The creatures of the Darkness are many, but few are ever actual true servants of such nature. Despite what the Guardians and those who dwell in the City would claim to be truth, the actual facts are a little more complicated than merely Humanity and the Traveler versus everyone else.
Four kinds of aliens are proclaimed to serve the Darkness, but only one is truly shaped by it; the Hive.
The Cabal do not serve the Darkness, they aren't even remotely influenced by it in any way. Be it by their sheer military prowess or technological strength, one cannot say. Merely that they are a spacefaring power that neither Light nor Darkness has ever touched.
Those machines that crawl through subspace and build monuments throughout time and space know of the Darkness. Some of them seek to use it to perfect their hold on the universe and others merely are content to build and propagate their vast network deeper and deeper into reality's quantum substrate.
Last of the four are the Eliksni, or what the Guardians deemed the 'Fallen'. Once a great and noble civilization, the Eliksni seek the Great Machine; or as humanity knows it: the Traveler, which now resides in a damaged state above the Last City, the remaining bastion of human life.
Like humanity, the Eliksni's civilization collapsed and the survivors embarked on a great journey on whatever ships they could salvage to search for the Traveler. Questions rise from scholars in the City, extrapolating from excerpts cut from Fallen transmissions and interrogations, when it was found that the Fallen had contact with the Traveler and through it's patronage, it entered a Golden Age in a manner eerily similarly to humanity's. When it collapsed in a cataclysmic 'Whirlwind' the Fallen followed the Traveler and tracked it down to somehow reclaim it. The pirates and raiders that attack the City now are merely remnants of that once proud people, desperately fighting for the Light the Traveler once bestowed on them.
There are many uncomfortable questions that the Warlocks do not discuss of. More than likely, most would never voice them aloud save when alone. What is know, however, is when the Fallen entered the star system decades after the Collapse, they declared dominion over all worlds that humanity once held. There was honestly little that the desperate survivors could do to deny the Fallen that.
Since then, the Fallen fleet divided itself, settling here and there.
The Houses of Devils held the smallest portion of that fleet and settled on Earth with the House of Kings following not far behind with a much larger fleet of Ketches. Winter found a foothold on Venus and made the Ember Caves and the mountain ranges their home. The House of Wolves stayed behind, consolidating their power in the asteroid belt, founding their surrogate home of Ceres.
House Judgement lives among these Houses, but their power has long been broken during the journey to find the Great Machine.
But not all Fallen joined these Houses. Be it scattered remnants of broken Houses or hermits, a handful of ships left in search of another path.
Fate will determine the actions of a...
[] Kell
Kell, the very word taste like so much ash in your mouth. You have not been made Kell by your deeds, but by the sad necessity of there being no one greater to lead. In truth you were a mere Vandal, a Magus Adept of House Rains Magisterium. When the Hive began boarding the ship you had the good fortune of studying your spell lore near Zyrlax Prime's chamber and rushed to defend the machine god. You and the others that did so were made to listen as the Kell led those who could fight against the Hive. When he finally fell the Prime turned to you and spoke one simple command. Lead what remains.
Then it gathered its vast power, and you and those around you were suddenly no longer on the ship.
Bonus:
+20 to Charisma, Intimidation, & Reputation (+25 when dealing with fellow Fallen)
+10 Magisterium
+1 Knight Engineer
+Starts on Earth
[] Archon
This choice is not available.
[] Prime
You are a new Prime, a incomplete Prime. Built by the Kings, finished by a small faction of outcasts bereft of even a name and banner to call their own. But you believe they more than make up for what they lack with pure skill in thievery. They stole you right out from beneath the Kings notice after all. You are a young Prime, a young god. But that doesn't mean you are blind to true talent when you see it.
For that deed you'll lead them... For a time at least.
Bonus:
+20 to Culture, Ether, & Technology
+50 Wind Sneakers
+1 Frigate: A lighter craft more suited to screening actions for a fleet. This ship has been outfitted with a scavenged jumpengine that allows it to 'quietly' jump anywhere in the system. The ship still has a fresh coat of King Yellow #5...
-The Prime can only produce 750 Ether currently
Glimmer is the currency of choice in this Quest, due to it's plentiful nature and convenience of use. Glimmer can be gained in multiple ways:
Raiding - Raids in Skiffs with skirmishers is to be expected in the post-Collapse star system. There are two kinds of Raids that can be done:
Light Raid - A skiff or three of troops hit a supply depot, overwhelming local defenders, grabbing anything not nailed down and then hightailing out of there.
Heavy Raid - Usually there's a Ketch involved. And sometimes there's an even bigger target with an even bigger risk. Usually.
Glimmer Drills - Sometimes there are hidden caches of glimmer sealed away underneath tons of rock and metal. Normally unreachable unless you had the technology to simply extract it. Of course, opportunistic Guardians, Fallen, or worse might take notice and attempt to take that Glimmer for themselves. Assign your troops accordingly.
Salvage - Salvage is everywhere. Be it Cabal wrecks, Hive dusted remnants, Vex ruins, or Golden Age relics; where there is salvage technology and glimmer is not too far behind.
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Actions are moves available during a Turn to achieve a strategic objective.
The PC (Kell, Archon, or Prime) is given three Free Actions that he or she can use personally or for the good of the House. Additional Actions can be attained by building certain structures or expanding the House. Reaching a certain population height, military strength, or achieving special objectives will grant additional Actions to spend.
Example:
3 Free Actions
2 Actions
[] Launch detailed attack on enemy installation. Requires 4 Actions.
With only 2 available Actions to spend on this option, you can use 2 of your Free Actions to take it and have 1 Free Action to spend on another option.
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Stats are all rolled via 1d100s
Charisma - Diplomacy, Silver-Tongue, Persuasion. Whether it's convincing the humans that they're better off working for you or getting the Guardians to accept bribes, sometimes every little bit helps. Especially if you're lying. The higher the Charisma, the more likely that there will be defections to your House and it draws in outlying gangs that would otherwise be swept up by other 'recruiters' or killed by the many enemies around you.
Intimidation - Fear has it's place too. Being nice doesn't always give the best results. Sometimes it takes a roar right in someone's face and a few shakes or a punch to the face before they're convinced you're in the right.
Reputation - Face matters, no matter which species. Of course, it cuts both ways; respect or fear. It might make people more willing to deal with you... or attempt to kill you even harder.
Research - Technology is fine and all, but you need the know-how (or people with the know-how!) to actually find out how it works... and whether or not if it could be improved with a special touch or two. All Research success is determined by a 3d10 roll, the three threes being Reverse Engineering, Prototyping, and the Trials.
Technology - Having that edge is always a wonderful advantage. Especially in the knife-fights many Eliksni insist on diving into. Be it secret weapons the other Houses have squirreled away for a rainy day, Hive alchemic weapons, Vex time corridors, or Cabal rocket-fists; every little bit counts.
Salvage - The Eliksni have to salvage, it's a fact of life really. Things are falling apart and there is only so much Shanks and Servitors can do to ensure that the ship doesn't fly apart. Then there's feeding the Servitors so they could make Ether. That's important too...
Culture - Books, music, thingamabobs from before the Whirlwind. The higher the Culture, the higher the passive bonuses it gives to other stats! From Reputation to Technology, knowledge from the old days of the Homeworld is always coveted; and for good reason.
Ether - The most vital resource for all of the Eliksni. The more Ether there is, the stronger the warriors. The more Vandals and Captains you can support. If there's enough Ether to go around, perhaps all Eliksni in the House will be tall and strong as any Kell.
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Materials such as Spinmetal, Relic Iron, Helium Filaments, and Spirit Bloom can be found on Earth, Mars, the Moon, and Venus respectively; but I am assuming that is only for game reasons. That said, it is not unlikely that there are stores of such materials in far flung places, abandoned bases, or even in storage depots operated by the various factions within Destiny. Much of the actions above for getting Glimmer can apply to Materials, but conventional farming is possible with sufficient stock of certain Materials and research.
Sending Runners to gather such Materials will count as much a single action to three or even four, however.
Armor Materials (Hadronic Essence, Sapphire Wire, Plasteel Plating) and Weapon Parts are all also useful for the House's needs.
Exotic Materials require Research in order to use them properly and effectively. Motes of Light, Etheric Light, Ascendant Shards and Energy all fall under this category.
Levels are simple representations of the House's overall experience and skill in certain matters. This is applied to Culture, Reputation, Wealth, Technology, and Morale. The minimum '1' would effectively be the lowest possible point for the House, effectively meaning 'absolutely nothing'. The highest level is a 10, where it is absolutely as far as anyone can reach. Achieving just one in level 10 would be an incredible gamechanger.
To reach a level, points are defined by 1d100 rolls, which for every roll adds a number of 'points' depending on the roll. Each level cap is approximately 1000 points per consecutive level.
Special Units are Eliksni, Humans, or Mechs within the House that are known for their particular branch of skills.
Wind Sneakers:
A band of thieves hailing from the House of Devils, or so they claim. In a time filled to bursting with high-tech stealth options for those mischief inclined, these clever Fallen have instead resorted to one of the oldest tricks in the book. Simply changing their colors to fit in with whoever they intend to rob. When combined with their skill at comms its actually quite effective.
Dregs who are new to the gang are called footpads. Typically they've managed to impress one of the Highwaymen in some way and are invited in, though some do just pay their way in with Ether. Either way, there's not much separating them from common Dregs.
1/2, 2 Ether sups (Standard Dreg armament of whatever they can get their hands on) Special: Flashbang (At the start of combat Footpads can blind up to two enemies each depending on a 1d10. If successful these enemies are removed from the enemy's initial attack.)
Those who have done enough for the gang are promoted to Highwaymen. Unlike the Footpads these are the experienced thieves, their wits are sharp, and they are well versed in the art of the con to go along with their stealth skills.
6/8, 7 Ether sups (Wields a wide assortment of well made equipment they've picked up along the way) Special: Flashbang, Turncoat (If attacking fellow Fallen the Highwaymen can wear the enemy's color. Successfully allowing a sneak attack from the flanks. This will take them out of play for the rest of the fight however.)
Finally, those at the top of the gang are called Wind Thieves. Named such in honor of Kirykx the gangs founder. These are the true masters in the art of walking in through the front door, and leaving out the back with as much as they can carry.
12/16, 50 Ether sups (Like the Highwaymen, they wield whatever's caught their interest) Special: Flashbang, Turncoat, Double down (doubles the effectiveness of the first two abilities)
While infiltrating fellow Fallen, all Wind Sneakers enjoy the benefit of two stealth checks instead of one.
Units: All base units can gain certain traits that will allow them to become Elites (+++), this is different for most units. Captains will become Reavers, Nobles, and Elders before becoming powerful enough to earn the rank of Baron. Vandals can become Reavers, Nobles, and Elites before ascending to Captain-hood should they desire it. Dregs can only become Reavers before earning enough to become a Vandal. Shanks share similar rankings despite being mostly VI rather than pure AI; Reaver, Noble, Elite, and Elder. Base Servitors underneath the Prime are set apart mostly by age, Elder for those of advanced age and High for those above the new Servitors.
All Fallen, save for Shanks and Servitors, are born as dregs. These children are born as 0/0 as their base Offensive/Defensive value, which can be attributed to unarmed civilians and other non-combat personnel. Upon reaching maturity, these dregs become 1/1 with a consecutive cost of 1 Ether to maintain their health. Additional Ether will increase their stats, but as the stats grow, so too does the amount of Ether with each consecutive increase.
Servitors are born as Minor Servitors. With heuristic processors and a powerfully intelligence, each Minor Servitor can learn and grow. In time, they may individually upgrade themselves into more powerful variations such as High or Elder Servitors with a bounty of materials. Only Minor Servitors may be built in bulk, and then upgraded if there are enough resources to do so.
Prime Servitors are extremely powerful versions of Servitors, holding the collective knowledge and experiences of the entire line. A House with a Prime is destined to expand more quickly than those without.
Servitors
- Minor 8/12, 1800 Spinmetal/450 Relic Iron + 25 Helium Filaments + 25 Spirit Bloom + 1000 Glimmer (Void Blast, +50 Ether per Turn)
- Pilot 12/16/8, 3200 Spinmetal/700 Relic Iron + 75 Helium Filaments + 150 Spirit Bloom + 3000 Glimmer (Enhanced Void Blast, Arc Shield, +50 Ether per Turn)(Allows for FTL for Ketches, +15 to Combat Rolls)(Can substitute for 1 High Servitor or 5 Minor Servitors)
- High 14/18/12, 6400 Spinmetal/1600 Relic Iron + 225 Helium Filaments + 225 Spirit Bloom + 9000 Glimmer (Enhanced Void Blast, Arc Shield, +100 Ether per Turn)(Can Construct Minor Servitors, +5 to Research & Culture)
- Elder 20/20/20, 12,800 Spinmetal/3200 Relic Iron + 675 Helium Filaments + 675 Spirit Bloom + 27000 Glimmer (Enhanced Void Blast, Arc Shield, +500 Ether per Turn)(Can Construct Minor Servitors, +10 to Research & Culture)
The Prime's stats are currently 75/80/20, and it produces 750 Ether sups.
Shanks are like dregs in many ways; individually weak and vast in number. Shanks of any type can be built in large numbers and be built to serve in many specializations. Depending on the amount of material and effort invested into the little machines, they may be worth only as cannon-fodder or a solid asset to any crew.
Some Shanks are rumored to have grown beyond their basic VI programs, becoming true AI in the process. But they are just that, rumors.
Shanks
- Minor 2/2, 10 Spinmetal/2 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Reaver 3/3, 20 Spinmetal/5 Relic Iron + 2 Helium Filaments + 25 Glimmer (Shock Pistol)
- Noble 5/5/5, 25 Spinmetal/6 Relic Iron + 3 Helium Filaments + 25 Glimmer (Shock Repeater, Solar Shield)
- Elder 7/7/9, 40 Spinmetal/10 Relic Iron + 5 Helium Filaments + 50 Glimmer (Shock Cannon, Solar Shield)
- Repeater Shank 6/6/8, 200 Spinmetal/50 Relic Iron + 10 Helium Filaments + 500 Glimmer (Heavy Shock Repeater, Solar Shield)
- Tracer Shank 12/6/6, 200 Spinmetal/50 Relic Iron + 20 Helium Filaments + 1000 Glimmer (Shock Repeater, Solar Shield)
Vehicles larger than Fallen Walkers tend not to have true attack/defense values. That said, such values are often defined by sheer size and power. In this case, starships have separate stats compared to their much tinier counterparts; Firepower, Hull, and Shields, respectively.
C&C Complex, 100000 Spinmetal/25000 Relic Iron + 1000 Glimmer + 5 High Servitor/Pilot Servitor (+250 Population, +2 Morale, + 1 Action)(Automatic Free Roll for Threats every 2 Turns)
The brain of every Eliksni base, where commands are sent and control is established. Linked Servitors maintain the steady flow of encrypted information and data processing. An Elder Servitor is always present, hooked into the sensor network to command the lesser Servitors in order to detect opportunities or threats beyond.
Creche, 200 Spinmetal/50 Relic Iron + 500 Glimmer (+50 Population)(+50 Dregs per 4 Turns)
This where the newborn and the young children are raised, within large isolated apartments under the care of various Servitors and Eliksni too old or crippled to fight. While the children grow they are taught the values of their Houses and the basics of survival, including arms training and basic handling of technology. Once fully mature, Dregs will join the crew fulltime with the expectation they will serve diligently.
Foundry, 500 Spinmetal/125 Relic Iron + 500 Glimmer + 100 Workers + 5 Minor Servitor (Opens upgrades to arms and armor)
From the simple shock knife to the heavy shrapnel launcher, this is where the guns are made. With a Foundry, the House is always well armed and exceedingly more than capable of bringing bear quite a lot of firepower.
These cramped structures exist either within a Ketch or on one of the few places that the Eliksni control completely. There, they are built with housing as many as efficiently and cheaply possible. Though cramp, there is precious little space that a economically clever Eliksni can hide his or her treasures.
Helium-3 Extractor, 10000 Spinmetal/2500 Relic Iron + 2000 Helium Filaments + 25000 Glimmer + 2 Turns (Up to 10 Extractors can be paired with a Processor)
Eliksni do not only require only ether to survive. Even they needed to eat, else they'd lose strength and slowly waste away into a weak dreg. Each consecutive Hydroponic Farm will give another boost to Morale, but with -1 for every new Consecutive Farm.
Mechworks, 1000 Spinmetal/250 Relic Iron + 1000 Glimmer + 100 Workers + 5 Minor Servitors (Allows the production of up to 50 Pikes, 25 Heavy Pikes, 5 Walkers, or 2 Skiffs)
Anything bigger than a Servitor and smaller than a Ketch is built in this factory. Skilled hands part usable salvage from scrap best reserved for shrapnel launchers, to be turned into high tech parts for engines and hover units.
Naval Yard, 10000 Spinmetal/2500 Relic Iron + 2500 Glimmer + 500 Workers (+2 Morale)(Can build only one ship, up to Destroyers, at the cost of materials and 1 Action)
Every Eliksni base worth it's value in glimmer has a Naval Yard. Whether it is for a simple corvette to a full fledged destroyer, it matters little, as it raises morale and opens the way for ship production. Though it is a major investiture of resources and requires the use of a large number of skilled Engineers, the ability to replenish losses and repair ships is undeniably valuable.
Naval Yard Complex, 50000 Spinmetal/12500 Relic Iron + 10000 Glimmer + 1000 Workers (+4 Morale)(Can build only two Light ships or one Capital ship, up to Carriers. Costs of Capital Ships is the materials and 2 Actions.)
Network Node, 10000 Spinmetal/2500 Relic Iron + 50000 Glimmer + 5 High Servitors (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
Expensive, certainly. Worth it? Undeniably. Servitors are individually incredibly sophisticated artificial intelligent entities each capable of processing and analyzing data at incredible speeds. Combine a group of Servitor's processing power and the time required for certain pieces of technology and encrypted Engrams can be cut down substantially.
Network Nodes have some other nice effects. They prevent the bad random event from happening when you lose all accumulated research, and instead give you a chance of getting the random event where "A Network Node reports a technological breakthrough" and you get the tech currently being researched.
Recycling Module, 2500 Spinmetal/625 Relic Iron + 200 Glimmer + 5 Minor Servitor (+1d100 Roll on how much Material & Ether can be returned)
For the resource strapped Eliksni, these modules are a must have. Every little bit of material and ether eked from use is a little bit saved for the future. Even scraps are better than nothing.
Robot Assembly Plant, 2500 Spinmetal/625 Relic Iron + 1000 Glimmer + 100 Workers + 5 Minor Servitors (Allows the production of up to 50 Shanks or 5 Minor Servitors)
Servitors are the lifeblood of the House and one can never have too many Shanks.
Keep in mind I've changed the Kell and Prime choices. They aren't the descendent of the Stone Kell, or the ancient Prime with all the goodies that come with that.
1. I'll primary be involved in HoT and from time to time come here 2. Can you and @Tabi , in the future, enact a crossover = Tide and Twilight meeting ??
They're mages. Basically they burn their personal stores of Ether in exchange for being able to wield Arc, Void, and Solar abilities. This also means they take more Ether than regular units.
There's no actual canonical basis for them, I just figured that if any house was going to have a mage class it'd be Rain.
2. Can you and @Tabi , in the future, enact a crossover = Tide and Twilight meeting ??
Data flowed through your mind and back to the ships computer. Current velocity, trajectory, sensors, comms, weapon systems. It was all at your digital fingertips.
Checking the data one last time, you began to slowly throttle down the engines as it became apparent that the getaway had been successful.
As the ship finally slowed enough to be seen by a casual observer you unplugged your frame from the bridge terminal and turned to face your house... All fifty of them.
"Got away didn't we?" The one dressed as a Captain drawled casually from his perch next to the viewport. You warbled a affirmative. "Told you we would, Boss-ball."
Boss-ball? You warbled out a negative to express your displeasure with the name, only for the Captain to just chuckle in response. "What, don't like it? Alright, alright, just Boss then." At your continued negative he just shrugged. "Look we know you're not the Kings Prime, it would have been big news if the Kings had lost their favorite god-ball after all. And you cant exactly give us your name, so Boss will just have to do for now."
He began to move towards the center of the bridge as he talked. "Though speaking of names, introductions are in order. So-" He clapped all four hands together. "I'm Kirykx, leader of the motley little band of thieves you see before you." He bowed low, yet somehow you got the sense he was mocking you. "And these fine fellows." He motioned to the other forty nine Eliskni behind him. "Are my motley band of thieves! Say hello boys."
They cheered as one.
"Now then Bossball-" You heard that. "Where to?"
[] World of Glass
Advantages:
Vex Ruins, Vex Technology
Disadvantages:
Vex are semi-active here, House of Winter is within raiding distance. The Cult of Osiris is active here. The Sunbreakers are semi-active here.
[] The Cloudy World
Advantages:
Human Golden Age Ruins, Vex Ruins, Spirit Bloom harvests tripled.
Disadvantages:
House of Winter are active here. Vex are active here. The Guardians are semi-active here. Active automated Golden Age defenses.
[] The Third World
Advantages:
Human Golden Age Ruins, potential Human vassals, Spinmetal harvests tripled, Great Machine is located here. Rasputin is located here.
Disadvantages:
House of Kings are active here. House of Devils are active here. The House of Winter is within raiding distance. The Guardians are active here. Hostile humans. Active automated Golden Age defenses. Rasputin is semi-active here. The Hive will be here.
[] Dusty White Jewel of the Third World
Advantages:
Human Golden Age Ruins, Helium Coil yield tripled.
Disadvantages:
The Guardians are semi-active here. The House of Winter, Devil, and Kings are within raiding distance. The Hive will be here.
[] The Iron Dunes
Advantages:
Human Golden Age Ruins, Relic Iron yield tripled. Charlemagne is located here.
Disadvantages:
The Guardians are semi-active here. The Cabal are active here. The Vex are active here. Active automated Golden Age defenses. Cabal Defenses will ensure no safe passage off world.
[] The Shattered Fields
Advantages:
Human Golden Age Ruins, Human Golden Age ships, Human Golden Age Space Stations, All non-organic Material yields tripled.
Disadvantages:
The Awoken are here. The House of Wolves are active here. Awoken and Wolves will ensure no safe passage to inner worlds. The Nine are active here.
[] Saturn, Jupiter, Neptune, Uranus, and Pluto all require exploration to determine Advantages and Disadvantages. You've got a bad feeling about that way for some reason.
Well, 1. so far so good
2. House Gale needs tech
3. Gale needs allies (The Cult of Osiris is openminded and if you "show" you can help them, they will help you in return, big-time)
It will be challenging (yay, but because of that interesting) so I might say:OK?:
[X] World of Glass
Advantages:
Vex Ruins, Vex Technology
Disadvantages:
Vex are semi-active here, House of Winter is within raiding distance. The Cult of Osiris is active here. The Sunbreakers are semi-active here.