Outcast Quest [Updated 10/10/18 - Turn 14]

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Razor One
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Re: Outcast Quest

Post by Razor One »

One point that seems to have gotten lost is that your sensor range is limited within The Briar Patch. Your current region cuts down sensor range to about 30,000 Km due to the rather soupy nature of the atmosphere, meaning you're not targeting things at LS ranges, but planetary ones, at least on the defensive.

More advanced foes won't be as inhibited by this sensor shrouding, less advanced ones will be moreso. After the crisis is over, some new research towards improving your sensors may open up. I've also considered Shoring Up and will refocus it after you're past this crisis towards deep pressure proofing all your stuff. This will mean you'll be able to penetrate much deeper into the Briar Patch where it will be effectively impossible for most enemies to get at you since it ranges to between a dozen to several hundred atmospheres in there. That's not a get out of jail free card though. Piss someone off enough and they'll start depth charging you or bringing in specialist equipment.

Oh, and speaking of:

Survey is up. Please Vote Here.

As always, if you spot any errors on the survey page, let me know ASAP so I can fix it.

<< Turn 9 Eggzacting Preparations || Turn 9 Results >>
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Voted:

Colonial PD
Final Debate
Shearing Down
Machine Shop
Every Step you take
Loroi Trade

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Re: Outcast Quest

Post by Tamri »

dragoongfa wrote:Voted:

Colonial PD
Final Debate
Shearing Down
Machine Shop
Every Step you take
Loroi Trade
Similarly.

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Razor One
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Re: Outcast Quest

Post by Razor One »

Was gonna call the vote but it's tied on Military between Colonial PD and Children's Creche.

I'll give it a couple of hours, if no new votes, then I'll flip a coin to break the tie.
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Re: Outcast Quest

Post by joestej »

Voted, so hopefully that breaks the tie for everyone.
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Razor One
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Re: Outcast Quest

Post by Razor One »

Okay, voting is closed. Here's what won with their attendant rolls:

[X] Colonial Point Defense Mounting (No roll for this)
[X] The Final Debate (Rolled 74 + 16 = 90)
[X] Shearing Down (Rolled 90 + 10 (dragoon bonus) = 100)
[X] Machine Shop (Rolled 2 + 14 = 16)
[X] Every Step You Take (Rolled 86)
[X] Loroi Trade (Rolled 1 + 23 + 18 + 73 + 74 + 14 + 19 + 2 + 7 + 2 + 22 = 265 + 1311 = 1576 / 1750)

You've basically passed all the rolls. Your worst one was Machine shop, but Alex Cole was able to tell your workers where the business end of a hammer was and why they shouldn't attempt dentistry with it. :P

Here's what Fenrir rolled:

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What this means:

When Fenrir shatters, it will break up into thousands of pieces. You'll be facing down 4d100 of them. The good roll on Shearing Down means you'll only be facing effectively half of that though, so 2d100.

I'm not going to restrict where you apply your bonuses too much. Pretty much anywhere a roll has occurred.

I'll start writing a more detailed results page. This is more for dragoongfa and joestej's benefit, since they've got bonuses to burn or bank as they see fit, though the sooner you guys get back to me as to what you want to do with those bonuses the sooner I can update.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Quick question in regards to the Language research, if we take it again and we reach the limit with points to spare, could the extra points be added to Urkuk?

EDIT: Being explained with Lieutenant's Izumi's looking into it whenever she was bored all these months.

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Re: Outcast Quest

Post by dragoongfa »

If the Shearing down and the debates got an 100 what would we get btw?

The same with Fenrir getting an 80?

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Razor One
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Re: Outcast Quest

Post by Razor One »

No, the languages are too different.

More likely the overflow will translate to the follow on research, from Izumi learning Trade to her teaching it to everyone. Thus far Izumi's been the person who's been doing a lot of the interpreting, though Spear's high English score means she can talk to you on her own as well. Letting everyone know Trade would make it much easier to integrate them into your community, even if only temporarily. It'll also make trading with other civilisations easier as well, since Trade is fairly widespread as a language.

I'll add Teaching Trade to the research roster for Turn 10 and throw in a personal action for learning the ins and outs (and not just random words) of Trade yourself.

The Debates getting 90 gives you 3d100 to votes for your preferred party. A 100 would give you 5d100, potentially allowing for an upset vastly in your favour. Random chance though.

Fenrir getting an 80 would reduce your fragments to 2d100, reduced by half to 1d100 by your current Shearing Down roll (90). A perfect roll on Shearing Down reduces it to 1d100 from the start. 110 would get you 1d50, and 120 would more or less shatter Fenrir so thoroughly that won't even need to bother to defend your colony, it'll more or less be the equivalent of a nasty storm on Mars, which your colony is easily rated for.

It'd also derail my plans to give you a taste of combat, but hey, it's not a quest if the GM's plans get derailed. :P

If the Colonial PDL does not see use, the Ore Refinery malus will be waived.
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Re: Outcast Quest

Post by dragoongfa »

Okay then...

I am using 10 of my points to bring Shearing down to 100 then.

1 d100 roll facing both our ship and the colonial PDL is the safest bet by far and leaves us with 20 free points for a rainy day (if Joestej doesn't use his of course).

EDIT: This is a gamble to see if we don't end up using the Colonial PDL.

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Re: Outcast Quest

Post by joestej »

dragoongfa wrote:Okay then...

I am using 10 of my points to bring Shearing down to 100 then.

1 d100 roll facing both our ship and the colonial PDL is the safest bet by far and leaves us with 20 free points for a rainy day (if Joestej doesn't use his of course).

EDIT: This is a gamble to see if we don't end up using the Colonial PDL.
Agreed. I'll hold mine in reserve, and if we tank any of our PD rolls I can throw in as much as we need to keep the colony safe.
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Re: Outcast Quest

Post by Razor One »

Alright, since nothing needs to change...

Turn 9 Results

Military:

[X] Colonial Point Defense Mounting: Break the spare parts for the L'Amour's point defense laser and assemble a PDL array in the colony itself. We'll need to divert power from the light ore refinery to properly power it up, and restarting the ore processing after shutdown is a delicate task.

Cost: 500 RU and light ore refinery disabled for turn 10, Time: 1 Month, Chance of Success: 100%, Reward: Major colonial structures defended against any stragglers that get through your defense.

-The laser is mounted and ready. Volokova has run all the safety checks and is confident it will fire when needed, though the power drain when that happens is definitely going to put a crimp in your economy.

For now, it sits dormant and waiting. You and your colonists alike hope that it won't be needed.

Laser is built and ready. Mining penalty waived if it doesn't require use.

Diplomacy:

[X] The Final Debate: In spite of everything going on, a final debate is being scheduled before next month's elections are held. You've been invited once more.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Debates moderated, political process goes forward, additional dice roll towards political parties depending on success.

Rolled: 74 + 16 = 90, Success

-Your influence has paid off, bringing to light certain impossible promises or grandiose talk not grounded firmly in reality. Moreover, you've also managed to get the party leaders to more earnestly talk about their actual policies.

3d100 Voters watch for where you cast your vote and may or may not vote with you.

Stewardship:

[X] Shearing Down: One of the bolder scientists has been talking with your mining foremen. They believe that if they improvised some mining charges and placed them at strategic places on Fenrir, then they could ensure that the surface will shatter rather than crack. He cannot guarantee its success though, and the number of charges it would take would put a crimp in your mining income.

Cost: Mining Income reduced by 50% until Turn 13, Time: 1 Month, Chance of Success: ???, Reward: Fenrir shatters rather than cracks, less chance of catastrophic damage.

Rolled: 90 + 10, Great Success

-You're honestly a little afraid of your colonists. One moment they're fearing for their own lives at the possibility that a nearby moon will shatter and release potentially carnivorous aliens in their midst, but the minute you hand them a series of shaped charges and high explosives, they get right back out there and find the optimal positions to blow them, or at least the crust, sky high.

Fenrir more thoroughly shatters upon hatching. 1D100 Fragments likely.

[X] Machine Shop: Allows for the reproduction and repair of basic tools and equipment.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic tool production, New options.

Rolled: 2 + 14 = 16, Success

-Alex Cole's surliness is the ship's worst kept secret, and now it's positively the worst kept secret on the colony now too. Rumour has it that his swearing about the horribly inept mismanagement, misallocation of supplies and inability to find the sharp part of a nail could be heard from your ship to the deepest part of the mines. Even the Marines were impressed with his... vocabulary.

He manages to drag things back on track, but you can tell it was a damn near thing.

Machine shop built. New options unlocked.

Intrigue:

[X] Every Step You Take: The Blue Rose managed to acquire high fidelity copies of the Loroi children's written materials while they were otherwise occupied with Christmas and New Years. They just need a primer on written Loroi from Lieutenant Izumi.

Cost: 0, Time: 2 Months, Chance of Success: 60%, Reward: Information on Loroi children.

Rolled: 86, Success

-Lieutenant Izumi has begun giving several 'civilians' their first lessons in written trade. She's using this as a testbed for eventually teaching your colonists how to read, write, and speak in Trade themselves, and her pupils are eager to learn.

Locked for one more turn.

Learning:

[X] Loroi Trade: Lieutenant Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends.

Cost: 0, Value Needed: 1311 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning) Reward: Lieutenant Izumi increases her knowledge of trade, can teach others upon completion.

Rolled: 11 + 23 + 18 + 73 + 74 + 14 + 19 + 2 + 7 + 2 + 22 = 265 + 1311 = 1576 / 1750

Spear's English: 33 + 59 + 12 = 104 + 1357 = 1461 / 3000

-Lieutenant Izumi has made great strides in understanding Loroi Trade. She's at the point where she's confident that she can both teach others and interpret in more open situations in real time. While there are still some unfamiliar terms or words that have meanings beyond her ken, the likelihood of misspeaking at this juncture is low.

By that same token, Spear has done extraordinarily well in learning English from Izumi. While she has started to lag a bit behind Izumi, she should be able to hold her own in a conversation with strangers, provided that they're not too formal or informal with her.

Loroi Biochemistry (1d50): 26 + 196 = 222 / 650

Miscellaneous:

The fallout shelter has been built and is ready to house your colonists in an emergency. Your mining income has taken a hit, but people's lives matter more than anything at this point.

--

I'll see about transferring research over to the google sheet later tonight. Additionally, Whale Day and Turn 10, time permitting.

<< Turn 9 The Best Laid Plans || Turn 10 >>
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Re: Outcast Quest

Post by alpha »

Looks like I missed another vote. : P

Ah well.

Nice roll on the Shearing Down. Well, roll plus bonus.
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Re: Outcast Quest

Post by dragoongfa »

Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.

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Re: Outcast Quest

Post by Absalom »

dragoongfa wrote:Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.
Didn't Razor say that was a free action? I'd suggest looking back again.

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Re: Outcast Quest

Post by Username »

I just want to say that this has been quite enjoyable to read as of late. :D

Anybody mind if drop a vote in here or there ?

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Re: Outcast Quest

Post by Siber »

As far as I'm aware it's open to all.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Absalom wrote:
dragoongfa wrote:Forgot to update the head plan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

@Razor, I think that we all actually forgot the building of the emergency shelter in the mine. I realized this when I updated the headplan

Since the agreement on it was unanimous I think that it should be taken for granted that it was built and thus we took the hit of the -50% mining income for this turn.
Didn't Razor say that was a free action? I'd suggest looking back again.
Its a free action in the sense that it doesn't consume a regular action to execute but the action itself was supposed to be voted on and then subtract 50% of our mining income for a single turn.

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Re: Outcast Quest

Post by anamiac »

So... what happened here? Hiatus?

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Re: Outcast Quest

Post by Absalom »

I assume it's just fallout from the holidays.

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