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Outcast Quest [Updated 10/10/18 - Turn 14]
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Razor One
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Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Outcast Quest [Updated 10/10/18 - Turn 14]
Welcome to Outcast Quest, a CK2 style forum game where you lead your people to victory or defeat. You can find a basic rundown on CK2 style games Here* and can see an example of one in action on another forum Here*. *Links removed to give me a bit more working room. Table of Contents: Note: Due to the limit on URL's in a post, easy indexing is a bit tough, especially with so many parts. Please copy and paste the url's to find the relevant part. Turns: Tactical Turn 2 ResultsTurn 14Omake List If you have any questions or are unsure of certain mechanics, feel free to ask and I will do my best to help out. Please bear in mind that this is the first time I've run a quest of any kind, so this is as much a learning experience for me as it is for you. I'll be reserving a few posts below for state of the realm and character sheets for ease of reference. The premise of this quest is that you are the leader of a ship or small fleet thrust into the depths of negative hyperspace, from which no one has ever returned. Alone and without supply, you will surely starve, unless you can lead your people to a new home and a new way of life. Because this quest style involves a lot of voting, there will be two vote styles; formal and informal voting. Informal voting occurs when we have a simple set of options that can be manually counted. Formal voting will most often involve filling out a survey I'll link once we get to the CK2 portion of things. Sometimes however, an informal vote will require a write in. When that comes up, I'll explain it. Right now we'll be doing a few rounds of character generation via informal voting, and the choices right now are (spoilered for length): [] Loroi The Loroi are a proud warrior race of eminent telepaths who believe themselves to be the descendants of the mighty Soia-Liron Empire. Their struggles against the Umiak Hierarchy have left the Union bloodied but unbowed.
Advantages
Martial Society: Whether it be on the field of battle or the empty swathes of space, your people were born, raised, and trained to fight and kill the enemy. (Bonus to all military rolls)
Sanzai: Ranging from everyday communication, the all knowing Farseers, to the fearsome Teidar, the gift of Sanzai is proof that you are the true descendants of the Soia-Liron. (Ironclad group cohesion. Bonus to infantry combat rolls involving Teidar. Able to detect enemies at extreme range.)
High Tech: Your technology is the envy of almost everyone barring the Historians. (Bonus to military rolls vs. more primitive opponents. Better infrastructure. Better education. Misc advantages tied to high technology)
<<Unknown>>: This advantage is hidden until you've made a choice.
Disadvantages
Terrible Reputation: The Loroi are well known to be genocidal conquerors, tactless, and arrogant to the extreme. Though Mizol officers have tried time and again, the bad blood just won't wash. (Penalty to all diplomatic rolls. Enemy slander far more effective and believable. Difficult to make true allies.)
Hated Enemy: You hate the Umiak. You hate their allies. You hate anyone that associates with them. There can be no peace, only war. (Reputation with Umiak permanently set to Hated. Reputation with Umiak Allies permanently set to Hated. Reputation with Umiak slaves set to hostile. All other reputations set to unfriendly from the outset due to numerous Umiak tricks)
No Men Allowed: Loroi males do not often travel through space, let alone board warships. (Zero population growth.)
Psi Bias: The more difficulty you have sensing something with Sanzai, the less you trust it. (Malus to rolls vs. Psi-resistant species) [] Human The Humans are an inquisitive species inhabiting an isolated region far from the Umiak / Loroi war. Though primitive by the standards of the local bubble, their rapid technological advance cannot be discounted. Their lack of contact with other species blinds them to the full extent of their strengths and weaknesses.
Advantages
<<Unknown>>: You will need to take certain actions to reveal this perk.
<<Unknown>>: You will need to take certain actions to reveal this perk.
<<Unknown>>: You will need to take certain actions to reveal this perk.
Well Rounded: The costs of space travel preclude all but the best and brightest having access. (Stats cannot start below 10, can fall later due to injury or other actions).
Disadvantages
<<Unknown>>: You will need to take certain actions to reveal this flaw.
<<Unknown>>: You will need to take certain actions to reveal this flaw.
Low Population: You have barely a few hundred people to work with. Unless you can find other lost souls in this region, it will take you generations to set up something appreciable. (Low numbers)
Junk Assignment: Your ship was a lowly transport vessel, and this was your first command. You may be the exception, but anyone that was ever exceptional amongst your crew got snapped up. (Stats cannot start above 20, can rise with effort and training, does not apply to passengers). [] Umiak The Umiak Hierarchy is a mighty empire stretching across a vast swathe of the local bubble. Their monomaniacal devotion to their tasks is matched only by their paranoia, which extends from their most hated enemies to their closest allies. Amoral and brutal, they tolerate no rivals, especially those thrice damned Loroi.
Advantages
Monomania: When assigned a job, an Umiak will do that job until the day they die. They dedicate themselves wholly to knowing everything they can about that job and do it to the best, or worst, of their ability. (Extraordinary proficiency at single tasks, bonus to all rolls if the role matches the stat)
Fecundity: The advantage of being an egg-laying species is that you can generate thousands of offspring relatively easily. (Growth rate limited only by food production)
Amoral: Morality does not fetter your decision making, only cold, hard, pragmatism. (Wider range of potential options)
Mighty Industry: Umiak industriousness knows no bounds. You'd rip apart the stars themselves if it meant you could exceed your quotas. (+50% bonus to all production type facilities)
Disadvantages
Monomania: When assigned a job, an Umiak will do that job until the day they die. They dedicate themselves wholly to knowing everything they can about that job and do it to the best, or worst, of their ability. (Difficulty reassigning from tasks, malus to all rolls if the role does not match the stat)
Hated Enemy: You hate the Loroi. You hate their allies. You hate anyone that associates with them. There can be no peace, only war. (Reputation with Loroi permanently set to Hated. Reputation with Loroi Allies permanently set to Hated. Reputation with Loroi slaves set to hostile. All other reputations set to unfriendly from the outset due to numerous Loroi tricks)
Amoral: Your lack of morality tends to make other species extremely uncomfortable. (Difficulty fostering friendly relations with others. Lack of empathy.)
Paranoid Treachery: Everyone is out to get you. From your most hated enemies to your most trusted allies, even your slaves are out to get you! All relationships are only ever meta-stable in the long run. Sooner or later they'll turn against you. Sooner or later they'll stab you in the back. The only way to stay on top is to beat them to it. (Malus to diplomatic rolls, bonus to intrigue) How to Vote: As this is an informal vote, the vote is done right here! All you need to do is copy the option you want and check the box like so: [X] Loroi And then post the result. Please note that checking multiple options at this time (you can't be both, people  ) will not be counted, nor will a vote that isn't checked with an X in the brackets. You can have a vote that looks like this: [] Loroi [X] Human [] Umiak Since only the checked vote counts, though it does seem a little silly. Feel free to add commentary or reasoning for why you're voting a certain way if you wish, just ensure that the vote is on a separate line so I can pick it out for ease of counting. After a period of time, I'll assess the vote and if there's a majority (however slim), that vote will win and we'll carry on to the next round of character generation. In the event of a tie, I'll either extend the vote or break the tie via RNG or Game Master fiat, whichever suits the situation best. I think I've covered everything. Happy voting! Next >>
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Tue Oct 13, 2015 7:53 am |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
<<Character Sheets to Go Here>> Captain Mira Sheridan  Age: 31 (29 in photo) Martial: 15 - 3 = 12 Diplomacy: 19 - 3 = 16 Stewardship: 12 - 3 = 9 Intrigue: 14 - 3 = 11 Learning: 13 - 3 = 10 Psi: 0 Earned Traits Moderate Jump Sickness: You are currently suffering moderate jump sickness. -3 to all stats. Base Traits - These are part of your training and career and are considered to be part of your base stats. Frontier Pioneer: You grew up on the frontier, tight corridors and living in one another's pockets comes naturally to you, +2 Intrigue, +2 Diplomacy Experienced: You know what life is like on-ship, +1 Martial, +1 Intrigue Hardened: You know how to handle an emergency without panicking, +2 Martial Silver Tongue: You have a habit of saying the right thing at the right time, +2 Diplomacy Wisened: You know how this tin can works and what it takes to run it, +3 Learning, +2 Stewardship The Crew of ECS-48 L'Amour Note: All Characters are experiencing -3 to all stats due to jump sickness, except where stated otherwise. Executive Officer Sharon O'Malley Age: 32 Martial: 18 Diplomacy: 11 Stewardship: 14 Intrigue: 15 Learning: 11 Psi: 0 Commander O'Malley joined up with the TCA the year she turned 18, though she never did say why. She's been the XO for the L'Amour since before you arrived, and the two of you have formed a 'good officer, bad officer' dynamic, with her being the stick to your carrot. It's worked well over the last two years so far. Perhaps too well. ???: You don't know your commander well enough to reveal this. ???: You don't know your commander well enough to reveal this. ???: You don't know your commander well enough to reveal this. Communications Officer Homura Izumi  Age: 27 Martial: 11 Diplomacy: 25 Stewardship: 10 Intrigue: 10 Learning: 18 Psi: 0 If not for the uniform Ensign Lieutenant Izumi would be a small and unassuming woman that you'd never really be able to picture on the bridge of a ship. The fact that she knows three languages, Japanese, Chinese, and English, makes her indispensable when it comes to dealing with local port authorities, though her lack of confidence seems to be a hindrance. ???: You don't know the ensign well enough to reveal this. ???: You don't know the ensign well enough to reveal this. ???: You don't know the ensign well enough to reveal this. Trait: Journeyman Xeno-Linguist: The standard 1d100 + Learning Roll is now augmented by a bonus 1d20 added to the roll. Trait: Diplomat: Any failure on a diplomacy roll is automatically rerolled. The highest roll is always kept. Supply OfficerAlex Cole Age: 44 Martial: 10 Diplomacy: 12 Stewardship: 17 Intrigue: 17 Learning: 13 Psi: 0 2nd Lieutenant Alex Cole is a model of efficiency and organisation when it comes to doing his job. In the last two years, you haven't heard a single complaint, nor have you been able to fault his work, with his only fault being that he's sometimes a bit surly. Last year he managed to catch a small drug shipment by noticing some irregularities in package size. ???: You don't know the Lieutenant well enough to reveal this. ???: You don't know the Lieutenant well enough to reveal this. ???: You don't know the Lieutenant well enough to reveal this. EngineerSasha Volkova Age: 35 Martial: 12 Diplomacy: 10 Stewardship: 12 Intrigue: 15 Learning: 20 Psi: 0 While Engineer Volkova is abrasive on the best of her days, the fact that she can make the L'Amour's engines purr like kittens is worth the price. You're still not certain how she managed to get greater than 100% fuel efficiency on your last Earth-Aldea run though. ???: You don't know Engineer Volkova well enough to reveal this. ???: You don't know Engineer Volkova well enough to reveal this. ???: You don't know Engineer Volkova well enough to reveal this. Doctor (Medical)Alexandro Campos Age: 52 Martial: 14 Diplomacy: 16 Stewardship: 10 Intrigue: 10 Learning: 19 Psi: 0 Dr. Campos serves the medical needs of the passengers and crew with a generally pleasing disposition and an attention to detail that nips even the smallest of medical concerns in the bud. If you had to fault him for anything, it'd be his tendency to hand out lollipops at the end of every exam and the fact that he's always behind on his paperwork. This is not helped by the fact that his signature is illegible. ???: You don't know Dr. Campos well enough to reveal this. ???: You don't know Dr. Campos well enough to reveal this. ???: You don't know Dr. Campos well enough to reveal this. Colonel Brian Pierce  Age: 45 Martial: 20 Diplomacy: 12 Stewardship: 13 Intrigue: 14 Learning: 10 Psi: 0 Colonel Pierce is a man of few words, not that he apparently needs them judging by the way he can silence his men with just a glance. Outside of the contact between high ranking officers necessary to move troops between locations, he hasn't said two words to you. The Colonel seems to respect you and is supportive of your current position as captain and leader. Colonel Pierce is immune to jump sickness. ???: You don't know the Colonel well enough to reveal this. ???: You don't know the Colonel well enough to reveal this. ???: You don't know the Colonel well enough to reveal this. Richard Hughes Age: 35 An engineer by trade, he specialises in constructing dome habitats. He was appointed joint leader of the colonists by their sponsor until they could integrate with the local population. Martial: 12 Diplomacy: 10 Stewardship: 15 Intrigue: 10 Learning: 17 Psi: 0 Vanessa Hughes Age: 36 A sociologist specialising in creating stable communities. She was appointed joint leader of the colonists by their sponsor until they could integrate with the local population. Martial: 10 Diplomacy: 10 Stewardship: 17 Intrigue: 17 Learning: 10 Psi: 0 Spear  Age: 7 Leader of the remains of a Loroi group that you rescued. She's stand-offish towards men and defers only to Ensign Izumi, you, and anyone that defers to you in her presence. Martial: 14 Diplomacy: 10 - 4 = 6 Stewardship: 10 Intrigue: 16 Learning: 12 Psi: 12 Psychologically Scarred: This character has difficulty trusting in herself or others due to traumatic experiences at the hands of Urkuk slavers. -4 Diplomacy. ???: You don't know the Spear well enough to reveal this. ???: You don't know the Spear well enough to reveal this. Spear's English: 1357 / 3000: Somewhat conversational. Is baffled by less common terms or specific words. <<State of the Realm to Go Here>> Your BudgetTotal Population: 531 + 24 (Loroi) = 555 Morale Despairing Despondent Severely Depressed Moderately Depressed Slightly Depressed Doldrums (500 / 1000)Apathetic Content Upbeat Slightly Happy Happy Very Happy Cheerful Joyous Elated Colonists: 393 / 500 Colonist Opinion: Enthusiastic Frontier Colonials: The hardworking men and women of Earth's colonies know best how to build colonies from the ground up in even the harshest conditions with the smallest amounts of materials. +1 Stewardship Action Marines: 114 / 250 Marine Opinion: Cooperative Crew: 24 / 25 Crew Opinion: You have their trust and respect. They look to you. Loroi: 24 Loroi Opinion: Friendly. They're somewhat agitated about you not being able to take them home and need something to occupy their time. Status of the L'Amour Life Support Systems: Online Engines: Online Jump Engines: Shut down for safety. HP: 250/250 Weapons Systems: Online Research Notes Languages: Urkek: 230 / 3000: Ensign Izumi knows some very specific and limited engineering terms. She is in no way conversational in this language, but can understand a little and guess at terms that might be beyond her reach. Loroi: 1311 / 3000: Conversational, though can be tripped up on certain terms. Sciences: Loroi Biochemistry: 196 / 650 Jump Sickness Research: 819 / 5000 Slave Collar: 25 / 50,000 (DC 90) Jump Transit Analysis: 0 / 500 Drone Design: 64 / 500 Fenrir Study: 91 / 100 How language works: a rough guide. 0 = Ignorant. 500 = Limited, can ask for directions and understand what a mugging sounds like in alien. 1000 = Somewhat conversational. Will be baffled by less common terms or specific words. 1500 = Can speak at a highschool level. 2000 = Can speak fairly well but is obviously a foreigner who has taken the time to learn the language. 2200 = The Scout Corps mastery of Trade in Outsider Canon 2500 = Excellent speaker. Knows a few of the more obscure or archaic terms. Good level for most diplomats. 3000 = Native speaker. Speaks without accent. They must see it to believe you are actually an alien. <<Notes>> Types of Food Situations: Massive Surplus Huge Surplus Large Surplus Surplus Small Surplus Stable Slight Deficit Deficit Large Deficit (People Begin Starving) Huge Deficit (People Severely Starving) Massive Deficit (People Completely Starving) Reputations Hated Hostile Unfriendly Neutral Friendly Cooperative Enthusiastic Allied <<Achievements to Go Here>> Character Generation Achievements Achievement: Made Captain! Achievement: Earned an Achievement! Achievement: Made the GM grin with glee. Achievement: Made the GM grin sadistically. Achievement: Made the GM break a tie. Achievement: Caught the GM being a forgetful lazy slouch. (Credit to dragoongfa) Achievement: Recruited a crew. Achievement: Family Business - Recruited Sharon O'Malley. Achievement: The Diplomancer - Recruited Homura Izumi. Achievement: Logistical Winning - Recruited Alex Cole. Achievement: Superior Russian Engineering - Recruited Sasha Volkov Achievement: Drinking buddies never - Choose either Kamilka Nencha or Sasha Volkov, but not both. Achievement: Family Doctoring - Recruited Alexandro Campos Achievement: Master and Commander - Brought Brian Pierce along for the ride. Achievement: Pioneering the new frontier - Brought the people best able to settle down. Auspicious Beginnings Achievements Achievement: Irongut - Did not vomit within the first ten minutes. Achievement: Escort Service - Gained a marine escort. Achievement: Russian for Solutions - Found out what was happening in Engineering. Achievement: Environmental Disaster - Found out what happened in Environmental. Achievement: Guns and Roses - Did not go to the armory. Achievement: Captains Burden - Lost a crew member through no fault of your own. Achievement: Lay of the Land - Found out how deep the rabbit hole goes. << Previous (Contents Page) || Next (Turn 1) >>
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 7:54 am |
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dragoongfa
Joined: Mon Jan 26, 2015 2:26 pm Posts: 1609 Location: Athens, Greece
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 Re: Outcast Quest
[X] Human
Reasoning for voting so:
First, because the underdog is far more interesting to play as. Second, more gameplay options on diplomatic matters. Third, opportunity for Humanity Fuck Yeah moments.
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Tue Oct 13, 2015 8:21 am |
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Suederwind
Joined: Thu Jul 05, 2012 1:55 pm Posts: 772
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 Re: Outcast Quest
[X] Human
Looks like the more challenging choice.
_________________Forum RP: Cydonia Rising [RP]Cydonia Rising [IC]
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Tue Oct 13, 2015 8:28 am |
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Siber
Joined: Sun Mar 06, 2011 10:10 am Posts: 347
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 Re: Outcast Quest
I'm interested in those hidden advantages/disadvantages under human, but also curious about the hidden Loroi advantage. Plus, I can be human any day of the week.
[X] Loroi
_________________Atomic Space Race, a hard sci-fi orbital mechanics puzzle game. Homeworld Fulcrum, a Homeworld Remastered Mod
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Tue Oct 13, 2015 8:34 am |
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Jericho
Joined: Fri Dec 21, 2012 4:11 am Posts: 251
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 Re: Outcast Quest
I have to go human because of the mystery stats. It seems like they are the best ones to teach you how this game works.
[X] Human
_________________ 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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Tue Oct 13, 2015 9:01 am |
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Nugget
Joined: Tue Oct 13, 2015 10:14 am Posts: 20
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 Re: Outcast Quest
Been lurking for a while, but this caught my attention and i was looking forward for something like this to participate.
I'd go Loroi given the number of human players in already, but i find playing the underdog so much fun.
[X] Human
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Tue Oct 13, 2015 10:30 am |
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joestej
Joined: Wed Oct 07, 2015 6:47 am Posts: 179 Location: My own little world...
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 Re: Outcast Quest
[X] Umiak
Seems like it would be a very different experience from the other two, and having everyone out to get you sounds like it would mean lots of dangerous intrigue on the diplomatic front.
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Tue Oct 13, 2015 10:33 am |
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Siber
Joined: Sun Mar 06, 2011 10:10 am Posts: 347
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 Re: Outcast Quest
Unless I'm mistaken, we're not each running separate characters, we're voting on a character we're going to collectively control.
_________________Atomic Space Race, a hard sci-fi orbital mechanics puzzle game. Homeworld Fulcrum, a Homeworld Remastered Mod
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Tue Oct 13, 2015 10:50 am |
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Suederwind
Joined: Thu Jul 05, 2012 1:55 pm Posts: 772
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 Re: Outcast Quest
Thats the way I understood it as well. Otherwise it wouldn't make much sense.
_________________Forum RP: Cydonia Rising [RP]Cydonia Rising [IC]
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Tue Oct 13, 2015 11:05 am |
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Hālian
Joined: Thu Sep 29, 2011 9:28 pm Posts: 718 Location: Central Florida
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 Re: Outcast Quest
[X] Loroi [ ] Human [ ] Umiak
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Tue Oct 13, 2015 11:34 am |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
Unless more people trickle in, I'll be closing the vote in an hour. The next vote will be more complex, and if Loroi or Umiak pull a come-from-behind win, I'll need to completely rewrite it. It'll involve stats, character generation, and your career path prior to the start of the quest. I've tried to keep things fairly simple and included explanations where possible. Don't let my having to rewrite affect your vote though, go for what you want. Furious sudden rewrites because the players did something audacious or blessed RNGeesus pulled a Hail Mary is a GM's trial by fire after all. 
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 11:59 am |
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sunphoenix
Joined: Mon Mar 21, 2011 11:46 am Posts: 1085 Location: Indianapolis, IN
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 Re: Outcast Quest
I'm not sure I'm understanding... we each don't have a ship/captain/character? {Shrug} Even still, I'd like to try the space elves...
[X] Loroi
_________________PbP:[IC] Deep Strike 'Lt' Kamielle Lynn[IC] Cydonia Rising/Tempest Sonnidezi Stormrage[IC] Incursion Maiannon Golden Hair[IC] TdSmR Athen Rourke"...you can't conquer a free man; the most you can do is Kill him."
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Tue Oct 13, 2015 12:22 pm |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
It's a majority rules kind of thing. I can't exactly run a quest for every individual player; I'm not that good at multitasking. If humans win then that's what we'll be playing until every last human in our empire is dead or until we've planted the boot of human supremacy on the necks of the filthy xeno.  Or alternatively until terran ingenuity brings peace and stability to all, followed by discovering a way to go back home. It all depends on what you the players as a collective whole decide to do with the character you're given.
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 12:35 pm |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
Alright, heading to sleep, calling it for humans. Which is great because that means I don't have to throw out 90% of my notes! Alright then, now that we've got our race selected, let's move on to our character. At this moment in time, your character is 18, fresh out of school, and has just signed their name to join the TCA. Their current stats are: Martial: 10 Diplomacy: 10 Stewardship: 10 Intrigue: 10 Learning: 10 For those not up to speed on what these mean, please click the spoiler. Stats (D20, 10 = average, 20 = exceptional, 30 = heroic, 40 = legendary)
Martial: Influences how well you fight and lead. Diplomacy: Influences what people think of you and negotiations. Stewardship: Influences the economy and how well your faction runs. Intrigue: Influences the chances to detect plots and launching your own. Learning: Influences research and your knowledge of the world. Psi: Influences your ability to use Psi.
Sample Stats for canon characters:
Beryl
Martial: 12 Diplomacy: 11 Stewardship: 19 Intrigue: 3 Learning: 32 Psi: 12
Tempo
Martial: 19 Diplomacy: 25 Stewardship: 15 Intrigue: 29 Learning: 15 Psi: 12
Fireblade
Martial: 25* Diplomacy: 5 Stewardship: 9 Intrigue: 4 Learning: 10 Psi: 35*
*As a Teidar, Psi is added to Martial stat for combat purposes at melee ranges. At longer ranges, Psi stat is doubled and then added to the martial stat, since collateral damage isn't as likely to backfire.
Alexander Jardin
Martial: 22 Diplomacy: 9 Stewardship: 11 Intrigue: 11 Learning: 28 Psi: 0
Stillstorm
Martial: 35 Diplomacy: 4 Stewardship: 22 Intrigue: 7 Learning: 17 Psi: 12 You're blandly average and completely indistinguishable from anyone else. You're not a genius, but you're not a dunce either. Terran Education Strong! Don't fret though. You can't expect to command a vessel at 18 now, do you? No. You need a career for that. You'll get your pick below. As this will involve a write in option. You get to choose a name for the character you'll be controlling for this quest. Feel free to feel out a few names and discuss amongst yourselves what you feel would fit best. You'll be stuck with it until either your character dies or the quest ends, whichever comes first. I'll remind that there is only one character here that you all collectively control. If there are fifteen votes all for different names and one name has two votes while the rest have just one, that's the name that will win [] Name (Write In) Choose one background.[] Terran Slumdog: That Earth is prosperous does not mean there weren't people that were dirt poor. Your childhood was rough and tough, and you got out as soon as you could. +2 Martial, +2 Intrigue [] Coreworld Climber: You grew up on one of the core worlds of humanity. You had a good life, if a boring one, with a good education, but you wanted the adventure of the military life. +2 Stewardship, +2 Learning [] 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 Because the next section is potentially complicated and might be a bit troublesome for me to collate, I've decided to make it simple and put it up on Surveymonkey. You can find an identical ballot in the spoiler for review if you want to mull things over. You are more then just your background or your title. You spent years working your way up to captain. What was your service record?
Choose one assignment for each rank.
Promotion years: 5d4
O-1 – 2 Years
[] ECS-088 Norway – The Solar Patrol, Gain Trait Seasoned, +1 Martial, +1 Stewardship
[] ECS-051 California – The Outer Systems Patrol, Gain Trait Experienced, +1 Martial, +1 Intrigue
O-2 – 4 Years
[] ECS-036 England – Combat Exercises, Gain Trait Hardened, +2 Martial
[] ECS-038 Hellas – Shipping Patrol, Gain Trait Vigilant, +2 Intrigue
O-3 – 3 Years
[] ECS-062 America – Flag Operations, Gain Trait Silver Tongue, +2 Diplomacy
[] ECS-103 Europe – System Testing, Gain Trait Insightful, +2 Learning
O-4 – 2 Years
[] ECS-037 Esperenza – The Smugglers Den, Gain Trait Veteran, +3 Martial, +2 Intrigue
[] ECS-020 Centaur – The Rust Bucket, Gain Trait Wisened, +3 Learning, +2 Stewardship
O-5 – 2 Years
ECS-48 L'Amour – Current Assignment
--GM Aside: Wow, the Dice love you. At 31 you're actually quite young for a Captain. Actually, you made it at 29, you've been in command of the L'Amour for two years now.
For your first command, you chose to focus on:
Choose One:
[] Military tactics, +3 Martial [] Conflict resolution, +3 Diplomacy [] Running a tight ship, +3 Stewardship [] Politics, +3 Intrigue [] Hitting the books, +3 Learning These choices allow you to choose, to a degree, what you want your character to specialise in. Are they a jack of all trades? Are they a master of just one discipline? The military lifestyle will limit some of your options, but you do get a choice of assignment, and hitting captain does have its privileges. To make things 100% clear for now, you don't need to fill out the ballot in the spoiler; the survey I linked above is what counts. The simpler options of name and background are what get voted on here informally for now. The survey will be open until I get home from work tomorrow, about 16 hours or so, after which will come selecting your crew and cargo. Since we're still all learning, please check the spoiler for a couple of samples of what an acceptable vote looks like in this case. Also, a reminder that your career path needs to be voted on over at Surveymonkey for ease of collation. [X] Jennifer Cole [X] Terran Slumdog: That Earth is prosperous does not mean there weren't people that were dirt poor. Your childhood was rough and tough, and you got out as soon as you could. +2 Martial, +2 Intrigue
--
[X] Adam Smith [X] Frontier Pioneer
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 1:22 pm |
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Jericho
Joined: Fri Dec 21, 2012 4:11 am Posts: 251
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 Re: Outcast Quest
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?
_________________ 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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Tue Oct 13, 2015 1:32 pm |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
That vote is perfectly acceptable. As long as you've done the survey as well you're golden.
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 1:36 pm |
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Jericho
Joined: Fri Dec 21, 2012 4:11 am Posts: 251
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 Re: Outcast Quest
Oh goodie Jericho done good. 
_________________ 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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Tue Oct 13, 2015 1:39 pm |
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Suederwind
Joined: Thu Jul 05, 2012 1:55 pm Posts: 772
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 Re: Outcast Quest
[X]Yuki Schneider
[X] Terran Slumdog: That Earth is prosperous does not mean there weren't people that were dirt poor. Your childhood was rough and tough, and you got out as soon as you could. +2 Martial, +2 Intrigue
_________________Forum RP: Cydonia Rising [RP]Cydonia Rising [IC]
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Tue Oct 13, 2015 1:40 pm |
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Siber
Joined: Sun Mar 06, 2011 10:10 am Posts: 347
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 Re: Outcast Quest
I'd have advocated for a 24 hour vote interval at least just for inclusivity for various time zones and personal schedules, but it's your show. [X] Alona Florez[X] Mira Sheridan [X] Frontier Pioneer Edit: Shifting my name vote to an option that didn't exist yet when I initially voted 
_________________Atomic Space Race, a hard sci-fi orbital mechanics puzzle game. Homeworld Fulcrum, a Homeworld Remastered Mod
Last edited by Siber on Tue Oct 13, 2015 6:24 pm, edited 1 time in total.
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Tue Oct 13, 2015 1:42 pm |
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Razor One
Moderator
Joined: Thu May 12, 2011 8:38 am Posts: 557
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 Re: Outcast Quest
I'll admit that I want to push forward a bit. I've seen quests die getting bogged down on certain aspects of character generation. Also I can barely contain my excitement. Besides, if things blow up down the road or players feel that they've achieved victory and want to close things off, I can always start a new quest with more experience under my belt and more extensive notes, making for a better quest experience.
_________________ This is my Mod voice. If you see this in a thread, it means that the time for gentle reminders has passed.
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Tue Oct 13, 2015 1:48 pm |
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joestej
Joined: Wed Oct 07, 2015 6:47 am Posts: 179 Location: My own little world...
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 Re: Outcast Quest
Okay then! Humans it is!
Some stat analysis first:
Martial is likely going to be a bit of a dump-stat for now. Unless things are going radically different from Outsider canon we're not going to have the ability to really fight anyone in the short term, and in the long term we can use the other stats to either make some powerful friends to do the heavy lifting for us or get some new tech to level the playing field.
Diplomacy seems like a useful skill to have, since without the ability to fight we're going to need to talk our way out of problems.
Stewardship...maybe a mixed bag? The Bugs are going to outproduce us no matter what, but it still might be important just for getting stuff done.
Intrigue is also a maybe score. We don't want it too low, or we won't be able to tell if our new friends are trying to screw us over. At the same time, I don't think it's as important as some of the others are going to be.
Learning also seems like a priority. Like Diplomacy, it's going to be one of the things that will help us make up for our early-game weakness. Still, probably won't pay off for a little while, since research takes time.
So, in my opinion, we'll likely want to prioritize stats like this (1 being most important, 5 being least):
1: Diplomacy 2: Learning 3: Intrigue 4: Stewardship 5: Martial
Of course, I could be wrong, so please speak up if you disagree.
---- Votes:
[X] Mira Sheridan
Like Alex, I figured we needed someone whose name could have an interesting meaning. Sheridan is derived from Ó Sirideáin meaning "descendant of Sirideán", and Sirideán means "searcher" in Gaelic. Mira is based off the Slavic element miru, meaning "peace" or "world".
So Mira Sheridan translates to "Peace/World Searcher".
[X] Frontier Pioneer
We'll need the Intrigue and Diplomacy the most, I think (see above).
_________________ "Sometimes it's better to light a flamethrower than to curse the darkness."
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Tue Oct 13, 2015 1:54 pm |
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dragoongfa
Joined: Mon Jan 26, 2015 2:26 pm Posts: 1609 Location: Athens, Greece
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 Re: Outcast Quest
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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Tue Oct 13, 2015 2:05 pm |
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Siber
Joined: Sun Mar 06, 2011 10:10 am Posts: 347
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 Re: Outcast Quest
If it's like anything like the real CK2, I consider diplomacy paramount. Without it you can't even count on your allies and underlings, and you need them to get things done.
_________________Atomic Space Race, a hard sci-fi orbital mechanics puzzle game. Homeworld Fulcrum, a Homeworld Remastered Mod
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Tue Oct 13, 2015 2:07 pm |
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Jericho
Joined: Fri Dec 21, 2012 4:11 am Posts: 251
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 Re: Outcast Quest
Yeah i thought the same and it sounded the most interesting to me anyway.
_________________ 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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Tue Oct 13, 2015 3:19 pm |
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