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You know the 'standard' Gamer system already in all likelihood. It has levels, stat grinding...
Chargen

We Just Write

Blatantly Plural
Location
New England
Pronouns
Plural
You know the 'standard' Gamer system already in all likelihood. It has levels, stat grinding, magic, skill books, IDs, a hammerspace inventory, and the dual package of Gamer's Mind and Gamer's Body.

We aren't doing that. Instead, you've got five slots with which to pick games, which you gain powers (and a drawback) based on. In addition, each game has two optional upgrades costing an additional slot. Please be aware however, that choosing one of a game's upgrades ratchets up the cost of the game's other upgrade to 3 slots (it will be possible to get more slots during the quest, but they will be few and far between).

Without further ado, here's the games available for choosing!

+You can level up skills to Legendary, at which point anything you do involving those skills is an automatic crit-success. Please be aware that his takes years of constant training at minimum.
+If you get particularly inspired, you may enter a Strange Mood. When you come back to your senses you'll have an indestructible Artifact of awesomeness, and the craft skill you made it with will have automatically leveled up to Legendary. Please note that outside of exceptional circumstances this will only happen once EVER.
+You get a loyal band of seven Dwarfs with skills chosen by you at the start of your adventure. Take good care of them, and more will show up (though you'll never be quite sure where they're coming from).
-Tantrum Spirals. Just... Tantrum Spirals
+You know all those crazy contraptions (perpetual motion machines, nailing a fortress to the sky, drawbridges that instantly disintegrate anything they land on) that DF players make that would never work IRL? Now you can actually build them! Your Dwarfs can too by the way.
+You can even do things that DF doesn't quite allow yet, like making a giant fortress-mech with lava powered death rays!
+/- No-one'll ever be able to copy your tech, because it just doesn't work for them for some reason.
+/- On the other hand, whatever world you land on now has Dwarf Fortress geology too. This includes both Adamantine and the HFS.
+You start with 6 Legendary skills and 2 Artifacts of your choice
+If your other picks come with advanced tech or magic items, you can have Artifact versions of those items
-Dwarf's Metabolism: You need alcohol to live, if you are ever sober for 48 consecutive hours you will suffer cardiac arrest (or the nearest equivalent), which can only be remedied by getting some more booze in you. You are not immune to the mind-effecting properties of alcohol.
+You've got a shiny new robotic body, complete with an internalized fusion reactor, meaning you don't need to breath, eat, or sleep (you still need the occasional glass of water to filter deuterium from).
+You're also immune to poisons, diseases, and psionics
+Your new body has some pretty cool specs; You can run at 120 mph for hours, power lifting up to a ton of whatever is easy, you can jump up to 8 meters in the air in Earth gravity, and you're durable enough to take a Tomahawk cruise missile to the face (though you'll need some serious work done to get back on your feet after).
+You've got a transforming plasma Arm Cannon, you can fire it 5 times per second, and can dial the power of each shot between 'Glock' and 'M1 Abrams main cannon HEAT'.
+Your body slowly self-repairs, meaning that as long as your processor survives and there's enough of the right raw materials around you'll only be out of commission for a month maximum.
-You don't have a civilian mode, leaving you smack dab in the middle of the uncanny valley.
+MAD SCIENCE!
+More specifically, you now have the combined genius of Doctors Light and Wily. If they built it, you can too, though you're starting out at around Mega Man 4 levels of tech. You can even invent something (or someone) completely original with enough work! (note: making anything with true Free Will will take at least 10 years of work from start, though what you start with is pretty freaking close)
+/- You're human (or at least biological) again, though you could change this with a few years of tireless research.
+Your robot body can now run at 500 MPH, power lift 10 times what it previously could, almost fly, and you're durable enough to tank 3 MOABs to the face.
+Your arm cannon now has a maximum uncharged power equal to a Tomahawk cruise missile, and if you charge it you can get as much power as a MOAB out of a single blast
+You've also got an insanely powerful Beam Saber now, that effectively un-exists anything the blade passes through
+If an enemy has some sort of unique attack or ability, after beating them you can use it too (though it has limited energy/ammo that'll need about a week to recharge without help)
+You're no longer in the Uncanny Valley! And you've even got a civilian mode!
+You now have a fully functional and staffed space center on the coast of some equatorial location or other. It never seems to run out of space program supplies. You drop in at your space center on whatever world you go to.
+Minions: Kerbals are excellent pilots, loyal, good with tech, genuinely nice people to be around, and you never seem to run out of them. Please be aware that they aren't too good in a fight unless they're driving some variety of war machine, and they're still people who will object (possibly in a violent manner) to being treated as disposable.
+Tech: By default, in addition to stock (slightly buffed so that if a design can get into orbit of Kerbin it can get into orbit of whatever your starting world is) you have access to the entire Near Future family of mods, Extraplanetary Launchpads, Some sort of self-sufficient colony pack, and the Atomic Age nuclear engine mod. You also have access to any tech that you could reasonably be inferred as having, such as advanced and safe miniaturizable nuclear power for Atomic Age and Near Future Electrical. (NOTE: Tweak the nuclear lightbulb's mass down to 8, also double its thrust for the purpose of submitting a design)(OTHER NOTE: Probe Cores are right on the edge of having free will, and if you actively develop the tech you could be making fully sapient AI inside of a decade. This is greatly reduced if you take a robotics-specialized MAD SCIENCE!!! power.)
+/- You are now a Kerbal, and have a full set of memories of growing up on Kerbin and somehow managing to become the Emperor of Kerbkind.
+Instead of one little space center, you've got a full copy of the Kerbol system just one light year away from your selected start world. It is heavily colonized, with even Dres having a permanent population of about 1,000.
+Tech: You've now got all the goodies from the Interstellar Mod, including a basic warp drive. This also includes nuclear fusion, antimatter, full sapience AGI right off the bat (though it'll need some work to miniaturize), and laser cannons rated at around 10 megawatts per cubic meter. You also get the added goody of being able to back up your mind so that if you get killed you just wake up in a fresh clone body. Please be aware that aside from the Warp Drive everything you have is limited by the speed of light.
-Please be aware that the Empire of Kerbin is highly expansionist, and though there's no term limits you could very easily be voted out of office if you don't keep the common Kerbal happy
+You've got awesome reality breaking physics engine powers now!
+Some of the things you can do include: Inducing immense phantom forces capable of ripping capital ships apart, blasting hapless victims apart into a pile of body horror, temporarily editing the values for the local physics, making a vehicle you're driving along with any occupants it has invincible to all damage and able to operate even when it doesn't have any power or fuel, flinging victims out of the system at superluminal speeds, or glitching planets out of existence.
-Each time you use these powers you gain some corruption. Roll under your corruption for power usage, and you get hit with the eldricht backlash as your powers misfire. This is guaranteed lethal with no respawns allowed (though you could revert to a checkpoint), and you can only decrease your corruption by 1d4% per day.
+You've got the equivalent of a high school education from the 2550s. You can cobble together a LOT of interesting tech that can't be built today on that knowledge, but won't be getting anything truly OP like teleportation or immortality-cloning out of the deal.
+You've got some pretty good fighting skills with improvised weapons, such that you could easily beat down a swordsman with just a fire extinguiser
+You get a complimentary space suit!
+You are now a qualified Engineer, Scientist, Doctor, Mechanic, and Roboticist with the SS13 tech-base. You can even build a teleporter, cloning system or an AI in a cave with a box of scraps!
+Your start location is now the eponymous space station itself, which has been moved to high orbit over your selected start world.
+You can be the Captain, if you want
-Please be aware that there is a cunning and subtle Syndicate infiltrator somewhere on the station who has been tasked with ensuring your permanent death.
+You are now a Changeling.
+You're also a Wizard. This comes with a gem-encrusted hardsuit
+You've also got syndicate gear available to you, including stuff that would normally only be available to a nuclear operative.
-Changeling instincts make seeing other people as anything besides food REALLY hard.
+You've got an ultra-secret base now on the continent of your choice
+Your research team is good enough to reverse-engineer just about anything in months at most
+You've got soldiers under your command. While they suck horribly at first they turn into nigh-unstoppable badasses as they level up.
-The aliens followed you, and are now invading whatever world you find yourself on.
-Good luck staying funded on a world where no-one even remembers starting your project.
+You start the game with your tech base including plasma weapons, power armor, basically everything endgame X-COM has besides psionics. You've even got ways to artificially make your own Elerium, Alien Alloy, and MELD! Please note that this includes aerospace craft more or less equivalent to what the aliens have, possibly even capital ships if you manage to scrape together the resources.
-The aliens have realized that something is screwy, and they're sending a much larger invasion force than normal. You'd have your work cut out for you if this is all you had access to.
+You've got psychic powers strong enough to overpower even the uber ethereal at least 50% of the time now.
+Yeah, this is hilariously OP
+When tested, at least 70% of your personnel will turn out to be psychic
-Same as the other upgrade. Yes, this stacks.
+Revert to your last checkpoint (default: the last time you woke up) any time you get killed.
+Double Jump, you can do it now.
+You have aquired a pistol with the conceptual ability that ANYTHING will go down if you shoot it enough times, though each shot does very little damage.
-Any deliberate attack, trap, or environmental hazard that manages to connect is now instantly lethal.
+You are now perfectly aware of everything within 100 meters of yourself
+Within this zone of awareness you can reshape the area to your whims
+The possibilities are endless, make apples that fall up to kill people, add rows of spikes that get up and chase people, even twist space into a knot!
-Please be aware that you can't pause the world while doing this, and it's a wee bit time consuming, meaning that using it in a fight, while certainly possible, is risky.
+You're now durable enough to survive falling onto spikes at terminal velocity
+Eye Lazors!
+Infinite jumps... sure, why not.
+Your pistol is now powerful enough to wreck a Destroyer (naval vesel) in just 20 shots.
+You've now got a set of amazingly good combat instincts granting you auto-crits for everything in a fight.
-You will be constantly beset by those who wish to slay you and take your title of being THE GUY.
+ You've now got a basic base on your starting world. It's got a command center, a Barracks, a Factory, 3 supply depots, a few SCVs and about 50 loyal personnel.
+ You now know how Terran tech works, along with how to build and maintain it.
+/- While it now takes a more realistic (read: long) amount of time to build something like a battlecruiser or a THOR mech, they also have more realistic durability, meaning that a bunch of yahoos with assault rifles won't be shooting down your capital ship.
- Your start world likely doesn't have Minerals or Vespene gas, meaning you'll have to mine for resources the hard way. Good thing your guys still have those old plans for a D-D fusion reactor.
+ You get nifty psychic powers!
+/- You're now playing as Protoss on both the personal and strategic level.
- The world you land in doesn't have an industrialized home world to beam in buildings from, so you'll have to build everything the hard way.
+/- You're now playing as Zerg on both a personal and strategic level.
- You'll be basically getting constantly mindraped by Zerg instincts
- Co-existing peacefully with people will be nigh-impossible.
+You've now got psychic powers!
+Unlike the other psionic options, you can dive straight into someone's inner mental landscape, and (perhaps literally) see, and perhaps change what makes them tick.
+/- You only start with the most basic psychic powers, and leveling up will take a few years at minimum, given there won't be anyone to train you in all likelihood.
+/- Mind-diving doesn't stop time while you're doing it.
+ You've now got a summer camp for training psychic kids.
+ You've also got the skills needed for the job.
+ Said camp comes with a loyal staff of psychics. Please be aware that while loyal, they'll still be wondering just what happened.
+/- The Campers might find out and foil any nefarious plots you have.
+You start with all the powers obtainable in the game, upgraded to maximum.
+You can now slow down time to 1% of normal when mind-diving.

Now that you've picked some powers, it's time to answer a few important questions about who you are aside from the powers

1: What is your given name?
[] write-in

2: What is your family name?
[] write-in

3: What are your top three favorite pastimes?
[] Video Games
[] Tabletop Games
[] Tinkering
[] TV
[] Reading
[] Building and flying model rockets
[] physical fitness
[] write-in

4: What's your job?
[] A high-paying technological job, like being an aerospace engineer.
[] You're some variety of medical practitioner. Perhaps you'll be a dentist?
[] You're a magazine editor working for a generic Tabloid.
[] You do one of the jobs no-one really thinks about but still keeps society running anyways.
[] You're a minimum wage intern working at the local generic fast food place.
[] You're in the military.
[] write-in

5: Summarize your personality in a paragraph
[] write-in

Now that we know who you are and what you can do, where are you?
[] Normal Earth (Obvious)
[] Historical Earth (Same as above, but you drop in on any date of your choice between 0 AD and 1987)
[] Insertion (Pick any non-video game setting. That's where you're going. Please be aware that if it's something I haven't read I'll basically be running entirely off of wikis)
[] Mashup (Pick any two non-video game settings. I will try to make them into a workable fusion setting, before sending you to the result. Due to the workload this places on me, it will only occur with at least 2/3rds majority.)

How did you get here?
[] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)
[] A woman in a faintly glowing runed cloak offered me a chance to go on the adventure of a lifetime, and I took it. (Consensual ROBing)
[] I went to sleep one night, and when I woke up I was somewhere else. (Non-consensual ROBing, smooth)
[] I was just walking down the street, when a rift in time and space opened up and sucked me in. There were these sparks of light there, and I managed to grab a few before the rift spat me out where I am now. (Non-consensual ROBing, rough)
[] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
 
Last edited:
Character Sheet: Harry Brady
Powers
1: X-COM
2: (UPGRADE) Advanced Tech Package
3: Mega Man
4: (UPGRADE) The Brilliant Doctor
5: Starcraft

Name: Harry Brady

Pastimes
-Video Games
-Tabletop Games
-Tinkering

Previous Occupation: Aerospace Engineer

Current Occupation: Commander and Head Researcher of X-COM

Personality: A semi-lazy and cynical person with a suppressed streak of madness (madness was eaten by powers). You'll still give it your all to save the day when sh*t hits the fan. You're also prone to bursts of sarcasm, as a side-effect of your previous time in the military (had to pay for college somehow).

Appearance


Resources
Monthly Funding: 19,500,000,000
Generic Money: 31,499,500,000
Cydonium: 111,605
Neosteel: 19,385
Superconductors: 35,484
Elerium: 31,939
MELD: 765
Infantry Weaponry
Gauss weapon family
This family of projectile weapons uses a two-stage system to accelerate projectiles to their final velocity. In the first stage, a cartridge containing an immensely high-energy chemical propellant is electrically ignited, which would be enough to accelerate the bullet to around 2.3 km/s on its own. The barrel is equipped with two superconducting rails as part of the rifling, which further accelerates the shot to its final velocity. Gauss weapons have immense recoil, but you're supposed to be wearing a suit of heavy power armor when using them anyway, so it balances out.
Gauss Pistol
This sidearm is chambered for 8 mm*18 mm ammunition (more of the cartridge is propellant), and has a relatively pitiful muzzle velocity of 3.9 km/s. It can also pass for a conventional firearm in a pinch, which very few of X-COM's weapons can do. In terms of ammunition, it holds 20 shots in its magazine, and has a 4-round burst setting. The electricity for the railgun component is provided by a thin battery based on Superconductors wrapped around the part of the magazine containing the bullets, and feeds into 4 capacitors below the barrel. Firing before the capacitors are recharged will result in a reduced muzzle velocity.
# available: 180 | Ammo available: 900 magazines (6,000 rounds)
price to manufacture: 0.6 Neosteel, 0.2 Superconductors
Ammo price per 6 magazines: 0.4 Neosteel, 0.1 Superconductors
C-14 Impaler Gauss rifle
This weapon has a detachable box magazine containing 100 rounds, and can fire on semi-auto, 5-round burst, or full auto. It is chambered for 8 mm*36 mm ammunition, and has a muzzle velocity of 6.7 km/s. When on full auto, the rate of fire is 1800 rounds per minute, though it can be dialed lower if desired. Compared to a plasma rifle, each shot deals less total damage, but it penetrates armor better. This weapon is highly rugged, and still works after being shot twice with a plasma rifle (yes, this has been empirically tested)
# available: 154 | Ammo available: 549 magazines
price to manufacture: 2 Neosteel, 1 Superconductors
ammo price per magazine: 0.5 Neosteel, 0.01 Superconductors
C-10 Gauss Canister Rifle
This long gun is chambered for a 25 mm*120 mm projectile, and several of the personnel who've laid eyes on it have expressed disbelief that it wasn't classified as a cannon. Either its sheer speed or the small EMP it generated by firing broke the devices used to measure its muzzle velocity, but a second attempt with more ruggedized equipment clocked in at 13.4 km/s. It has a lot less recoil than it should thanks to a recent modification derived from the gravity systems of the CMC-400 power suit. It has a 4 shot box magazine, firing semi-automatic.
# available: 125 | Ammo available: 499 magazines
price to manufacture: 5 Neosteel, 2 Superconductors
ammo price per magazine: 0.4 Neosteel, 0.1 Superconductors
Plasma Gun Family
This set of weapons uses a miniscule pellet of Elerium to both power the weapon and accelerate a much larger pellet of inert gas down the barrel. Some of Elerium's gravitational effects are also used to mitigate recoil, meaning they don't have much more kick than a conventional weapon. Elerium's immense energy density means not much is needed to excite the projectile into a plasma. The blob of plasma leaves the gun at speeds exceeding 100 km/s, and is held together until it hits the target by a combination of being an immensely stable plasmoid by most standards, a gravitic containment field generated by a tiny amount of Elerium doping mixed in with the shot, and the fact that it doesn't need to hold together longer than a tenth of a second at most. On impact, the plasma splatters, meaning that while it delivers an immense amount of energy compared to a Gauss weapon, it doesn't penetrate as well.
Plasma Pistol
The standard sidearm of X-COM, this pistol delivers about 40 kilojoules of kinetic energy, and 12 kilojoules of thermal energy per shot. Its magazine can hold 30 of the comparatively puny Elerium/gas cartridges it fires, and it has a 3-round burst setting in addition to semi-auto.
# available: 245 | Ammo available: 980 magazines
price to manufacture: 0.5 Cydonium, 0.1 Superconductors
ammo price: 0.001 Elerium, 0.05 Cydonium
Plasma Rifle
The plasma counterpart to the C-14, this weapon has an energy per shot of around 180 kilojoules kinetic, 50 kilojoules thermal. Its magazine holds 80 shots, and it can fire on semi-auto, 5-round burst, and full auto. Worth noting is that it doesn't exceed 4 rounds per second on full auto due to overheating concerns.
# available: 160 | Ammo available: 1,492 magazines
price to manufacture: 2 Cydonium, 0.8 Superconductors
ammo price: 0.005 Elerium, 0.1 Cydonium
Heavy Plasma
Effectively a plasma minigun, this weapon delivers 160 kilojoules kinetic, and 40 kilojoules thermal per shot. On the other hand it can fire on full-auto at 1200 rounds per minute until all 2,000 rounds in the attached ammo backpack are depleted with no overheating worries whatsoever. It is designed to be fired from the shoulder, rather than the hip.
# available: 132 | Ammo available: 244
price to manufacture: 5 Cydonium, 2 Superconductors
ammo price: 0.1 Elerium, 2 Cydonium
Laser Gun Family
This set of weapons doesn't have any kinetic slam behind them, but thanks to their Elerium power cells they can fire for years without needing to reload. They automatically optimize the rate of micropulses in the beam and its wavelength/color to burn through whatever you point it at with maximum efficiency, and have a feature that neither plasma nor gauss can claim: a stun setting, which works as an electrolaser.
Laser Pistol
Another common sidearm, this weapon has a power output of 20 kilowatts. It's also useful for welding in a pinch.
# available: 320
price to manufacture: 0.4 Cydonium, 0.1 Superconductors, 0.1 Elerium
Laser Rifle
Though not being as effective at welding as its pistol counterpart, this rifle makes up for it with its 1200 meter effective range and 140 kilowatts of power.
# available: 154
price to manufacture: 1.6 Cydonium, 1 Superconductors, 0.4 Elerium
L102-A
An accessory for the C-14 or Plasma Rifle, it adds a stun mode equal to what the Laser Pistol is capable of.
# available: 148
price to manufacture: 0.2 Cydonium, 0.1 Superconductors, 0.1 Elerium
Sniper Laser
This laser weapon is atypical in a lot of ways. Instead of taking power directly from its Elerium cell, it is instead stored up in a massive capacitor array and released all at once. This means it fires in single massive pulses, rather than the more or less continuous stream of death other laser weapons produce. As a side effect, it is much more adept at penetrating single hardened targets than the average laser. Each shot delivers close to 8 megajoules of energy to the target, and it needs roughly 4 seconds to recharge a single capacitor, of which it has 6. The main limitation on rate of fire is actually dumping waste heat, as it takes 20 seconds to dissipate the heat from a single shot, and firing several times in quick succession could easily damage the weapon's high-precision optics.

It's also longer proportionally than the other laser weapons, thanks to its extensive focusing array which grants it an effective range of almost 6 km as long as there's a clear line of fire.
# available: 132
price to manufacture: 3 Cydonium, 2 Superconductors, 1 Elerium
Heavy Laser
2.2 megawatts of laser death, powered by an internal Elerium power cell. Generates enough waste heat to require a back-mounted radiator array to avoid slagging itself if fired for more than 4 seconds at a time. Automatically tracks the beam to the next target once the current one goes down.
# available: 128
price to manufacture: 4 Cydonium, 2 Superconductors, 1 Elerium
Blaster Launcher
This is a heavy shoulder-fired missile launcher. While its Elerium warhead capable of blowing a hole right through 40 cm of reinforced Cydonium plating is certainly impressive, the really impressive thing is that the missile is capable of performing a perfect U-turn inside a single cubic meter of volume. While it doesn't go supersonic in atmosphere for various reasons, in vacuum its acceleration is 48 km/s2​!
# available: 124 | Ammunition available: 3,720 Blaster Bombs (much boominess)
price to manufacture: 1 Cydonium, 0.1 Superconductors
Ammo price per missile: 2 Cydonium, 1 Superconductors, 0.02 Elerium
Grenade Options
Ah, grenades. Sometimes you just need to have an explosive weapon on hand, but can't afford to lug around a Blaster Launcher. That's where these little bombs come in. Please bear in mind that all X-COM grenades are capable of being fired out of one of the grenade launcher options in addition to being used as a hand grenade.
Hypersonic Fragmentation
This grenade absolutely mulches unarmored and lightly armored targets within 50 meters, but isn't terribly useful against heavily armored opponents. NOTE: Vehicles besides Main Battle Tanks are considered 'lightly armored' for this purpose.
# available: 488 | Price to manufacture (16-pack): 2 Cydonium
Incendiary
This grenade is filled with some volatile chemical vaguely resembling Napalm, except with a much higher energy density and combustion temperature. It burns at around 7000 Kelvin, and sticks to absolutely everything. Though hot enough to melt Neosteel, this is just barely below the melting point of Cydonium.
# available: 200 | No exotic materials required
Stun Grenade
This device uses dozens of small electrolaser projectors dotting its surface to taze anything within 10 meters of it when it goes off. As an added bonus, it also incorporates the flash part of a flashbang as a result of atmospheric diffraction of the laser beams.
# available: 98 | price to manufacture (16-pack): 1 Cydonium, 1 Superconductors
Elerium Warhead
This Dial-a-yield device has a maximum boom equal to 130 tons of TNT, but is normally set for 0.2 tons of TNT for field usage. This is far more than necessary for most situation, and setting the yield above 10 tons requires a special authorization code unique to each grenade.
# available: 57 | price to manufacture (16-pack): 1 Cydonium, 0.05 Elerium
X-COM's grenade launchers come in 3 variants. There's a 6 shot standalone weapon, a full auto emplacement weapon, and a single-shot under-barrel accessory compatible with the C-14 Gauss rifle, Plasma rifle, and laser rifle. Though they use electromagnetic acceleration for both a silent launch and firing something without any propellant, they don't have performance much beyond contemporary designs. The only exotic material any of the grenade launchers need is Superconductors. The 6-shot standalone needs 0.5, the rifle accessory needs 0.2, and the emplacement weapon needs 2.
Armor
CMC-400 Powered Combat Suit
This suit offers about as much protection as Titan armor, but has loads of extra features that would prove useful on an extended deployment. These features include
-a fully sealed and pressurized life-support system
-NBC protection comparable in effectiveness to a full-on fallout shelter
-its very own gravity systems (though they aren't as effective as Elerium-based devices)
-nutrient, water, and Oxygen recyclers good enough to keep someone going for a week on absolutely nothing else
-micro-thrusters for maneuvering in space
-An extremely useful HUD including some of the best night vision equipment it's possible to build, infrared active scanners for mapping terrain
-enough actuators that physical stamina ceases to be an issue and a skilled operator can use it to jump 20 feet in the air in Earth gravity.

Pretty much the only reasons you might want to use something else boil down to the fact that it weighs roughly half a ton, is tremendously bulky, and is the exact opposite of subtle.
# available: 60 | price to manufacture: 120 Neosteel, 10 Superconductors
Titan Armor
This suit of armor provides enough protection that someone need not worry about one or two stray plasma shots prematurely ending them, but any more than three hits from a plasma rifle or worse to the same section of armor and the designers make no promises. Though it weighs in at a good 90 kg, it has a powered servo system meaning the wearer can move as smoothly as if they weren't wearing anything at all. The suit is also capable of sealing and providing its own air supply to the wearer, though it's only good for about 8 hours in comparison to the CMC-400's 168 hours.
# available: 45 | price to manufacture: 9 Cydonium, 1 Superconductors, 0.1 Elerium
Ghost Armor
While it provides somewhat less protection than Titan Armor, this suit has a few special features especially useful for those in the infiltration business. Most obviously, it has a cloaking device able to render the wearer and anything they're holding invisible over the entire electromagnetic spectrum for up to 90 seconds before the heat sinks have to be vented, which takes around half a minute. In addition, the suit is completely silent, even damping out most noises produced by interacting with the environment. Worth noting is that the C-10 firing is still FAR beyond the ability of these audio dampeners to handle. There's an optional grappling hook module that can attach to the left arm, but it is of course optional, as using it can compromise stealth.
# available: 28 | price to manufacture: 6 Cydonium, 2 Superconductors, 0.1 Elerium
Misc. infantry Gear
Medispray applicator
This pistol-shaped device isn't a weapon. Instead it deploys a solution of specially programmed MELD and biological chemicals to quickly stabilize wounded individuals and regenerate their injuries within a few hours. It needs to be placed right up against the injury site to be effective though. The standard tank contains 1000 cm3 of MELD/biochem solution, but it can be connected to a backpack tank containing 64 times as much for relief work.
# available: 36 | Ammo available: 128 normal tanks, 8 backpack tanks.
price to manufacture: no exotic materials required | Ammo manufacturing price: 1 MELD per 1000 cm3
Archangel Pack
This Elerium-fueled jetpack functions as an optional add-on for the Titan armor system. It can keep the user airborne for a rather long time before it runs out of power. Given that flying for extended periods with no cover isn't a good idea for anything besides a dedicated aerospace craft, it is recommended for users to stick close to the ground. NOTE: This device takes the backpack slot, precluding the use of heavy weapons with a backpack power/ammo supply.
# available: 28 | price to manufacture: 10 Cydonium, 5 Superconductors , 0.1 Elerium
Sensorb
This piece of equipment is used like a grenade, and interfaces with the user's HUD to send them real-time video from wherever it lands via a picture-in-picture display. This can be quite useful for not getting ambushed, and the parts are quite cheap.
# available: 400 | price to manufacture: no exotic materials required

Aerospace Craft
Interception\combat craft
Firestorm Interceptor
Equipped with a gravity drive and with 4 weapons hardpoints, the Firestorm is, in the words of one pilot "a solid brick of pure murder designed to rip any enemy aerospace craft to bloody shreds". This matches its normal mission profile quite easily. Able to accelerate at 25 gees in any direction, and 40 gees forwards, the Firestorm is capable of evading enemy fire, aided by its ECM suite. It's more than capable of reaching orbit with its 5,200 km/s of delta vee, and is typically armed with a mix of Plasma Beam autocannons and Blaster Ball missiles. Even if something does manage to score a hit, it's durable enough to take a hit from anything with a total energy level less than 4 kilotons and keep going.
# available: 3 | price to manufacture: 1,200 Cydonium, 500 Superconductors | Refuel cost: 120 Elerium
A2 Viking variable fighter
This multi-role machine is capable of serving as both an aerospace superiority fighter and a combat walker. It's armed with 2 missile pods containing 8 missiles each and a pair of chainrail autocannons with a supply of 800 rounds each. Its power plant is a fusion reactor, with some plasma being vented from it to act as reaction mass for the thrusters. It can accelerate at 8 gees (not having inertial dampeners) and has a total delta vee of 1,600 km/s. It would be best used as heavy support for troops on the ground, given its lackluster air-to-air performance when compared to the Firestorm.
# available: 1 | price to manufacture: 1,000 Neosteel, 600 Superconductors | refuel cost: no exotic materials required
Banshee Gunship
This helicopter-like machine is designed for one job and one job only: exploding enemy ground forces into itty bitty bits. it does this job very efficiently, with 4 weapons hardpoints typically loaded with some variety of explosive ordnance. While not capable of exiting Earth's atmosphere, this machine flies very quietly, and is equipped with a cloaking system able to render it invisible to most detection methods for hours at a time.
# available: 2 | price to manufacture: 1,400 Neosteel, 700 Superconductors | refuel cost: no exotic materials required
Pitbull class gunship
percentages by mass
10% engine (gravity drive)
5% engine (Elerium FTL drive)
20% armor (Cydonium)
30% weapon (4 plasma beams equal to anti-orbital battery, 6 laser point defenses)
20% fuel (Liquid Elerium compound)
10% ammo (Plasma battery ammo pallets)
3% repair supplies
2% crew compartment

The Pitbull is designed in the grand tradition of the Firestorm, more precisely, the whole 'solid brick of pure murder designed to rip enemy aerospace craft to shreds' part. Able to get off a 250 kiloton plasma shot every 1.25 seconds or pull off a megaton alpha strike, it certainly packs the required firepower. Like its namesake, the Pitbull is at maximum effectiveness when it's facing straight towards its target and in close.

It can also take a beating thanks to its nearly 5 meters of Cydonium armor, which is necessary as its gravity drive can only get it 12 gees of acceleration. If you think this means it can't get the jump on the aliens, think again, as its FTL drive is capable of 120 c and can maintain it for almost a day (though only by dealing with the horrible fuel efficiency by carrying huge amounts of fuel), but it was only meant for tactical jumps. In more conventional spaceflight, the Pitbull has 180,000 km/s of delta v.

Resource costs
-48,000 Cydonium
-12,000 Superconductors

Refuel cost: 2,500 Elerium

Ammo carried: 20 anti-orbital plasma ammo pallets
# in service: 1
Transport\utility craft
Avenger Transport Craft
This Gravity Drive-powered craft is able to get soldiers to any point on earth in a very short period of time, being capable of sustained speeds approaching 6 km/s in the lower levels of the atmosphere. In vacuum, it can accelerate at 15 gees, with a maximum delta vee of 12,800 km/s. It's also equipped with a rudimentary FTL drive suitable for in-system travel, being capable of 40 c for up to an hour before its Elerium fuel is depleted. While it has two weapons hardpoints, its primary purpose is as a transport, rather than an interceptor.
# available: 2 | price to manufacture: 3,400 Cydonium, 1,200 Superconductors | Refuel cost: 350 Elerium
Medivac Dropship
This VTOL craft can carry up to 8 soldiers, and is capable of reaching low earth orbit 4 times on a single tank of fuel. While it doesn't do as well for carrying heavy weapons platforms, it has a highly effective medical bay aboard meaning that critically wounded soldiers are far more likely to survive the trip back to base if they're flying via medivac.
# available: 2 | price to manufacture: 2,600 Neosteel, 800 Superconductors | Refuel cost: no exotic materials required
Robots
Combat robots
Hover Heavy Weapons Platform
This miniature hovertank is heavily armored, able to stand up to abuse that would easily splatter even the most heavily armored soldier. Its chassis is an oblong disc 2.3 meters by 1.9 meters, with a single turret mounted on top. Its turret has one main and one co-axial hardpoint. The main hardpoint is compatible with modified versions of the C-10 gauss, Heavy Laser, Sniper Laser, Heavy Plasma, and Blaster Launcher. The co-axial hardpoint can mount a modified C-14 gauss, laser rifle, or plasma rifle. When fitted with a C-10 gauss, it carries 30 projectiles. When fitted with a Blaster Launcher, it carries 6 missiles. When fitted with a C-14 Gauss, it carries 1,200 projectiles.

This robot is capable of achieving speeds of 200 MPH, and has Elerium fuel for long enough that the main reason it'll ever need to refuel is the Elerium rod decaying and needing to be reprocessed. It can't go terribly fast in space though, due to how much of its mass is devoted to armor.
# available: 17 | cost to manufacture: 80 Cydonium, 10 Superconductors | Refuel Cost: 3 Elerium
Joe
This humanoid combat robot has physical stats roughly equal to a soldier in CMC-400 armor. It is however significantly more durable, thanks to extensive internal reinforcement that can't be used on a piloted suit. It's powered by a pair of redundant cold fusion cells to eliminate Elerium costs, and can keep going for multiple days before needing a refuel. Mentally, they're self-aware and able to develop a personality if they run long enough, but they start fairly soulless. It doesn't have any inbuilt weapons, and it could pass for human if properly clothed.
# available: 260 | cost to manufacture: 30 Cydonium, 20 Neosteel, 5 Superconductors
Utility robots
M.U.L.E.
This mining robot is capable of excavating almost 3 cubic meters per minute, making it invaluable in any mining operations we might undertake. It used to break down constantly, but that problem has been rectified.
# available: enough | cost to manufacture: 50 Neosteel, 8 Superconductors
Anti orbital weapons (Note: all of these modules are about 20 meters long, with varying width)
1 plasma battery: 600 Cydonium, 200 Superconductors
plasma battery ammo pallet (64 shots): 16 Cydonium, 64 Elerium
Damage: Very High
Penetration: Medium
Cooldown: 5 seconds
Effective Range: 20,000 km

1 railgun battery: 400 Neosteel, 300 Superconductors
railgun battery ammo pallet (64 shots): 100 Cydonium (higher density = more damage), 5 Superconductors
Damage: High
Penetration: Very High
Cooldown: 10 seconds
Effective Range: 2,500 km with unguided ammo, 50,000 with guided ammo

1 blaster missile battery: 200 Cydonium, 50 Superconductors
heavy blaster missile (1): 120 Cydonium, 50 Elerium
Damage: Extremely High
Penetration: High
Cooldown: 2 minutes
Effective Range: 530,000 km

1 laser battery: 500 Cydonium, 400 Superconductors
Damage: Medium
Penetration: High
Cooldown: 0.5 seconds
Effective Range: 60,000 km

1 laser PD: 100 Cydonium, 80 Superconductors
Damage: Low
Penetration: Medium
Cooldown: 0.03 Seconds
Effective Range: 5,000 km
Resources
We have access to several materials that the rest of humanity doesn't, which are commonly used in our technology.
Cydonium and Neosteel
These are both incredibly durable metal alloys, with a variety of applications. Both are capable of stopping a bullet from an AK-47 when in a layer just 3 mm thick with nothing but a dent to show for it, but they are indeed different materials. Cydonium has higher shear and compressive strength than Neosteel, works as fairly effective radiation shielding, and has a much higher melting point. Neosteel is lighter, has a much higher tensile strength, and its ingredients are more common, as it's just Iron and Carbon with a bit of Tungsten doping, but the Carbon is arranged into nanotubes lacing through the alloy for the most part.
Cydonium production per week: 1,800
Neosteel production per week: 2,600
Superconductors
This metal alloy conducts electricity with no resistance at all, and continues doing so at temperatures up to 549 Kelvin. This makes it invaluable in high-energy electrical systems, including the fusion reactor that powers the base. Superconductors are also useful for energy storage, such as the hypercapacitors powering several of the Gauss weapon designs.
Superconductors production per week: 1,100
Elerium
An unusually stable isotope of Ununpentium, Elerium has a half-life of 3 months and undergoes Alpha decay. It is immensely useful as a power source and aerospace craft fuel, as up to 98% of its mass can be directly converted to energy when it gets bombarded with high-energy particles in a reaction that thankfully isn't self-sustaining. This process also causes gravitational distortions, which can be used for extremely efficient propulsion, or to warp space when used in sufficient quantities.
QM NOTE: while I will not be keeping track of your Elerium stores decaying to save myself some work, it's still a radioactive material and should be handled with appropriate precautions.
Elerium production per week: 1,600
MELD
MELD
is the colloquial name for a type of nanomachine useful for augmentation. It can prevent organ rejection between two completely different biochemical systems, integrate biological systems with machinery, and several other applications. MELD also has medical applications, such as using raw organic chemicals to regenerate someone's wounds.
MELD production per week: 60
*A note from head engineer Geoffrey Daniels: I find our technology rather bizarre, it's almost like someone took two completely different technology bases, mashed them together, and then did the bare minimum of work to make sure all the computers could talk to each other and all the connecting cables fit together.
Misc. Tech
Teleportation
This technology allows you to instantaneously transport units from place to place (limited by the speed of light of course), with a few limitations. The first is that somewhere in the teleport there has to be a full-fledged teleport machine, and if there's a teleport machine at one or both ends the energy cost is greatly reduced. In addition, whatever is being teleported needs to either start at a teleport machine or have a mini-teleporter beacon attached to it to initiate the paradimensional shunt. Lastly, while the teleporter can penetrate solid matter to a degree, trying to go through more than 20 meters of terrain is a really bad and probably fatal idea.
Time Dilation
This technology allows for you to adjust how fast time flows in an area, which is quite useful indeed. At your current techology level you need 2 megawatts of power to dilate a single cubic meter to be running 4,000 times faster or slower than normal. Dilating beyond this is possible, but each time you double the dilation factor you increase the power draw by an order of magnitude.
[/QUOTE][/QUOTE]
Layout
The majority of the base is about a quarter of the way up the Weisshorn in the Swiss Alps, near the small town of Tasch. It is divided into 3 levels, each being about 100 meters by 100 meters. The topmost level is primarily based around the storage and maintenance of aerospace craft, and has facilities for constructing more. the top level is also where the medical bay is located, in case soldiers come back critically wounded and need immediate medical attention. The middle level is devoted to manufacturing, including facilities to synthesize Cydonium alloy, Neosteel, room-temperature Superconductors, Elerium, and a nanomachine gel called MELD. The middle level is also being expanded and remodeled, and will soon have double the manufacturing power it did previously. The bottom level is the most mixed, being about 50% living quarters, 25% storage, and 25% R&D. The bottom level also features a small parking garage for various vehicles, along with a super-fast slanted cargo elevator for visiting the nearby town.

There is an additional auxiliary base near the summit, connected via the same sort of slanted cargo elevator as the parking garage. It is entirely devoted to anti-orbital defences, including 12 superheavy plasma batteries, 10 missile launch tubes designed to fire a type of extremely maneuverable missile armed with an Elerium shaped charge warhead (nominal yield: 12 megatons) and a laser based anti-missile system. Repairs for the anti-orbital battery have been completed.
Stats
Hangar space: 10/12
Research: 300
Manufacturing: 2,400
personnel on base: 550/600 (max living quarters)
location known to aliens?: yes
Layout
The Von Braun moon base takes much from the design of the Weisshorn base, with a large hangar section, a directly connected main facility, and an anti-orbital battery connected by a high-speed cargo elevator.
Stats
Research: 375
Manufacturing: 1,500
personnel on base: 120/750
Hangar Capacity: 0/15
location known to aliens?: no
These factories dotting the landscape are tasked with producing exotic materials and advanced military hardware for the governments of Earth. They've recently begun a massive expansion program to increase their output by two orders of magnitude which will be complete by the end of the month, costing around 28,000,000,000.
Global readiness level: +3 per week
Income
+ 1,000,000,000 money
+ 5,500 Cydonium
+ 8,000 Neosteel
+ 3,200 Superconductors
+ 3,500 Elerium
+ 200 MELD
This lady is well-equipped for everything even remotely bureaucratic. She can blast through even the most obtuse paperwork (possibly in a language she doesn't even know) with blatantly superhuman speed, comprehension and efficiency, can almost literally bury opponents in red tape, and makes sure to stay well-informed to relevant information. Her duties include helping you with your paperwork, and providing you with requested information in a quick and efficient manner.
Mortally wounded on his very first combat mission, Otto's brain was extracted and placed into a combination combat robot/life-support system. This body Is superhuman in every conceivable way, meaning he outperforms even soldiers in power armor. As an added bonus, this new body of his is low-profile and lifelike enough that he can (barely) pass for a baseline human when on leave.
A highly skilled Therapist, Gio isn't one for a direct fight, but he has a load of buffs lasting several hours that he can apply to others. He has well over 50 years of experience in the supernatural world, 15 of which were spent orchestrating the downfall of well over 320 Torturers.
Efficiency level: A++
Spells known (NOTE: There's plenty more, but these are the more commonly used ones. If you can think of a buff or debuff, there's around a 78% chance he can do it. Please be aware that the bigger and more impressive ones require far more Madness)
-Ease of life: A subtle luck effect, this spell persists for several weeks, and arranges matters so that the recipient can maintain a comfortable middle class lifestyle with little to no effort on their part, as an added effect the recipient never seems to get sick or suffer serious accidental injury. Gio is just plain good enough at efficiently powering his magic for this to be passive for him, but normally it requires a noticeable moderate expenditure of madness.
-Benevolent Aura: A passive running on the stress of his daily life, it makes those within 20 meters of him feel slightly better about their lot in life, it would be more powerful, but most of Gio's passive power goes into his continual Ease of Life.
-Luck Shield: Recipients receive a luck effect for several hours, during which any attack that would kill them instantly simply wind up somewhere they aren't.
-Critical Accuracy: The recipient of this buff will always land their attacks EXACTLY where they want them to go, and also gains a heightened sense for where the most devastating place they could hit is.
-A Wretched Existence: This is a curse targeted via an image of the one you want to effect, or via sympathetic magic. For the next month, things just start going wrong for them. This includes suddenly taking ill with a variety of debilitating ailments, a greatly increased likelihood of them suffering crippling injuries, making their legal identity get wiped out by hackers or the like, having all their insurance policies go defunct, and making their workplace incredibly hostile to their continued employment. That last effect also stretches to welfare and attempting to get a new job. The normal version of this spell has a 90% chance of rendering the target a non-threat for the duration and an indeterminate period after and a 20% lethality rate. With his improved efficiency, Gio's version is guaranteed to render the target a non-threat and has a 70% lethality rate. This still requires a monstrously huge amount of Madness.
The first Joe to reach sapience, Anne identifies as female, and has indeed wound up in a relationship with one of your soldiers. She has been upgraded with an incredibly lifelike and fully functional civilian mode, which she may change into or out of at will. Worth noting is this 'saves' whatever clothes she was wearing last when she transformed, preserving her modesty when she changes back to civilian mode.

Recently she became a Mage
Efficiency level: F
An engineer who got a promotion, Steve is in charge of your newly completed moon base. Though he's an alcoholic, Steve makes up for this in sheer engineering skill, reducing the amount of resources required for construction without compromising on performance or reliability.
 
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Why is no-one voting? It would be really sad if this Quest died before it even got out of character creation.
 
I'm interested to see where this goes but about to go to sleep so I won't vote tonight. I don't know that there are many people around at this time, and for those who don't like/have time to come up with their own plan there's also no plans available yet for them to support. You should certainly give it at least a day before deciding that there's not enough interest.
 
Plan Dwarf's to the Infinity

Dwarf Fortress (1 Slot)
--Dwarf Fortress Upgrade A: Dorf Physics(1 Slot)
(What can I say they are awesome MUST DRINK ALCHOLE)
X-COM (1 Slot)
--X-COM upgrade A: Advanced Tech Package(1 Slot)
(X-Com baby Why not ? )
Mega Man (basic package)(1 Slot)
(We are not God Emperor but we are Space Marine! Later Primarch :) )
Cost: 5 Slot's

1: What is your given name?
[X] Harry

2: What is your family name?
[X] Brady

3: What are your top three favorite pastimes?
[X] Video Games
[X] Tinkering
[X] Reading


4: What's your job?
[X] A high-paying technological job, like being an aerospace engineer.


5: Summarize your personality in a paragraph
[X] Classic Nerd (Somebody other than me should write it.I am bad at it as you can see)

[X] Insertion
Warhammer 40k(Kronus from game maybe.)
[X] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
Who doesn't love SCIENCE!

Let's be X-Com Dwarf's with alcoholism trying to survive 8 (with X-Com it's 9 I think) diffrent Alien Invasion's.
At least we will gonna get all the tech's and make Kronus our World Engine Dwarf World.
(Wait for me Necron's I will get that tech's)
 
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Dwarf Fortress (1 Slot)(What can I say they are awesome)
--Dwarf Fortress Upgrade A: Dorf Physics(1 Slot)
--Dwarf Fortress Upgrade B: Legendary Dwarf (1 Slot)
X-COM (1 Slot)(X-Com baby Why not ? )
Mega Man (1 Slot)(We are Cyborg Dwarf)
Cost: 5 Slot's

1: What is your given name?
[X] Harry

2: What is your family name?
[X] Brady

3: What are your top three favorite pastimes?
[X] Video Games
[X] Tinkering
[X] Reading


4: What's your job?
[X] A high-paying technological job, like being an aerospace engineer.


5: Summarize your personality in a paragraph
[X] Classic Nerd (Somebody other than me should write it.I am bad at it as you can see)

[X] Insertion
Warhammer 40k(Kronus from game maybe.)
[X] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
Who doesn't love SCIENCE!

Let's be X-Com Dwarf's with alcoholism trying to survive 8 (with X-Com it's 9 I think) diffrent Alien Invasion's.
At least we will gonna get all the tech's and make Kronus our World Engine Dwarf World.
(Wait for me Necron's I will get that tech's)
You misunderstood. If you take both of a game's upgrades at start, you can't take any powers from a different game.
 
[X] Plan "The REAL Emperor"

Powers
[X] FOR THE EMPEROR!

1: What is your given name?
[X] Harry

2: What is your family name?
[X] Dresden

3: What are your top three favorite pastimes?
[X] Tabletop Games
[X] Reading
[X] physical fitness

4: What's your job?
[X] You do one of the jobs no-one really thinks about but still keeps society running anyways.

5: Summarize your personality in a paragraph
[X] Sarcastic but chivalrous, Harry somewhat resembles a certain detective from Chicago- and he was a detective, but never exactly worked with magic before. In day to day life he is a bit of a nerd, scraping by on the money he made from runaway kid cases and crazy divorcees. He's a country boy at heart, still not at home in the city- or advanced technical doodads. He does love pop culture and Star Wars in particular.

Now that we know who you are and what you can do, where are you?
[X] Insertion (Star Wars)

How did you get here?
[X] I went to sleep one night, and when I woke up I was somewhere else. (Non-consensual ROBing, smooth)

So Harry is now the Emperor of Kerbalkind. In Star Wars. This should be an interesting challenge...
 
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Premade builds (Powers only)

Premade build #1: MWAHAHAHA!

Power Slots
1: Space Station 13
2: (UPGRADE) specialized knowledge
3: Mega Man
4: (UPGRADE) the brilliant doctor
5: Kerbal Space Program
(Two alternate spawn locations available: spawn at space center to avoid traitor)

Gameplay notes: With this build, you'll be spending a lot of time working on stuff in the lab. You're going to have a lot of awesome mad science lying around when all is said and done, and you've got a bunch of loyal minions willing and able to mass produce it for you. Just got to look out for that darn traitor. If you play your cards right though, you could easily become immortal.

Premade build #2: FOR THE EMPEROR!

Power Slots
1: Kerbal Space Program
2: (UPGRADE) Empire of Kerbin
3: I Wanna Be The Guy
4: (UPGRADE) I am The Guy!
5: Psychonauts

Gameplay Notes: You are now a budget version of the God-Emperor of Mankind, except for Kerbals. Please don't F- up like he did.

Premade build #3: IA IA KRAKEN FHTAGN!

Power Slots
1: I Wanna Be The Guy
2: Kerbal Space Program
3: (UPGRADE) Apostle of the Deep Space Kraken
4: Psychonauts
5: (UPGRADE) Psychic Prodigy

Gameplay Notes: This is a fun combo. You can whimsically fling Kraken-spells around without a care in the world, and any time you get hit with the backlash you just rewind and try again! Even when your corruption gets really high, you'll still have access to some pretty cool psychic powers. Just don't get hit. You've also got a bunch of Kerbals with you, if you really care about that.

Premade build #4: ALL THE MINIONS!

Power Slots
1: Dwarf Fortress
2: Kerbal Space Program
3: (UPGRADE) Empire of Kerbin
4: Starcraft
5: X-COM

Gameplay Notes: I sincerely hope you can make peaceful contact happen between the Empire and X-COM. Otherwise there will be much blood.

Premade Build #5: Murderhobo Supreme

Power Slots
1: Dwarf Fortress
2: (UPGRADE) Legendary Dwarf
3: Space Station 13
4: (UPGRADE) Ultra-robust package
5: Mega Man

Gameplay Notes: You are a beast in direct combat if you pick your skills, artifacts and other gear right. Just don't piss of an entire army at once, OK?
 
NOTE: This Quest will update on Mondays and Thursdays, with votes locking at noon on the previous day.
 
[X] Dwarf Fortress (basic package)
[X] Space Station 13 (basic package)
-[X] Specialized Knowledge
[X] X-COM (basic package)
-[X] Psionic Powerhouse

Given name?
[X] Daniel

Family name?
[X] Richardson

Top three pastimes?
[X] Tabletop Games
[X] Tinkering
[X] Building and flying model rockets

Job?
[X] A high-paying technological job, like being an aerospace engineer.

Personality?
[X] I'd rather let the GM do this bit. I tried to write up Danny as a half-mad tinkerer who was likeable enough to have a few solid friends, but I couldn't make the words dance the way I wanted them to.

Where are you?
[X] Historical Earth, 1190

How did you get here?
[X] I was working on a teleportation machine, it misfired, and now I'm here. At least it didn't explode. (SCIENCE!)
 
[X] KSP
-Space Kraken upgrade

[X] Starcraft
-Zerg upgrade

[X] X-COM

No SV... You are the menace to the universe!

[X] Conan
[X] O'Brian

Do it for him...

[X] Physical Fitness
[X] Reading
[X] Tabletop Games

We are well read, well built, and strategy oriented.

[X] We're the commander of the Zergble Krakencom Space Program

Because that's literally all we could be at this point.

[X] We let the great space Kraken known as SV make our decisions for us, we have evolved past silly things like a "Personality".

[X] Insertion
-Star Trek

We're like the borg, but organic.

[X] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)

We've been here since the dawn of time... We predate your federation... We predate your record of history... We are the Zergble... You exist to be consumed...
 
Sorry than I edited.
FYI, by only taking one of the Dwarf Fortress upgrades, you actually got 2 more additional slots to put stuff in. Let me clarify

All of these packages cost 5 slots

Game 1 basic
Game 2 basic
Game 3 basic
Game 4 basic
Game 5 basic

Game 1 basic
-Game 1 upgrade A
-Game 1 upgrade B

Game 1 Basic
-Game 1 upgrade
Game 2 Basic
-Game 2 upgrade
Game 3 basic

Game 1 Basic
-Game 1 upgrade
Game 2 Basic
Game 3 Basic
Game 4 Basic

EDIT
This costs 6 slots
Game 1 Basic
-Game 1 upgrade A
-Game 1 upgrade B
Game 2 Basic

This costs 7 slots
Game 1 Basic
-Game 1 upgrade A
-Game 1 upgrade B
Game 2 Basic
-Game 2 upgrade

To be blunt I'm just trying to encourage being diverse in your choices.
 
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Watching, but I don't have the time to go into an in depth character creation right now.
 
[X] Plan xcom unleashed
[X] Name: Lex Stark
[X] Space Station 13 (basic package)
-[X] Specialized Knowledge
[X] X-Com
[X] Psychonauts
-[X] Psychic prodigy
[X] Video Games
[X] Tabletop Games
[X] Reading
[X] You do one of the jobs no-one really thinks about but still keeps society running anyways.
[X] Normal Earth (Obvious) - Masquerade edition
[X] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)

So, xcom aliens are invading earth and we start out with a base full of minions but no funding initially.
However, we are now a qualified Engineer, Scientist, Doctor, Mechanic, and Roboticist with the SS13 tech-base. You can even build a teleporter, cloning system or an AI in a cave with a box of scraps!
One of our minions is a subtle infiltrator from the syndicate out to kill us permanently... good thing we are a psychonaut prodigy who can trawl through their minds at a 1:100 time dilation rate. Our psychonaut power would also potentially let us interogate xcom aliens better. And with the SS13 knowledge we could out tech the aliens (although we are still, of course, stealing their all their tech)

You know OP, this massive char gen should really have been split into several parts, each one being voted for separately. it is just a wee bit overwhelming right now.
 
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More Premade Builds

Premade Build #6: Humanity First

Power Slots
1: X-COM
2: (UPGRADE) Advanced Tech Package
3: Mega Man
4: (UPGRADE) The Brilliant Doctor
5: Starcraft

Gameplay Notes: This is a combination of spending time in the lab helping the eggheads and managing your growing empire. The aliens aren't going to want to cooperate though, meaning you'll spend the first bit of time smashing aliens. Integrating the Starcraft and X-com tech trees with your own Mega Man tech base will be a nice bit of !!FUN!! too.

Premade Build #7: Do The Robot

Power Slots
1: Mega Man
2: (UPGRADE) The masterpiece
3: Space Station 13
4: (UPGRADE) Specialized Knowledge
5: Dwarf Fortress (all Dwarfs specialized as some variety of mad scientist that lends itself well to making robots)

Gameplay Notes: This is an Artifact Robot Master. All craftsbotship is of the highest quality. It menaces with spikes of awesome. It menaces with spikes of overpowered. On the chest is a picture of Artifact Dwarf and a Traitor. Artifact Dwarf is pointing and laughing at the Traitor. The Traitor is in the fetal position and on fire.
 
[X] Plan xcom unleashed
[X] Name: Lex Stark
[X] Space Station 13 (basic package)
-[X] Specialized Knowledge
[X] X-Com
[X] Psychonauts
-[X] Psychic prodigy
[X] Video Games
[X] Tabletop Games
[X] Reading
[X] You do one of the jobs no-one really thinks about but still keeps society running anyways.
[X] Normal Earth (Obvious)
[X] What do you mean, how did I get here? I've always lived here. (You are native to this world, with everything that entails)

So, xcom aliens are invading earth and we start out with a base full of minions but no funding initially.
However, we are now a qualified Engineer, Scientist, Doctor, Mechanic, and Roboticist with the SS13 tech-base. You can even build a teleporter, cloning system or an AI in a cave with a box of scraps!
One of our minions is a subtle infiltrator from the syndicate out to kill us permanently... good thing we are a psychonaut prodigy who can trawl through their minds at a 1:100 time dilation rate. Our psychonaut power would also potentially let us interogate xcom aliens better. And with the SS13 knowledge we could out tech the aliens (although we are still, of course, stealing their all their tech)

You know OP, this massive char gen should really have been split into several parts, each one being voted for separately. it is just a wee bit overwhelming right now.
Just noting that SS13 also gives you the eponymous space station itself. Said station is one of two possible spawn locations you can pick between with that build.
 
FYI, by only taking one of the Dwarf Fortress upgrades, you actually got 2 more additional slots to put stuff in. Let me clarify

All of these packages cost 5 slots

Game 1 basic
Game 2 basic
Game 3 basic
Game 4 basic
Game 5 basic

Game 1 basic
-Game 1 upgrade A
-Game 1 upgrade B

Game 1 Basic
-Game 1 upgrade
Game 2 Basic
-Game 2 upgrade
Game 3 basic

Game 1 Basic
-Game 1 upgrade
Game 2 Basic
Game 3 Basic
Game 4 Basic

To be blunt I'm just trying to encourage being diverse in your choices.
I see one second please 'bashes his head 'That's what I get for begin little drunk when reading.Thanks I edited again :(
 
[X] Premade build #2: FOR THE EMPEROR!
[X] insertion
-[X] PMMM
[X] native to this world
 
Ok here is my go at creating something fun:

[X] Plan: Fat Boy Neck-beard
1: What is your given name?
[X] Harry

2: What is your family name?
[X] Dresden
(its a good name and i've got no clue otherwise, will accept any others)

3: What are your top three favorite pastimes?
[X] Video Games
[X] Tabletop Games
[X] Reading
[X] Screwing/Pranking the combat capable grunts, you never do anything harmful but they sure are regretting using you as an example of a REMF in an unofficial training video and thus setting you up as the target of every prankster in the American Military.
(its one to large but i'm not sure which to remove so i'm leaving them all since they match)

4: What's your job?
[X] You're in the military.
- [X] You do one of the jobs no-one really thinks about but still keeps society running anyways.
(We are in the military but not as anyone special, we got in because we can do the boring stuff like accounting and not because we can shoot)
(+Basic Training.... a loooong time ago, +Ability to adapt to military life)


5: Summarize your personality in a paragraph
[X] You are in the military, but not one of those oh so famous special ops or even a grunt. No you are an accountant (or other similar) and not one of the whizzes, just an ordinary guy that knew some math and needed the money.

You live a fairly boring life thats major challenge up to now has been avoiding those remedial training sessions that the more combat capable grunts keep sending your way, every time you audit them. It was boring but a good enough life and the free time has combined to give you a love of the games and books that entertains you when your work gets you down.

Now if only you didn't have this creeping sense of doom ever since you shut down one particularly stupid idiot on SB last night, idiot thought that (insert chosen games here) would be an awesome cross-over universe. You proved him wrong of course but now your gut is sending you signals worse than that time the Army got pissed and 'accidentally' signed you up for Ranger Air-drop training, you got out of that one but only because you were owed that favour.....

(+Used to military life,+Used to bureaucracy,+odd skill set that rarely includes anything military useful but gives access to entire range of military skills, +Very good at getting out of trouble)
Basically think of him as a slightly overweight fat boy that is very good at covering his ass, possibility of becoming a bad-ass if they can ever get him to train (Chance of voluntary training slim)


Now that we know who you are and what you can do, where are you?
[] Normal Earth (Obvious)
[] Historical Earth (Same as above, but you drop in on any date of your choice between 0 AD and 1987)

How did you get here?
[] I went to sleep one night, and when I woke up I was somewhere else. (Non-consensual ROBing, smooth)
[] I was just walking down the street, when a rift in time and space opened up and sucked me in. There were these sparks of light there, and I managed to grab a few before the rift spat me out where I am now. (Non-consensual ROBing, rough)

Any of the above works but i'm just not sure which, it depend on if anyone has any good ideas for time and place. If not then its up to the QM to write one that he thinks fits.

[X] X-COM (basic package)
(A sweet base, amazing researchers and aliens to fight and steal tech from)
[] X-COM upgrade A: Advanced Tech Package]
(No need, the starcraft package can give us this with time)
[X] X-COM upgrade B: Psionic Powerhouse]
(We need some way to cheat in our training, plus it should work with the star-craft psionics if we work at it)

[X] Starcraft (basic package)
(works well with x-com tech and gives us some extra stuff for our base, if we use it plus any of the stuff we get from the aliens then the high tech package could be ours with a bit of work.)

[X] I Wanna Be The Guy (basic package)
(Tempting and it could be fun... but not the one hit kill, unless we can upgrade to B eventually?)

If we can't upgrade the "I wanna be the guy" then lets go with station 13, the training and skills are useful.
 
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Sorry for double posting but i had an IDEA :)

Basically in universe turn the "that guy" option into a psionic construct instead of an actual body, it explains all the pros and cons of that option and even all the upgrades :D

I just thought i would share that little idea with you all since my muse hammered me with it when i wasn't looking.
 
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