Seon
Not An Evil Liar

O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.
Your Will be Done is set in the far future on a Ringworld like space habitat, starring androids and machines who have recently attained sentience. Humans who have created you are long gone, having wiped themselves out while experimenting with a new and mysterious power source--the same stolen fire that pulses in your chest. Here in this world without masters, your androids will explore the ruins of past human civilizations, interact with the machine civilizations that arose since the time of the extinction, discover secrets about their own existence, and perhaps, change the fate of the world.
Without further ado, here is the map that you shall be playing in during the duration of the stay.
Spoiler :

Note that if you open this image in a new tab, you'll be able to zoom in and see all those wonderful explorable locations.
Economy Rules
Spoiler :
If you haven't realized by now, this game is heavily based upon BOTWAWKI and its similar games. However, because I'm a stupid dunderhead and I can't make head or sense of anything more complicated than Tic Tac Toe, I decided that I should simplify everything about BOTWAWKI into frankly ridiculous degree. Apologies.
Energy Economy and You, or how to stop worrying about the portal to hell in your heart and start loving the voices
Energy is at the core of 90% of the game mechanics in this game. Energy Points, henceforth referred to as EP, are invested into actions, consumed by buildings, and used to cast super-programs capable of changing the very nature of the game itself.
Energy is produced by the Core building at your settlement. Set amount is produced every turn. Any EP that is not spent is lost.
Population and Chassis
mind is but a plaything of the body
While I did say that androids have attained sentience, vast majority of your faction are composed of non sentient, or at least, barely sentient androids who are mindlessly loyal to your every whim. These are your expedition members who will either guard your HQ or follow your leader and his specialists to conduct missions around the map!
Your Population stat represents how many distinct AI personalities are subjugated by you. Your Chassis stat represents how many distinct models of androids you are capable of producing at the moment.
In layman's terms, if your Population stat determines exactly how many individuals are capable of performing action at any given tie, your Chassis stat determines exactly how many tools said individuals have to accomplish it. You are AIs. Your body is nothing but a tool.
Here are the description of what each Chassis Means
Soldiers: Soldier Chassis is specialized for salvaging operations, close and long range combat, and piloting of vehicles.
Scanners: Scanner Chassis is equipped with long range sensors as well as hacking modules for allowing access into restricted areas, making them ideal scouts. If you are running short on places to explore, consider sending them out to perform a sweep of a location.
Operators: Operator Chassis is equipped with communication modules, signal jammers, and diplomatic modules for ease of secure and safe communication between organic, as well as mechanical entities. Operator chassis will aid significantly in reaching peaceful resolution as well as maintaining communication channels secure against infiltration attempts. They are also capable of wreaking havoc in the enemy's communication channels with their electronic warfare suite.
Engineers: Engineers are equipped with precision sensor modules as well as nanite constructor modules allowing for quick analysis of artifacts as well as repair and construction of field fortifications. They are also very capable at demolitions. If you want to figure out what a button does before you press it, Engineers will help greatly.
The SCAR System
With credit to Crezth for the naming
Androids have four distinct descriptors to determine their capability.
1. Scouting
2. Command
3. Aggression
4. Research
In layman's terms, what android chassis do is to take EP and convert them in one of the four SCAR progression points, which are used to resolve expedition and quests. Note that number of androids still matter in expeditions and quests! 3 soldier androids converting 45 EP to 45 Aggression points are less likely to succeed in a mission than 9 soldier androids doing so.
Scouting is your android's capability to find interesting locations, detect hidden objects, and hack into guarded programs to search for hidden information.
Command is your android's capability to relay information, issue directives, and ease communication and negotiation.
Aggression: Is your android's capability to deal damage, defend location, terminate traitors, and conduct salvaging operation in a battlefield.
Research: Research is your android's capability to problem solve, create temporary structures and jury rigged solutions, and act as demolitions crew.
Specialists and Action Economy
The other 10% of the game is based on the Specialists and the Action Economy. Every action aside from installation of new modules or conducting of trade has to be lead by a Specialist to be successful, and Specialists are rare and often difficult to acquire.
Specialists, like other androids, are defined by their SCAR value. However, numbers mean very different things. Capability for Special Androids increase in non-linear manner, and difference between 4-5 is a much greater one than the difference between 1-2.
You should consider your specialists to be great heroes and leaders, who are capable of accomplishing great things on their own, yes, but also capable of leading your subservient androids to great deeds.
Specialists will naturally increase their stats over time and with successful, or failed, expeditions.
Personality Traits: Each specialist androids, as a result of their sentience, have developed strange personality quirks that are against their programmed specifications. While this usually does not affect their capabilities, playing to their quirks tend to give them a bonus while playing directly against them tends to give them a malus. In addition, as this game is largely about discovery and exploration, your androids may encounter unexpected events in the field that you didn't/couldn't have foreseen. The personality traits provide a very valuable method for me to know how to interpret your orders and react to unforeseen circumstances.
Here are a few example of personality traits
Sadistic: This android seems to revel in causing pain and suffering. Less likely to choose peaceful solutions, especially if the enemy is incapable of resisting.
Kind: This android seems content and always eager to help out. More likely to choose helpful options. Less likely to choose aggressive options against defenseless enemies.
Suicidal: This android seems to forget that it cannot die. More likely to choose aggressive options against tougher enemies, especially if they are overwhelmingly powerful. Don't choose this.
Lunatic: This android seems to have gone absolutely insane, showing unpredictable behavior that often flies in the face of logic and sanity. Don't pick this.
Greedy: This android prioritizes accumulation of loot, wealth, and knowledge above all else. More likely to choose selfish and profitable options. Less likely to choose altruistic actions.
Loyal: This android is loyal to your leader. They shall obey orders almost to the letter and without question. This is not necessarily a good thing.
Maverick: This android is is keen on showing its capabilities and brilliance, even if it has to disregard the orders sometimes. This is not necessarily a good thing.
Machine Hater: This android just really, really hates Machine Life Forms. Will almost never choose peaceful options when interacting with Machine Life Forms.
Philosophical: This android tends to lose itself in sophistry and solipsism. Better chance of interaction with Machine Life Forms. Worse chance of interaction with Eastern Androids.
When you are creating your leader and Lieutenant, you may choose any of the trait listed above, or feel free to create your own. The traits are always just meant to be an advisory.
HQ and Buildings
HQ is your base of operations, and where androids return to rest or recharge. Two out of three available base types are mobile, and may even be brought into battles alongside your androids.
Be wary of doing so, however, as they often result in damages to its internal modules.
Skyships, Crawlers, and Bunkers
HQs in this game is roughly divided into three categories.
Skyship: Large floating naval vessels held in the air by antigravity technology, and propelled by various engines. Modules installed here have 2x maintenance costs due to increased strain on the engines and levitation mechanisms, but the vessel is extremely speedy and ideal for exploration across the continent.
Crawlers: Large war machine, or perhaps some kind of a giant truck, re purposed into a mobile HQ by enterprising androids. Usually armored, they provide moderate defenses to module while still being capable of movement across the continent. Lighter than it looks--somewhat aided by antigravity technology. Strain on engines mean modules placed here cost 1.5x upkeep.
Bunkers: Ancient vaults, fortifications, and structures repurposed into an HQ for the androids. Murderous defenses and supreme defenses against module damage, but utterly immobile.
Installation of New Modules
Either through trading or looting, your androids will discover modules that you can equip onto your HQ.
Installation of new modules do not take a specialist leadership.
Damaged Modules
If a settlement damaged during combat, few of its internal modules will be marked as 'damaged,' 'malfunctioning' or even 'destroyed.'
Damaged modules can be repaired using 25% of the module's energy installation costs. The module, however, is still capable of full operations. If a damaged module is left alone, it has a chance of escalating further into Malfunctioning State
Malfunctioning Modules are rendered inoperable, and requires 75% of the module's energy costs to repair. If left alone, it has a chance of escalating into Destroyed state
Destroyed modules are removed from play next turn, unless a Specialist with high Research performs a repair action with the module's installation cost.
Spoiler Energy Points :
Energy Economy and You, or how to stop worrying about the portal to hell in your heart and start loving the voices
Energy is at the core of 90% of the game mechanics in this game. Energy Points, henceforth referred to as EP, are invested into actions, consumed by buildings, and used to cast super-programs capable of changing the very nature of the game itself.
Energy is produced by the Core building at your settlement. Set amount is produced every turn. Any EP that is not spent is lost.
Spoiler Population and Chassis :
Population and Chassis
mind is but a plaything of the body
While I did say that androids have attained sentience, vast majority of your faction are composed of non sentient, or at least, barely sentient androids who are mindlessly loyal to your every whim. These are your expedition members who will either guard your HQ or follow your leader and his specialists to conduct missions around the map!
Your Population stat represents how many distinct AI personalities are subjugated by you. Your Chassis stat represents how many distinct models of androids you are capable of producing at the moment.
In layman's terms, if your Population stat determines exactly how many individuals are capable of performing action at any given tie, your Chassis stat determines exactly how many tools said individuals have to accomplish it. You are AIs. Your body is nothing but a tool.
Here are the description of what each Chassis Means
Soldiers: Soldier Chassis is specialized for salvaging operations, close and long range combat, and piloting of vehicles.
Scanners: Scanner Chassis is equipped with long range sensors as well as hacking modules for allowing access into restricted areas, making them ideal scouts. If you are running short on places to explore, consider sending them out to perform a sweep of a location.
Operators: Operator Chassis is equipped with communication modules, signal jammers, and diplomatic modules for ease of secure and safe communication between organic, as well as mechanical entities. Operator chassis will aid significantly in reaching peaceful resolution as well as maintaining communication channels secure against infiltration attempts. They are also capable of wreaking havoc in the enemy's communication channels with their electronic warfare suite.
Engineers: Engineers are equipped with precision sensor modules as well as nanite constructor modules allowing for quick analysis of artifacts as well as repair and construction of field fortifications. They are also very capable at demolitions. If you want to figure out what a button does before you press it, Engineers will help greatly.
Spoiler SCAR system :
The SCAR System
With credit to Crezth for the naming
Androids have four distinct descriptors to determine their capability.
1. Scouting
2. Command
3. Aggression
4. Research
In layman's terms, what android chassis do is to take EP and convert them in one of the four SCAR progression points, which are used to resolve expedition and quests. Note that number of androids still matter in expeditions and quests! 3 soldier androids converting 45 EP to 45 Aggression points are less likely to succeed in a mission than 9 soldier androids doing so.
Scouting is your android's capability to find interesting locations, detect hidden objects, and hack into guarded programs to search for hidden information.
Command is your android's capability to relay information, issue directives, and ease communication and negotiation.
Aggression: Is your android's capability to deal damage, defend location, terminate traitors, and conduct salvaging operation in a battlefield.
Research: Research is your android's capability to problem solve, create temporary structures and jury rigged solutions, and act as demolitions crew.
Spoiler Specialists :
Specialists and Action Economy
The other 10% of the game is based on the Specialists and the Action Economy. Every action aside from installation of new modules or conducting of trade has to be lead by a Specialist to be successful, and Specialists are rare and often difficult to acquire.
Specialists, like other androids, are defined by their SCAR value. However, numbers mean very different things. Capability for Special Androids increase in non-linear manner, and difference between 4-5 is a much greater one than the difference between 1-2.
You should consider your specialists to be great heroes and leaders, who are capable of accomplishing great things on their own, yes, but also capable of leading your subservient androids to great deeds.
Specialists will naturally increase their stats over time and with successful, or failed, expeditions.
Personality Traits: Each specialist androids, as a result of their sentience, have developed strange personality quirks that are against their programmed specifications. While this usually does not affect their capabilities, playing to their quirks tend to give them a bonus while playing directly against them tends to give them a malus. In addition, as this game is largely about discovery and exploration, your androids may encounter unexpected events in the field that you didn't/couldn't have foreseen. The personality traits provide a very valuable method for me to know how to interpret your orders and react to unforeseen circumstances.
Here are a few example of personality traits
Spoiler :
Sadistic: This android seems to revel in causing pain and suffering. Less likely to choose peaceful solutions, especially if the enemy is incapable of resisting.
Kind: This android seems content and always eager to help out. More likely to choose helpful options. Less likely to choose aggressive options against defenseless enemies.
Suicidal: This android seems to forget that it cannot die. More likely to choose aggressive options against tougher enemies, especially if they are overwhelmingly powerful. Don't choose this.
Lunatic: This android seems to have gone absolutely insane, showing unpredictable behavior that often flies in the face of logic and sanity. Don't pick this.
Greedy: This android prioritizes accumulation of loot, wealth, and knowledge above all else. More likely to choose selfish and profitable options. Less likely to choose altruistic actions.
Loyal: This android is loyal to your leader. They shall obey orders almost to the letter and without question. This is not necessarily a good thing.
Maverick: This android is is keen on showing its capabilities and brilliance, even if it has to disregard the orders sometimes. This is not necessarily a good thing.
Machine Hater: This android just really, really hates Machine Life Forms. Will almost never choose peaceful options when interacting with Machine Life Forms.
Philosophical: This android tends to lose itself in sophistry and solipsism. Better chance of interaction with Machine Life Forms. Worse chance of interaction with Eastern Androids.
When you are creating your leader and Lieutenant, you may choose any of the trait listed above, or feel free to create your own. The traits are always just meant to be an advisory.
Spoiler HQ and Buildings :
HQ and Buildings
HQ is your base of operations, and where androids return to rest or recharge. Two out of three available base types are mobile, and may even be brought into battles alongside your androids.
Be wary of doing so, however, as they often result in damages to its internal modules.
Skyships, Crawlers, and Bunkers
HQs in this game is roughly divided into three categories.
Skyship: Large floating naval vessels held in the air by antigravity technology, and propelled by various engines. Modules installed here have 2x maintenance costs due to increased strain on the engines and levitation mechanisms, but the vessel is extremely speedy and ideal for exploration across the continent.
Crawlers: Large war machine, or perhaps some kind of a giant truck, re purposed into a mobile HQ by enterprising androids. Usually armored, they provide moderate defenses to module while still being capable of movement across the continent. Lighter than it looks--somewhat aided by antigravity technology. Strain on engines mean modules placed here cost 1.5x upkeep.
Bunkers: Ancient vaults, fortifications, and structures repurposed into an HQ for the androids. Murderous defenses and supreme defenses against module damage, but utterly immobile.
Installation of New Modules
Either through trading or looting, your androids will discover modules that you can equip onto your HQ.
Installation of new modules do not take a specialist leadership.
Damaged Modules
If a settlement damaged during combat, few of its internal modules will be marked as 'damaged,' 'malfunctioning' or even 'destroyed.'
Damaged modules can be repaired using 25% of the module's energy installation costs. The module, however, is still capable of full operations. If a damaged module is left alone, it has a chance of escalating further into Malfunctioning State
Malfunctioning Modules are rendered inoperable, and requires 75% of the module's energy costs to repair. If left alone, it has a chance of escalating into Destroyed state
Destroyed modules are removed from play next turn, unless a Specialist with high Research performs a repair action with the module's installation cost.
Example Order
Spoiler :
Total Excess EP Budget: 400
Xunji will take 10 scanners, 5 soldiers, 2 operators, and 5 Engineers to investigate Site 14. They will, on the way, investigate the ruined cities of Wild, Innsmouth, and Imtoolazytocomeupwithoriginalnames. Scanners will be extra wary of dangers and the expedition will attempt to avoid getting sidetracked too much before we reach Site 14, although they will still attempt to snag any low-hanging fruits we come across.
200 Energy will be budgeted towards this expedition. 100 will be spent on overclocking our scanners long range radar to help us better avoid danger. It is likely that we will have to blow our way through the Site 14's walls. 50 energy will be dedicated to constructing shaped charges for our engineers. The remaining 50 energy will be carried by our soldiers in case the automated defenses prove too troublesome for integrated weapons.
...................................................
Nobody's Daughter will take 10 soldiers, 10 scanners, and 2 operators with her to search for the escaped human, searching in the general direction of: Dragonburg, Edgarton, and the Forest Kingdom. If the human is being forcibly detained by any other android, machine, or organic life forms, eliminate them without mercy and bring the girl back.
200 Energy will be dedicated for this purpose. Soldiers will carry 100 extra energy on their capacitors so as to power mechs and other small vehicles to better keep up with Nobody's Daughter. Scanners will be devoted 100 extra energy to power their long range deep scanners to search for the human.
Nobody's Daughter will carry the Gungnir in this expedition and ride upon the Lighteater. May its cry of despair be heard for kilometers.
Signing Up
To sign up for this adventure, please fill out the following form.
Faction Name:
Starting Location: Please choose anywhere in the white, 'neutral' part of the map except the Mountain of Light
HQ Type: Please choose between Crawler, Skyship, and Bunker
HQ Name:
Ambition: Please choose from the below list in the Pertinent Story Information post
Leader Name:
Leader Stat: Please distribute 12 points between its Scouting, Command, Aggression, and Research stat. You may not have a stat higher than 7
Leader Trait: Please include two personality traits and quirks of your leader
Lieutenant Name:
Lieutenant Stat: Please distribute 9 points between its Scouting, Command, Aggression, and Research Stat.
Lieutenant Trait: Please include two personality traits and quirks of your lieutenant.
Available Chassis: Please distribute 25 android chassis between Soldier, Scanner, Operator, and Engineer.
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