Installation Class Quest (A CK2 Style Quest)

[X] Plan: Human, an Introduction
-[X] Roll Call!: Try and make a general roll call for all of the possible troops in your holdings. Reward: Get a specific idea of how many, if any troops are in the barracks and how well trained they are. Chance of Success 100%. Chance for extra bonus 30%
-[X] Diplomacy 101: Call upon your memories to remember how people interacted and apply them to future meetings. Reward: Roll 1d4 for permanent Diplomacy Stat increase. Chance of success 90%
-[X] An army marches on its stomach: Check the food warehouses for excess food in case you need it in the future. Reward: Gain 2d10 food. Chance for success 100%
-[X] Super Secret Spy Skills: Call upon your memories to remember how reconnaissance worked and how to perform espionage. Reward: Roll 1d4 for permanent Intrigue Stat increase. Chance of success 90%
-[X] One does not simply become human: You somehow became a human while asleep. Figure out how that happened. Reward: Personal Satisfaction, Possible future Piety research. Chance of Success 70%
-[X] Personal Lab: Set up a makeshift lab to work at. Reward: +10 to all future Learning actions. Chance of success 85%
-[X] ERROR HUMAN.EXE NOT FOUND: Figure out how to act like a human. Reward: Many, MANY more options available to you. Chance for Success 100%
 
Turn 1 results
Turn 1 results

Martial:
[X] Roll Call!: Try and Make a general roll call of all the troops in your holdings.
d100=80 Extra bonus achieved!

You were expecting the troops in your roster to have some training. You were even expecting the drill sergeants to help with extra training. What you weren't expecting, was the FULL BATTALION OF MARINES! Seriously, you never had marines on base! Where did they come from!?
Reward: Fully stocked maintenance and fighter crews, Marine battalion, Lots of confusion


Diplomacy:
[X] Diplomacy 101: Call upon your memories to remember how people interacted in meetings and apply them towards any future meetings.
d100=28
d4=4
While it was a bit difficult to bring them up at first, when you did they were very informative.
Reward: +4 to Diplomacy


Stewardship:
[X] An army marches in its stomach: Check the food warehouses for any excess food for the future.
d100=25
2d10=16
Looks like whoever made you like this didn't skip out on the foodstuffs, even with all the, er... Gremlins, that's what you'll call 'em, you can last for quite a while
Reward: Gain 16 units of food (AN: Food is consumed on a 5-girl basis, meaning that for every 5 shipgirls/abyssals you have, you consume 1 more food unit. EX. You only consume 1 unit per turn right now, but when you reach 5 girls you will eat 2 units per turn.)


Intrigue:
[X] Super Secret Spy Skills: Call upon your memories to remember how reconnaissance worked and how to perform espionage.
d100=40
d4=1
Calling up spying-related memories was much easier then the diplomatic ones, but they didn't offer as much insight.
Reward: Gain +1 intrigue


Piety:
[X] One does not simply become human: You somehow became a human while you were asleep. Figure out how that happened.
d100=79
From what you can tell, the process is sort of the reverse of an atom bomb. Instead of splitting an atom in half, an atom is fused with another atom that creates a variety of effects, mostly with changing a matter around it into another shape. Meanwhile, some else entirely (Some kind of soul maybe?) enters the reworked body and, for lack of a better term, "jump starts" the vital processes of the body. Perhaps you could look into this "soul" later?
Reward: Very basic Knowledge on scientific half of summoning, Possibility to figure out how souls work

Learning:
[X] Personal Lab: Set up a makeshift lab.
d100=64
The lab gets setup without incident
Reward: Makeshift lab set up, +10 to all future learning rolls (Can be upgraded)

Personal:
[X] ERROR HUMAN.EXE NOT FOUND: Figure out how to act like a human.
d100= 98 (Critical Success!)
Not only did you figure out how to walk and talk, but you also have an instinctive knowledge of Martial arts! It probably came from the Marines.
Reward: Many, MANY more options next turn, +3 Martial, General Competence of Marine Corps Martial Arts
 
Well this seems interesting, I recall watching abyssal quest but not around its beginning. Just one thing, are you gonna have a page or something dedicated to just the MC? From the current stats to appearance maybe to anything else that might not be placed in the other areas.
 
Turn 2
Now that you can actually walk, it is time to do more THINGS!

Choose ONE of Each:


Martial:

[] Where are the Guns!: Organize the Armories and hangars to figure out your Military Assets. Chance for Success 100%

[] Age of adventure: Explore the island you are on. Who knows what could be here?
-With Who?
--Where? (Specify a certain area or direction you wish to go. You are currently on the southern edge of the island.)
(Can be taken in Intrigue as well.) Reward: Learn Geography of island for future use, ???. Chance for success 100%. Chance for extra bonus 40%


Diplomacy:

[] How NOT to insult the ambassador: Take some low ranking Gremlins and teach them basic diplomatic skills. Chance for success 70%


Stewardship:

[] Taking inventory: Check the material warehouses to find out how many raw supplies you have. Reward: Gain 2d100 of raw supplies. Chance for success 100%

[] Farmsville: Set up a basic farm for some food income. However, you may need to use some already existing food to get the seeds needed. Possible cost: 2 food. Reward: +2 to food supplies every turn Chance for success 100%. Chance to Remove cost 75%


Intrigue:

[] Age of adventure: Explore the island you are on. Who knows what could be here? (Can be taken in Martial as well.)
-With Who?
--Where? (Specify a certain area or direction you wish to go. You are currently on the southern edge of the island.)
Reward: Learn Geography of island for future use, ???. Chance for success 100%. Chance for extra bonus 40%

[] Scouts Reporting!: Take some of the base guards and teach them how to scout out enemy positions. Hopefully they won't need to be utilized soon... Reward: Gain combat scouts who can scope out enemy positions easily. Chance for success 70%


Piety:

[] This process is intriguing...: So, you know that whoever made you managed to do atomic fusion without a huge explosion. Maybe you can do it too? Reward: Basic atomic manipulation, +1 to piety due to esoteric studies. Chance for success 55%

[] A... Soul?: You also know that they were able to turn your meager manifestation into a full on soul. By studying how how your soul is made up, you could possibly find other souls. Reward: Complete knowledge of how your soul looks and feels, gain basic soul sensor perk. +1 to piety for esoteric studies. Chance for success 55%


Learning:

[] The basics: Officially learn high school to college level Mathematics, Sciences, and Economics. Reward: +10 to all future learning rolls involving Ballistics, Logistics, or calculations, gain Learned Perk. Chance for success 65% (AN: You don't have anything to use but your memories, so it would be a bit hard to learn it.)

[] How does it work?: Review the memories of the engineers that you had to learn how to build and repair vehicles. Reward: Learn miltary engineering, +15 to any learning rolls relating to vehicles. Chance for success 65%



Personal:

[] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)

[] Know thy friends, Know thy self: Interact with the Gremlins you have on base to better learn how they work. Reward: Increased Gremlin productiveness due to personal attention by princess. Chance for success 100% (Repeatable)

[] Personal attention: Personally take care of one project of your choosing. Reward: +15 to Success roll of ONE project. Chance for success ??? (Depends on project) (Repeatable)
 
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[X] Plan: Soul adventure
-[X] Age of adventure: Explore the island you are on. Who knows what could be here?
We will go with our marine friends to the north!
-[X] How NOT to insult the ambassador: Take some low ranking Gremlins and teach them basic diplomatic skills. Chance for success 70%
-[X] Farmsville: Set up a basic farm for some food income. However, you may need to use some already existing food to get the seeds needed. Possible cost: 2 food. Reward: +2 to food supplies every turn Chance for success 100%. Chance to Remove cost 75%
-[X] Scouts Reporting!: Take some of the base guards and teach them how to scout out enemy positions. Hopefully they won't need to be utilized soon... Reward: Gain combat scouts who can scope out enemy positions easily. Chance for success 70%
-[X] A... Soul?: You also know that they were able to turn your meager manifestation into a full on soul. By studying how how your soul is made up, you could possibly find other souls. Reward: Complete knowledge of how your soul looks and feels, gain basic soul sensor perk. +1 to piety for esoteric studies. Chance for success 55%
-[X] The basics: Officially learn high school to college level Mathematics, Sciences, and Economics. Reward: +10 to all future learning rolls involving Ballistics, Logistics, or calculations, gain Learned Perk. Chance for success 65% (AN: You don't have anything to use but your memories, so it would be a bit hard to learn it.)
-[X] Know thy friends, Know thy self: Interact with the Gremlins you have on base to better learn how they work. Reward: Increased Gremlin productiveness due to personal attention by princess. Chance for success 100% (Repeatable)

Adventure is great, we need to discover, what is hidden! Scouts will be rather useful. Knowledge of Matchematics, Sciences and Econimies, in my view, is very important. And Learned Perk, as I think, will be good. Interactions with Gremlins will be good. Studying soul will also give us more possibilities (if it won't fail).
I don't know, is it good to go to explore the island with marines, but why not? Maybe, I am wrong
 
Are you sure you want to do farmsville? You have plenty of food, but absolutely no idea of how much steel or concrete you have...
 
[X] Plan: Seeing what we got.
-[X] Where are the Guns!: Organize the Armories and hangars to figure out your Military Assets. Chance for Success 100%
-[X] How NOT to insult the ambassador: Take some low ranking Gremlins and teach them basic diplomatic skills. Chance for success 70%
-[X] Taking inventory: Check the material warehouses to find out how many raw supplies you have. Reward: Gain 2d100 of raw supplies. Chance for success 100%
-[X] Scouts Reporting!: Take some of the base guards and teach them how to scout out enemy positions. Hopefully they won't need to be utilized soon... Reward: Gain combat scouts who can scope out enemy positions easily. Chance for success 70%
-[X] A... Soul?: You also know that they were able to turn your meager manifestation into a full on soul. By studying how how your soul is made up, you could possibly find other souls. Reward: Complete knowledge of how your soul looks and feels, gain basic soul sensor perk. +1 to piety for esoteric studies. Chance for success 55%
[X] The basics: Officially learn high school to college level Mathematics, Sciences, and Economics. Reward: +10 to all future learning rolls involving Ballistics, Logistics, or calculations, gain Learned Perk. Chance for success 65% (AN: You don't have anything to use but your memories, so it would be a bit hard to learn it.)
-[X] Know thy friends, Know thy self: Interact with the Gremlins you have on base to better learn how they work. Reward: Increased Gremlin productiveness due to personal attention by princess. Chance for success 100% (Repeatable)
 
Hey, uh, GM?

You know your quest title is misspelled, right?

It's spelled Installation. Instillation I believe is the process of instilling flavors into beers.
 
Turn 2 results
Turn 2 Results:

Martial:
[X] Where are the Guns!: Organize the Armories and hangars to figure out your military assets.
d100=2 (Critical Failure!)
Well, whoever got you all the food must have skipped out on the guns. There are barely any weapons post WW1, and the ones that are are only handguns! AND you have absolutely no vehicles! This needs to be rectified soon. Good thing Pearl helped out...
Reward?: Barely enough guns to supply guards, No vehicles

Diplomacy:
[X] How NOT to insult the ambassador: Take aside some low ranking gremlins and teach them basic diplomat skills
d100=87
Either you have some of the most silver-tongued guards on base, or you are one of the best teachers in the history of teaching. The gremlins take the lessons like fish to water, and are becoming very influential speakers. Their sermons are riling up the others (In a good way) and are now even more motivated to work.
Reward: Very competent Diplomats, All rolls involving Gremlins next turn gain +10 to their rolls.

Stewardship:
[X] Taking Inventory: Check the material warehouses to see how many raw supplies you have.
d100=45
2d100=154
It seems this guy who brought you here wants you to build, and not fight. You find your warehouses Chock full of high quality materials, ranging from concrete to steel to crude rubber to even aluminum!
Reward: Gain 154 units of raw materials.

Intrigue:
[X] Scouts reporting!: Take aside some guards and teach them how to scout enemy positions. Hopefully they won't need to be utilized soon...
d100=97 (Critical Success!)
Those guards that you took aside? Yeah, they're putting the marines to shame in the hide and seek contests that you included as their final training. It also seems one of the guards before he became a gremlin was a pathfinder sergeant. So instead of just scouts, you now have a full platoon of force recon!
Reward: Gain 1 platoon of Pathfinders.

Piety:
[X] A... Soul?: You also know that they were able to turn your meager manifestation into a full on soul. By studying how how your soul is made up, you could possibly find other souls.
d100= 100 (wtf) Perfect roll!
Well, you certainly weren't expecting Pearl of all spirits to respond to your reaching out. She also was bawling her eyes out because her last memories were of the attack that killed her. You need to deal with this ASAP. On the other hand, you did get some insight on the Fusion process due to her literally forming a body in front of your eyes.
Reward: Pearl Harbor Hero Unit (Currently unable to do anything due to catatonic state), Advanced Soul Sensor Perk, Soul Caller ability, +2 to piety

Learning:
[X[ The basics: Officially learn high school to college level Mathematics, Sciences, and Economics.
d100= 90+10 = 100 (Critical Success!)
It's a good thing these came easily to you, otherwise all the stuff that pearl came to you with would have been useless. But hey, now you have plenty of vehicle and gun blueprints!
Reward: Learned perk, lots of WW2 Blueprints for Guns and Vehicles.

Personal:
[X] Know thy friends, Know thy self: Interact with the Gremlins you have on base to better learn how they work.
d100= 19
You don't learn much, but you do know that they are extremely responsive to public speaking and praise.
Reward: +10 to all Gremlin-related rolls next turn
 
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Well the lack of weapons and vehicles suck, but we did get some other fairly impressive stuff instead which I guess will just have to make up for what we lack.
 
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