And here you go.
Turn 12 Results
Elections
[X] Frontier Party
Jonathan Spencer leads what is called the Frontier Party. Their goals are to investigate this new area of space as thoroughly as possible, find a way home, and discover all that can be discovered about aliens. They are, in essence, a party of knowledge and discovery.
+15 To Learning Actions
+15 To military and intrigue actions that increase knowledge of the region
Frontier Party Votes: 5d100 + 1d30 = 52 + 66 + 24 + 17 + 12 + 1 = 172 + 3d100 (Captains Favour) = 172 + 123 = 295
Homesteading Party: 5d100 + 1d30 = 26 + 97 + 1 + 10 + 85 + 17 = 236
-The Frontier Party has won the election with a slim majority. Jonathan Spencer promises to lead the civilian aspects of your government fairly as soon as he’s sworn in as Prime Minister for your colony and will begin redirecting social policy once the apparatus for good governance is in place. Vanessa Hughes has decided to step back from public life to focus on motherhood for a while, but promises to return in the next election, three years (Turn 48) from now.
Reward: Your civilian population feels better represented and more in control. Bonuses to learning, military and intrigue actions apply from Turn 13.
Military
[X] Whalers of the Sky: Ever since the discovery of life flying about in the Briar Patch, the prospect of samples to work with has been on most people's lips. With them being so close by, it’s almost too good an opportunity to acquire some samples.
Cost: 1000 RU, Time: 2 Months, Chance of Success: 70%, Reward: New research options, ???, ???
Rolled: 80 + 18 - 6 = 92, Great Success!
-It’s almost scary how quickly the marines managed to rig up a harpoon system for your existing shuttles. It was even scarier how O’Malley managed to coordinate the shuttles against one of the bigger whales to bring it down without damaging it too badly. The other whales seemed both confused and petrified by what they’d seen. It seems being hunted is such an out of context problem for them that they’re likely to freeze up again should you need to hunt them again.
Reward: Biological Whale Samples obtained! Tactical Research Round unlocked! Whales confused.
Diplomacy
[X] The Common Folk: Between the upper echelons of your society and the military, you haven't had much of a chance to talk to the average people of your colony in a cordial and unofficial manner, and while everyone is working hard there's always a chance to converse with regular folk in the mess.
Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Vox Populi becomes available.
Rolled: 33 + 19 - 6 + 2 = 48, Success!
-You spend the next month in the colonial mess and commons areas meeting people and generally trying to get an idea of who your colonists are and how they’re doing. They’re a bit reticent to talk to you at first, more used to you being distant or someone they’ve seen during the debate livestreams.
You eventually manage to crack through their hesitance and before long you’ve managed to build up a network of acquaintances who are happy to have a chat with you.
Reward: Vox Populi now available.
Stewardship
[X] Industrial Autoplant: Unpack your industrial equipment and start churning out finished goods.
Cost: 500 RU, 150 RU Upkeep, Time: 3 Months, Chance of Success: 100%, Reward: +50% Base Income from Mining
-Ah, the sounds of industry. It sounds like music to your ears. Your colonists are much happier at not having to build a lot of base components, such as sheet metal, themselves and leave the robots to do their work, loudly, if efficiently.
Reward: +50% Bonus Income from base mining yield. Applies next turn.
[X] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.
Rolled: 34 + 17 - 6 = 45, Success!
-The fuel refinery begins drawing in and filtering the contaminants from the surrounding gas. Before long, your colonists have tweaked the process and machinery to give you all the fuel the L’Amour could need, or store for that matter.
Reward: L’Amour will automatically refuel to capacity while at home base.
Intrigue
[X] Keeping An Ear Out: Amongst the many skills provided by the Blue Rose, signals intelligence is one of the more common and expected. With the whales all but broadcasting your position for all to hear and see, it’s possible someone might come to investigate. Listening in on various frequencies might tip you off if that happens.
Cost: 0, Time: ??? Chance of Success: ??? Reward: Hopefully early warning?, ???
Rolled: 25
-It frustrates you that you’re still not quite sure exactly who the Blue Rose is, because you honestly wish you could yell at them. Nothing but failure for the entire month, with excuses ranging from whale interference to the unfamiliar environment and even blaming things on the light second barrier. O’Malley does take you task on your frustration though, saying that their explanation made perfect sense.
One thing did come of it though. By the end the Blue Rose did hit upon a method of discerning possible hostiles in the soup that is your home; Sonar. Unfortunately, the Blue Rose specialised in the void of space, not as part of a blue water navy. They’re going to need practice to get good.
Reward: Sonar Monitoring action unlocked.
Learning
[X] Loroi Biochemistry: Doctor Campos would like to do a more detailed study into Loroi biochemistry to determine with certainty what foods the Loroi can handle as well as derive what nutrients they require to fully recover from their ordeal in addition to what medicines they're able to consume.
Cost: 0, Value Needed: 301 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry.
Rolled: 56 + 61 + 19 - 6 + 23 (Clinic) = 153 + 301 = 454 / 650
-Doctor Campos reports some progress on research the Loroi’s biochemical makeup. It’s still a tough slog, all things given, but headway is being made.
Personal
[X] Spending Time with Colonel Pierce: Colonel Pierce has suggested that you undergo the same anti-interrogation training that his marines go through. He does not promise to be gentle.
Cost: 0, Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Intrigue, Increased "Closeness" with Colonel Pierce.
Rolled: 97 + 14 - 6 = 105, Critical Success!
-Colonel Pierce said that at some point during the month a little ‘test’ of your abilities to resist interrogation would take place. He never said when, only saying that it would be a ‘surprise’.
Well, you heard them coming. When they busted in your door, faces covered to hide their identities, and tried to pull a black bag over your head you fought back. They overpowered you all the same but you were still ready for them. Over the next month, both you and Colonel Pierce share the ‘experience’ of being captured, detained, and interrogated. You experience everything from harsh questioning, waterboarding, to borderline torture.
What really surprised Colonel Pierce though was during the last week. You managed to get the drop on one of the guards with an improvised prison shank and managed to escape. That ended the training a little early, with the Colonel stoically reporting you did far better than he expected.
Reward: +4 Intrigue, gained the trait ‘Unbreakable’, your character will not break under mundane torture or interrogation. Colonel Pierce is slightly afraid of you.
--
Tactical turn for the whales will come later. Preferably when my eyes aren't stabbing me.
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