth might be recovered to safekeeping in Church custody.


    2. [Intrigue]Investigate the relationship between the Wormhole and Damnos, the Most Wise [Roll Result = 15]


    3. [Philosophy 10]Reorganize into an Ideological Power: The Fated Convocation of the Ordained


    4. [Intrigue]Raid TP3 for Platinum Metals in The Bezhuq Reach (V14) from The Everlasting Dynasty of the First Tree (TFT) OR TP1 for Solar Sapphires in The Gardens of Leira (W13) from the Commonwealth of Zara [Roll Result = 12 OR 11]


    5. [Intrigue]Secret Action [Roll Result = 15]




    [Nonactions]
    Accept Prator Qain (Mil 8 General) from FCO and rename to Vigilant-Admiral Sorren Caxton Elien.
    Rename Sorren Caxton Elien (Mil 7 General) to ?
    FFS Embassy

    News & Rumors
    • The Darkening of Itea is a terrifying and fascinating phenomenon. A few even use the term 'rapturous'.
    • Humanitarian aid from the Star League is received and put to use
    • The Knight-Who-Is-Not-Yet-Black seems deaf to the ravages of the WWE around them. Their vessel does not orbit the Source, but seems to remain in one place, allowing the incredibly gravity to warp their hull as strange and powerful magics bombard the vessel....
    • The Time of Revelations Has Begun.
    • Control over the wormhole in Oam tightens, ostensibly due to a need to curtail traffic for the purposes of research. Some have quietly noted noted that if one were judging by passage priority allocation, Ninurtine government vessels would seem to be the most disruptive to this research. Considering the majority of traffic is Imperial in the first place, however, it may simply be the result of equally distributed supply quotas and unequal demand.
    • Prator Qain's arrival is an unexpected but welcome honor. Perhaps the last surviving Kamasati still in control of their own mind, they are welcomed graciously. Though the psychic has lost much of their former power, they offer their services as military officer in return for safety and stability under the auspices of the Convocation government - an offer which is politely turned down. The Ordained need no service from the last Kamasati to give them a home, far though it may be from their own world. The former Prator is allowed their pick of places to retire - though in the end, they choose Oam, as one of the few places with psychics of enough potential and power to be akin to the home of their youth. The Amrit Blossoms, too, seem to take comfort in the Prator's presence, and so it is out of gratitude that the former Prator deigns to pass on their wisdom and experience to younger generations. An informal academy of sorts, their educational program is soon one of the most vaunted and sought after in Convocation space - albeit mostly by non-Rass.



    Spoiler: Bookkeeping
    Show

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


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


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


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


    Cultural Identities
    Temporary: Salvage Rites: Increased die size on Theft actions.
    Permanent: Diverse Doctrine: Increased die size on Conversion actions.

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

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

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


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


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


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



    Fragments:
    Unseen Machinations: Once per round, reduce ZoI on Intrigue roll by half.
    Loud Discourse: Once per round, get +1 to Combat Roll.
    Library of Secrets: New Leader gains +1 to Intrigue on stat generation roll.

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

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

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


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


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



    Spoiler: Revered Status
    Show

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


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5
    Military 3
    Economy 1
    Philosophy 10
    Intrigue 6

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    +2 Intrigue
    OR +1 Intrigue +1 Diplomacy


    Spoiler: Saved For Later
    Show
    [*][Intrigue]Begin work on a research facility in Itea (T16), in cooperation with the Syndrome (Intrigue Station 1/7)
    Given the scale of the tragedy and the demand for answers by both nations, the diplomatic arm of the Federated Churches reach out to entreat with the Syndrome Protectorates regarding the construction of a shared network of observatories, remote laboratories, and monitoring stations throughout the Itean system. Accompanying these would be facilities to support indefinite habitation both on- and off-planet - entertainment and psychological support principal among these, given the dread that permeates the system; security measures to ensure the safety of the inhabitants given what previously took place in the system (as well as such could be, anyway); and a suitable arrangement for coordinating administration efforts satisfactorily for all parties. As a show of good faith that some would call prudency should such negotiations fail, the Federated Churches have already dispatched multiple recovery scaffolds, most commonly used to salvage orbital shipwrecks, to begin work on the first foundations for the construction to come.
    Last edited by Rolepgeek; 2020-04-13 at 04:41 PM.
    Sincerely,
    Role P. Geek

  21. - Top - End - #681
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    Default Re: [Empire 5] IC Thread



    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 5
    Military 10
    Economy 7
    Philosophy 2
    Intrigue 3


    Actions:


    Diplomacy: stabilize R10 roll 18

    Diplomacy: Stabalize R12 roll 15

    Diplomacy:Stabalize Q11 roll 12

    Military: Send 4 units to assist the WWE via efficiency

    Intrigue: Investigate the same core in search for technology roll 17

    News and Rumors



    [/QUOTE]
    Last edited by Lleban; 2020-04-17 at 06:21 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

  22. - Top - End - #682
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: [Empire 5] IC Thread



    Chief Deputy Warden Echo Umberto

    Actions:
    1) [DIPLOMACY] Host the Fellowship of the Source, pledging Vassalage to the DCC, and gifting TP 1 of Lifebloom Lotus to Wrath to ferry units from across Axiom to the battlefield of Hearth.
    2) [PHILOSOPHY] Convert K17 to KISS Roll
    3) [ECONOMY] Accept TP’s from NAH

    The Cabal of Dark Fire Justice

    Actions:
    1) [MILITARY] Invade Hearth and initiate the Source Civil War! 8 WWE units and 3 KNV units lead by Space Horse Silver and Fire Lord Hearth-Pyr battle against 8 SJW Units and 4 Units of Gelean Mind Breakers lead by The Umber Baron Kif Zash! Techs: Capital Ship Hulls and Source Swords
    2) [SECRET]
    3) [INTRIGUE] Incite Unrest in Lyrae K21 Roll

    Non-Actions:
    Resist all Buyouts and Conversions
    Define L12 Flora as Lifebloom Lotus
    Use 1 CPC Favor to Stabilize M17

    News and Rumors:

    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 10
    Economy 1
    Philosophy 10
    Intrigue 10

    Expected Bonuses:
    Embassies with: CEL, KNV, GLR

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

    Vassal: KNV

    Liege: NONE

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

    Opposing All Buyouts and Conversions not explicitly supported

    Cultural Identity: None

    Tactical Doctrine: Bending Light Technique

    Units: 16
    Last edited by Tychris1; 2020-04-11 at 07:22 PM.

  23. - Top - End - #683
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    Default Re: [Empire 5] IC Thread


    Round 19 Actions
    The Ndoda
    Umkhonto Jacksy of Tuxie



    Actions:
    1. Economy - Grant the following Resources to DCC:
    All techs
    PENDING

    2. Economy - Grant the following Resources to WWE:
    All D20 Iridium and E19 Fluffidium TPs
    F14 TP2
    All techs

    3. Economy - Grant the following Resources to KRO:
    I11 TP2 - Quantum Mechanical Doctors
    R14 TP3 - Entertainment
    All techs

    4. Diplomacy - Event Type subactions
    -Give all units to CMC
    -Give all technologies to TFT, ETL, VTP, WKA, CMC, CPC, OwO, FFS, KNV, NIN, TZH, VSL, WWE

    5. Military - Give General Prator to FCO

    6. Military - Give General Bart to PENDING




    That's all folks
    Last edited by LapisCattis; 2020-04-09 at 07:27 PM.

  24. - Top - End - #684
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    Ivor_The_Mad's Avatar

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    Default Re: [Empire 5] IC Thread

    The Kronin Empire

    King General Vazrak
    Diplomacy: 5
    Military: 10
    Economy: 6
    Philosophy: 6
    Intrigue: 6

    News and Rumors:


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Actions
    1 Econ: explore F10 +6 13 success
    2 Mil: raise a unit
    3 Econ: Accept tp from NDA
    4 Mil: raise a unit
    5 Dip: Press claim on M27 (8) Fail
    6 Econ: Explore C17 (+6) 13 success
    7 [Secret]
    rolls
    Techs used: War Beasts, H.E.A.T MK2, Lyraen Elemental Implants, Improved Generalship, EC Lances, Enhanced Microplating, Deployable Cloaking Mines
    Non-Actions

    Spoiler: Stats
    Show


    Units: 10/16
    Embassies:
    NDA
    CWZ
    GLR
    WWE
    Generals:
    The Drunken Master: 8
    Admiral Nix: 7
    Bdeh Kekkles: 7
    Captain Lostus Wayus: 8 (1/2)
    General Krulic: 8 (1/2)
    Land owned: 15
    Vassals: NDA, NYX
    Assembly F14
    Last edited by Ivor_The_Mad; 2020-04-18 at 01:32 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 - #685
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    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


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

    Custodian Moridian, 18
    34 IE
    Diplomacy:8
    Military:5
    Economy:5
    Philosophy:7
    Intrigue:5

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

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

    Actions:
    1 (Dip) Attend event, accept tech from NAH.

    ##tech records go here

    2 (Dip) Press claim on K3 on ideological grounds [13]

    Goblin friends. The smugglers' nest eradicated in a clinical strike, the cathedralcraft above Hobilar ponders the fate of the goblinkind below. Some advocate integration - uplifting the natives, introducing them to the Radiant Dawn, providing a path to enlightenment through civilisation. Others advocate observance from afar, leaving those below the clouds to their own devices and settling on the peaks, analysing the atmosphere, leaving the world in the hands of the Ikosq'kans. Discussions continue over the smouldering corpses of smugglers, the goblins seemingly blissfully unaware far below.

    3 (Dip) Press claim on K5 on ideological grounds [14]

    Habitation pods are lowered to the surface, and the colony begins. Factions within the explorers vy for control of the world, chief amongst them the Kazzari, seeing the potential of the system both for the mineral materials, and possibility of relatively unimpeded racing on the parched surface, and the Dravidians, bidding for the wealth to contribute to the rebuilding of Dravidia itself, damaged by a meteor impact a year prior.

    4 (Dip) Press claim on I1 on ideological grounds [18] (great success shooby-doo-wop)

    The

    5 (Phy) Probe L4 [12]

    6 (Phy) Probe L6 [10]


    News & Rumours

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

    - There will be more.

    Spoiler: Military Stuff
    Show

    Units: 8/12

    General: Marius Nox, Mil 9.

    Spoiler: Tactical Doctrine
    Show

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


    Spoiler: Active Named Units
    Show

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

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

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

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

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

    Space Eel Dragon Unit (Led by Anaxos-Ra)

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

    Liquid Metal Androids (Led by the Lyraen Officer)




    Spoiler: Inactive/Lost Units
    Show

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

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

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

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

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

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

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

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



    Spoiler: Technologies
    Show

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


    Spoiler: Trade Posts
    Show

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


    Spoiler: Leader Stuff
    Show

    No new leader
    Phy +1
    Dip + 2
    Last edited by Ausar; 2020-04-11 at 11:36 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  26. - Top - End - #686
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [Empire 5] IC Thread

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

    Actions
    1. [Philosophy] Continue "Channeling the Source" in N14 (4/5) - The project to drill open a hole in spacetime connecting N14 to N18 and the Source itself continues apace with limited results suggesting a channel was indeed opening as radiation was poured into a dying star.
    2. [Philosophy] Convert O9 from Chivalric Codes to KISS 19 - The Chivalric Codes were merely unempowered disciplines that a Source Knight might easily take unto themselves in addition to their oaths to the Source. The Space Paladins who had parleyed with the Alysians prior to their collapse are entreated to adopt the ideology of Knights in Service to the Source. May their valor and honor bring glory to the Source!
    3. [Military] Invade Hearth (N18) alongside the SJW with 6 Units of Same Drones & Source Knights (EC Lances [ECW {Energy Crystals}, Crystal Skulls], Enhanced Microplating [Boreal Metal], Sublight Thrusters [Audio Amplfuelers], Gestalt Warmind [Exotic Seafood]) under Source Knight Eleven utilizing Permanent Mass Wave Tactical Doctrine (Mil 8) (+2 Battle, +4 Tactical Maneuvering [+2/Add'l General], +1 Enemy Combat Losses on victory) - Source Knight Eleven marshals their forces and sets on a beeline for Hearth to join the Warriors against the Wardens in the name of the Source itself.
    4. [Military] Raise 1 Unit of Source Knights - Additional cohorts of Source disciples ascend to knighthood throughout Eleven's theocratic territory and are deputized in the name of galactic justice. Equipped with Source Swords these wandering pairs and individuals quickly come to be recognized and associated with resolving conflict though given the disparity in Source disciplines whether resolutions involved meditation or massacre often depended on the individual in question with only Source Knights capable of policing themselves.
    5. [Intrigue] Secret - It has now become an accepted and unspoken fact that Eleven shall become dissociative for long stretches without recall and that to question this was to risk exposure to the Source Channel without proper protective gear.


    Non Actions


    Rocthurhi Embassy


    Lyraen Embassy


    Kombuch Embassy


    Spoiler: News and Rumors
    Show




    Spoiler: Armies and Technology
    Show

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


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

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


    Generals


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


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


    Fragment



    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  27. - Top - End - #687
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [Empire 5] IC Thread


    The Vilari Star League

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


    Speaker Sildyr-Quast
    Diplomacy 10
    Military 9
    Economy 4
    Philosophy 1
    Intrigue 2

    Actions
    1. [Economy] Buy Out TP 2 of Solar Sapphires in the Gardens of Leira 8
      ???
    2. [Economy] Buy Out TP 3 of Solar Sapphires in the Gardens of Leira 11
      ???
    3. [Economy] Buy Out TP 1 of Haethalian Rubies in Region X-8 11
      ???
    4. [Economy] Buy Out TP 2 of Haethalian Rubies in Region X-8 7
      ???
    5. [Economy] Buy Out TP 3 of Haethalian Rubies in Region X-8 12
      ???
    6. [Military] Raise One Unit
      ???
    7. [Military] Dispatch a fleet of Six Units to join the battle above Hearth on the side of the Wardens, activating Particle Wave Cannons, Enhanced Microplating, and H.E.A.T. Engines
      ???


    Spoiler: The Star League Charter
    Show
    The Star League Charter

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

    We Are Resolved

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


    We so Affirm,

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

    We so Witness,

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

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

    Last edited by TheDarkDM; 2020-04-17 at 01:23 AM.

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

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

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

  28. - Top - End - #688
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [B][Diplomacy] Reach out to various Empires, and ask for assistance in determining why so many lesser Stellar Powers are destabilizing and separating in such a short amount of time.
    (Players with 7 actions are contacted by the CPC to Investigate if there is a unifying cause for why so many Stellar Powers are breaking apart in the past 10 galactic years. Investigations with results will earn +1 Favor.)

    [Military] Help the WWE with 4 Units of Patrolmen

    [Military] Raise 1 Unit of Patrolmen


    Cosmic Couriers
    Spoiler
    Show


    [Military] Raise a Unit

    [Economy] Attempt to purchase [Gun Runners] TP1 from L2

    [Diplomacy] Attend the DNF Event, to receive Units from those whom owe the CmC favors.
    - Accept deal with the DNF
    - Accept units from NYX
    - Express displeasure that the SUN, KBC, and WWE are not sending units
    The Couriers are owed favors. They will always get what they are owed, one way or another...


    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Philosophy] Attempt to convert U27 to KISS - The Witchknights have heard about Greg, but aren't impressed... Greg can't even use a source sword.

    [Philosophy] Attempt to convert Oku (W17) to KISS - Do members of the Star League like to party with the Witchknights?

    [Intrigue] - Secret


    (NPC, Non-Org) Efficiency Ground

    Intrigue - Open the Way - In return for their previous aid, and a small token of continued support, Wrath orders that the Way will be opened for those whom wish to come assist in the Source Civil War.
    Wrath, the current leader of Efficiency Ground, has a way to transport anyone who spends a Military WAR Action to N18 during Round 19. Those whom have N18 within their Improbable Zone will only suffer (2) Distance Loss Rolls. Those whom have N18 within their Hard Zone will only suffer (1) Distance Loss Roll. Techs that reduce Distance Loss Rolls can apply. All other Zones of Influence in relation to N18 suffer (0) Distance Loss Rolls. Because of the rushed nature of this cooperated assault, Size and Coalition Losses will occur as normal.

    WARNING: Though Wrath wants to assist the Wardens, there is no accounting for taste. Some of those transported may end up helping the Source Justice Warriors, and there is no way for Efficiency Ground to prevent this.
    Last edited by Gengy; 2020-04-18 at 09:38 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  29. - Top - End - #689
    Halfling in the Playground
     
    KriegTiger's Avatar

    Join Date
    May 2019

    Default Re: [Empire 5] IC Thread

    Tezh Consensus

    Current Leader: Brigid

    ROUND 19

    Die Rolls Go Here:
    Actions 3, 4, 6
    Action 5

    Actions taken: See N&R for all related fluff
    1. DIP - Press claim on D2 - (2/2)
    2. INT - Secret action - RESOLUTION ACTION
    3. ECO - Buyout F4 TP1 - Success
    4. ECO - Buyout F4 TP2 - Success
    5. PHI - Probe E1 - Great Success
    6. PHI - Probe F2 - Success


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


    News and Rumors:
    • In a hot-mic moment (an extreme rarity for the Consensus, which occurred at an event on a new member-world to the consensus where Tezh had not been fully integrated into the locals' equipment) accidentally goes on record that she's looking pulling out the stops on some something called Shadowfax so that it doesn't get dropped on her protege. The hitherto unknown project, the Speaker's thoughts on retirement, and who her replacement might be are all bombshells to the public as they are things that have never been openly discussed before - and yet should come as a surprise to no one given the lengthy and generally popular tenure the Stozudal leader has had. Well.. except whatever 'Shadowfax' is - after the slip the administration is doing a great job at playing dumb about it.


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

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

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

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

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


    Spoiler: Leader stats & expected changes
    Show

    Brigid:
    DIP - 10
    MIL - 6
    ECO - 7 (+1)
    PHI - 10
    INT - 10
    Last edited by KriegTiger; 2020-04-16 at 11:24 PM.

  30. - Top - End - #690
    Dwarf in the Playground
     
    Moriko's Avatar

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    United Kingdom

    Default Re: [Empire 5] IC Thread

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


    Empress Casaleia felt a strong pull to move from their ancestral home to a new planet, she could not explain the reason for the move but knew it was the divine will of King of Kings, Mercy of Oblivion, His Blueness, Ruler of Airia, Stellar Deity and Keeper of Universal Knowledge.

    Round 19 Actions:

    1. [Military] Invade K11 with 3 unit Marabuntaleading using warbeast tech and the Balancing tac doc (+14 to combat and +1 to tac dc roll from hunter lodge)

    2. [Diplomacy] Stabilise G7 Sucsess 12

    3. [Diplomacy] Stabilise H6 Sucsess 13

    4. [Diplomacy] Move Capital to L8 via J8 1/4

    5. [Diplomacy] Move Capital to L8 via J8 2/4

    6. [Diplomacy] Move Capital to L8 via K9 3/4

    7. [Diplomacy] Move Capital to L8 we arrived! 4/4

    Non Actions:



    Spoiler: Diplomatic arrangements
    Show

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



    Spoiler: Ruler Information
    Show

    Casaleia Mier:

    Diplomacy: 6 + 3
    Military: 9
    Economy: 3
    Philosophy: 3
    Intrigue: 2






    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

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


    Spoiler: Military (16 units)
    Show

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

    Generals
    Name Military Stat
    Marabunta 8


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


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


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Capital Ship Hulls -1 to Combat Losses (Doubles unit tonnage) N/A Hard Metal N/A No N/A Logistics
    Coup de Grace On overwhelm, -3 opposing leader loss roll N/A Skilled Beings N/A Yes N/A Stealth, Sabotage, and Traps
    Deployable Cloaking Mines +2 Tactical Maneuvering rolls N/A Arcana N/A No N/A Stealth, Sabotage, and Traps
    EC Lances +1 to battle rolls, +1 to enemy combat losses on victory N/A "Energy Conversion Weaponry" (and associated Resource), and Gemstones N/A No N/A Ranged Weaponry
    Energy Conversion Weaponry Battle Rolls get +1 N/A Arcana OR Fuel N/A No N/A Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls N/A Electronics N/A Yes N/A Engines
    Engineered Monstrosities Battle Rolls get +2 N/A "War Beasts" and Genetic Engineering-related resource N/A No N/A Warmachines and Live Weaponry
    Enhanced Micro Plating Battle Rolls get +1 N/A Hard Metal N/A No N/A Armour and Shields
    Extended Rations Reduce ZOI Distance Loss rolls by half rounded up N/A "Energy Distribution" tech and it's associated resource, and Food N/A Yes N/A Logistics
    H.E.A.T Engines Battle Rolls get +1 N/A Fuel N/A No N/A Engines
    Improved Generalship Generals who lead a pair of consecutive victorious battles with this tech activated for both receive a permanent +1 to their Military score up to a maximum of 10. N/A Luxury Goods x2 N/A Yes N/A Logistics
    Lyraen Elemental Implants Battle Rolls get +1 N/A "War Beasts" and Guardians N/A No N/A Personal Equipment
    Mecha-Guardians Battle Rolls get +1, stabilize on overwhelm N/A Arcana N/A No N/A Warmachines and Live Weaponry
    Phased Crystalline Emitter Battle Rolls get +1 N/A Scaranik Crystals N/A No N/A Armour and Shields
    Platinum Elite Battlefield Health Services +2 leader loss for rulers N/A 9-Armed Surgeons N/A No N/A Medicine, Mad Science, and Blessings
    War Beasts Battle Rolls get +1 N/A Fauna N/A Yes N/A Warmachines and Live Weaponry


    Non Military
    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met
    EGGRE +1 to tech theft N/A Grymlan Farseeker Corps N/A No N/A
    F.L.E.X. Security Defence actions against theft have a +1 N/A Space Knights OR Mounties N/A No N/A
    Galactic Currency Mint Buyouts get +1 N/A Any precious mineral + Any other resource N/A No N/A
    Government Supported Markets +2 to stabilize if controlling a TP in the region N/A Skilled Labor, Galactic Currency Mint N/A Yes N/A
    Hrakuun Thugs +1 to assassination, kidnap and rescue N/A Skilled Beings N/A Yes N/A
    Limited Transporters Once per round, you and another player with the tech may use matching Org bases in your regions as if it was an embassy. Both players must have positive rep with that org N/A Precious Minerals N/A No N/A
    Long Range Advertising Campaigns Reduces ZoI by one step for defending against buyouts N/A Broadcasting Tech N/A No N/A
    Resident Spies Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an Embassy with. The target must be Close, Adjacent, or within the Capital region N/A Broadcasting Tech or Spies (Resource), One or More Embassies N/A No N/A
    Trade League If a player owns two or more TPs in a region that is adjacent to one of their own regions, they gain a Claim on that region N/A Electronics N/A Yes N/A


    Spoiler: Ruler Actions
    Show

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

    Last edited by Moriko; 2020-04-17 at 09:44 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

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