what do you mean by that?
There's no mention even teorical of of something like an warp drive.
our ships on dock are probably starship once they are 100%.
this planet is clearly not earth and the cultural roots on your sociaties are from earth.
this implies that the plane is not humaity's birthplace.

HAving the ftl being a jumpgate would give an excuse to not have extremely dangerous FTL drive in the hands of caveman.
 
There's no mention even teorical of of something like an warp drive.
our ships on dock are probably starship once they are 100%.
this planet is clearly not earth and the cultural roots on your sociaties are from earth.
this implies that the plane is not humaity's birthplace.

HAving the ftl being a jumpgate would give an excuse to not have extremely dangerous FTL drive in the hands of caveman.
Ah, that is what you mean. In that regards, you'll have to keep reading to figure out what is what and what isn't what in regards to FTL systems within the world I created. ;)
 
-[X][Diplomacy] Infiltrate Part 1 - (Dirty Daggers, Daughters Of Rashomon, The Purified) - (2/3 Turns Complete)
--[X] (School The Diplomat-Corp: Criminals +15, A Victims Ire: Criminal Organizations +5, Ashleaf Tea +15, +3FF)=+38
Needed: 27, Rolled: 30 + 38 = 68
Success!
+1 Turn of Progress
Oh, I forgot the Ashleaf Tea. Whoops.

-[X][Learning] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/2 Successes)
--[X] (Scientific Theory +15, +6FF)=+21
Needed: 46/116/160, Rolled: 98 + 21 = 119
+2 Successes
Success!
Lucky roll, I wonder what the overflow for this will be?

-[X][Learning] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics) - (18/20 Successes)
--[X] [PD],[DoD],[In The Name Of Profit], (Scientific Theory +15, Electronics Workshop +20, 2 [ENG] +28, +6FF)=+69
--[X] Rugged Electrification Kit +20 to Advanced Electronics/Armor/Weapons, Current Converter +20 to Advanced Electronics/Machinery, Hardened Touchscreen +20 to Advanced Electronics, 1 Seeker-Shells +20 to Advanced Weapons/Electronics, 1 Damaged Sentinel Remains +20 to Advanced Machinery/Armor/Programming/Electronics =+100
Needed: 84/168/249, Rolled: 55 + 169 = 224
+3 Automatic Successes
+2 Successes
One Automatic Success and a few Artefacts for a normal Success should be enough to finish this during the next Turn. We could do more to get an overflow, but...

-[X][Learning] Gather Structural Information - (All Metallurgy/Physics) - (3/7 Successes)
--[X] (Scientific Theory +15, Black Box +5, +6FF)=+26
--[X] Hexagonal Armor Plate +50 to Pioneer Armor/Metallurgy, Unique Lattice Shields +20 to Advanced Armor/Metallurgy, Ablative Armor Platings +20 to Advanced Armor/Physics, Fluid Dynamics +5 to Common Physics=+95
Needed: 33/78/119, Rolled: 57 + 121 = 178
+3 Successes
We need those Automatic Successes to finish this.

-[X][Archeology] Loot The Bunkers Knight Frame - (3/3 Turns Complete)
+1 Turn of Progress
Success!
Choice Incoming
Another thing the Forge-Clans would like to get?

-[X][Holdings] U'kali and Iwi Burrows - (6/9 Turns Complete)- (-1.34 Materials) - [Sandcrete -12.5 Materials]
--[X] (Hire Contractors: 3*7 Materials= -21 Materials)
+6 Turns of Progress
Hmm, one more use of Contractors and this should be finished. What to use the Sandcrete on then, though?

-[X][Martyris action] Too Much To Do - (The Mind - The Grey Disease - (Psychology)) - (3/12 Successes)
--[X](Personal Action +45, Black Box +5, Library +5, 2 [SC] +24, (+6FF))=+85
--[X] 2 Eversun Psychology Works +20 to Advanced Psychology(+40), "Understanding And Repressing Sinful Urges!" +20 to Advanced Psychology=+60
Needed: 57/93/143, Rolled: 13+ 145 = 158
+3 Successes
Probably have to keep this as a Personal Action until the other projects that need the Automatic Successes are finished.

-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Neighbourhood Watchers) - (-3 Materials)
Success?
...They did something incredibly public, and probably very racist, didn't they?

Danger:
Type: 27 - ???
Scale: 47 - ???
A random danger with an average level of threat. Could be worse.

Pilgrims Recover Ancient Knight From The Forest Of Rust - The Truthful Observers
That is a political out. That would mean we need to train a member of our House as a Knight pilot... Selene?

Nah, as funny as that would be Silvia is probably the better choice. It's a good excuse and we can go very slow on the training.

Street Clashes Between Militant Militia And Innocents Intensify With No Official Response In Strul - Rags, Rumors, And Rants
Great, things get worse. Well, we already have many guards there but we could hire Adventurers to cause trouble. Or just station a unit in one of our buildings there.

Security Report:
We suffered an attack on our Iron Mine; 80 people (36 were Pilgrims) died before the local militia arrived and beat them back. The miners, their families, and visiting traders were killed, mutilated, injured at seemingly random, with several corpses being butchered for organs, limbs, and Mutations. Nothing is known about the why or who, but we suspect bandits that survived the purge and wanted an easy score they could sell quickly. Our material losses amount to 7.43 Materials.

[-31% Piety - Mass Loss of Life, Mutilated Corpses, Suspected Cannibalism, none were caught or killed.]
[New Actions Unlocked]
Need to add guards to the mines too. Probably not bandits, they would have gone for the silver mine. Some kind of 40k style servitor machines? This would explain why the iron mine instead of the silver mine was targeted.

The Common People are fascinated by any news about or from the Eversun Civil War, the attack by the SBA, or the Dul Slave-Crusade. However, an earthquake in the nearby Region of Ju-Ji's Hall has disrupted trade and caused a flood within one of the settlements, claiming over 25.000 lives. Donations of canned food, water, money, or clothes have started to be collected and moved to help the victims and displaced refugees.
Seems like this will be our first use of the "A Small Donation" Action. Might be able to help with shipping if we put the First Son on it. The Daughter would probably be overkill.
 
So I'm looking at out Piety situation and it's not great. We'll be at 66% next turn.

Let There be Light Bulbs will give us 5% and prevent us from losing anymore passively. But that's about the only thing we can do to significantly raise piety, all other actions have high DC and take a long time.
 
Need to add guards to the mines too. Probably not bandits, they would have gone for the silver mine. Some kind of 40k style servitor machines? This would explain why the iron mine instead of the silver mine was targeted.

Yeah albeit we need to upgrade the quality training of our units too

I say we go for the uograded command center and radio tech as someone above me suggested
 
@HeroCooky Say, are there any Holdings buildings that give raw Piety? If so what branch are they in?

Also, the Hero Piety Action is really really bad and needs a buff.
 
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@HeroCooky Say, are there any Holdings buildings that give raw Piety? If so what branch are they in?

Also, the Hero Piety Action is really really bad and needs a buff.
Two projects are unlocked by Schooling Incentives, the level after Distributed Clinics gives you piety, and building the first airship-line gives you a flat 20%.

And I agree, it will recieve a buff this coming turn.

Also, to prevent some unhappyness, you will gain (some of) the Piety you lost back if you find the attackers this coming turn, with a smaller amount next turn.
 
So I'm looking at out Piety situation and it's not great. We'll be at 66% next turn.

Let There be Light Bulbs will give us 5% and prevent us from losing anymore passively. But that's about the only thing we can do to significantly raise piety, all other actions have high DC and take a long time.
It's not that bad. The expansion costs 10-35% Piety, so we could get lucky on the cost if it's a dice roll or just not spend as much if it's a vote.

Getting into a new region should also create opportunities to gain Piety on its own. For example, "We Are One People!" should be easier to complete in the new region because the local opinion on Mutated would be closer to the normal of the Empire than what we achieved in Tessen.

Yeah albeit we need to upgrade the quality training of our units too

I say we go for the uograded command center and radio tech as someone above me suggested
Command Center would take 3 Turns. Getting guards for the mines and other none-city areas would be quicker. I'm also not sure that would help against random dice rolls. "Expand The Militia" had heightened security as a reward but didn't do much to prevent the attack.

Radios could help more, it's somewhat dependent on what "primitive" means, and we could start them during the next Turn. It would push "The Grey Disease" back by a Turn but we could finish it in 2 Turns.
 
Name: ^Ä^/Old Core/"Old Fucker" (Only PD is allowed to call him that)

Type: Leputa

Status: Core-Controlled

Structural Integrity: 6/68

Armor: 153/723

Machine-Mind: ^Ä^

Weapon/s:
-Super-Sonic Fists
The arms of the Leputa are capable of accelerating beyond the sound barrier, thus adding considerable kinetic might behind each of its punches.
(4d20+20 Damage, only usable without any equipment or weaponry requiring the usage of hands. May modify melee weaponry.)

-Bladed Arms
The Leputas arm segments hide long blades set within, ready to spring out and be used to eviscerate any foe upon command. Due to the segment's ability to rotate independently, cutting enemies can be attempted from all sides, with grappling proving lethal as dozens of blades puncture the opponent in quick succession.
(Each attack without melee weaponry increases damage by 10d8+20, with melee 4d6+10. Grappled enemies suffer 20d20+80 damage per turn until they have freed themselves, +40/20/5 bleeding Damage for 1/2/3 turns after hitting biological enemies.)

-Crunch
If a Titan or higher grade enemy is knocked prone, the Leputa may attempt to stomp upon the enemy to devastating effect.
(85 Damage, +2d20 Internal Structure Damage against Mechanical foes. 45% to hit.)

Equipment:
-Core-Pod
Allows the installed Core to take complete control of the Frame, no matter the damage sustained to its Pilot. It may have been created as a failsafe due to disloyal Knight-Pilots being a concern or to provide one Awakened Machine-Minds a physical body.
(Autonomous Piloting if an Awakened Core is provided.)

Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Description:

Deeds:
N/A
 
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Ok so ^Ä^ new body is have no inate range capabilities a brawler in nature. Maybe the forge clans can instal a carapace mounted gun, that would be terrifying.
 
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