Installation Class Quest (A CK2 Style Quest)

Honestly, you could awaken any ship if your soul sensing and atomic manipulation is high enough, along with a good roll. This does include Post-WW2 ships, but you would need Grand master levels in both of them to awaken the spirits and build them bodies. This is especially true for any ship that has a nuclear reactor.
 
Would you guys like me to post the results right now? Or would you like to wait? If you want to wait, could you give me a specific amount of hours or minutes to wait?
 
Turn 4 results
Turn 4 results: Selected Plan (Beach Landing, Social Studies, healing the mind and body)

Martial:

[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.
d100=71
The Fortifications that you had tucked away in storage are very useful in making proper defensive installations for land incursions, and you used some undamaged naval fortifications that Pearl's wreckage held. Anyone attacking the southern beachfront either doesn't care about body count, or has a death-wish.
Reward: Southern beachfront is near impenetrable to Amphibious assault. The only way that someone would get through is with Grievous Casualties.

Diplomacy:

[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?
d100=57
The speech lessons go as planned, and now all the Gremlins are able to speak Fluent English. The diplomats have also taken an interest in learning another language, but they don't know what. Maybe it would be good to find a book on such things to help teach them.
Reward: Gremlins can Fluently converse with humans that speak English, Diplomats interested in Lingual studies.

Stewardship:

[X] TRUE gun factories!: Create some arms factories that can be used to ease the process of building weapons.
d100+15=23
Unfortunately, you were so busy teaching all the Gremlins to speak that you forgot about the factory. Thankfully, nothing else happened, so you get some work done on it next time.
Reward: No work done, can take action on next turn to complete.

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!
d100+20=95 (Artificial Crit!)
This goes much better. On the western side, your pathfinders report some strange contraptions that seem to have two fans on them: One on the top and one at the back. Also someone has drastically changed the landscape of Oahu, because you don't remember there being Sheer Cliffs at the western edge! Was this the work of whoever brought you here? At least this means that no one can come in that way.
Reward: Strange Fanned contraption to reverse engineer, Western side of Oahu Completely invulnerable to land attack.

Piety:

[X] Omnimancy Training: Increase your understanding of how atomic manipulation and fusion works, and increase your control of such forces.
d100=97 (Critical Success!)
Wow... You didn't expect yourself to be so good at this! Especially since this is all self study. You can now easily manipulate all forms of matter, change it's structure, and even combine it with other pieces of matter that wouldn't normally be combinable! Maybe you have a gift for this...
Reward: Gain atomic manipulation (Advanced), gain Talented Perk (Any skills that would require training to advance will take half the time to do so.)

Learning:

[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%
d100=76
This goes relatively well. The doctor Gremlins on base say that if you were to take an examination of skill for doctors, you would pass easily.
Reward: Medic perk (All combat units that are at base heal or restore to full strength 50% faster), +10 to all rolls that involve healing another person, +10 to all unit recovery when injured from fights, learn Anatomy of humanoid body.

Personal:

[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%
d100+10=81
Thanks to your newfound medical knowledge, You find it much easier to coax Pearl out of her shell. Perhaps the Gremlins speaking in something other than grunts helped out too. Anyway, she can now be seen conversing with some of the base guards, but it's still a long ways to go.
Reward: Pearl starts interacting with others, Pearl is very Partially healed (1 out of six turns till full recovery).

14 units of food remaining
115 units of Material remaining

(AN: oof. That stewardship roll...)
 
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Question about Pearl recovering. Is the 1 out of 6 turns something that will keep progressing every turn on it's own or do we need to still invest an action in order for her to keep progressing? If we don't need to can we try to speed it up by investing a action on her?
 
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So wait, all of Western O'ahu is now a bunch of sheer cliffs? Like not a natural shoreline, but like a straight artificial cut? Where does this cut start and end? And where is the cliff situated from the center of the island?
 
Straight Artificial cut. Sheer cliffs that have, seemingly randomly been cut off to provide a closed off way to attack. To put it simply, the being that brought you here is a BROB (as in Benevolent Random Omnipotent Being instead of Bastard Random Omnipotent Being) but doesn't want to directly be involved. However, that doesn't mean the south beachfront is the only way of land attack because you must gain experience to succeed. Also, the cliff is from the western edge to the line where Haleiwa is.
 
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Also, I know we have Pearl, but what about other bases? Because there's actual a bunch of military bases in Hawai'i. As much as hotels. Do we only get Pearl? Are we unable to awaken other military installations? Just want to know what we could possibly do and want to know what can't be done.
 
Regarding Summoning
Summoning is powered by 3 things: The level of soul sensing, the level of atomic manipulation, and how high a roll you get on a summoning.
Basics on Soul sensing and Atomic manipulation will make sure it won't backfire on you.
Advanced allows you to call Gremlins and Make resources (I wanted to put that in the next turn.)
Mastery will allow Destroyers, Transport subs and Light Cruisers to be built.
Grand Mastery will allow Heavy cruisers, Attack subs and Escort carriers.
High mastery will allow Light/Fleet Carriers, Battleships and Non-nuclear Post-WW2 ships.
Legendary will allow Bases and Nuclear powered ships to be summoned.
Legendary Mastery is the Highest you can go with these skills.

I hope this helps.
 
Also, as a bonus I'll tell you there are 3 bases that are still standing: 1 army, 1 navy, and 1 air force. You guys found the Army one.
 
Turn 5
Turn 5: The fog is getting much thinner. At this rate, it should be gone by tomorrow. Hopefully that huge beachfront defense you made should help out with any potential invaders. (One turn before fog lifts.)

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:

[] 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 20 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.)

[] 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? (You have explored the southern, western and central parts of the Island.)


Diplomacy:
Nothing to really do. On the other hand, more free time! (+1 action to one category of your choice. MUST SPECIFY WHICH CATEGORY YOU ARE CHOOSING IN VOTE)


Stewardship:

[] Complete the TRUE gun factories!: Well, the last attempt of this didn't happen at all. Hopefully you can complete it now. 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%

[] My new magic materials: Use your new found aptitude in manipulation atoms to create some raw materials. Reward: +100 materials. Chance of success 100% (30% to double rewards)

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 have explored the southern, western and central parts 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)


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%

[] Update lab: Your lab is kind of slapped together from scraps and toothpicks. Use some proper materials to create a proper lab. Cost: 10 material units Reward: +10 to learning rolls upgrades to +20. Chance for success 80%


Personal:

[] Help Pearl recover: Spend some extra time with pearl to help with her recovery. Reward: Pearl gets 2 turns worth of recovery. 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)

14 units of food remaining

115 units of material remaining

(NEW RULE: 1-hour moratorium before voting. I would like to see your thoughts on what the best things to do are for the results, and how others agree or disagree.)
 
prototype plan
extra action to personal
[] 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 20 Material units Reward: Motor Pool, +1 to stewardship due to learning production techniques. Chance of success 65%
[] Complete the TRUE gun factories!: Well, the last attempt of this didn't happen at all. Hopefully you can complete it now. Cost: 10 material. Reward: Gain weapons factory that adds +5 to any Military Production rolls. Chance for success 75%
[] 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 pathfinders
--Eastern direction
[] 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%
[] Update lab: Your lab is kind of slapped together from scraps and toothpicks. Use some proper materials to create a proper lab. Cost: 10 material units Reward: +10 to learning rolls upgrades to +20. Chance for success 80%
[] Help Pearl recover: Spend some extra time with pearl to help with her recovery. Reward: Pearl gets 2 turns worth of recovery. Chance for success 100%
[] 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)
-[] 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 marines
---Northern direction
 
Well if we explore East, hopefully we won't miss out on the huge Marine Corp base on that area. Or maybe we should go into the capitol and see who's around. Go find ourselves a Royal Palace to set up shop.

Can we send the marines East instead of North? For the reason mentioned earlier? Having them find the Marine core base in that area would probably work out better.
 
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You can now Vote! Also, there are only 3 military bases left on Oahu that are intact enough for you to get something useful from them. A Marine Corps base is not one of them.
 
[X] Plan: exploration
-[X] 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 20 Material units Reward: Motor Pool, +1 to stewardship due to learning production techniques. Chance of success 65%
-[X] Complete the TRUE gun factories!: Well, the last attempt of this didn't happen at all. Hopefully you can complete it now. 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 pathfinders
---Eastern direction
-[X] 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%
-[X] Update lab: Your lab is kind of slapped together from scraps and toothpicks. Use some proper materials to create a proper lab. Cost: 10 material units Reward: +10 to learning rolls upgrades to +20. Chance for success 80%
-[X] Help Pearl recover: Spend some extra time with pearl to help with her recovery. Reward: Pearl gets 2 turns worth of recovery. 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] 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 marines
----South again
 
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What a shame. What about Hickam Airforce base? Since we explored the center of the island, I imagine Schofield barracks is out too?
 
You already found the army base. (It was Fort Shafter.) And yes, Hickam Joint base is the air force/navy. Plenty of Goodies to find there!
 
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