A Hive for The Galaxy (Sci-Fi CK2-style Quest)

Turn 2--2427 (B)--Martial, Diplomacy, Stewardship
Turn 2--2427 CE (B)

Being a leader without a title, without a government except what was gathered around them was a strange thing. It had its on days and off days, but most of all it involved talking and traveling, from city to city, place to place, seeing a thousand different types of people. Talking and more talking fill Vorzhan's day, and they learn more than they ever wanted to. Sometimes they don't sleep well, sometimes they wake up terrified. Their body aches and every day there are dozens, hundreds of meetings. The world is watching and she doesn't want to screw up.

Some nights all that can be seen are how much more work he has to do. Their every action turned over rocks that led to monsters and disgusting slime. Despite all of the success and effort, in the end it seemed only to have doubled and redoubled their efforts. The one bright spot was Kikkizit, who was turning out to be a capital fellow, and their other friends, slowly gathering together. The Professor turns out to be good at Jaminit, and a fair drinker of Lariferm. The latter was perhaps not so good considering the way Hazitean got when taking that, though Lariferm was the least of the problems facing her. Either way, they were good company, but only that.

Hazitean, on the other hand, had shown up in their rooms at night sometimes, with offers of companionship. But it wouldn't have worked, and Hazitean needed a friend far more than a lover, help far more than either of those. And so they'd abstained from it, and slept alone and watched the stars, and the vast blackness there. Every culture had them, made pictures and meaning in them, and yet this was a planet from a time when the stars were well understood, from a time where there weren't formations up there, symbols and patterns.

In a strange way, it made Vorzhan feel as if they could chart new formations and symbols, shapes and designs in the stars, without the past to drag them down, drag everything down perhaps into oblivion. The past would be the death of Gazinitah if anything killed it, and if the future was just a void of fiery stars and foreign powers, at least that was more appealing than having to read yet another balance sheet or consult another economist who all but ran for the exit when confronted with how to solve the issue at hand.

The food was interesting, but that's all there really was to say about being a leader. And at least that was something like success. The meetings about the mysteries in the colonies, the reunion with Yahiza and the drinks shared together, these had something like worth even if they plunged Vorzhan farther and farther into the black morass that was leadership. He wondered about the former Monarch, and whether she'd been aware of as much of the difficulties. Had she been another figure trapped in a maze of her own divising?

*****

And that didn't count the failures, like the message Vorzhan got back from his ambassador, an anti-slavery activist given the job of trying to retrieve the Xvorzit slaves. They were ignored at the door, insulted a week later when they finally got to talk, arrested briefly on suspicion of plotting to free the slaves when it turned out they weren't an official ambassador with diplomatic immunity, and then it was revealed that they'd been sent to another, more trustworthy Hive. The ambassador was sticking around mostly in an attempt to salvage something of Gazinitah's reputation, but their words were harsh, downright withering, towards the Ilwari and their policies.

But, at the same time, who could blame them?

For a time, all the way up until the end of the first half-year of their rule--though even that was a loaded word--it seemed that the economy was the only high-point. The permit system proved broadly popular and began to even generate more wealth than before, now that it wasn't entirely ignored, and the donation towards the schools operation was welcome even as there were questions about the education system raised in the past few months as activists began to let their voices be heard. A thousand groups met, and talked, and began advocating, often to Vorzhan's face, their ideas. It was hard sorting through them, coming to some sort of logic, but it was a process that Vorzhan was starting to understand.


Educator opinion slightly increases, +50 Wealth a turn.


*****

Then the popular singer had agreed to come and hold a huge concert. It'd been broadcast around the world simultaneously, with holograms of her performing at each location, exact replicas of her actions and movements with live music in each place. Beskis the Bard had showed up, crashing the place and talking to Ulla directly and, remarkably, getting up on stage with her where they'd both performed. Vorzhan looked into it and found that some parts of it were staged, and others not so much. Either way both had a platform for their message, and hundreds of millions watched directly, with billions of others watching reruns of it or watching it via the holocast. Kikkizit had even shown up near the end to shake Ulla's hand, and the leader, Vorzhan, had had an even more rigidly defined meeting with the pop-star. She was strange-looking, but then all humans were. Dark skin, a small nose, no head-wings, lots of fat on some parts of her body, seemingly at random, she was--Vorzhan supposed, and knew enough to tell human genders apart almost all of the time--pleasant enough. Sorta dramatic and loud, but then so were Xvorzith, and they talked for a short time before parting.

Still, the press was very good, and a number of magazines and journals formed via the holonet in the aftermath, dedicated to the upswing in cultural interest that the visit entailed, and intergalactically, Ulla's comments in approval of the new democracy did turn a few heads, however briefly.

*****

But the true moment of renewal for Vorzhan's sagging fortunes, their own internal sense of their ability to make changes, came with an election. A modest move was met with...well. It was a little like flirting at a Natid Pit and winding up finding a mate-for-life. The slight public announcement was met by another slight public announcement, carefully crafted and surprisingly positive. And then another message, sent by Mutumbo, through backdoor channels.

(A Quiet Word: 1d100=96+19 (dip)+5 (Ulla)=120, super critical success!

(Seeing shadows: 1d100+29=117)

And through more direct actions. At designated points you find [300 Wealth] of resources and aid, primarily in the form of school-software and several pieces of technology, but also including several minor loans granted by private figures. And a message asking for a meeting soon to discuss the potential of democracy on Gazinitah.

Then, through even more covert channels, one of the states in the Iashec republic had declared itself willing to talk on the issue of treaties and lessening their burden.

It seemed as if Vorzhan had finally caught someone's attention.


Wealth: 4222+100+50+300-25-5=4640


Martial: The military situation continues to irritate, but now you have at least some idea what is going on. Hazitean isn't quite an advisor yet, but it's moving towards that direction...slowly. Hazitean *may* auto-complete one (or rather auto-attempt) a project on the list depending on how well she rolls in a secret roll. (Pick two)

Crazy...and Brilliant:

Hazitean is not the most stable of Xvorzith, not even close. But her thoughts are electrifying, for all that they are scattered and strange, but without official authority and backing, there's only so much she can do. But she's addicted to several substances, as is quickly becoming clear, she has severe mental issues that hadn't existed when you last saw her, she doesn't want to talk about what happened to her, she shifts rapidly from cruel to playful to even flirtatious with you, and adds 'rude' to that when she wants to, and she's hardly made a lot of friends among the soldiery, who are reluctant to accept her.

And she's aware of this, and when not dismissive she realizes that...she's not okay. That she hasn't been okay for years, and that maybe she shouldn't step into the position. It'd take some convincing of her and the military to let her in on that.

Cost: 50 Wealth
Probability: 30% (Success on a certain personal action might increase it by 10 or (less likely) 20 percent.)
Reward: +2 Martial Actions, Hazitean starts presenting her ideas and reforms, possible drop on soldier opinion.




Search for an Martial advisor:


You could decide to give up on Hazitean as hopeless and get another military advisor instead, of course. It'd be more popular at least with the soldiers.

Cost: 100 Wealth, 100 Wealth a year (high salary).
Probability: 60% (40% with any actions that involve annoying the soldiery), better rolls mean better candidates.
Reward: A few options, some choices for who to appoint. Increased soldier opinion


Colonial Police

The colonies have their own military forces, with their own (far smaller and uneven) budget. They, even more than the army, function as much as police as anything. You could make sure you have control of them and figure out what their situation is, whether there are any funds there that could be creatively transferred, and of course whether they are loyal and competent. The colonies haven't stepped out of line, but neither are they completely integrated, and the situation is still more than a little confused.

Cost: 50 Wealth
Probability: 65%
Reward: Options, an outlook on things.


What Did You do Instead?

They didn't patrol as part of the Repatriation treaty. What did they do, then? All of those times they went out. Where were they going, what were they doing? It's all a bit of a puzzle, and one that might be important. Or it might be nothing, it's hard to tell, naval affairs aren't your area of expertise.

Cost: Free
Probability: 40%
Reward: Information.


Moonraker:

It's an audacious plan to say the least, but somehow Hazitean has found a single person who thinks she's crazy...and likes her brand of madness. And they've put together a plan to attack the Pirates' Moon. A full naval task-force will hit it hard and fast followed by a deployment of ground troops to roll them up, take evidence and witnesses, and otherwise get everything, all in the name of anti-slavery. After all, Gazinitah is a proud signatory of the Repatriation Treaty...right? Even if it's not, as you know it actually isn't, slavery is still against the law and it's certainly possible it could be massaged into legitimacy after the fact. Either way, it'd be a bold and daring strike and, besides everything else, give leads on Zaeswin if it succeeded.


Cost: 400 Wealth
Probability: ???, better you roll, the better.
Reward: Start War-turn, potentially controlling Hazitean, attack on Moon. More James-Bond-Movie-Title-References.



Gun it!


That Farsha Mk 2 handgun, and its long-gun version, is a horrible gun. You hate that weapon with a passion. As petty a thing as that is, you hold that grudge very deeply. It's a loud, inefficient weapon, a hog of energy and bullets, and you've seen civilians that have better weapons. You could try to convince the soldier-castes to buy some of a better model and make, in fact you have some ideas already. And you're going to start by buying some on the budget you know about, maybe do some trials to show how much better they are?


Cost: 700 Wealth
Probability: 50%, 60% with Talk to the Soldier Caste
Reward: Your defense forces start using guns that, while not cutting edge, are at least a little less completely and utterly out of date. Also, you're convincing the people who you might be prosecuting to arm themselves better. :p


Gifts are not Warlike

You need to begin finding some way to even out the budget. And to begin with, the place to cut is the gifts, the graft, the very obvious areas of failure and problems, even if it does annoy some soldiers. Ultimately reducing foreign dependence here is a lot more important than the feelings of the soldiers, and seeing as looking at the loans ticking upwards feels to Vorzhan like watching his life slowly drain away. It was...well, none of it was anything she wanted to deal with, and it was only going to get worse, year by year by year.


Cost: 100 Wealth
Probability: 70%
Reward: Gain between 400 and 800 Wealth per turn to put towards reducing foreign investment or military budget-areas, will roll for that, represents how exacting your cuts are, as it were. Reduced soldier opinion.


Loans Adjusted

Each turn you receive [900 Wealth] worth of Iashec investment in your military. You could reduce that to 0 and shift the money around, paying for it with inflation, internal loans, and other obfuscating methods. Ultimately it'd be a drain and a problem, but it could be done, and once there's actual revenue within the military budget, the holes and work-arounds could be removed.

Cost: 50 Wealth
Probability: 75%
Reward: Debt to Iashec increases only by their investment in the Black Budget, -900 Wealth a turn until you figure out how to patch that leak/lack.



What's With Research?

They are paid almost nothing, exiled to a moon of Gazinitah, and they get all sorts of weird communications at odd hours. It's really, really odd and makes very little sense. Some of their research is medical, and there are at least a few small papers released from them in the last year, but other than that...it's really, really odd. What's going on there? It's all pinging your...well, your nerves, and as someone who has been successful and alive for all of these years, your nerves are most definitely something you listen to.


Cost: 20 Wealth
Probability: ???
Reward: Find out what the hell's going on there, ???


Tanks for Nothing!

You have tanks. Lots of hover-tanks, just sitting there. They weren't rolled out because of fears about the escalation of violence, and there are calls to sell them. Or at least some of them. A lot of them are really, really old and outdated, and apparently keeping them up is expensive, eating up a good deal of resources more than newer models, which while outdated haven't been completely and totally supplamented as useful by every other power in the galaxy. You could sell them, for scrap and parts and--once properly disarmed--for historical re-enactment and other such niche usages.


Cost: Negligible, (basically 0 Wealth when it's all factored in.)
Probability: 70% (Failure means you don't find buyers, get a bad price, some of the tanks get stolen by nuts, so on. You'll still get something.)
Reward: 250 Wealth, 500 Wealth freed up per year, smaller but more up-to-date tank corps. Possibly new Options if you roll well enough. The joy of imagining historical re-enactment with hover-tanks.


Security or Liberty?

There have been calls to decrease the scope of the defense forces to interfere in internal affairs. The police should handle it, and the idea that there is a need for forces with special weapons or more militant tactics to deal with crime seems to many a sign of all that was wrong with the old order. Others have argued that in these chaotic times the need is greater than ever. Separating them and enacting laws to further this split would cost little directly, but could cause bruised egos and negative effects. The demand for this is increasing, and at the moment, resting under military control, police-reforms are all but impossible.


Cost: 150 wealth
Probability: 60%, failure means laws are poorly written, bitterly opposed, or wind up compromising and not fully separating police and defense-forces.
Reward: Separate police and defense forces, updated planet page to represent this, improved opinion of the common Hiver, grumblings among the defense forces, ???




With the Fleets

You are not a bug that gets along with ships. You sometimes get a little sick, really, in hyperspace. But you know that the fleets are important, for fighting the pirates, protecting the world, all sorts of things. Learn more about the fleet. How loyal are its officers, other than the few you know personally that you'd be sending orders to and hoping they could work out everything else? How good are its ships, does it have enough in the way of budgeting? There's a lot you don't know, and that's not a good thing when they're sitting overhead with weapons that--were it not for treaties against it--could scour all of the life on the planet if given long enough for a sustained bombardment.


The budgetary information and the links with some of the lower officers have given you an in towards this.

Cost: Free
Probability: 75%
Reward: Fleet information acquired, possibility of gauging the opinion of the fleet towards you, possible improved relationship with them.


Talk to the Soldier Caste

You've known soldiers, you've befriended soldiers and loved and hated those from the soldier castes. They are people just like anyone else, as much members of the Hive as any, and you could talk to them, get to know their desires and their fears, and try to open up to them.

Your relative laxness has gotten them to open up somewhat for the moment.


Cost: Free
Probability: 70%
Reward: Improved relations with soldier-castes, get gossip/news/information about their concerns and what their leaders might have in mind.

Diplomacy: You're getting used to talking to the people, and it's starting to show, if only it was that easy to talk your way out of the mess that seems to have enveloped your planet in terms of the treaties. (Pick 2)

No, seriously, what happened?

You are going to talk to the monarch, and anyone that you can find. It boggles your mind and gives you a headache every time you think about their misrule. You need to talk to them, figure out what happened and why it happened, in order to prevent this sort of thing in the future. And because your suspicion of them has increased dramatically over the last few months, to the point where you're half-afraid they're working against you.

Traitors, the lot of them, Hazitean says, deserving of being pushed up against the wall and shot. Your disagreement when she says it is rather...less vocal than it was before.


Cost: 50 Wealth
Probability: 50%
Reward: Information, knowledge, options.


Caste of Diplomats?

You have an entire caste of diplomats. Just...how good are they? Have they been doing a good job? Are there any candidates from within there that you might promote to ambassadors? Any major problems sneaking up on you? You need to find out.

Your faith in them has been shaken, or at least the ambassadors, but it's also convinced you that you need someone on this yesterday.


Cost: None
Probability: 60%
Reward: More options, have some choices for a diplomatic Advisor, ???




Repatriated Repatriation

You could bite the bullet and go through the proper channels to sign onto the Repatriation treaty directly. It'd be a long process, and at the moment the intergalactic trust isn't there, but it's the least you can do, and while it might be problematic, there are many more among the few who yet know of it that are appalled and want to correct the problem as soon as possible. And if it spread, knowledge of the fact that the treaty was not signed, these calls will no doubt get louder and louder.

Cost: 100 Wealth (sending people to argue the case, etc)
Probability: 40%
Reward: Sign onto the treaty.



Possibilities: Human Powers?


One of the more obvious ways to look diplomatically is towards the various human powers in the regions. Acquire dossiers on them, learn more about their trading needs, figure out as much as you can about them for the purpose of having more complete diplomatic relationships later on.


Cost: 200 Wealth
Probability: 60%
Reward: Options.


Possibilities: Xvorzith Hives


Even more obvious are the other Xvorzit hives. Many have governments similar to the one you're trying to set up, so you could talk to them, try to figure out how you might work together. It'd be easier in some ways, though ultimately you are competitors as well as friends in the economic struggle. But it's certainly something you could follow up on.


Cost: 200 Wealth
Probability: 70%
Reward: Options for the option god!


Learn the Will of the Hive

What do the people want, diplomatically? Are there any groups that haven't been heard, are there options that have been ignored because they have come from outside the usual context and the corridors of power? You should ask around, start to get to know the people's will.


Cost: Free
Probability: 70%
Reward: Options, Learn the Will of the Hive on these matters, increased commoner opinion, ???



Fair, Balanced and Well Funded

You need to work things out a little better. Some more money and this time make it stick, increase funding and it can still work out, you're sure! Hire some better news-people, vary up your programming, it's all possible, it seems. It just is going to take a little more work.

Cost: 400 Wealth, 50 more Wealth a turn.
Probability: 70%
Reward: Finally get it to work.


Reveal the Treaties

The nature of the treaties you've signed onto will get out eventually, likely sooner than later. So you could try to reveal it in a way that allows you to minimize the damage, going around and talking to people, trying to get the Hive on your side when it comes to this very pressing. You'd go around, complete with ads, media information, events designed to raise awareness, a full attempt to spin this as best as can be done.


Cost: 100 Wealth
Probability: 60%
Reward: Information gets out, populace backs you on this.


Talk to the Colonies


The administrators currently in charge might or might not have to go, but either way you need to make sure everyone's working together, legs locked and all of that. Talking to them and making sure there are not any concerns or problems you're missing is a good start to that.


Cost: 25 Wealth
Probability: 65%
Reward: Information, concerns, increased contact.


Winnow the Ambassadors


Which ones are incompetent? Which aren't? You don't know, and at this point you need to set things up to send ambassadors back out and re-establish ties with other polities. To do so you need to find out the corrupt ones, the incompetents, and also find those outside of the Diplomatic Caste who might be tapped as ambassadors to assemble a team to restore the full diplomatic functions of the government in a way that allows your interests to be advanced in a proper manner.


Cost: 100 Wealth
Probability: 60%
Reward: Sort out ambassadors, are now prepared to work in your interests, ???


Renegotiate

You could send someone (or yourself) to the Iashec to attempt to negotiate the treaties they have with you. Try to tone them down, try to begin the process of wriggling out of them or at least moving away from them cautiously, carefully, and slowly.


Cost: 100 Wealth
Probability: 100%
Reward: Diplomacy Turns' where you send someone (or go yourself) and negotiate and talk and etc, and see what you get out of it.


Talk to Sol

Prime-Minister Mutumbo has sent an offer to talk, to discuss things. Very privately and very carefully, but it is an offer that seems genuine. You could take them up on that offer, there's surely much you have to discuss with them. You or someone you send, that is. There is the chance it could go wrong, but it seems such an obvious opportunity, and the temptation is strong.


Cost: 50 Wealth
Probability: 100%
Reward: 'Diplomacy Turns' where you send someone (or go yourself) and negotiate and talk and etc, and see what you get out of it.

Stewardship: The economy is improving, even as it seems more and more likely that there are fundamental problems with your budget. Your people, on the other hand, are in the midst of a moderate economic upswing, and this can and perhaps should be channeled in the right method. Yet there are still calls for more protection of workers and regulation at the same time. Your attention is divided, and you're very busy, driven to exhaustion by an economic situation you aren't trained to handle. (Pick 4)

Colony Administration

Try to arrange the administration of the colonies in a way that will work better. Right now there are appointed governors and small-councils and the like, you could bring democracy (and people who are more surely in your pocket) to the colonies!


Cost: 100 Wealth, 50 Wealth a turn.
Probability: 60%
Reward: New colonial administration, stronger hold on them, options.


Colonial Holdings

The colonies exist to be profitable, and to profit the Hive most of all. Work on getting production in them back, figure out where the levers of power are, and try to figure out whether the Iashec and other powers have any hold here. After all, your economy needs all the help it can get.


Cost: 250
Probability: 60%
Reward: Colonial economy back on track, foreign influence in the economy detected, options.

Buy-out?

You know the Iashec have holdings on the planet, tax-free other than bribes and a few taxes they aren't immune to. You could research and begin buying out the smaller of the holdings and companies, while seeing what else you can do. Ultimately you want them all gone, yet short of nationalizing them in an overt act, it's going to be expensive and take a while, but it might have very positive effects on the economy.

Cost: 500 Wealth
Probability: 50%
Reward: Government now owns several companies, potential wealth increase, options on what to do with them, knowledge of the larger or harder-to-buy-out Iashec firms.


Open Up Avenues

Your trade is far too one-sided, producing things for the Iashec, for Stendar, even some things for the heretics. Not anything like a reasonable split. You could invest some money in opening up trade with other powers, incentivizing it for your business-class and seeing what comes up.


Cost: 50 Wealth, 100 Wealth a Turn
Probability: 50% (If failed, will be rerolled for free next turn.)
Reward: Give business, tax, and other incentives towards opening up trade, gets new options, has a chance to start generating Wealth in taxes and economic expansion.


Unhelpful Taxes

There are taxes designed towards the underclasses, like the way that there is a tax for having more than one sac worth of kids, or the extra taxes levied if you live in houses constructed by non-builder-caste members. Those you know about. Your former caste. Tons of them cluster, and then there are payroll taxes, and taxes on basic necessities, and 'buy in' taxes designed to make sure that each and every member of the society has 'chitin in the game.' It's all rather problematic, and bizarrely enough, here Hazitean is taking the lead in advocating against them. She was born poor, and still remembers those times.

Cost: 300 Wealth
Probability: 60% (Hazitean gives a +20 bonus.)
Reward: -600 Wealth a turn, Worker opinion increases, potential long-term gains.


Exemptions Must Go

The Ruler-Caste doesn't pay taxes. The merchants don't pay import fees. People of the military caste have 50% discounts on all taxes. The Diplomatic Caste is immune from all import and export fees, as well as any fees on gifts they receive, and there are a thousand other exemptions. Some are not entirely bad and might be turned into some sort of 'tax-credit/reduction' sort of thing, like with teachers, or with builders and house-property-taxes or so on, but a lot of it just can't be defended at all. Rip it all away, and let the light of taxation finally hit them.


Cost: 250 Wealth
Probability: ???, rolling better means you get more.
Reward: 500-1000 Wealth a turn, targeted groups will like you less.


Lower Taxes

The counterpoint is that the exemptions, while unfair, are also the only thing keeping the system going. As utterly messed up as the taxation system is, if everyone was getting hit equally it'd fall apart. More efficiency could, some argue, lead to depressed economic growth. Yet at the same time lowering taxes would lead to a large shortfall, and in the long term everyone admits it isn't a solution.

Cost: 100 Wealth
Probability: 50%
Reward: -800 Taxation income, tax burden reduced, mitigates for exemptions, preventing the economy from dipping, but might create difficulties in the future. Increased opinion of you across the board, though.



No Mr. Bond, I expect you to mature in 5, 10, or 20 years

Bonds are an idea that Kikkizit suggested off-hand, having read about them in both Xvorzit Hives and Barsa and Human worlds. It gives a way for the common citizen to invest in the government at a time where the question of corporate investment is rather muted. It would, of course, have to be set up well, and more than that it would be subject to the whims of consumer interest and confidence. But it could make money and it wouldn't step on any toes.

Cost: 150 Wealth, 25 Wealth a turn (for the structure and such)
Probability: 80%
Reward: Unknown amount of Wealth per turn, increases and decreases based on the confidence the people have and the economic situation. Currently estimated to be between 250-300 Wealth.


Study the Workers' Plight

You know there is abuse. You mean to stop it, ultimately. Hours too long by their own laws, work too dangerous in a day and age when there's no good reason to use workers as if you're back on the home-planet, back when the Industrial Revolutions, to borrow the human phrase, were going on. You could investigate into these abuses, and get to the bottom of it.


Cost: 500 Wealth
Probability: 75% (60% with 'Restore Productivity)
Reward: Learn more about potential abuses, open up options, potentially increase worker opinions, potentially reduce merchant opinions.


Restore Productivity

The money needs yet to flow. The economy is starting to get back on track a little, but it still needs a boost. Or rather, production needs a boost, since now that the numbers have been laid out before you, it is quite clear that the economy was spinning towards the gutter, towards a place where all of the productivity in the world would just mean more money wasted paying taxes that would go to servicing a debt heedlessly acquired. Either way, there are still many that argue that this is potentially dangerous to the worker.


Cost: 600 Wealth
Probability: 70% (50% with 'Study the Workers' Plight).
Reward: Potentially increased mercantile-caste opinions of you, potentially decreased worker opinions, economic production resumes full-tilt, income gained from that.


Talk to the Castes


There were certain castes that that ran the bureaucracy that the ruler-castes led, they organized the economy, they did much of the middle-management. And they have been cast aside for the moment. You could reach out a hand and talk to them, learn about their concerns and see what they know?


Cost: Free
Probability: 80%, roll 1d100+Stewardship+½ Diplomacy to see how they take it.
Reward: Information, more knowledge of what they think of you. Opens up options.



Judicial Activism

Judges are terrible, chosen by inter-caste mechanics, and not remotely fair. You can solve all of these, taking the selection away from the Judicial Caste, for the moment doing it via appointment, and eliminating those judges that don't measure up. Eventually you'll have to stop doing it by hand, it's not efficient, but for the moment there's at least enough information to start throwing out the worst offenders and starting with a clean slate, however difficult in time and work (with lawyers) it would be.


Cost: 150 Wealth
Probability: 50%
Reward: Judicial oversight, options.


Lawyer Up


The standards for lawyers is both far too strict and far too lax. Call attention to their problems and change the standards in a way that doesn't lead to as much railroading. It'd take money, potentially money you don't have, but it'd improve standards some. And keep lawyers from acting only in the interest of winning over anything like justice.


Cost: 100 Wealth a turn.
Probability: 75%
Reward: Better lawyers and law-situation. Options might eventually open up (give it time.)


Sweep the Laws

There are many laws that are currently still being used mostly as a tool against those the government or society doesn't like whether they are guilty of anything or not. With a single wave of your hand you can eliminate them. At the moment you can't see the forest for the trees in arguments about murder, police action, drug-policy and so on over the blatantly problematic laws designed only to silence dissent. At the moment they're only just starting to hesitantly be employed by a chastened justice-system, but if not eliminated, it's likely to continue.

Cost: 100 Wealth
Probability: 70%
Reward: Worker opinion increases, laws are more fair, options (Ia, etc, etc)



Palace Fees

No. Get rid of it. You cannot possibly accept this as a valid use of economic power of your country, and you have to at least reduce it. It'll be dicey, and there might be calls against it from some, while others call for its complete elimination. You'll try to balance it, reducing it greatly while not leading to protest or dislike.


Cost: 50 Wealth
Probability: 70%
Reward: 500-1000 Wealth, potential raised/lowered ruler/worker opinion. The rest of that money (300-800 Wealth) would have to be gotten at in the budget more subtly because it's less obviously payoffs and might cause a bigger stink.


Diplomatics?

How much of that huge diplomatic budget is corruption? If any of it is, can it be taken away? And is there any waste or areas where it could be trimmed down even if it isn't corrupt? You're still not at the 'belt tightening and desperate scrabbling part...well, mostly, but surely there's a little fat there.


Cost: 25 Wealth
Probability: 55%
Reward: Wealth? Information? Options?


(Free) Money is Money


You're paying 5% a year on debt-servicing. The agreements say that you only have to pay 4.5 percent. It's not much, but at this point you're just about to start looking under the couch cushions for more money.


Cost: Free
Probability: 100%
Reward: Money owed grows slightly faster, have a little be more money each turn to your own, 25ish.


Search for an Advisor

You need help. Being able to fund a resistance movement or a secret holo-cast channel or do your household budget with your eyes closed and not counting off on your digits is not the same as running a world economy. Search for someone to help you.


Cost: 200 Wealth, 100 Wealth per turn to budget for him.
Probability: 100% (roll to see how good of a selection you find to choose from.)
Reward: An economic advisor. If they have a higher Stewardship than you than you can finally have time to take a breath without numbers swimming through your head. Number of Stewardship options likely to stay the same, but taking time off of focusing on it will give +1 Personal actions.


(Hive) Caste or No Caste

It'll begin small, aimed at the specific complaints addressed to you, rather than at the issue as a whole, but something is better than nothing, right? Remove restrictions on low-level jobs that exist which protect them for certain castes. It's not targeting the soldier-caste, the rulers, the merchants and the diplomats yet, nor other high-value castes, but it's part of a process, or it can be seen that way. However, some argue that taking small steps won't solve the larger problem and that it's premature. And yet the call is strong.

You HAVE to act against this evil, there is nothing in the world more important than this, many say, and their voices wash over you, an endless tide of complaint that you can tell represents something deeper than merely a few people wishing for jobs they don't deserve.


Call: High
Cost: 100 Wealth
Probability: 60%
Reward: Caste prejudices in small positions attacked, potential loss/gain of opinion in several groups.


(Hive) Bad Worms, Bad Company

There is consumer protection on the books already, you just need to enforce it. Target the companies pointed out, act against them, and make them actually do their job. Properly. Hit them with all of the legal force your government can currently muster. The companies have subsidiaries, they have power, and yet ultimately they shall answer to the people they have hurt by their flagrant lawybreaking, they must if there is to be any justice in the world.


Call: Moderate
Cost: 100 Wealth
Probability: 60%
Reward: Consumer protections in place, possible fees from settlements going to you, worker and Hive opinion increased.


(Hive) Public Transportation


Public transportation needs to be better, that much is rather obvious. And there are some calls to do so, even though it is indeed quite expensive. It'd be best at the moment to start with the areas of complaint, a set of Hive-Cities on the southern continent, solving their problems directly without going for the big, sweeping gesture...yet.


Call: Low
Cost: 150 Weath
Probability: 85%
Reward: Public transportation improved in one area. Increased worker opinion.


The Moneybags

The ruler-castes, the bureaucrats, they have money stored away, hidden away. The rich, the powerful they always do. Vast fortunes immune to taxation, immune to sense, covered in blood. You could free it, as it were. Fuck what the former rulers say, the money belongs to the people, through your own will, to spend for their betterment.

Cost: 200 Wealth
Probability: 50%
Reward: ??? Wealth, Caste and Ruler-Caste opinion lowered, perhaps dramatically, ???
*****

A/N: So, a new mechanic, Call. Basically it represents how strong the call for it is, and thus how much the people want it. As your Will of the Hive increases, the speed at which call increases and what options have it also increases, and ignoring Call can lead to troubles. But an action with a high 'Call' just might be done anyways on its own...which can be good or bad. I'm still experimenting with the idea, but I think it fits with everything else I have worked out for Will of the Hive.

Additionally, the odds and costs of some actions have changed.

Also I'll warn you ahead of time, there's totally a chance you could have "War Turns", "Diplomacy Turns" and "Intrigue Turns" this turn.
 
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Turn 2--Intrigue, Learning, Personal
Intrigue: This is your arena, and now things are starting to come together in some ways. You have options, not as many as you'd wished, but things are picking up, and Yaziha is helping you out for the moment. Chance he'll do one of the more sedentary actions each turn (he's not an official advisor though). (Pick 3)

In The Black

Find the areas where the Iashec are donating money to your half-defunct spy-system and try to reduce it our even eliminate it. It might lead to budgetary squabbles, but it's the only way you can be sure that you're not bleeding more and more each turn.

Cost: 50 Wealth
Probability: 70%
Reward: Iashec investment reduced, -Wealth of some level.


The Dark Side of Reconciliation

There are enemies. They can be found, those that did the worst. Even though reconciliation was done, accidents could be arranged. Or more honestly, they could be found to be continuing bad behavior through basic monitoring and then be hauled off, to see what to do with them from there. It might turn out badly, it might be accepted, who knows.

Cost: 100 Wealth
Probability: 50%
Reward: Worst war-criminals still present taken in/dealt with, options.


Casino Royale

You are going to go yourself. Ignore that guffaws from some of your guards. You are trained for it, and with their support you can manage it. You'll infiltrate under the guise of a worker on the make, running from the new government, an identity you've carefully crafted, with changes of clothing and sprays and dyes to make it harder for you to be picked up on, though your head-wings are the one difficulty. Either way, with the right clothing even that can be minimized. You, alongside other agents, will infilitrate in, find Zaeswin, and hopefully extract him quietly to receive justice.

Cost: 200 Wealth
Probability: ???, Roll to see how well it starts, but…
Reward: Start of an 'Infiltration Turn', will make further decisions during that.



Grubs in the Muck

Criminal organizations have blossomed. Narfit, the Barabans, the Yissili Mission, the various street gangs, the city-wide groups and the large, corrupt groups that oversee the black market that has been shrinking, of course. You could use the bugs and information to begin targeting them, though there's a risk of them finding it out, and while some of it was corruption, even accounting for that, the previous government hadn't had much success in this. On the other hand, even the basic monitoring you've done shows increased activity, and there's this itching suspicion in the back of your head that they're planning something big.

Cost: 150 Wealth
Probability: 60%?
Reward: A few high-level busts, find some of the criminal gangs and start regulating them. Forcefully. ???


Patterns of Behavior

You can monitor the forums and online conversation in several heavily-trafficked areas, not to catch criminals but to notice patterns of thoughts and to better be able to predict just what's coming. Are people growing angrier, is dissent rising, is there a drop in activity that might mean they've found a way around the bugs?

Cost: 100 Wealth per turn.
Probability: 65%
Reward: Information, knowledge, potential options each turn.


The Infernal Archive

Records were kept, in theory. In reality it's a rat's nest, and it's hard to tell. Many are encrypted, speaking of dark deeds, or hidden from one part of the Black Budget. The thing is a tangle. But within all of it might lie secrets, or information on Zaeswin, your target. Either way, you need to learn more about just what the government was up to.'

In light of the new information, this has gone up some in priority, since the ties to the Iashec are...troubling to say the least.

Cost: 100 Wealth
Probability: 40%
Reward: +10% to all other Intrigue rolls this turn, opens up tons of new options. Information.


What are they saying?

The Ruler-Caste, the former Monarch and so on were immune to at least the bugs and programs you have access to, but you could find the codes for where they are monitored and work on setting up your own spy network. You need to know what they're saying and thinking, and whether they are planning anything against you. They gave up peacefully, but they certainly didn't *choose* to give up.

Cost: 350 Wealth
Probability: 50%
Reward: Monitor the former Monarch and her children and allies, open up options.


Colonial Eyes and Ears

The colonies are a big question mark. You could rectify this through viruses, agents, and other such forms of infiltration, but it's a long journey with forces you aren't entirely sure of. But considering the dangers the colonies pose, and are in, it might just be worth it. The operations would be delicate and complicated, but you just might be able to do it.

Cost: 400 Wealth
Probability: 30%/40% (with either Military or Diplomatic versions of dealing with the Colonies)/60% (with both)
Reward: Information. Options.


Redeeming the Aroane Special Group

The most famous special-forces group is the Aroane. There are many, but you have a friend or two who used to be in that group, and former friends still in there. Their reputation was marred by their actions, including a (peaceful) raid on the house of a protest-leader and scholar, but they are useful and the largest and (though the public might not believe it) least given to brutal and repressive acts, the true monsters hiding in the shadows, not so public that people spoke of the "ASG" in a very public way.

Cost: 100 Wealth
Probability: 40%
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those-scary-people', options opened up.


Open Government?

There have been calls to open the action of the government so all can see it. You could do so...at least for the non-classified stuff, setting up sites and document retrieval for the non-sensitive Diplomatic, Stewardship, Martial and Learning actions, while keeping the Intrigue carefully hidden. It'd increase public trust, at the very least, though also increase public scrutiny.

Cost: 100 Wealth
Probability: 70%
Reward: Open Government holo-casts and VR/web-sites, increased public opinion, increased public pressure.


Cyber-Agents

You need to improve agents, and just as importantly, make sure you know the access codes and shut-offs for the cybernetically enhanced agents so that you can grant more of them, deactivate them for those who are let go but...aren't let go of living, and otherwise get a handle on this most-vital security issue.

Cost: 200 Wealth
Probability: 40%
Reward: Any agents that escape a purge won't have military-grade cybertech available. Can track your own agents. Can train more and give them Intelligence-Grade cybernetics.
Learning: Kikkizit has a lot of ideas. They're almost apologetic here, well aware of the economic situation and how that might get in the way, but they've been bursting with them for quite a while. Still, there are things you can do, and you've started to get an understanding of the wide range of possibilities. (Pick 3)

We Don't Need No Education

Education reform is on the agenda and starting to be seriously discussed. Panels could be made, people could talk, suggestions could be proffered. It's unlikely to immediately change the curriculum, other than getting rid of the most obvious abuses and the propganda, but starting on it is a good thing.

Time: 3 Turns
Cost: 300 Wealth
Probability: 85%
Reward: Education system improved, curriculum changes, potential other advantages as it shakes out.


We don't need no thought control

Students lives are monitored every second. Security guards escort them from class to class. They live in fear that their sexual hangups will be punished and that any move out of line will destroy their lives. Not everywhere, some of the poorer schools are harder hit, while others are 'unlucky' enough not to have the kind of budget for that sort of thing, but the whole situation is one you still remember. Schooling wasn't as bad for you, but it certainly isn't something you'd wish on any children you had. You can move to remove the controls and loosen restrictions.

Cost: 100 Wealth
Probability: 80%
Reward: Less control over students, increased opinion by them, ???.


No Dark Sarcasm In the Classroom

The standards for teachers could use some improvement too. Standards are low, and just as bad, many favorites are protected from any criticism at all. Including some that are spies for the state, or from a protected caste, shuffled off into makework funded partially by the government separately from its education fund. It's all a bit of a mess, and the knot could be cut by firing the worst of the bunch and hoping it helped the rest get into line, though it'd cost a little bit to get the new teachers in place, but it's not like there's a lack of them.

Cost: 150 Wealth
Probability: 60%
Reward: Teachers who are inadequate are let go and replaced, education changes in some ways, options may eventually open up.

Virtual Production

There have been suggestions to further study virtual-reality technology. Brain uploading's a no-go, but the technology of entering another reality temporarily is well-established, but there might be new technologies produced from it, not only important for education--such as better historical simulators and Virtual-Teachers--but potentially for training soldiers and producing for export.

Cost: 50 Wealth
Probability: 70%
Reward: Better Virtual Reality stuff, opens up more of the same sorts of research.


Cultural Programming

Funding for the arts has always been incidental, but in the new holocast programming and the station--despite its failure thus far--Kikkizit sees possibilities. They could set up funding in order to expand the station itself and to set up other stations towards poetry, artwork, songs and stories and otherwise preserving cultural legacies and the like.

Cost: 75 Wealth a turn
Probability: 70%
Reward: Cultural programming, might be a shot in the arm for your propaganda/news channel.



Caste-based Research

Currently, research into the history and sociology of caste-formation, its potential economic consequences, its validity both educationally and genetically, its social impacts, whether it's a good idea, or anything of the like is forbidden by law. Professor Kikkizit would like to change that, opening up and providing grants for research in order to prepare the ground for later reform. They urge a slow and cautious formation of policy, not giving away their hand before they are sure they have the data needed to act.

Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research, historical, social and genetic is opened up for discussion, results might take a while to come in, might open up options.

Implement the Hive's Will

There are many ideas in Gazinitah. Many patents filed, or that would have been filed. You could give an opportunity for independent inventors to use your facilities, pursue their ideas, their dreams, and see what comes of it. Which could very well be nothing, a giant explosion or a ruined lab, or it could be something...spectacular.

Cost: 100 Wealth
Probability: ???
Reward: Grab Bag of Mystery Shinies? Or nothing? Who knows!


Take A Pill

There are many illnesses that shouldn't exist, but do. Cured long ago, often simply and easily, their costs are yet beyond the average worker. You could tackle this problem any number of ways, but at the moment, you judge opening free clinics and the like is far, far beyond you, considering at the moment you aren't entirely sure how much your budget is, what you're spending, how you are going to pay month-by-month, let alone the state of medical care. However, you could have scientists and doctors work on trying to reduce the cost of medical equipment and find new ways to do the same things only cheaper.

Cost: 400 Wealth
Probability: 50%
Reward: New medical tech, health benefits start spreading slowly to the masses. Potential upswing in wealth over the next few years thanks to improved health.


Foreign Examples

There is a lot of technology from other places that your scientists could study. Other places often make things you cannot, and other species have their specialties and their skills. You could try to get them to gather and study some foreign technology, buying the patents or just the object, or otherwise trying to reverse engineer them. It's not entirely above-board, and what you'll get is a grab-bag as to whether it'll be useful, but it's certainly possible.

Cost: 200 Wealth
Probability: 30%
Reward: Grab bag of foreign tech advancements, potentially Wealth if any of them are marketable.

Personal (Choose 2)

Personal Intervention


(will vote on what you Intervene on later.) Take a guiding hand in something, directing it, even more than you already are, spending a very large amount of your time and effort on it, free time as it were.

Cost: Free
Reward: Bonus equal to your stat on an action (+19% for Diplomacy, etc)


Activating Cybernetics

You were once a fully kitted-out cybernetically-enhanced soldier and spy. That's not going to happen again, but you could at least get a little bit of your old technology back, and just as important, the monitors so you don't have to feel someone else coming from the way it vibrates against your chitin, and can instead, you know, just be alerted. There are a number of minor things that can be done as well, without even getting into high-level military-grade stuff.

Cost: Negligible (a Wealth or two, I'll just call it free.)
Probability: 100% for +1/50% for +2/30% for +3
Reward: Cybernetics to enhnace your personal combat and Martial and Intrigue. The (+) represents how many points you'll have to spread about, as it were, and you can buy specific enhancements in a sort of 'Turn Results aftermath' thing.


What Are Friends For?

You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice. What else are friends for?

Cost: Free
Probability: 75%
Reward: Get the gang back together. Relieve some stress. Potential other benefits.


Getting in Shape

Some laugh at the idea that you'd go and do the mission. Not because it's a risk, many in the intelligence business actually admire that attitude, but because you've clearly seen better days. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.

Cost: Free
Probability: 70%/30%
Reward: 70% chance of +1 Martial, 30% chance of +2 Martial.


You Need Help, Friend

Hazitean is a mess. In so many ways it's hard to even begin to think about it. You need to help her, convince her to talk to psychologists about any problematic mental-structures and ideas she might have, and perhaps take drugs to help with the chemical addictions she maintains, and medical doctors for the reasons behind...there are a lot of people she needs to talk to, and while a few months of help and you making sure she stays involved won't solve everything, it might help some.

Cost: Free
Probability: 1d100+Diplomacy, better you roll, better you do.
Reward: Hazitean gets help and therapy, might get somewhat better, might get somewhat worse. It's not a magical cure either way, but it's the first step in a process. Above a 50 increases the chances of success for making Hazitean Military Advisor by 10%, above a 75 increases it by 20%. It carries over into next turn.

A/N: And there you go!
 
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OOC: Minor Powers and Treaties/Etc
New Info-Dump! This concludes the powers of known space. Next to come: Timeline of history so far.

MINOR POWERS OF KNOWN SPACE

THE UNITED KINGDOMS OF THALKAYR
The Tawasi are the newest race to emerge onto the galactic scene. Evolving on the frozen tundra of their home continent, beset from all sides by large land predators, the muscular, hunched, sharp-sensed Tawasi are one of the few species on the galactic stage with a purely carnivorous heredity. Their society developed along tribal lines that eventually developed into a system of a feudal monarchies that has survived even into the space age- the Conclave of Monarchs had been formed before first contact, purely as a meeting place for various rulers to hold discussions and maintain diplomatic contact, but in the wake of their meeting the Ilwari it became something more.
The Conclave became a formal system governing overall Tawasi foreign policy, controlled by whatever kingdom had currently managed to assemble a majority bloc- no one kingdom is large enough to dominate the conclave alone, so they must negotiate and horse-trade and form alliances. Thankfully for outsiders, the Conclave's rules and the mores of Tawasi nobility mean that a new bloc must adhere to the treaties signed by previous ones, unless there is a clear and demonstrable reason to do otherwise.
Currently, the Conclave's controlling bloc is led Queen Riala XIII- relatively moderate, by Tawasi standards, and a strong force for modernization. One of the new Conclave's first acts was to accept the Ilwari offer of protectorateship- as a result, the Tawasi receive generous technological and military aid from the Union, as well as the protection of having its sovereignty guaranteed by military force if need be. In return the Tawasi follow the Union's lead in foreign policy, although so far the Union has acted with a light hand on that front, talking its intentions over rather than just acting and expecting the Tawasi to follow without debate. So far though, the Tawasi have not had much of an impact on the course of galactic history, although during the Rast War various Tawasi ground forces deployed from Thalkayr to Rast upon the request of the Union, to supplement the Ilwari Army and put some forces on the ground who stood a better chance against the Barsa in close quarters.
Still, the United Kingdoms of Thalkayr are keenly aware that they have hitched their fortunes to one of the rising stars of the galaxy and, side by side with the Ilwari, they will yet be great.

THE HEXAMARI HERETICS
A particular Hexamari sect that, in the wake of the Hexamari Wars, broke with the old ways- instead of the path of cyber-enhancement that led the Theocracy into folly and ruin, they are advocates and pioneers of bio-manipulation. Seizing control of one of the few remaining Hexamari colonies, Naramashi, the Heretics broke away to form their own state, and have since survived several attempts by the Theocracy to forcibly return them to religious orthodoxy.

MINOR HUMAN POWERS
Humanity is more than just the Republic of Sol. The colony worlds that broke off and were allowed to go their way, as well as the worlds that have been colonized, terraformed or split off from the splitters have a long history of fighting, squabbling and competing all in the sun's shadow. Many are democracies of various levels of fairness, equality, wealth and decency, from the barely passable to the 'totally trying to imitate Sol on a budget.'- such as the Varalai Federation and, despite the names, the Incorporated Suns and the Technocrat Imperium.

The Varalai Federation is essentially Sol on a budget, controlling a mere three garden worlds- although the Federation is dogged by accusations of exploitation pertaining to a particular religious sect established on its third colony, Yarafaxi.

The Incorporated Suns, as the name might indicate, were once (and technically still are) a collection of four corporate worlds. The Stendar-Sol War, however, brought change for the better- the Incorporated Suns had not taken part in the war, although it had leant aid to Stendar. After the war, a popular uprising ended up seizing control, and the ruling corporations were turned into publically owned co-operatives. Although still technically a corporate state, the Incorporated Suns have, with aid and guidance from Sol, progressed to the point where they are essentially a federal democracy, although with a uniquely corporate twist- each company acts as a federal division, that company's shareholders make up the electorate, and every person employed by an IncSun company is a shareholder to some degree.

The Technocrat Imperium was founded on a vision- a small, independent state where some of the finest minds humanity had to offer could blossom, a state that would progress to stand at the forefront of the galaxy technologically. Or at least, that was the idea. In practise, although the Imperium can and does produce technological improvements and advancements… surpassing larger states with immense research budgets, like the Republic of Sol, is easier said than done. The Technocrat Imperium was, despite the name, consciously modelled along the lines of Republican Rome- it has a Senate, which functions as a 'house of lords', and members of which can stand for election to government offices, and to balance the senate (in theory at least) it has the Assembly of the People, which is (again, in theory) a vehicle for the peoples' will. Although the Imperium's elections are more free and fair than, say, Deiah's, there is nonetheless a certain amount of corruption and bribery surrounding the voting process.

Yet there are also dictatorships and less democratic states. The Republic of Deiah could be described as a broken democracy- once a passable attempt to imitate Sol on a budget, its political system fell victim to increasing corruption until, while it still maintains the trappings and appearance of democracy, the result of each election is decided upon ahead of time by the ruling oligarchy- though the oligarchy is hardly monolithic, and governments do change; just as a result of the latest plutocratic power struggle rather than by the decision of the people. Deiah's only claim to fame in wider galactic history is a dubious distinction at best- being at the center of the Deiah Incident. Wherein the Deian government's attempt to teach the ascendant Ilwari Union an object lesson in humility badly backfired on them, and led to Deiah in turn being made an example of by the Ilwari- this is what happens to a state when they arrest Ilwari citizens on fabricated charges, obtain confessions through torture, and then sentence them to death after an elaborate show trial. Deiah's navy was reduced to ruins during the incident, casually obliterated by the Ilwari, and while the oligarchy still stands, one hopes that they might have learned a lesson or two about deliberately provoking up and coming military superpowers.

The People's Republic of Tanara is more minor in terms of overall galactic history- part of the second wave of human colonial expansion, which produced most of humanity's less democratic states. Tanara and Stendar were allies when Stendar declared war on Sol, but, unlike Stendar, Sol succeeded in humbling Tanara in response. While the Republic's new policies of non-expansion, as well as the physical separation between the two, prevented it from absorbing Tanara, they imposed certain conditions, reducing Tanara to only a self-defense force militarily. In response, Tanara adopted a similar approach to the problem to that of the Iashec centuries before- it's dispersed military forces were formed into 'independent' mercenary groups and sent out to pursue contract work- earning credits and getting seasoned, ready to be recalled when Tanara eventually has need of them.

Stendar has an even more important history. A corporate dictatorship that has stood for centuries, it was once a valued trading partner of the Ilwari corporate state, and it is the Sol-Stendar War (in which they declared war on the Republic by surprise attack and yet, when the war inevitably turned against them, staved off conquest by threatening to annihilate their own people with buried nukes) that led to Sol's non-expansion policy. In one sense they 'won' those two hundred years ago, and have the continued right and privilege to be a backward minor human power with deep governmental control and an economy propped up by the Iashec as well as artificial protectionism and other such monetary tricks.

Human religious fundamentalism has sadly survived into the 25th century. With the Republic of Sol becoming increasingly secular, there was a strong movement in some quarters to go out among the stars- those stars that it is, by divine decree, mankind's manifest destiny to own- and found a land where there is no law but the law of God. And thus, the Holy Free State was born.
Their promised land, their 'New Eden', the place where the faithful are free to express their beliefs without fear of secularist persecution, is in fact a closed, repressive society stuck in the distant past, embodying all the worst extremes of religious fundamentalism- misogynist (a woman's role is to keep the home and raise the children, and be subordinate to her husband in all things), homophobic (homosexuality, in either gender, is a crime punishable by death), and deeply racist- their teaching hold that the other races of the galaxy number among the beasts God created to serve man, thus their rightful place is subservient to him. Almost all nonhumans in HFS space are slaves, and they do not bother maintaining diplomatic relations with those they see as beasts.
However, although the Holy Free State would certain like to think of itself as a monolithic force of faith, the reality falls rather short. Their focus is inward more than anything else, and internecine sectarian conflict between different branches of the Holy Church has consistently hamstrung them through their admittedly short history. This fact, however, has helped them survive- were the Holy Free State to solve its internal troubles and adopt an aggressive, outward focus, it is unlikely (given known space's track record with aggressive, militant theocracies) that it would be allowed to pursue such a course for long.

Perhaps the oddest 'human' state is the New Transpecies Harmony Republic. It stands as the single most multicultural state in known space- it's population being 45% Xvorzit, 35% Human, and 14-15% Barsa. By sheer happenstance, a human colony ship landed on the world at the same time as a Xvorzit colonization effort. Despite some initial tensions, a stable federal democracy has formed- each district of the Republic has an amount of individual autonomy. Within each district, a consensus system similar to the Xvorzit concept of 'will of the hive' operates, and representatives and senators for each district come together in the two houses of government to make decisions. Although some write the NTH Republic off as a bunch of hippy dipsticks, combining human ingenuity and innovation with the legendary Xvorzit work ethic has resulted in a state that, though small, punches above it's weight class economically. Certainly, being lucky enough to be sitting on a number of key trade routes doesn't hurt either.


OTHER BODIES

THE GALACTIC CONSENSUS
The Galactic Consensus is a name historians give to the web of treaties, economic controls and bodies for galactic discussion and negotiation set up in the wake of the Hexamari Wars. They provide methods for two states to discuss and deal with economic and political differences, as well as weakening the reasons for anything like the Hexamari Wars to happen again. It doesn't prevent warfare, but it's drastically reduced it since its implementation, and the bodies that were formed then, while not even close to any sort of "One galactic government", still exist today. This Consensus was strained by the emergence of the Republic of Sol and other powers over the last few centuries, founded as it was on Barsa dominance- the Confederacy being both unwilling and unable to use that dominance in a manner that would upset the new status quo. Despite some difficulties, it holds today and is a reason that most wars tend to be internal, between the same species and, when not, at least far less explosive and long-lasting, and why there have been no wars spanning the entirety of known space since the Hexamari Wars.

THE REPATRIATION TREATY
Signed in 2415 CE by the Ilwari Union, the Republic of Sol and the Barsamen Confederacy, in theory the treaty simply allows slaves and clone-slaves of each of the member races to be repatriated to the appropriate world- Ilwari to Ilwar, humans to Earth, etcetera. In practise, even from the start, it's purpose extended beyond that. In actual fact it stands as nothing short of a co-ordinated effort to suppress and stamp out slavery in the galaxy, turning what was initially a single-handed crusade started by the Ilwari into a multilateral effort- while both ardent opponents of slavery in their own right, not least among the reasons the Republic and the Confederacy got on board as quickly as they did was to prevent the Ilwari from repeating the events of the Deiah Incident. In any case other powers have signed up since, including the United Kingdoms of Thalkayr, the Rorrox Association, some minor human powers, and the majority of the Xvorzit Hives. In any case, the existence of the Repatriation Treaty swiftly proved to be a major thorn in the side of the Mercantile Republic and the various rogue states that it does business with, and ended up instigating the virtual state of cold war that now exists between the core Repatriation Treaty powers, and the Iashec and their allies and dependents.
 
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Turn 2: Activating Cybernetics
Activating Cybernetics

Needed: 0/50/70 Rolled: 75, well, son. Nanomachines.

Vorzhan had time for only a few small matters before under the knife they went. They started on some of the reform work and began monitoring the gangs, personally designing some of the code-work (a skill one picked up rather fast when you needed to) though a lot of it was specialized. That done they'd only barely begun preparations for the meeting with Sol, but this took priority. After all, there was a world to go to, Zaeswin to find, and they needed to be ready when it came time.

There'd been some mild ribbing from their guards. Uazani, a short, thin Xvorzit with dark chitin and a high, hard to hear voice had said, "I think it's better you than me."

"Oh? You're an abstainer?" Vorzhan asked, trills high and curious. They knew most of them well, of course, Xvorzit tended to know people they met more than once pretty well, for better or worse.

"Something...something like that. Just, good luck. My cousin just got out of the military after months of wanting a transfer and she's thrilled--"

"What is she doing now?"

"She runs a small store, sells jewelry and accessories, hoping to move into clothes, but the Tailor Caste's got that rather tied up, but I've heard you're--"

"Rumors already?" Vorzhan asked, tilting their wings in an amused manner, "Well, there might be something I can do for her, and for others like her. Ultimately, I exist to serve the people, and even this is to better prepare myself in case of trouble."

"You're expecting trouble?"

"Always, Uazani, always."


Three Points to Spend


I got a bad feeling (1 point): Your 'agent-sense' is currently not hooked up right, leading to it being little more than an itch in your legs, you could make sure to hook it up fully, allowing you to sense enemies ahead of time and navigate stealthily better. +1 Personal Combat, +1 Intrigue.

Nanomachines, Son (1 point): You can fill your blood with nanomachines, allowing wounds to clot faster and minor damage to repair itself. It's not going to save you from certain death with overwhelming firepower, but for low-level civilian threats or glancing blows, it could be helpful. +2 Personal Combat.

Infrared and X-Ray (1 point): If eyes are the windows to your soul, then what does it say that your soul can now see through walls and detect heat signatures? +1 Personal Combat, +1 Intrigue.

Joint-Work (1 point): Sometimes you need to be a little slippery. Your joints can be replaced with bearings whose range of motions is rather...startling. In situations where it's useful, you can get +1 Martial, Intrigue or Personal Combat if it's relevant to the ability to do all sorts of weird joint-y stuff.

Shock-Hands (1 point): You can get your hands have a shock, very useful for hand-to-hand attack as well as personal defense against assassins. +1 Personal Combat, special options during intrigue.

Chitin of Steel: It's not armor plating, and its not armor, but against some threats its more than enough, replacing bits of your chitin with armor-systems identical in appearance (and seen as such on most basic searches even with mid-level security systems and checks) to the regular stuff, it makes you harder to kill. +2 Personal Combat.

Echolocation: Being able to see without seeing is a really clever trick. Honestly, it is in some ways a trick since there are night-vision cybernetics out there, but it's a very useful and not very apparent enhancement, perfect for infiltration and other areas where you'd have less in the way of resources. +1 Intrigue, options in certain situations.

Data At Hand (1 point): Most people keep their personal comms on them at all time, but you can put them in you, allowing you to receive and send messages at any time, including sub-vocally. +1 Martial (communication with your forces), unlocks 'Listening in.'

Listening-In (1 point, requires Data At Hand): While you have a jack-in already, you might as well be able to hack into their communications and listen to them. It's good for war, good for sneaking in, and good for predicting the next move of enemy forces, though it takes a mind capable of sorting out chatter and hacking the right sources. +1 Martial, +1 Intrigue, +1 Personal Combat.

A Little Boost (1 point): The body can only jump so high naturally, and so fast. This can be dealt with by replacing some bits of yourself with bits that allow fast jumping, which can be great for a getaway and also quite useful in the chaos of combat. +1 Personal Combat, little advantages in other stuff.


A/N: You might have the opportunity to get one or two of these at another time, but for the most part, because you need to function as so many other things and you can't afford the downtime, this is going to be your only shot at these things. They're all equally useful, even the ones that *seem* to give less points, or more, though Data At Hand is slightly inferior in order to act as a gate for LIstening-In, which is stretching it.

There are higher-level military grade cybernetics, but you didn't unlock them and they aren't really on the table.

As to why now, it's because in the Intrigue Turn coming up in a while, the stat differences might matter so I rolled this first.
 
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Infodump: General Timeline
TIMELINE (as promised)

1143 CE - The Rorrox develop the modern era's first faster-than-light drive and begin to colonize worlds suited to their requirements. Forming of the Rorrox Association.

1518 CE - The Entat Star League achieves FTL travel and encounters the Rorrox. Initial contact breaks down, and the two races enter into a short period of hostilities. The brief war ends when Entat attempts to invade Rorrox worlds fail spectacularly.

1551 CE - The Xvorzit develop their first FTL drive and begin spreading out, forming a series of independent though associated hive-colonies.

1582 CE - First contact between the Xvorzit and the Rorrox. Peaceful relations are established, although misunderstandings with the Entat lead to a short conflict before the fragmentary, independent nature of the many Xvorzit hives is explained.

1609 CE - The Entat Star League develops the galaxy's first reactionless drive system, and the accompanying sustained-field FTL drive. The Entat release the technology to the rest of the galaxy in 1635 CE.

1637 CE - First encounters between the Entat and the Sodality of Aamanthorat, who had not yet developed FTL technology. Initial identification of Aamanthorat vessels as asteroids leads to hostilities between the two races. Within a year or so, the rest of the galaxy realizes that the Aamanthorat actually exist and are not far from becoming an advanced spacefaring race.

1639 CE - Official First Contact with the Aamanthorat- the uniqueness of Aamanthorat physiology and technology stymied initial efforts to communicate, but peaceful contact was eventually established. Examination of Entat FTL drive blueprints, given to the Aamanthorat in apology for the initial hostilities, lead to the Aamanthorat developing their own technological equivalent.

1667 CE - Discussions are held concerning the forming of a diplomatic forum between the races of the galaxy, smoothing the process of interstellar diplomatic relations. The Entat Star League shows no real enthusiasm for the project, and the idea is eventually shelved.

1695 CE - The forming of the Trade Coalition. Instead of a political and diplomatic body, its purpose is almost entirely mercantile, regulating trade between galactic powers. All four races are represented, though control lies largely in the hands of the Rorrox and Entat.

1760 CE - The Barsa achieve FTL travel and make contact with the races of the Galactic Trade Coalition shortly after. The various independent Barsa colonies are given representation in the Coalition as junior members, in the same way that the various Xvorzit hives are.

1790 CE - First contact is made with the Theocracy of Hexamar. Like the Barsa before them, they are welcomed into the Trade Coalition as a junior member.

1799 CE - Hexamari resistance to the Entat Star League's domineering trade & economic policies leads to the Star League declaring war on the Theocracy. The war lasts less than a year- the Entat fail to make any territorial gains and back off, securing a white peace. In the decades to come, the Entat will repeatedly warn the galaxy of the dangers posed by the Hexamari and in letting them build up their strength. Meanwhile, the war with the Entat has brought new, fundamentalist leaders to power, who begin a rapid militarization of the Theocracy.

1846 CE - The leaders of the Theocracy of Hexamar declare war on the Entat Star League, using covert Entat interference in Hexamari politics, as well as the previous war, as pretexts.

1849 CE - The war ends with the Star League's surrender. The terms of surrender are harsh- among other things, the Entat are forced to cede around half of their territory to the Hexamari, disarm a large portion of their remaining military, and pay the Empire indemnities, both for losses during the most recent war and the earlier one. The members of the Trade Coalition censure the Hexamari but otherwise do nothing, reassuring themselves that the Hexamari were simply exacting revenge for the previous war.

1853 CE - The Theocracy of Hexamar declares war against a number of Xvorzit hives on the flimsy basis that they'd traded with the Entat.

1854 CE - The Theocracy of Hexamar declares a holy crusade against the Rorrox Association. Troops of the Theocracy invade the Trade Coalition headquarters in orbit above the Rorrox homewolrd, and, on live broadcast, announce the dissolving of the Trade Coalition. The delegates present are then executed, and the station destroyed.

1855 CE - The Xvorzit hives that the Theocracy had declared war on are completely subjugated.

1859 CE - The crusade ends with the complete subjugation of the Association, despite outside support and Entat technological aid. All Rorrox worlds are under Hexamari control, as well as those of their Xvorzit allies. Particularly shocking is that Hexamari cyborg modification allows them to successfully invade Rorrox worlds, where before the ideal environment for Rorrox had always been considered too hostile for all other species save the Aamanthorat. The creation of the Holy Empire of Hexamar is announced.

1864 CE - The Holy Empire has grown prosperous from the toil of its subject peoples. A coup attempt is staged by a faction that believes that the next correct course of action is to finish off the Entat Star League- when it fails, their opponents, who favor turning their attentions to the Aamanthorat and the Barsa, ascend to power.

1865 CE - The Holy Empire of Hexamar declares a holy crusade against the Aamanthorat

1866 CE - The Holy Empire declares a holy crusade against the Barsa, who, in anticipation of the coming attack after the crusade against the Aamanthorat, had banded together into a loose precursor to the Confederacy. The stated reason of the Hexamari is revenge for Barsa colonies intervening against them during the Rorrox Crusade.

1867 CE - With the Aamanthorat fleets destroyed and their worlds under siege, the Holy Empire decides to offer them a peace treaty, already intending to break it once it has finished dealing with the Barsa. The Aamanthorat accept.

1868 CE - The Holy Empire, anticipating imminent victory over the Barsa, casually breaks the peace treaty it'd signed with the Aamanthorat only the year before, destroying their rebuilding fleets. They then commence a campaign of ground invasion that is considered to be one of the single most humiliating military defeats in history. Not a single Aamanthorat world is taken. Fleets are also transferred away from the Barsa front to deal with rebellions among the Empire's subject peoples.

1873 CE - The war between the Hexamari and the Barsa ends with a white peace, after the Barsa had pushed the Empire's invasion back enough to begin encroaching on the outer Hexamari colonies. The Barsa are exhausted, lacking the strength to push the Hexamari back any further, and the Hexamari are increasingly occupied with a spate of rebellions at home, so both sides accepted a return to the pre-war status quo.

1880 CE - The various Barsa colonies come together in the view that the Hexamari threat has almost certainly not ceased. Together, they build on the brief alliance that had allowed them to successfully hold their territory in the previous war, and form the Barsamen Confederacy.

1882 CE - The Holy Empire declares a second crusade against the Barsa, fearing retaliation by the newly-formed Confederacy.

1887 CE - The Second Crusade against the Barsa ends in a bloody draw. Both the Empire and the Confederacy are severely drained by the conflict. The Confederacy is on the point of falling apart, and many parts of the Empire are in open rebellion, combined with an attempted breakout by the besieged Aamanthorat. While it fails, it comes too close to success for comfort. Many observers at the time predicted that both would collapse, and both almost certainly would have if the war had continued any longer.

1897 CE - The Barsamen Confederacy, now with a new, more solid constitution, judges that, if it waits any longer, the Empire will be able to recover in ways that the looser Confederacy wouldn't. Thus, the Confederacy declares war on the Holy Empire of Hexamar.

1900 CE - The Barsa War, which up until this point had been inconclusive, starts to turn in favour of the Barsamen Confederacy.

1904 CE - The Hexamari start stripping local defense forces in an attempt to halt the continued Barsa advance over the past four years. When they cannibalize the forces besieging the Aamanthorat, that race explodes into action, swiftly assembling themselves into a fleet. Most of the Empire is in open rebellion at this point- the Entat, Rorrox and some Xvorzit hives join the war on the side of the Barsa and Aamanthorat.

1905 CE - The Hexamari Wars comes to an end with the complete surrender and disarming of the Holy Empire. All races but the Entat were present at the final battle over Hexamar- the Entat had ceased to participate in the war once they'd finished reclaiming the worlds taken from them by the Hexamari half a century ago.

1910 CE - The Galactic Consensus is agreed upon by the representatives of all species and all polities currently known in the Galaxy, save the Hexamari, who will join about a century later, and the Entat, who have still, to date, not joined at all.

2001 CE - The Barsa establish first contact with the Mercantile Republic. Since the New Galactic Consensus, the only conflicts within the galaxy have been internal problems within the Confederacy, and disagreements with the Rorrox over terraforming.

2004 CE - The Mercantile Republic declares war on the Barsamen Confederacy, working on the assumption that the Barsa will have gone downhill in the century since their victory over the Hexamari. They are proven dramatically wrong, and quickly sue for peace once it becomes apparent that they are outmatched. The treaty that ends the war cuts down the Mercantile Republic's military, reducing it to a self-defence force, adequate for defending their space, but no more than that. In actuality, their military is dispersed into a large number of 'independent' mercenary groups, ready for recall when necessary.

2193 CE - Humanity achieves FTL travel and begins to expand outward in the Orion Arm, colonizing the worlds that will eventually form the Republic of Sol.

2201 CE - A Human expedition makes first contact with the Hexamari, and the various other races shortly after.

2248-51 CE - Various human colonies begin to seek independence from the central government and are allowed to break away, forming the various minor human powers.

2251 CE - The creation of the Republic of Sol is announced, incorporating the human colonies that remain under central control.

2265 CE - The Ilwari achieve FTL travel and make first contact with Humanity. The Ilwari begin to expand, though slowly- the race is still fragmented into a series of kingdoms, and these are as interested in curtailing their rivals' expansion as they are in expanding themselves. The Colony Wars will continue almost right up until the Corporate Era begins and the kingdoms cease to exist. The Kingdom of Stravrium makes considerable territorial gains. The Republic of Sol becomes one of the foremost economic powers of the galaxy, and is acknowledged as one of the galaxy's major powers. Scaremongering over human aggression, given humanity's rapid expansion of both its territory and its economy, reaches an all-time high.

2280 CE - There is increasing and vocal concern in the Republic of Sol over Stendar's oppressive treatment of its populace. In response to Sol's attempts to intervene, Stendar sends its entire fleet to attack the Republic, and is decisively defeated. Sol's attempt to invade the Corporate World and liberate its people is brought to a sharp halt when Stendar threatens to use nuclear weapons on its own populace if the Republic's fleet approaches within a certain distance of their planet. Sol backs down. As a result, the Republic of Sol rejects policies of intervention and expansion.

2304 CE – The beginning of the Corporate Era on Ilwar and its colonies. The corporations, eclipsing the power of the various kingdoms, take control and declare the beginning of Corporate Rule. Corporate Ilwar becomes a key trading partner and ally both of the Iashec and of Stendar.

2371 CE - The Ilwari Overturning begins, as the remnants of the Stravrian military rises up against corporate rule, with the aid of a large patchwork of irregular militias formed from minorities.

2383 CE - The Ilwari Overturning comes to an end, and the Articles of Union are signed into law, forming the Ilwari Union and uniting the Ilwari race for the first time in their history. The cost is high, though- more than 3 billion Ilwari are dead, most of them civilians, and the infrastructure and economy of Ilwar and its colonies are in tatters.

2393 CE - The Tawasi develop FTL travel. They make first contact with the Ilwari Union later that year.

2395 CE - A splinter faction of the Barsamen Confederacy launches an attack on the Ilwari colony of Rast, triggering the Rast War. The rest of the galaxy, who'd expected a quick Barsa victory against the shaky, still-rebuilding Union, received a surprise when the besieging Barsa fleet is all but completely annihilated by the Ilwari counter-attack.

2397 CE - The Rast War ends. The Ilwari recapture Rast after a long ground battle, and the Confederacy reins in its splinter faction and offers peace. The Ilwari accept, mainly because the Union lacks the strength to successfully take the war to the Confederacy. Ilwari-Barsa relations will be strained for some time however, and the Union's large military build-up in the decades following begins to make the Confederacy decidedly wary. After all, someone building a gun that big is surely going to point it at someone eventually.

2402 CE - For the next decade, there is an increase in tension and small wars fought among the human factions and others, the Barsa Confederacy begins its attempts to centralize, while the Hexamari Heretics break off from the main group and survive, over the next two and a half decades, several attempts at conquest. Meanwhile the Ilwari Union begins stepping up patrols and actions against slavery, actions which lead to the Iashec and several other groups protesting, privately and publically.

2405 CE - The Deiah Incident. In retaliation against increasing Ilwari pressure on it's own government-sponsored mercenary and slaving outfit, the Republic of Deiah arrests a number of expatriate Ilwari and proceeds to subject them to an elaborate show trial, barely even bothering with the pretense that the charges are genuine and the verdict not already decided on. The attempt to teach the Union an object lesson by making it watch it's citizens go through these proceeds backfires badly for Deiah- their assumption that the Union would not be willing or able to intervene is wildly off the mark, and leads to an Ilwari fleet sitting in orbit over their world, having casually blasted the Deian Navy to glowing dust on their way in. The Ilwari prisoners and their families are freed, and Deiah left for Sol to deal with. However, the fallout for the Ilwari was considerable, resulting in a distinct cooling of relations- such acts set a very bad precedent after all. The Deiah Incident was also notable in that it saw the first use of dreadnoughts in naval combat- the first example of the type had been commissioned into the Ilwari Navy in 2400 CE, but they had not yet seen battle until this point.

2415 CE - The Repatriation Treaty is signed by Barsa, Sol, and Ilwar, as well as other minor signatories. It indicates a slight warming of Barsa-Ilwari relations in the wake of the Rast War. It is also a blow against slave-trading that is yet another provocation in the eyes of the Iashec.
 
OOC: Time, Cave Xvorzit, and other such things
Those numbers seem suspiciously close for FTL development.
Either there is a galactic mastermind behind the scenes or the races got really really lucky to have such close dev times

From the oldest to the newest s a time period of a little over 1000 years. There have been over 13.8 million instances of that period of time since the beginning of time itself
And there doesn't seem to be evidence that previous civs have lived and died and left ruins...

I will say this: one difficulty with ruins as a whole is that--like, let's use an example. In five-hundred years, our skyscrapers will be dust if we all disappeared. A lot of our buildings would not be immune to the end of the world. Now, advanced civilization might have discovered some 'Never falls apart' building method, or there might be sterile environments like in space where something would be preserved, but you'd be surprised how little would actually be left behind if we bit it.

That said, and I'm only giving you this because Kikkizit would answer if you asked: There are hints of a previous species/etc, a few crumbling bits of space-stations, and a few stills and astronomical pictures from the Rorrox's pre-FTL days that seem to show, potentially, some activity? It's all a little bit of a mystery.

Though, with the instances thing, considering all of the time it took for the earth to cool and the like, there's probably a lot less than 13.8 million actually chances, and most every culture *did* go through a prehistoric period, a period with primitive weaponry of some type, an advancement in technology, the discovery of gunpowder or a weapon of equivalent 'well, damn' ness, and eventual space programs. Often this history is vastly different from each other and the human experience, but it does take time to go from Den-Xvorzit* to 'Masters of space' or whatnot.

*The first Xvorzit lived clustered in dens somewhat deep down, away from predators, going out only to collect resources/food and, once they had started to get decent enough weapons, sometimes hunt these predators less for their meat (that would be later), or for sport or anything else than in the desperate hope that they could clear out the area around their den of predators in order to have safe forraging.
 
Turn 2--Grubs Bite Back
What's With Research?
Needed: ??? Rolled: 1d100+20 (Synergy)+10 (Twigged)+5 (Kikkizit Helps)= 72


Grubs in the Muck
Needed: 40? Rolled: 1d100+20 (Synergy)=88

The cybernetics feel a little itchy still, oddly enough, on Vorzhan. Even though they no longer are warned by the itching of their legs, they still feel it, feel it as they walk down the street, heading from a meeting with an irate shopkeeper who swore they were being pushed out of business. However, a long talk later, and he was finally starting to see the logic, and admitted that he'd expected to just be pushed aside, verbally. Instead, well, instead he was very grateful and there had been connotations in some of the whistles, in the low way his voice went down and clicked and the loud way they let out some of the sounds...well, it was hard to mistake a proposition, and it was perhaps quite tempting. He had magnificent head-wings, bluish-green, darker at the edges, and their chitin was very well maintained. However, Vorzhan had been abstaining from such things all year thus far, and so they politely ignored the hints.

And now, as the sun began to dip over the edge of the architecture, a birds squaking in the sky, they walked onwards, reviewing all that had been done today. Distracted, moving down the sidewalk. It was relatively empty, only perhaps a hundred Xvorzit within sight, almost nobody by the standards of the species, and the town seemed rather as if it was taking a breath. Something was up, perhaps? There was a lot to take in, and a lot to think about, even now, just a week out from the diplomatic mission. But one thing at a time. Their senses didn't go far enough to see anything obviously out of place, but they tapped the waves and moved, eyes scanning, all four legs shifting.

Look UP. Needed: ??? Rolled: 1d100+31=74

There, on the roof. Vorzhan moved, knowing at once what it was. The color, blue on gold. No wonder the activity had died down a little, no wonder: they were preparing. And that meant...yes, yes that's exactly what it meant--Vorzhan had little time to connect the dots, drawing their weapon as a shot rang, hit near where they'd been. Basic civilian-grade gun, it seemed, a superfast bullet buried into the wall. They raised their gun and fired, a single clean, smooth, two-handed action. Five targets.

Snipers, We got Snipers! Needed: 40/60/80, Rolled: 1d100+20=53.

Vorzhan fired, hitting one in the arm, blowing it half off. No armor there, no shields, just a quick attack. Just a distraction. With a thought they got in contact with the main command. Attacks all over, dozens. People screaming and running--here and elsewhere--thousands boiling out of nowhere, criminals striking at the defense-forces headquarters, the forces paralyzed, not wanting to open up, not wanting a slaughter, and ships moving, moving to...where you expect. Criminals coming from the places that had been monitored. All of it expected in a sense. And yet startling.

A second shot, this one more in control, it hit the figure on the right in the middle of the chest at the sort of speed (measurable as a small fraction of the speed of light) that can't truly be dodged--dodge the gun, not the bullet, that's the rule--punching straight through. There is a whistling scream and the others recoil, briefly, giving Vorzhan the time for another shot, this one a little less clean, straight through the belly, weakly protected compared to the rest. Blood sprayed everywhere on that little rooftop platform as the others, nervously, uncertainly opened fire, another three or four shots raining out. One hit the leader, clipping his arm, agony, burning pain that they struggled through to fire another shot, finishing off the first assailant, who had just picked up their gun again. Then dive towards the alley, as the people around they continued screaming and running away.

Around the world, people did the same in many cases, yes, but in others the workers stormed the 'secret' hideouts of the gangs involved. From the identifying marks, from the data coming in, it wasn't all of the gangs, all of the organized groups. A few big players hadn't acted.

And up above...that's what they'd found. A trade of drugs and influence and power, the corruption evident and running deep. And it all went back to the moon.

*****

Medical research was certainly valuable and seeing as for the most part Gazinitah was playing catch-up with the rest of the galaxy, research into Xvorzit specific technology, like custom combat medication and the like, only made sense. But tapping into the lines of communication, looking--as Kikkizit had--at the patents filed, it became obvious that it wasn't medical drugs the research was aimed with. And it had undeniable ties and links to the criminal underworld, to the dark-nets being monitored, to the deep-hive activity, to any number of things.

They had been building up a case, preparing to let fall the full force of justice, and then they'd been pre-empted. But, well, they knew their hideouts, and now a bunch of criminals were in direct war against the army. Say what one will about the efficacy of the army, it was better than a bunch of criminals can get to. Lured out into an all-out attack? Pathetic, but unexpected.

*****

Shoot them down! Needed: 30/60, rolled: 1d100+20=40

Vorzhan popped around the corner, firing again, this time hitting the shoulder of one of them, a dark-chitin'd figure whose scream was particularly high, legs all but tripping over themselves as the last enemy grabbed them and pulled them down towards the door, before they could fire again. Before Vorzhan could finish them. In the nearest door and after them was a trap, there were two or three figures waiting, maybe with guns, they didn't have the vision that could pick up heat signatures. But, well...

Walls? Ha! Needed: 20/40/60, Rolled: 1d100+20+15 (Weapon Bonus)=71

Civilian walls can't stop a military-grade pistol. Three shots, quick but carefully aimed, blasted through the wall, burying themselves in the targets. One went down, the others stumbled back, just out of range, but Vorzhan didn't follow, instead looking around as a vehicle dove towards them, silver and red, landing fast and hard as their body-guards piled out, rather better armed and armored, shield generators active. Big, buff Jeskrin sprints over, saying, "R...uh, Sir, are you alright?"

"I'm fine, Jeskrin, the building over there needs to be secured," he said, waving a hand, his wings shifting into a complex pattern of thoughtfulness, "And then I'll need in the ship. There are attacks going on right now, I need to give orders--"

"Your arm," Uazani whistled, leaning forward, gun raised towards the building.

"Will be fine. One moment." Vorzhan opened the door and pulled themselves in. It was not a luxury aircraft, and the hard metal seats were rather unwelcome to recline down upon but, taking a breath, they subvocalized into space, towards the Gazinitah and Admiral Nizerin. 'What's the situation?'

The voice was fast, panicked, word tumbling past word, 'Two of the ships of the fleet are heading towards the moon, they don't respond to calls. A corvette, the GZ 203-C, and a frigate, the Star, each moved towards the moon. They won't respond...what! What are you doing here?'

Hazitean spoke over the line, 'This you, boss? I have a strike force ready, just have them aim the battleships at the moon and the traitor-ships'll run, leaving the base for us to launch down on.'

'How did you,' Vorzhan said, but Hazitean made a hum whose meaning was something like 'Talk about this later.' Vorzhan had guesses, none of them pretty, but no real clue. The ships couldn't be allowed to escape with the criminals on the moon, especially since two ships, even the smallest, were vital for the small fleet, that much they knew. There weren't that many to go around. But firing on them was likely to end poorly.

And more problems presented themselves on the surface: whether to focus on relieving the bases under-attack across the planet, or to focus their forces on the enemy's bases, attacking their higher-ups. Taking them from their homes, their gambling dens, cutting them off at the head. Whether to allow the defense-forces to use lethal force or not, and what exactly Vorzhan wanted to do with themselves.


Vorzhan Will Go…

[] Broadcast a message to the people, reassuring them of their safety and that things are under control and allowing questions and the like.
[] Direct the battles overhead, keeping in the lower-atmosphere and making sure to keep abreast of the situation.
[] Find a base: Head to a major military base not under siege and set up a stationary, and thus better defended, place to give orders from.


Fresh Troops will Focus On…

[] Relieving the besieged garrisons first, going after other high-priority targets afterwards.
[] Arresting the ring-leaders and busting up the organization before only then targeting the forces attacking the various bases.

Permission to use lethal force?

[] Yes, weapons free.
[] No, stick to nonlethal firepower. Or less-lethal at least.


In Space!


[] Order the Battleships to fire on the spaceships, ultimately they've made the risk, they need to be taken out now.
[] Attempt to communication with them, order them to stand down, etc.
[] Fly the Battleships in close, and threaten them to stop under the guns and then launch an assault upon the base from up above, led by Hazitean.

A/N: Surprise!
 
OOC: On shit that is thrown at you.
Also, I hope there aren't any worries that I'm throwing too much bad shit at you. I'll tell you that even if you make horrible choices and roll natural 1s, likely at the end of the day this desperation move isn't going to end too well for the criminal organizations. It's honestly a matter of trying to mitigate any damage and increase advantages and potential gains.

But yeah, barring the dice literally up and abandoning you, you aren't going to 'lose'.

It's an Imrx's Grom situation :p. Only written by someone less awesome of a writer than he.
 
Gang War pt. 2
Another Meaning of "Gang War."

[x] Broadcast a message to the people, reassuring them of their safety and that things are under control and allowing questions and the like.
[X] Etc.



Vorzhan knew who the real targets were, both for him and those he opposed. These criminals, whom despite their different affiliations had gotten together in a rather suspicious way, wanted him dead and wanted any new order discredited, wanted that chaos: if they'd killed him, perhaps it would have happened, but he suspected that Kikkizit would simply take over, however reluctantly. From the start, their only chance was a false one, but there was a lot of chaos and disbelief they could sew.

And so the people needed to hear from them. It was a quick matter to hack into the feed, and he'd say to the driver as the guards piled in, right behind and around and in front of him, taking no chances, "Go, I'll be talking…" They settled themselves down on the seat with a slight grunt, and shifted their clothes, moving their arm so it wouldn't be as visible. They were dressed simply, and luckily for appearances in darker colors, their head-wing providing the right amount of contrast.

(Talk to Them All (Don't Panic): 1d100+19+5+5=52

"Greetings, Citizens of Gazinitah. Criminals, smugglers, and murderers seek now to attack our peace and undo the progress that has been made. But even now, we shall act, even now the enemies besieging our forces will be attacked, and those who would place crime above the wellbeing of our people, The people, shall be punished." Vorzhan felt bad for lying, and yet the truth, that they were giving orders that very moment contradictory to their words, would have given away a perfectly good hand.

"I ask that you do not panic, that you stay inside and provide neither aid nor comfort to those who would do us harm. I am open for questions as to these events, which seem to be a result of investigations into their illicit and harmful activities."

People were running, screams echoed, others, many others, were watching. Including some that shouldn't be, near an area of danger, staring into their personal computers, held in a hand, watching Vorzhan's words.

"But with the help of the military and our defense forces, they shall be pushed back, arrested when it is possible, and tried under fair and impartial juries that will come up with sentences that are in no way untoward. You all know of my actions thus far in this regard, and I hope we shall see through this current unrest happily and dutifully…

*****

"You all know of my actions thus far," Vorzhan said on the holocast. A figure sat in a den shaking their head and getting up, their legs twitching with nervousness as they made a guess, a very simple guess. Vorzhan was lying. Vorzhan was acting too quickly already, and a moment later they began to name the gangs involved, one by one detailing their major crimes. Gizinkh needed to get out of there before--

(Arrest the Ringleaders 1d100+16+29+10 (Complete surprise)=80

"Hands in the air!" A woman said from behind the counter of the den, as a dozen other figures burst in. There was a scream, and a few tried to run, but Gizinkh didn't, instead complying, eyes twitching even more than their legs. Shit and fury.

One of her men went for a gun, and got shot in the arm for their trouble. They let out a breath, and a whistle, "Stand. Down. They've won."

All across the world a thousand scenes like this occurred. Like this, but not quite the same. In some they fought back, or run, and several even managed to get out of the building they'd been carefully caught in, though not far beyond that. It was big, bigger than any one person could monitor, deaths and lives and actions on a scale never before seen. No previous government would have imagined a single strike like this, and yet it was smaller than what Vorzhan had planned, if the mobs and gangs and illicit organizations had not struck first, so very futilely…"

*****
The order was given. Weapons free.

(1d100+16 (Martial average)+15 (Weaponry advantage)+10 (Morale advantage)+20 (Fortifications) +30 (Training advantage) vs. 1d100+12+10 (Mobility)-20 (Shit weapons, shit morale)-10 (Shit training)=1d100+91 vs. 1d100-8=109 vs. 52)

And they hesitated, firing only after a moment's thought. People would die, and the defense forces remembered not firing, and how much worse the world might have been if they had. But, the gang-bangers, the mob, the disorganized soldiers made the decision easy by their own competence. They held together, used cover, and fired plenty of shots into the fortifications. Not everywhere, in some places they were disorganized by the lack of one or more of the gangs which had decided against getting involved, but across the planet the ad-hoc army fired plenty of shots, including some with weaponry that was almost military grade. And the military replied in force. Hundreds died, and hundreds more surrendered, and all across the world military units sallied out to capture the wounded, and then beat a fighting retreat back into the bases. A few died, accidents or sheer weight of fire, and the fortifications were scuffed up, but ultimately it was one-sided.

At one base, XV-784, Den-Commander Izrisan scanned the horizons. It was dark there, the day having slipped into night an hour before. An hour of desperate fighting. The base was scarred, an explosive having almost made a breach on the south side, but it was well-placed. A, well, a killing zone sat around the base, and except for the North, there were no buildings nearby. She knew that this was so that rioters could be gunned down if need be, but it wasn't a fact that she needed to think about right now. She let out a whistle, 'Keep sharp' and cradled her gun. Were they done? They leaned forward, and their Infrared vision picked up…

A rocket almost interrupted her thoughts forever, and hundreds of troops surged forward from the North, from a grotto, a bit of rock that they'd explored and found nothing when they'd last done an inspection. Someone had dug a path, perhaps? Either way...and then there was a loud rumbling, a noise that Izirisan knew from training. Tank!

(Tanks and Troops, Reaction: 1d100+16+5 (Infrared)-10 (Surprise)=61

"Gezig, get to the armory, grab the big-guns there, especially the Antigs" she ordered, firing a shot and ducking as a welter of fire. Military-grade fire. Her men moved, shooting at the troops first, as the tank fired a shot against the wall, blasting open a hole. The enemy's soldiers moved with surprising coordination, heading towards the entrance, and all of the firing of the world couldn't repair the breach, opened further with rocket-launchers. Dozens of enemies fell, but it was dozens out of--the targeting systems assessed it to be nearly four-hundred attackers, armed and armored in a manner almost equal to the average soldier.

Of course, this wasn't an average base, and the only possibility was that they knew that too. The machine-guns of the hover-tank, which advanced all the way up to the breech, suppressed them as they all ducked to avoid death. A dozen shots at that sort of speed could eat through shield generators with remarkable ease. Into the courtyard the invading army went, and Izirisan hoped that THEY were simply watching and waiting.

(A Group Like Few Others: 1d100+22+15 (Cybernetic Enhancements)+5 (Waiting)=125, fucking finally!)

As they spilled into the courtyard, there was but a moment's pause and then a dozen heads exploded as one. Snipers! Backup, at last. The Aroane Special Group called this one of their bases--in secret, of course--and Izirisan had been trying to hail them for the past hour with no success. But now from inside the base shots came, decapitating the leadership, leaving it milling, confused, firing at the shadows of the base, in the open training ground, now yet another killing ground. Izirisan let out a high whistle, piercing the chaos and screaming and her men moved downward, off of the heights they had been trapped in, shooting, firing at the enemy, pushing through, even as dozens stormed out of the base, more of their troops, several of them carrying rocket-launchers. They ducked and weaved, seeming to know exactly when a shot was coming from the base, and knowing how not to get in the way of the Special Group at work.

It was a madhouse, and yet watching the Den-Commander could see logic and sense, could see them falling apart. Taking a few with them, sure, and their rate of fire and aim was greater than she'd feared, but ultimately it was falling apart without their rulers to drive them forward.

(No TANKS: 1d100+30 (Multiple Launchers)+18 (Personal Combat)+10 (Training)+15 (Morale) vs. 1d100+15 (A tank)+12 (Martial)-10 (Morale), -10 (Lack of Training)=1d100+73 vs. 1d100+7=114 vs. 91, well, it's a victory.)

The ones with the portable launchers got into position and fired, first the one on the far left to draw the hover-tank's fire, and it succeeded. But the shot didn't get through the shields, and on the next shot, barely had it gotten off, slamming into the tank, that the tank mowed down the person making the shot, but by then another hit, and another, as the first reloaded and the firing continued, breaking through the shield in a barrage, as the tank desperately rammed at the walls, trying to break through in some desperate attempt to...what?

A lucky shot hit the bottom of the tank, and part of the hover-system went out. As it collapsed, the driver tried to bail out, holding a rifle, pointing it upward, screaming invectives, a low growling-whistle, four legs planted firmly, ready for an end.

Izirisan obliged them. One shot through the chest, one kill.

It was so simple, and yet so final. But there wasn't the time to try to capture him, and surely someone else would explain...how one of the military's own outdated tanks had wound up in working order and under command of gangsters.


In Space: Hazitean POV

The blackness of the void was spinning. Or perhaps that was simply because Hazitean refused to let go of the 'rotate' button on the star map, staring into it with fascination and frustration, "How much longer?"

"We're gaining on them," the Captain said, looking around the bridge, buried of course in the core of the ship. Everyone else was working, but Hazitean had been simply sitting around, occasionally sending out messages, as the stern-chase continued. Not a long one, but a few dozen minutes. It bored her immensely, and she knew she wouldn't have a say in anything until those two ships were done with. Finish those, and then the base was hers. And after that, she could take some Miflis. She was too keyed up, so much so that the huge Xvorzit was unable to even more for fear of running wild. Half-unconsciousness was better than full consciousness when the griplies closed in and began clawing her chitin away bit by bit. They were watching her, though. Watching and judging.

She needed to be strong. She'd show all of them, and if they tried to attack her now they'd see her defenses and her prowess in action.

"This is the Gazinitah, to GZ 203-C, and the Star, you are soon to be within range of our main cannons, and a single shot will strip your shields. Two will destroy our ship. Surrender, and you shall be granted all possible mercy," The Captain said, carefully, "We will not hesitate to fire a warning shot to strip you of your shields. Your advantage of speed is no use: we know your destination."

(Surrender! Needed: ???, ??? Rolled:1d100+15 (Diplomacy) -10 (Desperation) +5 (Outclassed) +5 (Options)=1d100+15=54, not your lucky day.)


"This is GZ 203-C, striking shield and surrendering. We were given...incorrect data and thought we were acting under orders," the captain of the ship whined in protest.

Hazitean laughed, and the Captain glared at her. "It's a lie, but we'll accept it. Now…" he gave a hacking cough and said, "GZ 203-C, you are to return to fleet position. Do you have any idea on the Star?"

"No, uh, Sir. They're the ones that told me this was orders…"

"Very well," they said, and cut off communications, turning their head towards the navigator, "How likely are they to escape?"

"They won't," Hazitean snapped, "He told that to you ten minutes ago. Unless he's a traitor who is attempting to deceive us to allow his allies to escape. In which case I'll kill him." She drew her pistol, just as a friendly way to demonstrate the method...and yet they all tensed and backed away from her, like she scared them. Bunch of cowards. Call themselves a navy?

"Firing pass beginning...now," one of the ensigns said, and a moment later the monitors updated. The frigate had shot everything it could at the shield and done nothing, and now it lay there, shield shredded, a few missiles having scarred its surface, but the bulk of the weapons lay unfired, trying not to destroy it.

Hazitean watched the monitors, the combat pass over as fast as she remembered. Now they turned, trying to intercept the ship and then hit the moon, demands of surrender. But the moment she saw its heading she knew it wouldn't surrender. "The moon," she said, quietly, as all turned to listen, "They're going to hide behind it, play some sort of game of tag with us, threaten us by proxy."

"Then...should we call our smaller ships? Their shield's down for a while, hours and hours at least, we could get them under their guns," the Captain suggested.

"But wouldn't that just give them time to evacuate the moon base? Make a run for it?" one of the crew-members asked, buzzing and chirring, moving forward. Decisions of this kind were often communal and group based.

But not this time. Hazitean rose to her full, huge height, and kicked her front legs impatiently, chittering out words fast and deep, "It is simple. I am in charge here, it is my force that will have to strike and take the risks here. They are the ones in danger. I shall make the decision. Now what we're do is…"


What?

[] Wait for the other ships to come and take out the threat of the frigate, which might pop around the edge of the moon or provide covering fire/aid to the defenders of the moon base. Less risk, but documents might be destroyed, and there's a chance they could rabbit. Lower risk of casualties, lower reward.
[] Send gunships and drop-ships to the margins, away from the base's defenses but risking some retaliation from the frigate, though it'd have to risk itself to do so. Then hike to the base and take it. Troops will be armored in medium and light power-armor. Medium risk, medium reward.
[] Use gunships and drop-ships as distractions, towards the edge of the base, but the main strike will be right on it. Once their defenses are tied up, drop-pods will be deployed with troops in heavy power-armor, the best there is, to break the defenses and capture the evidence. Highest risk of casualties, highest chance of reward.
 
Gang War End
The Hive Strikes Back

[X] Use gunships and drop-ships as distractions, towards the edge of the base, but the main strike will be right on it. Once their defenses are tied up, drop-pods will be deployed with troops in heavy power-armor, the best there is, to break the defenses and capture the evidence. Highest risk of casualties, highest chance of reward.

The Plan: Roll 1d100+35 (Military Stat)+5 (Familiar ground)+5 (Quality disparity, minor)+10 (Military Genius Trait)=1d100+55=152. Natural Critical success, Artificial super-critical success.


There wasn't a lot of time before the troops had to be ready for drop. A few dozen minutes at most to get in position, and then send the gunships and dropships, then the main strike. Not a lot of time to plan, to most people. For Hazitean, it was more than enough. Her eyes leaned down as she began planning trajectories, complex mathematics coming to her in a buzz of remembered formulas and axioms, where to strike for maximum effect; and she knew the men well enough, though she pulled up a few profiles to check, thinking through whether they'd be able to do it. Yes. Yes, and then this...she kept on moving, picking up the pad to continue the work as she stalked down into the hold, saying into her comms system, "Transmitting orders. I want all drop units ready in the tubes, priority to those with Z-High designation in heavy armor. We're gonna have ourselves an easy little trick here. Sucker them out then stab 'em."

She kept on moving, changing a few coordinates at the last moment, then entering the busy locker room. Modesty wasn't really a thing for the Xvorzit, and the others around her stripped to full nudity, beginning to work themselves into their undersuits. Hazitean for her part moved towards her own arms locker, the door popping open at her invisible, electronic prompting, reaching in to first pull out her own undersuit. Working her limbs into the elasticated suit with a speed borne of practise and familiarity, securing the seal at the front up to her throat. The undersuit mainly contained a network thermal regulation systems, heating or cooling as required to maintain a comfortable internal temperature, as well as a surface of tough fullerene weave as a final layer of protection.

The undersuit on, she began methodically removing each piece of armor from its set place in the locker, and locking it securely. Sabatons first, the segmented pieces fastening around her insectile feet. Then moving up each leg in turn- greaves engaging with the tops of the feet-pieces, flexing and rotating each foot to ensure the joint is moving properly, repeating the process as each joint engages, gradually encasing herself in a shell of composited amorphous titanium/tungsten mix and fullerite, substrated and shot through with titanium alloy. Cuisses next, the attached joint-guard sliding down into place once the joint closes, the myomer substrate of each plate also extending to attach. With the suit fully assembled, the full-body sheath of myomer bundles will dramatically amplify her strength, to the point that killing an unarmored, unenhanced person with her bare hands becomes trivially easy.

With the loinguard in place (many interlocking pieces to accommodate the movement of all four legs, and thus somewhat inevitably one of the suit's relatively weak points), she can turn her attention to the under-pack. In times long gone by, life support systems used to be integrated with a suit's cuirass- now, they're incorporated into a lightweight pack that sits on the back beneath the armor, enjoying the full benefit of its protection- important, when making a combat drop onto an airless moon.

Speaking of the cuirass, she was now carefully settling it onto her shoulders, slipping her head through the neckhole, the locks down each side engaging before the loinguard engaged with it in turn, twisting her torso from side to side to test the joint even as she could feel the miniature fusion plant mounted in the backplate, heavily shielded, thrumming into life. All that was left before moving onto her arms was to pull the hood of the undersuit up over her head, and then make sure the cuirass' attached gorget sat snug to her neck.

Pulling on the undersuit's gloves, making sure they sealed properly with the rest of the garment, then beginning to don the last pieces. Left and right rerebraces, spaulders sliding up to cover her shoulders as soon as they were in place, rolling each shoulder. Left and right vambraces, elbow-pieces locking into place as well, then lastly gauntlets- the back of each hand and each finger covered with overlapping plates, but the front and palm more lightly protected in order to maintain the necessary flexibility. Now that the movement-enhancing myomer sheath is complete and fully connected she knows electric charges will be running through each artificial muscle-strand, matching her movements perfectly. She can feel a slight pressure all over, almost feeling like the suit is inflating against her as the hollow void between the myomer layer and the outer plating is filled with kinetic gel, the sensation only abating once the colloid smartfluid is evenly distributed- it serves an important purpose, not just thermal protection, but, when subjected to an impact, the smart fluid will stiffen and become rigid, absorbing the force before reverting to its usual consistency.

Finally, the helmet engages with the gorget, and heads-up displays pop up in front of her eyes as it interfaces with the suit's control computers. Reactor, online. Sensors, online. Shields, online. All systems nominal. The armor is standard issue for Naval Security (just happening to be in more or less her size and easily adjusted to fit) and thus lacks some of the additional special features she'd become accustomed to having during her time with special forces, but ultimately armor is armor. Better to have it than not.

And then the assault rifle. It was a sturdy weapon, a little simpler than it might have been, without the dual-feed mechanism or variable cyclic rate that longarms adopted by wealthier nations had, but it and others like it had seen her through her youth alive and well. Not that there was as much danger in some cases--but there still was enough to sink one's teeth into. And after that, after she'd been cast out...after. After that she'd had to fight to live. And it was a good rifle- bullpup in configuration as most were, four millimeter calibre, one hundred rounds in a magazine. What it lacked in bells and whistles it made up for in muzzle velocity, matching those more expensive designs with their additional features- 2,041 meters per second or mach 6, good performance for a low-caliber grav driver. No messing around with chemical explosives, or even electromagnetism, not in this day and age- gravity manipulation had been refined to such a degree that even grav driver handguns were commonplace now.

Not completely free of bells and whistles, though- underneath the rifle's barrel was nestled a much wider, stubbier one, of the ubiquitous variable micro-munition launcher.. It had to be manually loaded, sure, one shot at a time, but that just let her choose whichever variety of self-propelled thirty millimeter micro-munition was most appropriate for the task at hand. Anti-personnel plasma, HESH for shields more powerful than infantry-grade, HV penetrators for cracking hard targets, concussion for structures… most dumb-fired, but a handful smart, self-guiding.

Not that she was truly reflecting on all of this, it was all instinct: what she breathed, what she had lived: war, or at least combat. What mattered most of all was that it worked, and that her plan worked and that the world continued to dance to her will. She could control the world, she could make it make sense. And she could plunge it into chaos.


Rolls: We need a distraction (two rolls for plan super-crit) 1d100+16 (Military of dropships)+5 (Advantage)-10 (Defenses)+10 (Good plan)+5 (Edge of contact)+5 (Suppressing fire)=1d100+31=89, 64. So, 89. Not bad.


Ships streamed out of the bay, dropships and gunships, matte grey and black, mere specks against the vastness, the unbelievable size, of the Battleship. Each armed to the teeth, headed downward toward the surface. Missiles were launched, and the heat signatures indicated that most of the enemy troops were massing towards them, firing. But the missiles automated patterns were obvious.

Hazitean had predicted them, and the ships moved to almost effortlessly dodge them, only a single one actually approaching within attack range, and that instantly destroyed by interceptor missiles from the battleship above. A dozen ships landed, disgorging a couple of platoons, the soldiers sprinting for cover under the supporting fire of the gunships above, engaging the defenders in a drawn-out firefight. The battleship shifted, moving to just the right angle. Would the frigate pop around the corner?

If so, Hazitean had plans for that too. She pushed her way into a drop pod with nine others, a huge bulky egg, matte black, pockmarked with retracted guidance fins and thrusts- both for correcting its descent. From it would birth the destruction of the base, she thought, rubbing her arms against the side, almost fondly, then carefully locking the restraining harness in place It was cramped with all the occupants in heavy armor but that was fine. Even she, her mind strange and her ways unusual, felt that safety in numbers, that...comfort of being crowded in next to another Xvorzit. Watching and waiting as the hatches were sealed up and the pod began to ease down into it's launch tube. The soldiers around her weren't special forces, weren't even drop troops- they were Naval Security, but that was fine. Naval Security are at least trained for orbital drops (though to a lesser degree as dedicated drop troops) and, more importantly, they're trained to fight in vacuum, in low-gravity, and in the cramped confines of a ship, station or, say, secret moonbase- things that will stand them in good stead on this operation.


Distraction Withdrawal: rolled a 41 and a 62, so it went...alright! 62


The gunships move back, logically it had to be because of the withering fire, right? One of them was hit by a missile and went down, wreckage scattering over the lip of a crater, but the others moved away, drawing fire even then. The whole operation hung on a thread as the battleship reorientated itself and then spat three drop pods, unseen by sensors for but a few moments- no need for course correction or extra acceleration, the launch tubes had imparted enough thrust to place them on exactly the right trajectory


Drop Pod: 1d100+50-5 (Discrepancies)=1d100+45, roll twice: 97, 108. Rolled 108


Down they went, too fast for any reaction, unpowered and cold, almost impossible to detect, until retro-thrusters fired at the last possible moment, searing gouts of plasma both slowing the rate of descent down to something survivable, and blasting through the structure below them- and, if that weren't enough, the impact a second later caved the ceiling in, anyone unfortunate enough to have been in the way either incinerated or crushed, atmosphere exploding out of the hole they'd made in a howling gale. And then the hatches burst open and out spilled the soldiers, black-armored and faceless, firing upon those few enemy soldiers that weren't out of position. Hazitean grinned as she stepped out, "Stun if you can, kill if you can't!"

Her voice was a whistling yell as she charged forward, "Squad Four, with me! Secure the labs." An enemy gasped, whistling, reaching for a handgun far too late, and she shot him. He didn't know anything--he because of the cut of his vest, it was so obvious to a Xvorzit-- and so he got nothing more than a shot to the head that obliterated everything above the shoulder. It took but a second, and then they were moving onward, through the bright corridors, towards the labs. The lights were flashing, the floors groaning as they stormed through, eschewing subtlety for brutal speed, bursting into a huge room and…

Hazitean stopped. There were huge vats of Hatish, great gobs of Yarldo, congealing on a pallet, drugs upon drugs, her eyes wide. She couldn't breath, she just stared at them and the memories flashed by. She stepped forward, a shot hitting her shield and dissipating. It was there, all of it was there. She hadn't had some of them in...days. And...fuck, were they going to burn it all? Destroy the evidence? Some of it looked pure and...pure and…

She moved as if in a haze, and then someone stepped into her path. Her weapon came out and her finger went down on the trigger, panic and hate and fear intermingling, but it didn't fire. A friendly, and thus- by a rather leaky system- impossible to shoot. It wasn't perfect, and it could be hacked which is why it was usually not used in a combat situation. She'd almost opened up at point-blank range on one of her squad members, and she tried to shake herself in focus, but it was too close, far too close. She shot the pallet, once then twice, saying, "Capture the scientists, photograph and b-burn the drugs, destroy them."

"Ma'am, I-"

"DESTROY THEM!" She whistled, her voice high and panicked, "Yesterday. Yesterday!"


*****


You need help friend?

Rolled: 1d100+19+10 (Fuck, I nearly killed someone...that I didn't mean to kill)=111


"Hazitean," Vorzhan said later, in a debriefing, hours after all of the shooting was done and the base taken-

"I'm sorry, I won't do it again I-" she began, and there's fear there. She thinks I'll kill her, Vorzhan realizes, or...something. Dismiss her, give up on her. She needed Vorzhan for some reason, something deeper than mere convenience, and now it was revealed. Not why, but that was for later. What was for now was social leverage. Helping her.

"You won't, and I won't dismiss you, but...something needs to change. We'll talk more about this later, but...for the moment, tell me about the rest of the operation…

War-Turn Successful!


*****

A/N: As far as your winnings go, and there *are* winnings including several hundred Wealth and some various opinion changes and (eventually) options, those will all be covered in the turn results section.
 
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