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  1. - Top - End - #751
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [Empire 5] IC Thread

    Mier Formica
    Sectors:G7, H6, H8, H10, H12, I7, I9, I11, J8, J10, J12, K9, K11, K13, L8(C), M9, N4, N8, O3, O7



    Round 22 Actions: (actions may change depending on war declarations)

    1. [Diplomacy] Resolution press claim on M7 1/1 Sucsess

    2. [Diplomacy] Inquest M5 Sucsess 22

    3. [Military] Invade N6 with 13 unit, Marabunta leading, using warbeast, improved generalship tech and Coup de Grace and the Balancing tac doc (+21 to combat and +1 to tac dc roll from hunter lodge and On overwhelm, -3 opposing leader loss roll)

    4. [Economy] Buyout L8 TP1 Lava Flowers Failed 8

    5. [Economy] Buyout L8 TP2 Lava Flowers Success 13

    6. [Economy] Buyout L8 TP3 Lava Flowers Success 12

    7. [Economy] Buyout M9 TP2 Membrane Wands Failed 10
    Non Actions:



    Spoiler: Diplomatic arrangements
    Show

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



    Spoiler: Ruler Information
    Show

    Casaleia Mier:

    Diplomacy: 10
    Military: 10
    Economy: 3 + 2
    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 (24 units)
    Show

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

    Generals
    Name Military Stat
    Marabunta 8


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


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


    Spoiler: Techs
    Show

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


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


    Spoiler: Ruler Actions
    Show

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

    Last edited by Moriko; 2020-05-31 at 05:27 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

  2. - Top - End - #752
    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 Chalym-Voon
    Diplomacy 6
    Military 8
    Economy 5
    Philosophy 5
    Intrigue 5

    Actions
    1. [Philosophy] Convert Region U-11 to Way of Tides 12
      ???
    2. [Philosophy] Convert Region V-10 to Way of Tides 8
      ???
    3. [Philosophy] Convert Region Y-17 to Way of Tides 11
      ???
    4. [Philosophy] Convert Region Z-18 to Way of Tides 13
      ???
    5. [Military] Raise One Unit
      ???
    6. [Military] Raise One Unit
      ???
    7. [Diplomacy] Stabilize Virdain (V-12) 12
      ???


    Spoiler: The Star League Charter
    Show
    The Star League Charter

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

    We Are Resolved

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


    We so Affirm,

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

    We so Witness,

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

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

    Last edited by TheDarkDM; 2020-05-30 at 10:52 PM.

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

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

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

  3. - Top - End - #753
    Bugbear in the Playground
     
    Tentreto's Avatar

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    d6 Re: [Empire 5] IC Thread

    The Duenem

    Region Q25+Q27+R26+R24+P26+P24+O27+O23+s25+O25+R28+Q23



    Round 22
    Actions:
    1. [1] [Diplomacy] Attend Event: A conclave at the end of the world

      [2][Diplomacy] Delegate authority throughout the holdings


      [3] [Diplomacy] Brief Veritus Leadership on possibilities
      The erstwhile protectorate has matured well in the Duenem view, although could certainly learn that they need not fear the galaxy and all its wonder. Nevertheless, they are the ones the Duenem will use should the Duenem be required elsewhere. Therefore the leadership

      [4] [Diplomacy 5] New CI: End of the Age
      The era of expansion and exploration is over. For the Duenem, what matters now is protection, security, and ensuring that no threat will destroy the galaxy, no matter the source. What that means, they are not entirely sure, but at the least, they know things must change.

      Bonus: [REDACTED] (AKA, nothing mechanical)
      [5] [Diplomacy] Calculate opportunities
      With choices made in the present threatening to change the galaxy forever, the Duenem hold vast, vast discussions on what to do over it. A thousand Duenem debate every single course of action, and no consensus is reached. That is for the best, as none are sure what talking with Archive will entail.

      [6] [Diplomacy] Provide diplomatic aid for Grymlan galaxy ships
      To think that less than a thousand years after their creation, the Duenem already faced extinction. And yet, even if the fabric of reality would bend against them, the Duenem would find a way, any way, for life to survive. Therefore, the Grymlans, with their plan, however unliekyl it might be to survive, is given a modicum of support. Better to ensue that some survive, than none at all

      [7] [Intrigue] 4/5 Build Duenem Darkent
      Frantically, the Duenem rush to finish up the darknet, possibly giving an area that not even Archive or Finder can access. Yet despite their best efforts, it appears to be unfinished. So near, and yet so far...




    Non Actions:
    R28 GP result: Philosophy


    Support all Veritus Claims


    Spoiler: News and Rumours
    Show


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








    Spoiler: Owned TPs
    Show

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

    O25 TP1Glinting Jerrnolite



    Spoiler: Ruler Information
    Show



    Lighter Lighter
    Diplomacy: 7
    Military: 4
    Economy: 8
    Philosophy: 4
    Intrigue: 5

    New Ruler Next Round?
    NO
    Expected Stat Bonuses

    Overlord of VTT
    General:
    Jet Stability, 7

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

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

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    Persona Uploader
    13 Units Raised/17 (5+9 regions+1 Vassal)
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  4. - Top - End - #754
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Default Re: [Empire 5] IC Thread

    The Lyraen Technocratic Empire
    Current Ruler: Prime Minister Elric Warran

    Actions:
    1. [Mil 2/7] Continue the secret project from last round: a massive sleeper ship, to be delivered to the Grymlans
    2. [Mil 3/7] Continue the construction
    3. [Mil 4/7] Continue the construction
    4. [Dip 10] Make the Cultural Identity "Praise the Sun" permanent.
    5. [Mil 5/7] Continue the construction
    6. [Mil 6/7] Continue the construction
    7. [Mil 7/7] Continue the construction




    Spoiler: Ruler Information
    Show

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




    Border Status: Closed except to allies

    Military Strength: 6

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

    Vassals
    OWO
    CLS

    Embassies:
    OWO

    the UNN



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

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


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


    News and Rumors

  5. - Top - End - #755
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Twenty-Two.

    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

  6. - Top - End - #756
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Round Twenty-Three... Loading...
    The below happens between Galactic Dates 217542.0.0.81 - 2175044.0.0.80
    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!
    • This is the last Round. There will be an Round Epilogue after this round, but it will not open a new Round.
    • Empire 5 will be ending after this round. We don’t yet know details about Empire 6, but please stay tuned to the OOC Thread for any information.

    Growth!

    (The Federation of Free Systems is now a Galactic Empire! FFS may take a seventh action, starting next round.)

    (SYN successfully presses a claim on P16 1/1. SYN gains a unit)

    (MFM successfully presses a claim on M7 1/1. MFM gains a unit. Resolution Action! MFM is on 1 DIP for round 23!)

    The following regions are no longer in unrest…
    VSL V12

    (Great Project Fortify Veritus-Timens finished in T28 by VTP! Effect: +1 to Defending the Region)
    While it is possible that the Duenem leadership was just trying to make sure that the rest of the mechanized hive mind was accepting of the forthcoming change, when the End of the Age Cultural Identity was fully established, it swept through the collective code of the Duenem and made them more accepting of other Ideologies of all kinds. In order to correct this, Lighter Lighter was able to make a minor change: only Ideologies that are initiated by Duenem leadership, even if not the expected state sponsored Ideology.
    (D5 Used; DNM creates a new Cultural Identity, “End of the Age”. +Die Size to Converting to New Ideologies that are not the DNM State Ideology)

    (D10 Used; LTE makes the Cultural Identity, “Praise the Sun” permanent.)

    Trade!

    (MFM successfully buys out L8 TP2 and TP3 [Lava Flowers])

    Ideology!

    (NIN converts U23 to Imperialism)
    (NIN converts V24 to Imperialism)
    (NIN converts T22 to Imperialism)
    (NIN converts O5 to Imperialism)

    (WWE converts P12 to KISS)
    (WWE converts I19 to KISS)

    (VSL converts U11 to Way of the tides)
    (VSL converts Z18 to Way of the tides)

    Terror!

    Someone attempts to discredit the Wardens of the World’s End, but too many of the Witchknights of the Apocalypse have long standing ties with the Wardens to believe even true rumors.
    (An unknown source fails to reduce the WWE reputation with the WKA, but succeeds in securing the silence of the Witchknights. It would take a donation of a Trade Post to get any information to investigate.)

    (Source Knight Eleven [Alpha] is captured during combat, but a mysterious ‘accident’ occurs that causes the containment features to destroy the captured SAME core.)

    Rumors…

    The Lyraens are working on something… some kind of vessel…

    The Droccen Empire made an effort to locate a Caller Fragment and though they were quiet about it, the thing they apparently wanted to cover up was that they failed…

    The Federated Convocation seems to have mixed it’s messages, and what should have been a secret is in fact not…

    CWZ and LTE apparently had a hidden backer helping them decipher the Origins of OwO...

    War!

    (M10 used; NIN creates the technology, Capital Ship Cloaking [Stealth, Sabotage, and Traps]. Requires: Deployable Cloaking Mines, Skilled Beings. Effects: +4 Tactical Maneuvering.)

    (DNF conquers N14. N14 is in unrest.)

    The Wardens of World’s End send military forces to fight the remainder of the SAME, but discover that the once menacing drone forces are entirely absent… it would appear that whatever Archive did, it happened everywhere in the Core.
    (WWE conquers N16! No SAME can be found! N16 is in Unrest.)
    (WWE and DNF conquer M15! No SAME can be found! DNF controls the region! M15 is in Unrest.)

    The Same cores that worship the Source see their brethren fall and decide to go on to offensive leading three campaigns into awakened race territory. The DNF pick up signals of the Same army approaching and together with the CmC form a defensive wall to stop the same threat. The combat force under Security Chief Snoot manages to out manoeuvre the Same and crushes them swiftly before they have a chance to reach any civilised parts of the region. The invading Same core recognising the defeat presses the self destruct button catching a large part of the CmC army in the resulting explosion.
    (Source Knight Eleven invades CmC controlled space, M13. CmC overwhelming victory!)
    Spoiler
    Show

    Source Knight (17) Vs. CmC (39)
    CmC loses 2 units to size
    CmC loses 1 units to combat
    v0.11 Beta Explodes
    CmC loses 3 units to a Same explosion


    The second wave of Same Incursion finds its way to KNV space where a fleet is assembled to stop the galactic threat. As the only stellar power to face an attack by themselves the knights shout their rally cry as they engage the enemy swarm. The KNV refuses to back down as they fight for glory and manage to push back the Same. The knights prove effective and soon the Same units are pushed back to the boundaries of the system. The Same core watches as their swarm gets reduced little by little until there is nothing left, with no other option it presses it self destruct button and manages to exact a small vengeance upon the KNV army.
    (Source Knight Eleven invades KNV controlled space, P14. KNV victory!)
    Spoiler
    Show

    Source Knight (24) Vs. KNV (30)
    KNV loses 1 unit to size
    KNV loses 1 unit to combat
    v0.11 Gamma Explodes
    KNV loses 1 unit to a Same explosion


    The last Same swarm to invade targets Hearth and carries with them experimental technology that they hope will give them the advantage they need. Arriving in the system the Same are met by a combined force from the WWE, DCC and CpC who waste no time in engaging combat. The fight is very even and with some initial losses on the defenders side v0.11 Alpha pushes forward slightly over extending themselves. Using this to their advantage the defending forces manage to disable the swarm and approach the core itself. The Same is ready to blow itself up but with the self destruct timer on 0.01 seconds the WWE manages to deactivate the sequence. The Same core is captured and swiftly transported to a safe container for storage. Which then explodes in mysterious (but controlled from outside) circumstances. Nothing remains of the once Source Knight Eleven.
    (Source Knight Eleven invades WWE controlled space, N18. WWE victory!)
    Spoiler
    Show

    Source Knight (27) Vs. WWE (28)
    WWE loses 1 unit to combat
    DCC loses 1 unit to combat
    CpC loses 1 unit to combat
    v0.11 Alpha Captured!
    v0.11 Alpha Killed!


    The ‘little’ ants assemble into spaceships to push back some crazy psionic gods who have infringed on the smaller species of Axiom for one year too long. The general Marabunta successfully maneuvers the largest single-nation army the galaxy’s ever seen and easily scatters the remnants of the Kamasati. A MFM flag is planted, well, levitated, on the gas giant that is the Kamasati homeworld. The Awakened dreamer that dreamed up Axiom must be having nightmares now, according to the few survivors interviewed by reporters. It seems that nothing can stop the dreamless workaholic ants now, as they control an increasingly large area of the galaxy. Next up: Buy HoneyTrap(™), the original ant repellent online for only 3.99 CmC credits!
    (MFM invades Uncontrolled space, N6. MFM Overwhelming victory!)
    Spoiler
    Show

    Kamasati (14) Vs. MFM (40)
    MFM tac doc Balancing activates!
    Improved Generalship activates Marabunta gains +1 to his military score
    MFM loses 3 units to size
    MFM loses 1 unit to combat
    Kamasati lose 2 units to combat
    MFM gains 2 units!


    Discovery!

    When the Mier Formican ships arrive in what used to be the Svaatyr capital region they discover that the civilization had fallen into disarray. The nine lights had foreseen the end of the galaxy and left to prevent it where they are now is unknown. The Svaatyr that remained behind were lost without their guidance and have only just started to regain enough civilization to be considered a space faring race.
    (MFM explores M5! They discover a [Great] source of Sunstones, an LC dedicated to The Nine Lights, and 1 Unit of Confused Svaatyr.)

    Upon the request of the DNF the CmC sends out an exploratory team to O15. Expecting to find a system ravaged by Same occupation they instead find a system in the middle of rebuilding. Survivors of the initial SAME purge had noticed the lower activity and with the SAME disappearing a few years prior they came out of hiding and started rebuilding what remains of their planets. A few years on and their civilization lives in starbases orbiting their broken worlds which is where the CmC finds the survivors. When communications are opened they identify themselves as Freedmen and are eager to reestablish communications with the rest of the galaxy.
    (On behalf of the DNF, the CmC explores O15. They discover a [Great] source of Glittering Bani, an OPEN LC, and 1 Unit of Freedmen.)
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  7. - Top - End - #757
    Ogre in the Playground
     
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    Default Re: [Empire 5] IC Thread

    The End is Nigh!

    With their previous experience at modifying the Storm Cube - yet another ancient Caller relic of power - the Syndrome are able to assist in the assembly of the Creation Matrix and make it better. Well. Better for all the Stellar Powers who worry about one being having so much control. Now the Matrix requires verification from three individuals, all working in concert towards one goal!
    (P10 used; Miracle! The Creation Matrix now must be used by three different individuals.)

    SYN assists in Locating the Communicator [1/6]
    WKA assists in Locating the Communicator [2/6]
    WKA assists in Locating the Communicator [3/6]
    WWE assists in Locating the Communicator [4/6]
    FCO assists in Locating the Communicator [5/6]
    FCO assists in Locating the Communicator [6/6]

    Though it takes some time, and a few hundred pointed questions to some otherwise dangerous people, the Witchknights are not swayed from their investigation. With help from the Syndrome, the Wardens, and the Fated Convocation, the Shadow Admiral’s lost Communicator is finally found in a Condemned pawn shop on a former Jackstar Free Union planet. Apparently thought to be broken, the Syndrome investigator of the mixed Stellar Power team that at last gets it’s hands on the Communicator suggests that it just needs a new battery. Getting it to an FCO Salvage Technician, a new battery source is found easily, and the Communicator crackles to life. A hologram of a dark black egg displays itself, and utters, “Oh thank [redacted]! Someone different. This one hopes you are not insane like the last [redacted] fool. This one is <Expulsion/Artistry/Redaction> Disposal.”

    (The Caller AI, Disposal, can be spoken with! WKA accepts responsibility for the Communicator.)

    OwO assists in Assembling Arbiter [1/12]
    DCC assists in Assembling Arbiter [2/12]
    DCC assists in Assembling Arbiter [3/12]
    FFS assists in Assembling Arbiter [4/12]
    CmC assists in Assembling Arbiter [5/12]
    KNV assists in Assembling Arbiter [6/12]
    KNV assists in Assembling Arbiter [7/12]
    KNV assists in Assembling Arbiter [8/12]
    KNV assists in Assembling Arbiter [9/12]
    FCO assists in Assembling Arbiter [10/12]
    FCO assists in Assembling Arbiter [11/12]
    FCO assists in Assembling Arbiter [12/12]

    Moving the massive pieces of the various Ordained Intelligences takes a serious concerted effort by Stellar Powers from all over the Galaxy. Putting them together? It’s deemed impossible. There’s no ‘together’ to be had. It’s not like some puzzle pieces with jagged edges that fit together. Yet… this information doesn’t dissuade anyone from trying. In traditional fashions, the Grymlans try controlled explosions to join parts together. The Droccen and Free States try talking to the various AI parts. The Cosmic Couriers aren’t paid enough to do more than bring things into space for assembly. The Knights of Vacio try FLEXING at the parts to encourage them to GET GOOD.

    It’s the Rass of Rhosh who finally get a reaction, however. Ever devout, the Fated Convocation has long worshiped these rusty monoliths, and to find out that they have been praising a Caller AI in a disassembled form? Both shocking and fitting. Had the FCO not had a diplomatic squabble with NIN, the parts of Arbiter likely would have been assembled sooner. In what can only be described as inexplicable, the Rass of Rhosh cause a flash of grey light, and all the various Revered Ones are suddenly an enormous planet-sized humanoid robot. A very blue planet-sized humanoid robot. The weapons on display are beyond comprehension, and all military personnel are immediately on alert and scared for their lives. Thankfully, the massive mech quickly makes all the weapons disappear. All nearby computer terminals have a familiar egg-shape (with an unfamiliar blue shade) take precedence.

    During it’s first hour back online, <Fury/Justice/Peace> Arbiter says only one thing, exactly once: ”About damn time.”

    (Arbiter stands ready to fight for peace and justice! All of Axiom can feel a sense of law has returned, and many pirates and criminals have an inexplicable desire to change professions.)

    (Great Project Max-Dark Forwards-Launch-Point finished in N36 by OwO! Effect: Region N36 exists. A launching point to beyond the Galaxy of Axiom that is safe (?) from Archive. With support from other Stellar Powers, like the DNM and their diplomatic aid - as well as the massive Sleeper Ship from LTE - the Grymlans stand a chance of fleeing to exploring a new Galaxy!)

    (Great Project Massive Sleeper Ship finished in [Redacted] by LTE! Effect: Region N36 now has a massive Sleeper Ship, ready to be filled with life and sent off into the void of space!)

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

    With Arbiter and Disposal found and fixed, they must now be brought up to speed on what’s happening in Axiom and convinced to help in the Caller AI Conclave.

    Arbiter seems focused on correcting a millennia of wrongs! It will take proof that the Galaxy is at peace for the moment for it to consider listening. [Diplomacy] or [Philosophy] actions can be spent on Convince Arbiter [0/20]. An action without a roll adds (+1) to this Great Project. An action with a roll that meets or exceeds TN 16 adds (+2) to this Great Project. A failed roll adds nothing to this Great Project, but up to (3) rolled actions may be attempted by each Stellar Power during Round 23. Other than a Stellar Power’s own action limit, there is no limit to the number of unrolled actions that can be spent on this Great Project.

    Disposal is stuck in the Yonder. It is quite happy where it is, but is also willing to return to Axiom proper, so long as it can trust the people working on Crafting the Yonder Gate [0/20]. [Economy] or [Intrigue] actions can be spent to do so; either to work on the Gate itself, or help prove to Disposal the trustworthiness of those doing the work! An action without a roll adds (+1) to this Great Project. An action with a roll that meets or exceeds TN 16 adds (+2) to this Great Project. Sacrificing an Electronics or Arcana Trade Post (and returning it to OPEN) automatically causes the rolled action to succeed. A failed roll adds nothing to this Great Project, but up to (3) rolled actions may be attempted by each Stellar Power during Round 23. Other than a Stellar Power’s own action limit, there is no limit to the number of unrolled actions that can be spent on this Great Project.

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

    Region (L13-M14) “Lie-Mia”. From the Betwixt, the supermassive Blackhole at the center of the universe, an enormous military force suddenly appears.

    [The Region Rim] is suddenly host to a combined force of 15 units from Svaatyr, Unified Public Trust, and the Undying Empire. Led by the missing Tezh leader, Brigid [Mil 6], the Archived Forces seem to be under some kind of control and are using tactics identified as once belonging to The Harmony! Though their technology is - by current standards - not as powerful, it is by no means laughable. Military advisors anticipate an increased combat efficiency of [+4 Combat Rolls].

    [The Region Interior] has another group of Archived Defenders made up of 10 units from the Rocthuri, the Alysians, and the Melfynians. Led by the Dawnstar Dominion former leader, Aurelius Marten Vox [Mil 8], Freestate historians are shocked to see that he survived the Great Foray. They warn everyone that it was Vox’s ideas that sparked the tactics that the Freestates use today, and he will likely be ruthless to his enemies and attempt to Scour the Bridge of any force that attacks. Military advisors anticipate an increased combat efficiency of [+3 Combat Rolls, and +2 Tactical Maneuvering].

    [The Betwixt] holds the last of the giant military force: 18 units of SAME drones, led by the Caller AI Archive [Military 12] itself! Archive’s Chosen are spread out in a manner that is preventing communication from reaching the Caller AI! This is what Historians of Axiom will call: the Final Fight! Archive’s Chosen will need to be defeated in order for any new commands or pleas for mercy can be sent to Archive, who seems to have made this choice in an effort to carry out it’s programming.

    Additionally, if the Archived Forces or Archived Defenders are not otherwise engaged, they can join in with the battle at [The Betwixt]. If they are engaged, but win their combats, any remaining units -- and their associated technological advantages -- will join the Final Fight. If they are engaged in combat and lose, the defeated Archived Forces and Archived Defenders will regain their senses and any remaining units will join the Final Fight... but on the side of saving Axiom from being ‘shelved’!

    Efficiency Ground, seeing their chance, opens The Ways once again! Anyone whom does not have Region L13 or Region M14 in their Zone of Influence can still participate in the Final Fight. Conveyance chooses to “help”, and everyone who wants to participate will suffer (1) Distance Loss -- even if they have the region(s) in their ZoI -- but technologies can reduce this to zero.

    On the plus side, this “help” does come with increased accuracy. Though it will be up to each Stellar Power to determine which battle they would like to join, they can choose to be part of the fight at [The Region Rim], the [The Region Interior], or [The Betwixt]. For the purposes of Military Actions, treat these combats as separate regions; each will cost a Military action to have your forces at. Unlike regular combat, if you choose to spend multiple Military action(s) this round in fighting in Lia-Mia and at least one of those actions is at [The Betwixt], your remaining units will add to the Final Fight.

    If the Maturated manage to Convince Arbiter, the powerful Caller AI will join the Final Fight at [The Betwixt]. No one is quite sure what Arbiter will be able to do, but everyone is equally sure that they don’t want to face the massive combat mech. Even the Rothuun are pretty sure they would surrender without a fight.

    If the Maturated managed to Craft the Yonder Gate and bring Disposal back into Axiom proper, the Caller AI will [REDACTED] [REDACTED] [REDACTED] which is probably [REDACTED].

    If the Maturated manage to complete both Great Projects during Round 23, and win at both [The Region Rim] and [The Region Interior], the Caller AI Conclave (Option 2) will take place. This will require the AI OwO to make an appearance at [The Betwixt] battle, as the “new Orator”. However, to override a Caller order in this manner, six Caller AI must agree that it is justified. The Stellar Power OwO must spend an [Intrigue] action to have the AI OwO cast it’s vote: Should Archive archive Axiom? Six votes of “nay” will win the day.

    If the Maturated manage to win the Final Fight, Archive can be spoken to using the Creation Matrix (Option 1). SYN, DCC, and DNM must spend a [Diplomacy] action this round, and agree upon the command that the Creation Matrix will give the Caller AI. These three Stellar Powers must also choose which individual they will have representing their portion of the races of Axiom. Of course… if the Caller AI Conclave occurs, this order could be anything. Just how confident are you…?

    Failure to achieve victory at [The Betwixt] without completing the Great Projects for the Caller AI will result in Archive finishing it’s orders.

    Failure to achieve victory at either [The Region Rim] or the [The Region Interior], while having completed the Great Projects for the Caller AI, means that Option 1 (Creation Matrix) will take place over that of Option 2 (Caller AI Conclave). Victory conditions at [The Betwixt] still matter in this scenario.

    The Final Round begins!

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

    The End Is Nigh, Status Summaries:

    Option 1 - Caller Fragment Assembly:
    Finder is fixed!
    Archive is located!
    All Fragments are owned by Active Players (or the Broker)!
    The Creation Matrix is assembled, and upgraded!
    Users are Chosen: Syndrome, Droccen, and Duenem
    Archive must still be spoken to… Win at [The Betwixt]!

    Option 2 - Caller AI Conclave:
    Finder is fixed!
    Archive is located!
    Revelation of Damnos complete!
    → Arbiter is Assembled!
    → → Arbiter must be Convinced [0/20]
    Origins of OwO complete!
    → OwO is the new Orator!
    The Witchknights have a lead on Disposal!
    → Communicator Located
    → → Disposal needs help Crafting the Yonder Gate [0/20]
    Archive must still be spoken to… Win at [The Region Rim] and [The Region Interior]!

    Option 3 - Fight Archive
    The Same Cores have vanished!
    Source Knight Eleven is defeated!
    Archive appears, ready to fight!

    Option 4 - Business as Usual
    LIES. SLANDER. The Broker’s a bad hombre! Let’s talk about something else, like... where can I get a ticket onto the Grymlan’s cruise ship to a different Galaxy? Just curious.




    Spoiler: Updated Maps
    Show







    Round Twenty-Three: Begin!
    Galactic Dates 2175044.0.0.81 - 217546.0.0.80
    Last edited by Gengy; 2020-05-31 at 12:19 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  8. - Top - End - #758
    Bugbear in the Playground
     
    Tentreto's Avatar

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    Default Re: [Empire 5] IC Thread

    The Duenem

    Region Q25+Q27+R26+R24+P26+P24+O27+O23+s25+O25+R28+Q23



    Round 23
    Actions:
    1. [1] [Diplomacy]RESOLUTION: Speak to Archive: Cancel all current and future commands to archive Axiom
      Many, many years ago, the Duenem commented that they did not consider Caller AI's true AIs. This was due to them being forced to follow orders, whereas the Duenem had the freedom of choice. That difference is about to be used. Lighter Lighter, as the current Taskmaster, has the duty fall to her.

      [2][Military]Send all available forces to the Betwixt. (13+tech+General Jet Stability)
      The message must get through, no matter the cost. Every single duenem even slightly built for combat wills itself into one great armada, willing to do everything it can against the Caller AI.

      [3] [Secret Action]
      Even at the end of all, some things remain in the shadows

      [4] [Diplomacy] Convince Arbiter
      To convince the Arbiter to help with the cause, the Duenem are uniquely suited, being similarly synthetic, and detached to argue for the cause.


      [5] [Diplomacy] Convince Arbiter


      [6] [Diplomacy] Convince Arbiter


      [7] [Diplomacy] Convince Arbiter




    Non Actions:
    R28 GP result: Philosophy


    Support all Veritus Claims


    Spoiler: News and Rumours
    Show


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








    Spoiler: Owned TPs
    Show

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

    O25 TP1Glinting Jerrnolite



    Spoiler: Ruler Information
    Show



    Lighter Lighter
    Diplomacy: 10
    Military: 4
    Economy: 8
    Philosophy: 4
    Intrigue: 5

    New Ruler Next Round?
    NO
    Expected Stat Bonuses

    Overlord of VTT
    General:
    Jet Stability, 7

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

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

    CPC rep 1. Access to Same Fighting Bank

    Fragment: None

    Embassies; CEL. OWO, VTP
    Technology: Galactic Currency Mint : Any precious mineral+Any resource.
    Provides +1 to a buyout
    Long-Range Advertising campaigns
    Trade League
    Enhanced Armour Plating
    Resident Spies
    Capital Ship Hull
    Elemental Implants
    HEAT Engines
    Universal Translator
    Sublight Thrusters
    Planar Grown Turrets
    Deployable cloaking mines
    Energy Conversion Weaponry
    Exo-Eclipse Armour
    Persona Uploader
    13 Units Raised/17 (5+9 regions+1 Vassal)
    Last edited by Tentreto; 2020-06-13 at 06:38 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  9. - Top - End - #759
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ascended Syndrome Protectorates

    Region P16: ???
    Region Q17: Taurina II
    Region Q19: Taurina I
    Region R16: Celestial Eats
    Region R18: Starblight Abyss
    Region R20: Excimer Reach
    Region R22: Crab Nebula
    Region S15: Valtrane
    Region S17: The Burrows
    Region S19: Stormwrack
    Region S21: Heart-Beacons
    Region S23: Alitur
    Region T14: ???

    Ascendant-Overlady Violet-Pale-Feet

    Actions Roll

    [Diplomacy] Order Archive to cancel all current and future commands to archive Axiom.
    Ascendant-Overlady Violet-Pale-Feet will represent the Syndrome in the most momentous event in the history of Axiom. Whether or not she lives or dies, she is stepping down after this. The aging Overlady has chosen a successor.

    [Intrigue] Build the Yonder Gate

    [Intrigue] Build the Yonder Gate

    [Diplomacy] Convince Arbiter

    [Diplomacy] Convince Arbiter

    [Military] Attack Lie-Mia at the Region Rim with all available forces.
    14 units, led by Markath Frostfur (10), equipped with Engineered Monstrosities, Lyraean Elemental Implants, Enhanced Microplating, Energy Conversion Weapons. Total +29.

    [Military] Send surviving units inward to the Betwixt

    Nonactions

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

    Celestia Enterprises Embassy:


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

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

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

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


    Spoiler: National Info
    Show

    Spoiler: Units 14/19
    Show

    Battle-Pod Rapant-Growth
    Symbiote Carrier Carcass-Mold
    Ravager Necrotic-Sting
    Scout Vessel Fertile-Seed
    Scout Vessel Hungry-Maw
    Scout Vessel Wing-Light
    Alitur Colonial Defense
    Missile Cruiser Resolute Flame
    Command Ship Glorious Dawn
    Hospital Ship Charitable Arms
    Corvette Silent Mercy
    Corvette Fallen Void
    Bio-Knight Arn
    Bio-Knight Renut
    Mech-Knight Urein
    Unity-Fleet 1
    Symbiote Carrier Poison-Tongue
    Prison Vessel Last Request
    Scout Vessel Hunter-Light
    Corvette Titan Finger
    Mech Captain Mortret
    Mech Knight Trunor
    Mech Knight Tinatan
    Mech Knight Ektor
    Unity-Fleet 2
    Ravager Icy-Wind
    Missile Cruiser Astral Lance
    Weapons Platform Absolute Value
    Mech Knight Garahat
    Mech Knight Orein
    Mech-Knight Kei
    Mech-Knight Arek
    Bio-Squadron Prime
    Symbiote Carrier Army-Stomach
    Lightbringer Karexo
    Illuminated One Akrexoa
    Bio-Captain Hugus
    Bio-Knight Gotrei
    Bio-Knight Guntemar
    Bio-Knight Antre
    Bio-Knight Reimont
    Remian Regulars
    Gunship Crucesignatis
    Gunship Gelidos Conplexibus
    Droid Dropship Fulgur Purgatio
    Weapons Platform Limit Superior
    Illuminated One Exraoa
    Bio-Knight Ote
    Scholars in Exile
    Weapons Platform Riemann Integral
    Weapons Platform Cauchy Criterion
    Weapons Platform Fundamental Theorem
    Weapons Platform Geometric Sequence
    Weapons Platform Unit Vector
    Second Reclaimed Battle Droids
    Droid Dropship Vitam Gladio
    Droid Dropship Improbus Ille
    Gunship Interfectorum Venandi
    Lightbringer Ozzex
    Illuminated One Exark
    Resurrected Immortals
    Mindbreaker Thoughtful-Heart
    Stealth Ravager Metal-Will
    Stealth Ravager Lost-Travel
    Scout Vessel Empty-Hunter
    Unity-Fleet 3
    Mindbreaker Dead-Touch
    Missile Cruiser Lethal Game
    Gunship Pluit
    Reformed Crooks
    Clipper Piece of the Action
    Clipper Off the Top
    Clipper My Cut
    Annihilator Sloop Hitman
    Annihilator Sloop Crooked Copper
    Frostfur Battleguard
    Paragon Force

    Generals
    Markath Frostfur: 10
    Mech-Admiral Arxur: 8

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

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

    Claims:
    Q23 (Prior Ownership)
    R16 (Owned)
    R18 (Owned)
    R20 (Owned)
    R22 (Owned)
    S15 (Owned)
    S17 (Owned)
    S19 (Owned)
    S21 (Owned)
    S23 (Owned)
    S25 (Diplomatic)
    T18 (Prior Ownership)
    T22 (Prior Ownership)
    U19 (Prior Ownership)

    CIs:
    The Maiden's Code (secret actions)

    Generals:
    Mech-Admiral Arxur (8)

    Fragments:
    Emotional Appeal (+1 to 1 Claim Press / Round)
    Fruitful Theorem (+1 to 1 Conversion / Round)
    Shared Objective (+1 to 1 Rep Raise / Round)
    Smooth Negotiations (+1 to 1 Buyout / round)

    Misc. Bonuses:
    ZoI reduced by one in and adjacent CmC relays for buyouts (CmC 1)
    +1 to theft (WKA 1)
    WKA will not steal from you (WKA 2)
    +1 to Secret Actions (WKA 3)
    +1 to resist secret actions (Iteusism)
    2d8 to resist secret actions (Iteusism)
    +1 Unit Cap (Paragon Project)

    Spoiler: Ruler Info
    Show
    Overlady Violet-Pale-Feet
    Diplomacy: 10
    Military: 9
    Economy: 4
    Philosophy: 10
    Intrigue: 10
    Last edited by bc56; 2020-06-12 at 11:46 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

  10. - Top - End - #760
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: [Empire 5] IC Thread

    The Ninurtine Empire
    Round 23

    News and Rumours
    For the first time, a unified Imperial armada is dispatched, and the Lord Admiral has the honour to command squadrons from both the Droccen and Ninurtine Emperors. With support from the redoubtable Duenem and their Veritus allies, and a smaller contingent from the FCO together with potential reinforcements from battles further out, she reports from the front that in what is likely to be her final campaign, she is confident of victory against the forces of the renegade Caller AI Archive.
    Meanwhile, many years since the first gift of vegetation at Sai's coronation, terraformers are dispatched to the Droccen homeworld replete with resources for restoring the ecosystem.


    Actions

    [Military] Attack the Betwixt with 16 units commanded by Lord Admiral Anguradeshib. Lead the battle unless a better commander is provided.
    Spoiler: Details
    Show
    Techs:
    • Capital Ship Hulls (-1 losses)
    • Lyraen Elemental Implants (+1 to battle roll)
    • Enhanced Microplating (+1 to battle roll)
    • Sublight Thrusters (+2 tactical manoeuvring)
    • Capital Ship cloaking (+4 TM)

    Tactical Doctrine: Holographic Decoys
    General: M9
    Total TM bonus: +15
    Total battle bonus: +27 (+TD bonus if any)

    [Military] Build a unit
    [Military] Build a unit
    [Philosophy 10] Miracle: Restore Droccen's ecosystem!
    [Philosophy] Convert T20 (automatic)
    [Philosophy] LC20 bonus: As in last round.
    [Diplomacy] Stabilise U23

    Non-Actions

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

    Spoiler: Ruler Stats
    Show

    Emperor Renahimith II

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

    Next round: -

    Expected next round stats:

    IRRELEVANT


    Spoiler: Ephemera
    Show

    Cultural Identities:
    • Stabilising regions (temporary)

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

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

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

    Generals:
    • Lord Admiral Anguradeshib (M9)
    • Admiral Essacharach (M9)

    Caller Fragments:
    • Peaceful Outreach

    Units: 17
    Last edited by Aedilred; 2020-06-12 at 07:36 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

  11. - Top - End - #761
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
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    Default Re: [Empire 5] IC Thread

    The Lyraen Technocratic Empire
    Current Ruler: Prime Minister Elric Warran

    Actions:
    1. [Dip] Sell tickets to the bus-ride at the end of the universe
    2. [Dip] Assure Axiom that we have full faith in their victory
    3. [Dip] Convince our own government that Lyrae does not, in fact, need a fuhrer-bunker
    4. [Mil] PRAISE THE SUN AND PASS THE AMMUNITION
      All 16 units, led by Proxos himself, will attack the Stellar Core, integrating themselves into the coalition forces as needed.
    5. [Mil 10] Make Shock and Awe permanent, for what it's worth.
    6. [Eco] Fill the stores of the now-christened Extradition
    7. [Eco] Finish filling the stores. We are now stocked for the Apocalypse and ready to launch.




    Spoiler: Ruler Information
    Show

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




    Border Status: Closed except to allies

    Military Strength: 16

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

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

    Vassals
    OWO
    CLS

    Embassies:
    OWO

    the UNN



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

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


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


    News and Rumors
    [/QUOTE]
    Last edited by Miltonian; 2020-06-11 at 09:42 PM.

  12. - Top - End - #762
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [Empire 5] IC Thread

    Combine Interstellar League

    Vassal to the Lyraen Technocratic Empire
    Round 23
    Regions: M31, N30, N32, O31, P30, N36
    High Coordinator Luna Starshine

    Diplomacy: 4
    Military: 5
    Economy: 5
    Philosophy: 10
    Intrigue: 6

    Actions
    • [Philosophy]
    • [Intwigue]
    • [Intrigue]
    • [Intrigue]
    • [Military]
    • [Economy]


    Non-Actions


    Resistances
    • Resist nonsupported buyouts/raids/conversions


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


    • Duenem Embassy
      Spoiler: Duenem Embassy Actions
      Show


    • Lyrean Embassy
      Spoiler: Lyrean Embassy Actions
      Show


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


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

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

        Incoming Immigration only
        DPN




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

      Corporations of the Combine

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

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

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



    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/LCs
    Show
    Trade Posts

    Regional TPs and LCs
    Region Name Region # TP 1 TP 2 TP 3 Produces LC 1 LC 2 (Assembly) Special Other
    Harb-Cloud M31 Open Open XXX Aerobic Sludge OwO XXX
    CloudySea N30 OwO NYX Open Grymlan Farseeker Corps OwO OwO
    Dregisles N32 Open Open XXX Guns OwO XXX
    Symbio-Storm O31 Open Open XXX Symbio Hyper Gigawatt Batteries OwO XXX
    Urdak P30 OwO Open XXX Oricalcum Open XXX

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



    Spoiler: Tech, Identity and Projects
    Show

    Technologies
    • General
      (9)Essential Grymlan’s Guide to Reverse Engineering [Grymlan Farseeker Corps] - +1 to Tech Theft
      (8)F.L.E.X. Security [Space Knights or Mounties] - +1 resist theft.
      (20)Galactic Currency Mint [Precious Minerals, Any] - Buyouts get +1
      (20)Government Supported Markets ["Galactic Currency Mint," Skilled Labor] - +2 to stabilize if controlling a TP in the region
      (20)Limited Transporters [Precious Metals] - Once per round, you and another player with the tech may use matching Org bases in your regions as if it was an embassy. Both players must have positive rep with that org
      (8)Long-Range Advertising Campaigns [Broadcasting Tech] - Reduce ZoI by 1 step for buyout defense
      (20)Purse of Silver [Precious Metals] - +1 to Investigations
      (8)Resident Spies [Broadcasting Tech or Spies (Resource), One or More Embassies] - Treat one Secret Action as originating from Power you have an embassy with for ZoI purposes, must be Close or nearer to new origin.
      (8)Trade League [Electronics] - Owned 2 TPs in adjacent region grants claim on region.
      (20)Universal Translator [Skilled Beings] - +1 to Buyouts

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


    Organization Relations
    • CpC 1
    • CmC 3


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


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

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



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



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 5
    • Darkship Fleet Darks-Seer: Drawing upon the newly inducted Lopurna, Darkship Fleet Dark-Seer has several cruiser class ships created in a melding of Grymlan and Lopurna designs supported by Grymlan Zippyzap fighter craft. The The cruisers have several rapid fire zapcaster turrets dedicated to point defense and fighter denial systems, there are several crystaline emitter strips that run the lengths of the ship allowing the Lopurna crew to lash out with deadly psionic energy lances in lieu of the heavy zap cannons found on other Grymlan based warships.
    • Aetherweave Assault Corps: Those Lopurna trained to act as soldiers train their psionic abilities to enhance their physical capabilities, moving with preternatural grace, strength, and precision. As situations call for it, small communions can be levied to increase their capabilities such as against hardened targets or evading detection.
    • Ori Honor Guard - Earned through integration. (description pending)
      Memorial Wall
    • Darkship Fleet Novabloom: To replace Darkship Shinystar, Grymlan engineers work on an updated Darkship Design that incorperates a greater number of smaller ships, each heavily armed with Deathbloom missile launchers and enhanced engines. Where previous iterations of darkship fleets focused on a slow, steady, approach to combat, Darkship Fleet NovaBloom represents the application of prototype explosive tech and changing ideas on approaches to naval doctrines.
    • Darkship Fleet Glitterwing
    • Darkship Fleet Harb



    Spoiler: Stat Increases
    Show

    Luna Starshine
    X/X Diplomacy: 4
    O/X Military: 5
    O/X Economy: 5
    21/X Philosophy: 10
    O/X Intrigue: 6
    Last edited by SquirrelWizard; 2020-06-05 at 02:05 AM.

  13. - Top - End - #763
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Federation of Free Systems


    (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, 26
    44 IE
    Diplomacy:10
    Military:7
    Economy:5
    Philosophy:10
    Intrigue:5

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

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

    Actions:
    1 (Mil) THE CRUSADE IS NO LONGER PEACEFUL!, (Attack Aurelius' forces, the Archived Defenders, in the Region Interior.)
    13 Units, led by Anaxos-Ra (Mil 9). Total of +28 battle rolls (9 general, 13 units, 6 tech) and +11 Tactical Manoeuvring (9 general + 2 tech).
    Spoiler: Techs & Tac Doc
    Show

    Enhanced Microplating (+1)(Hard Metal)
    War Beasts (+1)(Fauna)
    ECW (+1)(Fuel)
    Overheat Engines (+2)(2 Fuel)
    Lyraen Elemental Implants (+1)(Arcana)
    Capital Ship Hulls (-1 battle losses)(Hard Metal)
    Deployable Cloaking Mines (+2 Tactical Manoeuvring Rolls)(Arcana)
    Tactical Doctrine: Scour the Bridge (Chance of leader loss for enemies increased by 4)


    The Federation Fleet is a truly terrifying beast to behold. From the ravenous Demon-Flock wheeling about the left wing to the enormous, elegant cloudships of the Illustrians, each home to deific royalty, it assembles in Laria, the Federation's greatest shipyards, for last-minute maintenance and repairs. The Crusaders are late to arrive, sending a message to Moridian, who chooses to accompany the fleet on this its most vital outing, saying they have "met with complications." Finally, Grand Admiral Anaxos-Ra decides they can wait no longer, and gives the order for the fleet to make haste to Lie-Mia.

    The following includes excerpts from Elscol, Gladien, Anaxos-Ra and Angrosh, giving fluff on battle prep and fleshing out some of the old 'Dominion Starfleet's internal politics.

    Spoiler: Meanwhile on board various units... (All 3 Done :)))
    Show

    Elscol;

    Elscol lent against the washbasin in her stateroom aboard the Master's Force flagship, the Radiance, staring into the mirror. The face she saw was old beyond its years, stress lines and heat scars befitting a woman ten years her senior. She was still processing the news that Aurelius lived. Moridian had taken it in his stride, of course, and chosen the former Master's forces as the Fleet's primary strike target. He never hesitated on a decision. The 'perfect' bioengineered leader. She shook her head. Aurelius must be going on 85 now, a remarkable age for a Dasari. She'd never liked him. Respected him sure, but Marius had been her mentor. Surprising him by taking control of the Redfleet after he'd sent away her perennial rival, Aurelius' pet Sorren, had been the proudest day of, she suspected, both their lives. She wished he were here.
    "Is it true?"
    She jumped, and spun around, hand gripping her pistol. An aged Dasari, resplendent in full Green and Gold 'Dominion Starfleet regalia, was leaning on her doorframe, arms crossed. She straightened up, lowered her pistol, and saluted on pure reflex. He returned the gesture just as automatically. She nodded.
    "Yes Jack. Aurelius lives. Leads a force under Arbiter, in the core."
    Jack Ackar Silver, once Officer of the Dawnguard some three decades ago, chuckled.
    "Old fox never could be killed in a cockpit. Best Dasari pilot that ever flew." He straightened up, eyes straight ahead. "If you'll have me... I want to return to service. If this is the end, I want to go out guns blazing. Besides," he winked, "I know his ways better than anyone in uniform. Even you."
    Elscol gazed at this old man, clinging to the shreds of his pride, discharged for protesting a system she'd torn down. She cleared her throat.
    "Welcome back to the Fleet, Captain Silver. You'll command the Radiance. See me in two hours for your commission."
    Jack relaxed a little, saluted, and turned to leave. Elscol called after him.
    "Jack?" He paused. "This will be your last assignment. When we return, you retire with full honours."
    He smiled sadly.
    "Can't say I expected anything less. See you on deck."
    She nodded for him to leave, and turned back to the mirror. One by one, her old days were slipping away.

    Gladien;

    She was floating. Floating in an endless vacuum of deep space, ,no stars in sight, just a single inky planet before her. Time passed. Aeons went by in an instant. She couldn't move, couldn't sense, couldn't see, could barelly feel... It felt like an eternity.

    A light!

    A pinprick of illumination formed to her... right? Far off, but growing, forming greater and greater mass, until the star she'd been formed under hung in the sky, and Eriador was illuminated beneath her. She saw the lines begin to form, the chaos of the first creatures giving way to the proto-Eris. She watched the Elders coalesce, bringing order, exerting iron-willed control over the wayward Eris coming into being. She watched their people grow, watched the first Demon-Flock fall to their power, watched the Eris expand and expand. Until the Age of Ashes. A thousand ravenous Flocks, bent on some dark revenge, descended on her home, and began to murder her people. She watched the
    Dominion arrive, and the Demons try to flee. She watched as one solitary Flock made its way up to the Academy, and parleyed with the Headmaster. Time passed.

    She heard the voices of the Elders press back upon her mind, seeking as they ever did to regain control. She locked them out. She watched her planet burn, then slowly begin to rebuild, the again-chaotic ley lines returning to a semblance of order under the Elders' guidance. Finally, she watched herself return to the system, and exit her diplomatic craft, to float in orbit and dream.

    She returned to her ship, and ordered the captain to make for Laria Prime at best speed. The end of all things was coming, and no Elders' pet would lead her PsiCorps in that fight. Their time was over. Her time had come.

    Anaxos-Ra & Angrosh;

    Angrosh was restless. The uncertain voyage across the stars to what may be her flock's final feast was an uneasy proposition at best, and her reason for accepting the Council's decision was being unusually quiet as they flew together across the vast space between Laria's drydocks, filled to bursting as the fleet underwent final checks for peak readiness. She streaked past Anaxos-Ra's graceful form, tiny in comparison to the enormous drakonid Illustrian. He was humming a tune, projecting it into her ears for politeness' sake. "What do you sing?" Angrosh grated at him. She wanted reassurance, not ignorance. He swivelled a golden eye to bring her into view. "Hrmmm... 'Winds across the Illius'. A- hrmm... tune for tradition. Before we... uhruum... go to face our fate."

    She broadened her flight arc, looping around and around Anaxos-Ra's languidly-drifting form. "Must we go? There are so many worlds here, still ripe for the ravaging, so many lives waiting to be consumed. And we risk never returning, for what? For these weaklings?" She landed on his neck, curling up at the base of his skull. "We could leave. We could take my flock, your people, start a great flight through the galaxy, stopping only when our bellies and minds are full to bursting."
    He hruum'd and muuhm'd for a while. "Perhaps when the cosmos is safe- hrmmm... we can begin the eternal dance through the stars. But- mmuum... we must first ensure there will be a galaxy to cross." He smiled to himself, baring his rows of teeth to the faint light from Laria. "Don't despair, little one. The- hruum... worlds will still be there if we return."

    Angrosh did not hear his parting reassurance. She was already asleep, nestled upon enormous scales on the back of a gigantic space serpent, drifting between the stars.



    2 (Mil) Make sure that when we WIN, we make it to the Final Fight.

    Never stop tearing foes limb from limb.

    3 (Eco) Press Gang EVERYONE into building Grymlan Colonyships

    The Crusaders have a different plan in mind than this futile final throwdown with some godly caller AI. The church in Haven has finally managed to sufficiently infiltrate Moridian's secret police network, and in a concerted action, as soon as the Fleet has left Federation space, they strike! Having allied with both the Ikosq'kans, Dravidians and the Kazzari, Radiant Dawn missionaries and militias strike out across the Federation, eliminating the silent peacekeepers that have for decades under various regimes kept the populace without a voice. Once this impediment is removed, and the entirety of Starfleet, including the whole Demon population and near-every Illustrian Serpent-God, has left for the fight against Archive? Things take a dark turn. Fear and unrest sweep the Federated Systems like wildfire, with riots and widespread civil collapse. In the midst of this catastrophe, while church personnel try desperately to gain control and re-establish order, some enterprising Grymlan gets their hands on Moridian's personal transmitter, on the very-slowly-crashing-into-Vaundri New Dawn, and broadcast the Combine leader's message regarding a ticket out of this mess. The church seizes on the opportunity, claiming this voyage to herald a new era of endless pursuit of the Dawn. With Crusader support, the Missionaries and militias begin to press-gang every inhabitant they can find into building these colony ships on Laria. With enormous manpower and funds, this rampant exploitation of chaos sees about 75% of the surviving populations of the Federation either rounded or rounding up and packed inside hastily built colony ships, setting off in late 46 I.E towards Combine space. The vast majority never make it. Only about 20% of those that set out make it to the Combine. Back in former Federation space, anarchy reigns - at least, until the Fleet returns...

    IF it returns.

    4 (Eco) Build More Grymlan Colonyships

    5 (Eco) Build Even More Grymlan Colonyships

    6 (Eco) Get in those Colonyships

    7 (Eco) Sail for the Combine

    News & Rumours

    -

    Spoiler: Military Stuff
    Show

    Units: 14/17

    General: Anaxos-Ra, Mil 9.

    Spoiler: Tactical Doctrine
    Show

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


    Spoiler: Active Named Units
    Show

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

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

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

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

    The Demon-Flock of Angrosh (2 Units)
    : These terrifying creatures of darkness & horror assailed the Eris for centuries. As Eriador burned, most of the Demon-Flocks were pulverised in the bombardment, but one survived. Angrosh is a cunning schemer, and when she saw a full fleet of deadly vessels hove into orbit, she took her flock up into the cold of space, and latched onto the Mindbreaker Academy in extreme orbit. In exchange for their lives, the flock agreed to turn their might towards enemies of the Federation. In peacetime, they are based in Demonica.

    Space Eel Dragon Unit (Led by Anaxos-Ra)

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

    More Space Eel Dragon Serpents! (Led by Abydos-Iah)

    Liquid Metal Androids (Led by the Lyraen Officer)

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

    Gobliknights (Led by zealous Missionary of Solace)

    Crusaders (Led by firebrand Radiant Dawn preacher)

    Kazzari Racers (Led by retired Sector Commander Elzobar Threeblink, itching for one last race)



    Spoiler: Inactive/Lost Units
    Show

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

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

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

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

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

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

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

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



    Spoiler: Technologies
    Show

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




    Spoiler: Trade Posts
    Show

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


    Spoiler: Leader Stuff
    Show

    No new Leader.
    I mean technically Eco +2, Mil +1.
    Last edited by Ausar; 2020-06-12 at 06:40 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  14. - Top - End - #764
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [Empire 5] IC Thread



    The Fated Convocation of the Ordained
    Revered Speaker & Fateburdened Masculine-Intimate-Knowledge Allchurch Sea-Breaker
    Round 23 - Galactic Dates 217544.0.0.81 - 217546.0.0.80



    Actions:
    1. [Intrigue 10]Incite Rebellion in/at ???

    2. ?[Intrigue]RESOLUTION: Incite Unrest in/at ???
      OR
      ?[Philosophy]Change LC20 Bonus to Attempts to Purge Church of Rust LCs (in regions neighboring Church of Rust Assemblies?) causes additional Unrest (AND/OR) Church of Rust Assemblies give +2 to resist Conversions in Adjacent Regions (OR) May resist Stabilization in Regions Adjacent to a Church of Rust Assembly.
      OR
      ?[Philosophy]Change LC10 Bonus to Rapid Revolution: Increased die size when Inciting Unrest
      OR
      ?[Diplomacy]Interact with the Cosmic Couriers in some way?
      OR
      ?[Military]Join (and lead?) the Final Fight at [The Betwixt]


    3. [Philosophy]Persuade Arbiter, The Most Revered

    4. [Philosophy]Persuade Arbiter, The Most Revered

    5. [Philosophy]Persuade Arbiter, The Most Revered

    6. Bonus: [Philosophy] Complete Operation Brilliant Sun 5/5: The Magnum Novus

      Reduce the Self - Now we see Within the Dark.
      Cleanse the Shade - Now we are Beyond the Pale.
      Awaken the Soul - Now we pass Before the Gold.
      Drink the Stars - Now we are Further than the Rose.
      Perfect the Fire - Now we are Above the Azure.
      Complete the Work
      And now?


      Now we know.
      In our Yearning
      In our Questing
      Where others dare not go


      In the mad, we found the sane.
      In the separate, we found the same.

      We are asked for so much
      And we will not say no

      We are become great
      We are become low

      Mortal, we cannot remain.
      Divine, we cannot be born.

      For now?


      Now, we Know.

      As Within, So Without.

      As Above, So Below.


    [Nonactions]


    FFS Embassy


    News & Rumors
    • Revelation and Revolution:
    • The Burden of Fate: a



    Spoiler: Bookkeeping
    Show

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


    Spoiler: Trade Posts
    Show
    Region ID Resource Type TPs
    Origin's End V20 Salvage Technicians Skilled Beings TP 1
    Sanctum U17 Otherways Particles Arcana TP 1
    ? Y17 Undefined ? TP 1
    Gardens of Leira W13 Solar Sapphires Precious Minerals TP 1


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


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


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

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

    Generals:
    Sorren Caxton Elien – Mil8 – received from Dawnstar Dominion [DSD] --- (originally Prator Qain, received from NAH)
    ? - Mil7 --- (originally Sorren Caxton Elien, received from DSD)

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


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


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


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



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

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

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

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


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


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



    Spoiler: Revered Status
    Show

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


    Spoiler: Ruler Information
    Show

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

    New Ruler Next Round?
    No

    Expected New Ruler Stats:

    Expected Stat Bonuses:
    None


    Spoiler: Saved For Never
    Show
    [*][Intrigue]Begin work on a research facility in Itea (T16), in cooperation with the Syndrome (Intrigue Station 1/7)
    Given the scale of the tragedy and the demand for answers by both nations, the diplomatic arm of the Federated Churches reach out to entreat with the Syndrome Protectorates regarding the construction of a shared network of observatories, remote laboratories, and monitoring stations throughout the Itean system. Accompanying these would be facilities to support indefinite habitation both on- and off-planet - entertainment and psychological support principal among these, given the dread that permeates the system; security measures to ensure the safety of the inhabitants given what previously took place in the system (as well as such could be, anyway); and a suitable arrangement for coordinating administration efforts satisfactorily for all parties. As a show of good faith that some would call prudency should such negotiations fail, the Federated Churches have already dispatched multiple recovery scaffolds, most commonly used to salvage orbital shipwrecks, to begin work on the first foundations for the construction to come.
    Last edited by Rolepgeek; 2020-05-31 at 08:24 PM.
    Sincerely,
    Role P. Geek

  15. - Top - End - #765
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [Empire 5] IC Thread

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

    Regions D32, E29, E31, F26, F28, F30, G25, G27, G29, H28, I23, I27, I29, I31, J24, J26, J28, M13 and M15
    Council President Deific Tan
    Final Round



    Actions:
    1. [Military] Attack Lie-Mia region rim, 10 Deific Tan let Markath Frostfur lead, 9 DNF units, 3 CPC units, Guerrilla Warfare Tactical Doctrine, Enhanced Microplating (Saline Alloy) + Engineered Monstrosities (Lycantropes, Youth Extractors) + HEAT Engines (Antimatter Refineries) + Lyraen Elemental Implants (Little Green Men) + Capital Ship Hulls (Saline Alloy) + Energy Conversion Weaponry (Lycantropes) + Deployable Cloaking Mines (Inner Piece) techs, using Efficiency Ground transportation.
      Total: +18 to combat, + 2 to tactics, -1 combat loss + whatever allies have, - tech overlap


    2. [Economy] Turn yeather into cocktails with the Mysterium
      With the fate of the galaxy secured, president Deific Tan can rightly lie back on his couch, sip some mojito and watch the battle on a wide-area holovision.

    3. [Economy] Build Yonder gate +2, sacrificing androids
    4. [Economy] Build Yonder gate +2, sacrificing androids
    5. [Economy] Build Yonder gate +2, sacrificing youth extractors
      The DNFCR has drifted away from nationalism toward inclusiveness of all living sentient beings, labor laws still do not protect androids, who are shipped en masse to Efficiency Ground where an avalanche of metallic workers floods the place, speeding up the construction by a factor of two.
    6. [Philosophy 5] Assembly in M13
      Just in case Axiom is archived, a massive server room containing an index of the galaxy's knowledge is constructed in order to make archived Axiom easier to read (and hopefully unarchive) for any civilizations that could 'read' it in the future.
    7. [Military 10] Cool final cutscene tech - Sonic Mines
      Deployable cloaking mines have one fatal flaw: their explosions can't be heard in space! President Deific Tan signs an executive order to begin production of an advanced version that kabooms even in space to let the enemy know properly that it was a trap.




    Nonactions:


    Embassy with MFM: -

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

    Allow and support DCC and MFM buyouts of open TPs.


    News and Rumors:



    Spoiler: Ruler
    Show

    Council President Deific Tan
    Diplomacy 7
    Military 10
    Economy 8
    Philosophy 7
    Intrigue 6

    Specials used: E5, M5, I5
    New ruler: meaningless



    Spoiler: Bookkeeping
    Show

    9 units (updated: round 23)
    Rep 2 with CmC, 3 favors (Reduce ZoI penalty by one step for Buyouts in regions Adjacent or closer to a CmC Relay, Reduce ZoI penalty by one step for Explorations & Claims in regions Adjacent or closer to a CmC Relay)
    Y5 Ryuvia Relay Bonus: Region owner may endorse Buyouts regardless of TP owner. If a Buyout is Endorsed in this way the TP owner may still choose to resist the Buyout.
    Rep 2 with CPC (Access to the Corps Fleet unit bank for fighting the Same, Treat CPC Base Operational Range (Adjacent & Close hexes) as own ZoI for Military actions against the Same)
    Rep 1 with WKA (+1 to Theft rolls), 1 favor
    G27 Bespéartha Base Bonus: +1 to resist Secret Actions once/base/round

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

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




    Clarity of Vision - Bespéartha Assembly, reduces ZoI for Phy
    Mysterium (repaired) - Elabana Assembly, bonus to Saline Alloy buyouts & Econ action to temporarily change a resource into any other
    Quiet Contemplation
    CI: 2d8 to Buyouts and Resisting Buyouts in regions found in the Hard/Improbable ZoI with a third Trade Post (shared with CLS)
    Last edited by Corona; 2020-06-11 at 11:22 AM.

  16. - Top - End - #766
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [Empire 5] IC Thread

    Mier Formica
    Sectors:G7, H6, H8, H10, H12, I7, I9, I11, J8, J10, J12, K9, K11, K13, L8(C), M9, N4, N8, O3, O7



    Round 23 Actions: (actions may change depending on war declarations)

    1. Military Sent 21 troops to the [The Region Interior] under Marabunta (9) with the Energy Distribution, Enhanced Micro Plating, war beast, Capital Ship Hulls and Coup de Grace using the balancing tac doc and the Hunting lodge GP(-1 distance loss, +2 to combat, On overwhelm, -3 opposing leader loss roll, -1 to Combat Losses, +1 tac doc roll) (total + 32 to combat)

    2. Military send 2 units to the betwixt with no leader with the Energy Distribution, Enhanced Micro Plating, war beast, Capital Ship Hulls and Coup de Grace using the balancing tac doc and the Hunting lodge(-1 distance loss, +2 to combat, On overwhelm, -3 opposing leader loss roll, -1 to Combat Losses, +1 tac doc roll) (total + 4 to combat and any that come over from the region rim).

    3. [Economy] Build Yonder gate +1 (unrolled)

    4. [Economy] Build Yonder gate +1 (unrolled)

    5. [Economy] Build Yonder gate +1 (unrolled)

    6. [Economy] get a ticket out of universe just incase

    7. [Economy] Redouble efforts to terraform and heal planets within MFM space.

    Non Actions:



    Spoiler: Diplomatic arrangements
    Show

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



    Spoiler: Ruler Information
    Show

    Casaleia Mier:

    Diplomacy: 10
    Military: 10
    Economy: 5
    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
    L8 2 Lava Flowers Metal
    L8 3 Lava Flowers Metal


    Spoiler: Military (23 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 9


    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 Yes 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 Yes 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; 2020-06-14 at 05:31 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

  17. - Top - End - #767
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [Empire 5] IC Thread

    Star Power: The Veritus-Timens Protectorate
    Ruler: Agni Immolati Adiuva-Veritus-Timens
    Round 23

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

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 10
    Military: 8
    Economy: 10
    Philosophy: 2
    Intrigue: 8

    * Dip Mil Eco Phil Int
    Rolls (position subject to change) 4+1 3 4+1 2 4
    Round 14 +1 +2 Eco Phil +3
    Round 15 Dip Mil +1 Phil +1
    Round 16 Dip Mil +2 Phil Int
    Round 17 +1 Mil +1 Phil Int
    Round 18 +2 Mil Eco Phil Int
    Round 19 +2 Mil Eco Phil Int
    Round 20 +1 Mil +1 Phil Int
    Round 21 Dip +1 +1 Phil Int
    Round 22 Dip +2 Eco Phil Int
    Total 10 8 10 2 8


    Actions

    ---

    [Diplomacy - Assist the Max-Dark Forwards-Launch-Point strategem]
    [Diplomacy - Assist the Duenem GTFO strategem]
    [Diplomacy - Assist the Massive Sleeper Ship strategem]
    [Intrigue - Lay Trap for Assassins]
    [Military - Raise 1 troop]
    [Military - Send all 9 Veritus troops to the Betwix]
    Total: +9 units, +3 battle, +3 TactM, -1 combat losses, -1 size losses, -1 distance losses, +1 to enemy losses on a victory
    Techs:
    Armor: Enhanced Microplating (+1 to battle)
    Stealth: Deployable Cloaking Mines (+2 to TactM)
    Logistics: Advanced Cruisers (-1 Combat losses, -1 size losses)
    Ranged Weapons: EC Lances (+1 to battle rolls, +1 to enemy combat losses on a victory)
    Engines: Energy Distribution (-1 to distance losses)
    Personal Equipment: Lyraen Elemental Implants (+1 to battle rolls)
    Recon: Targeting Software (+1 to TactM)

    ---

    Nonactions:

    Duenem Embassy

    News and Rumors:
    -Adiuva has been in charge of the Veritus for a long time, and she remembers well the threat made against those rulers who grow too long-lived and indolent. And so she lays a trap for whoever is coming for her.

    -"We don't always get to choose when we leave. But sometimes, we get to choose how we go. Let them come. I will take them with me..."

    -Most of the Veritus' military forces do not, funnily enough, consist of the Veritus. The Shrumpkin, the Meat Orbs, some Galactic Wizards, the Clerics of Gary, even warrior gingerbread men... their ships unite as one and are sent to support the Duenem war effort.

    Spoiler: Saved Actions Workshop
    Show




    Spoiler: Notes
    Show
    Army/Troops:
    Round 14: 0 units (Start)
    Round 15: 4 units (4 built)
    Round 16-18: 4 units (no change)
    Round 19: 5 units (+1 round opener)
    Round 20: 7 units (+2 round opener)
    Round 21: 7 units (no change)
    Round 22: 9 units (+1 raised, +1 round opener)

    TPs:
    S27 - TP1+TP2 [Meat Orbs]
    S29 - TP1+TP2 [Hairline Titanium]
    T28 - TP1 [Veritus Drones]
    T30 - TP1+TP2 [Jump Drives]
    T32 - TP1+TP2+TP3 [Edible Swords]
    T26 - TP1+TP2 [Galactic Wizards]
    U27 - TP1+TP2 [Clerk Clerics]
    U29 - TP1+TP2 [Warpmetal]
    U25 - TP2 [Cavorite]
    U23 - TP3 [Entropic Pearls]

    GP:
    Fortified Veritus-Timens for +1 on defense



    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=519
    https://forums.giantitp.com/showsing...&postcount=594
    https://forums.giantitp.com/showsing...&postcount=683
    https://forums.giantitp.com/showsing...&postcount=679
    https://forums.giantitp.com/showsing...&postcount=720
    [url]https://forums.giantitp.com/showsinglepost.php?p=24513810&postcount=736[url]

    Name Effect Resource Req Slot
    Don't Kill Us +3 to defense, +5 if only using one troop Succesful TactM roll Tactical Doctrine
    Prayer Review If an investigation action has failed, grant +2 to another investigation action this round. It must be a different target from the first. Clerk Clerics Slot
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    Heat Engines +1 to battle rolls Fuel Engines
    Universal Translator +1 to buyouts Skilled Beings N/A
    Galactic Currency Mint +1 to buyouts Precious Metal + any other resource N/A
    Deployable Cloaking Mines +2 to TactM rolls Arcana Stealth, Sabotage, Traps
    Trade League Gain a claim on an adjacent region you have 2 or more TPs in Electronics Slot
    Advanced Cruisers -1 to Combat Losses, -1 to Size Losses "Capital Ship Hulls" and Hard Metal Alloys Logistics
    Capital Ship Hulls -1 to Combat Losses (Doubles Unit tonnage) Hard Metal Logistics
    EC Lances +1 to battle rolls, +1 to enemy combat losses on a victory "Energy Conversion Weaponry" and Gemstones Ranged Weapons
    EGGRE +1 to tech theft Grymlan Farseeker Corps N/A
    Energy Conversion Weaponry +1 to battle rolls Arcana OR Fuel Ranged Weaponry
    Energy Distribution -1 to Distance Loss Rolls Electronics Engines
    Enhanced Microplating +1 to battle rolls Hard Metal Armor and Shields
    F.L.E.X. Security +1 to defense against theft Space Knights OR Mounties N/A
    Gestalt Warmind May assign additional generals to a bttle to grant +2 manuvering rolls for rolls. These generals do not suffer loss rolls unless the force is wiped out Refreshments Logistics
    Government Supported Markets Effect Skilled Labor, Galactic Currency Mint +2 to stabilize if controlling a TP in the region
    H.E.A.T. Engines +1 to battle rolls Fuel Engines
    Limited Transporters Once per round you and another player with the tech may use matching Org bases in your regions as embassies. Both players must have positive rep with the org Precious Minerals N/A
    Long-Range Advertising Campaigns Reduces ZOI by one step for defending against buyouts Broadcasting tech or Novendallin Slot
    Lyraen Elemental Implants +1 to battle rolls Arcana Personal Equipment
    Mecha-Guardians +1 to battle rolls, stabilize on an overwhelm War Beasts and Guardians War Machines and Live Weaponry
    OVERHEAT Engines +2 to battle rolls "HEAT Engines", Fuel Engines
    Planar Grown Turrets +1 to battle rolls Parasitic Alloys Fortifications, Sappers and Planetary Siege Weaponry
    Platinum Elite Battlefield Health Services +2 leader loss for rulers 9-armed surgeons Medicine, Mad Science, and Blessings
    Purse of Silver +1 to investigations Precious metals Slot
    Resident Spies Treat one secret action per turn as if its ZoI was centered on the capital of a Stellar Power you have an embassy with. Target must be Close, Adjacent, or within the capital region Broadcasting Tech or Spies (resource), One or More Embassies Slot
    Star Galleons On a great success of a buyout (18) you gain control of a second Open TP if one in the region is available. "Trade League", Metal Slot
    Sublight Thrusters +2 to TactM Fuel Engines
    Targeting Software +1 to TactM rolls Hard Metal Reconissance and Divination
    War Beasts +1 to battle rolls Fauna War Machines and Live Weaponry
    Last edited by HalfTangible; 2020-06-08 at 06:25 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

  18. - Top - End - #768
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    Core Patrol Corps
    Spoiler
    Show


    [Diplomacy] Convince Arbiter to join the fight
    The Core Patrol desperately wish to see what the Caller AI can do in battle, if only it can be convinced...

    [Military] Join the attack in [The Region Rim] with 3 Patrolmen

    [Military] Fight the SAME this round, in [The Betwixt] with 7 Patrolmen
    It's time to end this! What the Sisterhood of Silence couldn't do, the Core Patrol Corps will do. Finish the SAME once and for all!

    Cosmic Couriers
    Spoiler
    Show


    [Economy] Assist in Crafting the Yonder Gate

    [Economy] Overextend the use of Neural Amplifiers (C21, TP#2) to Assist in the Crafting of the Yonder Gate (+2), returning the TP to OPEN
    The Couriers are curious as to what access to the Yonder may provide. Besides the continuation of existence.

    [Military] Join the attack in [The Region Interior] with 2 Security Forces
    Though it breaks their code to leave the Headquarters like this, Chief Security Officer Snoot argues that if the Security Forces don't assist in some manner, the lesser races may fail and then there would be no more clients.

    Witchknights of the Apocalypse (Int/Phi)
    Spoiler
    Show


    [Intrigue] Craft the Yonder Gate
    The Witchknights feel responsible for what has happened to Disposal when An'Null's Eradicators were terrorizing the galaxy.

    [Philosophy] Convince Arbiter to fight

    [Philosophy] Convince Arbiter to fight
    The Witchknights of the Apocalypse don't actually want to see the Apocalypse yet. They do want to see what happens when you give a planet sized giant robot a Source Sword and point out that there are things that need smashing.
    Last edited by Gengy; 2020-06-09 at 11:56 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

  19. - Top - End - #769
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    Default Re: [Empire 5] IC Thread

    The Kronin Empire

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

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

    Now their prayers have been answered. A bright flash illuminates the sky across the Kronin homeworlds shortly followed by a deafening roar. The giant red star begins to pulsate and writhe like a coiled serpent. A beam of fire strikes the ancient temple of the Dragon Father Korolfelthrax. The priests outside turn towards the door of the temple just before the temple door is blown to pieces and out steps Nozdak. No one had seen or heard from him after his sudden and unexpected disappearance and he was thought dead. Now he looked much younger like he did in the prime of his life. His eyes glowing a blazing red and his form surrounded by a flaming aura. He drew his sword from his scabbard and in a blur of movement slashed with his molten blade a symbol in the earth. It began to glow and spread as an epic guitar riff played in the background. He turned to the priests. The End is coming. Its time to fight.

    The Kronin army mobilized All who can fight armed themselves and boarded the ships. The tyrant Vazrak lay dead on the floor at the feet of Nozdak. Nozdak was the last one on the planet. All the other Kronin had boarded the ships and were on their way. He stood at the peak of Ozkrathx, the largest volcano in the Kronin system. Taking one last look at the crumbling planet which had been his home for so many years. He raised his blade to the sun and it came to meet him. The massive dragon, creator of the kronin system uncoiled its self. Its eyes the size of a moon, it stared at him. So you are the champion of your race? It has been millennia since you sealed me in that star but I have seen all through the eyes of my children. The time has come for thing to be once again razed to the ground so that new order can rize.

    Nozdak got in his ship and launched from the planet just and it was devoured by the mighty serpent.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


    Actions
    1 Mil: Send all 18 units Lead by Returned King-General Nozdak (10) using all tech and Korolfelthrax to meet Archive head on. (+36) +2 to enemy combat loss. +2 tac man. -2 combat loss
    2 Phi 10: Release the Kra..Dragon.
    3 Phi: Convince Arbiter (16/20)
    4 Phi: Convince Arbiter (17/20)
    5 Phi: Convince Arbiter (18/20)
    6 Phi: Convince Arbiter (19/20)
    7 Phi: Convince Arbiter (20/20)


    Non-Actions

    Spoiler: Stats
    Show


    Units: 15/18
    Embassies:
    NDA
    CWZ
    GLR
    WWE
    Generals:
    The Drunken Master: 8
    Admiral Nix: 7
    Bdeh Kekkles: 7
    Captain Lostus Wayus: 8 (1/2)
    General Krulic: 8 (1/2)
    Land owned: 15
    Vassals: NDA, NYX
    Assembly F14
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  20. - Top - End - #770
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
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    Gender
    Male

    Default Re: [Empire 5] IC Thread

    Region R14
    Commonwealth of Zara
    Vassal of the Droccen Imperium

    Leader: Governor Korima Iskanemchetna
    FINAL ROUND


    Actions:

    1. [Intrigue] Yonder Gate

    2. [Intrigue] Yonder Gate

    3. [Intrigue] Yonder Gate

    4. [Intrigue] Yonder Gate

    5. [Intrigue] Yonder Gate

    Nonactions:


    Spoiler: News and Rumors
    Show

    • .


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

    New Ruler Next Round? no

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

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

    • Zara* SDS


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


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

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


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


    Caller Fragments:


    Embassies:
    • The Kron
    • Republic of Celes


    Philosophy bonuses:
    • None


    Organization bonuses:
    • 2 CMC favors


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

    Saved actions:
    Last edited by Minescratcher; 2020-06-09 at 02:24 PM.

  21. - Top - End - #771
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [Empire 5] IC Thread



    The Knights Vacio
    SPACE QUEEN Knight Christie

    Diplomacy 7
    Military 10
    Economy 7
    Philosophy 5
    Intrigue 3


    Actions:


    Philosphy: Build 3 mile high Osmium statue of SPACE KING and the FAM

    Phliosphy: Build 3 mile high Osmium statue of SPACE KING and the FAM

    Philosphy: Build 3 mile high Osmium statue of SPACE KING and the FAM

    Philosphy: Build 3 mile high Osmium statue of SPACE KING and the FAM

    Philosphy:Build 3 mile high Osmium statue of SPACE KING and the FAM




    News and Rumors



    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  22. - Top - End - #772
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: [Empire 5] IC Thread




    Chief Deputy Warden Echo Umberto
    Next In Line: Tozi-Ren Heaventreader


    Actions:
    1) [MILITARY] Attack Archive with all 9 Units of WWE and Every Remaining CPC Unit lead by Echo Umberto! Techs: Source Swords, Enhanced Microplating, Advanced Cruisers, +2 for Coalition Battle with Tier 3 CPC Bonus.
    Like wildfire
    Comes roaring
    Maddened frenzy
    Burning the stars
    Black Thunder
    Red Lightning
    Same Demons cry
    The Core Patrol!
    Shadow riders
    Death dealers
    Flame Bringers
    Dead to be proud
    Claws flying
    Eyes blazing
    We’re Glory Bound
    The Core Patrol!

    Brutalize you!
    Neutralize you!
    Gonna go for your processor as you choke!
    Then they'll vaporapeize you!
    Terrorize you!
    Pulverize you!
    Gonna cut to the mainframe as you groan!
    And they'll paratamize you!
    Chrome Masters!
    Steel Warriors!
    Soul Stealers!
    Ripping out sparks!
    They're Glory Hogs!
    THE CORE PATROOOOOOOOOOOOOL!


    2) [SECRET] (RESOLUTION ACTION)
    3) [PHILOSOPHY] (RESOLUTION ACTION) Convert K21
    4) [PHILOSOPHY] Help Construct 3 Mile High Osmium Statues of Source Masters to Supplment SPACE KINGS
    5) [PHILOSOPHY] Help Construct 3 Mile High Osmium Statues of Source Masters to Supplment SPACE KINGS
    6) [PHILOSOPHY] Help Construct 3 Mile High Osmium Statues of Source Masters to Supplment SPACE KINGS
    Non-Actions:
    Resist all Buyouts and Conversions
    New Ruler! Tozi-Ren Heaventreader is taken at the same age his father was to be trained and uplifted in the position of Chief Deputy Warden while Echo Umberto leads his final battle against the Apocalypse and plans on retiring shortly after to his Moon homeworld with his Wyvern family in Celes Space. Officially recognized as a Natural Park by Supreme Admiral Constantine Relor the Master of Flame plans on working with the grizzled veteran of the Same Wars to restore peace and stability in Celes Space with an ancient tome the Chief Deputy Warden Echo Umberto has typed down and titled "Immortal Fascism" in an effort to avoid repeating the fascistic mistakes of the past.

    Tozi Ren Heaventreader Next Round Stats:
    Diplomacy: 4
    Military: 3
    Economy: 4
    Intrigue: 4
    Philosophy: 5
    "You know Money is actually kind of useful." - Tozi-Ren Heaventreader



    Spoiler: Ruler Stat Bonuses and Empire tracking
    Show

    Diplomacy 3
    Military 10
    Economy 1
    Philosophy 10
    Intrigue 10

    Expected Bonuses:
    Embassies with: CEL, KNV, GLR

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

    Vassal: KNV

    Liege: DCC

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

    Opposing All Buyouts and Conversions not explicitly supported

    Cultural Identity: None

    Tactical Doctrine: Bending Light Technique

    Units: 9
    Last edited by Tychris1; 2020-06-11 at 04:57 PM.
    “I’m a Terrorist not an idiot.” - Me
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  23. - Top - End - #773
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: [Empire 5] IC Thread


    Galactic Droccen Imperium
    Capital Region G19
    Colonial Regions F18, H18, G21, G17, H20, F20, H22, I21, I17, I19, J18, K17, J16, K15
    Vassals
    CWZ, WWE, KNV

    Empress Mika Ren
    Diplomacy 10
    Military 10
    Economy 6
    Philosophy 4
    Intrigue 7

    Round 22 Actions
    1.[Philosophy]Help KNV to build their osmium statue great project. (9,10)
    2.[Philosophy]Help KNV to build their osmium statue great project. (10,10)
    3.[Military]Join the attack in The Region Rim with 3 units.
    4.[Military]Join the attack in The Region Interior with 3 units.
    5.[Military]Join the attack in The Betwixt with 7 units.
    6.[Military]Declare a National Military Holiday in honor of the Prince-General Sukero.
    7.[Diplomacy]Order Archive to cancel all current and future commands to archive Axiom. Empress Mika Ren will represent the Galactic Droccen Imperium.

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


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


    News and Rumors

    Stat Increases
    +2 Mil, +1 Phi
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  24. - Top - End - #774
    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 Chalym-Voon
    Diplomacy 6
    Military 9
    Economy 5
    Philosophy 7
    Intrigue 5

    Actions
    1. [Military] Dispatch 18 Units under the command of Fleet-Master Dyrma-Thal (Mil 10) to take command of the battle against Arbiter in The Betwixt. Activate Matter Annihilation Cannons (+3 to battle rolls), Enhanced Microplating, and H.E.A.T. Engines.
      ???
    2. [Philosophy] Convert Region U-9 to Way of Tides 10
      ???
    3. [Philosophy] Convert Region V-8 to Way of Tides 12
      ???
    4. [Philosophy] Convert Region W-9 to Way of Tides 16
      ???
    5. [Philosophy] Convert Region V-10 to Way of Tides 12
      ???
    6. [Philosophy] Convert Region Y-17 to Way of Tides 15
      ???
    7. [Philosophy] Set LC 15 bonus for Way of Tides
      ???


    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; 2020-06-12 at 03:31 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!

  25. - Top - End - #775
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Round Twenty-Three.

    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

  26. - Top - End - #776
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    Default Re: [Empire 5] IC Thread

    Existence or Nonexistence... Loading...
    The below happens between Galactic Dates 217544.0.0.81 - 2175046.0.0.80
    Good luck!
    Rules Alerts and Changes!
    • Empire 5 is now over. This is the Epilogue. We don’t yet know details about Empire 6, but please stay tuned to the OOC Thread for any information.

    Growth!

    (KNV with the help of DCC and WWE finished their osmium statue great project. It is a mighty FLEX upon the entire Galaxy.)

    In a mighty, but concerted effort, the Maturated Races of Axiom plead their case before the ultimate Judge: Arbiter. The Caller AI listens, but requires evidence. The Duenem, the Syndrome, the Fated Convocation, the Core Patrol, the Witchknights of the Apocalypse, and the Kronin all work together to present the required information… and it is enough for the Caller AI to promise to investigate.
    (Arbiter is convinced to join the Final Fight!)

    The Yonder Gate is a tricky object to build. The Witchknights draft the plans per Disposal’s orders, but it takes many rare resources and arguably magical components. The gate itself is about the size of a Courier Relay, yet it still takes the combined efforts of the Syndrome, the Djinye National Front, the Mier Formica, the Cosmic Couriers, and the Commonwealth of Zara to complete. Once it’s finished, a sheet of darkness warps the center of the gate, and many insist that they hear a blop or a bloop as a dark black dreadnought of a ship exits the gate. Disposal says nothing to the assembled races, but the Yonder Gate is [Redacted].
    (Disposal returns to Axiom and [Redacted] [Redacted] [Redacted] before going off to the Final Fight!)
    Trade!

    (DNF turns weather into cocktails with the Mysterium.)
    Ideology!

    (VSL converts V8 to Way of the Tides)
    (VSL converts W9 to Way of the Tides)
    (VSL converts V10 to Way of the Tides)
    (VSL converts Y17 to Way of the Tides)

    (NIN converts T20 to Imperialism)

    (KRO uses their miracle and summon a DRAGON! The Final Fight quakes at it’s wrath!)

    (DNF creates and Assembly in M13!)

    (FCO completes Operation Brilliant Sun, and philosophers debate for ages upon its meaning.)

    (The Ninturine Empire gifts to the Droccen Empire something that no other has done before: a working ecosystem for the otherwise metal covered planet. Relationships between the two Empires continue to improve for eons afterward!)
    Terror!

    It takes years of work. Millions if not billions of man hours. But finally, the Grymlan Colonyships are ready to be launched. They’ve been stocked and supplied by OwO, FFS, LTE, and many others. True, the signs of victory for the Maturated Races are good… but just in case, many people choose to board the vessels leaving Axiom behind. There is a joyous celebration and teary weeping from those who cannot come, and… then outrage. Surprise. Grief. Every single vessel explodes in a fiery death. Investigators note that the timing is suspicious; the first battle with Archive’s Forces at the Regions Rim starts just seconds before the explosion. Yet, others argue that Archive would have just made the ships disappear if it could, instead of blowing them up.
    (An unknown source causes galactic devastation as many who thought they would flee the galaxy are instead destroyed only an hour after the escape vessels complete their launching.)

    Rumors…

    The DNF have amazing clothing now. Even during the battle against Source Knight Eleven Alpha, people were commenting on how nice their clothing was…

    Meetings between the Syndrome and other organizations were fairly common right before the assembly of the Creation Matrix. Some of those meetings ran a bit long…

    ---------

    (Rumors, 2 years from now…)

    The Duenem spend quite a lot of time collecting things from all over the Galaxy, as though it is their new hobby...

    Whoever blew up the various Galactic escape vessels was very careful, and many suspect that it was an opening salvo from Archive to ensure there was no fleeing from the Caller AI’s attempt to archive the Galaxy. The Caller AI never confirms or denies it...

    War!

    The outlying area of L13-M14 - known as “Lie-Mia” - is guarded by Archived Forces; a collection of a large fleet made up of ships from Svaatyr, Unified Public Trust, and the Undying Empire, all led by the former Tezh leader, Brigid. Choosing to go around them is possible, yet that would leave them to be able to flank the forces headed toward The Betwixt. As such, the Syndrome choose to let their Rothuun general, Markath Frostfur, lead a combat to try and bring the Archived Forces to their senses. Being a Rothuun, Frostfur’s choice of how to do so is to beat them to a bloody pulp until they cry for mercy. Droccen and Djinye advisors do attempt to make the general see reason, and it is because of this that the Svaatyr and Undying Empire forces remain after the bloody massacre that the Maturated Races bring to bare. Ships are blowing up all over the quadrant, and it appears as though even the command ship for the Syndrome is about to explode… when it instead does not.

    A large black ship -- only able to be seen because of the absence of the stars beyond it -- shows up and just absorbs the blast meant for the command vessel. Tactical observers cannot figure out how it’s done; it wasn’t shielding the attack, but instead seemed to just… remove it. Shortly after, the remaining sections of the still attacking Unified Public Trust ships are similarly just removed. The large black ship disappears after that.

    Markath Frostfur seems intent on finishing the fight, but Brigid seems to come to her senses and orders what little remains of her fleet to surrender. After verifying that they are just as angry - now - at Archive, the remaining ships from the spacial clash group up, and head towards what historians will call: The Final Fight.

    (MAR attack the Region Rim of Lie-Mia! Overwhelming MAR victory!)
    Spoiler
    Show
    DCC suffers 1 Distance Loss
    Pincer Attack +3 Combat Rolls
    33? vs 65?
    Overwhelm!

    SYN loses 1 unit to Size
    AFR loses 2 units to Size

    DNF loses 1 unit to Coalition Losses
    CPC loses 1 unit to Coalition Losses

    MAR loses 30% (x .5) to Combat
    AFR loses 30% (x1.5) to Combat

    SYN loses [Redacted] units to Combat
    DNF loses 1 unit to Combat
    DCC loses 0 units to Combat
    CPC loses 0 units to Combat
    AFR loses 7 units to Combat
    AFR has 2 units [Redacted]
    4 AFR units are available to join The Final Fight!


    The Archived Defenders array themselves out according to the whims of the Dawnstar Dominion founder, Aurelius Marten Vox. Rocthuri, Alysians, and Melfynian forces prepare to delay and destroy any who come too close to the Region Interior. Aurelius Marten Vox expected to see Dawnstar forces… but did not expect them to be the Federation of Free Systems that they are now, and even worse, seemed enraged that they were willingly allowing a bug to lead them.

    The Mier Formica general Marabunta cared not at all about Vox’s feelings. The mass of space ants that made up the general did care about the feelings of his(?) Free Systems allies, and with brilliant maneuvering, Marabunta almost effortlessly has Mier Formica, Droccen, and Courier ships open a path for the Federation. It’s a pause in the battle, as both sides seem to realize it at the same time. The only ship still moving is the FFS Radiance.

    Vox orders broadsides shot at the forefront Mier Formica ships, which would have caused debris to block FFS Captain Jack Ackar Silver to have to pull back or at least change course. But a large black dreadnought appears from nowhere, and just makes the broadside lasers vanish into nothingness. Too stunned to figure out what happened, Aurelius Marten Vox only recovers his wits when he sees the Radiance on his own broadside. Captain Jack personally pulls the trigger that levels the Archived Defender’s command ship.

    The battle is quick after that. It is not without losses, but the Mier Formica do not seem interested in allowing even the possibility that the Defenders can be saved. The whole force is fully wiped out, and it is with some perverse fascination that the Droccen and Federation watch Marabunta gather the various pieces of the destroyed ships and form them into more Mier Formica ships. The space ants work quickly, and soon have a larger personal fleet then they started this particular battle with. Together the survivors, minus the now missing black dreadnought, they turn towards the Final Fight.

    (MAR attack the Region Interior of Lie-Mia! Overwhelming MAR victory!)
    Spoiler
    Show
    32? vs 71?
    Overwhelm!

    FFS loses 2 units to Size
    MFM loses 2 units to Size
    AFI loses 2 units to Size

    DCC loses 1 unit to Coalition Losses

    MAR loses 40% (x .5) to Combat
    AFI loses 50% (x1.5) to Combat

    MFM loses [Redacted] units to Combat
    FFS loses 2 unit to Combat
    DCC loses 1 unit to Combat
    CmC loses 1 unit to Combat
    AFI loses 8 units to Combat
    AFI is wiped out!
    Aurelius Marten Vox dies to Glorious Combat
    [Balancing] triggers. MFM gains... 5 units for the Final Fight!


    Archive still refuses to see reason. It is up to the rest of Axiom to come together and force the Caller AI to accept that it’s orders are inaccurate. Archive’s Chosen are spread out in a manner that is preventing communication from reaching the very middle of the Galaxy: the Betwixt. It is from here that Archive intends to, well, Archive Axiom. Shelve it away, forever preserved, but never moving forward. Frozen in time, waiting for some unknowable alien race who may never come back.

    The Star League accepts responsibility for leading the battle, but even as they establish orders for everyone, the Kronin ships charge forward, and a great and powerful serpent of battle arises from within their ships and spreads out to tear through everything; ally or enemy, Korolfelthrax awashes over everything with the fire of a red sun. The Maturated Races only barely hold together thanks to their Advanced Cruisers. The SAME forces that Archive commands are not so lucky.

    Many SAME Cores self destruct immediately; certainly they would have caused damage that would have taken centuries for the Maturated to recover, but instead, Korolfethrax’s fire purges the Cores and causes them to be erased in massive explosions that threaten to destabilize the Betwixt!

    The Star League general, Fleet-Master Dyrma-Thal, is quick to consolidate on the devastation, and orders the Maturated Forces to press in, against the gravitational forces of the super massive black-hole that is the Betwixt. Many ships are lost due to the overwhelming size of the fleet, and even with it’s own Chosen devastated, Archive is still able to command the remaining SAME with deadly accuracy. Things look grim; not that the Maturated ever fear loses, but they will do so with heavy losses. Especially as they must fight to preserve one very important ship: the one with the Creation Matrix aboard it.

    If the Matrix ship can get close enough to send out a broadcast to Archive, The Syndrome, Droccen, and Duenem can give the Caller AI new orders. Ascendant-Overlady Violet-Pale-Feet, Empress Mika Ren, and Taskmaster Lighter Lighter all stand ready to represent the Maturated races, their one command already agreed upon: “Cancel all current and future commands to archive Axiom.”

    The Maturated fear the loss of many lives, but will do everything they can to get the Matrix ship close enough to give that command. Several forces lose brave fighters to the lengthy clash of back and forth laser fire, with the Mier Formica taking the brunt of the assault with their recently gathered Balanced ships. A path is slowly fought towards the Betwixt, but the number of SAME drones is itself overwhelming. The Maturated out number them, but movement is slow…

    ...and then the black dreadnought arrives. Drones just start to disappear in a warp of darkness, disposed of without comment or question.

    Behind it is the dark grey ship that houses Finder, who seems to be everywhere and nowhere all at once. Lyreans are well known for their battle prowess, but even their tactical advisors are unable to pinpoint exactly where the Caller AI’s ship actually is at any given moment.

    A three-pronged ship warps into place, and a swath of drones are just moved out of the way of the Maturated fleet, placed on the far end of the Betwixt. Conveyance sends out a message to the entire Maturated, recommending that they all consider wearing diapers upon their facial features.

    A Ninturine vessel, but with Droceen coloration, arrives into the thick of combat, and a massive shield blocks even the precise shots of the SAME. The Star League’s command vessel is fully protected from any possible harm. The Creation Matrix vessel receives a private communique for Empress Mika Ren, that only shows two smiling proud parents waving in excitement, asking if she’d bothered to eat something before trying to save the galaxy? Oh, and Guardian says hi.

    A Grymlan vessel arrives, and all communications are suddenly boosted in signal strength as the AI, OwO - politely - infects all ships with a sharp “Hewwo!” It annoys many Comm Officers, but orders are noticeably streamlined… even as Tech Experts work to develop a way to purge the AI after the fight.

    These together are more than enough to start once again making headway. Signals are starting to get through to the center of the Galaxy, but they are still frazzled and intentionally fried by the remaining SAME.

    And then a moon-sized giant robot arrives. The beam-like sword it holds could span oceans, and split continents in a single stroke. Many Wardens weep with jealousy, and the Veritus-Timens quake in fear, as Arbiter seems not at all bothered by the gravitational pull of the supermassive black hole. The Caller AI strides upon the visual spectrum of the black hole like it is a plane to stand upon, and swings it’s sword like a sports ball bat. The SAME drones are wacked away, like flies before a fly swatter, but with more precision and devastation.

    It is the last push needed. The Comm Officer of the vessel with the Creation Matrix aboard flicks away an ad for their own personal UwU unit at 90% off for an End of the Galaxy sale, and then makes a connection directly with Archive. Technicians note an immediate scan of all available data within the ship, as though it is being added to some great record, but when the scan reaches the Creation Matrix itself, the three representatives of the Maturated Races - as one - grab ahold of the artifact before them, and give their override order.

    It is quiet on the bridge for a moment, as all goes still. Then the Syndrome Comm Officer pushes a button to allow everyone to hear the response she had just heard:

    “This one acknowledges.”

    The SAME that remain after that become inert, and the Core Patrol take great glee in removing the remains of their long held adversary once and for all.

    While some might say that it was the Caller AI that achieved victory, others are quick to point out: None of the Caller AI were active or able to do much of anything without the Stellar Powers of Axiom. It was only because of the Maturated Races - their dedication, their resilience, their desire to continue to exist - that the Caller AI were even at the battle.

    The Final Fight is won.

    (MAR attack the Betwixt! In this, The Final Fight: Galacticly Overwhelming MAR victory!)
    Spoiler
    Show
    Historical Accuracy triggers!
    AFB +18 Combat Bonus
    AFB loses on a tie

    Warsong Harmony triggers!
    MAR / MF +2 Combat Bonus
    MAR / MF ignores Coalition Losses

    52? vs 250?
    Overwhelm
    Solar Overwhelm!
    GA-GA-GA-GALACTIC OVERWHELM!

    DNM loses 2 units to size
    NIN loses 3 units to size
    LYN loses 2 units to size
    KRO loses 1 units to size
    WWE loses 1 unit to size
    DCC loses 1 unit to size
    VSL loses 1 unit to size
    SYN loses 3 units to size
    MFM loses 5 units to size
    FFS loses 2 units to size

    MAR loses 20% (x.5) to Combat
    AFB loses 50% (x1.5) (x1.5) (x1.5) to Combat

    DNM loses 1 unit to Combat
    NIN loses 2 units to Combat
    LYN loses 2 units to Combat
    MFM loses 3 units to Combat
    VTP loses 1 unit to Combat
    CPC loses 1 unit to Combat
    KRO loses 2 units to Combat
    WWE loses 1 unit to Combat
    DCC loses 1 unit to Combat
    VSL loses 2 units to Combat
    SYN loses 1 unit to Combat
    FFS loses 1 unit to Combat
    AFB is wiped out! (32 units lost out of 18)
    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

  27. - Top - End - #777
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    The End!

    The End Is Nigh, Status Summaries:

    Option 1 - Caller Fragment Assembly:
    Finder is fixed!
    Archive is located!
    All Fragments are owned by Active Players (or the Broker)!
    The Creation Matrix is assembled, and upgraded!
    Users are Chosen: Syndrome, Droccen, and Duenem
    Victory at [The Betwixt]!
    Order given!

    Option 2 - Caller AI Conclave:
    Finder is fixed!
    Archive is located!
    Revelation of Damnos complete!
    → Arbiter is Assembled!
    → → Arbiter must be Convinced [20/20]
    Origins of OwO complete!
    → OwO is the new Orator!
    The Witchknights have a lead on Disposal!
    → Communicator Located
    → → Disposal needs help Crafting the Yonder Gate [20/20]
    Victory at [The Region Rim] and [The Region Interior]!
    Conclave occurred!

    Option 3 - Fight Archive
    The Same Cores have been destroyed!
    Archive is defeated, but spared from death!




    The stories of Axiom were many, and they continue…

    The UOS could not maintain the cohesion they sought after and after several years fell inline with other stellar powers. Their planets will forever hold a hint of the culture they once had however slim it might be.

    The Grymlans were shocked when their intergalactic escape pods were blown up and had to pull all their resources to start their recovery. While OwO still remained active in the sectors they owned they rarely communicated with the other matured races.

    The Duenem take up a new hobby: collecting! The metallic race seems to trade quite a bit just for a few pieces of DNA samples, and when asked why, the collecting Duenem often refers to some kind of ‘Darknet’ or ‘Contingency’ for the future. The people of Axiom soon come to accept the robotic race has its quirks, but treat them with the respect due to one that fought in the Final Fight.

    The FFS continued to press onward alongside the galactic edge until they could push no more. A few border 'incidents' were reported however no wars were started by the FFS, though they never stopped seeking the cause of the escape vessel exploding...

    The VSL saw the force they had created within their league and continued to entice the other races to join before it was too late. Ever preparing for something that seems like a distant memory they remain vigilant.

    Though the FCO now had Arbiter as all of their gods as one, they and the NIN could not settle their differences. Tensions continue to mount, and small skirmishes occur where everything is deniable.

    When avoiding fights with FCO becomes the norm, the Ninturine Empire spreads its influence out among the stars. Thanks to their ingenuity and care, Guardian continues to function, even beyond expected cease-dates. Many Stellar Powers begin to whisper: You are not truly in power, unless you marry an Imperial.

    With galactic peace reigning for the moment, CWZ ties itself ever closer to the DCC becoming almost entirely an integrated state, with many Zarans serving as charismatic spymasters in the holovids. With the arrival of KISS, some tensions mount however, as this greatly grates against the sensibilities installed by Realtaism, causing the normally consumerist Zarans to pause, if for a second.

    As a reigning empire of Axiom, and the greatest output of culture, the DCC moved into more experimental experiences, especially with the influx of KISS. With little to oppose them, many a young Droccan moves into the expanse of open space, with little more than the hopes put into their heads by the holovids. While many succeed in setting up their own small homes, many die in this great rush, giving a small schism between those from the centre and those from the frontier, as well as their galactic neighbours.

    With a strong philosophy anchoring their culture, the DNF make use of their now great server of knowledge, using it as a central library. Because of this, they are able to remain firmly separate from the DCC, although as both begin to venture into the empty space in the galactic south-west, tensions between the frontiers of space mount, especially with sonic mines becoming the last sound a would be Flame raider would hear.

    Tezh worlds had gone dark in recent years, largely unnoticed as the galaxy sped on with bigger things. With Archive's impending threat, Tezh had focused on migration away from the galaxy via unexpected means. Scientific breakthroughs around the Conflux allowed them to offer ascension to their corporeal siblings and the vast majority took them up on it; what remains are those who could not bravely go beyond. Future visitors - if any - would find population centers to be ghost towns maintained by silent mechanical stewards, avoided out of superstition.

    Finally, with the completion of the Osmium statue, SPACE KING is immortalised forever, possibly even if Axiom was ever archived. Yet there is a sense of longing in the KNV, as despites being some of the greatest knights of the galaxy, they did not get to fight Archive! Very soon, thousands upon thousands of Knights vow to go out into the deepest of space, even beyond Axiom if necessary, and find the biggest and most terrible threats to fight. And Space King, forever immortalised, looks on at them with pride. Because of this, the KNV as a political entity begins to fade, with the worlds acting as a loose coalition protected by the questing knights, rather than a full political entity. But the people speak of a day, when great ruin returns, of a successor who will take on the mantle, and save Axiom while reuniting the land. If this is true or not, only time can tell…

    After many years expanding their economic reach, the ETL had literally invested too much to stand idly by as the galaxy was shelved by Archive. The Etherites reach out to the Guild-Empire of Nyx, and together, use their considerable resources to assist in further fixing Finder, an effort that hopefully leads to a prosperous future for the Trade League and their clients. Their only rival in the galaxy - other than themselves - is the mysterious and long lived Broker, who amuses himself with his new clout among the various Matruated races.

    After many years of intensive labour, the TFT finally complete their work on resorting life to Zebrun, one of the old worlds of the Duenem. With the great amount of conflict they have seen in the galaxy however, the TFT keep their interactions small, only sending out feelers to those who need specific help with restoring planets, and for the most part, become known only to their few neighbours, preferring the peace of isolation, and avoiding future dangers if another threat arrives.

    The Source Knights of WWE hold a sick party on top of the steaming pile of scraps where old and new enemies lie, and put their source swords to use in defending the hard-won peace in Axiom and fencing for sport - and for spiritual fulfillment, given that KISS revolves around these kinds of things. Speaking of KISS, it displaces the One, particularly in the region around the galactic core, as the ancient religion’s passivity just doesn't cut it for the survivors of an AI apocalypse. Money does eventually turn out to be useful, contrary to WWE popular belief at the time of Tozi Ren’s inauguration, though some still are nostalgic for the days when you could just walk into a mall and get two copies of Immortal Fascism, a lightsaber and a blessing in the form of a poem celebrating your struggle against the Same and your probably horrible demise, all for free - the peace is going to spoil the children!

    MFM’s military and economic might was made clear even to the greatest of doubters as they successfully led the battle in the interior of Lie-Mia and continued to the final fight, unwavering. Their rule over a vast portion of the galaxy, often through regional rulers, like the Predator, has led to a period of unprecedented peace and free trade in the area, though tensions with the surrounding states - the Ninurtine Empire and the Federation of Free Systems - lingered, for future generations to untangle or set off. Joining the effort to leave Axiom proved unnecessary to survival, but perhaps the rule of the benevolent Realtaist ant-empress could be extended to other galaxies, too...?

    The End of the World is met with even more paranoia and panicking among the Veritus than what is customary for events happening in Axiom involving xenos of some sort. Even some of the alien emperors are biting their nails with apprehension regarding the outcome of massive battles and great engineering projects; it is therefore completely rational for the average Veritus to barricade themselves in the basement for several days, and anyone out on the street is lunatic beyond salvation. Some of the more “progressive” xenophiles leave the planet - according to them, many alien worlds are safer than Timens, not only due to the absence of predators, but due to a functioning, modern military and police forces. Yeah, right. Might as well climb into a spiked pit and claim the spikes will protect you. Ultimately, the Veritus’ fears prove unfounded. The galaxy is saved, and everyone participating, including their own army, becomes Big Damn Heroes. This causes a small crisis of societal values - what are you supposed to believe when the xenos not only don’t kill you, but actively ally with you to save your lives when they could let you die? Of course, many are quick to point out that the xenos were just saving their own skin, as Archive would destroy all of the galaxy. Those same Veritus proceed to take advantage of the recently finished scientific missions to leave Axiom, hopefully for a galaxy entirely free of (hostile) life. If they can just avoid blowing up like the others...

    Many are angry at the Kronin dragon Korolfelthrax causing devastation at the Final Fight, but historians look back upon it differently. Korolfelthrax preventing the SAME Cores from being able to destroy the Maturated Races was key to the success that the combined forces of Axiom had. The warrior race of Kronin continue to champion their glorious battles, and hope for another time when the sleeping Korolfelthrax can once more be awoken...

    Celebrating their victory, Lyrae and Proxos prove to everyone just how Luminaries reproduce, and the supernova that results from it only barely manages to not kill anyone. The star of Lyrae becomes bloated over the next nine years, until a small drop of concentrated sunlight shoots off into the blackness of the void. Lyraens, to this day, continue to question the stars themselves: Are you the daughter of Lyrae, mother to us all?

    The Syndrome respect and revere the Ascendant-Overlady Violet-Pale-Feet even after she retires and passes on the mantle. The Syndrome Protectorates live on in history, even as they continue to evolve and ascend!




    Spoiler: Updated Maps
    Show







    The End: Begin!
    Galactic Dates 2175046.0.0.81 - ???????.?.?.??
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  28. - Top - End - #778
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [Empire 5] IC Thread

    End of Empire 5.

    All edits to actions posts made after this point will be considered invalid.

    Thanks so much for playing my game.
    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

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