Rebirth Of Man: Unification Of Terra

Turn 1: The Beginning
The room was full of the leaders of the Umbral Lands as you entered. Your advisors having taken their chairs and positions around the table in the center. Each chair forged from metal by your own hands. The glimmer of shields gently blue against the clear air within he room, the hum of technology restored over the course of centuries by yourself and your direct predecessors.

The room was a monument to the power and glory of the Umbral Lands, and now it was time at last to move beyond the hidden refuge and onto the plains of the world once more. The other nations of the world had stabilized at long last and so had yours.

The eons of scattered conflict had drawn to an end, and a new era dawns upon the shattered remains of Terra. Yet, in this new era you would not let the others win the world from under you without challenge. Legions of men and women served in your military soon to be rearmed and reactivated, the Anvil of the world draws upon the endless power of the core of the world to charge itself readying itself for the next time it would be roused into service.

You take your chair at the head of the table and smile, a grim smile as you turn to look upon the others. First was Aleph an enigmatic figure with most of their body replaced with machinery, even a blank field generator had been installed preventing psyker intrusions to their mind. It was somewhat worrying for one to be so high up in your ranks without being vetted by the handful of psykers you possessed. Yet, they had come to you and bore no markings of the nations of the world.

Next was Nathan, the new commander of the military. He came from Nord Merica, fleeing something in his past. Even now you didn't know what secrets lay in his past, but he had been vetted to be loyal and that was all that mattered.

The last of the three was Mal Ourn, the only one born within your lands. A story of fanaticism that bordered on the verge of being concerning. He had been born into a family of spies from some minor nation that had slinked into the Umbral Lands several decades ago, and had given birth to him. Yet, when his family had tried to bring him into their fold as a spy, he had instead turned them into your forces sealing their deaths. With his loyalty confirmed beyond all measures it only made sense to appoint him to this position to counter future spy craft from other sources.


Current Pop: 3500
City Pop in total: 350
Current Production Income: 1617
Current Resource Income: 2425
Current Military Pop Percentage: 0.05
Current Military Pop per army: 31
Current Military Funding percentage production: 0.1%
Current Military Funding percentage resource: 0.1%
Current Military Funding Production: 180
Current Military Funding Resource: 270
Surplus Production: 0/4000
Surplus Resource: 0/4000
Anvil Charge: 2

[] Eternal Foundries: Aleph has drawn up blueprints for a series of Foundries to be installed among the cities of the Umbral Lands that would increase the speed of production and the rate at which the cities can produce high end materials for our war machine. However, this would further increase the price of our cities by a significant margin and increase the cost for new cities to be built. Cost per city: 25 production, 100 resources. Results: Increase city production by 25%, but increase city upkeep by 25%

[] Streamlined Production Systems: Aleph has found ways to streamline our systems and connect our cities together. Thereby reducing the upkeep for our military and defraying the costs of some of their other improvements, such as the Eternal Foundries. Cost: 5000 Production and Resources, removes 100 pops from production chains. Result: All armies and cities upkeep reduced by 0.05

[] War City: A new city can be built and Aleph has presented you with plans for a city geared entirely towards war. It would be a monumental undertaking to rise a new city from the ground, but one within your reach if barely. This new War City would see the sheer power of your military skyrocket and would make even the least of your forces more impactful than the others on the world. Cost: 10k Production, 10k Resources, 100 Pops removed from rural. Result: Founds Darkling Bastion - all military units increase by one effective tier, increases cap to tier 11, reduces upkeep of lower than A 4 armies by 75%, produces no Production, production modifiers increase level of upkeep nullification.

[] Forge City: A less ambitious project than the War city plan, but even so it would stretch your resources to the limit, even if it would return its cost ten fold upon completion. A mighty city built to provide all that could be needed. Designed to integrate with the Nation as a whole and improve the production of all cities by vast amounts. Costs: 8k Production, 8k Resources, 100 Pops removed from rural. Result: Founds Shadowforge - all cities that can produce Production increased by 0.5 to a max of 4.5, pop growth increased to Pop/90 from Pop/100, Production is 100 multiplied by number of cities owned, upkeep is 200 multiplied by number of cities owned.

[] Integration of STCs: Aleph has a large stockpile of decoded STCs that have minor but important value to the industry of the nation that they have given over to us. It would be a large upfront cost to integrate them, but the return would be significant in only a few years. Cost: 1k Production and 2k Resources. Result: Upkeep for cities reduced by 0.01, Armies gan STC Armor trait which increases wounds, base population modifier increased by 0.05 and Technology mod is increased by 0.15.

[] Knight Foundries: Aleph has over the course of their years in the rad wastes found several nearly decayed schematics that they have repaired and are willing to share with us. These schematics provide the needed information to build what they have designated to be Knight class combat machines that would give us a potent advantage over the other nations of the world. Cost: 10k Production, 2k Resources, 100 Pops removed from rural and city. Result: Special Army Type - Knight Legion can be built. Knight Legions count as Tier 8 army groups, pop inclusion is variable and untied to general military budget. Knight Legions have special traits when facing Transhuman Legions.

[] Militarized Production: Devoting more of our production to the military sector would ensure that the large costs of rising and fielding armies would be defrayed and otherwise lesser than without this upgrade. However, it does present an unavoidable stance of militarization that other nations would be able to see and react too. Aleph feels that this is unneeded at the moment and that there are better ways of reaching the same result that do not involve devoting production to military use. Cost: 400 Production, 400 Resource, 25 Pop removed from City production calculation. Result: Can field 1 army per city owned that has a tier of A 2, every full city mod increases amount of armies raised by 1. Increases military population percentage to allow for this mobilization, cities loose 25% of production per army raised by this action.

[] Anti Space/Air defenses: Aleph has brought it to your attention that the solar system holds many nations on other worlds that would take umbrage at any Terran nation returning to the stars, and more than that there have been countless raids from the other worlds upon the surface for the most petty of reasons. It is for these reasons that they have presented you with blueprints that would allow for the cities of the Umbral Lands to be protected from space and air forces and for our legions to carry with them their own weapons to deny the air above to our enemies. Cost: 500 Production and Resources per city, removes 10 pops from city production calculation. Result: Cities gain anti air and space defenses and armies can apply their value against such forces with no malus.

[] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities.

[] Nord Tactic Integration: Lady Khas, my former nation has written the book so to speak on the value of the advanced technology and elite armies over the ramshackle hordes that other less sophisticated nations make use of. With your permission I will gladly begin reorganize the legions of the Umbral Lands to follow this model of sophistication over brute force. Cost: Upkeep for armies increased by 1 for the next 2 turns. Reward: increase bonus of all Advanced armies by 5%, unlocks future development of advanced tactics

[] Elite Training Systems: In the same vein there is a large amount of value in having small but highly elite armies intermixed with the generally lower rungs of the military industrial complex. As such, I have been trained in the ways of Nord Merica to ensure proper levels of weapon handling in all aspects for those men chosen to be the elite of the elite of the armed forces. Cost: 250 production and resources, 1 Advanced Army, 3 turns. Result: Chosen Army gains Elite Training trait which increases relative Tier by 1 up to max of 8, increases wounds and wound threshold, but increases upkeep of army by 2x.

[] Streamlined Logistics Methods: Cyborg Aleph is well versed in the arts of streamlining the various components of a large industry such as the military and production for a nation. However, their inexperience with the fundamentals of military methods for supply and storage show in their lacking understanding for that aspect of things. As such I have taken it upon myself to design improvements to their methods dedicated to the army as a whole. Cost: 15k Production and Resources, removes 500 pops from production chains. Result: Army upkeep for basic armies up to tier 8 nullified as long as 1 city above tier 2 and an income of more than 500 resource remains. Advanced armies up to tier 4 have halved upkeep. Counts as building Streamlined Production Systems (does not stack).

[] Terraformation Learning: It shames me to admit it that I lack the experience that your generals and champions have with the wonders of terraforming technology and the relics that make use of this esoteric form of terrain sculpting. As such I ask if you would be willing to provide me with a fund to experiment and familiarize myself with the options that this technology provides to our troops upon the battlefield. Cost: 50 Production, 100 Resources. Result: Nathan no longer has a malus when working with Terraforming tactics in future wars. Future actions for further training unlocked.

[] Umbral Land Tactics revamp: Pardon me for saying this, but the tactics of your military are woefully out of date and archaic. They assume items that no longer exist upon the world, and if we made use of them it would be a matter of a coin flip if the foe would die of laughter or they would outmaneuver us and dispatch our forces with ease ill-fitting a grand nation such as the Umbral Lands. Cost: 1k Production, 2 turns. Result: Tactics revamped such that Umbral Lands no longer suffer a malus in wars, however this will not provide a bonus to the general armies at this stage.

[] Upgrade Army: With some of the Production and resources of the empire at hand I can upgrade some of our current Legions to a higher level of effectiveness. Cost: Difference of current tier and wanted tier Production or Resource depending on Advanced or Basic. Reward: Chosen Tier of army, can not be higher than tier 7 currently

[] Rise more troops: Currently we have a surplus of income that could be funneled into our military and thereby increase our readiness for any invasion or attack from external forces. I am unsure if this is a proper action to take at the current moment as little seems to be moving against us and it might backfire on the diplomatic front if we do take this action. However, regardless of my feelings I will of course bow to your will my Lady Khas. Cost: increase Military Pop by X%. Result: Armies have more troops increasing upkeep and bonus value when fighting others.

[] Create Armory: During my weeks of set up I discovered that we lack any form of dedicated armory for the military and as such all weapons and armor currently in use highly unstandardized. Which is bad enough, but they are also lacking direct replacements beyond what can be made on the spot in the course of a few weeks at best and years at worst. Thus, it would be prudent to fund the construction of an armory network throughout the Umbral Lands prior to any engagement upon the battlefield. Cost: 5k Production, removes 25 Pops from production lines. Result: Armies no longer suffer Exhausted Supplies malus after 10 rounds of combat, Malus capped at Reduced Supplies after 20 rounds.

[] Deep Strike Defenses: One of the hallmarks of current warfare is to force a conflict on the frontlines and then strike behind them via air insertion, teleportation or other forms of deep strike capability. With the single exception of Ursh and possibly Albia it is a core part of all tactical plans, and the Umbral Lands currently lacks any dedicated defenses against such tactics. This can not be allowed to continue with our access to Terraforming technology which is the single most potent advantage in countering these strategies I can imagine. Cost: 2 turns, cost 100 production and resources. Result: Army cost increased by 0..05, armies no longer Vulnerable to deep strikes, reduced to only Threatened.

[] Salvage Missions: There are countless ruins scattered across the world, on the surface or buried below. Even with the constant raids from Mars to claim the secrets buried within, there is without a doubt still relics to be found within the few yet untouched ruins. With a decade to search and several armies to power the exploration we could potentially uncover relics and technology to tip the scales in the favor of the Umbral Lands. Cost: Army Group. Result: roll per army group assigned. DC of 60 for Relic, DC 90 for Minor Wonder, DC 95 for Relic Technology, DC 100 for Technology.

[] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5

[] Counterespionage Setup Stage 1: It is without a doubt that we as a nation lack any institutional knowledge on how to defeat spies and other forms of infiltration. This has resulted from a general lack of need in the past where we hid from the world behind walls of rock preventing anyone from seeing or realizing that we existed. Now that we have emerged we must harden our borders against subversive elements that would seek to destroy us. Cost: 1k Production and 200 Resources. Result: slightly increase DC for other nations to infiltrate the Umbral Lands, unlocks future development and synergies with anti infiltration actions.

[] Integrate Blanks: If there is one thing that is known is the advantage that psykers present to nations in which they are used and trained. We as of the current time lack any corp of psykers loyal to our nation as a whole and thus are left without this ace in the hole. However, the Umbral Lands holds a population of blanks in excess of the average of the world, as such we can counter this aspect of our foes with a trump card of our own. Cost: 500 Resource and 5 pops per city. Result: each city is defended against psyker assaults and divination is rolled at a large malus unless caster is above Beta

[] Population survey: With the chaos of the world, it is without a doubt that there are people that do not fall into any of the normal categories for mutations or alterations to base human form. As such it is only prudent to find and discover these mutations and ways to exploit their value in the name of the nation before other nations manage the same. Cost: 50 Production and 25 Resources per city or 1k Production and 800 Resources for rural. Result: Rolls a 1d100 per city or 5d100 for Rural, rural DC is 95 or higher gain a special Proto Hero unit that has unique or unstable innate traits. City DC is 80. Can be done several times per turn with no extra action cost

[] Cult sweep: An ever present threat in this age is that of the subversive cult. Those tumors that grow in the shadows of the watchers of the nations and bore out the strength of the nations around them. Billions have died to their insidious danger or been tricked into thinking of them as harmless pilgrims of new religions. That will not happen for the Umbral Lands has seen the truth and these cults are not welcome within this land. Either by direction or force they will be found and removed from the land. Cost: 1k Resources. Result: Cult infiltration and growth slowed in nation. Cults are generally unknown until they trigger uprisings. Loose pops based on how entrenched cults are.

[] Corruption Purge: Throughout the land there is corruption from merchants and farmers and producers in the cities. Even if the other departments can provide focus on their areas of flaws, it only stands to reason that further enforcement would be to our benefit. Cost: reduces next two turn resource income by 25% and kills 100 pops. Result: reduces rural corruption by 0.1.

[] Anti Corruption setup: Just removing the corrupt individuals from play is not enough, it is certain that without extra force that such issues will creep back into the scale they were before, or grow even greater. Thus, it serves as only sensible to fund a comprehensive department to counteract such mundane forms of corruption within the oversight of the Security Advisor. Cost: 5k Production, 1k Resources, removes 250 pops from resource production. Result: decreases Corruption Growth from rolling to grow per 2 turns to rolling per 4 turns and increases the DC needed for Corruption to grow.

[] Anti sabotage systems: In the coming years it is beyond a doubt that there will be spies inserted into our ranks that would seek to hamper our ability to fund or provide for our people. As such it would be prudent indeed to counteract them before they can begin to even enter our cities and lands. Cost: 3k Production and 2.5K Resources, removes 25 Pops from production chains. Result; Enemy Sabotage is weakened and has higher DC to pass during war events and lower DCs to discover and counter such actions.

[] Psyker Purge: Psykers are both a boon and a curse for a nation. They present a wealth of power that is unmatched and beyond the reach of most forms of technology to either better or counter. Without Blanks on hand, there is little to prevent even a weak psyker from ruining entire cities and regions over the course of their life. As such it is sadly needed to cleanse the population of such beings before their numbers can grow beyond control. Cost: Kills 50 pops. Result: purge psyker pops if below 50, if above 50 purge 50. Reduces damage that psykers present.

[] Find Spymaster: It is without a doubt irritating that there was no good option in the first sweep for a spymaster, but at the same time it is better to have a good choice than a passable choice for this position. Cost: Khas action. Result: roll for Spymaster options Incompatible with Diplomat

[] Find Diplomat: An unusual option, instead of going down the route of spies and infiltration, it might be possible to instead pursue the route of diplomatic overturns and alliances in time. Cost: Khas action. Result: roll for Diplomat options. Incompatible with Spymaster

[] Craft Weapon Relic: I am the master of the Forge, I am the forge. I shape metal and rock to my will with my hands. I coax into the forms of base matter the powers of the ancient world, I bring to life that which has been lost or rent asunder. I am Khas the Forge Master and I will build a new world from the ashes of the old one. And this weapon will aid me in that mission. Cost: Minimum of 100 Production, 100 Resources. Results: higher investment results in more powerful relic forged. Roll 1d100 for power of relic per 100 P/R invested. Subvote for applicable traits will happen

[] Craft Armor Relic: I am the master of the Forge, I am the forge. I shape metal and rock to my will with my hands. I coax into the forms of base matter the powers of the ancient world, I bring to life that which has been lost or rent asunder. I am Khas the Forge Master and I will build a new world from the ashes of the old one. And this suit of armor will aid those that serve me in that mission. Cost: Minimum of 150 Production, 150 Resources. Results: higher investment results in more powerful relic forged. Roll 1d100 for power of relic per 100 P/R invested. Subvote for applicable traits will happen

[] Craft Vehicle Relic: I am the master of the Forge, I am the forge. I shape metal and rock to my will with my hands. I coax into the forms of base matter the powers of the ancient world, I bring to life that which has been lost or rent asunder. I am Khas the Forge Master and I will build a new world from the ashes of the old one. And this vehicle will see my people carried across the world in speed unmatched by others. Cost: Minimum of 250 Production, 250 Resources. Results: higher investment results in more powerful relic forged. Roll 1d100 for power of relic per 100 P/R invested. Subvote for applicable traits will happen

[] Craft Wonder: Such minor workings are not my limit of skill. Insead I shall give my all and build a new wonder of the world from the ground up. This shall begin the everlasting victory of the Umbral Lands and all shall know and see what I can forge. Cost: 1k Production and 1k Resources and 4 Khas actions. Result: Construct a custom Tier 1 Wonder. Wonders are National Relics like the Anvil, the Anvil counts as a Tier 20 Wonder. Wonders are very much narrative forces due to their sheer power. Write in effect desired and I will note if its possible or not. Wonders can be upgraded to a max of Tier 10 currently

[] Improve Terraforming technology Stage 1: Where others would struggle to even find the slightest errors in the work of the Ancients, I do not. I see the flaws that were built into the core technology of terraforming that we possess. I see the underlaying assumptions present in their work and I know how to correct those flaws. It might take centuries of effort, but I can improve the work of the Ancients. Cost: Locks 1 Khas action for 10 turns. Result: Anvil is restored to Pristine Condition, Terraforming relics improved in effectiveness

[] Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25

[] Produce Anvil Beacons: The Anvil is a wonder beyond any other that I know of, it has the power to remake the world if it could charge enough or if the beacons that give it guidance covered the world. Currently, only my land is covered in the beacons for the mighty engine of sculpting to target, but I know how to make more beacons and thereby cover more land. Many things can be done with beacons if one is clever enough to see them. Cost: Khas action and 1k Production. Result: Effectiveness of Anvil actions increased, scale of Anvil actions increased. Can be given to armies to deep strike them to target Anvil activations at enemies beyond frontlines.

[] Codify Terraforming Theory: Even I do not know the truth of the full theory behind how the machines I wield work, but I have the hints of such knowledge and so I will devote of myself time to bring forth that knowledge. Cost: Khas action locked for ??? Turns and requires 100 Production and 200 resources per turn, DC 185 for progress. Result: Improved terraforming understanding. Improves relic forging, improves all of Khas' traits that involve terraforming, increases all terraforming relics, adds new activation options to the Anvil, unlocks descendant technologies theory options, has beneficial synergy with Breakdown

[] Activate the Anvil Of The World: The Anvil stands ready, the world awaits the time of the forging to commence. By my hand I raise mountains from the ground and dig forth channels of rock. I create seas to drown all in my path, I command the very heart of the world. I am the hammer upon the Anvil and the world is the ingot to be forged anew. Cost: Khas action. Result: Activate the Anvil. Choose between: Increasing Terraform mod, give all cities terraformed defenses, produce Resources, produce Production. Choose level of activation: Weak, Nominal, Surge. Weak can be used every turn, Nominal requires 2 turns of charging, Surge requires 5 turns of charging. Current Charge Status: 2

[] Upgrade and nullify the upkeep of 1 army: I am the master of the forge, my forge is that of the cavernous deeps. I work in the flows of lava and the mantle of the world. I hammer my works upon the molten heart of the world and from it come wonders of another age. I am Khas the shaper and sculptor of the world and I decree that this army shall be risen. Cost: Khas action. Result: Create Tier 10 army with no upkeep for as long as Khas spends an action per turn on their maintenance.

[] Shatter the land: In a time of need, the world will break at my command. Nothing can be allowed to jeopardize the survival of the Umbral Lands and that includes the very world itself. I shall rend it asunder before I let my people fall into he oblivion of the past without a fight. Cost: Khas's Trait By My Will The World Shakes activation. Result: Bypass Anvil range restrictions and SHATTER a region. Damages the Anvil for 10 turns preventing charge accumulation and decreasing the power of Weak activations. Can be used without Trait and Damage inflicted if Charge is above 10, Charge of 25 mutates this action into Forge The World Anew

[] Investigate Thule: Thule, is an irritating conundrum for everyone that is aware of him. He seems to be just another convert to some personal cult or religion, but at the same time he possesses items that should not be in human hands or even in existence. Furthermore, he is strange in how he interacts with others. Cost: Khas action. Result: Possible clarification on Thule's strangeness

[] Investigate Aleph: Aleph is strange for different reasons than Thule. Where one is strange for what they seem to believe in, the other is strange for their general lack of such things. Aleph is an enigma to you for they simply came into the Umbral Lands and stated they would serve you for no apparent reason. Nor do you know why they are on this world even, it is nearly certain that Aleph hails from Mars and the cult that claims it as its own. Cost: Khas action. Result: Possible information on Aleph's past

[] Encourage Growth: I am unsure of this action but it is unquestionably useful in the long run and that is the scale that I must focus on. By my order all people shall be mandated to have more children for this decade at minimum. This will allow the Umbral Lands to absorb losses in battle and to purges that must be done at times better and will see us better prepared in the future. Cost: Khas action. Result: increases pop growth for this turn to Pop/80 from Pop/100
 
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I am imposing 4 hours for discussion due to this being a long term and complex method for plan creation

Edit: Important Note: you will always have 20 Armies, the only thing that changes is how many people are in each legion.
 
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Hmm, might be good to do the anti-corruption actions now to clear that out a bit and make it harder for more to happen in the future.
 
So, I think generally we should do these, plan would be called cleaning house and setting up the alarm system
Econ:
[] Streamlined Production Systems: Aleph has found ways to streamline our systems and connect our cities together. Thereby reducing the upkeep for our military and defraying the costs of some of their other improvements, such as the Eternal Foundries. Cost: 5000 Production and Resources, removes 100 pops from production chains. Result: All armies and cities upkeep reduced by 0.05
or
[] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities.

So econ action is always liked, but cleaning up corruption is a top prioity

Military
[] Streamlined Logistics Methods: Cyborg Aleph is well versed in the arts of streamlining the various components of a large industry such as the military and production for a nation. However, their inexperience with the fundamentals of military methods for supply and storage show in their lacking understanding for that aspect of things. As such I have taken it upon myself to design improvements to their methods dedicated to the army as a whole. Cost: 15k Production and Resources, removes 500 pops from production chains. Result: Army upkeep for basic armies up to tier 8 nullified as long as 1 city above tier 2 and an income of more than 500 resource remains. Advanced armies up to tier 4 have halved upkeep. Counts as building Streamlined Production Systems (does not stack).
or
[] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5

again econ or clean up, I would pick 1 corruption option in and one econ

Security
[] Counterespionage Setup Stage 1: It is without a doubt that we as a nation lack any institutional knowledge on how to defeat spies and other forms of infiltration. This has resulted from a general lack of need in the past where we hid from the world behind walls of rock preventing anyone from seeing or realizing that we existed. Now that we have emerged we must harden our borders against subversive elements that would seek to destroy us. Cost: 1k Production and 200 Resources. Result: slightly increase DC for other nations to infiltrate the Umbral Lands, unlocks future development and synergies with anti infiltration actions.
Or
[] Anti Corruption setup: Just removing the corrupt individuals from play is not enough, it is certain that without extra force that such issues will creep back into the scale they were before, or grow even greater. Thus, it serves as only sensible to fund a comprehensive department to counteract such mundane forms of corruption within the oversight of the Security Advisor. Cost: 5k Production, 1k Resources, removes 250 pops from resource production. Result: decreases Corruption Growth from rolling to grow per 2 turns to rolling per 4 turns and increases the DC needed for Corruption to grow.

so no one know who we are yet, good time to set up either a way to stop spies or corruption that could see people who could be turned

Information
[] Find Spymaster: It is without a doubt irritating that there was no good option in the first sweep for a spymaster, but at the same time it is better to have a good choice than a passable choice for this position. Cost: Khas action. Result: roll for Spymaster options Incompatible with Diplomat

we have no one to talk to yet, and no one knows we are here, good time to play shadow group

Engineering
[] Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25
or
[] Codify Terraforming Theory: Even I do not know the truth of the full theory behind how the machines I wield work, but I have the hints of such knowledge and so I will devote of myself time to bring forth that knowledge. Cost: Khas action locked for ??? Turns and requires 100 Production and 200 resources per turn, DC 185 for progress. Result: Improved terraforming understanding. Improves relic forging, improves all of Khas' traits that involve terraforming, increases all terraforming relics, adds new activation options to the Anvil, unlocks descendant technologies theory options, has beneficial synergy with Breakdown

save the knowledge of tech, that is first, and we still have a little time before anyone looks at us

Special
none, we dont need this yet
 
right, just checked costs, steamline way to expensive so I would cut them out all together, we will probably be dealing with some slow starts right now
 
The general thing to remember is that you have control of investment rates in this quest and keep in mind that the actions are meant to take several turns to complete. I have replaced the hard Time aspect with investment control, so you can pour 1k production into one action to get it done fast or put only a trickle of 50 into the same action to have it take longer.

Also extra actions will come every 2 turns until the current Advisor dies from old age or is killed by something. Generally expect each Advisor to last around 40 turns if they aren't killed by something.
 
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Probably nowhere near the best plan(Don't know if I'm even doing this right)- I just want to maximize terraforming, honestly-, but since no one else has voted, uh..

[x]Plan Prepare To Make Terra Green
-[x] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities.

-[x] Terraformation Learning: It shames me to admit it that I lack the experience that your generals and champions have with the wonders of terraforming technology and the relics that make use of this esoteric form of terrain sculpting. As such I ask if you would be willing to provide me with a fund to experiment and familiarize myself with the options that this technology provides to our troops upon the battlefield. Cost: 50 Production, 100 Resources. Result: Nathan no longer has a malus when working with Terraforming tactics in future wars. Future actions for further training unlocked.

-[x] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5

-[x] Cult sweep: An ever present threat in this age is that of the subversive cult. Those tumors that grow in the shadows of the watchers of the nations and bore out the strength of the nations around them. Billions have died to their insidious danger or been tricked into thinking of them as harmless pilgrims of new religions. That will not happen for the Umbral Lands has seen the truth and these cults are not welcome within this land. Either by direction or force they will be found and removed from the land. Cost: 1k Resources. Result: Cult infiltration and growth slowed in nation. Cults are generally unknown until they trigger uprisings. Loose pops based on how entrenched cults are.
-[x] Anti Corruption setup: Just removing the corrupt individuals from play is not enough, it is certain that without extra force that such issues will creep back into the scale they were before, or grow even greater. Thus, it serves as only sensible to fund a comprehensive department to counteract such mundane forms of corruption within the oversight of the Security Advisor. Cost: 5k Production, 1k Resources, removes 250 pops from resource production. Result: decreases Corruption Growth from rolling to grow per 2 turns to rolling per 4 turns and increases the DC needed for Corruption to grow.

-[x] Find Diplomat: An unusual option, instead of going down the route of spies and infiltration, it might be possible to instead pursue the route of diplomatic overturns and alliances in time. Cost: Khas action. Result: roll for Diplomat options. Incompatible with Spymaster
-[x] Codify Terraforming Theory: Even I do not know the truth of the full theory behind how the machines I wield work, but I have the hints of such knowledge and so I will devote of myself time to bring forth that knowledge. Cost: Khas action locked for ??? Turns and requires 100 Production and 200 resources per turn, DC 185 for progress. Result: Improved terraforming understanding. Improves relic forging, improves all of Khas' traits that involve terraforming, increases all terraforming relics, adds new activation options to the Anvil, unlocks descendant technologies theory options, has beneficial synergy with Breakdown
 
you need to add Funds Allocated to the actions with how much you are paying from the income you have. Also remove the spaces between actions please it would interfere with the vote tally program.
 
Example Plan. Replace the X values with the preferred values as long as they do not add up to above the income posted in the Statistic spoiler on the plan vote
[X] Plan Prepare To Make Terra Green
-[X] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities.
-[X] Terraformation Learning: It shames me to admit it that I lack the experience that your generals and champions have with the wonders of terraforming technology and the relics that make use of this esoteric form of terrain sculpting. As such I ask if you would be willing to provide me with a fund to experiment and familiarize myself with the options that this technology provides to our troops upon the battlefield. Cost: 50 Production, 100 Resources. Result: Nathan no longer has a malus when working with Terraforming tactics in future wars. Future actions for further training unlocked. Funding Allocated: X production and X Resource
-[X] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5
-[X] Cult sweep: An ever present threat in this age is that of the subversive cult. Those tumors that grow in the shadows of the watchers of the nations and bore out the strength of the nations around them. Billions have died to their insidious danger or been tricked into thinking of them as harmless pilgrims of new religions. That will not happen for the Umbral Lands has seen the truth and these cults are not welcome within this land. Either by direction or force they will be found and removed from the land. Cost: 1k Resources. Result: Cult infiltration and growth slowed in nation. Cults are generally unknown until they trigger uprisings. Loose pops based on how entrenched cults are. Funding Allocated: X production
-[X] Anti Corruption setup: Just removing the corrupt individuals from play is not enough, it is certain that without extra force that such issues will creep back into the scale they were before, or grow even greater. Thus, it serves as only sensible to fund a comprehensive department to counteract such mundane forms of corruption within the oversight of the Security Advisor. Cost: 5k Production, 1k Resources, removes 250 pops from resource production. Result: decreases Corruption Growth from rolling to grow per 2 turns to rolling per 4 turns and increases the DC needed for Corruption to grow.
-[X] Find Diplomat: An unusual option, instead of going down the route of spies and infiltration, it might be possible to instead pursue the route of diplomatic overturns and alliances in time. Cost: Khas action. Result: roll for Diplomat options. Incompatible with Spymaster
-[X] Codify Terraforming Theory: Even I do not know the truth of the full theory behind how the machines I wield work, but I have the hints of such knowledge and so I will devote of myself time to bring forth that knowledge. Cost: Khas action locked for ??? Turns and requires 100 Production and 200 resources per turn, DC 185 for progress. Result: Improved terraforming understanding. Improves relic forging, improves all of Khas' traits that involve terraforming, increases all terraforming relics, adds new activation options to the Anvil, unlocks descendant technologies theory options, has beneficial synergy with Breakdown
 
Lets try this again then
[X] Plan Prepare To Make Terra Green
-[X] Integration of STCs: Aleph has a large stockpile of decoded STCs that have minor but important value to the industry of the nation that they have given over to us. It would be a large upfront cost to integrate them, but the return would be significant in only a few years. Cost: 1k Production and 2k Resources. Result: Upkeep for cities reduced by 0.01, Armies gan STC Armor trait which increases wounds, base population modifier increased by 0.05 and Technology mod is increased by 0.15. Funding Allocated: 500 Production, 900 Resources
-[X] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities. -[X] Terraformation Learning: It shames me to admit it that I lack the experience that your generals and champions have with the wonders of terraforming technology and the relics that make use of this esoteric form of terrain sculpting. As such I ask if you would be willing to provide me with a fund to experiment and familiarize myself with the options that this technology provides to our troops upon the battlefield. Cost: 50 Production, 100 Resources. Result: Nathan no longer has a malus when working with Terraforming tactics in future wars. Future actions for further training unlocked. Funding Allocated: 50 production and 100 Resource
-[X] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5
-[X] Cult sweep: An ever present threat in this age is that of the subversive cult. Those tumors that grow in the shadows of the watchers of the nations and bore out the strength of the nations around them. Billions have died to their insidious danger or been tricked into thinking of them as harmless pilgrims of new religions. That will not happen for the Umbral Lands has seen the truth and these cults are not welcome within this land. Either by direction or force they will be found and removed from the land. Cost: 1k Resources. Result: Cult infiltration and growth slowed in nation. Cults are generally unknown until they trigger uprisings. Loose pops based on how entrenched cults are. Funding Allocated: 500 production
-[X] Anti Corruption setup: Just removing the corrupt individuals from play is not enough, it is certain that without extra force that such issues will creep back into the scale they were before, or grow even greater. Thus, it serves as only sensible to fund a comprehensive department to counteract such mundane forms of corruption within the oversight of the Security Advisor. Funding Allocated: 300 Production, 800 Resources
-[X] Find Diplomat: An unusual option, instead of going down the route of spies and infiltration, it might be possible to instead pursue the route of diplomatic overturns and alliances in time. Cost: Khas action. Result: roll for Diplomat options. Incompatible with Spymaster
-[X] Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25
-[X] Activate the Anvil Of The World: The Anvil stands ready, the world awaits the time of the forging to commence. By my hand I raise mountains from the ground and dig forth channels of rock. I create seas to drown all in my path, I command the very heart of the world. I am the hammer upon the Anvil and the world is the ingot to be forged anew. Cost: Khas action. Result: Activate the Anvil. Increasing Terraform mod, Nominal


Going with diplomat here because I'm being a sore loser, and want to continue going with plan: convince people to work with (read: submit to) us in exchange for improving their land. This is, again, a shit plan across the board (see: funding is chosen arbitrarily), so someone should probably come up with something else.
 
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[X] Plan Scrimp and Save
-[X] Streamlined Production Systems: Aleph has found ways to streamline our systems and connect our cities together. Thereby reducing the upkeep for our military and defraying the costs of some of their other improvements, such as the Eternal Foundries. Cost: 5000 Production and Resources, removes 100 pops from production chains. Result: All armies and cities upkeep reduced by 0.05. Funding Allocated: 1000 production and 2000 Resource
-[X] Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities.
-[X] Nord Tactic Integration: Lady Khas, my former nation has written the book so to speak on the value of the advanced technology and elite armies over the ramshackle hordes that other less sophisticated nations make use of. With your permission I will gladly begin reorganize the legions of the Umbral Lands to follow this model of sophistication over brute force. Cost: Upkeep for armies increased by 1 for the next 2 turns. Reward: increase bonus of all Advanced armies by 5%, unlocks future development of advanced tactics
-[X] Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5
-[X] Population survey: With the chaos of the world, it is without a doubt that there are people that do not fall into any of the normal categories for mutations or alterations to base human form. As such it is only prudent to find and discover these mutations and ways to exploit their value in the name of the nation before other nations manage the same. Cost: 50 Production and 25 Resources per city or 1k Production and 800 Resources for rural. Result: Rolls a 1d100 per city or 5d100 for Rural, rural DC is 95 or higher gain a special Proto Hero unit that has unique or unstable innate traits. City DC is 80. Can be done several times per turn with no extra action cost Funding Allocated: 250 production and 125 Resource
-[X] Corruption Purge: Throughout the land there is corruption from merchants and farmers and producers in the cities. Even if the other departments can provide focus on their areas of flaws, it only stands to reason that further enforcement would be to our benefit. Cost: reduces next two turn resource income by 25% and kills 100 pops. Result: reduces rural corruption by 0.1.
-[X] Find Spymaster: It is without a doubt irritating that there was no good option in the first sweep for a spymaster, but at the same time it is better to have a good choice than a passable choice for this position. Cost: Khas action. Result: roll for Spymaster options Incompatible with Diplomat
-[X] Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25
[X] Investigate Thule: Thule, is an irritating conundrum for everyone that is aware of him. He seems to be just another convert to some personal cult or religion, but at the same time he possesses items that should not be in human hands or even in existence. Furthermore, he is strange in how he interacts with others. Cost: Khas action. Result: Possible clarification on Thule's strangeness

Basically I want to just focus on increasing our income for the next few turns, and as we don't really have that amount of money, it'd help to just go for corruption purges. Just to check, but how many cities do we have Leon?
 
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[X] Plan Scrimp and Save

I just hope no other major is close enough to take advantage of our relativly short period of weakness this purge will cause.
 
Just to check, but how many cities do we have Leon?
I should have posted this early but currently you have 5 cities. Also, Aleph isnt going to let you build any unspecialized cities due to their history and general nature. However, once they trust you a good bit more they will give actions to improve your cities much more than what you currently could manage.
 
Going to close the vote here as nothing has happened for a good while.

Don't need the tally either so Plan Scrimp and Save wins.

Calculating the Funding Allocated and Surplus for Turn 2, notating actions locked/available for turn 2.

Infrastructure/Economic:
Actions used: 2
Actions certain to be locked in turn 2: 2
Funding Allocated: 1000/2000
Pops Lost: 125 (25 per city, refilled from rural pops)

Military
Actions used: 2
Actions certain to be locked in turn 2: 2
Funding Allocated: N/A
Pops Lost: N/A
Secondary costs: 180/270

Security:
Actions used: 2
Actions certain to be locked in turn 2: 250/125
Pops lost: 100
Income reduction: Resource (25%)

Information
N/A

Khas Actions
Locked for certain for turn 2: 1
Used for turn 1: 3
Funding Allocated: N/A
Pops lost: N/A

Final Tally
Pops Lost: 100
Pops Gained: 35
Funding Allocated: 1000+250+180/2000+125+270 = 1430/2395
Income: 1617/2425
Surplus for Turn 2: 187/30/4000
Income Predicted for turn 2: 1438/1560
Available resources predicted for turn 2: 1625/1590
 
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Going to do the rolls now, in this post

Streamlined Production Systems: Aleph has found ways to streamline our systems and connect our cities together. Thereby reducing the upkeep for our military and defraying the costs of some of their other improvements, such as the Eternal Foundries. Cost: 5000 Production and Resources, removes 100 pops from production chains. Result: All armies and cities upkeep reduced by 0.05. Funding Allocated: 1000 production and 2000 Resource (Rolls: 33, 6, 58 -> progress is made, negative secondary outcomes, a new action meant as a stopgap measure unlocked)

Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities. (Rolls: 31, 11, 81 -> progress is made 1/2, negative secondary outcome, comprehensive anti corruption methods have been opened as an option for Infra/eco)

Nord Tactic Integration: Lady Khas, my former nation has written the book so to speak on the value of the advanced technology and elite armies over the ramshackle hordes that other less sophisticated nations make use of. With your permission I will gladly begin reorganize the legions of the Umbral Lands to follow this model of sophistication over brute force. Cost: Upkeep for armies increased by 1 for the next 2 turns. Reward: increase bonus of all Advanced armies by 5%, unlocks future development of advanced tactics (Rolls: 40, 43, 80 -> progress is made, neutral secondary event, hybridization tactics available)

Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5 (Rolls: 87, 2, 23 -> progress is made, new actions revealed as Mandatory for Nathan to allow for War (deeply entrenched corruption rings, corruption revealed to be far greater than previously believed. Corruption for army: 10)

Population survey: With the chaos of the world, it is without a doubt that there are people that do not fall into any of the normal categories for mutations or alterations to base human form. As such it is only prudent to find and discover these mutations and ways to exploit their value in the name of the nation before other nations manage the same. Cost: 50 Production and 25 Resources per city or 1k Production and 800 Resources for rural. Result: Rolls a 1d100 per city or 5d100 for Rural, rural DC is 95 or higher gain a special Proto Hero unit that has unique or unstable innate traits. City DC is 80. Can be done several times per turn with no extra action cost Funding Allocated: 250 production and 125 Resource (disregard the roll for this, going to roll in a different method)

Corruption Purge: Throughout the land there is corruption from merchants and farmers and producers in the cities. Even if the other departments can provide focus on their areas of flaws, it only stands to reason that further enforcement would be to our benefit. Cost: reduces next two turn resource income by 25% and kills 100 pops. Result: reduces rural corruption by 0.1. (Rolls: 28, 14, 36 -> progress is made. Corruption rings among the merchants and farmers revealed. Rural Corruption is higher than expected. Rural corruption -> 40%)

Find Spymaster: It is without a doubt irritating that there was no good option in the first sweep for a spymaster, but at the same time it is better to have a good choice than a passable choice for this position. Cost: Khas action. Result: roll for Spymaster options Incompatible with Diplomat (Rolls: 134, 25, 29 -> Spy Hero found, low tier, uncertain loyalty, unmodified)

Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25 (Progress is made, only critical results impact this significantly enough to warrant mentioning due to Khas' +600 to this action)

Investigate Thule: Thule, is an irritating conundrum for everyone that is aware of him. He seems to be just another convert to some personal cult or religion, but at the same time he possesses items that should not be in human hands or even in existence. Furthermore, he is strange in how he interacts with others. Cost: Khas action. Result: Possible clarification on Thule's strangeness (Roll: 182, 23, 84 -> Thule confirmed to be currently loyal, confirmed that something is wrong with his head. New actions in Engineering/Terraforming related to production of unique metals.)
Leon12431 threw 3 100-faced dice. Reason: Streamlined Production Total: 97
33 33 6 6 58 58
Leon12431 threw 3 100-faced dice. Reason: Corruption Purge Infra/eco Total: 123
31 31 11 11 81 81
Leon12431 threw 3 100-faced dice. Reason: Nord Tactic integration Total: 163
40 40 43 43 80 80
Leon12431 threw 3 100-faced dice. Reason: Corruption Purge Military Total: 118
87 87 2 2 29 29
Leon12431 threw 3 100-faced dice. Reason: Population Survey (security) Total: 125
60 60 7 7 58 58
Leon12431 threw 3 100-faced dice. Reason: Corruption Purge (security) Total: 78
28 28 14 14 36 36
Leon12431 threw 3 100-faced dice. Reason: Find Spymaster (+100 to each) Total: 88
34 34 25 25 29 29
Leon12431 threw 1 100-faced dice. Reason: Spy hero Mod Total: 48
48 48
Leon12431 threw 3 100-faced dice. Reason: Breakdown Terra (only crits) Total: 123
55 55 15 15 53 53
Leon12431 threw 3 100-faced dice. Reason: Investigate Thule Total: 189
82 82 23 23 84 84
 
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Population survey rolls
Umbral: (Rolls: 16, 42, 51 -> action failed in Umbral, counteraction detected. Most likely Cult activity)
Shroud: (Rolls: 21, 18, 80 -> action passed barely, counteraction suspected, proto hero discovered
Starcloaked: (Rolls: 34, 58, 17 -> action passed, no counteraction, city confirmed to be loyal)
Lunar: (Rolls: 56, 91, 26 -> action passed, supported by city populace, proto hero discovered)
Eclipse: (Rolls: 49, 53, 100 -> action passed, no counteraction, Near Hero discovered (5 turns before Hero)
Leon12431 threw 3 100-faced dice. Reason: Umbral Total: 109
16 16 42 42 51 51
Leon12431 threw 3 100-faced dice. Reason: Shroud Total: 119
21 21 18 18 80 80
Leon12431 threw 3 100-faced dice. Reason: Starcloaked Total: 109
34 34 58 58 17 17
Leon12431 threw 3 100-faced dice. Reason: Lunar Total: 173
56 56 91 91 26 26
Leon12431 threw 3 100-faced dice. Reason: Eclipse Total: 202
49 49 53 53 100 100
Leon12431 threw 1 100-faced dice. Reason: Hero Confirmation roll. DC 40 Total: 39
39 39
 
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