Between the Darkstars (NO SV, TRY AND CONQUER THE GALAXY!)

Name: Lady Saera Harre
Age:19
Fertility: 100%
Religion: Order of Dolly

Diplomacy: D20 => 20+6+2+2+2+6-2+20=56

Martial: D20 => 1+2+2=5

Stewardship: D20 => 7+2+4+2+2+6+5=28

Intrigue: D20 => 20+3+4+3+2=32

Learning: D20 => 8+2+2+2+3=17

Piety: D20 => 3+2+10=15

Personal Combat: D20 => 12+2+2=16

Traits:

Skilled Diplomat: You are a Skilled and Able Diplomatic force. (+6 Diplomacy, +4 Intrigue, +2 Stewardship)

Prime Human: You are a Human being, a Child of Earth. +2 all stats

Diligent: If at first you don't succeed, try, try again. (+3 Stewardship, +2 Diplomacy. +5 to overlooked actions)

Just: The ideal against which all others are weighed against. (+3 Stewardship, +3 Learning. +5 to all rolls involving laws, public relations and reputation)

Ambitious: "Chaos is a ladder." (+2 to Martial, Diplomacy, Stewardship, Intrigue & Learning, reduced liege opinion. Special Actions available)

Patient: A measured approach is least likely to leave one overextended. (+2 Stewardship, +2 Learning. +5 to overlook Rolls)

Greedy: "After all, why not? Why shouldn't I keep it?" (+4 Stewardship, -2 Diplomacy. +5 to stewardship Rolls)

Sadist: "If you think this has a happy ending, you haven't been paying attention." (+3 Intrigue, -5 Diplomacy. +5 to combat rolls)

Lifestyle:

Fashion Designer: You believe in the power of Clothing, and the design and form that brings to life Human perfection and form. (+6 Stewardship and Diplomacy. +5 to Intrigue Rolls in certain situations)

Mutation: None

Equipment:

The Orb of Verona: A Legendary artifact from the Pre-Interegnum…a Single Orb containing the energy of 4 Million psionics. A Powerful symbol of Power and might. (+20 Diplomacy, +10 Piety, +5 Stewardship)

A Favor from the Consort: You have a Favor from the Consort of the Domos Guild…a Powerful asset in an uncertain time. ( A Powerful tool for the initiated)

-----------------------------------
Name: Saera-242
Age: 16 (Looks around 20)
Fertility: ???
Religion: None

Diplomacy: D20 => 11-5=6

Martial: D20 => 10+2+5=17

Stewardship: D20 => 10+1=11

Intrigue: D20 => 20 +4+2=26

Learning: D20 => 4+2=6

Piety: D20 => 20

Personal Combat: D20 => 20+5+5+10+5=45

Traits:
Rogue Shade: You are a Basic Spy, an Agent of your Planet, skilled in Planetary Espionage..anything more is difficult, but not impossible. (+4 Intrigue, +2 Learning +1 Stewardship)

Clone: Born from the DNA of another, wearing the Visage of another, you are a living legacy of another. (One Stat has a +5 to the Base stat, -5 Diplomacy due to being an abomination in the eyes of man, a way to Cheat death.)

Arrogant: And who are you, the proud Lord said, that I must bow so low? Negative Opinion from everyone, double Negative Opinion from other characters with the Arrogant Trait.

Just another Bounty: There is a price for your head after you pissed off some wrong people. (+2 Intrigue and Martial. Roll at the end of every turn for a bounty hunter attack.)

Lifestyle:

Bodyguard: You are a Bodyguard, a Protector to someone Far more powerful than you. (+5 Personal Combat and Intrigue. +10 to all rolls related to guarding your charge.)

Mutation: None.

Equipment:

Orb Tech- Combat Suit: A Post interregnum Combat Suit with all the Equipment needed for high value bodyguards and Commandos. A Fantastic Choice for the wealthy States and Explorers. (+10 Personal Combat, +5 Martial. +15 to Combat Rolls)

Orb Tech- Hellfire Hand Laser: A Post Interregnum Hand-Laser, popular as a Dueling and self defense weapon. ( +5 Personal Combat. +10 to Combat Rolls)

-------------------------
Name: Dr.Evilyn Ambrose
Age: 26?Now don't be rude to ask
Fertility: 105% (+5 to pregnancy Rolls)
Religion: Lost Primarch Acolyte.

Diplomacy: D20 => 16+2+1+2-2=19

Martial: D20 => 20+1+1=21

Stewardship: D20 => 13 +4+1=18

Intrigue: D20 => 18+1=19

Learning: D20 => 20 +4+4+30+1+2=61

Piety: D20 => 8+1=9

Personal Combat: D20 => 8+1=9

Traits:

Wandering Scientist:A Traveler of Knowledge and skill, her mind is her greatest weapon (+4 Learning, +2 Diplomacy, +1 Intrigue.)

Calm: The reflection in the water is clearest when left undisturbed. (+2 Diplomacy, +2 Learning. +5 to Combat Rolls and Intrigue rolls)

Aloof: "Yes, I can see the bloodstains. Why do you ask?" (-2 Diplomacy. -5 Diplomacy Rolls)

Mutant: You are a Human being that is in some way, changed by the passage of Evolution. (+1 Learning and Martial, +1 rest)

Living Bio-Computer: You are a Bio-Computer, a Human Attempt to Surpass an Artifical Intelligence through bio-engineering. While not Perfect…it makes you smarter then nearly every Human on a planet. (+30 to Learning, +20 to all Learning Rolls when on an Expidition)

Lifestyle:

Pilot: You know how to fly most forms of Spacecraft. (+1 Martial +5 to Battle Rolls if commanding the Battle)

Mutation: [Redacted]

Equipment:
The Sundancer: Your Personal Science Ship, a Pre Interregnum ship of the Vindicator Class. (Cost of Expeditions Lowered. +4 Learning and Stewardship)

Three out of Five were done I'll get the rest later.
 
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Turn 3
Turn 3

You looked at the Mess of a Time waiting for you ahead of the madness.

"Oh no." You said

You have 8 Free AP

Diplomacy:
(You have 2 Diplomacy AP)

[]The Discourse of Parties: Political Parties are Fickle…and above all beholden to their own interests. How do they see you? Cost:3 AP. Chance of Success: 70% Success Needed: 3 Reward: How do the Parties see you officially.

[]Neighbors and Niceties: Oh so you need to see what Neighbors are around you given that you need to know how they see you…and your Rhetoric . Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Neighbors…they exist and must be something to manage in terms of relations…something about fences.

[]Inspire the Population: The People need a Flash of Inspiration to work harder. Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Inspire the Population

[]How many Eggs in the Basket: How many Planets DO you control anyway? Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Asset Report.

Military: In the Wise Words of General Issac "GIVE WAR A CHANCE!"
(You Have 3 Military AP)

[]Training Never ends!: You must continue to TRAIN! What happened was disgraceful!Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: TRAINING!

[]GIVE WAR A CHANCE Part 1: YOU LIKE WAR, And you will have a War and DO IT…alas, you need a reason to go to war with someone…so…work on making an excuse.Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Find an Excuse to Go to War, any excuse with anyone good.

[]Read about Military Conquests: What are the Wisdom of the Past? .Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Read of Military Glory.

[]Equipment and you: Need to see what the Kit of the Average Soldier is? Well we got it covered here. .Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: What is the Soldier equipped with.

Stewardship: The Economy can't Run itself, well it can…but that's a bad idea to let it.
(You have 1 Economy AP)

[]Renew Trade Compacts:Lets not anger the Neighbors by ruining trade rights…you like money, it pays for war. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward: Meet Merchent Prince and sign a trade deal.

[]Go Shopping: Shopping!! You hope you have enough to find that thing you are looking for. Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: Go Shopping for what you are looking for.

[]Go Shopping, Spaceport Edition: You've save up enough money to see if you can buy your own ship. LETS GO! Chance of Success: ??% Success Needed: 1 Reward: Go Shopping for what you are looking for.

Intrigue : Ahh the Intelligence Unit…how many Governors did you get rid of and replace this year? Six..those are rookie numbers, but that's good, right?
(You have 2 Intel AP)

[]Reform the Secret Police: Its poor form and hasn't been activated since its disbanding 400 years ago…but in these times…you need something Loyal to the State…and to you especially.Cost: 3 AP. Chance of Success: 40% Success Needed: 3 Reward: Reform your Nations Internal Security Bureu.

[]Spies in the Room, Spies in the Government: You know you have a…controversial reputation, and many will look for ways to exploit it. Let's not let them. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward:Now that you have made progress in statecraft, Try again.

[]Hunt for Terrorists: You are going to HUNT AND DESTROY THESE THINGS!! Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward:Kill Space Cutlets with freinds.

[]Spy on the Military Union Party: You like the army, but you don't TRUST them…this is politics after all. Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Spy on the Military Party.

[]Spy on the Social Stability Federation:They have noble ideals…but who must pay for this, the Taxpayer can't afford to keep paying for their programs long term. Quality of life improvement is good, but unsustainable. Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Spy on the Social Services Party.

[]Spy on the Technocrats: You know they are stealing Tech from the Labs for Profit, time to see if it's true.Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Spy on the Technocrats Party.

Learning: RnD is a Thing…it exists primarily to find old shit and make it new.
(You have 2 Learning AP)

[]Plan a Tech Expedition: Finally Now that you have a suitable Council, you can now leave one of them in charge to rule while you go off and look for Tech.

[]Go to a Tech Exchange: You think that you can find a good deal with the Tech Scavengers, that is if they are willing to sell. Cost:1 AP. Chance of Success: ???% Success Needed: 1 Reward: Meet some Tech Scavangers to Trade…and see if you get anything.

[]Read an E-Book: You know what…let's read a book.Cost:1 AP. Chance of Success: 95% Success Needed: 1 Reward: Read a Book.

[]Give a Lecture on Diplomacy: "Alright…first rule of Diplomacy…Read the damned Room."Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Give Lectures to Students and try not to yell at them.

Piety: Religion is a Terrible institution, but we must suffer it together.
(You have 1 Piety AP)

[]Meet the Imperial Bishop: The Imperial Bishop is the One who runs the Sector's Church, and one of the more powerful men in the Sector. Better suffer his rambling. Cost:1 AP. Chance of
Success: 55% Success Needed: 1 Reward:Meet the Space Pope's Puppet in the Region.

[]Meet the Inquisitor: Alright… let's meet this madman.And see if he's useful. Or a Problem. Cost:1 AP. Chance of Success: 65% Success Needed: 1 Reward:Meet the Space Pope's Attack Dogs.

[]Meet the Executive of the Primarch:He looks at you with a close look. "Mutant…Female…Fertile…and willing to listen. Good." Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Get Looked at by Scientists while meeting the Executive.

[]Go to the Event Horizon Meeting: GAZE INTO THE ABYSS AND SEE ALL THAT CAN BE SEEN! Safe…Enlightenment is a road without safety! NOW If you want to make friends, find some beer and gaze.Cost:1 AP. Chance of Success: 75% Success Needed: 1 Reward: Continue Going to the Meetings.

[]Gaze into the Void: Its silly, but after what happened last time you want to know what happens now.Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward:

[]Annoy the Communists: Wow…you guys are still trying to organize things…it's been a long time just stay local and wait and hope. Cost:1 AP. Chance of Success: 65% Success Needed: 1 Reward: Just watch them…its funny.

[]Read about Another Religion: Must be something worth your time in these pamphlets? Better be better alternatives.Cost:1 AP. Chance of Success: 95% Success Needed: 1 Reward: What else is there?

Personal Actions: Ahh Free Time…what to do with it?
(You have 1 Personal AP)

[]Oversee Action: Yeah you're going to need to Oversee matters personally. Cost: 1 AP Chance of Sucess: 100%
-[]Line Tail Actions you want to Oversee.

[]Play with your Synth Suit: Its just SITTING IN YOUR ROOM! What can it DO! Cost: 1 AP Chance of Sucess: 90% Successes Needed: 1 Reward: Stress Relief and Fun.

[]Talk to one of your Councilors: You want to get to know one of your people Better. Cost: 1 AP, Chance of Sucess: 100% Reward: You chat with one of your employees.

[]Get a Massage: You're tired and need a Spa day with men or women with soft hands…and skilled hands to deal with all your stress.Cost:1 AP. Chance of Success: ???% Success Needed: 1 Reward: Go…Relax…and try to forget.

[]Practice with Mutation: It's more then playing with a Ball or making things float? Figuring yourself out takes time and effort.Cost:1 AP. Chance of Success: ???% Success Needed: 1 Reward: Practice makes perfect.

[]Go on a Romp: Just put on a Nice Dress, some make up and go try to make some friends at the bar or wherever people your age go to have fun these days, why can't people make friends in the Barracks…like normal. Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: Go out for a night on the Town.

[]GO ON A FUN ROMP: No…you want to engage in more…Carnal desires…find something SEXY from your Closet and go have some fun, Mutant Parlor tricks pick up anyone who's interested.Cost:1 AP. Chance of Success: 95% Success Needed: 1 Reward: Go out and have FUN!!

AN: Have fun, Plan Format.
 
[X]Plan Gathering Storm
-[X]Neighbors and Niceties: Oh so you need to see what Neighbors are around you given that you need to know how they see you…and your Rhetoric . Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Neighbors…they exist and must be something to manage in terms of relations…something about fences.
--Apply 1 Diplomacy AP
-[X]How many Eggs in the Basket: How many Planets DO you control anyway? Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Asset Report.
--Apply 1 Diplomacy AP
-[X]Inspire the Population: The People need a Flash of Inspiration to work harder. Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Inspire the Population
--Apply 1 Free AP
-[X]GIVE WAR A CHANCE Part 1: YOU LIKE WAR, And you will have a War and DO IT…alas, you need a reason to go to war with someone…so…work on making an excuse.Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Find an Excuse to Go to War, any excuse with anyone good.
--Apply 2 Military AP
-[X]Equipment and you: Need to see what the Kit of the Average Soldier is? Well we got it covered here. .Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: What is the Soldier equipped with.
--Apply 1 Military AP
-[x]Training Never ends!: You must continue to TRAIN! What happened was disgraceful!Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: TRAINING!
--Apply 2 Free AP
-[X]Renew Trade Compacts:Lets not anger the Neighbors by ruining trade rights…you like money, it pays for war. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward: Meet Merchant Prince and sign a trade deal.
--Apply 1 Economy AP
-[X]Reform the Secret Police: Its poor form and hasn't been activated since its disbanding 400 years ago…but in these times…you need something Loyal to the State…and to you especially. Cost: 3 AP. Chance of Success: 40% Success Needed: 3 Reward: Reform your Nations Internal Security Bureau.
--Apply 2 Intel AP
--Apply 3 Free AP
--Oversee Action
-[X]Spies in the Room, Spies in the Government: You know you have a…controversial reputation, and many will look for ways to exploit it. Let's not let them. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward: Now that you have made progress in statecraft, Try again.
--Apply 1 Free AP
-[X]Hunt for Terrorists: You are going to HUNT AND DESTROY THESE THINGS!! Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Kill Space Cutlets with friends.
--Apply 1 Free AP
-[X]Go to a Tech Exchange: You think that you can find a good deal with the Tech Scavengers, that is if they are willing to sell. Cost:1 AP. Chance of Success: ???% Success Needed: 1 Reward: Meet some Tech Scavangers to Trade…and see if you get anything.
--Apply 2 Learning AP
-[X]Meet the Executive of the Primarch:He looks at you with a close look. "Mutant…Female…Fertile…and willing to listen. Good." Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Get Looked at by Scientists while meeting the Executive.
--Apply 1 Piety AP
-[X]Oversee Action: Yeah you're going to need to Oversee matters personally. Cost: 1 AP Chance of Sucess: 100%
--[X]Line Tail Actions you want to Oversee. [REFORM SECRET POLICE]
--Apply 1 Personal AP
 
[X]Plan: Warriors Ambitions
-[X]The Discourse of Parties: Political Parties are Fickle…and above all beholden to their own interests. How do they see you? Cost:3 AP. Chance of Success: 70% Success Needed: 3 Reward: How do the Parties see you officially.
-[X]Neighbors and Niceties: Oh so you need to see what Neighbors are around you given that you need to know how they see you…and your Rhetoric . Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Neighbors…they exist and must be something to manage in terms of relations…something about fences.
-[X]GIVE WAR A CHANCE Part 1: YOU LIKE WAR, And you will have a War and DO IT…alas, you need a reason to go to war with someone…so…work on making an excuse.Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Find an Excuse to Go to War, any excuse with anyone good.
-[X]Read about Military Conquests: What are the Wisdom of the Past? .Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Read of Military Glory.
-[X]Equipment and you: Need to see what the Kit of the Average Soldier is? Well we got it covered here. .Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: What is the Soldier equipped with.
-[X]Renew Trade Compacts:Lets not anger the Neighbors by ruining trade rights…you like money, it pays for war. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward: Meet Merchent Prince and sign a trade deal.
-[X]Reform the Secret Police: Its poor form and hasn't been activated since its disbanding 400 years ago…but in these times…you need something Loyal to the State…and to you especially.Cost: 3 AP. Chance of Success: 40% Success Needed: 3 Reward: Reform your Nations Internal Security Bureu.
-[X]Spy on the Military Union Party: You like the army, but you don't TRUST them…this is politics after all. Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Spy on the Military Party.
-[X]Read an E-Book: You know what…let's read a book.Cost:1 AP. Chance of Success: 95% Success Needed: 1 Reward: Read a Book.
-[X]Give a Lecture on Diplomacy: "Alright…first rule of Diplomacy…Read the damned Room."Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Give Lectures to Students and try not to yell at them.
-[X]Meet the Executive of the Primarch:He looks at you with a close look. "Mutant…Female…Fertile…and willing to listen. Good." Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Get Looked at by Scientists while meeting the Executive.
-[X]Play with your Synth Suit: Its just SITTING IN YOUR ROOM! What can it DO! Cost: 1 AP Chance of Sucess: 90% Successes Needed: 1 Reward: Stress Relief and Fun.
-[X]Go on a Romp: Just put on a Nice Dress, some make up and go try to make some friends at the bar or wherever people your age go to have fun these days, why can't people make friends in the Barracks…like normal. Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: Go out for a night on the Town.
 
The origin of Tropico
A nation with a mysterious origin. Some say it was formed during the collapse by it's founder and his circle fleeing the chaos. Some say it predates the collapse, with a paranoid governor ensuring the people's survival in off the books bunkers. Even more still suggest that it was founded after the collapse, by a bet made by someone whom believed the vast chain of small islands make it unlikely to form an independent nation that would last a mere 40 years. Their leader, called El Presidente is equally mysterious, some believe he may be as old as the collapse, some believe he may be the founder, and others believe he is the latest in a long line of clones whom claim to be the same person. If any of the powers discovered the truth, they certainly aren't talking. Since the most recent record we were ale to access, they seem to have a long history of independence relative to other small powers, in spite of how little actual land is on the planet.

Their military is rather small, but they seem to be very exceptional in combat, especially in matters of Guerilla warfare. Their standard guns seem to be something along the line of anti-material rifles, though it is hard to tell if it is a dedicated anti-tank type weapon, or a side effect of just having a really advanced gun. Though there are little records on anything else that is assessable, besides some sort of theater shield that seems like it protects from bombardment.

Though Tropico also boasts a standard of living that matches or exceeds all of their neighbors, and happily accepts almost everyone whom wants to immigrate, sometimes at the chagrin of others. Though on the other hand, if even half of the stories coming out of there are true, they probably have a frankly ludicrous amount of powerful mutants, along with problems that can come with such, alongside possibly mad scientists?


A/N: Well, decided to try and write a theoretical one planet 'nation' inspired by the tropico series.
 
[X] Plan: Big Wins

[X]Neighbors and Niceties: Oh so you need to see what Neighbors are around you given that you need to know how they see you…and your Rhetoric . Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Neighbors…they exist and must be something to manage in terms of relations…something about fences.
1 Diplomacy AP

[X]How many Eggs in the Basket: How many Planets DO you control anyway? Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: Asset Report.
1 Diplomacy AP, 1 Free AP

[X]Training Never ends!: You must continue to TRAIN! What happened was disgraceful!Cost:1 AP. Chance of Success: ??% Success Needed: 1 Reward: TRAINING!
1 Military AP - auto-success

[X]Equipment and you: Need to see what the Kit of the Average Soldier is? Well we got it covered here. .Cost:1 AP. Chance of Success: 50% Success Needed: 1 Reward: What is the Soldier equipped with.
2 Military AP

[X]Renew Trade Compacts:Lets not anger the Neighbors by ruining trade rights…you like money, it pays for war. Cost:1 AP. Chance of Success: 55% Success Needed: 1 Reward: Meet Merchent Prince and sign a trade deal.
1 Economy AP

[X]Reform the Secret Police: Its poor form and hasn't been activated since its disbanding 400 years ago…but in these times…you need something Loyal to the State…and to you especially.Cost: 3 AP. Chance of Success: 40% Success Needed: 3 Reward: Reform your Nations Internal Security Bureu.
2 Intel AP, 3 Free AP

[X]Hunt for Terrorists: You are going to HUNT AND DESTROY THESE THINGS!! Cost:1 AP. Chance of Success: 45% Success Needed: 1 Reward: Kill Space Cutlets with friends.
2 Free AP

[X]Go to a Tech Exchange: You think that you can find a good deal with the Tech Scavengers, that is if they are willing to sell. Cost:1 AP. Chance of Success: ???% Success Needed: 1 Reward: Meet some Tech Scavangers to Trade…and see if you get anything.
2 Learning AP

[X]Meet the Imperial Bishop: The Imperial Bishop is the One who runs the Sector's Church, and one of the more powerful men in the Sector. Better suffer his rambling. Cost:1 AP. Chance of
Success: 55% Success Needed: 1 Reward: Meet the Space Pope's Puppet in the Region.
1 Piety AP, 2 Free AP

[X]Oversee Action: Yeah you're going to need to Oversee matters personally. Cost: 1 AP Chance of Sucess: 100%
-[X]Reform the Secret Police.
1 Personal AP
 
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