Risen to the Stars

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A Stellaris-inspired civilization management quest. What will you become?
Species Generation I

Powerofmind

In Madness Fallen
Location
United States
Hey, conveniently, I have a glut of free time with classes being canceled, so I figured I should get back into things in my writing, which has fallen to the wayside, somewhat.

As there was a recent update to a game I enjoy, and I have already made a foray into this setting in the past...

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There are, approximately, one hundred thousand millions of stars in a galaxy. Ten to the twelfth power. There are roughly that many galaxies in the universe. Like the human body, which contains an average of one hundred thousand millions of surface bacteria, each of these innumerable galaxies are microcosmic macrocosms of the evolution of life, rising up and dying out, unnoticed on even the grandest scales. Even if, by some accident of fate, a species came to be that proliferated across an entire galaxy, it would be utterly inconsequential if their galaxy were wiped from creation in an instant. Because even if, for every star in their galaxy, there were a billion lives, that hundred thousand million billion lives would only be a fraction of a percent of a percent of a...

You get the idea, yes?

Somewhere, in one of those innumerable galaxies, there exists a species embarking on a journey, like a thousand first journeys before it, becoming an interstellar race.

How did they come to this cosmic baby step?

[] Unity
-Brought together by empathetic discourse, this race crossed the hurdles of cultural, religious, and ideological division to become something greater...
Pros: Factions are less likely to be upset by differences with one another, or with other races, and are more willing to make compromises and find peaceful solutions, making them excellent diplomats.
Cons: Lack of necessity for weapons or wartime doctrine in the past centuries has left this race unprepared for violence.

[] Force
-Brought together by the vision of a conqueror and their descendants, this race has been unified by the shedding of blood...
Pros: Due to certain practices and decisions made by past autocrats, there is little, if any, internal friction caused by petty things such as 'culture' or 'ideology' to begin with. Lifetimes of war and conquest have left this race with a proud military heritage.
Cons: Diplomacy has failed their enemies in the past. This race has developed the idea that violence solves most problems, and are very preoccupied with their position in the galactic hierarchy.

[] Intellect
-Ever the enemies of populism and ignorance, the intelligentsia of this race schemed quietly, for centuries, to bring the world under their enlightened rule...
Pros: A society ruled by the pragmatic and rational, this race has experienced something of a scientific revolution in the recent past.
Cons: A society ruled by the pompous and self-absorbed, the members of this race who do not conform to the ideals of genius touted by the ruling class are only kept in line by the continual assurance of easy prosperity and virtual escape from their difficult, mundane, labors.

[] Morality
-Since ancient times, this race has been buoyed up by the grand claims of it's orators, by their ever-advancing models of moral, just, and right behavior. Transcending even religious boundaries, their greatest Moral Philosophy has bound them together, as one...
Pros: This race's very convincing philosophy leaves nearly all of it's members with a sense of certainty, and happiness.
Cons: This race's very convincing philosophy is rather convoluted and difficult to follow, but it wouldn't be that irksome if they weren't convinced of their need to convince others of it's goodness.

[] Risen
-This race has benefited from the knowing hands of another species, catapulting them forward thousands of years in technological development...
Pros: Know that other species exist, benefit of some type of advanced knowledge for some time.
Cons: This race has been uplifted, which comes with a number of difficulties.

[] Consensus
-Through a quirk of biological, or mechanical, wonder, this race is capable of incredible empathic links to it's other members, to the level of casually reading the thoughts of one another...
Pros: Special option in the next phase of species generation. Greatly improved happiness of members of the race.
Cons: Such deep connections to one another have left this race rather unready for the complexities of normal interactions with other species.

[] WE ARE ONE
-This race is a collectively conscious entity, whether by design of a creator or a quantum fluke...
Pros: This race is a gestalt entity, a consciousness that technically only exists as one being with multiple physical bodies.
Cons: This race is terrifying to races much less interconnected than itself, who all, invariably, eventually adopt a saying, "Absolute power corrupts absolutely".

Second stage of species generation to follow, which will account for more specific elements of biology, society, and/or design.
 
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Civ Sheet
The Council of Dallon
Oligarchic Republic - This entity is ruled by a group of powerful individuals and families, which allows for the rise and fall of powerful factions over time. Rulers are elected once every fifteen years. (next election begins on turn 25)
Governing Ethos: Peaceful Interaction (Xenophilia)

Parties:
Xeno Diplomacy Initiative (Xenophilia) - Ruling Party
-The Xeno Diplomacy Initiative is primarily interested in cooperating with others. They support increased relationships between nations, federal membership, and trade. They prefer not to go to war with other nations, and are upset by being the only citizen species in the nation.
-Currently ruling (Federation Membership, -Only species in nation, -At war with another race): Boost to relations gain and base relations with other polities, others more willing to make mutual commitments with you

The Enclave (Spiritual/Moral) - Notable Party
-The Enclave is a coalition of psychically gifted Dalfea with a deep attunement to their abilities, and others. They support moral leadership according to the prevailing ethos of the nation, and the exploration of psychic abilities. They can be upset by attempts to modify or create life.
-Currently content (The Stirrings, Power of the Mind, -Gene Modding recently performed): Positive random events

Life Improvement Party (Materialist/Scientific) - Notable Party
-The Life Improvement Party is primarily composed of the educated and scientists, who have embraced transsapience in all it's forms. They support developing and using advanced robotics, genetic modification, and myriad other technological marvels to ease the burdens of life, and extend the productive years of sapients. They aren't easily upset, but they can be annoyed by inadequate focus on novel research.
-Currently pleased (Recent mod, recent discoveries, -Exploration halted): +10 trickle to each of Sapien Science, Material Science, and Physics

Resources:
Minerals: 71.5 (+4 and +3d2)
Energy: 25.5 (-0.5 and +4d2)
Food: 54.75 (+4.25)
Alloys: 5 (+6)

Excess Amenities: 1-> Converts to random benefits each turn

Tribute: 1 alloy, 2 energy

Character Limit: 4/5
Special Characters: Ambassador 1/1

Positions Filled:
Our Most Beneficent Chancellor (Entity Ruler) - Veliana Sek'Mah, 79 (Skill 4: Family First - gain +4d4% population growth per turn // Mind-Whisperer - 16% chance to gain an additional focus each turn) 11/54
Our Most Respected in Scholarship (Head of Research) - Kalisa Cul, 53 (Skill 4: Genius** - Automatically generate 60 research points towards a random project each turn // Psychic Researcher - Projects have +8% of breakthroughs) 2/46
Our Most Charitable Artisan (Head of Social Welfare and Programs) - Mereli You'Dal, 47 (Skill 2: Doctor - Increase base growth rate for all worlds by 0.4% //
Empath - Gain 0.4dCulture per turn) 9/30
Our Most Prescient in the Void (Head of the Fleet) - Not Filled
Our Most Valiant of the Hearth (Head of Planetary Defense and Expansion) - Not Filled
The Secret One of Our Council (Psionics Expert) - Attikoverious the Silent One, 82 (Skill 4: Diviner - 12% chance to trigger a reroll) 11/54
Our Finest Speaker among the Aldiran Arm Federation - Voros Wem'Vek, 74 (Skill 3: Lobbyist (Member Version) - Grants +1 Votes in Federal/Galactic Resolution Cycles // Empath Negotiator - Double Lobbyist strength) 26/46
Our Finest Speaker among... (Regular Ambassador to other entity of choice) - Not Filled


Temperate Continental World - 0 Negative Consequences, 0 Special Features, 5 billion crowding limit
Requirements: 2 Amenity Goods, 4 Energy, 8 Minerals, ~25.25 Food
Produces: 0.5*(Pops)+2d2 Mineral, 0.5*(Pops)+2d2 Energy, 3+(Pops) Food

Building Slots: 6/6
-Seat of Government - Generates 1dCulture, 1dTech, 2 Focuses per turn, +2 Character Cap
-Industrial Sector - Upkeep: 4 Minerals. Generates 2 World Amenities, Generates 2 units of Alloy per turn
-Industrial Sector - Upkeep: 4 Minerals. Generates 2 World Amenities, Generates 2 units of Alloy per turn
-Research Complex - Upkeep: 2 Energy. Generates 1dTech per turn, +1 Character Cap
-Research Complex - Upkeep: 2 Energy. Generates 1dTech per turn, +1 Character Cap
(P)Gene Repair Complex - Upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).

Population: 23 Units (~2.303 billion Dalfea)
-Generates 11.5+2d2 Mineral per turn
-Generates 11.5+2d2 Energy per turn
-Generates 3+23 Food per turn

Growing at 103% effectiveness (+3% Dalfea Eternity)
Projected growth this turn: 111 million
Losing 11 million to Ossina's Hearth from emigration
Local Space: (FULL) 3 Energy upkeep
Asteroid Mining Site (+2 Minerals per turn)
Extremophile Research Site (+5 progress to oldest active Sapiens Science project per turn)
Material Research Site (+5 progress to oldest active Materials Science project per turn)
Ossina I - Tundra World (4 Negative Consequences, Mineral Poor, 2.5 billion crowd limit)
Planetary Ice World - 5 Negative Consequences, 1 Special Features, 2.5 billion crowding limit
Special Feature: Fascinating Flora (+1d(5*Pops) Sapiens Science tech die)
Requirements: 1 Amenity Goods, ~1 Food
Produces: 1d2 Mineral, 0.5*(Pops)+2d2 Energy, 4+(Pops*1.5) Food

Building Slots: 2/2 (2 locked due to consequences)
-Colony Admin - Can be improved when local population is at least 5 million.
-Research Complex - Upkeep: 2 Energy. Generates 1dTech per turn, +1 Character Cap

Population: 1 Unit (~123.1 million Dalfea)
-Generates 1d2 Mineral per turn
-Generates 0.5+2d2 Energy per turn
-Generates 4+1.5 Food per turn
-Generates 1d5 Sapiens Science Dice per turn

Growing at 53% effectiveness (+3% Dalfea Eternity, -10% per consequence)
Projected growth this turn: 2.5 million
Immigrant Attraction at 10% effectiveness (+50% New World, +10% Private dockyards, -10% per consequence)
Projected immigrant pull this turn: 11 million consumed from Dallon
Local Space: (Ideal Research Sites, 1/2 tiers) 1 Energy upkeep
Field Interaction Site (+5 progress to oldest active Physics and Materials Science project per turn)
Planetary Gaia World - 0 Consequences, 1 Special Feature, 3 billion crowd limit
Special Feature: Paradise (+10% growth, +33% immigrant attraction)
Colonies don't produce anything or require anything

Population: 6/10 progress to self-sufficiency
Local Space: (Large Rare Resource Deposit, 1/2 tiers) 1 Energy upkeep
Graveyard Salvage (+2 Alloy/turn)
Minor Space Amoeba infestation (Interstellar Nuisance, pacified)
Local Space: (Asteroids, Nests, 1/4 tiers) 2 Energy upkeep
Rare Earth Mining Station (+3 Energy/turn, no upkeep)
Amoeba Research Site (+10 progress to oldest active Sapiens Science project per turn)

HERE ROOSTS KALVANOX, ANCIENT AND MIGHTY! (Empire-Scale threat, generally passive) (Tribute arrangement, non-aggressive to you)
A hoard world is likely present here.
An otherwise inhospitable system, an enormous crystalline structure can be found orbiting the pulsar, soaking up exotic radiation. Occasionally, small clusters fragment off, attach to asteroids, and form smaller, more active, crystalline bodies by consuming the raw materials.
Pulsars are great research sites, and interfere with shielding technology.
Inhospitable and viscerally uncomfortable, this system contains only a single supermassive black hole, and a strange gateway with a tireless worker attached to it. (Unknown Threat, might remain passive, might become extremely aggressive after a period of time)
Black holes are incredible research sites, and contain unusual rare resources. They also interfere with hyperspace drives and sublight maneuvering.

The Dalfea Species:
Mammalian
Pretty
Eternal
Intelligent II
Latent Psionics
Tin Tummies

The Dalfea are bipedal mammalians possessed of preternatural beauty and longevity. They have a rich mythology of godlike powers and magic, with many epic romances. They have a deep appreciation for art, typically of themselves. The Dalfea were uplifted in their late renaissance, during a proliferation of arts and romanticism, and seem well-fit for inter-species diplomacy.

Present on:
Dallon (Homeworld)
Ossina's Hearth (Frontier World)

Current Project:
Progress and Discovery - 62/600

Power of the Mind - Psionic Social Integration
Psionic Census Program - 20% chance that a new character has a minor psionic trait (a 1's die roll of 9 or 0)
Telepath Relations Corps - Gain a character slot, to be used only on Ambassadors
Normalization Program - +10 to all Social and Culture dice
Psionic Studies - Display a psionic tech each time new technology projects are rolled.

Progress and Discovery - Exploration and Research
Mapping the Galaxy - 50% chance to explore automatically each turn
Culture of Learning - +50% Experience gain for characters

ASCENSION PROGRAM:
The Stirrings - +40% chance of discovering a psychic talent(5-0 on the one's die), Psionic Potential racial trait improved to Latent Psionics (+5% culture and technology earned), Unlocks The Awakening Ascension.

Mechanical Effects:
+10 Breakthrough range
+150% Character Experience gain
Social and Cultural Rolls are increased by 21 (flat bonus, after all percent bonuses)
Character Skill Limit of 6, initial skill 1 or 2 (bonuses depend on character job)
Population Growth values increased by ~3% per turn (additive with other percent bonuses)
Average Age is 144 years (~50 turns of adulthood)
Pop Food Consuption per Unit is 1.15 (normally 1)
60% chance that a new character has a minor psionic trait (a 1's die roll of 5 to 0)
+5% to all Culture and Technology points earned
Grants a free ambassador character slot to the polity
50% chance to explore automatically each turn
 
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Tech Sheet
Current Projects:
303/1000 Crystal Study
-Has a very good chance to spin-off tech projects related to crystal physiology sometimes, completes for a rare material project
Tactical Nuclear Weapons: 188/250
-Enables Tier 1 missile weapons
Destroyer-Class Ships Construction: 47/450
-Enables Size 3 ships, Destroyers
Wave Capacitors: 165/400
-Enables Shield-boosting capacitor support systems
Spatial Matrix Targeting: 0/450
-Enables Targeting Computing support systems

70 accumulated Sapiens Science points

200 Reserved Military Order points

World Government Empowerment (Allows Seat of Government, Colonial Capitol buildings)
Streamlined Social Programs (Enhances Culture dice)
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Gene Repair Clinics (Build Gene Repair Complex)
Gene Rejuvenation Complexes (Improve Gene Repair Complex to Rejuvenation Center)
Genome Editing (Enables modification projects, +1 Gene points)
Allele Modification Algorithms (+1 Gene points, reduces work required for species modification)
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Planetary War Model (Can build marine transports)
Trade Protection Streamlining (Ships automatically suppress piracy regionally)
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Hostile Habitats (Can develop controlled space)
Academic Subsidization (Build Research Complex)
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Grav-Linked Hyperdrive (Allows Starships to enter other systems)
Hyper-Sensitive Wave Detection (Explore when you explore)
T II, Wave Harmonics (Enables shields for ships)
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T II, HE Visible Wave Projection (Short Range, strong vs armor)
T II, Low-Temperature Fusion (Power system improvement for ships)
Advanced Alloying (Industrial Sectors also produce 2 Alloys)
T II, Alloy Neutron Packing (Enhances ship armor)
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Planetary Industry (Build Industrial Sectors)
Deep Space Station Management (Build Stations in select systems)
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T II, Continuous Reaction Drives (Enhances speed, evasion of ships)
T I, Drive Recyclers (Further enhances evasion of ships)
T I, Dense Payload Systems (Enables Torpedoes)
Simple Railguns (Medium Range, strong vs shielding)
Those who came before (Reserved for Precursor Sciences)
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We are but motes of dust (Reserved for Higher-Dimensional Theory)
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Psionic Theory (Characters with Psionic traits gain slightly more experience)
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Space Amoeba Pacification (Space Amoeba ignore you)

Ships automatically suppress piracy in their region
50% chance to automatically explore a second time when exploring
+2d10 to all culture dice
+2 Gene points
Final genetic modification project cost modified by 0.9
Industrial Sectors produce 2 alloys each
Characters with Psionic traits gain slightly more experience
Space Amoeba pacified
 
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Own Fleets and Other Political Entities
Notable Stations:
Superstructure: 1/1
Berthing Docks - Ships stationed in Dallon cost nothing to maintain
Slots: 2/2
Shipyard - Builds ships at a rate of 4 Size per turn
Trade Network - Collects and generates trade in a portion of the Outer Rim (Currently generating 5 Trade points)

Superstructure: 1/1
Market Exchange - +2 Energy per turn.
Slots 2/2
Private Dockyards - Increases regional trade network effectiveness by 2, increases all immigration pull to the least crowded worlds by 10% (flat additive)
Trade Network - Collects and generates trade in a portion of the Outer Rim (Currently generating 3 Trade points)

Fleets:
Exploration Ship: The best and brightest Dalfea man this ship. It is currently positioned over Dallon.
Current Docked at Dallon
Total upkeep during fleet action: 8 energy, 2 alloy per turn active

Commodore Shaltan: Capital Ship Hunter - All ships gain +5% accuracy and evasion, and +1 Capital-Killer weapon damage, against Main Cruisers or larger.
Spinal Mass Accelerator (acc-30-70-60, shieldbreaking, penetrating, siege ship mentality, spinal T2)
AF Cruiser Body type 6 (3 combat initiative, 6 structure, 8 armor, 5 shields, 5% base evade)
-Missile/Torpedo Loadout (acc-80-70-60, ignore shields, interceptable, capital buster mentality, quad-shot T2)
-AF Destroyer Body type 4 (5 combat initiative, 4 structure, 3 armor, 3 shields, 10% base evade)
Stingray-class Corvettes New Path, Risen, Striker, Trailblazer
-Torpedo-boat loadout (acc-70-60-50, ignore shields, interceptable, Capital-killer, bomber mentality, Tri-linked T1)
-Offensive Corvette Body (8 combat initiative, 1 structure, 1 shields, 0.75 armor, 8% base evade)

Eagleray-class Corvettes Solon, Venak
-Enhanced firing system (+1 shot per firing cycle)
-Gun loadout (acc-20-60-50, shieldbreaking, swarm mentality, Tri-linked T0)
-Offensive Corvette Body (8 combat initiative, 1 structure, 1 shields, 0.75 armor, 8% base evade)
Total upkeep during fleet action: 2 energy, 1 alloy per turn active
AFS Sting, AFS Hope
-Twin Lasers (acc-X-50-80, weak to shields, armorbreaking, screen swarm mentality, twin-shot T2)
AF Frigate Body type 3 (7 combat initiative, 2 structure, 1 armor, 2 shields, 15% base evade)

CDS NAME
Size: Current limit: 2 (Corvette) (Frigate)
Slots: 4 per size
-Slot X
-Slot X
-Slot X
-Slot X
Armor: Best Available (Neutronium: 0.75 Armor per size - Ablative up to 1 damage)
Shielding: Best Available (L-Wave Shields: 1 Shield per size)
Engines: Best Available (Plasma: 9 - Size evasion %)

-Simple Railguns: acc-20-60-50, shieldbreaking (+50% damage points to shields), 1 base damage
-Blue-Spec Lasers: acc-X-40-70, armorbreaking (+50% damage points to armor), 2 base damage per size
-Torpedo Bays: acc-70-60-50, ignore shields, interceptable, Capital-killer (+10 acc against ships size 5 or larger), 3 base damage per size

-Power Supply (Cold fusion - Supports 3 powered systems, excess diverts to extra stats in combat)
-Increased Armor (Neutronium - Treat size as 1 higher for Armor and Evasion)
-Afterburners (+Engine Tier (3%) evasion)

-Structural Systems (Nothing in slot, +1 Structure, base 1 structure per size, easier design threshold)
Stingray-class Corvette
-Torpedo-boat loadout (acc-70-60-50, ignore shields, interceptable, Capital-killer, bomber mentality, Tri-linked T1)
-Offensive Corvette Body (8 combat initiative, 1 structure, 1 shields, 0.75 armor, 8% base evade)

Mantaray-class Corvette
-Laser loadout (acc-X-40-70, armorbreaking, interceptor mentality, Tri-linked T2)
-Offensive Corvette Body (8 combat initiative, 1 structure, 1 shields, 0.75 armor, 8% base evade)

Eagleray-class Corvette
-Enhanced firing system (+1 shot per firing cycle)
-Gun loadout (acc-20-60-50, shieldbreaking, swarm mentality, Tri-linked T0)
-Offensive Corvette Body (8 combat initiative, 1 structure, 1 shields, 0.75 armor, 8% base evade)

Electric Ray-class Frigate
-Multi Loadout (acc-70-60-70, T0 Guns, T2 Lasers, T1 Torpedoes, all-attack mentality, prefers diverting power away from non-ideal weapons)
-Heavy Guns Frigate Body (7 combat initiative, 6 structure, 2 shields, 1.5 armor, 7% base evade)

Galactic Map:
The Totha Arm - Galactic Core - Inner Reach - Outer Reach - Far Rim (The Psoq'a Swarm - GALACTIC THREAT)
The Fafna Arm - Galactic Core - Inner Reach - Outer Reach - Far Rim (The Psoq'a Swarm - GALACTIC THREAT)
The Aldiron Arm - Galactic Core - Inner Reach - Outer Reach - Far Rim (The Aldiron Arm Federation)
The Gevil Arm - Galactic Core - Inner Reach - Outer Reach - Far Rim (Minor States)
??
??

Other Entities:
Current Chair: An'tak'he

Proposal Circuit: Derailed due to threat

None you need know about.
Made up of four member races, the AAF is a defensive and economic coalition of the majority of interstellar governments that make the Aldiron galactic arm their home. Recently, the Council of Dallon has offered significant commitments to empower the federation directly, and earn a membership, throwing internal federal politics into disarray.

As a full member of the AAF, The Council of Dallon possesses two votes due to their size and contributions, may send delegates to be elected as Federal Chairperson, and may propose federal resolutions at the beginning of each deliberation cycle.

An'tak'he United Stars (6 votes)
-The An'tak'he is a mono-species democratic member of the AAF, currently holding a majority of votes, primarily due to their controversial decision to uplift multiple primitive species and ingratiate them by heavily subsidizing their advancement, technically against the rules of the federal charter. They are known to be focused primarily on expanding the federal navy and declawing the various member races of the federation, seeking a more centralized and unified government on Aldiron. They currently sponsor the growth of The Thraxxi Union, The Velen League, and The Concord.
-The An'tak'he are both proud of your growth, and concerned at your growing influence. Formerly the premier power in the federation, they are worried you will usurp them if you continue your meteoric rise.
-Species: The An'tak'he are a caterpillar-like race of arthropods, on account of their fuzziness and general body shape. They are known to be rather cute, due to their somewhat smaller size compared to most races.

Gellar Monarchy (Member) (3 votes)
-The Gellar Monarchy is a declining, older empire, native to a region of the arm close to the galactic core. A major threat containment war broke most of the monarchy's reputation when they abandoned a client species on the other side of the Fafna arm to fortify the hyperlane bridges to Aldiron, abandoning the attempt to contain the threat and allowing it to run wild across the arm, leading to the fall of several species. This callousness prompted other clients on the clockwise Gevil arm to secede from the monarchy. They are still heavily militarized and possess a few clients, and regularly push for expeditions into other arms to claim systems into the federation.
-The Gellar are impressed with your abilities, and angry with your moralism. Despite the fact that they butt heads with your delegates regularly, they hold no ill will towards such an 'effective' species.
-Species: The Gellar are a reptilian species likely descending from some form of lizard, infamous for their tactical acumen and resilience in combat.
-Species: The Ulvar are a large, bear-like mammalian race. They are incredibly tough, and incredibly ugly.
-Species: The Fillan are avians, thought to be evolved from predator-species on their homeworld. Despite their origins, they appear to have developed into intellectuals and thinkers.

Halon Corporation (Member) (4 votes)
-Halon Company rose out of the ashes of a nuclear near-catastrophe on their homeworld. Focused primarily on advanced terraforming projects and other green initiatives, they proceeded to become the go-to galactic experts on geology, ecology, and planetary design. Their services are exorbitantly expensive, but even a cursory glance at the surface of the four planets in their home system proves the value of hiring them on for projects. "Make life worth living, make your world worth living on. Halon Corporation."
-Halon corporation has had some minor friction with your delegates in the past, but they cannot begrudge your effectiveness.
-Species: The Hanar are a small but clever race of avians, with traits similar to many songbirds.

The Council of Dallon (Member) (4 votes) (you!)

The Thraxxi Union (Associate) (2 votes)
-The Thraxxi Union is a relatively new species in the federation, though still older than the Dalfea. They are the current vogue among social scientists in the federation due to their unique ability to comprehend each other's thoughts without the aid of verbal language, which, according to some, may be vestigial remnants of a time before their apparent telepathic evolution. They possess an unusually strict hierarchical code.
-The Thraxxi are extremely upset at your rapid rise. Their delegates have taken to slandering yours even during deliberations, and have accused the Dalfea of manipulating the minds of the member races to ingratiate them.
-Species: The Thraxxi are an insectiod race of arthropods, complete with simple exoskeletons. They are a short-lived, rapidly-breeding race of slightly more simple creatures, possessing an unusual telepathic ability.

The Velen League (Associate) (2 votes)
-The Velen League is a border entity, whose home system is a critical hyperlane bridge to the Gevil arm. Unsurprisingly, they have begun trying to expand their holdings to other critical galactic trade lanes, hoping to grow their trade network.
-The Velen are, perhaps, even more angry with you than the Thraxxi, going to the point that they categorically refuse to agree to any proposal your delegates propose or support, even ones that would aid them.
-Species: The Velee are a rare, silicon-based species roughly analogous to mammals and requiring an exotic diet of solar radiation and rare minerals to survive.

The Concord (Associate) (1 vote)
-The Concord is an oddity on the galactic stage, having virtually no interest in interstellar expansion or growth. Claiming to be fairly old by the standards of most members of the Federation, their homeworld was discovered shortly before your own, though they appeared to already possess very advanced technology for their apparent lack of significant space presence. Supposedly, they achieved a planetary unification several thousand years ago, and have since dedicated themselves to a form of pious study and contemplation.
-The Concord remain ultimately inscrutable.
-Species: The Sali are molluscs, of a sort, similar to octopi. They have been known to live in excess of half a millennium.
 
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Species Generation II
THE RISEN

Your debut on the galactic stage is coming faster than any casual observer would have guessed a mere two thousand years past. Were you merely a fortunate inheritor to some ancient secret? Did a greater power interfere in your civilization? Most importantly, what has this exosolar influence wrought upon your people?

ORIGIN
[] [Origin] Fallen Empire
-Crawling from your deep crust planetary shelters, your people despaired at the annihilation wrought on their home, on their holdings, on their Empire. By some cruel fate, a far greater foe from the beyond tore you from your place on the galactic stage, and after a thousand years of tribal scavenging and scrabbling, it is time to once again set your sights on the stars...
Pros: Archeotech systems and old administrative starcharts... ruined shipyards and desiccated warships... Reclamation is far simpler than rising for the first time.
Cons: Whatever your people were in the past, a thousand years of survivalism, reminiscence, and scavenging have made you forget but never forgive, and you can only wonder if your former foes still wander the hyperlanes to this day...

[] [Origin] Ring Evolution
-Since the earliest days of your kind's society, you have lived on the Ring. From the great canyons to the vast oceans, your kind has had the great fortune to understand what the animals cannot, that this world was forged by those greater than yourselves. Your past glory? A benevolent precursor? It matters not. You cannot know them, but you can be thankful, and hope one day to do something so benevolent for a future species.
Pros: Access to an ancient megastructure the size of a star system, and all the technological marvels that must exist in abundance to maintain such an edifice for thousands or even tens of thousands of years, unsupervised.
Cons: All usable matter comes from the structure, which you do not understand well enough to be certain you will not damage if you take the wrong pieces.

[] [Origin] Life-World Social Experiment
-In the oldest stories you know of, in apocryphal texts and in secret sects, there are references to the Benevolent Ones. Gods that plucked your people from their squalid caves and fearful desperate lives, and planted your ancestors' seed on this galactic jewel among planets, your own personal Eden, where even in nakedness and under the blazing sun or the chill of the moon, your most unprepared and sheltered children could survive to adulthood in the wild.
Pros: Homeworld is a Gaia-Class planet, where all of nature exists to be used by your kind. You have never known poison, or predation, or scarcity.
Cons: You have never known poison, predations, or scarcity. You will not be ready for any of them in the cold dark of the void.

[] [Origin] Uplifted
-Your people were unremarkable, in a galactic sense. On an average world, in average conditions, in an average pre-space age society, your uplifters came from beyond, and with their efforts, you were Risen to the Stars.
Pros: Choice of suzerain power, sheltered from galactic diplomacy, and most serious consequences.
Cons: You are beneath a suzerain power, beholden to them, and their own problems. You are young, socially, and there is still friction among those who once held power in the old days.
-[] The Scientists
-Unpleasant, cold, logical. Their kind came in secret and subverted your kings and ministers, plotted a path of eventual absorption. It is hard to trust after such betrayal.
Pros: Advanced suzerain, space to expand
Cons: Unpleasant suzerain, your office is thought of as a puppet administration

-[] The Union
-They came down from their orbital tower when your scientists first conceived of the Hypothetical Model of Experimentation, deeming you ready to grow further. They walked among you, and taught your people countless untold secrets.
Pros: Federalizing suzerain, lots of friends
Cons: Suzerain expects your support in federation matters, difficult to expand own holdings

-[] The Madman
-He called himself god, and held powers beyond our imagination. In our foolish youth, we followed him to the stars, and now we know he was no more than a fool, mad with power and desperate for lordship. We have a new master, now.
Pros: Powerful Imperial suzerain, edge of imperial space
Cons: Suzerain does not particularly care about you, suzerain is somewhat demanding

[] [Origin] Frightened and Not Alone
-Your people were unremarkable. For countless years you were ordinary... Until you found the Ruin. It held such secrets, such knowledge, and such terrible portents...
Pros: Developed from advanced wreckage or observation outposts, have access to a streamlined, accelerated tech tree, no overlord
Cons: Development based on a limited sample of advanced technology, theoretical sciences are more primitive.


SOCIETY

Choose a social development (not allowed for Frightened and Not Alone or Uplifted)

[] [Society] Honor
Your society espouses the idea of presenting only the best of oneself at all times, and of striving for respect, even in death.
Bonus: +4 to all combat-related rolls, future developments

[] [Society] Merit
Your society espouses the idea that the most capable deserve to rise to the top, and seeks self-improvement.
Bonus: Major characters less likely to have negative traits, Major characters start with an extra relevant skill level, future developments

[] [Society] Discovery
Your society hungers for new things, new knowledge, new places.
Bonus: Rare research opportunities are 5% more likely, chance of an event when exploring new systems is increased by 5%, future development

[] [Society] Manifest Destiny
You society harbors a deep sense of wanderlust, and making a home in wild places is a grand accomplishment.
Bonus: Ignore a tier of negative consequences on colonies, colonies have a 10% chance not to require support for a turn, future developments


GENETICS

Your species is a form of:
[] [Species] Mammal (favors temperate worlds, no wetness preference, Social and Cultural idea rolls get +4)
[] [Species] Reptilian (favors warm worlds, no wetness preference, ignores a tier of negative consequences on worlds)
[] [Species] Avian (favors dry worlds, no temperature preference, gets +5% ship evasion)
[] [Species] Molluscoid (favors wet worlds, no temperature preference, gets an extra building slot on non-dry worlds)
[] [Species] Arthropoid (favors worlds that are not wet or cold, planets fit an extra pop before overcrowding)
[] [Species] Plantoid (favors worlds that are not cold or dry, increase base lifespan by 15 years)

Choose up to two positive traits. One additional positive trait may be selected if a negative trait is selected.

[] R-Selected Species (May be the only selected trait, positive or otherwise)
Your species has evolved under the infamous R-selection process, with each mating pair producing an average of 15-30 offspring in their lifetimes. This unusual breeding paradigm changes most facets of a developed society.
Mechanics: Average lifespan reduced to 50 years(BASE). Average productivity reduced by ~10% for everything. Ethos will develop uncontrollably over time. Population growth rate increased by ~50%. Deviant social behavior will crop up more often.

[] Intelligent (May be taken repeatedly, additive stacking)*
Your species has evolved to have a higher neuron density and number of connections per neuron than the galactic average. This increases the base rate of receiving rare research opportunities, and getting breakthroughs.
Mechanics: When rolling opportunities, rare research is triggered 5% (adjusts base by 5%) of the time. When rolling research progress, explosions trigger at 95 and higher (adjusts base by 5).

[] Eternal (May be taken repeatedly, multiplicative stacking)*
Your species has developed a complex cellular biology whose telomeres break down more slowly, expanding the range at which they mentally and physically at their prime. This increases the lifespan of an average member of the species by a factor of roughly 1.8. Longer lifespans allow the species to pursue the arts and other non-essential projects, as well as dedicate themselves to more useful pursuits and develop incredible mastery.
Mechanics: Population growth benefits from a ~3% additive increase per stack. Major Characters can develop relevant skills 1 additional level per stack, which grant varying bonuses. Social and Cultural idea rolls gain +2 per stack. Increases baseline lifespan of notable characters by 1.8 of their baseline average (normally 80).

[] Robust (May be taken repeatedly, additive stacking)*
Your species has developed a series of physical redundancies, to allow it to survive in an extreme range of climates, regenerate from more serious damage, and obliterate primitively bio-engineered plagues. Their average lifespan is a little higher at baseline, and they are more prepared to deal with non-ideal environmental conditions or violence.
Mechanics: Characters live +5 years on average (adjusts base) per stack. Species ignores a tier of negative conditions on any colony per stack. Species receives +5 per stack to all close-combat rolls.

[] Breeders (May be taken repeatedly, additive stacking)*
Your species has developed highly efficient reproductive systems, they have a tendency to reproduce more frequently, and pre-mature phases of development for offspring are shorter.
Mechanics: Population growth increases by ~11% per stack.

[] Gastric Redundancy
Your species does not require as much sustenance to survive, and can survive on less energy-dense foods, having a highly efficient stomach and intestinal system.
Mechanics: Food demands are ~15% lower for your species.

[] Superior Senses
Your species has overdeveloped sensory organs and associated neural regions, making the excellent at discerning details and controlling their bodies.
Mechanics: Ships have +5% evasion, +5 to all close-combat rolls.

[] Early Psionics
Your species has begun showing psychic phenomena on a small scale.
Mechanics: Sometimes, weird stuff happens. Chance of triggering psionic research +20%.

[] Small
Your species is rather small, typically averaging less than 140 pounds (64kg) and 4 ft. in height (1.2m)
Mechanics: Everything costs ~0.7 times it's usual cost to make. Worlds fit 1 more pop before overcrowding. In any offensive close-combat situation, your species has -25 to combat rolls. Ships have one less hull point.

[] Large
Your species is quite a bit bigger than the average sapient, with an average mass of almost 300 pounds (130kg) and a height of almost 8 ft. (2.5m)
Mechanics: Everything costs ~1.3 times as much to make. Worlds fit 1 less pop before overcrowding. In any defensive close-combat situation, your species has +25 to combat rolls. Ships have an additional hull point.

[] Pretty
The Golden Ratio exists in almost every aspect of this species' physiology, making them almost disturbingly attractive to most species.
Mechanics: Other species like you more. Social and Cultural idea rolls have +5.


*If the Origin of your species is Uplifted or Frightened and Not Alone, these traits may only be selected once.
[] Dim
Your species' brains are quite smooth. The vast majority of them cannot determine if this is complimentary or not.
Mechanics: Reduce any research roll by 8 (after breakthroughs), minimum 0.

[] Fleeting
Your species, by some fluke of genetics, does not have naturally occurring telomeres in their DNA. This is bad.
Mechanics: Population growth is reduced by ~3%. Major Characters have their skill cap reduced by 1, which grant varying bonuses. Reduces baseline lifespan of notable characters by .7 of their baseline average (normally 80).

[] Frail
Your species has, on more than one occasion, been known to die as a result of particularly stiff winds.
Mechanics: Characters live -5 years on average (adjusts base). Species adds a tier of negative conditions to any non-homeworld colony. Species receives -5 to all close-combat rolls.

[] Slow Breeders
Your species has a difficult time producing offspring, and/or conception typically results in at least one involved party eating the other.
Mechanics: Population growth decreases by ~11%.

[] Tin Tummy
Your species has very particular dietary requirements.
Mechanics: Food demands are ~15% higher for your species.

[] Slow Reflexes
Your species is more tortoise than hare.
Mechanics: Ships have -5% evasion, -5 to all close-combat rolls.

[] Ugly
The Golden Ratio exists in no aspect of this species' physiology.
Mechanics: Less likeable. Social and Cultural idea rolls have -5, minimum 0.

Please format your votes by plan, using the following as a basis:

[] Plan name
-[] [Origin] X
--[] If you selected Uplifted, place your suzerain type here
-[] [Society] X (if allowed)
-[] [Species] X
--[] Trait
--[] Trait
--[] Trait
--[] Trait

This ended up bigger than I originally anticipated.
 
Last edited:
The Debutante, Dalfea
[X] Glorious Sphinx
-[X] [Origin] Uplifted
--[X] The Union
-[X] [Species] Mammal (favors temperate worlds, no wetness preference, Social and Cultural idea rolls get +4)
--[X] Early Psionics
--[X] Eternal
--[X] Pretty
--[X] Tin Tummy

It has been nearly your entire lifetime, since the visitors came from beyond the veil of the stars. It was hard, at first, so very difficult to set aside old rivalries and spats at the behest of another, and one who looks so unusual at that. You, all of you, knew that your various peoples had benefited greatly from your leadership in the burgeoning era of art and trade you were raised to rule in, but you could also see the change wrought by science, by knowledge, by a kind word from a kind creature.

Your kind were obsolete. Petty lords and rulers, tiny republics and sprawling empires... There would only ever need be one ruling body among your kind, from this moment on, and you were not so foolish as to blind yourselves to the brilliance of those who were not royal!

There was still one last thing for all of you to do, before you retreated to retirement and the contentment of a people well-served...
1d100: 90

[] [Election] Avelion Ash'Kam (Technologist - gain +SKILL LEVEL d 10 in tech per turn)
[] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
[] [Election] Kellam Kam'Tym (Industrial Growth - gain +SKILL LEVEL * 0.5 extra Minerals and +SKILL LEVEL * 0.25 extra Alloy per turn)

And with that, you would be the last of the old kings of Dallon.

---

Stockpile: 10 Energy, 10 Mineral, 5 Food, 3 Alloy
Dice: 2dTech, 1dCulture (unassigned)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Expand the Navy (Contribute Ships or Alloys)

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations (give X Ships/Alloys)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

Current Technological projects: Disabled

Current Cultural Projects:
3d100: 16, 55, 90
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
Our eyes are open to the greater galaxy, and there are many billions of beautiful stars and beautiful things hidden among them. Our people are uniquely suited to appreciating that beauty.
-Develops cultural and scientific advances relating to exploration anomalies, xenophilia, and the arts
Nothing should be made vulgar, or unpleasant. Even the taking of a life is a tragically beautiful, sorrowful and magnificent.
-Develops cultural and military advances based on the romantic aspects of struggle and violence
 
Turn 1, Cooperative, Beneficent, Useful
[X] Plan Benevolent Overlords
-[X] [Election] Veliana Sek'Mah (Family First - gain +SKILL LEVEL d4% population growth per turn)
-[X] Exploration Program (-4 energy)
-[X] Fulfill Federal Obligations (-2 Alloys)
-[X] The Power of the Mind - 1 Dice

Veliana Sek'Mah Initial Skill: 1d2 - 2!
-Aged 47 years (effective for ~45 more turns)
Chancellor Effect: 2d4% - 5%
Chancellor developing experience... 3/30.
Exploration Event Check: 4 - Significant Danger!
-Subcheck - Flee!: Science Ship Evasion 40%, Threat Base Hit Rate 80%: 59 to hit of 61 needed!
-Science Ship flees the Titanic Space Dragon Kalvanox in the Aldiron Outer Reach (Covus System)
Federal Commitments occur... Passable commitment... turning political wheels...
Cultural Dice - 1d100+11:
-Power of the Mind: 65+11, 76/250
Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die
-Up(lift): 28, 28/500
-Integration: 96 -> Exploding for +10!, 106/800

Resource generation:
Minerals: 10 - 0.5 + 2d2 (3) = 12.5
Energy: 10 + 0.5 + 2d2 (4) - 4 = 10.5
Food: 5 + 2.25 = 7.25
Alloys: 3 + 1 - 2 = 2

Giving your most beatific smile, you allow your gaze to sweep over the gathered crowd, taking care to look directly at the holocam that's broadcasting your coronation to the most developed regions of the planet, as well. The younglings in the crowd, more uplift-friendly, cheer with abandon, used to lives of overstimulation and dramatism; the one true curse of the conveniences of the modern era, according to many elder Dalfea. The older faces in the crowd, the ones with at least half a century etched into their faces, are more subdued, a myraid of quieter displays of reverence and submission, unique to a dozen formerly prominent cultures.

Beneath and beside you, on a lower tier, sits the High Council, it's members composed of the most well-integrated sons and daughters of the old ruling class. Like you, they are statuesque, stoic in the face of the crowd, still so as to allow the eye to be drawn to you in this moment, raised up on your dais and whose motions can be seen clearly.

You raise your arms forward and above your head, palms turned up. The gesture has become a popular meme among the youth, a cross between a call for silence and a display of pride. Having the desired effect of calming the crowd, you begin your inauguration with a speech.

"My people! I stand before you today risen above the kings of our parents! Above the pettiness and division of pride and rivalry! I stand before you, risen into an era of prosperity, peace, and safety unlike any before it!" You pause, momentarily, to scan the crowd once more, and settle your eyes on the holocam. "As your Chancellor, elevated thusly, I ask you... to rise with me!"

The cheering and applause that erupts afterwards is nearly deafening.

---

"Approval is riding high in the wake of your inauguration, Chancellor. The people are eager to see just how you will raise them up. Care to comment?"

With a small smile reminiscent of the one in your highly popular inaugural video, you address the news anchor in a calm, measured voice. "I believe the way forward lies in the coming generation, Siel, and as such I will be working with the Council to institute a number of reforms geared towards the welfare of the family unit. The Dalfea people are experiencing an unparalleled rise in the quality of life, and it is my aim to ensure the expense for these improvements does not force mates to choose between financial stability and the joy of raising a family."

The anchor nods along with your expectation, clearly star-struck. "An incredible, laudable goal, Madam Chancellor. Could you share some of the specifics of your plan? I'm sure the people would be interested to know how you will be easing costs on them."

You nod lightly. "It would be my pleasure. The most relevant reforms will be..."

---

Out of the spotlight of your last interview this month, now that media attention has died down a bit after the storm caused by your inauguration, you let yourself take a shaky breath. The public could have been quite a bit less adoring, and you're more than glad to have avoided such a pitfall so early in your tenure. Your reforms are met with only the expected amount of pushback in the Council, with compromises you were already fully prepared to make.

Your other, currently restricted-access decision to begin charting the local star systems, has already resulted in extremely bad news. The Covus star, only two jumps away, is apparently home to what your people can only call a space dragon, which according to the footage could give some smaller planetoids or moons a run for their money in sheer size, and according to the scorch marks on the AFS Cordial had a peak energy output close to that of the average star.

Some of the mystically-inclined members of the ship's crew reported hearing a voice shortly after arriving in the system, which does give you hope. Anything that can speak can be reasoned with, even if stories of mythical demons cautions care in the words chosen. If you could comb through the population for a sufficiently capable Magus, they might be able to commune with the beast peacefully, and hopefully spare your homeworld a cleansing in fused plasma.

Alternatively, the AAF ambassador tasked with managing faction contributions has hinted that, given your relative (and expectation of continued) generosity despite your associate status, the Federation may be willing to consider providing fleet support for removal of the beast, or other aid should it prove too difficult to dislodge. Of course, at the same time, the An'tak'he ambassador is offering private assistance, in return for a favor proportional to the removal of an existential threat to your species. You have barely even begun to venture into space, and already you can feel the phantom tug of veiled threats and politics not your own...

---

Stockpile: 10.5 Energy, 12.5 Mineral, 7.25 Food, 2 Alloy
Dice: 2dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Expand the Navy (Contribute Ships or Alloys)

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations (give X Ships/Alloys)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Fill Court Wizard
-There is a possible action related to managing a Threat gated behind this position.

[] Fill Federal Ambassador
-There is a possible action related to managing a Threat gated behind this position.

[] Fill An'tak'he Ambassador
-There is a possible action related to managing a Threat gated behind this position.

Current Technological projects: Disabled
Theoretical Catch Up(lift): 28/500
Societal Integration: 106/800

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
Turn 2, Mysticism
[X] Plan Peace in Our Time
-[X] Fill Court Wizard
-[X] Build Foreign Uplift Academy

Generating Magi: 3d100 - 22, 56, 99
Ritualist, Telepath, Diviner

Gained a tech die, no project active, generating new projects: 3d100 - 4, 10, 80
Government, Genetics, Industrial

Chancellor Effect: 2d4% - 4%
Chancellor developing experience... 6/30.
Federal Commitments occur... No commitment... turning political wheels...
Cultural Dice - 1d100+11:
-Power of the Mind: 97+11, 184/250
Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die
-Up(lift): 6, 34/500
-Integration: 15, 121/800

Resource generation:
Minerals: 10 - 0.5 + 2d2 (4) - 5 = 11
Energy: 10 + 0.5 + 2d2 (4) = 15
Food: 5 + 2.25 = 9.5
Alloys: 2 + 1 - 2 = 3

Using your personal aide system's alert feature, you nod along and smile at the appropriate moments in the speech of the An'tak at the podium. Distracted, you are considering the most recent scans of the dragon's movements, being read to you live from the orbiting station's observatory. It has just returned from it's most recent outing through the mysterious portals it seems to generate, with readings indicating it's carrying a few trinkets, probably valuable metals, based on the increased mass readings.

The aide system beeps in your ear, and you rise, smiling and passing the An'tak speaker with a nod, moving to take the podium yourself.

"Thank you, Provost. I am glad to be here today, dedicating this new center of learning with the help of our An'tak'he allies. Without their kindness, Dalfea might still be spilling the blood of one another over the very land beneath our feet. Provost, I hope with the continued help of your people, that we might one day repay that kindness as equals."

Speech finished, you step from the podium and off to the main walk of the campus, ceremoniously placing the sapling of a Sun blossom tree in a prepared hole next to a row of similar saplings, and push the soil back over it. You stand, and bow to the crowd, who clap appropriately as the campus officially opens.

[] [Technology] Government - Streamlined Social Programs (0/250)
-Grants an extra 2d10 to all culture dice, passively
[] [Technology] Genetics - Gene Repair Clinics (0/250)
-Enables Gene Repair Complex planetary structure (+0.5% base population growth rate planet-wide)
[] [Technology] Industrial - Deep Mineral Scanning (0/200)
-All Mineral dice increased to d3's, passively (Void-based operations get +0.5 Minerals/turn)

---

As a side-effect of your people's uplifting, there have been a number of popular movements hoping to categorize and verify reports of magical ability and psychic talent. Piggybacking off of the most reputable organizations' efforts, it hasn't been difficult for your offices to locate a few of the most well-substantiated claimants to such abilities. While even they admit their abilities are only sometimes effective, there have been enough instances of genuine successful testing that they are clearly empowered by something beyond the ken of common science...

[] [Magus] Alinus Vek, 28
-Ritualist - Sometimes, does strange things, strength boosted by skill
[] [Magus] Catha Mag, 44
-Telepath - Must be assigned to a character, enhancing their skill effectiveness based on own skill level
[] [Magus] Attikoverious the Silent One, 54
-Diviner - Rarely, based on skill level, causes up to one of the poorest rolls per turn to be rerolled, taking the best result (ties select for roll with the most negative effects)

---

Stockpile: 10.5 Energy, 12.5 Mineral, 7.25 Food, 2 Alloy
Dice: 3dTech (1 unassigned), 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Voting underway - Free choice
Gellar proposal completed - Next proposal on docket
Joint Research Venture (Federal chairperson proposing)
-Agenda will demand tech dice
[] [Vote] Yea
[] [Vote] Nay

Use this format to produce your plan:

[] Plan Name
-[] [Magus] selection
-[] [Technology] selection
-[] [Vote] cast vote
-[] Action 1
-[] Action 2
-[] Character assigned - Valid target character/entity
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations
Voting for new Agenda underway
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Commune with the Dragon
-This is potentially dangerous to the Magus, and at the very least will result in an unpredictable outcome.

[] Fill Federal Ambassador
-There is a possible action related to managing a Threat gated behind this position.

[] Fill An'tak'he Ambassador
-There is a possible action related to managing a Threat gated behind this position.

Current Technological projects: Disabled
Theoretical Catch Up(lift): 34/500
Societal Integration: 121/800

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light.
-Develops cultural and social advances relating to psychic abilities and the categorization of them

---

AN: Wow, you guys got rekt on those tech rolls.
 
Turn 3, Psionic Census Program
AN: Mmmmeeeeyeeeeemmm...

I totally shouldn't call it. It's hard to join threads with rocket votes... but people also like stuff that updates frequently, and dammit I'm still so bored with online classes dumbing things down.

Screw it. I already wrote the update anyway.
---
[X] Playing to our Strengths
-[X] [Magus] Attikoverious the Silent One, 54
-[X] [Technology] Government - Streamlined Social Programs (0/250)
-[X] [Vote] Yea
-[X] Cultural Subsidies (-3 energy)
-[X] Fill [Federal Ambassador]
-[X] Streamlined Social Programs - 1 Dice

Attikoverious base skill level: 2 (SKILL LEVEL*3 (/2, primitive psionics) chance to trigger a reroll)
+50 to next cultural die

On this day Attikoverious predicted: Nothing of import

Federal fill: 3d100: 40, 41, 69
Celebrity, Celebrity (duplicate, toss option), Lobbyist

Federal voting...
Determining favorability... vote passing... determining project... determined
Genetic Project - Gene Potency Enhancement
-Gain a positive trait point for genetic modification (you'll just unlock gene clinics and get a chunk towards active modifications if you help)

Chancellor Effect: 2d4% - 7%
Chancellor developing experience... 10/30.
Federal Commitments occur... No commitment... turning political wheels...
Cultural Dice - 1d100+11:
-Power of the Mind: 21+11+50, 250/250, 16 spillover to next stage
-New bonus: 20% spread of minor psionic traits added to character rolls (all 1's die values of 9 or 0) - Psychic Census Program

Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die, 1 die assigned to SSP
-Up(lift): 93, 127/500
-Integration: 2, 123/800
-SSP: 90, 90/250

Resource generation:
Minerals: 10 + 0 + 2d2 (4) = 15
Energy: 10 - 1 + 2d2 (3) - 3 = 14
Food: 9.5 + 2 = 11.5
Alloys: 3 + 1 - 2 = 4

A wave of interest has been sweeping through Dallon's planetary networks for years now, and a number of public organizations have begun sounding their horns as of late; the Dalfea are a galactic rarity even among sapients, with the presence of naturally-occurring psionic gifts, and they have proven such claims are empirically valid.

All manner of families have begun testing their children in the hopes to advance their abilities early in life, and many older or socially isolated Dalfea, discouraged by their apparent difficulty in integrating in modern society, have also jumped at the new fad, hopeful that it will give them some status. Preliminary efforts to catalogue the complete list of positive-tested individuals have hit bottleneck issues, with test kits and professional testers being a rare commodity as the Psionic Census Program is adjusting to it's formal role.

You expect you might begin seeing a few headhunting firms focused on finding experts that also have the gift in the coming years.

---

The diplomatic shuttle you share with the An'tak'he ambassador cuts through the void quickly, eating up space between the last jump point and the Aldiran Central Station, a federally-owned starbase in orbit around the Ventrus star, directly in the center of the spiral arm. A beautiful, blazing blue, the image makes for passable entertainment as you await docking space.

The panoply of life aboard the station, with their unique sights and smells, is exhilarating in the days leading up to your species' first attendance of the federal congress. Nearly a dozen member and associated races run service stalls of all kinds, as well as a few specimens not part of the federal umbrella seeking to profit from their exoticism.

The congress itself is a more dull affair, by comparison, though you get the distinct sense that you're being verbally paraded around prior to the casting of the vote. A sideways glance at the An'tak'he ambassador shows that he didn't particularly care one way or the other on this resolution, but approves of your choice nonetheless. When you return, you go over the best options for ambassadors to maintain a permanent residence on the station, preferring not to be arm candy again.

[] [Ambassador] Ayava Tuq, 30
-Celebrity - No skill benefits, costs no character slots (still enables certain focuses/effects)
[] [Ambassador] Voros Wem'Vek, 48
-Lobbyist (Associate Version) - Affects the rate of Membership approval based on skill level

---

Stockpile: 14 Energy, 15 Mineral, 11.5 Food, 4 Alloy
Dice: 3dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Joint Research Venture (give tech dice)

Use this format to produce your plan:

[] Plan Name
-[] [Ambassador] selection
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations (Give X tech dice) (you can only pick one, since only one of your dice are controlled by you)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Commune with the Dragon
-This is potentially dangerous to the Magus, and at the very least will result in an unpredictable outcome.

[] Request Federal Aid
-This will probably take some time to work through the federal apparatus.

[] Fill An'tak'he Ambassador
-There is a possible action related to managing a Threat gated behind this position.

Current Technological projects:
Streamlined Social Programs: 90/250
Theoretical Catch Up(lift): 34/500
Societal Integration: 121/800

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
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Turn 4, A Diamond in the Rough
[X] Friends in High Places
-[X] Fill position : Our Most Respected in Scholarship (Head of Research)
-[X] Fulfill Federal Obligations (Give 1 tech dice)
-[X] [Ambassador] Voros Wem'Vek, 48

Head of Research: 3d100 - 37, 74, 100
Computer Engineer, Industry Expert, Genius(Psychic Talent)

Federal Commitments occur... 1 tech die commited... turning political wheels...
Trickleback progress goes to Genome Editing (20/500)

Chancellor Effect: 2d4% - 6%
Chancellor developing experience... 13/30
Attikoverious effect: 91/97, no effect
Psion developing experience... 6/30
Diplomat developing experience... 3/30
Cultural Dice - 1d100+11:
-Power of the Mind: 77+11+88, 104/300


Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die, 1 die surrendered
-Up(lift): 18, 145/500
-Integration: 34, 157/800
-SSP: 90, 90/250

Resource generation:
Minerals: 10 + 0 + 2d2 (3) = 18
Energy: 10 - 1 + 2d2 (2) = 15
Food: 11.5 + 2 = 13.5
Alloys: 4 + 1 - 2 = 5

It was not a common occurrence for the head of state to visit academy graduations. Less so at an academy on the other side of the world from your own home. However, the student record in question was extraordinary, even for the An'tak faculty. Being relatively young at the time her psionic abilities were verified, she had nearly three years to hone those skills alongside her education, a combination which seemed to bear incredible fruit. Already a minor star in academic fields on the planet, the intelligentsia of the entire federation were starting to take notice after her most recent thesis, "Incorporating Epigenetic Modeling in Genetic Modification" turned a prevailing approach to practical gene editing on it's head.

Kalisa Cul was so good, the federation was considering sponsoring her own lab to play with, and had intimated as much to you before you set out. Indeed, you weren't just planning to see her in person; you were coming to her with the opportunity to be the first Dalfea to be given a position of leadership in an inter-species cooperative.

Of course... that was assuming you were willing to let her go. After making your appearance at the graduation ceremonies, you arranged a private meeting with the young woman. While you would be sure to present the opportunity she would be given in a fine light, you could also make a few promises to ensure you can have the benefit of such a brilliant mind working for the people of Dallon, first...

This is not a choice. The other candidates are so far beneath this girl it's absurd. Instead, you're getting a special choice of what to do with her.
[X] [Researcher] Kalisa Cul, 22
-Genius - Automatically generate SKILL LEVEL * 10 research points towards a random project each turn
-Prescient Researcher - Projects have +SKILL LEVEL * 2% (/2 from primitive psionics) of breakthroughs

[] [Genius] Keep her here, with her people
-Get your head researcher immediately.
[] [Genius] Let the federation have her for the duration of the project, she seems to have taken a liking to it
-Let her be part of the Student Exchange Program for the joint venture, where she can develop valuable skills, get her back afterwards... if she wants to.

---

The beast, Kalvanox, has been jumping more frequently as of late, and not all of it's jumps have been within Federal space. The dragon stirs, and is becoming more active. It is unburdened by the hyperlane network as your sciences understand it, so yours is just one planet among many, many possible targets, but it has been growing bolder, striking at more difficult targets in Federation space, and long-range scans of it's warp signature have been recording steadily larger hauls, and some reports of it's more direct attacks include mass consumption of sapient victims. You are beginning to wonder how long you can afford to risk waiting before it decides to rake it's claws and nuclear fire across Dallon herself...

---

Stockpile: 18 Mineral, 15 Energy, 13.5 Food, 5 Alloy
Dice: 3dTech, 1dCulture

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Joint Research Venture (give tech dice)

Use this format to produce your plan:

[] Plan Name
-[] [Researcher] choice No. I'm not bothering with this.
-[] [Genius] stay or go?
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.

[] Fulfill Federal Obligations (Give X tech dice) (you can only pick one, since only one of your dice are controlled by you)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Integration Education (-3 energy)
-Gain +50 progress towards Theoretical Catch Up(lift).

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Commune with the Dragon
-This is potentially dangerous to the Magus, and at the very least will result in an unpredictable outcome.

[] Request Federal Aid
-This will probably take some time to work through the federal apparatus.

Current Technological projects:
Streamlined Social Programs: 90/250
Theoretical Catch Up(lift): 145/500
Societal Integration: 157/800
Genome Editing: 20/500

Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
 
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