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.
(Choose one.) Ghost's voice is: [4] Soft voice
[2] Dinklebot getting his lines right.
[2] Aloof - low, calm, controlled; tries to conceal any sweetness.
[ALL OF THE VOTES] Morgan Freeman. Enough said.
(Choose one.)
Ghost favors: [4] Stealth. Ghost has learned to rely on escaping the notice of others to survive. Enemies can't hurt what they can't detect, after all. (Boost to espionage and stealth)
[1] Guile. Ghost has learned to rely on cleverness and skill to survive. Enemies can't hurt what's quicker and smarter than them, after all. (Boost to hacking and tech)
The first time you encountered agents of the Darkness, you hid in the shadows. Where other Ghosts would have rallied their allies or made use of the technology around them, you found it best to avoid confrontation altogether.
You remember. It was on Earth, in a ruined town a few days' flight out of Old Chicago. You could see the shining towers and once-pristine white spires of the city from where you were that day, and you remember thinking that humanity in the prime of its Golden Age had created true wonders. But those wonders also attracted scavengers, and not all of them human. Old Chicago was a prime target for those interested in plundering the ruins of one of the Old American Empire's great cities for precisely that reason. Still, it was a major population center back in the day, so it was worth taking a look through.
You'd heard rumors from other Ghosts that a village had sprung up near Old Chicago, some time ago.
The survivors of humanity's Collapse had, for the most part, found each other in the wilderness. They clung to each other, and struggled to eke out a living as their ancestors might have long ago. Some were farmers. Others were hunters. Still others scavenged nearby ruins when they could, so that they might find something useful. The farming village of Little Chicago was home to a small band of such scavengers. If you were going to continue your search in the city, and you were, they would know where to start.
You clear the dense woodlands that had long since reclaimed the land surrounding Old Chicago just as the sun began to set. The village, little more than a ring of ramshackle cabins surrounding an ancient gas station, came into view awash in beautiful orange sunlight. The cabins themselves look to be mostly made of locally cut trees and reclaimed blocks of concrete and stone; you notice a wide patch of stumps on your way in. You see several figures working some fields, while others mill about town.
"Hey Amber, look! It's a Ghost!" You hear a voice call out as you approach the settlement. You turn your eye towards the speaker, a boy, you supposed, who is lanky to the point of being spindly. He is perched in the crook of an old tree, a well-aged hunting rifle slung from his shoulder. He gestures wildly to a girl - Amber, you assume - who groans audibly even at a distance. She props herself up with her own rifle, and strides her way to the base of the tree.
"Oh shut it, Harrison. You're probably just seeing things. Ghosts aren't real." Amber scoffs. "C'mon. We've been on watch all day. I'm tired, and you're seeing things. Let's go home."
"No Amber, not that kind of Ghost. You know, like that one Old Frank said he saw a couple years ago. I'm telling you. I saw it. It had this glowing eye and it was floating somewhere over... there." Harrison counters, pointing towards the trees that you'd flown out from.
"...Sure, Harry. Whatever. Floating eyes are creepy, it's getting dark out, and I'm hungry. Let's go."
Harrison jumps down from his perch on the tree, and the pair began to trundle off towards the village. You glide towards them, so you could make yourself known. You speak when you were right behind them.
//Oh, I can assure you. I'm very real.// You say, as softly and as quietly as you could. It wouldn't do to alarm these children. //Would you be so kind as to take me to your leader?//
It took a while before they calmed down enough to stop screaming. And shooting at you, for that matter.
- - - - - - - - - - - - - -
Amber and Harrison, once they'd stopped panicking, had warmed up to you quite quickly. Once introductions were through, they cheerfully brought you to the Little Chicago village hall - the old gas station building - where the rest of the villagers had convened for their evening meal.
"What were you damn kids thinking!?" Raymond barks at the children. He seems to be the village leader, and is a gruff, bearded, beast of a man. "Shootin' your rifles willy-nilly, wasting bullets like that. Had us all in a panic - I ain't gotta tell you we have to be careful. I'm startin' to regret giving you kids those guns in the first place-"
"They only meant well, Raymond. Look at them. They've learned their lesson, don't you think? Let it lie. We need every man we can spare this season, you said it so yourself." A woman, skin bronzed from long hours in the sun, interrupts him. "Besides, the kids brought home a guest."
"But Martha..." Raymond huffs. After a few moments, he sighs in defeat. "Well, I'm glad you kids were safe. But be careful, for chrissakes. We don't have much ammo left, and Davy's team isn't back yet. Be careful with those guns, y'hear?"
Amber and Harrison, suitably chagrined, nod silently. Raymond turns his scruffy visage towards you. "And you. It's been a while since we've had a Ghost floatin' through town. I suppose a welcome is in order."
//I'm sorry. I didn't mean to cause you any distress.// You apologize profusely. He waves you off.
"Bah, it's fine. Don't worry about it. Last Ghost we had passin' through wanted to take a look in the city. I'm guessin' you do too."
//That's right.// You confirmed. //It would be helpful if you had any maps or data about the city. Failing that, I would appreciate a guide into town.//
"We don't have any maps, or any tech aside from what we use to farm." Raymond levels a baleful stare at you. "And we don't have the manpower to spare right now, what with our plow broke."
"We're a farming town, Mr. Ghost. We've only got a handful of people who know much about tech, and all of them are on a scavenging run into town right now. We've been expecting them home for days now, but I'm afraid that with the harvest coming up we really can't afford to spare anybody. I don't think we can help. We're hard-pressed to help ourselves as it is." Martha sighs, sympathetic in tone.
"We'll let you stay the night either way, Ghost." Raymond grunts, before reaching for a bowl of soup.
//I see. Thank you. I'll give this some thought.// You respond with a bob of your eye.
- - - - - - - - - - - - - -
Hours later, after the rest of the village is asleep, Harrison comes to you with an offer.
"Hey, Ghost? Raymond doesn't want me talking to you, but I think I can help." Harrison whispers. "There's an old radio tower a mile out from the village - I can take you there if you help me look for Davy's crew. I know there's got to be some computers there that might help."
- - - - - - - - - - - - - -
(Choose one.) Help the villagers of Little Chicago by offering to:
[ ] Take a look at Little Chicago's broken plow. If the plow is fixed, maybe they can spare you a guide into town.
[ ] Take Harrison up on his offer. Davy's scavenging crew is sure to be able to help you if you can find them.
[ ] Write-in. (50 words max.)
I'm so sorry for the delays! BUT I DID IT. I GOT AN UPDATE OUT WITHIN A WEEK. AW YEAH.
Holy bajeesus am I hyped for Rise of Iron though. I'm really grateful that we get to learn more about the Iron Lords in the next DLC, in all seriousness. More material to work with! It seems like we've got confirmation that the Last City is somewhere in Old Russia though, from what's already been revealed about RoI. So I'm trying to work that into the quest at the moment. Also, Little Chicago is totally a Dresden reference. You got me.
In the meantime: DEATH ZAMBONI. DEATH ZAMBONI. DEATH. ZAMBONIIIIIIIIIIIIII.
You guys have... let's say the vote is open until 24:00, Wednesday, June 15 JST (GMT+9hrs).
I'll gladly answer any (well, within reason) about the situation Ghost's in right now, and heartily encourage the Write-in option.
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.
All of you are too kind! And uh, I guess it depends on the knowledge? Like, I'm not planning on anything that takes place during the games being really relevant, unless you guys somehow go into the Vault of Glass, or somehow get yourselves on Eris' fireteam, or whatever. And Twilight Gap's not going to be for a while, so foreknowledge there isn't going to be very useful. But as a rule, unless your character learns about it in-game, they're not going to be able to act on it. Does that help?
(Choose one.) Help the villagers of Little Chicago by offering to:
[ ] Take a look at Little Chicago's broken plow. If the plow is fixed, maybe they can spare you a guide into town.
"Write-in"
As the Ghost thought, he figuratively weighed his options 'I could take the young lad on his offer as it would be much easier, but no to much risk there, there maybe a fallen near by and I do not have a Guardian yet to take such risk, if there was a fallen I could hide sneak away to safety but the boy he would try to kill the fallen he's as green as grass, no I would simply fix there plow and ask the general direction to where I need to go' but I was cut off from my thoughts..."ey..hey Ghost can you hear me"! Yelled the boy "I'am sorry"said the Ghost, "I was caught up in my thought I apologise", "it fine" said the boy "so how about it", "I am sorry but I will not take you up on your offer, I will have to find another way but in the mean time let me take you back to your parents they must be worried sick".
Let's do something different
[X]Bristish
[X]Titan- (Solar flamethrower that shoot out from our hands)
[X]An Order of Knight Guardians called the
(Iron Drake's) Draconic theme armour and weapons.
Let's do something different
[X]Bristish
[X]Titan- (Solar flamethrower that shoot out from our hands)
[X]An Order of Knight Guardians called the
(Iron Drake's) Draconic theme armour and weapons.
(Choose one.) Help the villagers of Little Chicago by offering to: [3] Take a look at Little Chicago's broken plow. If the plow is fixed, maybe they can spare you a guide into town.
[2] Take Harrison up on his offer. Davy's scavenging crew is sure to be able to help you if you can find them.
[0] Write-in. (50 words max.)
As a result of the vote, changes have been made to [Ghost]'s character sheet!
[Ghost] Personality Trait: Good Samaritangained!
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.)
Shortly after midnight you fly out of the Little Chicago town hall, which Martha kindly offered for you to stay the night in. You would have taken her up on her offer and stayed in the once-dilapidated gas station if Harrison hadn't come to you with his offer. The boy had his heart in the right place, you supposed, but you weren't about to go off into the night on the word of a teenager who'd shot at you in a panic, especially if there was something else that you could do to help the people of Little Chicago with. Who were you to abandon them during these dark times, especially when you had the power to help?
The conversation you'd had with him made you more keenly aware of the troubles that the villagers here faced, especially in light of what Martha and Raymond told you earlier in the evening. Little Chicago was, as they said, primarily a farming town despite their proximity to what must have been golden scavenging opportunities in Old Chicago. Though scavenging must have been an important source of secondary resources, their first and most important resource was food.
Raymond had said that the village's plow was broken. If the villagers didn't have the technological know-how to fix it, the only conclusion that you could draw was that their "plow" was in fact a piece of complicated machinery. If the device was made with even the smallest bit of ancient machinery, they would be hard-pressed to figure out its inner workings. That the plow could be used even in its broken down state meant that it was likely designed to for rugged use, without the need for regular maintenance. Still, a century or two of entropy was sure to take its toll.
The fields and woodland outside are pitch black. Moonlight and starlight shine in the sky far above you, and not for the first time you wonder what was, is, and could be. There was a certain poetry to night time, you supposed. The world was dark and nothing was visible in the visible spectrum of light, but there was endless light far in the distance just out of reach.
Soon, you've arrived at a shack at the edge of Little Chicago's fields.
You're a Ghost; while it may be too dark for human eyes to see, your visual receptors are far more advanced than anything evolution has come up with. Sight wasn't the only sense that you possessed either: you were created with a suite of impossibly advanced sensors that let you observe the world through heat, sound, EM waves of all kinds, and most importantly, Light. The Traveler's Light represents raw, unmitigated potential in its purest form. The use of Light enables paracausal effects - laymen might call it magic. You'll never run out of energy, as long as the Traveler's Light can reach you.
A quick scan inside the shack reveals that yes, Little Chicago's plow is contained within. The doors appear to be latched shut; you find a small gap in the wooden walls just big enough for you to pass through, and shimmy your way in.
A large, wheeled machine rests before you. Dirty, well-used, and rugged, it reminds you of the countless tractors and pickup trucks that you've seen abandoned by roads overtaken by the wilderness in both shape and size. It looks like it must've been painted a pristine, shining white at one point in the distant past, somehow both rugged and sleek at the same time. What looks like a giant rake is attached to its rear, covered in dirt and grime, marking the vehicle as a plow.
Your scans reveal that this machine is no simple plow, just as you had surmised earlier. Deep scans revealed that this was indeed a relic of a bygone age, able to convert matter into Glimmer and use the resulting programmable matter and a twist of Light to automatically synthesize the best possible growth conditions for crops. In addition, "seeds" of Light would have been implanted into the soil, which would have further increased crop yields and produce highly viable crops of impossibly high nutritional value. However, these advanced functions have long since broken down.
The Plow ran on solar power, and so the villagers of Little Chicago must have been able to use it as a regular powered plow despite its low-functioning state. That they were able to get it moving at all speaks of their ingenuity in the first place - everything was lost in the Collapse.
You can fix the Plow, you decide. It would be child's play to get it up and running again - the current problem seems to be a simple case of a faulty connection in its power generation systems. Without parts, it would be difficult to fix... but you are a Ghost, empowered with the Traveler's Light. You had a small store of Glimmer hidden away in your Transmat storage space, and an application of your own Light would be enough to flash-forge the parts necessary for the job.
But why stop there? It would be cruel to keep Little Chicago from greater prosperity, not when you could make things better. You could restore the Plow to full working order if you spent enough of your Light - and you would recover any Light that you spent soon enough. You weren't likely to leave the planet any time soon, after all, so the Traveler's Light would be sure to reach you.
You have unlocked the ability to use Light!
You have unlocked Transmat Storage!
You have unlocked Forging!
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.
It will cost 100 Glimmer to forge the parts necessary to fix the Plow (You must attempt to fix the plow, as you have already committed to this action in a previous vote). The forging will require Light. Each point of Light spent will add +3 to a dice roll of 1d100 that the QM will make. The thresholds required are as follows:
10/100 (1d100) will restore the Plow's basic functions; no paracausal functions will be enabled.
30/100 (1d100) will restore the Plow's basic functions and some of its paracausal functions.
50/100 (1d100) will restore the Plow's basic functions and most of its paracausal functions.
80/100 (1d100) will restore the Plow's basic functions and all of its paracausal functions.
How much Light will you spend?
(Choose one.)
[ ] Spend 1 Light
[ ] Spend 3 Light
[ ] Spend 5 Light
[ ] Spend 10 Light
- - - - - - - - - - - - - -
The next morning, the villagers of Little Chicago are overjoyed to discover that their plow is working again. Raymond crushes you in a massive bear hug - at least, he tries to. You're too small for him to hug, so he settles by grabbing your chassis and shaking you up and down. Martha thanks you profusely, and immediately gets to work wrangling the other villagers so they can get to work on the fields.
"Well, it seems like we'll be able to spare someone to help you inta the big City, little Ghost!" Raymond grins at you, and then beckons Harrison and Amber forward. They were bickering and arguing the entire morning, and they're bickering and arguing now. They'll probably be bickering and arguing until the Traveler awakens.
"These two volunteered to go help you - thick as thieves, these kids." He smacks both of them on their backs, making them stagger. "Both of'em know the way to Ole Chicago, so I figure one of'em can tag along with ya. Which'll it be?"
Who will you choose to guide you to the city?
(Choose one.) [ ] Harrison (better rolls to actions that draw attention to himself)
[ ] Amber (better rolls to actions that let her stay in the background)
[ ] Both
[ ] Neither
So this update introduces a few new mechanics. Feel free to ask any questions about how things work - I'll be updating the Character Sheet and Rules sections of the Quest over the weekend as well, to clear a few things up. I'm still working out how character progression and skills and the like will work, but I thiiiink I'm starting to get a better idea of what I want to do.
Ask away, and I shall answer!
Also, I think I'll go for a simple majority rules for any vote with 10 or fewer unique voters from now on - so please try to convince each other of any options you want to take!
You have until 24:00 on Sunday, June 19 JST (GMT+9) to vote.
Though I want all done immediately let's think 1, 2 moves ahead. edit: {there will be tech that needs fixing, hacking something definitely will cost additional; not to mention % for ensuring nothing goes horribly wrong (aka Hive)}
[X] Spend 5 Light
[X] Both
They don't outright cancel each other. We can alternate between them thus, increasing our adaptability.
[q] Oh, and @Lutris? In the game the playable "Risen" where the dead, because number of humans were dwindling (and what to better to customise than an long-dead person, who nobody will remember?).
Remember in one Grimoire there was an non-resurected Guardian (the one who "created" the Golden Gun). He was not 100% Guardian because the Ghost connected to him "had" an owner (corrupted by the Dark, I guess "Thorn"?).
So my question : Can Amber or Harrison become a "Risen"? Might be more fun.
Edit:
[X] 50/100 (1d100) will restore the Plow's basic functions and most of its paracausal functions
I'll answer this by going in depth in the Light mechanic.
Ghost regains Light from two sources: the environment, and from the Risen/Guardian. As long as Ghost is close to his Risen and the Risen has Light,, he'll leech Light from the Risen at a rate of 1/10 his full capacity every ingame hour.
Ghost will also leech Light from the environment at a rate depending on the area's Ambient Light score. Each environment will be given an Ambient Light score that indicates how strongly the Traveler's Light can be felt there. Ghost will recover the score's worth of Light every hour. For reference, Old Chicago and surrounds have an Ambient Light Score of 1, so he will regain 1 Light each hour.
Since we don't have a Risen yet, our Light recovery is contingent on the Ambient Light of our current environment.
Though I want all done immediately let's think 1, 2 moves ahead.
[q] Oh, and @Lutris? In the game the playable "Risen" where the dead, because number of humans were dwindling (and what to better to customise than an long-dead person, who nobody will remember?).
Remember in one Grimoire there was an non-resurected Guardian (the one who "created" the Golden Gun). He was not 100% Guardian because the Ghost connected to him "had" an owner (corrupted by the Dark, I guess "Thorn"?).
So my question : Can Amber or Harrison become a "Risen"? Might be more fun.
Please do think ahead; the current story IS about Ghost's first encounter with Dark forces, after all. Hint hint wink wink nudge nudge.
I mean, I wasn't thinking that Amber and Harrison were Guardian candidates, but if you guys are married to the idea I can make it work. I would prefer to have you guys generate an entirely new Risen of your own, rediscover your heritage and all, but...
I assume you're talking about Shin Malphur and the story of the Last Word? TL;DR, The Last Word was a frickin awesome fanhammer hand cannon of Dark Age legend, wielded by the equally legendary Hunter Jaren Ward. Ward took an orphaned child under his wing, who eventually grew up to be Shin Malphur, his protege. At some point, Dredgen Yor, who fell to Darkness and wielded the dreaded Thorn, killed Jaren Ward. Malphur took up his mentor's famed hand cannon, and it's strongly implied that he inherited Ward's Ghost to become a Guardian as well.
I favor the interpretation that the only reason Malphur was able to inherit the Ghost was that he was a perfect protege, and essentially grew up to be the living embodiment of Ward's soul, and so was thus able to take up his mantle. My personal headcanon is that the Ghosts are literally that; Traveler-forged shells for the ghosts of humanity during the end of the Golden Age.
Not saying no to the Amber/Harrison thing, but I'm not too enthusiastic about saying yes.
I haven't fully decided the dice roll system I want to use for NPC actions yet, so the wording is intentionally vague. Sorry dor the confusion. Basically, Harrison will gain a substantial bonus to rolls to any actions where he tries to be conspicuous. As an example, he MIGHT (undecided at this point, so this isn't a definitive example) try to draw the village's attention by shooting his gun into the air. His chances of success, and also how NOTICEABLE he is, will be far, far greater than Amber's.
Conversely, Amber is good at hiding and eacaping attention, and so will gain a similar bonus to any roll where she needs to stay hidden.
Ghost will be able to order his companion around - the rolls help determine A) whether they're likely to do as you ask, and B) how successful they'll be at their task.
EDIT: Also, to those of you who want to take both: please remember that they bicker. A lot. And loudly.
Thanks, that actually helps and explains a lot. *thumbs up*
And my 1.q] was mere curiosity, to know Ghosts... lets say "limit".
Though helping people is OK, even encouraged, the Ghost will help MORE by finding and gaining his Risen. So let's not "waste" too much of our Light, OK?
And their bickering? In such times as post-Collapse cooperation and inner-conflict negation is a must and teaching that to those children will be 1 more good deed the Ghost chose to do to help them.