Agents Of Empire/Turns/7/House Intrepid

From RPG Wiki
< Agents Of Empire‎ | Turns
Revision as of 17:24, 1 July 2011 by Iain (talk | contribs) (Seve to the rescue)
Jump to navigationJump to search

Turn 7

Previous turn: Turn 6

House Actions

Shipping:

  • Professor Winth disembarks from Thunderchild and is shown to his luxury beach house, adjacent to the practice grounds of the Arabian Knights Under-21 Women. Seve recruits the Yowlin' Yoshis and has them disguise Thunderchild as an anoymous pirate ship (hopefully not too hard, as it already was one before we stole it), then they take off to join House Aramin's agents on the rescue mission. Since we're not hauling cargo, we'll also take an Astro-Polo team, just in case.
  • The Titanicus leaves Imperial Market, headed for Arroyo.

Fighting: If there's any, we're ready for it!

Exploration: The Lewison Clarks press on and explore the scree at L15.

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: I don't imagine Winth will do anything useful on his own, but we give him a tour of the Mysterious Machine, just to whet his appetite.

Building: None.

Landing:

  • The Titanicus arrives at Arroyo.
  • Who knows where Thunderchild will end up! Back home, hopefully.

Trade: House Aramin pays up, hopefully.

Politics: Oh, you know -- shenanigans.

Character Actions

Bram Lincoln Continental (Roger): Bram decides to appreciate the lovely sunsets from H15 as he rests up from his fire-ant ordeals.

Seve Ballesteros (Iain): Seve does Seve stuff.

Results

Next

Next turn: Turn 8