- Pronouns
- He/Him
@Screwball, Laggs has reminded me and Cornuthaum that you get half your military cap in starting units. You might want to account for that, as you need to shed half your points.
Quirk 1: DEFCON One: Costs 10% of wealth each turn it's active. (+68)
Quirk 2: Government Conspiracy: costs 30% of wealth each turn it's being repaired. (+68)
Quirk 3: Poltergeist: costs 10% of infrastructure each turn it's being repaired. (+28)
Quirk 4: No Filter, No Brakes, no Mercy: orders to stand down or deescalate have a chance (independent of morale) to fail proportional to how long the engine has been active and how much danger her friends have been in. (+68)
Baseline firepower: 25 points (hand-held weaponry)
Endless Missile Massacre: 25 points (tied to all three permutations)
Manifestations of the Deep: 25 points (Tied to matter manipulation and Eldritch radiation). Alma Wade and Necromorphs would be proud.
Baseline defense: 15 points (passive armor, dark matter shields, and point defense)
Schrodinger's Rules: 35 points (tied to time fuckery and matter manipulation). Significant chance of surviving a killing blow.
Precognitive Evasion: 25 points (tied to time fuckery)
Baseline speed: 50 (Inertialess drive, gravity-repulsors, time dilation, transforming mecha)
Infernal Jump Drive: 70 (related to all three permutations)
Baseline electronics: 0
Screams of the Deep: 30 points (tied to Eldritch radiation). Electronics go dark and logic unheard in the shadow of the Black Cat.
Baseline alteration: 0
Area of control: 25.
Flux: 60.
Utility: 60.
Big Sister Dee Dee: 25.
Cheshire cat: 23.
Grief Seed: 10.
FUCKING BELTWAY PANSIES PUT ME ON THE BENCH
Firepower: 3 (Particle beam rifles and applique weapon packages, drone swarm)
Defense: 2 (Headhunter Bioframe)
Speed: 3 (Bioframe integral thrusters, inertia-less countergrav, time dilation device)
Electronics: 4 (Advanced sensors and Electronic Warfare Modules)
2 (drone launcher and fabricator modules)
Morale: 10
Special Circumstances: 10
Technical Solutions: 10
Posthuman Commandos: 5
Friends of Dee Dee: 0
Colonial Marine Battalion
Firepower: 1
Defense: 1
Speed: 1
Electronics: 0
Morale: 5
Posthuman freedom fighters: 10
Home turf: 10
Automated Defense System
Firepower: 3 (Sentry guns)
Hunter-killer drones (3 points)
Defense: 2 (alloys and barriers)
Speed: 1
Morale: 10
Mechanical Persistence: 15
Starlet (Hero Squad) (29 points)
Firepower: 8 (guns, drugs, and starpower)
Defense: 4 (power armor and personal shields)
Stealth (2 points)
Speed: 3 (Inertialess drive, graviton repulsors, time dilation device)
2 (blink drive)
Electronics: electronic warfare suite (2 points)
Pet recon drones (1 point)
Morale: 5 points
Superpowered: 10 points
Mister B.: 10 points
Wilted Flowers: 5 points
Friends of Dee Dee: 0
Boatswain Platoon
Firepower: 4
Defense: 4
Speed: 2
Electronics: 0
Morale: 10
Mister B: 15 points
Friends of Dee Dee: 0
Iowa Battlegirl [Boarding Mech] (13 points)
Firepower: 6 (XM16 magnum particle beam)
Secondary weapons: 3 (particle beam and smart missile batteries) (Coming Soon)
Defense: 3 (boarding shields)
Point Defense (3 points) (Coming Soon)
Speed: 2 (Inertia-less counter-grav, heavy thrusters)
Tactical Jump drive: 2
Electronics: 2 (Recon drone launcher)
Morale: 10
Greatest Generation: 10
The Fastest Battleship: 5
Friends of Dee Dee: 0
New Jersey Battlegirl [Boarding Mech] (13 points)
Firepower: 6 (XM16 magnum particle beam)
Secondary weapons: 3 (particle beam and smart missile batteries) (Coming Soon)
Defense: 3 points (boarding shields)
Point Defense (3 points) (Coming Soon)
Speed: 2 (Inertia-less counter-grav, heavy thrusters)
Tactical Jump drive: 2
Electronics: 2 (Recon drone launcher)
Morale: 10
Greatest Generation: 10
The Fastest Battleship: 5
Friends of Dee Dee: 0
Enterprise Carriergirl [Assault Ship] 15 points
Firepower: 1 (Point defense lasers)
Fighter complement: 0 (Budget cuts *crying eagle*)
Bomber complement: 0 (Budget cuts *crying eagle*)
Ground Complement: 2 points (2 boarding mechs)
Defense: 5
Speed: 2
Morale: 10
Greatest Generation: 10
The Big E: 20
Friends of Dee Dee: 0
Midway Secretarygirl 5 points
Firepower: 1 (sentry guns and drones)
Defense: 0
Speed: 0
Electronics: 4 (C&C equipment)
Morale: 25
Friends of Dee Dee: 0
Atlas Class Fast Battleship (56 points)
Firepower: 18 points.
Defense: 14 points.
Speed: 2 (inertialess drive and time dilation)
Tactical jump drive (2 points)
Electronics: 3 points (C&C infrastructre)
Smart AI with limited precognition (3 points)
Electronic Warfare Countermeasures (2 points)
Morale: 10
Flagships of the Union: 10 points
Posthuman crew: 5 points
Admiral's finest brawler: 5 points.
Alaskan Class Large Cruiser (27 points)
Firepower: 8 (360° bomb pumped laser and missile batteries)
Drone complement: 2 points (scout-fighter squadrons)
Defense: 2 (Shields))
Point defense: 4 (Lasers and singularity bombs)
Speed: 3 (Intertialess drive and time dilation)
Tactical Jump Drive (2 points)
Electronics: FTL comms and sensors (2 points)
Electronic warfare and SIGINT suite (2 points)
Morale: 10 points
Posthuman crew: 5 points
Admiral's finest Privateers: 5 point
Precisely applications of violence: 5 points
American Blockade Runner (15 points)
Firepower: 0
Ground Complement: 1 (welldeck)
Defenses: 0
Stealth: 5
Speed: 4 (inertialess drive and time dilation)
2 (Tactical Jump Drive)
Electronics: Advanced sensors and SIGINT suite (3 points)
Morale: 5 points
Superspy ship: 10 points
Kessel run: 10 points
Alamo Cosmofortress (46 points full price)
Firepower: 5 (Particle beam gun grid)
Singularity mines and torpedoes (7 points)
Endless missile massacre (7 points)
Defenses: 15 (dark matter shields and point defense)
Speed: 0
Electronics: FTL comms and sensors (3 points)
Emergency drydock and barracks (3 points)
Pre-positioned supply cache and semi-self sustaining infrastructure (2 points)
Autonomous scout and engineering drones (2 points)
Electronic warfare countermeasures (2 points)
Morale: 10
Hornet's nest: 15
Hive Spores (Division)
Cost: 3
Firepower: 2 (Narcotic Injectors)
Defense: 0 (Disposable Biology)
Speed: 1 (Tailored Metabolism)
Electronics: 0 (Wetware)
Morale: 15
Networked Hivemind: 10
Close Quarters Combat: 5
Necrophagic Auxiliaries (Division)
Cost: 5
Firepower: 3 (Razored Claws and Bioplasmic Spittle)
Defense: 1 (Regenerating Tissues)
Speed: 1 (Reanimated Physiology)
Electronics: 0 (Wetware)
Morale: 15
Parasite Controlled: 10
Mass Wave Tactics: 5
Protean Scouts (Division)
Cost: 7
Firepower: 0 (Toxic Spurs)
Defense: 0
Stealth: 2 (Self-regulating Biology and Chromatophores)
Speed: 1 (Integrated Wing-skeins)
Electronics: 0
Jamming: 2 (ECM Organ)
Scanning: 2 (Electroreception and Thermographic Pits)
Morale: 10
Transhuman Infiltrators: 15
Psychological Tactics: 5
Protean Lance (Division)
Cost: 7
Firepower: 2 (Spinelaunchers and Razored Claws)
Defense: 3 (CNT-laced Chitin)
Speed: 2 (Deep Oxygenated Musculature)
Electronics: 0 (Wetware)
Morale: 10
Augmented Shocktroops: 10
Boarding Actions: 10
Protean Honor Guard (Division)
Cost: 10
Firepower: 4 (Fragmenting Biomunitions and Bioplasmic Flares)
Defense: 3 (Exotic Materials Carapace)
Speed: 3 (Augmented Adrenal Response)
Electronics: 0 (Wetware)
Morale: 10
Enhanced Insectile Elite: 15
Urban Combat: 5
Conqueror Worm Triat (Division)
Cost: 10
Firepower: 5 (Excavator Claws)
Defense: 4 (Ablative Matrix)
Speed: 1 (Burrower)
Electronics: 0 (Wetware)
Morale: 5
Ambush Hunter: 15
Robust Physique: 5
Manticore Launchers (Division)
Cost: 8
Firepower: 4 (Artillery Spines and Electrokinetic Spear)
Defense: 0
Stealth: 2 (Self-regulating Biology and Chromatophores)
Speed: 2 (Arthropodal Locomotion)
Electronics: 0 (Wetware)
Morale: 10
Patient Predator: 10
Urban Combat: 5
Harvester Complex
Cost: 14
Firepower: 3 (Electrokinetic Tendrils and Concussive Airborne Symbiotes)
Support: 1 (Parasite Colonies)
Defense: 5 (Self-directed Mutation)
Speed: 2 (Arthropodal Locomotion)
Electronics: 0
Scanning: 3 (Electroreception and Thermographic Pits)
Morale: 10
Dedicated Scavenger: 10
Urban Combat: 5
Titan Assault/Terraforming Walker
Cost: 19
Firepower: 6 (Devastator-class Bioplasmic Cannon plus Point-Defense Spinelaunchers)
Terraformer: 2 (Atmospheric Processors and Fungal Seeding Arrays)
Defense: 7 (Exotic Materials Carapace)
Speed: 3 (-1/+4) (Arthropodal Locomotion and Burrower)
Electronics: 0 (Wetware)
Morale: 10
Urban Combat: 10
Sunmote Aerospace Superiority Squadron
Cost: 6
Firepower: 2 (Hyperaccelerated Spines)
Defense: 1 (Treated Chitin Shielding)
Speed: 3 (Articulated Plasma Venting)
Electronics: 0 (Wetware)
Morale: 10
Organic Drone: 10
Blitz: 5
Landing Spires (Squadron)
Cost: 6
Firepower: 0
Kinetic Strike: 2 (Electrokinetic Impact Generators)
Defense: 2 (Ablative Chitin Plating)
Speed: 2 (Gravity plus Plasma Venting)
Electronics: 0 (Wetware)
Morale: 15
Shock and Awe: 10
Mantis Frigates (Squadron)
Cost: 10
Firepower: 4 (Hyperaccelerated Spine Turrets and Symbiotic Hive Complex)
Defense: 3 (Thickened Crystalline-Chitin Matrix)
Speed: 3 (Shaw Engine)
Electronics: 0 (Wetware)
Morale: 15
Integrated Network: 10
Harrower Cruiser
Cost: 14
Firepower: 5 (Reaper-class Bioplasmatic Void-Projector Array plus Hyperaccelerated Flak Turrets)
Defense: 4 (Matured Crystalline-Chitin Matrix)
Speed: 2 (Shaw Engine)
Electronics: 0
Scanning: 3 (Cerebral Dendrites)
Morale: 10
Standard Bearer: 10
Fearsome Craft: 5
Maw Star Fort
Cost: 19
Firepower: 7 (Famine-Class Bioplasmatic Cannon, Hyperaccelerated Flak Turrets, and Primary Spine Launchers)
Hangar: 2 (Spire Launch Mechanism)
Defense: 7 (Elder Crystalline-Chitin Matrix)
Speed: 2 (-1/+3) (Shaw Engine Complex)
Electronics: 0 (Wetware)
Morale: 10
Command and Control: 10
Onboard Army: 5
Proteus Hive
Firepower: 50 (Primordial-Class Bioplasmatic Void-Array, Hyperaccelerated Flak Turrets and Primary Spine Launchers)
Offensive Terraformer/Bioreformatter: 140 (The Convergence Effect linked to Terraforming/Bioreformation Ability)
Defenses: 61 (Progenitor Crystalline-Chitin Matrix and Exotic Materials Plating)
Speed: -125 (+0) (Shaw Core)
Fighter Complement: 50 (Sunmote Air Superiority Squadrons)
Bomber Complement: 25 (Solar Wind Bomber Squadrons)
Electronics: 0
Jamming: 25 (ECM Organs)
Scanning: 25 (Cerebral Dendrites)
Alteration: 75
Area Control: 75
Flux: 50
Utility: 50
Moral: 0
Permutations: Terraforming, Bioreformation
Quirk: Proteus houses all critical functions of the Devouring Sun and the overwhelming majority of the Devouring Sun's population.
He-Who-Has-Stolen-Fire
Cost: 49
Firepower: 15 (RULES OF NATURE)
Offensive Terraforming: 5 (Mantle of the Devouring Sun)
Defense: 10 (Adaptative Biology and Xenometamaterial Scaffolding)
Speed: 4 (-5/+9) (Mutated Myofilaments)
Electronics: 0 (Wetware)
Morale: 15
Faction Leader: 20
Still Hungry: 5
The-Standing-Seer
Cost: 24
Firepower: 3 (Hyperaccelerated Spine Turrets and Symbiotic Hive Complex)
Defense: 4 (Thickened Crystalline-Chitin Matrix)
Stealth: 2 (Exotic Carapace Plating)
Speed: 3 (-2/+2) (Shaw Engine)
Electronics: 10 (Neural Cords)
Morale: 15
When You Least Expect It: 10
Still-Starving
Cost: 24
Firepower: 10 (Modified Hyperaccelerated Spine Cannon and Viral Blade)
Defense: 7 (Exotic Materials Chitin)
Speed: 5 (-2/+2) (Xenobiological Muscularskeletal Reinforcement)
Electronics: 0 (Wetware)
Morale: 15
Hive Leader: 10
Survivor: 5
17:46 | TenfoldShields |
Bugmen from Neptune's got a good ring to it ![]() |
Order of the Thule::Nationalsozialistische Mond Arbeiterpartei
Class: Diaspora
National Advantages: Rank 3 (4 points): Toblerone Territory, Load-Bearing State, Eminence Grise
National Disadvantages: Rank 2 (+2 points): Rebellious Province, Visitor Cultists
Prosperity: Rank 1 (3-2)
Wealth: Rank 1 (1) (Wealth Rating 45+100)
Infrastructure: Rank 5 (5) (Infrastructure Rating: 125)
Military Support: Rank 3 (5)
Military Quality: Rank 2 (3)
Engine Size: Rank 2 (4)
Engine Complexity: Rank 1 (2)
Homeland Support: Rank 4 (2+2)
Visitor Adaptation: Rank 0 (0)
Landesschützen
Cost: 3
Firepower: 1 (Autorifles)
Defense: 0 (Layered Neo-Kevlar Uniforms)
Speed: 1 (Integrated Jump-packs)
Electronics: 1 (External Voice-Coms)
Morale: 10
- 5: For the Fatherland!
- 5: Last Line of Defense
Sturmtruppen
Cost: 8
Firepower: 4 (Heavy Autorifles, Chem-throwers, Panzerfausts)
Defense: 1 (Light Powered Armor)
Speed: 2 (Integrated Jet Pack)
Electronics: 1 (External Voice-coms)
Morale: 5
For the Fatherland: 5
Impetuous: 5
Shock Assault: 5
Füsiliere
Cost: 10
Firepower: 4 (Rotary Autocannons, Heavy Chem-throwers, Integrated Panzerfausts)
Defense: 4 (Heavy Powered Armor)
Speed: 1 (Integrated Jump-pack)
Electronics: 1 (External Voice-Coms)
Morale: 5
For the Fatherlands: 5
Fanatical Zeal: 5
Hold the Line: 5
Pioniere
Cost: 9
Firepower: 1 (Autorifles)
Demolitions: 1 (C21 Detonator Packets)
Defense: 2 (Powered Armor)
Speed: 2 (Integrated Jetpack)
Electronics: 1 (External Voice-Coms)
Construction: 2 (Portable Engineering Kit)
Morale: 8
For the Fatherland: 5
Network Integration 5
Teutonic Engineer: 2
Schutzstaffel
Cost: 10
Firepower: 3 (Light Autocannons, Chem-throwers, Panzerfaust)
Defense: 3 (Powered Armor)
Speed: 3 (Integrated Flight Pack)
Electronics: 1 (External Voice-Coms)
Morale: 8
For the Fatherland: 5
Fanatical Zeal: 5
Those Uniforms: 2
Spezialoperativs
Cost: 9
Firepower: 1 (Light Autorifles)
Demolitions: 1 (C21 Detonator Packets)
Defense: 0 (Neo-Kevlar Weave Bodysuit)
Stealth: 2 (Optical Background Cloaks)
Speed: 3 (Integrated Flight Pack)
Electronics: 1 (External Voice-Coms)
Morale: 8
For the Fatherland: 5
Professional Operator: 5
Those Uniforms: 2
Schrein-Class Gehhilfe
Cost: 7
Firepower: 2 (Light Autocannon, Integrated Chem-thrower, Integrated Panzerfaust)
Defense: 1 (Class-2 K-Steel Armor Plating)
Speed: 3 (Integrated Jet Trusters)
Electronics: 1 (External Voice-Coms)
Morale: 5
KRUPP STEEL: 5
For the Fatherland 5
Impetous: 5
Luchs-Class Panzer
Cost: 7
Firepower: 2 (Heavy Autocannon, Guided Panzerfaust Launcher)
Defense: 2 (Class-1 K-Steel Armor)
Speed: 1 (Treads)
Electronics: 2 (Strategic Networked Intelligence Module)
Morale: 8
KRUPP STEEL: 5
Panzer Corp: 5
Holding The Line: 2
Bär-Class Panzer
Cost: 10
Firepower: 4 (Anti-Armor Autocannon, Light Rotary Autocannons, Guided Panzerfaust)
Defense: 3 (Class-0 K-Steel Armor, Reactive Defense Grid)
Speed: 1 (Treads)
Electronics: 2 (Strategic Networked Intelligence Module)
Morale: 5
KRUPP STEEL: 5
Network Integration 5
Panzer Corp: 5
Kanone 72
Cost: 8
Firepower: 4 (Heavy Bombardment Autocannons)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 2 (Treads)
Electronics: 1 (Integrated Voice-Coms)
Morale: 8
For the Fatherland: 5
Death From Above: 5
KRUPP CANNONS: 2
Orbitalkanone 59
Cost: 10
Firepower: 6 (Anti-Orbital Autocannon)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 0 (Towed)
Electronics: 3 (Sub-Orbital Targeting Relay)
Morale: 8
For the Fatherland: 5
Clear the Skies: 5
KRUPP CANNONS: 2
Blitz Fighter Squadron
Cost: 8
Firepower: 1 (Autocannons, Anti-Aerospace Missiles)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 4 (Fusion Torches)
Electronics: 2 (SIDAR Module)
Morale: 8
For the Fatherland 5
KRUPP STEEL 5
Professional Pilots: 2
Gewitter Aerospace Bomber Squadron
Cost: 10
Firepower: 1 (Autocannons)
Bombs 2: Guided Fusion Missiles
Defense: 2 (Class-2 Ks-Steel Armor)
Speed: 4 (Fusion Torches)
Electronics: 2 (SIDAR Module)
Morale: 8
For the Fatherland 5
KRUPP STEEL 5
Professional Pilots: 2
Zerstörer 1856 Class Squadron
Cost: 10
Firepower: 2 (Autocannons)
Torpedoes: 1 (Fusion Torpedoes)
Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Defense: 2 (Class-2 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Initiative Information Module)
Morale: 8
For the Fatherland: 5
KRUPP STEEL: 5
Death and Glory: 2
Jäger-class Light Cruiser
Cost: 12
Firepower: 2 (Autocannons)
Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Torpedos: 1 (Fusion Torpedos)
Defense: 3 (Class-2 Ks-Steel)
Speed: 2 (Fusion Torches)
Electronics: 3 (Strategic Information Initiative Module, Local TacNet Relay)
Morale: 8
For the Fatherland 5
KRUPP STEEL 5
Wolfpack Leader 2
Adler-class EWar Cruiser
Cost: 14
Firepower: 1 (Autocannons)
Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Defense: 1 (Class-2 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Information Initiative Module)
Jamming: 3 (EM Refraction Array)
Surveillance: 4 (EM Amplification and Capture Array)
Morale: 5
For the Fatherland 5
Intelligence Operations 5
We are Watching 5
Ameise-Class Assault Transport
Cost: 14
Firepower: 0
Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Sturmtruppen Battalion: 3
Defense: 5 (Class-1 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Intelligence Initiative Module)
Morale: 8
For the Fatherland: 5
Into the Breach: 5
Guts and Glory: 2
Ritter-class Heavy Cruiser
Cost: 21
Firepower: 4 (Heavy Autocannon Battery)
Torpedos: 2 (Fusion Torpedoes)
Anti-Aerospace Artillery: 2 (Light Autocannon Batteries, Micro-missile pods)
Defense: 5 (Class-1 Ks-Steel Armor)
Speed: 2 (Fusion Torch)
Electronics: 3 (Strategic Intelligence Initiative Module, Local TacNet Relay)
Morale: 8
For the Fatherland 5
Backbone of the Fleet 5
Courage Under Fire 2
Führer-class Battleship
Cost: 39
Firepower: 10 (Superheavy Autocannon Batteries, Fusion Missile Batteries)
Anti-Aerospace Artillery: 5 (Light Autocannon Battery, Micro-missile pods)
Defense: 10 (Class-0 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 3 (Strategic Intelligence Initiative Module, Local TacNet Relay)
Morale: 8
For the Fatherland: 5
Thunder of God: 5
Teutonic Engineering: 2
Col. Otto Kroenen
Cost: 32
Firepower: 2 (Silenced Autorifle, Vibroknife, Shaped Charges)
Demolitions: 2 (C21 Packets)
Defense: 1 (Light Powered Armor)
Stealth: 2 (Optical Background Module)
Speed: 3 (Integrated Flight Pack)
Electronics: 3 (Experimental Tactical Information Module, EM hardening)
Morale: 10
Professional Operative: 15
Improbable Skill: 5
Kroenen, Otto Kroenen: 9
Matilda and Eva Strasse
Cost: 30
Firepower: 2 (Light autocannons, guided missiles)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 10 (Custom-tuned Fusion Bloom Thrusters)
Electronics: 2 (Strategic Intelligence Module)
Morale: 5
For the Fatherland: 5
Twin Intuition: 5
Ace Pilots: 15
Deadly Beauty: 5
Wilhelm Strasse
Cost: 40
Firepower: 7 (Rotary Autocannons, Pulse Lasers, Disintegration Field)
Defense: 6 (Class-X K-Steel Armor)
Speed: 2 (Integrated Jump-pack)
Electronics: 3 (Strategic Intelligence Module, Local TacNet Relay)
Morale: 5
For the Fatherland: 5
Fanatical Zeal: 5
Ace Pilot: 15
Disturbed Brilliance: 10
I am aware the game started. I'm seriously thinking of dropping out, because I ought to have my sheet and military in order before posting IC, and I don't really have a lot of time right now to do so.In case people missed it, the game started.
We're also on IRC at #VulgarEngines on irc.systemnet.info.
Didn't get a tag alert for some reason. Anyway, I'll be unexpectedly all sorts of busy until like, January so I don't predict being able to participate. Sorry.@samdamandias @ImperialRocketeer @Screwball @Deadly Snark @Secretariat @Shrike @Alectai @MightyDwarf @HellHound01 @Lucienz
In case people missed it, the game started.
We're also on IRC at #VulgarEngines on irc.systemnet.info.
I've been holding out making a second post in IC until @Exhack confirms that the nations are up to standard, will that happen anytime soon or should I just focus on story over anything related to mechanics for now (So only establishing backstory, no present events)?@samdamandias @ImperialRocketeer @Screwball @Deadly Snark @Secretariat @Shrike @Alectai @MightyDwarf @HellHound01 @Lucienz
In case people missed it, the game started.
We're also on IRC at #VulgarEngines on irc.systemnet.info.
I am aware the game started. I'm seriously thinking of dropping out, because I ought to have my sheet and military in order before posting IC, and I don't really have a lot of time right now to do so.
I've been holding out making a second post in IC until @Exhack confirms that the nations are up to standard, will that happen anytime soon or should I just focus on story over anything related to mechanics for now (So only establishing backstory, no present events)?