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Meddling in the Affairs of Wizards and Dragons, part two
- Thread starter Relden Calder
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- #1
Fabricated my offset post and at present my first thread, lookit me go. (blows party horn)
You can observe the previous thread hither.
Google doc with IC lore can be found here.
- #2
Stewardship 4 +iii +2 (Diligence) +1 (Logical) +two (Competent Embezzler) = 12
Affairs 14
Intrigue i +ane +two +5 +iii (Patience) +1 (History Buff) +ane (Competent Embezzler) = 14
Learning 20 +2 (Temperance) +1 (Logical) = 23
Piety 19 -1 (Diligence) = eighteen
Logical: Y'all have an orderly mind. +1 Stewardship, +1 Learning.
Diligence: Yous put in the prep work for everything, and it shows. You set well for every contingency. +two Stewardship, -1 Piety, lessened consequences of failed rolls on evolution projects.
Patience: Slow and steady wins the race. You don't jump blindly into things, just you may miss opportunities. +3 Intrigue, -one Martial, Roll every year on multi-year deportment.
Temperance: You know to manage your resources well, making the near of what you take. +2 Learning, half Requisition allowance.
Meticulous Planner: 1/4 of Learning added to constructive Intrigue (+v)
Competent Embezzler: +2 Stewardship, +ane Intrigue
Obsessive: When yous take a problem in forepart of you, you just don't give upward. Information technology can bring rich returns in results, merely it can pb to you neglecting piffling things similar food, sleep, and bathing. Maybe work on that.
Vehicle Ranking Chart: i to 50
Unit Feel Nautical chart: Greenhorn>Rookie>Experienced>Veteran>Special>Reaper
Infantry
Chapters: 20/50 Squads
Riflemen (Hermit support): Assail: 3, Defence: ii, Mobility: 3, Evasion: 3 (Cost: 25+xxx=55 Budget: 20)/ii units
Amanuensis Squad (Hermit back up): Assail 9, Defense 2, Mobility 6, Evasion: 6 (Toll: 25+xv=xl Upkeep: 15)
Heavy Weapons Squad (Hermit Back up): Attack xv, Defense 3, Mobility: 2, Evasion: 2 (Cost: 30+15=45 Budget: 15)
Artillery: Attack: 24, Defense: 0, Mobility: one, Evasion: 0 (Cost: 50 Budget: 15)
6 Rifleman Squads (Rookie) (Hermit support): Attack: 3, Defence two, Mobility 3, Evasion: iii (Upkeep: 10 x6 = sixty) (four squads have 1XP)
eight Rifleman Squads (Rookie): Attack ii, Defense 1, Mobility 2, Evasion two (Upkeep: 5 x8 = xl)
(1 squad manning fortifications. 1 squad manning lookout mail service. vi squads on peacekeeping duties. 8 squads guarding valley perimeter.)
iii Agent Squad (Rookie) (Hermit support): Assault 9, Defense 2, Mobility 6, Evasion: 6 (Upkeep: 15 x3 = 45)
1 Heavy Weapons Squad (Rookie) (Hermit Support): Attack fifteen, Defense force 3, Mobility 2, Evasion 2 (Upkeep: 15)
Vehicles
Capacity:
2x UAV
3x Unimog
VEHICLE Puddle NEEDED FOR FURTHER VEHICLE PURCHASES
Mining equipment
Upkeep: 895
Income:
-Funding: 945/year
-Trade: 370/twelvemonth
-Enquiry: 200/year
Prince of Silvery Blossoms (Faerie lord): two of 10: Vassalage (protection in commutation for tribute). Assistance from the Niggling Folk
The Little Folk: 1 of x: +ten to Intrigue rolls. Gossip of unseen ears. NB: If Stephan always tells anyone of his links with the Little Folk, this link resets to 0.
NATO Terrestrial Defence force Forcefulness: 1 of x: Random gifts. Closer co-performance.
Dvergr: 1 of 10: Reroll crit fails on subterranean actions in Gaia
Affairs: 3 +one = 4
Stewardship: ix
Intrigue: 18 +3 = 21
Learning: 10
Piety: 20 +iii = 23
Trained Soldier: You have been trained for war. +2 Martial.
I'thou The Invisible Man: You tin veil yourself from sight. +3 Intrigue.
Raoul Cortez, Transhuman Animist
Stewardship: 13
Diplomacy: 7 -1 = vi
Intrigue: 15
Learning: 16 +2 +2 = twenty
Piety: eighteen +5 +2 +1 = 26
Lich: Through dedication, skill and what some would telephone call madness, you have transferred your soul to an artificial trunk. The immediate benefits - and drawbacks - are obvious, only the minor-minded are not your friends. Effect: +2 Learning, +1 Piety, +i Martial. Devout Cielosi hate you on principle.
Experienced Mage: You are near the elevation of your game, and have been for some time. While in that location are visionaries across you, y'all've been studying magic for years and have got very skillful at it. +5 Piety, +two Learning. ane/2 of Piety is added onto Martial during combat.
- #iii
A Wild Chase is coming. Yous don't know exactly when, but you know it is imminent. The Unseelie Fae, led by She of the Ebon Haunts, are launching a literal hunting party. If Terran stories are any indicator, it will be similar to traditional fox hunting back on World, albeit with more sentient prey. They'll be targeting all of the Seven Kingdoms, but your trek volition be likely to bear most of their attention, given your spies' report that your presence at faerie court is offensive to She.
That'southward non even your only contempo development, merely the well-nigh immediately urgent. You've scored some other major intelligence coup, recruiting an experienced Rojandran mage, Raoul, and the aforementioned spies that learned of the Wild Hunt take as well located most of your missing soldiers - as fae, and with no retentivity of ever being human being.
If that wasn't bad enough, your research and diplomatic advances, while impressive, are not entirely relevant to your primary objective, and the bureaucrats back dwelling house are 'concerned' that y'all take become 'distracted.' They're calling yous back for a 'short investigation.'
945 Funding income gained.
370 Trade income gained.
200 Inquiry income gained.
Full: 1515.
You have 945 income available.
Requisition: Every year, you may requisition equipment and personnel from Earth. Equally you have managed to open a line of communication with Earth even when the portal is closed, y'all may request for them to have items fix for you - choice of items expanded. You lot may requisition up to 33% of your funding income each year. Note that this is not in addition to your funding - requisitioned items come out of your income too as your Requisition allowance. Vote by plan for Requisition, and please include a total cost line. If you want to request items non listed here, experience costless to ask and I'll consider information technology and assign a toll.
Upkeep costs don't count against your Requisition allowance. Yous tin buy multiple of the same matter, though this is but really relevant for troops and vehicles. Where a toll is expressed as Ten+Y, the second number does not count confronting your Requisition assart.
315 Requisition available. You have 20 squads. You tin house xxx more.
[ ][Req] Riflemen: Two squads of bones, well-trained infantry. (Base Rifleman team: Attack 2, Defense 1, Mobility 2, Evasion: 2) (Cost: 25, upkeep 10)
[ ][Req] Riflemen (With Hermit support): An attached Hermit support team increases your troops' potential markedly. Two squads. (Augmented Rifleman squad: Assail 3, Defense 2, Mobility 3, Evasion iii) (Toll 25+thirty, upkeep 20)
[ ][Req] Agents: Elite special forces, these men are the best in that location is at what they do. Trained in infiltration and covert operations, there's no-one ameliorate in a tight spot. (Augmented Amanuensis squad: Assail 9 , Defense 2, Mobility half-dozen, Evasion: six) (Cost 25+fifteen, upkeep 15)
[ ][Req] UAV: A ruggedised remote command plane, essentially, conveying reconnaissance equipment. A loftier-resolution photographic camera, thermal imaging photographic camera, ground-mapping radar and other bells and whistles brand this invaluable for scouting. (Cost thirty, upkeep 5)
[ ][Req] Heavy Weapons Squad: Specialist infantry trained in the use of rocket launchers, mortars, crew-served machine guns, and other heavy weapons. (Augmented Heavy Weapons team: Attack 15, Defence 3, Mobility two, Evasion 2) (Cost 40+15, upkeep xx)
[ ][Req] Arms: Guns, howitzers, mortars. The large toys. These let projection of enormous firepower beyond long distances, and they're even strategically mobile! Colonel Walker volition exist pleased by these, and y'all tin can generally leave the specifics up to him - he knows what he's doing. Improve than you practice, anyway. (Base artillery bombardment: Attack: 24, Defence: 0, Mobility: 1, Evasion: 0) (Cost 50, budget xv)
[ ][Req] Prefab buildings: Flat packed for your convenience. Generators included. (Cost 100 per unit, budget 0)
Martial: Ever since he learned of the Wild Hunt, Colonel Walker has been scrambling to set up your base for the coming hostilities. Unfortunately, not knowing what to look beyond that it is the Fae has left him stressed and non a piddling bit paranoid. As far as he is concerned, there are three options to bargain with the situation.
(Actions limited to ane for this turn only. Cull how you volition address the Wild Hunt.)
[ ][Martial] Go To Ground: You take the ability to pierce fae glamour, and your base is well-fortified. Yous have neutral, if not friendly, contacts with the local kingdoms, and the dryads' pledge to assistance protect your base from attack, in add-on to the Prince's own patronage entitling y'all to protection from set on. Combined with your ain forces, you could theoretically stand and face the Wild Chase here in Gaia.
Raoul is adamant that this is Not a good idea by whatsoever stretch of the imagination. There is a reason, he tells you, that the cities all have very large, very thick and very tall curtain walls protecting them. Colonel Walker, at least, is amenable to this program, if only considering he dislikes the idea of running away without a fight.
"Y'all cannot fight the tempest," Raoul informs you grimly.
Price: 100. Budget: 0. Risk of Success: ???. Reward: Stand up and fight off the Wild Hunt. Potentially improved relations with the Seven Kingdoms. Potentially incur additional Faerie wrath for beingness able to stand up to a Wild Hunt. Wild Hunt mini-turn will determine outcome.
[ ][Martial] Running Rings Around Them: The fae are repelled past cold iron. Rather than fight or flying, you could simply set a means to let y'all to ignore the problem. Setting up an unbroken ring of common cold atomic number 26 around your base of operations would mean the Wild Chase but could not attain yous. Being denied her chosen prize, all the same, would probable drive She of the Ebon Haunts to have out her frustration on the surrounding surface area.
Toll: 40. Upkeep: 0. Gamble of Success: 90%. Advantage: Band of cold iron protecting your base. The Wild Chase volition not impact you directly. Reduced relations with the 7 Kingdoms as the Wild Hunt takes out their frustrations on easier targets. Reduced relations with all Fae for the use of cold iron.
Stewardship: Nicola is nervous, a sight yous've never seen from the normally intense adult female. The news that an alien hunting party will shortly descend on your base, non even having the decency to call itself an army, is plenty to rattle anyone, yous suppose. She has an idea for dealing with that.
(Choose 2)
[ ][Steward] An Empty Warren: The all-time way to avoid the Wild Hunt, y'all are beginning to fear, is to only not be hither when it happens. Nicola has proposed a full evacuation until such time as the Wild Hunt has passed. Yous tin see the logic in such a proposal, but abandoning your base completely would leave the facilities you lot've already established at the Wild Hunt's mercy. You would be coming dorsum to ruin at the very least, and at worst, the entire base of operations would be levelled, essentially requiring you to rebuild from nothing.
You could also, she suggests, simply evacuate non-essential personnel, leaving the base of operations occupied simply by your military contingent. It would allow for your inquiry and other matters to proceed apace, albeit working from Globe through intermittent portals.
-[ ]Full evacuation (No other options tin can be chosen this year)
Cost: 120. Upkeep: 0. Advantage: No Wild Hunt crisis upshot. No political consequences. Base destroyed. -ten Penalty to all rolls and Merchandise and Inquiry Income reset to 0 until special Stewardship pick completed.
-[ ]Partial evacuation (All options nevertheless available)
Cost: 120. Upkeep: 0. Reward: No risk of civilian casualties from the Wild Hunt. +5 to Base of operations Defense rolls from solely armed forces presence. -5 to all non-Martial rolls this plow as a outcome of working from Earth.
[ ][Steward] Air Superiority: A dedicated vehicle pool isn't the only thing that needs edifice. If you want shipping, you're going to demand to build a hangar, and bones air-traffic control facilities. Nicola has located a promising spot, if you lot want to make this a priority.
Cost: 20, 1 Prefab building unit. Upkeep: 25. Fourth dimension: i twelvemonth. Reward: Unlocks aircraft for Requisition.
[ ][Steward] Crystal Computing 2, Crystal Harder: Last twelvemonth yous negotiated a trade bargain with the Dvergr. In exchange for modern materials which they had no access to - titanium, aluminium, plastics, amidst other things - they are at present providing you with wyrdan crystals. Enough crystals to finally practise something most your prototype figurer designs. Nicola and Monica, working together, can prepare a product arrangement between your expedition and Earth to begin mass-producing computers with wyrdan components. There will yet be some RnD needed to find an adequate balance between resource cost, heat generation and computing power, but the end event will still exist years alee of the competition, even if nowhere near the standards of the prototypes in your labs. But best of all, because Monica set your expedition upward every bit a limited visitor five years ago, your expedition, and not the Eu hierarchy, owns the patents for whatever computer models somewhen happen, meaning you go all the profit.
Cost: 200. Upkeep: 60. Fourth dimension: 3 years. Take chances of success: eighty%. Reward: Estimator advances made available to World. Computer exports to Earth result in +100 Trade income, increasing by +50-150 per yr over the following 10 years. Increase per year dependent on scroll.
[ ][Steward] All Roads Lead To Rome: An idea prepare forth past Monica - to increase your continuing with the Vii Kingdoms by helping them improve their infrastructure, primarily by edifice roads. It would crave requesting additional construction teams from World, just you're confident that it would be approved on the basis of humanitarian aid. Information technology besides serves - in a roundabout fashion - as a show of force, Monica explains. By demonstrating how quickly you can build - and more importantly, maintain - roads of much college quality than they currently use, you permit the local powers to glean some inkling of the depth of your unknown capacities. Afterward all, unknowns are only scary if yous know that you lot don't know them.
Of all the nations, Tierra is likely the only i you have close plenty relations with for them to approve a project like this in their lands, so that would be where you'd start.
The additional piece of work crews and resources, the long-term survey and maintenance work, hell, the sheer scale lonely of what you're planning guarantees this volition exist a momentous undertaking. Yous'll be converting hundreds of miles of cobblestone and packed earth to post-industrial asphalt and concrete in less than a decade. It won't be your most complicated undertaking so far, but it volition be the well-nigh resource-intensive 1. Nicola is certain she can go out the project with minimal oversight once information technology gets started, withal, and so it will free her for other projects equally it progresses.
Price: 220 Budget: 80 until projection completion, 15 thereafter. Chance of success: 90%. Fourth dimension: 1 year. Project will take 5 years to complete. Reward: Profoundly improved relations with Tierra. Permanent +five to war machine actions in Tierran lands, or that make use of new Tierran highways. Rugged terrain-capable vehicles no longer required in Tierra. Trade becomes possible with Tierra on a much larger scale. Seven Kingdoms acquire something of your construction capabilities. Seven Kingdoms likely intimidated. Pick to extend the projection to other friendly nations at a futurity date.
Diplomacy: Monica, out of everyone, seems to exist near unnerved by the news of the Wild Hunt. Information technology seems the thought of a hostile entity focused entirely on her death, and which she cannot talk down is immensely disturbing to her. Whatever gruesome fate might befall her, though, she is determined it should happen to as few people as possible.
(Choose 2)
[ ][Diplomacy] A Tempest is Coming: A Wild Chase is coming, and it will non be discriminating. All of the Seven Kingdoms volition caught up in the tide of Unseelie fae as well, and volition likely be defenseless unawares if you don't warn them. More than than that, the Dryads and Dvergr likely need to be warned as well. Maybe even Baratrum, though y'all dubiety it. At the very least, it can't hurt, correct?
Price: 5 per faction. Upkeep: 0. Chance of success: 70%. Reward: All indicated factions fabricated aware of She of the Ebon Haunts' Wild Hunt. Improved relations with indicated factions.
NB: Whether you choose all or simply one, this option is a unmarried activity.
-[]The Seven Kingdoms (Mutually exclusive with Intrigue option)
-[] The Dryads
-[] The Dvergr
-[] Baratrum, through Mephila
-[] Did you lot miss anyone? You don't call up so... (Write-in.)
[ ][Diplomacy] The Fox and the Hound: The Prince of Argent Blossoms has returned to courtroom, and you now have a chance to petition him for protection against the coming Wild Hunt. Your vassalage entitles you to his protection, and the fact that his rival is calling this Hunt will probable be of great interest to him. You may demand to prove that the Hunt is coming at all, but he likely has the ways to verify that himself. You hope.
Cost: 0. Budget: 0. Chance of success: 85%. Reward: As his vassal, the Prince will protect you against She of the Ebon Haunts.
[ ][Diplomacy] Friendly Overtures: While you have full intelligence penetration of the surrounding areas, information technology may exist a good idea to extend the manus of open up diplomacy to your neighbours. Y'all probably won't become a risk until afterwards the Wild Hunt is over with, at which point tensions will exist understandably high - this may non be the all-time fourth dimension to endeavor affairs, but every bit Monica insists, that is the time when it is about needed.
Cost: 10. Requires: ane Unimog. Upkeep: 0. Take a chance of success: 50-70%, depending on Kingdom. Fourth dimension: ane year. Reward: Friendly contact with the kingdom of your pick. Information on the nation of your choice. Y'all may choose this option multiple times.
-[ ] Write-in: Which kingdom?
[ ][Diplomacy] Dealing With a Devil: Mephila has proven, if not a friend, then certainly an ally in the Prince'south court, and has indicated that her home realm of Baratrum would be open to a closer alliance with yous. While there is, patently, prejudice to be overcome to make close ties with them, perhaps better the devil you know. Your ambassador to the Prince'southward courtroom could spend some time making inroads with Mephila, improving ties and sounding out what they might be prepared to offer in terms of trade deals.
Cost: 0. Upkeep: 0. Chance of success: ninety%. Time: 1 twelvemonth. Reward: Improved relationship with Baratrum. Potential future trade deals with Baratrum.
[ ][Affairs] Weep Non For Me, O Prince: The Prince has a traitor at courtroom. He Who Cries For The Stars' Grandeur is at the very least in contact with his patron's enemy, She of the Ebon Haunts, if not outright supportive of her. Y'all could let the Prince know, only without prove, it would be your word against the Star-Crier's, and every bit entertaining as the Prince finds you, you lot are still a mortal and his courtier is still a Fae.
Toll: ten. Budget: 0. Chance of success: 65%. Reward: The Prince is aware of his treasonous courtier. Improved relationship with the Prince of Argent Blossoms.
Intrigue: The Wild Hunt presents a unique claiming for you and your espionage network. The few personnel yous take on permanent consignment out in the Kingdoms volition be near at risk from the coming Chase, but withdrawing them risks undoing all the phenomenal progress you've fabricated. Since information saves lives, Pierre is torn on the thing. Is information technology meliorate to leave those men and women to possibly dice for the sake of time to come lives saved by the intelligence they may obtain?
(Choose 2)
[ ][Intrigue] A Storm is Coming, Covert: Yous still own the Seven Kingdoms' intelligence networks outright. Rather than warning them of the Wild Hunt openly, y'all could instead spread that warning through their spy networks, and let them think they discovered that information themselves. They'll exist more than likely to listen to the alarm this way, merely you won't earn any proficient will.
(Mutually exclusive with Diplomacy pick)
Cost: twenty Upkeep: 0. Chance of Success: ninety%. Reward: Vii Kingdoms made enlightened of She of the Ebon Haunts' Wild Hunt.
[ ][Intrigue] Hunting the Hunter: You take a unique opportunity. You lot know a Wild Hunt is coming, and y'all know that x of your missing men will participating. It may exist possible to abduct them from the Hunt itself, though it would be absurdly dangerous to the agent teams responsible: You take no thought of the numbers of fae involved, you don't know where those men will exist, other than maybe with He Who Cries For The Stars' Grandeur, you lot don't know how difficult it will be to actually capture them fifty-fifty if you find them… Your agents would be going in blind, and what you don't know can kill you.
Pierre and Colonel Walker even agree that calling the odds of success ane-in-ten is beingness optimistic. Some might argue the hazard is worth it to become your men back.
Price: sixty, All Agent teams. Upkeep: 0. Chance of Success: ???. Reward: "Rescue" your missing men from the Wild Chase itself. Numbers dependent on roll. Your Agents volition be unavailable for the Wild Chase.
[ ][Intrigue] The Lone Soldier: You found 10 of your xi missing men. There'southward even so ane left. Sergeant Jesse Stevens was Will Harris's immediate superior officeholder, and the overall commander of the squads on patrol when they went missing. It might be meliorate to await until later the Wild Hunt has passed, as he might also be participating, but you can job your Agents to try to locate him or at least some inkling to his location while the Wild Hunt is preparing. Hopefully he tin can be located.
Cost: 30. Budget: 0. Run a risk of Success: ???. Reward: Information on Sgt. Jesse Stevens.
[ ][Intrigue] Cognition is Good, but Power is Power: Yous've already made some progress in this regard thanks to Amanise and Tierra. Ship your agents to see if they can't larn more about magic from other city-states. It will be much easier now that they no longer have the means to prevent your infiltration, just Pierre is quick to remind you that nothing should exist taken for granted. While information technology may sound callous, the current ceremonious strife means Icordiz may exist your best bet. Waertan has been revealed to be less capable than kickoff thought besides.
Cost: 30. Upkeep: 0. Chance of Success: Depends. Time: 1 year. Reward: Learn more about the magic traditions of the nearby nations. Chance to unlock Piety projects. Tin can be taken one time per kingdom.
-[ ]Arajoza (Chance of Success: l%): Chimeric magic is the practice of improving the human body by adopting various animal characteristics. The city is largely stable and under a dandy deal of internal suspicion, and so it will likely be hard to obtain information without detection.
-[ ]Castile (Gamble of success: 60%): Runic magic is more often than not cocky-explanatory. Castile is historically stable and secure thank you to their use of runes for fortification, but that long-term stability may lend itself to complacency.
-[ ]Icordiz (Chance of success: 70%): Elemental magic is loud, flashy, and incredibly destructive. Icordiz is currently recovering from a first-hand sit-in of their own power, and with the city in a shambles, it may stand for an opportunity.
-[ ]Waertan (Chance of success: 50%): Shamanic magic is the process of making contact with spirits of the land and request them to enact whatever changes you lot desire. Information technology is enormously powerful within a set domain, but loses effectiveness without the proper spiritual connections. Amidst the abilities granted is a sphere of total awareness within that prepare domain. Any kind of espionage volition be difficult.
[ ][Intrigue] Creative Misdirection: Your presence on Gaia is generally known. Your agenda, your nature, and your location are not. Given that you have somewhat unfair levels of access to the Seven Kingdoms' espionage networks, yous have the ability to dirty the waters hugely. Pierre is most giggling at the thought of the misinformation campaign he could run, if yous requite him the green light.
-[ ] Write-in: What information exercise you lot want to disseminate?
Cost: x Upkeep: 0 Chance of success: Opposed roll. Modifiers utilize depending on what exactly you want to spread. Time: one year. Reward: Vii Kingdoms believe the data you spread about yourselves. Seven Kingdoms believe you lot are a known quantity.
Learning: The Wild Hunt is on anybody'southward minds, and the topic is understandably distracting. Hopefully the matter will be resolved before it tin impact morale and productivity any more than than it already has.
(Choose two-1(Faerie Gates))
[ ][Learning] Cunning Like a Fox: You know a Wild Hunt is coming. You know it will involve the Unseelie and probably a lot of expiry and devastation against mortals. That is, unfortunately, all you know for sure. Y'all do not know exactly what will happen, how the fae will exist organised, or even how long information technology will last. For all you know, it could last an hour or information technology could last a twelvemonth or more. You don't even know when it will happen, only that it is presently. There are many, many stories of the fae dorsum on Earth, and a few of them have proven true. It is likely that the locals have learned as much equally they can near the fae as well. If nothing else, they may have recorded the events of previous Wild Hunts.
You need to learn as much every bit possible as soon equally possible. No expense can be spared. Your lives almost certainly depend on it.
Price: 45. Upkeep: 0. Reward: Information on the Wild Hunt, which translates to a bonus to survival rolls. Amount of data, and size of bonus, depends on roll.
[ ][Learning] The Wyrdan Way: Those crystals you lot found in what would become your cavern base dorsum in '91 are more than you initially realised. These are the infamous Wyrdan crystals that can, in addition to the backdrop you lot discovered, store large amounts of magical energy. Y'all have never observed such a miracle with your ain eyes, and even if you lot had, you lot are loathe to let the reason why remain as, "they but practise". It'southward as well possible, probable even, that storing and releasing magic might accept effects on their basic backdrop. At present that you know more about what you're studying and have access to a set up supply, information technology's high time you learned more than. These trivial buggers demand some proper science-ing done to them!
Price: xx. Upkeep: 5. Take a chance of Success: 75%. Advantage: Greater understanding of properties of Wyrdan crystals. Potential new avenues of enquiry.
[ ][Learning] Astronomy: Y'all brought several telescopes with you which y'all haven't used yet. Information technology would be interesting to practise a detailed study of the night sky, to map out the constellations and encounter how many planets in that location are in the organization. After the rather spectacular solar eclipse last yr, perhaps you lot could go looking for that too, and peradventure observe out why information technology'south invisible to the naked eye.
Cost: v. Budget: 0. Hazard of success: 95%. Time: 1 year. Reward: Map of the stars, knowledge of Gaia's stellar system, information on Gaia's moon, ???
[X][Learning] Faerie Gates: The rock circumvolve that leads to the realm of Faerie is essentially a permanent portal. You know plenty nearly magic and dimensional physics now that you're confident that you could unlock its secrets, given time. Combined with the crystal you lot institute last year, in that location'due south some very promising applications.
Cost: 70. Budget: 40. Chance of success: 75%. Time: ii years. Reward: Power to continue interdimensional portals open indefinitely.
Finishes this year.
Piety: Raoul is an unusual addition to your expedition, but a welcome one. Even with the threat of the Wild Hunt looming large, Dr. Santana is specially enthralled with the multitude of basic cognition on magical theory Raoul possesses, and hopes to acquire as much as humanly possible from him.
(Choose 2-1(Magic in the Claret))
[ ][Piety] The Professor'southward Primer: At that place are a multitude of little tricks and safe shortcuts that mages tin make use of in inquiry and practise, and which are not recorded in any textbook. Trade secrets, as it were. Raoul is willing to pass on some of the most basic of these that he has picked up, every bit a gesture of skillful religion. He volition be grooming your magical enquiry staff and anyone else on the base, if they're interested.
Toll: 30. Upkeep: 0. Take a chance of success: 60%. Reward: Permanent +v to Piety enquiry rolls. Potential bonuses for all magical units, including named characters.
[ ][Piety] Movement from the Motionless: Every bit an Animist mage, and an experienced ane at that, Raoul is prepared to teach you the basics of the Rojandran school of magic: Anima ex Exanima, or just Animism for brusque. He accepts that you have other concerns too his ain school, but he insists that anyone who learns from him be a dedicated student rather than a dabbler. Animism is not without its dangers, plainly.
Cost: 50. Upkeep: 30. Chance of Success: 60%. Advantage: Find students for Animist training. Unlocks Animist research tree.
[X][Piety] Magic In The Blood: Faerie magic is enabled by faerie silver in the blood. Unfortunately, the only method yous currently know of to induce this is to swallow faerie food, which also causes amnesia and a highly undesirable change in mentality. It may be venturing a footling far into the realms of mad science Scientific discipline!, but if you tin isolate the changes and work out how to cause only the ones y'all want, you call back you can produce more than people like Corporal Harris, granting humans the abilities of the fey!
Price: 30. Upkeep: 20. Chance of success: seventy%. Time: 2 years. Reward: Once this and Glamourous Pursuits are consummate, ability to train Faerie Knights.
Finishes this year
[ ][Piety] All That Glitters Is Non Silver: You still need to study argentum in greater depth before y'all offset putting it to employ. Not least because you need to learn how to get plenty of it to be able to put it to use. A year plain wasn't enough last time. Maybe 2 will produce better results?
Cost: 30 Upkeep: 0 Time: 2 years. Reward: Greater agreement of argentum'due south magical backdrop. Possible refinement and product method for observable quantities of argentum.
[ ][Piety] Ubermensch: You've found out enough about Tierra's signature class of magic that yous have a starting point to work out how to do information technology yourselves. You're still fumbling fairly blindly - it will be a while earlier you really start to run across useful results - but the prospects of human reinforcement magic are extremely exciting.
Toll: l. Upkeep: 0. Time: ii years. Chance of success: fourscore%. Reward: Start learning Man Refinement magic.
Personal: You've got a lot on your plate this year. The Wild Hunt (god, y'all're getting sick of those words,) is on everyone's heed, including yours. This summons past the edible bean-counters back dwelling is non helping your mood any, either. Hopefully you can still go well-nigh your private business concern unmolested - y'all have a few ideas for this year.
(Choose 2)
[ ][Personal] Audit Your Enthusiasm (free action): You, and you alone, are existence recalled to Earth to nourish an investigation into whether or not your expedition has become distracted by the many possibilities nowadays in this new earth. You volition exist expected to recite your mission statement to the investigatory body, as well equally present evidence that y'all take not abased said mission statement. You've been told you lot volition but need to exist present for short amount of time, and you're not sure if that's a adept or bad matter.
NB: You are being summoned by the people who nominally have authority over yous and your entire expedition. Ignoring this summons is a BAD IDEA.
Cost: 0. Upkeep: 0. Time: 0. Advantage: Reiteration of campaign objectives, Bureaucracy reassured you are still on their leash.
[ ][Personal] Magic Methods: You've already established a solid grounding hermetic magic for yourself, and beingness able to use magic yourself gives you lot new understanding for Blanca'south own near-obsessive efforts. The sensation of using magic is… not addictive, certainly not, but it is a very heady feeling of power. Y'all literally have control over the very fabric of reality, specially so since hermetic magic, your called field, focuses specifically on altering physical variables. You tin can encounter potential in this style of magic for more than simply war machine tricks. Maybe you should wait into that.
Cost: 0 Upkeep: 0 Adventure of success: ??? Time: 1 year. Advantage: Greater personal agreement of hermetic magic. Potential research applications.
[ ][Personal] Wherefore Art Thou, Mine Muse: Twice at present (that you call up), you've entered a fugue land which enabled you to practice things that y'all would not accept otherwise thought of. A state of divine inspiration, where something… else, would take control - no, that's wrong - would hogtie you towards these incredible acts.
It needs to cease. Yous tin can't imagine what kind of havoc could be caused if whatever is helping y'all suddenly decided to apply you to crusade harm. Fifty-fifty more than worrying is that that may even exist plausible. For all you know, this intervention is motivated solely by entertainment or a desire for entertainment. What could be more entertaining to such a being than chaos?
...You should probably stop thinking like that. You don't desire to give it ideas.
Cost: 0 Upkeep: 0 Chance of success: ??? Time: 1 year. Advantage: ???
[ ][Personal] I am Stone and Bronze and Iron Man!: Raoul Cortez is, or, every bit he wryly informed you upon his arrival, was, a Profesor de Animación y Unanimación de la Universidad Arcana de Rojandro. He'southward a congenial, if somewhat enigmatic private and the little time you've spent with him so far gave him aplenty fourth dimension to demonstrate a very dry sense of sense of humour. You're uncertain as to why he would abandon his life in Rojandro, peculiarly given his academic title, though you lot suspect his status as a transhuman - what the locals phone call a 'lich' - has something to practice with it.
Cost: 0. Upkeep: 0. Chance of Success: 75%. Reward: Better relationship with Raoul. Potential Learning and Piety gains for both of y'all.
[ ][Personal] Paying your Dues: Ever since yous made contact with them, the Wee Folk have been invaluable to your efforts here in Gaia, and most recently, you suspect them of being partly responsible for your securing of a mage defector from Rojandro. You ought to find some way to thank them, but the merely thing they really want from you lot is nutrient. Perchance you could establish a personal store of higher-quality fare for them?
Cost: 5 Upkeep: 5. Chance of Success: 80%. Reward: Improved relations with the Wee Folk.
---------------------
NB: The Wild Hunt is imminent! Any options that are not explicitly a preparation for the coming Hunt will not exist completed before the Fae are upon you lot. This includes options from previous turns that finish in this turn. Good Luck, and think - The wind does not respect a fool.
Valumior
Would you like to await for the drizzle to subside
- #4
[X]Programme Bringing In the Big Guns
-[Ten][Req] Artillery x2
-[X][Req] Heavy Weapons Squad x3
-[X][Req] Agents
Req 305/315
+ 115 budget
[Ten][Martial] Running Rings Effectually Them
[X][Steward] An Empty Warren
-[X]Partial evacuation (All options however bachelor)
[10][Steward] All Roads Lead To Rome
[X][Diplomacy] A Tempest is Coming
-[Ten]The Seven Kingdoms
-[Ten] The Dryads
-[Ten] The Dvergr
-[X] Baratrum, through Mephila
[X][Diplomacy] The Fob and the Hound
[X][Intrigue] The Lone Soldier
[X][Intrigue] Knowledge is Adept, but Power is Power
-[X]Icordiz
[X][Learning] Cunning Like a Pull a fast one on
[X][Learning] Faerie Gates
[X][Piety] The Professor's Primer
[Ten][Piety] Magic In The Blood
[X][Personal] Audit Your Enthusiasm (free action)
[X][Personal] I am Stone and Bronze and Atomic number 26 Man!
[Ten][Personal] Paying your Dues
540 Total activity price
+85 upkeep
Relden Calder Am I beingness redundant with evacuating on top of putting up an iron ring while also calling in the prince?
Nosotros're gonna need some serious income increase soon. Upkeep is going upward and we'll want some air superiority in the immediate time to come. I don't expect that to be cheap either.
- #5
- #half dozen
Information technology doesn't matter who you utilise it on or for what reason, all the Fae are going to exist irked by this, including the Prince (which most of yous probably don't care about) and the Wee Folk (which most of you probably exercise).
- #7
[Ten][Steward] An Empty Warren
-[X]Partial evacuation (All options still available)
[X][Steward] Crystal Computing ii, Crystal Harder:
[X][Diplomacy] The Fox and the Hound
[X][Affairs] Cry Not For Me, O Prince:
[Ten][Intrigue] Hunting the Hunter:
[Ten][Intrigue] The Solitary Soldier:
[X][Learning] Cunning Like a Fox
[X][Piety] All That Glitters Is Not Silverish:
[X][Personal] Audit Your Enthusiasm (costless action)
[10][Personal] Magic Methods:
[X][Personal] Paying your Dues
We need argentum to unlock Fey Knight production, so that is somewhat priority. Also is information technology need to echo options that are locked?
- #8
- #9
[X] Plan Stand Your Ground Men!
-[X][Req] Artillery x2
-[X][Req] Heavy Weapons Squad x3
-[Ten][Req] Agents
-[X][Martial] Get To Ground
-[X][Steward] An Empty Warren
--[X]Partial evacuation (All options yet available)
-[10][Steward] All Roads Lead To Rome
-[X][Diplomacy] A Storm is Coming
--[X]The 7 Kingdoms (Mutually sectional with Intrigue choice)
--[X] The Dryads
--[Ten] The Dvergr
--[10] Baratrum, through Mephila
-[X][Diplomacy] The Pull a fast one on and the Hound
-[X][Intrigue] The Solitary Soldier
-[10][Intrigue] Knowledge is Adept, but Ability is Power
--[10]Icordiz
-[Ten][Learning] Cunning Like a Trick
-[10][Piety] The Professor's Primer
-[10][Personal] Audit Your Enthusiasm (complimentary activity)
-[X][Personal] I am Rock and Statuary and Iron Homo!
-[X][Personal] Paying your Dues
Price: 885
Here'southward my thoughts on this plan.
Martial:
Become To Ground is the footing of this plan. A successful defense volition avert any unwanted political fallout from using what amounts to magical anthrax and garner a bunch of goodwill with the kingdoms. Nevertheless, we will need to do everything we can to stack the deck in our favor this upcoming battle.
Stewardship:
An Empty Warren Partial evacuation. Gives a +5 to our combat rolls in exchange for a -5 everywhere else and protects u.s. from noncombatant casualties. I see this every bit basically mandatory if nosotros decide to stand and fight.
All Roads Pb To Rome (85%) This should give us some more merchandise income to offset our growing military,boosts our military during later on engagements, and keeps the bosses back domicile happy. The Kingdoms volition be intimidated, only this will hopefully exist offset by alert them about the Wild Chase and fighting the Wild Chase directly.
Diplomacy:
A Storm is Coming (65%) This will earn us favor with basically everyone and aid them not die when the Hunt arrives. If nosotros are lucky, they will draw the fae abroad from united states or otherwise assist u.s. in battle. Regardless, this is mostly a manner of earning good volition as nosotros are currently a dangerous unknown to them.
The Play a joke on and the Hound (80%) Allies are badly needed. Lets brand paying tribute useful and get some help out of the deal.
Intrigue:
The Lone Soldier New hero unit? Intel? Who knows? Its a mystery box. I could exist convinced to switch to Creative Misdirection if someone can create some skillful ideas for misinformation or A Storm is Coming, Covert if we need to do Cry Non For Me, O Prince (Note, 60% chance of success. Failure is likely to piss off the Prince who we are relying on for protection)
Knowledge is Good, but Power is Power (65%) We need knowledge, badly. Elemental magic sounds like a skillful bonus to our troops firepower (heh). Castile's runic magic and Arajoza's chimeric magic whould provide defensive buffs, but the chances are too low for my liking.
Learning:
Cunning Like a Play tricks AKA how to non die, for dummies. basically mandatory with Go to Ground
Piety:
The Professor's Primer (55%) +5 to piety rolls, enough said. The other potential bonuses are a skillful bonus. I could be tempted abroad from this (probably to All That Glitters Is Non Silver, simply due to a low take a chance of success)
Personal:
Inspect Your Enthusiasm Keeping the bosses happy is important. We will probably need to
I am Stone and Bronze and Iron Man! (70%) Happier hero units and stat buffs. Whats non to love?
Paying your Dues (75%) Lets keep our petty helpers happy and so they don't betray us
- #10
-[X][Req] Artillery x2
-[X][Req] Heavy Weapons Squad x3
-[X][Req] Agents
-[X][Martial] Go To Ground
-[X][Steward] An Empty Warren
--[Ten]Partial evacuation (All options all the same available)
-[X][Steward] All Roads Pb To Rome
-[10][Diplomacy] A Storm is Coming
--[X]The Seven Kingdoms (Mutually exclusive with Intrigue option)
--[10] The Dryads
--[X] The Dvergr
--[X] Baratrum, through Mephila
-[X][Affairs] The Play tricks and the Hound
-[X][Intrigue] The Alone Soldier
-[X][Intrigue] Knowledge is Good, but Ability is Power
--[X]Icordiz
-[X][Learning] Cunning Like a Fob
-[X][Piety] The Professor's Primer
-[X][Personal] Audit Your Enthusiasm (gratuitous activeness)
-[X][Personal] I am Stone and Statuary and Iron Human!
-[X][Personal] Paying your Dues
- #11
says three options simply theres only ii.As far as he is concerned, there are three options to bargain with the situation.
- #12
The third option seens to exist a full evacuation.says three options just theres merely two.
- #thirteen
Milarqui
El Bloguero de Historia Alternativa
- #14
[10] Program Stand up Your Basis Men!
-[X][Req] Artillery x2
-[X][Req] Heavy Weapons Squad x3
-[10][Req] Agents
-[10][Martial] Go To Ground
-[X][Steward] An Empty Warren
--[10]Partial evacuation (All options still available)
-[Ten][Steward] All Roads Lead To Rome
-[X][Affairs] A Tempest is Coming
--[Ten]The Seven Kingdoms (Mutually exclusive with Intrigue option)
--[X] The Dryads
--[X] The Dvergr
--[X] Baratrum, through Mephila
-[10][Diplomacy] The Fox and the Hound
-[X][Intrigue] The Lonely Soldier
-[X][Intrigue] Knowledge is Good, but Power is Power
--[X]Icordiz
-[10][Learning] Cunning Like a Play tricks
-[Ten][Piety] The Professor's Primer
-[10][Personal] Audit Your Enthusiasm (free activeness)
-[X][Personal] I am Stone and Statuary and Iron Man!
-[10][Personal] Paying your Ante
- #15
- #16
- #17
- #18
- #19
I don't like trying to fight the crazed faerie without even walls to protect us, so cold fe fences it is. If the faerie in full general end up butthurt, then this is a modest price to pay compared with fighting an unabridged magical regular army while understaffed.
Too, next plough Astronomy and the "fugue project" must be done already, been besides long by now.
- #20
- #21
zamin
The Watcher in the Nighttime
- #22
[X] Plan Stand Your Footing Men!
-[X][Req] Artillery x2
-[10][Req] Heavy Weapons Squad x3
-[X][Req] Agents
-[Ten][Martial] Become To Ground
-[X][Steward] An Empty Warren
--[X]Partial evacuation (All options still available)
-[10][Steward] All Roads Lead To Rome
-[10][Diplomacy] A Storm is Coming
--[X]The Seven Kingdoms (Mutually exclusive with Intrigue option)
--[X] The Dryads
--[X] The Dvergr
--[X] Baratrum, through Mephila
-[X][Diplomacy] The Fox and the Hound
-[X][Intrigue] The Alone Soldier
-[X][Intrigue] Cognition is Good, just Power is Power
--[10]Icordiz
-[X][Learning] Cunning Like a Fox
-[10][Piety] The Professor's Primer
-[Ten][Personal] Inspect Your Enthusiasm (costless action)
-[10][Personal] I am Stone and Bronze and Fe Man!
-[X][Personal] Paying your Ante
I feel a bit humble about trying to fight the Wild Chase, but since the QM has clarified that the cold atomic number 26 choice would basically be seen equally their version of a WMD, I'm willing to put it bated and effort to take them caput on. Whether we win or lose we're going to get information on how well our new troops and toys can stand up to the Fae, though obviously I'd prefer to win if possible.
Still, doing a partial evacuation just in case makes sense even if it does injure some of our other rolls. Every bit for the other Stewardship option, I really want aircraft, but I suppose getting started on the big road early is probably a skillful idea. Feeling a petty torn between the Diplomacy and Intrigue options to let people know almost the Wild Hunt, but I suppose if anyone laughs us off and gets ganked as a result information technology'southward on their own heads. Flim-flam and Hound makes sense because goddammit we're already paying tribute to this guy so nosotros might as well get something out of information technology. And while I'm a footling tempted to pick someone else every bit our Intrigue target (Runic Computers!), I take to admit that this is probably a good opportunity to sneak into Icordiz and grab some boom power while everyone's busy.
Cunning Like a Fox is pretty much mandatory if we're going to stay and fight since even if we roll low we'll still get some kind of bonus.
As for Learning, I kinda want to grab either the Argentum or reinforcement magic options, just taking the Professor's Primer early is probably more efficient.
Personal Activeness wise, Audit Your Enthusiasm is also more or less mandatory since the bloody bureaucrats demand to be appeased (curse you, European con!). As for the other two, I don't really mind taking the two social actions this turn, but I practise want to grab the Muse option sooner rather then subsequently cause that seems really important.
By the way, Relden Calder , the google doc seems to be incomplete. Is information technology due to united states still lacking information about the other countries?
- #23
No, that's just because Heliomance and I nevertheless hadn't filled information technology out properly before she switched to Angels and Demons. It's merely one of many things I need to deal with on the backlog for this quest.By the manner, Relden Calder , the google medico seems to be incomplete. Is information technology due to us even so lacking information most the other countries?
EDIT: Which reminds me, would anyone be up to peradventure cartoon a map one time the local geography gets properly hashed out?
- #24
You say switched. Information technology's not like Angels and Demons ever actually got off the ground.No, that'south simply because Heliomance and I nonetheless hadn't filled information technology out properly before she switched to Angels and Demons. It's only one of many things I need to bargain with on the backlog for this quest.EDIT: Which reminds me, would anyone exist upwards to maybe drawing a map once the local geography gets properly hashed out?
Basically I switched projects at work to ane where I wasn't permanently desparately bored, and also picked upwardly a bunch of new hobbies and friends at the same time. My happiness and general mental health went way up, my fourth dimension to piece of work on writing a quest went way downward.
- #25
Personal Action wise, Audit Your Enthusiasm is too more or less mandatory since the bloody bureaucrats need to be appeased (curse you lot, European con!).
Speaking of, it's very convenient how all of this is happening at once, including how the Hell representative is willing to give united states of america a mitt. Coincidence? I call up not.
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