Star Seeds Redux

Colony Name: EPCOT 2.0

World of Origin: Freezer War

Primary Sponsors: The Walt Disney Company, the Disney Development Company, Walt Disney Imagineering

Secondary Sponsors: Grand Floridian Republic, Pacific States of America, SEGA

Summary:
"An experimental prototype community of tomorrow that will take its cue from the new ideas and new technologies that are now emerging from the creative centers of American industry. It will be a community of tomorrow that will never be completed, but will always be introducing and testing and demonstrating new materials and systems. And EPCOT will always be a showcase to the world for the ingenuity and imagination of American free enterprise."[5] — Walt Disney, describing the genesis of EPCOT

Advertisement: Live the lifestyle of tomorrow, with the latest appliances, world-class public transportation, and guaranteed employment! Don't forget the discount trips to Disney Universe, the latest and greatest Disney Theme Park in all of existence!

Strength: THE Best in Imagineering.

FLAW: Industrial Paternalism? I think you mean good public planning.

Faction Trait:
Friend Like You? You'll never have Me! – Disney Corporation Unlimited was a plan sought out throughout the known universe's every world with a Walt Disney in it, and with the arrival of LARPing, it came to fruition. A message beamed across the worlds which put the intellectual property of every known Disney corporation in the five worlds into the hands of the the five world's shared board, but also in the hands of a sixth individual known simply as the MAESTRO. When Disney prepared its colony into World #234J5 MAESTRO was selected as the operator and governor of the colony, hence forth known as Disney Universe or Project EPCOT 2.0. The EPCOT 2.0 Colony has natural cultural pull and receives visitors from every known world and owns the intellectual property of Disney in every one of the five known worlds. Further, with the experience of five Disney Corporations and their imagineers? The options are limitless. EPCOT 2.0 starts with 2 additional technologies and is considered to have the choice of a free trait from the following: 'Clever Girl', 'People's Darlings', 'I, Settler', or 'Thassalocracy'.

Location Trait:
Ancient Isle of Minos - Your Island has a natural labyrinth just waiting to be claimed and worked out as an attraction. In addition the natural coast and ports of the region provide fertile fishing grounds and room to set up satellite colonies with ease. Further, your gate is built at an angle and in a way to allow you to send cargo in by rail, highway, and seaway through the portal.

Clever Girls – Or Clever Guys, too. Your people are clever. You have a natural inclination to build high technology and to reverse engineer other technology, even technologies which you have no foundations on.
Next Week AD – You begin play with 2 additional 'advanced' technologies/2 pre-game tech requests. This still requires GM approval. In addition, you may begin with a more streamlined and engineered colony, no trailer homes made out of recycled cargo containers – unless you want to have those.
People's Darlings – In your home timeline, and potentially others, you have an extremely easy to love persona. You gain bonus settlers and will gain options for organizations which wish to sponsor you in addition to your original sponsors.
(With Friend Like You? You'll never have Me!): I, Settler – You are capable of building small amounts of animation semi-AI automatons, or fully robotic, or android, semi-sentient beings as settlers and workers within your colony. This does not require an order or a post, but may receive a bonus if you post featuring them or about them. For colonists from Rome Aeterna, or the Noblesse Oblige worlds, these may be golems, zombies, or captured elemental spirits, depending on player flavor.
  • Gyrojet Rocket Carbines: "The Farther, the Funner!"
  • MAESTRO: "You Ain't Never Had a Friend Like Me!"
  • Photorealistic Autonomatronics: "A Helping Hand in the World of Tomorrow!"
  • Maglev PeopleMover: "Fast, Friendly, Efficient!"
  • Holographic Augmented Reality: "Bringing Dreams to Life!"
  • (+ Next Week AD) Hydroponic Farms: "Health in Your Neighborhood!"
  • (+ Next Week AD) Lab-grown Meat: "All the Flavor, None of the Fuss!"
  • (+ With Friend Like You? You'll never have Me!) Disneyverse Advanced Communications: "If It can Receive, We can Broadcast to It!"
  • (+ With Friend Like You? You'll never have Me!) Disney Electric Power: "It Is Not Possible for a Global Nuclear Disaster to Occur in EPCOT 2.0."

Flag:

Theme Song: (Optional.)
 
Major Events
Major Event List
1 – Your sponsors suffer some sort of significant setback on their end, preventing supplies for the turn. Lose a challenge token unless you make a post dealing with the setback and the lack of supplies you had planned on this turn.
2 – Your colony is developing exceptionally well, you get bonuses to unity and overall progress. Gain a free challenge token if you write a post about your colony's morale or why they feel it is doing well.
3 – A small earthquake rocks the colony, roll 1 d6. On a 1 or 2 moderate damage has occurred, on a 3 or 4 no damage has occurred, on a 5-6 a new ore source has been uncovered by the shifting earth + 1 Engineering. If it did 1d3 of damage, make the same amount of posts as the amount of damage your colony took, to recover.
4 – A local strain of flora has proven to cross pollinate with the colony's crops. Roll 1d6; 1-2 the new plant is both edible and suited to the climate, 3-4 the new plant proves to be both highly toxic and highly allergenic, 5-6 the new plant is neither harmful nor particularly fruitful (it is tasty though) no changes.
5 – A member of a Foreign colony is offering to defect to your colony and offering to bring secrets and diagrams. Roll 1d6; 1-2 Honest defector with 1d3 useful techs of GM's choice, 2-4 Idiot Defector – honest but with nothing of value on arrival, 5 Hostile infiltrator brings 1d3 tech with him but sends 2d3 of your techs to the original colony, 6 Active Saboteur – seeks to pause one of your traits for a turn. Which colony they came from will be determined by a die roll with the faces representing the number of colonies IG, as rolled by the GM.
6 – Conflict between your sponsors. Your sponsors or factions within them have come into conflict in the old world. Roll d8 : 1-3 you receive no support this year as they still argue and can't settle on what is needed; 4-5 conflict in the old world is relatively calm, but it causes serious division in your colony - people start forming opposite factions; 6-7 all opposing factions swarm you with gifts to gain your support in the conflict - you receive double support this year; 8 - due to the conflict one sponsor ties to your colony are removed - you lose one of the sponsors.
7 – New members of your colony begin to come down with fever and other signs of sickness, roll 1d6. On a 1-2, the disease has proven a great opportunity to study the effects of this new planet on Earthly illnesses, leaving your colony better prepared for the future. On a 3-4, the disease passes quickly, and is even sooner forgotten, no effect. On a 5, your sponsors refuse to risk the spread of illness and recall the affected settlers, no population growth this turn. On a 6, the disease spreads rapidly through the colony killing many of those it infects, you must roll a 1d5000 to determine the number of deaths on this turn.
8 – Your colony is battered by a storm of unprecedented size, roll 1d6. On a 1-2, the storm dissipates quickly leaving behind minimal damage, no effect. On a 3-4, the storm soon dissipates, but the colony is left shaken, lower morale. On a 5, the storm wreaks havoc upon the colony, destroys several key structures, lower morale and requiring repairs. On a 6, the storm devastates the colony and its infrastructure. You may prevent this infrastructure loss by writing a post about the event and how you are trying to repair it and found it.
9 – A new type of indigenous creature was found recently, it seems capable of rudimentary intelligence, perhaps more, yet it seems bent on wracking outlying homes in a pattern that reminds strategy.
10 – One of your dams has developed a minor crack. It is repairable but will disrupt irrigation and infrastructure in the process. Or you could ignore it... at your own risk. Until repaired roll 1 d12 per turn, on a 12 the dam fails. On a 1 it fails catastrophically. For every 3 turns ignored reduce the dice size by 1 grade (d12, d10,d8, d4) maintaining the result spread.
11 – Smoke in the distance - Your scouts have spotted smoke in the distance. Do you send them further afield to investigate?
On a d6 roll, 1-2 it is a beneficial event, on a 3-4 it is neutral in nature, on a 5-6 it is a negative. Discuss with the GM.
12 – Sinking feeling - A major sinkhole has formed within the colony. Roll a d4 to determine which statistic is affected. 1 Military, 2 Engineering, 3 Agriculture, 4 Population. Said stat is degraded by 1d3 points for at least 1d20 months.
13 – A glowing review - An unknown journalist has infiltrated your colony. While their presence could prove a difficulty in the long run but their first major piece has painted your colony as a paradise in the new world. The favorable PR has led to your patrons increasing your supplies this year.
14 – Multiplier Gate: as many gates as your colony has open at once, the same items and people come out of each. Scientists are baffled at this, the nature of it all, and the meanings of it when it comes to the science of gates.
15 – Zealots: a faction back on earth has romanticized the colony and will now take any action to ensure its "Purity".
16 – A small asteroid slams down in the vicinity of the colony. Roll 1d6 1: Devastating Hit, as the meteor slams into an important areas. 2: Central Strike: Asteroid creates a firestorm that washes over a central area. 3-4: The asteroid hits near the colony but close, lose some agriculture and experience minor unrest as the dust blots out light for a week. 5: Near miss: The asteroid comes close but does no harm and the relief of this brings your colony closer together, pressing harder than ever to make sure those on earth can escape this fate, unrest is significantly reduced. 6: Astronomical bounty, the asteroid proves rich in rare materials. Any damage done by this strike may be undone by writing 1 post or spending 1 challenge token.
17 – Some minor incident or overheard comment inspired deep discord between your colony and another local colony causes your colony to take great offense and demand recompense, however the other group maintains they were in the right and this can't continue for very much longer before someone does something stupid.
18 – A group of travelers that were from another colony appear at yours, they say they're fleeing tyranny/danger/persecution, but words are a low price for safety in this dangerous land and they're rather thrifty with details about this apparently awful colony. Could they have been evicted for some previous offense.
19 – Your sponsor has a strange request of you, either to hassle another colony, to aid it, to secure a certain resource or to destroy access to that resource in a certain area. You don't know why this is so necessary, only that they'll provide extra support if you succeed and withhold it if you fail.GM's discretion on the task.
20 – Other Government officials have moved into the colony, roll a 1d2, if 2 there are the independent kind, taking 1/10 of your population and resources to fund their own colony, if 1, they stay and help to bring with them funding and engineering.
21 – Some colonists that have left several nearby colonies have banded up and started living of attacks on your livestock. You may ignore them, kill them all, or attempt to integrate them into your colony. If you integrate or ignore them them, roll 1d6. 1d6 determines the amount of livestock lost. If integrated, roll an additional 5d1000. If you choose to kill them all, roll a 1d10. On any result other than 10, you are the target of international outrage.
22 – Crime Rings have suddenly begun to show themselves more openly in your nation, and most are home grown. With the danger looming, you must either use half a point of your military on this turn to fight the crime rings, or suffer a point of health loss on this turn from having to fight the overdoses of drugs, the collateral damage caused by other gangs, etc. Health loss only prevents you from using it further in this turn in actions, it does not permanently cause a loss. Of course, some in your government suggest using them to help promote your communications and espionage networks.
23 – "Execute Order 69...Nice!" - A sex scandal has rocked the nation as a senior official has been caught engaging in multiple affairs out of marriage. Their political rivals are demanding their dismissal on the grounds of 'conduct unbecoming', but the official claims what they do in the bedroom is no one's business. 'Have we nothing more important to do?!' may be the exasperated opinion at the top ranks, but through (un?)intentional fanning of the flames by the media, the case has taken a life of its own. Something's got to give.
24 – The Ghost of Cadorna" - Shock and horror! A recent war-game event has revealed shocking inadequacies at the top of military command! Painful and time-consuming process it may be, but the incompetents need weeding out. Alternately, why spend time and effort rocking the boat? What could go wrong with Lions led by Donkeys…
25 – Someone discovers a strange facility within your lands which you did not build. No one is sure who built it, but it makes cold war era bunkers look like a hovel. It is stocked so well with goods, commit an additional order this turn.
26 – Someone discovers a strange facility within your lands which you did not build. No one is sure who built it, but it makes cold war era bunkers look like a hovel. It is stocked so well with strange techs and documents that you gain 1d3 technologies determined by the gamemaster.
27 –The New Hospitaliers - An organization of rich and skilled individuals in your nation have petitioned to form a hospital system throughout the nation and medical schools and pharmacological factories. Gain one point of health if you spend half a point of engineering assisting the building of their system.
28 – Disco Disco - A vast collection of outworld music has been found by the youth of your nation, and for some reason they've leaned into music aiming from 1960s to 1980s. Suddenly, Disco isn't dead. Write a post about your nation handles this and you gain half a point of culture, because disco is so revived it's begun to be exported by your youth and the radio waves.
29 – Hip Hop Flip Flop - A vast collection of outworld music has been found by the youth of your nation, and for some reason they've leaned into urban hip hop music aiming from 1980s to 2000s. Suddenly, Hip Hop is Happening.. Write a post about your nation handles this and you gain half a point of culture, because disco is so revived it's begun to be exported by your youth and the radio waves.
30 – People start worshipping some distorted aspect of the world-before-2020. It does not have to be -your- culture. For example, Cult of the Dollar, The House of Mouse (Mickey Worshippers), The Church of Dragonballogy, etc.
31 – "NOT THE BEEEEES" - Hives of large and highly active aggressive bees and wasps have become a problem in your outlying regions.
32- "Thunderdome" - In one of the more lawless regions near you, an arena of blood sports has become rather prominent. You can profit off of it or crack down on it.
33- "Where's the Rum Gone?" - Pirates have stolen booze from one of your major harbors! Spend military or lose a culture point as
34- "Mercenaries" – Increase your military size by one brigade if you hire them.
35-"Kalashnikov Never Fails" - You find a catch of AK-47s in a crate in some hilariously implausible place, like in a cave or something.
36- "Electrical Woes" - One of your power plants has had a malfunction with a critical component in it's operations, and until it's repaired or replaced your nation is afflicted with blackouts and brownouts.
37- "Monday Flu" - A virulent disease starts spreading in your nation. Whilst nothing like the Bubonic Plague, SARS, or the Coronavirus-2019, it still has an impact on your population unless it is focused on and dealt with.
38- "Fuel Loss" A leak has been discovered in one of your nations primary fuel storage facilities, and unfortunately it has lost a great deal of fuel before it was fixed, impacting your nation significantly unless alternatives are found, or the fuel is replenished.
39- "Contamination" A toxic chemical has managed to get into your food or water supplies. Not at a lethal level as of yet, it does require attention to mitigate, and find the source of the contamination before it gets worse.
40- "To The New World" In a rare moment of peace and prosperity, your people have managed to cobble up, and imprint into cultural consciousness a new holiday celebrating survival and growth after the catastrophe. Write a post about this and gain a point of culture.
 
Minor Events
Minor Event List

1 – You gain additional military surplus kit, and a number of your new colonists provided by sponsors are either current or ex-military.
2 – Extra Rations received from sponsor.
3 – You gain additional supplies for power infrastructure to support the colony, fluff it out whether you recieve a solar power plant, windfarm or something else.
4 – Extra Medicinal Stocks received from sponsor.
5 – Extra Clothing and Consumer goods received from sponsor.
6 – Extra Livestock received from sponsor.
7 – Aquaculture equipment and fish stocks provided from sponsor.
8 – Extra Construction supplies received from sponsor.
9 – Your engineers, for the piece of mind of the colony, have erected a sturdy fence with barbed wire ontop of it, as well as some cameras and other sensors to provide better security to the colony.
10 – Extra computers and scientific goods received from sponsor.
11 – Private Zoo owner and workers migrates and pays to set up a new Zoo within the colony, complete with the animals from their old zoo on earth.
12 – Celebrity Immigrates with their family.
13 – Museum opens a 'branch' within your colony, sets up warehouses, offices, and a proper museum. Ships all their artifacts and valuables as well as curators to your colony as well. May or may not have done this with government sanction.
14 – New world native species tamed by some of your settlers. Roll an additional 1d3 to determine if it is a herbivore, carnivore, or omnivore and roll a 1d7 to determine if it is a mammal, reptile, bird, fish, amphibian, insect, or a species that technically could be one or more of the traditional earth classifications for fauna.
15 – Unsanctioned colonists sneak through gate. Increased population, but they are not traditionally loyal or willing to follow they codes of the colony without work on the colony government's part. Roll 1d10 and multiply it by 1000 to determine the number of gate jumpers that just came.
16 – A new world native plant is successfully cultivated, studied and replanted for use in agriculture for your colony. Choose to describe it yourself or determine its characteristics by rolling a 1d3 to determine if it is a vegetable, fruit, or fungi, and roll 1d4 to determine if it is a root planted agriculture, grown from a tree, bush/plant, or vine grown.
17 – Homesteaders go beyond the bounds of your patrol and set up to build a new settlement for your colony. Is it safe? No. Is it full of modern conveniences? No. But it is a start for further expansion if you seize it.
18 – Fossils, or archaeological artifacts which might be interesting to your people in times when there isn't such a limit on what can be done. Roll 1d10, 1-8 is a fossil of some sort, with 1-2 being a mammal 3-4 being a reptile, 5-6 being a bird, and 7 being a fish, 8 being an amphibian, and 9 being an insect. A roll of 10 is an archaeological artifact from something sentient.
19 – You gain a special forces group, be it sent by the sponsor or just from colonists that prove themselves. They are specially equipped to explore your surroundings, deal with animal threats, and explore ruins or other things which you might get. Your colony's personal away team your SG-1 team, your New California Rangers.
20 – Large carnivorous native lifeforms begin attacking your colony and its livelihoods.
21 – A new world native virus is found. Roll a 1d12. On a 1-5 it affects your mammalian livestock, a 6-10 it affects your avian livestock, and a 11-12, it affects your populace. You are allowed to describe its effects and its severity, so long as you don't ignore it.
22 – A seed storage facility is funded by your sponsor, and seeds native to the areas of earth your colony originates from, and the seeds native to an area closest in clime to the colony you are in, are provided. It isn't a complete seed bunker, however but with the right work it could help save even more species of plants.
23 – A facility is built and funded by your sponsor, it has fertilized eggs frozen and stored, of nearly all animals that were native to the home region of earth, so that they might stand a chance of survival after you figure out a way to properly carry the cryogenically frozen eggs to term in artificial wombs. Of course… if the power goes out, it is all for naught.
24 – A major storm occurs over your colony. It lasts for days, and while it first is simple rain, high winds, thunder, and lightning occur. Roll a 1d6. Results 1-3 result in some infrastructure or buildings partially destroyed. A 4 results in livestock spooked or harmed. A 5 results in the power of the colony going out. A 6 results in no issues.
25 – A new second-in-command is sent by the sponsor. They may not recognize your authority and without dealing with them carefully they may create a civil war in the process of trying to 'save' the colony from your inept rulership.
26 – Illicit Drugs smuggled into the colony. Or perhaps a local plant has been discovered with narcotic properties. None the less, your colony now has a small drug problem.
27 – Your requested goods for the yearly requests are doubled. If you requested population, roll 1d3. On a 1 or 2 you get to choose a second request of supply types for your sponsors. On a 3, you get double the population you would have otherwise requested.
28 – An ethnic minority on earth (not from one of your sponsor's home nations), or the government of a minor nation,contacts your colony's government with a request to join the settlers in your colony in a mass exodus. They can't afford a colony of their own after all. Add them as a minor sponsor and roll 10d100 to determine the number of people that they ask to immediately settle in your colony.
29 – Cultists, be they of a new religion or a radicalized Earth religion, form a foothold within your colony.
30 – A rival colony is set up near your's, either from the same sponsor or another entirely. Roll a 1d20. On a 15-20, it is the same sponsor, any other result and the GMs choose who and what sponsored this new NPC colony.
31 – A new world native virus is found. Roll a 1d12. On a 1-5 it affects your mammalian livestock, a 6-10 it affects your avian livestock, and a 11-12, it affects your populace. You are allowed to describe its effects and its severity, so long as you don't ignore it.
32 – A new world native plant is successfully cultivated, studied and replanted for use in agriculture for your colony. Choose to describe it yourself or determine its characteristics by rolling a 1d3 to determine if it is a vegetable, fruit, or fungi, and roll 1d4 to determine if it is a root planted agriculture, grown from a tree, bush/plant, or vine grown.
33 – New world native species tamed by some of your settlers. Roll an additional 1d3 to determine if it is a herbivore, carnivore, or omnivore and roll a 1d7 to determine if it is a mammal, reptile, bird, fish, amphibian, insect, or a species that technically could be one or more of the traditional earth classifications for fauna.
34 – An renown University has a 'satellite campus' set up and immediately begins relocating all of its libraries, research specimens, students, teachers, workers, and the families of such in your colony. They even built a beautiful new campus.
35 – An industrial juggernaut and his or her company relocates their primary operations to your colony. Increase your industrial ranking by one if you agree to this set up by them, but with such a fragile young economy it could be a danger. Especially given they want a guarantee that any worker they have, and the worker's family, will be allowed to relocate to your colony within the remaining years before impact.
36 – Numerous members native animal species are domesticated or semi-domesticated, as are several new plants. If you choose to authorize their wholesale domestication and focus, increase your agricultural ranking by 1. However, there is danger in jumping into using animals you have seen for less than ten years for food. Determine the types of animals using the description of the 33, and the types of plants using 32. Roll 1d4 twice, once for plants and once for animals, to determine how many new species are found.
37 – An internet fanboy moves to your colony complete with the funding and workers to set up a server warehouse with all the necessary infrastructure for a warehouse of its type, and then places servers in it which have had a copy of all of the internet up until this point uploaded to them, and efforts made to use the radio signals and wifi that is available when the gate is opened to update the servers as needed with the new state of the internet. Congrats, your nerds can surf on their own pocket Sufficient Velocity to their hearts content.
38 – Your agricultural specialists find an area full of rich soil, and quickly move in allowing an agricultural expansion, however it quickly comes to light that this is due at least partially to Tectonic activity in the area, and moving any more farmers in could leave your colony vulnerable in the event of a disaster".
39 – A colonist creates a great cultural work inspired by the new world adding to the Prestige and renown of your colony.
40 – A group of colonists become lost on the wilderness for some time, upon returning they share stories of grand visions and strange new convictions.
41 – A major religious or ideological leader (e.g a bishop) moves into your colony, this inspires those following the same ideas but alienates those who don't.
42 – A huge beast, or pack of beasts emerges from the wilderness near your colony and begins attacking livestock, or even travellers who go out alone.
43 – Your sponsors puts something highly experimental through the gate to the colony, discuss with GM what said thing is.
44 – Your sponsors put through something potentially illegal/'interesting' to your colony, discuss with GM what said thing is.
45 – Your sponsors provide your colony with the ability to launch 1 'free' satellite. 1st satellite is a weather satellite, 2nd is a sensor satellite (magnetosphere research, etc) 3rd satellite is a mapping and imaging satellite. roll 1d3 to determine Satellite type.
46 – An old world species has slipped through the gate and proven able to crossbreed with the local fauna. Due to it's old world source it has no fear of mankind. Roll 3 d6. The 1st die determines diet of the species; 1-2 carnivorous, 3-4 omnivorous, 5-6 herbivorous. The 2nd die determines animal size; 1-2 small insect to small dog, 2-4 Large dog to large horse, 5-6 larger than a horse. 3rd die determines type; 1 mammal, 2 reptile, 3 avian, 4 insect, 5 aquatic, 6 arachnid.
47 – A crime of passion. A major member of your colony government has been murdered over an affair. Roll a D6 on a 1-2 the culprit was killed in the act, on a 3-4 the culprit was arrested and is accusing the governors of the colony of corruption, on a 5-6 the culprit has escaped into the larger population.
48 – Vehicle accident - due to malfunction or human error one of you aircrafts has downed/ships has sunk. If you possess neither, your land vehicles have had an accident damaging them and blocking major transport route of your colony.
49 – Tidal wave has struck coast near your colony. Damage sustained is directly related to your existing coastal infrastructure.
50 – Weather anomaly. Is it snow during summer or heavy rains during dry season, you have been completely unprepared for that. You can choose details and severity of anomaly as long as you don't ignore it.
51 – You accidentally receive supply that was supposed to go to another colony.
52 – Undeniable evidence is released incriminating one of your colony's main leaders of corruption, shaking your population's faith in colonial leadership.
53 – Whether it be due to low wages, rations, or general dissatisfaction, workers from all around the colony have broken out into strikes, refusing to work until their demands are met.
54 – Morale in the colony is at an all time high, as colonists break out in celebration and festivities, all praising your leadership. They may not be working as much, but they sure are happy.
55 – New ideologies arise in your colony. Some colonists are now considering themselves superior to new immigrants from Earth, creating tension.
56 – A type of rats has come with your colonists to the new world. They seem to infest the grain stores, but worse, they can interbreed with local rodents, creating an infestation on an unprecedented level.
57 – An indigenous rodent was found to be immune to earth-poisons and is wrecking havoc on your equipment.
58 – You seem to have stumbled on a source of poisonous gas's of some type. They could be beneficial, for now, they create a psychosis effect on your colonists.
59 – A new-age religion has begun to spread around the colony, they seem to be lacking guidance though, currently praising the newfound planet and advocating to protect it.
60 – A religion that starts adhering to the asteroid as the great redeemer of mankind spreads to your colony, starting a small wave of emigration back to earth.
61 – Your sponsor has found out that one of your members of government has been committing white collar crime, though he is extremely competent of his work, you knew of this embezzling for some time, they require him back for a trial.
62 – Your outlying villages have started a custom of a festival, improving tourism to their place from your main colony.
63 – Your political elites require a more structured government to take place, they require a convention to call into to reform the way things are decided in your colony.
64 – A Comet was sighted by your colonists. Elements of your people must be calmed less things become unstable.
65 – Change of Management Earthside - A rival faction has taken control of one of your benefactors. On a d6 roll of 5-6 it is your primary patron. They wish to direct their support to a differing colony. Persuade them to stay loyal.
66 – Change in Management Starside - Your primary government leader has lost the support of your patron. On a 1-2 your patron expresses their dissatisfaction in the supplies they send, on a 3-4 they are requested to step down or supplies will be cut entirely, or on a 5-6 an armed force is sent to remove your primary leadership from power.
67 – Granary fire - Some fool walked inside your granary for their smoke break. The resulting explosion has destroyed 1d3 silos and disrupted your food stores loosing 1d3 years of food storage as would feed 1,000 people. Write the same number of posts as your silos destroyed and food storage lost, to 'fix' the issue.
68 – A fire has broken out in an unregistered social gathering place. Numerous people have perished in the fire and your populace is demanding further regulation and safety reforms.
69 – Tainted Supplies - Decontamination chemicals and industrial products included in your supplies leaked in transit. A portion of your requested supplies a ruined (determined by GM) while others are merely damaged and may be salvaged or re-purposed.
70 – A seismic event has occurred off of your coastline causing d4 damage to your colony (apportioned by player) as a new island has formed. Once the waves and tremors have departed your surveyors has discovered a new source of (d6) 1-2 Metals, 3-4 Geothermal Energy, 5-6 precious gems.
71 – Vermin infestation: A vermin has sneaked through the portal and is now rapidly propagating in an environment without a predator.
72 – Megaflora attack: Turns out the local veggies think you look delicious.
73 – Deserters from a failed colony: Turns out we aren't alone out here, but who are these people, and what ruined their colony?
74 – Killer on the loose: murder most foul in the colony!
75 – Metamorphosis: something in the environment is causing the youth of the colony to undergo rapid, early puberty.
76 – Gate failure/misaligned: your gate comes unpaired from its home gate and jumps to a different sponsor gate.
77 – Gate failure/open horizon: your gate is stuck open. Dramatically consuming energy resources.
78 – Gate Failure/sabotage: your gate is damaged and will not open until repaired.
79 – Moonbase gate: your sponsor has sent an alternate gate to the moon and is using your colony as a way station to easily transport goods to space.
80 – Government Transition Team: one of the higher-ups among your sponsors has decided now is the time to move their government into the colony, regardless of the colonial charter or the legality of their claims. If you are a corporate colony, this is either the board or a sudden movement by the government your colony's corporation is based in.
81 – Hospital Train: a local plant has been proven to treat an otherwise untreatable illness and a train full of nearly terminal patients have flooded the colony.
82 – It Builds Itself: a series of 3d printers and tons of base stock have been sent forward to jump start the colonies infrastructural capabilities. From screws to whole houses.
83 – I'm Sorry Dave: problematic coding has sprung up among the colonies computer systems with many core systems failing intermittently. All diagnostics show everything to be working fine.
84 – A small suburb of the capital of your colony is growing, they are building up and becoming a second city of your colony. roll a 1d10, on a 1-8 they are peaceful and add to your economy, on an 8-10 they are rebellious and want to gain independence from your colony, currently, insurgency ensues.
85 – One of your sponsors is dealing with public relations issues at home, and cannot support you for the next year.
86 – A baby boom has occurred on your colony, while not beneficial currently, it will surely swell the colonies population. Currently, they cost more food though.
87 – A Catastrophic explosion of a fuel reserve cripple's the colony capacity to support vehicles and power generation.
88 – A major political split emerges amongst the colonists over the direction the colony should take, causing disruptions should measures to contain the schism are not done.
89 – A significant increase of political support for the colony is gained after a colonist takes some snapshots of the landscape of the new world and sends them back to earth.
90 – Whether through a poor harvest or a breakdown in logistics, the colony suffers from a acute food shortage.
91 – A severe breakdown in the colony's water supply threatens the colony's viability if not rectified in time.
 
Colony Name: The Valiant Principate
World of Origin: Noblesse Oblige
Primary Sponsors: King of California, Lady of the Lake (Roma Aeterna)
Secondary Sponsors: Mech Engineer Guild, Duke of the Bay, Freemasons, Dibbler Pies Inc, Dr. Pepper, Valiant Jewelers, Duke of Pepsi-Frito-Lays
Size: 260,863 Settlers
Current CT Total: 17

Summary:
The Chirval Twins made their fame in skirmishes with the Dukedoms of the Rockies, and in internecine conflicts between the Bay and the Central Valley Barons as ace pilots of aircraft and mechs alike. Prominent advocates for a more liberal attitude towards their serfs of the Californian Kingdom, they found themselves heading a pseudo-political faction, consisting of merchants and professionals, dispossessed noble sons, and freemen that were discontent with the entrenched and calcified nobility, desiring a more meritocratic political system. To this end, they founded the Valiant Initiative, an organization that would create their ideal kingdom, LARPing to a new world seeking to build a polity that would uphold their ideals. Titles are determined by merit, honor, and service in the Principate as much as blood.

Advertisement: "No matter the circumstances of your birth, glory and honour await you at the frontier of a new world."

Strength: The Valiant Principate has great advantage in the field of Mechs, with highly experienced knightly Mech pilots being drawn from the various second and third sons of nobility who stand no chance of inheriting, and experienced mech engineers and mech industry being contributed by the Mech engineer guild.

FLAW: The Valiant Principate's greatest flaw is its... controversial status amongst the Kingdom of California's nobles. The founders' rather liberal policies towards their serfs and freemen have caused much consternation in the courts of their homeland.

Traits:
- Concept: Divine Right: It is rare for a ruler to truly show the testament of what a ruler is meant to show, for them to care for their people and their cause so much as to sacrifice their own well being for it, and yet the twin rulers of the Valiant Principate, its Princes, have done exactly that – and more than that, shown to their people that they showed they were chosen by a higher power with their chosen spot to form the Valiant Principate's settlement revealing two great fossils of steel, bronze, and materials unseen by even the greatest of alchemists, masons, or smiths. These Mech's seem to run on the life force, vigor, and vitality of their rider's, and seemed to have chosen the Princes as their pilots. With this shown to them the colonies' early builders have determined the technology of Magitech Mechs, and how to blend them with technology from modern (feudal era) devices. The Valiant Principate begins with 'Magitech Mechs', and 'seasoned soldiers' technologies. If combined with 'mechs' technology, 'Magitech Mechs' grants the ability to build hybrid 'advanced tech' mechs. In addition, the Valiant Principate is considered to have a choice of a free trait from the following: 'Clever Girl' (focused on magitech), 'People's Darlings', 'Secret Weapon', and 'Like Royalty'.


- Location: The Fertile Crescent - You have a beautiful, habitable land to call your home. It provides both extra food stuffs each turn and a home which is so like your original homeland that you have extra settlers coming with you every turn. Inversely, your location's presence as a great breadbasket is quite known, and you might be raided - and the same great rivers which provide you with such a fertile homeland might be used to transport enemies down your rivers.

- General Traits:
-- Clever Girls: Or Clever Guys, too. Your people are clever. You have a natural inclination to build high technology and to reverse engineer other technology, even technologies which you have no foundations on.
-- Eden: Your colony's local region is more resource rich and habitable than it would be in the real world. An Arizona or a Nevada is instead closer in climate and surroundings to California. An Antarctica is closer to southern Alaska. New species of plants are visibly to find easily, and most importantly the region is beautiful. So beautiful it gives you a boost in recruiting settlers, and in promoting your colony in general in the other timelines.
-- Forward Team Double Oh Four: Your colony has a skilled, perhaps at the level of action heroes, team focused on a pair of fields. They can be utilized to deliver messages or goods to other colonies, to scout out the locations and secrets of other colonies, or to take down specific threats. Their specialization must be PMed to the GM in Discord or on SV, and may not be changed after game start.
-- Like Royalty (Divine Right): Your colony's governor or leader is so well beloved by your colonists that rebellion is unlikely. In addition, they may be utilized as a direct leader in any action to speed it up and promote your chances of success.

-- Special Sponsor (Purchased) – You have a special sponsor you would not otherwise be able to have. They might be a rival of your nation, a different bloc, or a wizened old wizard. Whichever the case, they will occasionally send you missions; but in addition to this they will give you access to greater support than you would otherwise provide. You begin with one additional technology that you choose, and you begin with access to this secondary sponsor for colonists, economic and military support.
--- The Legendary Lady of the Lake has made contact with the Colony, offering it her support from the Roma Aeterna world. Her missions for the colony are to provide succor to the needy, and fight evil where it is found.

Starting Technologies:
- Seasoned Soldiers [Divine Right]
- Mechs (Magitech) [Divine Right]
- Mechs (Technological)
- Advanced Oil Extraction and Processing
- Advanced Industry
- Meritocratic Governmental Policies
- More Efficient Construction
- Clean Petroleum Power Generation
- Demigryph Riding
- River Infrastructure
- Monorails [Disney Provided]
- Advanced Tree Care [Harsan Nos]
- Mists of the Lake [Sponsor Tech]
- Advanced Cruisers [Sponsor Tech]
- Advanced Farming
- Advanced Mining
- Settler Settlement Propaganda
 
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Colony Name: Muktiraj (The Free State or Raj)/মুক্ত অবস্থা/
Mukto Abostha​

World of Origin: Noblesse Oblige

Primary Sponsors: The Free Republic of Bengal
Secondary Sponsors: Mughal Remnants (Monarchist), Mughal Remnants (Republican), Kingdom of Nepal, Kingdom of Assam, Trade Republic of Sri Lanka

Summary: As the Mughal-Marathi war raged, the subcontinent collapsed into a mix of petty princedoms, a result of the deeply decentralized Mughal administration. While the majority of these petty remnants were swallowed up in the final push of the Marathan Empire, the rich and vital region of Bengal decided that a shaky and united front was preferable to being subject to the tender revanchist mercies of the Empire. And so The Free Republic of Bengal war formed. Fighting a desperate struggle against the Empire, they scored a costly victory with the help of Nepal and Assam while the Sri-Lankan fleet sank the pride of the Marathi Navy. A temporary cease-fire between the Republic and the Empire was signed and a tenuous peace reigned. Governed by a ruling body of officials elected by Trade Unions, Bengal is a fledgling democracy in an abyss of Monarchism. Although the Trade Unionist party reigns, some influence is wielded by the conservative Monarchist faction as well as Oligarchs that prefer the Oligarchic-Republican system of Sri Lanka. Though united by a desire for freedom from the Empire, it is left to be seen whether Bengal can survive as a free nation governed by the people, for the people. Without any solid allies, the Republic was forced to turn to alternate Earths and create its own allies, which is where Muktiraj comes in. The Free State is a colony founded with the blessing of the Empire's enemies, with the understanding that because of the precarious situation with the Empire, it will not see much concrete aid. To that end, Muktiraj is less a colony and more of an altogether new allied state, both a nascent ally to the Anti-Marathi coalition as well as being understood to be a place where refugees from the coalition can escape if it collapses in the face of the Empire.
Advertisement: "A free nation governed by the people, for the people."

Strength: Situated in the Punjab region of Earth-5BC, Muktiraj is a veritable eden of resources, a breadbasket that can easily feed a nation of a billion, as proven by various Indias across the multiverse. FLAW: Aid from its sponsors is irregular. Taken altogether, the Anti-Marathi coalition is simply that much weaker than the Empire and survives because the Empire has a bad habit of overextending itself. As a result, Muktiraj unfortunately has to work that much harder to develop itself.

Flag: The Tri-Color Flag of Prime-Earth's India??!! But Instead of the Ashoka Chakra at the center, Muktiraj's flag instead has the Mughal Lion at the center, representing both its descent from the destroyed Mughal Empire as well as to signal its defiance at the Empire.

Locations of the two Colonies: in a twisty-turn of fortune, Muktiraj and Mahanshaher are located in the opposite direction of where their primary sponsors are. Mahanshaher is located on the Coast of Bengal, with the prime shipping routes and fisheries of the region whereas Muktiraj is located in Punjab, where the former Mughal Capital was located and where the Marathi Empire's secondary capital of Delhi is.

The State on the Shining Hill -- Like it or not, Muktiraj is already more of a free nation and settler state than a colony of its component parts, an ally of those nations yes, but not dependent on them. It has no master so a much more efficient civil administration and local government. Rich in food stuffs and in land to set up modern or classical style farms, it's pull as a great new home for the people of the subcontinent cannot be understated, and as such it gains double the reward of colonists. In addition, when making a new settlers roll it may reroll population increases which would be less than 10% of its earned (base+from challenges, not counting population increase rolls) population. It begins with the Advanced Agriculture, and player's choice of 2 other technologies; and Muktiraj may select one of the following four traits as a free trait.

Trait: Resource Rich

Technologies:
Advanced Batteries
Advanced Solar Technology (Printable Surface Solar Cells)
Renewable Biodiesel
Magnetic Levitation
Computer Networks
 
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