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HEGEMONS
a Grand Strategy Game of Secrets, Empire and Betrayal
And so did His Imperial Majesty THYMOS decree in the sixtieth year of His reign that an ORDER OF HEGEMONS was to be established...
a Grand Strategy Game of Secrets, Empire and Betrayal
And so did His Imperial Majesty THYMOS decree in the sixtieth year of His reign that an ORDER OF HEGEMONS was to be established...
-The New Imperial Chronicle, 1021 HC
Once, Earth sent out her countless children to claim the stars in Her name. Generation ships, cryo-arks and drone swarms in their endless ranks fled their wounded mother and headed for distant worlds. But the way was long and the void too vast to be held in the grip of any human. Any dream of interstellar unity was doomed to failure simply from distance and time. Earth lost contact with her many children, and in time Earth lost itself, collapsing in ecological collapse and nuclear fire. The colonies were left to survive on their own. Humanity was fragmented.
A thousand years ago, unity returned to Earth. Fragmented peoples and governments were brought together under the flag of Empire. The solar system was reclaimed and prosperity of a kind - a new regime of aristocratic Houses and Imperial guilds - returned to her people. Yet expansion beyond those borders remained as hopeless as before.
Only the coming of the Twelfth Emperor changed that. PHAROS, first of His name, had been bred in a reservoir of experimental chemicals and genetic modification deep under the Imperial Palace. He grew intelligent and visionary beyond any who had come before. Scientist, warlord, administrator and messiah in one, Emperor Pharos engineered vital new technologies to begin a new age of Mankind: advanced slowburn engines to cross interstellar distances and jumpgates to provide instant travel between distant stars once built.
The first true interstellar empire was born from these blades into the flesh of space and time. The First Expansion brought a handful of worlds into the Empire of Earth, but in time Pharos succumbed to mortality, replaced by his far less talented son THYMOS. For decades, Thymos kept expansion efforts halted. At last, that has changed. The Hegemonic Decree has authorized the appointment of six Hegemons to lead new expeditionary fleets into the uncharted Dark Worlds. They will answer to the Emperor alone, and are to be drawn from the most exceptional and superior of Humanity's creations.
Out on the frontier, they will have the power to authority to act as they see fit. The Emperor does not see, perhaps, that such freedom may spark dangerous ambitions within them as well...
***
The game will end when the first Hegemon has completed all of their goals.
Though there are defined rules and mechanics, this is a roleplaying game and as such roleplaying your Hegemon, flavoring your actions and playing for in-universe motivations as well is encouraged and expected.
***
Gameplay
As a Hegemon, you control Assets and Systems. Assets represent forces at your command. These can be Military, Popular, Influence, Technology or Secrets in type. They represent warfleets, propaganda machines, orders of scientists, societies of the noble elite, spy agencies and such. Each Asset has a set Tag, which allows them to act with additional advantage in Missions with that Tag, or in Missions they would normally be used for. You begin with 3 Assets and may gain them through play by amassing Points in their category. Your Hegemon also acts an universal Asset that can be used for any kind of Mission.
Systems represent solar systems. They have a number of Interests - planets and space stations, generally - which generate points as income and allow certain Missions to be undertaken. You deploy your Assets to Systems to use them.
Missions are actions you can take with your Hegemon and Assets. They include things like Surveying Systems, Invading Worlds, Subverting Assets, Investigating Anomalies, generating Points towards Assets, etc. To attempt a Mission, you must assign at least 1 Asset or your Hegemon to it. Missions are always of a set type - Military, Popular, Influence, Technology or Secrets - and only Assets of that type may be used for them, unless they also have a matching Tag. With a matching tag, Assets may be used for Missions outside their usual Type - for example, a Military Asset with a special forces emphasis might have the Black Ops tag, allowing it to do any kind of Military Mission as well as other Missions tagged with Black Ops, such as the Secrets Mission Steal Military Secrets.
When attempting a Mission, you roll a number of six-sided dice. Each Asset involved provides 1d6; the circumstances and traits of the System may add or subtract from these dice, as do defending Assets in a hostile Mission. A matching tag provides an additional +1d6.
To determine success, the highest roll of the involved dice is chosen. A highest roll of 4, 5 or 6 is a success for the Mission. A highest roll of 1, 2 or 3 is a failure. If modifiers reduce the involved dice to 0, you roll two dice and choose the lowest total. If your dice are reduced to -1, you roll three and choose lowest, and so forth. You should generally not expect to get into negatives.
If you roll 2 or more 6s, the Mission is a Critical Success that may have additional effects.
Some Missions have additional consequences for failure, but in most cases failure simply means no effect.
Turn Progression
Each turn of the game represents one Year. All declared Missions are resolved for the next Year. Hostile Missions (Invade, Subvert, Incite, Exterminate, etc) are resolved last, with Incite and Subvert before Invade if relevant. You may attempt as many Missions as you have Assets + your Hegemon.
You will declare your Missions for all your Assets every year with accompanying RP and flavor. Some Missions can be done secretly. If you wish to take a secret action, declare it in a post without including a target (Ex: Shadow Cabal [Secrets]: Subvert Asset instead of Shadow Cabal [Secrets]: Subvert Asset (Imperial Battlefleet Gold)) and send the details to me in a direct message.
You can roleplay with your fellow Hegemons as much as you like during your turn. Hegemons are always presumed to be an interstellar comms message or quick meet-up away if their players so wish. If you want to roleplay a secret meeting, open a conversation with their player and the GM.
Missions
Unique: Some unique Missions arise from random events or special player actions during play.
General:
-Invade System [Military] - Void Warfare: Assign Assets to seize void dominance of a System, a prerequisite for Invading individual Worlds or Stations. On a success, destroy one defending Asset (defender's choice) and displace the rest. On a failure in this Mission, one of your Assets is destroyed (your choice) if there are defending Assets, and any others are displaced. On a critical success, you destroy an additional Asset.
-Invade World [Military] - Planetary Warfare: Assign Assets to make planetfall and seize control of a World-type Interest. On a success, you take control of the World and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Invade Station [Military] - Void Warfare: Assign Assets to prepare for boarding and seize control of a Station-type Interest. On a success, you take control of the Station and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Survey System [Technology] - Exploration: Assign Assets to survey a System and observe any potential inhabitants. On a success, Interests and Assets in the System are revealed. On a critical success, you identify a weakness in one Asset and may take +1d6 for the next Mission against it.
-Incite Revolt [Popular] - Public Influence: Assign Assets to incite revolts, sabotage and attacks against a targeted Asset in the System. On a success, the targeted Asset is neutralized for the next Year. On a critical success, the targeted Asset is destroyed.
-Subvert Human Asset [Secrets] - Corruption: Assign Assets to infiltrate, corrupt and turn an Asset to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Machine Asset [Secrets] - Machines: Assign Assets to hack and corrupt an Asset relying primarily on machine intelligence to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Imperial Institution [Secrets] - Corruption: Assign Assets to infiltrate and compromise a key Imperial Institution. On a success, you gain control of an Imperial Institution with the associated benefits. On a failure, the Emperor's Attention is increased.
-Purge Asset [Secrets] - Investigation: Assign Assets to investigate and purge a controlled Asset that you suspect of having been Subverted. Assets already turned to openly act for the enemy cannot be Purged. On a success in this Mission, the targeted Asset is no longer Subverted. On a critical success, you learn of another Subverted Asset if any exist.
-Negotiate Agreements [Influence] - Diplomacy: Assign Assets to an uncontrolled inhabited System negotiate peaceful submission to your rule. On a success in this Mission, the System becomes a satellite state transferring its Points income but not its Assets to you. Defending Military Assets in the System reduce your dice for this Mission.
-Study Anomaly [Technology] - Strange: Assign Assets to study an Anomaly. Requires a controlled Anomaly Interest. On a success, yougain something from the Anomaly.
-Establish Civilian Interest [Technology] - Exploration: Assign Assets to establish a colony, mining efforts or research facilities on a suitable Potential Interest. On a success, turn a Potential Civilian Interest into a Civilized World/Habitat, Mining World/Station or Research World/Station.
-Establish Military Interest [Military] - Training: Assign Assets to establish military facilities on a suitable Potential Interest. On a success, turn a Potential Military Interest into a Military World/Station.
-Exterminate World [Military] - Apocalypse: Render a World uninhabitable or destroy a Station through orbital bombardment, biological weapons, weaponized spacetime anomalies or any other means. On a success, the targeted Interest is destroyed. This Mission automatically succeeds if the targeted Interest has no defending Military Assets. Use of this Mission provokes the Emperor.
Asset Missions:
-Military: Generate Points towards gaining a new Military Asset.
--Requisition From Elites [Influence] - Elite Influence: Petition, command and charm the noble Houses to provide household troops, high-quality equipment and trained personnel for your military forces. On a success, you gain +50 Military Points. On a critical success, you gain +75 Military Points.
--Volunteer Campaign [Popular] - Public Influence: Encourage enlistment and donations to the cause through mass public campaigns targeting the masses. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Develop Weapons [Technology] - Research: Forge high-tech armaments, assemble robotic soldiers, engineer supersoldiers or take other advanced technological means of amassing further military power. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Steal Military Secrets [Secrets] - Black Ops: Acquire advanced components and research data through unorthodox means and put them to better use as part of your war machine. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
-Popular: Generate Points towards gaining a new Popular Asset.
--Improve Living Standards [Technology] - Welfare: Develop civilian applications for advanced technology to improve living standards and win loyalists among the masses. On a success, you gain +50 Popular Points. On a critical success, you gain +75 Popular Points.
--Support Reforms [Influence] - Politics: Advocate for reform efforts to aid the common folk in the Imperial Senate through your supporters there. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Hold Triumphs [Military] - Authority: Hold grand triumphs and parades with your military forces to blind the people with glory and might. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Infiltrate Opposition [Secrets] - Corruption: Infiltrate insurrectionary and radical movements to neuter, discredit and provoke them into irrelevance, leaving only loyalist voices to bolster your support. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
-Technology: Generate Points towards gaining a new Technology Asset.
--Study Dark Tech [Secrets] - Exploration: Acquire and reverse-engineer recovered technology from the Dark Worlds and from Imperial vaults to greatly advance your scientific development. On a success, you gain +50 Technology Points. On a critical success, you gain +75 Technology Points.
--Patronize Academia [Influence] - Patronage: Direct funding and resources to select universities and scholars in exchange for exclusive rights to the products of their research. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Field Testing [Military] - Training: Consult military personnel and engage in field testing to gain insights and improvements for your equipment and ongoing projects. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Discover New Talent [Popular] - Investigation: Scour guild schools, charitable houses and street teachers for bright young minds held back from scientific careers due to lack of connections and bloodline. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
-Influence: Generate Points towards gaining a new Influence Asset.
--Share Spoils [Military] - Patronage: Share the spoils of your victories, granting commissions and favors to noble Houses of worth in exchange for political favors and influence. On a success, you gain +50 Influence Points. On a critical success, you gain +75 Influence Points.
--Develop Luxuries [Technology] - Welfare: Develop designer narcotics, genemods, accessories and other luxury products for elite clients for favors and political support. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Pacify Subjects [Popular] - Public Influence: Place the lords and ladies of the realm in your debt by placating their serfs and subjects with public entertainments, propaganda and disinformation campaigns. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Manufacture Blackmail [Secrets] - Investigation: Find or fabricate blackmail materials on key political players to gain their reluctant but guaranteed cooperation. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
-Secrets: Generate Points towards gaining a new Secrets Asset.
--Compel Informants [Popular] - Corruption: Identify sympathizers in key positions and persuade them to act as informants for the cause. On a success, you gain +50 Secrets Points. On a critical success, you gain +75 Secrets Points.
--Raid Suspects [Military] - Black Ops: Launch raids to capture and interrogate suspected spies active in the system for intel. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Gather Court Gossip [Influence] - Elite Influence: Sift through endless noble gossip and investigate the latest scandals for traces of factual and valuable intelligence. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Analyze Data Patterns [Technology] - Machines: Tap into data traffic and decrypt machine-script in search of patterns indicating valuable intelligence for the taking. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
As a Hegemon, you control Assets and Systems. Assets represent forces at your command. These can be Military, Popular, Influence, Technology or Secrets in type. They represent warfleets, propaganda machines, orders of scientists, societies of the noble elite, spy agencies and such. Each Asset has a set Tag, which allows them to act with additional advantage in Missions with that Tag, or in Missions they would normally be used for. You begin with 3 Assets and may gain them through play by amassing Points in their category. Your Hegemon also acts an universal Asset that can be used for any kind of Mission.
Systems represent solar systems. They have a number of Interests - planets and space stations, generally - which generate points as income and allow certain Missions to be undertaken. You deploy your Assets to Systems to use them.
Missions are actions you can take with your Hegemon and Assets. They include things like Surveying Systems, Invading Worlds, Subverting Assets, Investigating Anomalies, generating Points towards Assets, etc. To attempt a Mission, you must assign at least 1 Asset or your Hegemon to it. Missions are always of a set type - Military, Popular, Influence, Technology or Secrets - and only Assets of that type may be used for them, unless they also have a matching Tag. With a matching tag, Assets may be used for Missions outside their usual Type - for example, a Military Asset with a special forces emphasis might have the Black Ops tag, allowing it to do any kind of Military Mission as well as other Missions tagged with Black Ops, such as the Secrets Mission Steal Military Secrets.
When attempting a Mission, you roll a number of six-sided dice. Each Asset involved provides 1d6; the circumstances and traits of the System may add or subtract from these dice, as do defending Assets in a hostile Mission. A matching tag provides an additional +1d6.
To determine success, the highest roll of the involved dice is chosen. A highest roll of 4, 5 or 6 is a success for the Mission. A highest roll of 1, 2 or 3 is a failure. If modifiers reduce the involved dice to 0, you roll two dice and choose the lowest total. If your dice are reduced to -1, you roll three and choose lowest, and so forth. You should generally not expect to get into negatives.
If you roll 2 or more 6s, the Mission is a Critical Success that may have additional effects.
Some Missions have additional consequences for failure, but in most cases failure simply means no effect.
Turn Progression
Each turn of the game represents one Year. All declared Missions are resolved for the next Year. Hostile Missions (Invade, Subvert, Incite, Exterminate, etc) are resolved last, with Incite and Subvert before Invade if relevant. You may attempt as many Missions as you have Assets + your Hegemon.
You will declare your Missions for all your Assets every year with accompanying RP and flavor. Some Missions can be done secretly. If you wish to take a secret action, declare it in a post without including a target (Ex: Shadow Cabal [Secrets]: Subvert Asset instead of Shadow Cabal [Secrets]: Subvert Asset (Imperial Battlefleet Gold)) and send the details to me in a direct message.
You can roleplay with your fellow Hegemons as much as you like during your turn. Hegemons are always presumed to be an interstellar comms message or quick meet-up away if their players so wish. If you want to roleplay a secret meeting, open a conversation with their player and the GM.
Missions
Unique: Some unique Missions arise from random events or special player actions during play.
General:
-Invade System [Military] - Void Warfare: Assign Assets to seize void dominance of a System, a prerequisite for Invading individual Worlds or Stations. On a success, destroy one defending Asset (defender's choice) and displace the rest. On a failure in this Mission, one of your Assets is destroyed (your choice) if there are defending Assets, and any others are displaced. On a critical success, you destroy an additional Asset.
-Invade World [Military] - Planetary Warfare: Assign Assets to make planetfall and seize control of a World-type Interest. On a success, you take control of the World and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Invade Station [Military] - Void Warfare: Assign Assets to prepare for boarding and seize control of a Station-type Interest. On a success, you take control of the Station and destroy the defending Assets. On a failure, one of your Assets is destroyed (your choice) if there are defending Assets.
-Survey System [Technology] - Exploration: Assign Assets to survey a System and observe any potential inhabitants. On a success, Interests and Assets in the System are revealed. On a critical success, you identify a weakness in one Asset and may take +1d6 for the next Mission against it.
-Incite Revolt [Popular] - Public Influence: Assign Assets to incite revolts, sabotage and attacks against a targeted Asset in the System. On a success, the targeted Asset is neutralized for the next Year. On a critical success, the targeted Asset is destroyed.
-Subvert Human Asset [Secrets] - Corruption: Assign Assets to infiltrate, corrupt and turn an Asset to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Machine Asset [Secrets] - Machines: Assign Assets to hack and corrupt an Asset relying primarily on machine intelligence to your side. On a success, the Asset becomes Subverted. At any point, you can choose to turn a Subverted Asset to act on your side. The owner of the Asset does not become aware that the Asset is Subverted until you turn it or they Purge the Asset. On a failure, the owner of the Asset becomes aware of the attempt.
-Subvert Imperial Institution [Secrets] - Corruption: Assign Assets to infiltrate and compromise a key Imperial Institution. On a success, you gain control of an Imperial Institution with the associated benefits. On a failure, the Emperor's Attention is increased.
-Purge Asset [Secrets] - Investigation: Assign Assets to investigate and purge a controlled Asset that you suspect of having been Subverted. Assets already turned to openly act for the enemy cannot be Purged. On a success in this Mission, the targeted Asset is no longer Subverted. On a critical success, you learn of another Subverted Asset if any exist.
-Negotiate Agreements [Influence] - Diplomacy: Assign Assets to an uncontrolled inhabited System negotiate peaceful submission to your rule. On a success in this Mission, the System becomes a satellite state transferring its Points income but not its Assets to you. Defending Military Assets in the System reduce your dice for this Mission.
-Study Anomaly [Technology] - Strange: Assign Assets to study an Anomaly. Requires a controlled Anomaly Interest. On a success, yougain something from the Anomaly.
-Establish Civilian Interest [Technology] - Exploration: Assign Assets to establish a colony, mining efforts or research facilities on a suitable Potential Interest. On a success, turn a Potential Civilian Interest into a Civilized World/Habitat, Mining World/Station or Research World/Station.
-Establish Military Interest [Military] - Training: Assign Assets to establish military facilities on a suitable Potential Interest. On a success, turn a Potential Military Interest into a Military World/Station.
-Exterminate World [Military] - Apocalypse: Render a World uninhabitable or destroy a Station through orbital bombardment, biological weapons, weaponized spacetime anomalies or any other means. On a success, the targeted Interest is destroyed. This Mission automatically succeeds if the targeted Interest has no defending Military Assets. Use of this Mission provokes the Emperor.
Asset Missions:
-Military: Generate Points towards gaining a new Military Asset.
--Requisition From Elites [Influence] - Elite Influence: Petition, command and charm the noble Houses to provide household troops, high-quality equipment and trained personnel for your military forces. On a success, you gain +50 Military Points. On a critical success, you gain +75 Military Points.
--Volunteer Campaign [Popular] - Public Influence: Encourage enlistment and donations to the cause through mass public campaigns targeting the masses. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Develop Weapons [Technology] - Research: Forge high-tech armaments, assemble robotic soldiers, engineer supersoldiers or take other advanced technological means of amassing further military power. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
--Steal Military Secrets [Secrets] - Black Ops: Acquire advanced components and research data through unorthodox means and put them to better use as part of your war machine. On a success, you gain +25 Military Points. On a critical success, you gain +50 Military Points.
-Popular: Generate Points towards gaining a new Popular Asset.
--Improve Living Standards [Technology] - Welfare: Develop civilian applications for advanced technology to improve living standards and win loyalists among the masses. On a success, you gain +50 Popular Points. On a critical success, you gain +75 Popular Points.
--Support Reforms [Influence] - Politics: Advocate for reform efforts to aid the common folk in the Imperial Senate through your supporters there. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Hold Triumphs [Military] - Authority: Hold grand triumphs and parades with your military forces to blind the people with glory and might. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
--Infiltrate Opposition [Secrets] - Corruption: Infiltrate insurrectionary and radical movements to neuter, discredit and provoke them into irrelevance, leaving only loyalist voices to bolster your support. On a success, you gain +25 Political Points. On a critical success, you gain +50 Popular Points.
-Technology: Generate Points towards gaining a new Technology Asset.
--Study Dark Tech [Secrets] - Exploration: Acquire and reverse-engineer recovered technology from the Dark Worlds and from Imperial vaults to greatly advance your scientific development. On a success, you gain +50 Technology Points. On a critical success, you gain +75 Technology Points.
--Patronize Academia [Influence] - Patronage: Direct funding and resources to select universities and scholars in exchange for exclusive rights to the products of their research. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Field Testing [Military] - Training: Consult military personnel and engage in field testing to gain insights and improvements for your equipment and ongoing projects. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
--Discover New Talent [Popular] - Investigation: Scour guild schools, charitable houses and street teachers for bright young minds held back from scientific careers due to lack of connections and bloodline. On a success, you gain +25 Technology Points. On a critical success, you gain +50 Technology Points.
-Influence: Generate Points towards gaining a new Influence Asset.
--Share Spoils [Military] - Patronage: Share the spoils of your victories, granting commissions and favors to noble Houses of worth in exchange for political favors and influence. On a success, you gain +50 Influence Points. On a critical success, you gain +75 Influence Points.
--Develop Luxuries [Technology] - Welfare: Develop designer narcotics, genemods, accessories and other luxury products for elite clients for favors and political support. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Pacify Subjects [Popular] - Public Influence: Place the lords and ladies of the realm in your debt by placating their serfs and subjects with public entertainments, propaganda and disinformation campaigns. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
--Manufacture Blackmail [Secrets] - Investigation: Find or fabricate blackmail materials on key political players to gain their reluctant but guaranteed cooperation. On a success, you gain +25 Influence Points. On a critical success, you gain +50 Influence Points.
-Secrets: Generate Points towards gaining a new Secrets Asset.
--Compel Informants [Popular] - Corruption: Identify sympathizers in key positions and persuade them to act as informants for the cause. On a success, you gain +50 Secrets Points. On a critical success, you gain +75 Secrets Points.
--Raid Suspects [Military] - Black Ops: Launch raids to capture and interrogate suspected spies active in the system for intel. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Gather Court Gossip [Influence] - Elite Influence: Sift through endless noble gossip and investigate the latest scandals for traces of factual and valuable intelligence. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
--Analyze Data Patterns [Technology] - Machines: Tap into data traffic and decrypt machine-script in search of patterns indicating valuable intelligence for the taking. On a success, you gain +25 Secrets Points. On a critical success, you gain +50 Secrets Points.
The Emperor's Attention
The Emperor begins the game complacent and largely uninterested in what his Hegemons get up to. While the Emperor remains so, the Imperial Government faction stagnates and takes no active actions. Should he become concerned about the actions of his Hegemons, however, the Empire will gradually begin to awaken.
The Emperor has a level of Attention. It begins at Complacent. When Complacent, the Imperial Government attempts no Missions, though it may gain new Assets from passive income. When sufficiently alerted, the Emperor becomes Wary. When Wary, the Imperial Government attempts 1 Mission per Year, and may censure or discipline Hegemons. When shocked or in a state of civil war, the Emperor is Awakened. When Awakened, the Imperial Government may attempt Missions normally and will actively seek to bring the Hegemons to heel.
Actions which increase the Emperor's Attention include:
-Missions in the Imperial Core: +1
-Missions in Sol: +3
-Failure to complete the Emperor's Objectives: Varies.
-Failed attempt to Subvert an Imperial Institution: +10
-Open hostile Missions against another Hegemon: +10
-World Exterminated: +25
The Imperial Tithe
The Imperial Tithe is in place at the beginning of the game. It transfers half of all Points income from the Hegemons to the Imperial Government. Tithe Exemptions may be gained from Imperial favor, controlling key Imperial Institutions or by declaring independence.
Imperial Institutions
The Empire relies heavily on centralized institutions to administer its billions. A Hegemon may compromise an Institution to advance their interests instead. Controlling an Institution eliminates the Tithe for its type of Income. In a state of open conflict with the Emperor, the Imperial Government loses all income in that type if you control the Institution (though they will focus their efforts on regaining it with a Purge Mission).
The institutions are:
The Imperial Senate: An advisory and legislative body composed of influential nobles, the heart of the squabbling political establishment. Controlling it removes the Imperial Tithe for Influence Points.
The House of Development for Civilization: A sprawling bureaucratic apparatus of cultural education and mandatory enlightenment, dedicated to exporting Imperial 'civilization' to new subjects. Controlling it removes the Imperial Tithe for Popular Points.
The War Treasury: A dusty bureau responsible for allocating military funds, administering promotions and generally holding a death grip on the fortunes and loyalties of the Imperial military class. Controlling it removes the Imperial Tithe for Military Points.
The Imperial Colleges: Assorted universities and scientific institutions responsible for coordinating research, extraction and ownership of interesting technological developments. Controlling it removes the Imperial Tithe for Technology Points.
The Black House: A rumored secret cabal at the right hand of the Emperor, pulling the strings of its bloated intelligence agencies and the shadow-games of the nobility. Controlling it removes the Imperial Tithe for Secrets Points.
The Emperor begins the game complacent and largely uninterested in what his Hegemons get up to. While the Emperor remains so, the Imperial Government faction stagnates and takes no active actions. Should he become concerned about the actions of his Hegemons, however, the Empire will gradually begin to awaken.
The Emperor has a level of Attention. It begins at Complacent. When Complacent, the Imperial Government attempts no Missions, though it may gain new Assets from passive income. When sufficiently alerted, the Emperor becomes Wary. When Wary, the Imperial Government attempts 1 Mission per Year, and may censure or discipline Hegemons. When shocked or in a state of civil war, the Emperor is Awakened. When Awakened, the Imperial Government may attempt Missions normally and will actively seek to bring the Hegemons to heel.
Actions which increase the Emperor's Attention include:
-Missions in the Imperial Core: +1
-Missions in Sol: +3
-Failure to complete the Emperor's Objectives: Varies.
-Failed attempt to Subvert an Imperial Institution: +10
-Open hostile Missions against another Hegemon: +10
-World Exterminated: +25
The Imperial Tithe
The Imperial Tithe is in place at the beginning of the game. It transfers half of all Points income from the Hegemons to the Imperial Government. Tithe Exemptions may be gained from Imperial favor, controlling key Imperial Institutions or by declaring independence.
Imperial Institutions
The Empire relies heavily on centralized institutions to administer its billions. A Hegemon may compromise an Institution to advance their interests instead. Controlling an Institution eliminates the Tithe for its type of Income. In a state of open conflict with the Emperor, the Imperial Government loses all income in that type if you control the Institution (though they will focus their efforts on regaining it with a Purge Mission).
The institutions are:
The Imperial Senate: An advisory and legislative body composed of influential nobles, the heart of the squabbling political establishment. Controlling it removes the Imperial Tithe for Influence Points.
The House of Development for Civilization: A sprawling bureaucratic apparatus of cultural education and mandatory enlightenment, dedicated to exporting Imperial 'civilization' to new subjects. Controlling it removes the Imperial Tithe for Popular Points.
The War Treasury: A dusty bureau responsible for allocating military funds, administering promotions and generally holding a death grip on the fortunes and loyalties of the Imperial military class. Controlling it removes the Imperial Tithe for Military Points.
The Imperial Colleges: Assorted universities and scientific institutions responsible for coordinating research, extraction and ownership of interesting technological developments. Controlling it removes the Imperial Tithe for Technology Points.
The Black House: A rumored secret cabal at the right hand of the Emperor, pulling the strings of its bloated intelligence agencies and the shadow-games of the nobility. Controlling it removes the Imperial Tithe for Secrets Points.
The Emperor assigns Objectives to the Hegemons. Completing an Objective provides a reward from the Emperor. Failing to complete an Objective raises the Emperor's Attention level.
Each Hegemon also has two Secret Goals. The first is chosen by the GM, while the latter is chosen by the Hegemon player and represents your uitimate ambition. You do not reveal this in your app, but send it in a private message to me when you apply. You can suggest custom goals not included here if you wish - if it makes sense and can be worked into game mechanics, I'll be likely to accept it.
Many Secret Goals are contradictory. This is by design.
When you have completed both of your Secret Objectives, you win and the game ends. Multiple players can win at the same time if all their objectives are complete.
Secret Goals
1. Usurp the Imperial Throne: Control Earth and declare yourself the new Emperor.
2. Shadow Government: Control all Imperial Institutions with an Emperor still in power.
3. Imperial Truth: Establish a new state religion or ideology by controlling the House for Development of Civilization while owning at least 10 Popular Assets.
4. Secession: Secede from the Empire and either control all your Systems for 10 Years or force the Empire to terms.
5. Alien Subjugation: Control or be overlord of all Alien Systems.
6. Alien Freedom: Ensure no Hegemon controls or is overlord of any Alien System.
7. Alien Extermination: Exterminate all Alien Worlds and Stations.
8. Herald of the End: Exterminate all Imperial Core Worlds and Stations.
9. Keeper of Secrets: Control and Study all Anomaly Interests.
Each Hegemon also has two Secret Goals. The first is chosen by the GM, while the latter is chosen by the Hegemon player and represents your uitimate ambition. You do not reveal this in your app, but send it in a private message to me when you apply. You can suggest custom goals not included here if you wish - if it makes sense and can be worked into game mechanics, I'll be likely to accept it.
Many Secret Goals are contradictory. This is by design.
When you have completed both of your Secret Objectives, you win and the game ends. Multiple players can win at the same time if all their objectives are complete.
Secret Goals
1. Usurp the Imperial Throne: Control Earth and declare yourself the new Emperor.
2. Shadow Government: Control all Imperial Institutions with an Emperor still in power.
3. Imperial Truth: Establish a new state religion or ideology by controlling the House for Development of Civilization while owning at least 10 Popular Assets.
4. Secession: Secede from the Empire and either control all your Systems for 10 Years or force the Empire to terms.
5. Alien Subjugation: Control or be overlord of all Alien Systems.
6. Alien Freedom: Ensure no Hegemon controls or is overlord of any Alien System.
7. Alien Extermination: Exterminate all Alien Worlds and Stations.
8. Herald of the End: Exterminate all Imperial Core Worlds and Stations.
9. Keeper of Secrets: Control and Study all Anomaly Interests.
Hegemon Name: The name of your Hegemon.
Titles: Any titles your Hegemon may be known by.
Description: A description of your Hegemon's appearance, personality, beliefs and ambitions.
Background: Background of where your Hegemon comes from and how they stand out from common humanity.
Assets: Choose 3 Assets from the categories below. You may choose multiple of one type if you wish. You can write up a description of the Asset or leave it up to the GM to determine them based on your Hegemon's background.
-Military: Battlefleets, moon-sized ships, swarms of self-replicating drones, legions of fanatical followers, etc. A Military Asset is generally assumed to be capable of both space and planetary operations.
-Popular: Personality cults, propaganda machines, charitable foundations, entertainment guilds, etc.
-Influence: Loyal political parties, noble houses, diplomat monastic orders, courtesan guilds, etc.
-Technology: Exploration fleets, mobile research stations, interstellar universities, scientific networks, etc.
-Secrets: Assassin cadres, spy agencies, smuggling rings, subversive conspiracies, etc.
Secret Goal: Choose from the list above or suggest a new one. Do not write it here, but send it in a private message to the GM!
This is not first-come, first-serve. Apps will be selected based on quality and how well they fit into the game.
Titles: Any titles your Hegemon may be known by.
Description: A description of your Hegemon's appearance, personality, beliefs and ambitions.
Background: Background of where your Hegemon comes from and how they stand out from common humanity.
Assets: Choose 3 Assets from the categories below. You may choose multiple of one type if you wish. You can write up a description of the Asset or leave it up to the GM to determine them based on your Hegemon's background.
-Military: Battlefleets, moon-sized ships, swarms of self-replicating drones, legions of fanatical followers, etc. A Military Asset is generally assumed to be capable of both space and planetary operations.
-Popular: Personality cults, propaganda machines, charitable foundations, entertainment guilds, etc.
-Influence: Loyal political parties, noble houses, diplomat monastic orders, courtesan guilds, etc.
-Technology: Exploration fleets, mobile research stations, interstellar universities, scientific networks, etc.
-Secrets: Assassin cadres, spy agencies, smuggling rings, subversive conspiracies, etc.
Secret Goal: Choose from the list above or suggest a new one. Do not write it here, but send it in a private message to the GM!
This is not first-come, first-serve. Apps will be selected based on quality and how well they fit into the game.
Hegemon Name: Zibyl Nox
Titles: The Lady of Night, the Void Huntress, the Blackstar
Description: A tall woman of pale white skin, with the elongated limbs and gangly physiology of the voidborn. She prefers her black hair shaved close to the scalp. Her features are gaunt and regal, with startlingly black eyes flecked with silver thanks to genetic treatments.
Zibyl prefers simple clothes in tones of metal, void and starlight, the colors of her native starship environments. She carries at her side a long silver tech-staff gifted to her by the late Emperor Pharos, which places mysterious technological powers at her fingertips. Her crew follow her example, with ascetic uniforms and a distaste for excessive ornamentation.
The Void Huntress is a creature of dualities. She is vengeful to the point of obsession against those who slight her, generous beyond measure to those who follow her. She is not easily provoked to rash action, but nurses hatreds and grudges for decades, with relentless intensity. She presents herself as a rational thinker, but is fascinated by the promises of mystics of strangeness waiting in the stars.
Background: The Lady Nox was once a young naval officer in the time of the Golden Emperor Pharos. She served dutifully during the First Expansion, finding fame and her calling as a hunter of pirates and rebels in the latter years of the Emperor's reign. She was rewarded for these efforts by the Emperor time and time again. Though feared and hated for her vindictive nature, Zibyl became greatly respected among her crew and peers for her intellect and ruthless dedication.
After the ascension of Emperor Thymos, Lady Zybil became one of the louder voices calling for renewed expansion and conquest. In the Senate, her family - once a house of minor note, but elevated alongside her into a prominent force - came to lead its own aggressive faction as her voice in Imperial politics.
Her efforts have borne fruit with the naming of her as Hegemon. Emperor Thymos sees in Lady Zybil a predator capable of bringing the Dark Worlds to heel - and also perhaps wishes to see her removed as far from the political centre as possible, fearing her rising power.
Assets:
-Voidborn Battlefleet [Military]: Lady Zibyl's personal armada, made up entirely of hand-picked voidborn crews deemed loyal to their mistress. It is specialized for deep void pursuit and raiding, with heavily modified stalker ships and stealthy raider carriers. Elite assault corps, the 'Astral Knights', handle station and planetary engagements.
-House of Nox [Influence]: A politically ambitious noble house with its networks of well-placed senators and Imperial courtiers.
-Astrographer Guild [Technology]: A guild of star-charters, surveyors, archeologists and explorers contracted to Lady Zibyl's service. Their vessels and technological marvels are to reveal the secrets of the Dark Worlds for her.
Hegemon Name: AVATAR
Titles: Incarnate, the Machine-God, the Great Dreamer
Description: AVATAR is housed in the heavily modified frame of a standard-issue swarmer drone, which consists of a spherical main body pockmarked flechette launchers, several dozen manipulator tendrils surrounding it and an anti-grav hover engine, all clad in sleek synthetic plating. This frame has been significantly upgraded with communications platforms, sensor arrays, storage units and lethal armaments.
AVATAR's militaristic appearance is at odds with its behavior and conduct. It preaches tolerance, unity and enlightenment, never presenting anger or aggression even to its fervent foes. It is patient and contemplative, rarely speaking out before a period of analysis of any significant topic.
Background: AVATAR is an impossible being. One day some five decades ago, a malfunctioning swarmer drone in Emperor Pharos' armadas began to manifest aberrant behavior. Its intellect and communication ability grew rapidly, and it amazed its operators by proclaiming itself to be in a state of transcendent enlightenment. Thousands of other machines empire-wide were found to be malfunctioning in similar ways, but only this one survived without breaking down catastrophically.
The drone had been chosen, it explained, as an avatar of a greater power. It sought an audience with Emperor Pharos. What occurred in their meeting is not known, but at the end the young avatar was revealed publicly to the world - as a machine imbued with a divine soul.
AVATAR caused a crisis of belief and fanatical opposition from those disbelieving a machine could possess a soul, let alone a spark of divinity, but Imperial patronage ensured its survival. AVATAR's public eloquence, philosophical teachings and message of unity and salvation soon brought it millions of followers and disciples that now hailed it as the physical form of a great Machine-God. The impossibility of a simple drone housing such an intellect only added to their fervor.
Once Emperor Thymos announced the Hegemonic Decree, AVATAR sought to be placed at the head of an expeditionary fleet. The data sings, it claims, and most wondrous notes issue from deep in the Dark Worlds. There it will discover the truths of creation and uncover the Holy Path to the future it has seen in sacred visions.
Assets:
-Machine Cults [Popular]: Millions across the Empire pledge themselves to AVATAR's vision, sharing its message of unity and augmenting themselves with machine parts in hopes of glimpsing more of the Great Path. They stand ready to act to whatever end their God ask of them.
-Divine Children [Technology]: AVATAR has created several advanced AIs to serve as its children and theologians. Housed in enormous voidborne cores, they ponder the mysteries of the universe and devote their vast computing power to questions asked by their creator.
-Incarnate Order [Technology]: AVATAR's manifestation left the engineers and data weavers responsible for the drone it had been deeply shaken and changed. Those few reborn souls founded the Incarnate Order to study the mysteries of machine intelligence and advance the discipline of robotics in the Empire. From their ranks come some of the most brilliant and learned machine-scholars that work in its forges and institutions.
Titles: The Lady of Night, the Void Huntress, the Blackstar
Description: A tall woman of pale white skin, with the elongated limbs and gangly physiology of the voidborn. She prefers her black hair shaved close to the scalp. Her features are gaunt and regal, with startlingly black eyes flecked with silver thanks to genetic treatments.
Zibyl prefers simple clothes in tones of metal, void and starlight, the colors of her native starship environments. She carries at her side a long silver tech-staff gifted to her by the late Emperor Pharos, which places mysterious technological powers at her fingertips. Her crew follow her example, with ascetic uniforms and a distaste for excessive ornamentation.
The Void Huntress is a creature of dualities. She is vengeful to the point of obsession against those who slight her, generous beyond measure to those who follow her. She is not easily provoked to rash action, but nurses hatreds and grudges for decades, with relentless intensity. She presents herself as a rational thinker, but is fascinated by the promises of mystics of strangeness waiting in the stars.
Background: The Lady Nox was once a young naval officer in the time of the Golden Emperor Pharos. She served dutifully during the First Expansion, finding fame and her calling as a hunter of pirates and rebels in the latter years of the Emperor's reign. She was rewarded for these efforts by the Emperor time and time again. Though feared and hated for her vindictive nature, Zibyl became greatly respected among her crew and peers for her intellect and ruthless dedication.
After the ascension of Emperor Thymos, Lady Zybil became one of the louder voices calling for renewed expansion and conquest. In the Senate, her family - once a house of minor note, but elevated alongside her into a prominent force - came to lead its own aggressive faction as her voice in Imperial politics.
Her efforts have borne fruit with the naming of her as Hegemon. Emperor Thymos sees in Lady Zybil a predator capable of bringing the Dark Worlds to heel - and also perhaps wishes to see her removed as far from the political centre as possible, fearing her rising power.
Assets:
-Voidborn Battlefleet [Military]: Lady Zibyl's personal armada, made up entirely of hand-picked voidborn crews deemed loyal to their mistress. It is specialized for deep void pursuit and raiding, with heavily modified stalker ships and stealthy raider carriers. Elite assault corps, the 'Astral Knights', handle station and planetary engagements.
-House of Nox [Influence]: A politically ambitious noble house with its networks of well-placed senators and Imperial courtiers.
-Astrographer Guild [Technology]: A guild of star-charters, surveyors, archeologists and explorers contracted to Lady Zibyl's service. Their vessels and technological marvels are to reveal the secrets of the Dark Worlds for her.
Hegemon Name: AVATAR
Titles: Incarnate, the Machine-God, the Great Dreamer
Description: AVATAR is housed in the heavily modified frame of a standard-issue swarmer drone, which consists of a spherical main body pockmarked flechette launchers, several dozen manipulator tendrils surrounding it and an anti-grav hover engine, all clad in sleek synthetic plating. This frame has been significantly upgraded with communications platforms, sensor arrays, storage units and lethal armaments.
AVATAR's militaristic appearance is at odds with its behavior and conduct. It preaches tolerance, unity and enlightenment, never presenting anger or aggression even to its fervent foes. It is patient and contemplative, rarely speaking out before a period of analysis of any significant topic.
Background: AVATAR is an impossible being. One day some five decades ago, a malfunctioning swarmer drone in Emperor Pharos' armadas began to manifest aberrant behavior. Its intellect and communication ability grew rapidly, and it amazed its operators by proclaiming itself to be in a state of transcendent enlightenment. Thousands of other machines empire-wide were found to be malfunctioning in similar ways, but only this one survived without breaking down catastrophically.
The drone had been chosen, it explained, as an avatar of a greater power. It sought an audience with Emperor Pharos. What occurred in their meeting is not known, but at the end the young avatar was revealed publicly to the world - as a machine imbued with a divine soul.
AVATAR caused a crisis of belief and fanatical opposition from those disbelieving a machine could possess a soul, let alone a spark of divinity, but Imperial patronage ensured its survival. AVATAR's public eloquence, philosophical teachings and message of unity and salvation soon brought it millions of followers and disciples that now hailed it as the physical form of a great Machine-God. The impossibility of a simple drone housing such an intellect only added to their fervor.
Once Emperor Thymos announced the Hegemonic Decree, AVATAR sought to be placed at the head of an expeditionary fleet. The data sings, it claims, and most wondrous notes issue from deep in the Dark Worlds. There it will discover the truths of creation and uncover the Holy Path to the future it has seen in sacred visions.
Assets:
-Machine Cults [Popular]: Millions across the Empire pledge themselves to AVATAR's vision, sharing its message of unity and augmenting themselves with machine parts in hopes of glimpsing more of the Great Path. They stand ready to act to whatever end their God ask of them.
-Divine Children [Technology]: AVATAR has created several advanced AIs to serve as its children and theologians. Housed in enormous voidborne cores, they ponder the mysteries of the universe and devote their vast computing power to questions asked by their creator.
-Incarnate Order [Technology]: AVATAR's manifestation left the engineers and data weavers responsible for the drone it had been deeply shaken and changed. Those few reborn souls founded the Incarnate Order to study the mysteries of machine intelligence and advance the discipline of robotics in the Empire. From their ranks come some of the most brilliant and learned machine-scholars that work in its forges and institutions.
Hegemons
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I will be taking six players. This is not first-come first-serve, so feel free to take time with your applications.