SamPardi
Optimistic Nihilist
- Joined
- Feb 17, 2015
- Messages
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- 26,300
I tried to resist the urge to create this. I really, really, tried. But nonetheless it came, like a great leviathan beast and clawed its way out of my mind with its sheer stubborn refusal to be forgotten and ignored... That I really wanted an excuse to roll a bunch of dice semi-often.
Ancient beings far beyond the limits of mere corporeal beings watch from orbit as the planet below them burns. Most of the fires are mere remnants, guttering tributes to the massive glass craters that cover over sixty percent of the planet's surface. Dust has already begun to gather in the atmosphere, kicked up be the enormous explosions, and soon the planet will be plunged into a global winter. It's few surviving natives were utterly unprepared for the changes in climate. If they somehow managed to survive, they'd still be little better than the ancestors that planted the first cultivated seeds of wild grains.
Their plan was over before it even began. Glassed in the cradle. The future of their children in this galaxy was uncertain but it would certainly be harsh and brutal for all involved.
This was how Ra ended the threat of the Tau'ri, and destroyed the last hope for the Fifth Race.
"I cannot accept this!" Janos stated.
"But what could we even do?" Oma Desala replied. "If we try anything the others will stop us."
"Not... If we're willing to descend preemptively. They can take away any examples of our technology, so we just have to give them something else. Something less that they can build into more!" Janos stated. "Think of it! We can plant the seeds for a new Fifth Race entirely!"
"I fail to see the advantages of that." Oma gave him a flat look. "The humans were our descendants. Children growing into the shoes of an adult, not lab rats being grown."
"So we use a human. Earth was hardly the only source. If they choose not to retain that humanity, who are we to say that is right or wrong?" Janos prodded.
Oma thought it over for a long moment. "I can't stall the others for long, even if, and that's a big if, we do this. Who did you even have in mind?"
---
Background. Pick 1 (Write in physical characteristics and name.)
[ ] Lo'tar: You were the favored slave of the Goa'uld Morrigan. She picked you for your fiery temperament and fierce loyalty, thankfully you managed to keep your innate curiosity well hidden. When you were selected you felt it a great honor to be so close to your goddess, but familiarity, as the saying goes, breeds contempt. Despite her words of fierce courage and honor, she is a coward and worse a liar. You have come to understand the Goa'uld are not exactly gods, at least not as they portray themselves. Perhaps they were the lesser gods, cast off by greater gods that didn't bleed or fear for being immense disappointments. When a being of real power appears and explains the situation to you, well, you don't have any trouble getting behind the plan he espouses.
Start with rough map of the galaxy and System Lord holdings. Knows the current political situation in some detail. Not much of a fighter, and a bit spoiled from the life of a kept pet. Humans and Jaffa are easier to recruit due to a shared cultural history.
[ ] Tok'ra: While some hate the Goa'uld as other, you hate them for what they specifically have done. You and your symbiote have fought them on countless occasions over the past hundred years and over time their atrocities have eroded at your objectivity. If you get sent to bow and scrape to one more inane asshole of a minor lord you may just scream and set their Ha'tak to self-destruct. You were always a person of action, and all this sneaking around is simply no longer to your taste. When one of the great ancestors appears before you and offers you not only the chance to build a true competitor to the Goa'uld, but also to turn your Symbiote into a queen so that the Tok'ra way of life may prosper you don't even hesitate to accept their offer.
Start with a detailed map of the System Lord holdings. Has a decent idea of current political situation. A pretty good fighter. Tok'ra ally early and easily, though recruiting them wholesale will not be easy.
[ ] Athosian: What's a Goa'uld? It's evil? Does it eat life force? Okay, but you're serious about there not being any Wraith in this new galaxy right? So yeah, I'm in. No I don't care about the details. I. Am. In. Now take us to this new planet you were yammering on about.
You don't know the area, nor much about technology. On the other hand you and all your people are kick ass fighters, damn good negotiators, and aren't tempted for even a second by the offers of these false gods. Compared to the hope of possibly returning home to defeat the Wraith, there is nothing these Goa'uld could say to sway you from your track. Also you actually know what a civic government is, even if you never needed one before, and can handle most of the growing pains of going from a tribe to a nation much more smoothly than the others.
[ ] Chief: It's not like all the humans on Earth are dead... yet. Your tribe and its allies are cowering in fear of the dark that fills the sky and the fog that clings to the land. You may be a simple and superstitious people but you are not fools. Clearly something terrible has happened, and only ill-times await your people. The stranger who claims not to be a god, though he wields the power of one, is difficult to understand at times but you think you get the gist of it. While the jungle you live in looks like a star to other lands far away across a black sea, so do they look like stars to you. He will carry your people across the black sea with the last of his power, and give you something that you may turn to plying that same sea. For it is such that a great many tribes led by wicked shamans who use their magicks, what this stranger calls technology, to impersonate gods rather than worship them have infested that black sea. They even tried to enslave the tribes far across the oceans to the East, but those tribes rebelled and it is through their corrupted dark magicks that disaster now befalls your people. Sounds like a good reason to kick somebody's ass if you've ever heard one.
What's technology? Can you eat it? Significant set-backs in large scale organizing and education, but a very free and fluid sort of social structure and society. Give it a generation or two and you'll be the old fuddy duddies complaining about those kids and their computators! Very independently minded and a somewhat higher chance of your subjects having the Ancient Gene.
---
"And how exactly are they going to build themselves into a fighting force capable of challenging the Goa'uld?" Oma asks.
"Well, I'll just give them a bit of a head-start on a specific technology base. Not ours, that they'll have to discover on their own. So long as I keep the starting conditions reasonable, the Others can't complain too much." Janos replied.
---
Tech Base: Pick 1
[ ] Zerg: Evolution. Start as a Queen with a hatchery and the designs for Drones and Queens. Population starts at 0 besides Commanders.
Resource Points = 1 per square mile of creep + 1 per active drone mining a vein/distance in hundred yard spans to the nearest hatchery. (rounded up to whole numbers)
Vespene Points = A special resource that fuels evolution. Amount harvested determined by source.
Evolution Points = The Zerg equivalent to tech points. Necessary to purchase more advanced bio-morphs.
Evolutions = The Zerg equivalent to technologies. Necessary to create more advanced creatures.
Drawback: Expect small groups of your soldiers to wind up cut off from the hive mind and kidnapped by advanced scientific races. Also expect to get blamed when people's ill-thought out bio-weapons experiments turn out, le gasp, a extremely deadly bio-weapon that is now beyond any hope of control.
[ ] Tau: Mechanized Warfare. Start with a crashed colony ship (3000 pop), a good library of educational materials and scientists well versed in first principles. Equipment enough to get a small population situated and started producing with Fire-Warriors for protection. No pre-existing battle-suit/vehicle or vehicle grade weapon designs.
Resource Points = 1 per hundred miners + 1 per square kilometer of mining complex. Maximum of 300 miners per km2.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: When your soldiers kill-shot something it explodes. It doesn't matter if physics says it's all inert matter! It doesn't matter if its been specifically designed not to! It goes up in a great big ball of flames unless you specifically attack and kill the pilot and only the pilot. Sadly your own shit does the same and no amount of design work seems to be able to make the problem go away. At least all of your closest advisers are attractive large breasted women who mostly send you conflicting and competing signals while the bloody ancient keeps giggling to himself about flags. No wait that's another drawback.
[ ] Xenomorph: Murder-hobos. Who needs technology when you're death incarnate? Not an actual hive mind, just a cooperative hive social structure to prevent you all from going murder-hobo on yourselves. Needs vict-err 'Aggressively Recruited Volunteers' in order to repopulate. Those don't actually have to be sentient. Janos is less than impressed but willing to give you a while to prove you aren't irredeemably evil. Fail and it won't be just him burning you from existence. Starting population of a very small hive with only 10 drones to serve you, the Queen.
Reproduction Points = 1 per captured creature of useful biomass.
Mutation Points = Inevitably gathers over time unless actively prevented. When 10 points are reached a new strain, and pursuant Queen, is created somewhere else. This strain may be superior or inferior, and may be willing integrate into your command structure or it may not. They may also be mindless killers or cultured artists. All of this is randomly decided by the dice. May be an extreme boon… Or it may be your worst enemy.
Drawbacks: Where one of the ancient enemies goes, the other must follow...
[ ] Goa'uld: The Galactic Standard. You don't get anything a sufficiently high ranking Goa'uld wouldn't have… But you also get a few people that actually understand the principles behind it well enough to design more. Start with fully loaded Ha'tak (2000 pop) with construction and manufacturing equipment in its hold.
Naquadah Points = 1 per acquired ton of Weapons Grade Naquadah.
Trinium Points = 1 per acquired ton of Refined Trinium. Between them these two represent the only important resources in a Goa'uld tech base.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: You're using bog standard tech and trying to create an out of context problem... Does this really need to be explained?
[ ] Modern: A quick peak in a few relatively close universes gives you a decent idea of where Earth would have developed to before they re-opened the Stargate and entered galactic affairs. Of course they won't have the install-base of billions so some things will break down pretty quick… On the other hand since they won't be starting on what was once the heart of your empire and therefore long since mined of any and all useful Naquadah deposits within twenty light-years, they'll quickly discover the galaxy's wonder drug and start making some rather significant leaps. Starts with a planned industrial city (10,000 pop) in a resource rich area and some heavy mining and industrial equipment.
Resource Points = 1 per thousand miners + 1 per ten square kilometers of mining complex. Maximum of 500 miners per km2.
Naquadah Points = 1 per acquired ton of Weapons Grade Naquadah. Necessary for the invention, construction and maintenance of high capacity computers and high energy reactions.
Trinium Points = 1 per acquired ton of Refined Trinium. Necessary for materials strong enough for long distance interstellar flight.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: Something about your planet's Stargate is just weird. Seriously, just enter a semi-random set of valid coordinates and rather than getting one of the many, many, many Goa'uld controlled worlds, you'll instead find yourself sucked into a major political situation, or trapped on an adventure that may or may not reward you with allies, technologies etc. Good thing your exploration teams are especially plucky on average, or else you might have to bury the thing just to prevent it from accidentally dialing a black hole.
---
Advantages: 10 Resource Points to spend.
[ ] Black Market (6): You start out with access to an underground black market that exists between the many lesser Goa'uld Lords. You'll need humans of your own to deliver the goods if you aren't human, but this means Naquadah and Trinium Points can be sold for weapons, vehicles and even technological secrets. What's on offer will change every turn, so try not to miss a good deal when its presented.
[ ] +1000 Human Population (1): Can be taken multiple times. Allows you start with a larger core population or complementary humans if you normally wouldn't have them. All of them are simple untrained serfs that have been... appropriated from forgotten slave worlds. They have some culture but not much and will integrate relatively easily with whatever social structure you decide to set up. (Integrated into the hive mind for Zerg but still fundamentally human including free will. Xenomorphs will need to get clever about making themselves understood but they're at least willing to give you a chance to communicate before they revile you as monsters.)
[ ] +2 Weapons Grade Naquadah/Trinium (5): Can be taken multiple times. Even if your faction doesn't use it, these are very valuable resources. And if your tech base does use it, this is enough to build several wings of death gliders, a couple Tel'taks, arm a small army of soldiers, or significantly improve and fortify your new home base.
[ ] Valuable Garbage (6): Wherever you start you find the remains of a great battle in space floating in orbit of one of the systems outer planets and a couple of ancient crashed ships near your starting point. The participants are unfamiliar and one side has technology you can't even begin to comprehend. None of it is immediately usable but it's certainly a place to start in the reverse engineering game.
[ ] Death World (3): Your new home is full of angry, temperamental, beasts that can rend a man with a single swipe of their claw and tower over your average tank. This makes your home a rather dangerous place, but also significantly more defensible from ground assault. Besides, domesticating the beasts may provide you with a significant source of sheer brawn and battle value.
[ ] Ancient Stargate Platform (4): It doesn't do much for defense, though it does have a fancy energy shield that compared to the power source is practically free. However it's capable of dialing the legendary 8th chevron and therefor connecting to other galaxies. This immensely increases your options... But it's also run by a power supply that you can't even touch until it dies, is too advanced to be feasibly researched, and you're going to have to find a replacement only made by remnants of a lost and forgotten empire that existed millions of years ago. So yeah, good luck with that.
---
"I will descend to act as their adviser... I think I shall call myself Myrddin Emrys." Janos stated.
"Well that's nice. Now I need to go and distract the Others. Work quickly!" Oma said and disappeared.
Janos nodded and disappeared as well.
EDIT: POSTED - https://forum.questionablequesting.com/threads/the-fifth-race-quest.2430/
Ancient beings far beyond the limits of mere corporeal beings watch from orbit as the planet below them burns. Most of the fires are mere remnants, guttering tributes to the massive glass craters that cover over sixty percent of the planet's surface. Dust has already begun to gather in the atmosphere, kicked up be the enormous explosions, and soon the planet will be plunged into a global winter. It's few surviving natives were utterly unprepared for the changes in climate. If they somehow managed to survive, they'd still be little better than the ancestors that planted the first cultivated seeds of wild grains.
Their plan was over before it even began. Glassed in the cradle. The future of their children in this galaxy was uncertain but it would certainly be harsh and brutal for all involved.
This was how Ra ended the threat of the Tau'ri, and destroyed the last hope for the Fifth Race.
"I cannot accept this!" Janos stated.
"But what could we even do?" Oma Desala replied. "If we try anything the others will stop us."
"Not... If we're willing to descend preemptively. They can take away any examples of our technology, so we just have to give them something else. Something less that they can build into more!" Janos stated. "Think of it! We can plant the seeds for a new Fifth Race entirely!"
"I fail to see the advantages of that." Oma gave him a flat look. "The humans were our descendants. Children growing into the shoes of an adult, not lab rats being grown."
"So we use a human. Earth was hardly the only source. If they choose not to retain that humanity, who are we to say that is right or wrong?" Janos prodded.
Oma thought it over for a long moment. "I can't stall the others for long, even if, and that's a big if, we do this. Who did you even have in mind?"
---
Background. Pick 1 (Write in physical characteristics and name.)
[ ] Lo'tar: You were the favored slave of the Goa'uld Morrigan. She picked you for your fiery temperament and fierce loyalty, thankfully you managed to keep your innate curiosity well hidden. When you were selected you felt it a great honor to be so close to your goddess, but familiarity, as the saying goes, breeds contempt. Despite her words of fierce courage and honor, she is a coward and worse a liar. You have come to understand the Goa'uld are not exactly gods, at least not as they portray themselves. Perhaps they were the lesser gods, cast off by greater gods that didn't bleed or fear for being immense disappointments. When a being of real power appears and explains the situation to you, well, you don't have any trouble getting behind the plan he espouses.
Start with rough map of the galaxy and System Lord holdings. Knows the current political situation in some detail. Not much of a fighter, and a bit spoiled from the life of a kept pet. Humans and Jaffa are easier to recruit due to a shared cultural history.
[ ] Tok'ra: While some hate the Goa'uld as other, you hate them for what they specifically have done. You and your symbiote have fought them on countless occasions over the past hundred years and over time their atrocities have eroded at your objectivity. If you get sent to bow and scrape to one more inane asshole of a minor lord you may just scream and set their Ha'tak to self-destruct. You were always a person of action, and all this sneaking around is simply no longer to your taste. When one of the great ancestors appears before you and offers you not only the chance to build a true competitor to the Goa'uld, but also to turn your Symbiote into a queen so that the Tok'ra way of life may prosper you don't even hesitate to accept their offer.
Start with a detailed map of the System Lord holdings. Has a decent idea of current political situation. A pretty good fighter. Tok'ra ally early and easily, though recruiting them wholesale will not be easy.
[ ] Athosian: What's a Goa'uld? It's evil? Does it eat life force? Okay, but you're serious about there not being any Wraith in this new galaxy right? So yeah, I'm in. No I don't care about the details. I. Am. In. Now take us to this new planet you were yammering on about.
You don't know the area, nor much about technology. On the other hand you and all your people are kick ass fighters, damn good negotiators, and aren't tempted for even a second by the offers of these false gods. Compared to the hope of possibly returning home to defeat the Wraith, there is nothing these Goa'uld could say to sway you from your track. Also you actually know what a civic government is, even if you never needed one before, and can handle most of the growing pains of going from a tribe to a nation much more smoothly than the others.
[ ] Chief: It's not like all the humans on Earth are dead... yet. Your tribe and its allies are cowering in fear of the dark that fills the sky and the fog that clings to the land. You may be a simple and superstitious people but you are not fools. Clearly something terrible has happened, and only ill-times await your people. The stranger who claims not to be a god, though he wields the power of one, is difficult to understand at times but you think you get the gist of it. While the jungle you live in looks like a star to other lands far away across a black sea, so do they look like stars to you. He will carry your people across the black sea with the last of his power, and give you something that you may turn to plying that same sea. For it is such that a great many tribes led by wicked shamans who use their magicks, what this stranger calls technology, to impersonate gods rather than worship them have infested that black sea. They even tried to enslave the tribes far across the oceans to the East, but those tribes rebelled and it is through their corrupted dark magicks that disaster now befalls your people. Sounds like a good reason to kick somebody's ass if you've ever heard one.
What's technology? Can you eat it? Significant set-backs in large scale organizing and education, but a very free and fluid sort of social structure and society. Give it a generation or two and you'll be the old fuddy duddies complaining about those kids and their computators! Very independently minded and a somewhat higher chance of your subjects having the Ancient Gene.
---
"And how exactly are they going to build themselves into a fighting force capable of challenging the Goa'uld?" Oma asks.
"Well, I'll just give them a bit of a head-start on a specific technology base. Not ours, that they'll have to discover on their own. So long as I keep the starting conditions reasonable, the Others can't complain too much." Janos replied.
---
Tech Base: Pick 1
[ ] Zerg: Evolution. Start as a Queen with a hatchery and the designs for Drones and Queens. Population starts at 0 besides Commanders.
Resource Points = 1 per square mile of creep + 1 per active drone mining a vein/distance in hundred yard spans to the nearest hatchery. (rounded up to whole numbers)
Vespene Points = A special resource that fuels evolution. Amount harvested determined by source.
Evolution Points = The Zerg equivalent to tech points. Necessary to purchase more advanced bio-morphs.
Evolutions = The Zerg equivalent to technologies. Necessary to create more advanced creatures.
Drawback: Expect small groups of your soldiers to wind up cut off from the hive mind and kidnapped by advanced scientific races. Also expect to get blamed when people's ill-thought out bio-weapons experiments turn out, le gasp, a extremely deadly bio-weapon that is now beyond any hope of control.
[ ] Tau: Mechanized Warfare. Start with a crashed colony ship (3000 pop), a good library of educational materials and scientists well versed in first principles. Equipment enough to get a small population situated and started producing with Fire-Warriors for protection. No pre-existing battle-suit/vehicle or vehicle grade weapon designs.
Resource Points = 1 per hundred miners + 1 per square kilometer of mining complex. Maximum of 300 miners per km2.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: When your soldiers kill-shot something it explodes. It doesn't matter if physics says it's all inert matter! It doesn't matter if its been specifically designed not to! It goes up in a great big ball of flames unless you specifically attack and kill the pilot and only the pilot. Sadly your own shit does the same and no amount of design work seems to be able to make the problem go away. At least all of your closest advisers are attractive large breasted women who mostly send you conflicting and competing signals while the bloody ancient keeps giggling to himself about flags. No wait that's another drawback.
[ ] Xenomorph: Murder-hobos. Who needs technology when you're death incarnate? Not an actual hive mind, just a cooperative hive social structure to prevent you all from going murder-hobo on yourselves. Needs vict-err 'Aggressively Recruited Volunteers' in order to repopulate. Those don't actually have to be sentient. Janos is less than impressed but willing to give you a while to prove you aren't irredeemably evil. Fail and it won't be just him burning you from existence. Starting population of a very small hive with only 10 drones to serve you, the Queen.
Reproduction Points = 1 per captured creature of useful biomass.
Mutation Points = Inevitably gathers over time unless actively prevented. When 10 points are reached a new strain, and pursuant Queen, is created somewhere else. This strain may be superior or inferior, and may be willing integrate into your command structure or it may not. They may also be mindless killers or cultured artists. All of this is randomly decided by the dice. May be an extreme boon… Or it may be your worst enemy.
Drawbacks: Where one of the ancient enemies goes, the other must follow...
[ ] Goa'uld: The Galactic Standard. You don't get anything a sufficiently high ranking Goa'uld wouldn't have… But you also get a few people that actually understand the principles behind it well enough to design more. Start with fully loaded Ha'tak (2000 pop) with construction and manufacturing equipment in its hold.
Naquadah Points = 1 per acquired ton of Weapons Grade Naquadah.
Trinium Points = 1 per acquired ton of Refined Trinium. Between them these two represent the only important resources in a Goa'uld tech base.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: You're using bog standard tech and trying to create an out of context problem... Does this really need to be explained?
[ ] Modern: A quick peak in a few relatively close universes gives you a decent idea of where Earth would have developed to before they re-opened the Stargate and entered galactic affairs. Of course they won't have the install-base of billions so some things will break down pretty quick… On the other hand since they won't be starting on what was once the heart of your empire and therefore long since mined of any and all useful Naquadah deposits within twenty light-years, they'll quickly discover the galaxy's wonder drug and start making some rather significant leaps. Starts with a planned industrial city (10,000 pop) in a resource rich area and some heavy mining and industrial equipment.
Resource Points = 1 per thousand miners + 1 per ten square kilometers of mining complex. Maximum of 500 miners per km2.
Naquadah Points = 1 per acquired ton of Weapons Grade Naquadah. Necessary for the invention, construction and maintenance of high capacity computers and high energy reactions.
Trinium Points = 1 per acquired ton of Refined Trinium. Necessary for materials strong enough for long distance interstellar flight.
Technology Points = Amount of research potential per turn. Used to reverse engineer captured equipment, explore for new technologies, or improve existing technologies.
Technologies = A library of reactions, interactions and designs that allow the creation of progressively better tools and weapons.
Drawbacks: Something about your planet's Stargate is just weird. Seriously, just enter a semi-random set of valid coordinates and rather than getting one of the many, many, many Goa'uld controlled worlds, you'll instead find yourself sucked into a major political situation, or trapped on an adventure that may or may not reward you with allies, technologies etc. Good thing your exploration teams are especially plucky on average, or else you might have to bury the thing just to prevent it from accidentally dialing a black hole.
---
Advantages: 10 Resource Points to spend.
[ ] Black Market (6): You start out with access to an underground black market that exists between the many lesser Goa'uld Lords. You'll need humans of your own to deliver the goods if you aren't human, but this means Naquadah and Trinium Points can be sold for weapons, vehicles and even technological secrets. What's on offer will change every turn, so try not to miss a good deal when its presented.
[ ] +1000 Human Population (1): Can be taken multiple times. Allows you start with a larger core population or complementary humans if you normally wouldn't have them. All of them are simple untrained serfs that have been... appropriated from forgotten slave worlds. They have some culture but not much and will integrate relatively easily with whatever social structure you decide to set up. (Integrated into the hive mind for Zerg but still fundamentally human including free will. Xenomorphs will need to get clever about making themselves understood but they're at least willing to give you a chance to communicate before they revile you as monsters.)
[ ] +2 Weapons Grade Naquadah/Trinium (5): Can be taken multiple times. Even if your faction doesn't use it, these are very valuable resources. And if your tech base does use it, this is enough to build several wings of death gliders, a couple Tel'taks, arm a small army of soldiers, or significantly improve and fortify your new home base.
[ ] Valuable Garbage (6): Wherever you start you find the remains of a great battle in space floating in orbit of one of the systems outer planets and a couple of ancient crashed ships near your starting point. The participants are unfamiliar and one side has technology you can't even begin to comprehend. None of it is immediately usable but it's certainly a place to start in the reverse engineering game.
[ ] Death World (3): Your new home is full of angry, temperamental, beasts that can rend a man with a single swipe of their claw and tower over your average tank. This makes your home a rather dangerous place, but also significantly more defensible from ground assault. Besides, domesticating the beasts may provide you with a significant source of sheer brawn and battle value.
[ ] Ancient Stargate Platform (4): It doesn't do much for defense, though it does have a fancy energy shield that compared to the power source is practically free. However it's capable of dialing the legendary 8th chevron and therefor connecting to other galaxies. This immensely increases your options... But it's also run by a power supply that you can't even touch until it dies, is too advanced to be feasibly researched, and you're going to have to find a replacement only made by remnants of a lost and forgotten empire that existed millions of years ago. So yeah, good luck with that.
---
"I will descend to act as their adviser... I think I shall call myself Myrddin Emrys." Janos stated.
"Well that's nice. Now I need to go and distract the Others. Work quickly!" Oma said and disappeared.
Janos nodded and disappeared as well.
EDIT: POSTED - https://forum.questionablequesting.com/threads/the-fifth-race-quest.2430/
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