Agents Of Empire/Turns/1/House Intrepid

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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 BramI14, after realizing that K14 is a dead-end for rank-1 units.

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 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): On the night before playing sector champions The Dukes of Prudence, Seve throws a beach party for local dignitaries (they're pretty laid-back on Bikinia; Hawaiian shirts are considered formalwear). He tries to drum up interest in starting an astro-polo League of Champions, with the finals to be held on Arroyo.

Seve also makes some bets on the outcome of the match. Rexx won't let him put the Titanicus up as a stake, so he offers an IOU for warp crystals and/or a personal appearance in further matches (i.e. skipping some actions in subsequent turns). In return, he's looking for something to fill the cargo hold, free transport (so we can travel and/or ship for a few turns without tying up the Titanicus), or ideally cold hard mega-credits.

Results

The mine produces as expected and then is successfully upgraded later, and the Fightin' Fighters and Lewison Clarks move to their new location.

The Lewison Clarks move to their new location and report back a week later with some good news and some bad news. The good news is that they have stumbled across a small cache of valuable minerals (locating 1 unit of a Minerals resource). The bad news is that in the process, they also triggered a small pack of Gwyne hunting/enforcement drones which, lacking central command, have started looking for civilians to retaliate against.

Bram goes out to negotiate with the angry local avestruz tribe, and is able to win them to the Intrepid cause with 2 mega-credits in bribes and the promise of future training. If a character spends a turn training them and supplying advanced weapons, they will become a rank-2 military unit.

Seve flies out for networking and politics. His performance in and betting before the match are successful enough (particularly a dazzling end-of-chukker rocket shot, and a similarly dazzling trifecta wager) to gain Intrepid his choice of two of the following: a (rank-1) unit of Exotic Condiments, free transport of ten units of cargo (one way), or House Taba to introduce a senate resolution to establish the League of Champions finals on Arroyo. However, he does end up having to agree to a future endorsement deal with House Krazybuys, details to be negotiated later.

Seve takes the free 10 unit shipment and the League of Champions resolution.

The colony possessions page has been updated. Please let me know if it seems incorrect.

Next

Next turn: Turn 2