Invaders from Beyond the Sea
Jan 11, 2019 17:02:12 GMT -7
Post by Y on Jan 11, 2019 17:02:12 GMT -7
Commodore
Rank: S
World Event: A strange force has descended upon the Continent. Strange ships have arrived from overseas, from a faraway land, few have heard of, let alone visited. They have come, seeking wealth, fame, trade, and conquest. Little is know about them, but the encounters they have had so far have had... mixed results. In Mizu no Kuni, two ships stopped near a small fishing villages. Things turned violent, and the village was razed and pillaged. A small handful of survivors made it to the capital, but were unable to articulate just what it was that they saw. In Kaze no Kuni, a settlement of coastal Shamans encountered one of these ships, and was able to trade some old texts for a great deal of money. What the overall goal of this fleet is remains to be investigated. What they will do next remains uncertain.
Plot: [SECRET]
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Unique Global Attribute: "Imperial Ambitions" - There was a significant amount of political footwork required to fund and allow this expedition. Many folks back home are skeptical about the possible real benefits of further exploration of distant lands. Unless Admiral Scott, or some portion of the fleet, returns home with a significant element of proof that this is worthwhile, it is likely the Republic will never return to this place. However, if they ARE successful in discovering a reason for conquest, and they return home to communicate this, it is highly possible they will be back in greater numbers. This number ranges from 0 - 100, and starts at 25. It can be modified by various actions in the event. If it reaches 0, the fleet will realize there is no possibility of support from home. If it reaches 100, the fleet will want nothing more than to return home and rally the nation for more conquest...
Unique Ship Attribute: "Morale" - The advancing Navy sees its strength as stemming primarily from the morale of its fighters. A particularly well-rallied fighting force will defeat a much larger, but demoralized group. While Imperial Ambitions are tracked for the fleet as a whole, each ship will track its own morale. Some events may, however, effect this globally. A ship which reaches Morale: 0 will defect. For every 25 points of Morale over 50, the ship's residents will gain an additional invokation of "Gun Boat Zeal" per day. Morale will affect the behavior of the sailors substantially.
Unique Ship Attribute: "Integrity" - The ships itself, is technically vulnerable. While attacking the hull directly is likely a ridiculous strategy, there are a variety of ways the things could be damaged. Each ship begins with a hull integrity of 100. Each day, if the ship can remain motionless for 8 hours or more, and has a functioning engineering corps, it can repair itself by 10 points. If the integrity drops below 80, the Gun Boat Zeal boosts are halved. Below 60, they are disabled. Below 50, the weapons systems work at half capacity. Below 40, they are disabled. Below 20, the ship is immobilized. Below 0, it will sink.
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Soldiers of The Republic:
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Event Location(s): A ship will be spotted off the coast of one of the Minor Land Nations. From there, it is the duty of the participants to attempt to track the fleet.
Rules: No meta-gaming. Staff, I'm looking at you. Don't read the rolls. Please. You know the rest of the rules. I will create new items, NPCs and abilities on a per-encounter basis.
IIC Length: 72 hours. I will declare a posting order when relevant. That Inuzuka Tech that switches posting order is banned from the event.
Prize(s): May be looted from the ships.
- Chemical Supply: Poisons, valued at no more than 300,000 Ryo
- Treasure: Gold and other precious materials, valuing no more than 500,000
- Stolen Weapons: Masterwork ranged weapons, not exceeding the max event reward
- Strange Tech: The invading forces seem to have invented something akin to harnessed gems...
- Explosive Charges: Some of the ships contain high-level explosive devices.