Consensus Quest(Mass Effect)

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1895 CE

All across what was formerly Quarian Space, a exodus was taking place, as thousands of...
Turn One
GETH COLLECTIVE:

Research: 5
Industry: 5
Military: 3
Diplomacy: 0

The collective is at present optimized towards two things. Research, and industrial pursuits. The creators were not a aggressive race, and didn't put much effort into developing military Geth. The only true military oriented geth programs and platforms were designed after the Morning War began.




Technology:

VI 4- You are Geth. Technically speaking, you are VI's. Incredibly advanced VI's that network together to emulate sapience, but still VI's. 0/500 to next rank.

Networking 3- The Geth are designed to network with one another. It is how you achieve sapience. 0/400 to next rank.

Data Security 2- It is difficult to hack Geth platforms. 0/300 to next rank.

Manufacturing 6- You are optimized to manufacture large amounts of various goods and parts quickly. 0/700 to next rank.

AI 2- As a whole, Geth are technically a artificial intelligence, though not a traditional one. 0/400 to next rank.

Starship Design 2- You have some of the creators designs for various space capable vehicles. 0/400 to next rank.

Resource Harvesting 3- You are able to derive a large amount of resources from mining and other ventures. 0/450 to next rank.

Weapons Platforms 1- Military Geth platforms are a new thing for you. 0/200 to Rank 2.

Element Zero 1- You have a basic understanding of the substance, and can even design mass effect drives. 0/400 to Rank 2.





Assets:

20 Points of Military Platforms.
10 Points of Frigates
5 Points of Cruisers.
1 Point of Dreadnoughts.

Cost Of Production

1 Point of Military Platforms: 20 Industry
1 Point of Frigates: 50 Industry
1 Point of Cruisers: 100 Industry
1 Point of Dreadnoughts: 200 Industry



Current Situation:

The Creators have fled, leaving their territory to the Geth. Attempted reprisal is expected. However, numerous taken production facilities should give the Collective a edge. However, survival if the Citadel Council decides to intervene is...low.

So, here's how many actions you can take per turn. Current skill points, ignoring the base 3 you started with, halved. So you have 10 skill points. Thus you can take 5 actions. These actions can be spent generating industry or research points, or be used for various other projects. You can, if you want, double up on actions. For example, use two actions on a industry project, or use three to hurry up and finish a research action.

And by the way, if you want, you can go over your action limit, but doing so is innefficent and causes maluses. So say you had a sixth action you REALLY wanted to do. Well, if you decided to go through with it, I would either subtract a dice from that projects roll, or I would add a malus to all the dice on all the projects.

[ ]Actions?
 
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