1. What are the secrets? What exactly do they encompass? For example, you said the second secret is genetic engineering but somehow we used it to make giant space dragons that could kill dreadnoughts and gave us superpowers when they died. That seems like more than just genetic engineering.

The Secrets are...complicated. The easiest way to describe them is as a fusion of science and belief made into something real. Scientists discovered the First and Second secrets, but if humanity hadn't believed that there was more out there, we might not have ever found a way to unlock them. The First secret gave a means to move through space-time in a way that had never even been imagined before, a method that remains the Shiplords' primary means of FTL travel. It worked in defiance of physics, in defiance of every theory that said its energy cost should be higher than the annual power output of earth.

Actually understanding what the Secrets are beyond what they do is something that Insight isn't even sure that the Shiplord's know. It's certainly beyond you right now. What they can do, however, is incredible. The First Secret gave humanity the stars - or would have without the Shiplords being what they are. The Second gave you genetic engineering on a truly incredible scale. The dragons were a product of this, but because of how they were made they weren't automatons. You made protectors, but in doing so extended the family of humanity. No, before you ask, the dragons weren't once humans. But you made sentient beings, living things with a powerful protective instinct keyed to humanity, and engineered as much in the way of power into them as you could.

What they gave you was a product of their intelligence, however. They had some ability to manipulate the world around them, something that had not been engineered but simply happened. It's what led humanity to reality physics. And when they died...well no one has any idea how they did it, but they passed that gift on. Somehow.

Further research could discover more.

2. What do potentials do when they use their powers? I have been trying to visualize it. So far I have been imagining them like solar exalted, complete with glowing. For example, if our character used practice to make something, would she just get divine inspiration to make advanced tech? Would she wave her hands and reality warp something into existence? Or does she infuse her soul into an existing item?
Or when a first awakened fights, do they just use fancy practice weapons that they made or do they fight with superhuman strength and skill? How strong are they really?

It varies. Generally there's not a visual cue from the Potential, but what's being changed by them seems to shimmer, as if it's only half there. I've described the Miracle of Skylark, which was a massive field of energy that transferred itself into matter in the process of rebuilding the city. Potentials have an instinctive ability to look at something that has been made (this is important, a Potential can't just create out of thin air) and see what it could be. Specifically how it could be better. This is limited by their Focus, but that on its own is a significant power.

Amanda does this best with broken things, or things that can fix broken things. An example would be what she did during the ten years of work on the cities of Earth. This was a process of sinking her senses into the building or whatever was in front of her and then seeing what it should be. Being a Potential, however, when she fixed it she also made it better. An example would be how the buildings she worked on don't need maintenance. They self-repair.

So it's kind of like being able to see the Platonic form of something and then bring what looking you're looking at closer to that.

As for First Awoken, it's mixed. Most have trained to fight with weapons and gear that they've worked from simple human technology into far greater things. An example would be Kalilah's energy pulse weapon. In general, the body of a Potential is also a lot more durable than a normal human's, and most First Awoken have taken this a bit further, putting some of their Focus into the vessel that carries it. They hit harder, move faster, and are in general much more resilient.

3. What level of tech are we at? For example, our new capital ships. How big are they and what kind of weapons do they use? Is there a type of ship in popular fiction you would compare them to power wise?

The Dauntless class? Without Potentials, it's a 6-700m long vessel with purely humantech systems that can't actually fire most of its weapons. Humanity has basic energy weapons, mostly particle based, down. Missiles are also still in use, but are deployed in vast waves due to the presence of hitscan point defence. It's powerful, in part because of the passive parts of its Practiced components, but nothing to write home about.

With a First Awoken group on it, the Dauntless is...scary. Main battery armament of First Awoken built gravitational disruption weaponry that should be rather close to what the Shiplords use. Particle beam secondary armament, and a long-arm of missiles. Most of the latter are fitted to drop sections of Shiplord shielding, but there are some AM warheads mixed in. Both of those have been refined and studied enough that they don't need Practice to build, but they're a lot more reliable with some application of Practice.

A full volley from its main battery could probably mission kill a SSD.

And these are inferior on a 1 to 1 basis to the ships that the Shiplords use for their Tribute fleets. Which aren't actually dreadnoughts, I'm afraid :p
 
The Secrets are...complicated. The easiest way to describe them is as a fusion of science and belief made into something real. Scientists discovered the First and Second secrets, but if humanity hadn't believed that there was more out there, we might not have ever found a way to unlock them. The First secret gave a means to move through space-time in a way that had never even been imagined before, a method that remains the Shiplords' primary means of FTL travel. It worked in defiance of physics, in defiance of every theory that said its energy cost should be higher than the annual power output of earth.

Actually understanding what the Secrets are beyond what they do is something that Insight isn't even sure that the Shiplord's know. It's certainly beyond you right now. What they can do, however, is incredible. The First Secret gave humanity the stars - or would have without the Shiplords being what they are. The Second gave you genetic engineering on a truly incredible scale. The dragons were a product of this, but because of how they were made they weren't automatons. You made protectors, but in doing so extended the family of humanity. No, before you ask, the dragons weren't once humans. But you made sentient beings, living things with a powerful protective instinct keyed to humanity, and engineered as much in the way of power into them as you could.

What they gave you was a product of their intelligence, however. They had some ability to manipulate the world around them, something that had not been engineered but simply happened. It's what led humanity to reality physics. And when they died...well no one has any idea how they did it, but they passed that gift on. Somehow.

Further research could discover more.
So, in layman terms, what I get from this is that humanity scienced so hard that they fused fantasy and reality, then proceeded to create giant sentient dragons with magic powers. Said magic dragons died defending Earth, but was able to pass on versions of their power ala Kyubey.

It varies. Generally there's not a visual cue from the Potential, but what's being changed by them seems to shimmer, as if it's only half there. I've described the Miracle of Skylark, which was a massive field of energy that transferred itself into matter in the process of rebuilding the city. Potentials have an instinctive ability to look at something that has been made (this is important, a Potential can't just create out of thin air) and see what it could be. Specifically how it could be better. This is limited by their Focus, but that on its own is a significant power.

Amanda does this best with broken things, or things that can fix broken things. An example would be what she did during the ten years of work on the cities of Earth. This was a process of sinking her senses into the building or whatever was in front of her and then seeing what it should be. Being a Potential, however, when she fixed it she also made it better. An example would be how the buildings she worked on don't need maintenance. They self-repair.

So it's kind of like being able to see the Platonic form of something and then bring what looking you're looking at closer to that.

As for First Awoken, it's mixed. Most have trained to fight with weapons and gear that they've worked from simple human technology into far greater things. An example would be Kalilah's energy pulse weapon. In general, the body of a Potential is also a lot more durable than a normal human's, and most First Awoken have taken this a bit further, putting some of their Focus into the vessel that carries it. They hit harder, move faster, and are in general much more resilient.
And not only did the dragons give us magic powers, said magic powers basically made some of us magical girls. And guys. Complete with signature tool, enhanced durability, the works.

The Dauntless class? Without Potentials, it's a 6-700m long vessel with purely humantech systems that can't actually fire most of its weapons. Humanity has basic energy weapons, mostly particle based, down. Missiles are also still in use, but are deployed in vast waves due to the presence of hitscan point defence. It's powerful, in part because of the passive parts of its Practiced components, but nothing to write home about.

With a First Awoken group on it, the Dauntless is...scary. Main battery armament of First Awoken built gravitational disruption weaponry that should be rather close to what the Shiplords use. Particle beam secondary armament, and a long-arm of missiles. Most of the latter are fitted to drop sections of Shiplord shielding, but there are some AM warheads mixed in. Both of those have been refined and studied enough that they don't need Practice to build, but they're a lot more reliable with some application of Practice.

A full volley from its main battery could probably mission kill a SSD.
We also have giant spaceships that are basically powered by magic and fire miniature black holes.

And these are inferior on a 1 to 1 basis to the ships that the Shiplords use for their Tribute fleets. Which aren't actually dreadnoughts, I'm afraid :p
And the Shiplords still out-tech us. By light years.
10/10 worthy enemy.
 
This reminds me of the technocracy from Mage: the awakened. Basically the secrets are magic that masquerades as science. But we believe in it so hard we eventually turn it into repeatable science.

And Potentials do a combination of what I said. They start with a physical object as a base, are divinely inspired to see it as something more, than reality warp it into what they imagined, skipping thousands of years worth of science in the process.

Also, from now on I will think of the First Awakened as magical girls :lol


Next turn I say we put 50% of our dice into military, with emphasis on capital ships, because what we have will not be enough, 25% on intrigue to finish the spy's and 25% on science, because it sounds like Practice is far and away our greatest advantage and we need to milk it for all it's worth.
 
So we have a watered down version of the doctor from enders game. Graviton beam based Molecular Disruptor, M.D. for short. Aka technobabble gravity lasers.
Now we just need the little doctor, aka missiles that do the same thing as our main batteries, as well as the full planet busting graviton molecular disruptor. Then we should be much better off.
 
Also, from now on I will think of the First Awakened as magical girls :lol

Badass magical girls, thank you :)

Oh crap, I just realised!

Quasi-magical powers, hyper-advanced technology which can only be fully utilised by those with magical potential - we're in a future version of the Nanoha-verse. :eek:

Seriously, maybe we should see if we can build Devices for personal use. Imagine Armed Devices like Laevetein or Intelligent Devices like Bardiche in the hands of First Awoken...
 
Badass magical girls, thank you :)

Oh crap, I just realised!

Quasi-magical powers, hyper-advanced technology which can only be fully utilised by those with magical potential - we're in a future version of the Nanoha-verse. :eek:

Seriously, maybe we should see if we can build Devices for personal use. Imagine Armed Devices like Laevetein or Intelligent Devices like Bardiche in the hands of First Awoken...

Looks at list of Experimental division unlocks.

Considers filing one off...


Also, you can't be in a future version of the Nanoha-verse. If you were, you and the Shiplords would be best friends :p
 
@Snowfire, I'll take you up on that invitation! I have quite a lot of questions, but feel free to take your time answering them. if its a choice between these answers and the next update I'd rather have the update. Except for the first one, thats a question about gameplay that would be nice to know before we start voting...

1. I would really like an explanation for this choice: Unified Military

It sounds like our military is divided between the SDC, which is the actual global military (Army and navy?), the Potentials, who are powerful but aren't soldiers, and the expirimentals who are... I don't know, who are they?

And our choice is to decide which of these groups is in charge of the military. Am I right?

If this is the case, I would really like you to spell out who each group is, what they plan to do if put in charge and what the pro's and con's of each group is.

As things stand I think most people are planning to vote for potentials, because one of our ministers recommended them, but I imagine you wouldn't have given us the choice if the other two didn't have some benefit right? What is that benefit?

2. What are those orbitals we are upgrading?
From walls of Sol I get the impression they were all built, by civilians, after the first war. But what are they? Are they big or small? Are they residential or something else? We're not turning cities into military facilities are we?

Also, where are they, around Earth or spread throughout the system? It would be a shame if they were destroyed one by one because they were so spread out.

Finally what is Prometheus station and what makes it different? Are we doing something special to it?

3. What did the shiplords do to Earth?

You said that after they destroyed Mars, Earth surrendered and they took all the adults...but how? Did they land an army? did we see any of them or their servants? And how did they transport 4 billion people? Their tribute fleet ships aren't that big are they? Or did they just use magic practice?

4. Finally, since you gave such a good description of the Dauntless class, would you mind doing the same for the other two classes we're building? How big are they? What are they armed with? And how are they planning to help in a battle where we are so outclassed?
 
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1. I would really like an explanation for this choice: Unified Military

It sounds like our military is divided between the SDC, which is the actual global military (Army and navy?), the Potentials, who are powerful but aren't soldiers, and the expirimentals who are... I don't know, who are they?

And our choice is to decide which of these groups is in charge of the military. Am I right?

If this is the case, I would really like you to spell out who each group is, what they plan to do if put in charge and what the pro's and con's of each group is.

As things stand I think most people are planning to vote for potentials, because one of our ministers recommended them, but I imagine you wouldn't have given us the choice if the other two didn't have some benefit right? What is that benefit?

This is reasonably easy, if not simple, to answer. The SDC is very much a military organisation, but it's very much acclimatized to using human tech with only small amount of Practiced works and nothing truly complex. This is why the Dauntless class was something that they didn't design. They're also not hugely used to working with Potentials but for those who are actually part of the SDC, and that number is rather small. If they were in charge they'd bring a vast wealth of knowledge to all of the complexities of running a large military operation, the logistics and everything else. They also have a functional and reasonably robust command structure that's been there for years. The problem is that they're not great at working with others. Their protocols are quite stiff, and they might struggle integrating all of the Potentials properly. This would mostly lead to them probably not being used as efficiently as they could be.

Simplifying and making up an example system, the SDC would have:
Experience 5, Practice Use 3, Tactical Flexibility 3

The Potentials, now that they've gone through Lina's doctrine training, have made the jump from warriors to soldiers (in the case of the First Awoken at least). All of those involved in the combat wing have basically gone through an abbreviated officer training program, that would help with integrating into the SDC but would also allow them to act as the core of a new organisation to bring everything together. The Potentials, as you might expect, can get the absolute max out of any piece of Practiced tech they get their hands on, and have all the flexibility of a young organisation. Taking the same example system from before, the Combat Potentials would have:

Experience 3, Practice Use 5, Tactical Flexibility 4

The Experimental Formations are small, but also have some of the fastest minds in the world. They're incredibly quick and able to change plans and tactics swiftly. They also have a good grasp of Practice and what it can do, but lose out in the experience department. Most of its high ranking members have never commanded more than a hundred people at most. They'd have a knack for making impossible tactical plays work, and would work well with the Potentials, but the way they work would rub the SDC the wrong way.

Example system stats:
Experience 3, Practice Use 3, Tactical Flexibility 5

Something you'll notice here is that Practiced Leaders is by numbers the best option. That's only because you've taken the time to make them better, which was part of Lina's entire basis as an advisor. And there are some tricks (that you can't know IC because of low Martial) that the other groups can pull that the Potentials wouldn't be 1. Experienced or 2. Insane enough to try and then succeed.

2. What are those orbitals we are upgrading?
From walls of Sol I get the impression they were all built, by civilians, after the first war. But what are they? Are they big or small? Are they residential or something else? We're not turning cities into military facilities are we?

Most of them were. They're mostly civilian orbital facilities, of varying size and purpose. Some are science stations, some are infrastructure, and some are simply for those who grew used to the stars and didn't want to return. In a few cases, you are turning orbital cities into military facilities, but the Shiplords would target them anyway. This way at least, they have a chance of survival.

Also, where are they, around Earth or spread throughout the system? It would be a shame if they were destroyed one by one because they were so spread out.

Mostly in-system, Icarus is the furthest out, somewhere in the region of Saturn. You will lose some of them if you lose the outer system for any length of time, but so long as it isn't a rout you'll be able to evacuate the civilian population.

Finally what is Prometheus station and what makes it different? Are we doing something special to it?

Going to put in a quote here, from Capital and Cabinet.

[] Prometheus Station – The most advanced of Earth's Orbitals, swiftly being adapted into a fortress of unprecedented strength. Equipped with a bleeding edge command and control suite, Prometheus is one of the most Practiced locations in the entire Solar System. The downside to all of this is that it's very separated from Earth. (Bonuses to Martial, Intrigue, Stewardship and Practice. Major penalty to Diplomacy.)

Prometheus is the newest of Earth's Orbitals, and benefits from having had its shell and basic systems enhanced through a Practice Trance. It's also been outfitted almost entirely with Practiced technology, and will be an absolute rat bastard for the Shiplords to kill if they do reach Earth's orbitals. Of course, at this point you'll probably have lost most of your fleet, your Orbitals and Mars again, so it's not all rosy.

3. What did the shiplords do to Earth?

You said that after they destroyed Mars, Earth surrendered and they took all the adults...but how? Did they land an army? did we see any of them or their servants? And how did they transport 4 billion people? Their tribute fleet ships aren't that big are they? Or did they just use magic practice?

The blew up every orbital, set Mars ablaze and then landed tenders on Earth after humanity surrendered. Drone platforms were your only contact with the Shiplords on Earth, transmitting their commands and acting as instruments of their will. The Shiplord vessels were big, but analysis has shown that most of the mass isn't taken up by combat systems. They're military vessels, you think, but designed for this particular purpose. Call it 1-1.1km long. How they fit 4 billion people into the ones that were left, humanity has no clue. There were some tranmissions from the tenders after they took off, but all of them cut off when they docked with the main vessels.

4. Finally, since you gave such a good description of the Dauntless class, would you mind doing the same for the other two classes we're building? How big are they? What are they armed with? And how are they planning to help in a battle where we are so outclassed?

The auxiliaries of the Haft will provide an element of combined arms to your fleet, giving you more than the unsupported heavy ships that the Shiplords deployed during the Week of Sorrows. Modular specialization is the order of the day here, with most currently fit for missile bombardment. They have some Practiced components, mostly in defensive and maneuvering systems, which will make them moderately more survivable. Nothing to write home about, similar to Dauntless class vessels without a First Awoken group aboard.

The Tower class, however...well that's quite something else. These are the Shieldships, a product of Restorer ingenuity, and from the analysis you have access to these might well be capable of withstanding Shiplord fire. These ships are about the same size as the Dauntless, but carry little in the way of weaponry, dedicating the overwhelming majority of their mass to defensive systems. Without a Restorer focused group, they're a rather large target that would take a while to burn through. With a Restorer group...well one of the weapons tests they run on the prototype is putting it in front of a group of Dauntless class and having them cut loose. The Tower class takes minor damage.

Which it then repairs by itself.

Most of the weapons systems are point defence based, in the event that the Shiplords try to destroy them in the long range envelope. Tactical usage boils down to parking them all but on top of the Shiplord heavies and then just sitting there and taking it whilst the Dauntlesses do the business of kill the damn things.

Turn hopefully tomorrow, Civ 6 devoured my non-working time today.

Any further questions to the usual address!
 
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I think you mean rout.
:)

Any further questions to the usual address!
Actually, could you briefly talk about the benefits of the current diplomacy actions, from a rapidly-mobilizing-for-war point of view? The current batch have all been available since turn 2, and while they seem like decent peacetime projects, I'm somewhat confused as to why they are showing up given that we are on war footing.
 
Turn 6
Year 6, 2110 AD

You have many more options on your desk today, with the discoveries of what many of the Experimental Formations have been doing for so long as well as the true revelation from Project Insight. Oh, and a Practice Trance in the Orbitals. Every time it looks like you're getting a handle on things, something new comes up.

You're feeling a lot better personally though, although you still find yourself chafing a little at the strongly worded 'advice' that you do not try to get into whatever the Elder First left behind until you're back to who you were before the assassination. Marcus looks tired, the constant use of his Focus over the last two years finally beginning to wear on him, but he promises that he's fine. He'll have to stop soon, but he can manage another year.

That should be long enough.

You have Eleven (11) Action dice available with Six (6) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.

Military

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 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%, locked 1 year]
[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%, locked 1 year]
[] One Thousand Spears: You had to call and check that you'd been sent the right set of documents when you saw this proposal. Coming from one of the Experimental divisions, it suggests equipping Potentials with a framework that will allow them to engage the Shiplords directly in the void with all the power of their Practice. Whatever that means. [25%, requires a Practice dice, 2 years]
[] Wings of Terra: Expanding the ability of the auxiliary fleet, the designs for this came out of one of the experimental groups closely affiliated with the SDC. The small strike craft proposed would launch from repurposed auxiliaries, and due to being manually piloted would have a far higher chance of reaching their target than missiles. [40%, 2 years]
[] Fury of the Heavens: The weapons created by the First Awoken are more powerful than any humanity has ever known, but their strength is limited by a lack of availability. The weaponry retrieved from across Earth has helped relieve this shortage, but more could be done. Even a small thing, like making sure every missile fired against the Shiplords has felt the touch of Practice, could do a great deal. [30%, requires a Practice Dice, 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.
[X] The Walls of Sol: The trance last year began a process, converting the outer ring of orbitals into fortresses with few peers. But there is more to do in the inner system, much more. [50%, locked 2 years, requires a Practice dice]
[] Adamant Miracle: When the Shiplords came before, they set Mars ablaze, and only Practice was able to restore the small part of it that is now yours again. The teams that worked on the Aegis defence network on Earth have come forward with a plan to install protections around Skylark, to make it as resistant as possible to any attack. Given the value of the Red Tower, and the symbolic value of the city, it merits thought. [40%, 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]

Shipyard Operations

These checks are automatic successes, but roll to determine the effectiveness of a year's work. Thanks to your work expanding yards and resource handling operations, you will enjoy a healthy bonus to this work (+10 to these checks). You may assign additional dice from your main dice pool to construct more ships, or Practice dice to attempt to enhance them.

You have One (1) Construction dice to assign. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.

Military:
[] Construct Auxiliary Task Groups

Infrastructure:
[] Construct Prototyping Centre [Grants bonus to ship design/prototyping actions]
[] Yard Work [Increases bonus to these checks. Limit: +20]


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]

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]

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.
[] 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.
[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%, locked 1 year]

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 the Martian 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: The research levels of the Red Tower, those open to you, have yielded many secrets. Between those, and the other work Mary has done, you have some new directions of research to explore. If the Ministry is right, there are new Secrets to be found here.
[] 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 2 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]
[] Mortal Instruments: The power that the Dragons gave you came from their intelligence, but also from their shared sacrifice with the men and women who served with them. The creations of the First are without peer as weapons, what further strength could be unlocked by giving them minds? [15%, 2 years]
[] The Elder's Wall: The doorway left behind by the Elder First has proven impervious to any attempt to open it, as to be expected from the work of the original Restorers. Their message, whilst simple enough, was also rather cryptic. Mary would like to study the door and those things around it before anyone attempts to open it. She's rather insistent. [50%, 1 year]

Practice Actions
You have Four (4) Practice Dice to assign to actions, with One (1) currently locked. 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.
[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%, locked 1 year]
[] 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]
[] Rosetta: Thanks to the work of the Project, you now know that there are others but the Shiplords out there, and many might want to meet you in peace. It might be wise to learn more of the galaxy, that until recently you thought held only enemies. [25% chance for information every 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: 150/210]

[] 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: 213/220]

[] Eldest Legacy: You were one of those offered teaching by the Elder First, and so the message that they left applies as fully to you as it does the handful of others who received similar offers. Go to the door they left behind, and see if you can unlock what lies behind it. Vega and Mary both think this is a bad idea given you current state, and would need convincing. [Hard Diplomacy check to open up mini-turn. QM Note: Doing this with the Drained trait is probably a bad idea.]
 
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[X] Plan Removing the Impurities

Military
[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%, locked 1 year]
-[X] 1 Locked Die
[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%, locked 1 year]
-[X] 1 Locked Die
[X] Wings of Terra: Expanding the ability of the auxiliary fleet, the designs for this came out of one of the experimental groups closely affiliated with the SDC. The small strike craft proposed would launch from repurposed auxiliaries, and due to being manually piloted would have a far higher chance of reaching their target than missiles. [40%, 2 years]

[X] The Walls of Sol: The trance last year began a process, converting the outer ring of orbitals into fortresses with few peers. But there is more to do in the inner system, much more. [50%, locked 2 years, requires a Practice dice]
-[X] 1 Locked Die, 1 Locked Practice Die, 1 Practice Die

[X] 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]


Shipyard Operations
[X] Construct Auxiliary Task Groups
-[X] 1 Free Die

[X] Construct Prototyping Centre [Grants bonus to ship design/prototyping actions]


Diplomacy
[X] 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

[X] 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]
-[X] 1 Free Die


Intrigue
[X] 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]

[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%, locked 1 year]
-[X] 1 Locked Die, 1 Standard Dice, 1 Practice Die


Learning
[X] 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]

[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 2 years]
-[X] 1 Locked Die, 1 Practice Die
[X] 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]

[X] The Elder's Wall: The doorway left behind by the Elder First has proven impervious to any attempt to open it, as to be expected from the work of the original Restorers. Their message, whilst simple enough, was also rather cryptic. Mary would like to study the door and those things around it before anyone attempts to open it. She's rather insistent.
-[X] 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%, locked 1 year]
-[X] 1 Locked Die
[X] 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]
-[X] Assigned to Middle Way

[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: 150/210]

[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: 213/210]

Okay, this plan is a tiny bit rushed, and I won't have a chance to correct any of it for 8 or 9 hours... so... yeah, hope some of you guys like it, and please tell me what you think could be improved...
 
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Alright, as usual no plan for me but I will make comments. I agree with most of Pyro's plan, but there are a few things I want to mention.

Suspicious Offices
2 Standard Die

Why are you using two die for this? I get that we want the spy's out, but this action has a fairly high chance of success and we can afford to do it over if we have to. On the other hand there are other urgent matters. One die will be enough.

Construct Prototyping Centre [Grants bonus to ship design/prototyping actions]
Should we do this? It sounds good but we're done prototyping and we don't have time to design new ships right now. Unless this bonus apply to far more than I think, like those other new options, it can wait.

Rosetta

I'm going to outright veto this. Let's worry about other aliens after we survive this invasion. We have absolutely 0 use for this right now.

[] Fury of the Heavens
I would really like to take this. It would probably require two die and a practice die, making it expensive, but it could be important. According to Snowfire's FAQ the Dauntless class ships are our only reliable weapon. Right now the Auxiliaries are nothing more than cannon fodder. This plus the fighter carrier option would make them a credible threat. Also it needs tow years so i'm not comfortable waiting on it.

Maybe take the practice die off the Elder's wall?


A Gift of Blood and Soul
Writing on the Soul
From the Other Side
The Making of Miracles


If we have an extra die from one of those less than useful options, I would really like to take one of these. They are all practice based research options. We know practice is our greatest strength, and tends to give dis-proportionally large rewards (trance miracles). These are short/easy enough that they might lead to an important bonus or option soon enough to matter.
 
If we get gravity tech we could mass produce those battleships without needing first ones. Given thats what our most powerful weapons use, we need that in the long run. The first ones are going to eventually die of old age and battle.
We need this before then or we will be defensless against long term attacks.
With it we might also get cheaper construction, more compact colonies (no need for centrifugal force) and therefore better damage resistance, and easier access to space.
Add that to better shields and maybe even egines and it could be immensely usefull in the long.
We might even get ftl sensors out of it.
And eventually without the need to use ptactice for it, which means normal humans or even AI assisted crews.
Or gravitic based fusion reactors, and non-ftl alcaberrie drives (a nightmare for the shiplords).
Then again i might be drawing ideas from other scifi series.
 
@Snowfire
1) How long do we need to research gravity tech before we can build even weaker version of our capitalship main weapon?

2)What else could we do with the tech?
And could it be miniaturized using the small tech (nanotech) path?

3) Could we eventually devolop nanotech based self repair systems or something similar to it?

4) Would gravity based shielding and sensors eventually become possible? If so about how long down the road?

5) Could we develop intrasystem alcaberrie drives or someother sort of short range non-interstellar ftl drive?

Could we mount such drives, if they are possible, on missiles?

6) Could we develop missiles and ships capable of relativistic travel and manuevering? Without large amounts of practiced tech?

7) Would we be capable of creating temporary stasis fields? Or microblack holes?

Could such tech be used to create any form of weapon that could damage shiplord tech?

8) And finally: What is hitscan? I understand its some form of point defence system, but how does it work?
 
Managed to sneak some time in online before going elsewhere, so here's some initial replies :p

Okay... Just so you are aware, the reason I didn't do any of our new options needing Practice Dies is because they are already pretty low success rates, and we are 1 year from losing Drained which is -10 Practice. I figured we could wait one year then do most of them at once.

The Suspicious Offices is a good point, and I'll swap it for a Practice Action. As is Rosetta Stone.

EDIT: Okay, swapped in A Gift of Blood and Soul and From the Other Side. Moved the non-locked die from Small is Beautiful to From the Other Side because we need the improved success chance and I've already got two dice on that..
 
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Okay... Just so you are aware, the reason I didn't do any of our new options needing Practice Dies is because they are already pretty low success rates, and we are 1 year from losing Drained which is -10 Practice. I figured we could wait one year then do most of them at once.

I totally forgot that was still a thing. Fair enough.

[X] Plan Removing the Impurities
 
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Here is my analysis of the options on my first read-through.

[] One Thousand Spears
So. Apparently we have a chance to mix in the mecha genre? No thanks. Not only are our practiced both valuable and squishy, but a 25% success rate for 2 years is somewhat crushing.

And now it is an ace-pilot-simulator too! The odds are much higher here, but I feel kind of sorry for the pilots who are quite likely to die in droves. Strike craft are not known for their superior survivability. Then again, I assume that they are volunteers - and the needs of the many really do outweigh the needs of the few.

[] Fury of the Heavens
The odds are... not great. 30% is better than 25%, but not by much. With our current +36, this should have something like 2/3 odds each year, which means less than 50-50 for both years. On the other hand, this is exactly what our mundane weapons need to actually hit the shiplords. (Possibly the odds are much worse - I'm not sure how rolls which require a practice dice play out.)

In any case, better wait until we have our practice bonus restored, I think.

I see - this is what we got from our high roll on the mars shields.

Anyway, defending the mars installation merits thought, but I don't think it qualifies as a priority right now.

[] Corps Discipline
[] Practiced Leaders
[] Experimental Control
We get to choose who leads our military. Given that we've boosted the Practiced Leaders option, I say go with that. In any case, we should get started - the sooner we have this sorted, the more time we have to deal with issues and buy improvements to our command.

And now we can build stuff! Shame we only started the Hilt on turn 4 - if we did it right off the bat, we could have had three more actions worth of shipbuilding.

Well, now we know...

Military:
[] Construct Auxiliary Task Groups

Infrastructure:
[] Construct Prototyping Centre [Grants bonus to ship design/prototyping actions]
[] Yard Work [Increases bonus to these checks. Limit: +20]
Um. I am very confused. [] Construct Auxiliary Task Groups is straightforward; I get that. But how do the infrastructure actions work? What bonus do they actually grant, are these persistent bonuses or only for one turn, etc. Can you elaborate please, @Snowfire?

Diplomacy actions are unchanged from last year. As I understand it, these are mainly morale-type things - which, while valuable, is probably not more valuable than the more direct military alternatives.

No new actions here either, I believe. We get a free action here, which I would probably direct to either [] Swords from Ploughshares or [] Symbols of Hope - as it happens, both are single-year actions with high proc rates. I suppose I could be convinced to do something else, but those would be my leading choices.

Once again, no changes.

For what it is worth, we might want to take "Suspicious Offices" at this point - if our enemy AI makes a move using its agents (which it might, given that we are backing it into a corner), it would be best not to get caught unprepared.

[] Mortal Instruments
I guess this bit unlocks Intelligent Devices? We are going for a roll in terms of genre mix-ins this year, aren't we? :)
Anyway, the action is interesting, but the 15% success rate is... well, not great. I guess the further we go down our tech tree, the harder the rolls get? Makes sense.

Still. 15%? Even with our bonus of 47 (I think), we don't even reach 2/3 odds with this. And it is a two year action, too. :(

No roll here, and this gates the tech-our-wise-old-predecessors-left-us action. We should get this out of the way ASAP.

Good to know there are others out there. That said, I kind of want to delay this until after the shiplords come. Yes, it is good to know if we have allies around - but I'm 80+% certain that they aren't going to show up unless/until we win our first engagement, so I suggest we focus on that instead.

Um. We can now write-in questions about the Shiplords.Neat, but scary - that is a lot of responsibility. Fortunately, as it happens, the question I really want to ask is "how do we kill it," which is already a listed option.

Aaand I'm guessing we get to try finishing up that Voice action now, huh? Well, no helping it...



Pending questions for @Snowfire:
  • Does "requires a Practice Dice" mean a practice die in addition to a normal action die, or instead of said die? If the answer is "in addition", then do both rolls need to succeed for the action to work, or is there some other mechanic?
  • As mentioned earlier, can you explain how the Infrastructure shipyard actions work?
  • Is the lack of a DC on [] The Elder's Wall intentional?
  • The denominator for Power in Balance should be 220, not 210. Sadly - or we would have completed it already.
 
Having commented on the options in general, let me go through the very next post:
[X] Plan Removing the Impurities

I agree with most of what you did here. However, I am NOT sold on [] Adamant Miracle. I'm not 100% convinced it is worth doing in general - but even if it is, the action really isn't urgent. I think we might want to pick this action later on and spend the die elsewhere for now.

I don't understand what is going on with these choices, so I can't comment on whether this part of the plan seems sensible. I guess I'll get back to you once @Snowfire gets back to me on the subject.

Nothing? Okay, nothing it is. I'm not really feeling the need for any of these myself, either. The only thing I'm tempted by is "[] The Heart Remembers". It is a 1 turn action, and I'm hoping it will give persistent bonuses of some sort.

I am 100% on board with your plan here.

(yes, I skipped Intrigue - back to that in a second)
This is a big one, and I'm going to have to disagree with one of your choices here.

I can support taking [X] From the Other Side, but I absolutely don't think 2 standard dice is warranted here. The base rate here is 35%, and we have a bonus of 47 to learning, so that totals 82% chance of success. With two dice, that goes up to 96-97%. However, I don't think raising our odds of success by a mere 15% is worth an entire die. If you really want more guarantees, put a practice action on it instead - we've seen practice actions redeem failures, and if both succeed, we actually get something extra from the practice roll. Even if we don't have the chance to hit trance for such a hard roll bar a nat 100, it is still better than burning a standard die.

I'm like A Gift of Blood and Soul as-is. As for [] The Elder's Wall, I'm not sure putting a practice die on this is warranted. I don't think it is necessarily a bad idea, but I'd also approve of moving it if we needed the die somewhere else.

Intrigue / Practice Actions
Your choices here are great... except, I REALLY want to hit Middle Way with The Shape of Miracle. If it works (and that has 66% odds), this is likely to be very, VERY useful. At the same time, I'd pull the practice die off of The Middle Way and move it elsewhere.

If we've ever had a time where a miracle would be worth reaching for, this is it.

Pretty sure everyone is in agreement on this bit.
 
If they only burn the surface, just build heavily fortefied deep underground bunkers. Then set up rapid evacuation routes to get everyone thier in case of attack.
Put important information in similar dedicated bunkers. Combine with a bunker command center, and massive planetary fortifications and you have a planetary fortress. Just include teraforming equipment to repair the biosphere.

The moon doesn't have a biosphere to repair.
 
[X] Into the Potential Unknown

Military
[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%, locked 1 year] - 1 Locked Die
[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%, locked 1 year] - 1 Locked Die
[X] Wings of Terra: Expanding the ability of the auxiliary fleet, the designs for this came out of one of the experimental groups closely affiliated with the SDC. The small strike craft proposed would launch from repurposed auxiliaries, and due to being manually piloted would have a far higher chance of reaching their target than missiles. [40%, 2 years] - 1 Die

[X] The Walls of Sol: The trance last year began a process, converting the outer ring of orbitals into fortresses with few peers. But there is more to do in the inner system, much more. [50%, locked 2 years, requires a Practice dice] - 1 Locked Die, 1 Locked Practice Die, 1 Practice Die

[X] 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] - 1 Die

Shipyard Operations
[X] Construct Auxiliary Task Groups - 1 Construction Die, 1 Practice Die

[X] Construct Prototyping Centre [Grants bonus to ship design/prototyping actions] - 1 Die, 1 Practice Die

Diplomacy
[X] 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] - 1 Die

Stewardship
[X] 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] - 1 Free Die

Intrigue
[X] 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] - 1 Die

[X] 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] - 1 Die

[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%, locked 1 year] - 1 Locked Die, 1 Practice Die

Learning
[X] 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] - 1 Die

[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 2 years] - 1 Locked Die

[X] 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] - 1 Free Die

[X] 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] - 1 Die
[X] The Elder's Wall: The doorway left behind by the Elder First has proven impervious to any attempt to open it, as to be expected from the work of the original Restorers. Their message, whilst simple enough, was also rather cryptic. Mary would like to study the door and those things around it before anyone attempts to open it. She's rather insistent. [50%, 1 year] - 1 Die

Practice Actions
[X] 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] - 1 Die

[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%, locked 1 year] - 1 Locked Die

[X] 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] - 1 Die
- [X] Middle Way

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: 150/210]

[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: 213/210]



Way, way, wayyy late but the update came at an inconvenient time for me. Anyway, the votes haven't come up yet so here's Into the Potential Unknown.

So for Military, we definitely should take all the Forging the Sword options before Year 8, but with their chances of success, it'll be sufer to wait one turn and finish our Shipyard Operations to give us a bonus.

While Phoning Home isn't a vital project, it's stated explicitly that it's important, and I'm hoping that importance is useful for our war effort. Really, better communications everywhere can only be good. And this sidesteps the biggest reason for why people don't choose Diplomacy options; mainly because they don't seem apt for a world preparing for war. Most of them seem to be there for improving morale... except for Phoning Home.

Swords from Plowshares is obvious.

I've used up all our Intrigue slots since that department's gaining some urgent responsibilities. They're finishing up on Middle Way, and they need to keep a lookout for Shiplord agents. Corpses Leave clues however is one way of gaining information, but in a more focused way. We know what we're going to do, and what we're doing is scavenging the Shiplord's ships to reverse-engineer their tech.

With the Interlude: Unknown Potential I'm more convinced that we should learn more about our Potential. That's what the two options in Learning support. Echoes of Power and From the Other Side explore our one advantage over the Shiplords. And it is one big ass hell advantage. I trust Mary and her Special: Touching the Void to not waste our time.

But why not take the Elder's Wall? Well, that's something we can do when we're ready to go in, aka. we don't have our Drained trait anymore. They both take a year, so it'd make sense for Mary to check it out, run some tests, and O.K. us doing Eldest Legacy. We'll have eight Dice max, so very doable.

Finally, Look to the Center. It's a more straightforward way of going about More than a Vessel, and so gets us to the practical parts of Internal Practice faster. By Year 8, we can start cramming that wonderful utility of our powers into the Potentials.

TL;DR I'm trying to leverage what we learned from the Unknown Potential for all we can, because that's what's going to save us.
 
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While Phoning Home isn't a vital project, it's stated explicitly that it's important
Nope. See the original description (emphasis mine):
It isn't a vital project, but could be an important one.
So at best, we have something which could be important, in ways that we haven't really seen. And it costs two years worth of action. I'm saying nope to that. I get that it is tempting to take Diplomacy actions just because we haven't done many recently and our bonuses are nice, but I'm not up for wasting dice on a subpar option. Until we get evidence that some or all of these actions are actually worth our time, I prefer spending said time doing things of more direct military value.


Also, no Miracle. Boo.
 
Nope. See the original description (emphasis mine):

So at best, we have something which could be important, in ways that we haven't really seen. And it costs two years worth of action. I'm saying nope to that. I get that it is tempting to take Diplomacy actions just because we haven't done many recently and our bonuses are nice, but I'm not up for wasting dice on a subpar option. Until we get evidence that some or all of these actions are actually worth our time, I prefer spending said time doing things of more direct military value.


Also, no Miracle. Boo.
Riiggghhhhttttt. So if I remove the dice from Phoning Home you'd want to put it in The Shape of Miracle to get a Miracle in Middle Way. That about right?

I could do that.
 
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