[X] Plan Solid Foundation
-[X] Explore: Green Ships, Science, Larceny-Science (difficulty 6) 3, Larceny (difficulty 7) 2 (Science 3 successes), Larceny 0 successes
-[X] Explore: Jungle, Awareness 3, Medicine 3 (difficulty for both 4.) Awareness 2 successes. Medicine 3 successes.
-[X] Build: Farm-Automatic
-[X] Build: Walls-Automatic, Will finish in 1 turn.
Arc 1, Turn 2
Health 6, Funds 9, Chakra 12, Population 4
Food 0 (if you are in negative every turn you have a minus to food you cannot raise population or recruit or Order.)
Faith 0
Defense 0
Housing 2 (can house 5 population)
Production 0
Generate Funds 0
Hyper Tech 1
Farm
Cost:Free
Time:0 turn
Grants:1 Food, 2 Housing (fixed)
Walls
Cost:Funds 1
Time:1 turns
Grants:2 defense per turn
You can make a wall around you area of inhabitation.
The amalgamation of Ships was in all do reality more complicated then all from one manufacturer in one but this as a good description it was here among the green ships well rather a mix of darkgreen and black she would make her way. Among the metal shafts she's did travel here she discovered it held some secrets she doubted were anywhere else. Going from one ship to another she found the corpses of several beasts having been inverted that's to say their organs and bones were on the outside something impossible with normal Jutsu. Going threw the machines she found a strange device similar to a gun in little regards, it was a green weapon when she tried it a beam of energy slamming into the walls of the ship. Useful indeed. She looked over at some of the broken equivalents of this Weapon, she would slowly take them apart gaining some circuitry and parts she could use.
She knew the ships were insanely valuable but the jungle nearby could also contain some interesting oddities none the less, especially if something had escaped from the ship and attempted to become an invasive species. Checking the nearby jungles for any valuables she was sure there was something and low and behold she was right, the jungle held enough medical herbs for a hospital. Otherwise she was sure there was enough food to supply them this month before they could get something beyond a farm. Still they needed more food to keep their population up.
Surprisingly enough the 'land' in these green ships was actually well planned especially for plant life that produces grazing animals and other animals for example there were vats which contained a large number of fungus though not for eating themselves but feeding other life. They tried to eat those mushrooms by themselves never again it could almost be used for a poison if your goal was trapping someone on the toilet. Still lucky enough no one died from it so that was something.
"By the sage of six paths!!!" Said the now farmer former thief which was not happy as he was trapped in the bushes.
"Maybe next time you will learn to not eat a dozen of something we were testing." Still it could have been worse.
The wall was started which was more so a collection of walls making it harder to make then though she thinks according to her builders its going to take another month to finish, its necessary to protect her people from any of the strange animals from beyond.
So three points 2 personal 1 build since 1 is locked on build:wall
Personal Events
2 points
socialize (talking), Explore (exploration), train (spending experience), Attack (you personally attacking someone or something), Research (studying such as studying Jutsu or making one or studying an enemy)
No matter what you choose you have to include what you want to do this requires a combination of an Atribute and skill
Example:you want to attack a enemy ninja with your sword roll melee + strength.
You target is to beat a difficulty for that check. 1's are botches taking away a success while 10's are two suceesses
On a successful roll or rolls at the end of a month you'll gain points of experience to spend on training.
Socialize ( )
Talk to someone on your ship or who you can got a hold of. Must be willing to talk to you. If you want to convince a person of something you will need to role a skill such as Intimidation or Subterfuge.
You don't need to know this person to socialize with the, for example exploring a town and talking to a random person
Cannot socialize with the same person twice that month/turn
Train ( )
Experience Points: 2
Spend experience points to increases a skill, Attribute or Power. You gain experience by socializing, exploring, fighting, research, dreaming. You can use experience on a crew mate instead of Seagear.
Example:Gaining the next dot in survival.
Experience Costs
Attribute: Current rating x4
New Skill: 3
Skill upgrade:Current rating x4 (for example if you have the 4th dot and want the 5th youd need 20 experience)
Power Upgrade: Current rating x 4
New Power: 4
Research ( ).
Research a topic by using your skills, people on your crew can allow ascess to new subjects of research or help you research. Such subjects include but are not limited to gaining new Powers, discovering new information, and studying information you gained such as Secrets. Combining lore into Rites is done under research not training. Most information such as books and tablets require an occult roll to get a Lore out of them.
Example:Finding out what Yin Yang Release is.
Example: Studying Alien Plantlife, Alien Animal life or Alien Weaponry.
Explore ( )
When you want you can explore a location when you do this you get to choose two skills of your choice I roll, you must put down the skills with the location you want to explore. You can add a part of a location I mention such as the Church in a town
Example:She wants to explore a private office using Larceny (to steal something) and brawl (to attack a guard)
Swift Release:You can spend 1 chakra point to reduce the difficulty on a explore action you can do this a number of times per dexterity (6) per turn. Example:You wanna explore a Dark Ship (dark eldar) so you spend 4 chakra to reduce the difficulty of exploring that this turn by 4.
Green Ships ( )
The Green ships are relatively easier to navigate and do not give off much menace.
Dark Ships ( )
The Dark Ships are very hard to navigate and give up a high level fear to the population.
Surrounding Jungle ( )
Swampland ( )
Or Society Events
1 points (one locked from build)
Recruit (kidnap, Control or charm someone into working for you or promote someone from your forces, this isn't done personally that is socialize)
Strike (a attack or mission done by your agents)
Negotiate (a social role done by diplomats)
Order (establish a rule, law or cultural practice that has effects on your village)
Build (create a group, building, weapon or other thing such as for example an all female body guard unit)
-[X] Build: Walls-Automatic, Will finish in 1 turn.
Rest ( )
Requires 1 Event Point per rest, every rest heals your stamina in health, this also heals your unites, you can rest as many times as you want.
Order ( )
None unlocked.
Buildings
Farm
To build
Wall
Build ( )
You can build 1 building per event point but you can spend another event point on that to reduce construction time by 1 turn.
Magnet Release:You can spend 1 chakra point to reduce building time by 1 turn per chakra point spent you can do this a number of times per Strength (2) per turn.
Hospital
Cost:Funds 2
Time:4 turns
Grants:Heals all unites in the village 1 health per turn.
Monument
Cost:Funds 1
Time:3 turns
Grants:2 Faith per turn.
Granary
Cost:Funds 1
Time:1 turn
Grants:Effects:
+1 Food
+1 Production
+1 Food from local bonus resources improved by Farms.
Requires:Farm
Library
Cost:Funds 1
Time:4 turns
Grants: Reserch time cut by 2 turns
Requires:
Walls
Cost:Funds 1
Time:
Grants:2 defense per turn
Barracks
Cost:Funds 1
Time:
Grants:Soldier
Water Mill
Cost:Funds 1
Time:1 turn
Grants:3 food per turn
Stable
Cost:Funds 1,
Time:1 turn
Grants:Calvary
Training Ground
Cost:Free
Time:2 Turns
Grants:Militia
Ninja Academy
Cost:Funds 1, Production 4
Time:4 Turns
Grants:Spy, Assassin,
Requires:Training Ground, Barracks
Inventory
Klingon Disruptor
Marksmanship Weapon, Laser Weapon
Does 2 health levels per success.