And then presumably the Duel Disk runs out of power in a week and he pays for the hubris of his actions? Cause those things have got to be a real power hog.
Alternatively, some noble just cast's a water spell on it and completely wrecks it?
I think duel disks might be water/impact resistant/proof. Also I'm assuming it has some sort of passive solar charging capability. They can apparently be used all day without issue and I've never seen one being charged in the show.
Nevertheless, I would just explain it away by passing it off as bullshit magic.
So... I've got this idea for a CKII (or similar) quest where the players make their own race to build an empire from. Problem is? It's set in Warhammer 40k.
Anyways I thought it could be an interesting quest, but I unfortunately don't know enough about 40k to pull it off. The starting choices would be like what is the race's greatest attribute (strength, psyker, intelligence ect...)and the starting location (determines difficulty and enemies) among others.
And then presumably the Duel Disk runs out of power in a week and he pays for the hubris of his actions? Cause those things have got to be a real power hog.
Alternatively, some noble just cast's a water spell on it and completely wrecks it?
Pfft; if they have duel-disks that can survive being thrown through dimensional portals, be integrated into motorcycles (which then channel the power of a god and flies into the stratosphere), and be used to channel magic, I'm sure it can survive being wet.
FACTIONS -
The Republic Defense Force (RDF) (The Republic of Polaris)
The Capellan Irregulars (Project Capella)
The Keishan 1st Army (The Keishan Empire)
The Angelic Mothership Crew(Angelics)
The Demonic Marines (Demonics)
Long ago, an asteroid was about to hit the Earth. Humanity's every defense failed, so they concentrated on survival instead. Project Capella, a colony ship, was launched and began it's four-year journey on the wake of its newly-developed FTL to the star system known as Epsilon Eridani. Project Arcturus was a go, as almost one million people were frozen in cryogenic storage deep beneath the surface. And Project Polaris catapulted one hundred thousand people through time to a future where the Earth was once again habitable.
All three projects were arguably successful, but Project Polaris was most so. The time engine functioned much better than expected, although once its purpose was accomplished it ripped itself apart. The one hundred thousand people spread out and repopulated the region they found themselves in, founding a new democratic Republic. Their capitol and by far largest city would be named after the project that brought them here.
It wasn't long before they encountered the myriad Survivor States(founded by the people of Project Arcturus), minor provinces fighting amongst themselves over what remained of the high-tech infrastructure, having regressed in technology to the pre-Nuclear era. The largest of these was known as Keishan, and in a long, bloody conquest, its Emperor united the States into one entity. The Empire would turn on the Republic next.
The war was long and hard, but eventually the Imperial Army, having captured and reverse-engineered Republic weapons, used their superior manpower to great effect against the Republic's disintegrating tech advantage. And then, finally, only Polaris City itself remained. There would be one final battle against the last of the Republic Defense Force (RDF), and then all known civilization would be united under the Emperor.
But then something unexpected happened.
The New Colony Ship crash-landed in one of the districts of Polaris City. The people of Project Capella had incurred the wrath of two species of hostile aliens, and had fleed from their once thriving planet in the Epsilon Eridani system, back to the only other place they knew - Earth. The RDF took them for invaders and attacked. The Colonists returned fire, on both the RDF and the Imperial Army, at first mistaking the latter for the former, and soon a three-way war had begun.
As the war was sustained by experimental cloning technology, pioneered in the Research District of Polaris City and stolen from the RDF by the other two factions, the aliens caught up with them.
The Angelics came down in their delicate-looking but incredibly powerful craft. The Demonics flew in with their flying saucers. The two species had been fighting each other for a long time, and now they both had a grudge with humanity. The five-way battle commenced.
RULES -
-----
The city of Polaris, the setting of this Battle, is organized into eleven districts, with ten fanning out from the eleventh in the center. Though they have distinct names, most of the infrastructure has been destroyed by now, so there are no bonuses or penalties for controlling one besides those conveyed by random events during the course of the game. As of the beginning of Turn 1, all 5 factions have pulled back to their respective Main Bases to regroup.
The capabilities of any faction on the ground are determined by many things as expressed below. The simultaneous fight in the air is a chaotic free-for-all with no faction being dominant over another and no end in sight.
RESOURCES -
Clones - Your standard ground troops. Produced from the Cloning Pods in every base, you get a set number of them every turn. Clones can be killed in battles with other factions, or by random events. If clones survive the turn, they can be used again next time, over and over until they meet their bloody end.
Manpower - A convenient unit to help describe production. One clone produces one unit of manpower per turn, but manpower is not preserved each turn unless actually applied to a job - say, for example, to partially construct a vehicle.
Material - The grist for your industrial machine. Can be salvaged from the ruins choking the city or produced automatically by higher-level bases. It is then used to construct weapons, armor, and vehicles.
Weapons - A clone without a weapon cannot attack the enemy, but can still be attacked. Requires 1 Material per Weapon in construction. 5 can be produced for every 1 Manpower (5 Weapons/Manpower)
Armor - A clone without armor can be deployed against the enemy, but they won't last very long. Requires 1 Material per Armor to construct. 5 can be produced for every 1 Manpower. (5 Armor/Manpower).
Vehicles - Allows clones to travel and convey resources between districts. 5 clones can ride in 1 vehicle. Requires 10 Material per Vehicle. 1 Vehicle/2 Manpower.
BASES -
Level 1 - Camp
A small group of clones has gathered some equipment together and called it a base. In case of attack, cover is provided by the miscellaneous wreckage that is all that is left of most of the once tall and proud city.
Requires 10 Manpower and 50 Material to construct.
+10 clones per turn
Level 2 - Redoubt
The camp has been enclosed by actual cover, and more equipment has been stored within.
This upgrade requires 20 Manpower and 50 Material.
+20 clones per turn
+5 Material per turn
Level 3 - Emplacement
The fortifications have been improved with trenches and the like. The equipment has been optimized by clones that aren't complete dumbasses in the appropriate fields.
This upgrade requires 40 Manpower and 100 Material.
+40 clones per turn
+10 Material per turn
Level 4 - Garrison
High-quality supplies have been airlifted in to improve this base. It took many lives and much expenditure to get them here through the chaotic air battle. Make it count.
This upgrade requires 80 Manpower and 200 Material.
+80 clones per turn
+20 Material per turn
+10 Weapons per turn
+10 Armor per turn
Main Base - RDF Headquarters / New Colony Ship / 1st Army Forward Base / Downed Angelic Mothership / Demonic Staging Area
As you can see, each faction gets one of these. They can be captured by a successful attack, and may only be destroyed by the Killsat. They are unaffected by random events.
They provide-
+200 clones per turn
+50 Material per turn
+50 Weapons per turn
+50 Armor per turn
+10 Vehicles per turn
Comm Array -
This is a special base that is built for the express purpose of Hacking and Using the Killsat (see "The Killsat" for details on this). Each faction may only possess one of these. If you have one and capture another, you may choose which one to keep. The other will be destroyed.
This base requires 1,000 Manpower and 10,000 Material to build.
LOCATION OF MAIN BASES
The RDF Headquarters is located in the Bureaucratic District.
The New Colony Ship has crash landed in the Entertainment District.
The Keishan 1st Army has breached the city walls and established a forward base in the Research District.
The Demonic Marines have established a staging area in the Suburban District.
The Angelic Mothership was shot down by the Demonics, and has crash landed in the Docks District.
Each turn will have five random events occur. Events will be determined by a d100 roll and the Random Events Table, as seen below. For faction-specific events, the faction(s) involved will be determined by roll(s) of 1d6. For district-specific events, the district involved will be determined by 2d6.
DISTRICT TABLE -
2 - Downtown
3 - Bureaucratic District
4 - Economic District
5 - Docks District
6 - Residential District
7 - Suburban District
8 - Park District
9 - Research District
10 - Industrial District
11 - Entertainment District
12 - Memorial District
RANDOM EVENT TABLE -
1-5 - A nuclear bomb detonates in a random district. All clones in the district are killed and all bases in the district are destroyed, unless the base in question is the last base for that faction, in which case it becomes a Camp.
6-10 - An EMP goes off in a random district. All bases in the district produce nothing this turn or next turn.
11-20 - An airship from a random faction crashes in a random district, founding a Camp free of charge but leaving no clones.
21-30 - The auto-defense grid in a random district comes back online for one turn. The rampant AI in charge of it kills (1d100/2)% of the clones in the district.
31-40 - A surprise force (1d100/2) clones from a random faction enters the city in a random district (if Downtown is rolled, they came in through the sewers). If there is no base already present for that faction in that district, a Camp is built free of charge.
41-50 - An airship from a random faction airdrops supplies. +1d100 Material, +1d100/2 Weapons, +1d100/2 Armor, +1d10 Vehicles. If the faction rolled has been already eliminated from the game, the faction is rerolled.
51-60 - A random base (roll situational) in a random district is bombed by a hostile airship. If it is the only remaining base for that faction, it is reduced to a Camp. If not, it is destroyed.
61-70 - Fire sweeps through the wreckage in a random district, making Salvaging impossible there this turn and next turn. Don't worry, after that there should be enough buildup of downed airships that salvage operations can continue.
71-80 - A random faction bombards a random district. Friendly forces are ignored, but (1d100/2)% of the enemy forces in the district are killed and a random enemy base (roll situational) is hit. If it is the only remaining base for that faction, it is reduced to a Camp. If it is not, it is destroyed.
81-90 - A GM Special Event occurs in a random district. Sucks to be you.
91-100 - Nothing happens.
ACTIONS -
Every turn, every clone produces one Manpower. Manpower can be spent in the following ways:
1. Salvage Resources -
Clones are sent out to pick around the ruins choking every district for Material. 1d10 Material/Manpower.
2. Construct Weapons -
Using nanoforges present in friendly bases, clones can convert Material into Weapons, without which it is impossible to engage in combat. It costs 5 Material and 1 Manpower to create 1 Weapon. This action is impossible without a friendly base.
3. Construct Armor -
Using nanoforges present in friendly bases, clones can convert Material into Armor, which is critical to successful combat. It costs 5 Material and 1 Manpower to create 1 Armor. This action is impossible without a friendly base.
4. Construct Vehicles -
Using nanoforges present in friendly bases, clones can construct Vehicles using Material. Without Vehicles it is impossible to move between districts. It costs 10 Material and 5 Manpower to create 1 Vehicle.
5. Build/Upgrade Base -
Builds or upgrades a base. Consult "Bases" for details.
6. Attack -
Attack an enemy faction. Clones assigned to this must have Weapons, and it is recommended that they have armor. For more information, see "Combat".
7. Move -
Clones assigned to this will travel to an adjacent district. Requires 1 Vehicle for every 5 clones.
8. Hack Killsat -
See "The Killsat" for details. Costs 500 Material.
9. Use Killsat -
See "The Killsat" for details. Costs 1,000 Material.
Unused clones will automatically equip any available Weapons and Armor in the event of an attack. If they are not attacked during the attack phase, they will do nothing, and their Manpower will be wasted.
COMBAT-
Every faction acts simultaneously, so Combat only takes place after everyone has decided on their moves that turn.
On the first round of combat, initiative is rolled. Each side rolls 1d6, and the winner goes first. If there is a tie, the dice are rerolled. When the first faction acts, they roll 1d(number of friendly soldiers participating), and the roll is subtracted from the opposing force. Then the other faction goes, and does the same. If the attacker wins, the defending bases in the district are captured and all clones of the defending faction in the district are killed. If the defender wins, the Weapons and Armor of the fallen soldiers is collected and added to their resource pool as the equivalent amount of Material (5 Material per 1 Weapon or Armor).
In order to participate in Combat, clones require Weapons. Without them, they simply sit on the sidelines.
If the clones do not have Armor and participate in Combat, they are automatically killed when the enemy acts, but it is possible that they may take some of the enemy clones with them if they win initiative.
THE KILLSAT-
The ultimate weapon for your purposes. An experimental device designed to destroy the asteroid that threatened Earth so long ago, it has now been repurposed as an orbital death laser.
In order to be used, it must first be hacked. Hacking or using the Killsat requires a Comm Array.
If you have hacked the Killsat, then you maintain control of it until someone else hacks it, even if you don't still have a Comm Array.
If you decide to use the Killsat, choose a district. All clones in that district will die, and all bases, including Main Bases, will be destroyed.
If someone else controls this, YOU DO NOT WANT THEM TO CONTROL IT. Or at the very least, you don't want them to have the resources to use it.
-----
This is my first one of these, so tell me what you think, and if you have any advice, feel free to say something! I'm thinking about starting an actual game with these rules (developed entirely by yours truly), and this original setting (also developed by yours truly, with major inspiration from certain aspects of popular culture), probably tomorrow, if anyone is interested.
EDIT: Fixed name screwup in the Background. Whoops...
EDIT2: Forgot to add the Map of Polaris City, drawn by yours truly, and the Intro.
I've got this idea for a CKII (or similar) quest set in tokyo ghoul, problem is Im not to familiar with the ckII mechanic's and shit
Idea went like this you have a choice between choosing to become the head of the newly created CCG where your goal is to wipe out/ figure our a way to find peace with thim(not likely going to happen but shit happens and its a possbility)
The other choice is your an SS-class ghoul who has found out about the CCG that was created in secret so they can bulid up and study how to kill you and when the time is right revel them selves, deciding you wont stand for this you gather a small band of like minded ghouls who arent happy with the idea of the CCG existing so work with you to hep destroy them before they even become public if you can manage and if not destroy them when you can then onwards to taking over japan to create a ghoul paradise
1.CCG benefits
1. Unlimted funding, well it isnt unlimted but at the start you will recive large amounts of funds to start up which will by it self if your smart last you servel turns before the fundding becomes lower when its decided you dont need so much seeing your up and runing(massive amounts of funding at the start but will shrink to somthing lower but more consistent unless you request for more funding)
2. Nothing to see here, the Japaneses government has kept the creation of the CCG a secret as to let you bulid up with out harassment(No ghoul attacks the CCG base unless your really unlucky with your rolls and your discovered early
3.SCIENCE!!!, you have 4 teams of the best ghoul experts in the world and they will help you find better ways to kill ghouls, make weapons for you, what ever you need in reason.(protoype quinque's in devoplment are there being consitantly improved on, the completed product should beready by the time you revel) Disadvantages: 1.No one knows you, this is both a boon and a blessing, till you revel your self to the public you have no authroity over the police and goverment about ghoul matters unless you pattaion it to the commtie who watch your ever move and decided where your funding goes
2.????? stll thinking of one
3. still thinking of one
Ghoul benefits
1) Elites: You and 4 of your companions are SS-class ghoul , Elite warriors amongest ghoul kind, stronger, faster and more agile than any other ghoul, each one of you is worth dozens of normal ghouls each , wielding your kugane in ways no normal ghoul has thought of. Rookie soldiers may flee from you given enough incentive and even the most veteran soldier is vary of fighting you. (Bonus to Combat rolls, can scare enemies into fleeing if you play things right.)
2) Unknown: Luckily no one know your group exist yet and it is best if it stays that way if you want to stay alive. With no one knowing you exist you have the element of surprise and a greater chance at succeeding with raids and attacks, as long as you don´t raid too often. The longer you stay hidden the more time you have to build up your forces for your attack on CCGand for when you are discovered. (No one knows you exist, Better success chance at raids.)
3) Food? Comfort? Easy to gain: Being ghoul's you don´t need to eat human food and infact eat humans which are easy to obtain if you raid the spots where humans commit sucicides, or you can go hunting and no one will stop you, while the CCG arent public yet its easy to sneak around and pretend your human(bonus's to sneaking around and pretending to be human, know locations of human sucide spots so you have a supply of food)
Disadvantages:
1) Hated And Alone: The humans hates you, your fellow ghouls hate you, You will have no support from any human faction unless you have had taken control and if you are discovered you will be hunted down immediatelym ghoul factions will see you as rivals and will seek to put you down. But there is still hope, cultists that worship ghouls may still exist in the worse of wards that litters Northrend and if you contact them who knows what options opens up. (Major diplomatic penalty with other factions, Large taskforce after you if discovered.)
2) You've Got Nothing, well nearly nothing: Except for the apratments and one warehouse where you meet with your other ghouls you have No proper base, , not even a single ghoul cultist to snack on. Until you have a base established the only way to get supplies is to either steal it or raid for it from the sucide spots. (Start with no supplies, no proper base or any ghoul cultists.)
3) Who Can You Trust?: Of course you not only has to face enemies from other factions but also from within. Each of your companions has their own reason for following you, some are loyal to you, some have no other place to go and some wish to do the same thing as you, taking down the CCG instead of you to gain the glory and prestiage. You will have to be careful though as even if you are the strongest Ghoul amongst you, if you appear weak or an opportunity presents itself there may be those that try to take advantage of the situation and take your place. (Divided loyalty amongst you, Watch your back.)
Birthed from my macabre fascination with crap anime, I bring:
Light Novel Goon Quest
Wherein you are a minor villain in a crossover setting, and are trying to survive the stupidity surrounding you. Plot Armor is a stat (and you have none), A dozen evil organizations are tripping over each other, and losing your agency to a protagonist is considered a Bad End.
Current Settings included (Some of which aren't that bad):
Sword Art Online
Full Metal Panic!
A Certain Magical Index
Fate/Zero
Campione!
Strike the Blood
A Dark Rabbit has Seven Lives
Dragon Crisis
You'd get to make your minor villain from one of the factions available and have a bit of choice with their ability, and if you Bad End you can just make a new character to pick up where things left off.
You woke up, on a lab table, thankfully not tied down. You can hear a loud thump in the distance, and you feel an odd sensation in the back of your head.
"Thank god you are alive...." You smell the sent of cigarettes, and cringe. How disguising when mixed with that sanitized smell...
"Forgive me, I never learned your name?"
You frown, what was your name? It was....
[ ] Write in Name. And nickname.
"Huh...I would have never have guessed...very well. What was it you were doing before the accident?"
Accident?
"Yes, the hallway you were in flooded, it was a miracle that you survived....You had someone with you, they ran off. Left you behind...who was she?"
You feel a deep ache in your chest, and you know that the entire world will mean nothing without her.
She was you're daughter.
"We found you naked, with a knife in your skull in the ocean, we do not fully understand what it is that happened, but you are lucky to be alive. I found traces of brain damage, and did my best to fix it...can you remember what you were in Rapture?"
Rapture? Back in Rapture? If they were not in Rapture anymore....where were they?
You are a....
[ ] Big Daddy *Strongest Physically and Aim Bot. Will slowly turn insane unless you can adopt little sisters.
[ ] Splicer *List three Plasmids and three Gene Tonics. With have random moments of insanity.
[ ] Little Sister *Regenerating. Needs to feed on Adam every day.
[ ] Normal Human *No bouts of insanity - No real pro's or cons.
[ ] Big Sister *List seven Plasmids and seven Gene Tonics. Emotionally stunted, can not make allies without rolling a 18 - 20
You are...
[ ] Male
[ ] Female
(Yes, you can be a female Big Daddy, male Little sister (There is a hint that they tried them at first, but girls were better.) or a Male Big Sister if you managed to survive from start to finish.)
[X] evelyn stiles nickname evie
[X] Big Sister *List seven Plasmids and seven Gene Tonics. Emotionally stunted, can not make allies without rolling a 18 - 20
[X] female
So, after seeing too many harem series, I made a quest.
A lot of IS and it's innumerable derivatives, a lot of Muv-Luv (very Ironic I know), a lot of Knight Run mixed together with my personal antipathy for harem series, we get this.
Battle-Action-Harem-Highschool... Side Character Quest.
No SV. You are the waifu.
XxXxXxXxXx
The year is 2070 Common Era.
Or 58 years Past Impact if you prefer.
It has been 58 years since the old world ended.
XxXxXxXxXx
The touchdown of the jet on tarmac was soft, computer guided control surfaces and thrusters ensuring the landing was barely noticeable. The magnetic clamps locking down on the body of the plane was not, the flight control computer apparently deciding better sure than sorry.
Military transport jets had few comforts and comfortable seats happened to not be one of them. Absently rubbing at the back of your head, you take a look outside as the jet is guided into the underground hanger, the weak sunlight and dusty Earth replaced by harsh white illumination strips and ceramic tiles.
The safety lights flashes green and you unclasp the safety harness, slam down the armrest to collapse the seat and collect your duffel bag alongside the three dozen odd other passengers. All through the flight, you had been the subject of discreet stares and hushed conversation, a trend that did not change now. As someone sitting in the back of the plane, you had the honour of disembarking first, meaning you could feel the stares boring into your back. You patiently endured it despite the raised hairs on the back of your neck, waiting until the ramp was fully depressed to step off.
It was not because of your looks, you thought you looked rather average. It was not your clothing, you wore the same tracksuit, naval blue with gold trim as everyone else did. It was your gender.
Rather, it was because you were a guy. The other thirty or so passengers were all girls.
Ignoring the stares still drilling into your back, you glance down at your datapad, which was tracing a path towards your room, and make your way through the halls. On the way, you received more stares from the women whom seemed to make up the entire staff of the base, mostly silent and assessing, though a couple burst into giggles as you walked by.
Entering your room, you dump down your bag and take it in. Walls painted a neutral off-white, a single glow strip in the ceiling, a holoscreen currently depicting the outside world and two single beds set on opposite sides of the room, each with a small cupboard set against the head, and an attached bathroom. Your room mate had already arrived, a dress uniform neatly arranged on the bed and a few personal effects on top of their cupboard. For a moment you felt like walking over to peruse the few photos there, but you restrain yourself.
Checking the time, it was another two hours till orientation assembly and with nothing else to do, you flick the holoscreen to news with your datapad and sit down on your bed.
"-the latest report suggest the clean-up operations following the recent Alaskan offensive is proceeding well ahead of schedule. With the destruction of three minor Breaches in a record breaking, lightning fast two week campaign and the elimination of two Type Zero AGs on top of that, our analyst suggest that the Western Seaboard of the North American continent will be completely cleared of hostiles within months."
Footage rolls across the screen in tandem with the voiceover, showing the hulk of an AG battleship, charred and deformed to be barely recognisable after falling out of orbit. Reserve armour units idling under the midday sun next to their air carriers, the small dots of pilots and drivers waiting under the shade cast by their machines. Flashes in the sky lighting up the night sky in tandem with a red glow along the horizon. A shot from out at sea of enormous swaths of smoke rising from the distant shore where hydrocarbon deposits must have been ignited. An ominous spherical shadow, most of the dome hidden by the horizon and distance, of a destroyed Hive, the remaining funnel clouds of an active breach dissipating in the time accelerated footage.
"Marshal of the Armed Forces Arrakesh released a statement earlier today supporting our projections."
A spokesman walks up to a podium, tapping the mike twice to begin a presentation on the screen behind him. You watch on, absently absorbing the news as you wait.
"As always, we begin with the Valkyries units whom made our offensive possible," shots of many faces appeared on screen, all female, "without their remarkable courage in breaking through the frontlines of the Antagonists and destroying the hardened enemy defensive redoubts, as well as their suppression of the Type Zeros Aeon and Eisen, our victory, had it come at all, would have been again bloody and eked out over many months."
You absently rub at the patch on your shoulder. The texture of the words "UNAF" "AAG1" "VALKS" cradled by the laurel wreath felt strange under your fingers.
You are a members of the United Nations Air Force. As someone compatible with the Valkyrie Cores, you make up a part of humanity's most powerful weapon. The Valkyrie Core integrates and improves upon any technology it is exposed to, from simple wrist watches to nuclear reactors. Initially used for utilities and reconstruction in the wake of Impact, the emergence of the Antagonists rapidly changed the role of Valkyries from civil to military, from wanted to needed.
The only drawback in the Valkyrie cores was that the ratio of compatibility was skewered towards women. Heavily.
Amongst the twenty thousand or Valkyries in service currently, there were less than one hundred men.
That made you part of the .05% of the entire force whom was male.
You suppose some of those other guys might have felt proud. You?
The door opens. You glance over, your roommate was staring at you, eyes wide, before they slam the door back shut.
You just felt awkward.
XxXxXxXxXx
If you have read this far, then you have gotten your first look at the main character of this quest.
You will not be playing as him.
Rather, you are playing as one of the side characters.
Your goal is to become a main character and star in your own series.
How you do this is up to you, win the main characters affections, get popular enough to be labelled 'best girl' or save the world, anything goes.
Pick a cliche character:
Pick ONE character to play as.
Then pick a cliche subtype for the other characters:
[N/A]Main Character (Main character)(NPC)
[]Clueless moron: Neophyte to the whole combat business. Extra moron included.
[]Already retired badass: Had previously had combat experience. Still a moron.
[N/A]The Estranged Childhood Friend (NPC)
[N/A]The annoyed rival: Exasperated that he would come to the front as he is and sees him as a casualty waiting to happen.
[N/A] The other Childhood friend
[]The Sibling:
[]Loudly Possessive Tsundere Younger Sister: "I can't believe the idiot is heading off to the front. Without me there, he'll get hurt again."
[]Quietly Protective Older Sister: "I walked into hell to fight demons, but I only paved the way for the one I wish to protect most to follow."
[]The Ojou:
[]Noblesse oblige: One who is in power has a responsibility to those whom are not.
[]Nouveau riche design child: I was made to collect power and save the human race, so I shall, even if I have to drag them kicking and screaming.
[]The Ace:
[]Golden Ace: She has it all, famous pedigree, looks, skills and a caring heart.
[]Broken Ace: She had it all, some would say she still does, but four-score men and half a dozen more, could not ever remake what she was before.
[]The Warrior:
[]The awkward shy girl: B-By the end of the week, I'll have made ten friends!:
[]The monster: Man gives innumerable prayers to Heaven for salvation. Heaven replies with nothing but death to recompense Man. Kill. Kill. Kill. Kill. Kill. Kill. Kill.
The rain pattered softly against the window as solitary bolts of lightning cast long shadows across my desk. It was just another night in Zakera ward. A few new missing persons, probably taken by those sewer dwelling Keepers or shot by some of Aria's thugs down at the docks. The Council's Special Tactics and Reconnaissance strong men still hadn't tracked her down. And the City's police force wasn't getting very far in it's investigations either.
So I struck it out on my own, to do what good I could in this dark, dreary city. I'd had some success, a few criminals here, a drug lord there, but I wanted to do more.
We chatted for a while and she had me hooked. This was what I was looking for, a case that would finally make a real difference in this town. I took the offer and she slipped me a packet with the logo of Special Activities and Intelligence. Nasty business them, they had beef with the SPECTREs. The SAI saw them as cowboy cops drunk on power, the fact that they were coming to a former cowboy cop for help...
Well, either they were desperate or they wanted to keep this quiet 'til the last second. I was going in deep, but who knows. This city's depths have always been perilous. At least now I'll have someone along for the swim.
As she sashayed out of my office and closed the door. She turned back and said in a voice so soft I almost couldn't hear it, "See you around big boy." With an attitude like that and the pistol she had holstered under her dress, she truly was a woman after my heart.
I leafed through the papers she had given me. They pointed to a few leads. A couple were promising, the others less so.
What lead should you follow?
[] The Old Cop
[] The Rat Among Thieves
[] The Hit Man With a Heart
[] The Traitor Among Rats
[X]The Warrior:
[X]The monster: Man gives innumerable prayers to Heaven for salvation. Heaven replies with nothing but death to recompense Man. Kill. Kill. Kill. Kill. Kill. Kill. Kill.
So, after seeing too many harem series, I made a quest.
A lot of IS and it's innumerable derivatives, a lot of Muv-Luv (very Ironic I know), a lot of Knight Run mixed together with my personal antipathy for harem series, we get this.
Battle-Action-Harem-Highschool... Side Character Quest.
[Player]The Warrior:
[X]The monster: Man gives innumerable prayers to Heaven for salvation. Heaven replies with nothing but death to recompense Man. Kill. Kill. Kill. Kill. Kill. Kill. Kill.
[X]Quietly Protective Older Sister: "I walked into hell to fight demons, but I only paved the way for the one I wish to protect most to follow."
[X]Noblesse oblige: One who is in power has a responsibility to those whom are not.
[X]Broken Ace: She had it all, some would say she still does, but four-score men and half a dozen more, could not ever remake what she was before.
[X]The Warrior:
[X]The monster: Man gives innumerable prayers to Heaven for salvation. Heaven replies with nothing but death to recompense Man. Kill. Kill. Kill. Kill. Kill. Kill. Kill.
Picking The Warrior certainly grants you the technical skills to qualify for an instructor, but you'll err- you'll most likely end up as an Instructional Assistant.
Also, what about the other character subtypes? Got any preferences?
[Player]The Warrior:[X]The monster: Man gives innumerable prayers to Heaven for salvation. Heaven replies with nothing but death to recompense Man. Kill. Kill. Kill. Kill. Kill. Kill. Kill.
[X]Nouveau riche design child: I was made to collect power and save the human race, so I shall, even if I have to drag them kicking and screaming.
[X]Quietly Protective Older Sister: "I walked into hell to fight demons, but I only paved the way for the one I wish to protect most to follow.[X]Broken Ace: She had it all, some would say she still does, but four-score men and half a dozen more, could not ever remake what she was before.
Black Raven Academy for Monsters and Magicians is no simple school. It does not teach the supernatural to better cooperate with the natural. It does not teach the basic and traditional classes of english, math, science or writing. (At least, not unless it is taken as an elective)
No, BRAMM is a school dedicated to furthering the natural talents of it's students for one purpose and purpose only - exploration of new levels of the Phantasm Spire, a giant massive tower in that seems to ascend and descend into infinity. Time and space seem to hold no regard in the tower, for each floor has five separate rooms the size of a continent. There is no entrance or exit out of the tower, and indeed, the residents of the floors and the Spire have only known such an existence. Each Floor and Room is different from the next, and the further you get from Floor 0 - The Floor in which most Sapient and Sentient forms of life have been able to survive- the more dangerous it gets. But still, people explore the upper and lower floors, seeking treasure, artifacts, power and resources, for the floors closest to 0 are scarce in such things.
And so, the Black Raven Academy was founded, to help those brave explorers prepare for their dangerous trek.
Today is to be your first day entering the prestigious academy.
---------------------------------------------------------------------------------------------
An idea I just had, a kind of combination between Aincrad from SAO, D&D, and various Magical/Combat School anime, such as R+V and Beacon/Signal from RWBY.
I'm hesitant to start it, since it's entirely Original Setting, and I'd have to come up with a whole bunch of stuff to get through the years at the academy, and then come up with new settings for each new floor. Still, my time away has kind of killed some inspiration for my old Quests and The Gallant should be considered dead. Oncoming Storm...is on hiatus for now. I need to find a way to inspire myself for that.
If I do start this up, I'll probably let players flesh out the setting for new floors themselves, once we get there. You'd still need 4 years at BRAMM before then, though maybe they'll have Field Trips? Meh. Things to think about and consider.
Feel free to give me your opinion on this, might sway me one way or the other.
Black Raven Academy for Monsters and Magicians is no simple school. It does not teach the supernatural to better cooperate with the natural. It does not teach the basic and traditional classes of english, math, science or writing. (At least, not unless it is taken as an elective)
No, BRAMM is a school dedicated to furthering the natural talents of it's students for one purpose and purpose only - exploration of new levels of the Phantasm Spire, a giant massive tower in that seems to ascend and descend into infinity. Time and space seem to hold no regard in the tower, for each floor has five separate rooms the size of a continent. There is no entrance or exit out of the tower, and indeed, the residents of the floors and the Spire have only known such an existence. Each Floor and Room is different from the next, and the further you get from Floor 0 - The Floor in which most Sapient and Sentient forms of life have been able to survive- the more dangerous it gets. But still, people explore the upper and lower floors, seeking treasure, artifacts, power and resources, for the floors closest to 0 are scarce in such things.
And so, the Black Raven Academy was founded, to help those brave explorers prepare for their dangerous trek.
Today is to be your first day entering the prestigious academy.
---------------------------------------------------------------------------------------------
An idea I just had, a kind of combination between Aincrad from SAO, D&D, and various Magical/Combat School anime, such as R+V and Beacon/Signal from RWBY.
I'm hesitant to start it, since it's entirely Original Setting, and I'd have to come up with a whole bunch of stuff to get through the years at the academy, and then come up with new settings for each new floor. Still, my time away has kind of killed some inspiration for my old Quests and The Gallant should be considered dead. Oncoming Storm...is on hiatus for now. I need to find a way to inspire myself for that.
If I do start this up, I'll probably let players flesh out the setting for new floors themselves, once we get there. You'd still need 4 years at BRAMM before then, though maybe they'll have Field Trips? Meh. Things to think about and consider.
Feel free to give me your opinion on this, might sway me one way or the other.
I'd play it. It reminds me of ToG, which is always a good thing. The biggest problem, I think, wouldn't be making new floors and such, but filling up the school years. Unless there is some major field experience going on, it would likely drag on like an extended character creation.
No, BRAMM is a school dedicated to furthering the natural talents of it's students for one purpose and purpose only - exploration of new levels of the Phantasm Spire, a giant massive tower in that seems to ascend and descend into infinity. Time and space seem to hold no regard in the tower, for each floor has five separate rooms the size of a continent.
...
An idea I just had, a kind of combination between Aincrad from SAO, D&D, and various Magical/Combat School anime, such as R+V and Beacon/Signal from RWBY.
Feel free to give me your opinion on this, might sway me one way or the other.
Reminds me alot of Tower of God. I like the idea, though I personally think it might be better to start the quest on entrance into the tower with your graduating class and have choices selecting what you did back in BRAMM, or at least lots of expeditions into the lower floors of the tower.
You carefully keep your face schooled as the phalanxes of graduates (more like raw recruits) march past, heading to the Protevs that will take them to the shipyard in orbit, where they will be billeted until another tin can comes off the lines and they draw the short straw. It saddened your heart o have to bear witness to this, but your brother had practically forced you to come to this review. Something about a... Surprise.
And I suppose that it was time for the reveal, you think morosely, as your brother walks up with... Admiral Daalan Frecate in arm? You blink, but immediately draw yourself to attention and salute your superior.
"Admiral Frecate. I wasn't expecting you to come see an old retiree, just waiting for his ticket to be drawn." You say stiffly, wondering why the decorated veteran was bothering to talk to one of the last generation.
"Commodore." A smile plays over her lips as she returns your salute, finally. "Your retirement is... Well, the reason I wished to speak to you."
You're instantly on guard. No Admiral, during these times, would use this as a lead in for small talk.
"So, the draft has caught up to me, has it?" You say regretfully, feeling the slight pulse of discomfort from your elbow, the farewell gift from a merchant raider that caused you to retire in the first place.
"In... A way, yes." The Admiral's eyes focus and she straightens, withdrawing her arm from your brother's to fold them behind her back as she transforms from a socialite to a military leader. "However, not for just any task. Would you allow me the honor of driving you back to your estate?"
You automatically nod and follow her as she leaves, shooting a questioning glance at your brother across the promenade. He merely responds with a shrug and a smile before turning to rejoin the crowd of nobles that had gathered for the review. Back down on the strip of pavement, the blocks of graduates had made way for the first platoons of Ship Borne Infantry, in their clumsy but effective armor.
Following Frecate to her limousine, you undergo a minor identity check before being allowed to enter it. And, instead of being greeted by the typical expanse of tasteful upholstery, you step into a mobile command center. Holographic displays are evident, albeit inactive, three aides are working near the front, and a pair of Ground Force soldiers were taking up residence in the rear.
It only takes a second for you to recover from the nonsequitor, before entering and taking a seat near the central holotable. Frecate enters after you, a slightly amused expression peeking through on her face, before it slams back into it's more serious mode.
"Commodore, I'm not going to lie to you. Out of all our reservists, you're the only one that can be said to have had actual combat experience. Not just hunting pirates or suppressing dissent, actual, honest to goodness military experience." She leans forwards in the seat she had taken, as the vehicle accelerates away from where it had parked. "As such, a, friend, of mine put forth your name in response to the activation of the next wave of ships coming out of the shipyards. After some deliberation, I accepted the recommendation, and decided to meet you in person to make sure."
You nod, having nothing to say to that.
"What do you think of our enemy, Commodore? I'm sure you heard what happened after the first waves of attacks." You barely hold back a wince, and she raises an eyebrow at you.
Solace is still a byword and rallying cry amongst the Coalition. After the first shots were fired on Geonosis, the Trade Federation had powerful elements that had taken the opportunity to launch 'punitive raids' against their largest competitor. Solace was the most populous of the outposts the Trade Order had laid down in the wider galaxy, with over eight hundred thousand citizens calling it home.
After the Federation, or rather Confederate, invasion, half had been kidnapped and sold to the Hutts. Intelligence agreed that this example had been a the actions of a single or small group within the Federation, but the fact that it had happened, and that it was Confederate personnel that had done it, gave the Trade Order a much needed rallying point against the aggression that was to come later on.
"I..."
[] "Hate them."
[] "Think they're just professional pirates, nothing more."
[] "Permission to speak frankly, ma'am?"
=====
Frecate leaned back, fingers steepling.
"Good. That attitude will serve you well, Admiral. You're being reactivated to command Squadron 18, in light of you're previous experience and actions to preserve the Trade order in the past."
You nod. You had been expecting that, actually, from the way she had accosted you.
"You'll receive your dispatch orders in the morning, as soon as it filters through the bureacratic morass." A small amount of venom leaks through the latter half of her sentence. For good reason, the Committees holding the Order together were known for their inability to act in a reasonable timeframe. Hopefully, that would be eased out of the picture as the Emergency Coalition pulled itself together. Otherwise, this would be a short war indeed...
=====
You walk slowly across the patio of your pension estate, and rub your hand across the wood that surrounded the door. Reading through the provided materials had been... Enlightening. You had known the situation in the greater galaxy had been tenuous, but open war? It had been a mere distant possibility... But now, it was tearing into the Order. Who knew how many homes, lives, and families had been shattered already...
With no need for purpose built warships in the last three hundred years, there was no infrastructure purpose built for manufacturing the heavier systems needed for a warship. For now, the Orde- the Coalition was falling back on the massive number of ships it owned shares in, and was pulling them in to convert to 'pocket' warships: civilian freighters refits that allowed them to be able to do something in a straight up fight. As such, losses had been heavy, so far, and it was projected to get worse as new build hulls filled the ranks, expanding the navy and making it a threat tot he Confederacy that had to be responded to. Intelligence pointed to two projected Confederate offensives in the next six months. And, as a Reserve Fleet, it would likely fall to you and your men to reinforce what garrisons were actually hit.
But for now, you had a list of the vessels you had been put in charge of, and had a few choices in regards to what to do about them. After all, these were hulls rushed out of the mothballs and refitting docks. Something had to have gone wrong.
You squint up at the clock in the foyer. Six o'clock, eh? You could have the first rounds of orders issued and reports demanded before you had to retire for the night, even at your age.
Fleet Generation
You have the opportunity to requisition and shuffle forces with the other, beginning to become active Reserve Fleets.
Base assets: twenty four Cobalt Light Frigates, seven Javelis Patrol Craft, two Garda PD Frigates, and a Kodiak Cruiser for a flagship.
Six Political Points banked. (cost in PP to receive the vessels/forces listed)
[] Three more Javelis Patrol Craft. (One PP)
[] Eight more Cobalts. (One PP) (can take multiple times)
[] Two Kodiak Cruisers are available, with slightly dodgy crews. (Two PP)
[] Sixteen Stilat Customs Corvettes, fresh from mothballs. (One PP)
[] Three Arcova Scout Frigates pulled back from antipirate duty. Career officers with a rotation of fresh crews. (Two PP)
[] One Hoshiko Cruiser, recently nationalized and restaffed. (Three PP)
[] Two Percheron Cruisers, just out of refits and ready for shakedown. (Three PP)
[] Batches from the recent graduates of Ground Force cadets. Who knew when combat infantry may be helpful. (One PP per company/60 men)
And, while on paper these ships are ready for combat duty... They have been recently reworked, crews shuffled, and generally upset. Who knows what may have fallen through the cracks. (Pick one)
[] Inspections, inspections... Have the ships checked over while the crews are on their last shore leave, to find out just what is wrong with them after twenty or more years in storage.
[] Crew reworking. Half of these crews are entirely raw. The other half are raw with a side order of more experienced spacers from half a dozen ships and homeworlds leading them and finishing their training. They'll need some drills and exercises to be able to work as a team in battle.
[] Supplies. Make sure your ships get a full load of everything they might need. Torpedoes, fresh rations, fuel, anything and everything required to run a ship in space.
The rain pattered softly against the window as solitary bolts of lightning cast long shadows across my desk. It was just another night in Zakera ward. A few new missing persons, probably taken by those sewer dwelling Keepers or shot by some of Aria's thugs down at the docks. The Council's Special Tactics and Reconnaissance strong men still hadn't tracked her down. And the City's police force wasn't getting very far in it's investigations either.
So I struck it out on my own, to do what good I could in this dark, dreary city. I'd had some success, a few criminals here, a drug lord there, but I wanted to do more.
We chatted for a while and she had me hooked. This was what I was looking for, a case that would finally make a real difference in this town. I took the offer and she slipped me a packet with the logo of Special Activities and Intelligence. Nasty business them, they had beef with the SPECTREs. The SAI saw them as cowboy cops drunk on power, the fact that they were coming to a former cowboy cop for help...
Well, either they were desperate or they wanted to keep this quiet 'til the last second. I was going in deep, but who knows. This city's depths have always been perilous. At least now I'll have someone along for the swim.
As she sashayed out of my office and closed the door. She turned back and said in a voice so soft I almost couldn't hear it, "See you around big boy." With an attitude like that and the pistol she had holstered under her dress, she truly was a woman after my heart.
I leafed through the papers she had given me. They pointed to a few leads. A couple were promising, the others less so.
What lead should you follow?
[] The Old Cop
[] The Rat Among Thieves
[] The Hit Man With a Heart
[] The Traitor Among Rats
The rain pattered softly against the window as solitary bolts of lightning cast long shadows across my desk. It was just another night in Zakera ward. A few new missing persons, probably taken by those sewer dwelling Keepers or shot by some of Aria's thugs down at the docks. The Council's Special Tactics and Reconnaissance strong men still hadn't tracked her down. And the City's police force wasn't getting very far in it's investigations either.
So I struck it out on my own, to do what good I could in this dark, dreary city. I'd had some success, a few criminals here, a drug lord there, but I wanted to do more.
We chatted for a while and she had me hooked. This was what I was looking for, a case that would finally make a real difference in this town. I took the offer and she slipped me a packet with the logo of Special Activities and Intelligence. Nasty business them, they had beef with the SPECTREs. The SAI saw them as cowboy cops drunk on power, the fact that they were coming to a former cowboy cop for help...
Well, either they were desperate or they wanted to keep this quiet 'til the last second. I was going in deep, but who knows. This city's depths have always been perilous. At least now I'll have someone along for the swim.
As she sashayed out of my office and closed the door. She turned back and said in a voice so soft I almost couldn't hear it, "See you around big boy." With an attitude like that and the pistol she had holstered under her dress, she truly was a woman after my heart.
I leafed through the papers she had given me. They pointed to a few leads. A couple were promising, the others less so.
What lead should you follow?
[] The Old Cop
[] The Rat Among Thieves
[] The Hit Man With a Heart
[] The Traitor Among Rats
The Inquisition did erased magic from earth, and for a good reason: its users slowly become batshit insane as they grow in power. But with memories about magic lost, it returns. The old powers again whisper into ears of those who lusted for power. Two world wars were fought because of magic cabals fighting for world dominance. The new world wars are approaching. And humanity will not remain the same after them....
A Cthulhu mythos influenced short (6 to 12 turns) quest, continuing as a ME fusion crossover quest.
You carefully keep your face schooled as the phalanxes of graduates (more like raw recruits) march past, heading to the Protevs that will take them to the shipyard in orbit, where they will be billeted until another tin can comes off the lines and they draw the short straw. It saddened your heart o have to bear witness to this, but your brother had practically forced you to come to this review. Something about a... Surprise.
And I suppose that it was time for the reveal, you think morosely, as your brother walks up with... Admiral Daalan Frecate in arm? You blink, but immediately draw yourself to attention and salute your superior.
"Admiral Frecate. I wasn't expecting you to come see an old retiree, just waiting for his ticket to be drawn." You say stiffly, wondering why the decorated veteran was bothering to talk to one of the last generation.
"Commodore." A smile plays over her lips as she returns your salute, finally. "Your retirement is... Well, the reason I wished to speak to you."
You're instantly on guard. No Admiral, during these times, would use this as a lead in for small talk.
"So, the draft has caught up to me, has it?" You say regretfully, feeling the slight pulse of discomfort from your elbow, the farewell gift from a merchant raider that caused you to retire in the first place.
"In... A way, yes." The Admiral's eyes focus and she straightens, withdrawing her arm from your brother's to fold them behind her back as she transforms from a socialite to a military leader. "However, not for just any task. Would you allow me the honor of driving you back to your estate?"
You automatically nod and follow her as she leaves, shooting a questioning glance at your brother across the promenade. He merely responds with a shrug and a smile before turning to rejoin the crowd of nobles that had gathered for the review. Back down on the strip of pavement, the blocks of graduates had made way for the first platoons of Ship Borne Infantry, in their clumsy but effective armor.
Following Frecate to her limousine, you undergo a minor identity check before being allowed to enter it. And, instead of being greeted by the typical expanse of tasteful upholstery, you step into a mobile command center. Holographic displays are evident, albeit inactive, three aides are working near the front, and a pair of Ground Force soldiers were taking up residence in the rear.
It only takes a second for you to recover from the nonsequitor, before entering and taking a seat near the central holotable. Frecate enters after you, a slightly amused expression peeking through on her face, before it slams back into it's more serious mode.
"Commodore, I'm not going to lie to you. Out of all our reservists, you're the only one that can be said to have had actual combat experience. Not just hunting pirates or suppressing dissent, actual, honest to goodness military experience." She leans forwards in the seat she had taken, as the vehicle accelerates away from where it had parked. "As such, a, friend, of mine put forth your name in response to the activation of the next wave of ships coming out of the shipyards. After some deliberation, I accepted the recommendation, and decided to meet you in person to make sure."
You nod, having nothing to say to that.
"What do you think of our enemy, Commodore? I'm sure you heard what happened after the first waves of attacks." You barely hold back a wince, and she raises an eyebrow at you.
Solace is still a byword and rallying cry amongst the Coalition. After the first shots were fired on Geonosis, the Trade Federation had powerful elements that had taken the opportunity to launch 'punitive raids' against their largest competitor. Solace was the most populous of the outposts the Trade Order had laid down in the wider galaxy, with over eight hundred thousand citizens calling it home.
After the Federation, or rather Confederate, invasion, half had been kidnapped and sold to the Hutts. Intelligence agreed that this example had been a the actions of a single or small group within the Federation, but the fact that it had happened, and that it was Confederate personnel that had done it, gave the Trade Order a much needed rallying point against the aggression that was to come later on.
"I..."
[] "Hate them."
[] "Think they're just professional pirates, nothing more."
[] "Permission to speak frankly, ma'am?"
=====
Frecate leaned back, fingers steepling.
"Good. That attitude will serve you well, Admiral. You're being reactivated to command Squadron 18, in light of you're previous experience and actions to preserve the Trade order in the past."
You nod. You had been expecting that, actually, from the way she had accosted you.
"You'll receive your dispatch orders in the morning, as soon as it filters through the bureacratic morass." A small amount of venom leaks through the latter half of her sentence. For good reason, the Committees holding the Order together were known for their inability to act in a reasonable timeframe. Hopefully, that would be eased out of the picture as the Emergency Coalition pulled itself together. Otherwise, this would be a short war indeed...
=====
You walk slowly across the patio of your pension estate, and rub your hand across the wood that surrounded the door. Reading through the provided materials had been... Enlightening. You had known the situation in the greater galaxy had been tenuous, but open war? It had been a mere distant possibility... But now, it was tearing into the Order. Who knew how many homes, lives, and families had been shattered already...
With no need for purpose built warships in the last three hundred years, there was no infrastructure purpose built for manufacturing the heavier systems needed for a warship. For now, the Orde- the Coalition was falling back on the massive number of ships it owned shares in, and was pulling them in to convert to 'pocket' warships: civilian freighters refits that allowed them to be able to do something in a straight up fight. As such, losses had been heavy, so far, and it was projected to get worse as new build hulls filled the ranks, expanding the navy and making it a threat tot he Confederacy that had to be responded to. Intelligence pointed to two projected Confederate offensives in the next six months. And, as a Reserve Fleet, it would likely fall to you and your men to reinforce what garrisons were actually hit.
But for now, you had a list of the vessels you had been put in charge of, and had a few choices in regards to what to do about them. After all, these were hulls rushed out of the mothballs and refitting docks. Something had to have gone wrong.
You squint up at the clock in the foyer. Six o'clock, eh? You could have the first rounds of orders issued and reports demanded before you had to retire for the night, even at your age.
Fleet Generation
You have the opportunity to requisition and shuffle forces with the other, beginning to become active Reserve Fleets.
Base assets: twenty four Cobalt Light Frigates, seven Javelis Patrol Craft, two Garda PD Frigates, and a Kodiak Cruiser for a flagship.
Six Political Points banked. (cost in PP to receive the vessels/forces listed)
[] Three more Javelis Patrol Craft. (One PP)
[] Eight more Cobalts. (One PP) (can take multiple times)
[] Two Kodiak Cruisers are available, with slightly dodgy crews. (Two PP)
[] Sixteen Stilat Customs Corvettes, fresh from mothballs. (One PP)
[] Three Arcova Scout Frigates pulled back from antipirate duty. Career officers with a rotation of fresh crews. (Two PP)
[] One Hoshiko Cruiser, recently nationalized and restaffed. (Three PP)
[] Two Percheron Cruisers, just out of refits and ready for shakedown. (Three PP)
[] Batches from the recent graduates of Ground Force cadets. Who knew when combat infantry may be helpful. (One PP per company/60 men)
And, while on paper these ships are ready for combat duty... They have been recently reworked, crews shuffled, and generally upset. Who knows what may have fallen through the cracks. (Pick one)
[] Inspections, inspections... Have the ships checked over while the crews are on their last shore leave, to find out just what is wrong with them after twenty or more years in storage.
[] Crew reworking. Half of these crews are entirely raw. The other half are raw with a side order of more experienced spacers from half a dozen ships and homeworlds leading them and finishing their training. They'll need some drills and exercises to be able to work as a team in battle.
[] Supplies. Make sure your ships get a full load of everything they might need. Torpedoes, fresh rations, fuel, anything and everything required to run a ship in space.