Okay, took the second die from From the Other Side and put it on The Shape of A Miracle (Middle Way) because I didn't realise just how good our bonus is...

I will admit to not actually calculating exact numbers for how much our stats and advisors effect chances, beyond 'small, medium and large'... One of the reasons why I'm happy enough to swap around things in my plans.
 
@Pyro Hawk I have one final issue with your plan: Construct Prototyping Centre

I don't think we should take this now. Again, depending on how its bonuses work, we are neither prototyping or designing ships right now. From now on we will be straight up building them. So this die can be used somewhere else.

You can also remove Achilles Heel from your plan. Between our injury and using Vega's miracle option, there is no point in taking practice options this turn. Its a one year option so we can get it next turn when our practice recovers.

I suggest taking Corpses Leave Clues. Its a 2 year plan so if we are going to take it, it needs to be now. It might get us important info. It may need 2 die to work but i just said how we might get them.

Let me know what people think of this.
 
@Snowfire
1) How long do we need to research gravity tech before we can build even weaker version of our capitalship main weapon?

Any timescale question isn't one I can answer IC. I will say that 'standard' tech will always lag behind Practice, but that's just because as human tech advances, Potentials have a better starting point. Possible, sure. Timescale: ???

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

Miniaturization of other technology isn't really a thing that nanotech is for, however. Also which tech are we talking about here?

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

Repair systems like this are completely possible and already exist as Practiced tech.

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

Shielding and sensors? That's what you have, but it's Practice built. The sensors can be built with humantech, the shields can't.

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?

Probably not. You have reactionless drive systems, but their inertial capacity is limited. Again, Practice-tech.

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

Eventually, yes. My desire to not want to shoot myself in regards to relativity will mean I will veto certain tricks you can play with that, however. Missiles, yeah. Ships, to a point. But there will be some limits here.

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

Maybe?

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

See above.

8) And finally: What is hitscan? I understand its some form of point defence system, but how does it work?

Hitscan weaponry are weapons that have no appreciable travel time in space combat. Lasers, particle projectors, that sort of things. The only limiting factor is how fast it can aim.

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.
Practice dice in addition to the normal dice. Only the main roll needs to succeed, a success on the Practice roll has a chance of granting bonuses etc. as usual.

Infrastructure projects apply permanent bonuses. The Design/Prototyping bonus will apply to things like Wings of Terra. The roll will dictate how high that bonus is to start with, I already know the limit.

>.> No... One moment.

Thanks for catching that, fixed now.

I think that's everything? Please tell me if I missed something. Busy weekend and all that.
 
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[] 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.

@Snowfire - do I need to clear my cache or something? :confused: I'm not seeing the changes you made.
 
I will admit to not actually calculating exact numbers for how much our stats and advisors effect chances, beyond 'small, medium and large'... One of the reasons why I'm happy enough to swap around things in my plans.
I don't calculate the numbers myself - instead, I just check a previous update to see what the update was earlier. :D

[X] Plan Removing the Impurities

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.
Sorry; as it is, both plans have the miracle now, and I'm going with plan Removing, mostly because I don't quite like the way you double up on a bunch of actions. I mentioned something like this earlier, but I personally don't support doubling up on actions unless they are either critically important, dangerous-on-failure, or urgent. Or if it is at least the second year of the project, I suppose. Otherwise, I'd prefer to roll for it, even if our chance of success is as low as 15% or so. After all, we should typically be able to repeat the action on failure, so doubling down means that if we would have had two successful rolls, we would just waste one. Since our odds of success with after bonuses are in the 50-67% region even for the harder tier of projects, the odds of such wastage are high enough that I'd rather avoid it whenever possible.
 
Sorry; as it is, both plans have the miracle now, and I'm going with plan Removing, mostly because I don't quite like the way you double up on a bunch of actions. I mentioned something like this earlier, but I personally don't support doubling up on actions unless they are either critically important, dangerous-on-failure, or urgent. Or if it is at least the second year of the project, I suppose. Otherwise, I'd prefer to roll for it, even if our chance of success is as low as 15% or so. After all, we should typically be able to repeat the action on failure, so doubling down means that if we would have had two successful rolls, we would just waste one. Since our odds of success with after bonuses are in the 50-67% region even for the harder tier of projects, the odds of such wastage are high enough that I'd rather avoid it whenever possible.
Well I can see where you're coming from. Right now there's a 2 choice gap between the plans. If it does help, I can switch the Dice from Look to the Center and Touching the Void, which have a 72% and 73% chance with bonuses, to The Heart Remembers and Elder's Wall for a 108% and 98% chance respectively. Though I don't think switching Look to the Center for The Firstborn is ideal, even if it has a higher chance of success (though the same amount of 2 years). Expediency is a must.

I suggest taking Corpses Leave Clues. Its a 2 year plan so if we are going to take it, it needs to be now. It might get us important info. It may need 2 die to work but i just said how we might get them.
Well, Into the Potential Unknown has Corpses Leave Clues. Honestly, something that could give us incredible gains.

Aside from these, does anyone want to discuss my plan?
 
Well I can see where you're coming from. Right now there's a 2 choice gap between the plans. If it does help, I can switch the Dice from Look to the Center and Touching the Void, which have a 72% and 73% chance with bonuses, to The Heart Remembers and Elder's Wall for a 108% and 98% chance respectively.
If you do that, what would be the main difference between your plan and Pyro Hawk's? I'm pretty happy with where it is right now and can't see any obvious flaws, but I'm absolutely willing to be convinced otherwise.
 
If you do that, what would be the main difference between your plan and Pyro Hawk's? I'm pretty happy with where it is right now and can't see any obvious flaws, but I'm absolutely willing to be convinced otherwise.
Several things. We're pretty much agreed on the priorities, and even with both plans changing to fit the tastes of the voters a literal handful of the choices are different. Here's a table to visualize easier.

Into the Potential Unknown Removing the Impurities
  Adamant Miracle
The Heart Remembers  
Corpses Leave Clues Watching the Stars
Echoes of Power A Gift of Blood and Soul
Look to the Center  
  Achilles Heel
And that's not going into how we distribute our dice among the choices we share. Here's another table.

  Into the Potential Unknown Removing the Impurities
The Walls of Sol   1 Practice Die
Construct Auxiliary Task Groups 1 Practice Die  
Construct Prototyping Center 1 Practice Die  
Middle Way   1 Die, 1 Practice Die
Small if Beautiful   1 Practice Die
The Elder's Wall   1 Practice Die
(My other Practice Die are elsewhere.)

And those're the differences in an easy to understand format.
 
Several things. We're pretty much agreed on the priorities, and even with both plans changing to fit the tastes of the voters a literal handful of the choices are different. Here's a table to visualize easier.
WOW. That makes things tremendously easier; props for putting this together. Though I'm not really sure why you structured the table the way you did?

Anyway. I support The Heart Remembers over The Adamant Miracle. The former will give us a persistent benefit - probably extra bonuses or whatnot - whereas the latter will only give us something that is useful once the war starts. Ergo, it is better to prioritize the former over the latter if we plan to do both.

I'm more-or-less equally okay with Corpses Leave Clues and Watching the Stars. I'm also okay with taking Look to the Center instead of A Gift of Blood and Soul.

However, I'm NOT happy with Echoes of Power over Achilles Heel. My problem is two-fold. First, Echoes of Power is both long and difficult - chances are, without additional investment, it will fail. I am somewhat predisposed to take faster and surer options instead. More importantly, Achilles Heel is an absolute game-changer as far as I am concerned, and I definitely want it in the winning plan. The last time it succeeded, we were told that there were entire civilizations which we could theoretically ally with - which basically means in the future we should be able to radically increase our tech level and military might. Hopefully, a second success will actually point us to immediate weaknesses that we can actually shoot in four years.


Also, you do still have two dice on Corpses Leave Clues; it seems like that is a bit overmuch, especially since this is the first year and not the second. In the second year, we might want to protect our investment - but as it stands, I'm not seeing a need for the second dice. Wouldn't taking A Gift of Blood and Soul or Watching the Stars be a better use of our time?



Okay, then. Onto the practice dice. I support Impurities in putting an added practice die towards The Walls of Sol. Remember - a high practice roll there gives us a Miracle, and a low roll ruins our trance. To me, that sounds like that added die is a must. Assuming you drop Echoes of Power as I suggest above, you could take the practice die from there. I'm okay with everything else.





So, in summary. I like what you are doing, and would be willing to vote for your plan if you:
  1. Take the second die off of Corpses Leave Clues
  2. Take the Achilles Heel action
  3. Put a practice die on Walls of Sol
The above leaves a net deficit of 1 practice die. Previously, I proposed that you drop Echos of Power entirely (freeing up 1 die + 1 practice die) and take A Gift of Blood and Soul or Watching the Stars (using up the 1 die). That said, if you are too attached to Echoes of Power to consider that option, I am grudgingly okay with you keeping the action and pulling just the Practice die. With our learning mod, that is still a success 2/3 of the time, and we can use the practice die next year, no?


Point being - do the above and you get my vote. I don't think that is too excessive, right?
 
Lets also try to keep morale high too. Bad morale means far less effective soldiers.
So we also should't completely abandon morale. Especially when we are outgunned and have a tech disadvantage (practice not included).
We just need more military actions for now.
 
WOW. That makes things tremendously easier; props for putting this together. Though I'm not really sure why you structured the table the way you did?
Each row corresponds to a sub-set of actions; you know, the reason why some options are stuck together in the plans. If two plans are in one row, then they're both part of a sub-set.
However, I'm NOT happy with Echoes of Power over Achilles Heel. My problem is two-fold. First, Echoes of Power is both long and difficult - chances are, without additional investment, it will fail. I am somewhat predisposed to take faster and surer options instead. More importantly, Achilles Heel is an absolute game-changer as far as I am concerned, and I definitely want it in the winning plan. The last time it succeeded, we were told that there were entire civilizations which we could theoretically ally with - which basically means in the future we should be able to radically increase our tech level and military might. Hopefully, a second success will actually point us to immediate weaknesses that we can actually shoot in four years.
It seems no one likes Echoes of Power, so I'll acquiesce to popular demand and change it. Though I agree with pkong, we should wait for our Practice to be as good as before. Right now, with a +36 bonus, we have a 66% chance of succeeding. A bit iffy considering we already have a 57.46% chance that at least one of the actions will fail, somewhat worse than a coin flip, but adding Achilles Heel brings that up to 71.66%. Better to wait a year until we gain back +10 to our Practice.

That said, I could put it into Writing on the Soul, since it's connected to Practice, or Adamant Miracle to get that over with while we wait for next year. What do you say?
Also, you do still have two dice on Corpses Leave Clues; it seems like that is a bit overmuch, especially since this is the first year and not the second. In the second year, we might want to protect our investment - but as it stands, I'm not seeing a need for the second dice. Wouldn't taking A Gift of Blood and Soul or Watching the Stars be a better use of our time?
There's a three action limit though on the Intrigue choices. I'd choose Watching the Stars then, but I think it's best to leave that until we get Middle Way done. What made us lose last time was that we had an active opposition roll, with the same amount of bonuses. Granted, we have +5 on them now but I'm betting Middle Way gives us more in the infonet war and I'm willing to wait for that to end so we have a higher chance next time we try.
Okay, then. Onto the practice dice. I support Impurities in putting an added practice die towards The Walls of Sol. Remember - a high practice roll there gives us a Miracle, and a low roll ruins our trance.
I actually missed that part. Now that you mentioned it, another Practice Die there is a sound investment.

Lets also try to keep morale high too. Bad morale means far less effective soldiers.
So we also should't completely abandon morale. Especially when we are outgunned and have a tech disadvantage (practice not included).
We just need more military actions for now.
Me and Pyro Hawk do seem to agree with you on the urgency of the military actions, though most of the new choices have a poor-ish chance of succeeding. That's where the Construct Prototyping Centre comes in, with its automatic success and guaranteed bonus to prototype actions. No doubt, whichever plan wins, the prototype actions are going to be chosen next year.
 
A bit iffy considering we already have a 57.46% chance that at least one of the actions will fail, somewhat worse than a coin flip, but adding Achilles Heel brings that up to 71.66%.
What is the significance of at least of our the actions failing? I'm not sold on why that should be a statistic we care about.

On the other hand, I suppose you do have a point about it being a Practice action - and our combined malus from being exausted and tapping Vega for a miracle is -15%. Going from a 75% success rate to a 60% success rate is a 20% drop, which I guess is bad enough to warrant delaying the action for a turn.

That said, I could put it into Writing on the Soul, since it's connected to Practice, or Adamant Miracle to get that over with while we wait for next year. What do you say?
I remain partial towards A Gift of Blood and Soul, but I have no strong objection to taking Writing on the Soul instead.


Let me know if/when you make changes to your plan. I'm probably not going to be up much longer today, but I'll check in tomorrow before I head out.
 
What is the significance of at least of our the actions failing? I'm not sold on why that should be a statistic we care about.
My, admittedly failed, supporting argument as to why we shouldn't place a die on another risky venture this year rather than putting it in a surer choice and waiting another year 'till we're better.
I remain partial towards A Gift of Blood and Soul, but I have no strong objection to taking Writing on the Soul instead.
Well it's your lucky year! With how the dice are allocated, I managed to snag both A Gift of Blood and Soul and Writing on the Soul!

Anyway, I've edited the changes in.
 
Willing to swap Adamant Miracle for The Heart Remembers if people want that?

I actually do want to get that done, t's just people never seem that happy to have those actions done for the last few turns...
 
Willing to swap Adamant Miracle for The Heart Remembers if people want that?

I actually do want to get that done, t's just people never seem that happy to have those actions done for the last few turns...
I'm going to stick with Blue for the moment.

At this point both plans seem to be heading in roughly the same direction, at least in the broad scope of things. Honestly, with the latest tweaks, I'd be okay with either option winning, and the differences are subtle enough that I don't have a strong preference. However, Zeitgeist Blue spent somewhat more effort to accomodate my vote here (he drew a chart and everything!), and I think it would be poor recompense to swap away from his plan without a particularly compelling reason.
 
I'll be leaving this vote open probably for the next day and a half, as there's been a reasonable amount of discussion on the subject. Shooting for Tuesday evening GMT as a rough close, but that can be pushed back if needed.
 
Me and Pyro Hawk do seem to agree with you on the urgency of the military actions, though most of the new choices have a poor-ish chance of succeeding. That's where the Construct Prototyping Centre comes in, with its automatic success and guaranteed bonus to prototype actions. No doubt, whichever plan wins, the prototype actions are going to be chosen next year.

I know I've been harping on the Prototype centre, but this argument and Snowfire explanation have convinced me of its value. It can make some of those other super hard military choices plausible, so I guess thats good. We can keep that.


Man, I'm conflicted now:confused: Both plans are good, and are so very similar. Though i admit I'm leaning toward Zeitgeist's plan right now.

Primal Shadow's argument even has me considering The Heart Remembers, which i didn't want... While I like the fluff of a big morale rally right before the invasion, it could give a persistent bonus than may be useful for the next few turns...


Alright I've decided. @Zeitgeist Blue, address one last concern of mine, as in change it or convince me that your way is better, and I'll switch my vote to your plan.

Look to the Centre seems like a bad choice to take right now. I like how it sounds but it's still a practice action and thus subject to our malus. I would suggest changing it with Adamant Miracle. This may not be a priority but I don't like the idea of our important research station being unprotected. It's also short so we can use that die next turn.

Let me know what you think.
 
Look to the Centre seems like a bad choice to take right now. I like how it sounds but it's still a practice action and thus subject to our malus. I would suggest changing it with Adamant Miracle. This may not be a priority but I don't like the idea of our important research station being unprotected. It's also short so we can use that die next turn.

Let me know what you think.
It's a balancing act between risk and benefit and it depends on the person if the risk outweighs the benefit. And with 71% it become iffy even for me as it nears my uncomfortable range of 60%-69% for a chance of success, but it helps prop up the focus of Into the Potential Unknown by squeezing out what we can of Potentials this year. And by next year, it'll have a 81% chance to complete.

Compared to The Firstborn this action gets us to concrete gains quicker, and quick is what we need with only 3 or 4 turns left of preparation . We'll be able to finish Look to the Centre by Turn 8, and that'd give us one or two more actions to help develop Practice. That's something that can't wait any longer than we already have. Maybe a year later if we don't have anything vital left to us, but I doubt that. By then the best courses of action would be things like Adamant Miracle, those choices which are quick and easy and oh-so-crammable (I should know being a student), and have no action chain behind them.

TL;DR: It's risky-ish, but that's an action that's now or never. And I chose now.
 
I've recently reread through the quest and summarized our action gains so far. If you are interested in seeing what our last half-decade of effort has wrought, take a look!
Earth
- Cities of Light (Earth population moved to Practiced Cities)
- Infrastructure Net + Hi-def Holographic Broadcasting Capacity
- Factories
- Space Elevator
Space
- Mining Stations and Smelters/Refiners/etc
- Orbital Shipyard Complex
- Sensor Platform Network
Mars
- City of Skylark + Colonists
- Red Tower
- limited atmospheric conversion

Sizeable amount of Practiced combat gear
Small Auxilary Fleet (see The Haft)
Planetary Shield Network & Ground to Orbit Batteries

Marshaled the Troops
- SDC
- Potentials
- Experimental/Auxiliary Formations
Practiced Officers trained
Anti-shiplord Tactical guide written

Published Practice guide for new potentials
Shape of Miracle unlocked + streamlined
New investigation options unlocked
- Origin and mechanics of Practice
- Void Secrets
- Curious Words / Touching the Void
- Potential alien allies

Investigated our Governemnt
- Administration
- Congress
- Cabinet
Shiplord subnet encountered
- Compromised Congressional Deligates identified
- Compromised Administration personnel identified
- Compromised Cabinet Aide removed
- Compromised entities linked to shiplord subnet
- Subnet access to Earth Infonet identified, traced, and largely curbed

Gave Speeches
- Presidential Address
- Honour in Sacrifice
Social events with the Government
- Congress
- Bureaucracy
- Administration Holdouts
Reached out to Those of the Circles
Sang for The People
- On Earth
- Across the scattered Habitats

Project Insight accessed
Ministry of Science expanded
Ministerial VI created
Potential construction force organized and expanded

Furthermore, here is a compendium of the explicitly-specified bonus we've earned so far (disregarding anything temporary which no longer applies):

+1 Action Die [Presidential Address, Year 1]
+1 Action Die [The Bureaucracy, Year 1]
+1 Action Die [Those of the Circles, Year 1]
+1 Action Die [The People Sing, Year 1]
+1 Action Die [Full Rebuild, Year 1]
+1 Action Die [Starlit Allegro, Year 2]
+1 Stewardship Action Die [Overwhelming support, Year 4]
+1 Practice Die [Extend the Department, Year 5]


+5 to orbital construction Stewardship actions [Steel Wombs, Year 1]
+5 to Skylark Stewardship actions [Return to Red Sand, Year 3]
+5 to Void Secret actions [Tower of Babylon, Year 3]
+5 to Engineering Corps actions [Stairway to Heaven, Year 3]
+5 to orbital Intrigue actions [Eyes to See, Year 4]
+5 to military construction actions [Overwhelming support, Year 4]
+5 to The Blade action [The Haft, Year 4] (only applies to single action)
+5 to Watching The Stars action [Watching the Stars, Year 5] (only applies to single action)

Unspecified +1d10 bonus to network Intrigue actions [Watching the Stars, Year 3]
Unspecified bonus to combat rolls against Shiplords [Visions of the Lost, Year 5]
 
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Turn 6 - Results
Hilt and Blade, Wings and Feathers

With the resounding success of the prototyping last year, the order is given to begin the expansion of the shipyard's design and testing centre. Practiced teams are assigned to this project, as well as the construction work on a new group of auxiliary craft. They're needed, too, as without their input it would have been very hard for the Yard to finish the construction and testing of the first Tower and Dauntless class ships. Perhaps unsurprisingly, the Tower class suffers more setbacks, the unpleasant truth of the matter being that there are far fewer Restorers available to crew a Tower than there are Potentials suited to a Dauntless.

Both prototypes are properly crewed early in the year, however, which means that the Adamant gets to test out the defensive capabilities of its class against half a Dauntless squadron. It's a controlled test, with every safety measure you can think of, but all involved in the projects agree on its necessity. They have to know if what they've made is enough.

[The Hilt: 81 + 38 = 119. Solid Success]
[The Blade: 34 + 38 = 72. Success]

The test goes well, the safety measures proving unnecessary against the monstrous defences of the Adamant. Not that the Dauntless and her sisters are weaker than expected, the Tower class just seems to have been over-engineered in the best possible ways. No one can be certain that it'll be as effective holding up to Shiplord fire, but the tactical doctrine for the Tower class calls for deploying them in groups, and rotating out of the line of fire when necessary. With them to take the punches, and the Dauntless to hit back, the newly minted Naval Command is tentatively hopeful. Support craft are a concern however, and they also flag up the need for more variety in that department.

They are happily surprised when the copy of your construction priorities for the year finds its way to them. A new wing for the auxiliary fleet is greatly welcomed, but it's the expansion of the design and prototyping facilities along with fighter development that raises a chorus of approving delight.

[Wings of Terra: 35 + 38 = 73. Success]
[Design Centre: 43 + 5 (Orbital Construction) = 48. Solid Success]
Practice Roll: 73. Greater Success!

Even though they have to move offices twice over the course of the year, the expanded facilities for the design team are a vast improvement that fails entirely to hinder the strikefighter project. The Potentials assigned to the project building an entire specialist berth for prototype construction has a little something to with that.

All of that would seem to most like all that a shipyard complex would be able to do, but that assumption would rest on faulty logic. What the Home Office finished in 2106 was big enough for quite a bit more than one and a half capital class vessels and some design work. Another Engineering Corps Potential group is brought in to help with the auxiliary craft scheduled for construction, to give their systems an upgrade.

[Auxiliary Task Group Construction: 15 + 5 (Military Orbital) = 20. Success]
Practice Roll: 85. Margin of over 80! Practice Trance roll: 71. Practice Trance!

They get…rather more than that. Only two task groups are finished within the year, a welcome addition to your forces but not enough for Naval Command to be comfortable about it. There is more than just quantity to take into account here, however. Whilst working on the shield systems for the new ships, the entire Engineering Corps team falls into a Practice Trance. When they wake up a week later there are two task groups worth of Practiced defensive systems and power supplies neatly stacked and ready to be fitted.

The crash redesign required after this is what prevents any further task groups from being completed, but the shakedown cruise of the first one is more than enough to reassure your military commanders.

(Wings of Terra locked for 1 year, +10 to Design and Prototyping actions [Limit: +20])

Practiced Leaders 61+ needed
In more personnel related news, Lina's training work a continuing success in turning the warriors who made up most of the First Awoken into soldiers, officers all, makes the decision of who to put at the heart of your unified military is something of a no-brainer. You do weather some flak from the SDC about it, but Gentry is experienced enough in these matters that he raises only a few personal concerns. You pass them onto Lina and hope she takes them seriously.

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

She does, and she makes sure that the core command team she picks out does so as well. Her picks raise some eyebrows, but they're firmly supported by merit. The merge of the SDC into the new command structure doesn't come without waves, and a small handful of the independent formations actually cause the same amount of trouble, unused to working with direct oversight from a present superior. But in the end, the setbacks don't really matter. What matters is that it happens, and it does. There's still some more work to do in finalising everything, but the military will deal with that on its own. And everything being under one roof means that Lina, and by extension you, can make things move a lot faster within their sphere.

(+1 Military Action dice)

The Walls of Sol 51+ needed
And finally, with the Trance still holding, Lina works extremely closely with Vega to ensure that everything involved in forging humanity's orbitals into the most powerful and safest constructions that they can be. Both hope that the small group of Potentials involved can hold up to the strain.

[Roll: 10 + 38 + 5 (Orbital Construction) + 5 (Military Orbital) = 58. Success]
Practice Roll: 9, 64 + 34 = 98. Solid Success

In an interesting exception to normal Trances, although this one can scarcely be considered normal given its length and the vast distances over which it's occurring, the Potentials involved are entirely capable of independent movement and interaction. The few readings that can be gleaned from monitoring are truly fascinating, but neither Vega nor Mary have the time to look into them right now.

Most of what's needed this year is simply materials, but on a much larger scale than before. These orbitals are larger than most out-system ones, scattered between the orbital space of Mars and Earth. The Virgo Orbital is the main hub of this construction, and acts also as the main hub for the Trance itself. No Miracle springs forth this year, but the power of the current process is definitely not to be underestimated.

(Locked for 1 year)

Swords from Ploughshares 61+ needed
In a war, coordination is everything. Especially when a war spans a solar system, and when fighting an enemy who has spent millennia honing their craft in void warfare you want every home field advantage you can get. The Shiplords jammed communications when they entered the system forty-five years ago, and swiftly destroyed the Hermes station that could punch signals through the interference. Communication technology has come ways since then, but the distributed network would need some upgrades to function as a coordination platform.

[Roll: 95 + 40 = 135. Greater Success!]

Given how short on work you've left them, the Home Office leaps on this task with a wild energy that you worry for the first week they themselves might not be able to control. Luckily, it's the other type of wild energy that Adrianna lets loose, the type that can at least be directed. Contractors are pulled in, and fabricated equipment pours out of the earthbound factory complexes. By the end of year, the basic network of relay platforms and satellites has been vastly expanded, with signal boosters and lagless broadcasting fully integrated into every orbital in the system.

(Shiplord jamming effectiveness will be severely reduced, -1 year to Phoning Home)

The Heart Remembers 41+ needed
The Week of Sorrows was a terrible wound to humanity, but it was also one from which it rose anew. Most of the time the second part of that is emphasised, but sometimes it is good to remember what was lost. With open war a bare four years away, you have Kazuki prepare a remembrance ceremony, leaving the exact mechanics to him.

[Roll: 99 + 47 =146. Margin of over a hundred! Overwhelming Success!]

You'd attended ceremonies before. You'd even done a small part in preforming in them, a very long time ago. But none of those experiences could have prepared you for this. There is grief, there is sadness, and much of both that is to be sure. But what Kazuki plans and pulls off takes all of that emotion and channels it into something more. Not anger, he wouldn't do that even if you wanted him to. He pours all of it into the foundations of unity that you'd helped him lay with your singing and speeches a few years past. The result is beyond your wildest hopes, and far greater than your best expectations.

At the end of it all, when the old phrases are recited, the world looks forward with a determined awareness that all it has lost will not come to dust.

(Action unlocked, opinion stabilised and morale improved)

Suspicious Offices 56+ needed
In another example of needed, but disliked espionage, you accept Marcus's logic to use the ceremony as a cover for further probes into the Delegate offices that appear to be compromised. The clear signs of Shiplord intervention in the system and the lack of connection to the offices after the links to Terra were cut make it very clear who they were, perhaps unwittingly, working for. Checking to see if there's anything usable left over is simply common sense.

[Roll: 65 + 44 + 4 (Network bonus) = 113. Solid Success]
[Infowar Roll: 38 + 42 + 4 + 10 vs 62 + 20 + 15 = 94 vs 97. Slim Failure]

Marcus is extremely satisfied to report that there were several anomalous data packets and a program hidden in each of the office servers. Forced to destroy the program after each instance of it attempted to fry or blow up the data stack, he's able to piece together four sets of communication access codes from the remains. You would see this as less than satisfactory, but it's clear that he's happy with the achievement. The access codes are useful, he tells you, but the real treasure was the ability to pick over the remains of Shiplord code.

(Various bonuses/actions unlocked for Shadows of Sorrow Mini-turn)

Middle Way 61+ needed
With the moderate success of last year, Marcus is determined to make more of it in this one, and the vast majority of his focus goes into this task. He's got a foothold, but he needs to get more than that for him to be able to properly decapitate the hostile subnet in the network. He warns you at the start of the year that, given what he's found himself up against, it might require a physical assault.

[Roll: 68 + 44 + 4 (Network Bonus) + 5 (Eyes to See) = 121. Solid Success]
[Infowar Roll: 64 + 42 + 4 + 5 + 10 vs 41 + 40 + 10 + 15 + 10 = 125 vs 116. Success]

His prediction proves true. In late April he arranges a meeting with you, Vega and Lina. He's found the station at the heart of the network, one of the seemingly inert pieces of old Shiplord craft left scattered across the system. Unfortunately, he's also found enough to now know beyond a shadow of a doubt that if you want to end this cleanly, someone is going to have to go in and disable it.

When you ask why, he delivers the most chilling news of all. Although he couldn't pin down the location of the launch platform, there is a FTL-capable courier hidden somewhere in the system. Simply destroying the subnet hub will almost certainly trigger an automatic launch.

(See Mini-turn: Shadows of Sorrow)

Corpses Leave Clues

[Roll: 98 + 44 + 5 (Eyes to See) = 147]

(See Mini-turn: Shadows of Sorrow)

A Gift of Blood and Soul 61+ needed
Ordering the release of all documents relating to what the Dragons were and what it's theorised they did to humanity to Mary is a simple thing to do. It's even simple to put into action, given that all there is on the subject is two folders of handwritten notes. They're delivered with intense secrecy to her labs, and she vanishes into them for a full week to read them.

[Roll: 42 + 47 = 89. Success]

When she emerges, she deflects all attempts to quiz her on the subject for most of a fortnight before finally giving in and inviting you for a briefing on the subject. She's incredibly serious about it, and when she lays out the options to continue from this point you start to understand why. The Dragons had powers that couldn't have come from the Second Secret, and they passed those on to humanity, yes. But, almost predictably, it's more complicated than that. Although she clearly hates to say it, Mary says she needs more time to get a grip on what really happened forty-five years ago.

According to her, it wasn't just the Dragons that gave something to the process. Something in the humans that died fighting beside them came with the gift, and might have changed it.

(Actions unlocked)

Writing on the Soul 61+ needed
As your Science Minister, Mary is able to access large portions of the distributed network, but needs Presidential release to use all of it. With the message from Project Insight and the information from Mary's delving into what the Dragons actually did, looking deeper into the underlying theory of a Potentials power seems wise.

[Roll: 71 + 47 = 118. Solid Success]

This goes rather better than Mary's first project of the year, but that could be because she's working with a theory decades in the making rather than reports written forty years ago that have probably never seen the light of day since. She's much happier with what she's able to offer you from this research, but advises you defer the decision until the end of the year as further research might inform it.

(Actions unlocked)

From the Other Side 66+ needed
The main part of that research being a deep search of the Red Tower's archives for information on reality physics. The pre-Sorrows world saw everything around them very differently, and it's unlikely that their knowledge would be without use.

[Roll: 13 + 47 = 60. Slim Failure]
Unfortunately, the complex permissions web successfully lames any attempt to access the anything useful. Finding the entries is easy enough, but it proves more trouble than the Ministry has time to deal with to break into them. They do gain some knowledge from working with the Tower's operating system however, which could prove useful.

(+5 to next attempt)

The Elder's Wall 51+ needed
Mary is thankfully distracted from the recalcitrance of the Red Tower's operating system by the mystery of the seamless doorway left behind in the northwest of the pre-Sorrows state of California. You're reasonably sure that her ending up there as you happen to be passing through the local area is only a coincidence, but it's probably better not to question it.

[Roll: 57 + 47 = 102. Solid Success]

Coincidence or not, she applies her customary focused genius to the problem in front of her whilst keep you away from it, and is able to give you a basic rundown on what she thinks will happen if you or another Potential who meets the message's criteria approaches the door.

Put simply, she thinks it's a test. A way to make sure that whatever is hidden away behind it is only granted to a humanity that is ready for it. She's not quite sure how it will do that, but she managed to rig up a scanner that revealed a neural transceiver net built into the chamber holding the door. Walk into that room, she says, and whatever the Elder First prepared will happen.

(Preparation bonuses applied to Eldest Legacy)
Small is Beautiful 61+ needed
And throughout the year, the scientists that actually do most of the grunt work of the Ministry for Science work away on the nanotech problem. Progress has been made, but they need to keep it going for there to be any chance of the research bearing actually useful fruit before the Shiplords return.

[Roll: 45 + 47 = 92. Success]

Even with Mary away, there are more than enough brilliant minds to keep up momentum. Once again there are no vast breakthroughs, but on looking over their work at the end of the year, Mary tells you that she can almost taste a breakthrough coming. A bit strange, perhaps, but you've learn to trust your best friend's intuition.

(Locked for 1 year)

Be Harmonious 46+ needed
Before leaving to help Marcus with his rather complex work breaking the Shiplord network, Vega finds the time to focus on finishing the work she began last year. It's a rushed process, but she's on a tight schedule.

[Roll: 76 + 34 = 110. Solid Success]

That is why she has helpers though, and with what she manages to do before she's pulled away for the rest of the year is enough for them to finish her research. None of them are exactly sure as to what they're looking at, but after the third time that the data recompiles itself it's clear that something very strange is going on here.

(Actions unlocked)

Look to the Centre 66+ needed
The downside is that it leaves a much depleted group to collate all the data on internal Focus use. With Vega elsewhere, and her main research group focused like a laser on what the hell is actually going on with the data file they created, the project starts elsewhere and is a definite last priority.

[Roll: 25 + 34 = 59. Slim Failure]

For all that, those involved do surprisingly well to actually get any work that matters done. It isn't enough to account for a proper year's work, but given the resources involved it's actually quite a bit better than you'd hoped for.

(+5 to next attempt, locked for 2 years)

Songs of Balance
As for yourself, you dedicate your time to finishing the process of healing on your soul from the wounds you inflicted on it saving your body. Working with Vega is one side of this, but it's limited by the lack of her being around, so you find yourself working a lot more on your own. You remember her rather pointed comments about respecting your limits, and the potential consequences, but at the same time can't help but try to reach deeper into the connection between words and Practiced effect.

[Music of the Soul: 54 + 22 = 76. Progress: 226/210]
[Power in Balance: 39 + 34 = 73. Progress: 290/220]

Relieved doesn't even cover it when you feel your power lift itself back into your soul. Vega's help has been an incredible aid, but she thanks you for what you gave her too. Being able to watch the process and see, in her words, one of the most skilled Potentials alive work has led Vega to a further understanding of her own power. Now with your powers fully restored, you're able to spend the rest of the year reaching for that elusive link. Here and there you catch glimpses, but nothing concrete comes of it until winter closes in once more. It's a simple enough thing, a slip that leaves one of the only things you had left from your parents shattered, and you perilously close to tears.

Like any desperate soul, you almost plead for it to get better.

Shockingly, it does.

You now have emotional whiplash, and a cup that you fixed by talking at.

…Mary and Vega are going to want to hear about this.

(Amanda Hawk loses trait Drained, Amanda Hawks gains trait Speaker of Practice, new options unlocked, Vega Cant gains +1 Practice)

Opinion
Earth: United. Serene.
Mars: United. Uneasy.
Spacers: United. Secure.
Congress: Supportive. Secure.
Administration: United. Serene.
Military: United, High Alert.
 
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