Turn 3--Results!
Military
Roll-Where-lower-is-better-pay-no-attention-to-man-behind-curtain: 1d100+25=124. Luckily for you, it's mostly a pass-fail. Mostly.
1d100+32=102, Hazitean does an action. Boy does she ever.
Moonraker
Rolled: 1d100+22=103, crit.
The planning sessions are started before you even get off of the ship. Hazitean is apparently busy with something, muttering about it being overdue, so you personally try to work with the various captains to plan the strike. The pirate moon has pretty tough defenses, but you've slipped through defenses of that sort before, and you know their weak points. Your navy isn't even close to ready for a head-on fight with that of another nation.
But beating on a bunch of pirates who are trapped and can't run away might just about be to speed. Speaking of, speed is important, and the fleet's going to leave behind the battleships, as well as most of the smallest units, to focus on--well, not speed, you're told, but acceleration. Either way, the key is to jump in and get to the moon before anything can be done, destroy its defenses in a first pass and launch some drop-ships on the way before coming around for a second pass. In the meantime, the troops sent would be unsupported for what would be, even with the best turning radius possible, hours and hours, alone on a rather large moon surrounded by foes.
Hazitean, though, takes those words as a challenge, and when she finally can be bothered to help out, she puts together a plan involving elites, as well as dropping turret guns, and maps out the path the various forces would take to cripple the moon in time for the ships second, and final, strike. With any luck, by the time word gets out that Vorzhan and Gazinitah have signed the Repatriation Treaty, it'll also be packaged with news of the raid, and it's likely there are at least some more hints on the Zaeswin puzzle. For instance, upon review of the actions seen at the end of the mission, the fast response time of the navy was suspicious. There was something going on there.
Reward: Large bonus to actual War turn, musings on other matters, synergy, War turn.
Talk to the Soldier Caste
Need: 25, Rolled: 92
A lot of soldiers don't want to be soldiers, and there are many complaints about just about anything and everything. They don't blame Vorzhan, and in fact other than the generals they seem surprisingly positive about the Speaker, but the situation clearly isn't optimal. Some have begun to leave, but others are bound by contracts and other such matters in, and would quite prefer to do something other than be a soldier.
These clash with those who want to be soldiers, but think that there needs to be some adjustment. Officers can only come from the right caste, orders are often illogical, and working conditions and pay are both substandard. They do agree that those who aren't willing to do the work should be allowed to get out, preferring a smaller army that can actually do its job.
Opposed to them were the police types, who really wanted to be released so that they could focus on their job. The reluctant ones were an anchor, and the soldier types abused their authority, didn't know how laws worked, and had all but immunity from being arrested or even challenged. It was a situation that had to change, though many were apathetic that it ever would.
And at the top the officers sat, some of them military caste, others ruler caste, still not sure what to do with Vorzhan. Or to Vorzhan. Or anything at all. Considering what happens later, on the other hand, Vorzhan has all sorts of ideas as to how much their opinions should matter.
Reward: Information. Might get some options next turn, but there's something else...
(Hazitean Lends A Hand) Sifting Through the Ashes
Rolled: 62, pretty good haul.
There was a lot that hadn't been catalogued from the raid on the former research facility, and one day Hazitean dove in and started cataloging things. And selling them off if they were useless. As 'relics' of the brief war. Mugs went for ridiculous prices, and bits and pieces of equipment were sold or broken down for scrap, and besides that there were other ways to make a quick buck off of the remnants. But most notable were the guns. They were very, very good firearms, the exact sort that, if you manufactured a few more of them, could work well for the gun-trials idea that Vorzhan had. And so they noted it down, thoughtfully, and since it was already on the docket, it should be easier to deal with.
Reward: Gun It is a Free action, costs 200 Wealth less next turn. 150 Wealth in selling off things gained.
Poverty. Is. Magic.
Need: 80, Rolled: 124
Vorzhan only learns about it after the fact. When Hazitean storms in with a general, holding him by an arm, his legs flailing helplessly. "Tell him, tell him you stupid sack of bug droppings!" She's yelling, she seems desperate and furious.
"The money, it's gone. All of our supplies were late last month, and we didn't have any ammunition, and...and it's just terrible, we've been forced to, well, we've had to do what we need. And borrow money, and do things on loan, and now we owe more than I've ever seen in our life and--"
It's like magic. The more he babbles, the bigger the headache. The Iashec withdrew all of their loans all at once, perfectly timed to do the most damage possible, huge economic impacts caused by it being pulled out without any care of what it did to others. And the troops compounded it in their desperation--
'Reward': -900 Wealth per turn, 500 Wealth in economic damages.
Not so fast!
Upon hearing what the generals and soldiers were doing, Hazitean grabbed a gun and went around. She said she had a 'collection' going for generous soldiers. Somehow she managed to raise a huge amount of wealth in donations from the soldiery, who now seem terrified of her, and she manage to get them to forswear some of the gift ceremonies and private parties they had been doing before, on pain of annoying her.
She constantly moved about, skittering around, desperately plugging in holes despite having no authority at all, and at the end of it, Vorzhan had the feeling that the soldiery respected her, even if they didn't like her. At all. Especially the generals, who came several times to complain in person.
Reward: 300 Wealth each turn from less 'Gifts', Gifts now automatically pays out the rest of the 500 and has higher odds, 100 Wealth in odds and ends.
Tank Research
Need: 25 (No disasters)/50 (Some progress)/75 (Lots of Progress)/100 (Tons) Rolled: 20+5=25
In the last month, several of them were almost run over on a daily basis, and there were lots of explosions, but very little progress made. They say, though Vorzhan isn't so sure, that they're having fun and working some things out. Either way, at least nothing's gone wrong, and hopefully they'll make some progress later.
Reward: Nobody's hurt, 50 Wealth spent this turn (it's a each-turn thing, recall)
Diplomacy:
Better On Holiday:
Rolled: 77
Things go pretty well. Vorzhan takes part in several parties, and there are huge masses of people listening to concerts, dancing, eating tons of food--provided for by various benefactors including the Speaker herself--and waving various old banners from the revolution as tokens. Kikkizit got in on it, leading a parade of children and officials out of school, some having still gone not thinking the holiday would be celebrated so soon, or having missed the declaration. Across the planet, Xvorzith peacefully celebrate a peaceful revolution, and knit themselves together. All in all, it's a success, and something that will definitely be repeated every year. Sales spiked during that one period, and it seemed to improve morale and public opinion, and here the Public Broadcasting programs helped out immensely in spreading it far and wide.
Reward: Public opinion greatly increased. Lose 10 Wealth each year (funding food on a massive scale, that sort of thing) gain 20 Wealth in economic gains every year. I'll just make it easier for myself and turn that into 10 Wealth a turn.
Winnow the Ambassadors:
Needed: 40 Rolled: 44
Not long after the celebrations begin, Vorzhan has a meeting with some ambassadors and begins the difficult process of finding those that are corrupt. It's very difficult to say the least, and many of them have uncertain motives, some are corrupt and some are not and yet are ideologically difficult, and all of them are nervous for their position, their families, and their status. What was hoped to be a process taking a few days stretches on into months, but finally they were chosen. Everything would be ready for attempts at re-establishing embassies, and while there were many secrets the Caste of Diplomats yet had, the Ambassadors themselves were fortunately ready and willing to do their duty.
And then one of them tried to kill Vorzhan.
Reward: +5 to Rolls Involving foreign diplomacy. There will be an option next turn to try to reestablish embassies galaxy wide (it'll be individual rolls for each polity, by the way, any failures can be tried later, of course.)
Join the Intergalactic Community
Need: 6 Rolled: 89
Another step forward was joining the trade agreements and then, at the right moment, the Repatriation Treaty, hopefully with enough time for the ships to have hit their target by the time it was announced. The meetings will be long, and a lot that is discussed will be matters that Gazinitah, still getting up on its feet, will only be able to participate in directly, but at least it allows them to learn more about the current situation. Which is to say, things were simmering, increased economic contact and work on technological development were overshadowed by groups such as the Iashec, not part of most of the councils, but part of a few. Could it be an Intergalactic community if it excluded a large portion of the known galaxy? And yet including polities such as Stendar and Iashec, states that were regarded by some as 'rogue' would run the risk of watering down the various organizations' abilities to do anything.
It need not be said that having the main slave-selling planets on the Council To End Slavery would be, at best, awkward, and at worst a travesty.
Reward: Huge opinion boost from the rest of the galaxy. Will get more information in the Turn End Rumors, might eventually have Free Actions involving agreeing/disagreeing with something proposed in the various communities.
Embassies on Sol
Need: 2, Rolled: 81
It wasn't hard to establish the embassies, and once done a lot of information was exchanged. It is likely that opportunities will soon flow from this contact, as well as information, but for the moment the ambassadors are getting settled in, though Vorzhan hasn't had a chance to talk to the human ambassador much, so busy are they with a dozen other things, including a number of minor crisis like the military budget. Still, by most accounts he is very well educated and trusted by the government, and him being sent is a very, very good sign that Sol means it when they welcomed Vorzhan's ambassador.
Reward: More accurate news from Sol, communication opened up with them, potentially options.
Stewardship:
Buyout?
Need: 40, Rolled 29. +1 to time taken...now
Roll: 1d3+1=2, will take two more turns, since this turn was a failure. So it's locked in.
It was almost another disaster. As it turned out- Vorzhan had to review all of this through another headache. That was what budgetary matters were as a whole. A huge headache, and every time Vorzhan had to deal with it rather than have somebug else do it, they grew more and more tired and cynical about the whole process. They'd almost bought some fake dummy companies the Iashec companies had set up, money that would have been wasted on nothing without getting any shares of the actual company. When he'd heard that, the Speaker had calmly and patiently talked through it, then listened to Hazitean's mutterings, and then gone to talk to Kikkizit, and finally, only then, said what they had known they'd have to say. Keep negotiations open, but do nothing yet.
Reward: No money spent on this, but it's locked in for two additional turns and will be spent next turn, the 600 Wealth.
Open Up Avenues:
Need: 40, Rolled: 81+5=86, Wealth generated starting now, rather than next turn.
On the other hand, oddly enough, the merchants were far more willing to take the necessary risks and even succeed. Following the path of the economic stimulus and trade deals with Sol and other human powers, as soon as they have money to play around with and subsidies they can use, they go straight towards trading more and more with Sol, though it leaves those businessmen with strong ties to the rest of the Xvorzith Hive Worlds a little bitter, and they complain to the Speaker, even after she chirps out that anyone can use the subsidies, so if they want to use them to develop other ties.
That shuts them up.
Reward: 100 Wealth spent each turn from now on in subsidies, rolls to see what you get. Got 100 Wealth in trade income, mainly involving import/export of more basic resources at this point, though Gazinitah tends to have less in the way of unique offers, it is noted.
(Hive) Mines of Death
It is a simple matter to rouse the popular will, and it even makes economic sense...eventually, at least. Kikkizit's study shows that they haven't been used to their full potential, especially the off-planetary mining in the colonies and other areas. So in a wash of public anger spurred on by the Speaker's own broadcast group, the mining companies are sued and the public gains ownership of the most troubled and troubling of the mines.
Now, Vorzhan thinks morosely, they have to find a way to make a profit, and deal with whether to sell off these back to the private sector.
Reward: The government now owns several percent of the total mines in Gazinitah's sphere, to do with as they want. -50 Wealth a turn until this is turned around.
(Hive) Child Helpers
Whereas the former issue was at least legally complicated, this one is simple. Throw around fines and lawsuits until any company using child labor is taught a lesson, and these children enter the system. Just as importantly, the Speaker meets them, and in a widely circulated segment of holovision, has a discussion involving one of the kid's interests in food and some of the new cartoons that are coming out. It's rated 'Most Touching Moment of the Year' by several news agencies and polls, and it is replayed again and again. They watch it, sometimes, when groaning over another revelation on the economic situation. Either way, the Speaker treasures that they were able to do this, and it does put everything in perspective, some.
Reward: Opinion of populace increase. Feels like it's on a threshold. Children are happy!
Intrigue:
Yaziha: 1d100+27=62, bare failure, but does get you a +5 to one roll, that I'll deploy this turn.
Lucille and Company
Need: 10, Rolled: 62
Lucille is a very eager woman, and as she says, "It's one of the few times someone from Sol has a chance to take part in real, major change, you know? Democracy born from the ashes. It's inspiring, and I should be able to extend the network. Now, I know a lot of people. It's what I do, what I am. I've even known some Barsa--"
"By known do you mean fucked?" Speaker Vorzhan asked, then paused, "Apologies, I know that for humans that might be regarded as rude, to ask outright, rather than subtly insinuate--"
"Well," Lucille said with a laugh and a blush, "Yes. Yes I have. Call it hands-on diplomacy. Anyways, but I know people in all sorts of fields, and I can get it started. Gonna start with the humans, and that human-Xvorzith state, but maybe I'll get more done later. For now, though, just sit back and watch. I'll do you proud.
Reward: Spy network started, will cost 50 wealth a turn. Obtained too much information.
The Infernal Archive
Need: 50, Rolled: 79+10=89
Vorzhan did a lot of swearing that season. How had they missed it all? The secret blackmail that Zaeswin had used to try to control the planet, the way the security organization had been riddled with holes, the strange combination of corruption and efficiency, present wherever Zaeswin held sway, but absent in other areas. It was clear that the entire security system and the planet itself had been something that Zaeswin had controlled, albeit rather uneasily. He was on record complaining about how the very system he had to run, that allowed him and his blood to rule, was also the system he had to reform if Gazinitah wasn't going to crash. He had dozens, even hundreds, of agents in place, and while most of those had been swept out of the way, a few still were in high positions. Now that was easy enough to solve, though Vorzhan lacked places to put them, honestly.
It did allow them to understand what they were working with a lot better, though.
The assassination attempt wasn't appreciated, though.
Reward: +5 to Internal Security actions, on top of the +5 that Will of the Hive 1 grants. High-placed Agents captured. Assassination attempt stopped.
Decode the Messages
Rolled: 68+5=73, pass. Mostly.
Yaziha is tired of dealing with Zaeswin, and the revelations in the archives only open him up more as to what it was like living under the shadowy rule of Zaeswin, before being exiled and then sent to a prison camp to labor fruitlessly. He's a little bitter, a bit angry, but very, very smart, and his help is appreciated. With it, Vorzhan is able to finally learn more, and it seems that Zaeswin has his finger in every pie imaginable. Various Barsa Confederacy worlds, lots of activity on Stendar and some of the other human rogue states, and direct meetings and interactions with the Hexamari heretics.
Something is being planned, and it seems to relate to a phrase that keeps on being mentioned in the notes. Project 352, which apparently goes all the way back to their time on Gazinitah. An ongoing project of unknown dimensions and unknown importance. Either way, their contacts and allies are at least somewhat more clear. Bad apples, the lot of them.
Reward: Information, more options. A shadowy hint of things to come.
Bishop to King's Bishop Five
Need: 40, Rolled: 51
One day, Vorzhan looked down at a cup of juice and then moved forward in a single motion, splashing it all over the ambassador's face before vaulting forward, yelling, their guards startled--or not, since they'd known this was coming--to grab the offending ambassador and wrestle them to the ground, "If you would kindly tell me what you thought you were doing poisoning my drink Ambassador In'azt, please? I'm sure it'll be a very good explanation."
Within hours, they spilled. Of course they did. It was all a trap to reveal one of the secret agents hinted at in the archives. Apparently, it wasn't even Zaeswin's doing. One of their allies had been getting antsy.
Star by star, across the whole of the galaxy, battles were being waged. Public identities were revealed on secret slavers, companies that funneled their money to Zaeswin's operations under false fronts were blackmailed or bankrupted, and while thus far Vorzhan's forces won more victories than not, shutting down dozens of money funnels for Zaeswin as well as several of their long-term plans, mostly involving the trafficking of slaves and the blackmailing and bribing of politicians, they are outnumbered. Even with Lucille's allies, they are relatively new in the game of intergalactic spying, and each new target has to have resources and assets developed afresh for the mission. Still, Vorzhan has a feeling that they are winning, though it's likely to get a lot more expensive once the obvious leads start to fall apart.
But the idea that an ally of Zaeswin might fear that real damage is being done, and that Speaker Vorzhan needed to be eliminated...it was a heartening one, oddly enough.
Reward: Zaeswin on the back foot, options.
Learning:
We Don't Need No Education
Needed: 15, Rolled: +15 in modifiers means it's an auto-success, but it was a 70+15
The reports keep coming in, and the committees are doing very superb work thus far. It seems as if they'll soon have a conclusive report that can be implemented immediately by the end of the year.
Reward: Finishes next turn!
Resource Survey
Needed: 30, Rolled: 97+5=102
Time: It's automatically one turn because of the crit, among other things.
Kikkizit had first thought merely to look at Gazinitah. Then they had got going, and soon they were compiling data from across the solar system and beyond, on all of the sources of mineral or other resources, as well as how they could be best used. And more than that, what would and wouldn't be acceptable to certain populations, what is sustainable, and how trade can be affected by various proposals. A huge number of documents are made on how to do it politically, and that's before they start on how to create public parks and other spaces to allow Xvorzith to unwind and enjoy nature, as well as farm and raise a wider variety of food for internal commerce as well as perhaps capitalizing on the unique natural resources present on Gazinitah for the creation of a number of specialty bulk-foods that can occur only on Gazinitah using the rot and mold combinations that are hard to genetically replicate elsewhere, at least without great expenses.
Reward:Options (mostly in Stewardship), Information, etc.
Ministry of Education
Kikkizit needs help, and that's that. Vorzhan doesn't even think of refusing. Now, if only they could do something with the economy for help. Either way, the Ministry should be able to do good work, and they've rented a great big building in a city down south, as well as a few others at key locations, and one on the colonies, and they are beginning to fill them. Their budget goes a long way, though at the moment they have relatively little to do and are just reviewing the school system.
Reward: Ministry of Education, +1 Learning Option. Might unlock more later.
Personal:
I'isanah
Rolled: 93. Huh. Well.
"I want to be useful, and I think I can be," I'Isanah said, quietly, when Vorzhan talked to her one night, "All this time, I've been a pawn, or useless. Growing rich on things...well, I'm not the most moral person, but they aren't good things, and I feel bad in a way."
"For what?"
"For the fact that I don't regret it enough. I think some of the stuff was bad, but I feel wrong. Warped. Sick in the head," she said, "As crazy as Hazitean."
"Don't speak of her like that. She's working on it," Vorzhan said, his chirp a little harshly, "But I understand that feeling of uselessness. What do you want to do?"
"Well, I've seen how often you take to your bed when you have to deal with the economy, have you gotten that checked out?"
"Ha. It's lovely being able to help people, but the economy is a mess and I'm tired all the time and you know how it is, right?"
"Well, I could help you with that, or I could look into the other Hives. I have contacts there, and so I could do something? I mean, I'm not sure how long I'll stick around, but I definitely can't just leave, not now…"
Reward: I'isanah, for the next ??? Turns will do one of two actions each turn. Voters will choose which. This turn, you have these choices for next turn. Please vote now!
[] Serve as temporary/ad-hoc Stewardship advisor next turn, meaning +1 Personal Action.
[] Work to learn more about diplomatic options with the other Xvorzith Hives. Possibilities: Xvorzith Hives becomes a Free Action (not in terms of cost, but in terms of action economy) next turn.
Hazitean drunk?: Need: 20, Rolled: 21
All of the work almost drives Hazitean to drink and drugs and other means of distraction. Almost.
Reward: 95% chance she'll do it on her own next turn, +5 to 'Crazy but Brilliant.'
Shrink Her? Need: 50, Rolled: 58
The list of drugs she has to take is rather long, and she's talking through her issues with a group, several different groups, of therapists and fellow patients. It's all quite classified, but apparently it's helping, though it's a work in progress. But Vorzhan is glad that she's getting help, becoming a little more like her old self, at least in some ways.
Reward: +15% chance (to 65%) that she'll continue her therapy next turn. +5 to 'Crazy But Brilliant.'
Let's Get Physical?
Need: 50, Rolled: 68
"Besides the damage the drugs and implants did," the Doctor said gravely, "You have several different genetic illnesses, damage that goes back to your upbringing but has only been made worse. There are drugs, and cybernetics can be used for parts that fail, but I'm sorry to tell you--"
Hazitean stared at the ground, legs twitching a little, nervously.
"You're unlikely to live to be more than perhaps a hundred. And likely you'll start moving past your physical peak in your eighties and into your nineties. I'm sorry to tell you this. You can still have a fulfilling life though, even if it is shortened by--"
"Decades," she said, laughing bitterly, "Some Xvorzith live to be 140, healthy until the last decade and a half, and I...fuck. I knew this, you know? I knew I was doomed to die. I was born under a bright and flickering star, born and doomed to die alone in the muck like how I was born and--"
Vorzhan, who was watching, stepped forward and wrapped his arms around her, hugging her close, "You aren't going to. There are drugs, there are treatments, and you have friends. I'm going to be there for you, and everyone else is too. You're getting better, at last. Drugs gone, therapy going well, you're a better person, and you're going to live the last half-century or more of your life better than before. No more fear and worries, banish them please. I am Speaker, but--" You can hardly speak through the choking-up that proceeds tears, "But I can't say the right things. For you."
"Ah, you sneaky lump, don't make *me* be the one to comfort you." She turned around and hugged Vorzhan close, and said, "I'll cope. Fuck, I've dealt with worse, and if you asked me ten years ago how long I'd live...well, every damn day's a victory against all the parentfuckers who want me dead."
The thought of victory and vengeance seemed to cheer her up, as much as Vorzhan's promise of friendship and their hug. The Speaker would like to think, though, that both helped.
Reward: +5 to Crazy But Brilliant. If this Quest lasts 90 turns you might want to start looking for a new military advisor.
End Turn Economics:
Turn 3 Starting Wealth (As a reminder): 5143 Wealth.
Expenditures: 925 (Rolling over Costs)+400 (Moonraker)+900 (Poverty is Magic permanent)+500 (Poverty one-time)+15 (Sifting)+50 (Tank Research, ongoing)+10 (Better on Holiday)+100 (Winnow the Ambassadors)+100 (Mines of Death)+15 (Child Workers)+50 (Opening up Avenues)+25 (Decode)+50 (Bishop)+50 (Lucille and Company, permanent)+100 (Infernal Archive)+100 (Ministry, permanent)=3390
Income: 1650 (Rolling over)+(30d100=1503)+150 (Sifting)+300 (Not So Fast, Perm)+150 (Not so Fast one-time)+100 (Trade income, perm)=3703
Turn end Wealth: 5454 Wealth.
Direct Aid Unspent: 250 Wealth, will spend it next turn.
Rolling Over Income: 1650+30d100+300+100 (Opening Up Trade)+250 (Economy heats up)+250 (Trade)=2650+30d100 Wealth per turn
Rolling Over Costs: 925+50 (Tanks)+50 (Mines Upkeep)+100 (Opening UP Costs)+50 (Lucille)+100 (Ministry)+600 (Bleed)=1875 Wealth per turn
You have a Bleed of -600 in the Military category that can't be easily fixed. Now, to explain, you have the Wealth to deal with the effects, but the actual budget is separated. The longer it bleeds, and the higher the amount, the more rolls will happen for bad stuff happening, like accidents or soldiers getting angry or other problems.
It's not fatal or something, but it is something to keep in mind.
A/N: It's ironic since most of us would kill to be in the prime of our physical health until 80 and die in our 90s, but it's all about what you expect. Anyways, hope this was good, the War Turn is next, then Rumors, then the next turn.
So you're economic situation isn't that bad, but it has been complicated, and without me being a bit generous with the idea for the 'Buy Out' failure you'd actually be losing 300 Wealth. Still, overall, it's not even close to a death-spiral, and you're making more than you *have* to spend, at least in 'money per turn guaranteed.'
Also, looking back at it, you have a *lot* of near failures. It's hilarious how many things you pissed by ten points or less.