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  1. - Top - End - #241
    Troll in the Playground
     
    ElfRangerGuy

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Write ups for regions 4 and 29

    Spoiler: region 4
    Show

    Name: Lupomata

    Spoiler: Geography
    Show
    This region has a large number of valleys and hills and cliffs, mostly topped with smoking stacks belching toxic chemicals into the water. A few small drop-offs are found to the north and North west where the smoking hills make room for a desolate wasteland. In the hills there are a lot of caves and tunnels, mostly old smokers that are dormant. The valleys have mostly a rocky bottom, but there are some patches of sand where the eye weed grows.

    Very little grows here, mostly hardy plants and corals that can stand the chemicals (or actually need them). The one plant that makes life easier in the region is the Eye Weed plant, which filters the toxic chemicals out of the water. So all settlements sit only where the Eye Weed grows and is surrounded by the plants. They don't remove all the toxic chemicals, but enough that within settlements one can survive without extra technology, at least for the natives. Visitors from outside the region best be very careful removing their filtering masks (although for small amounts of time it is okay).

    There are not many predators in the region, but there are parasites that destroy the Eye Weed which have to be controlled. Some fish can also stand the toxic chemicals and feed on the natives. Near the vents only very specialised creatures can survive the heat and the amount of chemicals.


    Spoiler: People
    Show
    There are two main species in this region. The Lysmatella are smaller, shrimp-like creatures who are quite smart, while the Lupocyclus are more crab-like, larger but not as smart as the Lysmatella. the strange thing is that when Lysmatella and Lupocyclus work together, a sort of low-level hive mind forms between the two species, allowing mostly the Lysmatella to direct the work of the others more easily.

    They live mostly in the valleys, where the level of toxic chemicals is less than on the tops of the hills. While the Lysmatella do most of the governing (what there is in the region), the Lupocyclus do the heavy lifting and most of the Eye Weed maintenance.


    Spoiler: History and Government
    Show
    The region has always been fragmented, as the natives could only live where the Eye Weed grows (in the sandy valleys). While they can tolerate the toxic chemicals for long enough that some trade had developed, it wasn't enough for a strong centralised government. so the villages remained rather small, with a local noble (all from the Lysmatella) ruling over each village.

    On the other hand, the fact that it was very difficult to move from one village to the other meant that there has been very little warfare between the villages. All villages maintain a militia to defend against predators, Mostly Lupocyclus with Lysmatella officers, and they have similar tactics, but there is not really a unified military.


    Spoiler: Resources
    Show
    The plant known as Eye Weed is grown across the region where-ever it can be grown. It is vital for life in the region, but some can be exported. It is very good at absorbing chemicals and also has some anti-biotic properties. Older plants actually contain a lot of chemicals that they absorbed in their lifetime, but the young shoots can be used to neutralise chemicals. this can be used to counter drugs or preserve food, or when a person has been outside of the villages too long, to counter the toxics they absorbed themselves.

    While the Lupocyclus are quite content to live as before, the Lysmatella want exotic goods as a way to show their status and also to have something others from their species don't have.


    Spoiler: Faith
    Show
    The people in the region beleive that after dead, if you have fulfilled your destiny, your soul goes to another plain of existance (called the Dream World) where it can still be contacted by people with special abilities. If not, it is reincarnated in another body.

    People with the ability to contact ancestors, called the dreaming dead, all can't form hive minds with others. So anybody who lacks the ability to form a hive-mind will become a priest (both species can become priests). The main training of priests to contact the dreaming dead is in a small village (Holy site 1) near the middle of the region where the only non-priests are one Lysmatella overseeing a group of Lupocyclus tending to the Eye Weed.

    The second holy site is a chasm near the village of the priests, where there are a lot of villages around at various points. This is the only more organised part of the region as the villages are closer together. All the villages close to the chasm dispose of their dead by letting them into the chasm. It is tought that this chasm has a portal to the Dream World somewhere down below.

    The last holy site is a small cave in the North-East, where according to legend the first Priest received the gift of Dream Talking from a soul so strong it could reach back by itself.

    In the past years, a battle has been fought between different faiths and while the main priesthood is under the power of the Hymenocera, the holy sites, except for the site of the recently created holy order) are in the hands of the Shimmers of Unseen Bane.





    Spoiler: region 29
    Show

    Name: Belosa

    Spoiler: Geography
    Show
    A mostly sandy/muddy region with small rock formations dotted through the region. A lot of toxic chemicals are brought here on the current from the north-east, but there were a few crevassas in the region where toxic chemical poured out. The sand becomes a wasteland to the north-west. Closer to the North it's more hilly with the smokers also seen in region 4.

    Due to the toxicity there are very few plants and the animals either tolerate the chemicals or actually need them. Near region 4 there grow some Eye Weed plants, but the rest of the region is not really suitable for them.


    Spoiler: People
    Show
    The Belosiae are cephalopods, about 5 feet long (including tentacles). They have grown used to the chemicals and actually have filtration systems in their body. They also use some of the chemicals they ingest to be able to glow in a unique pattern, which they use in mating rituals or in dance feasts when tribes meet. They live in tribal units, roaming through the region.


    Spoiler: History and Government
    Show
    Because the lack of sufficient shelter and the lack of materials to build them, the Belosiae are mostly nomads, traveling from place to place with their herds of Spine Crabs. Each family unit is self-contained, although they do intermarry. There is a council of the heads of the largest tribes and the priests which decides on the few things that affect the region as a whole. Beyond that all tribes govern themselves and the few conflicts between tribes are most often solved by a combat of champions. As they are nomadic, everyone learns to defend the tribe and the herds, meaning they have quite a lot of soldiers should the need arise.

    There are a few small towns around the rock formations where tribes come together to trade.


    Spoiler: Resources
    Show
    In the region lives a species of crab called spine crabs. These are often well camouflaged in the wild, but are now domesticated. They serve as food and draft animal for a large amount of different jobs. The spine crabs themselves dig in the mud for small molluscs to eat.

    Due to the relative low amount of rock in their own region they need a lot of building material to build houses for themselves.


    Spoiler: Faith
    Show
    The main faith in the region is ancestor worship, where they believe that their ancestor's souls will look after them if properly appeased. Near the border with region 4 some tribes follow a different form of ancestor worship as in that region. While they don't have many Dream Talkers (only a few Lupocyclus move over the border), they do have a location near a group of Eye Weed plants where the few Dream Talkers say they can hear the ancestors. It's not clear why this location is different, but a lot of tribes following this religion try to pass there at least once per year. This site has recently been taken over by the priests of the Hymenocera as part of their vendetta against the Dream Talkers

    In the rest of the region a different form of ancestor worship takes place, where people just try to emulate prominent ancestors. In the largest town near the middle of the region has a large cave that functions as the Hall of the Ancestors. Any Belosia who has done something noteworthy for the whole region will get a 'statue' in the Hall, where his/her glow pattern is recreated using luminous algae and sponges.

    A third site the Belosiae consider holy is the site of a large battle between them and the titans, where many ancestors did glorious deeds. For most visitors it's just a muddy plain.

    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  2. - Top - End - #242
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    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Questions:

    1; Will Algae-Based Fuel qualify for a heat based resource to Impress 55 with? I imagine it being some kind of combustible fuel akin to oil from dinosaurs, but I could be wrong, and I'd like to know before rolling to Impress 55 (which would seriously help an exploration roll downwards next turn).
    The frozen algae and kelp forests around the eastern towns contain high-pressure fuel cells under the ground, where the frozen plant matter has collapsed on itself and formed layers and layers above each other.
    2; I already rolled an investigation in my capital before the Rustplagued details came up, which should meet the 14 TN (+7 Spy +3 Treasure +1 Merchant Support +3 Roll), should I strike that action from the record and reroll it given the new rules listed, or just take that as the 14 TN success?

    3; Alternative Artifact Proposal, in light of this new Divine Quest:

    Violet Scrye

    A singular optic organ, harvested for specific purposes. The adherents of Mammos at first were not sure what to do with the deposed doubter queen, but soon found a way to Recycle her.

    Mechanics: Once per turn, you may treat any region as if you had Merchant Support within it for the purposes of a Exploration or Prospect action, regardless of the ownership, condition, or existence of the Merchant Support in that region. This has no effect on the actual Merchant Support of the region.
    Last edited by Epinephrine_Syn; 2022-08-18 at 11:24 PM.

  3. - Top - End - #243
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    A fully reply to the latest round ofOOC questions and inquiries will be forthcoming this weekend, but this couldn't wait -

    @Kythia: Your attempt to Oppress the Clergy in region 10 is an invalid action.

    From the Rules Thread, under Action Basics:
    You cannot use multiple actions on the same target in a single round. Some examples of what is not allowed include:
    • Attempting to Convert the same Holy Site a second time in a single round if the first attempt fails, or attempting to Sack a Holy Site if a Conversion attempt fails in the same round.
    • Attempting multiple Buyouts of the same Trade Post, or attempting to simultaneously Buyout and Coerce a single Trade Post.
    • Attempting to simultaneously Sway, Impress, Oppress, and/or Undermine the same faction in the same region.
    • Attempting to intercept an enemy army twice in the same region.
    • Attempting to defend a region with two different armies to force a multi-way battle.
    • Attempting to explore in the same direction from the same starting point with two different exploration methods.
    Additionally, for future reference, please note that you do not gain a +2 bonus to Oppress attempts for owning Aristocratic Support in the region - the bonus you're thinking is for Sacks.


    If you would like to take a different action instead, you may do so.
    Last edited by Rolepgeek; 2022-08-18 at 11:47 PM.
    Sincerely,
    Role P. Geek

  4. - Top - End - #244
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Ah, I missed that. My apologies. I'll rewrite that as a fluff attempt to intimate them when I get in to work (on phone atm)

  5. - Top - End - #245
    Troll in the Playground
     
    mystic1110's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Region 59- Separatum Corporate Holdings

    Spoiler: Geography
    Show
    The Separatum Corporate Holdings are located on a patch of rocky seafloor, instead of sand and silt, the seabed is mostly made of underwater limestone caves. This does mean that there are numerous caverns in the Holdings that open up into air filled chambers, except one should note that the air in these caverns, without circulation is heavy and not really breathable. That said, these pockets of air do create conditions perfect for the harvesting of algae – and are often called the algae mines by the people of the Holdings


    Spoiler: People
    Show
    The Separatum Corporate Holdings include the expanse of land previously labeled Region 59. The land is densely populated, full of slums of previously starving people. Now however, within those slums are huge automated algae farming tanks that provide the substance for the population. These tanks are a blessing and a curse - the blessing being food and the curse being work. The tanks while automated need monitoring, and such jobs are in short supply. Competition for them is fierce. The government of the region is the Separatum Corporation, the shareholders of which are the five members of the original Relief Counsel. Given Deep Blue’s request for administrative control, the Herrings were elected as the Directive Board and Executive Committees. The Board and Committee oversee much of the functioning of the Corporate Holdings, while the rest of the Shareholders come by to inspect of push their various agendas – some more humanitarian than others. The Corporation, while stemming from a philanthropic concern, has, through the capitalistic bent of some of its members, and through the mercantile and expansionism of its other members, morphed into an entity that wants to make good on its investments. As such, the Corporation is, if not outright exploitative, is positioned to be just that at a drop of a hat. Citizens of the Holdings are in one sense workers belonging to the Corporation, while at the same time also being considered assets. Labor is, of course, always an asset, but the Board and Shareholders both monitor any depreciation and interest of each of their citizen-workers. It goes without saying that Unions are strongly discouraged.

    The people of the Separatum Corporate Holdings are Mer – they are not a particularly distinguishable from those that lived in the former Scintillating Ceiling except maybe by their thin frames and hallow faces – but this is probably due to their long-malnourishment and current working conditions than anything genetic. They are also paler than other Mer, again probably due to staying in the caves with the algae tanks rather than dancing in the waves – the sun’s ultraviolet light might penetrate ice and water, but not rock.


    Spoiler: Faith
    Show
    If the Mer of the region had a faith prior to the communion they do not remember. Even the promises and chants of the communion are distant to them as they clock in and out of the algae mines and factories each day. Faith might be an opiate of the masses, but work and work alone feeds them.


    Spoiler: Resources
    Show
    The traditional resource of the region had been Coral Dyes, but after the crises and the takeover of the region by the Separatum Corporation, the development of an advanced algae farming apparatus, the real resource of the region must be considered its algae.

  6. - Top - End - #246
    Dwarf in the Playground
     
    NecromancerGirl

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    Czechia, Europe

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    I will be less available from tomorrow until the 28th, meaning the usual political map of the tropics will be delayed and I might not post until the second week of the round. If you happen to be itching to start a war with me, you can still feel free to.

  7. - Top - End - #247
    Firbolg in the Playground
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    England

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    So when it comes to the Abyssal Steward artefact, given I've been told that posting here is helpful and we've discussed the right balance point for this sort of thing, but it might not be what I want as this isn't a normal artefact construction, I have a thing.

    Spoiler: The Stewards probably have a name for it already
    Show

    Fluff fluff fluff, I have no idea if ancient Steward artefacts look significantly different from the stuff we make nowadays

    A Specialised Ship equipped with this artefact that is used to Prospect in a Wastes region gains a +2 bonus, unless Role decides on a different bonus.
    Last edited by Volthawk; 2022-08-19 at 06:35 PM.

  8. - Top - End - #248
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    Lumaeus's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Artifact Proposae

    1. The Bubble: This orb floated up from the depths of the True Abyss within a great cloud of the Mother's Breath. Unlike the life-sustaining sulfides and other noxious boons, this bubble was filled only with the purest of water. Experimentation revealed that the Bubble could be made permeable, and water allowed to transgress its boundary, but when made again solid, it retains its water quality and its pressure.

    Effect: As a Faith action, the holder of the Bubble may apply it to any region they choose--so long as any PC owner of that region does not object. When so placed, the Bubble allows its owner to interact with the region as though it were one depth shallower.

    2. The Capstone: This pyramidal stone of pure white rose from the depths within a great cloud of the Mother's Breath. It's plain that this belongs in a great edifice unlike anything in the Dead Seas.

    Effect: When placed into a Great Project as part of an action to contribute to the project, the Capstone provides a piece of Communion to the locals, bolstering their fortitude and collaboration. This region now gains a +1 on rolls to resist attacks, buyouts, conversions, hostile impressions and sways, and any other assaults, should the region owner choose.

    3. The Mother's Favor: This disc of pressed, iridescent glass floated from the depths within a great cloud of the Mother's Breath. Whoever holds it hears the faintest echoes of distant whispers--the shared words of those blessed with the Eternal Communion.

    Effect: Once per turn, the holder of this artifact may, once per turn, take an action as though they were part of the Eternal Communion. If they successfully usurp the position of faith head, they retain the title so long as they continue to act as a member of the Communion at least once per turn (and they do not otherwise lose the position as per normal rules)

    4. The Tapping Wire: This ever twitching length of fine (both senses) metal wove its way from the depths within a great cloud of the Mother's Breath. When placed against a crystalline surface, snatches of distant voices can be heard.

    Effect: This artifact provides insight into the hostile actions of the Abyssal Stewards. Whoever possesses the wire mitigates any malus inflicted by the Stewards for -1 or -2 rep by 1 (that is, a -1 to resist stacks and coercion total, and no penalty to secret actions).

    5. The Hammer: This nondescript hammer rose up from the depths in a great cloud of the Mother's Breath.

    Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.

  9. - Top - End - #249
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by Feathersnow View Post
    Region for review

    The Everswamp of Qzzry'ya


    Spoiler: people (physical)
    Show

    Most of the people of this brackish region are of a vertebrate clade previously unencountered. It has long been hypothesized, based on studies of Mer and It-That-Comes-From-Beyond-the-Sky that vertebrates are far more dominant above the sky. Some heretics suspect the Nacres may even be vertebrate-derived, based on the increased durability and metabolic hyperactivity needed to live in the toxic vacuum that exists beyond the water.

    This clade is believed to be more basal than the Merish or, to use the word the Nacres called It-That-Comes-From-Beyond-the-Sky, "Avian" forms of terrestrial vertebrates that have re-colonized the sea. It has many traits in common with fish, but limbs of the same array as a Nacre or Otterian, with many traits in common with a mer. Biologians studying them now feel confident Mer ancestors once had four limbs and closely resembled Otterians based on this study of a basal vertebrate.

    These creatures resemble Otterians in more than their gross physical features. They also have an uncanny ability to live in aether, actually nesting in it. Unlike Otterians or Mer, their reproductive properties are much like that of the Precursors- abandoning eggs and accepting any larva to make it to an adult phase in the wild to society. Thus, unlike Mer, who are repelled by the ways of Sakurado's cultivating infants deliberately, to the people of Qzzry'ya, this represents a more humane and logical way to safeguard future generations.

    Of great shock to everyone, there was found a living colony of Precursors in Qzzry'ya. On the standing request of the Nacres to not wantonly and violently exterminate sentient bloodlines and out of an indulgence to anthropologists, they are going to be permitted to live naturally, though any are free to convert.


    Spoiler: people (culture)
    Show

    The dominant culture of this area called themselves the Levt. This word is both the name for their society and the dominant species. They revere the Great Mangrove. Study of this being confirm their legend that it is a single clonal colony actually introduced by the semi-apocryphal Saint Tomos in Precursor Times.

    According to legend, there was once a forest of similar trees that were devastated in The Cataclysm. St. Tomo created this replacement to stabilize the ruined ecosystem and prevent the extinction of the Levt. In thanks they have practiced a corrupt form of primitive Sakurado, but are eager to adopt themselves to our new orthodoxy.


    Spoiler: Geography
    Show


    This area was once much like Dashasham, a series of mountains piercing the sky, but the Great Mangrove absorbed much of the salt and filled in much of the available space. It is more wood than water, and less mountain than either.
    The waters here very light in mineral content, to the point it can cause kidney distress in fish designed for other regions.


    Spoiler: Resource
    Show


    Cuttings of the Mother Mangrove can live almost anywhere and provide fodder for animals due to their fast growth.

    The hormonal system of Mother Mangrove is actually a Precursor relic used replicate industrial chemicals by careful application of stimuli. These Fruiting Mangrove are living chemical factories! That said, they cannot produce extremely complex biologicals.


    Since Mother Mangrove has consumed most of the region, Fertilizer is needed to continue production effectively.

    Spoiler: faith
    Show

    The Levt practice a primitive version of Sakura-Do that will require instruction to become orthodox. They do revere our saints and understand the need to care fir the World Garden. It us a good first step!
    As long as the Levt are not capable of flight, consider this approved. Flight just has messy implications for mechanics

    Quote Originally Posted by Epinephrine_Syn View Post
    Regarding the artifact to freely give out treasure, I understand and if I take it I will keep it that version that doesn't generate the plus one treasure. I would, however, push for the "12 regions within capital" thing because I was okay with the Diplomatic contact part on the presumption it would keep it distributed locally. Which as I understand things it definitely does not do right now.

    Also, to be inserted later, but potentially considering Artifact Boat, and updates for later.

    More important than the above, which member of the gm team should I dm in regards to this lore stuff? Or should said discussion happen in the ooc thread? I do want to ideally sort this out both so I can sort out my own fluff, and while I have more time to think about things because I might (might) be fairly busy irl September. Not enough to stop me from posting actions though, so no need for special accommodations.
    Looking back on the conversation, I don't see where "within 12 regions of capital" came up. If you want to limit it to "people with trade route connections" or another metric that is already tracked, that's fine, but since artifacts can and are at least somewhat meant to be traded, stolen, and otherwise exchanged between players, having a fairly easily tracked limitation is important.

    I'll DM about the lore stuff in discord since I know I'm getting to approvals late
    No bubbles no troubles

  10. - Top - End - #250
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    LapisCattis's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by Lady Serpentine View Post
    Proposed TacDoc - Voice of the Black Tide: +2 to battle, -20% enemy casualties, +10% own casualties, automatically recruit one unit. If at unit cap, instead replace +10% own casualties and recruiting a unit with -20% own casualties.

    By my understanding that'd break down like this:

    Base budget: 2
    Free action (+3 due to specific action)
    +2 to battle (+2)
    -20% enemy casualties (-2)
    +10% own casualties (-1)

    And then a special rider because this action is a lot more likely than most to run into circumstances where it's not a legal action, which removes Free Action and +10% own casualties and replaces them with -20% own casualties for no net change in cost.
    I believe this has been updated and approved and is in your IC (mostly replying here for my own records)

    Quote Originally Posted by Feathersnow View Post
    I'm considering long term plans. Would this work as a Miracle? It's pretty out there, but it works with my fluff, immortalized leaders have precedent in Empire, and I truly have no idea how to gauge its power level.


    That said, it is months out, and a lot could change. I am locked into finally letting Marcion die no later than round 16, and they have a successor, who i can't let retire until they have their own suite of special 10 actions. It will take that long for the RP leading to this to even start because it involves Eusebia/MRK finding Deep Blue using only Free actions.

    My idea is have Petrix succeeded by Eusebia/MRK after she convinces the Ecclesiarchs that it was hubris to assume only their kind of life has souls. Part of this is contingent on RP and the trajectory of the game, though

    Project Ezra
    By studying Deep Blue and with the help of The Divine Nacres and a fair amount of prayer, Project Eusebia has been rebuilt as The Chronicler!

    On the next turn, my leader changes as per standard dynastic succession.

    Eusebia/MRK no longer functions as a spy, is immortal and can use special ten actions at will, provided she actually has 10 in the required stat. She gains no more uses of special 5 actions, but can still use special 10 actions as 5's as normal. She is now known as Project Ezra: The Chronicler, but still answers to MRK.

    Whenever she uses a special 10 action, she depletes reserves and has that stat reset as 1d4+2. If the World Garden would benefit from any additional bonuses for dynastic succession besides the +2 already calculated for high stats, the roll is recalculated at a capped 1d4+3.
    If you add on "Whenever she uses a special 10 action, she depletes reserves and has that stat reset as 1d4+2 and lowers all other stats by 1d3 (rolled separately for each stat), that should be balanced enough?

    I'm not sure about where the dynastic succession component fits into the fluff, however.

    Quote Originally Posted by JBarca View Post
    Hello! TacDoc proposal for this round, if you don't mind:

    First to Kill
    Tulticius is said to be utterly fearless in battle, and proves this every chance he gets. It's said he offers a handsome reward to any Beak or levy who kills a foe before he does.
    Effects: +4 to battles, -4 Allied Leader Loss, -2 Enemy Leader Loss, +10% Enemy Casualties, +10% Allied Casualties, can only be used if enemy commander is a Leader or General

    I don't know if the limitation is enough to qualify for the -1 on the budget, but I hope so! I'm of course happy to modify as needed (Battle Bonus down to +3, drop the restriction, eg) - I just want an absolute meatgrinder of a TacDoc.
    If you drop the battle bonus down to +3 and remove the "enemy commander is a Leader or General" restriction, this will work


    Quote Originally Posted by farothel View Post
    Proposed TacDoc for my General

    Combined arms
    Training makes that the infantry can hold the line to make the cavalry attack in the flank of the enemy army to break them. While this can quickly win a battle, the infantry has to hold, no matter the casualties.

    effect:
    +4 to battle roll (4 points)
    +10 to own casualties (-1 point)
    can only be used if at least three units are present, 2 to hold the line and 1 to flank
    I think this would work if instead of "at least 3 units", it's "can only be used if your army outnumbers the opposing army"

    Quote Originally Posted by Feathersnow View Post
    Alternative TacDoc

    "Witness of the Great Commision"

    Doctrine of Clös

    +2 free convert holy site action

    +4 to battle roll

    -3 reduce enemy casualties by 40%

    -1 increase own causalities by 10%
    That works out!

    Quote Originally Posted by farothel View Post
    Write ups for regions 4 and 29

    Spoiler: region 4
    Show

    Name: Lupomata

    Spoiler: Geography
    Show
    This region has a large number of valleys and hills and cliffs, mostly topped with smoking stacks belching toxic chemicals into the water. A few small drop-offs are found to the north and North west where the smoking hills make room for a desolate wasteland. In the hills there are a lot of caves and tunnels, mostly old smokers that are dormant. The valleys have mostly a rocky bottom, but there are some patches of sand where the eye weed grows.

    Very little grows here, mostly hardy plants and corals that can stand the chemicals (or actually need them). The one plant that makes life easier in the region is the Eye Weed plant, which filters the toxic chemicals out of the water. So all settlements sit only where the Eye Weed grows and is surrounded by the plants. They don't remove all the toxic chemicals, but enough that within settlements one can survive without extra technology, at least for the natives. Visitors from outside the region best be very careful removing their filtering masks (although for small amounts of time it is okay).

    There are not many predators in the region, but there are parasites that destroy the Eye Weed which have to be controlled. Some fish can also stand the toxic chemicals and feed on the natives. Near the vents only very specialised creatures can survive the heat and the amount of chemicals.


    Spoiler: People
    Show
    There are two main species in this region. The Lysmatella are smaller, shrimp-like creatures who are quite smart, while the Lupocyclus are more crab-like, larger but not as smart as the Lysmatella. the strange thing is that when Lysmatella and Lupocyclus work together, a sort of low-level hive mind forms between the two species, allowing mostly the Lysmatella to direct the work of the others more easily.

    They live mostly in the valleys, where the level of toxic chemicals is less than on the tops of the hills. While the Lysmatella do most of the governing (what there is in the region), the Lupocyclus do the heavy lifting and most of the Eye Weed maintenance.


    Spoiler: History and Government
    Show
    The region has always been fragmented, as the natives could only live where the Eye Weed grows (in the sandy valleys). While they can tolerate the toxic chemicals for long enough that some trade had developed, it wasn't enough for a strong centralised government. so the villages remained rather small, with a local noble (all from the Lysmatella) ruling over each village.

    On the other hand, the fact that it was very difficult to move from one village to the other meant that there has been very little warfare between the villages. All villages maintain a militia to defend against predators, Mostly Lupocyclus with Lysmatella officers, and they have similar tactics, but there is not really a unified military.


    Spoiler: Resources
    Show
    The plant known as Eye Weed is grown across the region where-ever it can be grown. It is vital for life in the region, but some can be exported. It is very good at absorbing chemicals and also has some anti-biotic properties. Older plants actually contain a lot of chemicals that they absorbed in their lifetime, but the young shoots can be used to neutralise chemicals. this can be used to counter drugs or preserve food, or when a person has been outside of the villages too long, to counter the toxics they absorbed themselves.

    While the Lupocyclus are quite content to live as before, the Lysmatella want exotic goods as a way to show their status and also to have something others from their species don't have.


    Spoiler: Faith
    Show
    The people in the region beleive that after dead, if you have fulfilled your destiny, your soul goes to another plain of existance (called the Dream World) where it can still be contacted by people with special abilities. If not, it is reincarnated in another body.

    People with the ability to contact ancestors, called the dreaming dead, all can't form hive minds with others. So anybody who lacks the ability to form a hive-mind will become a priest (both species can become priests). The main training of priests to contact the dreaming dead is in a small village (Holy site 1) near the middle of the region where the only non-priests are one Lysmatella overseeing a group of Lupocyclus tending to the Eye Weed.

    The second holy site is a chasm near the village of the priests, where there are a lot of villages around at various points. This is the only more organised part of the region as the villages are closer together. All the villages close to the chasm dispose of their dead by letting them into the chasm. It is tought that this chasm has a portal to the Dream World somewhere down below.

    The last holy site is a small cave in the North-East, where according to legend the first Priest received the gift of Dream Talking from a soul so strong it could reach back by itself.

    In the past years, a battle has been fought between different faiths and while the main priesthood is under the power of the Hymenocera, the holy sites, except for the site of the recently created holy order) are in the hands of the Shimmers of Unseen Bane.





    Spoiler: region 29
    Show

    Name: Belosa

    Spoiler: Geography
    Show
    A mostly sandy/muddy region with small rock formations dotted through the region. A lot of toxic chemicals are brought here on the current from the north-east, but there were a few crevassas in the region where toxic chemical poured out. The sand becomes a wasteland to the north-west. Closer to the North it's more hilly with the smokers also seen in region 4.

    Due to the toxicity there are very few plants and the animals either tolerate the chemicals or actually need them. Near region 4 there grow some Eye Weed plants, but the rest of the region is not really suitable for them.


    Spoiler: People
    Show
    The Belosiae are cephalopods, about 5 feet long (including tentacles). They have grown used to the chemicals and actually have filtration systems in their body. They also use some of the chemicals they ingest to be able to glow in a unique pattern, which they use in mating rituals or in dance feasts when tribes meet. They live in tribal units, roaming through the region.


    Spoiler: History and Government
    Show
    Because the lack of sufficient shelter and the lack of materials to build them, the Belosiae are mostly nomads, traveling from place to place with their herds of Spine Crabs. Each family unit is self-contained, although they do intermarry. There is a council of the heads of the largest tribes and the priests which decides on the few things that affect the region as a whole. Beyond that all tribes govern themselves and the few conflicts between tribes are most often solved by a combat of champions. As they are nomadic, everyone learns to defend the tribe and the herds, meaning they have quite a lot of soldiers should the need arise.

    There are a few small towns around the rock formations where tribes come together to trade.


    Spoiler: Resources
    Show
    In the region lives a species of crab called spine crabs. These are often well camouflaged in the wild, but are now domesticated. They serve as food and draft animal for a large amount of different jobs. The spine crabs themselves dig in the mud for small molluscs to eat.

    Due to the relative low amount of rock in their own region they need a lot of building material to build houses for themselves.


    Spoiler: Faith
    Show
    The main faith in the region is ancestor worship, where they believe that their ancestor's souls will look after them if properly appeased. Near the border with region 4 some tribes follow a different form of ancestor worship as in that region. While they don't have many Dream Talkers (only a few Lupocyclus move over the border), they do have a location near a group of Eye Weed plants where the few Dream Talkers say they can hear the ancestors. It's not clear why this location is different, but a lot of tribes following this religion try to pass there at least once per year. This site has recently been taken over by the priests of the Hymenocera as part of their vendetta against the Dream Talkers

    In the rest of the region a different form of ancestor worship takes place, where people just try to emulate prominent ancestors. In the largest town near the middle of the region has a large cave that functions as the Hall of the Ancestors. Any Belosia who has done something noteworthy for the whole region will get a 'statue' in the Hall, where his/her glow pattern is recreated using luminous algae and sponges.

    A third site the Belosiae consider holy is the site of a large battle between them and the titans, where many ancestors did glorious deeds. For most visitors it's just a muddy plain.

    Both approved! You can add them to your Waters of the World post

    Quote Originally Posted by mystic1110 View Post
    Region 59- Separatum Corporate Holdings

    Spoiler: Geography
    Show
    The Separatum Corporate Holdings are located on a patch of rocky seafloor, instead of sand and silt, the seabed is mostly made of underwater limestone caves. This does mean that there are numerous caverns in the Holdings that open up into air filled chambers, except one should note that the air in these caverns, without circulation is heavy and not really breathable. That said, these pockets of air do create conditions perfect for the harvesting of algae – and are often called the algae mines by the people of the Holdings


    Spoiler: People
    Show
    The Separatum Corporate Holdings include the expanse of land previously labeled Region 59. The land is densely populated, full of slums of previously starving people. Now however, within those slums are huge automated algae farming tanks that provide the substance for the population. These tanks are a blessing and a curse - the blessing being food and the curse being work. The tanks while automated need monitoring, and such jobs are in short supply. Competition for them is fierce. The government of the region is the Separatum Corporation, the shareholders of which are the five members of the original Relief Counsel. Given Deep Blue’s request for administrative control, the Herrings were elected as the Directive Board and Executive Committees. The Board and Committee oversee much of the functioning of the Corporate Holdings, while the rest of the Shareholders come by to inspect of push their various agendas – some more humanitarian than others. The Corporation, while stemming from a philanthropic concern, has, through the capitalistic bent of some of its members, and through the mercantile and expansionism of its other members, morphed into an entity that wants to make good on its investments. As such, the Corporation is, if not outright exploitative, is positioned to be just that at a drop of a hat. Citizens of the Holdings are in one sense workers belonging to the Corporation, while at the same time also being considered assets. Labor is, of course, always an asset, but the Board and Shareholders both monitor any depreciation and interest of each of their citizen-workers. It goes without saying that Unions are strongly discouraged.

    The people of the Separatum Corporate Holdings are Mer – they are not a particularly distinguishable from those that lived in the former Scintillating Ceiling except maybe by their thin frames and hallow faces – but this is probably due to their long-malnourishment and current working conditions than anything genetic. They are also paler than other Mer, again probably due to staying in the caves with the algae tanks rather than dancing in the waves – the sun’s ultraviolet light might penetrate ice and water, but not rock.


    Spoiler: Faith
    Show
    If the Mer of the region had a faith prior to the communion they do not remember. Even the promises and chants of the communion are distant to them as they clock in and out of the algae mines and factories each day. Faith might be an opiate of the masses, but work and work alone feeds them.


    Spoiler: Resources
    Show
    The traditional resource of the region had been Coral Dyes, but after the crises and the takeover of the region by the Separatum Corporation, the development of an advanced algae farming apparatus, the real resource of the region must be considered its algae.
    Approved! For some reason this gives me Snowpiercer vibes...

    Quote Originally Posted by Volthawk View Post
    So when it comes to the Abyssal Steward artefact, given I've been told that posting here is helpful and we've discussed the right balance point for this sort of thing, but it might not be what I want as this isn't a normal artefact construction, I have a thing.

    Spoiler: The Stewards probably have a name for it already
    Show

    Fluff fluff fluff, I have no idea if ancient Steward artefacts look significantly different from the stuff we make nowadays

    A Specialised Ship equipped with this artefact that is used to Prospect in a Wastes region gains a +2 bonus, unless Role decides on a different bonus.
    I don't believe you need my approval since this is something you're getting from ABS, but if you are asking for a check, this is fine!


    Quote Originally Posted by Epinephrine_Syn View Post
    Questions:

    1; Will Algae-Based Fuel qualify for a heat based resource to Impress 55 with? I imagine it being some kind of combustible fuel akin to oil from dinosaurs, but I could be wrong, and I'd like to know before rolling to Impress 55 (which would seriously help an exploration roll downwards next turn).


    2; I already rolled an investigation in my capital before the Rustplagued details came up, which should meet the 14 TN (+7 Spy +3 Treasure +1 Merchant Support +3 Roll), should I strike that action from the record and reroll it given the new rules listed, or just take that as the 14 TN success?

    3; Alternative Artifact Proposal, in light of this new Divine Quest:

    Violet Scrye

    A singular optic organ, harvested for specific purposes. The adherents of Mammos at first were not sure what to do with the deposed doubter queen, but soon found a way to Recycle her.

    Mechanics: Once per turn, you may treat any region as if you had Merchant Support within it for the purposes of a Exploration or Prospect action, regardless of the ownership, condition, or existence of the Merchant Support in that region. This has no effect on the actual Merchant Support of the region.
    Some of these were addressed by Role but just to put my voice in:

    1. The fluff for Algae Based Fuel (and the name) was clarified to note that it is caloric fuel, not flammable fuel. Traditional flammable fuel doesn't work terribly well underwater anyways

    3. That fluff is terrifying! However, as it stands with no limitations and so broadly defined, this would not be accepted.
    No bubbles no troubles

  11. - Top - End - #251
    Ogre in the Playground
     
    MindFlayer

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by LapisCattis View Post
    If you drop the battle bonus down to +3 and remove the "enemy commander is a Leader or General" restriction, this will work
    Works for me, thanks Lapis!

  12. - Top - End - #252
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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by Lumaeus View Post
    Artifact Proposae

    1. The Bubble: This orb floated up from the depths of the True Abyss within a great cloud of the Mother's Breath. Unlike the life-sustaining sulfides and other noxious boons, this bubble was filled only with the purest of water. Experimentation revealed that the Bubble could be made permeable, and water allowed to transgress its boundary, but when made again solid, it retains its water quality and its pressure.

    Effect: As a Faith action, the holder of the Bubble may apply it to any region they choose--so long as any PC owner of that region does not object. When so placed, the Bubble allows its owner to interact with the region as though it were one depth shallower.

    2. The Capstone: This pyramidal stone of pure white rose from the depths within a great cloud of the Mother's Breath. It's plain that this belongs in a great edifice unlike anything in the Dead Seas.

    Effect: When placed into a Great Project as part of an action to contribute to the project, the Capstone provides a piece of Communion to the locals, bolstering their fortitude and collaboration. This region now gains a +1 on rolls to resist attacks, buyouts, conversions, hostile impressions and sways, and any other assaults, should the region owner choose.

    3. The Mother's Favor: This disc of pressed, iridescent glass floated from the depths within a great cloud of the Mother's Breath. Whoever holds it hears the faintest echoes of distant whispers--the shared words of those blessed with the Eternal Communion.

    Effect: Once per turn, the holder of this artifact may, once per turn, take an action as though they were part of the Eternal Communion. If they successfully usurp the position of faith head, they retain the title so long as they continue to act as a member of the Communion at least once per turn (and they do not otherwise lose the position as per normal rules)

    4. The Tapping Wire: This ever twitching length of fine (both senses) metal wove its way from the depths within a great cloud of the Mother's Breath. When placed against a crystalline surface, snatches of distant voices can be heard.

    Effect: This artifact provides insight into the hostile actions of the Abyssal Stewards. Whoever possesses the wire mitigates any malus inflicted by the Stewards for -1 or -2 rep by 1 (that is, a -1 to resist stacks and coercion total, and no penalty to secret actions).

    5. The Hammer: This nondescript hammer rose up from the depths in a great cloud of the Mother's Breath.

    Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.
    1. Unfortunately not permissible based on depth mechanics/intentions. Specific depth impacts other things so treating as one shallower would negate them, and it would have to be specific to the depth level (such as "this artifact allows you to interact with regions as if you have Depth 1 technology"). A once per round restriction would also likely be needed. The Gotezhar would probably love this fluff

    2. That is a lot of resists that are far out of budget for even a normal Great Project. Unfortunately not permissible

    3. This is a really interesting idea! With a slight rephrase to avoid stacking HS bonuses: "once per turn take an action as though they were part of the Eternal Communion instead of their current Faith", this should be good!

    4. Points at least for having Role's face become the "hmm" emoji. As is this is too strong, but I encourage working with Role on this idea. Also very appreciative of the fine (both senses) metal wire)

    5. This should work!
    No bubbles no troubles

  13. - Top - End - #253
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    NecromancerGirl

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by LapisCattis View Post
    As long as the Levt are not capable of flight, consider this approved. Flight just has messy implications for mechanics
    TBC- The Levt are Lungfish people.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  14. - Top - End - #254
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    Lumaeus's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    What a great start! I've pared these down, but please don't feel at all hesitant to strike them down if they still offend!

    1. The Bubble: This orb floated up from the depths of the True Abyss within a great cloud of the Mother's Breath. Unlike the life-sustaining sulfides and other noxious boons, this bubble was filled only with the purest of water. Experimentation revealed that the Bubble could be made permeable, and water allowed to transgress its boundary, but when made again solid, it retains its water quality and its pressure.

    Effect: As a Faith action, the holder of the Bubble may assign it to a region of Depth 1. Once per turn, they may then interact with this region as though they had the requisite depth tech. In addition, so long as the Bubble is active within the region, the holder may hold supports and take non-action defensive rolls without penalty.

    2. The Capstone: This pyramidal stone of pure white rose from the depths within a great cloud of the Mother's Breath. It's plain that this belongs in a great edifice unlike anything in the Dead Seas.

    Effect: When placed into a Great Project as part of an action to contribute to the project, the Capstone provides a piece of Communion to the locals, bolstering their fortitude and collaboration. This region now gains a +1 on rolls to resist one type of assault of the owner's choice: attacks, buyouts, conversions, hostile impressions or sways. This bonus may be reassigned with a Faith action.

  15. - Top - End - #255
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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by LapisCattis View Post
    If you want to limit it to "people with trade route connections" or another metric that is already tracked, that's fine, but since artifacts can and are at least somewhat meant to be traded, stolen, and otherwise exchanged between players, having a fairly easily tracked limitation is important.
    Sure, "People I have a Trade Route" with works for me. I'll save the potential Rustplague specific artifact stuff for when I get the infodump next turn on my investigation.
    Last edited by Epinephrine_Syn; 2022-08-20 at 10:24 PM.

  16. - Top - End - #256
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    NecromancerGirl

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    If you add on "Whenever she uses a special 10 action, she depletes reserves and has that stat reset as 1d4+2 and lowers all other stats by 1d3 (rolled separately for each stat), that should be balanced enough?

    I'm not sure about where the dynastic succession component fits into the fluff, however.
    Is there a cap for how far below 1 this can push my Int?

    I think I need to think about this further.

    Core concept is- "now all of my stats are separate people that change dynastically ways and only when they do a special 10. Only the first of these "subrulers" gets a special 5 action" I thought that last bit was enough of a price that it didn't need further penalties.


    As for the fluff-

    This fits the interpretation of doctrine that the "Holy Spirit that dwells in each of us" being our God.

    Except, instead of a spirit, it's a herring parasite with an unnaturally large number of viable hosts that supports a distributed AI that was built from half understood technology originally intended to make sardines catch themselves, iiuc.

    "Project Ezra" would be the leader, but the administration would be done by semi-anonymous bishops whose plans crest and wane independently but who share a new collective sub-conscious because of the ancient repurposed tech that lives in their brains.

    The fact MRK is a conscious being every Sakura-Jin has a personal relationship with is also true, but "our hands, God's work"

    Basically
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  17. - Top - End - #257
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    LapisCattis's Avatar

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Here's a compilation of the Astral Menagerie's mechanics and members for reference - Astral Menagerie Doc
    No bubbles no troubles

  18. - Top - End - #258
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    Imp

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Kythia, if you have any questions about fluff for the Mimic/Kelpie feel free to reach out. I'm happy to help!
    Last edited by Torv; 2022-08-21 at 11:55 PM.

  19. - Top - End - #259
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    PirateWench

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by Torv View Post
    Kythia, if you have any questions about fluff for the Mimic/Kelpie feel free to reach out. I'm happy to help!
    That's really appreciated, yeah - I was just doing a dive through previous round openers to see what I had. I read through the document LapisCattis posted but I'm still not entirely sure what I've got if that makes sense
    Last edited by Kythia; 2022-08-22 at 02:24 PM.

  20. - Top - End - #260
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    BardGuy

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    To confirm a rules interaction before I lock myself in with the roll:

    Quote Originally Posted by Distance Penalties
    Certain factors may increase or decrease how much a given region adds to the effective distance for the purpose of Distance Penalties.

    -snip-

    • If the roll in question uses Faith, and the majority of holy sites (including Holy Orders) in a region on the path are controlled by an Organized religion that you follow and are not Cast Out of, the region counts half as much for effective distance.
    Quote Originally Posted by Region 96 Contamination
    While Region 96 remains Contaminated, it does not have Factions, cannot be conquered, and counts as three Regions for distance penalty purposes, including actions taken in the Region.

    -snip-

    Once a Holy Order is established, a country of that religion may take a Faith action in the Region to attempt to spiritually cleanse the area, rolling their Faith score against a TN of 12 - distance penalties apply.
    Since the Spiritual Cleansing is a Faith action in a region where the majority of Holy Sites are of an Organized religion I follow, 96 should count as 1.5 regions rather than 3, correct?

  21. - Top - End - #261
    Firbolg in the Playground
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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    OK, so the Flowing Way just got to the 25+ Holy Site bracket, allowing us to pick our first faith tech for our respective schools. For the Cyphiri Way, would pretty much just copying the mechanics for Echo Chamber with different fluff (that'll be written up when I'm not catching up on half a dozen non-empire things and making sure I haven't missed anything here) and preferably switching the affected stat from Faith to Economy be allowed? I'm already heading towards a focus on dynastic stuff with my rough miracle idea, using the Way to predict the talents of new rulers and tailoring their education and training around that information, so the faith tech being a more focused and rudimentar application of the techniques that will be used there fits the direction of the school.
    Last edited by Volthawk; 2022-08-22 at 04:09 PM.

  22. - Top - End - #262
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    NecromancerGirl

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Alternative ideas-

    Miracle- Divination
    If a Sakurado Empire rolls higher, after all modifiers, on a seek aid roll for an action after all modifiers, including those from the seek aid roll itself, and the Seek Aid Roll's final value would have been successful where the original was not, the second Roll is counted as a success, but not a great success.
    This effect can only be applied once per round.


    Technology- Scrying Surfaces
    Requires: shiny objects

    Rolling 18+ on a seek aid Roll results in a +2. This is calculated before Divination might apply.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  23. - Top - End - #263
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    ElfRangerGuy

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Quote Originally Posted by LapisCattis View Post

    I think this would work if instead of "at least 3 units", it's "can only be used if your army outnumbers the opposing army".
    OK, I can take that.
    Combined arms
    Training makes that the infantry can hold the line to make the cavalry attack in the flank of the enemy army to break them. While this can quickly win a battle, the infantry has to hold, no matter the casualties.

    effect:
    +4 to battle roll (4 points)
    +10 to own casualties (-1 point)
    can only be used if your army outnumbers the opposing army
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  24. - Top - End - #264
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    PirateWench

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Hi

    Rules query - I had worked my unit cap out as 4 (3 base +1 for aristocratic support in region 10) but the table gives 5. Is that a typo or something I missed? EDIT: Never mind, I found it. It's plus one per region including the first isn't it.

    Proposed Tactical Doctrine -

    Carnage
    Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
    3 free sack attemps, ordered as City>Holy Order>Trading Post (the intent being here that bigger things are sacked before smaller things) (+6)
    +50% own losses (as they turn on one another) (-4 points)
    Base budget of two points (-2)
    Last edited by Kythia; 2022-08-24 at 07:33 AM.

  25. - Top - End - #265
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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    This is a floated question for the GMs:
    Now that I have a ton of Merchant Nodes, I want to start turning my hodgepodge of merchant contacts into a real "Trade Zone" centered on Seatide. For that reason, I'd like to do a Great Project to issue a new currency. Seatide's going to build a Bank to print and issue the currency, along with financing and fiscal management. I've asked around, and lore-wise, it sounds like most of our empires are advanced enough that they probably have their own currencies. I specifically want to work on creating an international bank/currency.

    The problem I'm having is nailing down what exactly would be a fair arrangement. I want the currency to provide some benefit to anyone who joins, while giving Seatide some control over the currency. But I am very not-sure what that would mean mechanically.

    Current ideas that I have:
    - Adopting the currency is a three-action Great Project. Every adoptee gets +1 Effective Trade Post for every other adoptee that uses the currency. Seatide gets a +1 to Impress Merchants in territories using the currency.
    - Currency Holders get +1 to buyouts in each other's territory. Seatide can block currency holders from getting this benefit.
    - Seatide creates the Currency as a 5-action Great Project. Other nations can adopt the currency with a 2-action Project. nations using the common currency get +2 increased Treasure cap, and can transfer 1 treasure to another currency user 1/turn. Seatide can kick people out of the union or block transactions.

    I think you get the idea. What I want to know is: Are any of these ideas worth pursuing?
    Last edited by Talis; 2022-08-24 at 10:07 PM.

  26. - Top - End - #266
    Halfling in the Playground
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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Proposed technology for this turn, along with an "alternate" if the flavor is unacceptable.

    Holographic Certification. +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling, A source of Bioluminescent Ink)
    A new innovation using bio-luminescent ink to create intricate, 3-dimensional images that change color and form based on angle of observation and ambient lighting. Aside from its artistic value, the new technique can be used to create seals and certificates that are nearly impossible to forge, allowing for more secure documentation and greater trust in contracts and correspondences.

    Turnicate Semaphor. +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling, Trophic Deconvolution, Plankton/Algae resource)
    A carefully bred species of Turnicates that acts as a bioluminescent re-transmitter, and a shelter/breeding ground for Photospores. Planting a series of these Turnicates creates an invisible "cable" of Photospores that can rapidly transmit signals across great distances, allowing distant cities and settlements to send telegraph-like messages and notifications.

  27. - Top - End - #267
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    Imp

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    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    @MappyPK heard you're moving into tropical, Welcome!
    Anything you can give us on the region location os it wet, airy, dry???!!?? We needs to know.

  28. - Top - End - #268
    Halfling in the Playground
     
    Lumaeus's Avatar

    Join Date
    Jun 2019
    Gender
    Male

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Artifact proposum:
    The Mother's Call
    When doing battle with a civilization in violation of the Pax Arctica, distance losses occur every five regions instead of three. If battle occurs within one round of the inciting incident, also gain +1 to Battles.

  29. - Top - End - #269
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Question
    One of the contaminated regions revealed this round has an option that reduces one of your stats.
    If I were to use that option but also take two other actions of that stat in the same round, would that stat hold level? What if my stat is currently a 10, so the other actions wouldn't normally increase it?
    Last edited by bc56; 2022-08-28 at 02:21 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

  30. - Top - End - #270
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire!7 - Into the Depths: Out-of-Character Thread (CWBG)

    Hey Corona - just looking at people's posts and I'm pretty certain you already have Merchant support in region 10

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