[X] Bipolar World
[X] Multipolar World

I doubt either of these will be the winner, but I just want to focus of the space side of things without managing politics being a major component of things we must handle. Global does that more than the other two.

Regardless of what wins though, I think this quest will be pretty interesting and fun to read! It's been awhile since a space agency quest has been made and I'm glad to see one emerge.
 
[X] Global Cooperative

The reason I think this one's most interesting is precisely because of the need to sell the program and proceed more gradually rather than riding the coattails of a military project and international shocks - it's not the usual dynamic in these scenarios (which makes sense, since it's not historical) so I think it'd be interesting.
 
Shadows running a Space quest? Hell yes.

[X] Multipolar World

Chance for cooperation while still having some rivalry; if we play it right we can just keep bouncing between rivals to maintain our funding.
 
I suppose one advantage of Cooperative is that we're doing low-level politicking from the get-go, vs. The others where we run the risk of their interest in funding us dropping off a cliff (see: IRL)
 
[X] Global Cooperative
[X] Multipolar World

Please don't put us in a situation where some political windbag goes "okay, we got a flag on the moon, time to redirect all funding to guns and bullets."
 
[X] Global Cooperative - You take control of the Global Space Agency. Thanks to an unprecedented bit of cooperation, the Internationale/UN/etc. have decided to pursue a global space program and the countries of the world have agreed to provide you funding. Here you will deal less with outside actors (because everyone agreed to fund you) and more with juggling the political support to keep their support.
 
Vote closed!
Adhoc vote count started by Shadows on Sep 10, 2022 at 4:52 PM, finished with 68 posts and 56 votes.


Gimme about an hour and we'll have an Agency Select page! (Yes I know it's the Global Agency but we've got a few flavors with bonuses I have to balance.)
 
Sad, luckily its fictional global and not realistic global, otherwise we'd be absolutely fucked in doing literally anything :p.
 
Opening//Agency + Director Select
Agencies and Directors

You are the Director of:

[] Interplanetary Exploration Cooperative - The workers of the world have decided to invest some small amount of resources into pursuing space technology in search of benefits for those on the ground.

After the Third Great War, there was a period of massive unrest as the world's exhausted powers crumbled from within, using ever greater violence to control their restive populaces who were no longer content to fight and die for the petty wants of those who had stolen the fruits of their labor and crushed them for so long. They rose up and overthrew their leaders; as the revolutions swept the world, they grew in power and in number until there were none of the Old Nations left standing. Now the world is divided into Regions, not nations, which elect their leaders democratically and can, at will, recall those leaders, to prevent the hoarding of power and wealth. For all the newfound hope of the working class, however, much destruction was wrought, and rebuilding will need to be done, taking away from the resources available to the Cooperative. (Starting resources: 100R + 50R/turn, tattered industrial base (will repair over time), 5 dice [1 Metallurgy, 1 Fuels, 1 Avionics, 1 Facilities, 1 Politics])

[] Intercosmos - The Peoples' Representatives have elected to invest in a truly international program of space exploration, seeking to bring the light of reason and cooperation to the darkness of space.


After the Third Great War, the old powers lay in ruins and the Internationale reigned supreme, bloodied but victorious, having crushed aside its great enemies one after another under an unending tide of metal and patriotic fervor. It funded sympathetic revolutions in every country it couldn't project its powerful army to, inciting the peoples of the world to throw off their chains and rejoice in the company of their brothers and sisters the world over. Now they have remade the world into Nations of their own design, and under the leadership of the People, not Profit. Though the destruction was great during the War, the Revolutionary Era was (relatively) less so, thanks to the support the Internationale was willing to throw behind revolutionaries. (Starting resources: 50R + 75R/turn, intact industrial base (will slowly improve), 4 dice [1 Facilities, 1 Metallurgy, 1 Fuels, 1 Politics]

[] United Space Exploration Bureau - The powers of the world have elected to avoid the horrors of the recent Great War by attempting to foster stronger international ties and cooperation.


After the Third Great War, the Imperial League lay shattered by the firepower and numbers of the worlds' democracies. The Communalist nations of the world, along with their Internationale, have joined - cautiously - with the capitalist nations in the desire to avoid further horror, and from that desire sprung the United Nations. Which, itself, has birthed the United Space Exploration Bureau, which has been charged with exploring the near surrounds of the world you inhabit. (Starting resources: 75R + 50R/turn, booming industrial base (+5R/turn per turn for 16 turns, 4 dice [1 Fuels, 1 Metallurgy, 1 Politics, 1 Facilities])

[] Imperial Ministry for Space - The old powers of the world lay crushed under the heel of the Empress, and she has directed you to expand her grasp into the stars.


After the Third Great War, the Imperial League reigns triumphant, the Empress' legions marching through the ruins of the cities of her enemies. Rebellion is at a low simmer, but the Imperial Court expects that Her Majesty's Intelligence Ministries will root out these subversives and destroy them in time. Your mission, as charged by Her Highness herself, is to put an emissary of the Empire on the Moon within twenty years, to plant a claim on its gray soil and mark it as the property of humanity for all the eons to come. (Starting resources: 100R + 100R/turn, intact industrial base, subversive activities have a chance of causing damage to projects, 5 dice [2 Fuels, 1 Metallurgy, 1 Avionics, 1 Facilities])

[] Space Exploration Technologies, Inc. - The old powers of the world have crumbled in the aftermath of war, and the Corporation reigns supreme.


After the Third Great War, the devastated nations of the world crumbled into chaos and anarchy, but the Corporation was there. The Chief Executive brought order and prosperity to the ruins of the old world (by force, if necessary) and united the world under his auspices. With the old 'protections' of law that got in the way of productivity and profit out of the way, the world's workers have been united in a shell of corporations that all answer to the Chief Executive, directing their lives and labor towards greater profit. You have been tasked with exploring the profitability of space, after the Chief Executive's son took a liking to the stories of one of Imagination Inc.'s authors. (Starting resources: 150R+50R/turn, booming industrial base (+5R/turn per turn for 16 turns, 5 dice [2 Facilities, 1 Fuels, 1 Metallurgy, 1 Politics])

And you are:

[] Penelope Carter [The Director] -
Your skills lie in managing people. You have... a gift, really, for making sure people go where they'll be happiest and most productive, and enough social graces to make sure that if you've got to ruffle feathers, they remain as un-ruffled as possible. You also have a fair few friends in the groups that decide where money goes. [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]

[] Miguel Reynaldo de Alegria [The Scientist] -
Your skills lie in performing science. Ever since you were a boy, you've been curious, and long years of hard work and dedication (along with a sidestep into doing some light chemical synthesis for the Army during the Third Great War) have given you the greatest opportunity of your life: managinc a space program. [+5 to Fuels rolls, +5 to Metallurgy rolls, +1 Fuels dice, +1 Metallurgy, reroll 1 failed Fuels roll per turn]

[] Yao Xia [The Engineer] -
Since you were young you've been obsessed with rocketry and space travel, and your infectious enthusiasm has seen you selected as the head of the global space program. Your skills lie in making systems that work together. Whether it's a factory or a control circuit, you've just got a knack for it. [+5 to Facilities and Avionics rolls, +1 Facilities dice, +1 Avionics dice, reroll 1 failed Facilities roll per turn]

[] Aretas Abdul [The Hero] -
You were the greatest (living) hero of the Third Great War, and your interest in science fiction and your connections have managed to net you a spot at the top of the short list for Director. You may not know quite what you're doing, but your friends believe in you. [+5 Politics rolls, +1 Free dice from Connections, +15R/turn in funding from Connections, reroll 1 failed politics roll per turn]

Aaaand voting's open!
 
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[X] Imperial Ministry for Space - The old powers of the world lay crushed under the heel of the Empress, and she has directed you to expand her grasp into the stars.

Edit: Actually going full space Monarchy sounds fun af.

[X] United Space Exploration Bureau - The powers of the world have elected to avoid the horrors of the recent Great War by attempting to foster stronger international ties and cooperation.
Edit: For Approval

[X] Penelope Carter [The Director] - Your skills lie in managing people. You have... a gift, really, for making sure people go where they'll be happiest and most productive, and enough social graces to make sure that if you've got to ruffle feathers, they remain as un-ruffled as possible. You also have a fair few friends in the groups that decide where money goes. [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]
 
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[X] United Space Exploration Bureau - The powers of the world have elected to avoid the horrors of the recent Great War by attempting to foster stronger international ties and cooperation.

personally this one appeals to me since this it what I thought we were going with the global coperative option

[X] Penelope Carter [The Director] - Your skills lie in managing people. You have... a gift, really, for making sure people go where they'll be happiest and most productive, and enough social graces to make sure that if you've got to ruffle feathers, they remain as un-ruffled as possible. You also have a fair few friends in the groups that decide where money goes. [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]
 
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