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Messages - Man of Paper

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316
Also, just out of curiosity, could you point me to the offending games? I'm curious to see how it was handled.

That’s cool but you got some links for the last thing you shouted into the room before promptly leaving?

317
You guys feel like bustin that tie real quick?

318
Exploration IV: Following The Edge Of The World

Society is forced to expand in order to meet the demands of an expanding society, and so the largest expedition of the Baobabi to date was put together in the capital, newly titled as Stakehome. Pack Wildebeest were loaded with supplies and headed east along the coast. Their goal was the exploration of 48-D, 49-D, and 50-C led by a Minor Founder (Quarque +1I).

48-D proved to be relatively tame and boring. Cordgrass grew in the shallows along the coast along with a deposit of Clay beyond the beach and in the savannah itself. Without much in the way of noteworthy materials and no direct source of fresh water, settlement upkeep here might build over time at a faster rate than normal.

49-D seemed just as mundane as the previous region, and still very well could be. See, the expedition located Crabs along the coast with some Flamingos that used the seasonal tide pools to breed. It also found a cave and a hole. Some Baobabi tried to check it out, but the few that decide to blindly and boldly go where no man has gone before end up disappearing forever. Lit torches blow out before reaching the bottom, and as mentioned before nobody has come back from a hop or climb down alive, so the bottom of this cave remains a mystery. The area is otherwise also an otherwise unnoteworthy savannah and beach, just with a lot less of both than 48-D. Settling here wouldn't be the easiest, especially due to land limitations, but it'd be doable.

Finally your people were able to explore 50-C. This area had been calling to your people since the moment they laid eyes on it. The area was dominated by a massive mountain jutting out of the savannah against the sea. The surrounding savannah was covered in lush fertile soil and the sand near the mountain was black along the coast. The first discovery the Baobabi made was the razor-edged green-black glass Obsidian that littered the landscape along the coast. The second discovery was the hole at the top of the mountain. It wasn't an excessive or difficult climb, but it was still somewhat demanding. When scouts reached the summit they got to look down into the bowels of the earth itself. The smell of burning metal to those who understand the concept of smithing was thick, nearly as thick as the plume of dense grey smoke that billowed out of the mountain and northward constantly. A third discovery was the stone beneath the volcanic soil being some excellent-quality Basalt with some interesting yellowish shiny parts. Trying to settle here probably wouldn't be too bad if there was a way to leverage fertile soil somehow, or a way to reliably and directly source fresh water, or a means of mitigating the occasional ferrovolcanic eruption that could occur should a particularly bad event roll around.

The Baobabi successfully explore 48-D, 49-D, and 50-C. They have also named their settlement at 47-D Stakehome and the settlement at 48-C Great Baobab.

Resources Identified:
48-D
Cordgrass (Textiles)
Marine Clay (Clay)

49-D
Crabs (Food)
Flamingos (Food)

50-C
Obsidian (Stone)
Yellowed Basalt (Stone)
Ferrovolcano (Magnetofumes x4)


New Discovery: The Cave Hole (49-D)

Two resources in this area are here for a guaranteed introduction to two subjects: Obsidian is here to provide a clear example of a resource that can be used specifically in proposals and would be prioritized for upkeep for those proposals. For example, doing one of those aztec obsidian frat paddles would use obsidian if you specified it, and receive appropriate benefits and flaws as a result. While all resources have the abstract resource they're applied to, you can also draw from the actual resources on-hand to increase the focus of proposals.

Yellowed Basalt is the example of a material you might not actually have the full grasp of being represented by another material. In some cases discovering a means to "dig a little deeper" could add the resource to the list of known resources, but occasionally you may be asked to select whether a resource represents one thing (basalt, used as an example for no particular reason) or another (gold, for no particular reason). A keen eye may have already noticed a few of these types of resources sneaking in.


It is time once more for the Expansion Phase. Remember that this phase is for expanding in the sense of proposing a new settlement location, or you may choose to develop technology to build up your military, society, industry, or culture. You may also declare an "attack" on a zone within or, currently, along your borders if you have a threat you wish to eliminate.

Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)
Spoiler: Tokens (click to show/hide)

Spoiler: The Master List (click to show/hide)

319
Turn 3 Revision

Proposal: Locusta's Liquor
Difficulty: Normal
Result: 5+5=10, Superior

Everyone loves alcohol. At least, everyone a particular fairy has a beef with. It turns out finding someone who has a personal vendetta against a group of politicians for apolitical reasons is not the hardest thing to do. Finding one that happened to have a familiarity with making and selling alcohol was harder, but we got real lucky! Locusta is an amateur brewer and known for her selection of rare foreign alcohol collection and tasty but unique concoctions. For years she has been trying to figure out a way to get back at the people responsible for a grievance she refuses to ever describe in any detail, and in the introduction of the Vintner's Folly she sees opportunity.

A few jars of Amaretto Grape concentrate are smuggled into her hands on a semiregular basis. When commissioned for a special brew or to provide beverages for a political party she blends together a mixture of the concentrate and some of her homebrews. The sweet nuttiness of the grape concentrate is everpresent in Locusta's Liquor, but otherwise every bottle is different. The concentrate is kept at high enough levels to induce some level of the poison's well-documented effects (general loss of coherence and sanity) within days or weeks of regular ingestion as opposed to months or years - someone downing a bottle all alone in one sitting is going to have a noticeable level of mental deterioration by the time the bottle works through their system (on top of being absolutely shit-faced. Just because she's poisoning them doesn't mean Locusta wants to make shitty booze).

Locusta's Liquors are well-known within the upper levels of Faerie society and likely to make quite an impact on the Senate floor as time goes on. Should someone try to trace any poisonings back through the alcohol and to her, the counterfeit bottles and labels of legitimate brands she also sells let Locusta foist the attention of investigations onto some other entity down the line. Somewhere else far away, preferably.

Locusta's Liquors are Unique, only seeing use in the Air Plane.


Proposal: Orcish Warheads, Human Triggers
Difficulty: Very Hard Hard
Result: (2+2)-1=3, Buggy Mess

When Orc measurements consist of "pinch", "handful", and "the whole fuckin' thing, mate", and those measurements are taken, given, and doled out with reckless abandon, it can be somewhat difficult for an observer to accurately notate the process of creation. When that process of creation involves explosives that can be a bit of an issue.

Many accidents and many injuries later, and a pooled collection of observational notes from human observers in orcish workshops narrowed down the explosive solution to a "reliable range". The powder becomes excited with the introduction of arcane energies and reacts with the magical energy the concoction itself releases when magic is applied. This results in a rapidly burning alchemical mixture that ends in a potent sharp blast and fireball.

When it works as intended.

The ball fired by the Boltbows is designed to absorb a generally standard limit of arcane energy before dumping it into the alchemical mixture within. This was intended to function as a timer for the warball, but mostly works to complicate the fireteam's lives. There is no clear indicator on the ball, so the only real way to figure out how to time the magical fuse is through trial and error. This would be easy enough - just a matter of having training balls in that case - but of course the reaction begins within the ball as soon as arcane energy courses through it and that changes timing. Then you have to add in your personal magical potency and how much you're channeling at any given time, the strength of local ley lines, trilunar influence, the wind, if a crow flew west this morning - or was that a raven? And...it's a lot. A launch just using the clay firing mechanism plate gives the ball a seven second timer. "Cooking" the ball reduces that timer to a shorter time somewhere between under seven and immediate detonation. Removing a need for impact as any of the enchantment triggers greatly reduced the chance of premature detonation. Cooking the warballs to be effective at anywhere beneath maximum range offsets that somewhat.

Fair Fighting Orcish Boltbow Fireteams are still Rare and still given as wide a berth as before.

----------------

It is now the Strategy Phase.

Remember to assign your Uniques that aren't dedicated to a specific plane/zone (Kupros) and choose an Enclave to build in the Swamps (Lizardfolk +Infrastructure/Backline; Seraphim +Enchanted Weapons/Mundane Armor; Elves +Druidism; Infernal +Conjuration).

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

320
Turn 3 Revision

Proposal: Breezewalker Training
Difficulty: Normal
Result: 6+5=10, Masterwork

With feedback coming in on the new Breezewalker gear, Dead Officers were able to formulate a training regimen based around the benefits provided by the enchanted armor. One particularly insightful Dead Officer came up with the idea to train Breezewalkers in line with light cavalry as opposed to infantry, and the benefits were made immediately apparent.  Given a short sword, a sling, and a climbing pick, Breezewalkers focus on rapid engagements and flanking maneuvers to get an edge on their opponents. They use their speed to gather intel on enemy forces and withdrawing faster than the enemy can catch them, and their climbing pick lets the Breezewalkers leverage their ease of vertical movement. The already oft-drilled tactic of smashing into enemy lines, withdrawing, and repeating the process is drilled even further to hone the Breezewalkers' harassment capabilities. Observers would probably best describe an attack by Breezewalkers as akin to a swarm of angry, armed bees.

Sabotage is considered to be within the purview of the Breezewalkers, but there was little in the way of facilitating that in the initial training regimen. Now Breezewalkers receive a flint and steel striker and tinderbox to start fires to interrupt enemy logistics. Breezewalkers utilize some measure of stealth and their speed to quickly get in, set something alight, and get out. It is simple, but it is effective, especially as favorable winds tend to aid in sparking up a quick and powerful flame.

Breezewalkers remain Uncommon.


Proposal: Specialized Sentries
Difficulty: Normal
Result: 5+5=10, Superior

Nobody likes creepy, ugly statues. It's one or the other. Specialized Sentries removes the ugly from our creepy statues by giving them a variety of novel ape-like shapes and dividing them into sets for specific enchantments. These are meant to appear as cheap, novelty, knockoff items (so it is easier to explain their existence in a wide variety of places), so it should come as no surprise to anyone that the monkey statues come with either their eyes, mouth, or ears covered by their monkey hands (mostly - the fingers are splayed out over the eyes so they aren't obscured). A fourth monkey with a large grin simply has an outstretched hand.

The eyes-covered monkey is enchanted with a "warning mode", where the new and improved reflector can be deactivated via command through the mirror to bathe an area in red light. The mouth-covering monkey is the Recorder Monkey, which can take store still images in its linked mirror, allowing it to save up to a couple minutes worth of relatively thorough photographic evidence. The Alarm Function falls to the ears-covered monkey. Once active, the linked mirror will flash and emit a faint chime to notify the user that something is currently in view. The laughing monkey's hand can be clasped around objects such as rope or string and will release them when something moves in front of it. A heavily weighted base allows the laughing monkey to hold heftier payloads.

The mirrors also include runes that can be triggered to set the statue into an "Active" mode, where the user can more directly control the statues enchantments if they so desire. This function will override the standard on-sight activation of the enchantments so that the user isn't removed from control. 

Specialized Sentries come individually or in packs of four for just three easy installments of Common.

----------------

It is now the Strategy Phase.

Remember to assign your Uniques that aren't dedicated to a specific plane/zone (Blackcrag Reavers, Evivizet), choose the target for the PTN, select a plane to build a Mortal Enclave in, and choose an Enclave to build in the Mountains (Dragon +Siege Weapons; Illithid +Morale/Mental Magic; Undying +Necromancy; Swarm +Mortal Animal Mutation).

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

321
Breachers are Normal due both the training and equipment being given to the unit. It's very focused, and overall the changes are very much achievable. This is about as close to "two revisions as a design" as you can get without it just outright being that, not that that's necessarily a bad thing - individually these actions would likely be Hard Revisions anyways.

Memento Mori is barely dipping into Theoretical. The integrated shotgun bumps the space SAW up from the high end of Hard.

Good Work Freighters are Easy. Minor uparmoring, adding a second existing weapon, and a bit more solid construction for that sweet fully pressurized aesthetic are all certainly demands, but not demanding ones.

Cutback cuts out just enough to cut difficulty back to Hard.

Albatross is juuuust Very Hard since the minimalist hull is offset by the larger number of coilguns.

322
Hatchetmens get a Very Hard. Armor, weapons, other gear, tactics, and their legend of sorts all add to the difficulty. This is offset by a degree due to the writeup leaving their rarity wide open.

Exoloaders are Hard, being somewhat complex mechanically but otherwise a relatively sane step into a new field of design (for the pirates).

323
The Targe is currently Impossible. Drones can be a bit difficult to break into and maintain for a fledgling pirate gang, so anything that could affect difficulty negatively does so with extra weight.

Calypso is Very Hard. It's an advanced step but well within reach.

Remora is Easy. It is essentially a remodeled Boarding Ship.

324
Experimentation III: The Pastural Age (Roll: 10)

With the most outright aggressive animal (than the Baobabi themselves) out of the picture, the villagers were able to focus their interactions with the less hostile local creatures they regularly came into contact with already. Led by a Minor Founder (Doomblade187 +2I) a number of hunters captured a selection of the healthiest of the Wildebeest Herd in 47-D. These creatures were split into smaller groups for breeding and isolated through use of earthen ramparts and thick wooden stakes. Areas of over a square kilometer were parceled off to various families to oversee, breed, and raise fresh wildebeest.
 
New Technology: Stake Wall (Requires access to Wood. Could provide very basic protection from outside threats)
New Technology: Animal Husbandry (Can domesticate exploited Animal resources for additional benefits)
Modified Resource: Wildebeest (The hunted Wildebeest are now Domesticated Wildebeest and provide 1 Food)
New Tokens: Domesticated Wildebeest Token x2 (Can be spent during the Exploitation Phase to deploy am Exploited Domestic Wildebeest Resource in controlled territory in addition to a standard action)

Interaction between herdsfolk families largely centered around the desirability of their stock, with animals from different familial herds being bred for docility, size, and meat content. Larger, healthier animals were brought together during a tribal ritual every few years in the wildebeest's mating season. The best selection of males and females are led by their owners to a communal pasture to breed. All offspring produced by a pairing were property of the mother's owner, so to entice herdsfolk to maintain a high-quality stock of males the herdsfolk would construct a new pasture for the owner of the male who acquires the most "partners".

New Technology: Selective Breeding (Attempts at Domestication roll two d10s and take the highest result)

The concept of land ownership, and owned lands themselves, spread steadily over time. Families and their branches often clustered their pastures together to form herd communities. These communities wound up developing means of tracking Wildebeest lineage in great detail, ultimately creating the first form of written language for the Baobabi people. Large flat-faced stones were also carved with the details of the first "document", a will and testament denoting which of one affluent family's branches would inherit specific wildebeests and pastures. These first examples of writing within the Baobabi showcased a keen attention to detail and budding analytical minds.

New Technology: Stone Etchings (Requires access to Stone, is the basis of a written language and takes the first step towards more complex communication and record keeping)
New Technology: Accounting (Basic mathematics is a foundational technology that will probably only become more important over time)

Generations of selective breeding didn't replace the net loss of meat produced by hunting wildebeest (they produce more meat, but require food of their own), but two separate "breeds" became identifiable among the herds. The first was the stronger, sturdier Pack Wildebeest. These Wildebeest acted as beasts of burden, using bodies thick with muscle to carry baggage or drag material behind them. They're easily identified by their stronger, thicker backs. The second was the Long-Haired Wildebeest. While leaner and weaker than the Pack Wildebeest, the hair of the Long-Haired Wildebeest could be removed and woven into Textiles. More complex Woven Clothing appeared as a result of an abundance of materials to work with over time. Pants and shirts became common articles, and cold weather clothing was readily available when the occasional wintry chill occurred.

New Technology: Pack Wildebeest (Requires access to Domesticated Wildebeest. Provides +1 Range to every action over land)
New Technology: Long-Haired Wildebeest (Domesticated Wildebeest produce +1 Textile)

Within a few human generations the Wildebeest had completely altered life for the Baobabi. Walls, the idea of property, animal husbandry, writing (and the very basis of mathematics), and fancy clothes all developed within the Baobabi as a direct result of their taming of Wildebeest. The people were thriving, and as their population grew, so did their needs.

New Upkeep: All Settlements require 1 Food for Upkeep.

With additional Wood available to the villagers, the Baobabi Longbow was able to be produced in enough numbers to keep the tool prominent and effective.

With the passing of a new age during this turn cycle (right at the end in the experiment phase, don't know if you're aware) the three Major Powers gain 1 Prestige. While there is now a threat to the current standings, no changes in the lineup of Major Powers occurs this turn.



It is now the Exploration Phase. Remember that you can either choose to explore up to three connected areas (thanks to Waterskins and Pack Wildebeest) or propose new equipment or technology that would facilitate improved exploration in some way.

I'll also be making a minor change to how tokens work. As a result, your Wood Tokens can be used in addition to a regular Exploitation action in the same manner the Domesticated Wildebeest Tokens are described as using.

Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)
Spoiler: Tokens (click to show/hide)

Spoiler: The Master List (click to show/hide)

325
The Raptorclaw is Normal and not easier due to armoring.

Plasma Dragon is Very Hard. The Energy Handcannon is a departure from your current equipment but within the realm of possibility should your faction wish to swing into the direction of energy weapons.

Blind Joe's Cantina is Theoretical. Infrastructure as a pirate faction ain't easy without having some money to spend on the project :) It is otherwise reasonable.

326
Slammers are Hard. Using basic ol' autopilots might be costly, but making it work is a little easier than training guys to be pilots.

Slicers are Hard. They're "new" tech but ultimately not too demanding.

Cry Baby is Normal. It's not too complicated and doesn't demand much.

The Limpit is Theoretical, mostly due to the autonomous nature of the drone.

Breaching Teams are Hard. The shotgun, "boarding shield", cutlass, and armoring are mostly offset by the reduction in unit size.

Hyper-Hyperdrive is Hard. A general overhaul/upgrade of engines isn't the simplest thing to do, but very much within the faction's realm of possibilities.

327
Condor is juuuust Very Hard since the minimalist hull is offset by the larger coilgun size as well as repurposing of a coilgun to CIWS.

328
Pressure Cooker is Normal. That's about as standard an advancement as you could make at this point.

The Scalpel is Very Hard/Theoretical due to the implied power of the laser (slicing off pieces vs gouging into the ship)

The Deflector Shields are Hard/Very Hard. It is a (relative to where you're at) high tech development but not having the shield be a magical 1-way wall of protection does simplify things to the point where I might err closer to Hard.

The Fellow Travelers are Very Hard. While getting people to watch what comes and goes around the Hyperlanes isn't a difficult thing to do, embedding people into other ships is. It's not harder than that since it's not like every large freighter is going to deep dive into every crewman's backstory and require they have flawless covers. Some do though.

329
The Coffin is on the high end Very Hard, as it would require training the "marines" to also be (basic) pilots on top of developing the pod. Otherwise this isn't asking for much.

The Scummer is somewhere in the Ludicrous zone. Creating a ship is one thing. Making one convincing enough to pass off as a corp security ship all the way up to boarding is another thing entirely. Possible, but currently a bit of a stretch.

330
Carrack would be on the low end of Very Hard on account of being your first proper ship that is generally just a step up from what you have available now.

This other Improved Boarding Party is Very Hard, as it is asking for a few varied somewhat significant additions to an existing unit.   

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