Quest Idea Thread

You are the poor sodding commandeer left in charging of the Galactic Empire's latest mega ship. In what was supposed to be a simple shake down run before it's official unveiling to go with the new deathstar. Only for Endor and the death of the Emperor to happen with the empire falling into chaos.

Now you're stuck trying keep an oversized monstrosity of a ship running. Amidst a galaxy in turmoil.
Reminds me of that fic Nightmare from the Past, involving the Imp commander in charge of the star dreadnought/mobile shipyard Supremacy (which would be later converted into Snoke's flagship in The Last Jedi).
 
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Here's an idea for a Code Geass quest that's been bouncing around in my head this past week.

Euphemia Li Britannia after dying, abruptly finds herself back in the past only a few days before the start of the show. She must now find a way to get to Japan and devise a plan to prevent the death of her brother Clovis without exposing Lelouch and Nunnally to danger, then attempt to improve the lives of the Japanese people and reconnect with Suzaku.

Depending on how the questers go about achieving her goals, Euphemia may be presented with situations that force her to act against her beliefs to save lives and ultimately shift how she views change should be enacted altogether. Euphemia could potentially end the story as a fully committed member of the Black Knights, the leader of her own competing organization, or a force for good within the Britannian system.
 
Those are great ideas if I actually decide to do it one day.

I'd put 'em next to 'used to bully nagash' and 'absolutely no reason' in the motivation list.
"Well see I woke up one day, saw a fella with a big stupid hat, and thought: he deserves being taken down a peg or two. And so here we are."

"Here" are the burning remains of Nagashizzar, post-nuclear strike.

You are the poor sodding commandeer left in charging of the Galactic Empire's latest mega ship. In what was supposed to be a simple shake down run before it's official unveiling to go with the new deathstar. Only for Endor and the death of the Emperor to happen with the empire falling into chaos.

Now you're stuck trying keep an oversized monstrosity of a ship running. Amidst a galaxy in turmoil.
Lel. Star Wars aside, being the Captain of a stupid big ship would be an intresting quest: I even have a setting that would work for it.
 
Just Skimmed through this quest: Progressive (Sword Art Online Quest), and couldn't help but wonder..

Is there a SAO quest out there that is still active? If not:

How about a SAO quest where instead of being Kazuto or any of the canon characters, the players create their own character that would take part in the Sword Death Kill..with progression based on both canon (depends on the QM for Anime or Manga Canon), narrative choices by the character, and interactions with other characters that the created character meets.
 
So this series has an almost-inexcusable general lack of fan content outside of art, and I think that's a crying shame. I mean, yes, this series has never really managed or even tried to move its overall stories out of Excuse Plot territory, but it's got a pretty funny main cast and they deserve more than the piddly sub-100 fanfics they currently have. So here's something I've been cooking up over the course of today.

Epic Battle Fantasy Quest

The world is in danger, from… some threat or another. And you're gonna save it! So grab your swords, your staves, your guns, bows, and party members, and set off for your destiny!

Take control of one of the Epic Battle Fantasy series' Players and embark on a journey through a fantasy kitchen sink world full of anachronisms, parodies, cats, and other assorted JRPG nonsense. Choose your character, find the other Players, and go kill God! Or whoever else it might be that's endangering the world.

So! With the introductory spiel out of the way, let's get down to business. First off, your name is…

-[] Matt.
You like swords. You really, REALLY like swords. You also like pirates, and video games, but that kinda comes with the territory, living in Hope Harbor and all. Alone. Though you've actually been doing pretty well for yourself, considering you can afford to spend half your days cooped inside, gaming away. You're new to this whole quest thing, but you've practiced with your hockey stick enough over the years that you can pull off a classical multislash Limit Break, and you know your status effects like the back of your hand, you think, so hopefully you'll do the posters proud! …as long as they let you do your fair share of looti- er, appropriating, yeah, that's the word. It's not kleptomania if it's for a good cause!
-Magic Knight playstyle. Buff yourself up with support spells, then hit the foes as hard as you can until they stop moving!
—Boatloads of HP, strength, and defense.
—Not so good with magic or resistance, and you've got some accuracy issues on top of being average at dodging.
—Big single-target burst damage, but few worthwhile AoE options. You'll have to content yourself with one-shotting foes one at a time. You also don't really have the brainpower for fancy tricks, so stuff like status effects or debuffs are best left for other people.
—Starting Gear: Hobo's Clothes, Captain's Hat, Ultra Pro 9000X

-[] Natalie.
You're a mage. You've got the degree to prove it, too! You'd honestly rather be studying for a Master's, but you got caught doing something a little, uh… w-well, suffice to say that you should probably stay out of Uni for a while, until the place forgets you and you can start fresh. But until then, you're game for a little adventure! You've got the classic fire-ice-thunder elemental trio covered, and your teachers said you had some monstrous potential at Light and Dark magic, not to mention you're a pretty good healer on top of all that, so you should be golden for anything the world can throw at you! …as long as it isn't a bunch of idiots staring at your 'assets.'
-Omni-Mage playstyle. Toss spells of every element under the sun at your foes, and chug their tears when you erase any harm they deal to you!
—Amazing magic and resistance.
—Awful strength and defense, and poor HP. You don't exactly work out much.
—Once you get going, it'll be all AoEs, all the time, baby. Maybe they don't do as much damage as dedicated single-target stuff, and your abilities in that area aren't the greatest, but who cares when you're guaranteed to have at least one spell for every foe's elemental weakness?
—Starting Gear: Red Dress, Red Ribbon, Dark Tooth

-[] Lance.
You're the smartest soldier alive, and anyone who says otherwise is just another Godcat-damned dumbass. Who's the guy with the gunblade? You are. Who's the youngest officer in Redpine Town's history? You are. Who's the guy that designed the Valkyrie Tank, the single greatest battle implement ever devised (suck it, Patton!)? That's right: YOU. And when you finally manage to scrounge up enough money, materials, and time to actually build the thing, and your air support, and your orbital Ion Cannon, and your bitchin' Iron Fortress, you'll be on top of the freakin' world. And then everyone will finally have no choice but to listen to you when you tell them that the end of everything is right around the corner, which they would've noticed if they actually opened their eyes for once in their worthless lives-
-Gunner playstyle. Blast your foes away with unmatched technological superiority, cycling through bullets, bombs, and blades to give everything time to cool off.
—Unmatched accuracy, solid magic, and above average strength.
—Awful evasion, middling defense and resistance. Fights in Redpine usually come down to who's the better shooter, so the best defense is either a good offense or superior positioning.
—Your tech not only hits incredibly hard, but also tends to weaken your foes, too. And some of your single-target stuff is so good that it hits everything else while it's at it! Of course, you do have to use your stuff carefully and sparingly to make sure you don't outpace your natural ammo production or overheat anything, but you're more than smart enough to make that a non-issue. Certainly.
—Starting Gear: Officer's Coat, Officer's Hat, Shadow Blaster

-[] Anna.
With your ripped back muscles, druid-flavored spells, healing skills, and outstanding capture record, you're by far the best hunter Greenwood Village has to offer—and the cutest to boot. When you're not filling the larders of your neighbors, friends, and family, you're chopping down firewood, carving idols, or engaging in every teenager's favorite pastime: video games! …what? Hey, just because Greenwood's always been poor and rural doesn't mean it's full of savages! Honestly, some people. But you doubt you'll have any time for that soon—the elders have been saying that a great calamity is approaching, and seeing as you're at the top of the local food chain, they figure you're the ideal candidate to put who or whatever's causing it out to pasture. It's not all bad, though; you'll at least get some time away from your overbearing parents and their insistence on you finding a boyfriend. Or girlfriend. They don't judge, apparently. Joke's on them, you just have chronic breast envy syndrome. Yup. That's it for sure. Definitely.
-Ranger playstyle. Summon Mother Nature's attendants to bog down foes with enough status effects to fill a dictionary, then move in for the kill.
—Jack-of-all-stats. Solid across the board, but leaning towards strength and with better evasion than most. Can't have any obvious weak spots if you wanna survive in the forest, after all!
—Your spells and elemental arrows allow you to inflict a variety of status effects on foes, and you know how to leave them vulnerable to being captured. You can also heal pretty well, if only a single person at a time. Outside of that, though, you don't exactly have much in the way of support, save for perhaps your log spell's penchant for leaving foes off-balance and vulnerable to critical hits.
—Starting Gear: Ranger Skirt, Amber Bauble, Fairy Bow

-[] NoLegs.
You are a cat. A limbless cat, just like all the other cats in the world. Well, except for Meow Meow, the lucky bastard. And Godcat, but, y'know, they're Godcat. You used to be part of the militia when you still lived in the Kitten Kingdom, but then they found out that you were kind of stealing a whole bunch of stuff and using your position as a cover, so you've mostly been keeping your distance these days, wandering wherever there's good food and good sunbathing spots. This whole adventure to save the world thing sounds a little bit big for your non-existent britches, but if it gets you a few humans who're willing to bow down to your glorious countenance and pull their weight in a fight and maybe make up for the affection you've been denied your entire life, you think you can deal.
-Rogue playstyle. Unleash lightning-fast sword strikes upon whatever foe gets in your way, and use the openings you gain from landing killing blows to dish out even more pain!
—Godlike evasion. You're the fastest thing alive. Pretty good resistance too, along with solid strength and magic.
—Abysmal HP and defense. Pray you're fast enough to dodge everything, or you'll go down lickety-split.
—Single-target multihits are the name of your game; specifically, the kind that let you share the love if your initial target goes down mid-combo. If you're faced with a group of weaklings, a single chain could possibly wipe them all out, but if you have the misfortune to go up against a pair of big boys, you're probably in trouble. Then again, you've also got nine lives, and those are the kind of things that prospective party members would really love you for if you shared them.
—Starting Gear: Heroic Armor, Knight's Helmet, Steel Buckler

If the phrasing didn't already make it clear, this quest would have a very similar tone to its source material, bring a generally-goofy lighthearted romp across a planet that looks like a horribly lopsided game of off-brand fantasy Civilization. That isn't to say it won't have serious moments, of course, but they'll be reserved for times of Importance and will generally be few and far between.
 
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Been practicing my writing by writing a few Quest premises to get back into the grove of things. Figured I might as well share an opening post for one I made then just let it sit in a doc.


A Light of Hope in the Abyss of Despair
A Danganronpa Planquest
A year ago…the world had ended.

It was not by nuclear holocaust, an unending war, or an all-consuming plague like expected. Rather, what ended it was…a parade in Tokyo.

A year ago, the student council of a prestigious school in Japan known as Hope's Peak Academy were forced to slaughter each other at the demands of an experiment gone wrong, an attempt by the school to create an idol for all of humanity to venerate, only to turn out to be a demon they all feared. In response, the rage-filled masses of the lesser student body known as the Reserve Course rioted in front of the school when it came to light that the culprit was once one of their own. Dubbed 'The Parade' by the governing body of the school in an attempt to cover the truth, such deceit would do little when the Reserve Course stormed the school and slaughtered those within before committing mass suicide.

To this day, the events of those days and how they occurred, why they occurred remain shrouded in mystery…what is certain however, are the events that followed.

First, it was the rise of the Anti-Talent Movement, a violent organization dedicated to sowing chaos and bloodshed all in the name of toppling the supposed 'betters' of this world. Like a disease, their ideology spread like wildfire across the globe, with Japan at its epicenter. Next, the nations of the world began to blame one another for this madness and demanded answers that none of them had, resulting in destructive wars, like the bloody crusades instigated across Europe by the Kingdom of Novoselic, headed by an impersonator of its deceased Crown-Princess.

After that, things never improved and Man fell into greater depravities on a scale never imagined before. As civilizations collapsed around them, the human race in its entirety succumbed to the feelings of grief, misery…despair.

Yet, not all is lost. A spark of hope remains.

In the aftermath of what people call 'The Tragedy', those who remained regrouped and reorganized in an attempt to preserve what little sanity there is still left in the world, the most prominent of these organizations now having taken the torch to restore the world to what it once was: The Future Foundation, an organization formed by former Hope's Peak Headmaster Kazuo Tengan with the surviving staff of the former Academy to undo its own mistakes and rebuild what was lost. No other group is as dedicated to combating despair and restoring hope than they are, as they fight against the maddened thugs of the Kuzuryu Clan that still stalk the ruined streets of Japan's lost cities.

Yet, now it is in a crisis. Kazuo Tengan, Director of the Foundation, has found to have committed suicide in his office after watching a video undocumented by the Foundation, followed by the security guard who made the mistake of doing the same after uncovering the body. Labeled 'The Despair Video' by the staff, the video itself has been placed under lock and key for the time being, as the Foundation now tries to resolve its sudden lack of leadership.

Divided into several divisions, it was decided that each of the Division Heads will come together to elect a new Director from one of their own, and whoever succeeds the late Tengan will take up the mantle in guiding the Foundation, and the world, to a hopeful future.

After several hours of discussion, the votes are collected and revealed, and the second Director of the Future Foundation is:

[] Kyosuke Munakata: Head of the 2nd Division and oftentimes considered to be the second most powerful man in the Foundation as the commander of its militant arm, his ascension to the position of Director seems to have been inevitable to most of his peers. A man of uncompromising ideals, Kyosuke sees the only chance humanity has for recovery is through the total destruction of despair and all those affected by it, a viewpoint that has often clashed with other personnel of the Foundation as well as the late Director himself. With him in the position of Director, the Foundation is expected to become far more militant in its quest for restoring peace to the world. (+1 Operations Dice, +10 to Operations rolls)

[] 'Great Gozu': Head of the 12th Division and tasked with the restoration of infrastructure and public services, 'Great Gozu' is a widely respected member of the Foundation and his ascension to the position of Director, while somewhat surprising, is pleasant to many of his peers. In contrast to 2nd Division Head Munakata, 'Great Gozu' advocates for a greater focus in the Foundation's reconstruction efforts rather than an expansion of its peacekeeping forces. While he accepts both are necessary to combat the growing chaos of the world, he argues that, to truly restore hope into the hearts of people, the Foundation must be ready to provide and care for the suffering masses and bring them a sense of normalcy back to their lives. (+1 Infrastructure Die, +10 to Infrastructure rolls)

[] Koichi Kizakura: Head of the 3rd Division and incharge of the Foundation's human resources, Kizakura's ascension is a truly startling upset to many due to the man's easygoing and careless nature. Nonetheless, with his ascension Kizakura has laid out his own aims for the Foundation, primarily revolving around the establishment of relations with surviving settlements and societies that still persist on the mainland, a fact seen as having been ignored by the Foundation for far too long by the new Director. In his eyes, the Foundation is not the only bastion of sanity left in the world and it will only be through cooperation with others that normalcy can return. (+1 Diplomacy Die, +10 to Diplomacy rolls)

[] Miaya Gekkogahara: Head of the 7th Division and incharge of both the Foundation's internal security and its psychology research, Miaya's quiet and distant nature would have made her a very unlikely candidate for Director were it not for the video that led to Tengan's suicide. In a surprising amount of forwardness, the discovery of the 'Despair Video' has fascinated Miaya, who now believes that through research the effects of the video could be understood and ways for it to be reversed could be developed by the Foundation, potentially being the key to annihilate despair and end the world's madness in a single stroke. Such a plea has appeared to move many of her peers, who now elect her to lead the Foundation into an entirely new direction. (+1 Research Die, +1 Security Die)

[] Chisa Yukizome: Head of the 5th Division and incharge of external intelligence, Chisa's election was a shock for many, not particularly due to her ability but rather her close association with Munakata and his bloc of supporters made such an outcome of her being selected over him simply unthinkable. Regardless, her cheerful disposition and friendliness has appeared to convince her peers that she is the best candidate to lead the Foundation in these troubling times. Despite being the 2nd Director of the Foundation, she has remained silent on what she intends to prioritize for the organization, though many expect her to fall in line with Munakata's advocated crusade.

Little did they know the secret she harbors. (+1 Security Die, +1 Operations Die, +1 ???)

(WARNING: This option will drastically change the setting and aims of the Quest, as well as changing the end goal to its stark contrast)

Essentially, I wanted to see if I could make a Quest where the setting and the type of quest it is don't quite align and see if I could make it an interesting premise still. In which case, this was my result: A Planquest set in the universe of Danganronpa (with a few liberties to flesh out the setting itself) through the eyes of the canonical organization of the Future Foundation before the events of the games. The Future Foundation has taken on the burden to combat Despair and has tasked itself in rebuilding the world, which is what this Quest would mainly entail (with the exception of one of the Director candidates); building up the Foundation and prove itself capable of beating back the chaos that has engulfed the world and undo the damage this pseudo-apocalypse has caused, and all actions will be directed to those goals until they are achieved. Meanwhile, the orchestrator and her minions are still at large and will surely throw quite a few wrenches into your efforts to restore hope into the hearts of man.
 
Just Skimmed through this quest: Progressive (Sword Art Online Quest), and couldn't help but wonder..

Is there a SAO quest out there that is still active? If not:

How about a SAO quest where instead of being Kazuto or any of the canon characters, the players create their own character that would take part in the Sword Death Kill..with progression based on both canon (depends on the QM for Anime or Manga Canon), narrative choices by the character, and interactions with other characters that the created character meets.

*Raises Hand*. Though it's mostly just using SAO as a setting backdrop to a Persona quest...

Though you might want to check out Immersion (Sword Art Online AU). It's an excellent completed quest that mostly matches your description.

I do think a traditional SAO style quest could be fun though. One idea I've always had but never put down to paper is a what-if scenario where Kayaba TPKs everyone on Floor 75 and you have to play as an OC trying to reorganize the frontlines. There's this in-character interview in an SAO side story where Kayaba mentions exactly this scenario, wherein Kayaba says he has faith in the players that he expects someone to rise to the occasion even after a TPK. An essence a 25 floor quest about trying to win from a place of absolute disaster without being shackled to canon.
 
WH 40K Chapter Master Quest, but you're actually a Watch Commander of the Deathwatch, leading a newly created Watchfortress' to combat the insidious alien.

Instead of large scale campaigns, it'd be small scale tactical operations, against a wide variety of foes. You troops include Space Marines loaned from chapters, or full Black Shields.
 
So completely unbidden, I had an intrusive idea... Does anyone remember this vide from Cosmonaut Marcus?

View: https://www.youtube.com/watch?v=BJjQyP2c5Dk
Yeah well I suddenly realized even if it'll never be a video game it COULD be a fun as heck quest. I've got the bug to try to realize it at the moment but IDK if I'll ever put the effort in. Figured I'd share to gauge interest and/or see if I inspire someone who knows what they're doing as a QM...
(Yes I realize I'm reposting this but I didn't know about this thread when I put it in the Marvel Fanfic thread.)
 
Free to a good home: The Long Discussion - A Scientific Method Quest

Pick a time period and describe all the data gathered that led to some conclusion. Maybe start off easy by describing some of the earliest indications the earth is round or something else figured out equally early. Give vote options for explanations, only one of which was the accepted explanation. Other vote options would be other competing explanations, not all of which have historically been in good faith. See if the voters can pick the one we now know to be correct.

For extra fun, once voters have gotten the hang of it, alter the data so that the quest is taking place in an alternate universe with different constants or properties. See if the voters bandwagon on the one we know to be true in defiance of the presented evidence. For example, you could present the story of an apple hitting Newton on the head, but alter how fast the apple fell and see if anyone notices.
 
Lately, I've been thinking about running a Genius: The Transgression Quest in which you are an established mad scientist tasked with teaching the Inspired youth of Seattle how to be (semi-)responsible mad scientists. I envision the Quest as a mix of the Persona games and The Magic School Bus. Players would have to balance teaching with pursuing their own research projects, with the occasional field trip to alternate dimensions thrown in to spice things up.
 
Probably won't commit to this anywhere in the short-term, but with disagreements on the Fallout show's handling of lore and in particular the NCR, I got a small burst of passion to do something original with Fallout, and in particular explore something I've wanted to do since Old World Blues, make a Fallout set in the Texas wasteland. Here's my premise.

Fallout: Lone Star

War, war never changes

It is October 23rd, 2077. The world is on fire as war between the United States and China has broken into a total nuclear exchange, leaving no corner of the planet safe from the fiery apocalypse. Within America, many are "saved" from the bombs by entering into Vaults, vast underground shelters run by Vault-Tec to save a blessed few and form the foundations of a new America after its death. Unknown to the public before the bombs fell, the Vaults were in actuality sick and perverse experiments by Vault-Tec who deliberately designed their vaults with unethical conditions to test every possible scenario for humans packed together in a settlement.

One such Vault is Vault 28 located in San Felipe, Texas. The purpose of this Vault is more benign than most Vaults, but still at the end of the day an experiment for Vault-Tec's social engineering. What made Vault 28 unique was that it was settled entirely with Texas Nationalists who paid more allegiance to their state, and most importantly the ancient Republic of Texas rather than the United States. Technically, such sentiments were treason in late America, but the Texan patriots were such a fringe group that they were considered more of a cute curiosity rather than a true threat like Communists.

Save for Vault-Tec staff, the vault was composed almost entirely of Texan Nationalists, members of the Sons of the Republic, once a historical organization dedicated to the memory of early Texas, then turned into a Natioanlist movement due to disatisfaction with America's downfall. Vault-Tec interceded and provided them political protection and a vault, for the sole purpose of an experiment to see how a society which was founded upon allegiance to a long dead flag and culture could last, a test run for the rebirth of America.

Unfortunately for Vault-Tec, they never really understood the saying "Don't Mess with Texas"

When the true purpose of the Vault was discovered, the Texans revolted and killed their wardens, turning the social labratory into a home. Despite their salvation only being due to social science, the dream in a reborn Texas never died, it only found a greater home within the souls of the Texans. For surely, America was dead and it deserved its fiery demise from a century of moral decay and authoritarianism? Surely, the new world would be better governed under the Lone Star flag?

It is the year 2120, and the Second Republic of Texas is finally ready to venture out from the Vault and reclaim the Wasteland, spreading a lone star empire to provide salvation for the survivors. You are the recently elected President of the Republic of Texas, chosen by the Vault to lead them into the light.

Who are you?

Name:
Gender:
Age:

How are you SPECIAL? (30 Points)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

How shall you spread your dice? Start off with 20, 3 Free Dice
Construction
Intelligence
Security
Diplomacy
Research
Administration

What is your story? (Character Bio)

What are the boons of Vault 28? Choose Two

[ ] GECK Kit:
For some reason in spite of 28 not being a control Vault, you have been gifted with a GECK Kit, two GECKs in particular. While the wasteland won't be purified overnight, this is a massive boon that will restore Texas to its pre-war glory as well as giving the Republic great legitimacy among the wasteland. Though at the same time, it can paint a great target on its back
Vault 28 has two GECK Kits.

[ ] Don't Mess with Texas:
America may have a love affair with firearms, but Texas really LOVES guns. The same is true with the Second Republic who being proud patriotic Texans who believe the 2nd amendment was one of the most sacred, brought with them to the Vault a rather colorful collection of firearms, many that aren't even legal in most states. This should have the Vault well equipped for most dangers of the wasteland.
Large collection of firearms along with explosive ordinance, platoon's worth of body armor, and small amount of civilian grade laser weapons. Bonus to combat actions.

[ ] Farmers and Cowboys:
Your Vault is mainly descended from rural farmers who were decently skilled in agriculture and livestock. While most of the farmers and cowboys are long dead by this point, they have passed down the knowledge for Texas to once again be a thriving giant in agriculture, making sure future generations will have full bellies and honest work.
Bonuses to Agricultural actions

[ ] New Sherriff in town:
Your vault is mainly descended from law enforcement and veterans who for one reason or another found themselves amenable to the ideology of Texan Nationalism. Not only did this mean that Vault 28 was rather orderly, but it also gave the Texas Rangers and Texan Army a strong foundation of institutional knowledge to be skilled fighters.
Army and Texas Rangers are highly disciplined. Bonuses to combat. Low unrest at start.

[ ] Straight A Vaulters:
Of the specialty of Vault 28, your infant Republic has been blessed with a number of geniuses and gifted residents. For a fringe Nationalist vault, you had a rather unusual number of gifted minds with talents in specialties or just highly knowledgable in general. A good number of university degrees, and from their offspring very intelligent Texans. You're no nation of geniuses as most are roughly average or above average, but you got a solid foundation to recreate and innovate technology and science.
Bonuses to research dice, research progress shortened.

[ ] Everything's Bigger in Texas:
The Average Vault was designed with 1,000 people as a starting population, your Vault had 3,000 people when the bombs fell and more than enough space to account for a few generations of population growth. This gives the Second Republic of Texas a major population advantage that can aid it in its expansion.
Vault 28 starts out with 4,500 people at Turn 1.

[ ] Lucky Miss: As the home of NASA and the heart of America's petrochemical industry, nearby Houston was a natural target for the wrath of China. However, for one reason or another, while Houston was hit it, it was spared total nuclear ahnnilation. Civilization as a whole is dead, but there are many people who endure in the wasteland and lots of hidden treasures and resources for the Republic to claim.
Large portions of Houston wasteland have intact buildings. Most iconic locations well preserved. Increased number and quality of pre-war loot.

[ ] Lucky Rads:
The Chinese sure did their best to bomb the Houston area to hell, although something strange has happened with their bombs. While they did their explosive effect, radiation is lower than what was presumed to be standard of the Chinese arsenal. It's not nonexistent, there's a few definite lethal pockets at ground zeroes, but the immediate Houston area sees managable radiation levels across the board, ensuring more pre-war flora and fauna remain relatively unaltered.
Pre-war ecosystems remain mostly intact across Houston wasteland. Few Ghouls.

[ ] Pet Paradise: Much like how the first Republic of Texas was born through a revolution against tyranny, the second Republic was born out of an uprising against a grave evil, namely the defense of furry Texans against the evil of Vault-Tec who sought to euthanize them as unnecessary burdens on the Vault. While indeed, the pets do form a strain on supplies and waste disposal is dished out as a punishment, the difficulties are well worth it as the pets have helped to keep the Vault sane and happy for the past 60 years. Plus with how irradiated the surface is, these might be some of the only pure breeds of their kind.
Large diversity of pets to start off with. Highly increased morale.

[ ] Vault Neighbors: For better or worse, Vault Tec has stocked Texas well with its Vault system. There's 20 vaults across the whole state, and eight within the Houston area, including your own vault 28. This can do wonders for the Republic's future due to the other Vault's likely rare resources and technology, yet with it clear that the whole Vault system was just a sham to test their human lab rats, who knows what kind of horrors await.

Instead of 10 Vaults within Texas, four (including 28) in the Houston area, number expanded to 20 and 8 respectively.

[ ] Arsenal of Democracy: In the last half century of America, Texas saw unprecedented development as a military base. Mainly to act as a base and supply hub for the occupation of Mexico, and then to support the home front in the Sino-American War. Even with all of China's nukes, there is likely to be a score of pre-war arms and vehicles that build an invaluable foundation for the Texas military, so long as you get to them first.
More bases with potential for great military weapons and gear in loot.

What is the misfortune of Vault 28? Choose One

[ ] Lonely Stars:
Texan Nationalism was never a popular ideology or anywhere close to mainstream. As such, the starting vault population was rather small with only 300 residents at the time of the Vault's closing. While great for resource rationing, it has also made for a poor stock of genetic diversity. For now, things are relatively fine, but with the dating pool limited without romancing cousins, expansion must be undertaken soon for the health of Texas.
Start with a population of 500, younger generations being mostly blood related. Can't be chosen with Everything's Bigger in Texas.

[ ] Heated Stars:
Vault 28 is dominated in leadership by the Texan Nationalists but it is not the only population within the Vault. Vault 28 for better or worse was filled with a plethora of outsiders from San Felipe and nearby towns along with passers by who were granted a mercy and allowed emergency residency in the vault when the bombs dropped. Thus, only a fraction of the population are diehard Texan patriots, and even within the Texan camp there is rather...spirited divisions between ethnic and religious lines, most importantly between Tejanos and Anglo-Texans. For the short term, the Vault is united and willing to pledge allegiance to the Lone Star flag, but if things take a sour turn within the next generation then the community may splinter.
Start with population of 2000. Half of Vault are Texan Nationalists, half are independent or apathetic. Chance of major exodus if community largely unhappy.

[ ] Blue Collar Vault:
While Vault-Tec didn't have the intention of denying your Vault to have high intelligence, it was inevitable that a Vault consisting of Texan patriots and their families wouldn't stand as a peer to the likes of A&M or UT. Not that your Texans are dumb persay, but most have high school level education and those of the first generation who went to college weren't exactly the second coming of Einstein. Decently intelligent, but with smarts focused on labor and socials, leaving you a poor base to truly conduct high tier science.
Research projects expanded in progress requirements, research dice limited to 2. Can't be Chosen with Straight A Vaulters.

[ ] Hurricane woes:
Vault-Tec's engineering marvels have made it possible to construct Vaults within areas of relatively low sealevel like the Texan Gulf Coast. However, the trade off of such a placement in comparison to say a Vault in Nevada or West Virginia, is the danger of flooding and water damage. The Vault has recorded a number of major hurricanes since the bombs fell and each has brought major flooding to the Brazos river, which in turn wears and degrades the Vault. For the near future, Vault 28 should be fine, but it is at danger of eventual ruin and thus it would be wise to evacuate critical assets and most people to the surface unless major resources are acquired.
Vault 28 set to become unusable in 40 years if not properly reinforced.

[ ] Stone Age Street:
Nukes create pretty big explosions and turn most in their radius to dust, and China pumped a shit load of them towards the Houston area. There's so much gone and so little remaining, you'll have to expand far for resources and relics, though one could say you have a clean slate in reconstruction.
Most of Houston's artificial geography is gone. Very limited resources and pre-war loot. Can't be Chosen with Lucky Miss.

[ ] Rad Country:
The geiger reports from the surface are worrying. It seems that much of Southeast Texas has undergone heavy radiation even 42 years after the bombs have fallen. There may be some areas that will be uninhabitable for centuries and could kill humans instantly. Nevermind the potential side effects of mutations on the local flora and fauna. It's gonna be an ugly new world to be sure.
High radiation across Southeast Texas. More Ghouls, mutated flora and fauna. Can't be chosen with Lucky Rads

[ ] Raider Nation:
Vault 28 while sealed from the outside world, is vaguely aware of what is taking place on the surface through a surveillance system spread throughout San Felipe and a radio station. While there seemed to be more Houstonians who survived than expected, it seems that their morals were lost in the nuclear fires as audio systems have observed what can only be described as frequent migrations of "Raiders" who plunder and commit disgusting acts of violence and degeneracy that would have been unthinkable in pre-war America. One thing is for sure, if Texas is to be reborn, then it must fight for its existence.
Houston wasteland swarming with Raiders, basically Fallout 4

[ ] Big Catfish, Small Pond:
From the footage of San Felipe as well as radio transmissions, it's clear that there is a pool of survivors who have managed to escape the bombs and build a new life. This in and of itself is a good thing, but it presents worrying implications for the Second Republic of Texas that there are signs of many communities forming and growing. This can mean many nation-states are in the works, people who would be hostile to joining Texas.
Many Community-states forming in Houston Wasteland.

[ ] Ghost Town:
Nukes kill people, it's plain and simple, but you fear that the Chinese arsenal may have been too effective, at least over the Texas wasteland. Travelers through San Felipe are a very rare sight and your radio has been dead silent for the local airwaves. While this does mean you will have little immediate competition, it also leaves few wastelanders to be recruited into the Republic, and more manpower can do wonders in war and peace.
Potential survivor pool very limited.
 
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Probably won't commit to this anywhere in the short-term, but with disagreements on the Fallout show's handling of lore and in particular the NCR, I got a small burst of passion to do something original with Fallout, and in particular explore something I've wanted to do since Old World Blues, make a Fallout set in the Texas wasteland. Here's my premise.

Fallout: Lone Star

War, war never changes

It is October 23rd, 2077. The world is on fire as war between the United States and China has broken into a total nuclear exchange, leaving no corner of the planet safe from the fiery apocalypse. Within America, many are "saved" from the bombs by entering into Vaults, vast underground shelters run by Vault-Tec to save a blessed few and form the foundations of a new America after its death. Unknown to the public before the bombs fell, the Vaults were in actuality sick and perverse experiments by Vault-Tec who deliberately designed their vaults with unethical conditions to test every possible scenario for humans packed together in a settlement.

One such Vault is Vault 28 located in San Felipe, Texas. The purpose of this Vault is more benign than most Vaults, but still at the end of the day an experiment for Vault-Tec's social engineering. What made Vault 28 unique was that it was settled entirely with Texas Nationalists who paid more allegiance to their state, and most importantly the ancient Republic of Texas rather than the United States. Technically, such sentiments were treason in late America, but the Texan patriots were such a fringe group that they were considered more of a cute curiosity rather than a true threat like Communists.

Save for Vault-Tec staff, the vault was composed almost entirely of Texan Nationalists, members of the Sons of the Republic, once a historical organization dedicated to the memory of early Texas, then turned into a Natioanlist movement due to disatisfaction with America's downfall. Vault-Tec interceded and provided them political protection and a vault, for the sole purpose of an experiment to see how a society which was founded upon allegiance to a long dead flag and culture could last, a test run for the rebirth of America.

Unfortunately for Vault-Tec, they never really understood the saying "Don't Mess with Texas"

When the true purpose of the Vault was discovered, the Texans revolted and killed their wardens, turning the social labratory into a home. Despite their salvation only being due to social science, the dream in a reborn Texas never died, it only found a greater home within the souls of the Texans. For surely, America was dead and it deserved its fiery demise from a century of moral decay and authoritarianism? Surely, the new world would be better governed under the Lone Star flag?

It is the year 2136, and the Second Republic of Texas is finally ready to venture out from the Vault and reclaim the Wasteland, spreading a lone star empire to provide salvation for the survivors. You are the recently elected President of the Republic of Texas, chosen by the Vault to lead them into the light.

Who are you?

Name:
Gender:
Age:

How are you SPECIAL? (30 Points)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

What is your story? (Character Bio)

What are the boons of Vault 28?

[ ] GECK Kit: For some reason in spite of 28 not being a control Vault, you have been gifted with a GECK Kit, two GECKs in particular. While the wasteland won't be purified overnight, this is a massive boon that will restore Texas to its pre-war glory as well as giving the Republic great legitimacy among the wasteland. Though at the same time, it can paint a great target on its back

[ ] Don't Mess with Texas: America may have a love affair with firearms, but Texas really LOVES guns. The same is true with the Second Republic who being proud patriotic Texans who believe the 2nd amendment was one of the most sacred, brought with them to the Vault a rather colorful collection of firearms, many that aren't even legal in most states. This should have the Vault well equipped for most dangers of the wasteland.

[ ] Farmers and Cowboys: Your Vault is mainly descended from rural farmers who were decently skilled in agriculture and livestock. While most of the farmers and cowboys are long dead by this point, they have passed down the knowledge for Texas to once again be a thriving giant in agriculture, making sure future generations will have full bellies and honest work.

[ ] New Sherriff in town: Your vault is mainly descended from law enforcement and veterans who for one reason or another found themselves amenable to the ideology of Texan Nationalism. Not only did this mean that Vault 28 was rather orderly, but it also gave the Texas Rangers and Texan Army a strong foundation of institutional knowledge to be skilled fighters.

[ ] Straight A Vaulters: Of the specialty of Vault 28, your infant Republic has been blessed with a number of geniuses and gifted residents. For a fringe Nationalist vault, you had a rather unusual number of gifted minds with talents in specialties or just highly knowledgable in general. A good number of university degrees, and from their offspring very intelligent Texans. You're no nation of geniuses as most are roughly average or above average, but you got a solid foundation to recreate and innovate technology and science.

[ ] Everything's Bigger in Texas: The Average Vault was designed with 1,000 people as a starting population, your Vault had 5,000 people when the bombs fell and more than enough space to account for a few generations of population growth. This gives the Second Republic of Texas a major population advantage that can aid it in its expansion.

[ ] Lucky Miss: As the home of NASA and the heart of America's petrochemical industry, nearby Houston was a natural target for the wrath of China. However, for one reason or another, while Houston was hit it, it was spared total nuclear ahnnilation. Civilization as a whole is dead, but there are many people who endure in the wasteland and lots of hidden treasures and resources for the Republic to claim.

[ ] Lucky Rads: The Chinese sure did their best to bomb the Houston area to hell, although something strange has happened with their bombs. While they did their explosive effect, radiation is lower than what was presumed to be standard of the Chinese arsenal. It's not nonexistent, there's a few definite lethal pockets at ground zeroes, but the immediate Houston area sees managable radiation levels across the board, ensuring more pre-war flora and fauna remain relatively unaltered.

What is the misfortune of Vault 28?

[ ] Lonely Stars:
Texan Nationalism was never a popular ideology or anywhere close to mainstream. As such, the starting vault population was rather small with only 300 residents at the time of the Vault's closing. While great for resource rationing, it has also made for a poor stock of genetic diversity. For now, things are relatively fine, but with the dating pool limited without romancing cousins, expansion must be undertaken soon for the health of Texas.

[ ] Heated Stars: Vault 28 is dominated in leadership by the Texan Nationalists but it is not the only population within the Vault. Vault 28 for better or worse was filled with a plethora of outsiders from San Felipe and nearby towns along with passers by who were granted a mercy and allowed emergency residency in the vault when the bombs dropped. Thus, only a fraction of the population are diehard Texan patriots, and even within the Texan camp there is rather...spirited divisions between ethnic and religious lines, most importantly between Tejanos and Anglo-Texans. For the short term, the Vault is united and willing to pledge allegiance to the Lone Star flag, but if things take a sour turn within the next generation then the community may splinter.

[ ] Blue Collar Vault: While Vault-Tec didn't have the intention of denying your Vault to have high intelligence, it was inevitable that a Vault consisting of Texan patriots and their families wouldn't stand as a peer to the likes of A&M or UT. Not that your Texans are dumb persay, but most have high school level education and those of the first generation who went to college weren't exactly the second coming of Einstein. Decently intelligent, but with smarts focused on labor and socials, leaving you a poor base to truly conduct high tier science.

[ ] Hurricane woes: Vault-Tec's engineering marvels have made it possible to construct Vaults within areas of relatively low sealevel like the Texan Gulf Coast. However, the trade off of such a placement in comparison to say a Vault in Nevada or West Virginia, is the danger of flooding and water damage. The Vault has recorded a number of major hurricanes since the bombs fell and each has brought major flooding to the Brazos river, which in turn wears and degrades the Vault. For the near future, Vault 28 should be fine, but it is at danger of eventual ruin and thus it would be wise to evacuate critical assets and most people to the surface unless major resources are acquired.

[ ] Stone Age Street: Nukes create pretty big explosions and turn most in their radius to dust, and China pumped a shit load of them towards the Houston area. There's so much gone and so little remaining, you'll have to expand far for resources and relics, though one could say you have a clean slate in reconstruction.

[ ] Rad Country: The geiger reports from the surface are worrying. It seems that much of Southeast Texas has undergone heavy radiation even 60 years after the bombs have fallen. There may be some areas that will be uninhabitable for centuries and could kill humans instantly. Nevermind the potential side effects of mutations on the local flora and fauna. It's gonna be an ugly new world to be sure.
I'd definitely join this
 
Probably won't commit to this anywhere in the short-term, but with disagreements on the Fallout show's handling of lore and in particular the NCR, I got a small burst of passion to do something original with Fallout, and in particular explore something I've wanted to do since Old World Blues, make a Fallout set in the Texas wasteland. Here's my premise.

Fallout: Lone Star

War, war never changes

It is October 23rd, 2077. The world is on fire as war between the United States and China has broken into a total nuclear exchange, leaving no corner of the planet safe from the fiery apocalypse. Within America, many are "saved" from the bombs by entering into Vaults, vast underground shelters run by Vault-Tec to save a blessed few and form the foundations of a new America after its death. Unknown to the public before the bombs fell, the Vaults were in actuality sick and perverse experiments by Vault-Tec who deliberately designed their vaults with unethical conditions to test every possible scenario for humans packed together in a settlement.

One such Vault is Vault 28 located in San Felipe, Texas. The purpose of this Vault is more benign than most Vaults, but still at the end of the day an experiment for Vault-Tec's social engineering. What made Vault 28 unique was that it was settled entirely with Texas Nationalists who paid more allegiance to their state, and most importantly the ancient Republic of Texas rather than the United States. Technically, such sentiments were treason in late America, but the Texan patriots were such a fringe group that they were considered more of a cute curiosity rather than a true threat like Communists.

Save for Vault-Tec staff, the vault was composed almost entirely of Texan Nationalists, members of the Sons of the Republic, once a historical organization dedicated to the memory of early Texas, then turned into a Natioanlist movement due to disatisfaction with America's downfall. Vault-Tec interceded and provided them political protection and a vault, for the sole purpose of an experiment to see how a society which was founded upon allegiance to a long dead flag and culture could last, a test run for the rebirth of America.

Unfortunately for Vault-Tec, they never really understood the saying "Don't Mess with Texas"

When the true purpose of the Vault was discovered, the Texans revolted and killed their wardens, turning the social labratory into a home. Despite their salvation only being due to social science, the dream in a reborn Texas never died, it only found a greater home within the souls of the Texans. For surely, America was dead and it deserved its fiery demise from a century of moral decay and authoritarianism? Surely, the new world would be better governed under the Lone Star flag?

It is the year 2136, and the Second Republic of Texas is finally ready to venture out from the Vault and reclaim the Wasteland, spreading a lone star empire to provide salvation for the survivors. You are the recently elected President of the Republic of Texas, chosen by the Vault to lead them into the light.

Who are you?

Name:
Gender:
Age:

How are you SPECIAL? (30 Points)
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

What is your story? (Character Bio)

What are the boons of Vault 28?

[ ] GECK Kit: For some reason in spite of 28 not being a control Vault, you have been gifted with a GECK Kit, two GECKs in particular. While the wasteland won't be purified overnight, this is a massive boon that will restore Texas to its pre-war glory as well as giving the Republic great legitimacy among the wasteland. Though at the same time, it can paint a great target on its back

[ ] Don't Mess with Texas: America may have a love affair with firearms, but Texas really LOVES guns. The same is true with the Second Republic who being proud patriotic Texans who believe the 2nd amendment was one of the most sacred, brought with them to the Vault a rather colorful collection of firearms, many that aren't even legal in most states. This should have the Vault well equipped for most dangers of the wasteland.

[ ] Farmers and Cowboys: Your Vault is mainly descended from rural farmers who were decently skilled in agriculture and livestock. While most of the farmers and cowboys are long dead by this point, they have passed down the knowledge for Texas to once again be a thriving giant in agriculture, making sure future generations will have full bellies and honest work.

[ ] New Sherriff in town: Your vault is mainly descended from law enforcement and veterans who for one reason or another found themselves amenable to the ideology of Texan Nationalism. Not only did this mean that Vault 28 was rather orderly, but it also gave the Texas Rangers and Texan Army a strong foundation of institutional knowledge to be skilled fighters.

[ ] Straight A Vaulters: Of the specialty of Vault 28, your infant Republic has been blessed with a number of geniuses and gifted residents. For a fringe Nationalist vault, you had a rather unusual number of gifted minds with talents in specialties or just highly knowledgable in general. A good number of university degrees, and from their offspring very intelligent Texans. You're no nation of geniuses as most are roughly average or above average, but you got a solid foundation to recreate and innovate technology and science.

[ ] Everything's Bigger in Texas: The Average Vault was designed with 1,000 people as a starting population, your Vault had 5,000 people when the bombs fell and more than enough space to account for a few generations of population growth. This gives the Second Republic of Texas a major population advantage that can aid it in its expansion.

[ ] Lucky Miss: As the home of NASA and the heart of America's petrochemical industry, nearby Houston was a natural target for the wrath of China. However, for one reason or another, while Houston was hit it, it was spared total nuclear ahnnilation. Civilization as a whole is dead, but there are many people who endure in the wasteland and lots of hidden treasures and resources for the Republic to claim.

[ ] Lucky Rads: The Chinese sure did their best to bomb the Houston area to hell, although something strange has happened with their bombs. While they did their explosive effect, radiation is lower than what was presumed to be standard of the Chinese arsenal. It's not nonexistent, there's a few definite lethal pockets at ground zeroes, but the immediate Houston area sees managable radiation levels across the board, ensuring more pre-war flora and fauna remain relatively unaltered.

What is the misfortune of Vault 28?

[ ] Lonely Stars:
Texan Nationalism was never a popular ideology or anywhere close to mainstream. As such, the starting vault population was rather small with only 300 residents at the time of the Vault's closing. While great for resource rationing, it has also made for a poor stock of genetic diversity. For now, things are relatively fine, but with the dating pool limited without romancing cousins, expansion must be undertaken soon for the health of Texas.

[ ] Heated Stars: Vault 28 is dominated in leadership by the Texan Nationalists but it is not the only population within the Vault. Vault 28 for better or worse was filled with a plethora of outsiders from San Felipe and nearby towns along with passers by who were granted a mercy and allowed emergency residency in the vault when the bombs dropped. Thus, only a fraction of the population are diehard Texan patriots, and even within the Texan camp there is rather...spirited divisions between ethnic and religious lines, most importantly between Tejanos and Anglo-Texans. For the short term, the Vault is united and willing to pledge allegiance to the Lone Star flag, but if things take a sour turn within the next generation then the community may splinter.

[ ] Blue Collar Vault: While Vault-Tec didn't have the intention of denying your Vault to have high intelligence, it was inevitable that a Vault consisting of Texan patriots and their families wouldn't stand as a peer to the likes of A&M or UT. Not that your Texans are dumb persay, but most have high school level education and those of the first generation who went to college weren't exactly the second coming of Einstein. Decently intelligent, but with smarts focused on labor and socials, leaving you a poor base to truly conduct high tier science.

[ ] Hurricane woes: Vault-Tec's engineering marvels have made it possible to construct Vaults within areas of relatively low sealevel like the Texan Gulf Coast. However, the trade off of such a placement in comparison to say a Vault in Nevada or West Virginia, is the danger of flooding and water damage. The Vault has recorded a number of major hurricanes since the bombs fell and each has brought major flooding to the Brazos river, which in turn wears and degrades the Vault. For the near future, Vault 28 should be fine, but it is at danger of eventual ruin and thus it would be wise to evacuate critical assets and most people to the surface unless major resources are acquired.

[ ] Stone Age Street: Nukes create pretty big explosions and turn most in their radius to dust, and China pumped a shit load of them towards the Houston area. There's so much gone and so little remaining, you'll have to expand far for resources and relics, though one could say you have a clean slate in reconstruction.

[ ] Rad Country: The geiger reports from the surface are worrying. It seems that much of Southeast Texas has undergone heavy radiation even 60 years after the bombs have fallen. There may be some areas that will be uninhabitable for centuries and could kill humans instantly. Nevermind the potential side effects of mutations on the local flora and fauna. It's gonna be an ugly new world to be sure.
>Houston blew up

Maybe now we can build roads that are worth a damn. If you thought LA traffic was the worst in America......... it is, but Houston's pretty bad too.

I'm not super big into Fallout beyond some lore snippets but I live in the Houston area so I'd at least look into this =3

Some mild critique: some of these positive and negative options (Lonely Stars and Everything's Bigger In Texas for example) directly contradict each other =/ it's not a huge deal but if you do get both voted on... I mean you can't exactly start out with a population of 5000 AND a population of 300 at the same time.
 
Maybe now we can build roads that are worth a damn. If you thought LA traffic was the worst in America......... it is, but Houston's pretty bad too.
I can't wait to dump 10 dice a turn into freeway construction

Some mild critique: some of these positive and negative options (Lonely Stars and Everything's Bigger In Texas for example) directly contradict each other =/ it's not a huge deal but if you do get both voted on... I mean you can't exactly start out with a population of 5000 AND a population of 300 at the same time.
Presumably we won't be able to have both at the same time if they do contradict each other.
 
How about a Code Geass AU multi-organization quest?

In this world, Britannia is still ruled from the British Isles, Europe is explicitly communist, India belongs to London rather than Luoyang, the Portuguese Empire is a Britannian vassal, Princess Cornelia cuts a swath through West Africa, and China's Xinhai revolution fell short and merely replaced the Qing dynasty with the Jiang.

The players take control of various different partisan groups fighting the Britannian occupation, mainly in Japan and its former colonies in Southeast Asia.
 
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>Houston blew up

Maybe now we can build roads that are worth a damn. If you thought LA traffic was the worst in America......... it is, but Houston's pretty bad too

Honestly, I kind of was looking forward to having fun with the insanity of Houston's roads as a feature of the Quest. Mainly with the highways and freeways serving as trade routes that the factions of the Houston wasteland fight over along with maintaining supply lines. Besides the road, there is the downside that you won't get much resources or pre-war loot if everything has returned to dust, forcing the Vault to expand far.

Some mild critique: some of these positive and negative options (Lonely Stars and Everything's Bigger In Texas for example) directly contradict each other =/ it's not a huge deal but if you do get both voted on... I mean you can't exactly start out with a population of 5000 AND a population of 300 at the same time.

Yeah I know, if I ever post the Quest then I would probably put a disclaimer on what choices are ineligible with what.
 
The players take control of various different partisan groups fighting the Britannian occupation, mainly in Japan and its former colonies in Southeast Asia.

Hmm..

This world's Katipunan would be an interesting idea, especially this time it's recreated after the last one failed after some tribes betrayed the revolution (and General Luna along with the other figures dead by betrayal). The recreation this time is weary of the traditionalists who're blamed for losing Philippine Independence the first time around.
 
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