Agents Of Empire/Turns/10/House Intrepid

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Revision as of 19:47, 11 July 2011 by Iain (talk | contribs) (Astro-Polo qualifying matches)
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Turn 10

Previous turn: Turn 9

House Actions

Shipping:

  • The Titanicus leaves Arroyo with 5 raw hyperidot, headed for Imperial Market.
  • Thunderchild stays on Vegas.

Fighting: The Yowlin' Yoshis are press-ganged into acting as Astro-Polo referees. They prevent any fighting from occurring by any means necessary, up to and including eating any players who commit persistent foul plays.

Exploration: Bram, I have totally lost track of where all our explorin' guys are! Help!

Production: The large warp crystal mine in K14, the Bonanza Mine, produces 2 raw units. The basic hyperidot mine in I13 produces 1 raw unit. Total: +3 raw hyperidot.

Processing: None.

Research:

Building: None.

Landing:

  • The Titanicus arrives at Imperial Market.

Trade: We sell 5 raw hyperidot for 5MCr.

Politics:

  • The Thirteen Thieves play Astro-Polo! Does that count as politics? (Seve is *not* playing, just making sure everyone follows the rules. They're a good team -- maybe +2, dear GM? -- and hopefully they'll roll well.)
  • We should have 4 NPC houses, and maybe some more PC houses.

Character Actions

Bram Lincoln Continental (Roger): Hopefully some exploration?

Seve Ballesteros (Iain): Seve watches the polo matches and goes to all the polo parties. He'll also keep any eye out for any shenanigans from Vegas. Investigation isn't his strong suit, so he'll use Socializing. Any big move is likely to happen next turn, during the finals; for now Seve will try to spot suspicious characters and dig up gossip on them.

Results

Next

Next turn: Turn 11