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

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Nugget
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Re: Outcast Quest

Post by Nugget »

dragoongfa wrote:
Jericho wrote:Ok here goes nothing see if i get it right.

[X] James Ander

[X] Frontier Pioneer: You were born on one of the smaller and more inhospitable colonies and grew up eating nutrient paste and playing in tight corridors where everyone knew everyone. You never knew the open sky until you visited Earth for the first time. +2 Intrigue, +2 Diplomacy

Should i add anything else?
This gets my vote.

I think that diplomacy and intrigue will help wonders on early to mid game, learning and martial in mid to late while stewardship is a good to have for every part.
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sunphoenix
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Re: Outcast Quest

Post by sunphoenix »

Jericho wrote:Ok here goes nothing see if i get it right.

[X] James Ander

[X] Frontier Pioneer: You were born on one of the smaller and more inhospitable colonies and grew up eating nutrient paste and playing in tight corridors where everyone knew everyone. You never knew the open sky until you visited Earth for the first time. +2 Intrigue, +2 Diplomacy

Should i add anything else?
Yeah.. I can get behind this! Here's my vote too!
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alpha
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Re: Outcast Quest

Post by alpha »

I hope I'm not too late!

[X] Mira Sheridan

I like the idea of having a name with an interesting meaning.

[X] Frontier Pioneer

I concur with joestej's analysis:
Humanity is very screwed by itself, so Diplomacy is probably the most important early on, and Learning will enable a better future.
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Siber
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Re: Outcast Quest

Post by Siber »

I think I'll shift my vote to Mira Sheridan too. For ease of counting I'll back and edit my previous voting post.
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Hālian
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Re: Outcast Quest

Post by Hālian »

But space elves ;-;

Name
[X] Cortana Nagamoto

Background
[ ] Terran Slumdog
[ ] Coreworld Climber
[X] Frontier Pioneer

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Razor One
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Re: Outcast Quest

Post by Razor One »

The votes so far:

[X] James Ander
[X] Frontier Pioneer

4 Votes

[X]Yuki Schneider
[X] Terran Slumdog

1 Vote

[X] Mira Sheridan
[X] Frontier Pioneer

3 Votes

[X] Cortana Nagamoto
[X] Frontier Pioneer

1 Vote

Voting will close in another 8 hours and 20 minutes as of this post. If you want to reconsider your vote, head back and edit it instead of reposting, as I'll do a recount from the start.

{Edit}

Just to clarify one thing, all votes for Frontier Pioneer count even if your name vote might not win. Rearranging the vote above, the current leads are:

[X] Frontier Pioneer

8 Votes

[X] Terran Slumdog

1 Vote

Which makes Frontier Pioneer a very clear leader at this point in time, though there's always the possibility of a sudden reversal or a come-from-behind upset.
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Logannion
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Re: Outcast Quest

Post by Logannion »

[X] Mira Sheridan

[X] Frontier Pioneer

I like names that have clear and distinct meanings. That way, no matter how we play it, our name would always be relevant, be it in a prophetic or ironic way. :P

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Re: Outcast Quest

Post by Jericho »

Well James have no clear meaning but it has been attributed to both the holy apostles and royalty throughout the ages. The best description i can find for it's meaning is "he who supplants" or "supplanter" and Ander means "Warrior" or "Man". So James Ander should mean something along the lines of "Supplanting Warrior". Which can both mean usurper or rightful heir. Or conqueror of a dynasty.
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Re: Outcast Quest

Post by Razor One »

Voting is now closed.

Results:
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O-1

[X] ECS-051 California – The Outer Systems Patrol

Your first assignment out of training was the ECS-051 California, a destroyer running the outer systems patrol between the newest colonies and outposts and the core worlds of humanity. You learned how to man various systems over the two year assignment and now know how each section on the ship works during the fairly peaceful patrol (+1 Martial). You also became acquainted with the Signals Intelligence officer, Lieutenant Riley O'Rourke, who would not shut up about his work even if it was informative (+1 Intrigue).

By the end, you're not so green anymore.

Gain Trait Experienced, +1 Martial, +1 Intrigue

O-2

[X] ECS-036 England – Combat Exercises

Your second assignment was the ECS-036 England, the oldest destroyer of its class in the fleet. They always did say that Captain Jacobson rode his crew hard and you found out the hard way that the truth was actually an understatement. Drills took place at random times, inspections were harsh, and despite your best efforts you were always found a bit wanting. You got the feeling that Jacobson was harder on you than most and it showed when your request for a transfer to a different ship two years in was denied. By the end of your fourth year, you'd learned more about military readiness and the uncertainties of combat than you ever thought possible (+2 Martial). It was only then that the Captain invited you to his quarters and the two of you polished off a bottle of whiskey together, saying that you had the right stuff.

Gain Trait Hardened, +2 Martial

O-3

[X] ECS-062 America – Flag Operations

Admiral Taylor was, much like Jacobson, a difficult person to please and the fact that out of fifty potential candidates she made you her personal aide shows how much you'd learned over the years. For three years you were her shadow, running messages, coordinating with department heads, attending flag ceremonies alongside her and more. You had to be quick on your feet and on the ball of any and every conversation and know the politics of all the other admirals (+2 Diplomacy). At one point you even had to carry a minor press conference for her when she was held up during a shuttle mishap, which you handled perfectly.

Gain Trait Silver Tongue, +2 Diplomacy

O-4

[X] ECS-020 Centaur – The Rust Bucket

After three years effectively in a drydock you needed to feel space beneath your feet again and the Centaur was your ticket back to the black. Captain Noah, "Old Man" as he was affectionately known by his crew, was a very different person from what you were expecting. The old warhorse himself had had a hand in resolving the Aldean crisis back when the TCA was using rickety old freighters as improvised cruisers. You expected a stiff upper lip and a stern look that could make molten led stand up and salute. Instead he struck you as a man who wouldn't be out of place reading a paper in a rocking chair.

Still, old age hadn't robbed the captain of his wits nor his ability to serve. He took a personal hand in the development of all the officers under his command and as his XO he showed you how to properly handle all the paperwork and requisition forms (+2 Stewardship). He also had you study all the ships systems and how they worked, from the engineering principles to the physics that made everything possible (+3 Learning). At the end of your two years, you were sad to leave him behind.

Gain Trait Wisened, +3 Learning, +2 Stewardship

O-5 - ECS-048 L'Amour - Current Assignment

Between captain's Jacobson and Noah's recommendation and Taylor's formal backing, you were promoted to Captain at the age of 29. More than a few admirals quirked their eyebrows at your rather quick rise through the ranks, but couldn't deny that your record spoke for itself. Unfortunately for you, a military command would take years to clear up with the slow pace of shipbuilding and retirement from on high. You were almost ready to accept having to wait a few years for a proper assignment when an opportunity presented itself in the form of the L'Amour, a military transport that would ordinarily be a junk assignment to most.

And a junk assignment it was. There was a need for exceptional people on the 'real' military vessels of the fleet, so much so that every time you thought you'd found excellent candidates for various positions you'd find them snapped up. In the end you had to settle for second tier candidates, and recognising that your crew wasn't the best or 'the right stuff' as they used to say, you concentrated on managing your crew personally, dispelling conflict whenever it arose and subtly encouraging them to lift their game without putting them down, much as Captain Noah often had (+3 Diplomacy). After two years, perhaps you got a bit too good at it, as a few of your better officers got snapped up after resolving some of their issues.

[X] Conflict resolution, +3 Diplomacy

Stat Gains:

+3 Martial
+5 Diplomacy
+2 Stewardship
+1 Intrigue
+3 Learning

Current Stat Block:

Martial: 13 - You win fights more often than you don't, but you can still be beaten.
Diplomacy: 15 - The cynical would say you talked and cajoled your way to captain.
Stewardship: 12 - You run a tight little ship. Your paperwork is well done and your crew rarely has to deal with a lack of supply or equipment.
Intrigue: 11 - There are times you notice when things are amiss, though you have trouble putting your finger on it.
Learning: 13 - You're a bright one. Absorbing new knowledge is simple enough and you can wrap your head around most abstract concepts, though the hard sciences or anything completely exotic are somewhat hard to grasp unless you really work at it.

You've got a fairly decent all rounder build here, with a definite bent towards Diplomacy.
Some notes on stats:
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How I'm going to work things will vary from roll to roll (usually 1d100) until I find something that works well. For now, whenever you choose to do a task, I'll take into account the stats you'd need for that task. Some tasks will need multiple stats, so the task will take the average; half of one stat plus half the other in the case of two, a third in the case of three etc.

Some stats can also sub for others. Solving a crime could use intrigue or intelligence, or potentially both. Seeing if someone is lying to you might use diplomacy or intrigue depending on how you approach things, etc. etc.

It also won't be a straight addition thing either. For instance, your martial stat is bent towards ship command. If you were commanding a fleet, your martial stat would take a hit, because you're not an admiral. Furthermore, stats below 12 apply a -4 penalty to the roll for every point below twelve. Stats above 12 apply a +0.5 bonus to the roll, while 12 itself offers nothing special.

So, a fleet command action would go:

Rolled: 48 (1d100) + (13 / 2) + 0.5 = 55

Okay. Let's say you're up against Stillstorm with an equal fleet and equal crews. The only difference is you and her.

Rolled: 19 (1d100) + 35 + 11.5 = 65.5

Luck may be on your side in the first strike, but experience wins out. Stillstorm rallies her fleet and does a fair amount of damage. You manage to withdraw with light losses, but Stillstorms ships are only lightly damaged and hungering to finish you off.

Stillstorm is of course a heroic fleet commander, so she doesn't get the half martial stat penalty that you do, and her monstrous martial stat (compared to yours at least) coupled with the bonus for stat points above twelve shows that it's better to be experienced than lucky. Ship to ship she'd still probably beat the crap out of you unless you managed to get a string of critical rolls.

Unfortunately for you, you won't have equal footing. Technologically advanced opponents get various bonuses that you can only counter with numbers. Of course, this applies to you as well, if there's anyone there that has a tech gap that favours you.
There'll be opportunities to add further stats later on. Character growth is a thing that happens in these things after all.

On the name and background front, here are the results:
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[X] James Ander
[X] Frontier Pioneer

Jericho, dragoongfa, Nugget, sunphoenix

[X] Yuki Schneider
[X] Terran Slumdog

Suederwind

[X] Mira Sheridan
[X] Frontier Pioneer

Siber, Joestej, alpha, Logannion

[X] Cortana Nagamoto
[X] Frontier Pioneer

Carl Miller
Frontier Pioneer is the clear winner there, so I'm calling that set of the vote.

The name vote however is currently tied between Mira Sheridan and James Ander at four votes each. There are two potential swing voters that could carry a majority, excluding the fact that someone new might pop in and upset the balance of power.

I'll leave the vote open for another hour or two. If the tie isn't broken by then, I'll be flipping a coin, heads for James Ander, tails for Mira Sheridan.

I'd also like to note one oddity with the vote. There were nine respondents for the survey, but ten votes cast here informally, which means someone forgot to fill in the survey before it closed. Please keep that in mind, because some of the assignment options won by single votes, O-4 and O-2, the rest were fairly solid majorities.

Remember, your vote matters. A lot.

As soon as the name issue is resolved, I'll open up the next round of character generation, choosing a crew. After that is picking your cargo (transport vessel, you weren't empty), before finally picking a starting location and getting the quest off the ground.

You'll get story tidbits wherever I feel they make the most sense or add something to the experience. I have many plotlines to advance too, so look forward to it. :twisted:
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Razor One
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Re: Outcast Quest

Post by Razor One »

Okay, two hours have passed and there's been no changes in the vote. As we're still tied, a tie breaker will now commence.

Since this vote is sensitive, I'll be using a roller that can be checked to ensure that everything is above board.

For the purposes of a coin toss, I'll be throwing a 1d2. 1 = James Ander, 2 = Mira Sheridan.

Image

Mira Sheridan you are. I'll be writing up some character fluff, childhood stuff, etc.

In the meantime, you can review your crew selections in the spoiler. You get two options for each position at this point in time, one male, the other female. The stats are randomised but also reasonably balanced. Either option is capable of doing their job, but the particulars of how they approach it may vary. Once your choices have been made, character fluff will be unlocked. Each character will also have a few things they keep personal, about three each. If you get closer to them via personal actions, you can discover what these are. Getting closer can also boost your stats, as you'll be either working with each other on a problem or suchlike. Eventually you'll cycle through everyone and go from coworkers to a kind of extended family. At that point, potential romance options may unlock, though that's quite far in the future.

For now, your choices.
SpoilerShow
Executive Officer

[] Peter Lockwell

Martial: 15
Diplomacy: 15
Stewardship: 12
Intrigue: 12
Learning: 15

[] Sharon O'Malley

Martial: 18
Diplomacy: 11
Stewardship: 14
Intrigue: 15
Learning: 11

Communications Officer

[] Mandeep Singh

Martial: 13
Diplomacy: 16
Stewardship: 14
Intrigue: 14
Learning: 12

[] Homura Izumi

Martial: 11
Diplomacy: 20
Stewardship: 10
Intrigue: 10
Learning: 18

Supply Officer

[] Alex Cole

Martial: 10
Diplomacy: 12
Stewardship: 17
Intrigue: 17
Learning: 13

[] Erica Hernandez

Martial: 10
Diplomacy: 12
Stewardship: 17
Intrigue: 11
Learning: 19

Engineer

[] Ibrahim Massani

Martial: 12
Diplomacy: 14
Stewardship: 14
Intrigue: 12
Learning: 17

[] Sasha Volkova

Martial: 12
Diplomacy: 10
Stewardship: 12
Intrigue: 15
Learning: 20

Doctor

[] Alexandro Campos

Martial: 14
Diplomacy: 16
Stewardship: 10
Intrigue: 10
Learning: 19

[] Kamilka Nencha

Martial: 13
Diplomacy: 11
Stewardship: 12
Intrigue: 14
Learning: 19
The vote for your crew is now open. Please cast your votes on the survey. Votes made on the forum will not be counted.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Damn, there goes the subplot of being seduced by a Mizol...

Oh well my choices for crew:

XO:

Sharon O'Malley: High Martial with good Intrigue and Stewardship. This makes a better executive officer who is supposed to be the right hand man of the Captain.

Communications:

Homura Izumi: Excellent diplomacy and Learning which are paramount for such an officer, who will learn by talking to aliens. Improving this officer's intrigue should be a priority.

Supply Officer:

Alex Cole: You need both Stewardship and Intrigue for this officer. Supplies will be in short demand and some of the crew may want to appropriate them. Just make sure to keep an eye out so he doesn't appropriate them in turn.

Engineer:

Ibrahim Massani: Applied sciences need a wider range of knowledge and his high diplomacy and stewardship may provide opportunities for alien tech analysis.

Doctor:

Alexandro Campos: Ties on Learning but he has excellent diplomacy which is a must for a ship doctor who will also count as the ship's councilor. Also low intrigue may be beneficial if we want to look over confidential data about problematic officers.

EDIT: Razor One, don't forget that you also get a vote.
EDIT2: Yes I did the survey.
Last edited by Guest on Wed Oct 14, 2015 6:59 pm, edited 2 times in total.

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joestej
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Re: Outcast Quest

Post by joestej »

I run another analysis, but frankly I'm mostly with dragoongfa on all particulars. I disagree on the choice of doctor though.

For a medical officer, a higher intrigue might be useful. (S)He's a bottleneck for the crew (everyone has to see the doctor at some point) and (s)he can effectively go anywhere without suspicion so long as there is injury or disease. No other officer has that kind of freedom. The lack of Diplomacy will be unfortunate, but the high Intrigue will let us pinpoint problem areas so we can send someone more qualified to do the counseling.

It's also my understanding that the fluff bonuses can only be activated if WE find them, not if someone else does. So we've got a vested interest in addressing personal issues ourselves, rather than shipping it out to our doctor. Might be mistaken though, as I've never done this before.
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Siber
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Re: Outcast Quest

Post by Siber »

dragoongfa wrote:Damn, there goes the subplot of being seduced by a Mizol...
Reduced chances at least, I suppose.

When it comes to advisers, again based on real CK2 gameplay, imo the matched stat is king. That makes the XO, comm, and engineer no-brainers. Supply and doctor are sort of up in the air, hard to judge their relative utilities without knowing what we might have to use them for.
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Re: Outcast Quest

Post by Suederwind »

Would go with dragoongfa's suggestions, except the Supply Officer and the Engineer. Supplies, spareparts, etc... will most likely hard to find and not made by humans. So they need to understand how they work and what they are, so learning is key, as far as I understand this system we are playing.
[x]Erica Hernandez

[x]Sasha Volkova
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Suederwind wrote:Would go with dragoongfa's suggestions, except the Supply Officer and the Engineer. Supplies, spareparts, etc... will most likely hard to find and not made by humans. So they need to understand how they work and what they are, so learning is key, as far as I understand this system we are playing.
[x]Erica Hernandez

[x]Sasha Volkova
That's the job of the Engineer, the supply officer is more of a paper pusher who makes sure that the various sections are properly supplied and if he can't do that, the sections that are most important are supplied first.

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Nugget
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Re: Outcast Quest

Post by Nugget »

dragoongfa wrote:snip
I agree on all except for the Engineer and Supply officer choices. The way i understand this (i probably don't) learning and intrige will help the most when engineering starts dealing with alien tech. Regarding supply, while Alex has much more intrige than Erica i think 19 Learning is worth the trade.
dragoongfa wrote:Damn, there goes the subplot of being seduced by a Mizol...snip
Yeah, what a shame :cry:

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Razor One
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Re: Outcast Quest

Post by Razor One »

As the GM I have to recuse myself from voting. I know too much, and anything I vote for may cause a landslide because "THE GM KNOWS! THE GEE EM KNOOOOOOOOWS!".

Above all else, it ensures my neutrality on how things go. If I roll for a certain action, I can take equal glee in watching you squirm or watching you celebrate. If I voted for something though, the temptation to reroll because the dice were obviously not warm enough or "wait! that doesn't count!" becomes all to real. I suffered it a bit when going for a coin toss earlier between Mira and James, and since I felt I couldn't trust myself, I decided to make the roll visible for all using one of the numerous roll websites.

In the meantime...

Trying to find decent character art for Mira Sheridan is a pain in the ass. I dig that most sci-fi artists are ladies men, but please, can you make the women not look like bimbos? Ugh. Yet another reason to love Outsider. The women look look all the better because they avoid the bimbo zone!

Ah well. Placeholder for now.

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"You're working too hard," said Captain Noah in his slight southern accent, "you should take a rest, it's near the end of your shift anyhow."

You turn back and regard him with the ghost of a smirk as you hold the panel in place to screw it back into position.

"You insisted I get to know the systems in and out," you say, before turning back to your task, "and besides Old Man, like you're one to talk about working too hard."

Captain Noah chuckled. It'd taken you a full year to get used to the Old Man's relatively casual attitude and seeming lack of discipline. Seeming being the key word. While the man had a relaxed attitude born from living in space for far longer than he'd ever lived on a planet, standards were on the up and up across the board. It had surprised you that a ship could run this way, especially after your long run with Captain Jacobson and Admiral Taylor, noted hardliners when it came to discipline and standards.

"It's hardly work nowadays, especially since my paperwork keeps on disappearing," he says with a knowing smirk.

"Yes sir, I'll get right on it," you say.

You know his habits well by now and he clicks approvingly before leaving you be.

You get up and wipe the sweat off, opting not to pull your full jumpsuit up until you've had a chance to cool off. Maintaining and old ship like this might have been cheap but the labour was intense and some of the narrower sections could get quite warm with all the copper wiring and old componentry. You nod to the remaining engineering crew still working their shifts, fill out the maintenance log, return your tools, and finally head back through creaking old corridors that are just a bit too narrow after spending so long on the America.

Still, space is space. You think.

You step into your quarters and already you feel lighter. Literally. The gravity in this section of the ship is just a tad lighter than the rest, a quirk that had been there since the ship had been built you were told, and it made coming home all the better.

You settle in to do the paperwork necessary to keep the ship running when something catches your eye. A letter, made of actual paper, is sitting on your desk. You pick it up and see the name James Ander in neat handwriting on the front, while a return address is on the back indicating that it's from the Europe.

"James Ander, huh?" you say out loud, smiling nostalgically, "Now there's a name I haven't heard for years."

You smile at the small onrush of old memories, the clearest of which was the day you two enlisted together to get off that forgotten little colony on the frontier and actually see the universe together, but you know now isn't the time.

You put the letter in a draw and fully intend to read it once the paperwork is done.

You never did open that letter.

{{Checking New Posts}}

Don't hew too closely to CK2. It's CK2 style but it's very much a custom system going on here, especially since I'm kludging a few things together since this is the first quest I've ever GM'ed.

Supply and doctor are sort of up in the air, hard to judge their relative utilities without knowing what we might have to use them for.
The Supply officer pretty much makes sure that you won't starve and that every section has what it needs to function. The equivalent naval term would be Steward I think. He's rather important if you want to be able to keep track of your supplies. Also if you want to stretch and organise them. He can also ensure that building projects get what they need to complete on time and on schedule; if he fouls up then that hab complex that was supposed to take one turn might take two or three. Or ten in the case of multiple successive critical failures.

The Doctor is useful under a variety of scenarios, but the main uses are disease prevention, vaccine production, surgery and more or less anything to do with the biomedical sciences that you can't throw an engineer at, so no robot arms for you. Counselling is also possible but would more likely get passed on to a specialist, since their role in this case is more of an insurance thing than a dedicated position. You may be able to recruit other specialists as you need them, such as physicists or botanists depending on certain choices you make later on in the cargo options. You're getting 200 passengers by default, since a crew of 25 does not make for much of a population to start from.
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Logannion
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Re: Outcast Quest

Post by Logannion »

My votes along with quick reasoning.

Executive Officer
Sharon O'Malley

She could cover for us in terms of stewardship and intrigue, with decent martial score means she's no slouch in a fight either. Makes for good chemistry.

Communications Officer
Mandeep Singh

Good all around, seeing how he'd be the face of our group on day-to-day communication as well as the person who deals regularly with, well everyone we communicate with, I'd rather him be good enough in everything to understand the situation no matter what situation it is. A passable intrigue score helps insure he could at the very least detect foul play when it happens.

Supply Officer
Erica Hernandez

Kinda meh about this one, but figured since she'd be doing a desk job anyway (as it's logistics after all), it should meld well with a high learning skill.

Engineer
Sasha Volkova

Since when were engineers diplomatic? Double-whammy with the Russian stereotype. Brilliant mind, and since it's engineering, if she's angry about something she'd usually have a good damn reason.

Doctor
Alexandro Campos

I'm not planning in involving our doctors in any type of intrigue anytime soon, but lets make sure he's diplomatic enough not to piss off any possible foreign (extraterrestrial or otherwise) patients that arrive to his care.

In all, I kinda skimped on Diplomacy since our character is good at it, and went heavy on intrigue since the quest name is "outcast quest", so I figured that since we'll be a small-ish group of relative newcomers to the interstellar community, a lot more people would be out to screw and swindle us then set up working relationships.

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Re: Outcast Quest

Post by Jericho »

Yeah so i kinda went with the idea that the crew should excell at the task for which they are assigned so the first three are a no-brainer but for engineering i choose Sasha because her stats tells me she's a numbers girl who doesn't care what anyones opinion of her and her work is, you better pay attention to what she says because she's the best at what she does.

And she looks like this :D
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As for the doctor i took the diplomacy guy. I think is empathic and understanding nature makes him very popular amongst the crew.
If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through. General C.H Melchett commander of some unknown british regiment in the western front.

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Re: Outcast Quest

Post by joestej »

Razor One wrote:Trying to find decent character art for Mira Sheridan is a pain in the ass. I dig that most sci-fi artists are ladies men, but please, can you make the women not look like bimbos? Ugh. Yet another reason to love Outsider. The women look all the better because they avoid the bimbo zone!
Preach, brother!



Image-wise I sort of pictured our girl Mira as something along these lines:
SpoilerShow
Image
It's quite 'commander-y'. Still, might need something a little less well-known to use as our 'official' portrait.
"Sometimes it's better to light a flamethrower than to curse the darkness."

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