An Utterly Thankless Job (Alt. Title: No SV, You Are A Logistics Officer)

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'An army marches on its stomach.' True. A well oiled machine that is the army needs to be...
OP/CharGen 1

Vocalend

A Dangerous Beast, A Perpetually Fumbling QM
Location
Indonesia
'An army marches on its stomach.' True. A well oiled machine that is the army needs to be well-fed.

To be more accurate however, 'an army succeeds through its supplies.' Guns, rations, bullets, even the blood of human resources. All is needed as fuel for wars. Success and failure in such dealings lies on how well a state manages its army that manages its logistics.

And just so happens, the one in charge of this thankless, demanding, utterly inglorious and dangerous job is you.

Just wonderful.

But first, how did you end up at this situation, anyway? Well, to start from the top, you are:

[] A Male Officer Cadet
[] A Female Officer Cadet

You were part of the forty three cadets graduating from Pennsbrooke Halls, the most prestigious Officer Academy in all of the Wollenfrei Empire, in the Summer of 1694 Modern Era. Thinking back, you managed to get into this place...

[] ...purely for your gifts. You are a One Named. A state orphan, putting it bluntly. You do not know if you are a bastard of some kind or whether your parents have or have not passed from this world. It was purely for your magic potential that you entered Pennsbrooke. Your Patron was insistent that you get the best training there is... regardless how others would view your existence.
[] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
[] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
Dramatis Personae
Dramatis Personae

Name: Winslett Hertz
Age: 22
Rank: Second Lieutenant
Rep./Inf. Score: 1/3
Description: The sole child of Malcolm Hertz and Henrietta Hertz (née Sadler). A somewhat coarse yet very ambitious young Mage. Fresh of Pennsbrooke Hall, she is ready to make her mark in the turmoiled world.

Traits:
Tenacious: When health drops to Three Pips, do not gain penalties to rolling.
Lucky: ????

Stats
Martial
Battlefield Awareness: [2d15+10] (Batumulus confers +10 bonus)
Melee Combat (Sword): [3d10+1d5+5]
Ranged Combat (Autorevolver): [3d10+5]
Command (Platoon): [2d15]​
Diplomacy
Charming Persuasion: [1d25+1d20]
Roguish Persuasion: [1d20+1d15]​
Stewardship
Accounting Acumen (Battalion): [3d20+10]
Administrative Acumen (Company): [2d20+2d15]
Managerial Acumen (Company): [2d20+2d15]​
Intrigue
Covert Intrigue: [2d15]
The Invisible Hand: [2d15]
The Invisible Dagger: [1d40]​
Piety
Fervor: [1d30]
Willpower: [1d45]​
Magic
Theoretical Understanding: [2d30]
Magic Potential: [2d35+8]
Practical Understanding: [4d15+5] (Batumulus confers +5 bonus)​


Companion
Name: Emil Gram-Grelav
Age: 24
Rank: First Lieutenant
Bond: Normal
Rep./Inf. Score: 4/1
Description: The second child of Horric Gram-Grelav and Velli Gram-Grelav (née Fulta-Grelav), Emil is an ambitiously hardworking person, despite his privileges and status as a Three Named. More importantly, he is a Three Named gifted with both magical prowess and an Ides Anomaly. Even a blind man knows that he is destined for greatness.

Notable Skills:
Battlefield Awareness: [2d35+1d20+10] -> Due to his Ides Anomaly, Emil can perceive dangers far better than even veteran soldiers as well as the capability to see the aura and signatures of magic, unlike most people. This, alongside his magical capability, allows him to have hyper-awareness in combat despite his relative inexperience.
Command (Platoon): [2d20+1d10+5] -> Emil manages to jump into the rank of First Lieutenant by virtue of skill, not connections. Though a somewhat uninspired leader, he is nonetheless doggedly competent in organizing the troops under his command.
Charming Persuasion: [1d25+3d10+10] -> For someone as young as he is, Emil has proven himself to be worthy of the Gram-Grelav Names. Between his presence and tutoring, he is a force to be reckoned with.
Accounting Acumen (Personal): [1d20] -> Emil is, for all his gifts, is not blessed with a sense of money. He can, through his Ides Anomaly and charms, weave through people who would wish to relieve him of his massive stipend... not that he needs help at spending them anyway.
Covert Espionage: [1d50+5] -> Between his Ides Anomaly, connections, and a little bit of charm, Emil oftentimes know of every rumour that goes around Pennsbrooke and beyond before anyone else could.

Superior
Name: Karamovich Hor-Herren
Age: 25
Rank: First Lieutenant
Rep./Inf. Scores: 3/1
Bond: Familiar Superior
Description: The heir of the Hor-Herren line, Karamovich is an officer that is eager to show his worth despite his lack of magical capabilities. In battle, he is aided with a special Ides Code, 'Silver Sheep', an ornate lever-action rifle capable of firing powerful penetrating shots along with many more myriad Ides Codes to help his chances in combat.

Notable Skills:
Melee Combat (Silver Sheep): [1d60] -> By utilizing the extremely sturdy Ides Code, Karamovich earned a name for being an unpredictable fighter, capable of beating the odds against more skilled fighters.
Ranged Combat (Non-Unique Firearms)/(Silver Sheep): [1d25+1d20]/[2d25+5] -> Karamovich is a natural marksman even before adding the power of Silver Sheep in combat. Using it, he is even better at combat.
Command (Platoon): [1d40+10] -> Karamovich is a commander that is unrestrained in his drive to succeed. He will innovate and try out new stratagems, with the expense of his gambles not working.
Roguish Persuasion: [1d50+5] -> Despite (or in spite) of his fair upbringing, it's often not expected that the Hor-Herren would be one of the many people capable of exceedingly forceful method of convincing others. But he often proven that expectation wrong.
Managerial Acumen (Company): [2d25+10] -> Also unexpectedly, the somewhat large-sized man is an expert at figuring out the use of human resources to an exceptionally high degree. This allows him to mark any prospective personages with an almost unbiased assessment.

Subordinate
Name: Ilham
Age: 29
Rank: Chaplain-Corporal
Bond: Normal Subordinate
Rep./Inf. Score: 1/1
Description: One of the many victims of the Marden Front, Ilham was an adherent of the Fourth who enlisted in the battlefield. Unfortunately, a meeting with a Confederate Hunter-Killer Mage Squadron left him with a permanently maimed figure. In that crucible of war in between the state of living and death, he found a surging fervor that allowed him to survive and fend off the Squadron, using his service rifle to kill a surprised Mage, granting him a promotion on the merits of service and faith.

Notable Skills:
Ranged Combat (High Caliber Rifle): [Max. Pool Result: 40-60] -> After his promotion, the Chaplain-Corporal made his first requisition order to be a high-powered bolt-action, capable of piercing a sufficiently weakened Ides barrier.
Fervor: [Max. Pool Result: 40-55] -> It is undeniable that Ilham has a quiet fervor. Like the rolling ocean seas, it is calm, but nonetheless deep.
Willpower: [Max. Pool Result: 50-70] -> Ilham, befitting of a Priest of the Fourth, is calm, collected, and nonplussed. A trait that has and will continue to serve him well in the chaos of the battlefield.
The Invisible Dagger: [Max. Pool Result: 45-70] -> The greatest asset of a Priest of the Fourth has chiefly been surprise. The mark of The Assassin has always been being unable to be detected by their target.
 
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Mechanics Section
Mechanics Section

Preface and Introduction

  1. Your task throughout the Quest would be to manage the logistical situation of an army (or rather, smaller units within), first and foremost. But it will not be the sole, or perhaps even the main focus. Keeping the machine of war running is perhaps second to importance of dealing with bureaucracy, your subordinates, your peers, and your superiors. Interpersonal relationship with these four groups would be key to keeping your ostensible first task running well without interference.
  2. Also due to this focus on things other than logistical work, this is not an Excel Quest. This isn't the sort of quest that requires significant number crunching, on my end or yours. There will be a sufficient degree of abstraction present in this Quest.
  3. And as a conclusion to both points above and something that you might have expected if you seen my other (somewhat dead) Quests, this is a narrative-focused Quest, with all the implication of such (There will be a new tag to reflect this). There will be a fairly robust mechanic under the hood that I have refined compared to my other work, but focusing on the numbers or the words shown and not both will cause problems.
  4. And lastly, tell me if I'm doing something wrong. I'm only human, I make mistakes. Some would be minor like typos. But others like wrong calculations or plot occurrences that came out of left field are more dangerous. Tell me of these mistakes, so that I can improve.
Skill List

  • Martial
    • Battlefield Awareness: Dictates the skill of detecting ambushes, feints, as well as other perception based tasks in a high stakes combat environs.
    • Personal Combat: Dictates the skill in combat. This is split further to two different variants.
      • Melee Combat (X): Dictates the skill in up-close fights. Useful in a formal (or not) duels as well as close quarters combat scenarios. X refers to the favoured melee weapon.
      • Ranged Combat (X): Dictates the skill in distance-based engagements. Useful in a war. Obviously. X refers to the favoured ranged weapon.
    • Command (X): Dictates the capability of concerting and leading forces in combat situations, recognizing stratagems as well as recognizing (and as such, countering) hostile strategies. X refers to the applicable combat engagement level that can be commanded by the character. Extremely useful in combat.
  • Diplomacy
    • Charming Persuasion: Dictates the capability in the finer approaches of diplomacy, be it in a ballroom or in the Command Tent. Suitably large dice pool in this area improves Reputation Score.
    • Roguish Persuasion: Dictates the capability in the coarser approaches of diplomacy, be it in an officer bar or in the interrogation chambers. Suitably large dice pool in this are improves Infamy Score.
  • Stewardship
    • Accounting Acumen (X): Dictates the capacity of number-crunching and keeping track of the logistical situation. X refers to the applicable bureaucratic level that can be safely handled by the character.
    • Administrative Acumen (X): Dictates the capacity of weaving through the bureaucratic red tape as detecting faults in a given command structure. X refers to the applicable bureaucratic level that can be safely handled by the character.
    • Managerial Acumen: Dictates the capacity of delegating to your subordinates as well as handling the orders of your superiors. Arguably the most important dice pool in the Quest. Second most important perhaps, save for Administrative Acumen. X refers to the applicable bureaucratic level that can be safely handled by the character.
  • Intrigue
    • Covert Espionage: Dictates the capability of observing intrigue actions without a direct action of one's own, be it from personal connections or spy networks or even from experience alone. Most useful in a counterintelligence effort.
    • Active Espionage: Dictates the capability of enacting intrigue actions of all stripes. This is further split into two dice pools:
      • The Invisible Hand: Dictates the capability of enacting silent intrigue action, be it a covert deep cover posting or an intel gathering operations.
      • The Invisible Dagger: Dictates the capability of enacting non-covert intrigue action, most likely in the form of assassination missions.
  • Piety
    • Fervor: Dictates the level of personal ardour in matters religious or spiritual. Sufficiently high or low dice pool affects Reputation and/or Infamy Scores.
    • Willpower: Dictates the level of determination and capacity to restrain impulses, resist mental corruption, and the like. Sufficiently high dice pool affects Reputation Score.
  • Magic
    • Theoretical Understanding: Dictates the capacity of understanding the coded weaving of the Formulae and consequently, the capacity of identifying, adapting, countering, and modifying the Formulae. This is the only dice pool that can be learned by technically everyone, Mage or no.
    • Magic Potential: Dictates the strength of the innate Ides reserve in the Form. Unlike most Dice Pools, the maximum potential roll result cannot be improved, even though the Dice Pool itself can be modified.
    • Practical Understanding: Dictates the capacity of creating and executing Formulae. The higher the Dice Pool, the faster the Formulae can be weaved and executed.
Dice Checks and Their Equivalency

To Be Added
Botches and Inspired Successes

To Be Added
The Usage of Ides

Magic or Ides is a gift that can turn the odds of a fight to the wielder's favors. There are several ways for Ides to be used. In the context of the Quest and its mechanics, those ways are as follows:
  1. In direct combat.
    • In this case, transfer the Magic Potential Dice Pool of the user without their inherent bonus number. For example, a Dice Pool of [1d40+5] would only transfer the [1d40].
    • For every round of combat where Magic is used, reduce the each Dice Sides in the Dice Pool by -10.
    • This malus persist until the character rested or boosted up in
  2. For 'general' usage.
    • In this case, first roll Magic Potential in order to gauge how much of Ides is gathered in for casting Formulae.
    • Afterwards, roll Practical Understanding in order to gauge the success of creating and casting the Formulae.
    • Passing only one of the DC will result with complications.
  3. For Rituals
    • TBA
Companion and Bond System

For every great person in history, there's several people that supports them from behind. And while the standards of greatness can vary in scale, it is undeniable that for these supporting people, they are linked in bonds thicker than blood.

Companions refers to people that are very close to one another to the point they become something more. The ideal of Companion stretches as far through history, often remembered in an exceedingly romantic light. This bond, strengthened by Ides, confers certain bonus, depending on whether their bond is maintained or not and who they are a Companion of.

There are three levels of Bonds between Companions. These are:
  1. Strained Bond: This refers to bonds between Companions that are, while still thicker than blood, troubled in one way or another. Quick actions or decisions must be made to salvage this bond... or risk losing it forever.
  2. Normal Bond: Though 'normal', there is nothing 'normal' between these bonds. They are, for all purposes, can wither the strongest of dangers, as Companions should be.
  3. Special Bond: This bond marks something that is perhaps more. These are bonds that cannot be broken, even through the torrent of time or even death itself. For those who are truly unyielding in their bond to one another, not even the Gods can break it.
Reputation and Infamy Scores

Reputation and Infamy. They are two sides of the same coin. They measure how well known one is in polite society and how politely people speak of said person. They are measured at a scale of 1 to 20. What's worth mentioning is that this scale scales up non-linearly. The higher you are in one scale and depending on how high is your score on the other, progression would be significantly harder. As an example, if you ended up burning an entire city filled with civilians due to your policy, no one is going to care if you happen to loot everything in the vicinity first.

Reputation Score can be likened as your Paragon stat. This dictates your virtue or things perceived as such. Keeping morale high, casualty and death rate low, as well as do generally chivalrous acts can boost this score.
Infamy Score can be likened as your Renegade stat. This dictates your virtue...or lack there of. Infamy Score can be gained in much more ways than Reputation score. Political slander and scandals can impact people's opinion just as readily as the willingness of engaging in brutal acts in combat and more.

The interplay between these two scores are inextricably linked to one another. This being a narrative quest, the exact interactions of the scores will not be known until felt.
Reflex and Health Pips

Reflex is an abstraction of the capability for characters to not be hit in combat, be it by using certain Ides Codes, Formulaes, combat skills, the titular reflexes themselves, or by simply taking cover. Every character has four Reflex Pips/Points, which may be increased or reduced temporary through actions or happenstances. Permanent increase or decrease of the Reflex Points, while rare, may occur. Each depleted pips are represented by damages that does not hinder combat effectiveness, which may vary from one person to another.

Reflex Pips are consumed when a character fails a check in combat, sufficient failures leads to a bypass from Reflex Pips to Health Pips. Reflex Pips regenerate when a character is out of combat or uses certain means to regenerate their pips.

Reflex Pips can be bypassed in several ways, chiefly through attacks from an unknown angle or when the character does not realize that they are being targeted in the first place.

Health Pips are the measure of wellbeing in combat. Health Pips are reduced when all Reflex Pips are exhausted or when Inspiring Success meets a Botch, if applicable.

At four pips, a character is fully combat capable, with no ill effects.
At three pips, a character is combat-impaired, with penalties to dice checks.
At two pips, a character should be unconscious or severely incapacitated, with severe penalties to dice checks.
At one pip, a character is at the brink of death, they are virtually incapable of using their dices.
At zero pip, the character is dead.

These are general rules and through Formulae, Ides Codes, or sheer skill, some of these rules might be waived aside.
Subordinate(s)

A Subordinate is a powerful force multiplier. They, within limits, handle your given orders as part of their assignments. Of course, their willingness in doing your tasks may vary. Someone could have more than one Direct Subordinate. Every Subordinate are given two Passive Actions. Every Subordinate also have their Specialities. Should a Subordinate become committed to an action relevant to their Specialities, the assigned Passive Actions may gain extra effect, at worst, to being considered Active Actions, at best.

There are (at the current stage) two ways actions done by a Subordinate be used:
  1. Workload. A Subordinate will be tasked to do an action by their own, independent of input from their Superior. Narratively, this is what Karamovich has been doing last week, assigning tasks to be resolved using the subordinate's Dice Pools. Workload actions are listed as a separate vote action, marked appropriately.
  2. Expedite. A Subordinate will be tasked to help their Superior to do an action, with direction and input from their Superior. Expedited actions will shave off the appropriate amount of time from the task. Expedite actions can be doubled up, effectively granting one Active Action bonus. Expedite actions are listed as a subvote, marked appropriately.

It should be noted, of course, that a Subordinate have their own ways of completing tasks given to them. Their way of doing these actions may have advantages and drawbacks, depending on the actions are doing. And it should be obvious that certain actions cannot be done by Subordinates.
Reserved Slide

To Be Added
Reserved Slide

To Be Added
 
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Front Status
Front Status

Overall Front Overview

Divided into 14 Sectors.
Empire Objective: Push through to the end of the Front, State of Flien.
Assumed Confederate Objective: Bled the Empire of their manpower, supplies, and morale pool.
Special Front Traits
「Hell-Grinder」 -> Halve Morale Gain for troops stationed on the Front, apply a lower-than-maximum cap on morale depending on location.
「Supply Sapper」 -> Apply a cap on supply and drastically lower Supply Regeneration Rate depending on location.​
At Light Marshland environs, Supply Cap is 70% and Morale Cap is 80%. Base Regeneration rate is 30% / Week.
At Deep Swampland environs, Supply Cap is 50% and Morale Cap is 70%. Base Regeneration rate is 5% / Week.
At Mountainous Range environs, Supply Cap is 60% and Morale Cap is 70%. Base Regeneration rate is 1% / Week.
Grand Front Overview

Empire Forces:
Approx. 150K soldiers spread across 14 Divisions.
Approx. 2K Mages stationed.
Approx. 30 Knight Squadrons of varying ranks.​
Confederate Forces:
Est. 40-60K soldiers spread across ??? Brigades.
Est. 7-12K (???) Mages stationed.
Unknown Special Assets assigned.​

Extraordinary Assets: Powerful battle assets that is simply irreplaceable due to their inherent special qualities. Each Extraordinary Asset rolls a War Contribution Dice Pool, calculated from their Stats and Capabilities.
Empire:
「The Radamantine Butcher」 Captain Orlon Teutogen (Sector 4-6)
Speciality: Morale Damage
War Contribution Timer: Once per Two Weeks
Dice Pool: 1d50 + 1d10 + 1d25

「The Rose of Leyton」 First Lieutenant Francesca Leyton-Feult + 4 Platinum Lifeguards (Sector 8-12)
Speciality: Anti-Mage Force
War Contribution Timer: Once per Two Weeks
Dice Pool: 2d50 + 1d20
Confederacy:
Ides Code 「Shaper of Heavens」 (All Sectors)
Speciality: Combat Terraforming
War Contribution Timer: As Needed (???)
Dice Pool: Automatic Success

The Swamp-Stalker 「Muromets」 (All Sectors)
Speciality: Assassination/Morale Damage
War Contribution Timer: Once per Week
Dice Pool: ???

Special Assets: Impactful war assets that are replaceable, either in quality or in quantity. Special Assets are not deployed on a Grand Scale, but on a local scale. At most, Regimental-level warfare is the level of influence that can be exerted by these Assets.
Empire:
Followers of the Fourth
Master surgeons and assassins in equal measures, these men and women of who followed the creed of the Fourth are the best at their duty, capable of providing long-range supports and medical assistance with ease.

Knight Squadrons
A squadron of four Knights, men of the Platinum Kingdom bestowed with Ides Codes in form of their armour and weapons, wreaking havoc in any place where they are planted.

Mage Sapper Cadres
Mages of the Empire, who are given the task to reinforce the lands against the 「Shaper of Heavens」 by creating roads, fortifications, and many more that would take ordinary men days in hours instead.
Confederacy:
?????????? ????????
Classified Informations

????????? ?? ?? ?????
Classified Informations

Glacial Guards

Unusually ungifted in Ides Manipulation unlike so many of their Confederate peers, the Glacial Guards make up their lack of powers with mass-produced Ides Code, making them not unlike the Platinum Knights, with quantity instead of quality.

Hunter-Killer Mage Squadrons
Squadrons of 2-5 Mages, each trained in the powerful and long-lasting magical institutions of the Confederacy, formed with the singular purpose of utterly destroying common soldiery in devastating hit-and-run combat.

Unknown Other Assets
Local Sector Overview

Assigned Unit: 68th Platoon
Assigned Superior Army Unit: 42nd Company, 11th Battalion "The Hell-Riders"
Assigned Section: Section 7, Frontier-Town Marland.
Standing Orders: Recycle soldiers from the Front back as a reinforcing element.

Unit Status:
Idle/Resupplying
Morale Status: 90%

Commanding Officer: First Lieutenant Karamovich Hor-Herren
Fellow Peers: None
Combatants: 40 Soldiers + 1 Mage (2nd Lt. Winslett Hertz)
Special Assets: 1st Lt. Karamovich Hor-Herren, 2nd Lt. Winslett Hertz, Ch-Cpl. Ilham.
 
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Supply Lines
Supply Lines

Provisioner/Requisition Office

Unknown.
Supply Train

Supply Train: ???% Operational
> Horse-drawn Carriages => ??% Operational
> Mechanical Wagons => ??% Operational
> Train Baggages => ??% Operational
Supply Route

Unknown.
Available Supplies

Available Supplies:
> Ammunitions => 100%
> Rations => 100%
> Medical Supplies => 100%
 
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[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[x] A Male Officer Cadet
[x] ...purely for your gifts. You are a One Named. A state orphan, putting it bluntly. You do not know if you are a bastard of some kind or whether your parents have or have not passed from this world. It was purely for your magic potential that you entered Pennsbrooke. Your Patron was insistent that you get the best training there is... regardless how others would view your existence.
 
[X] A Female Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Male Officer Cadet
[X] ...purely for your gifts. You are a One Named. A state orphan, putting it bluntly. You do not know if you are a bastard of some kind or whether your parents have or have not passed from this world. It was purely for your magic potential that you entered Pennsbrooke. Your Patron was insistent that you get the best training there is... regardless how others would view your existence.

Stereotypical shounen protag stuck running a logistics division seems like a fun way this could go. :V
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Female Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
[X] A Female Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
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[X] A Male Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
vocal stop starting new quests
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Male Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
[X] A Male Officer Cadet
[X] ...purely for your connections. You are a Three Named. You are one of the lucky few born with a platinum spoon in your mouth. It's only natural of course, that you receive the very best from the start. You don't even need a Patron, unlike a good number of your peers. Your monthly allowances allows you to pay the tuition expenses of Pennsbrooke with ease.
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Female Officer Cadet
[X] ...purely for your gifts. You are a One Named. A state orphan, putting it bluntly. You do not know if you are a bastard of some kind or whether your parents have or have not passed from this world. It was purely for your magic potential that you entered Pennsbrooke. Your Patron was insistent that you get the best training there is... regardless how others would view your existence
 
[X] A Female Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.
 
[X] A Male Officer Cadet
[X] ...because of your hard work and luck. You are a Two Named. Born into this world to a normal if lowborn family, you set your pace to rise above your stations. You eventually come to the attention of Your Patron, who recognized your earnest drive and took you under their guiding wing.

Hmm, which would make it more possible to end up as "the guy that can procure whatever you want" grade of rep among the troops?
Though I'm not sure what gift of magic would do for our officer here.

If female two named officer won, can we name her Martina M. Mayakovskaya ? :p
 
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