Year 8, 2112 AD
You return to the start of another year still nursing the memory of the truly monumental headache you acquired from passing through the Elder's Door. According to Mary, it's been worth it, and you almost want to joke about how pain has been responsible for unlocking most of your newest abilities. Only almost, however. You suspect that no one in your cabinet would take that well.
The Navy is expanding quickly, and the array of options at Lina's fingertips is shrinking as you work through the final pieces of preparation. Refitting options have come up this year though, and with various other breakthroughs on the horizon, it's likely that fully upgrading the fleet will be taking up a lot of her time over the next few years. There's some bad news there though, as you appear to be hitting the limit of Practiced craft you can build. Calypso hasn't helped much there, but Lina's adamant that you'll appreciate what she'll bring to the table in three years.
The real work is getting new equipment developed, distributed and fully integrated before the Tribute Fleet arrives. That and making sure that Mars doesn't start outright panicking when it arrives, which it will if it doesn't get some planetary defences online. You were planning on getting that done this year anyway, but apparently people get a little tetchy when it's three years to a possibly genocidal attack fleet arriving and they've got nothing but air between them and orbital weapons fire.
Somehow you've managed to wrangle more time out of the schedule than you had last year, though. That's something.
You have Twelve (12) Action dice available with Five (5) currently locked. Unless an option states otherwise, there is no limit to the number of dice you may spend on an option.
Military
Practiced Leadership: you have One (1) free dice for Military actions.
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] 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, locked 1 year]
[] *New* To Know War: You have a fleet, but only part of it has known true combat. Although you can't give the rest of the Navy a taste of what Task Force One and the seconded ships for Operation Gauntlet experienced, there are other ways to prepare. Lina has set out a punishing schedule of wargames and training for the Navy, all you have to do is sign off on them. [40%, 1 year, Repeatable]
[] *New* Everyone loves Upgrades (Point Defence): Thanks to Mary's rather eccentric working group, your shipyards are now capable of refitting your current vessels with reverse-engineered Shiplord point defence systems. Although they won't be as effective as Practiced systems, they'd be head and shoulders better than your current baseline. [40%, 1 year, Design Action]
Piercing Light: Although reverse-engineering the FTL drive of the Shiplord Courier captured last year is beyond your capabilities given the time restrictions involved, it isn't it useless. Given the manner of acquisition, Lina and her own advisors believe that it would be possible to fit the drive to one of your ships before the Shiplords arrive. They admit that the drive will not function within the inner system, but further out it could be a powerful asset.
[X] Commanding Speed: You knew the Ministry had worked on a flagship design, but it had been discarded due to the issues present in repositioning such a large craft quickly. With access to an FTL drive, however, Lina has brought the nascent Calypso class to your attention. [25%, locked 1 year, Design Action]
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.
[] 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 symbolic value of the city, and the very real value of the Red Tower, it merits thought. [40%, 1 year]
[] *New* Man the Walls: Although the Navy has shouldered the burden of supplying trained staff to operate the new military systems of your orbitals, they've been trained for ship to ship combat and many find it hard to work with the idea of a stationary platform. Forming a new service branch this late is a complex process, but Lina promises that a properly trained orbital defence corps could pay considerable dividends. [45%, 1 year]
Shipyard Operations
You have Two (2) 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
[] Construct Dauntless class Squadrons (You may only assign one dice to this action)
[] Construct Tower class Squadrons (You may only assign one dice to this action)
Infrastructure:
[] Design Centre Expansion [Increases bonus to these checks. Limit: +20]
[] 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]
Stewardship
Ministerial VI: you have One (1) free dice for Stewardship actions.
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]
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]
[X] 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%, locked 1 year]
Intrigue
Limited Bandwidth: Cannot select more than two actions.
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. Some you know now to have been parts of the subversive infonet that almost killed you, but not all were. The pieces have settled into stable orbits now, and each is a potential gold mine of Shiplord technology. [???, 1 year]
[] *New* Blurred Crosshairs: The reverse engineered schematics of the Shiplord point defence brought with it more than one benefit. Given a look at how Shiplord defensive scanners work, the Ministry of Security believes they might be able to construct signal jammers to degrade their performance. [25%, 2 years]
*New* Voice from the Grave: Thanks to the diligence of FSNS Avalanche, you now know of what you believe to be the final piece of the Shiplord information network remaining in the star system. Unfortunately, technical or infospace dissection of the platform is likely to leave it useless due to the anti-intrusion systems installed in the shell. Marcus has presented two options at this point. You may pick One (1) of the following options.
[] Know Thyself: The data inside the Tombstone platform could be priceless, not for any knowledge of the Shiplords, but for what it might tell you about what they are likely to know very soon after entering the star system. This must be your priority. [30%, 1 year]
[] Darkling Plain: Although the data might be exceptionally important, the stealth coating on the platforms could be incredibly useful as an enhancement for your own small craft and also to get a firmer understanding of how it works. [30%, 1 year]
[] *New* Closing the Net: Although it's probably impossible to get all of the Tombstone platforms, giving the Navy some practice tracking stealth systems could come with benefits all of their own. And for every platform you destroy or capture, the better your chances of coming to understand more of the technology that protects them. [???, 1 year, Repeatable]
Learning
Daughter of Secrets: you have One (1) free dice for Learning actions.
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.
[] Picking the Bones: The defensive node captured last year is a potential treasure trove of information, but it has to be analysed and properly studied first. Aware that you don't have as much time as anyone would like, Mary plans to turn it all over to those like to herself and then monitor. From a safe distance. [40%, 1 year, Repeatable]
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.
[] 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]
*New* The Sixth Secret: The possibilities of nanotechnology are theoretically endless, and Mary knows this, but she's been working with Lina enough that she's thinned the list down to a bare handful. Tuning it to current needs, she calls it.
[] Damage Control: You'd thought that working out a way to self-maintain your ships with nano-tech would be easy. Unfortunately, it's not quite that simple. Bugs, errors in design schematics and actual construction, the first testbed ended up having to be towed into the sun. The Navy needs a fix, and quickly. [25%, 1 year]
[] Assembly Array: On a more permanent side, nanotechnology provides an incredibly potent construction functionality, although teaching them how to build things without them exploding mid-way looks to be an incredibly complex task on the programming side. It's not impossible, though. [20%, 1 year]
*New* The Elder's Vault: The vault left behind by the Elder First is a treasure trove of data and devices, but you need ways to fight, or defend against the oncoming invasion. There's not much in the way of an index however, so it's going to be a slow process.
[] Databank Sweep: The databanks in the Vault are works of art, holding an order of magnitude more data than anyone thought such size-limited systems could. A typical scientist could lose themselves in there for decades, and Mary could probably go for longer. She's promised to not get lost on chain-research however, and to focus on things that could be directly useful for the war effort within the remaining timeframe. [30%, 1 year]
[] Artefact Investigation: Given the manpower at your disposal, looking around the vault for devices that might be useful isn't beyond you. It might be slow, and have less of a chance of finding anything truly special, but from first impressions 'normal' Elder First devices should be quite enough. [45%, 2 years]
[] Pushing the Boundaries: There are deeper areas to the Elder Vault, ones that even yourself have found only partial access. What you have found has pointed to work entirely outside of what you'd ever have expected from the Elder First, artefacts that might be capable of actually taking part in the fight against the Tribute Fleet. Getting access to them might be hard, however. [15%, 1 year]
[] Reading the Word: With a theoretical explanation finally in hand, Mary advises a careful examination into the imprints. For that however, she'll need new tools, ones that can actually see what she wants to study. [45%, 1 year]
[X] Unison: What Mary, Lina and Vega created last year was and is a miracle of combined science and practice, a fusion that has gone far beyond anything you've built before. Even the Calypso seems far less than the system that Vega managed to bring online. Everything you've built so far has been using Potentials and Practice to make it stronger. Unison, if you can complete it, will do the opposite. [20%, requires a Practice dice, locked 1 year, Design Action]
Practice Actions
You have Three (3) Practice Dice to assign to actions, with Two (2) 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]
[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. [40%, locked 1 year]
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.
[] Fluid Harmony: The data compiled last year seems to be changing the way it's being used as people look it at, but no one can understand why. This is Vega's work, at the core of things, and she's probably the only person who can truly understand it. [30%, 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.
*New* [] Learning to Run: Although still deeply involved in tuning the Unison process to make it functional for the vast majority of Potentials, Vega has also started training with her platform. Kagiso has apparently been extremely helpful in feeling out her limits, which Vega has found to have grown considerably. She wants to try and put together a first-generation training manual for the Unison Platform, to make the process of equipping them (hopefully) next year easier. [30%, 1 year]
Personal Actions
You may select Two (2) Personal actions this year.
[] 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.
[] 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.]
[] Powerful Words: Your words have a Practiced strength to them, but that's a cheap thing to say when you have no real understanding of what's involved. In some ways it's exhilarating, being able to draw so easily on the strength of your Focus. But you worry about what could happen if you put Practice behind a wrong word. You need to hone this gift, learn its limits and strengths. [78/???]
*New* [] Artifact Examination: Mary found several devices that you'd created in your youth, to take with you through the Elder's Door. Although you remember most of what you could do with them quite clearly, you also remember that there were some more complex functions, and you've grown a great deal in your understanding of Practice since then. Perhaps you could use them? [Write-in an item on your inventory list, will unlock its traits for use. Cannot be taken more than once a year.]
*New* [] Inheritor: Although others may access it, the master control for the Elder's Vault remains with you. This may make you far better suited to finding what you need in there, as any limits that remain should be far less restrictive to yourself than any other. It will take time, however. [Write-in a selected Elder's Vault action to boost.]
*New* [] Unison Fitting: Although still in the prototyping phase, Vega has spoken with considerable passion about how useful her Unison platform has been to her. She's currently knee-deep in the process of working with Mary and Lina to complete the system and work out a way to train Potentials in their use. Work she says could be a lot easier if she had another Potential she knew to work with. The benefits of a platform are not inconsiderable, either.