It was really wonderful, this simulation. While General Ironwood had been a little hesitant to let you in for the test run of the machine, you'd managed to sway him by asking really, really nicely. Everything felt so fresh and new, but it was tainted with the bitter feeling that it would all be going away soon.
It was nice to have a normal body, for however long that lasted. Getting back to Beacon would be nice, though. You'd be able to tell your friends about everything that had happened! You could even point to everything in the cafeteria that you now knew the taste of! There was so much more to learn, though, so you'd use what little time you had left to try whatever was in the Fort's mess.
It was something called pan-cakes this morning. While you weren't sure why the men were trying to turn the dark iron skillets into edible cakes, they promised to be delicious. Someone even commented that a small shipment of sap from the forests of forever fall had come in, as a reward for fending off the attacks for two week straight!
You'd done a fair bit of work there too, so it was only fair that you got to taste these wonderful new things with your new friends! A last meal as the seconds ticked down.
By your calculations, though, it should have ended a few hours ago.
The call of birds outside and the clanking of steel boots on the ground remained. Maybe something had gone wrong, and you were going to remain here, experiencing new things for a little longer?
You couldn't complain about that. Maybe you'd even be able to find Ruby. She was in here too, and you could share some of the fun experiences with her!
Oh, that was a most excellent idea.
Soldiers saluted as you skipped your way to the fort's kitchen. They were all really nice people, even if you weren't sure they fully trusted you yet. You could understand it, you'd really only been made a leader of anything a month ago when the General wanted to show the world how ready you were.
Things seem to have gone well. Looks like we got a minor timeskip, neat~
The last few weeks had been very enlightening on that. While it was nice to have a human body, the computers running the thing decided to change up your weapons. Instead of the backpack your father had made for you to fight with, you'd been given a pair of blades with wind dust strings extending from the hilts to gauntlets on your arms.
It hadn't been too difficult to learn how to use them, even though the first few attempts were a little stressful. You weren't back to full fighting capabilities without your normal gear, but you could make do.
Especially when there were still reports of Grimm attacks on the outlying settlements. If this was going to keep up, you'd need to start dealing with them soon. That would mean meeting with the commanders and seeing what you could do to help your fellow humans.
...But that could wait until after breakfast. You were hungry, and that meant food needed to be eaten!
1. Human Body confirmed.
2. So that's how she'll fight in the simulation.
Community Overview.
Defense modifier: 15. You currently reside within one of the most well-fortified areas in the colonies of Eastern Sanus. Even if the garrison has taken a little bit of a beating over the past few weeks, they're still standing strong. Now you need to focus on the rest of the area. - Any units not assigned will add to defenses in case of a Grimm attack.
So, if we don't want to make ourselves too open, we shouldn't send out too many troops.
Income: N/A. You do not earn any money here, as a fortified position directly related to and paid for by Vale. The soldiers make their money, and spend it on themselves. There's probably not a good way to actually make money here legally, though you wouldn't need it.
Hmm, no way to make income, though that does mean, we won't have to worry about managing income.
Supplies: N/A. Vale will grant any reasonable request you make as one of the perks of being a military base for the country. So long as your requests fall within whatever their definition of reasonable is. The downside of being a military base for a country.
Same goes for this, but it'll help us run efficiently at least.
Morale: 6/10. The men are tired, but currently determined. They pushed back the grimm well during the attacks, and now their gaze lies outward. The men are ready to start pushing back out, and are just waiting for your word.
Above average moral, nice. An important factor considering how fear attracts more Grimm. As long as no major screw ups occur, we should be fine.
Food situation: Starvation/Hungry/Rationed/Normal/Surplus/Bountiful (moves 0 steps down a turn). You are supplied by Vale, directly from a fortified mountain pass. Your food stocks are prepared for a small siege, or disruption of supplies for whatever reason. Nothing to worry about for now, but it is something to keep in mind.
We currently have a Surplus, though we could forage for more.
Military Overview.
Valean Infantry 1 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
Valean Infantry 2 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
Valean Garrison - Status: Tired (-5), Uninjured (0). Quality: 15 Special Traits: Garrison Unit (gains +5 fighting defensively, changes to +15 when fighting in a fortified location, but gains -10 when fighting offensively.)
We have three groups it seems, Valean Infantry 1 & 2.
The Garrison are probably permanently stationed in the base, so the Infantry are what could either be sent out or be used to reinforce defenses.
Votes- PLAN FORMAT ONLY, 24 HOUR MORATORIUM
Village Actions (2 available): The spring is looking to be a calmer than the last few weeks have been. Even if this is ending soon, there is no reason not to try helping the people here. It is your job, after all!
Looks like we'll have to wait a bit, neat. Not quite sure on the bonus stats give, but it seems like we won't have stat based actions.
[ ] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
-[ ] Designate which units you'll send on the mission.
-[ ] Near the base- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
-[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[ ] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
I don't think patrolling for now, is necessary, so we can probably do this
after we get settled in, so to speak. Especially with the current lull. We probably won't get much of a chance, later on, without risking too much.
[ ] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
Considering, we start out well enough, I believe this would allow us to meet up with other allies, as early as possible. Alliances, are power. And it would allow us to bring out a more unified front, when things get serious.
[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
-[ ] Designate which units you'll have training. Max 2
I'd say us training the troops could work, but I'm not quite sure if the Max 2 means, it would take one vote for this to work, or if we would need to double tap. Assuming the former. Training our two Infantry Squads sounds like it would be a good idea.
[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
Now this could help us keep updated on potential enemies, from Mistral perhaps. But if we don't find anything, it could end up a wasted turn.
Personal skills
Combat: 4
Tactics: 2
Guile: 0
Charisma: 0
Well...they certainly weren't kidding when they said pure combat focused. At least, we are probably skilled enough to teach, and we do have the tactics to make the base work.
Leadership skills
Military: 0
Logistics: 2
Espionage: 0
Diplomacy: 0
Former robot body...fits.
Unique resources
Reputation: Vale- 1 While you are new to the post, you did manage to successfully repel a decently sized horde of Grimm without too much difficulty.
Nice.
Personal Actions (1 Available): You may not have a long time in this body, but it will be a spectacular one! With the free time you have, there are so many things for you to try! Maybe you'll even be able to make some new friends!
[ ] Train- Nothing is better for testing the limits of your new body than learning new things!
-[ ] Combat- You're combat ready, but you could be more combat ready! 0/100 Progress
-[ ] Charisma- If you can learn to talk around the soldiers better, you might be able to make new friends! 0/20 Progress
-[ ] Tactics- Drilling the soldiers in new scenarios might not help them as much as it helps you, but that might be good enough! 0/60 Progress
-[ ] Guile- Learning fun new things is great, but why do you keep hiccuping when you say certain things? 0/20 progress
You know, I'd
love to vote for Charisma, but...
[ ] Personal Intervention- Hey, some things you need to do can only be completed by you! Adds (d20+the relevant stat)/2 to the action you choose, chance for leadership improvement.
We really need to figure out how stats add to village actions later.
[ ] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
-[ ] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
-[ ] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
-[ ] Look for Ruby, specifically- Searching for random people sounds good and all, but nothing beats knowing your best friend is here! Keep from looking for anyone but her!
This could either turn out to be an utter waste, or a boon that will get us Advisors. The Ruby one specifically, could be a
major waste, but its Ruby, so it would be worth it, at least. Both OOC & IC. What do you all think?
Well guys who's prepared to stop the Great War from happening
Don't think that's possible for us, unfortunately. Or if it is, we do not have the social skill or knowledge about nearby Mistral settlements to figure out how to make peace between the two sides.