England: Royalist forces have been seen overrunning checkpoints set up by parliamentary forces, the outskirts of London now fall under the iron hand of the throne as diplomatic talks in New Castle continue to fail. King Charles, seemingly driven mad by the shattering, is demanding that all of the Kingdom of England is meant to heed every call and command of the Royal Family, having seemingly forgotten the split of powers between the parliament and the monarch. An attempt to car bomb his royal highness resulted in the King walking away from the flaming wreck without any harm even at his age. The International Community is protesting heavily but few wish to deploy forces whilst trying to bring back public order within their own countries.
Vatican City: As the complete media blackout continues, the Italian army and government prepares to launch a police action into the city state to work out where thousands of people disappeared too. Guards in colourful clothing have been seen peering out from the Vatican city holding spears for some strange reason.
Middle East: A massive new deployment of American and Coalition forces has reached the shores of this war torn landmass, The City of Jerusalem is quickly brought back into a state of order via the iron hand of Coalition Forces. A new alliance is being discussed to react to threats around the world that have seemly been empowered by this "shattering", now seemly just called "The Coalition" there are plans for the HQ to be built in Brazil due to the fact that the country is completely protected by the impacts of the shattering for a reason yet not explained.
Global Relaxation: Even with the war in the UK, the chaos in the middle east and the strangeness in the Vatican City, things are getting back to order. It is strange to see ghost hunters now being employed by businesses and all sorts of occult businesses are now being considered legitimate but as the world works out ways to bring order back to things. The shattering grows to no longer be an "end of the world event" but more a strange awakening to a new field of science. Global Panic -10
The Texan Government is open to engaging with our company. After we promised to build our HQ within the centrelands of the Texan Government, they decided to approach us by granting us an unused building we can inhabit ourselves. Whilst not as safe as building our own HQ from nothing, it would save us a lot of time and make our relationship with the State Government even closer. As long as we avoid any talks of nationalizing our work.
Paranormal Business Experts have taken over east texas and deployed its own agents to the field but their media blackout and skills in acting in stealthy ways have made it impossible for us to realise how they are doing this and what strengths their new agent has.
Butterfield Thugs: Our elite and professional thugs are truly showing their worth this turn, deciding to spent the season driving around the state and fucking around, at least they helped us again break into the facility deeper. Facility Control +10
Donald Darf's Deployment: One of our Shareholders have decided to get their own hands dirty and have deployed directly to the field. Focusing on learning as much as they could about all the aspects of magic… but the muttering sometimes is concerning
You drew:
Devotion | Charisma 1 | Magic 1 |
SolAnon1's Deployment: One of our Shareholders have decided to get their own hands dirty and have deployed directly to the field. Focusing on learning as much as they could about all the aspects of magic… but the muttering sometimes is concerning
You drew:
Devotion | Charisma 1 | Magic 1 |
SomeDude134's Deployment: One of our Shareholders have decided to get their own hands dirty and have deployed directly to the field. Focusing on learning as much as they could about all aspects of perception, but now they've seen things that no human should have ever seen.
Nightmares | Perception 1 | Perception 1 |
AGENT RULES
So as agents you play the game quite differently than organizations do (you were playing as an organization before). You draw a limited number of cards per turn at random from a pre-generated deck (that you don't know about unless it is studied).
All you are aware of at this time is you have 7 cards in your deck, and can only draw 3 at a time. This improves over time but this is already quite powerful considering each level 1 card is worth roughly equal to 50 funds.
So now with your cards drawn, you tell me which ones you want to play and which ones you want to discard. Most of the cards are self-explaining, however I will explain Nightmares and Devotion to the players.
Devotion is a special sort of tier 1 magic card. You can use Devotion for magic and seal actions however each time you use Devotion something strange will happen and you add another Devotion card to your deck. If you're not careful and you draw too many Devotion cards in one turn, you'll lose yourself to it.
Nightmares work almost exactly the same but instead it is used in place of perception as Somedude is finding information out of his nightmares that they shouldn't have in the real world, but the more they lean on this the more nightmares they'll get until their character is consumed by the truth of this world.
Also you can't vote on company plans whilst actions! Have fun yous all.
Our company mascot has begun to fill our employees with a warm feeling. Well that's good news
It was an almost overwhelming vote by all shareholders on the board for us to set up our HQ in the Capital Area and almost overnight we got approached by dozens of development teams supplied by the Texas Government, they clearly want to sway us over but we aren't going to say no to free resources.
+10 Development Theory
+30 Relationship with the Texas Government
-20 Company Control
Shhh: Dozens of old agents and company workers found quite a brutal end, in fact due to the sheer amount of shareholders leaving the company office to move into the field, you managed to get quite a lot of work done with the sheer extent of funds that were provided to you… some of the deaths were quite creative.
-30 Awareness. People barely know we exist anymore, even the Texas Government is forgetting our ties to the shattering.
+2 Stealth Theory
+1 Combat Theory
The Research the Research! Oh no… Well we got to give it to them, the butterfield thugs know how to mess up an area, thank god for modern day recovery technology. We managed to not only recover most of our seal research but the shareholder on this duty managed to see a few holes that our previous scientists failed to see.
In fact he did such a good job that if we get access to our seal breaker we might be able to break the second seal already!
Seal Research Recovered.
Breaking the Second Seal: +50.
[X] Call upon a divine, Odin.
Research into false gods and gods from games didn't seem to work, so instead we focused our attention and magic theory into calling upon the wisdom of Odin. Odin was the great magician among the gods and was associated with runes. He was also the god of poets.
At first we didn't seem to get any results and the department was quite disheartened at the lack of results until someone noticed that every morning more and more crows began to surround the research facility. It became ridiculous one morning as we counted almost a thousand crows one morning spending all day crying out at our facility. The scientists are scared and excited at this weird display more so when we could trace magical energy coming from every single creature in the sky.
So the gods are real some mutter? It is certainly a strange display but we can't deny that by focusing on a god from history seemingly provided a real result. After a few more months of research we had to stop the study after the facility we were using froze in the middle of the Texan summer and one of our more risky scientists was taken away by the flock of crows.
They do seem to try and avoid the nearby churches as well.
+3 Magic Theory
+The gods are real?
We don't exactly know the hard numbers of anything…
We are losing control of some elements of the company to the Texan Government
We have almost taken back control of our facility with the seal breaking machine, only a few more turns.
We aren't even known to the global community anymore
The UN is indifferent to us
The Texan State Government is trying to convince us to join them in full.
We aren't even discussed almost the people anymore
The Global Community is indifferent to us
??? thinks ???
??? thinks ???
The other Shareholders hate us and formed their own company.
Damage Actions:
[] Facility Control: Bring up some heavy equipment and bribe the local authorities to allow us to blast into the crime scene. This may damage the facility but do we have the time to spare?
[] A few pipe bombs to the nearby company made up of those stakeholders that backstabbed us?
Perception Actions:
[] Hired Help: See if we can find any agents to work for us. (This aids in the action economy by providing NPC helpers that can be assigned to task)
[] Facility Perception Part 2: Further investigation into getting deeper into our facility
[] Agent Shakedown: Let's see what our agents are good at.
[] What's going on in the UK?
[] What's going on in Rome?
[] What's going on in Brazil?
[] The Coalition? Let's learn more about this anti-divine military group being set up by the UN
Stealth Actions:
[] This company didn't ask for money for the buy in. You all had to do dirty deeds to even be a minor shareholder. God knows what sins the major shareholders did to get where they are. Let's cover this up!
[] Cover up our actions. By ensuring that we continue to cover up our actions as we take them, hostile forces won't be able to begin building a portfolio on us.
[] Hide Our Agents: now that we have our own agents on the field en masse, they may find themselves the target of our foes, let's help hide them so they can't be found.
Development Actions:
[] Improve Company Revenue: Making number go up is a must if we want to do more ourselves
[] Improve Company Abilities: If you want a job done correctly, do it yourself. Let's improve our own abilities. (Pick one of the 6 stats to study and see how the company can discover more about the world)
[] Time to improve with knowledge! We can spend our knowledge on improving the company, upgrading agents or to upgrade the company as a whole. This can be used to increase discipline of agents as well
[] Take the Texan Offer and allow them to give us a HQ. This will automatically give us a HQ allowing us to influence the world to a much greater extent, let's just hope it's not bugged.
[] Build our own HQ: We have our own design in mind… but we thank the government for its kind offer nonetheless.
[] We have gotten such a surge of development knowledge, that we could go further than just recruiting agents… we could begin the establishment of a PMC.
Charisma Actions:
[] The International Scene is angry and even with our help at dealing with dozens of issues around the world, tens of thousands still died… let's try and butter them up more.
[] We should encourage international disharmony, the longer they don't attend that global meeting the more time they spend on not investigating this surge of power. We need to stay ahead and we can't stay ahead of the entire world so we must split them apart.
[] Sweeten up the X: (Pick if you wanna charm the Texan government, a nearby faction or even a local region.
[] Build some Distance: We love the Texan Government, we do! But not quite that much, let's make sure they don't sink their roots too deeply into our organisation.
Movement Actions:
[] Agent movement: Spend 50 funds per movement to allow our agents to move around Texas without relying on their own means
[] Begin moving recovered assets to our HQ if we believe it would be safer in the heart of Texas than the middle of nowhere.
Magic Actions:
[] Catch the Bird: Last time I checked crows weren't meant to have 3 eyes.
[] We now know a god we can call out too, perhaps we should repeat our experiment at summoning a divine creature?
Agent Actions:
Can only be done by agents:
[] Return to Shareholder Duties
[] Play as many cards as you want and redraw up to max hand size.
- Combat Abilities and Cards can be used for any combat related task such as breaking into the facility, dealing with other agents, damaging buildings or taking over an area with force or causing unrest.
- Perception Abilities and Cards can be used for discovering more about the world, get more news next turn, find out what's happening in the local area or apply the Perception to a facility or agent to get knowledge out of it.
- Stealth Abilities and Cards can be used for hiding your actions or the actions of your peers and the company, as well as making certain people disappear. Setting up traps or misleading the NPCs can all be done with Stealth and use this to decrease global awareness of the company
- Movement Abilities and Cards just let you move yourself and assets around the game map.
- Development Abilities and Cards: Usually not handled by Agents.
- Charisma Abilities and Cards: Use this to improve friendships, take over regions of Texas and to interact with the international community or national community.
- Magic Abilities and Cards: Use this to discover more about the arcane secrets of the world, interact with the facility, discover new methods of breaking the seals or to deal with divine threats
As Agents you can effectively apply your cards in a dozen different ways much like the Organisation can apply funds a dozen different ways, however you do gain a bonus at applying your cards to the local region you're in. If you want to befriend the Texan government, you'll gain a bigger bonus to that if you're doing it in an area with a Texan Government Agent or under Texan Government Control.
This is a WIP system but it's all here for us to have fun.
Remember everyone! I am extremely happy for anyone to do write-ins, the game system behind this is really easy and flexible and I'll say no if something is too out there for the game. Therefore even if you got a "bad result" this turn, doesn't mean I allowed you to go on a dead end, only 1 seal is broken, remember so just bid some time.