Installation Class Quest (A CK2 Style Quest)

Maybe, but I don't consider myself a very good writer of Prose. Anyone can write their own interpretations of how the events went down, and can be declared canon but i'm not sure about truly writing it myself.
 
I can try, and Pearl is important because in the quest she is another Base of operations, giving you TWO actions per category when she recovers.
 
Pearl Interlude
Finally Free


Fire. Explosions. Burning. That is what dominated her every waking second for decades. Never stopping, never ceasing. She had given up hope long ago. Resigned herself to her own personal hell, which was created for no reason that she knew of. But quite suddenly, the flares stopped flaring. Fires stopped burning. Bombs not exploding. What? She questioned. Why did it stop? Then, she was falling falling falling in a pitch black void. And just as suddenly, she saw light.


Mitchell was walking on the beach, relaxing after her ranting at the sky for giving her so little weapons to defend herself when she heard a WHUMPH. She quickly ran over to investigate, and was mildly confused when she saw nothing. This confusion quickly changed to shock when she started seeing particles of light start to gather, and soon combine into a recognizable shape. One that she hadn't seen since the last big war she participated in. Pearl. She rushed over to her side, checking over her body to make sure she wasn't hurt. Thankfully, wherever she came from she wasn't injured, but she needed to make sure.
She lightly shook Pearl, softly calling "Pearl? Pearl, are you alright?" Fortunately, pearl was close to being awake and she quickly opened her eyes. She softly groaned "Where... am I? Who... are you?" Mitchell quickly responded "It's me, Mitchell! I don't know where we are besides on an island, but I do know we are safe." That quickly got a reaction out of pearl, whose eyes shot wide after hearing that. "Mitchell? Is that really you? I'm... I'm not dreaming?" "No, it's really me. I don't know what happened to you for you to need to ask that, but I really am here, and won't leave." Pearl's body froze for a second, and then started shaking violently. Mitchell was worried when this happened, because she really didn't know if that was a good thing. The worry only increased when she saw tears, because from what she could remember tears were never a good thing.
However, her worries were put to rest when Pearl quickly grabbed Mitchell with all her strength (Which made for quite the bear hug) and then started Bawling her eyes out. "M-Ma-MAMA!!!" She screamed, blubbering into her shoulder. "I... I thought I would never get out, and I would hurt forever, but... but now I'm... BWAHH!!!" Mitchell then started stroking Pearl's hair into her back, like a mother would do to her distraught daughter. "Don't worry my little gem. It is alright. I am here, on this beach, holding you. I am not a dream. You are Free." This back and forth exchange of blubbering and soothing continued for 5 minutes, until Pearl fell into a restful sleep. Her last thought though, was that she was Finally Free.

(AN: Really don't know about this, but Marlin did ask. Give me your thoughts as to how I did, and any improvements that I could make. See you next turn!)
 
Seems a bit much to have Pearl cry for the other Abyssal as her mother. Really, as a technicality, the two would be equals, or sibling-like.

Not a bad interlude though.
 
Well, Mitchel was one of the first military related areas in america, with it's first use being an army enlistment center in the revolutionary war. Therefore it wouldn't be so far off for the spirits to associate Mitchel with a parental figure. Also, Perk "Mama Michelle" comes into play here.
 
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Turn 3
Turn 3: While taking care of Pearl is your top priority, that doesn't mean you can slack off on any other tasks you have. Time to get cracking!

Choose ONE of each:

Martial:

[] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in intrigue instead.) Reward: Knowledge of where you are, and anything else that's on the island, ???. Chance for success 100% Chance for extra bonus 40%
-With who?
--Where or in what direction?

[] Better, Faster, Stronger; Guns edition: Take some of the blueprints that you got from Pearl's wreckage and use them to build some proper weaponry for your soldiers. Cost 24 Material units Reward: Updated weaponry, +1 to stewardship due to learning production techniques. Chance of success 65%

[] Better, Faster, Stronger; Vehicles edition: Take some of the blueprints that you got from Pearl's wreckage and use them to build some proper machines of war for your soldiers. Cost 24 Material units Reward: Motor Pool, +1 to stewardship due to learning production techniques. Chance of success 65%


Diplomacy:

Unfortunately, you don't have any foreign actions to take. However, now you get more free time! (Gain one extra Personal action this turn.)


Stewardship:

[] Farmsville: Use some of that food stock you have to create a farm. Cost: 2 food. Reward: gain 0.5 food per turn. (Can be increased to 4 food per turn using fertile soil. Sand doesn't make the best food growing space.) Chance for success 80%

[] Industrial revolution!: Use your internal furnaces to smelt some of the scrap on the beach. (Can only be taken 3 times.) Reward: +10 raw material. Chance for success 95%

[] Not-so-Stellar Bellows: Create a primitive forge and use it to make some steel. Cost: 10 raw material. Reward: +5 material per turn. Chance for success 70%

[] TRUE gun factories!: Create some arms factories that can be used to ease the process of building arms. Reward: Gain weapons factory that adds +5 to any Military Production rolls. Chance for success 75%


Intrigue:

[] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in Martial instead.) Reward: Knowledge of where you are, and anything else that's on the island, ???. Chance for success 100% Chance for extra bonus 40%
-With who?
--Where or in what direction?


Piety:

[] Soul sensor quantity: Attempt to increase the range that your soul sensor can reach, which in turn will allow you to recruit more spirits. Reward: all recruitment rolls permanently will gain +4 Chance for success 65%

[] Soul sensor quality: Attempt to increase the fine tuning of your soul sensor to recruit higher quality spirits. Reward: All spirits recruited will gain [High Quality] Perk, ???. Chance for success 55%

[] The First Draft: Call some spirits out from the void to help with you out. Reward 1d20 of Gremlins. Chance for Success 80%
-What kind of Gremlin? (General or specialized)
-- If specialized, what profession? (Doctor, Engineer, Quartermaster)


Learning:

[] Flying... WITHOUT propellers!?: You remember that a couple years after the war there was a new kind of plane that the air force made that didn't use any kind of propellers so maybe you could recreate that? Reward: F-86 Sabre blueprint. Chance for success 45%

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

[]MEDIC!: Review your previous doctors memories to learn basic Medicine. Reward: +10 to all unit recovery when injured from fights, learn Anatomy of humanoid body, +10 to all rolls that involve healing another person, gain Medic perk. Chance for Success 65%


Personal:

[] A step towards recovery: Help Pearl get past her trauma and start teaching her how to move like a human. Reward: Pearl starts recovering, Diabetes inducing levels of cuteness (AN: Because I'm imagining her to look like Northern Ocean Princess, or Hoppou). Chance for success 100%

[] 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)


also, you do know that personal attention doesn't have to be on the same project as the one you are already choosing? Just some food for thought.
 
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[X] Plan Preparations
-[X] Better, Faster, Stronger; Guns edition: Take some of the blueprints that you got from Pearl's wreckage and use them to build some proper weaponry for your soldiers. Cost 24 Material units Reward: Updated weaponry, +1 to stewardship due to learning production techniques. Chance of success 65%
-[X] Farmsville: Use some of that food stock you have to create a farm. Cost: 2 food. Reward: gain 0.5 food per turn. (Can be increased to 4 food per turn using fertile soil. Sand doesn't make the best food growing space.) Chance for success 80%
-[X] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in Martial instead.) Reward: Knowledge of where you are, and anything else that's on the island, ???. Chance for success 100% Chance for extra bonus 40%
--With who? Pathfinders
---Where or in what direction? Expanding circle around the base starting from the north
-[X] Soul sensor quantity: Attempt to increase the range that your soul sensor can reach, which in turn will allow you to recruit more spirits. Reward: all recruitment rolls permanently will gain +4 Chance for success 65%
-[X] How does it work?: Review the memories of your previous engineers to learn how to build and repair vehicles. Reward: Learn military engineering, +15 to any learning rolls relating to vehicles. Chance for success 65%
-[X] A step towards recovery: Help Pearl get past her trauma and start teaching her how to move like a human. Reward: Pearl starts recovering, Diabetes inducing levels of cuteness (AN: Because I'm imagining her to look like Northern Ocean Princess, or Hoppou). Chance for success 100%
-[X] 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)
--[X] Not-so-Stellar Bellows: Create a primitive forge and use it to make some steel. Cost: 10 raw material. Reward: +5 material per turn. Chance for success 70%

Getting both the food and material production up this turn so we don't have to worry about it too much. At the same time intrigue is doing exploration around our base to see where we are and pathfinders have a boost to do it. Guns since we really don't have any good weapons right now. Soul sensor quantity is a permanent boost to something we are going to do a lot of and permanent bonuses are big and help get crits (so we can do stuff like summon a battleship instead of a cruiser). How does it work as the other learning is a 45% that will be getting the +15 boost increasing it to 60% next turn.
Finally helping Pearl recover.
 
Turn 3 Results
Turn Results:

Martial:

[X] Better, Faster, Stronger; Guns Edition: Take some of the blueprints that you got from Pearl's wreckage and use them to build some proper weaponry for your soldiers.
d100=55
Well, your guns are up and running if not a little crude, but your soldiers now have the most cutting edge small arms that you can make right now.
Reward: All combat rolls gain +10 due to updated weaponry, +1 stewardship from production techniques.

Diplomacy: SKIPPED


Stewardship:

[X] Farmsville: Use some of that food stock you have to create a farm. Cost: 2 food. Reward: gain 0.5 food per turn. (Can be increased to 4 food per turn using fertile soil. Sand doesn't make the best food growing space.) Chance for success 80%
d100=41
You had a bit of trouble with getting the food from vegetables to grow, but with the good soil your pathfinders found helped out immensely. You now have some good, hardy crops growing, but it will be hard to harvest them all without dedicated workers or farmers.
Reward: +4 food per turn, reduced to +2 until Farmer specialists or general workers are summoned.

[X] Not-so-Stellar Bellows: Create a primitive forge and use it to make some steel.
d100=74
While you didn't need to make a forge because of the refinery your pathfinders found, you did get some knowledge and practice in architecture.
Reward: +1 stewardship, +10 to future rolls involving building infrastructure


Intrigue:

[X] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in Martial instead.)
--With who? Pathfinders
---Where or in what direction? Expanding circle around the base starting from the north
d100+40= 135 (Greater Critical Success!)
Your pathfinders get a raise. No joke, not only did they find plenty of space to grow, but they also found a metal refinery to process metals, very fertile soil for use, and an Abandoned Military Base! Seriously, are you being watched over by some kind of God? You also found out you are on Oahu from a billboard. Thank goodness for small mercies.
Reward: Abandoned Modern military base with loads of technology to plund- Er, Commandeer, fertile soil increases Farmsville project to +4 food per turn, General refinery Removes need for crude forge and adds +20 material every turn.


Piety:

[X] Soul sensor quantity: Attempt to increase the range that your soul sensor can reach, which in turn will allow you to recruit more spirits.
d100=97 (Greater Critical Success!)

Your attempt to reach out further goes exceedingly well. Not only can you sense more spirits, but they all seem to gravitate towards you more. As an added plus, your Gremlins are even more productive than before! However, just as you finished expanding, something tried calling out to you. You reached out the best you could, but it was too blurry to help them. You need to further hone your ability to reach out towards spirits to fully comprehend it. All you know is that the presence reminded you of the sea...
Reward: All spirit recruiting rolls gain +4, Gain perk Charismatic spirit. Felt stronger presence, but needs better mastery of Soul sensing to comprehend.


Learning:

[X] How does it work?: Review the memories of your previous engineers to learn how to build and repair vehicles.
d100=61
Your studies of this proceed smoothly, and if you were a human you could easily past the engineering test for the US Army.
Reward: Gain Basic mastery over engineering, +10 to rolls involving research, construction or repair of vehicles.


Personal:

[X] A step towards recovery: Help Pearl get past her trauma and start teaching her how to move like a human.
d100=6 (Success?)
Pearl isn't really reacting much, but she will eat and drink, and can move. Your one shining moment of her so far is her trying to walk for the first time, and tripping on air to fall. She just looked so cute then, like a puppy learning! You wish you had a camera to take a picture... You then realized that your surveillance equipment had most likely kept all of that on the camera rolls. Excellent... (Pearl shivers for a second, and then looks confusedly at the sky.)
Reward: Pearl can perform vital body functions, but will need additional therapy to actually react beyond that. Started making an embarrassing scrapbook of Pearl for when you need it (You KNOW you will need it at some point. You just know.)

11 units of food leftover
130 units of raw material (Forge cost removed due to refinery already being built.)

(AN: Well, that was... interesting.)
 
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Ouch on the personal roll, but those two crits... we are getting a lot of work done in piety and the abandoned base plus refinery sets us up very well.

@Uber_Fail_Dinesh can we use personal attention on the help pearl action?
 
You can, but if you do you will re roll it and HAVE to take the second one. It's a double edged sword in this case.

EDIT: When I say this, I mean that happens if you have two actions and the original action was to help Pearl. If not, it's just a +5 bonus since it already is part of your personal attention.
 
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Turn 4
Turn 4: Pearl's start to recovery wasn't the best, but you can't give up! You promised her that you wouldn't leave her, and you never go back on your word! However, you also have to have to run your base, and this Fog that has been surrounding your base has been growing lighter... (Protective Fog will lift in 2 turns, Afterwards you will be open to attack.)

New Option: [] Devote time else where: Change a single action in one category into another categories action. (CAN ONLY BE DONE ONCE PER CATEGORY.)

Choose ONE of Each:

Martial:

[] Your own personal Normandy: The fog has been lifting, and this makes you worried. You have been feeling a sense of protection from it, and if it disappears you could quite possibly be left unguarded. You need to change this. Cost 25 material. Reward: Southern Beachfront will be guarded from any assault (Enemy will need critical roll to even land properly on beach without almost completely dying out.) Chance for success 55%

[] Better, Faster, Stronger; Vehicles edition: Take some of the blueprints that you got from Pearl's wreckage and use them to build some proper machines of war for your soldiers. Cost 24 Material units Reward: Motor Pool, +1 to stewardship due to learning production techniques. Chance of success 65%

[] Base Looting: Send a team of Gremlins into the base you found to uncover any blueprints. Reward: ??? Chance for success ??? (Middle-High)
-With who?
--What part? (From your reports there is a Command center, Armory, Barracks, R&D lab, and Motor Pool.)


Diplomacy:

[] Speech Lessons: Your Gremlins have only been speaking in Grunts. While you can still understand what they Mean, you still find it embarrassing. And, you have a niggling feeling that if you meet any humans they won't be able to understand at all. It can't be hard to teach them, right? Reward: Humans can understand Gremlins when they meet. Chance of success 95%


Stewardship:

[] TRUE gun factories!: Create some arms factories that can be used to ease the process of building weapons. Cost: 10 material. Reward: Gain weapons factory that adds +5 to any Military Production rolls. Chance for success 75%

[] Additional living space required: Make some additional Barracks that any combat Personnel can stay at. Cost: 10 material. Reward: +5 to land unit space. (You currently have 5 spaces, and 1 space can hold a brigade's worth of Gremlins.) Chance for success 85%


Intrigue:

[] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in Martial instead.) Reward: Knowledge of where you are, and anything else that's on the island, ???. Chance for success 100% Chance for extra bonus 40%
-With who?
--Where or in what direction? (You are currently at the Center of the Island.)


Piety:

[] Soul sensor quality: Attempt to increase the fine tuning of your soul sensor to recruit higher quality spirits. Reward: All spirits recruited will gain [High Quality] Perk, ???. Chance for success 55%

[] The First Draft: Call some spirits out from the void to help with you out. Reward 1d20 of Gremlins. Chance for Success 80%
-What kind of Gremlin? (General or specialized)
-- If specialized, what profession? (Doctor, Engineer, Quartermaster)

[] Omnimancy Training: Increase your understanding of how atomic manipulation and fusion works, and increase your control of such forces. Reward: Gain Atomic Manipulation (Basic). Chance for success 70%


Learning:

[] Flying... WITHOUT propellers!?: You remember that a couple years after the war there was a new kind of plane that the air force made that didn't use any kind of propellers so maybe you could recreate that? Reward: F-86 Sabre blueprint. Chance for success 45%

[]MEDIC!: Review your previous doctors memories to learn basic Medicine. Reward: +10 to all unit recovery when injured from fights, learn Anatomy of humanoid body, +10 to all rolls that involve healing another person, gain Medic perk. Chance for Success 65%

Personal:

[] The TRUE first step!: Pearl didn't really respond to the first therapy session, so you are trying some different strategies to help her get better. Reward: Pearl Really starts recovery, Warm Fluffies. Chance of success 100%

[] 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)

13 units of food

130 units of Material

(AN: Would you like to do random event rolls when the Fog lifts? I don't really know if you want to, so I thought I would ask.)
 
[X] Plan: Beach landing, Social studies and healing the mind and body.

[X] Your own personal Normandy: The fog has been lifting, and this makes you worried. You have been feeling a sense of protection from it, and if it disappears you could quite possibly be left unguarded. You need to change this. Cost 25 material. Reward: Southern Beachfront will be guarded from any assault (Enemy will need critical roll to even land properly on beach without almost completely dying out.) Chance for success 55%
[X] Speech Lessons: Your Gremlins have only been speaking in Grunts. While you can still understand what they Mean, you still find it embarrassing. And, you have a niggling feeling that if you meet any humans they won't be able to understand at all. It can't be hard to teach them, right? Reward: Humans can understand Gremlins when they meet. Chance of success 95%
[X] TRUE gun factories!: Create some arms factories that can be used to ease the process of building weapons. Cost: 10 material. Reward: Gain weapons factory that adds +5 to any Military Production rolls. Chance for success 75%
[X] Age of adventure: Take one of your battle ready units and have them scout somewhere. You can't live in this dinky cave forever! (Can be taken in Martial instead.) Reward: Knowledge of where you are, and anything else that's on the island, ???. Chance for success 100% Chance for extra bonus 40%
-With who? Pathfinders
--Where or in what direction? West
[X] Omnimancy Training: Increase your understanding of how atomic manipulation and fusion works, and increase your control of such forces. Reward: Gain Atomic Manipulation (Basic). Chance for success 70%
[X]MEDIC!: Review your previous doctors memories to learn basic Medicine. Reward: +10 to all unit recovery when injured from fights, learn Anatomy of humanoid body, +10 to all rolls that involve healing another person, gain Medic perk. Chance for Success 65%
[X] The TRUE first step!: Pearl didn't really respond to the first therapy session, so you are trying some different strategies to help her get better. Reward: Pearl Really starts recovery, Warm Fluffies. Chance of success 100%

(AN: I'm personally fine with it if you want to make random event rolls when the Fog lifts.)
 
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Kind of want to put this out here since we're in Hawai'i, can we eventually go and awaken the Missouri as a shipgirl? Can we make the Mighty Mo's guns roar again?
 
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