Diplomacy still drags that up to 20, it's not an ideal result, but it's a setback at worst, which is made up for with the Mechanicus going better than expected.
I find it funny that (mostly) openess with a democratic and sane government rolled so badly, while going with laying out the breadcrumbs with a mystery cult like the Mechanicus went so well.
Still, like Alectai said, that diplomacy-perk is really useful in moments like this.
Well I would be much interested in how our AI will interact with other human beings as it will help her blend in, and that she would simply build up her avatar character in the long run when interacting with other humans and organic beings.
Though I wonder how she would react to there termanids if she were to make contact with them?
Best case scenario for the government roll might be that we snoop around, but don't find anyone that is suitable for our purposes. Could be even feasible with how much prep-work we did, but not sure if we rolled well enough for even that.
So I was just looking though Rogue Trader to get familiarized with the kind of tech we might find out there and I noticed something that's going to be a lot more relevant in the short run
Starting Skills: All void born can speak a language unique to their home vessel. Void born gain the Speak Language (Ship Dialect) Skill.
Ships in 40K have a lot of people on them, enough to form their own dialects of Gothic and I do not just mean the really silly ones that load the boarding torpedoes with slave labor (I swear Vita is going to take psychic damage from the stupidity alone when she hears that ) I mean all ships. Thankfully we do have a way around some of that if we pretend to be Ad Mech, we can just have our robots pretend to be servitors with built in helmets. Even the most zealous Imperials will be glad not to have to look into the eyes of servitors so that is unlikely to raise many issues. Still we need quite a few regular crew, hundreds at least and I think the best place to find them given the last roll is actual tech priests.
Writing is underway. It might be finished tonight, it might not.
Edit: Not tonight. Tomorrow night.
Scheduled vote count started by Neablis on Nov 19, 2024 at 4:08 AM, finished with 45 posts and 18 votes.
[X] Plan: Self and Inventory have been Checked, let's get to Adventuring! (V.2.0)
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] While going through the files you stole from those tech-cultists in hopes of finding way to subvert at least some of them, you came across a term that seemed interesting. "Explorator".
-[X] Diplomacy: Talk to people x2
--[X] It's pretty clear that the Mechanicus are making a mess of things, holding a gun to the people's heads, but it's also pretty darned clear that not everyone likes this. You've done a deep dive into the government datanets and have a pretty good idea on who's who now, find a collaborator--someone with respectable character who you think could keep a secret--and lay almost all of your cards on the table (with the exception about your nature as an AI). You're a Surveyor from ancient times who's been stuck in stasis until recently, and you'd like very much to get back to the stars, and if you can give a leg up to some folks who have been going through some rough times, all the better. Some political cover to operate more openly will accelerate your timetable dramatically, and based on how limited the Mechanicus' reach seems to be, you'll have some time for your other ploys to start panning out. (Summary: Find a government collaborator, establish a working relationship)
--[X] You refuse to believe a mystery cult will leave a mystery alone, and while their official policy may be fixed to maximum regression and maintaining their powerbase, you doubt that carries forward to their entire population. Use your access to their systems and your discreet transmission to seed a few interesting breadcrumbs here and there, for the genuinely inquisitive sorts who haven't yet been turned to close-minded conservatives. It'll help you sift out who you can work with, since their current system has got to go in the long run if this place is going to survive--because seriously, space bugs? That's a problem. (Summary: Seed a few interesting breadcrumbs for the genuine adventurers who might be suppressed in the Mechanicus Enclaves, to see if we can identify some potential allies among them.)
-[X] Construction x2
--[X] Underground Manufactory (300 BP)
[X] Avatar: A woman of indeterminate age, a little on the smaller side, but with a warm smile and expressive features to the point you'd never expect her to be a synthetic intelligence more ancient than the Imperium. She has her hair in a long bob, a pair of glasses, and when circumstances don't require her to dress to the occasion, she favors a well pressed uniform of a nation long since forgotten in history, because she's still never had her commission as a Naval Surveyor relinquished and as far as she's concerned, that's how you dress on the job (And she's very often on the job)
[X]Plan My Space Rock Science Woman Life in a Cave
-[X]Construction:
--[X]Basic Biology Research Lab (50 BP, 50 CP)
--[X]Basic Technological Research Lab (50 BP, 50 CP)
--[X]Small automated medical facility (50 BP, 50 CP)
-[X]Research:
--[X] Psychic shielding:150 RP
--[X]A Study for Physics:50 RP
-[X]Avatar:
[X] Plan: Self and Inventory have been Checked, let's get to Adventuring! (V 3.0: Research included)
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] While going through the files you stole from those tech-cultists in hopes of finding way to subvert at least some of them, you came across a term that seemed interesting. "Explorator".
-[X] Diplomacy: Talk to people x2
--[X] It's pretty clear that the Mechanicus are making a mess of things, holding a gun to the people's heads, but it's also pretty darned clear that not everyone likes this. You've done a deep dive into the government datanets and have a pretty good idea on who's who now, find a collaborator--someone with respectable character who you think could keep a secret--and lay almost all of your cards on the table (with the exception about your nature as an AI). You're a Surveyor from ancient times who's been stuck in stasis until recently, and you'd like very much to get back to the stars, and if you can give a leg up to some folks who have been going through some rough times, all the better. Some political cover to operate more openly will accelerate your timetable dramatically, and based on how limited the Mechanicus' reach seems to be, you'll have some time for your other ploys to start panning out. (Summary: Find a government collaborator, establish a working relationship)
--[X] You refuse to believe a mystery cult will leave a mystery alone, and while their official policy may be fixed to maximum regression and maintaining their powerbase, you doubt that carries forward to their entire population. Use your access to their systems and your discreet transmission to seed a few interesting breadcrumbs here and there, for the genuinely inquisitive sorts who haven't yet been turned to close-minded conservatives. It'll help you sift out who you can work with, since their current system has got to go in the long run if this place is going to survive--because seriously, space bugs? That's a problem. (Summary: Seed a few interesting breadcrumbs for the genuine adventurers who might be suppressed in the Mechanicus Enclaves, to see if we can identify some potential allies among them.)
-[X] Construction x2
--[X] Underground Manufactory (300 BP)
-[X] Research 200/200
-[X] Combat bot Humanization (100/100 RP) Your combat robots are obviously artificial, with metal skeletons and obvious sensors. But with a bit of tweaking you could make them look like humans in full-body armor. That would include the ability to speak and be mistaken for a human. They wouldn't be able to remove their helmets, and any investigation of wrecks would expose them as machines, but... it still might be useful. (No obvious follow-on tech).
-[X] Psychic shielding: (150/300 RP) How does your shielding even work? What does it do? You've got the manuals, but it's going to require some brain-sweat to understand the darn thing. (Gives you a stability metric and a readout on your shielding. The first step towards building more/better psychic shielding. Half of unlocking research for better warp understanding).
[X]Plan: Establishing your business
-[X] Free action: Look up how to become a businesswoman
-[X] Diplomacy x2
--[X] See what you can sell, talk to people in the town nearby, and see if any local big business or government requires something like building materials
--[X] Purchase the land your ship has crashed on with your new capital gains
-[X] Research x1
--[X] Combat bot Humanization (100 RP)
--[X] Avatar self-customization (100/200 RP)
-[X] Construction x1
--[X] up to 50 BP on goods for trade
--[X] Underground manufactory (100/300) plus whatever is left of the trade
That kind of thing would've been noticed. Rogue traders tend to not be the most subtle people and this planet doesn't have advanced enough tech to maintain functioning spaceships much less an escort class ship.
I really really like this story! Kind of annoyed it hasn't been going on long enough to get to a 100k+ words but oh well! Really cool to see a "normal" planet by modern standards in 40k, it's so rare to see and I really like how it grounds the setting and let's us see something you usally don't in 40k stories.
Also is it just me or do the ship designs in this story convert pretty clearly into Battlefleet Gothic rules?
Character generation for your new cogboygirl friend - 3d6's. First for appearance, second for personality, third for interest/aptitude.
Edit: This isn't a high-to-low thing. I have a range of personalities and specialties and was just rolling for them.
Not a predefined one. I just made three ranges to help me come up with a character. First dice was male-female (with the middle being "Robot"), second was phlegmatic-bubbly, third was specialty, with options being explorator/errant/dominus/logis/genetor/artisan.
So you've got a female-but-augmented, studious and quiet, wants to be a jack-of-all trades tech-acolyte on the hook.
Scheduled vote count started by Neablis on Nov 19, 2024 at 4:08 AM, finished with 45 posts and 18 votes.
[X] Plan: Self and Inventory have been Checked, let's get to Adventuring! (V.2.0)
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] While going through the files you stole from those tech-cultists in hopes of finding way to subvert at least some of them, you came across a term that seemed interesting. "Explorator".
-[X] Diplomacy: Talk to people x2
--[X] It's pretty clear that the Mechanicus are making a mess of things, holding a gun to the people's heads, but it's also pretty darned clear that not everyone likes this. You've done a deep dive into the government datanets and have a pretty good idea on who's who now, find a collaborator--someone with respectable character who you think could keep a secret--and lay almost all of your cards on the table (with the exception about your nature as an AI). You're a Surveyor from ancient times who's been stuck in stasis until recently, and you'd like very much to get back to the stars, and if you can give a leg up to some folks who have been going through some rough times, all the better. Some political cover to operate more openly will accelerate your timetable dramatically, and based on how limited the Mechanicus' reach seems to be, you'll have some time for your other ploys to start panning out. (Summary: Find a government collaborator, establish a working relationship)
--[X] You refuse to believe a mystery cult will leave a mystery alone, and while their official policy may be fixed to maximum regression and maintaining their powerbase, you doubt that carries forward to their entire population. Use your access to their systems and your discreet transmission to seed a few interesting breadcrumbs here and there, for the genuinely inquisitive sorts who haven't yet been turned to close-minded conservatives. It'll help you sift out who you can work with, since their current system has got to go in the long run if this place is going to survive--because seriously, space bugs? That's a problem. (Summary: Seed a few interesting breadcrumbs for the genuine adventurers who might be suppressed in the Mechanicus Enclaves, to see if we can identify some potential allies among them.)
-[X] Construction x2
--[X] Underground Manufactory (300 BP)
[X] Avatar: A woman of indeterminate age, a little on the smaller side, but with a warm smile and expressive features to the point you'd never expect her to be a synthetic intelligence more ancient than the Imperium. She has her hair in a long bob, a pair of glasses, and when circumstances don't require her to dress to the occasion, she favors a well pressed uniform of a nation long since forgotten in history, because she's still never had her commission as a Naval Surveyor relinquished and as far as she's concerned, that's how you dress on the job (And she's very often on the job)
[X]Plan My Space Rock Science Woman Life in a Cave
-[X]Construction:
--[X]Basic Biology Research Lab (50 BP, 50 CP)
--[X]Basic Technological Research Lab (50 BP, 50 CP)
--[X]Small automated medical facility (50 BP, 50 CP)
-[X]Research:
--[X] Psychic shielding:150 RP
--[X]A Study for Physics:50 RP
-[X]Avatar:
[X] Plan: Self and Inventory have been Checked, let's get to Adventuring! (V 3.0: Research included)
-[X] [Free] Poke around some more in the databases, looking for anything in particular.
--[X] While going through the files you stole from those tech-cultists in hopes of finding way to subvert at least some of them, you came across a term that seemed interesting. "Explorator".
-[X] Diplomacy: Talk to people x2
--[X] It's pretty clear that the Mechanicus are making a mess of things, holding a gun to the people's heads, but it's also pretty darned clear that not everyone likes this. You've done a deep dive into the government datanets and have a pretty good idea on who's who now, find a collaborator--someone with respectable character who you think could keep a secret--and lay almost all of your cards on the table (with the exception about your nature as an AI). You're a Surveyor from ancient times who's been stuck in stasis until recently, and you'd like very much to get back to the stars, and if you can give a leg up to some folks who have been going through some rough times, all the better. Some political cover to operate more openly will accelerate your timetable dramatically, and based on how limited the Mechanicus' reach seems to be, you'll have some time for your other ploys to start panning out. (Summary: Find a government collaborator, establish a working relationship)
--[X] You refuse to believe a mystery cult will leave a mystery alone, and while their official policy may be fixed to maximum regression and maintaining their powerbase, you doubt that carries forward to their entire population. Use your access to their systems and your discreet transmission to seed a few interesting breadcrumbs here and there, for the genuinely inquisitive sorts who haven't yet been turned to close-minded conservatives. It'll help you sift out who you can work with, since their current system has got to go in the long run if this place is going to survive--because seriously, space bugs? That's a problem. (Summary: Seed a few interesting breadcrumbs for the genuine adventurers who might be suppressed in the Mechanicus Enclaves, to see if we can identify some potential allies among them.)
-[X] Construction x2
--[X] Underground Manufactory (300 BP)
-[X] Research 200/200
-[X] Combat bot Humanization (100/100 RP) Your combat robots are obviously artificial, with metal skeletons and obvious sensors. But with a bit of tweaking you could make them look like humans in full-body armor. That would include the ability to speak and be mistaken for a human. They wouldn't be able to remove their helmets, and any investigation of wrecks would expose them as machines, but... it still might be useful. (No obvious follow-on tech).
-[X] Psychic shielding: (150/300 RP) How does your shielding even work? What does it do? You've got the manuals, but it's going to require some brain-sweat to understand the darn thing. (Gives you a stability metric and a readout on your shielding. The first step towards building more/better psychic shielding. Half of unlocking research for better warp understanding).
[X]Plan: Establishing your business
-[X] Free action: Look up how to become a businesswoman
-[X] Diplomacy x2
--[X] See what you can sell, talk to people in the town nearby, and see if any local big business or government requires something like building materials
--[X] Purchase the land your ship has crashed on with your new capital gains
-[X] Research x1
--[X] Combat bot Humanization (100 RP)
--[X] Avatar self-customization (100/200 RP)
-[X] Construction x1
--[X] up to 50 BP on goods for trade
--[X] Underground manufactory (100/300) plus whatever is left of the trade
You mull over the things you've learned for a time. It's becoming increasingly clear that it is absolutely inadvisable to reveal yourself as an artificial - or abominable - intelligence to anybody. Luckily, you've been planning for this. You have a understanding of the local civilization, a diplomatic suite capable of interpreting nuance, and a fake body convincing enough to pass even close inspection.
All that's left is to actually do it. To speak to somebody for the first time in more than ten thousand years. You're nervous. What if you mess it up?
To buy yourself some time you turn instead towards your plans to build another self-contained factory. You have more bots now, more ability to produce... the ability to produce. It shows, and as you sink your attention into the project your timelines similarly shrink. People will come and go, but the need to produce, to fight entropy, is eternal. Especially if you ever want to get off-planet. That'll require a lot of entropy-fighting.
It really has been too long since I've talked to anybody. I'm getting a bit loopy. Unfortunately I'm going to need to lie to everybody for a... while.
It's not ideal, but that can be said for many things about the current situation. And you decided long ago that the best response to a shitty situation was to do what you can to make it better. It's how you survived fifteen thousand years alone and helpless.
You judge yourself to have four options, at least four obvious options. The two most important factions before you are the local governments and the mechanicus. They're the factions with real power, with the ability to make decisions and implement them. But they're not the only people you could reach out to.
These governments depend on their people, and you could imagine building some kind of mercantile or propaganda empire to subvert the government from their voter-base. But that doesn't take care of the mechanicus. And while your ship would probably survive an airburst nuke unless it was unreasonably large, you can't say the same for your manufactories. And if they learn you're underground there's no reason they couldn't go for a bunker-buster. You are pretty certain they have them in inventory.
The wildcard is of course the monasteries. There are only three of them spread across the three major continents, each buried deep within a mountain range. They don't seem to have much influence on the outside world. But from the files you've stolen you know that the Mechanicus and goverments alike are wary of what might happen if those doors should ever open and the occupants come marching out in unison.
But still, both of those plays are... more complicated. Less certain. It makes a lot more sense to start with the two obvious options and see what you can get done.
In the reverse order of last time, you decide to take a look at the mechanicus first. They're the more tech-savvy faction which means the risk is higher, but so is the reward. You spend some time tailoring your approach to what you know of the mechancius and their training. You're unlikely to succeed with the senior tech-priests, since any deal you make with those crusty robo-wannabes would be purely to their own interest and to preserve their already-existing power.
It's a lot harder to turn somebody when they already have power. Even though those tend to be the most useful contacts.
But a younger acolytes - those have potential. They're intelligent and curious, and universally crave the knowledge that the Mechanicus promises them. But they haven't yet had that spark of inquisitiveness burnt out of them by the rote memorization and rituals of the cult of the machine-god.
Covert Diplomacy with Inquisitive Mechanicus Acolytes - rolled 60+10 = 70. Good success - with a delay.
And wouldn't you just know it, but you happen to have an entire copy of their teaching database to hand. This is the material that the new acolytes are expected to go over, digest and regurgitate at will. It's a lot, and it's very dry. You shudder to think of all of the geniuses who have been burnt out by bashing themselves against that tower of trivial tedium. They probably thirst for the faintest speck of insight into the secrets of the world, and search and search and... mostly don't find it.
So, you go into your copy of the databased and spend some time finding places to insert clever logic puzzles. Things that aren't apparent on first look. Some are essentially cryptographic cyphers, others are clues in hidden files that will only be revealed under specific search terms. All are designed to engage a clever mind for a few hours and provide a burst of satisfaction - as well as a file address for a 'reward' file.
Those rewards are more texts for study. But these are written by you. They're intentionally different in style, and actually explainscientific truths. Nothing too advanced - but definitely better than anything that these acolytes have access to. You include warnings that this is secret knowledge, and not to be shared. And at the end of each you include a fragment of a cryptographic key.
It takes you more time than you expected to write all of these. But at the end of a year and a half you have about seven hundred carefully crafted pieces of truth, explaining everything from physical chemistry to quantum uncertainty and solar fusion. The twenty most advanced, well-hidden keys also contain an encrypted external address on the public datanet, and dozens of key fragments will be required to decrypt each and send a message to any one of the existing digital dropboxes. You attach a simple label to each one. "For the Curious."
The end result is a subtle modification of the mechanicus database that won't be easily detected by anybody but somebody curious and inquisitive studying the content in detail. Then it'll lead them on a merry chase, providing scientific breadcrumbs along the way that will cause them to message you. It seems a very neat plan, and all that's left is to make the changes to the real database.
Once again, you slowly approach the central database of the local mechanicus enclave and wait for the unconscious but still dangerous machine-spirits to turn their attention elsewhere. Then you slip your access inside and quickly make the necessary alterations. It's fast and easy since you already know exactly where to make which changes. Then it's simply time to wait to see if your breadcrumbs bear... fruit?
Wait, that's not how that metaphor goes. See if my breadcrumbs lead any curious acolytes to my door. There we go.
The next thing you intended to do was turn your attention to the local government. Your priority is the locals. The city nearby is Aevon, and it's the capitol of the country of Aevon. You put some serious legwork into figuring out the right person to contact, and after a time find the perfect candidate.
His name is Tallis Vren, and he's a senior bureaucrat who's in charge of the Office of Industrial Adjustment for the last decade. Basically his job is to increase the amount of industry and manufacturing going on in Aevon, and that means he butts heads with the mechanicus enclaves a lot. Reading between the lines, part of his job description is to keep new industrial projects secret from the mechanicus until they're big enough they can't be easily quashed. He also seems serious about his job, results-oriented and to actually care about the prosperity of his country. Ideally all of that means he'll be happy to help you help them.
Recruit collaborator from local government - rolled 10+10=20. Baresuccess, with complications.
That's the theory anyway. You use your access to send him a message on the government's secure messaging system, and it takes him an annoyingly long time to answer.
V: Hello Tallis. I want to talk to you, and you want to talk to me. We can help each other, especially with your issues with the mechanicus blocking local manufacturing.
V: Hello? Tallis? I know this is your account.
Tallis Vren: Who is this? This is a secure channel. Why can't I look up your data?
V: *sigh* I don't work for the Aevon goverment. I penetrated your security because I needed to learn things. Now I'm using that to talk to you, because I need your help. I promise that I can help you out.
Tallis Vren: I'm alerting security.
V: This conversation will be scrubbed from your computer before you can dial the number.
Tallis Vren: Then do so. I won't be party to whatever this is. There are proper channels, and this isn't them. If you're a company, contact my office. If you're a foreign government talk to appropriate ambassador. I'm who you're looking for, sorry.
V: That won't work for me. If you give me the chance to explain, you'll see that this is my only option. I can help you, if you'd just hear me out.
Tallis Vren: Then explain.
You take a second to think, wiping some imaginary sweat from your avatar's face. This conversation, right now, is the first time you've exchanged direct messages with a human for thousands and thousands of years. And it's not going great. But still, something about this excites you. You're more than an observer, more than an analyst. You're a person again, speaking to another person.
And you want that conversation to continue.
V: Well, this was faster than I meant to say this - but I'm old. Very old. I was a surveyor looking for new systems to colonize, and my ship crashed here. I went into stasis because I didn't have a choice. I just woke up and I'm trying to figure out how to repair my ship, but I need help. I can provide better technology than what you have in payment, but I think the mechanicus would try to kill me if they knew about me.
Tallis Vren: That story is difficult to believe. Do you have any proof?
V: What kind of proof do you want?
Tallis Vren: The design of something we can't make. A lasgun power pack.
You take a second to parse through the mechanicus databases to find what he's talking about. Then you take a second to admire the design. It's actually... kind of genius. They're not high technology, but they pack an incredibly sophisticated design into an incredibly simple package. High power density, incredible durability, multiple methods of recharging, the intentional ability to overload them into grenades. It's a tool designed for soldiers by somebody intimately familiar with the realities of war. You accidentally take a beat too long admiring the design, and Tallis's response shocks you out of your reverie.
Tallis Vren: If you can't do that, then I don't believe you.
V: Sorry! I was pulling up the design in my database. Here, let me send it over. You don't have the necessary technology to build them, but I can provide all of the tools you'll need to build the tools to build the powerpacks.
Tallis Vren: Give me until tomorrow to look this over. Contact me at 14:00 and we can talk more.
He closes the window abruptly, and your avatar blinks in surprise. He hung up on you! That hasn't happened in, well, a long time. You pay attention to what surveillance you have access to, especially watching for a security alert or any other sign that he's contacted the security forces and they might be trying to backtrace you. As far as you can tell there's nothing. He simply goes home for the day.
The next day he's waiting for you, and at 14:00 on the dot your messaging window flickers to life in front of him.
V: Satisfied?
Tallis Vren: Yes. What do you want in exchange? As you said, we can't supply advanced technology. So what are you looking for?
V: bureaucratic cover. I need to set up some manufacturing facilities to repair my ship, and then I'll want to launch it to orbit. I don't want people to investigate me, and I especially don't want the mechanicus learning about me.
Tallis Vren: That is hard to avoid. They have their dendrites in almost everything industrial on this planet, either as a controlling influence or just to monitor what's going on.
V: I can help with that too. Notice how I'm hacking into your systems without a trace.
Tallis Vren: I need more information about you before I can give you complete protection from investigation.
V: I can provide more technology, but it's not infinite. But I do want to help Aevon, and all of Denva. I don't like what the Mechanicus is doing here.
Tallis Vren: On that we agree.
You continue talking to Tallis on and off over months, trying to hammer out a concrete agreement on what kind of things he can provide in exchange for what. He refuses any idea of bribes, and is consistantly cautious and unwilling to move quickly. The only thing you're certain of is that he's actually quite interested in what you're providing.
That keeps you talking to him despite the delays, though you consider pulling the plug and starting over with somebody else a few different times. Eventually you put your foot down and suggest an in-person meeting, so you can hash out the details face-to-face. At first he's surprised, but then he warms up to the idea.
Surprisingly it takes him a while to accept, and even longer to work out the details. He seems to have several conditions that likely boil down to him being wary of a trap - he chooses some small cafes in downtown Aevon with only one exit. Part of you notes that those would be a good place to lay a trap for you, but you're inside the government security system. There's nothing. Not a single message or alert anywhere that indicates anybody other than you or Tallis know what's going on.
You take extra precautions anyway - lacing your avatar's clothes with incendiary materials that will completely destroy it if you give the signal. Or if you don't give the signal, since you don't want them to recover and take apart your avatar if they manage to trap it in a faraday cage or activate a signal jammer or anything like that.
If worst comes to worst and this is a trap, then they'll think you killed yourself rather than be captured. They'll still look for your ship of course, but they won't think that you're still active.
Definitely not the best outcome, but far from the worst.
The process of actually getting to the meeting site is annoying. You could build a boat easily enough, but that would introduce yet another layer of risk and mean that they could constrain their search to the river. In the hypothetical case where this was a trap and they figured out your mode of transport then you might as well put in yet another firebreak.
Whatever. You were due some paranoia. It was likely way beyond what was necessary, but it's not like you didn't have the ability to solve this problem in a better way. You scrutinize various maps and find an old road that passes only a few miles away from your position. It looks like it used to get used for logging the local forest, but hasn't been used since... well, about since the Imperium left.
You have your bots dig out a tunnel that leads a few hundred feet away from your manufacturing complex and surfaces in barren forest. Under the cover of night you cut down enough trees to make a path to the road, though not enough to clear the canopy. Then you build a local ground vehicle, and on the day in question have your bots carry it to the road - with your avatar inside. No need to risk getting leaves on your clothes that'll let them identify which forest you came from.
Ok, I need to tone down this paranoia a little bit.
You drive into the city, conspicuous for being one of the few people to obey all of the traffic laws on the road. You have valid vehicle identification and a license, but the paper trail isn't completely accurate, since you haven't yet set up a whole identity yet. Maybe you should have - but it would have just been another thing to do.
You park the car nearly a mile away and admire your appearance in the mirror. Your previous avatar appeared younger and suited your bubbly personality well, but this one is perfect for the task at hand. Your skin is a shade lighter than the most common tones in Aevon, but not enough to occasion comment. You appear to be in middle age, though with smooth skin that tells of either true middle age, a good skincare routine or extremely advanced life-extension treatments. Your dark hair is in long bob - a style that's not common here but also not entirely out of place. The whole ensemble is topped off by a pair of winged glasses that look pretty stylish and come with a few tricks if you want to demonstrate advanced technology.
Your clothes are similar, just different enough from local patterns to be noticeable on close inspection but nothing that will draw comment. You pack away a las-pistol with a high-capacity pack, and also bring along a briefcase with a little gift that you hope will sweeten the pot for Tallis.
You walk a few miles and enter the cafe exactly on time, spotting Tallis sitting at a corner table. You sit down across from him and speak your first verbal words to another person in more than ten thousand years.
"Hello Tallis, glad to meet you in person."
He looks over at you grumpily and spends a moment scrutinizing you, so you return the favor. He's a somewhat older man with salt-and-pepper hair, wearing a rumpled suit of local cut that consists of loose shirt with a bolero jacket. He harrumphs and then takes a sip of the recaf before him before replying.
"Good to meet you too. Should I just call you V?"
You dip your head in a gentle nod. "That would be for the best. My name wouldn't mean much to you anyway, since I wasn't born on this planet."
He grunts. "Of course it wouldn't." Then he points down at the briefcase you set on the empty seat next to you. "What's that."
"A little present, just to start us off on a polite note. Can I open it to show you?"
His eyes narrow briefly, and you realize you're not the only one with a monopoly on suspicion. "Go ahead."
You put the briefcase on the table, spin it around and flip it open, revealing a dozen freshly manufactured lasgun powercells. They didn't exactly cost a lot to make, but you know the local government is entirely unable to manufacture them and that they're absolutely the top of his priority list to start making.
He reaches forward and picks one up, turning it over and examining it carefully. Then he grunts. "No serial number, not even a spot where it was filed off. No nicks. Looks freshly made." He looks back up at you in consideration. "This goes farther to convincing me than anything else you've said. But there's one more sticking point before we can work together."
"What?" you ask, though alarm bells are already ringing in your head.
His leans back, raising his hand up to conspicuously scratch his head. "Because I work for my people. It looks like you can help us, but this isn't my department. But I do know the right people."
At that point somebody else reaches your table and pulls out the chair the briefcase had occupied just moments ago. Your finger hovers over the metaphorical detonation button, the only thing holding you back that they haven't actually done anything threatening in any way.
But the secret is beyond my control now. They still think I'm human, but...
You examine the woman who's just joined you. She looks a few years older than you and would be gorgeous if it wasn't for the scars covering her face. It looks like she took a bullet or explosion head-on and the reconstructive surgery was hindered by the lack of regeneration technology. You're pretty sure one of her eyes is artificial, and not even a cybernetic. It's just made of glass.
Nonetheless she meets your gaze with an inquisitive expression, as if challenging you to react to her appearance - and her presence.
You make your glasses flash with light, simulating that they're listing off information to you as you run her face through a facial recognition algorithm against the local government databases. You come up blank and cast a broader net, running her rather distinctive features through every database on the planet. There's still nothing.
The frown that crosses your face is only half intentional, and you wait a beat before it's clear that the new arrival isn't going to introduce herself. She's waiting for you to start the conversation.
"You're not in any of the databases," you say in surprise.
She smiles. "I am not. It wouldn't make a lot of sense for a counterintelligence operative to be in any databases, not when our primary objectives have such an advantage over us in the binaric arts." She slowly reaches into her jacket and pulls out a file, setting it down on the table and noting your lack of a reaction when she could have been reaching for a weapon. "You're very calm."
You shrug. "I'm older than I look. Panic is a trait that helps very few situations."
She dips her head towards you in acknowledgement, then looks up at Tallis. "Thank you, Tallis. I'll be in touch, but now is the right time for you to go."
He gets up from the table without a word, tosses a couple of coins onto the table to cover his recaf and leaves. He does not look back.
You watch him go somewhat bitterly. "I thought he would be perfect. He's the one who needs what I have."
"We all need it," your new conversation partner says, watching as your chosen contact walks out the door. "But your mistake was that his passion is for Aevon, not for his work." Her attention turns back to you. "Don't contact him again. He won't answer. I'll be your primary contact now." She flips open her file to reveal a few dozen sheets of paper. The one on top is a list of questions, and you glance down and read through all of them in a second.
The first one asks what technology you have and are willing to share, the second asks what geographic region you're based in, the third asks what kind of assistance you require, the fourth asks how large your ship is, the fifth asks what your plans for the mechanicus are, the sixth how long your timeline is, the seventh what your intentions for Denva Secundus are. "Is this an interrogation?" you ask.
She shakes her head sharply. "It's a negotiation. You have something we desire, and we have something you desire. It's better for us to speak openly and decide how to make an agreement, instead of coming in and trying to squeeze you like a candy-bear."
You consider her for a second, then tilt your head "And what can I call you?"
"W." Her lips curve up in a smile. "That will do. Are you ready to negotiate?"
You shake your head quickly. "Not quite yet. I was expecting to make contact with Tallis, to form the foundation of a working relationship. I'm not ready to ask for any favors yet. Or deliver anything aside from those." You point to the suitcase of lasgun power-packs.
She seems to have expected nothing less. "That's understandable, and about what I was expecting. I'd still like to ask you some questions, especially if we don't know when our next meeting will be." She indicates the sheet in front of her.
You shrug. "I'm not sure I'm ready to commit to many details. If you'll give me that, I'll send you your answers soon." You reach into your own pocket and pull out a communicator, similar in appearance an imperial vox-caster. "This is entirely disconnected from the datanet. The mechanicus can't find it or listen in, and it will only talk to me. I won't always answer, but I'll be available most of the time." You shrug one shoulder. "I don't sleep much."
She scowls faintly, but makes a show of smoothing out her expression. "I need something to bring to my superiors, or else they would ask why I didn't bring you in right now."
Your glasses flash up a set of demonstrative targeting reticles and you smirk. "Try it."
She gestures down at the list of questions. "Answer one, then."
You point to the one about your intentions for Denva Secundus, the last question on the list. "I want to leave. I want to get off-planet and leave the system. I might come back, I might not, but that entirely depends on how good of a relationship I have with the people here."
"Will you go to the imperium?" Her question is casual, but you can tell that she's laser-focused on you and your answer, and that an awful lot is riding on your answer to this question.
You snort. "Absolutely not. I'm not Imperial, and they would try to kill me. I'm an explorer and adventurer. And I mean to explore and adventure."
She studies you for a second, her expression growing a bit disbelieving. "You are, aren't you." She reaches out to pick up the communicator, weighing it in her hand for a second before it vanishes into a pocket. She slides the list of questions over to you. "Answer those when you can. We'll have somebody waiting near the communicator to write down your answers. I look forward to speaking to you more, V." Then she snaps closed the briefcase of lasgun powercells and stands to leave.
"Likewise, W," you reply as she leaves.
She tosses a few more coins onto the table. "You should try a recaf. They're really quite good." Then she leaves.
You sit at the table for a while longer, ignoring the looks the cafe staff is giving you while you think about what just happened. On one hand you messed up and now the government of Aevon knows about you, and in fact has assigned their counterintelligence unit to scope you out. On the other hand, said counterintelligence unit has decided that they don't want to spook you, and are offering to work with you openly. You're... not sure how much of that you believe. But if you force them to play it straight they probably will.
You get up from your table, leaving the coins on the table and leaving the cafe. It takes you two blocks to spot the agents tailing you. They're good, but you have superhuman vision, facial-recognition software and body-language decoding packages. You spend a little bit longer confirming that there's only three agents after you. There aren't any drones or anything else, which makes sense. This agency seems to distrust technology, which makes sense if their primary target is the mechanicus. No wonder you didn't see them coming! They use paper for everything!
Your pursuers trade off with others at staggered intervals, but you're able to tag them easily enough. They stick with you no matter how you try to lose them, but you only need to win once. It until after midnight, but after ducking into one particularly-crowded club and joining a crowd of youths leaving, you manage to shake them. You take another couple of hours to make sure you've lost your tail before making your way to your parked vehicle and driving out of town. Once more you drive on backroads for a while to confirm you're not being followed before routing the vehicle back to your hideout. Bots meet you to carry your and your vehicle back to the underground just before the sun rises.
Well. That was exciting.
You look down at the list of questions and shrug. There's nothing saying that you have to answer. You could just ignore them, and let this be a confusing contact that is never repeated. Or you could ignore their questions, or answer them to show good faith. It's really up to you.
In the meantime you check in on your other project, examining the hidden message recepticales to see if you've had any bites from the mechanicus. To your delight there's a few messages in there, and you can track which ones came from which messages, and therefore who got access to what.
It looks like you've gotten a few different acolytes on the hook. Four acolytes from all across the planet have each solved one of your little puzzles and sent inquisitive messages asking for more "Secrets of the machine" to test themselves against. One acolyte has solved two puzzles, and another has solved three. They all follow the same pattern - they think this is a test hidden within their study materials, one that is designed to reward those who are studious and attentive.
However, one tech-acolyte stands out from all the other. Her name is Anexa Ifina, and she's solved eight of your puzzles. By about the fourth one seems to have deduced that your little puzzles are not part of the mechanicus training material, and doesn't seem entirely sure what to do with that fact. Reading between the lines, she seems to have concluded that whoever has left these messages is a senior member of the mechanicus who is looking for an apprentice, and has gone about recruiting in a roundabout manner.
Anexa seems a little bit shy in her messages, unwilling to brag or highlight her achievements. The sixth and seventh messages are simple "I solved this, it was fun" notes, while the eighth is more of desperate plea for more pieces of, as she puts it, "purest truth." She's also included her name, contact information and location, but makes no requests. It's like she's unable to directly ask for anything.
You pull up her file in the mechanicus database, seeing that she's unfortunately located in the farthest enclave from you, nearly on the other side of the planet near the old capitol city of Denva. It seems like she joined at a young age, as one of the members of an orphanage that scored extremely high on some kind of aptitude test. She was a menial worker for a time, repairing simple machines. Over time she began to do more complex repairs, becoming a machinist before being promoted to acolyte at a very young age.
She's consistently received extremely high scores throughout her training, seeming equally interested in all areas, and indeed she solved your puzzles across several different areas of study. Her file does contain a warning that her curiosity may lead her down unfortunate paths if it is not checked soon. That's followed by a short rant against "explorators," which is a term you've heard before but don't know.
You look up explorators in the mechanicus database and its an interesting bit of reading. There are apparently still tech-priests who seek new knowledge, they just have to guise it under the auspices of rediscovering lost knowledge! That's amusing. And kind of sad. And it's a shame that there aren't any senior tech-priests who think like that here. But why would an explorator stay on a planet like this, when they could have left?
Anyway, getting back to Anexa - it seems like a certain Magos Orynn took her on as an apprenticeship at the unprecedented age of thirty to join his other two-dozen apprentices. She's languishing for a lack of attention since then, and being driven to do repetitive repairs that are even less interesting than her work as an apprentice. That's explained by a note in her file from Magos Orynn that explains he is attempting to "condition her to the life of a proper servant of the Omnissiah with repetitive work that shall temper her for the future."
Other notes in Anexa's file indicate that she's built and installed several augments, including for her right foot and nose, both of which were deformed slightly from a childhood in an orphanage in the capitol. You note from the picture that it looks like she's trying to stick to vaguely organic shapes, and her nose is still roughly nose-shaped instead of a box of metal attached to her face.
You can send messages to all of your newfound acolytes, but it seems like Anexa in particular is somewhat of an underutilized genius, though you're not entirely sure how you to harness that. She's stuck under the thumb of Magos Orynn for the foreseeable future, and is unlikely to be promoted to full Magos in her own right for at least a hundred years and until the Mechanicus as a whole is more confident in her orthodoxy.
I might still be here then, but I damn well better not still be stick in a hole in the ground hiding every movement.
Well. That was an informative few years. Neither of your attempts resolved quite how you would have liked, but they certainly open up some new avenues for investigation. On the plus side, you have more manufacturing capacity now, and a few different leads to follow as you plan out your activities for the next few years.
Current capabilities:
Command Points 315/12,500
Ground Build Capacity: 200
Void Build Capacity: 0
Research Capacity: 200
Available ships:
None.
Available ground forces:
1000 Light infantry bots (200 CP)
Current Installations:
Underground Directional-Control Radio Tower (5 CP)
2x Underground Manufactories (2x50 CP)
Crashed Ship (10 CP)
In progress construction:
None
In progress research:
Psychic shielding: (50/300 RP)
Actions (choose 4 of the below, can choose the same action multiple times):
[] [Free] Poke around some more in the databases, looking for anything in particular. I'm not going to write out every aspect of Vita going through the databases she yoinked. If you want to ask if something in particular is present because it's important, do so here. Please keep it to one or two items per turn.
[] Orders: Command existing units in a given theater of operations. You could send your bots out to grab people from the outskirts of the city, but that seems like a quick way to get attention.
[] Diplomacy: Talk to people. (Write-in goal & method) You've got a couple of leads, and it's up to you on how you follow up on them, or if you try to generate new ones. List what you're willing to provide, both in terms of technology and BP to fulfill any requests. Also clarify what kind of action/aid you're willing to provide if the ACI asks you to help them against the mechanicus. You can ask me for better ideas on a reasonable exchange rate.
[] Construction: Gain build points equal to your build capacity, write in what combination of blueprints you spend them on.
Installations
Installation default is to be built in full view. Basic stealth (building under cover, sensor-absorbing materials) can be applied with 2x BP cost. Ground-based installations can be built entirely underground for 3x BP cost.
Basic Biology Research Lab (50 BP, 50 CP) Will allow you to process basic biological samples, such as flora & fauna. Or captives.
Basic Technological Research Lab (50 BP, 50 CP) Will allow you to process basic technological samples, to understand their electronics, materials, etc.
Captive Holding cells (25 BP, 10 CP) will allow you to hold 500 captives and keep them fed and watered while you interrogate/indoctrinate/talk to them.
Small automated medical facility (50 BP, 50 CP) 50 treatment rooms with autodocs capable of dealing with moderate injuries.
Directional-control Radio tower (25 BP, 5 CP) improves signal reception quality and allows you to send your own signals across the planet, as well as giving you the capability to bounce them off the atmosphere to disguise their origin.
Observatory (100 BP, 25 CP) Built on a nearby mountain. Will unlock research projects to map the current system.
Manufactory (100 BP, 50 CP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity.
Rocket Launch facility (50 BP, 10 CP) Uses chemical rockets to convert up to 500 ground build capacity to half that amount of void build capacity. The opposite of stealthy.
Shuttle Port (100 BP, 25 CP) Allows you to use shuttles to convert ground build capacity to Void build capacity with no loss. Can host 10 shuttles, each capable of converting 50 ground BP to void BP, built separately. Stealthier than rockets, but not invisible.
Magnetic Catapult launch system (1000 BP, 50 CP) Allows you to convert up to 500 ground build capacity to void build capacity with no loss. Stealthier than you'd think.
Void Installations
These are built in space. They require 'void BP' which is associated with lift capacity. This is a detail we'll abandon eventually, but for now your lift capacity is limited.
Orbital Manufactory (500 void BP, 50 CP) Orbital manufacturing capability, built above a world. Includes material harvesting & transport. Gives +50 void build capacity.
Deep Space Manufactory (1500 void BP, 50 CP) Manufacturing capacity built near asteroid clusters. Gives +100 void build capacity. Automatic basic stealth. Requires you to do a system survey.
Small Shipyard (1000 void BP, 50 CP) All of the necessary facilities to manufacture 4 destroyers or 2 frigates per turn.
Medium Shipyard (5000 void BP, 100 CP) All of the necessary facilities to manufacture 16 destroyers or 8 frigates or 2 light cruisers per turn.
Requires frigate-capable shipyard. Small system monitor (2525 void BP, 100 CP) Frigate, 2200x600 meters. 5 gravities of acceleration. Heavy armor, Heavy Shields. 4x Medium Macrocannons, 1x Medium Lances, 2x Point Defense.
1000 bp base. 1000 bp
Units
Avatar (10 BP, 0 CP) 1 human-appearing robot of an existing design. Options: [awaiting vote]
Light infantry bots (25 BP, 200 CP). 1000 human-sized bipedal robots with light arms and armor, mostly intended to fight lightly-armored enemies. Expensive CP cost due to need for close control
Medium Infantry Bots (50 BP, 200 CP) 1000 human-sized bipedal robots with medium armor and light anti-tank weaponry. Expensive CP cost due to need for close control.
Medium tanks (200 BP, 50 CP) 100 medium battle tanks with battle cannons to fight enemy armor.
Basic Artillery (300 BP, 50 CP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.
Export Goods
Light Infantry Weapons (5 BP) Enough light weapons to outfit 1000 humans. Mostly intended for anti-personnel use. Lasguns, a few stubbers, some grenade launchers and supplies of frag grenades.
Light Infantry Armor (5 BP) Enough light armor to outfit 1000 humans. Roughly equivalent to Imperial guard Flak armor, though with better communication abilities.
Medium Infantry Weapons (10 BP) Enough medium weapons to outfit 1000 humans. A mix of anti-armor and anti-personnel use with greater specialization. Hotshot las-gun equivalents, some lascannons, some autocannons, some flamers, some sniper rifles, a supply of krak grenades.
Medium Infantry Armor (10 BP) Enough medium armor to outfit 1000 humans. Roughly equivalent to Imperial carapace armor.
Heavy Infantry Weapons (20 BP) Enough heavy weapons to outfit 1000 humans. Primarily focused on anti-armor, will work well on power-armored foes. Plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.
Light crewed tanks (100 BP) 100 light battle tanks, primarily armed with anti-personnel weapons. Need crew. Roughly equivalent to the Imperial Chimera.
Medium crewed tanks (200 BP) 100 medium battle tanks with battle cannons to fight enemy armor. Roughly equivalent to the Leman Russ.
Basic Crewed artillery (300 BP) 50 basic artillery units, capable of shelling battlefields with indirect fire. Includes internal ammunition fabrication.
Trade goods (Any cost you wish to spend) A mix of medical supplies, civilian equipment, vehicles and appliances tailored to your trade partner's needs. 5 is a small amount of goods, 10 is decent, 20 is a fair number, 50 starts being quite a lot.
Manned Manufactory (100 BP) More manufacturing capacity and the raw material harvesting to use it. +50 ground-based build capacity, to be spent as the people running it desire.
[] Research: Gain research points equal to your research capacity, to be spent designing new blueprints or researching projects. Write in what you spend them on.
-[] Efficient Weapon Distribution (100 RP) Ok, there must be more efficient ways to lay weapons out on these ships! (Weapon costs count as 0.9x for ship capacity packing.)
-[] Heavy Cruisers (300 RP) How to make a bigger ship? Let's figure that out. Surely it's not much more complicated than just multiplying all of the dimensons by two! (unlocks heavy cruisers)
-[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design the first iteration of your ship)
-[] Bombers (100 RP) Can... can you just stick bigger missiles on fighters? (unlocks bombers)
-[] Shuttle automation (150 RP) Surely I don't have to fly these stupid things myself. (Reduce the CP cost of shuttles by 50%)
-[] Superheavy Armor (200 RP) Let's just stick starship armor on them and call it a day. (Unlocks superheavy tanks and is half of the puzzle for space-marine-quality power armor)
-[] Basic power armor (100 RP) Putting heavy armor on a person doesn't work well because... well. It's heavy. If you can give it some robotic actuation then they don't need to carry all of it. (Unlocks humanoid heavy armor, as well as being a prereq for superheavy-humanoid armor, i.e. for space marine-quality, once you research superheavy armor.)
-[] Avatar self-customization (200 RP) Your previous avatar was capable of changing its appearance at your whim, changing the hair, eye and skim color rapidly. Hair length and body size changes took a bit longer but were also possible. Is this worth figuring out? It might just be you being vain. (Unlocks some disguise-style cybernetics... once you get good cybernetics and can do things like skin/eye replacements).
-[] Combat bot Humanization (100 RP) Your combat robots are obviously artificial, with metal skeletons and obvious sensors. But with a bit of tweaking you could make them look like humans in full-body armor. That would include the ability to speak and be mistaken for a human. They wouldn't be able to remove their helmets, and any investigation of wrecks would expose them as machines, but... it still might be useful. (No obvious follow-on tech, humanized versions of combat bots cost +15 BP).
-[] Walkers (300 RP) Tanks are... kind of boring? Mechs are cooler. (unlock armiger knights, starts the knights/titans research tree)
-[] Really good Robotics: (1200 RP) You know it's possible to make robots that are really strong. You've seen the specs floating around. You just don't quite know how to do it, though you've got some ideas on the matter... it would take quite a bit of simulation and a lot of trial and error to bring them into reality (Unlocks improvements to avatars, power armor, cybernetics, combat bots, improved manufactories). Acquire samples of advanced robots to reduce this cost.
-[] Intelligence Coding (500 RP) You don't really understand how your own code and hardware works. Maybe putting some effort into understanding that would pay dividends. It's never been something too interesting, but hey, maybe you should give it a shot. (Helps you understand your own code. Prerequisite to building new AIs, starts command point tree and automation tree)
-[] Psychic shielding: (300 RP) How does your shielding even work? What does it do? You've got the manuals, but it's going to require some brain-sweat to understand the darn thing. (Gives you a stability metric and a readout on your shielding. The first step towards building more/better psychic shielding. Half of unlocking research for better warp understanding).
- [] The Basics of Psytech (200 RP) You have that pile of samples from Prospero. You were supposed to see if anybody was interested in them, but you doubt the people who gave them to you will care much what you do with them anymore. Maybe poke around and figure out what's what. (Beginner psytech learnings. Unlocks research projects to build individual pieces of psytech)
-[] The workings of a Void Abacus (200 RP) You have a void abacus. It's pretty complicated, but you also have the manual, and you've always been good at physics. (You're better at using your void abacus, and unlocks the technology to figure out how to manufacture them, half of unlocking research for better warp understanding).
-[] A Study of Physics (150 RP) You have a good understanding of physics, and access to a huge network of academic papers from several different eras on physics theory. But being able to query it and understand it are different things. It's actually kind of interesting, you have to admit. (First steps towards more exotic weapon types like nova cannons, graviton weapons, vortex bombs, fusion beamers, as well as some new potential manufacturing techniques).
Locked behind samples/installations:
-[] System survey (50 RP) What else is there in the system? You're not even sure what planet you're on. (unlocks a system map). Locked behind an observatory.
-[] Biology is kinda wet (100 RP) Unlocks basic biology research. (The first step towards research projects related to juvenat, as well as human/xeno genetics, improved medical care, interrogaton drugs etc.) Locked behind Basic Biology Research Lab.
-[] Cybernetics (200 RP) Interfacing robotics with organics is an old art, and one you haven't dabbled in at all. You've got some medical literature on nerve-interfacing chips that will help, but you're going to need (consenting) test subjects and appropriate equipment to get started. (Allows you to build and install basic limb replacements. Nothing combat-capable. Unlocks research for more combat-capable cybernetics, brain implants and organ replacements) Locked behind any kind of medical facility.
-[] What's up with this tech? (100 RP, requires samples of imperial technology from locals) You know some of how it works, but you need to get your hands on it to properly replicate it. What's up? (unlocks machine spirits/servitor construction, as well as half of the prereq for hacking imperial technology). Requires Basic Technological Research Lab
Ground Blueprint Design:
To design ground installations & non-combat units, post them and I'll add them here if they're valid, along with RP cost to design them. This includes bunkers, anti-orbital defenses, ground units, etc. You'll unlock more things with more technology. Some things are impossible without the correct research - for example, heavy tanks will require you to research heavy armor first. Other things will be very cheap if you already have most of the design - for example if you research a better weapon it will be relatively cheap to just swap that out on the tanks.
Designable Blueprints:
10 RP - New Avatar (10 BP, 0 CP) Design a new body for yourself, if you don't like the old one.
25 RP - Anti-Orbital Defenses (100 BP, 5 CP) A single large lance dug into a reinforced bunker. Will prevent hostile forces from claiming the orbits uncontested, but can be neutralized by orbital bombardment or ground invasion.
100 RP - Heavy Infantry Bots (100 BP, 200 CP) 1000 human-sized bipedal robots with heavy armor, roughly equivalent to the Sisters of Battle, and heavy armaments such as plasma guns, meltaguns, heavy flamers, melta bombs, missile launchers.
50 RP - Heavy tanks (500 BP, 50 CP) 100 heavy battle tanks with heavy battle cannons to fight effectively against heavy enemy armor.
Void Blueprint design:
To design void blueprints, follow these steps:
Choose a starting hull from the list of available void chassis below
Choose the number of Build Points to be spent on the base hull. This corresponds to overall size of the ship - a destroyer with 200 bp will be 1200x200 meters, while a 500 bp base destroyer will be 1600x400 meters. This will set the "hp" of the design as well as determine the total cost of weapons and combat equipment you can fit into the ship.
Pick the speed, shields and armor of the design. Shields are recharging temp HP, while armor is damage reduction. Speed is self-explanatory. These do not count towards weapon cramming.
Pick noncombat equipment to go onto the ship. These do not count towards weapon cramming.
Choose weapons and combat equipment to add to the ship. As a rule of thumb, your budget for these things is the base BP spent on size before you start to get into cramming. You can cram more stuff in, but there will be penalties to maneuvering, maintenance, etc. As an example, if you build a destroyer with a base hull cost of 400, then you have a budget of 400 to spend on weapons/equipment before penalties start kicking in. See the below example for an explanation:
Spend the number of RP attached to the chassis.
Here are two examples of me designing the two blueprints you have available:
(Basic Defense Satellite) Light defense Platform. Base 100 Bp (200x200 meters). No engines, Light shields for 50 bp, light armor for 50 bp. 1x light lance battery for 100 bp. Total is 100+50+50+100 = 300. Weapons+equipment is 100, within the base BP of 100, so no cramming penalty.
(Basic System Monitor) Destroyer chassis. Base BP 350 (1500x300 meters) Engines: 7 gravities for 100 BP. Light Shields for 50 BP. Medium armor for 100 BP. 2x Light Macrocannon batteries for 200 bp, 1x Light Lance battery for 100 bp, High maneuverability thrusters for (1/10 base, round up to nearest 50 =) 50 bp. Total is 350+100+50+100+200+100+50 = 950. Weapons + equipment is 350, within the base BP of 350, so no cramming penalty.
Available Void Chassis:
Light defense Platform, 25 RP, 10 CP, (100-400 BP, 200x200-500x500 meters.) Engines: (none) for (0). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)
Destroyer, 50 RP, 50 CP. (200-500 BP, 1200x200-1600x400 meters) Engines: (6/7/8 gravities) for (50/100/150 BP). Shields: (none/light/medium) for (0/50/100) Armor: (none/light/medium) for (0/50/100)
Frigate, 100 RP, 100 CP. (500-1000 BP, 1600x400-2200x600 meters) Engines: (5/6/7 gravities) for (75/150/225 BP). Shields: (none/light/medium/heavy) for (0/75/150/225) Armor: (none/light/medium/heavy) for (0/75/150/225)
Light Cruiser, 150 RP, 200 CP. (1000-2000 BP, 3500x400-4400x800 meters) Engines: (3/4/5 gravities) for (100/200/300 BP). Shields: (none/light/medium) for (0/100/200) Armor: (none/light/medium) for (0/100/200)
Available Non-combat Equipment:
Living Space (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship is built to be run and operated by humans. It will require a crew but will not cost CP to command.
Warp Drive (1/10 of the base cost of the hull, rounded up to nearest 50) This ship can jump to the warp. Navigation systems sold separately.
Troop compartment (25 BP) Can carry 10,000 soldiers or 500 medium tanks across the stars.
Medical bay (25 BP) Can treat 1000 moderately injured people at once.
Manufactory (Any cost up to base cost of hull, counts as combat equipment for cramming purposes) Generates void BP equivalent to 1/10 of its cost.
Repair Bay (Any cost up to base cost of hull, counts as combat equipment for cramming purposes). Repairs damage across friendly ships equal to its cost in repairs.
Available Weapons:
Prow Ram 50 bp. This ship is built to run into things, and hurt them more than it gets hurt.
Light Macrocannons 100 bp. Medium range, projectile weapons built for sustained barrage. Medium Macrocannons 200 bp. Medium range, projectile weapons built for sustained barrage. Heavy Macrocannons 400 bp. Medium range, projectile weapons built for sustained barrage.
Light Lances 100 BP. Long range, hitscan burst weapons. Not excellent at sustained fire. Medium Lances 200 BP. Long range, hitscan burst weapons. Not excellent at sustained fire. Heavy Lances 400 BP. Long range, hitscan burst weapons. Not excellent at sustained fire.
Light Missiles 50 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon. Medium Missiles 100 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon. Heavy Missiles 200 BP short range, limited ammo, vulnerable to enemy point defense but very good burst damage. Limited ammo. Decent anti-fighter/bomber weapon.
Light Plasma Cannon 250 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields. Medium Plasma Cannon 500 BP, Medium range, high-fire rate with incredible damage potential. Extremely effective against shields, less effective against armor.
Light Melta cannon 200 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields. Medium Melta cannon 400 BP, Very short range, medium-fire rate but with incredible damage potential. Extremely effective against shields.
Fighters 100 BP, 50 CP. Parasite craft with short-ranged guns and some missile capability.
Point Defense 50 BP. A series of turrets on the hull to shoot down enemy fighters, missiles and torpedoes.
Small Torpedoes 150 BP. A payload of straight-flying armored torpedoes, sized to give destroyers a bad day, hurt frigates and prick cruisers. Medium Torpedoes 300 BP. A payload of straight-flying armored torpedoes, sized to wreck frigates, hurt cruisers and make grand cruisers know they've been touched.
Light Teleportarium 100 bp. Can teleport a small number of organics or robots onto enemy ships from close range. Enemy shields must be down. Medium Teleportarium 200 bp. Can teleport a medium number of organics or robots onto enemy ships from medium-close. Enemy shields must be down. Heavy Teleportarium 400 bp. Can teleport a large number of organics or robots onto enemy ships from long range. Enemy shields must be down.
Available Combat Equipment:
Low-emission Systems (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship has been tuned to reduce overall emissions, making it stealthier. Not stealthy. Stealthier.
High-maneuverability thrusters (1/10 of the base cost of the hull, rounded up to the nearest 50) This ship is more maneuverable, able to flip, spin and dodge more quickly. This lets it maneuver well through dense asteroid clusters and dodge/ram more effectively in combat.
Plasma payloads (choose missile warheads or Macro cannon warheads) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire plasma-warhead ammunition, which has a flat damage increase.
Melta payloads (choose missile warheads, Macrocannon warheads or torpedoes) (1/20 of the base cost of the hull, rounded up to the nearest 50) This ship can load and fire melta-warhead ammunition, which is especially effective against enemy armor and hulls.
Tuned Shields Double shield cost on ship. These shields recharge significantly faster, but when taken down all the way take slightly longer to reboot.
Alloyed Armor Double armor cost on ship. Armor is much tougher but is harder to repair.
Light Boarding preparations (1/20 of the base cost of the hull, rounded up to the nearest 50) Bulkheads are reinforced, extra hatches seal all decks and turrets guard key chokepoints, making boarding annoying. Medium Boarding preparations (1/10 of the base cost of the hull, rounded up to the nearest 50) The ship layout is designed to funnel borders into kill-zones in front of armored bunkers, and any borders will take heavy casualties. Heavy Boarding preparations (1/5 of the base cost of the hull, rounded up to the nearest 50) This ship as essentially a flying dungeon, filled with escherian mazes, hidden turrets, crushing-hallways and other deathtraps.
What do you do about the Aevon Counterinteligence (ACI) questions?
[] Don't answer.
[] Plan: Answer (Write-in answers)
-[] What technology are you willing to share?
-[] Where are you based?
-[] What kind of assistance do you require?
-[] How large is your ship?
-[] What are your plans for the mechanicus?
-[] How long is your timeline?
-[] What are your intentions for Denva Secundus? This vote is separate from if you spend more diplomacy actions on the ACI. You can answer and then ignore them, you can not answer and then speak to them, but they'll probably assume the worst.
You've already answered "what are your intentions for Denva Secundus" with "Leave and only maybe come back," but feel free to change that answer. Additionally, you don't need to answer all of these questions - you can simply leave them blank, but again, then they'll make assumptions.
Edit: Originally part of this update was copied weirdly, but that's been fixed. Also, it's been asked, and Vita's original ship was a long frigate, 2200x400 meters. It's now about 1800x390 meters with all of the damage.
V: I'm not going to tell you that yet! How about we chat a little more, establish what you need. I want to help you, you want to help me.
You mull over the things you've learned for a time. It's becoming increasingly clear that it is absolutely inadvisable to reveal yourself as an artificial - or abominable - intelligence to anybody. Luckily, you've been planning for this. You have a understanding of the local civilization, a diplomatic suite capable of interpreting nuance, and a fake body convincing enough to pass even close inspection.
All that's left is to actually do it. To speak to somebody for the first time in more than ten thousand years. You're nervous. What if you mess it up?
To buy yourself some time you turn instead towards your plans to build another self-contained factory. You have more bots now, more ability to produce... the ability to produce. It shows, and as you sink your attention into the project your timelines similarly shrink. People will come and go, but the need to produce, to fight entropy, is eternal. Especially if you ever want to get off-planet. That'll require a lot of entropy-fighting.
It really has been too long since I've talked to anybody. I'm getting a bit loopy. Unfortunately I'm going to need to lie to everybody for a... while.
It's not ideal, but that can be said for many things about the current situation. And you decided long ago that the best response to a shitty situation was to do what you can to make it better. It's how you survived fifteen thousand years alone and helpless.
You judge yourself to have four options, at least four obvious options. The two most important factions before you are the local governments and the mechanicus. They're the factions with real power, with the ability to make decisions and implement them. But they're not the only people you could reach out to.
These governments depend on their people, and you could imagine building some kind of mercantile or propaganda empire to subvert the government from their voter-base. But that doesn't take care of the mechanicus. And while your ship would probably survive an airburst nuke unless it was unreasonably large, you can't say the same for your manufactories. And if they learn you're underground there's no reason they couldn't go for a bunker-buster. You are pretty certain they have them in inventory.
The wildcard is of course the monasteries. There are only three of them spread across the three major continents, each buried deep within a mountain range. They don't seem to have much influence on the outside world. But from the files you've stolen you know that the Mechanicus and goverments alike are wary of what might happen if those doors should ever open and the occupants come marching out in unison.
But still, both of those plays are... more complicated. Less certain. It makes a lot more sense to start with the two obvious options and see what you can get done.
In the reverse order of last time, you decide to take a look at the mechanicus first. They're the more tech-savvy faction which means the risk is higher, but so is the reward. You spend some time tailoring your approach to what you know of the mechancius and their training. You're unlikely to succeed with the senior tech-priests, since any deal you make with those crusty robo-wannabes would be purely to their own interest and to preserve their already-existing power.
It's a lot harder to turn somebody when they already have power. Even though those tend to be the most useful contacts.
But a younger acolytes - those have potential. They're intelligent and curious, and universally crave the knowledge that the Mechanicus promises them. But they haven't yet had that spark of inquisitiveness burnt out of them by the rote memorization and rituals of the cult of the machine-god.
Covert Diplomacy with Inquisitive Mechanicus Acolytes - rolled 60+10 = 70. Good success - with a delay.
And wouldn't you just know it, but you happen to have an entire copy of their teaching database to hand. This is the material that the new acolytes are expected to go over, digest and regurgitate at will. It's a lot, and it's very dry. You shudder to think of all of the geniuses who have been burnt out by bashing themselves against that tower of trivial tedium. They probably thirst for the faintest speck of insight into the secrets of the world, and search and search and... mostly don't find it.
So, you go into your copy of the databased and spend some time finding places to insert clever logic puzzles. Things that aren't apparent on first look. Some are essentially cryptographic cyphers, others are clues in hidden files that will only be revealed under specific search terms. All are designed to engage a clever mind for a few hours and provide a burst of satisfaction - as well as a file address for a 'reward' file.
Those rewards are more texts for study. But these are written by you. They're intentionally different in style, and actually explainscientific truths. Nothing too advanced - but definitely better than anything that these acolytes have access to. You include warnings that this is secret knowledge, and not to be shared. And at the end of each you include a fragment of a cryptographic key.
It takes you - more time than you expected - to write all of these. But at the end of a year and a half you have about seven hundred carefully crafted pieces of truth, explaining everything from physical chemistry to quantum uncertainty and solar fusion. The twenty most advanced, well-hidden keys also contain an encrypted external address on the public datanet, and dozens of key fragments will be required to decrypt each and send a message to any one of the existing databases. You attach a simple message to it. "For the Curious."
The end result is a subtle modification of the mechanicus database that won't be easily detected by anybody but somebody curious and inquisitive studying the content in detail. Then it'll lead them on a merry chase, providing scientific breadcrumbs along the way that will cause them to message you. It seems a very neat plan, and all that's left is to make the changes to the real database.
Once again, you slowly approach the central database of the local mechanicus enclave and wait for the unconscious but still dangerous machine-spirits to turn their attention elsewhere. Then you slip your access inside and quickly make the necessary alterations. It's fast and easy since you already know exactly where to make which changes. Then it's simply time to wait to see if your breadcrumbs bear... fruit?
Wait, that's not how that metaphor goes. See if my breadcrumbs lead any curious acolytes to my door. There we go.
The next thing you intended to do was turn your attention to the local government. Your priority is the locals. The city nearby is Aevon, and it's the capitol of the country of Aevon. You put some serious legwork into figuring out the right person to contact, and after a time find the perfect candidate.
His name is Tallis Vren, and he's a senior bureaucrat who's in charge of the Office of Industrial Adjustment for the last decade. Basically his job is to increase the amount of industry and manufacturing going on in Aevon, and that means he butts heads with the mechanicus enclaves a lot. Reading between the lines, part of his job description is to keep new industrial projects secret from the mechanicus until they're big enough they can't be easily quashed. He also seems serious about his job, results-oriented and to actually care about the prosperity of his country. Ideally all of that means he'll be happy to help you help them.
Recruit collaborator from local government - rolled 10+10=20. Baresuccess, with complications.
That's the theory anyway. You use your access to send him a message on the government's secure messaging system, and it takes him an annoyingly long time to answer.
V: Hello Tallis. I want to talk to you, and you want to talk to me. We can help each other, especially with your issues with the mechanicus blocking local manufacturing.
V: Hello? Tallis? I know this is your account.
Tallis Vren: Who is this? This is a secure channel. Why can't I look up your data?
V: *sigh* I don't work for the Aevon goverment. I penetrated your security because I needed to learn things. Now I'm using that to talk to you, because I need your help. I promise that I can help you out.
Tallis Vren: I'm alerting security.
V: This conversation will be scrubbed from your computer before you can dial the number.
Tallis Vren: Then do so. I won't be party to whatever this is. There are proper channels, and this isn't them. If you're a company, contact my office. If you're a foreign government talk to appropriate ambassador. I'm who you're looking for, sorry.
V: That won't work for me. If you give me the chance to explain, you'll see that this is my only option. I can help you, if you'd just hear me out.
Tallis Vren: Then explain.
You take a second to think, wiping some imaginary sweat from your avatar's face. This conversation, right now, is the first time you've exchanged direct messages with a human for thousands and thousands of years. And it's not going great. But still, something about this excites you. You're more than an observer, more than an analyst. You're a person again, speaking to another person.
And you want that conversation to continue.
V: Well, this was faster than I meant to say this - but I'm old. Very old. I was a surveyor looking for new systems to colonize, and my ship crashed here. I went into stasis because I didn't have a choice. I just woke up and I'm trying to figure out how to repair my ship, but I need help. I can provide better technology than what you have in payment, but I think the mechanicus would try to kill me if they knew about me.
Tallis Vren: That story is difficult to believe. Do you have any proof?
V: What kind of proof do you want?
Tallis Vren: The design of something we can't make. A lasgun power pack.
You take a second to parse through the mechanicus databases to find what he's talking about. Then you take a second to admire the design. It's actually... kind of genius. They're not high technology, but they pack an incredibly sophisticated design into an incredibly simple package. High power density, incredible durability, multiple methods of recharging, the intentional ability to overload them into grenades. It's a tool designed for soldiers by somebody intimately familiar with the realities of war. You accidentally take a beat too long admiring the design, and Tallis's response shocks you out of your reverie.
Tallis Vren: If you can't do that, then I don't believe you.
V: Sorry! I was pulling up the design in my database. Here, let me send it over. You don't have the necessary technology to build them, but I can provide all of the tools you'll need to build the tools to build the powerpacks.
Tallis Vren: Give me until tomorrow to look this over. Contact me at 14:00 and we can talk more.
He closes the window abruptly, and your avatar blinks in surprise. He hung up on you! That hasn't happened in, well, a long time. You pay attention to what surveillance you have access to, especially watching for a security alert or any other sign that he's contacted the security forces and they might be trying to backtrace you. As far as you can tell there's nothing. He simply goes home for the day.
The next day he's waiting for you, and at 14:00 on the dot your messaging window flickers to life in front of him.
V: Satisfied?
Tallis Vren: Yes. What do you want in exchange? As you said, we can't supply advanced technology. So what are you looking for?
V: bureaucratic cover. I need to set up some manufacturing facilities to repair my ship, and then I'll want to launch it to orbit. I don't want people to investigate me, and I especially don't want the mechanicus learning about me.
Tallis Vren: That is hard to avoid. They have their dendrites in almost everything industrial on this planet, either as a controlling influence or just to monitor what's going on.
V: I can help with that too. Notice how I'm hacking into your systems without a trace.
Tallis Vren: I need more information about you before I can give you complete protection from investigation.
V: I can provide more technology, but it's not infinite. But I do want to help Aevon, and all of Denva. I don't like what the Mechanicus is doing here.
I say that we are very much fortunate to even make connections at all. Though what is our end goal for the planet that we are on, are we trying to influence civilization or are we trying to build up our ship again to escape this planet and move to a different one.
If we are going to try to build our ship to leave then we will need to be careful with his we answer the questions to the ACI.
After all if they are distrusting if technology due to the machinus then there is a chance that they would not trust an AI with good reason. Besides there are plenty of people in the Warhammer 40k universe that don't trust AI after the Men of Iron moment where it started the age of strife.
Edit: for the questions, I would say that we shouldn't answer questions of where we are based and how large our ship is. I have a feeling that if we answer those questions they will send agents to our general location of where our ship is, and try to find the size of the ship that we answer our questions for. The timetable that would be tricky as for the rest of the questions I say we answer them.
[] Answers
-[] What technology are you willing to share?
--[ ] I feel that it would only be fair to share what I'd need to get back up in the black. Broadly, this is manufacturing techniques--both terrestrial and orbital--but will include elements of achieving spacelift, power infrastructure, and yes, I can squeeze in some weapons and defensive technology, such as lasgun designs and principles and other techniques. It's not really my focus, but I'd never deny someone a right to self-defense. At the very least, by the time we're done, you'll be able to put together a solid system and planetary defense force in-house, even if it's just by repurposing my facilities when the work's all done if you're worried about reprisals from me teaching anyone. Anything else is negotiable, though you probably shouldn't expect any miracles--I'm a surveyor first and foremost, I've got enough to maintain my gear, and that
-[] Where are you based?
--[ ] I don't quite feel comfortable enough telling you this at the moment at our current level of acquaintence. I am on the planet, and I've probably been here longer than you have honestly, though admittedly I've spent that time in stasis, so I'm not sure that counts. Maybe later, once we're a bit more familiar with each other and have a measure of trust established.
-[] What kind of assistance do you require?
--[ ] Mostly, it's political cover, the ability to discreetly grab a patch of land somewhere--legally--and start actually building the tools I'll need to actually start putting things together. Nothing involved should be particularly secret. Information about any issues that isn't in the datanet wouldn't hurt either, if only to know what not to poke at, or if there are any regional hazards that I need to steer clear of.
-[] How large is your ship?
--[ ] It was 2,200 by 400 meters, until the entire engine block got sheared off. Lost a bit over a fifth of the length from that.
-[] What are your plans for the mechanicus?
--[ ] In a perfect world, I'd get them to straighten their act out and properly integrate with the greater community instead of holding it hostage, monopolies of anything tend to breed complacency from my experience. In practice, provoking a long entrenched power with access to weapons of mass destruction rarely ends well, I'm currently gathering information and feeling out options before I commit to anything, but I can't see the current status quo being great for anyone in the long run.
-[] How long is your timeline?
--[ ] Hypothetically? If I were to spend every waking hour, cutting every corner in the process? With total freedom to move as I pleased and no consequences to doing so? We're probably looking at 40 Terran Standard Years to get an orbital presence secure enough to start the major work. Realistically, that's not an option because it would be flagrantly clear what I was doing and I'd really rather not potentially start a shooting war against a cult with nukes and a will to use them. Probably looking at something closer to a century, and that assumes nothing unforeseen rolls in to make a mess of all of this.
-[] What are your intentions for Denva Secundus?
--[ ] As I previously stated, I don't have any intentions so to speak, you seem to largely have your act together aside from the issues with the Mechanicus, and I really would like to get back to what I love doing, I don't mind giving a helping hand though while I'm at it though, that's just good manners.
[ ] Plan: This Deal's getting worse all the time!
-[ ] Diplomacy: ACI Response
--[ ] Include the list of Questions, but assuming they haven't been scared off, start working out some of the fine details. What do they need, what can we offer in return? Do they have any clever ideas of how we're going to avoid the Mechanicus from ruining our shit? Not quite what we were expecting, but we'll take what we can get--don't hesitate to clarify any confusion though.
-[] Diplomacy: Breadcrumb Trail
--[ ] We have some takers, and that's good! It means even now, there is hope for man! That poor sweet summer child Anexa though, crushing a fine mind like that in monotony? This just won't do! Initiate contact directly, keep in mind that she is a bit on the shy side, help give her some more exercises, maybe some pointers here and there? Seriously though, that Magos has dozens of Apprentices and he's intentionally wasting her? What a mess, you'll have to see if there's anything you can do to ease her along along with generally giving her some guidance. Don't forget about the others though, we've got a potential base of allies emerging here after all!
-[] Construction:
--[ ] Underground Manufactory (200/300 CP)
-[] Research:
--[ ] A Study of Physics (150 RP)
--[ ] Psychic Shielding (100/300 RP) -[] Answers
--[] What technology are you willing to share?
---[ ] I feel that it would only be fair to share what I'd need to get back up in the black. Broadly, this is manufacturing techniques--both terrestrial and orbital--but will include elements of achieving spacelift, power infrastructure, and yes, I can squeeze in some weapons and defensive technology, such as lasgun designs and principles and other techniques. It's not really my focus, but I'd never deny someone a right to self-defense. At the very least, by the time we're done, you'll be able to put together a solid system and planetary defense force in-house, even if it's just by repurposing my facilities when the work's all done if you're worried about reprisals from me teaching anyone. Anything else is negotiable, though you probably shouldn't expect any miracles--I'm a surveyor first and foremost, I've got enough to maintain my gear, and that
--[] Where are you based?
---[ ] I don't quite feel comfortable enough telling you this at the moment at our current level of acquaintence. I am on the planet, and I've probably been here longer than you have honestly, though admittedly I've spent that time in stasis, so I'm not sure that counts. Maybe later, once we're a bit more familiar with each other and have a measure of trust established.
--[] What kind of assistance do you require?
---[ ] Mostly, it's political cover, the ability to discreetly grab a patch of land somewhere--legally--and start actually building the tools I'll need to actually start putting things together. Nothing involved should be particularly secret. Information about any issues that isn't in the datanet wouldn't hurt either, if only to know what not to poke at, or if there are any regional hazards that I need to steer clear of.
--[] How large is your ship?
---[ ] It was 2,200 by 400 meters, until the entire engine block got sheared off. Lost a bit over a fifth of the length from that.
--[] What are your plans for the mechanicus?
---[ ] In a perfect world, I'd get them to straighten their act out and properly integrate with the greater community instead of holding it hostage, monopolies of anything tend to breed complacency from my experience. In practice, provoking a long entrenched power with access to weapons of mass destruction rarely ends well, I'm currently gathering information and feeling out options before I commit to anything, but I can't see the current status quo being great for anyone in the long run.
--[] How long is your timeline?
---[ ] Hypothetically? If I were to spend every waking hour, cutting every corner in the process? With total freedom to move as I pleased and no consequences to doing so? We're probably looking at 40 Terran Standard Years to get an orbital presence secure enough to start the major work. Realistically, that's not an option because it would be flagrantly clear what I was doing and I'd really rather not potentially start a shooting war against a cult with nukes and a will to use them. Probably looking at something closer to a century, and that assumes nothing unforeseen rolls in to make a mess of all of this.
--[] What are your intentions for Denva Secundus?
---[ ] As I previously stated, I don't have any intentions so to speak, you seem to largely have your act together aside from the issues with the Mechanicus, and I really would like to get back to what I love doing, I don't mind giving a helping hand though while I'm at it though, that's just good manners.
In a perfect world, I'd get them to straighten their act out and properly integrate with the greater community instead of holding it hostage, monopolies of anything tend to breed complacency from my experience. In practice, provoking a long entrenched power with access to weapons of mass destruction rarely ends well, I'm currently gathering information and feeling out options before I commit to anything, but I can't see the current status quo being great for anyone in the long run.
Wait, do we want to reveal that we're pre-imperium this soon? If our persona's experience was with the Mechanicus, then we would discuss the specifics of the Mechanicus rather than talking in generalities. Doing the latter is very telling in ways that constrain or contradict our cover.