The Hero we want??? [Original/CK2]

Heh, the new quest takes quite a bit of my time. Sorry for the late summary

Summary
[X] Plan: No Crotch Rot
Vote count: 2
--SB: FlockofSmeagols Gear314
-[X] Logistic: Your Support Squad, despite their martial training, is (or will be) geared toward the supportive roll.
-[X] Free action 1 - One more action at another subject
--[X] Clothes
-[X] Free action 2 - One more action at another subject
--[X] Underwear

-[X] Increase relationship with
--[X] The Kingdom of Frenden
-[X] Free action 1 - One more action at another subject
--[X] Toilet paper

-[X] Free action 1 - One more action at another subject
--[X] Herb
-[X] Free action 2 - One more action at another subject
--[X] Ka-boom

-[X] Soil
-[X] Free action 1 - One more action at another subject
--[X] Engineer

-[X] Spy on
--[X] The men and women helping your class
-[X] Free action 1 - One more action at another subject
--[X] Magic theory

-[X] Free action 1 - One more action at another subject
--[X] Spend time with your half-siblings
-[X] Free action 2 - One more action at another subject
--[X] Spend time with your extended family

-[X] Meditation
-[X] Commander's support: Selecting a project above and support them <Add 50% of your related stat>
--[X] Support: Engineer


[X] Plan Start Income Flows
Vote count: 6
--SB/SV: @veekie @giodan
--SB: Avther filipinosberman Vandalgyon
--SV: @wingstrike96
-[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
-[X] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%.
--[X] Spear
-[X] Logistic: Your Support Squad, despite their martial training, is (or will be) geared toward the supportive roll.

-[X] Increase relationship with
--[X] The Empire of Vers
-[X] Increase relationship with x2
--[X] The Kingdom of Frenden

-[X] Entrepreneur: There will be many, many things that the local populace, and the leaders, want in their daily lives. The problem is that they do not have it yet, so they do not know what they want. But you do. Information gained, potential wealth gained. Success chance: 80%. Cost free
-[X] Clothes: The only clothes that capable of taking your destructive training is the Earth-made combat clothes, packed nicely with your backpacks and transported here. But other than that the the uniform dress, your class has no other clothes, and the clothes provided is... insufficient. John believes he can find a solution. Replacement for clothes made, potential wealth gained. Success chance: 80%. Cost free.

-[X] History: Study the (approved version of) history of this land. May be you can learn something new. Further information gained. Success chance: 100%. Cost free
-[X] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free

-[X] Spy on - Give further information. Success chance: 100%. Cost free
--[X] The Empire of Vers
-[X] Spy on - Give further information. Success chance: 100%. Cost free x2
--[X] The Kingdom of Freden

-[X] Magic theory: Dig deeper on the realm of magic. There should be something useful that even a non-magical person can use. Increase knowledge for magic, Success chance: 90%. Cost free
-[X] Earth magic: They can now making trenches and fortifications? Marvellous. Progress on Earth Magic. Success chance: 50%. Cost free

-[X] Spend time with your half-siblings: Despite some disagreements, you all agree that your father is a jerk for making that many children with different women. On the bright side, he loves you equally. May be it is better to strengthen the relation ship? ???. Success chance: 90%. Cost free
-[X] Commander's support: Selecting a project above and support them <Add 50% of your related stat>
--[X] Earth magic


**********************

By the way, nice flag @Trollbird. Thanks for your help. I've threadmarked your work and you can put a +15 for any roll you like
 
Week 3 Result
[X] Plan Start Income Flows

***********************

Things are progressing... OK-ish for your class. The Neko Princess keeps nagging on Rohit on, quote, "his abysmal appetite" and your half-brother retorts that even with that kind of meal, he has been able to judo flip the girl a few times.

Every one else is just too busying sipping drinks and enjoy the chaos to intervene. Everyone but John, he is not seen anywhere.


***********************
+1 for all roll (Good morale)
+10 for all trading roll (Stewardship section) (John's money sense)
+10 for all research roll (Learning section) (modern equipment)
+5 roll for research and testing (Learning section)
+5 for CQC roll (Martial section)
+5 for all cold weapon roll (Martial section)
+5 roll for logistic (Martial secion)
+1 for all roll (Keen)
***********************

[x] Martial
-[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
Roll: 1d100 = 18
Bonus:
+10 (Leader + Adviser)
+1 (Keen)
+1 for all roll (Good morale)
Result: 30 --> Success

More training. More training. Class 2-1 is kept marching on the road in their combat dress. Full load of 20kg backpack with spears and swords replacing their guns and grenades. Marching under the cover of night, in the mist of early morning, under the sun shining... It can take the toll out of a hardened man, let alone a bunch of teenagers in a foreign world.

The class barely meets the target this time. Barely. They finish just enough in time and collapse right afterwards. You are not better by a large degree, your legs are strained and your breaths are haggard, but the training is completed. Everyday, a forced march of 100m is held, at least is held with the intention of crawling on the ground. It is... a dirty business to put it mildly. Your class is tired, but still alive and kicking, and they know why they have to do that, which means it is not a total loss


Endurance Basic I [20/20] --> Endurance Basic II [0/30]


-[X] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%.
--[X] Spear
Roll: 1d100 = 63
Bonus:
+10 (Leader + Adviser)
+1 (Keen)
+1 for all roll (Good morale)
+5 for all cold weapon roll
Result: 80 --> Success

Spears are useful weapons. Cheap, reliable and been around for a long time. Much longer than sword to be fair. And the local, namely the dudes from Empire and the Neko Princess's minions, help your class training with them. While spear is not a part of martial art training in your school, other weapons like staff or naginata are, and the shared similarities are enough for some of your classmates to catch on with the lessons and improve themselves.

The sparing sessions give a lot bruises and bumps, but no one pays it attention. They are getting the blood-crazed for combat...

To be fair, you enjoy the sparring with Nika, despite the eyes Maria has been giving you. At least she still wipes his arse in the end. Hah, that "insolent girl"! She dares to kick the butt of her "master"? Oh, watching her fusing over Nika is too much of a fun job.


Combat Squad 1: Spear Basic II [25/30]
Combat Squad 2: Spear Basic II [25/30]
Combat Squad 3: Spear Basic I [10/20]
Command Squad: Spear Basic II [5/30]
Support Squad: Spear Basic II [5/30]


-[X] Logistic: Your Support Squad, despite their martial training, is (or will be) geared toward the supportive roll.
Roll: 1d100 = 52
Bonus:
+10 (Leader + Adviser)
+1 (Keen)
+1 for all roll (Good morale)
+5 for logistic
Result: 69 --> Success

Putting your Support Squad on some trial runs is easy. Putting them through the loops is not an easy one. You are planning to give them a non-combat role, running the ammo, cooking the meal, sewing the clothes, like that. Considering all of them are girls and you have heard all kind of story regarding female logistic personnel from father, you know that their sheer presence alone can boost the combat prowess of the muscle-heads in your class by a few notches. They complains about broken nails and smear on their faces, of course, but not before finishing a full meal course for your class.

No one has stomache that night, which is a good sign


Support Squad can take Light Logistic operations now


[x] Diplomacy

-[X] Increase relationship with
--[X] The Empire of Vers
Roll: 1d100 = 32
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 39 --> Success

While Nika is not "a tough guy", he knows a lot of "tough guys", and at his beck and call, 20 can storm in the room. That would be the reason why the Prince of the Empire is fairly friendly to him, despite emerging from a conversation with a black eye (which no one talks about). The Prince mentions that his Empire has two education facilities worth attention: The Imperial Mage School and the Imperial Officer Academy. While his hands are tied, he can put down a word or two, so that your class can enrol there. After all, his people are impressed with your military drillling.

Relationship improved

-[X] Increase relationship with
--[X] The Kingdom of Frenden
Roll: 1d100 = 81
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 88 --> Success

The talk with the Fredenian begins... with a slight quirk. A verbal spat (a FRIENDLY and POLITE verbal spat) happens before the whole officially business. And three guesses which boy gets messed there - John. Surprise. The sanest and most polite family relative getting in a spat with a girl he just meets. The situation is even more surreal when they are sipping tea like nobles and exchanging their... ideas.

Though, for half of the time, it is unknown if they are trying to intimidate the others or flirting. Seriously? John. "Not if I put a collar on you first"?

At least, with his help, Nika has been able to gain even more friendship with the Kingdom, mostly via the Princess's second-in-command, her cousin. The two of them drink to "toast" for the "couple" - may them never get together, for that would be the end of the world.

On the other hand, the Princess (after done talking with your blond half-brother, a few hours later) offers a place in her Kingdom's main Academy. The Gryphon Academy. She is also aware of the offer from "that dirty blond" (which earns her another jab from John) and says that she will accept your final decision nevertheless.


Relationship improves to "Honourable friendly"


[x] Stewardship
-[X] Entrepreneur: There will be many, many things that the local populace, and the leaders, want in their daily lives. The problem is that they do not have it yet, so they do not know what they want. But you do. Information gained, potential wealth gained. Success chance: 80%. Cost free
Roll: 1d100 = 56
Bonus:
+6 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 64 --> Success

The list of "what they want" is quite short... but they list of "what they wish they have" is quite extensive. John has been able to gist it down to a list, and just like he expects, the class has in possession a lot of mundane tools worth their weight in gold here. In addition, they also have the knowledge to make them, even increase the value of the information higher. The list includes, but not limit to, dry food, canned food, spice, better agriculture system, glass, perfumes, printing... The list can go on and on. John has been able to find out that all factions here have high desire for those items, and he has been showing a few samples to them, the result is... promising.

And that is BEFORE weapons are mentioned. Everyone in your class know the working principles of an assault rifles, give them tools and time, they can arm a full battalion with AKs, and practically become invicible. Of course, the data on weapons is suppressed... For now.

Finance information updated
Wealth gained: Three silver coins


-[X] Clothes: The only clothes that capable of taking your destructive training is the Earth-made combat clothes, packed nicely with your backpacks and transported here. But other than that the the uniform dress, your class has no other clothes, and the clothes provided is... insufficient. John believes he can find a solution. Replacement for clothes made, potential wealth gained. Success chance: 80%. Cost free.
Roll: 1d100 = 85
Bonus:
+6 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 93 --> Success

You have know idea John secures the material and the manpower (or the time), but he has been able to sample a few sets of clothes. On the basis of modern production, they are not pretty and a bit plain, but compared to the mundane, they are a god-send. Of course, they are not flashy like the dresses of the nobles, he deliberately steer away from that direction, he simply plans to make "casual clothes". But, that alone has been worthy enough. The prototype has been bidded by the nobles (and the diplomat groups), and John does what he does best, he juices money out of them.

Wealth gained: Five silver coins, one gold coin


[x] Learning

-[X] History: Study the (approved version of) history of this land. May be you can learn something new. Further information gained. Success chance: 100%. Cost free
Roll: 1d100 = 89
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 108 --> Critical success

Scrounging the scrolls and books, you and Rohit are able to learn a few critical information. One, this world has a fairly low development rate compared to Earth, potentially due to magic. Two, the Church has similar structure to the Catholic Church on Earth (and with all the baggage). Three, the enemy you have to fight against someday is demon, which is... fairly tame and normal, considering the situation.

And four, the heroes always disappear after the demons are defeated. Rohit is concerned with this part, there are multiple accounts of heroes leading the assault, turning the tide back on the demons. But none on what he/she/they do afterward. He speculates, in a hushed voice, that the Church finds them no longer useful.

So, enemy on all front, it seems.


Magic information updated
History information updated


-[X] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free
Roll: 1d100 = 70
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 89 --> Success

The items produced by Rohit and his bunch of (insane) friends and (drunken) dwarf are not... glorious. Much. A few pieces of steel and some springs. A non-expert will scoff at that, but the professionals will know the implications. The dwarf now has the ability to (really) mass-produce steel ingots, and they know the ability of the springs now. Some of them are talking about putting them on the horse-drawn cart to make the ride less rough. They have been mugging around the carts for a few days after the production of the springs, too excited about the prospect to do something else.

But the springs are only fit for the industrial purposes... for now. You know Rohit. He likes guns, and he is preparing to make guns here. And, to be fair, you prefer rifles over swords and spears.

The dwarf do not know that, of course, they are too busy working on the suspension system for the carts. And busy showing it around for other nobles. Obviously, you have a cut in the profit.

Wealth gained: Three silver coins
Income: Ten blue steel coin/week


[x] Intrigue

-[X] Spy on - Give further information. Success chance: 100%. Cost free
--[X] The Empire of Vers
Roll: 1d100 = 74
Bonus:
+2 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 78 --> Success

The Versian are highly militarised, everyone in their country is guaranteed to serve in the army at some point, but they are quite predictable in their stratagem. They use extensive heavy cavalry assault to break enemy formation as well as balista and trebuchet to demolish hostile fortification. Their infantry is... neglected, less talk about their air-force and navy, the better. It is only after the Throne Prince put his feet in with the dwarf-made "boomsticks" that the infantry are gaining a bit of power in the military.

In addition, it seems like the "autonomous zone" in their country (reserved for an Order of Knight) is troublesome. The Order acknowledges the Church before the crown, and it means that they are the fifth column, should the war between Empire and the Church breaks out.

But, despite that trouble, their officer training can be considered as second-to-one. Minus the inflexibility of the tactics, not many country can beat them without outnumbering them three to one (or higher).


-[X] Spy on - Give further information. Success chance: 100%. Cost free
--[X] The Kingdom of Freden
Roll: 1d100 = 81
Bonus:
+2 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 85--> Success

The Frenden, in contrast with the Vers, use "soft power" rather than "hard". They, and especially the Princess of Goth, are pretty good in information warfare, Shihoku has reported on how she plays three stalkers against each other to reveal three more in the group. In addition, the girl has hidden a message in the conversation, saying that her network of spies spread over the entire known territory of men.

It never bodes well to fight against someone at her calibre.

The Gryphon Academy, the largest Academy in Freden, teaches not only "education", but also how to be an officer, how to lead a country... Basically, a well-rounded Academy. But the gap between rich and poor is also the most visible in their Kingdom, it seems. A few times, the phrase "rebellion" has been mentioned, suggestion distrust or even an out-right resistance movement. But no concrete information has been verified. Yet.



[x] Piety
-[X] Magic theory: Dig deeper on the realm of magic. There should be something useful that even a non-magical person can use. Increase knowledge for magic, Success chance: 90%. Cost free
Roll: 1d100 = 97
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 106 --> Critical success

Well, the knowledge is definitely refreshing. More insights on basic magic are studied, more details are gained. Even some basic spells are scribbled down, their chants, their effects, the affect of changing the chants... The information on chant-less spells is also noted down. And your teachers mention the real gold mine: magic circles and magic stones.

The magic circles, as it is usually referred to, is a magical ritual. It is fairly hard to do and require a great memory and training, but it is easier to use compared to the chanting spell, in addition, their effective and performance is also much higher than the spells. Granted, they take time to be drawn and prepared, and they need a good dose of mana injection to start up. But both of which can be solved easily: the first with printing press, and the second with sufficient number of people. Of course, you do not mention that to your teachers, it will be most... impolite.

The other knowledge, the magic stones, can be referred as "battery". It can store magic, enhance it, amplify and/or release. The supply is fairly... redundant, but it is still costly enough for a mundane citizen (read: farmers). However, Rohit and Sam have a few ideas on their usage already, like water filter, stove, water heater, greenhouse and various others. Of course, the ideas need testing, and they need some money, but the potential is there.



-[X] Earth magic: They can now making trenches and fortifications? Marvellous. Progress on Earth Magic. Success chance: 50%. Cost free
Roll: 1d100 = 14
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
+5 (Commander's support)
Result: 28 --> Fail

No one is able to improve on their Earth magic, unfortunately. The most one can do is just make the rocks "rumble" or to "summon" some mud and sand. There is no visible improvement after a full week, which frustrates your class to no end.


[x] Personal
-[X] Spend time with your half-siblings: Despite some disagreements, you all agree that your father is a jerk for making that many children with different women. On the bright side, he loves you equally. May be it is better to strengthen the relation ship? ???. Success chance: 90%. Cost free
Roll 1d100 = 98 --> Success

Blackmail gathered. Teenager angst. Gossiping on all kind of ideas. Pranking. Cooking. And pranking again.

Oh, and John is still missing, Rohit decides to... withdraw early (and goes for a brawl with the beastkins), Maria quickly leaves afterwards to "serve tea to Nika-sama". Of course, you let them go, being big sis and such... But for the most important reasons, you have the blackmail material. Never ever flirt and make a couple when your eldest sibling is still forever alone, he/she won't break you up, usually, but he/she will tease you mercilessly on that.

 
Week 4 Situation
Some love is blossom in the air. Most notably is Rohit and John, though for the record, the first one is using fist to beating down his supposed-to-be-girlfriend (or try to), and second on is still engaging in friendly verbalt spat, politics style, with his chick. Shihoku, for some reason, is banging her fist on the back of the smirking Prince. And the rest of your class is too amused watching them than to intervene.

On the other hand... Your class's luck is... about to end. The Church, the big boss, so to speak, know you know about the enemy, and they have dropped by, hinting that you have to choose a backer soon. In other word, moving house. It would be a pain though. But nothing you can't manage. At least you are having pretty decent relationship with four factions here (and even if two of them are not human), they all express their willingness to help.


***********************
+1 for all roll (Good morale)
+10 for all trading roll (Stewardship section) (John's money sense)
+10 for all research roll (Learning section) (modern equipment)
+5 roll for research and testing (Learning section)
+5 for CQC roll (Martial section)
+5 for all cold weapon roll (Martial section)
+5 roll for logistic (Martial secion)
+1 for all roll (Keen)
***********************

Martial: Your class is Class 2-1 of Murphy Junior Military School. You are better make sure the reputation of the School is not tarnished (Choose 3)
[] Unarmed combat training: Being Junior Cadets, your class is trained in martial art free-style. Flexible and useful, it can help your classmates defense themselves against... hostile approach attempts, or hold back until help arrives. Unlock Unarmed Combat skill progress. Success chance: 70%. Cost free
[] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
[] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
[] Training with the local: While your class has a decent understanding on warfare, the "practical" knowledge is sub-par compared to the local populace, not to mention the martial skills they possess, it is time to ask for their help. Unlock a random combat skill progress, ???. Success chance: 50%, ???. Cost free
--[] Write-in names
[] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%. Cost free
--[] Sword
--[] Spear
--[] Archery
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject


Diplomacy: You are in another world, and the last thing you want is to disrespect someone else for not talking to them. Let's make sure you make friends here, not foe. May be they can tell you something new too (Choose 2)
[] Increase relationship with
--[] The Great Tribes of Beastkins
--[] The Empire of Vers
--[] The Kingdom of Rus
--[] The Kingdom of Frenden
--[] The Kingdom of Albion
--[] The Noz Settlements
--[] The Church
--[] The Elf
--[] The Dwarf
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject


Stewardship: Economics is a vital part of any war effort. The bureaucracy is the blood keep it flowing (Choose 2)
[] Auction: The local people here are showing high interest in your unneccessary items. You can give it to them... for a cost... and they should pay dearly for it. Wealth gained. Success chance: 90%. Cost free.
[] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free
[] Toilet paper: [REDACTED]. Toilet paper gained. Success chance: 85%. Cost free
[] Tutor: The people here are not precisely on your level of intelligence and intellect. Time to introduce SCIENCE!. Wealth gained, ???, ???. Success chance: 80%. Cost free.
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject


Learning: Science must be introduced, developed and advanced here. After all, science and technology are what drive Earth forward, screw the magic, get the guns and the phones out (Choose 2)
[] Herb: Metal can kill people, but medicine can save life and put wounded soldiers back on the front line. May be the books have some information on that? Progress to make basic medicine. Success chance: 100%. Cost free
[] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
[] Soil: John's comment on the food expense worry you. While it is free at the moment, there is no guarantee that the food supply will be stable or maintained like this. It is recommended that you can grow your own food. And to do that, you need to revamp your agriculture knowledge. Progress for Agriculture. Success chance: 100%. Cost free
[] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject



Intrigue: Information is the key to victory (Choose 2)
[] Spy on - Give further information. Success chance: 80%. Cost free
--[] The Church
--[] The Great Tribes of Beastkins
--[] The Empire of Vers
--[] The Kingdom of Rus
--[] The Kingdom of Freden
--[] The Kingdom of Albion
--[] The Noz Settlements
--[] The Elf
--[] The Dwarf
--[] The men and women helping your class
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject


Piety: With the morale of the class being restored, everyone is ready to take on... the magic here can progress smoothly (Choose 2)
[] Fire Magic: Big Boom is Big Boom, and military loves Big Boom... But for Junior Cadets, they will settle for Small Boom. For the time being. Progress on Fire Magic. Success chance: 70%. Cost free
[] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
[] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Fire Magic. Success chance: 70%. Cost free
[] Earth magic: They can now making trenches and fortifications? Marvellous. Progress on Earth Magic. Success chance: 50%. Cost free
[] Free action 1 - One more action at another subject
[] Free action 2 - One more action at another subject


Personal: All work and no play make Jack a dull boy. You should spend some time on relaxing and chiling it out. Or you can also supporting your class in certain projects, or you can initiate another job (Choose 2)
[] Spend time with your half-siblings: Despite some disagreements, you all agree that your father is a jerk for making that many children with different women. On the bright side, he loves you equally. May be it is better to strengthen the relation ship? ???. Success chance: 90%. Cost free
[] Spend time with your extended family: Like it or not, Ichika is like your old sane uncle (compared to your dad as their crazy old uncle). May be the two sets of family can chill together? ???. Success chance: 90%. Cost free
[] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free
[] Spend time with certain People of Interest, coming from
--[] The Great Tribes of Beastkins
--[] The Empire of Vers
--[] The Kingdom of Freden
--[] The Elf
--[] The Dwarf
[] Commander's support: Selecting a project above and support them <Add 50% of your related stat>
[] Free action 1 - One more action at another subject


IMPORTANT
Your class receives an "offer" of education from a few factions. But due to the limit in time, you only have sufficient trust on the Kingdom of Freden and Kingdom of Rus. Nevertheless, you consider all option
[] Royal School of Bellium <Kingdom of Albion> Specialised in Navy and Artillery
[] Royal Cavalry Academy <Kingdom of Albion> Specialised in Cavalry
[] Magi Schola <Principality of Zeon> Specialised in Magic. And they are absolutely neutral in politics
[] The Church <The Church> Unclear, believe to have a focus on magic

[] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training
[] Imperial Mage School <Empire of Vers> Specialised in Magic (Attack)
[] Imperial Officer Academy <Empire of Vers> Military School. Well-rounded, suspecting with many innovations in secret
 
[X] plan future wepons.

[X] Imperial Officer Academy <Empire of Vers> Military School. Well-rounded, suspecting with many innovations in secret


[X] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
[X] Free action 1 - One more action at another subject
-[x] Piety

[X] Increase relationship with
--[x] The Empire of Vers
[X] Increase relationship with x 2
--[x] The Dwarf

[X] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free
[X] Tutor: The people here are not precisely on your level of intelligence and intellect. Time to introduce SCIENCE!. Wealth gained, ???, ???. Success chance: 80%. Cost free

[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
[X] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free

[X] Spy on - Give further information. Success chance: 80%. Cost free
--[x] The Dwarf
[X] Spy on - Give further information. Success chance: 80%. Cost free x 2
--[x] The Elf

[X] Fire Magic: Big Boom is Big Boom, and military loves Big Boom... But for Junior Cadets, they will settle for Small Boom. For the time being. Progress on Fire Magic. Success chance: 70%. Cost free
[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
[X] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Fire Magic. Success chance: 70%. Cost free


[X] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free

[X] Spend time with certain People of Interest, coming from
--[x] The Empire of Vers
 
Last edited:
[X] Plan InfoSec
-[X] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
-[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
-[X] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%. Cost free
---[X] Spear

Keep going on skills

-[X] Increase relationship with
---[X] The Kingdom of Rus
-[X] Increase relationship with
---[X] The Kingdom of Albion

Make sure we contact everyone at least a bit.

-[X] Auction: The local people here are showing high interest in your unneccessary items. You can give it to them... for a cost... and they should pay dearly for it. Wealth gained. Success chance: 90%. Cost free.
-[X] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free

I don't want to pass out knowledge yet since they can spread it and gain tech advantage.
We could start up a bra industry though.

-[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
-[X] Soil: John's comment on the food expense worry you. While it is free at the moment, there is no guarantee that the food supply will be stable or maintained like this. It is recommended that you can grow your own food. And to do that, you need to revamp your agriculture knowledge. Progress for Agriculture. Success chance: 100%. Cost free

Continue the path of dakka

-[X] Spy on - Give further information. Success chance: 80%. Cost free
---[X] The Kingdom of Rus
-[X] Spy on - Give further information. Success chance: 80%. Cost free
---[X] The Kingdom of Albion

Pair with diplomacy


-[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
-[X] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Fire Magic. Success chance: 70%. Cost free

The utility high chance magic first.


-[X] Spend time with your extended family: Like it or not, Ichika is like your old sane uncle (compared to your dad as their crazy old uncle). May be the two sets of family can chill together? ???. Success chance: 90%. Cost free
-[X] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free

Cool down a bitty while we work on social links.

-[X] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training

Of the mentioned academies, the Gryphon Academy has serious advantages if we want to avoid being eliminated in the post war. We have the innovations in house as it is, but theres no way to magic up a spy network.
 
This is a notice from the QM.

No, I'm not dead. No, I do not have my balls sink deep in hooker's den. No, I have not found a beautiful chick and get chummy with her (as much as I want to). I'm just busy with my study in university. Yes, there is still some coursework during the summer. It is an "internship" lasting 6 weeks (and I'm still in the first one), it took me an entire day, from Monday to Friday, just to "be" in school (n the bright side, we have decent lunch break)

I'll try to have a summary tonight, and an update by weekend.

As a QM, I sincerely thank you for your patient and support. I will try my best to have a bright update for you guys to enjoy.

And as usual, 'Nam, get me the AK :))
 
Summary

[X] Plan Preparing to leave to Frenden
Author: @Gear314
Vote count: 2
--SB: @Gear314 @filipinosberman

-[X] Unarmed combat training: Being Junior Cadets, your class is trained in martial art free-style. Flexible and useful, it can help your classmates defense themselves against... hostile approach attempts, or hold back until help arrives. Unlock Unarmed Combat skill progress. Success chance: 70%. Cost free
-[X] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
-[X] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%. Cost free
--[X] Spear

-[X] Increase relationship with
--[X] The Kingdom of Frenden
-[X] Free action 1 - One more action at another subject
--[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free

[X] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free
[X] Toilet paper: [REDACTED]. Toilet paper gained. Success chance: 85%. Cost free

[X] Herb: Metal can kill people, but medicine can save life and put wounded soldiers back on the front line. May be the books have some information on that? Progress to make basic medicine. Success chance: 100%. Cost free
[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free

[X] Spy on - Give further information. Success chance: 80%. Cost free
--[x] The Church
-[X] Free action 1 - One more action at another subject
--[X] Soil: John's comment on the food expense worry you. While it is free at the moment, there is no guarantee that the food supply will be stable or maintained like this. It is recommended that you can grow your own food. And to do that, you need to revamp your agriculture knowledge. Progress for Agriculture. Success chance: 100%. Cost free

[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
[X] Earth magic: They can now making trenches and fortifications? Marvellous. Progress on Earth Magic. Success chance: 50%. Cost free

[X] Spend time with certain People of Interest, coming from
--[X] The Kingdom of Freden
[X] Free action 1 - One more action at another subject
--[x] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free

[X] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training


[X] Plan future weapons
Author: @giodan
Vote count: 1
--SB/SV: @giodan
What are you planning for the third marital action, btw?

[X] Imperial Officer Academy <Empire of Vers> Military School. Well-rounded, suspecting with many innovations in secret


[X] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
[X] Free action 1 - One more action at another subject
-[x] Piety

[X] Increase relationship with
--[x] The Empire of Vers
[X] Increase relationship with x 2
--[x] The Dwarf

[X] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free
[X] Tutor: The people here are not precisely on your level of intelligence and intellect. Time to introduce SCIENCE!. Wealth gained, ???, ???. Success chance: 80%. Cost free

[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
[X] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop. Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free

[X] Spy on - Give further information. Success chance: 80%. Cost free
--[x] The Dwarf
[X] Spy on - Give further information. Success chance: 80%. Cost free x 2
--[x] The Elf

[X] Fire Magic: Big Boom is Big Boom, and military loves Big Boom... But for Junior Cadets, they will settle for Small Boom. For the time being. Progress on Fire Magic. Success chance: 70%. Cost free
[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot spring... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
[X] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Wind Magic. Success chance: 70%. Cost free

[X] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free

[X] Spend time with certain People of Interest, coming from
--[x] The Empire of Vers



[X] Plan: Gotta Meet 'Em All
Author: @FlockofSmeagols
Vote count: 2
--SB: @FlockofSmeagols @Vandalgyon

-[X] Unarmed combat training
-[X] Free action 1
--[X] Increase relationship with
---[X] The Kingdom of Albion
-[X] Free action 2
--[X] Increase relationship with
---[X] The Noz Settlements

-[X] Increase relationship with
--[X] The Church
-[X] Increase relationship with
--[X] The Kingdom of Rus

-[X] Toilet paper
-[X] Free action 1
--[X] Herb

-[X] Ka-boom
-[X] Soil

-[X] Spy on
--[X] The men and women helping your class
-[X] Free action 1
--[X] Engineer

-[X] Fire Magic
-[X] Water Magic
-[X] Meditation

-[X] Free action 1
--[X] Wind magic

-[X] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training


[X] Plan InfoSec
Author: @veekie
Vote count: 2
--SB/SV: @veekie
--SV: @wingstrike96
-[X] Forced march: As your father describes it, forced march is a given fact of the military life, the soldiers will hate it first, but then they will recognise the value of doing so. Endurance progress. Success chance: 70%. Cost free
-[X] Combat manoeuvre (continue): A work well-done last week does not mean they can skip training this week. Put them under harsh manoeuvre again this week. Keep them trained and alerted. Success chance: 70%. Cost free
-[X] Spar: With the knowledge on "basic" cold weapons last week, it is recommended that you put them into practice. It means pitch your class together for a match, weapons are allowed, but lethality is not. Progress on Sword/Spear/Archery skills. Success chance: 70%. Cost free
---[X] Spear

Keep going on skills

-[X] Increase relationship with
---[X] The Kingdom of Rus
-[X] Increase relationship with
---[X] The Kingdom of Albion

Make sure we contact everyone at least a bit.

-[X] Auction: The local people here are showing high interest in your unneccessary items. You can give it to them... for a cost... and they should pay dearly for it. Wealth gained. Success chance: 90%. Cost free.
-[X] Underwear: Do you even have to talk about it? Underwear gained. Success chance: 85%. Cost free

I don't want to pass out knowledge yet since they can spread it and gain tech advantage.
We could start up a bra industry though.

-[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
-[X] Soil: John's comment on the food expense worry you. While it is free at the moment, there is no guarantee that the food supply will be stable or maintained like this. It is recommended that you can grow your own food. And to do that, you need to revamp your agriculture knowledge. Progress for Agriculture. Success chance: 100%. Cost free

Continue the path of dakka

-[X] Spy on - Give further information. Success chance: 80%. Cost free
---[X] The Kingdom of Rus
-[X] Spy on - Give further information. Success chance: 80%. Cost free
---[X] The Kingdom of Albion

Pair with diplomacy


-[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
-[X] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Fire Magic. Success chance: 70%. Cost free

The utility high chance magic first.


-[X] Spend time with your extended family: Like it or not, Ichika is like your old sane uncle (compared to your dad as their crazy old uncle). May be the two sets of family can chill together? ???. Success chance: 90%. Cost free
-[X] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free

Cool down a bitty while we work on social links.

-[X] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training

Of the mentioned academies, the Gryphon Academy has serious advantages if we want to avoid being eliminated in the post war. We have the innovations in house as it is, but theres no way to magic up a spy network.
 
Week 4 Result
The result is a 3-way tie between Plan Preparing to leave to Frenden, Plan: Gotta Meet 'Em All and Plan InfoSec. The QM roll 1d6 to see the winner. Roll on Dice Room yields 3 --> The second plan wins.

Congratulation, you crazy FlockofSmeagols

**********************************

You are Aleksandra Nguyen, Class Rep of Class 2-1, Audie Murphy Junior Military Academy. Your class has been summoned to this world for a full month already, and now, with the... persuasion from your half-brother John, your class decides to head for Gryphon Academy in Freden, despite the warning about terrible food (and women). May be... you should question him with this. With a hood and a dimly-lit room, and a few muscular guys to emphasis the point.

**********************************

+1 for all roll (Good morale)
+10 for all trading roll (Stewardship section) (John's money sense)
+10 for all research roll (Learning section) (modern equipment)
+5 roll for research and testing (Learning section)
+5 for CQC roll (Martial section)
+5 for all cold weapon roll (Martial section)
+5 roll for logistic (Martial secion)
+1 for all roll (Keen)

**********************************
MARTIAL
-[X] Unarmed combat training: Being Junior Cadets, your class is trained in martial art free-style. Flexible and useful, it can help your classmates defense themselves against... hostile approach attempts, or hold back until help arrives. Unlock Unarmed Combat skill progress. Success chance: 70%. Cost free
Roll: 1d100 = 92
Bonus:
+10 (Leader + Adviser)
+1 (Keen)
+1 for all roll (Good morale)
Result: 104 --> Critical Success

Standard stuff for unarmed training, intensive Akido training, a bit more Sambo and other free-style combat style. Your class is trained, by themselves, in martial arts. The bad news is that some have been hurt, the good news is that those are the ones stupid enough to shit talk your class. They were thrown around the sand pit and had to limped back home.

And John is really good at boxing, which is... strange. No one strikes him as an sporty type.


All formation has Unarmed skill: Basic II

-[X] Free action 1
--[X] Increase relationship with
---[X] The Kingdom of Albion

-[X] Free action 2
--[X] Increase relationship with
---[X] The Noz Settlements


DIPLOMACY
-[X] Increase relationship with
--[X] The Church. Success chance: 80%. Cost free
Roll: 1d100 = 23
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 30 --> Success

Talking with the Church is quite a job for Nika. It is lucky that he has decent relationship with a few religious figures (back on Earth) as well as he has already finished reading the (local) Bible. The work progresses... smoothly enough. As in no one dies or gets crucified. The Church is, finally, hinted that not everyone in the class share the same faith as them. Of course, Nika does not say it outright and those priests give no outward negative reaction. So... all is good?

Relationship increases to Warm

-[X] Increase relationship with
--[X] The Kingdom of Rus. Success chance: 80%. Cost free
Roll: 1d100 = 22
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 29 --> Success

Learning the lessons from the previous times, Nika cheats in the drinking feast this time. He drinks a lot of water beforehand and consumes the drink slowly. And it is all for naught, the drink on that day, strangely, is light. Not vodka-grade, but more like red wine. he drinks them like a champ eventually. Of course, he still gets knocks out in the end, but the Bear men look at your class with a more favourable sight now.

Relationship increases to Warm

-[X] Increase relationship with
--[X] The Kingdom of Albion. Success chance: 80%. Cost free
Roll: 1d100 = 93
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 100 --> Critical success

All those etiquette study with your mom finally pays off. And it pays off greatly. The diplomat group from Albion... well, they warms up after you showing proper respect via "correct" forms. A bit stiff... but not as stiff as the East Asian tradition. Then, John saves the day (or puts in his effort) by showing his "proper" English style and impresses them greatly. Mostly he knows how to brew tea and enjoy it a proper way.

Relationship increases to Warm

-[X] Increase relationship with
--[X] The Noz Settlements. Success chance: 80%. Cost free
Roll: 1d100 = 8
Bonus:
+5 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 15 --> Fail

While the talk (or the party) with the Rus progresses relatively smoothly, the Noz are not that... nice to Nika. Well, as in "lifting him up in the air and carrying around their camp", too bad that it is after the party with the Rus, meaning there is... residue. You still have no idea how and why the Noz just brush it off though. On the other hand... you hear the rumour that Maria is seen dragging Nika to the bathroom...

No improvement in relationship with Noz


STEWARDSHIP
-[X] Toilet paper: [REDACTED]. Toilet paper gained. Success chance: 85%. Cost free
Roll: 1d100 = 70
Bonus:
+6 (Adviser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 78 --> Success

It looks like John (and the girls) has enough already. They had to be... flexible during the last three weeks whenever going to the toilet. And no, you will not mention the precise details. You are a high-born girl after all, you have certain images to keep, and you have sufficient muscle to make it stay that way. Well, at least now you can use the muscle on other jobs, the ones which will make your class more secured.

OK, while the toilet paper is not precisely "paper" as you know it, it is more like "leaves". But John is... John. Somehow, he has been able to make a lot of "green toilet paper", which earn him a lot of giggles from the girls... and the Freden princess. No one knows why she's here, though.


Toilet paper gained. One blue steel coin gained

-[X] Free action 1
--[X] Herb


LEARNING
-[X] Ka-boom: The Dwarf and the Empire have the "boomstick", which seems like a version of the musket or the pitlock back home. May be you can learn a thing or two about that gunpowder. Progress to make modern weapons. Success chance: 100%. Cost free
Roll: 1d100 = 92
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 111 --> Critical success

Rohit walks out to meet up with the Dwarf in the morning, early morning... And by the afternoon, there are over 20 explosions of all degrees in the surrounding area. Causality: one mouse, something about a rodent has been wrecking havok and has to pay for his crime. Though you are more concerned about how Rohit lives through the day without suffering major injury. And boys being boys, he says nothing about the soot and his burning hair, he just shrugs and says "black powder".

The Dwarf has their weapons improved significantly. Of course, they have to re-design their "boomsticks", something about the explosions are too powerful...

Meanwhile, Rohit has his... henchmen drawing up some gun and ammunition designs already. Now, he is looking for way to mass-produce them. No one knows about these design yet, of course.


-[X] Soil: John's comment on the food expense worry you. While it is free at the moment, there is no guarantee that the food supply will be stable or maintained like this. It is recommended that you can grow your own food. And to do that, you need to revamp your agriculture knowledge. Progress for Agriculture. Success chance: 100%. Cost free
Roll: 1d100 = 89
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 102 --> Critical success

After the... explosive beginning of the week, Rohit decides to "settle down" by helping his blond half-brother... and fails utterly to stay humble... You have no idea how, and why, but he has been able to analyse the soil samples, not just in the "surrounding areas", but also gain information on your future destinations. Throw in the ultra-modern computers and tools, you have a decent knowledge on Agriculture. What grains to plant, how to take care, how to harvest and how to process them...

While there is no... immediate benefits, it should be helpful soon enough in the following months.


Agriculture knowledge gained, Basic III level. Able to procure food (time-based)

-[X] Herb: Metal can kill people, but medicine can save life and put wounded soldiers back on the front line. May be the books have some information on that? Progress to make basic medicine. Success chance: 100%. Cost free
Roll: 1d100 = 100
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 119 --> Critical success, natural 100

You have no idea how, but the final report on potential medical herbs is given to you by the Neko... you mean by the Princess of the Great Beastkins tribes. Personally. She has delivered the full notes on her people's knowledge in this matter. Which plants can be used to heal, which methods can be used to prepeare them, where to find them... Some of them are little more than wild grass growing on the grass patch around your lodging. More than that, for every country, a list of potential herbs is given, giving you a high flexibility to deal with sickness.

Oh, and there are the ones equivalent to weed here, too. Weed, tobacco and a few other... not exactly legal substances on Earth. But here, they are called force multipliers.


Lower effect of injury, sickness and various negative medical status

-[X] Engineer: With the understanding on metal, the boys (including Rohit) are itching to make something. You should (not) let them loose in the forge or the workshop.Create minor items, potential Wealth gained, ???. Success chance: 75%. Cost free
Roll: 1d100 = 97
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+10 (Modern tools)
+1 for all roll (Good morale)
Result: 116 --> Critical success

Last time, Rohit and his gang made the springs as gifts to the Dwarf... This time, they decide to play it cool. By showing how produce an insane amount of steel. Bessemer burner, Siemens regenerative furnace and good coal... The problem? They increase the steel production by something like... you don't know... FIFTY times? The Dwarf and other factions are practically kissing the ground they are walking on now. Despite the knowledge on how to make steel, the available amount of steel is too small, leading to a reserve of steel to make weapons for the elites.

Now, with steel being fairly cheap, shit is about to go down...

You have a feeling that guns are about to be made by and for your class. Off the record.


Increase relationship with all other factions.
Guns are almost put into production now.



INTRIGUE
-[X] Spy on
--[X] The men and women helping your class. Give further information. Success chance: 80%. Cost free
Roll: 1d100 = 4
Bonus:
+2 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 8 --> Failure

Shihoku utterly fails to dig out something new on your class's servants. As in, she is caught while trying to follow them to their quarters. No new information is gained... though you have a gut feeling that whoever employs these people would put more gaze on your class now...

???

-[X] Free action 1
--[X] Engineer


PIETY
-[X] Fire Magic: Big Boom is Big Boom, and military loves Big Boom... But for Junior Cadets, they will settle for Small Boom. For the time being. Progress on Fire Magic. Success chance: 70%. Cost free
Roll: 1d100 = 62
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 71--> Success

Things are pretty much... hot for the day. Your class tries to blow up the entire compound, this time not under supervise or any sane and responsible figure (your dad doesn't count, as usual). The good news is that your class has... succeeded in blowing something up. The bad news is that they blow up the bathroom. Needless to say, the boys are kindly asked to rebuild them with their hands.

Combat Squad 1 and 2 gains Fire Magic: Basic II
Combat Squad 3 fails to gain Fire Magic
Support Squad gains Fire Magic: Basic I
Command Squad gains Fire Magic: Basic II


-[X] Water Magic: The girls have some minor complains on the lack of hot shower, the boys are grunting that there is no hot sprin... Anyway, hot water can be created by magic. Time to try. Progress on Water Magic. Success chance: 70%. Cost free
Roll: 1d100 = 18
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 27--> Failure

Despite all of your effort, the water magic still eludes your class, no one has been able to procure any trace of the magic. A shame, really...

-[X] Wind magic: You have make it very clear that any boy stupid enough to use wind magic to see under the skirt of a female classmate will have to be responsible. They agree. Progress on Fire Magic. Success chance: 70%. Cost free
Roll: 1d100 = 41
Bonus:
+7 (Adivser + Leader)
+1 (Keen)
+1 for all roll (Good morale)
Result: 50--> Success

The wind magic is introduced to your class... and they test it out. Most are able to generate a breeze, a weak one... then, a certain idiot thinks up the idea of combining the spell together to make a very strong gust. They are sent to the infirmary after that by the girls for lifting up their skirts.

All formation gains Basic I Wind Magic


PERSONAL
-[X] Meditation: Like your dad says, sometimes, it is better to slow down and take a deep breath, watching the whole situation from afar. ???. Success chance: 90%. Cost free
Roll 1d100 = 62 --> Success

You are able to calm down during your meditation, letting the fear and angst going away for a moment. While it is a mundane task, you feel some thing strange this time though. You are not even sure if it is a good thing or not... Something is inside you, warm, that is the only thing you know.

-[X] Free action 1
--[X] Wind magic


-[X] Gryphon Academy <Kingdom of Freden> Well-rounded school, suspecting of intrigue training
 
Damm, I'm running out the ideas for this quest... Write block, if you can take that short description

Making up new choice for a CK2-style quest is really hard, not to mention that I haven't played the game yet. Considering my limited time and resources recently, I have to put this quest on indefinite hiatus. I apologise for this, but it is sheer negligence (and incompetency) on my part. In short, this quest will be "frozen" so that I can focus on my "main" projects.

At this moment, there are two of them (available for the world, at least), including the quest "Tell me, do you bleed?" (link in the signature) and (plan) a ME fanfiction (Alternate First Contact War).

Once again, thanks for your support in this quest so far, and sorry for the stop this time.
 
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