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
You were born to rule, that much is true. One of the few who could call Chelchis, Kell of Stone, kin. His blood runs thick through your veins and your claim to his lost honor and banner is stronger than any may dare to believe. Perhaps it is your destiny to become the fabled Kell of Kells as your many great grandfather had been long ago before the Whirlwind. You know little of how to maintain technology or of religious matters, but your mere presence and voice sways many to join you. Come what may, you will shape the destiny of all Eliksni in the years to come...
Bonus:
+20 to Charisma, Intimidation, & Reputation
+30 Kellsguard - A small, but fanatically loyal, and highly secretive order of Elite Captains and Vandals.
+1 Frigate-Type Ketch - A small, well armed, fast, and highly maneuverable warship with a dedicated complement of some (+12) Skiffs.
[] Archon
Since you were a but the smallest dreg, the electronic voices of the Servitors have always been your language, the rusting induction coils and the fraying arc wires your toys, and Shanks your constant companions. The degrading technology that the Eliksni rely upon is your forte and none can deny your knowledge and skill. Soon those skills pay off as greater rations of vital delicious Ether is given to you. You grow strong and mighty indeed, becoming a Vandal and then a Captain. Your crew are few, selected for their skill and loyalty. Soon you become more than a mere Captain, more than a Baron. You serve the Prime itself, protect it, repair it, even sing to it. But the House of Scars is no more. You are all that remains, with what scraps are left. But from the pieces, you will forge a new House...
Bonus:
+20 to Research, Technology, & Salvage Rolls
+30 Lord Engineers - A highly skilled group of Eliksni well versed in the technology used by their race and others.
+1 Light Cruiser-Type Ketch - A medium sized warship with no discernible weaknesses and a small (+6) complement of Skiffs.
[] Prime
Built in the image of the Great Machine, you hold lore of the Ancient Golden Age that the Eliksni once lived in. Though that Age has long since passed, your memories are kept safe. During those happier times, Servitors were the caretakers and the mentors. The children were taught their history and fed full with Ether. Servitors would speak in great Forums of New Things and New Thoughts. Now, they were but symbols of lost glories and history. But within you lies the ancient prophecies of House Rain and the writings of House Judgement, forbidden knowledge from before the Whirlwind, secrets and truths that would be denied by those creatures calling themselves Kell. All Eliksni look towards you and yours for guidance, who are you to deny them that? You are the Herald of a new Age, Great Machine or no. Ether binds all Eliksni, and so too do the Servitors.
Bonus:
+2 to Culture & Technology Tiers
+100% to Ether Production
+50 Cult of the Great Machine - Servitors as old and ancient as the Prime, each carrying memories and secrets that would make a dreg Kell in a fortnight. As such, they are equipped to defend those secrets at any cost.
+1 Transport-Type Ketch - A lightly armed cruiser-sized transport ship made to carry supplies and a small (+6) complement of defensive Skiffs.
Destiny Points are an element lifted from the ASOIAF RPG. Basically, the more points you have, the greater your destiny is. As Twilight Archon, he starts out with a full no points of usage. Now, destiny points are used to purchase effects that:
Allow additional (as in beyond your natural limit) injuries, wounds & maimings, turn the tides of battle and combat in your favor (and believe me, you'll need it!), and positively modify rolls drawn from interaction, combat, leadership, intrigue, etc...
Destiny points are rewarded at certain junctions in recognition of deeds, as a rising hero or champion can always rise higher. To put it bluntly, they're your ultimate roll-savers.
Omakes of good quality can be awarded a number of Destiny Points. Uses of these Destiny Points can be used as such:
Plus Points (PP)- These points can be purchased, and then added to a roll. Add +5 to a roll of a 1d100 per Plus Point. Maximum of 10 Plus Points may be allocated per roll unless otherwise stated.
Cost: 10 DP per point
Extra Dice Rolls (EDR)- You can use this to re-roll a low roll. For skill-based actions, this increases the number of dice rolled. (i.e.7d6h5->8d6h5)
Cost: 25 DP
Add Another Dice- Instead of rolling one dice, you may roll two, and receive the value of the sum. For skill-based actions, this increases the number of dice used. (i.e.7d6h5->7d6h6)
Cost: 50 DP
Transcendent Points (TP)- When voting for a future update, you can apply a Transcendent point. Within the confines of the update, The character will be capable of performing a single personal action supernaturally well. This Transcendent Point will remain on the character sheet until it is expended. You may accrue multiple Transcendent points at one time. Hard cap of three can be on the character sheet at one time. Can only be used once very ten story posts (I.E. Use a TP in story post 1.5, and you can't use another until story post 1.15)..
Cost: 100 DP
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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 of Twilight that are known for their particular branch of skills.
High Order of Lordly Engineers
The Lord Engineers are extremely skilled Eliksni that learned their trade under the Archon's careful tutelage. Where the High Priest cannot be present, they stand, speak, and act for him. Capable combat engineers in their own right, they aspire to create masterpieces that the Archon routinely makes so casually. Each Lord Engineer is a potential Archon should their Master ever fall, and if he does, the best of them will take up his mantle and carry on that legendary legacy as though the High Priest never fell.
Dregs that have been inducted into the order are given additional Ether until they are on the cusp of becoming Vandals. Referred to Squires, they are the bread and butter of the Order. These Squires take care of the day to day maintenance of Lordly Engineer duties.
Knightly Engineers (or simply 'Knights') are Vandals who are not yet true Lords but almost Captains, each more capable than their normal equivalents with a very specific skill set. Armed with a special Wire Rifle that fires Void Rounds and shock blades, these Vandals are equipped with a Solar Shield and personal Blink packs.
8/9/12, 11 Ether Sups (Wire Rifle, 2 Shock Blades, Solar Shield) Special: Deploy Shield Booster (+4 to all Shields)
Those Knights that define themselves become true Lord Engineers as Captains, each leading a crew of Knights and Acolytes.
16/16/20, 60 Ether Sups (1 Shrapnel Cannon, 1 Shock Blade, Shock Grenades, Arc Shield) Special: Deploy High Servitor (Solar Cannon, Void Shield, Shield Booster: +10 to all Shields)
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Iron Guard
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Judicators
A militarized splinter of House Judgement's remnants. Believing that the Eliksni Houses that remain have no desire for their advice or teachings, the scholars turned to the arts of war to forcibly bring the Houses back into lawful order. Though few in number and even fewer in military power and influence, the Judicators operate a number of specialized vessels from a ketch mothership that were each capable of cloaking themselves to launch raids on the Wolves. Led by an Arbiter, the Judicators have no love for the Houses, but they believe that Twilight may be the vessel they can use to bring order to the unruly Houses. The remnants of House Judgement greatly disdain the Judicators, believing them to be greatly out of line.
200 Judicators (Noble Vandals)
90/90/90, 100 Ether Sups [+0/1/1 to all Organic Units. +1 to Culture Level]
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Elite is a rank that is hard to achieve for most Eliksni. Upon becoming an Elite, they receive an automatic +2 to all combat traits.
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)
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)
- Servitor-Shanks 0/0/0, 400 Spinmetal/100 Relic Iron + 1000 Helium Filaments + 5000 Glimmer (+1 Ether per Turn)
- Worker-Shanks 2/2/6, 200 Spinmetal/50 Relic Iron + 40 Helium Filaments + 500 Glimmer (Counts as 10 Organic Workers)
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.
Ascetics 4/6/6, 1000 Spinmetal/250 Relic Iron + 500 Helium Filaments + 10,000 Glimmer + 6 Turns (Antimatter Missiles, Arc Repeaters)(Cloaking Field: This unit is always under Stealth, minimum of 80 to be detected)(+1d10 to Attack, Cooldown: 3 Combat Turns)(2 Mods)
Special Ability: [Transmat Reinforcements: May summon up to 10 ships once per battle.]
-Type 1 Hangers are tightly packed areas suitable for carrying a fighter wing, which can launch from the hanger one by one. Fighters are relatively useless against shielded vessels so their usefulness is in doubt. These hangars are meant for vessels that normally do not carry fighters, like Transports, Frigates, Destroyers, and Light Cruisers. (+24 Skiffs)
Cost to Mount: 1 Turn + 100,000 Glimmer + 250,000 Spinmetal + 1 Mod Slot
-Type 2 Hangers are actually integrated into the design, and can no longer function as cargo areas. Specialized launching catapults and optimized consumption of free space halves the launch time for fighters and doubles the number that can be stored in the same space. (+48 Skiffs) + 2 Turns +250,000 Glimmer + 400,000 Spinmetal + 1 Mod Slot
-External Fighter Mounts are hardpoints on the hull of the ship that allow for many smaller vessels to dock and be carried to another destination. This allows for an extremely large parasite craft to be carried elsewhere, however uncomfortable and unprotected they will be. Entering combat with parasite craft will inevitably result in early losses. (+48 for Light Ships, +96 for Cruisers, +120 for Battlecruisers)
Cost to Mount: 1 Turn + 100,000 Glimmer + 150,000 Spinmetal + 2 Mod Slots
-Extra Bunking and Life Support allows a troop presence on board in the form of 500 extra troops. This allows the ship to not only be secured against enemy action, but also carry a force to other worlds.
Cost to Mount: 2 Turns + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot
-Sleeping Pods are a step backwards in terms of comfort, but you can't deny the expensive pods are effective. By reducing the space required for troops and taking some of the life support load off the ship itself the number of troops can be double. However, in case of boarding action, the frozen troops obviously cannot be sent to defend the ship.
Cost to Mount: 1 Turn + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot
-Heavy Interdiction Turrets are a fancy way of designating a weapons system that only picks out enemies trying to flee. The turrets are largely useless in a prolonged battle, maintaining their charge. When a ship is about to jump with a fully spooled FTL Drive, there is window of around 0.5-1 second where the shields are weakened by the forming jump field and window generator. With a pinpoint and very high power strike this system can punch through the shields of any system under 8 Shields, disabling the hyperdrive and preventing escape. The main advantage is in preventing hit and run attacks which an attacker can use almost with impunity, but it can provide some limited support in battle. (+1 Firepower) (1 Roll per Battle, +70 to Succeed)(Cannot Mount on Corvettes or Frigates)
Cost to Mount: 4Turns + 500,000 Glimmer + 1 Mod Slot
-Ion Cannons are extraordinarily similar to your Arc Burst weaponry, but taken in a completely different direction! While lethal to most conventional power systems and energy fields, the effects on... organics varies, depending on the level of technology protecting the crew. Whereas your Arc Bursts use the electrical bond of atoms to form superheated plasma, the Ion Cannon is almost entirely electrical energy in a sheathe of plasma. While causing no actual physical damage, it strips away shields and causes hardpoints to malfunction or become temporarily useless. (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)
Cost to Mount: 2 Turns + 250,000 Glimmer + 100,000 Helium Filaments + 2 Mod Slots
-Photon Cannons fires an encapsulated antimatter sphere at the enemy, resulting in a matter-antimatter reaction made of heat, light, and radiation. Photon Cannons are most often deployed on ships in large batteries to make full use of their antimatter explosives. (+3 Firepower)(Counts as 1 Mod)
Cost to Mount: 2 Turns + 500,000 Glimmer + 1 Mod Slot
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.
Shadow Bloom Farm, 1000 Shadow Bloom + 1000 Glimmer + 100 Workers (Harvests up to 5000 Shadow Bloom per Turn, per Farm)
Shadow Blooms are an unusual variation of the standard Spirit Bloom found on Venus. Initially a synthetic variation made for different biospheres on other interstellar worlds, they were possibly changed during the Collapse when the Cassini Fleet disappeared into the rings of Saturn. While just as potent as the original, they may have other uses beyond chemical and pharmaceutical.
Leadership: Archon High Priest (Forsook his name upon achieving this rank)
Notable Members of House Twilight:
- Baroness Erixas, Lord Engineer
One of the few to truly know the Archon before he forsook his name in return for the mantle of High Priest for the broken House of Scars, Erixas is perhaps the handful who know his old name. When they were but dregs, he had shown her a kindness that should have been the death of him. She has not forgotten that kindness or the others he gifted upon her.
She too learned at the knee of the Servants of Archons of the past, honed her skills alongside the Twilight Archon when they were Vandals scrounging for scrap to sacrifice for their ration of Ether.
She was there when the Archon took up arms against the House of Wolves, to protect the last legacy of their dead House, to deny them the shell of their long dead Prime.
She was there when her friend proclaimed himself Archon and took the last dregs of House Scar in a daring Strike upon a Wintership. She was there the climatic battle for the bridge between Archons, as Aksor was shown mercy and bodily thrown out of the airlock by the victor.
She was there when the House of Twilight is born.
She is here, heavy with her Archon's children.
Erixas will still be here, by his side, blade in hand and pistol at the ready.
- Baron Karthas
Once a Captain of House Scar, Karthas stole a ship from the Winterfleet and fled to take his chances alone. He managed to survive in deep space for a few weeks, gathering disparate forces and rogue Servitors to fuel him and his growing crew. He found himself the leader of a small group of hardened Eliksni, eventually joining House Twilight and being named Baron. While adamantly against humans joining House Twilight, he tolerates them for the respect they have garnered since their formal induction.
- Baron Kraznis [Deceased]
Former Baron of the House of Devils, Kraznis is most well known for his large slave armies of dregs. Beaten into servitude and pumped with combat drugs, he has overwhelmed many enemy positions with sheer force of expendable numbers. Many of his lieutenants are fear his wrath more than purely loyal to him. He is a prideful Eliksni with very distinct views on what makes his people strong and what weakens them.
Kraznis has always been a highly religious Eliksni, so upon hearing of Twilight's acquisition of a Vault, he saw that fortune and favor of destiny had found Twilight. He believed that whatever the contents of the Vault would no doubt affect the course of future for his kind and effectively defected to Twilight. Taking his army and stealing four of the House of Devil's precious few starships to join the far away House, in the belief that he would become the vanguard to a new age of the Eliksni.
-Choxas, Lucky Vandal
My clutch was born on an auspicious time. When the great migrant Fleet came to this place, where the shadows were alive and the Great Machine was present. We saw the star system with our own eyes in the creche. While the others tumbled about, fighting for scraps, we yearned to leave the creche and become great.
When the Houses took their ships, my clutch was to be taken by the Kings. But the High Priest of Scar took us instead. We are happier under his hand, I think. The Archon of Scar told the Machines to give us strength. So the Servitors gave us strength and we became great.
We were not strong like the Vandals, but we were so close.
When the Archon asked us to help him take Wintership Drakhad-Fel, we took the chance to repay our gratitude in full.
When Wintership became Twilightship, I am all that was left of my clutch.
Fortune favors me, it seems. I do not mind, but it lonely.
Fortune favors me, when I find the glimmer in the midst of the junk data. I learn the grasp of how the minds of Machines work then. It is a spark I must nurture.
Fortune favors me, as I seduce a Vandal with word and claw. I whisper sweet nothings into her as I take her from behind.
Fortune favors me, when word reaches me of the strong clutch growing in the womb. They whisper that my seed is strong for someone so low.
Fortune favors me, when reward finally comes. I grow stronger and I grow greater.
Fortune favors me, but I am afraid for when it is not enough. I must become strong and great.
Fortune still favors me. But soon I will not need the favor of fortune.
I am Choxas, Fortune Touched.
Arbiter
Infrastructure:
20 Spinmetal Farms (+100,000 per Turn)
3 Shadow Bloom Farms (+15,000 per Turn)
1 Glimmer Drill Platform (+20,000 per Turn)
1 Command & Control Center (+1 Action)
2 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships)
20 Creches (+1000 Dregs per 4 Turns)
10 Robot Assembly Plants
15 Mechworks
10 Network Nodes, (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
15 Foundries (Opens upgrades to arms and armor)
Capricorn Station/Twilight House
Particle Beam Arrays & Missile Batteries
1 Zero Point Reactor
3 Main Hangars
92 Minor Hangars
Capricorn Station systems: Recycling Systems (30% of all Resources can be returned with 3d10s.) Hydroponics System ( Station Population levels can be sustained indefinitely; or until the GM says it can't) Network Node Complex (+4 Research Roll Saves: One research option can be rerolled up to four times.) (Damaged) Habitation System (4 Actions, 100000 Spinmetal + 100000 Glimmer)(Result: Upper Limit to Population extended to 1 Million)
February Asteroid Base
Internal Defense System (+15 to battles inside the station)
1 Main Hangar
Basic Stealth (Outwardly resembles a large asteroid)
February Asteroid Base systems:
Naval Yard (Can build up to 2 Light Ships)
Habitat Module (+500 Population)
Twilight Fleet:
1 Transport
1 Heavy Transport
7 Frigates
1 Light Stealth Cruiser Recneps-Syn
1 Light Cruiser
7 Destroyers
5 Heavy Cruisers
- 3 Heavy Cruisers [Mod: Ion Cannons]
3 Golden Age Cruisers
1 Battlecruiser
Judgement Fleet:
3 Corvettes
1 Light Cruiser
Ships Under Construction:
1 Battlecruiser in dock, 3 Turns to Repair Time, 25% base cost.
Population:
Workers: 2500 Dregs + 24 Pilot Servitors + 180 Minor Servitors + 2000 Engineer Shanks
1240 Servitors (180 Minor Servitors, 24 Pilot Servitors are working)
- 775 Minor Servitors - 13,750 Ether
- 385 High Servitors - 26,500 Ether
- 35 Pilot Servitors - 1750 Ether
- 45 Elder Servitors - 5000
Walkers:
- 150 Elder Walkers
Human:
6000
Armory:
Shock Dagger (+1 Atk)(Melee: Unit can carry up to 4)
Shock Blade (+4 Atk)(Melee: Unit can carry up to 2)
Shock Grenade (+8)(Grenade: Each consecutive unit type can carry 2 grenades)
Shock Pistol (+1 Atk)(Sidearm: Unit can carry up to 4)
Shock Rifle (+6 Atk)(Primary: Pulse Rifle)
Wire Rifle (+10 Atk)(Special: Sniper Rifle)
Shrapnel Launcher (+10 Atk)(Special: Shotgun)
Shrapnel Cannon (+60 Atk)(Heavy Weapon: Archon/Kell only)
Scorch Cannon (+20 Atk)(Heavy Weapon: Unit can only carry backups) Scorch Rifle (+6 Atk)(Primary: Scout Rifle) Flare Pistol (+2 Atk)(Sidearm: Unit can carry up to 4)
Special Units:
High Order of Lordly Engineers:
2245 Engineer Squires (2125 are Human)
2180 Engineer Knights (2125 are Human)
1 Lord Engineers (Captain)
Servitors:
40 Minor Servitors
30 High Servitors
10 Pilot Servitors
10 Elder Servitors
Archon
1 High Priest
The cruiser is quiet as final checks are made. Though old as they come, the ketch had a quiet history of reliability, likely thanks to it's crew of attentive engineers and repair drones keeping everything in tip top shape.
"Highest Priest," speaks a hulking Eliksni, her helm hissing with vapor. Baroness Erixas knelt in submission before you. "The crew awaits your command."
Your immense form lifts itself from the Command Throne, the shadow falling over the bridge crew as they worked. All gave you their attention as they awaited your words with baited breath.
"My friends, today marks the first of a new beginning. Where the Houses of Wolves, Devils, Kings, and Winter scatter and seek their separate ways, I believe they are lost. And as they continue to fight and squabble in their filth, so too they will remain lost. They seek to become what they once were, what they know they could become. Ours will be the House that finds the identity of who the Eliksni are, that finds a way to stop searching. Ours will be House that finds a way to instead become."
"The Whirlwind broke us. The other Houses cannot see a way to mend that. I, however, know that we must. So today we shall reforge ourselves. We are but a hundred Eliksni vowed to raise a noble cause, but I see before me the beginnings of something new and great. Today we are the House of Twilight!"
There was a rumble of approval from all present, even the Servitors and Shanks groaned and beeped rapidly.
"The Houses have found purchase on many worlds, but we are free to find our own way... To this end, we will find that home..."
[] 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.
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Location 1.1 (Failed Colonization of Venus, Successful Battle vs House of Winter)
The cloudy world of Venus, the second world of the Sol System is bright.
It is also bright with arc fire. Three Wintership frigates led by Wintership Simiks-Fel poured an astounding amount of arc bursts in Recneps-Fel's direction. Despite the vast volume of fire being thrown at the light cruiser, almost none managed to land upon it's otherwise pristine hull. Whereas the Wintership's weapon failed to land, Recneps-Fel's bow guns found their mark again and again.
In the end, the House of Winter only won the decisive engagement with reinforcements of two cruisers, forcing the Recneps-Fel to withdraw.
Fortunately, the six skiffs sent out to search for a good site for colonization managed to return safely. On top of that, one skiff that did find a prospective site landed a crew of ten Vandals. It was a large facility far from the outskirts of a large abandoned metropolis. Winter Shanks and Servitors that were lightly guarded found themselves at the mercy of the Twilight Eliksni.
Whatever the Servitors were searching for, they did not know. But the doors were unlocked and open, so the crew got as much salvage onto the skiff as possible, hightailing out of the facility when the withdrawal order came in.
Today does not mark the day the House of Twilight sets down upon it's new home, but the battle left the House of Winter with damaged ships and a skiff full of goods born from a fallen civilization..
No damage has been taken and the crew's morale has not fallen.
There is till time to search for a new home.
[] 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. The Ahamkara are active 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. The Ahamkara are active 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.