Agents Of Empire/Turns/1/House Intrepid

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Revision as of 08:38, 11 June 2011 by Iain (talk | contribs) (Adding Seve's actions)
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Turn 1

House Actions

Shipping: An ad-hoc cultural mission boards the Titanicus: Seve, Rexx and the other Arabian Knights, plus an assortment of human and avestruz musicians, artists and stand-up comics. They head for the Imperial homeworlds.

Fighting: Novice military unit in J13, The Fightin' Fighters, move to K14, to protect the mine. They are led by Bram Lincoln Continental (Roger).

Exploration:Novice explorer unit in J13, The Lewison Clarks, move to K14, in preparation of a larger voyage. They hang out with The Fightin' Fighters and Bram.

Production: The basic warp crystal mine in K14, the Bonanza Mine, produces 1 raw unit. (Assuming that the later upgrading this turn does not interfere with it.)

Processing: None

Research: None

Building: The Bonanza Mine at K14 is upgraded from Basic(1) to Large(2), at a cost of 7 (assuming there's no House skill modifier to price.)

Landing: The Titanicus, narrowly avoiding hitting a comet as it exits the wormhole, lands on the fashionable and wealthy resort planet of Bikinia (somewhere close to the centre? I'm not really sure what it means to travel to the Senate, but that's the idea).

Trade: None

Politics: The cultural mission does its best to drum up interest in all things Arroyo. Thousands (hopefully) flock to see the Arabian Knights play a series of exhibition matches against local teams.

Character Actions

Bram Lincoln Continental (Roger): He travels with The Fightin' Fighters to K14. He is carrying 3 mega-credits worth of trade goods. His plan, upon eventually contacting the hostile avestruz currently in L14, is to sway them to join forces and fight for the Arroyo Provisional Government. (The cost of a novice military unit being 3.)

Seve Ballesteros (Iain): Dude stone-cold plays astro-polo all turn.

Forecast End-of-Turn Resources

  • Raw warp crystal: 1
  • Mega-credits: 3 (held by Bram)
  • Cargo ship: 0/5 cargo