Lords of War

Unsure Soldier
Standing to attention, wearing their standard uniforms, crisp and clean. The soldiers of the fort found themselves in front of a government official.

A mouth set in a thin line, glasses framed their face, as they scanned the assembled men and women, with eyes of ice. Their face was stone, giving nothing away. The atmosphere in the room, akin to a scene, straight out of a military play.

The image, however, would immediately break upon spotting the individual, standing beside the stern man.

A young girl, who barely looked like she was out of school.

A few of the younger troops, almost murmuring, confused by her presence. The presence of their seniors, however, kept the greenhorns in shape.

'Their daughter? Odd that they'd bring her here.'

One of these older soldiers thought to themselves, as they stood at attention.

Not that they could judge, too harshly.

'If it weren't so dangerous here. I would have loved to be able to see my daughter and wife everyday. The wish of every husband and father.'

The official spoke. "Everyone, as I'm sure you know. Your former commander, and the men who fell with her, have been promoted posthumously, for their actions in the defense of Vale."

A small pause followed this, for a moment of silence, before the man continued. "However, we cannot leave such a vital defense be leaderless, and thus, we have decided to appoint an individual, who has proven herself quite skilled. "

Confusion almost seemed to ripple across the soldiers, even as they contained themselves.

Shifting their glasses up, the bureaucrat gestured to the young woman at his side, before stepping to the side. An invitation, she took, standing where he once did, with a sort of stilted grace.

There was something odd about how she walked. An observation, quickly forgotten, however, as she made a declaration, akin to electricity, seizing the assembled men and women.

"Salutations! My name is Penny Polendina. I will be in charge of this base, from now on. It's nice to meet you all!"

'The higher ups have officially lost their minds.'

Almost releasing a small sigh, the elder soldier held it in.

'...well, perhaps, her appearance is more deceiving than it seems.'

Polendina stepped back, ready to hand the spotlight back to the paper pusher, only to almost trip, catching herself at the last second.

"I'm fine!" She called out.

'Very deceiving.'

And thus, began the adventures of Penny, newly made flesh android.

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Twin blades danced in the wind, as they shot from a gauntlet, connected through their respective wires, and cutting the air where they stood. The wielder drew them back.

Catching said blades, with the ease of practice, Penny gave a slightly exhausted sigh.

'So, this is what feeling tired is like, how interesting.'

Stretching, she prepared to start again, before a knock on the door startled her.

"Commander, are you here?" A voice called out.

"Yes!" She rushed to the door, and opened it.

On the outside, stood one of the infantrymen, whose name she attempted to remember.

'What was it...Mac Hughes, that's right.'
"Sorry to cut your training time short, but it seems another wave has come."

Mac Hughes stated, saluting. "We could use your assistance."

"I'll be right there!" She confirmed.

----------------------------------------------------------------------------------

Coming in relatively daily, the wave of Grimm surged towards the base. Guns blazed as the soldiers fought back to defend themselves.

A single figure stood in the middle of it all, their swords flying.

Cutting down Beowulf, after Beowulf. Aura protected Penny, as she not only threw her swords, but used them in melee to slice and dice. Her gauntlet covered fists lashing out, when needed.

Mac watched it all, as part of the garrison.

'Can't say much about anything else, but she's a damn good fighter.'

Far more, than he expected someone so young to be.

The Grimm slowly dwindled, and soon enough, they were all dealt with.

Another wave ended, with no casualties to boot.

Tired men and women, checked the perimeter, before making their way back inside.

All the while, looked over by one ginger haired leader.

'...maybe, this won't be so bad after all.'

A picture in the pocket of his uniform, Mac wondered when he'd get to see his family again.
Well I said, I would do it, and I did. Welcome to the first omake of Lords of War~

Wanted to keep things short and sweet.
 
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@Iandude0 Just checking, but what are the number of village actions, and personal actions available tied to? Basically I'm just making sure we won't miss anything that was meant to be obvious about how they work.

They're tied to what you're doing. They're not likely to change any time soon.

I have a general question about how large our Units of Vale soldiers are.

Company sized... ish.

But would 0 or 1 be average in a stat?

0 for a normie, 1 for a huntsman in training.
 
Well that makes sense then for Penny having the levels she does. Now we just got to get her some friends. She will be the avatar of friendship and murderblenders.

Well I am going to bed see you all later and I will see what plans make it to the final selection for me to support or oppose when I wake up.
 
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Q1
Does the personal intervention action apply to a taken village action, or does it give a third VA with a bonus?
Q2
For the personal intervention does the +(1d20+stat)/2 round up, or down? Also can it crit fail?
Down. If it does crit fail, I'd probably just nix any bonus. Not sure about that yet tho.
Q3
If we don't personally intervene, it will be a pure 1d100 for Village Actions correct?
Your relevant skill does play in normally, Personal Investment just gives d20 extra.
Q4
Do Leadership skills scale as +1 or +5 each.
+1
Welcome to being thrown in a role you're not actually qualified for.
Q5
For Drill the Troops, can one Village Action train two squads?
Q6
Will there be personal actions that take personal skills?
There will be actions.
Q7
Is their a stat cap?
None, outside of soft capping by growth limits.
Q8
For lore reasons. Do we know what the question mark near Penny's age is?
Q9
I will say one thing. Some of these options work well together.


From all this we can gather that...
#1: Unlocking Traits to help boost our modifiers or ease DC, will probably be the only thing keeping us from death.
#2: Actions that look like they overlap and synergize are probably meant to look like that, because they do in fact match. Go go, for Fort Diplomacy~
 
While I am not certain that training both the remaining Garrison and Vale infantry won't make them fatigue the chance to interact and gain the respect of the troops both from training and from helping with the farms seems to be worth the risk.
 
As I said, 'Reaching out' and 'The search for new friends!- Ask around the forts' obviously synergize so we should do these two together, if not this turn then next turn.

If we plan on doing 'Canvass for threats' this turn, then it might synergize with 'The search for new friends!- Look around the local area', though that might depend on which Canvass sub-option we take.
 
[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.


1. So after some consideration. I do want to keep the diplomacy synergy, with Reaching Out & Ask around the forts.

2. But I also want us to figure out how combat works, and since the turns are three months etc. We would be doing our jobs with patrols. Only put in 1 force, to avoid fatiguing more soldiers than needed.
 
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[X] Plan: Friends, and Actionable Intel
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.

Alright so put only one force, and keep the second in reserve for next turn to handle either the reports of Grimm activity in the outlying settlements, or whatever is going on in the forests nearby.

The reason to canvas the Nearby Forests is unlike the Outlying settlements we have no clue of the nature of the hostile activity there, and if it is in fact similar to the logging settlement start option it wouldn't take much for "vague reports" to turn into "no reports".

The reason I went with this it should have synergy with Canvas the Nearby Forests, and getting in contact with another player will help with coordinate especially if they're in a isolated start.
 
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I am work so I can't say much but I think we should take the fight to the grimm and secure our area and resources. That means the farms for the food and the Forest for materials. But that can wait right now we should either talk to the other commanders or focus on training.
 
[X] Plan: Friends & Duty

I do agree that we should do Canvass next turn, but for now it's gonna be all about Friends!
 
[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
 
[X] Plan: Friends, and Actionable Intel

Between the two plans given, I'd prefer we get on with the meat of our job. Figure who and where we need to protect.
 
[X] Plan: Friends, and Actionable Intel

Information is key right now so we want to be able to get that information and to secure our position.
 
Hm. The downside about doing the Fortress!Friendship combo is we appear to have two separate areas with potential threats, and there appears to be a turn around of two* turns to proactively resolve a problem. On the other hand the downside of not picking the combo is there likely be an increase in difficulty when doing it, but that seems a worthwhile cost to resolving one of the problem areas before it becomes serious.

*One to Canvas it, and presumably another to patrol the spot to resolve the problem.
 
One turn spent looking and another spent fighting/training isn't a bad thing to do. Just so long as Penny works on one of those as it is needed to improve our standing with the troops.
 
Current vote tally. Gonna keep things open for a while longer. Right now plan friends and duty is winning by a vote over plan friends and actionable intel. They're fairly different plans, outside the consensus that patrolling the immediate area is the way to go.

Vote Tally
: Lords of War | Page 8 | Sufficient Velocity [Posts: 208-217]
##### NetTally 3.1.0

[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
No. of Votes: 5

[X] Plan: Friends, and Actionable Intel
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
No. of Votes: 4


Total No. of Voters: 9
 
[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
 
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