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Messages - piratejoe

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211
Pregame Design Phase of Turn 2:
Quote
Monteriggioni Vetreria 15-foot 'Spyglass' Rangefinder
With so much of our national budget directed to the navy, naturally our glassworking would be excellent. Truly, we have the best of all the important industries in the world. Our glassworking experts have come up with glass precisely machined enough to produce rangefinders of large size and high precision and ease of use. Our rangefinders are made to a higher spec than the present standard, with clearer fields of view and better magnification, as well as having a longer-than-average width, which means a longer usable range. The superior machines also mean fewer failures when producing rangefinders and therefore less wasted material. Finally, we've standardized our rangefinders, so that all ships carry the same, standard, fifteen-foot-wide high-grade rangefinder. This one, in fact. This very one. This rather expensive, but very impressive, rangefinder.

What? The marketing campaign was really good.
Effectiveness: 6 | Cost: 6 | Bugs: 6

The Monteriggioni Vetreria "Spyglass" is a magnum opus. Really, it is, and there is not a better word to describe the rangefinder. It is one of if not the largest in the world and, honestly gives far more than we ever could need or want, able to get a good view of ships and shot with extreme detail even that which is merely peaking over the horizon. Of course, it is unrealistic to believe our guns will actually be able to fire at such extreme range that the spyglass offers at this moment in time, but even then, it is quite good. Despite this, it is fairly costly and intricate, though even then a good deal of clever cost cutting measures have been put in place without harming quality. Needless to say, it is quite likely this will be with us for a while...

Quote
Tre Montagne Acciaierie Armor Steel
Fundamentally, the best way to not die is to not get hit. However, sometimes you get hit anyway. In fact, a lot of the time you get hit anyway, because your enemy is doing their best to try and hit you. Dodging isn't always good enough, so surviving the hit is the next best thing. And the best way to survive the hit is to keep the projectile on the outside of the ship, through possessing sufficient armor. And the less mass of steel gets you to the "sufficient" mark, the better your ship can be at doing other ship things, like dodging incoming fire or carrying bigger guns to shoot the enemy with. To that end, we've invested heavily into the armor industry, which is important because very few people outside of a navy have reason to order hundred-ton ingots of steel and the hammers necessary to beat them into eighteen-inch-thick plates several meters long and a couple tall.

One particular steelworks, in the scenic mining town of Tre Montagne, has hit upon a combination of factors that work quite well for us. They produce armor steel of the Krupp type, using water-jet cooling and extremely long periods of heating and carbonizing and annealing and so on. To make the long story not nearly as long, they are pretty darned good at armor plate, and are capable of achieving an impressive depth of the hardened face of the armor plating, at least by 1890s standards. This gives added resistance to armor-piercing shells, particularly for thinner armor plates.
Effectiveness: 2 | Cost: 3 | Bugs: 1

Unlike our amazing glasswork, it seems our steelwork is much to be desired, the Tre Montagne Acciaierie Armor Steel is...lacking in a number of factors. While the production process is noticeably cheaper compared to our structural grade steel, the actual quality is certainly not equivalent. First of all, it is noticeably brittle and prone to cracking when hit, and with this comes splinters. In fact, all it's issues revolve around that one issue. It was made specifically to be hard and durable, yet something in the production process continuously makes it so hard that it weakens the material by making it far to brittle to effectively work as armor. Furthermore, the plates have a weak spot where they meet another plate, and a strike along the area's that individual plates of armor meet will damage both just as badly if it was to only hit one...If these issues were fixed, it'd probably be useful, but until then, all it has going for it is how it's cheaper, and even then it's not enough to really weren't it...To say we were disappointed with theses findings is an understatement.



It is now the Design Phase of Pre game Turn 3. You have 6 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


212
Pregame Design Phase of Turn 2:
Quote from: Zeeslang Torpedo
This 18" diameter, 17' long torpedo is designed for a range of 2000 yards and a speed of some 34 knots. Design weight is about 1200 pounds, with a 200lb TNT warhead. Propulsion is via two contra-rotated propellers powered by a compressed-air driven turbine.
Part of the design work on this torpedo is also designing a series of reliable torpedo mounts, focusing on two-tube arrangements.
Effectiveness: 2 | Cost: 4 | Bugs: 3

The Zeeslang Torpedo is...Honestly not exactly what we wanted, but what we got. It's disappointing for us, as not only is it capable of only 28 knots, it has half the range of what we desired. Further, it has a noticeable dud rate, especially when at an angle that's not mostly flat, though luckily this isn't so bad as to be over a third of the time. If anything the main thing that actually works as intended is the launcher, which does everything it needs and more so. But even then, getting a duel surface launcher isn't something that we have managed to work due to weight and turning issues. But what we currently have went well at least...Unlike the torpedoes themselves...On the bright side, the constriction of the torpedoes are actually somewhat simple, and the materials needed not too expensive, meaning it's a bit cheaper than originally expected

Quote from: The Light Gun Modernization Project
The Light Gun Modernization Project, is a program with the intended goal of creating a new set of light naval guns (6 inches and smaller) meet the navy's increasing need for better guns.

The guns are to be designed to handle the new Draadkruit powder propellants at 1.5 times the expected maximum load to ensure safe margin. Unlike the previous generation of light naval guns these new ones have replaced the old BL screw blocks with QF sliding wedge breach blocks, the gun barrel will be of a new build type which will be called "radially expanded", unlike other build types which used hoops or wire to reinforce the barrel it used a technique called autofrettage to strengthen the barrel itself to be able to handle the high pressures experienced in the gun chamber. This results in a single piece barrel that is as light as wire wound while being cheaper and fast to make. Instead of having the rifling be engraved directly onto the interior of the barrel it self an internal liner with the rifling is placed inside which can be replaced when the rifling is worn out greatly extending the service life of the barrels. With the anticipated increase in power from the new Draadkruit powder and thus recoil, all gun will have hydraulic recoil pistons to cushion the recoil ensuring that the gun mount do not get shaken apart from repeated firing.
2 inch:
QF 2"/40 M1895
3 inch:
QF 3"/40 M1895
4 inch:
QF 4"/45 M1895
5 inch:
QF 5"/45 M1895
6 inch:
QF 6"/45 M1895
Effectiveness: 6 | Cost: 2 | Bugs: 4

The new light guns project has gone fairly well. While the naming is suspiciously similar to that of a certain other island nation, it is fully and completely our own work, and it works far better, and that has nothing to do with the fact this has come into being a number of years after. Regardless, the guns in question are long range, and fast firing. Really, it's more a matter of simply how fast the crew can load them rather than how fast the gun can actually sustain fire. Despite this, accuracy while good initially, tends to start to fall after firing enough for a proper bombardment or battle, requiring a replacement of the rifling, which is it's main and biggest issue and what causes the most cost for the things. There's also the issue of retooling of factories being slow and inefficient at the moment that seems to plague our efforts. But, at least despite that the guns are all quite good. The six inch version has a theoretical max range of 20k yards, though a much smaller effective range, though all share the same effective range more or less, and the theoretical max range per inch smaller is roughly reduced by only 1500 yards. Other than this, the guns have a seemingly sleek and long look that makes them distinct, though this doesn't effect preformance. 



It is now the Design Phase of Pre game Turn 3. You have 6 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


213
Forum Games and Roleplaying / Re: Association of Heroes.
« on: February 26, 2021, 02:24:07 am »
Project: MURMUR

Initial Rolls: Time (1) Cost (4)

The idea of setting up a branch dedicated to finding people who are metahumans and documenting them is a fairly simple thing in practice. Documentation of actors in our state and knowledge on their contacts and possible allegiance is a key part of our work, as annoyingly mundane and sometimes mind-numbing as it is. Still, using a few loopholes in law, along with simply getting informants or witnesses or just letting journalists do their thing, we should reasonably be able to get a good deal of information out of the program. The biggest issue with this is simply that the infrastructure, while already in place, is dedicated to counter espionage, not people with powers. And, being a separate branch of G.E.W.E.H.R that may have to deal with very angry people who can throw cars around like they were made of cardboard, well...The higher ups would much prefer us to make our own locations. On the bright side, we can convince them to cover a decent number of the costs and deal with the bureaucracy that is needed with the government while we just handle a fraction of the costs.

Sadly, even now before the project is fully finished, we can say the documents are all in paper form. While our agency prides itself on advanced things such as miniaturized radio communications in the form of earpieces, evolved over the years from hidden in suitcases, a room full of filing cabinets is still a better use of the space involved. And less likely to lose important information if it breaks, along with being much less likely to break at all. We likely would have a much better cutting edge computer system, potentially akin to what glimpses we have seen the Americans or Soviets have if it wasn't for the fact that the government has been fairly uncooperative when it comes to funding for the past few years...Ideally that will change in time.


It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more heroes into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.


Status of the Association:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 100

Current Projects:
Spoiler: Projects (click to show/hide)

214
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: February 26, 2021, 02:23:45 am »
Project: Pren Gwyn Youth Program (Note, for the future, please make the project in a quote box with details on how it works and all that. It allows me to get everything you desire down correctly, and it also aids in getting what you want to focus upon done.)

Initial Rolls: Time (5) Cost (6)

The Youth Program is nothing too different from the general public community works that Feng is well known for starting, and as such it's really not that difficult to get going. Obviously, it will cost a fair deal of money, but realistically this is nothing more than a drop in the bucket compared to most things. And the fact that this is the sort of thing that Feng has done many many times before means that all the connections in place among the community and local government mean that little effort needs to be done to sway others into setting up this project. And due to the nature of the program, all that's needed is a moderate sized unowned building suitable for this training, as realistically any modest sized gym would do well. After, all that's needed is the process of refurnishing the building and hiring the staff for a wide variety of things ranging from more useful skills to us like acrobatics and martial arts, to things that are mostly there as miscellaneous things to hide our true intentions, ranging from electronics and mechanics to traditional art and music.

Project Cost: One time cost of 2$
Project Time: 1 turn of work to complete


It is currently the Deployment phase.

You may now assign a character to either work on one of you projects, recruit more villains into the fold, move to another city, or lastly engage in the world for one action or another. In the case of the latter, it is best to devise a plan. Otherwise, they will simply do more generic actions that fit their character.



Status of the Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 100

Current Projects:
Spoiler: Projects (click to show/hide)

215
Pregame Design Phase of Turn 1:

'Diretta' Naval Turbine Powerplant
Recently, turbine-based steam engines have become all the rage in certain circles, as the ship Turbinia has been built to demonstrate their capability. So we've adopted them in a bid to gain an advantage over any potential adversaries. The new turbines are incredible for reliably running at full speed or close to it, and they're generally more compact and lighter than the old expansion engines. They've been in land use for a decade so experience is not all that hard to come by. A directed effort by our naval engineers to install these engines in ships has lead to direct-drive turbines being commonplace among our vessels. Not needing particularly long-distance sailing, our turbine research has been directed exclusively at high-speed turbines, with no concession for cruising turbines or gearing or what-have-you.
Effectiveness: 5 | Cost: 6 | Bugs: 5

As it turns out making a steam turbine engine to put into a boat is not that hard. Well, actually it is actually quite difficult as anyone working on a ship with one will tell you, but that goes for any engine, not just a turbine one. Regardless, for our engineers the task was a fairly simple and easy one. And we now have quite the good turbine system in place. Of course it isn't perfect, as it is more dedicated to speed than reliability, and as such limits the time that they realistically can be out at sea before something breaks and needs maintenance for, especially considering it'd mainly made to run at flank. But even so this shouldn't be too much of a problem unless we want to make a long range convoy raider that can remain out to sea in the enemies trade routes for months on end, and even then it can easily last long enough at sea to last at least a month. For our own protection it will be more than good enough to do the job, and other than needing regular maintenance every month and a half or so, it's more or less a good, high speed engine.

Composizione B Structural Steel
Naval investment in metallurgy has resulted in many helpful finds, but one of the most important is a means to formulate tougher structural steel. Adjustments to the materials in our steel alloy produce a mixture that is less prone to fractures and breaks under stress, while not losing the strength required of the ship's skeleton. We've also altered how we cool the steel ingots produced for our hulls, using water jets to reduce cooling stress and therefore reduce the number of crystalline pattern deformities that cause fracture points and increase the damage done to a component placed under stress. The improved strength of the most basic building block of our ships allows us to have more durable ships without gaining any weight. The altered behavior of our steel under stress, also known as "battle damage", reduces the size of holes and prevents damage from propagating as quickly when water or fire weakens the steel.

Effectiveness: 4 | Cost: 2 | Bugs: 6

Naturally, the internal walls of our ships are one of the key portions of them. Without them our ships wouldn't be able to reach the sizes they can possibly achieve. And, without them, flooding would be a much more prevalent issue with each and every hit. As such, it is only logical that we turn our attention to ensuring that the strength of the steel walls that separates the internals of our ship from flooded compartments or the ocean itself. Regardless, taking what we know of Krupp as a base, and making a number of changes to it's actual material make up has assisted in creating a strong steel that is much less likely to crack or send shrapnel flying at our crews when a ship is unfortunate enough to take a hit. Naturally, this is a good thing, however with it come some problems. Those problems specifically being the changes to the recipe itself. As while the new work on metallurgy has resulted in a harder, stronger steel. It's initial production process is a bit more lengthy and complex than before, and more importantly, it uses materials that cost more. Of course, this isn't so much of an issue with our massive budget, but it is a moderate annoyance that needs to be mentioned regardless.



It is now the Design Phase of Pre game Turn 2. You have 6 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


216
Quote from: Möser-Fokker Cemented Armor
Möser-Fokker Cemented Armor, or MF armour, named after it's inventors Karl Möser and Wilhelm Fokker is a new type of armour that has the benefits of the now obsolete compound armour while being made of a single armour plate. This is done by a process called face hardening in which the face surface of the armour plate is exposed to carbon carrying substance (charcoal or gases) and heated for 2 to 3 weeks increasing the carbon content of one side of the plate before being quenched in oil and than water. This leaves a plate with a hard face to shatter impacting shells while also having a tough and malleable back to minimize the risk of the armour plate shattering or spalling and with a single armour plate which removes the risk of armour plates separating like compound armour.
Effectiveness: 6 | Cost: 5 | Bugs: 6

The Möser-Fokker Cemented Armor is everything we could ask for and more. The plate is specifically hardened with gasses of things like Charcoal or normal coal, much like Krupp armor. The main difference, is in it's composition. By adding more materials into the alloys composition, including more chromium, a level of durability that wasn't available before was able to be created and capitalized on. In fact, this armor is likely one of the most advanced in the world, and makes Krupp obsolete. Naturally, this wonderful armor is a national secret, but it is sure to serve us well for some time, until science marches ever onward to further advancement.

Quote from: Draadkruit Smokeless Powder Design:

After our most recent gunnery exercises many higher ups in the department if the navy have noted that our current Brown Powder propellent is underpowered to send the shells used by our ship mounted guns. Thus the chemists have come together and presented to the department of the navy "Draadkruit" Smokeless Powder.
It is a compound consisting of 58% nitroglycerin by weight, 37% guncotton and 5% petroleum jelly. The compound is extruded as spaghetti like strings for smaller, rifle rounds and in large cylinders ranging from 1-8"in diameter and 6" in length, the diameter depending on the size of the shell it will propel.
Effectiveness: 6 | Cost: 2 | Bugs: 2

First off, it is important to stress that the Draadkruit powder is a extremely good powder that, when produced in our testing facilities, has a great deal of potential, and works extremely well at lobbing shells or firing bullets far away and efferently. There is, however, a problem with mass production. Early testing by the navy has lead to some accidents, and a number of factories producing the stuff aren't exactly the best for it's production with outdated equipment made for making older powder. This needless to say is a problem, as not only does it make producing the powder far more costly than it normally should, but it also makes the powder far less reliable and effective at times. As some of it is of low quality. This low quality also makes it occasionally burst, far more than it normally should. Though, admittedly, testing has shown it is a bit more...volatile than most other powders normally are.

Quote from: Veenland National Schools of the Navy
The Veenland Nationale Schools van de Marine scheme consists of several things; a training academy for officers, an engineering college, and a series of training centers for our sailors. Based in a half-dozen "stone frigates", each of these schools is focused on a certain naval specialty, although all do act as basic training centers.
 Schools include the "Middies Nightmare"(dedicated to post-bootcamp training of ensigns, OCS, and of training the Marines), the School of Naval Engineering(which is mostly for civilians learning, well, naval engineering), the Gunnery School, the Damage Control School, The School of Hydrography and Meteorology(and communications), and the School of Naval Medicine.
Effectiveness: 6 | Cost: 1 | Bugs: 6

The Veenland Nationale Schools van de Marine is a major investment that has allowed us to set up a fairly impressive academy for our sailors, officers and engineers. In fact, it's a fairly impressive and covers a massive wide range of subjects, like one would expect. However, this comes at a cost. This school is something that teaches more or less everything for the Navy. And, it's massive, which makes that cost quite literal. The school does what it was made to do extremely well, but due to the fact it teaches basically everything the Navy could ever need...Well...It costs more to maintain than some ships. This obviously is a problem. But, it's certainly worth it for greater quality from not just our sailors, but our marines and our captains...And our gunnery crews...and damage control crews...and nurses... And the engineering portion is open to civilians...

Honestly, it's a wonder the school doesn't cost more than it does currently, thinking about it...

Quote
Propulsie Oorlogschepen Wetenschap Erkenning en Richtlijnen (POWER):
POWER (AKA the "Propulsion (of) Warships Science Recognition and Guidelines" project) is a project focused on what makes ships go. After throwing out the guy who mentioned sails, and submitting the guy who mentioned oars to an asylum, the team set to work improving our propulsion technology in 4 areas:

Starting at the beginning- the firebox.
-A system of oil atomizers is added to spray oil over coal, giving a burst of power in emergencies or in combat.
-Additionally, efforts are made to improve the supply of fresh air to the firebox(and incidentally, to the boiler rooms of our ships) via forced-air designs using mechanically driven fans.
-Designs for these forced air systems also include something called a "preheater", where the incoming air is heated by running the exhaust gases around its ducting.

Next, the thing the firebox heats- the boiler.
-Having somehow misplaced the information on our present boilers, the first order of business was making sure that our engines use Duizendblad water-tube boilers, which are definitely not patent-infringing Yarrow boilers.
-Feed water is run through tubes that absorb waste heat from the boiler itself, improving efficiency.
-Not for all boilers, but for the largest and highest-pressure ones, downcomers are added to improve circulation at high pressure.
-For advanced models, a superheater is added, using heat from the exhaust to superheat (as the name implies) steam generated by the boiler. Only presently experimental turbine engines need superheated steam, but it can improve the performance of regular expansion engines as well.

The engine itself also received attention.
-Although our triple-expansion engines are fine, and no radical changes are needed at this point, it was considered important to ensure that our engines were being made with the latest techniques and from cutting-edge materials, giving just a little more efficiency than might be expected. Precision matters in engines, and using the right kind of steel can have subtle but noticeable effects.

Finally, transmission systems were addressed.
-Reduction gearing on ship-scale is presently infeasible, but some groundwork was laid, ensuring that when the time comes, we will be ready.
-What is possible is adding generators powered off the drive shaft. Electrical power has great potential, so ensuring that we can supply our ships with large amounts if necessary is important.
Effectiveness: 6 | Cost: 2 | Bugs: 5

POWER is a major project and undertaking that we needed to invest in. And, that investment payed off quite well. First of all, the improvements to our engines with the additional materials have improved reliability to a degree not seen before with minimal addition of weight. Further, it has improved the general efficiency of the engines massively due to the addition of the varying intakes, the addition of oil sprayers, and the boilers. And, on top of all of that, it has laid groundwork for yet greater works of Veenland Engineering that will be the marvel of the world. However, all of this is fairly complex, as one would expect. And as such, this has lead to a increase in the time it takes to produce the varying materials that make up the engine and add to it's effectiveness. This needless to say means it costs more than we'd like. Of course, any price is good enough for the defense of the glorious workers that make up our country. Still, the varying tweaks have set us up extremely well for our engines in the future to come. Though, there isn't that much realistically we can do to improve them, at least, as far as we know so far...Science marches ever onwards after all.
 


It is now the Design Phase of Pre game Turn 2. You have 6 dice remaining to spend on Designs, ships, or simply Save for the next turn.

Spoiler: Projects (click to show/hide)

Spoiler: Technology (click to show/hide)

Spoiler: Ship Classes (click to show/hide)

Spoiler: Ships (click to show/hide)


217
Forum Games and Roleplaying / Re: Heroes and Villains.
« on: February 23, 2021, 03:15:31 am »
First proper turn is go! Game's started properly now. Best of luck to both sides. And please don't accidently stumble into a hostile major power NPC and die.

218
Forum Games and Roleplaying / Re: Association of Heroes.
« on: February 23, 2021, 03:14:13 am »
(Coinflip decided the Agent over the Angel)
You are Agent 109 of the Schwarzes Holz General Espionage Wetworks, Excursion, and Hostilities Response. Or G.E.W.E.H.R for short. While this isn't the proper German name for the organization, the anacronym of G.E.W.E.H.R has stuck. Naturally, you have survived your fair share of interesting figures and evil geniuses and felled them time and time again through the failures of their extremely long winded speeches, methods of execution, and much much more. Of course, things have simultaneously calmed down and grown more chaotic. As current intelligence doesn't show much in the way of activity of any powerful individuals who might be planning on using that power for more...nefarious means. Still, being G.E.W.E.H.R's best agent has it's perks, and while it's likely for the time being most work will revolve around helping the police solve certain things that need a more...subtle approach, it's also likely that the organization might evolve to form a new branch of itself. Currently, the idea of this potential branch is known as the Vereinigung der Helden, though there currently is no official name, as no proper branch has been founded yet.

Naturally, the Headquarters of G.E.W.E.H.R is in the capital itself, Großerthron, and by extension that too is where the current 'heroes' branch that you have been put in charge of when you could be relaxing on the beeches of Nemorland and enjoying some Helles rather than the paperwork of managing a bunch of civilians who got lucky enough to have superpowers. Currently, this headquarters is a ways away from the proper G.E.W.E.H.R facilities, mainly so that way it can be specially designed and reinforced in case of...accidents. Still, while a small complex above ground on the outskirts of the city, disguised as a simple farmhouse, under ground it houses a decent few facilities needed for our work, including the space for Three others, including yourself.

It is currently the Project and Research phase.

You may at this moment in time describe and start one project which you would like to work on. The full effects of a project will be known upon completion, and the price and time of a project will be known once it is started. Do note that once you start a project, you do not need to work on it in the deployment phase, though electing not to will not advance it closer to completion.

Also feel free to rename the faction name to something else if you'd like.


Status of the Association:

Heroes List:
Spoiler: Agent 109 (click to show/hide)
Current Reputation - 100

Current Projects:
Spoiler: Projects (click to show/hide)

219
Forum Games and Roleplaying / Re: Cabal of Villain's
« on: February 23, 2021, 03:13:33 am »
You are Feng Zhelan, the famous businesswoman who is known as a flawless example of a rags to riches story in real life, and a beacon of inspiration to many of the Asian Community in both Pren Gwyn and abroad. Of course, in reality the full story is filled with many more crimes than merely having been a stowaway. Something the varying gangs that didn't submit in Pentrefsiapaneaidd found out the hard way without even knowing who ordered their punishments. Lesser minds would think that with such a position, it would be best to go straight and abandon crime of all kinds. But, that is a fools errand. Money alone can only get one so far, especially with ideals that by nature only attract specific people. And sometimes the sword solves problems far quicker, easier and more efficient than the pen ever will. Likewise, sometimes it's best to have your enemy do all the work for finding something so you can take it yourself with no cost. Broken and biased laws will never change without one to enforce more...fair laws. Laws made by one smarter and better equipped to lead and fix a number of histories mistakes, and form a world that will become as immortal as time itself.

Your current headquarters is naturally located in Pentrefsiapaneaidd, the one city that just so happened to be one of the last major settlements to retain it's history and original population, and a city that was practically made the way it is now by your hands. Yet this, this is only the start. The entire archipelago used to be controlled by Shirohon after all, not just the northern portion of the island now called Arvendon. But, in time, the monarchies can be brought to heel like the gangs, all under your control without them fully knowing it. The City is one that is prosperous and rich due to tourism. Though, in more recent times, some new rivals from other places have shown up and caused issues with the current hold over the city. Your headquarters is naturally the boardroom of Báihu.co, and it can support 3 other's, including yourself.

It is currently the Project and Research phase.

You may at this moment in time describe and start one project which you would like to work on. The full effects of a project will be known upon completion, and the price and time of a project will be known once it is started. Do note that once you start a project, you do not need to work on it in the deployment phase, though electing not to will not advance it closer to completion.

Also feel free to rename the faction name to something else if you'd like.


Status of the Cabal:
Spoiler: Status of the Cabal (click to show/hide)

Villain list:
Spoiler: Feng Zhelan (click to show/hide)
Current Reputation - 100

Current Projects:
Spoiler: Projects (click to show/hide)

220
Forum Games and Roleplaying / Re: Heroes and Villains.
« on: February 22, 2021, 01:21:00 am »
The next turn will be done provided the tie is broken within the next 5 hours or so, or it becomes Tuesday. I already announced the former bit in the discord, but felt the latter part was apt.

221
Forum Games and Roleplaying / Re: The Firmament - Great Flame War Arms Race
« on: February 21, 2021, 07:39:42 pm »
Quote from: Votebox
REVISION:
Hungry Maw: (0)
Tunneler.exe (Original): (1) TricMagic
Tunneler.exe (Variation 2): (2) SK, Piratejoe

222
Forum Games and Roleplaying / Re: Heroes and Villains.
« on: February 20, 2021, 05:50:44 am »
Ah, sorry. I didn't exactly get that at first. Thanks for the clarification for my tired self.

223
Forum Games and Roleplaying / Re: Heroes and Villains.
« on: February 20, 2021, 04:40:53 am »
Visionaries thread?...

You can create a character if you want, and they might end up being recruited by one of the sides, or just be a neutral power in the world, but this is a team based game vaguely similar to an arms race. If you do make a character though, please PM them to me so everyone doesn't know everything about them instantly if they find them.

224
Forum Games and Roleplaying / Re: Heroes and Villains.
« on: February 20, 2021, 01:06:46 am »
Done. Forgot about that feature. Last I used it was about two or three years ago now.

225
Magna Mongadizafra, Final Pregame History Turn & First Pregame Design turn.

The sinking of the Lena Lo Schiavo by Veenland was a key point of our tensions with them. Of course, they claimed that the ship rammed one of their cruisers when it tried escorting them back to Magna sea's, and that the ship had crossed into Veenland waters multiple times. Needless to say, our government and fishers weren't having any of it, and in retaliation to our just action, they claimed that we were tyrants rather than a true republic due to our treatment of workers, pointing out a number of minor strikes that, due to socialist agitation, turned violent. Of course, they framed such as the police acting against them, and naturally threw in a few ridiculous claims of further oppression while calling upon the people to demand change and use the weapon that was the strike to fight against such a thing, and the socialists of our nation did exactly that, were we were easily able to deal with them and restore order, though this caused tensions to reach a boiling point, and it's expected that war is practically inevitable...Thankfully, our navy stands strong.

It is now Pregame Design Phase of Turn 1 of 4

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