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  1. Organization Actions Round Eight General [Logistics] Going forward, when a player posts or edits organization-related actions after the War Deadline in a round, please let the Org GM know, either through a ping here or on Discord. This is in no way a restriction on when actions can be taken or edited, nor is it a change in deadlines. Organization-related actions will simply be compiled around the War Deadline, and anything that shows up afterwards may get missed. The purpose here is only to help smooth the opener process and limit the number of corrections that need to be made to the opener after the fact. The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Indict] Paid in Sap - The Imperial Senate is displeased that so few Elect took the initiative in delivering the Emperor’s justice to Coedd. Perhaps an incentive will encourage more active loyalty? [Until the end of Round 9, any Elect at EMP Rep 0 or above that owns a region on Sansar may take a hostile action targeting COE and earn the right to build a new Imperial Embassy in one of their regions. If multiple such Elect take appropriate actions, the winner will be chosen via a DIP roll-off, with each Elect gaining a bonus to the roll equal to their EMP Rep. WTP's hostile action is grandfathered in - they will qualify for the chance at the Embassy.] [Favor] Imperial Mandate - The Empire is more than willing to support its loyal vassals by wielding its weight and influence on their behalf. [EMP attempts to Impress the Government of the Wyrmlands (45) on behalf of ILU.] [Decree] Open Voting Experiment - Perhaps the voices of all Elect will push the Empire toward greater heights than strict adherence to Senatorial preference? There is only one way to find out. [All Elect may vote on next round’s Decree from the following list. Voting does not take an Action, but should be clearly indicated in your actions post. You do not have to make your vote public knowledge. You may only vote for one Decree. The Decree with the most votes will be enacted next round.] Decrees 1. Grand Tribute - The Empire requires additional resources, and it is only fair for the wealth of its subjects to contribute to its coffers. Any Elect with 5 or more Trading Posts must gift one Trading Post to EMP within the next two rounds or lose 1 Reputation with EMP; buying out or coercing the TP within two rounds of giving it will also result in -1 Reputation with EMP. 2. The Bell Tolls - Ask not for whom. All rulers must make a ruler loss roll at the end of the current round, even if not involved in a battle (though they suffer no additional penalty to the roll). 3. Military Readiness Injunction - Be not too eager for war; it may find you. Any Elect using at least 3/4 of its unit cap loses 1 EMP Rep. (Round down.) Non-actions [Revelation] Queen Chalise is revealed, through the use of the item in question, to possess the Rod of the Speaker. [The Rod of the Speaker is not supernatural, but it otherwise functions like an Artifact. So long as the owner is at EMP rep 0 or above, they are privy to and may vote upon Imperial Decrees as though they were at EMP rep 3.] [Reminder] This is the last round to engage with the Coronal Catalogue of Duelists and Extraordinary Research Grants Approval. [Pronouncement] The Imperial Court recognizes the leal earnestness that underpins the desire expressed by several of the Elect for personal time and attention from the Emperor himself, and it appreciates the notion. However, the Emperor is pulled in a thousand thousand directions by a myriad of causes, supplicants, and duties. He is simply unable to devote time and energy to every letter or petition that comes his way. If the Elect have need of Imperial influence, they are encouraged to utilize the proper channels and speak to their local embassies. [Declaration] A message is delivered to the Elect of Tekhum, prepared by the Senatorial Elect and distributed by the agents of the Imperial Senate. Ongoing Ongoing Decrees Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 30/10] [Decree] Perks of Status - While seats in the Imperial Senate exist so that all voices can be heard and all peoples given guidance toward a better future, it would be foolish to act as if the Senators are not working harder than anyone at their thankless toil. When the Empire is healthy, though, there are certain perquisites afforded these selfless public servants. [Senators will gain +1 Passive Treasure income at the beginning of rounds 8-12] Requests and Opportunities [Request] Coronal Catalogue of Duelists [7/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures. [Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then. To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.] Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Reform] The People Want Action [3/10] - With time spent cataloging, analyzing, considering, planning, and preparing, the Union feels ready to embark on a multi-stage plan to revitalize Umgilas. Many of the propositions delivered to the Union had merits, and all seemed to offer a solution to the problem. Some, though, were outside an appropriate timescale, while others created new problems. In the end, a hybrid of a number of plans is adopted. First, the groundwork must be laid. The local government needs appeasing and the tools need acquiring. Fortunately, the Union is willing to foot the bill. [RRE, SEV, and ISH gain one WTU Favor each. As an Economy action, Elect may give use of TPs of the following categories to WTU in exchange for 1 Treasure each: Fuel and Power, Planetary Vehicles, Construction Materials, and Specialists. TPs given in this way will be unavailable for use by the Elect until the completion of this project, but will be returned when it finishes. For each category where at least one TP is given, the project will move one action toward completion. WTU will attempt to gain control of the Mercantile Support next round. If WTU gains control of the support, SNK will be given 1 Treasure.] [Offer] It’s Time to T-t-t-t-t-t-trade! - The Elect have proven less than willing to trade in goodwill and appreciation, so perhaps something more tangible is in order? [Until the end of Round 10, any Trade Posts granted to WTU for any reason will count toward It’s Time to T-t-t-t-t-t-trade. Any Elect that grants at least 2 TPs will earn the right to establish a Trade Route with WTU. Any Elect that grants at least 4 TPs will earn the right to establish a Trade Route with WTU or to spend 2 Favors and lose 1 WTU rep to have WTU establish the Trade Route. Any Elect that grants at least 7 TPs will earn a Trade Route with WTU, established by WTU without additional cost.] [Favor] Everybody Dresses in Clothes So Fine - The automatons of C.A.S.S.I.O.P.E. call on the Union, and the Union again rises to the call. An equal exchange of goods and services can only benefit those who work. [WTU builds an Arcology in the Amiant Cluster [Region 86] (Pleura Garment District, bonus to Establish Claim). WTU attempts to Buyout Vibrating Crystals, TP 85.2] Non-actions Resist all unauthorized buyouts [Reminder] This is the last round to engage with Supply and Demand Ongoing [Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize. [Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.] [Demand] Supply and Demand - While the guildmasters and other experts prepare presentations to pitch the proposals for the reform of a corvee labor economy, the Union works to provide for its people as appropriate for an oversight committee. Debts are called in, and dues are expected. [By the end of Round 8, WTU must be given two Trade Posts of Ores and Alloys. These two TPs must be on different Orbits. If this demand is not met, all Elect that owe at least one Favor to WTU will lose one WTU rep and have one Favor repaid. TPs given to WTU to meet this demand do count for a Favor repayment as per It Must Flow.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Favor] What’s Good for the Spacegoose… - The Basu-Rahman Group is pleased to support its allies in matters mystical and cultural. In Parrot’s Perch, adspace during botanical info-feeds is filled with promises of glory and the importance of exploratory sciences. On Badal, a small screen is gifted to the United Houses. Where the invisible hand guides markets, the Invisible Eye predicts them. This windscreen throws out hundreds of calculations a second, each revealing the changes in market trends likely to occur within the next hour (or less). A savvy businessperson could make a killing with this device. [BRG attempts to Convert the Coedd Minority in Parrot’s Perch (84) to the Imperial Cult. BRG gifts UHS the Invisible Eye. The Invisible Eye grants a +1 to a Buyout once per round.] [Meeting] Landfall - A twinkle above the Moonsoul Mountains at midnight in deep winter soon evolves into a sparkle, then a flash. Those who care to cast their gaze into the night sky see the sheen of metal, then blackness - not even the stars are visible behind the behemoth that slowly lowers itself to the ground. When it lands with a whisper that shakes the earth and shatters rock, even the lowliest Sansarite knows what this is - the Maharaj’s Dream. It is at once sleek and beautiful, engorged and uneven. Near every surface is covered in lenses, dishes, sensors, microphones, or broadcasting devices. Within minutes, employees of the Basu-Rahman Group swarm out and a small town forms. Fuel, food, and maintenance services are purchased en masse, and even the hegemony of the Heliotrope Broadcast is threatened by the sheer mass of information pouring from the vessel. [As long as the Maharaj's Dream is undamaged, BRG has effective control of the Media Support in its region as local news is overwhelmed by the titan of information. The region owner gains 1 Treasure per round from increased traffic flowing through the region, and gets a +1 to all Conversion and Investigation actions in regions where BRG owns the Media Support as long as they have at least 1 BRG Rep thanks to increased access to both coverage and information.] [Intrigue] Secret - The Basu-Rahman have agents across Tekhum... Nonactions [Reminder] This is the last round to engage with Thanks to Viewers Like You and Keep Your Enemies Close [Flavor] Your Regularly Scheduled Programming - [All newsfeeds are filled with the most milquetoast coverage imaginable on local politics, events, and celebrities. There is nothing offensive, only mindless distraction.] Ongoing [Offer] Thanks to Viewers Like You - The Basu-Rahman Group appreciates the support of their friends and allies during the tragedies of the preceding decade. In order to set down roots in their new homes and repay some of what they owe in thanks, messages are poured into the ears of the populace encouraging mass engagement in important projects. [Until the end of Round 8, and no more than once per round, Elect with at least BRG rep 1 may benefit from a Seek Aid attempt made by BRG on behalf of one of their actions. Actions benefiting from this Offer cannot involve opposed rolls against other Elect unless the opposed Elect is at BRG rep -1 or lower.] [Reconciliation] Keep Your Enemies Close - The Board much prefers engaging positively with its audience, and places far more value on strong friends than weakened enemies. Those that sought war can enjoy peace, especially with sponsorship. [Until the end of Round 8, any Elect at BRG -2 or lower is welcome to gain one BRG rep total by engaging in one of the standard Favor Repayment options. Elect at BRG rep 2 or above can, so long as the beneficiary consents, choose to take a listed Favor repayment action on behalf of an Elect at -2 or lower to grant them 1 BRG rep. Elect that remain at -2 BRG rep or lower at the conclusion of this action will find themselves the target of [Retribution]. Taking advantage of Keep Your Enemies Close replaces the normal Favor gain with Rep gain.] [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities. [Winnowing] The Elusive Spotlight - There is only so much spotlight available. Those who want a share must constantly seize it. [Until the end of round 10, while at REN +3 or +4, Elect lose 1 REN each round if they do not gain any REN that round.] [Reminder] This is the last round to engage with Status and Extravagance and Divided Ongoing [Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question [Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.] [Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum. [At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.] [Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned. [Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.] [Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence. [Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.] [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Bonus Still Available Badal - Exhibit Great Work Sansar - Exhibit Great Work Veehra - None Mekhala - Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle.] [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: None Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available 6 Embassies and 9 Embassies [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1.] [Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident. [From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.] [Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions. [Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.] [Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view. [The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] Rulings and Answers Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles? Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to? Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one. Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action? EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions BRG will do conversions of whatever faith I request as their 2 rep favor, yeah? Yes. Are Space and Ground Units counted separately or together for REN's Divided? The total unit counts are compared, regardless of distribution over fronts. Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep. For the BRG base building, even if the reward can't be split up, can the work be split up? Yes, other Elect can assist in base construction with permission from the region-owner. Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted? For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful. Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1 No. When can Organize! donations be made for WTU? Before or during the round in which that section of the Rail is complete, currently. Can you "cancel out" +rep and -rep effects while at +4 or -3 rep? At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3. Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free? No. The action specified in the "org" actions must be taken to benefit. If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1? You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official. Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that? Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect. Can Orgs (namely the BRG), be requested to perform secret actions. And can this be requested discretely? You can secretly request an action. But the results are going to be public in the next opener as usual. You can request that they take a Secret Action, but as that's beyond the scope of the Favor's normal value, they may refuse to do so. Can I take the same favor action multiple times in the same round, going into multiple favor debt? No. You can, however, take different Favor actions in the same turn. Techs to fulfil Share Expertise or Update CODICIL Programme need to be directly, explicitly related to the topic. General techs that apply broadly to all rolls aren't going to work.
  2. With a whisper like that of dry skin over rough paper, High Lord Karim-12 slides into the VIP box alongside the Elect and their representatives. Ze is smiling a bit too wide, showing a bit too much eyeball, and is clearly enjoying zirself. "Good day, good day! Ah, but to be young and free of responsibility. Were I new to the game, I'd have signed up myself. Tell me, where do the wagers stand?" An attendant of Karim-12's, clearly very new to the position, hides a grimace as her master ignores proper introductions in favor of an early peak at the arena. She's quick to note attendees, though, and records everything that Karim-12 and the diplomats say. She is careful, though, to stand a full pace away from Karim-12. The reason quickly is apparent; zir elbow suddenly shoots backward at impossible speed as though ze is trying to slam it into someone behind zir. Ze shows no sign that ze's noticed zir own tic, eyes glued to the viewing area.
  3. Pan-Tekhum Workers' and Traders' Union Three Union representatives make themselves known at the Hexennial. Each wears a simply outfit of practical working coveralls and a name badge. They all seem pleased to be here, and they break formation rapidly. Waltor Haughman, a human with a square jaw and square hair and square chest who has clearly spent most of his life working hard, approaches Constance herself. He offers a handshake before speaking. "Madam. Pleased to make your acquaintance. Nice place you got here! We at the Union appreciate your willingness to open your home up like this. You being willing to teach and be taught is remarkable. Say, that honey of yours sure is something. What would it take for the Union to secure a supply?" Delilah Berrington slowly makes her way toward the Sarah Huddleston Shadowclaw. Lilah is a Fomir with a pronounced limp and smile more polite than friendly, but she bows slightly to the Ishtahnos representative. "Good evening, Minister. I trust you and yours are well? If I may but purchase a moment of your time with an offer of good company and better drink, I would be most appreciative." Delilah gestures to a nearby alcove, face betraying neither hope, expectation, nor fear of rejection. The final union representative at the Hexennial, Tess McGarrin, keeps in place. She sips a drink, makes small talk, and is generally available to any who find they're in need of the Union's time.
  4. Organization Actions Round Seven General [Logistics] Going forward, when a player posts or edits organization-related actions after the War Deadline in a round, please let the Org GM know, either through a ping here or in the #org-questions channel in the Discord. This is in no way a restriction on when actions can be taken or edited, nor is it a change in deadlines. Organization-related actions will simply be compiled around the War Deadline, and anything that shows up afterwards may get missed. The purpose here is only to help smooth the opener process and limit the number of corrections that need to be made to the opener after the fact. [Openness] Secret Titles, and specifically their bespoke mechanics, are no longer present. Those who were already on the path toward Secret Titles will have the opportunity to claim a benefit relevant to their quest. Elect that reach the extremes of reputation with an organization in the future will continue to have the opportunity to learn more about the organization in question over time. This will not require further mechanical input or yield additional mechanical benefit. The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Diplomacy] Outreach and Fundraising - Representatives of the Court and the College make their way into social, political, and competitive gatherings across Tekhum. The Elect must be given attention, lest their loyalties wander. [EMP attends all Events and accepts all gifts as a subaction] [Favor] Imperial Mandate - The Empire is more than willing to support its loyal vassals by wielding its weight and influence on their behalf. [EMP attempts to Impress the Government of Ouvriead (111) on behalf of CUS.] [Decree] Perks of Status - While seats in the Imperial Senate exist so that all voices can be heard and all peoples given guidance toward a better future, it would be foolish to act as if the Senators are not working harder than anyone at their thankless toil. When the Empire is healthy, though, there are certain perquisites afforded these selfless public servants. [Senators will gain +1 Passive Treasure income at the beginning of rounds 8-12] Non-actions [Reminder] This is the last round to engage with Tenfold in Blood and Fivefold in Silver. [Senate] Invite His Excellency Elia Eramo to join the Senate - An invitation, not just to be a member, but to be present in the halls of power. Ongoing Ongoing Decrees Extraordinary Research Grants Approval - Until the end of round 8, any Elect with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 6/10] Requests and Opportunities [Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means. [Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows. ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC. Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.] [Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor. [Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.] [Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures. [Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then. To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.] Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Diplomacy] Canvas and Fundraising - Union representatives are sent to local gatherings to press the flesh (or similar innards-coverings) and accept gifts. New relationships must be forged and old friendships need to be nurtured, especially in light of the concerning developments back home. [WTU attends The Meligogue Conclave and The First Pan-Tekhum Mageball Competition] [Demand] Supply and Demand - While the guildmasters and other experts prepare presentations to pitch the proposals for the reform of a corvee labor economy, the Union works to provide for its people as appropriate for an oversight committee. Debts are called in, and dues are expected. [By the end of Round 8, WTU must be given two Trade Posts of Ores and Alloys. These two TPs must be on different Orbits. If this demand is not met, all Elect that owe at least one Favor to WTU will lose one WTU rep and have one Favor repaid. TPs given to WTU to meet this demand do count for a Favor repayment as per It Must Flow.] [Favor] And The Work Is Never Done - The Union is happy to supply well-paid, well-equipped, and well-adjusted labor to work on projects for its allies. The Castaways are the latest to benefit from their generosity. [WTU constructs an Arcology in (region 63) on behalf of SEV, granting a bonus to Encourage Settlement.] Non-actions Resist all unauthorized buyouts Ongoing [Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize. [Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Offer] Thanks to Viewers Like You - The Basu-Rahman Group appreciates the support of their friends and allies during the tragedies of the preceding decade. In order to set down roots in their new homes and repay some of what they owe in thanks, messages are poured into the ears of the populace encouraging mass engagement in important projects. [Until the end of Round 8, and no more than once per round, Elect with at least BRG rep 1 may benefit from a Seek Aid attempt made by BRG on behalf of one of their actions. Actions benefiting from this Offer cannot involve opposed rolls against other Elect unless the opposed Elect is at BRG rep -1 or lower.] [Reconciliation] Keep Your Enemies Close - The Board much prefers engaging positively with its audience, and places far more value on strong friends than weakened enemies. Those that sought war can enjoy peace, especially with sponsorship. [Until the end of Round 8, any Elect at BRG -2 or lower is welcome to gain one BRG rep total by engaging in one of the standard Favor Repayment options. Elect at BRG rep 2 or above can, so long as the beneficiary consents, choose to take a listed Favor repayment action on behalf of an Elect at -2 or lower to grant them 1 BRG rep. Elect that remain at -2 BRG rep or lower at the conclusion of this action will find themselves the target of [Retribution]. Taking advantage of Keep Your Enemies Close replaces the normal Favor gain with Rep gain.] [Intrigue] Secret - Lights! Camera! Stasis. Nonactions [Reminder] This is the last round to engage with Guiding Lights and Dirty Secrets [Flavor] Your Regularly Scheduled Programming - Think of Them The shot rises over a landscape suited to the orbit in which the ad is shown - a grassy hill on Sansar; a perfect sky under striking red cliffs on Veehra; a wondrous starscape for Mekhala; and a clean, practical park for Badal. Over this plays Starrah McGrianlan's most somber track. As the view pans down, an office comes into view, full of bustling people of dozens of species. They are clean, happy, and focused. They are editing video footage of reporters, writing articles, and interviewing citizens of the Empire. They love their jobs. The scene cuts, and these same people are now at home, surrounded by partners, friends, children. They love their families. A final cut, showing those same children hugging adults and crying, the journalists notably absent. The children look up from the caskets in front of them, directly at the camera. They seem to ask why someone would hurt them like this. Text scrolls across the screen. Think of Them. [Flavor] Brought to You By You! - Taking a Stand A new power rises in Tekhum, one that cannot and will not abide threats to its sovereignty. Bravery, prestige, and strength have become synonymous with this power. When fire and blood rained upon the free people of Tekhum from a retributive sun and its lackeys, only one power gave even the mightiest pause. Eilif Dhaoine. Now Clagath of Deargabh, master of the Dhaoine, offers succor to those who likewise would refuse to bend in the face of violence from above. He asks not meek tithes like a distant emperor. He extends not his hand in anger to his own people. No, Clagath offers instead protection and demands only allegiance. The time for kneeling is long past. Stand for yourself. Stand with Clagath. Ongoing [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] [Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars. [Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.] [Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you. [Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.] [Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace. [The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep) BRG will accept further Bases on: Veehra] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities. [Prioritization] Terror in the Shadows - The Elect are concerned with the highest of peaks, and have less time than ever for the small and weak. [Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1. This replaces the previous text of Terror in the Shadows.] [Disaster] Attacked - The best ability, as they say, is availability. Until proven otherwise, the assumption among the elite is that an Elect capable of fielding an impressive military should do so at every opportunity. [The first Elect to lose a battle against another Elect(s) whose unit cap is half the size (or smaller) of their own will lose one Renown.] [Reminder] This is the last round to engage with A Grand Army Ongoing [Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question [Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.] [Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum. [At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.] [Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned. [Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.] [Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence. [Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.] [Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage. [At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.] [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Bonus Still Available Badal - Exhibit Great Work Sansar - Exhibit Great Work Veehra - None Mekhala - Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle.] [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: None Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available All thresholds [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any Elect that has a mechanical character that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of -1.] [Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident. [From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.] [Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions. [Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.] [Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view. [The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] Rulings and Answers Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles? Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to? Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one. Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action? EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions BRG will do conversions of whatever faith I request as their 2 rep favor, yeah? Yes. Are Space and Ground Units counted separately or together for REN's Divided? The total unit counts are compared, regardless of distribution over fronts. Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep. For the BRG base building, even if the reward can't be split up, can the work be split up? Yes, other Elect can assist in base construction with permission from the region-owner. Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted? For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful. Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1 No. When can Organize! donations be made for WTU? Before or during the round in which that section of the Rail is complete, currently. Can you "cancel out" +rep and -rep effects while at +4 or -3 rep? At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3. Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free? No. The action specified in the "org" actions must be taken to benefit. If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1? You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official. Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that? Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect.
  5. Organization Actions Round Six The Imperial Court The Imperial Court consists of those attendants, retainers, and noble courtiers surrounding the Emperor. In addition to their responsibilities in the Imperial Crown, the courtiers act as the Emperor’s representatives in planetary affairs. The Imperial Court consists exclusively of humans, a state of affairs which likely reflects the population of the Imperial Crown itself. From the Imperial Embassies on each planet they enforce the Emperor’s decrees, ensure the loyalty of Imperial states, and tend to the dream that is Empire. Prestigious and powerful rulers will find that the Imperial Court takes a greater interest in them, and those who gain their respect may even find themselves promoted to a seat on the Imperial Senate - a position which grants them both a voice in Imperial policy and the chance to secure the Emperor’s personal attention. [Military] Witness Brilliance - Small scout ships are visible near conflicts of the Elect. They keep their distance, but make no attempt to disguise their intentions: to watch the innovative tactics employed by the best of the best. [Request] Coronal Catalogue of Duelists [1/5] - The trend toward competitive single combat across Tekhum is, if nothing else, intriguing. The Armada has never before needed to prepare its members for this kind of flashy, deadly sport. Now, though, it seems well-rounded soldiers must learn to duel as well as fight as a unit. Experts from across Tekhum are summoned to their local Imperial Embassies for demonstrations and lectures. [Elect may contribute to this request either as a non-action with a fluff submission describing their most capable duelist's methods, famous bouts, or personal martial art; or as a Military action towards the project. Elect may contribute writing to the project once and actions to the project twice. Elect that contribute once gain one treasure at the completion of the project. Elect that contribute twice gain three treasure instead. Elect that contribute the full three times gain three treasure and an EMP favor. The project will remain open and incomplete until at least the end of round 8, even if enough actions are contributed to complete it before then. To be certain your contributions are tracked, please use the phrase "Coronal Catalogue of Duelists" when noting your contribution. If you fail to do so, your contribution may not be counted.] [Decree] The Camarilla - Influence is a goal in and of itself. The balance of power in the Senate shifts. Non-actions [Senate] Invite Society Consul Hanyeo and Duke Esarhaddon III to join the Senate - An invitation, not just to be a member, but to be present in the halls of power. Ongoing Ongoing Decrees Extraordinary Research Grants Approval - Until the end of round 8, any country with EMP Rep -1 or higher may spend an Economy action to donate any amount of Treasure to the college. For every 10 Treasure received, the College will attempt to create one new Technology. Some avenues may turn out to be dead ends in research terms, and some (like starting technologies) may have no appreciable mechanical effect. All donors will receive all technologies successfully created. [Treasure Donated: 0/10] Requests and Opportunities [Opportunity] Tenfold In Blood - It has come to the attention of the Court that there are those who feel themselves above the laws and taxes of their Emperor. It is not the lack of lucre, but rather the sheer effrontery that has so offended the Court. But it would not do for the Armada to be deployed over such a petty thing. So instead, an awareness is circulated through back-channels that it would please the Court if there were... reprisals. And perhaps some of those so dishonored could regain the Court's favor by the same means. [Until the end of round 7, each country may gain 1 EMP Rep if they perform a public Sack or Theft action targeting a country which failed to pay the Elect Tax, provided they are successful. If non-hostile Sacks or Thefts are contrived, Rep will not be awarded. Each country can gain this bonus a maximum of two times, and a maximum of once per round. A list of those countries follows. ALF, AVP, CBC, COE, DIC, ELD, FBC, GLO, RRE, UNC. Countries on this list may, as a Diplomacy action, pay 1 Treasure and 1 EMP favor to be removed from it, provided they are at EMP Rep 0 or higher. They may not go into favor debt for this.] [Opportunity] Fivefold in Silver - The Imperial Court believes it has made its point: defiance of the Emperor’s Will and ingratitude for his Generosity are utterly unacceptable, either by the Court or by the other Elect. The punishments will of course continue until their stated end - the Empire is not a soft liege - but should certain wayward subjects recognize the error of their ways and clearly demonstrate as much, perhaps there is a clearer path back to favor. [Until the end of Round 7, any country which may be targeted for Tenfold in Blood may, as a non-action, pay 5 Treasure to the Empire to gain a favor. Alternatively, any such country with Renown 2 or higher may, as a non-action, broadcast a humiliating apology to the Emperor across Tekhum, reducing their Renown to 0 but gaining a favor. As usual, this favor will automatically be consumed to raise reputation if their reputation is negative; otherwise, this favor can only be used to remove the country from the targets of Tenfold in Blood (though it can be used in the same round it is gained) and will expire at the end of Round 7.] Pan-Tekhum Worker's and Trader's Union The Pan-Tekhum Worker's and Trader's Union - usually called the Pan-Tekhum Union or simply the Union - found its start as a loose interplanetary coalition of smaller collectives, guilds, and worker's interest groups who found it expedient to work together to protect their interests. The re-introduction of the Elect catapulted them into prominence, as leadership rapidly centralized to ensure the continued protection of interests for workers and small businesses everywhere. They are now a major player in finance and business throughout the system. Despite their name, the Union actually has more in common with the structure of a medieval guild than the definition of a union proposed by more revolutionary groups in Tekhum, though their ownership structure is more horizontal and they have little interest in maintaining monopolies. [Reform] Organize! - The Union keeps a close eye on the developing conflicts in Mraza - should the violence cool and conditions improve, they will be happy to assist the organizing efforts of the locals. In the meantime, the Peludian Rail has generated a fair bit of buzz in the Union headquarters. A flashy project with a world-spanning scope is the perfect headline project for the united workers. An offer is extended: the Union will supply laborers, funds, and experts to the individual segments of the Rail if local managers will agree to permit the workforce of the project to unionize. [Any Elect that owns a Trade Post or Mercantile Support along the path of the Peludian Rail may choose to support the union's efforts. As an Economy action, they may grant the Union control of either the Mercantile Support of the region or one Trade Post in the region. Each Trade Post or Mercantile support granted this way earns one Treasure and one WTU Favor. If at least five Trade Posts and Supports are given to the Union by the time the project is completed, each Elect that gifted either will also earn one WTU rep. Benefits gained through Organize! do stack with those granted by Project Sunrise, if applicable.] [Reform] The People Want Action [2/?] - The administrative groundwork for drastic change is laid, and experts are called in to begin creating a plan. The Union is careful, though, to thoroughly vet those they invite; the last thing they need is a less-than-dedicated element in this volatile situation. [The Union is continuing its project to reform the resources of Region 70. Elect may contribute to this request as a non-action with a fluff submission describing their plan for demolishing then rebuilding the economy of the region or for reforming what exists in smaller, incremental steps. Elect may contribute writing to the project once. Elect that contribute gain one treasure. The project will remain open until the end of Round 6, at which point one plan (or, if relevant, two complementary plans) will be adopted, at the discretion of the Org GM. The winning plan(s) will receive one WTU favor and will be implemented in subsequent rounds, possibly with new opportunities to mold or assist its progress. To be certain your contributions are tracked, please use the phrase "The People Want Action" when noting your contribution. If you fail to do so, your contribution may not be counted.] [Favor] Debt is a Ladder - The Union finds itself once again trafficking in debts and favors owed. While it is amenable to helping its friends, it also has work to do and only so many resources to spend. Local experts in Badal are dispatched to plan a Guildhall with the Black Cloud, while union reps approach Voidespice miners in Mekhala with holopamphlets about organizing and catchy slogans that insist selling goods on behalf of the robots of C.A.S.S.I.O.P.E. will benefit them in the long run more than their current arrangement. [Buyout 78.2 Voidespice on behalf of C.A.S.S.I.O.P.E. and Construct a Guildhall in the Northway Cluster] Non-actions Resist all unauthorized buyouts [Reminder] This is the last round to engage with Project Sunrise Ongoing [Offer] Project Sunrise - Analysts predict that the future of commerce lies in arcologies, and so the Union predicts that their future lies with them as well. Stimulus programs to encourage the proliferation and opening of new arcologies are approved by near unanimous acclaim among the members of the Union, alongside lucrative offers for those. [Any country that takes the Construct Arcology action before the end of Round 6 may gain 1 Treasure as a sub-action. Also until the end of Round 6, any country may offer a Mercantile Support they control in a region with an Arcology to WTU as an Economy action in exchange for 2 Treasure and 1 WTU Rep.] Basu-Rahman Group The Basu-Rahman Group is a Tekhum-wide megacorporation centered on news and entertainment media. Headquartered on their massive city-ship The Maharaj's Dream, their journalism and investigation is renowned across the whole system. Their ruthlessness and cutthroat business practices are also widely known in certain circles, and many a competitor has met a sorry end at the end of a vibroblade paid for by the Basu-Rahman. At least, allegedly; despite numerous lawsuits and criminal charges, crack lawyers ensure that legally, Basu-Rahman is spotless, despite their deep connections to the seedy underbelly of the system. [Panic] Flounder - The crippling of the Basu-Rahman Group's reach across Tekhum grinds many of their operations to a halt while pundits and executives alike scramble to reorganize. [Request] Reactive Relocation - Sudden catastrophe sees the media conglomerate in need of a new workspace. [The first Elect that builds a BRG base in each orbit, requiring three Economy or Intrigue action in any combination, will receive 2 BRG rep and 1 BRG favor (or 2 favors if 2 rep would put them above 4 BRG rep)] [Intrigue] Secret - Leads on the actions of the Basu-Rahman Group are hard to come by when all trails have been put to the torch. Nonactions [Reminder] This is the last round to engage with Updates Down to the Minute [Flavor] Your Regularly Scheduled Programming - [Static] Ongoing [Offer] Updates Down To The Minute - It's a cutthroat world out there. Knowledge is power. Can you afford not to know what your rivals are up to? Basu-Rahman journalists will do whatever is necessary to keep you up-to-date on the activities of other members of the Elect. Within the limits of Imperial law, of course. [Until the end of round 6, any country with at least BRG Rep 0 may pay 1 BRG favor to request BRG take a Build Spy Network action on their behalf. You do not have to publicly state that you are requesting this favor, but you must publicly note that you are requesting a BRG favor.] [Offer] Brought To You By: You! - Do you have a service or product that you're sure will sell, but it's just not reaching its target market? Get in touch with the Basu-Rahman subsidiary Comet Consulting to see if we can help you to share your gifts with Tekhum. Comet Consulting: For A Truly Meteoric Launch. [Any country with at least BRG Rep 0 may pay 1 BRG favor as a non-action to insert an advertisement of your choice into the Brought To You By segment of the Basu-Rahman actions in the following round. This can either be a text submission, ideally no longer than a few hundred words, or a prompt submitted to the org GM to be written up as marketing copy. Either way, this has no mechanical effect. All submissions are subject to approval, and BRG may refuse to run advertising that contradicts its interests.] [Offer] Guiding Lights - Sometimes, authors with truly great material can struggle to get published. At Guiding Lights, we seek to help those authors to get the recognition they deserve. In consultation with our editors, we can help you to get the status appropriate to your work. Guiding Lights Publishing: Editors To The Stars. [Until the end of round 7, any country with at least BRG Rep 0 may spend 2 BRG favors and a Diplomacy action to gain the benefits of an Exhibit Great Work action. The nature of the Great Work must be in the form of a manuscript or similar literary item. This does not count as taking an Exhibit Great Work action for the purposes of the Rising Stars opportunity under Renown.] [Request] Dirty Secrets - Nothing sells like scandal. Everyone has dirty little secrets, but the biggest ones are hidden away where even the most intrepid reporters can't get at them. But the wonderful thing about a patron is that sometimes, they can open doors for you. [Until the end of round 7, any country with at least Renown -1 may open up their secrets as an Intrigue action, trading 1 Renown for 1 BRG Favor. Each country may do this a maximum of two times.] International Renown International Renown is an entity which acts in many respects like a fourth Organization, but it is distinct in a number of key areas. Renown represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Renown can take are to create tasks, requests, host events, or otherwise create opportunities for countries to demonstrate their wealth, power, and grandeur, and it cannot owe or be owed favors or have its reputation affected by Raise Reputation or Slander actions. A player’s Reputation with International Renown will usually be abbreviated to “Renown”. Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities. [Failure] Divided - As parts of Tekhum see increased overt violence, military might becomes both proof of superiority and a tool to attain it. Elect that cannot lead even larger armies to victory have their credentials called into question [Until the end of Round 8, any Elect that loses a battle despite deploying at least twice as many units as their opponent(s) loses one Renown.] [Control] Gather the Elites - The nobles, wealthy, and successful of Tekhum function in strange, recursive patterns. Those that impress a wide swath of elites will earn the respect of others in the upper echelons of society, and so on ad infinitum. [At the end of Round 9, the Elect that controls the most Government Supports will gain one Renown. In the case of a tie, the Elect that controls the most Government Supports in orbits that don't contain their capital will win. In the case of another tie, the relevant Elect will compete in a Diplomacy roll-off. Any Elect with zero Government Supports at this time will lose one Renown.] [Reminder] This is the last round to engage with Hives of Scum and Villainy Ongoing [Opportunity] Status and Extravagance - As the resurgence of the Elect makes Tekhum an interplanetary melting pot once more, status symbols are becoming more important than ever. Those cultures whose unique signs of a person’s importance, power, wisdom, and wealth are easily recognizable are certainly the most renowned. [Until the end of Round 8, any country may submit a fluff writeup describing local status symbols, sumptuary laws, or other cultural traditions relating to personal prestige and cultural expectations surrounding powerful figures. A sufficiently detailed writeup (at the judgment of the Org GM) will grant that country 1 REN. This Renown can only be gained once.] [Showcase] Flaunting Stolen Wares - Sometimes the secure and secret ownership of a fine work or magical relic is less important than the message sent by its sudden absence. [Any nation may take a Diplomacy action or Host an Event the round immediately following their successful secret theft of an Artifact or Great Work to publicly flaunt their stolen item. If they do, they gain 1 REN, and impose -1 REN upon the target of the theft, to a minimum of -2.] [Excellency] A Grand Army - Philosophers reserve violence as the exclusive right of the state, and it is those states who are most prepared to do violence who gain respect on the world stage. [At the end of Round 7, the country with the most powerful army and the country with the most powerful navy will gain 1 REN. How powerful an army/navy is will be calculated as the following sum: number of ground/space units + highest score of General/Admiral - 6.] [Culture] Rising Stars - The face of Tekhum is changing, and so are the hearts and minds behind it. As ideologies spread and take root, as new titans of the age begin to stand astride the worlds and declaim their truths, as priceless cultural artifacts are unearthed or created, the whole system takes notice. [Each country may gain one Renown the first time they take one of the Create Cultural Identity, Exhibit Great Work, or Organize Faith actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Bonus Still Available All: Exhibit Great Work [Might] Blood, Ash, and Plasma Residue - Some say war never changes. Some say war is change. Either way, war is coming to Tekhum. Walls rise, bodies fall, and nothing will ever be the same again. [Each country may gain one Renown the first time they win a battle.] [Industry] Built to Last - Not every act of glory is something bright and shining and brief. Sometimes, glory is found in something that will outlast the builder. [Each country may gain one Renown the first time they take one of the Construct Arcology, Found Holy Order, or Raise Fortress actions. The first country in each orbit to take each of these actions may gain one additional Renown. Simultaneous actions will result in both countries gaining the Renown.] Still Available Badal: None Sansar: Found Holy Order, Raise Fortress Veehra: None Mekhala: Found Holy Order [Connection] Ties That Bind - It's not just what you know, it's who you know. Fame brings new opportunities for connection and trade, and then it circulates back to those who have connections and the social capital to exploit them. [The first five countries to reach each threshold of holding 3 Embassies, 6 Embassies, and 9 Embassies may gain 1 Renown.] Still Available All thresholds [Envy] Tough At The Top - For every set of eyes looking to the great with wonder, another looks with jealousy and greed. And of those, many look with cunning calculation- what can be more impressive than tussling with one of the greats and winning? [Any country with at least Renown 0 may, as a sub-action of any non-secret action they take contested by a country with higher Renown, attempt to steal Renown from them. If they are successful, the target loses 1 Renown and the country taking the sub-action gains 1 Renown. No country can lose or gain more than one Renown in this way per round, but multiple countries can steal Renown from a country with higher Renown.] [Wickedness] Hives of Scum and Villainy - Across Tekhum there are places that sensible folks fear to tread. Some of them are simple dive bars; some are the size of entire regions and countries. They are not pleasant places to visit, but there are men, women, and genderless rodent-things of ill repute who can assist with unsavory activities... for those who pay, and who don't mind being associated with such unsavoury folks. [Until the end of round 6, any country at Renown 1 or less may, as a sub-action of a single hostile Intrigue or Military action, reduce their Renown by 1 for a +1 to that roll. This cannot be done for secret actions or battles. Each country may do this a maximum of once per round and a maximum of three times total, and may not do it while at Renown -3.] [Science] Wonders of the 99,803rd Era - The future of Tekhum and the future of technology are deeply intertwined, and the work of luminaries in engineering and science will have a powerful effect on the shape of politics going forward. [The first time each country takes the Invent Technology or Research Military Technology action may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] [Ascension] Higher Powers - Some people hold that all are created equal, but on the stage of grandeur, certainly not all remain so. The most powerful will always draw eyes towards themselves. [Any country that takes the Elevate Status, Consolidate Holdings, or Exalt Domain actions may gain 1 Renown. The first country to take each of these actions may gain 1 bonus Renown.] [Victimization] Terror in the Shadows - There are terrible things, out in the dark of the void. But there are terrible things closer to the light, too. It is difficult to maintain grandeur when gripped by fear, death, disappearance and betrayal. [Any country that is the target of a successful Assassination/Kidnapping or Incite Betrayal action will lose 1 Renown, to a minimum of 0.] [Illumination] In (Or Out) Of The Spotlight - Great deeds continue to resound across Tekhum, and fame circulates rapidly. As fame becomes more common, it becomes easier for notable occurrences to slip through the cracks- by choice, or by accident. [From now on, Renown opportunities that specify a country "may" gain Renown for an action will only grant Renown if it is explicitly noted in their action post that they wish to do so. This applies to previously offered opportunities.] [Calumny] Everything Not Nailed Down - In the game of nations, there is little that is taboo. If you cannot keep something, ownership is often nothing but an idea enforced only by norms. Even so, there are damages that can be inflicted that may mar opinions. [Any country taking a Sack or public Theft action may lose 1 Renown as a sub-action. This must be declared before rolling. In the case of a Sack, if successful, this will cause the target to lose 1 Treasure and the sacker to gain one additional Treasure. In the case of a successful Theft, this will cause 1 additional Treasure to be stolen, up to the usual maximum if the action was already stealing Treasure. This may not be done while at Renown -3.] [Vision] Eyes in the Skies - From great heights come great views. Whether that is literal or merely metaphorical, those who see the furthest will often see their own fame among the vistas they view. [The first time each country takes the Create Space Habitat or Establish Espionage Agency action, they may gain 1 Renown. The first five countries to take each of these actions may gain 1 bonus Renown.] Rulings and Answers Is there a color worn by Imperial Embassy support staff? You know, janitors, gardeners, tea ladies, cooks, typists and so forth? And do the Embassies hire local people to fill those roles? Officially, the support staff are to wear the attire appropriate for a government position in their home region, along with a black sun brooch. Unofficially, everyone tends to adopt the simple, dark robes of Imperial support staff. There's no particular color, though, no. A dark blue or black would be most common generally, or a very dark version of whatever color the local government might lean into. The embassies absolutely bring on locals for that type of role, yes Does favor repayment through The Enemy of my Enemy need to be with a public action, or can you do a secret action against a min-rep country but let the org know on the down-low what you're up to? Secret Actions are fine if the Org is looped in, sure. But much like other table-changing Secret Actions, the fact that a Favor is gained will be made public in the following opener so the secret may end up being a temporary one. Extraordinary Research Grants Approval - Can this be given as part of a Diplomacy Event action, or only as an Economy action? EMP is not attending events this round. Should they do so while ERGA is active, though, you can donate via Event sub-actions For "The People Want Action," which is said to be open for one round, will treasure be granted and available for use next round, or the one after? Payment will be issued in Round 7's Opener (and thus will be available for use during Round 7). BRG will do conversions of whatever faith I request as their 2 rep favor, yeah? Yes. Are Space and Ground Units counted separately or together for REN's Divided? The total unit counts are compared, regardless of distribution over fronts. Orgs can fulfil their Favor Repayments as Subactions of a single [Favor] Action. They may take one such subaction per orbit per round, and no more than two per round total. If more Favor Repayments are requested than can be fulfilled this way, priority will be given to Elect with higher Rep. For the BRG base building, even if the reward can't be split up, can the work be split up? Yes, other Elect can assist in base construction with permission from the region-owner. Does favor repayment through Enemy of my Enemy require that the action succeeds, or just that it is attempted? For the sake of consistency with Tenfold in Blood (and to avoid some potential sneakiness intended to dodge consequences), let's say it must be successful. Does EMP count as having "Rep 3 or 4 with EMP"? Specifically for the purposes of their -1 No. When can Organize! donations be made for WTU? Before or during the round in which that section of the Rail is complete, currently. Can you "cancel out" +rep and -rep effects while at +4 or -3 rep? At Rank 4, you cannot gain Reputation. So if you take a +rep and a -rep action in the round while you're at 4, you'd drop to 3. Can you benefit from Built to Last (and similar) if you gain a Holy Order (or similar) for free? No. The action specified in the "org" actions must be taken to benefit. If I go into favor debt with an org by requesting a favor on Round X, can I take an action to repay the favor on the same round? Or would I have to wait until Round X+1? You can certainly do something to gain a Favor while requesting one at the same time, but repayment needs to be the next round. You aren't actually in Favor Debt until the round Opener makes it official. Does this ([Failure] Divided) mean that in the case of multiple players together attacking a region, they would all lose 1 Renown if all their units combined are at least twice as much as all their opponents in that region combined? Does this stack if an Elect is present for multiple battles where they outnumber their opponent(s) like that? Yes. If you are part of a coalition that has double the units of your foe(s) and you lose, you suffer the REN loss. As it stands, there is no limit to the number of times this can trigger for a given Elect.
  6. Round 5 The Khylokian Reign of Blood Khylosen Cluster (89) Led by Bloodlord Peter D4 ; M8 ; E4 ; F5 ; I6 Actions [DIP Raise Rep with EMP] Spending Treasure 10 (FAIL) Confused and saddened by the willingness of the court to heed the slander of those that refuse to even pay their taxes, the Bloodlord sends a contingent of sanguimancers and their personal craft to the representatives of the Emperor in Mekhala. These warriors are promised as personal guards, showpieces, servants, or sacrifices to the Court, as their whims dictate. [ECO Extraordinary Research Grants Approval] Send 4 Treasure to EMP The Emperor's Court again calls for financial support, and the Bloodlord is pleased to assist. The massive amount of booty acquired in ransacking the lost cruise ship is almost entirely redirected to Ophon. And if the Emperor sees fit to distribute magnificent technological improvements again, who are we to object? [ECO Buyout TP 76.3] Spending Treasure, With Support (ECO4, +1 Treasure, +2 Support = 14) The mercurial nature of the merchants of Dur-Shalkhir will be taken advantage of. The Chaebols forced their way into Khylokians affairs, and now their agents must be rooted out. [INT Special 5 - Assault Organization Base] (BRG Region 95) Spending Treasure (INT6, +1 Treasure, +1 Hives of Scum and Villainy = 15) The Khylokians sense blood in the water. It's time to get while the gettin's good. [INT Secret Action] The Bloodlord lays plans and the people obey. Non-Actions Resist anything not explicitly welcomed Welcome any and all Imperial Cult conversions Spend One Treasure to resist Slander More? Reports and Discoveries Bloodlord Peter is quick to announce that he does not know who was responsible for the raid on New Kildora. The Reign of Blood has never shied from violence or its consequences, and it won't start now. But it draws the line at being blames for raids it did not commit! Barun khysee-Guyu, eldest son of Barun khy-Oged, never returned from Radicefst, and rumors circulate. His father, after publicly mourning his son, has refused further comment. Seven prisoners arrive from Narsai, and Barun khy-Oged swiftly ushers them into Barun-controlled areas. All are separated and rapidly disappear into the depths of the Cluster. Agents of rival clans swear they hear the occasional muffled scream from Barun holdings, but nothing is ever substantiated. And more? Expected Ruler Stats R6: D: 5 (+1) M: 8 E: 5 (+1) F: 5 I: 6 New Ruler: No Technology Aclaustrophobic Psychiatry Fusion Reactors In Vivo Modification Xenolinguistic Cataloguing Arcane Amplification Algorithmic Imagination Wet Navy Ships Badalian Megadirgibles Pseudogravity Engineering Mechanical Bookkeeping Trading Posts: 1 Name Location Categories Unrefined Metallic Ores 89.1 Ores and Alloys, Precious Minerals Military Units CAP: 5/6 4 ground 1 space Generals - Khuid kho-Tuil (9) Kill or Die Trying: +1 to battle, +20% casualties both sides Contacts Nice try. Cultural Exchanges - Trade Routes - Artifacts kha-Ujin's Siphon 1/turn +1 to Sacks. Treasure 10/5 (lol) Special Actions Used M5: General F5: Artifact
  7. Backroom Omnuud khosee-Huel shakes her head quickly. "I believe we are miscommunicating here. A 'blank check' is not what we have in mind. We want a friend who speaks kindly of us, as we would for our kin. We have no use for sycophants. Anyone weak enough to take such a role is absolutely not worth the time it would take to acquire them. "If this is agreeable to you, I'll consider our business concluded and get you your recording. Do you have tea? Such deals should be finalized over a warm drink."
  8. CONSTANCE AT THE PARTY The Bloodlord smiles graciously. "You honor me. I gladly accept your gift and your thanks. Normus, by the way, is doing well in Mekhala. I currently have him operating as an advisor for some of my specialists. Do you intend to rotate our man as he ages out of the position? It's pleasant having a true scholar around." BACKROOM The Omnuud representative smiles, leaning back into her chair. "We want this to begin a relationship. We want two members of the Elder Blood. The youngest two. They'll come to Khylosen, be taught our ways. We'll teach them sanguimancy, war, and what it means to take rather than receive. We'll even allow you to pick one to be given full guest rights and the protections that entails. They'll be warriors and leaders both. "As part of this, the Bloodlord won't allow his warriors to assault your people or holdings in any organized fashion. "In exchange, we want you to be our voice on this mudball. The grasp of the weed is growing stronger by the day, and we know the whispers that grow up through the foundations of equity and split apart what makes life worth living. We want you to be a friendly voice. When Khylosen is brought up, you'll speak our praises. "It's that simple, for us - though we are amenable to counteroffers. You get your recording and a friend in the void. We get a friend in the well." THE DEBATE The Bloodlord stands to respond. "I cannot argue with the Queen of the Arkhive, of course. With that said, though, I have made my case for the Bloodfather. I will happily answer further questions, but if truth must be told, I cannot argue further, for two simple reasons. First, the Emperor is represented by another now, and we simply will not divide attention from the most noble of pursuits. Second, I fear that further arguments will only muddy both faiths, here. Constance has the right of it, coexistence is not beyond what we accept." As Guyineber interrupts, Peter seems fully unbothered, smiling politely only. As she explains the Emperor's divinity, parentage, and eternity, Peter bangs a fist solidly on his lecturn in approval.
  9. The Debate The Bloodlord is quick to hold up a hand when the rifles come up, keeping his small entourage still. When he and the Coedd representative are asked about each other, he listens in growing strain to the near-treason of the abomination. "We... excuse me. I will answer the question in a moment." He clears his throat, frowns to himself, then schools his features and tone. "We are disappointed to hear this. The Bloodfather is not superstition. As I have said, not all truth is for all people. Coedd's reality is evident, its divinity hardly questionable. But to deny the Bloodfather tells me its judgment is severely lacking. He dwells with Ophon, sees us all, demands a tithe. In truth, the separation between him and the Emperor is largely philosophical, not practical or literal. Surely your plantgod does not deny the Emperor? To do so invites... conflict. "I apologize to our hosts. There comes for every man a line he will not see crossed. Treason is mine. Within our cosmology, such as it is, Coedd is a god of Sansar, a powerful entity that represents a different kind of strength, but one which bears to high a cost for us to stomach. It is, of course, below Ophon, as we all are. Beyond that, we see no reason to devote much thinking to the creature. There is no reason to deny the existence of something that does not concern us much." Backroom Dealing Omnuud khosee-Huel nods with detached interest at the history of the elevator, then stands still and waits. She evinces no discomfort at the silence - not for some impressive tact or discipline, but because she seems fully oblivious to the social expectations of her guide. In the hidden office, she looks around, suitable impressed, then takes a seat carefully. After signing the pad, she tosses the stylus to the table. "I'm pleased to see you looking well, but I'll cut right to it. We bugged your kidnappers' ship. I have the transcript with me. What is it worth to you?"
  10. The Debate The Bloodlord patiently waits for the manplant to finish his complaints before responding. "Sanguimancy is fueled by the consumption and sacrifice of blood. Biologically, Elven Blood and Human blood are quite different, I am sure. But we've managed to make our power work with many species thus far. So far as I'm aware, the concept of lifeblood is far more important than the strict biological makeup of the fluid." Peter shakes his head, almost sadly. "But no, I believe you are mistaken. The Bloodfather does not demand that we destroy our enemies. He desires that we use our strength. What do we care for borders? Of spreading our views? It only benefits us if our foes choose to nap in warm sunlight and strong gravity while we build our strength. I speak to the great Princes of Elvenkind because we see kinship here and, if I may be uncouth, opportunity. You seem to be implying that we are failing in some objective moral righteousness because we have elected not to give the secrets of sanguimancy to every peasant mucking about in dust or mud. Not all truths are for all people. Besides this... 'carrying the souls?' What gave you the idea that we sought such an end? I am here to speak with the Princes. What they do with the information is for them to decide. I fully trust they have the capability to teach their supporters whatever they need to, even if you do not."
  11. Constance "Ah, Lady Constance. A pleasure to meet you in person, at last. I'd like to apologize for both the scare and the mess left by my delegation at your conference. My people are bit more liberal with other people's... selves than the cultures I've come to know in the last decade." He inspects the box briefly. "What is this, if I might be so forward?" Debate Peter nods in sympathy. "Of course, of course. The masses must be appeased, must be guided and not stomped. I speak of enemies, not subjects. The strong dominate, but strength is measured in loyal warriors and dedicated servants and obedient children. The Bloodfather is unapproachable. He is beyond our means to physically approach, but he is also beyond our social scope. He simply does not care what we do with our strength, so long as it is used. If you use it to care for your people, you'll be remembered in your circles, certainly. To us, though? We do not find ourselves quite so long-lived as your noble selves. We use our strength to crush our enemies so our names will live on in the terrified whispers of their grandchildren. "These other pretty philosophies are just that. They offer a shelter for scholars to recline, for people to think themselves moral, ethical, noble. And I say that is fine. For them. For those who have no strength in the first place, and thus nothing to waste. Us, though? You and we of the Blood?" Peter shakes his head slowly, dramatically. "Any moment we fail to ply our strength against our foes is a moment wasted. Life is nothing if it is not lived well." The Chancellor Omnuud khosee-Huel follows the slave without giving him so much as a second glance after glancing at the hip and back for weaponry. She's content to walk in silence, patiently waiting for her fresh appointment with Eydis, excitement in her eyes.
  12. Arrival A shockingly bright flash in the sky, visible even in sunlight, is the first sign that the Khylokians have arrived. Long seconds pass before a call over the short-range comms warbles in to the Principality's landing craft, signaling a hold pattern in preparation for the shuttle service. Upon landing, a dozen swollen forms waddle out of the craft, several coughing up blood onto the pristine white stone of the pathways. All but one of the Khylokian delegation are Khylokians, their knees shaking a bit with the strain of those not yet acclimated to a new gravity. As the sanguimancy wears or is shunted off, they settle down. At the delegation's head is none other than the Bloodlord himself, wearing a politely pleased smile as he makes the proper admiring noises at the wondrous architecture of the Princes. Despite the title, Bloodlord Peter is a rather unimpressive human. He's of medium build, medium height, medium complexion, and medium-brown hair kept short. His glasses are unornamented, his clothes are simple and professional. In truth, the only symbols of his rank are a wicked starsteel blade at his belt and a blood-red half-cape over a shoulder. When the welcome speech is delivered, Bloodlord Peter attempts to begin a polite round of applause and seems wholly unconcerned with the success he achieves here. He beckons to four members of his party and moves to the Amphitheater, while the other seven quickly find food to swallow and foreign soldiers to gamble with. The Debate The Bloodlord, along with his storyteller and three guards, stands at a podium and politely waits his turn, listening with mild interest to the words of the plant-creature. When it comes time to present, he nods once, puts his hands behind his back, and speaks. "Generous hosts, thank you for the opportunity to speak. I am here to represent my people and discuss our divine figure, the Unapproachable Bloodfather. With me is Khukchu, a revered storyteller. Should any questions require a depth of knowledge that outpaces my own, he will happily answer. "First, the divine. The Unnapproachable Bloodfather is our founding entity. He dwells in Ophon itself and makes no demands on us. We live with the knowledge that the strong rule the weak, the weak serve the strong, and nothing that one can take is forbidden. We live free and ride the very emptiness of the void, suffering or succeeding as dictated by our power and cleverness. The Bloodfather, though, is insatiable and has offered to us a contract. In exchange for blood, he allows us access to his power." The Bloodlord gestures, and a guard holds out a scaly hand. Peter slices the man's palm with a ceremonial blade, releasing a steady flow of blood. A sharp gesture from the ruler of the Khylokians sees the stream of blood swing upward and into the man's mouth. Peter's human proportions distort, as he grows more muscular, taller, and rounder. Glistening claws sprout from his fingers and his eyes turn red. Then he breathes out and returns to his original size. "We do not presume to know you." He says this with a knowing smile directed at the judges, then flicks a significant glance over his shoulder to the exit, where the rest of his entourage, including one Barun khysee-Guyu, waits. "But I do make assumptions. Sanguimancy, the gift of the Bloodfather, is the control of one's body. It can be curative, but it can also simply be improvement. We have warriors that fight despite losing limbs because they are able to extend sanguimantically-infused musculature from the stump. I've seen a woman dying from a horrific parasite pull together enough blood to win a duel and drink her friends into a stupor afterward, before collapsing as she let her power fade. "You ask about fervor. Proselytization. Here, I admit confusion. The Bloodfather is above us and demands our respect and veneration. But what is it to us if the livestock and their minders choose to wallow in decrepitude? If they gather their blood and their riches and their slaves in their walls and shields, then we merely have to reach out a hand a pluck these overripe fruit. It only saves us time if the weak gather in their masses." Peter pointedly does not look toward the other representatives as he speaks. After a long pause, he smiles again at the Princeling. "I yield the floor." The Party While their warriors mingle, the two ranking members of important families immediately split up. Omnuud khosee-Huel, nominally in charge with the Bloodlord gone, finds a Fiorid scion as quickly as possible. She offers a few pleasantries, before diving in. "I trust your chancellor is doing well? After all the work we did, it would be truly tragic if the revolutionaries reneged." Barun khysee-Guyu wanders a bit, eyes darting around as though looking for something or someone in particular.
  13. Round 4 The Khylokian Reign of Blood Khylosen Cluster (89) Led by Bloodlord Peter D3 ; M8 ; E4 ; F5 ; I5 Actions [DIP Attend ALF event] Subactions Accept 3 Treasure from ALF Accept 1 Treasure (and a gaggle of hostages) from MSQ Accept Badalian Megadirgibles, and Wet Navy Ships from ARK Barun khysee-Guyu is sent to live with MSQ [DIP Raise Rep with EMP] 14 Imperial Outreach Program (+1 to the roll) As the Bloodlord's position grows more secure, he is able to devote resources to directly interfacing with the Imperial Bureaucracy without the Reign collapsing beneath him. To Ophon, a message is sent promising continued work to punish those who disobey and further dedication to the Emperor's will. [MIL Sack TP 7.2] (8MIL -3 Badal +1 Treasure +1 HoSaV +1 Artifact) 17 Near-mystical access to near-infinite wealth and the Federation can't pay its taxes? This cannot stand. Subactions: Spend 1 Treasure (+1 to roll) Envy at the Top (Attempt to steal one Renown) Hives of Scum and Villainy (-1 Renown for +1 to the roll) Everything Not Nailed Down (-1 Renown, steal 1 Treasure on success) Tenfold in Blood (+1 EMP Rep on success) [INT Investigate the Luxury Liner in 80] (5INT +2 Tech) The Bloodlord is intrigued. [INT Secret] A growing web of quiet power enables the Bloodlord's less overt inclinations. Non-Actions Bloodlord Peter allows Union representatives into Khylokian armories and the administrative offices of the Bloodlord. Resist anything not explicitly welcomed Requesting a special BRG Favor, details to follow Reports and Discoveries The Union representatives are permitted access to a few Khylokian workspaces. First, the armories, where the utmost care is taken to keep all corners clean and all workers happy - no Khylokian would risk a faulty weapon in battle caused by a malcontent at home. Sure, a finger or two is lost daily in the largest smithies, but what can one expect? Blades are sharp! In the administration building, bureaucrats have standing desks, bright lights, and clear tasks. The work is dull, but vital. Peter takes care of his own! Mysteriously, all other Khylokian industries are closed for repairs when the representatives arrive. And more? To the Iron Monarch Your offer is much appreciated and more interesting. I accept, though I'll say little more here. My son will be traveling to the Conclave at Radicefst next year. He will have a trusted officer in orbit throughout the proceedings. Send a representative to meet him and the finer details can be discussed. Expect my nominee for your open position soon. I look forward to working with you - Barun khy-Oged Expected Ruler Stats R5: D: 4 (+1) M: 8 E: 4 F: 5 I: 6 (+1) New Ruler: No Technology Aclaustrophobic Psychiatry Fusion Reactors In Vivo Modification Xenolinguistic Cataloguing Arcane Amplification Algorithmic Imagination Mechanical Bookkeeping Trading Posts: 2 Name Location Categories Unrefined Metallic Ores 89.1 Ores and Alloys, Precious Minerals Uranium 76.3 Fuel and Power, Ores and Alloys Military Units CAP: 5/6 4 ground 1 space Generals - Khuid kho-Tuil (9) Kill or Die Trying: +1 to battle, +20% casualties both sides Contacts Nice try. Cultural Exchanges - Trade Routes - Artifacts kha-Ujin's Siphon 1/turn +1 to Sacks. Treasure 1/5 Special Actions Used M5: General F5: Artifact
  14. Round 3 The Khylokian Reign of Blood Khylosen Cluster (89) Led by Bloodlord Peter D3 ; M7 ; E4 ; F5 ; I4 Actions [ECO Buyout TP 76.3] [Eco 4, +2 Support = +6 Total] - Dice Roller mistakenly says 76.1. - Success! Raiding needs ships. Ships need fuel. Simple as. [MIL Sack 6.1] [7 MIL, +1 Artifact, -3 Distance = +5 Total] - Success! A massive, long-term mission sounds, to a small band of Khylokians, like the ideal way to blood themselves and earn prestige. In fact, the patriarch of one of the great families, Omnuud khy-Chaga himself, deigns to lead the raid. Badal is largely a mystery to the Reign as a whole, and the Omnuuds are proud to prove their mettle so close to the Emperor. The natives, too, with their alien biology and odd reincarnation, are likely to provide some extremely interesting blood samples to the raiders. The opportunity to expand the field of sanguimancy is too compelling to pass up. [MIL Raise Space Unit] As off-world conflict becomes ever more likely, the Bloodlord gathers yet more warriors and their ships into discrete squadrons, ready for war. [INT Secret!] [INT Send 1 space unit and the Fiorid Dossier to satisfy Chancellor Eydis' ransom] On behalf of the Fiorid Principality of Verdalfheim, a small fleet of ships - functional if unsightly - is sent to a designated rendezvous point near Sansar. The fleet is let by Barun khysee-Guyu, a prominent son of the ever-ambitious patriarch of the Barun family, khy-Oged. khysee Guyu is given strict orders to act only in self-defense, then installed as the commander of a better part of an old mingghan. After virtually meeting with Oskar dei Fiori, representative of the Principality, the fleet swiftly moves planetwards. khysee-Guyu takes the time en route to help himself to the information contained within the Elven dossiers, diligently making copies to deliver to the Bloodlord. He may not be sure why this is important, but if the Bloodlord commands it, it is accomplished. Coordinates provided by the Elf princeling prove accurate enough, and a meeting time is established. Nearly every ship involved survives the landing, and the losses fall well within acceptable limits for the operation. A brief conversation follows, then the Khylokians board a handful of shuttles and depart. Non-Actions Bloodlord Peter sends a message to the Pan-Tekhum Union that the Reign of Blood will allow inspections in four years, once he and his government have had time to review and implement the policies the Union has in place. Resist the foreign spies! Mytho-Historical Data Gathering. An elder Khylokian storyteller, Khukchu, is sent to meet with an Imperial representative to perform a history of the Khylokians and deliver a recorded copy of the same. What follows is an excerpt of his song, describing the mythological beginnings of the Reign of Blood and its first Bloodlord, along with the creation of the asteroid belt. Mytho-Historical Data Gathering And so the distant Bloodfather In fury shattered once again the spheres Where once the firmament did shake Now the solid rock is rent asunder As pieces flew apart into the void The people quaked in fear and shock As though broken like that lost world before The remnants under one banner He rose above them all alone A hero, man, and saint Khylish, one Bloodlord, self-chosen To teach, to guide, to rule Born of blood and murder Khylish unifies and binds them He learned to Sanguimance At the call of the Bloodfather With power and skill and his mighty voice Khylish forged a People above Blood and murder rain from the Void And the Bloodfather looks on them with joy Reports and Discoveries The Biarbu Society agents make their way into the Khylosen Cluster, and the Bloodlord is unable to expend the resources to keep them out. He changes tacks, and instead welcomes them, sending small care packages of local cuisine and pamphlets on local attractions to the agents he can find, though he's certain there are many more he's unaware of. Each has a small note attached. Greetings, my friends! I apologize for the series of events that have led us here. My warriors need blood, enemies, and plunder, and I frankly can only do so much to pick their targets for the time being. If you have concerns or wish to discuss these matters directly, my office door is open. I grant you guest rights in the Cluster for a period of two years so you can come to know us and our ways. You will be protected, so long as I remain in power. Glory to the Sunfather. - Bloodlord Kheer L. Peter, Shrike of the Void, Deliverance of Blood Expected Ruler Stats R4: D: 3 M: 8 E: 4 F: 5 I: 5 New Ruler: No Technology To be transferred later Mechanical Bookkeeping Trading Posts: 1 Name Location Categories Unrefined Metallic Ores 89.1 Ores and Alloys, Precious Minerals Military Units CAP: 5/6 4 ground 1 space Generals - Khuid kho-Tuil (9) Kill or Die Trying: +1 to battle, +20% casualties both sides Contacts Nice try. Cultural Exchanges - Trade Routes - Artifacts kha-Ujin's Siphon 1/turn +1 to Sacks. Treasure 0/5 Special Actions Used M5: General F5: Artifact
  15. The light burns green, and the three Khylosian ships... creep forward. Despite constant promises to the contrary, khosee-Huel knows better than to ignite several large fusion drives in close proximity to important delegates from across the solar system. No, she instead trusts in her own skill and the power of the ships to catch up in short order. And, she thinks with a hungry grin, no on can match the endurance of a fully-stocked Khylokian sanguimancer. During the Race -- The Space-Kelp Cluster As the three ships approach the maze, now at true travel speeds and with all crew alive thanks to empower sanguimancy, their leader frowns at the message and drones. No one would issue so helpful a message to competitors... Over their private channel, she hails the two smaller vessels. "It's obviously a trap. Eki Orkatan, interference. Mutual mist if you have to, for the honor of the Bloodlord. Uyu Ungke, with me. Both of you, eyes peeled for tricks. Let's show these 'stroid slugs how to fly." Eki Orkatan wastes no time in peeling away from the trio, buzzing past custodial units in tight spirals as though trying to draw fire and bait a chase. The other two ships glide into the labyrinth at, frankly, suicidal speeds. During the Race -- Parrot's Perch Surprising no one, Eki Orkatan perishes in a brief flash of nuclear energy after hitting the edge of the Blue Zone at a truly staggering velocity. The other two ships of the Reign of Blood slow down considerably (requiring an unfortunately large series of fusion blasts), and khosee-Huel comms the Glic ship. "What's with the brakes? This is a race! How do you ships even take off in this? It's unnatural!" During the Race -- Warzone 1 Still trailing a bit, the Khylokians receive the signal from the Lilin and promptly disregard it. Why would someone transmit the secret to surviving to their foes? No, this is clearly a ruse by the canny Naqi'a to peel back the stealth such small craft operate under. Sometimes, a simple generative intelligence is all it takes to create a safe route through an active warzone. The Ring of Blood The ring of blood is the Khylokian's checkpoint. It is as far from Ophon as possible while still being in nominal Khylokian territory. It is more than a mere ring - it is a massive flat disc of blood, oriented parallel to the orbital plane. The shortest path from the previous leg to the ring is through a small cluster of asteroids, perfect for an ambush. Well, not an ambush. It's pretty well advertised. There are raiders here, ready to take potshots.
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