All right, I can agree to this. With Snowfire's confirmation I suppose Eyes to see is pretty important.

So Swap The Hilt for The Aegis and swap Walls of Steel for Eyes to see and I will vote for your plan.

We will definitely do Walls of Steel next turn with a practice die!
 
So Swap The Hilt for The Aegis and swap Walls of Steel for Eyes to see and I will vote for your plan.
Hmm. I'd advise against swapping The Hilt. Even if we started it next turn, it'd be finish by the beginning of Turn 7. And I'm not comfortable how late that would be (I'm working with a soft cap of Turn 8 before the Shiplords arrive, or their vanguard does, since they probably know we broke the Directives). Remember, by Turn 7 we'd have just cranked out our fleet, assuming we inmediately begin construction next turn. We still have yet to develop a sound doctrine, conduct war games and gt the SDC and Potentials used to working with spaceships, and we'd only have a turn or two to do that. Throwing the greenest crews we can won't end well for us.
 
Hmm. I'd advise against swapping The Hilt. Even if we started it next turn, it'd be finish by the beginning of Turn 7. And I'm not comfortable how late that would be (I'm working with a soft cap of Turn 8 before the Shiplords arrive, or their vanguard does, since they probably know we broke the Directives). Remember, by Turn 7 we'd have just cranked out our fleet, assuming we inmediately begin construction next turn. We still have yet to develop a sound doctrine, conduct war games and gt the SDC and Potentials used to working with spaceships, and we'd only have a turn or two to do that. Throwing the greenest crews we can won't end well for us.

So, just for reference, you haven't actually broken the Directives. Not the important ones.

And...oh darn. Now I'm having to restrain my desire to give spoiler. Grr.

Edit: The Shiplords only forbade the First and Second secrets in the Directives. They didn't actually ban further research, only warned that it might be punished. What the Dragons did in making Potentials? Not a human action. And the secret of Practice is incredibly high within the hierarchy of the Void.
 
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Hmm. I'd advise against swapping The Hilt. Even if we started it next turn, it'd be finish by the beginning of Turn 7. And I'm not comfortable how late that would be (I'm working with a soft cap of Turn 8 before the Shiplords arrive, or their vanguard does, since they probably know we broke the Directives). Remember, by Turn 7 we'd have just cranked out our fleet, assuming we inmediately begin construction next turn. We still have yet to develop a sound doctrine, conduct war games and gt the SDC and Potentials used to working with spaceships, and we'd only have a turn or two to do that. Throwing the greenest crews we can won't end well for us.

So, the reason you gave for not switching them, is exactly the reason I'm for switching them. The Aegis has to be done. This is not optional. We cannot risk leaving Earth and our civilians exposed if something gets past our ships. On the other hand The Hilt does not have to be done at all. It would be helpful, but I think we could survive without it.

Also The Aegis takes 3 turns as opposed to The Hilt's 2 turns. Better to take the essential long term projects first. Then take the optional, shorter term projects later.

If it comes to a choice between the two The Aegis wins.
 
Ah... you missed something. Taking the Hilt doesn't give us ships. It gives us designs, which we then spend actions building. So we want those done early enough we can complete a manufacturing run.

Either way, swapping Walls of Steel back to Eyes to See.

Either way, next turn we need to start all the ships and most of the defences at the very least.
 
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Ah... you missed something. Taking the Hilt doesn't give us ships. It gives us designs, which we then spend actions building. So we want those done early enough we can complete a manufacturing run.

...wait seriously? I read those to mean they already had the plans and we were being asked which ones to build?

If your right, then we're even worse off than I thought. I was under the assumption that we could start turning out any of those ships any time we wanted. If we have to research them first... Then again I ask why your focusing on the support ships of The Hilt rather than say the capital ships of The Blade?
 
Ack!

Before I get tagged in a post, the actions under Forging the Sword act as the planning and prototyping stage for the choices you make along with an initial construction run. Bad rolls will give you fewer ships, good rolls will give you more up to a mechanical ceiling. Given that you have a fully functional shipyard complex, well fed by orbital industry, this ceiling is rather high. The main limits are crew and/or Potentials.

Most of the designs are already done, the groups presenting the options already did that stuff for you. This is just the process of finalising them, prototyping, and then beginning construction.
 
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Okay... so it's a case of we'll get a smaller run of ships on average... Looks like I will be swapping the Hilt for The Aegis after all in that case.
 
Vote closed. Lighting the Forge wins. Writeup sometime in the next day, depending on if I need to write any/many interludes.
 
Turn 4 - Results
Honour in Sacrifice 55+ needed
You dislike using the deaths of your detail so pragmatically, but you can't deny that Kazuki is also right when he tells you that the people need to see that you are well. With your health taken into account, he advises you 'take the stage' as he puts it as soon as you can. He's already had the State Department put together a plan for a small monument.

[Roll: 34 + 47 = 81. Success]

You worry as the day comes closer, the shivers and pain of drawing on your Focus a constant reminder of the attack and what it cost you. Surprisingly, it is Vega who helps the most, however. Coming to you the morning of the unveiling, she spends an hour of uncharacteristic quiet with you, after which you are untroubled for a full day. This allows you to do your very best with your public appearance, and you do a fine job delivering the speech that you helped write. Between the two, it does the job, and the fear that could so easily have turned to much worse drains away over the next few months.

(Population calmed)

Eyes to See 36+ needed
With people a little calmer, you are able to get them focused on what you really think you need. First off, there was that proposal for a network of sensor platforms. With the shipyards you have now, it should be a piece of cake to build them, the time consuming part will be moving them into position.

[Roll: 72 + 36 = 108. Solid Success]

The plans for the platforms turn out to have been fully completed and already loaded into the computers of the shipyards. All Lina has to do is authorise the expenditure. Compared to what else she's getting built this year, it's a minor expense. The sensor stations are completed within the first two months of the year, and by the end of it are far enough out to begin coordination with their lagless comms. Primary purpose as a detection system or no, the ability to compile the data from their inwards pointed sensors in realtime promises to be a priceless boon.

(+5 to orbital Intrigue actions)

The Haft 31+ needed
Even with the sensor net under construction, there is plenty of yard space available for other projects, and Lina approves the SDC proposal this year. She'd have preferred an option that brought Practice and people a little closer together, but the need for a dedicated auxiliary fleet is something that she can't deny.

[Roll: 59 + 36 = 95. Solid Success]

Resources start moving, and engineers pore over the SDC plans. It's a sizeable fleet they're looking to build, and it's easy to see why. Their own analysis of Shiplord weaponry leaves them with little choice when limited to standard human technology. Although it takes some work, Lina manages to tease out the truth that even those who support the project most believe that Practiced ships are their only real chance of matching the Shiplord vessels in a meaningful fashion. They insist that an auxiliary fleet will be immeasurably useful against an unsupported group of capital ships like the Shiplords deployed during the Week of Sorrow, however, and there is credence to this.

(+5 to The Blade, locked for 1 year)

Visions of the Lost +51 needed
After seeing the SDC analysis of the Shiplord weapons patterns, Lina passes the raw data to the Security Ministry with a request that they begin an analysis of their own. The SDC work is good, but it was done with limited resources. The Ministry has access to a great deal more to bend to this task, assuming they can be freed up.

[Roll: 83 + 32 = 115. Solid Success]

They can. Marcus being directly involved with the main investigation into Shiplord presence within Sol and your attempted assassination frees up several analysis teams to focus on this data. They end up having to pull in members of the Science Ministry to actually get a firm read on what is actually being done in some of the recordings. It's a good, if rather worrying, start to understanding the capabilities of your enemy in a way that Insight can't give.

(Locked for 1 year)

Swift Caution +51 needed
With the beginnings of a true fleet properly under construction, you finally give Lina leave to begin work on distributing her training program for Potential combat. You'd love to give her more time, but she notes herself that that just isn't viable if you want a unified military structure which has had time to settle by the time the Shiplords arrive.

[Roll: 80 + 36 = 116. Solid Success]

Luckily, Lina has been preparing for this for years. She pulls in several Potentials from each Awakening, and personally takes charge of them to pass on what she's learnt. There are some issues at first, but the degree to which she just doesn't much care is sufficient to ram through that. By the end of the year, she's getting somewhere, and the Potentials working with her are suggesting ways to make things work better.

(Locked for 1 year)

Search for weapons 41+ needed
Moving away from the orbitals, Lina is pleased to find that SDC teams seconded to her dedicating themselves to a final few exploration runs and checking their finds to make sure they're all functional. Relatively simple work, and if everything is in working order then it could be a significant boost.

[Roll: 28 + 36 = 64. Success]

Lina is happy to report as the year comes to a close that over ninety percent of the weapons were in good order, and those that were not only need some little work from Restorer Focused to be useable again. Some of them are shifted over to the Aegis project, and should save some time there, but there's enough there to equip quite a number with Practiced gear.

(Sizeable amount of Practiced combat gear acquired, checked over and repaired)

Cities of Light 41+ needed
Those weapons are a welcome addition to the supplies that Adriana finds herself needing to set aside as work on the reconstruction comes to a close. She works extensively with Lina in coordinating the handoff of control alongside the final preparation work for moving in the civilian population.

[Roll: 78 + 38 = 116. Solid Success]
Practice roll: 72 + 36 = 108. Solid Success

The two Ministers do good work, and the handover goes without a hitch. The rebuilt cities are well organised, comfortable, and thanks to the small number of First Awakened involved in the project well setup for fortification. The Potential teams assigned to the city project actually end up sticking around to help put in place the foundations for the Aegis, and work minor (if not true) miracles.

(Time required to complete The Aegis reduced by 1 year.)

The Aegis +51 needed
With an excellent foundation to build on, and help from the Potential teams who did a considerable amount of the work remaking the cities that they now have to protect, the Aegis teams are confident as they begin their work.

[Roll: 43 + 36 + 5 = 84. Success]

Thanks to the ease of construction, things go far faster than Lina had ever hoped for. Interceptor arrays are dug into place, ground to orbit battery locations scoped out, but the biggest accomplishment comes from the combined work of the two Ministries and the Potentials who supported them. By the end of the year, every one of the cities has completed its shield generators and barrier ring. It's a massive step forward in protecting your people, and with that done the planetary network only needs a few junction centres to achieve full functionality.

(Locked for 1 year)

Search for devices 76+ needed
Unfortunately, between everything she's having to do this year, Lina has to pull away several of the teams involved on the search for Elder First devices. She manages to pull in some Potentials to plug the gap, but she isn't sure if it'll be enough.

[Roll: 17 + 36 = 53. Failure]
Practice roll: 53 + 36 = 89. Success

She ends up being right. With the lessened support, the code breaking goes poorly. The SDC team does manage to narrow down the coordinates and begin exploration around them, but without what's in the message it seems all for naught. Luckily, the Potentials do manage something of a save. After extensive analysis of the encryption, they crack the main cipher towards the end of the year. There's another layer, and they're pretty sure another after that, but they're far less complex.

(Action will autocomplete next year. Locked for 1 year.)

Extend the Department 41+ needed
With her main earthbound project wrapped up in the early months of the year, Adriana is able to focus the majority of her staff on the complex task of setting up a proper office to make Robert's ambitious vision of a Potential Engineering Corps a reality.

[Roll: 85 + 38 = 123. Solid Success]

With the full backing of the Earth offices, the first year of work progresses along schedule. No vast breakthroughs are made, but no setbacks mar the setup either. Robert is earmarked for a position near the top of the new organisation, his understanding of Potentials and connection to the Circles having payed dividends during the process.

(Locked for 1 year)

Return to Red Sand 45+ needed
With colonists flooding in, the only real concern is for the Mars branch of the Home Office is making sure that they're all properly supplied for. A major push is made this year to extend the recycling and supply systems available to Skylark, hoping to make the city truly self-sufficient.

[Roll: 87 + 38 = 125. Solid Success]

Here as well, Adriana's teams meet with success. Although there is still a steady stream of colonists at the end of the year, the main flood has trailed off. Thanks to the infrastructure expansion, the city should be able to support that trickle easily.

Overwhelming support
After four years of work, Adriana finally brings her plan to the prototyping stage. It's been a long process, and she makes extensive use of the distributed network this year to ensure that everything is in order. But finally, she's ready to put it together.

[Roll: 63 + 40 = 103. Progress: 313/300. Complete!]

After an extended period of silence this year, Adriana finally unveils the project she and Mary have been working on. You're not sure what you're looking at to begin with, but as Adriana starts to explain you finally understand why Mary involved herself in this project so much. It's a Ministerial VI. Adriana optimised it for military work, as that looks like the main need for the future, but the Turing code built into it should allow it learn more over time.

(Adriana Thera gains +2 Stewardship, +1 action dice, +5 to military construction projects)

Watching the Stars 81+ needed
After last year's failure, Marcus involves himself personally with the continuing investigation into Shiplord platforms in the solar system. Given that it's his department, it doesn't cause much trouble, and the sheer ability he brings to the table is exceptional.

[Roll: 46 + 32 + 9 (Network bonus) = 87. Success]

It's also enough this time to peel away a small section of the veil, revealing highly encoded transmission history that peaked around the time of the attempt on your life. He's not sure where those paths lead exactly, but he's almost entirely certain that the origin point isn't on Earth.

(+5 synergy to Forensic Detail)

Forensic Detail
The team working on the forensics does little more than groundwork before Marcus takes over, moving in to merge the investigation under one banner to directly pursue the datalinks and other leads.

[Roll: 8, 66 + 32 + 9 (Network bonus) + 5 (Watching the Stars) vs 68 +20 + 5 = 112 v 93. Success]
Practice roll: 2 + 36 = 38. Failure

Sadly, the Potential team he requests is hamstrung by various other requests and the paperwork ends up misfiled twice. By the time they arrive, the year is mostly done. Even with that setback however, the Security Ministry encounters limited success. No one's fought a cyberwar on this scale in over a decade, but Marcus is uniquely suited to leading the charge. By the end of the year, he's discovered a great deal about many things.

The resistance in your administration, and in Congress, all tied together by these phantom links that he's found. And thanks to the survey platforms you've launched, he's able to pinpoint the closest relay station. An apparently completely empty area of space…which just so happens to be a nexus point for intra-solar communications.

(New options unlocked)

The Making of Miracles 51+ needed
Outside of the VI project, Mary begins work on a formal study of how Potentials Practice. Much of her attention is taken up with pursuing the other research that her Ministry has been tasked to pursue, but she finds time to drop in with her researchers and keep things moving.

[Roll: 27 + 47 = 74. Success]

Mostly all they're doing is noting down everything and parsing it out in ways that other Potentials should be able to use. She runs the draft past you and a few friends from the Circles, then sends it for publication. It's a long term solution, but given time it should pay off.

Small is Beautiful 61+ needed
As part of trying to buy that time, Mary dedicates herself with a will to the attempts to break into another Secret that the databanks on Mars revealed. Prologue was a Miracle, but within the files from the Red Tower she finds that there may be a way to learn how to match it without the need for Practice. Given how much you have come to rely on nanotechnology as a culture in many places, its versatility is incredible, this would be a tremendous boon.

[Roll: 65 + 47 = 112. Solid Success]
Practice roll: 29 + 36 = 65 Success

It's not something that is likely to be acquired quickly, however. Four years, Mary says, and her predictions at this point seem to support that figure. Even with Potential aid, there's little that can be done to speed up the process any further. You chafe a little about that, but the consequences of rushing technology this delicate don't bear thinking about.

(Locked for 3 years)

Practical Proofs 41+ needed
With last year's success in finding several possible apprentices, Vega turns the attention of her Ministry this year to the complex process of imparting the instinctual knowledge she's gained from her Focus into their minds. Most hail from the Third, like herself, and you are forced to wonder if this is simple consequence on occasion.

[Roll: 41 + 36 = 77. Success]

Whatever it may be, she does fine work. Although none of them are as good as Vega by the end of the year, between the five that she deemed compatible with the techniques it should be possible to increase the chance of a Miracle without requiring so much of Vega's attention now.

(The Shape of Miracle now only reduces Vega's Practice score for other actions by 25%)

Music of the Soul
After the assassination you found it much harder to sing, or even speak at first. This was a result of having an entirely new set of lungs, according to the doctors, and it will take time for them to build up the strength that your old ones had. It's a bit weird referring to vital organs in the past tense, but you have found yourself getting a bit more used to it over time.

Although most of your time is monopolised by Vega, you're able to practice your singing after a short period of recovery and physical therapy. Vega is actually happy to find you singing again, something about it apparently brings you closer to the balance that she keeps on going on about.

[Roll: 47 + 22 = 69. Progress: 69/210]

Power in Balance
You are really not sure how you feel about being a sitting President and being ordered around by your Ministers like a teenager. It's…not really that bad, in fairness, but you can't deny a degree of resentment when you are politely informed by Vega and Mary that the former will be helping you with the very quietly held problems you're having with your Focus.

Although her methods are strange to you, and her manner on occasion infuriating, you can't deny that she does get results. By the end of the year, the pain of drawing on your Focus has reduced to the point that you find yourself starting to fix things again around the house on the occasion they break. Vega is very firm that you are not to push yourself, but respects your ability to judge your own limits, and you're thankful for that.

[Roll: 51 + 36= 87. Progress: 87/220]

Opinion
Public: United. Level.
Spacers: United. Level.
Congress: Supportive. Concerned.
Administration: United. Mostly Calm.
SDC: Supportive. High Alert.
 
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No interludes this time, I was just much more tired than I thought I'd be getting home last night.

Turn 5 actions probably tomorrow evening.

Edit: I fucked up some of my math on the calcs, most of it done last night. I think it's all fixed now >.>
 
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Hmm. Here are the compiled results:

Honour in Sacrifice - (Population calmed)
Eyes to See - (+5 to orbital Intrigue actions)
The Haft - (+5 to The Blade, completes next year)
Visions of the Lost - (completes next year)
Swift Caution - (completes next year)
Search for weapons - (Sizeable amount of Practiced combat gear acquired, checked over and repaired)
Cities of Light & Cities of Light - (Time required to complete The Aegis reduced by 1 year.)
The Aegis -
(completes next year)
Search for devices - Roll Failed, problems?
Search for devices -
(Roll failure negated, instead project autocompletes next year)
Extend the Department - (completes next year)
Return to Red Sand - None
Overwhelming support - (Adriana Thera gains +2 Stewardship, +1 action dice, +5 to military construction projects)
Watching the Stars - (+5 synergy to Forensic Detail)
Forensic Detail - (New options unlocked)
Forensic Detail - Roll Failed, no effect.
The Making of Miracles - None
Small is Beautiful - (Locked for 3 years)
Small is Beautiful - No apparent result. @Snowfire - is that intentional?
Music of the Soul - (~2 turns to completion)
Power in Balance - (~2 turns to completion)


Just to confirm, @Snowfire - there are rewards to these actions that aren't listed mechanically, right? I'm assuming you are tracking them in the background or whatnot.
 
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That is the case, yes. A solid success has a chance of granting a bonus, but not a huge one. I'm also tallying bonuses for the larger projects that don't have immediate synergy; when they complete the bonuses kick in then. You saw an example of this in the Cities of Light and The Aegis crossover.
 
Okay, next turn is going to mostly consist of getting those warships out there, defences built and silencing the Shiplords' spies... At least, that's my plan and I think the rest of you guys agree?
 
So most of the options we picked complete next turn. It will be turn 8, but should we pick 1 year or 2 year options this time around?
Should we focus on science or military?
If we get those 2 year and 1 year fortification options again we could further fortify our position while finishing up our fleet and planetary defenses. Or we could focus on getting further knowledge about our enemy.

We definitely should silence those spies and get our ships and defences built.
 
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@Snowfire I take it that the action dice from the Ministerial VI is a Stewardship die?

Because that's going to be very useful, as it means we're always going to have 1 Learning and 1 Stewardship project running, even in a crisis... and those are the two most important long term action categories...
 
@Snowfire I take it that the action dice from the Ministerial VI is a Stewardship die?

Because that's going to be very useful, as it means we're always going to have 1 Learning and 1 Stewardship project running, even in a crisis... and those are the two most important long term action categories...

That is correct, yes.

It also will learn slowly due to Turing routines, but that's a behind the curtain sort of thing.
 
S it'll increase the Military Construction+5 modifier, and gain new ones. As well as possibly unlocking action die for other categories?

Is the Military Construction+5 modifier something that affects all categories? Which means all the ships, defences and more?
 
S it'll increase the Military Construction+5 modifier, and gain new ones. As well as possibly unlocking action die for other categories?

Is the Military Construction+5 modifier something that affects all categories? Which means all the ships, defences and more?

At present it will effect Military projects only, due to the optimisation that Adriana put into place. The +5 is unlikely to get higher, it's more likely that the VI will just gain new specialties.
 
@Snowfire Right now we're focused on the Shiplord armada that's due to arrive in the next few turns, but do we have any information on how long before they are expected to report in? For example, if they go from their homeworld to their target world, pick up their tithe or tribute or whatever it's called and then go straight back home, then the alarm should be raised fairly soon. On the other hand if they leave their homeworld then collect populations from several worlds in a row before heading home, that should give us more time to continue preparations after we take down the armada due in a few turns.

Does Project Insight have any data on this?

For that matter, what's the range limit to Shiplord communications? What's the range limit for our lagless communications?
 
@Snowfire Right now we're focused on the Shiplord armada that's due to arrive in the next few turns, but do we have any information on how long before they are expected to report in? For example, if they go from their homeworld to their target world, pick up their tithe or tribute or whatever it's called and then go straight back home, then the alarm should be raised fairly soon. On the other hand if they leave their homeworld then collect populations from several worlds in a row before heading home, that should give us more time to continue preparations after we take down the armada due in a few turns.

Does Project Insight have any data on this?

Those involved in Project Insight have been able to confirm that if you successfully destroy the harvest fleet then humanity will have a period of breathing space. They are not, however, sure about how long that breathing space will last, or what the response will be if you really do succeed. They've mainly been focused on working out what humanity is up against, and how best to fight it. And then the Pattern got discovered and all of their calculations went out the window.

At least five years, no more than twenty. And the next fleet will be larger.

For that matter, what's the range limit to Shiplord communications? What's the range limit for our lagless communications?

Unknown but rather limited if measured in the way that one adequately measures a galaxy.

At present, humanity's lagless comms function without a hitch within the heliopause. Some scientists have speculated that for it to punch through interstellar space you'd need to vastly up the power behind it (or work out a way to duck between a dimension or three) but there's been no ability to test that. It is known that there was an old Lagless array known as Hermes placed in the outer system that coordinated the ships that humanity managed to send out to explore the local cluster. Unfortunately, the Shiplords blew it into shrapnel and all of the plans for it were lost when the College of Olympus on Mars was destroyed during the Burning. With Hermes obliterated before then, all communication was cut off, so there was no means to upload all of that research.

This is part of why getting Skylark and the Red Tower back is such a huge thing for you.

Also, Turn 5 incoming. I'll have an interlude for you tomorrow or Sunday which I think you'll find fun.
 
Turn 5
Year 5, 2109 AD

The coming year looks to be a truly busy one, and a distinct lack of means to deal with everything that you want to get done. A hidden network in the solar system, the steady need for organising and equipping the military for the invasion now only five years away. At least nothing tried to kill you last year.

You restrain yourself from joking about that though. It probably wouldn't go down well with your Ministers.

You have Ten (10) Action dice available with Seven (7) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.

Military

Marshal the Troops: The SDC has come a long way since its inception, the only organisation that you could truly call a professional fighting force. It's not the only one however, and though EarthGov has kept meticulous records on expenditures, the actual breakdown of forces available to you is…less than satisfactory.
[] Experimental/Auxiliary formations: There are over a score of these projects, some having apparently been steadily working away since before you left your Institute. At least you hope they've been working for all that time. Some of what's talked about in the records sounds completely insane, but fifty years ago the same was said of the theory that underlies your power. [???]

Full Inventory: There was never much order to the work of the First Awoken to begin with, and much of it was secretive at first. There are many weapons and other Practiced devices scattered across the globe known only to few. Old as they may be they are still creations of Practice, and that makes them valuable.
[X] Search for devices: Weapons were most of what the First Awoken created, but it was not all. The Elder First are said to have built many things in the first years after the awakening, all of which vanished five years later. What did they create, and why did they choose to lose it? [25%, locked 1 year]

Forging the Sword: The only blows humanity successfully struck against the Shiplords were made in space, but although you have returned to the stars again, little of what plies the dark is military. There was little need for it, but that's all changed now. All you have to do is work out which of the proposals you want your Minister to push.
[X] The Haft: The proposal from the SDC is well made, a new line of warships reinforced by Practice to expand their limited space presence. Individually they'll still be much weaker than Shiplord vessels, but quantity has a quality of its own. And from the looks of their plan, they've been working on the tactics and logistics involved for the last three decades. [70%, locked 1 year]
[] The Hilt: You really didn't expect that Restorers like yourself would have an idea for the fleet, but it years out that you'd be wrong. The weapons of the Shiplords were unlike anything humanity had ever encountered, but Practice could level that playing field. Using some of the results gleaned from Project Insight, they've designed a vessel that should be able to shield others from Shiplord fire. Each one requires fine Practice, limiting their numbers, but as a shield they will be without peer. [50%, 2 years]
[] The Blade: The plan created by the First is unsurprising, but exceptionally detailed in terms of costs and time required. They also seem to have known about the other proposals before you did, which raises some interesting questions. When the Shiplords came, they came in small numbers, and the workings of Project Insight lead the First to believe that they may be able to build ships capable of matching them. Not many, but if the Week of Sorrows was anything to go by you won't need many if they can match Shiplord technology. [60%, 2 years]

Humanity's Shield: Weapons are well and good, but a solar system makes for a vast fortress given time. Here you have something to work with as well, as all of humanity's orbitals are equipped with some weaponry. There's always room for improvement however, and a new need for it too.
[] Walls of Steel: The new orbitals across the solar system are all armed, but their construction was never designed to hold up to Shiplord firepower; only Prometheus Station coming close. That can be fixed, but it will take time. [70%, 3 years]
[] The Maw: The Shiplords came with only eight ships before, surely it would be possible to overwhelm them with firepower, and the orbitals provide far larger platforms for weaponry. It's possible that you could up-gun them further and then direct all of that firepower at the Shiplords. [50%, 2 years]
[X] The Aegis: Orbitals are well and good, but Project Insight has shown that the Shiplords can be a truly spiteful people. You have some planetary defences, but nothing unified, and the planetary shield network has been stalled in the construction phase for years. If humanity is to live, you must be able to protect Earth. [50%, locked 1 year]

Unified Military: The SDC and Potentials are the two largest groups that make up your military strength, but there are a host of others too and the command structures are all separate. This is simply inefficient, and Lina is intent on streamlining all of the various competing interests into a single chain of command.
[] Corps Discipline: The SDC are the only group that actually have a real chain of command, so building off of that will be comparatively easy. The hard part will be making sure that the other groups aren't underrepresented without making waves. [70%, 1 years]
[] Practiced Leaders: The Potentials are the only people capable of creating the devices that are humanity's only real chance of defeating the Shiplord incursion, and have a unique understanding of how they work. Unfortunately, you're quite aware that the Potentials have no chain of command as anyone else would understand. [40%, 1 years]
[] Experimental Control: The other groups that make up your military are tiny, but many of them are highly experienced. Surely there are some people in them that Lina can work with, actually there must be, she wouldn't have suggested it otherwise. [50%, 2 years]

Potential Combat Doctrine: The First are an eclectic bunch, all with different styles of participating in combat, and this has only become worse as the Second and Third have come into their own. Lina has been trying to put together a common doctrine for Potentials for a while, and she's made progress. The problem is that no one has been willing to put it to the test, but it's easy enough to change that.
[X] Swift Caution: You'd love to take more time to make sure all of this will work, but there's a war on the horizon. Formalise the package, run it through a quick editing, then distribute and begin training rotations. [50%, locked 1 year]

Diplomacy

Reach to the World: You asked for help and the Circles answered. The reports they gave you would have been invaluable on their own, but they also gave you suggestions. Plans based on the knowledge they gathered, to act on what they told you.
[] Widen the Circles: The Circles were the centre of your efforts to heal humanity of the emotional wounds that the Shiplords inflicted. They've grown far beyond your greatest expectations and helped millions heal, but there's always more that could be done. They gave you some suggestions, but it'll take a lot of work. [30%, 1 year.]
[] Hearts of Humanity: The Hearts are the most experienced of all in the Circles at helping others, and have almost by accident become some of the most experienced therapists on Earth. Formalise this status by setting up a new aid organisation for them to work out of. [60%, 2 years)
[] Phoning Home: The communications network that Sol has now is far more advanced than anything it has ever had access to, but there are still many living without lagless communication. It isn't a vital project, but could be an important one. [40%, 2 years]

One World, One Heart: Kazuki has been far more personally exposed to the needs and desires of the people, and he has some suggestions for how to bring all closer together. He's quite adamant about the need for them, and although you agree you can't quite see how some of it is meant to work.
[] The Heart Remembers: Billions were taken in the Week of Sorrows, and although they are remembered it has been too long since a proper ceremony. The Third were but children at the last one, and perhaps it might help them understand the depth of loss inflicted by your enemy. [60%, 1 year]

Stewardship
Ministerial VI: you have One (1) free dice for Stewardship actions.

…Masters study Logistics: With the network coming back online at the start of the year, you find several competing options about how to use it.
[] Swords from Ploughshares: Although primarily civilian, parts of the network were used during the Week of Sorrows to coordinate the defence of Sol against the Shiplords. Although the defence failed, the idea has merit, and Lina strongly pushed this option. [40%, 1 turn]
[] Search Function: When the network came back online, you found several communication lines that seemed to lead nowhere. If there are secrets hiding here, it's probably a good idea to find them. [30%, 1 turn]

Healing Hands:
[] Symbols of Hope: Many of the great monuments that humanity built in the last two hundred years are only barely hanging on, victims of the single-minded focus that had to be given to other things. They're more than just the physical trappings however, and restoring them could do the world good. [50%, 1 year]
[] Many Points of Light: The habitats were built with function in mind, with much less thought given to the needs of the human soul and heart. Fixing that will be extremely complex work, but it's possible. [25%, 2 years]

Skylark Reborn: The Miracle of Skylark. First Practiced Miracle since the discovery of the Pattern, that many had believed had signalled the end of those glories. It's impossible to understate the value of Vega's Miracle as a symbol, but it does leave you in the rather interesting position of having to decide what to do with it.
[] Streetwise: Skylark was a centre of science before the Shiplords came, but it was old science, born of the Secrets that the Shiplords decreed forbidden. Much of it seems to have been changed, replaced with objects of Practice, but it might be a good idea to make sure. [30%, 1 year]
[] Uplink: Some parts of the city still remain offline or in need of replacement, particularly its communications gear. Integrating Skylark back into the net would allow you to distribute its databases, and access its systems remotely. [35%, 2 years]

Engineering Corps: Robert's brainchild for almost a decade now, he's finally in the position to start putting it into place. Adriana knows engineering and design a lot better, but she doesn't know Potentials like he does.
[X] Extend the Department: Turning the new department into a fully-fledged independent affiliate will take time and resources, but will allow for swifter expansion and redeployment down the line. [60%, locked 1 year]

Intrigue
Limited Focused Bandwidth: Cannot select more than two three actions.

The Spider's Web: EarthGov is a finely balanced web of competing interests, one that has been flung vastly out of balance by the discovery of the Pattern and your election as President. Your understanding of that web is rather lacking, however, and it's been strongly suggested that you fix that.
[] Suspicious Offices: Marcus has identified the Delegates whose offices are linked to what he hopes is the final point of the movement. As they've not done anything illegal yet, he is limited in what he can do, but an increased security oversight might allow him to catch something. [45%, 1 year]
[] Puppets on Strings: The communication links that your Security apparatus found seemed to vanish into the net, but it's never really that simple. There are always traces somewhere. No normal human could follow them, but Potentials are not entirely human. [35%, 2 years]

Know thy Enemy: The Shiplords are coming, you know that now, and if you are to be prepared you must know what they are truly capable of.
[X] Visions of the Lost: There are, now that you think of it, records of the Shiplords during the battles that began the Week of Sorrows. Recorded across every spectrum that humanity knew of at that time, they could be a valuable resource that none have thought to tap. [50%, locked 1 year]
[] Corpses Leave Clues: The Shiplords did good work cleaning up the mess that their two ships made when they were destroyed, but several pieces evaded their clean-up. Most have settled into stable orbits now, and each is a potential gold mine of Shiplord technology. [???, 2 years]

[] Watching the Stars: When the Shiplords handed down the Directives, they said that any violation would be swiftly punished. To the suspicious minded, that would suggest that they left eyes behind. How about you go looking for them…so you can poke them out. [30% chance of more information every year]

Piercing the Veil: Last year's investigation revealed many things, including almost certain proof that there are elements of Shiplord technology linked into the stellar infonet. Narrowing down what the Security Ministry believes to be a relay platform is a good start, but if it's just a relay then there has to be more. And Marcus says that given the work he had to go to find that, you'll want to completely eradicate the network to be properly secure.
[] Be Thorough: His first option is also the one that he accepts is the least doable, as it requires time that you simply don't have the time to spend. Going in slow, working from the communication links on Earth and then building outwards to get a solid picture of the subnet. It's the most surefire way of getting everything, but it will take time and a lot of luck to go off without a hitch. [60%, 3 years]
[] Middle Way: The second option is what he prefers, a compromise between speed and efficiency. Shift the transmission paths for most message traffic to around set of relays, and monitor for shifts around it and the currently narrowed down platform. It should be able to get them a good picture of the network to work from, and also cut off most of the subnet's access. [40%, 2 years]
[] Grab and Smash: The final option is one he is more hesitant about, but he presents it nonetheless. Between him and his teams, he has the general location of a relay station for what he believes to be a Shiplord subnet. Although it would be risky, he and the Potential group he now has on hand could hit the relay station and try to access the Shiplord subnet by physical access. This makes the most use of the raw power of his Focus, but if there's a self-destruct system it could be incredibly risky. [Opens sub-turn event chain]

Learning
Daughter of Secrets: you have One (1) free dice for Learning actions.

Practiced Power: The Potentials are the most powerful weapon humanity has, but it's a weapon that you still know frighteningly little about. Mary now has access to far more resources than she did before, maybe you can help her along.
[] A Gift of Blood and Soul: It's a matter of record that the Potentials came from a sacrifice of the Great Dragons humanity built to protect itself, but what does that mean? Few records of the Dragons remain, and were before out of reach even to Mary. It's quite different now. [40%, 1 year]
[] (Special: Touching the Void Unlock) Echoes of Power: Your work with Mary in more recent years opened your eyes to the stranger sides of what Practice was capable of. With more time, and some work finding more like you, Mary thinks she can bring her theory into concrete reality. [25%, 2 years]

The Neverending Journey, Second Step: All of the scientists on Mary's list have settled into their new working and living environment now, and you can see how happy your friend is to be surrounded by those just as passionate as she is. Now that they're all integrated however, they need a direction.
[] Future Proof: Now that everyone is working together, it should be relatively simple to work the relevant pieces of knowledge that they've found over the years into general study. It would give some of the stranger theories a lot more traction, and Mary has spoken before about how the Institute curriculum needs an update. [40%, 2 years]
[] For its Own Sake: Between them, Mary's new top flight staff brought petabytes of complex theoretical work with them. You had to build an entirely new server centre just to store it all. These people are probably the only ones really capable of parsing it out into something usable, and some of what they've been working on could be revolutionary. The problem is finding it. [30% chance of unlocking a new action chain, 2 years]

The Red Tower: One of the main centres of research on Mars before the Burning, the Red Tower was also one of the primary conversion points for the atmospheric conversion system better known as Clear Skies. Fully restored and online after the Miracle of Skylark, it is a treasure trove waiting to be unlocked.
[] Clear Skies: The atmospheric conversion systems that made Mars habitable were miracles of the Second Secret, but it was swiftly confirmed that the system now in its place is not a product of bioengineering. If the device can be understood, it could be replicated, and the entire program could be started anew. [30%, 2 years, requires a Practice dice]
[] Ancestral Key: Although the majority of the tower's files have been unlocked, some high level files remain encrypted. Mary mentions quietly that a great deal of Mars colony systems were DNA coded, and that privilege system seems to remain in effect. Given who she is, she says, she might be able to unlock those files assuming she can convince the security protocols that she is who her DNA says she is. [20%, 1 year]

Void Secrets: Things found on Mars and by Mary. Directions to explore.
[] The Longest Force: Gravity manipulation is something that humanity is capable of, but only thanks to creations of Practice. Some of what has been discovered within the Red Tower points to theoretical ability to harness that force without the need of Practiced items. [20%, 3 years]
[X] Small is Beautiful: The Potentials have given many Miracles within the field of nanotechnology, and science has struggled for years to catch up to them. Some of what the first generations of Prologue could do is now in the grasp of 'regular' science, but there were those in the Red Tower who disagreed with humanity's focus on the Second Secret. [40%, locked 3 years]
[] From the Other Side: You and the other Potentials know, without a doubt, that your power is a high secret of the Void, and old research supports this. Have all pre-Sorrows research on the subject compiled and added as a proper resource. They had ways of looking at things that you do not, after all. [35%, 1 year]

[] Conceptual Chaos: For as long as you've known her Mary's mind has burst with possibilities, more than she could ever focus on by herself. These ideas have never really been limited by field, although many focus around reality physics. Now that she's a Minister, you can actually detail enough people to keep up with her endless ingenuity. [60%, 2 years]
[] Unravelling the Impossible: Trying to understand, let alone replicate, the creations of Practice would to most be a truly impossible task verging on insane. Unfortunately, someone said that in Mary's hearing. She took it as a challenge. [30%, 4 years]
[] Writing on the Soul: It's easy to say that Potentials are a result of power in an imprint on their soul. It's a lot harder to explain. There have been great strides in the theory, but it needs the distributed network to finish the final calculations in less than centuries. [40%, 2 years]

Practice Actions
You have Three (4) Practice Dice to assign to actions. Unless explicitly stated, you may not assign Practice Dice to Practice Actions.

More than a Vessel: With their success parsing out the basics of what Marcus did to himself, Vega's staff have assembled a list of options to expand the understanding of internal Focus use by Potentials.
[] The Firstborn: The Endless Connection is an anomaly, but only due to his Awakening. Many of the First have come to internalise their power in similar ways, but their Focuses do not lend themselves to such spectacular utility. Talk to those of the First Awoken like your Security Minister, then combine the data sets. [55%, 2 years]
[] Look to the Centre: There's enough in the files that the Ministry for Practice have put together for other Potentials to work with. Having more data to compare against would be nice, but taking two years to just make sure isn't on the cards. [35%, 2 years]

Project Harmony: Another section of your policy made almost entirely invalid by the Miracle of Skylark, Vega now has all the proof she needs to point to of her ability. Far more will accept her advice with an example like that behind her. Of course, you could also choose to send her to another project, although other actions taken by the Ministry will suffer.
[] Be Harmonious: Vega has an instinctive awareness of how to bring many together in a Trance, and she believes she could teach some of those with similar Focuses to sense the same things. [55%, 2 years]
[] The Shape of Miracle: Vega can now be personally assigned to an action utilising a Practice Dice, and a success will automatically trigger a Practice Trance. Other actions will suffer without her oversight, however, reducing her bonus to all other Practice actions and Practice dice by a quarter. [30%, 1 year]

Project Insight: A long running working group of Second and some Third Awakened, Project Insight is the only reason you know as much as you do about the Shiplords. They taught the world of the enemy's ways, unravelled many strengths and few weaknesses, and discovered the Pattern in time for you to prepare. Now you have a new question for them.
[] What Purpose Our Loss: The Shiplords take the same thing from all civilisations they touch, but what do they do with their tributes of blood? There are some suspicions, but the Project has never truly wanted to look that deep. Neither do you, to be honest, but you must know. [30% chance for information every year.]
[] Our Enemy, Before Us: Eight ships came before, but would eight come again? It's a simple question, but one with deeply important connotations. [40%, 1 year]
[] Achilles Heel: The Project has found several weaknesses in the Shiplords, but Phoebe has told you that they can all feel something on the edge of their consciousness when they search through those things, just out of reach. [30% chance for information every year]
[] Write-in: Give me a question you would like answered about the Shiplords, and Project Insight will try to answer it. I advise choosing sensible questions.


Personal Actions
You may select One (1) Personal actions this year, with One currently locked.

[] Work with Mary: Get back into the saddle as a scientist and finally take the time to work through the theories that Mary has been trying to get you to give a proper read for the last few years.

[] Music of the Soul: Even though you're back to where you were before, there's always room to improve further. And you're starting to find a real connection between music and your ability to touch the stranger side of your Potential. [Progress: 69/210]

[] Make Something: You're a Potential, capable of working items into artefacts so far removed from their original form and function that they might as well be considered magic. It will take time, but the results will be worth it. [Start Practicing an object, write-in a general idea of what you want to make.]

[] Work with a Minister: Your Ministers are all experts in their fields, excellent on the job teachers for matters that you have little experience with. [Write-in which Minister. Chance to raise stats and/or gain Traits.]

[X] Power in Balance: Vega made it quite clear that you needed to heal in a way not of the physical when she met you after the attack. She also somehow got Mary to support her, and so this was less of a request and more of a notification. [Progress: 87/210]
 
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[X] Plan Refining the Ore

Military
[X] Experimental/Auxiliary formations: There are over a score of these projects, some having apparently been steadily working away since before you left your Institute. At least you hope they've been working for all that time. Some of what's talked about in the records sounds completely insane, but fifty years ago the same was said of the theory that underlies your power. [???]
-[X] 1 Die, 1 Practice Die

[X] Search for devices: Weapons were most of what the First Awoken created, but it was not all. The Elder First are said to have built many things in the first years after the awakening, all of which vanished five years later. What did they create, and why did they choose to lose it? [25%, locked 1 year]
-[X] 1 Locked Die

[X] The Haft: The proposal from the SDC is well made, a new line of warships reinforced by Practice to expand their limited space presence. Individually they'll still be much weaker than Shiplord vessels, but quantity has a quality of its own. And from the looks of their plan, they've been working on the tactics and logistics involved for the last three decades. [70%, locked 1 year]
-[X] 1 Locked Die, 1 Practice Die
[X] The Hilt: You really didn't expect that Restorers like yourself would have an idea for the fleet, but it years out that you'd be wrong. The weapons of the Shiplords were unlike anything humanity had ever encountered, but Practice could level that playing field. Using some of the results gleaned from Project Insight, they've designed a vessel that should be able to shield others from Shiplord fire. Each one requires fine Practice, limiting their numbers, but as a shield they will be without peer. [50%, 2 years]
[X] The Blade: The plan created by the First is unsurprising, but exceptionally detailed in terms of costs and time required. They also seem to have known about the other proposals before you did, which raises some interesting questions. When the Shiplords came, they came in small numbers, and the workings of Project Insight lead the First to believe that they may be able to build ships capable of matching them. Not many, but if the Week of Sorrows was anything to go by you won't need many if they can match Shiplord technology. [60%, 2 years]

[X] Walls of Steel: The new orbitals across the solar system are all armed, but their construction was never designed to hold up to Shiplord firepower; only Prometheus Station coming close. That can be fixed, but it will take time. [70%, 3 years]
-[X] 1 Die, 1 Practice Die
[X] The Maw: The Shiplords came with only eight ships before, surely it would be possible to overwhelm them with firepower, and the orbitals provide far larger platforms for weaponry. It's possible that you could up-gun them further and then direct all of that firepower at the Shiplords. [50%, 2 years]
[X] The Aegis: Orbitals are well and good, but Project Insight has shown that the Shiplords can be a truly spiteful people. You have some planetary defences, but nothing unified, and the planetary shield network has been stalled in the construction phase for years. If humanity is to live, you must be able to protect Earth. [50%, locked 1 year]
-[X] 1 Locked Die

[X] Swift Caution: You'd love to take more time to make sure all of this will work, but there's a war on the horizon. Formalise the package, run it through a quick editing, then distribute and begin training rotations. [50%, locked 1 year]
-[X] 1 Locked Die

Diplomacy


Stewardship

[X] Search Function: When the network came back online, you found several communication lines that seemed to lead nowhere. If there are secrets hiding here, it's probably a good idea to find them. [30%, 1 turn]
-[X] 1 Free Die, 1 Die

[X] Extend the Department: Turning the new department into a fully-fledged independent affiliate will take time and resources, but will allow for swifter expansion and redeployment down the line. [60%, locked 1 year]
-[X] 1 Locked Die

Intrigue
[X] Visions of the Lost: There are, now that you think of it, records of the Shiplords during the battles that began the Week of Sorrows. Recorded across every spectrum that humanity knew of at that time, they could be a valuable resource that none have thought to tap. [50%, locked 1 year]
-[X] 1 Locked Die

[X] Watching the Stars: When the Shiplords handed down the Directives, they said that any violation would be swiftly punished. To the suspicious minded, that would suggest that they left eyes behind. How about you go looking for them…so you can poke them out. [30% chance of more information every year]

[X] Middle Way: The second option is what he prefers, a compromise between speed and efficiency. Shift the transmission paths for most message traffic to around set of relays, and monitor for shifts around it and the currently narrowed down platform. It should be able to get them a good picture of the network to work from, and also cut off most of the subnet's access. [40%, 2 years]

Learning
[X] Small is Beautiful: The Potentials have given many Miracles within the field of nanotechnology, and science has struggled for years to catch up to them. Some of what the first generations of Prologue could do is now in the grasp of 'regular' science, but there were those in the Red Tower who disagreed with humanity's focus on the Second Secret. [40%, locked 3 years]
-[X] 1 Locked Die, 1 Free Die, 1 Practice Die)

Practice Actions
[X] Be Harmonious: Vega has an instinctive awareness of how to bring many together in a Trance, and she believes she could teach some of those with similar Focuses to sense the same things. [55%, 2 years]

[X] Achilles Heel: The Project has found several weaknesses in the Shiplords, but Phoebe has told you that they can all feel something on the edge of their consciousness when they search through those things, just out of reach. [30% chance for information every year]

Personal Actions
[X] Music of the Soul: Even though you're back to where you were before, there's always room to improve further. And you're starting to find a real connection between music and your ability to touch the stranger side of your Potential. [Progress: 69/210]

[X] Power in Balance: Vega made it quite clear that you needed to heal in a way not of the physical when she met you after the attack. She also somehow got Mary to support her, and so this was less of a request and more of a notification. [Progress: 87/210]
 
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All right. I'm not going to produce a plan but I will examine some of the options and give opinions. Personally, I like how we did things last turn, modifying a single plan until we were all happy-ish, rather than vote on multiple plans. There are few enough of us that we can afford to negotiate.


[] Walls of Steel
[] The Maw
These are non-negotiable. We are in crunch time and we need our defenses completed ASAP. If I'm reading this right, walls makes our space stations tough, while maw gives them attack power. If we take both of these our space stations should be able to take out a few ships by themselves. Also it makes sense to do all the renovation at once for fluff reasons

[] The Blade
[] The Hilt

Also non-negotiable. We need a fleet desperately. Snowfire hinted strongly that only the ships of the blade would give us a chance of victory. If we start now we may be able to get in a second production run.

[] Corps Discipline
[] Practiced Leaders

I feel like these options are deceptive. We were told the biggest obstacle to building a big fleet we would have is man-power. I feel like these will help with that. At the very least they will open up options to increase the army.

[] Swords from Ploughshares
If we're going to take one stewardship option it should be this. The only one that helps defense. All others can wait til after the invasion.

[] Achilles Heel
This seems mandatory. We need info on our enemies. Any weaknesses we can find will help.

[] Our Enemy, Before Us
IDK about this. It doesn't really matter how many ships are coming does it? We just need to build as many defenses as possible. But I can't shake the feeling we may find out something important...

[] Be Harmonious
[] The Firstborn

Either of these could be good research project that might bear fruit before the invasion. But only if we have dice left over.

[] A Gift of Blood and Soul
[] The Making of Miracles
[] From the Other Side

Any of these can be good. They are short and could get us something fast.

I just saw Pyro ninja'd me, but I'll post this now anyway.
 
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