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[0.1] THE BEGINNING I [Ghost]
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You are a...
[0.1] THE BEGINNING I [Ghost]
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You are a...
User | Total |
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Lutris | 10 |
Eh. What the hell? With Rise of Iron my interest in Destiny peaked again after like 7 MONTHS. And you seem motivated to make a good quest. Plus there are so few Destiny threads to begin with.
This quest has promise to grow into something spectacular also am I assuming that the players knowledge of future events will not be aloud.
[Ghost] Personality Trait: Good Samaritan gained!
When given the option, Ghost will always want to help those in need, even at cost to himself. (QN: The other option would've given Ghost an independent streak - he'd care about himself and his own (i.e. your Guardian) above all else.)
New Mechanics said:Light: Ghost, and later, your Risen/Guardian, possess personal reservoirs of Light that can be spent to perform impossible feats. Ghost is able to flash-forge materials in the field provided you have access to Glimmer, greatly improve the effectiveness of his scans, connect to and communicate with other Ghosts over great distances, and perhaps most importantly, resurrect his Risen. The Risen will be able to do, well, anything a Guardian from the games is able to, and perhaps even more, like infusing Light into their own body or their gear for great boosts in ability, use esoteric and paracausal abilities, forge and smith gear of their own, and much more. Light will recharge as long as you are not within a Darkness Zone - an area suffused with Darkness or cut off from the Traveler's Light.
Transmat Storage: Transmat Storage is an extradimensional pocket where you may store items and gear. You will require Ghost's presence to access it. Storage space will be affected by the amount of Light you are able to bring to bear. The exact mechanics (and therefore values) of inventory space are still undecided at the time of this post.
Forging: Forging is this Quest's main crafting mechanic. Ghost and the Risen may use Glimmer and Light (as well as Experience Points - XP) to create new items and improve upon old ones.
Ghost said:
Ghost Status said:Light: 5/10
Transmat Storage: 0/100
Glimmer: 0
Misc. Items: None
What do you do?
(Choose one.)
[ ] Follow Amber's plan. Keep going on the path to Old Chicago.
[ ] Ask Amber to take you to Harrison's old radio tower.
Ghost Status said:Light: 6/10
Transmat Storage: 0/100
Glimmer: 0
Misc. Items: None
Vote 1 said:Will you tell Amber what you know about the Last City?
(Choose one.)
[ ] Yes. Tell her everything you know, and then some. Invent details about the City to fill her with hope.
[ ] Yes. Tell her everything you know, and be completely honest. You've never actually seen the City - it might not even be real.
[ ] No. It's better not to give her false hope. You've never actually seen the City - it might not even be real.
G.A.E. Army Signal Station//Chicago Area Relay//Master Control Module said:-Logged in as: $%^!#@ -Terminal Position (Control Room, 4th Floor)
>Facility Energy Status
>>Primary Power Generation System (Facilities Room, Basement Floor) [OFFLINE]>Facility Function Status
>>Emergency Power Generation System (Control Room, 4th Floor) [ONLINE]
>>Relay Systems [OFFLINE]>Signal Relay Status
>>Offices [UNLOCKED]
>>>[DATA UNAVAILABLE]>>Cafeteria [UNLOCKED]
>>>[DATA UNAVAILABLE]>>Armory [UNLOCKED]
>>>[DATA UNAVAILABLE]>>Garage [UNLOCKED]
>>>[DATA UNAVAILABLE]
>>Relay 1 [OFFLINE] <Damaged, extensive repairs required>
>>Relay 2 [OFFLINE] <Damaged, extensive repairs required>
>>Relay 3 [OFFLINE] <Additional power required>
Inventory Changes said:You have gained:
x1 map of the Great American Empire Army Signal Station: Chicago Area Relay
x1 outdated map of Old Chicago and surrounds (100x100 miles)
Vote 2 said:What will Ghost do?
(Choose one.)
[ ] Go alone and scout out the other rooms of the radio tower, to find the source of the noise. (+5 from Ghost personality trait: Stealth)
[ ] Use your Light. (Write-in amount. Each point of Light will provide a +3 bonus to your scan's outcome, but may make you more noticeable.)[ ] Activate Signal Relay 3 to scan the entire region. Use your Light to power the scan.(Requires 3 Light. if you're lucky, you could gain a detailed, current scan of the area up to Old Chicago, potentially beyond.)
[ ] Use additional Light. (Write-in amount. Each point of Light will provide a +3 bonus to your scan's outcome, but may make you more noticeable.)[ ] Write-in (max. 50 words)
Vote 3 said:What will Amber do?
(Choose one.)
[ ] Go alone and scout out the other rooms of the radio tower, to find the source of the noise. (+5 from Amber's personality)
[ ] Stay together. This way, you can cover each other's weaknesses.
[ ] Write-in (max. 50 words.)
Ghost Status said:Light: 4/10
Transmat Storage: 0/100
Glimmer: 0
Misc. Items: None
[size=3 said:G.A.E. Army Signal Station//Chicago Area Relay//Master Control Module[/size]]
-Logged in as: $%^!#@ -Terminal Position (Control Room, 4th Floor)
>Signal Relay Status
>>Relay 1 [OFFLINE] <Damaged, extensive repairs required>
>>Relay 2 [OFFLINE] <Damaged, extensive repairs required>
>>Relay 3 [ONLINE] <REGION SCAN INITIATED>
SCANNING...
SCANNING...
SCANNING...
[size=3 said:SCANNING... SCANNING... SCANNING...[/size]]
>TOPOGRAPHICAL CHANGES DETECTED. MAPS UPDATED.
>WEATHER AND CLIMATE DETAILS UPDATED
>ALERT. FOREIGN SIGNAL DETECTED
SCANNING...
SCANNING...
SCANNING...
>WARNING. UNKNOWN AIRCRAFT DETECTED. 3 BOGIES MARKED. MARKED AS BOGIE 1, BOGIE 2, BOGIE 3.
>ANALYZING UNKNOWN AIRCRAFT. DESIGN UNRECOGNIZED.
>ELEVATING THREAT ASSESSMENT.
>ANALYZING TRAJECTORY. BOGIE 3 INBOUND.
>REQUESTING G.A.E. AIR FORCE SCRAMBLE. REQUEST SENT.
PENDING...
PENDING...
PENDING...
>REQUEST TIMED OUT. G.A.E. AIR FORCE UNRESPONSIVE.
>REQUESTING G.A.E. ARMY RESPONSE. REQUEST SENT.
PENDING...
PENDING...
PENDING...
>REQUEST TIMED OUT. G.A.E. ARMY UNRESPONSIVE.
CANNOT DETERMINE OPTIMAL COURSE OF ACTION. REQUEST ORDERS.
REQUEST ORDERS.
Ghost Analysis said:BOGIES 1 & 2 ETA to Little Chicago: [2 Turns]
BOGIE 3's ETA to the radio tower: [1 Turn]
GHOST & CO.'s ETA to Old Chicago: [3 Turns]
GHOST & CO.'s ETA to Little Chicago: [3 Turns]
GHOST & CO.'s ETA to Rendezvous Point: [2 Turns]
Travel time from Old Chicago to Little Chicago: [3 Turns]
Travel time from the Rendezvous Point to Little Chicago: [1 Turns]
Travel time from Old Chicago to Rendezvous Point: [2 Turns]
With Amber and Derek's combined experience, bolstered with up to date topography and weather conditions, you can cover more ground. (-1 to travel time this Turn)
Vote 1 said:Where will you go?
(Choose one.)
[ ] Stay here. There might be something you can do from here. There are still many rooms you've yet to explore, after all. (Spend the next Turn in the radio tower. Significant risk of encountering the Fallen. Secondary vote to follow if chosen, to decide what exactly to do.)
[ ] Head to Old Chicago. There's a reason the Little Chicago scavengers and the Fallen were there. (Spend the next32 Turns traveling to Old Chicago. Minimal risk of encountering the Fallen.)
[ ] Head to the Rendezvous Point. The surviving scavengers might be there, and they'd be sure to help. (Spend the next21 Turn traveling to the Rendezvous Point. Minimal risk of encountering the Fallen.)
[ ] Head straight to Little Chicago. There's no time to waste. You have to warn the villagers. (Spend the next32 Turns traveling to Little Chicago. Moderate risk of encountering the Fallen.)
Vote 2 said:Suggest a course of action for Amber. (She may refuse.)
(Choose one.)
[ ] Come with you.
[ ] Move separately.
[ ] <Location name> (Choose a location from the above list.)
Vote 3 said:Suggest a course of action for Derek. (He may refuse.)
(Choose one.)
[ ] Come with you.
[ ] Move separately.
[ ] <Location name> (Choose a location from the above list.)
Inventory Changes said:You have gained:
x1 Up to date and real-time map of Old Chicago and surrounds (100x100 miles)
Amber has gained:
x1 Bolt Action Sniper Rifle
x25 Sniper Rifle Ammo
Vote 1 said:
Combat Report said:9 - 3 = 6 Riflemen remaining!
6 - 3 = 3 Shotgunners remaining!
Player Dice Rolls said:Let's see how this goes. Please roll for the villagers' volley.
At this distance, regular rifles are [Moderately Accurate], and shotguns are [Inaccurate].
I need 9 dice rolls of 1d100 in total, first come first served. Repeat rolls are allowed, but no doubleposting please. Try to let everyone who wants to roll have a go!
The first 6 dice will roll for Riflemen (DC75 for hits, DC95 for critical hits).
The next 3 will roll for Shotgunners (DC90 for hits, DC100 for critical hits).
Harrison's Shotgun Charge said:Roll for charge success: 1d100+5 (bonus to reckless and attention-grabbing actions from personality), DC70 = 36)
>Charge failed!
Roll 1d100+5 (thresholds: 10critfail, 30, 50, 80crit) = 72
Vote 2 said:Lives are at stake, and they are your FIRST priority (from Ghost's personality). What should you, Amber, and Derek do? Note that Amber and Derek will have their own motivations, and may refuse to comply.
(Choose ONLY one.)
[ ] Join the rest of the defenders and hold position. Over sixty defenseless villagers depend on you! You can't afford to risk any fighters. (Abandon Harrison, Fallen take the Plow)
[ ] Go grab Harrison, then fall back to the defensive line. There aren't many kids in Little Chicago, and he's one of them. He also has a shotgun that could be extremely useful. (Significant risk to you and your party. Fallen take the Plow.)
[ ] Sneak away and go for the Plow. It'll distract the Fallen, giving the villagers an advantage - and you might deny them their objective. (Some risk to you and your party. Abandon Harrison.)
Vote Results said:
Vote 1:
(Choose one.)
[5] Come clean.
[0] Stay silent.
Vote 2:
Lives are at stake, and they are your FIRST priority (from Ghost's personality). What should you, Amber, and Derek do? Note that Amber and Derek will have their own motivations, and may refuse to comply.
(Choose ONLY one.)
[0] Join the rest of the defenders and hold position. Over sixty defenseless villagers depend on you! You can't afford to risk any fighters. (Abandon Harrison, Fallen take the Plow)
[0] Go grab Harrison, then fall back to the defensive line. There aren't many kids in Little Chicago, and he's one of them. He also has a shotgun that could be extremely useful. (Significant risk to you and your party. Fallen take the Plow.)
[5] Sneak away and go for the Plow. It'll distract the Fallen, giving the villagers an advantage - and you might deny them their objective. (Some risk to you and your party. Abandon Harrison.)
Villager Defense Rolls said:28, 88, 6, 24, 60, 88 = 2 hits, no lucky kills.
78, 73, 72 = 0 hits, no lucky kills.
Battle Conditions said:At this range, Amber's sniper rifle is [Very Accurate] (DC30 for a hit, DC50 for a disabling hit, DC70 for a kill). Derek's hunting rifle is [Accurate] (DC50 for a hit, DC70 for a disabling hit, DC90 for a kill.
Vote 1 said:Which target should Amber aim for?
(Choose one.)
[ ] The Vandal.
[ ] One of the Dregs standing guard.
[ ] One of the Dregs preparing the Plow.
[ ] Write-in.
Vote 2 said:Which target should Derek aim for?
(Choose one.)
[ ] The Vandal.
[ ] One of the Dregs standing guard.
[ ] One of the Dregs preparing the Plow.
[ ] Write-in.
Vote said:You only have a few seconds to decide. What will you do?
(Choose 3.)
[ ] Transmat the Plow onto the Skiff.
[ ] Convince the Plow to self-destruct. (Counts as two actions)
[ ] Transmat yourself onto the Skiff.
[ ] Transmat Amber onto the Skiff.
[ ] Transmat Derek onto the Skiff.
[ ] Activate the Skiff's guns.
[ ] Shoot at the Dregs. (Counts as a second action)[ ] Run. The treeline isn't too far away.
[ ] Shoot the Vandal. (Counts as a second action)