Turn 3, Psionic Census Program
Powerofmind
In Madness Fallen
- Location
- United States
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.
---
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
Current Technological projects:
Streamlined Social Programs: 90/250
Theoretical Catch Up(lift): 34/500
Societal Integration: 121/800
Current Cultural Projects:
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
-[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.
-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.
-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
---
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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