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The Year is 25XX. Mankind has been at the mercy of N.E.X.U.S. (the Neurologic, Electronic eXecutive and Utility System) for centuries, first her benevolence, to save us from our own overcrowding and infighting, then her failing faculties, leaving us to fend for ourselves, and now her madness and malice, having finally determined that humanity is a species of vermin; and vermin must be rooted out!

For no less than 200 years has mankind, fragmented into hundreds upon hundreds of Great Houses fought against the tyranny of The Machine’s fractured psyche, but 100 years ago, the worst and most vicious of N.E.X.U.S.’ 7 main personalities, Kali, had a devious idea; Saturate the world in microscopic nanites. When anything alive touches metal, the nanites gather and build up power to do as much harm as possible. For robots or machinery free from N.E.X.U.S. control, it will shut down, or explode or even attack the user. For simple objects, they will warp and shift, tying itself into a knot, or disintegrating, or even spontaneously exploding!
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>>5848839
Mankind would have been doomed if not for two things. Technojackers, a lucky 1-in-100 whose nanites have been subverted to their own control, granting the ability to control robots and use conventional technology, and Biotech, wholly organic technology that can be used without fear of nanite reactions, grow and heal and evolve, stronger than almost any normal technology.

Even with these advantages, The Machine is omnipresent above sea level. Everywhere you go, you risk death. But Mankind is fighting back. There are 100 Areas of Influence, numbered by how long The Resistance has been operating there, the radii of N.E.X.U.S.’ Computer Cores (massive installations that control every robot in the area), and if the Computer Core is destroyed, so too is the hold of N.E.X.U.S. over the area. In only ONE place has this happened; Area of Influence 23.

The House that you rule is, unfortunately, NOT the Great House of The Barren Marsh in AOI 23. The house you rule is in AOI 100, the youngest and least well-established Area of Influence. Despite this, there are already power players in the region, and you’re not one of them… not yet.

>Welcome to Splicerquest, a quest set in Palladium's Splicers setting. The setting on the whole isn't mine, but this little corner of it is.

>Now Anons, this isn’t my first rodeo and I know y’all don’t particularly enjoy long-winded character creation, but I figure I should give y’all the choice nontheless.

>BRING ON THE PAIN! (Long winded, very detailed and crunchy character and Great House creation, where you pointbuy everything.)

>Let The Librarian do the heavy lifting. (A character and house creation that is shorter and hopefully more thematic, where I make up some character sheets to choose from and leave some blanks for the players to fill in to their liking.)

>Somewhere inbetween. (Pointbuy the house and thematically build the character based on the house you just made.)
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>>5848840
>Let The Librarian do the heavy lifting. (A character and house creation that is shorter and hopefully more thematic, where I make up some character sheets to choose from and leave some blanks for the players to fill in to their liking.)
I'm not a masochist. Biotech sounds cool.
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>>5848840
>Somewhere inbetween. (Pointbuy the house and thematically build the character based on the house you just made.)
Let's shoot for the middle, also seems like Biotech is pretty rad
>>
>>5848840

>Somewhere inbetween. (Pointbuy the house and thematically build the character based on the house you just made.)

This seems reasonable
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>>5848840
>Somewhere inbetween. (Pointbuy the house and thematically build the character based on the house you just made.)
This is likely the best approach. Splicers is awesome, very excited to see this quest.
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>>5848840
>Somewhere inbetween. (Pointbuy the house and thematically build the character based on the house you just made.)
>>
>>5848840
>>BRING ON THE PAIN! (Long winded, very detailed and crunchy character and Great House creation, where you pointbuy everything.)
>>
>>5848840
>BRING ON THE PAIN! (Long winded, very detailed and crunchy character and Great House creation, where you pointbuy everything.)
>>
>>5848840
>>BRING ON THE PAIN! (Long winded, very detailed and crunchy character and Great House creation, where you pointbuy everything.)
I am a masochist
>>
>>5849174
>>5849024
>>5849006
>>5848991
>>5848987
>>5848935
>>5848910
>Somewhere inbetween
Writing. Don't worry, it'll still be pretty crunchy.
>>
>>5849270
Interesting
>>
>>5849270
You, as anons, have 15 POINTS to use to make your Great House with. You can spend points to gain bonuses, or gain points with detriments. Each point represents the investment of time and resources into finding a good base, keeping a population healthy, etc.

This represents your STARTING SPOT. It’s entirely viable to set up in a shitty situation with good potential and make it better later, or start off well and keep going up from there.

Size. (Choose ONE.)
>In mechanical terms, your house’s size determines the number of actions you can take at once, and how effective you are at them.

>Tiny House. You’re just starting out, and have very few people, or have suffered grievous injuries. You’ll need to play carefully to not end up nothing more than a log in the machine’s databanks. (+3 points)

>Small House. Either just naturally small, or recovering from damage, or even fleeing from elsewhere, you have enough people to make a difference. (+0 points, +1 if a foreign house fleeing into Area 100)

>Medium House. The average size for a house, large enough to be powerful, and small enough to avoid notice. (-1 point.)

>Large House. Quite large compared to most houses, your house can field many more men and care for much more Biotech at the cost of discoverability. (-3 points)

1/8
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>>5849648
Biotech (Choose ONE.)
>This vote determines how much, if any, biotech you use, as well as the number of Engineers (biotech producers) and Librarians (Biotech designers) you have. As well, this gives more proprietary designs the more you use biotech, things that only YOU and YOUR house have… until someone steals it.

>No Biotech. Rare, hard to pull off, but possible. Super-hard plastics and ceramics are sufficient to fight The Machine, but relatively hard to make and don’t self-maintain. Typically due to a hatred of biotech or abject lack of food. (+5 points. Also this is basically hard-mode unless you have something else going for you.)

>Prefers Conventional Tech. You use Biotech but either due to resource constraints or simple preference your house uses conventional tech more often than not. Typically, this was a House that was doing quite well for itself before Biotech became a widespread thing, whose influence has waned somewhat. (+3 points. Few if any Engineers or Librarians.)

>Common Biotech. You use Biotech as often as you use Conventional Tech. (+0 points. A decent amount of Engineers, one or two librarians, and possibly even a couple of proprietary designs.)

>Prefers Biotech. You use Biotech more often than you don’t. This gives you an advantage over most Houses due to your superior production capabilities and fighting power for your size. (-3 points. Higher than usual numbers of Engineers and 2-3 Librarians, with a few proprietary designs.)

>Cutting Edge Biotech. You don’t just use Biotech, you’ve mastered it. Other Houses are constantly trying to get a piece of what you’re making, and you can name your price if you’re willing to sell.(-5 points. Many Engineers and Librarians, dozens of custom designs.)

2/8
>>
>>5849652
Biotech (Choose ONE.)
>This vote determines how much, if any, biotech you use, as well as the number of Engineers (biotech producers) and Librarians (Biotech designers) you have. As well, this gives more proprietary designs the more you use biotech, things that only YOU and YOUR house have… until someone steals it.

>No Biotech. Rare, hard to pull off, but possible. Super-hard plastics and ceramics are sufficient to fight The Machine, but relatively hard to make and don’t self-maintain. Typically due to a hatred of biotech or abject lack of food. (+5 points. Also this is basically hard-mode unless you have something else going for you.)

>Prefers Conventional Tech. You use Biotech but either due to resource constraints or simple preference your house uses conventional tech more often than not. Typically, this was a House that was doing quite well for itself before Biotech became a widespread thing, whose influence has waned somewhat. (+3 points. Few if any Engineers or Librarians.)

>Common Biotech. You use Biotech as often as you use Conventional Tech. (+0 points. A decent amount of Engineers, one or two librarians, and possibly even a couple of proprietary designs.)

>Prefers Biotech. You use Biotech more often than you don’t. This gives you an advantage over most Houses due to your superior production capabilities and fighting power for your size. (-3 points. Higher than usual numbers of Engineers and 2-3 Librarians, with a few proprietary designs.)

>Cutting Edge Biotech. You don’t just use Biotech, you’ve mastered it. Other Houses are constantly trying to get a piece of what you’re making, and you can name your price if you’re willing to sell.(-5 points. Many Engineers and Librarians, dozens of custom designs.)

Resources at hand/Environment. (Choose as many as you like)
>This vote determines how prosperous your area is, and what benefits or detriments it has.

>Nothing Special. Your area is stock-standard and can do anything… decently well. (+0 points, cannot be taken with other things.)

>Abundant Food. Your area has a LOT of food/can support vast underground farms. (-2 points.)

>Lacking Food. What it says on the tin. Fine if you use conventional tech, not good if you use Biotech. (+2 points. +4 if it’s especially severe.)

>Dangerous Wildlife. The local wildlife is incredibly dangerous, providing a hazard… and an opportunity to improve, if you use biotech. (+0 points. If taken with Abundant Food, the food comes from the wildlife and you refund a point. If taken with Lacking Food, the only way to get enough is by hunting.)

>Precious Metals. Precious metals are nanoplague-safe, and can be used to create electronics. You have quite a lot. (-2 Points)

>Non-precious Metals. Useless to anybody but a Technojacker, these are just a hazard to your underground digging efforts. (+2 points)

3/9
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>>5849655
woops, accidental copy-paste fuckup, ignore the first half of that one

>Superior Clay. Your underground haven has a LOT of fine clay, good for super-hard ceramics and lithovoric creatures. (-1 point)

>Oil Reserve. Your underground haven has access to oil; letting you make as many high-tech plastics as you want. Good for conventional tech, and Biotech can probably find a way to exploit it, if only for sale. (-1 point)

>Beachfront Property. Your haven has access to a river or other body of water that leads to the ocean in a way that doesn’t expose your house, such as an underground cave. Great for trading, good for gathering food, a good avenue to attack from, and a fabulous escape-route. (-2 points)

>Mountainside. Your haven is backed up against a mountain, preventing attack from behind, and giving you a commanding view of the local area. (-1 point)

>Forested. A thick forest lets you hide your entrance more easily and provides good wood for construction. (-1 Point)

>Hazardous. The local area is passively dangerous to life due to something such as horrific weather, toxic waste, or something else. (+1/2/3 points, depending on just how bad. Writein what you want it to be or leave it to me.)

>High-Traffic Area. Your area is highly trafficked by The Machine. Good for an outpost, bad for your main base. Step lightly. (+2 points.)

>Golden Age Infrastructure. Your haven is built in or on the ruins of a golden age piece of infrastructure, such as a sewage line or retooled military base. (+0 if it’s more aesthetic than anything else, -1 if it brings tangible benefits like a sewage line, -2 if it brings great benefits such as a military base.)

>Seedling. You have a Seedling, which automatically grows deeper into the ground, creating luxurious new rooms as it goes every week, doubling in speed every year. (-3 points)
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>>5849658
Education/Entertainment. (Choose as many as you like.)
>This determines how happy (or at least, resistant to depression) your population is, as well as roughly how intelligent they are.

>Nothing. Every waking hour is concerned with work. At this point, are you any better than the Machine? (+10 points)

>Storytellers. Fables and parables can educate as well as entertain, not to mention stories of actual events. (+0 points)

>Theater. Storytelling+, with props, costumes, and sets. (-1 point)

>Music. This implies not just the existence of instruments and musicians (something that’s in every House), but a vested interest in the construction of concert halls and auditoriums. Even without this choice, people can still enjoy their music privately. (-1 point.)

>Apprenticeships. A good way of passing down knowledge, includes basic schooling. (-1 point.)

>Sunrooms. A room where, using Biotech, one can soak up some artificial “Sunlight” and trick your mind into thinking you got to go outside. Sunburns included. (+0 points, requires biotech. -2 points without biotech.)

>Alcohol. This implies not small-scale moonshining or minor imports, but a bustling alcohol industry large enough to sate the thirst of the whole house (and possibly nearby houses too). Whether it uses traditional brewing or Boozers (a biotech creature) or some other method is up to the house in question. (-1 point, -2 if making enough to sell.)

>Drugs. This implies not the existence or import of drugs, but the legalization and regulation of certain drugs for civilian use. Typically downers and opiates, while stimulants are preserved for the military. (-1 point, -2 if making enough to sell.)

>Prostitution. Again, this doesn’t imply the mere existence of prostitution, but legalized and regulated prostitution. Even if you don’t choose this, there will almost certainly still be prostitutes. (-1 point.)

>Gambling. Typically run by the house itself, it’s a good way of gaining credits and blowing off steam, especially from travelers and other visitors and ESPECIALLY if you have either of the following choices. (-1 point. Free if Sports/Racing or Sparring/Arena are chosen.)

>Sports/Racing. A large, multi purpose area is made to play sports and run races in. Unfortunately, space is at a premium underground. (-2 points)

>Sparring/Arena. Full contact sparring to keep your fighters sharp and entertained, with or without armor, and possibly even a gladiatorial arena to feed the people’s desire for entertainment with blood instead of just bruises. (Free if just regular sparring, -1 point if armored sparring, -2 points if an arena)

5/10
>>
>>5849661
>Librarian. A Librarian can absorb all the knowledge contained within a human’s mind
by stabbing a small bladed tentacle into the person’s body. Generally you have to MAKE a Librarian teach the people, but it’s usually well worth it, given they can teach any skill as if they had been doing it a hundred years. (-2 points.)

>Golden Age Library. A hoard of books from the golden age of humanity. Generally covers many topics, and is being feverishly copied and re-copied by scribes. If you want a particular topic to be focused on, write it in. (-2 points)

>Printing Press. Your House has been re-printing and making new books around the clock using a plague-safe printing press (likely ceramic and plastic, but possibly even biotech). This lets you circulate knowledge throughout the house, AND sell some. (-1 point)

>Technojacker Jury-Rigging. A Technojacker can force machines to work for a while when they should be broken, including computers. Usually used in conjunction with other methods to record the information. (+0, requires technojackers.)

>Plague-Safe Computer. A fully functioning computer, safe from the Nanoplague. Rare beyond belief, requires an unparalleled mastery of conventional tech or a Technojacker with incomparable diligence. If you sold it, you could name your price. If you kept it, you might just have a chance at launching cyber-attacks on N.E.X.U.S. itself, not to mention read and write on the Micro-Disks used as currency. (-25 points for ONE, -20 if you have technojackers.)
>>
>>5849663
Control/Criminal Activity. (Choose as many as you like.)
>How you control the people of the house and keep them in line, and just what the people not in line do.

>Law. Laws are harsh when you don’t have the luxury of letting people off easy. This represents a robust system of judges and martials to process criminals. (-2 points if normal, -1 additional point if you also punish dissent such as free speech and religion to keep people in line.)

>Drugs. Some Houses have found a less brutal way to silence dissent and keep the poor from rioting in the streets. In this case, you provide and encourage drug use to keep people from getting too upset. (-3, free if Drugs was taken with the entertainment section)

>Reward. Your people are comfortable, and don’t really feel enough discontent to revolt or commit crimes. (Cannot be bought, must be achieved through other means)

>Devotion: The people of the house are devoted to you, almost (if not literally) religiously so. (-5 points, but religious devotion goes a LONG way to keeping people in line.)

>No Criminal Activity. You’ve managed to shame, terrify, or fill with patriotic spirit enough people that nobody commits a crime, barring mental breakdowns. (-3 points)

>Unorganized Activity. Very small gangs or individual criminals only. (-1 point)

>Small Gangs. There are small gangs directing the criminal underworld, and occasionally fighting each-other. (+1 point)

>Split Underworld. The criminal underworld is organized and split into factions fighting for control of it. You might be able to play them off of each other, or you might end up taking casualties in the crossfire. (+3 points)

>Organized Underworld. The criminal underworld is organized and entrenched deeply, you’ll have a hell of a time removing it.(+5 points)

>House Sponsored Underworld. Whether openly or covertly, the house sponsors the underworld, and directs most of its crimes outward. (-2 points)

7/10
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>>5849665
Technojackers. (Choose ONE.)
>This determines how you and your house view Technojackers. The people don’t typically like them due to their unfortunate resemblance to The Machine, and it takes effort to condition them away from it.

>Hunted. Racism plus. You want every technojacker you can reasonably reach DEAD. (+5 points)

>Unwelcome: Technojackers are disliked and not allowed to enter the underground haven, but are allowed to pass through (NOT live in!) their territory. (+3 points)

>Trusted Allies Only. You use the services of Technojackers frequently, but only a trusted few. These Technojackers went through years of test missions and screenings and have proven themselves to be loyal, trustworthy allies. You can recruit more… with a lot of time. (+0 points)

>Limited Welcome. All Technojackers are welcome, to a certain extent. They are free to live in your territory and visit the haven to trade or be hired on for work, but not live there permanently. (-2 points)

>Technojacker Safe Haven. Your house believes that all humans, even Technojackers, must stick together in this time of darkness if humanity is going to survive. You welcome all Technojackers as if they were anyone else, unless they prove themselves to be untrustworthy. They are still considered outsiders though, and not allowed to formally become part of the military, but are definitely still hired on as mercenaries. (-4 points)

>Full House Membership. Technojackers are not only accepted within the underground
haven, but they are fully integrated members of your military. Their skills and powers are truly appreciated in your house. This level of integration is rare because it tends to foster mistrust and suspicion among other Great House allies. (-3 points)

8/10
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>>5849666
Augmentations. (Choose ONE.)
>This determines what, if any augments you allow your people to undergo. You may only take the None option if you chose No Biotech.

>None. (+5 points.)

>Bare Necessities. Only that which is necessary to produce biotech, and no more. (+3 points.)

>Limited. Only a few tried and tested designs, and even then only in low numbers. Pity the person who chooses to change themselves so. (+1 point)

>Common. The normal amount of augments. Biotics, Scarecrows, and Skinjobs are still seen as monsters, but becoming a Saint, Engineer, or Librarian is honored.(+0 points)

>Experimental. People who have been altered are honored for their sacrifice rather than hated or pitied, and there are active experiments ongoing to improve designs.(-3)

>Mandatory. Due to necessity or devotion towards biotech, everyone must receive some kind of biotech augmentation, either to show their house loyalty or to make sure they’re not dying from the environment.( -1 point and a relations penalty with anyone who doesn’t also have Mandatory Augments or Inhuman Society, or some other mitigating factor.)

>Inhuman Society. Everyone in your house is no longer genetically compatible with human beings, although they are still compatible with others in the house. Either a few generations of tinkering to correct flaws or a terrible calamity occurred, and now your people are super-humans, if they even look human at all! On the bright side, this frees up resources that would otherwise go towards biotech weapons and armor. On the downside, recruitment is a hard sell when it requires a genetic rewrite. (+3 points and an even bigger relations penalty than Mandatory Augments.)

9/10
>>
>>5849668
The X-factor. (Choose ONE.)
>This one’s special. Choose one of the following, and one thing in particular they’re particularly good at (melee combat, stealth, extra tough, etc), or come up with a special branch of armed forces that doesn’t normally exist. If you don’t know much about the setting, feel free to make shit up and I'll tune it.

>Dreadguard, the Host Armor (Biological Power Armor) pilots of the Resistance. They have a code of honor and are the most widely revered of any profession, and the only profession allowed into government.

>Roughnecks(or Toy Soldiers if using conventional tech), the grunts of the resistance. Less respected and more common than the Dreadguard, Roughnecks are the backbone of the resistance.

>Biotics, those poor souls who have been mind-wiped and reforged in an Engineer’s Gene-Pool, now, they are the biological equivalent to a full-conversion cyborg, typically used as shock troops and cannon fodder.

>Outriders, the pilots and drivers of The Resistance. The War-Mounts they ride and command are the heaviest firepower the resistance can bring to bear, and are a necessity in any prolonged fight.

>Archangels, the air specialists of the resistance, wearing a wing-pack and wielding a grappling hook to do the most death-defying maneuvers against The Machine’s aerial superiority known to mankind, and are invaluable in keeping enemy air support from interrupting attacks.

>Packmasters, the beloved yet oft-teased gorehound-wranglers of the resistance, amazing scouts and close-combat fighters, serve an integral role in the resistance’s war doctrine.

>Technojackers, in the case they’re integrated into a House, typically act as e-war and crowd control specialists against the foes of the house.

10/10
>>
Please direct all votes and questions to THIS POST, RIGHT HERE.

And yes, this was the less crunchy option. AFTER getting trimmed.
>>
>>5849675

>Small house, foreign +1 points for a total of 16 points

>Cutting edge Biotech - 5, total 11 points

>Dangerous wildlife
>Abundant food -1 point. total points 10
>Mountain side -1 point, 9 total
>Hazardous, Extreme cold +2 points, 11 total
>Forested, -1, 10 total
>Oil reserve, -1 point, 9 total

>Story tellers
>Sunrooms
>Apprenticeships, -1 point, total 8
>Sparring

>Golden age libraries, -2 points, total 6


>Devoution, -5 points, total 1
>Split underworld, +3 point, total 4

>Full house membership, -3 points, total 1
>Inhuman society, +3, total of 4

And with the remaining 4 points

>Printing press, -1
>technojacker jury rigging
>Drugs, -1
>Drugs control for free
>Precious metal, -2


>>Technojackers, in the case they’re integrated into a House, typically act as e-war and crowd control specialists against the foes of the house.
>>
>>5849648
Jesus, I need to split the posts just to make this fit.

>Large House. Quite large compared to most houses, your house can field many more men and care for much more Biotech at the cost of discoverability. (-3 points)
>Cutting Edge Biotech. You don’t just use Biotech, you’ve mastered it. Other Houses are constantly trying to get a piece of what you’re making, and you can name your price if you’re willing to sell.(-5 points)
>Abundant Food. Your area has a LOT of food/can support vast underground farms. (-2 points.)
>Dangerous Wildlife. The local wildlife is incredibly dangerous, providing a hazard… and an opportunity to improve, if you use biotech. (+1 for combo with abundant food)
>Beachfront Property. Your haven has access to a river or other body of water that leads to the ocean in a way that doesn’t expose your house, such as an underground cave. Great for trading, good for gathering food, a good avenue to attack from, and a fabulous escape-route. (-2 points)
>Mountainside. Your haven is backed up against a mountain, preventing attack from behind, and giving you a commanding view of the local area. (-1 point)
>Forested. A thick forest lets you hide your entrance more easily and provides good wood for construction. (-1 Point)
>Hazardous. The local area is passively dangerous to life due to something such as horrific weather, toxic waste, or something else. (+1 from river flooding)
>Golden Age Infrastructure. Your haven is built in or on the ruins of a golden age piece of infrastructure, such as a sewage line or retooled military base. (+2)
>Storytellers. Fables and parables can educate as well as entertain, not to mention stories of actual events. (+0 points)
>Music. This implies not just the existence of instruments and musicians (something that’s in every House), but a vested interest in the construction of concert halls and auditoriums. Even without this choice, people can still enjoy their music privately. (-1 point.)
>Apprenticeships. A good way of passing down knowledge, includes basic schooling. (-1 point.)
>Sunrooms. A room where, using Biotech, one can soak up some artificial “Sunlight” and trick your mind into thinking you got to go outside. Sunburns included. (+0 points)
>Golden Age Library. A hoard of books from the golden age of humanity. Generally covers many topics, and is being feverishly copied and re-copied by scribes. If you want a particular topic to be focused on, write it in. (-2 points)
>Law. Laws are harsh when you don’t have the luxury of letting people off easy. This represents a robust system of judges and martials to process criminals. (-2 points )
>>
>>5849675
>>5849700
>Split Underworld. The criminal underworld is organized and split into factions fighting for control of it. You might be able to play them off of each other, or you might end up taking casualties in the crossfire. (+3 points)
>Hunted. Racism plus. You want every technojacker you can reasonably reach DEAD. (+5 points)
>Experimental. People who have been altered are honored for their sacrifice rather than hated or pitied, and there are active experiments ongoing to improve designs.(-3)
>Outriders, the pilots and drivers of The Resistance. The War-Mounts they ride and command are the heaviest firepower the resistance can bring to bear, and are a necessity in any prolonged fight.
>>
>>5849675
>Tiny House. (+3 points)

>No Biotech. (+5 points. Also this is basically hard-mode unless you have something else going for you.)

>Non-precious Metals. (+2 points)

>Lacking Food. (+2 points)

>Nothing. (+10 points)

>Plague-Safe Computer. (-25 points for ONE, -20 if you have technojackers.)

>Seedling. You have a Seedling, which automatically grows deeper into the ground, creating luxurious new rooms as it goes every week, doubling in speed every year. (-3 points)

>House Sponsored Underworld. Whether openly or covertly, the house sponsors the underworld, and directs most of its crimes outward. (-2 points)

>Unwelcome: (+3 points)

>None. (+5 points.)

>The X-factor
Only Human - The craziest, most creative, colossal brained of humanity distilled into its purest form. Logistics, firepower, endless waves of rampaging murderous killbots? Doesn't matter. If these guys can't think of a way to win, then the machines sure in the hell won't.
>>
>>5849700
Hmm, interesting. A snowy, forested mountaintop, full of the inhuman, who control their people via drugs and devotion, and one of the few people who treat technojackers as one of their own. Running from prosecution, too?

>>5849711
>>5849716
A fairly typical house, all told. More advanced biotech than usual and more people too, with a prime position. The only odd thing is their particular hatred for technojackers. This

>>5849722
Ah, our first meme option I see. I like your style, but are you sure you'd want to have everything run by criminals?

As well, two things
>>5849700
>>5849711
>>5849716
You two forgot to mention what, exactly the X-factor was. Who it's for, yes, but what exactly it is, no. In lieu of explanation, I'll just presume they're of generally higher quality/better trained.
>>
>>5849737
*This would be a fairly typical experience.
>>
>>5849737
You either minmax as a villain or you live to see the end of the quest as a mediocre hero.
>>
>>5849737
Hell yeah!

As for the Technojacker elites in our army, their specialty is jacking enemy equipment/ machines. The tideturners, basically hacking specialists with their nanites, and earned their place in the house via saving it from an encounter with a machine force that reduced it to a bit larger than its current size, before their new friendship with them go them chased out of their old turf
>>
>>5849648
>Tiny House (+3 points)

>>5849652
>Cutting Edge Biotech (-5 points)

>>5849655
>>5849658
>Abundant Food (-2 points.)
>Dangerous Wildlife (+1 points.)
>Golden Age Infrastructure (-2 if it brings great benefits such as a military base.)

>>5849661
>Storytellers (+0 points)
>Apprenticeships (-1 point.)
>Golden Age Library (-2 points)
>Sparring/Arena (-2 points arena)

>>5849665
>Law (-2 points)
>No Criminal Activity (-3 points)

>>5849666
>Full House Membership (-3 points)

>>5849668
>Inhuman Society. Everyone in your house is no longer genetically compatible with human beings, although they are still compatible with others in the house. Either a few generations of tinkering to correct flaws or a terrible calamity occurred, and now your people are super-humans, if they even look human at all! On the bright side, this frees up resources that would otherwise go towards biotech weapons and armor. On the downside, recruitment is a hard sell when it requires a genetic rewrite. (+3 points)

>>5849671
>make shit up
Superhuman melee experts. What's the point of being a genetically engineered demigod if you don't break shit with all that super-flesh?

>>5849675
I hate this and I hate the anons who voted for it.
>>
>>5849675
>Medium House. The average size for a house, large enough to be powerful, and small enough to avoid notice. (-1 point.)

>Prefers Conventional Tech. You use Biotech but either due to resource constraints or simple preference your house uses conventional tech more often than not. Typically, this was a House that was doing quite well for itself before Biotech became a widespread thing, whose influence has waned somewhat. (+3 points. Few if any Engineers or Librarians.) 18

>Precious Metals. Precious metals are nanoplague-safe, and can be used to create electronics. You have quite a lot. (-2 Points) 16
>Superior Clay. Your underground haven has a LOT of fine clay, good for super-hard ceramics and lithovoric creatures. (-1 point) 15
>Oil Reserve. Your underground haven has access to oil; letting you make as many high-tech plastics as you want. Good for conventional tech, and Biotech can probably find a way to exploit it, if only for sale. (-1 point) 14
>Beachfront Property. Your haven has access to a river or other body of water that leads to the ocean in a way that doesn’t expose your house, such as an underground cave. Great for trading, good for gathering food, a good avenue to attack from, and a fabulous escape-route. (-2 points) 12
>Seedling. You have a Seedling, which automatically grows deeper into the ground, creating luxurious new rooms as it goes every week, doubling in speed every year. (-3 points) 9

>Music. This implies not just the existence of instruments and musicians (something that’s in every House), but a vested interest in the construction of concert halls and auditoriums. Even without this choice, people can still enjoy their music privately. (-1 point.) 8
>Alcohol. This implies not small-scale moonshining or minor imports, but a bustling alcohol industry large enough to sate the thirst of the whole house (and possibly nearby houses too). Whether it uses traditional brewing or Boozers (a biotech creature) or some other method is up to the house in question. (-2 point) 6
>Prostitution. Again, this doesn’t imply the mere existence of prostitution, but legalized and regulated prostitution. Even if you don’t choose this, there will almost certainly still be prostitutes. (-1 point.) 5
>Golden Age Library. A hoard of books from the golden age of humanity. Generally covers many topics, and is being feverishly copied and re-copied by scribes. If you want a particular topic to be focused on, write it in. (-2 points) 3
>Gambling. (-1 point. Free if Sports/Racing or Sparring/Arena are chosen.) 3
>Sports/Racing. (-2 points) 1

>House Sponsored Underworld. (-2 points) -1

>Limited Welcome (-2 points) -3

>Bare Necessities. (+3 points.) 0

>Dreadguard, the Host Armor (Biological Power Armor)
All female extra agile and stealthy Dreadguards. Only after very tough training and producing at least two children to continue the bloodline can they join this elite group.


Criminal-ish house that hates biotech. Let's go
>>
>>5849742
Hmm. A house that uses biotech for the sake of utility and hardly anything else? More likely than you think!

I also still need you X factor anon.


>>5849747
I have to say that while that is something that literally every technojacker outside of some of the specialists on MOTHERFUCKING STEEL MOUNTAIN can do, it is certainly a good choice for a technojacker to specialize in. It's in the name, after all!

>>5849745
I see you were also a fan of Trojan war quest.
>>
>>5849658
>>5849745
>>5849675
>Superior Clay. (-1 point)
>Oil Reserve. (-1 point)
>Beachfront Property. (-2 points)
>Mountainside. (-1 point)
>Forested. (-1 point)
>Golden Age Infrastructure. (-2: military base.)
>Law. (-2 points if normal)
>Devotion: (-5 points, but religious devotion goes a LONG way to keeping people in line.)
My fault. I forgot the free 15 points.
>>
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>>5849755
>>
>>5849755
Yeah, hence the Elite. The tideturners would've earned their epithet from the act that preserved the house, turning an apocalyptic tide of the machine into something survivable by not only hijacking a not insubstantial number of the force, but also doing it precisely, crashing the tide against itself, allowing the house forces to rally and survive the engagement

If of course my choice wins out
>>
>>5849752
>>5849755
Ah, I see you fixed it yourself. Nevermind.

>>5849751
Hmm, an interesting choice, similar to the first. It does bear remembering that with Inhuman Society, recruitment will need to come with some big benefits to outweigh the cost of their humanity (one option being "join or die", although that endears you even less to other houses than you already are).

I DO like your special branch as well, considering that's really the whole point of inhuman society, mechanics-wise

>>5849758
Now that's more sensible!

>>5849769
And lore too! Truly, I am already blessed by creative anons.
>>
>>5849755
Deleted that post and posted a fixed version. We're creating underground Vegas baby!
>>
>>5849773
I'll lore post for whatever wins, to.
>>
>>5849675
Might as well, even though I don't expect mine to win.

>Medium House. (14)
>Common Biotech. (14)

>Abundant Food (12)
>Precious Metals (10)
>Superior Clay (9)
>Mountainside (8)

>Apprenticeships (7)
>Librarian (5)
>Printing Press (4)
>Technojacker Jury-Rigging (4)

>Unorganized Activity (3)

>Technojacker Safe Haven (-1)

>Limited (0)

>Archangels, the air specialists of the resistance, wearing a wing-pack and wielding a grappling hook to do the most death-defying maneuvers against The Machine’s aerial superiority known to mankind, and are invaluable in keeping enemy air support from interrupting attacks.
Our pilots are known for their skill and daring. They are revered as much as the Dreadguard here.
>>
>>5849675
Damn
15

>Medium House
14
>No Biotech
19
>Lacking Food
21
>Precious Metals
19
>Superior Clay
18
>Oil Reserve
17
>Mountainside
16
>Hazardous, the effects of Heavy Nuclear and Chemical Bombardment surround the mountains with the rusted remnants of a great battle of ancient times on them
19
>Golden Age Infrastructure, Military Base
17
>Storytellers
Free
>Music
15
>Apprenticeship
16
>Gambling
Free
>Arena
14
>Golden Age Library, WAR
12
>Printing Press
11
>Law
9
>Devotion
4
>Small Gangs
5
>Full House Membership
2
>None
7
>Dreadguard, Conventional Power Armor

With the 7 points
>Technojacker Jury-Rigging
>Seedling
4
>Sports/Racing
2
>Alcohol
2

Welcome to Hell Peak Mountain, enter in that TRUE power armor already MEN ! WHAT YOU MEAN YOU FORGOT ABOUT IT ?!? ITS AN EXPENSIVE PIECE OF EQUIPMENT AND YOU WILL SERVE A FUCKING CENTURY FOR REPAY IT ! FIND IT NOW, AND GET BACK HERE IN THAT POWER ARMOR !
>>
>>5849752
Adding regular Sparring to my plan since it's free
>>
>>5849773
I was thinking a tight-knit and martially-inclined house of post-humans that act like some knightly order. Like the Brotherhood of Steel but everyone's a super mutant and they aren't isolationists.
>>
>>5849836
Essentially i am thinking their ancestors were mostly all ex military, and their culture was hyper influenced by it. They think they will never fucking fall, and they might just be right fucking try and siege this bastards is a suicide. First get to their ancient military base. Did you manage that ? Not so sure, in Mountains this devasted ? Try again pal, same for the Machines the corpses of their ancient forms are still here.

One of their biggest problems is food of course, and that's a main reason why they aren't a great House. This said they still manage to live here, and their enemies have learned to fear them.
>>
>>5849836
For the X Factor, explanation their conventional power armors are well made. High quality in each piece made and designed to suffer great punishment and harsh conditions. The house warriors fight just like their ancestors with big guns and big hammers. Overwhelming firepower if you are far and if you get close Overwhelming beatings !
>>
>>5849831
A fairly average house, barring their like for technojackers. Like this house's
>>5849711
mirror, down to preferring Archangels over Outriders.

>>5849836
>>5849843
>>5849862
Unfortunately, I do have to veto conventional, metal alloy power armor (as that's what I presume you're talking about). Only Technojackers can use conventional (regular metal) power armor, and there's only one place in the world MOTHERFUCKING STEEL MOUNTAIN that's been able to make plague-safe versions that could be sold mass market, and they ain't selling.

... However, with that Full House Membership for technojackers combined with starting on a military base, I will allow it, with the caveat that it's made of plastics and ceramics with precious metal wiring (all in all on par to a regular metallic suit of power armor, if it's been made with enough care). Rest is fine though.
>>
>>5849737
I'm fine with generically better quality or higher trained. Though piloting the giant and augmented local ultra dangerous wildlife adapted to temporarily flooded forest/swamp condition would be pretty rad. Toads, water skating bugs, flyers of all kinds!
>>
I will close the vote (IE, have a runoff because I don't think we have one that has more than one vote so far) in 24~ hours. Until then, are there any questions as to the setting?
>>
>>5849752
I'll vote for this to speed things up

>>5849902
Are we playing as head of the house, a grunt or a knight? Also how does human society work generally?
>>
>>5849908
We are playing as the head of the house, but who exactly we are will have to be determined after the votes for the house.

And in general, human society is split into... 4 groups, last I recall, and it's not like these are hard definitions.

The first and most prominent are the Great Houses of the resistance, people trying to overthrow The Machine, typically using biotech although conventional, (plastic/ceramic/precious metals only) tech is also used. Each Great House is typically somewhere between 5-20k people, and the largest Great House in the world (The Great House of The Barren Marsh) is 250k~ people, as most houses split off whenever they get too big to avoid detection. Each house is typically ruled by a Senate and Warlord, formed from veteran Dreadguard. You can either be invited into the position, or fight for it in a duel. Sometimes the senate is disbanded, sometimes the warlord is deemed corrupt and replaced by just a senate, depends on the house. These houses often fight one another as well as the machine, and a few have even thrown in their lot with the mechanical overlords.

The second are the retro-villages, kept as 1/2 pet, 1/2 tool by N.E.X.U.S. and are a major source of recruitment. Typically they consist of 1-300 people and there is no real technology there. Remember I say typically, as N.E.X.U.S. is batshit insane no matter how competent she is.

The third are waste-crawlers, outcasts living off of scraps left by battles involving the Great Houses, or occasionally ambushing squads of splicers to take their gear.

The fourth but not least are technojacker clans, because even if nobody accepts them they still have each other.
>>
>>5849918
Thank you. Are relations between great houses similar to relations between medieval nobility?
>>
>>5849994
In what way do you mean?
>>
>>5850007
Strategic marriages and occasional skirmishes with each other rather than a NATO like alliance against the Machine.
>>
>>5850029
You have hit the nail on the head, barring the strategic marriages. (almost) Everyone's against the machine, but friction almost always builds up over time, breaks out into a bloody series of skirmishes, and then calms down. Some houses are even too busy trying to survive to fight The Machine and do more damage to The Resistance than they do to The Machine by raiding for supplies.

Of course, a lot of times fights break out for very human reasons: "They have something interesting and I Want It. For the good of our House, of course." Typically "it" is a new biotech design.
>>
>>5849675
I'm voting for >>5849700
Sounds rad
>>
>>5849869
Acceptable for me
>>
In fact, it sounds like it makes them unique on their own. Which is quite cool
>>
>>5849902
I have some, but I kinda want to see them directly answered by the setting. Eitherway next are we going to vote on the houses made, in a organized matter, i imagine ?
>>
>>5849675
Supporting >>5849752
>>
Can I throw in my support for one of the Full Integration options? We should not ignore Technojackers, they are so damn useful.
They're also awesome on Rifts Earth, but unless we stumble into a Rift, that doesn't matter. lol.
>>
>>5850598
Unless shit gets REAL wacky (ritualistic mass blood sacrifice that'd make Kali blush, incidental discovery of magic in the magical deadzone that is Splicers, development of magical theory, etc) or some demon shows up and tries to leave there won't be a Rift popping up to swallow you or your house.
>>
>>5849752
+1
>>
>>5850606
Honestly, with how Palladium likes it's crossovers, I'm surprised a house hasn't shown up in the middle of all the minion war nonsense. I'd have expected an arm of it to spill over to Splicer's Earth, but they haven't made Splicer product in decades to my knowledge.
>>
>>5850693
Look up "Splicers I Am Legion".
As well, they often make new stuff and put it in either the forums or Rifter magazine.
>>
>>5850695
>Sep 26th 2023
That explains why I didn't know about it, that's brand new. Awesome.
>>
>>5850699
I don't know what you're looking at, LEGION came out in 2018.
>>
>>5850702
Oh, I feel like a retard now. I was looking at the last updated date on drivethrurpg, not the release and didn't realize it.
Anyways, I'll stop so your quest doesn't look like a redacted government file.
>>
>>5849902
OK, I know I said 24 hours but I think we’re close enough. Of all of them, only these two have any votes, so this is what the runoff vote will be for. I'll give you my interpretation of their choices and the pros and cons, not necessarily in order of importance, but in order that they came to me.


>>5849700
A small house, foreign to the area. It's settled in a forested area high in the mountains, with access to subterranean oil reserves. There's enough to live on, but to REALLY ramp up production of biotech you need to brave the bitter cold to hunt the local wildlife, which is dangerous but provides great opportunities for new biotech.

The people are happy, and by most standards very well educated. They are kept sedate not just by their comfortable lifestyle (paid for by what little trade they can make), but by drugs and almost religious devotion to... something. That hasn't been determined yet, but will be soon if this is chosen.

Although their military benefits greatly from their Inhuman Society, their technojackers have the most investment, being especially capable at the refined art of stealing from the machine quickly and efficiently, which allowed them to save the house from the automated hunter-killer patrol that almost ended them. This has granted technojackers Full House Membership.
>>
>>5850792
Pros
>Every single one of your soldiers and citizens are superhuman. This is a tremendous logistical and combat boon.
>Technojackers provide great flexibility, both in tactics and day-to-day life.
>Great at biotech, likely have dozens of unique designs and a rarely rivalled production capacity.
>People are happy, well educated, and both literally and metaphorically sedate.
>Great trade resources.
>Incredible defensible position.
Cons
>Foreigners+liking technojackers+Inhuman society is a HUGE relations penalty with most houses unless you get off on the right foot, which is very possible but also very fumble-able. You could certainly just keep to yourselves, but that might not be for the best.
>The underworld is a problem that needs to be solved sooner or later. Not as bad when most people need a concerted effort with heavy weapons to be killed before they get out of the way so accidental deaths aren't too common, but there's still ever-increasing property damage.
>It's very dangerous indeed outside, and special considerations must be made for it. Anything from extra thick clothes, to purposeful gene-mods to handle the cold. The predators are an issue, but not as bad when every member of the house can probably rip a tree in half and punch through stone like drywall even before putting on armor or using a weapon.
>Recruitment is near impossible unless the people you're recruiting are being forcibly recruited, have been through the shit and you're the only way out, or are absolutely NOT the type of people who should have superhuman abilities. Combined with your small house that means you'll need to try and maintain very low casualties or risk bleeding your house dry. Or come up with a more creative solution.

All in all, you’ll need to play your cards right but have incredible opportunities for advancement if you make contact with the outside, but even if you don’t you are likely to end up relatively safe and happy, as well as make less explosive but still impressive advancement.

(sidenote, this is the option that will let you play a male MC)
>>
>>5850793
>>5849752
A conventional-tech house who doesn’t particularly like biotech, but uses it despite their misgivings because of its sheer usefulness. They make lots of money with their illicit activities and wide reach, but aren’t regarded as highly as they could be.

They are situated in quite possibly one of the best locations for trade in the Area of Influence, and have vast resources at their disposal to make and sell their conventional tech with.

They don’t use biotech much but use what little they have effectively. Their Dreadguard are all women, and only of the highest quality. Their lack of augmented characters such as Skinjobs and Scarecrows has caused them to fold the role of stealth specialist into their Dreadguard, creating a truly terrifying group of ladies.

Pros
>Excellent trade resources and well positioned for trade with entirely average defenses barring the underwater escape route.
>Lots of entertainment and comfortable accommodations, your people are going to be very happy.
>Dreadguard in this house are very few compared to others (women only, dislikes biotech, high barrier to entry) but invariably extremely good at their job, and excellent at stealth to boot.
>Decent relations with everyone else due to a practical mindset (gets over dislike of biotech for the sake of comfort and money).
Cons
>Conventional tech and proclaimed dislike of biotech means relatively little biotech production, offset by good resources for conventional tech and lots of money.
>Overt criminality may put off some of the more traditional “good boy” houses. Not enough to attack you unless they catch someone important doing your cocaine in their house, but still enough to possibly upset them.
>Bare necessities for augments and dislike of biotech dramatically lowers tactical flexibility and fighting manpower, the former being somewhat offset by the stealthy dreadguard. You still lack (but aren’t entirely bereft of) airpower, shocktroops, and heavy firepower.
>Little education. Your people have to gain knowledge through experience more than anything.
>Relative flimsiness in combat for the average soldier due to lack of biotech, with the only mitigating factor being “fuck it, we ball” energy. Can be offset later through various means, but now isn’t later.


Money Money Money! Your success is based on everyone else’s. The more money they make and the better they do, the better you’ll do. However, your relations (and thus ability to make money) are strained by your criminality, and you’re quite unlikely to even be capable of making too many big plays without using politics or your vast wealth to your advantage.

(as a sidenote, all female dreadguard means guaranteed feMC, because dreadguard make up the governing body almost every house they're present in.)
>>
>>5850794
Direct all votes to this post.

>Inhuman society+technojacker house

>Post-Apoc conventional tech vegas

>I don't like either, let's make another (pls no)
>>
>>5850797
Oh, and I almost forgot

>One of the other houses, I don't like these (will result in another runoff)
>>
>>5850797

>Inhuman society+technojacker house

I don’t know shit about this setting but I’m ready to play OP
>>
>>5850802
based, all will be revealed in time
>>
>>5850797
>Post-Apoc conventional tech vegas
>>
>>5850797
>Inhuman society+technojacker house
SPOOK MOUNTAIN
>>
>>5850797
>Inhuman society+technojacker house
>>
>>5850797
>Post-Apoc conventional tech vegas
Sounds cooler
>>
>>5850797
>Post-Apoc conventional tech vegas
I do like how both options have very different yet interesting set of advantages and drawbacks.
>>
>>5850794
>Little education. Your people have to gain knowledge through experience more than anything.
Oh right.... About that. Would it be possible to switch Music for Apprenticeships? Nothing is final yet but I'm fine if it isn't.

>>5850797
>Post-Apoc conventional tech vegas
>>
>>5850828
Apologies anon, we're a bit too late for that unless most of the people who vote for it also assent.
>>
>>5850830
Fair enough. It's a minor challenge we can rectify in quest anyway.
>>
>>5850797
>>Inhuman society+technojacker house
Spook Mountain. Also FeMC is always shit.
>>
>>5850797
>>Post-Apoc conventional tech vegas

>>5850830
I certainly don't mind
>>
>>5850797
>Inhuman society+technojacker house
>>
>>5850797
>Post-Apoc conventional tech vegas
>>
>>5850797
>Inhuman society+technojacker house
We post-humans gotta stick together
>>
>>5850797
>Inhuman society+technojacker house
>>
>>5850797
>Inhuman society+technojacker house
Yes please
>>
>>5850797
>Post-Apoc conventional tech vegas
>>
>>5850797
>Post-Apoc conventional tech vegas
>>
>>5850797
>>Inhuman society+technojacker house
>>
>>5850797
>>Post-Apoc conventional tech vegas
Both options are a little too extreme in one direction tbqdesu
>>
>>5850797
>Post-Apoc conventional tech vegas
>>
Preliminary count is

>TOTAL TRANSHUMANISM DOMINATION
9

>Las Vegas, U N D E R G R O U N D
10

Neck and neck, but the conventional tech is pulling ahead for now. No update today is likely.
>>
>>5851194
To be fair, the conventional tech house can use biotech (given they have a seedling, which is the pinnacle of biotech engineering, which proves their willingness to buy it whether or not they can make it themselves), and the biotech house can use conventional tech (given their education and technojackers, as well as good but not perfect resources for it).

>>5850848
If it's any condolences I'm likely to just write them as I normally would a guy.
>>
>>5850797
>Post-Apoc conventional tech vegas
Hell yeah
>>
>>5850797
>Inhuman society+technojacker house

I'm fine with either.
>>
>House of Gains
>>5850802
>>5850808
>>5850809
>>5850848
>>5850874
>>5851058
>>5851061
>>5851085
>>5851162
>>5851333
10

>MONEY
>>5850806
>>5850811
>>5850824
>>5850828
>>5850862
>>5850890
>>5851118
>>5851127
>>5851194
>>5851200
>>5851316
11

Looks like we're going with Vegas. Now, while I write up the character creation choices, I noticed some possible dissent as to the details, so we'll do a mini-vote. Don't worry, the results of this won't slow my writing.

Swap Music for Apprenticeships. This will relieve the lack of education, but your people will be slightly less happy.
>Y/N
Change all-female extra-agile stealth Dreadguard to just extra-agile stealth Dreadguard. (Mostly for the purposes of a FemC not being a forgone conclusion, although it will also increase the numbers of Dreadguard.)
>Y/N
>>
>>5852987

>Y

>Y

Yes to both!
>>
>>5852987
Now we'll never be a freakish mountain of genetically engineered muscle who smashes evil robots with a giant mace.
>N
If they're too fucking poor to afford an education then that's their problem.

>Y
Girls are icky.
>>
>>5852987
>Y
>N
>>
>>5853005
Don't worry anon, there was always an option planned to be freak of nature; you'll just be a natural one instead!
>>
>>5852987
>Y
>N
I like having some flavor, but if nothing else. Keep the bloodline requirements or have more females than usual I guess.
>>
>>5852987

>>5852991
>>5853005
>>5853013
>>5853027
I see that that’s a
>Y
and a
>tie
That I am going to use executive privileges as QM to rule as “Mostly but not entirely female.”

There’s a few ways in this world someone can make their way to the top. All of them, to the last, involve violence. Whether against the machine or against your fellow man (or both!) you became the head of your house through violence. The former warlord was old, soft, and had been leading the house in the wrong direction for quite some time, and you solved that. Who are you, and how did you become the Warlord of your House?
>>
>>5853197
>Hermann Bell, a man whose ambition is unbounded. Son of a distiller, you snuck your way into the library to learn what you could and try to educate yourself, and eventually found a book written by a man called Machiavelli. Upon reading that and several other books, you blackmailed a dreadguard into taking you as an apprentice and had been weaving a web of intrigues ever since. You were the first to realize the former Warlord wasn’t long for this world, and decided to take advantage before someone else could; you poisoned him and then proceeded to challenge him, winning handily. (You are a master at intrigue and reading people. You have a solid grasp on governing, having read up in anticipation for your takeover. You hold little respect from most people, but your web of intrigue and friendships, true or false, holds them at bay. As well, your web of informants stretches far and wide, even into other houses.)

>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
>For this option, also choose M/F.
>>
>>5853198

>Alexandra Samson, quite possibly one of the naturally strongest women alive. You are, in the kindest way, a freak of nature, to the point that many have suspected that your mother took you to another House for an Engineer to “Improve” you. Despite the rumors, you’re all natural. Your reflexes are impeccable, your beauty would be flawless if not for scarring, and you are unstoppably strong and durable. You’ve put this gift to good use throughout your entire life, first as an enforcer, then as a Toy Soldier (how you HATED that name), then finally as one of the Dreadguard. Throughout the way, your natural talent for violence was honed to a razor edge. You challenged and slew him after an attack against a N.E.X.U.S. patrol made you realize just how weak everyone around you had become under his rule and just how screwed everyone was if N.E.X.U.S. came for you. (You are a personal combat monster, and it is almost physically impossible to dethrone you in a legitimate manner. As well as personal combat, you have an intuitive grasp of tactics and the capabilities of your men, and the respect/loyalty of the regular footsoldiers of the house among whom you used to serve. You’re not unintelligent, so the rest will come to you in time, but for now you’ll have to trust in your combat capabilities to carry you forward.)

If you've got other questions as to their personality or abilities just ask and I'll answer.
>>
>>5853199
>>Alexandra Samson, quite possibly one of the naturally strongest women alive. You are, in the kindest way, a freak of nature, to the point that many have suspected that your mother took you to another House for an Engineer to “Improve” you. Despite the rumors, you’re all natural. Your reflexes are impeccable, your beauty would be flawless if not for scarring, and you are unstoppably strong and durable. You’ve put this gift to good use throughout your entire life, first as an enforcer, then as a Toy Soldier (how you HATED that name), then finally as one of the Dreadguard. Throughout the way, your natural talent for violence was honed to a razor edge. You challenged and slew him after an attack against a N.E.X.U.S. patrol made you realize just how weak everyone around you had become under his rule and just how screwed everyone was if N.E.X.U.S. came for you. (You are a personal combat monster, and it is almost physically impossible to dethrone you in a legitimate manner. As well as personal combat, you have an intuitive grasp of tactics and the capabilities of your men, and the respect/loyalty of the regular footsoldiers of the house among whom you used to serve. You’re not unintelligent, so the rest will come to you in time, but for now you’ll have to trust in your combat capabilities to carry you forward.)
Nice. How old are all these choices? And what are their ambitions?
>>
>>5853210
Mid-early 20's for Alexandra and Charlie to early 30s for Hermann
They'd be older if not for the fact that the former warlord was a real shitter, and a perfect example of what happens when you have high Unrest and don't do anything to mitigate it.
>>
>>5853214
Is the house in a really bad shape thanks to the previous warlord? Also I presume they all have families already?
>>
>>5853198

>Hermann Bell, a man whose ambition is unbounded. Son of a distiller, you snuck your way into the library to learn what you could and try to educate yourself, and eventually found a book written by a man called Machiavelli. Upon reading that and several other books, you blackmailed a dreadguard into taking you as an apprentice and had been weaving a web of intrigues ever since. You were the first to realize the former Warlord wasn’t long for this world, and decided to take advantage before someone else could; you poisoned him and then proceeded to challenge him, winning handily. (You are a master at intrigue and reading people. You have a solid grasp on governing, having read up in anticipation for your takeover. You hold little respect from most people, but your web of intrigue and friendships, true or false, holds them at bay. As well, your web of informants stretches far and wide, even into other houses.)

Spymaster is a good strategy
>>
>>5853218
Alexandra's been moving too fast for that, but Charlie and Hermann do have families. Hermann because he married into the family of an influential senator for personal gain, Charlie because it's traditional. Probably an arranged marriage (whether or not Charlie knows it was arranged) by Charlie's mother, in fact.
>>
>>5853198
>Charlie Hunter
>F
>>
>>5853225
>>5853218
Also, the House is not in a good shape, but he's been living comfortably at the cost of combat effectiveness for a while. You've got a lot of money, but if you want to contribute to the war effort you'll need to spend that money well, or whip everyone's ass back into gear, preferably both.
>>
>>5853198
>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
>F
>>
>>5853198
>Hermann Bell
Let's play the game of thrones.
>>
>>5853199
>If you've got other questions as to their personality or abilities just ask and I'll answer.
Related question, how much personal fighting can we expect as a warlord?
>>
>>5853276
Depends on plenty of things. Mostly your Unrest (a stat I measure) and how often you're getting in the field personally.

Unrest is how close the people are to revolt. High is bad and leads to insubordination and duels for positions of leadership, low is good and people are happy and working harder. Currently people are 20/100 and 40/100 depending on who you choose. Happy the old bastard is dead, but still a little perturbed at the fact that he's gone and maybe apprehensive of his replacement.

You're not expected to get into the field for the most part, but it's generally expected to lead any particularly large parties personally. As well, it often reaffirms the people's faith in the Warlord hearing about them taking the fight to the enemy personally. For normal operations the only thing you're expected to fight are people trying to overthrow you in a 1v1 duel... which, of all of them, only Hermann is even remotely likely to get dueled anytime soon. If he catches wind beforehand (very likely) he can take steps to soften them up or prevent them from making the move, but if he doesn't he's going to need to roll well. Charlie is unlikely to be dueled, and Alexandra would be dueled if not for the fact she could probably 1v1 each member of the senate with a hand tied behind her back, and they know it.
>>
>>5853301
*are between
>>
>>5853301
Understood

>>5853199
>>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
>F
>>
>>5853199
None. I hate all their names.
>>
>>5853198
>>Hermann Bell, a man whose ambition is unbounded. Son of a distiller, you snuck your way into the library to learn what you could and try to educate yourself, and eventually found a book written by a man called Machiavelli. Upon reading that and several other books, you blackmailed a dreadguard into taking you as an apprentice and had been weaving a web of intrigues ever since. You were the first to realize the former Warlord wasn’t long for this world, and decided to take advantage before someone else could; you poisoned him and then proceeded to challenge him, winning handily. (You are a master at intrigue and reading people. You have a solid grasp on governing, having read up in anticipation for your takeover. You hold little respect from most people, but your web of intrigue and friendships, true or false, holds them at bay. As well, your web of informants stretches far and wide, even into other houses.)
>>
>>5853199
>Alexandra Samson, quite possibly one of the naturally strongest women alive. You are, in the kindest way, a freak of nature, to the point that many have suspected that your mother took you to another House for an Engineer to “Improve” you. Despite the rumors, you’re all natural. Your reflexes are impeccable, your beauty would be flawless if not for scarring, and you are unstoppably strong and durable. You’ve put this gift to good use throughout your entire life, first as an enforcer, then as a Toy Soldier (how you HATED that name), then finally as one of the Dreadguard. Throughout the way, your natural talent for violence was honed to a razor edge. You challenged and slew him after an attack against a N.E.X.U.S. patrol made you realize just how weak everyone around you had become under his rule and just how screwed everyone was if N.E.X.U.S. came for you. (You are a personal combat monster, and it is almost physically impossible to dethrone you in a legitimate manner. As well as personal combat, you have an intuitive grasp of tactics and the capabilities of your men, and the respect/loyalty of the regular footsoldiers of the house among whom you used to serve. You’re not unintelligent, so the rest will come to you in time, but for now you’ll have to trust in your combat capabilities to carry you forward.)
We already have one great muscle tank girl quest... Which means that we need another!
>>
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>>5853198
>Hermann Bell, a man whose ambition is unbounded. Son of a distiller, you snuck your way into the library to learn what you could and try to educate yourself, and eventually found a book written by a man called Machiavelli. Upon reading that and several other books, you blackmailed a dreadguard into taking you as an apprentice and had been weaving a web of intrigues ever since. You were the first to realize the former Warlord wasn’t long for this world, and decided to take advantage before someone else could; you poisoned him and then proceeded to challenge him, winning handily. (You are a master at intrigue and reading people. You have a solid grasp on governing, having read up in anticipation for your takeover. You hold little respect from most people, but your web of intrigue and friendships, true or false, holds them at bay. As well, your web of informants stretches far and wide, even into other houses.)
But change his surname to House because the House always wins baby.
>>
>>5853198
>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
>M
>>
>>5853198
>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle.
>Fem
>>
>>5853198
>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
I'm fine with any
>>
>>5853198
>>Hermann Bell
>>
>>5853198
>Charlie Hunter
>F
>>
>>5853199
>Alexandra Samson
>>
>>5853198
>Charlie Hunter, someone set for success. You had been trained from a very early age as the daughter of one of the members of the senate, you were expected to succeed and eventually stand alongside your mother in the senate. And so you did, honing your military mind, skill at combat and knowledge of as many topics relating to governance as senatorial nepotism would let you have access to. When you became a dreadguard and were soon appointed to the Senate, your traditional, honorable values instilled by your mother and veteran tutors strongly clashed with the sheer hedonism on display by the Warlord. It wore on you, it grated, and soon it became clear; he would break you or you would take his place. You challenged him that very day and won a hard-fought battle. (Average in skill for a dreadguard, you have a good mind for strategy and have had so much knowledge useful for governing crammed into your head you aren’t sure that your mother hadn’t planned this all along. You are well-respected among the traditionalist Dreadguards, and are likely to have a very smooth transition into power.)
>F
>>
Big Lady
>>5853210
>>5853335
>>5853758

The Balanced choice
>>5853228
>>5853260
>>5853316
>>5853344
>>5853356
>>5853393
>>5853715
>>5853945
Almost unanimously female

*GoT theme intensifies*
>>5853223
>>5853267
>>5853329
>>5853340 - Replace Bell with House
>>5853593

All the names are bad and I don't like them
>>5853324

Seems like Charlie (female) Hunter is the choice.
For those who are worried about their choices not being picked; don't worry. They still exist, but just aren't the PC. Hermann is busy playing catch-up trying to prepare for whatever's going to come from you taking over and Alexandra is waiting to see whether or not you'll set the house to rights before she makes her move.

Speaking of, mini-vote;
>What's the House's name?

The update will be out, TOMORROW. Or late today.
>>
>>5854051
Give some example names or a general theme?
>>
>>5854065
Generally they're either based off of the location or an important feature thereof, or something important about the house/an important event, or after the house's founder/most recent leader. It's entirely possible (maybe a little tasteless, but not necessarily a bad thing) for Charlie to rename the house to House Hunter. One of the most important houses out there is named The House of The Barren Marsh because it lives in a salt-marsh. Great House Artemis is named after the current warlord, Warlord Artemis.
>>
>>5854051
House O'Cards
>>
>>5854068
House Coastal Resort doesn't have the same oomph though
>>
>>5854051
Great House of the Lake View
>>
>>5854074

This is a great name given the double mendings
>>
>>5854051
House Money
>>
>>5854051
Meh.
Are they going to be internal enemies or that can be changed ? Say if we give them roles, or throw them out of the blue with something else.

>>5854068
I would say probably go with Hunter simple and to the point.
If not, i recon something cool. Some ideas
- House Iron Shade (Specialization of stealth, prefers conventional tech)
- House Shadow Guard (stealth + dreadguard)
- House Night Coast (stealth/criminality/the coast)
- House Spectre Deal (stealth/trade/criminality)

I ll vote for House Spectre Deal personally
>>
>>5854051
>House Night Coast
>House Spectre Deal
Voting for these
>>
>>5854140
They aren't necessarily going to be enemies. I won't tell you how, but if you can manage to satisfy their desires, or otherwise earn their loyalty then you'll have two very capable assistants. As for what Charlie knows about them so far? She knows that most people don't like Hermann and were suspicious of his entry to the senate, and she knows that her newest senator, Alexandra, just dueled her way in despite being a Dreadguard for only a year; An unheard of feat. She hasn't really gotten to know them yet.
>>
>>5854200
Okay
>>
>>5854140
Supporting Spectre Deal or Shadow Guard
>>
>>5854140

“Spectre Deal” is probably the best of the bunch
>>
>>5854051
>Spectre Deal
>>
>>5854074
>>5854078
>>5854100
>>5854113
>>5854127
>>5854140
>>5854197
>>5854258
>>5854277
>>5854937
House Specter Deal seems to have won it. A bit abstract, but I can work with it.

>>5854051
You wake up, your first day as the new Warlord of House Specter Deal. You roll over, looking at;
>The neat, empty other half. Your husband died on an expedition a few months ago, and you’re not sure exactly how. You’ll need to track down the reports to find out. (Romance is an option.)
>His rumpled spot. He’s already up, probably cleaning or cooking. (Romance is NOT an option. Your husband is a minor character and won’t really play a big role, at least at first.)
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)

Before getting out of bed and doing your morning stretches. You head to the kitchen to eat your morning Nutri-loaf, a nutritious but not very tasty combination of locally grown hydroponics, transplanted biotech plants, imported foodstock from nearby houses, and enough vitamins and minerals to get you through the day. Washing it down with a glass of weak beer, you get up, and head out the door.

Now that you’re Warlord of House Specter Deal and have had your breakfast, what are you doing first?

>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.
>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>Go to the Sparring Ring, kill some time and let the people see their new Warlord.
>Visit the Barracks for some more intensive training, in armor. (You can’t do this in the sparring ring due to safety concerns).
>>
>>5855292
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)

>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>>
>>5855292
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)
Anons can't be trusted with romance, and a house husband is kinda useless
>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>>
>>5855292
>His rumpled spot. He’s already up, probably cleaning or cooking. (Romance is NOT an option. Your husband is a minor character and won’t really play a big role, at least at first.)

>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>>
>>5855292
>>The neat, empty other half. Your husband died on an expedition a few months ago, and you’re not sure exactly how. You’ll need to track down the reports to find out. (Romance is an option.)

>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>>
>>5855292

>His rumpled spot. He’s already up, probably cleaning or cooking. (Romance is NOT an option. Your husband is a minor character and won’t really play a big role, at least at first.)

>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.

Let’s find out what we actually have here
>>
>>5855292
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)

>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.
>>
>>5855292
>His rumpled spot. He’s already up, probably cleaning or cooking. (Romance is NOT an option. Your husband is a minor character and won’t really play a big role, at least at first.)


>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.
>>
>>5855292
>>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)
>>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.
>>
>>5855292
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)

>Heading to the Senate Chamber and holding court; You need to know what you have and what you can do, and maybe pass some decisions.
>>
>>5855292
>Him. He’s still sleeping, but he’ll get up when you do. (Romance is NOT an option. Your husband is a major character who has an actual role in the story.)

>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains.
>>
>>5855292
>His rumpled spot. He’s already up, probably cleaning or cooking. (Romance is NOT an option. Your husband is a minor character and won’t really play a big role, at least at first.)

>Dropping by the Library to conscript a scribe or two and the barracks for some men to assist you in clearing out the former Warlord’s residence and cataloging all of his, now your, ill-gotten gains
>>
No Husbando
>>5855389

House-Husbando
>>5855344
>>5855505
>>5855725
>>5856395

Career Husbando
>>5855302
>>5855312
>>5855583
>>5855796
>>5856320

Career Husbando it is. What, exactly, his career is (a military man, a civvie, etc) will be decided later.

Writing.
>>
Hey QM you got me to read up on splicers from being somewhat interested and I want to ask if your chargen rules are homebrewed or if there really is a more in depth house creation system floating around out there that I can't find beyond one that doesn't have a point buy system and is missing the resources and x factor aspects you presented.
Would you have just used the char gen rules in the books with more xp if the Anon's went maximum crunch?
>>
>>5857127
Yes, I would've used the book rules (albeit deprecated) for character creation and I'm really happy I didn't. There are no official house creation rules with pointbuy (even though there's similar rules for their other settings), just the ones on the forums and so I scrapped one together by myself suitable for creating a house with benefits and drawbacks, so we didn't end up with a House where the anons chose the objectively best option every facet of the house and end up with Warlord Mary of House Sue.

I am also in the midst of scrapping together a combat system (basically done, just needs testing), economic system, and social system (in their infancy, so bear with me in regards to those aspects for now). After that the pace of updates may or may not speed up because of the now-lain groundwork.
>>
>>5857182
We are waiting eagerly QM
>>
OP are you still working on it?
>>
>>5859265
Yes. It's been slow going, but I'm not giving up on the quest.
>>
>>5856740

>>5856395
>>5856320
>>5856190
>>5855796
>>5855725
>>5855583
>>5855505
>>5855389
>>5855344
>>5855312
>>5855302
You decide that business is the best course of action. You make your way to the senate chamber, your husband…
>Following. He’s a seasoned Dreadguard and member of the Senate himself. Of course, his rise wasn’t near so meteoric as yours, but that just means he’s able to advise you from hard-earned experience.
>Departing to the barracks. He’s a soldier, through and through, and wants to keep the men well-drilled. He’s a competent fighter and excellent teacher, with an ear to the ground in the soldiery.
>Splitting off towards his workshop. He’s a competent career weaponsmith, and your gun of choice was actually a gift from him. Not a genius, but very experienced in the art of making plague-safe conventional weapons.
>Heading towards his still. He’s a distiller and brewer, one of the most famous in House Specter Deal. This has made him very wealthy. Although, the tables have turned somewhat now that you’re the head of the House.

When you arrive, two honor guards open the doors for you to stride through, your path taking you directly to the warlord’s throne like you’d walked it a thousand times. It has but once, the day you declared yourself warlord over the broken body of the former Warlord, William Fens. He was a rat bastard of a man and bleeding this house dry, and you couldn’t stand it any longer. You were surprised just how easy he went down, after you got the nerve to challenge him.

There’s already a senator speaking to the senate when you get there; Hermann, you think his name was. His words trail off when he notices that you’re now sat on the throne.

>Motion for him to continue, you’re curious.
>Let him take a seat, and get to business.

Sorry for the extreme delay anons, but I had a brainblast and finally figured out how the economy worked.
>>
>>5861238
>Splitting off towards his workshop. He’s a competent career weaponsmith, and your gun of choice was actually a gift from him. Not a genius, but very experienced in the art of making plague-safe conventional weapons.

>Motion for him to continue, you’re curious.
>>
>>5861238
>Following. He’s a seasoned Dreadguard and member of the Senate himself. Of course, his rise wasn’t near so meteoric as yours, but that just means he’s able to advise you from hard-earned experience.
>Motion for him to continue, you’re curious.
>>
>>5861238

>Departing to the barracks. He’s a soldier, through and through, and wants to keep the men well-drilled. He’s a competent fighter and excellent teacher, with an ear to the ground in the soldiery.

This is critical - if he has the soldiers and we have the dread guard, we have a chokehold on military force.

>Motion for him to continue, you’re curious.

Let the man speak!
>>
>>5861464
I should say that although he has the respect of the soldiery and a good knowledge of how they're feeling at any given time, the real darling of the lower ranks is the newest member of the Senate (conspicuously absent from this meeting), Alexandra Samson.
>>
>>5861238
>Departing to the barracks. He’s a soldier, through and through, and wants to keep the men well-drilled. He’s a competent fighter and excellent teacher, with an ear to the ground in the soldiery.
>Motion for him to continue, you’re curious.
>>
>>5861481

Thanks for clarifying. Still, having an inside man for the soldiers is a good idea
>>
>>5861546
If it wasn't a benefit, I'd not have included it.
>>
>>5861238
>Splitting off towards his workshop. He’s a competent career weaponsmith, and your gun of choice was actually a gift from him. Not a genius, but very experienced in the art of making plague-safe conventional weapons.
>Motion for him to continue, you’re curious.
>>
>>5861238
>>Departing to the barracks. He’s a soldier, through and through, and wants to keep the men well-drilled. He’s a competent fighter and excellent teacher, with an ear to the ground in the soldiery.
>>Motion for him to continue, you’re curious.
>>
>>5861238
>>>Departing to the barracks. He’s a soldier, through and through, and wants to keep the men well-drilled. He’s a competent fighter and excellent teacher, with an ear to the ground in the soldiery.
>>>Motion for him to continue, you’re curious.
>>
>>5861238
>Heading towards his still. He’s a distiller and brewer, one of the most famous in House Specter Deal. This has made him very wealthy. Although, the tables have turned somewhat now that you’re the head of the House.
>>
>>5861238

>>5861419
>Senator Husbando

>>5861464
>>5861536
>>5861644
>>5862003
>Toy Soldier Husbando

>>5861246
>>5861600
>Artisan Gunsmith Husbando

>>5862138
>Alcohol Tycoon Husbando

>>5861246
>>5861419
>>5861464
>>5861536
>>5861600
>>5861644
>>5862003
>Let Him Cook

None!
>SILENCE CASUAL

He's a soldier, through and through (although he does have a fondness for weapon maintenance), and you're going to let the man continue speaking.
>>
>>5862244
You motion from your seat to let the man continue speaking. If he could speak it to the whole senate, he can speak it to you.

“Em, ahem,” he coughs, trying to move past you walking in on his speech. “Now that Warlord Fens is dead, I hope we can move forward past his death and put his degeneracy behind us, into a time of prosperity for all the House. As well, I insist that, in these trying times, that we can count on ALL of the members of the Senate for support. I hereby cede the floor to Warlord Hunter, long may she reign.”

The murmurs of the senate tell you that this doesn’t line up with what he’d been saying before you entered, but what, exactly, he said is something you’ll need to find out later.

“Now, I know this is something of a time of turmoil, but business must come first. Having just come into this position, I’ve little knowledge of the greater state of the house, so let us get down to business...”

>The order we go through this will mostly determine in what order the tutorial goes. Don’t worry, you’ll get the full rundown of it no matter what you pick, this just determines the order so I don't drown you in information.

>”...with this recent report of a N.E.X.U.S. encounter, and the results.” With your most recent Senator, Alexandra Samson at the head of it.
>”...regarding our relations with our fellow Great Houses.” To make decisions regarding them, you need to know the official reports, and not just the word off the street.
>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.
>>
>>5865561

>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.

Let’s make it clear that our business is business
>>
>>5865561
>>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.
>>
>>5865561
>”...with this recent report of a N.E.X.U.S. encounter, and the results.” With your most recent Senator, Alexandra Samson at the head of it.
>>
>>5865561
>”...with this recent report of a N.E.X.U.S. encounter, and the results.” With your most recent Senator, Alexandra Samson at the head of it.
>>
>>5865561
>>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.
>>
>>5865561
>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.
>>
>>5865561
>”...regarding our relations with our fellow Great Houses.” To make decisions regarding them, you need to know the official reports, and not just the word off the street.
>>
>>5865561
>>”...about the economic state of House Specter Deal.” You have a rough measure of your house’s dealings, but getting the hard numbers will give you the chance to make developments and spend money on various things.
>>
>>5865561

>>5865627
>>5865717
>>5865788
>>5865849
>>5865964
>>5866132
>>5866371
>>5866793
You decide to have the Administrator (the senatorial position relating to the day to day running of the house, and the reason people fight to get into the seat of Warlord and not fight to get out of it), Victor Bennings, present the senate with the most recent economic reports.

>The Economy of Splicerquest is based off of THREE things, Wealth, Commodities, Infrastructure/Industries. If you’ve played starsector, you should find this somewhat familiar.

>Wealth is abstracted money. 1 Wealth is enough to feed 1k people for a week; presuming there’s no shortages where you’re buying from.

>Commodities are goods necessary to the function, happiness, and expansion of a Great House. They consist of things like Food, Ceramics, Plastic, Domestic Goods, and other things.

>Infrastructure is the representation of the people of your house and where they’re living. If they’re comfortable, well fed, and well-entertained, they’ll be happy and Unrest will passively decrease. The opposite is also true.

>Industries are what make Commodities for sale or later use. Currently, you’re doing a lot of selling. Industries can be upgraded by transforming them into better versions of themselves, and with special items or people of interest, they can be pushed to perform extra well (finding a genius artisan or a pre-nexus blueprint that can be retooled to be made plague-safe, for example).
>>
>>5867455
List of Commodities:

>Food: The lifeblood of the Resistance. Without food, you can’t live or fight. Made in either Hydroponics or Biotech Farms, or gathered from the surface by Hunting.
>Recreational Drugs: Illegal in most Houses, the "chemical arts" include a dizzying array of products sought by those seeking a bit of fun, expanded consciousness, or simply an escape from their miserable lives. Requires Food (representing effort used to grow their ingredients) to make in a Drug Lab, or a novel method.
>Alcohol: Recreation in a bottle. Ranges from artisanal spirits to blindness-inducing moonshine. Requires Food to make in a Distillery or Boozer Racks, or a novel method.

>Metals: Nanoplague-Active metals. Useless for anyone but a technojacker, and an unfortunate byproduct of Mining in areas rich with it. Get rid of it. Dump it in the ocean, dump it outside, give it away to technojackers. -2 W to get rid of, 2 W if you can sell to Technojackers.
>Precious Metals: Plague-safe metals. Very useful not just for the normal reasons people want gold and silver, but for wiring. Gained from Mining.
>Clay: A necessary material to make Ceramics. (Almost) Everywhere has clay, but some places have better clay than others. You can still make some money selling it. Gained from Mining.
>Oil: The base material for Plastics. Can be found when Mining, or made from Food.
>Ceramics: Super-hard ceramics used for military and heavy industrial applications. Made in a Kiln.
>Plastics: Especially durable plastics for both domestic and internal components in weapons. Made in Plastic Production.

>Domestic Goods: Clothing, furniture, cookware, tools, and other essentials for living. Made in Workshops or Biotech Incubators.
>Luxury Goods: Handcrafted, high quality goods, such as fashionable clothing or art. Made in Workshops or Biotech Incubators.

>Conventional Weapons: Conventional guns made with ceramic firing super-sonic rounds, grenade launchers, simple armor made of plates of ceramic and plastic weave. Requires Precious Metals, Ceramics, and Plastics. Made in Gunsmiths.
>Biotech Weapons: Handheld biotech weapons and living armor, like what the typical Roughneck uses. Requires Food, made in Military Biotech Incubators.

>Heavy Conventional Weapons: A lost art. Armored vehicles and suits of power armor. Theoretically possible, but not practically producible in this day and age. Requires a LOT or Precious Metals, Ceramics, and Plastics. Made in ???.
>Heavy Biotech Weapons: Host Armor, Dread-Armor, and War-mounts. Requires a LOT of food, grown in Heavy Biotech Incubators.
>>
>>5867459
Current Infrastructure and Industries:
Underground Haven, Size 6. Needs 6 Food, 5 Domestic Goods, 3 Luxury Goods, 3 Alcohol.
>Needs Met, no Unrest change.
>Well-Entertained, reduces Unrest by 3/turn
>LVL 1 Seedling, reduces Unrest by 1/turn, produces 1 Food.
>Intricate Stone, reduces Unrest by 1/turn.
>Reward-based control, Reduces unrest by 1/turn.
>No Sunrooms, +5 Unrest/turn.

Hydroponics: Produces 6 food. Plants grown underground using power-intensive electric lamps and racks of soil. It’s not efficient, but it’ll feed the people. (-5 Wealth/turn)

Underwater Port: Produces 1 food. Without biotech, it only lets foreign houses come to you, and gain a small amount of food from fishing the cave-life. With biotech (or perhaps lost Conventional Tech), it could be a wonderful source of food and trade. (-1 Wealth/turn)

Mining: Produces 12(6*2) Clay, 12(6*2) Oil, and 6 Precious Metals. Mining using hand tools, elbow-grease, and determination to pry free the earth’s gifts without burying yourself alive. (-2 Wealth/turn)


Kiln: Turns 6 Clay into Ceramics. A necessity for conventional-tech Houses, to produce their own goods. (-2 Wealth/turn)

Oil Refinery: Turns 6 Oil into Plastics. A great source of conventional-tech materials. (-3 Wealth/turn)

Workshops: Produces 6 Domestic Goods and 4(6-2) Luxury Goods, from 3 Ceramics, 3 Plastics. Masters and Apprentices alike toil tirelessly to create fine goods for export or internal use. (-1 Wealth/turn)

Gunsmiths: Produces 6 Conventional Weapons from 3 Ceramics, 3 Plastics, and 3 Precious Metals. Handcrafted suits of armor and weapons for use by your men. (-3 Wealth/turn)

Brewery: Produces 6 Alcohol from 3 Food. Good for export, good for keeping people happy. (-2 Wealth/turn)

Conventional Barracks: Needs VARIABLE Conventional Weapons. Needs VARIABLE Heavy Conventional Weapons. Needs VARIABLE Food. Will be elaborated on in the MILITARY update.

Fortified Entrance: +30. Entrenched positions and good fields of fire, hidden from outside view. Begins generating Heat at +80 and above. Guns not included.

Market: Generates Wealth for Excess Goods, and uses Wealth to fill unmet needs.
Clay =.25 W
Food = 1 W
Oil = 1 W
Precious Metal = 3 W
Alcohol = 3 W
Domestic Goods = 3 W
Luxury Goods = 6 W
Conventional Weapons = 10 W

Needs 1 Food (1 for Distillery): -1 W
6 Excess Clay: 1.5 W
6 Excess Oil: 6 W
3 Excess Alcohol: 9 W
3 Excess Precious Metals: 9 W
1 Excess Domestic Goods: 3 W
1 Excess Luxury Goods: 6 W
4 Excess Conventional Weapons: 40 W
>>
>>5867468
Constructible Industries:
>Hunting: Produces VARIABLE Food (up to Size/2) but increases Heat equal to Food gained. Your military sending out small teams and hunting creatures for food and, if you have Biotech, new genetics. (Special Upkeep.)

???: LOCKED, TECHNOLOGY UNKNOWN
Drug Lab: LOCKED, ILLEGAL
Biotech Industries: LOCKED, NO ENGINEERS

>Fortify Entrance: Does nothing but add to the score of your Fortified Position, making your Haven harder to crack. 35 W.

Upgrade an Industry:

>Hydroponics -> Overgrown Hydroponics. These hydroponics are disproportionately large for the size of their house, giving the House using them enough food to jumpstart Biotech usage, or export a lot of food. (300 W. 10 W upkeep)

>Underwater Port -> Underwater Harbor. The Underwater Port has been expanded and improved to hold more cargo and hold more vessels for trade, as well as more areas for fishing. (50 W. 5 W upkeep.)

>Mining -> Mining Network. The simple mines have been expanded into a vast network of shafts and elevators to get as much material as possible as fast as possible. (75 W. -4 W a turn.)

>Oil Refining -> Mass Oil Refining. Where once it was centralized into a few small buildings, now there are dozens and dozens of refineries spread across the House. (200 W. -9 W a turn.)

>Workshops -> Factory. The workshops have been turned into factories, pumping out as many Domestic Goods as they can for sale, at the cost of Luxury Goods. (200 W. -5 W a turn.)

>Workshops -> Artisan Workshops. The workshops have been expanded and even subsidized in some places, allowing them to produce more Luxury Goods at the cost of some of their Domestic Goods. (200 W. -10 W a turn.)

>Gunsmiths -> Arsenal. Independent gunsmithies have banded together to form an Arsenal and produce as many weapons and suits of armor as possible. (200 W. -9 W a turn.)

>Breweries -> Brewing Complex. Rows and rows of stills and barrels working in unison to produce as much alcohol as is conventionally possible. (200W. -5W a turn.)
>>
>>5867473
Now, what would you like to do? Don't worry, this is a once/turn type update, and in the future will be trimmed down significantly. I just figure you should have all the context for the first time.

>Upgrade an Industry (AKA upgrade Port into harbor as you can't do anything else right now.)

>Fortify the Entrance more.

>Leave it for now, you'd like to save up first.

MILITARY tutorial is next, as that one ties into this one. If you have any questions, just ask.
>>
>>5867478

>Underwater Port -> Underwater Harbor. The Underwater Port has been expanded and improved to hold more cargo and hold more vessels for trade, as well as more areas for fishing. (50 W. 5 W upkeep.)

Hear me out - we should specialize in booze production
>>
>>5867473
>Underwater Port -> Underwater Harbor
>>
>>5867478
>Fortify the Entrance more.
>>
>>5867478
>Underwater Harbor
>>
>>5867478
>>Underwater Port -> Underwater Harbor. The Underwater Port has been expanded and improved to hold more cargo and hold more vessels for trade, as well as more areas for fishing. (50 W. 5 W upkeep.)
We need to crush the criminals under us. Or fully control them, they give us a negative rep with other houses.
>>
>>5867899
Anon, you have a negative rep with most houses because you ARE the criminals. The reason you're making so much money is because you'll sell to anyone and do little-to-nothing to police Waste Crawlers, no questions asked. This is because the house has an Overtly Sponsored Criminal Underworld, and I couldn't find any other way to make that work without drugs or prostitution.
>>
>>5867478
>Underwater Port -> Underwater Harbor. The Underwater Port has been expanded and improved to hold more cargo and hold more vessels for trade, as well as more areas for fishing. (50 W. 5 W upkeep.)

>>5867899
This is Vegas baby
>>
>>5867478
>Fortify the Entrance more.
>>
>>5867965
>>5868478

Criminal empire then gotcha
>>
>>5867478

>>5867482
>>5867731
>>5867804
>>5867861
>>5867899
>>5868478
>>5868808
You declare to Victor that the state of the Underwater Port is insufficient, when it could be expanded to provide enough food to sustain the house, totally self-sufficiently. As well, it lays the groundwork for more… legitimate avenues of trade, should the local area get too hostile to trade in.

>Underwater Harbor: Produces 2 Food. Without biotech, it only lets foreign houses come to you, and gain a small amount of food from fishing the cave-life. With biotech (or perhaps now-lost Conventional Tech), it could be a wonderful source of food and trade. It has been expanded and improved to hold more cargo and vessels, and channels for fishing. (-5 Wealth/turn)

With that, you turn to the Senate, about to begin going over and discussing these most recent reports of a N.E.X.U.S. encounter when suddenly-

BANG

The doors are flung wide open, and your newest Senator, Alexandra Samson, stands between them. How she opened the large doors so quickly is obvious to everyone in the room; she’s an enormous woman. Not in the sense of someone from a too-well-off House, or an overfed hound, but in the way a lioness or a bear is large.

She’s still wearing the fatigues of an on-duty rank and file soldier, stained with sweat. She’s thrown barely-fitting the ceremonial robes of a Senator over the top of them; she’s been a Senator for so little time that she hasn’t had the opportunity to get robes properly tailored.

“Sorry for being late Boss,” she says, her tone respectful despite the less-than-formal language, eyes scanning the room until they land on you. “Was working off some steam in the ring.”

“Perfect timing,” you say in response. “We were just about to go over the report you submitted, Senator Samson. It would be a pleasure if you could tell us what happened yourself.”

“Alright. Here’s what went down…”
>>
>>5872490
You are, for this flashback, Alexandra Samson. You were leading a team of soldiers on patrol in the grasslands when your spotter, Jimmy No-Nose, pointed out a squad of robots heading right for you. Looked to be a recon squad, although they didn’t seem to have spotted you yet. What did you do?

>You got the fuck out of here is what you did. <LOCKED. Normally I’d allow it but it’s both out of character for her and would invalidate the tutorial.>
>Fell back to a more defensible position in a rocky area nearby and dropped charges as you did; you knew you were going to need one and the charges ought to soften them up when they inevitably see you running and give chase.
>Prepped your guns and hugged the ground to see if you could catch them off guard when they got closer; Not a very good ambush but you didn’t have much time to prepare, and a good ambush does wonders to even the odds.
>Charged the bastards. You’d need to book it after, win-or-lose, but catching them by surprise out in the open would do you good, and you’re at your best in the thick of it.

These options aren't just for flavor.
>>
>>5872492

>Fell back to a more defensible position in a rocky area nearby and dropped charges as you did; you knew you were going to need one and the charges ought to soften them up when they inevitably see you running and give chase.

You don’t beat the bots with dumb tactics
>>
>>5872492
>Fell back to a more defensible position in a rocky area nearby and dropped charges as you did; you knew you were going to need one and the charges ought to soften them up when they inevitably see you running and give chase.
>>
>>5872492
>>Charged the bastards. You’d need to book it after, win-or-lose, but catching them by surprise out in the open would do you good, and you’re at your best in the thick of it.
>>
>>5872492
>>Charged the bastards. You’d need to book it after, win-or-lose, but catching them by surprise out in the open would do you good, and you’re at your best in the thick of it.
>>
>>5872492
>Fell back to a more defensible position in a rocky area nearby and dropped charges as you did; you knew you were going to need one and the charges ought to soften them up when they inevitably see you running and give chase.
>>
>>5872492
>Fell back to a more defensible position in a rocky area nearby and dropped charges as you did; you knew you were going to need one and the charges ought to soften them up when they inevitably see you running and give chase.
>>
Rolled 2, 52 = 54 (2d100)

>>5872498
>>5872544
>>5872572
>>5872723
>>5872772
>Fell back to a more defensible position.
Good Choice.

You made the call to fall back to a better position, laying the charges you had along the way. The second your men started moving in earnest they gave chase; you’d only have about 7 minutes before reinforcements arrived.

When you got to the position, you gave the detonator to Jimmy and told him to blow it the second one of the robots got near the charges, as well as getting everyone else to dig in. After that the only thing to do was wait...

>Now, here’s how Combat works. Combat is resolved by rolling the commander’s Tactics, and their soldier’s actual success at fighting. The target is determined by the difference in your Combat Power from 50. 2-0 means a victory (-20 to the enemy), 2-1 (-10 to the enemy) is a minor victory, 1-1 is a stalemate (-10 to both), 2-2 means no casualties on either side, 0-2 (-20 to you) means a loss. The debuffs stack, and this continues until one side cannot lose.

>Combat Power is determined by a lot of things, ranging from your soldiers’ skills to their equipment to their physical capabilities. Good write-ins or making the appropriate choices can raise it or give a bonus to your tactics rolls.

>Given this is a test as well as the tutorial, if the values are a bit… off, then I’ll adjust them later.

>Soon-to-be-Senator Samson’s Tactics: 70.
>Soon-to-be-Senator Samson’s Squad: Regulars (3), Under-Equipped (4), Normal (2), Average Group (3), Good Terrain (+10), Traps (+30), Fortified Position (Brush and Debris, +10)
Total Power: 280

VS

>Sargeant #0000145262’s Tactics: 35+5 from Small Unit Specialization.
>N.E.X.U.S. Reconnaissance Sqd. #00003512151: Seasoned (4), More-than-Adequately Equipped (6), Peak Human (4), Average Group (3)
Total Power: 280

Tactics DC: 70
Enemy Tactics DC: 40

Combat DC: 50
Enemy Combat DC: 50

>Roll me 2d100, best of 2. Alexandra is a major character but isn’t the MC, which is why she gets Bo2. If this flashback were being headed up by a no-name character they’d only get one roll. For much the same reasons, #0000145262 is also only going to get one roll. First is for Tactics, second is for Combat.
>>
Rolled 80, 73 = 153 (2d100)

>>5873081
>>
>>5873081
I forgot the 1-0/0-1/0-0 results, those are -10s and -20 to BOTH respectively
>>
Rolled 7, 99 = 106 (2d100)

>>5873096

So are we winning? It seems like robocommander is walking blind into the ambush but I don’t know the system
>>
>>5873121
Lower is better. Right now it's 1 Success (from that 7 you just rolled, for tactics) to 1 Success (that 2 I rolled, also from tactics), so both sides will Stalemate and get a -10 debuff. However, your traps are also being used up, and will slowly lose their effectiveness, at a rate of 5/turn.

Also, I made it up myself because running actual Splicers combat would be painful in the extreme.

>>5873081
>>5873096
>>5873121
The hastily-lain explosives, unfortunately, didn’t work as you expected. You had hoped that they would keep running and get caught in them, but instead they had noticed them and slowed down, taking far fewer injuries than they might otherwise. You and your men took potshots at them as they approached, and they returned in kind. They’re still a long ways away, but the fight’s on.

>1-1, Stalemate. -10 to both sides.
>Soon-to-be-Senator Samson’s Tactics: 70.
>Soon-to-be-Senator Samson’s Squad: Regulars (3), Under-Equipped (4), Normal (2), Average Group (3), Good Terrain (+10), Traps (+25), Fortified Position (Brush and Debris, +10), Injury (-10)
Total Power: 265

VS

>Sargeant #0000145262’s Tactics: 35+5 from Small Unit Specialization.
>N.E.X.U.S. Reconnaissance Sqd. #00003512151: Seasoned (4), More-than-Adequately Equipped (6), Peak Human (4), Average Group (3), Injury (-10)
Total Power: 270

Tactics DC: 70
Enemy Tactics DC: 40

Combat DC: 45

>Roll me some more, and choose what you did next.

>Blew all the charges you had left for a short but immense advantage. (Can be taken with other choices.)
>Maintained the position and current tactics, as the cover was likely one of the only things keeping you alive.
>You withdrew. You were outgunned and you knew it, the only thing for it was to get out of there before it got worse.
>CHARGED! They’d surely not expected it, and the unexpected is how you win a battle! (Samson’s intuitive grasp of tactics tells you this is a bad idea at the moment.)
>Writein.
>>
Rolled 12, 87 = 99 (2d100)

>>5873339
>Maintained the position and current tactics, as the cover was likely one of the only things keeping you alive.
>>
Rolled 96, 72 = 168 (2d100)

>>5873339
>Maintained the position and current tactics, as the cover was likely one of the only things keeping you alive.
>>
Rolled 7 (1d100)

>>5873339
forgot the roll
>>5873370
>>5873386
That's 1 Success, let's see how many the enemy has...
>>
Rolled 65 (1d100)

>>5873404
Man, I'm off my game.
>>
>>5873404
>>5873405
That's 1-1 again. Looks like this commander-bot's getting a promotion (or a memory wipe) if it survives.

Vote's still open overnight, moreso because I need to sleep than for the sake of keeping the vote open for more voters.
>>
>>5873339
>Maintained the position and current tactics, as the cover was likely one of the only things keeping you alive.
>>
>>5873408

I say blow our charges now, we’ll lose a grinding conflict and better to inflict malii at the start of combat
>>
>>5873339
>>Blew all the charges you had left for a short but immense advantage. (Can be taken with other choices.)
>>
>>5873339
>>Blew all the charges you had left for a short but immense advantage. (Can be taken with other choices.)
>>Maintained the position and current tactics, as the cover was likely one of the only things keeping you alive.
No reason to not put a large malus on them.
>>
>>5873408
So is Samson going to be retconnected dead or hospitalized if she dies or gets wounded ? Since you know she is telling us the fight against the robots scouts patrol and her squad right now.
>>
>>5873632

Eh, I’m sure we’ll be fine if we blow our charges here anon
>>
>>5873632
No matter what she won't die, solely because this is the tutorial and she's telling it to you right now. If she wasn't here telling it to you right now (IE, you sent her on a mission in the future) then she'd have no such protection.

>>5873529
>>5873558
>>5873617
I feel I should mention that as of now there IS a reason not to blow the charges (that I admittedly didn't explain very well) which is that they provide a large, slowly diminishing bonus as they are set off opportunistically and/or cause the enemy to move carefully because of the threat they pose. If you blow them all, the confusion and danger will grant a significant bonus to you and a free injury on the enemy (that could hopefully be stacked with a good combat roll to tip the scales).
>>
>>5873661
Never know.
Qms make different choices.
I imagined something like that, gives an opportunity for us to concentrate fire on full auto on them essentially for a brief period before returning to the usual business of cover, shoot and surpressing fire or 'nades if needed.

>>5873634
Depends from how tough robot armor is. And how much shooting our soldiers are doing.
I guess in theory it shouldn't be impossible with a tutorial enemy. But this robots seem pretty tough motherfuckers in general in this setting.
>>
Merry Christmas !
>>
>>5874132
And a Merry Christmas to you too, Anon! Sorry for the wait, Christmas comes first.
>>
I’ll take Blowing The Charges/Maintain Current Tactics as the vote, because that’s the most FUN option. As well, a better choice than I had imagined.

>>5873370
>>5873386
>>5873489
>>5873529
>>5873558
>>5873617
You gave Jimmy the order to blow all the charges at once. If it were most people, they may have questioned your orders, if only for a second. Jimmy, on the other hand, likes blowing things up (which is why he was the spotter and not the one carrying the charges) and followed your orders almost before you said them, the earthshattering KABOOM that followed kicking up an enormous cloud of dust and almost covering up the tortured shriek of twisting metal; you’d no doubt crippled more than a few. They came at you out of the cloud quickly then, the first of their number, a Necrobot, already half-falling apart by the time you saw it. You gave the order to focus fire, and it collapsed, the nanite film animating the skeleton giving out under sustained firepower. Next was a pair of Steel Troopers, their large frames pockmarked with impact craters from bullets and ceramic shrapnel, with the hazy silhouettes of the rest of the recon squad following close behind. You told the men to Fire at Will; soon it’d be a melee, and if you can’t take them now, you might not ever.

>Soon-to-be-Senator Samson’s Tactics: 70.
>Soon-to-be-Senator Samson’s Squad: Regulars (3), Under-Equipped (4), Normal (2), Average Group (3), Good Terrain (+10), Blown Charges (+50, wears off next turn), Fortified Position (Brush and Debris, +10), Injury (-10)
Total Power: 290

VS

>Sargeant #0000145262’s Tactics: 35+5 from Small Unit Specialization.
>N.E.X.U.S. Reconnaissance Sqd. #00003512151: Seasoned (4), More-than-Adequately Equipped (6), Peak Human (4), Average Group (3), Injury (-30)
Total Power: 250

Tactics DC: 70
Enemy Tactics DC: 40

Combat DC: 90
Enemy Combat DC: 10

>2d100 Bo2, please.
>>
>>5875367
>Your Orders, Ma’am? (These affect the NEXT roll.)
>CHARGE! With the charges not slowing them, they’ll be moving a LOT faster, so you just have to react before they start moving and catch them off-guard! So what if getting grabbed is death, because if all goes well they’ll be too dead to fight back! (Now that the charges are gone, your instincts tell you this is a MUCH better idea. Not necessarily a good one, but not actively detrimental.)
>HOLD THE LINE! Stay in cover with your advantageous position and keep it up until they reach you; the high ground and even the marginal protection from rocks and scrub brush is too vital to give away, even if it turns into a melee.
>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.
>LEG IT! Now that they’re almost to you, nobody would call you a coward for running; a melee with The Machine and no biotech to back you up is widely considered suicide, and avoiding even the possibility won’t bring you shame. Not much of it, at least.
>>
Rolled 63, 10 = 73 (2d100)

>>5875369
Darn it, forgot the enemy's rolls.
>>
Rolled 57, 18 = 75 (2d100)

>>5875369
>>CHARGE! With the charges not slowing them, they’ll be moving a LOT faster, so you just have to react before they start moving and catch them off-guard! So what if getting grabbed is death, because if all goes well they’ll be too dead to fight back! (Now that the charges are gone, your instincts tell you this is a MUCH better idea. Not necessarily a good one, but not actively detrimental.)
>>
>>5875369
>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.
>>
Rolled 92, 69 = 161 (2d100)

>>5875369
>>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.
>>
>>5875369

>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.

Let’s try to find better terrain
>>
Rolled 19, 51 = 70 (2d100)

>>5875369
>>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.
>>
>>5875370
>>5875377
2-1, -10 to the enemy.

>>5875377
>>5875382
>>5875483
>>5875492
>>5875513
>RUN & GUN! You can’t get into melee, and you can’t run yet, not with your honor on the line and only a few scrapes. A fighting retreat will let you keep attacking them while repositioning to a less… precarious situation.

You and the boys hunkered down until they were almost upon you. You had almost taken out a ‘bot before a Slicer came screaming out of the fog, forcing you to change targets to the relatively healthy chainsaw wielding mad-bot. By the time it went down, they could see the whites of your eyes and now you had to make good your escape, with hopefully more to show for it than just a few parting shots and middle fingers. As it was, nobody held the advantage in sheer fighting power; but when your boys backed away from the rocks you’d been using as cover, they were lined up to give them hell as soon as they showed their shiny metal faces.

>Soon-to-be-Senator Samson’s Tactics: 70+10 from good tactics.
>Soon-to-be-Senator Samson’s Squad: Regulars (3), Under-Equipped (4), Normal (2), Average Group (3), Good Terrain (+10, will be lost next turn), Fortified Position (Brush and Debris, +10, will be lost next turn), Injury (-10)
Total Power: 240

VS

>Sargeant #0000145262’s Tactics: 35+5 from Small Unit Specialization.
>N.E.X.U.S. Reconnaissance Sqd. #00003512151: Seasoned (4), More-than-Adequately Equipped (6), Peak Human (4), Average Group (3), Injury (-40)
Total Power: 240


Tactics DC: 80
Combat DC: 50

Enemy Tactics DC: 40
Enemy Combat DC: 50

>Roll it!

>What did you say you did next, Senator?
>Searched for a new position. (can be taken with others, at no cost other than your very valuable attention)
>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!
>Reversed your fallback into a charge up the hill to catch them with their shiny metal pants down! (Samson’s instincts tell you that a charge has become a bad idea… again.)
>Retreated, now that you’d bloodied their noses and slowed them significantly you could disengage cleanly.
>>
Rolled 23, 42 = 65 (2d100)

>>5876476
>>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!
Yeah we are investing in that military real badly and hard. This tin cans are a terror, not slowing down for reach us on difficult terrain, constantly shooting on Samson squad and also taking an hell of a beating from said squad concentrated fire and explosives.
>>
And they are just a small scout squad
>>
Rolled 199, 162 = 361 (2d200)

>>5876529

Support
>>
Rolled 68, 83 = 151 (2d100)

>>5876565

Whoops I meant to roll d100s
>>
Rolled 59, 79 = 138 (2d100)

>>5876476
Man, I keep forgetting to roll for the enemies.
>>
>>5876712
>>5876529
>>5876567
Well, that's a 2-0 in your favor, -20 to your opponents. Keep this up and you'll manage to take them on with nothing but grit and determination!

Vote's still open, by the way.
>>
>>5876476
>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!
>>
>>5876476
>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!
>>
>>5876476
>Searched for a new position. (can be taken with others, at no cost other than your very valuable attention)
>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!
>>
Rolled 64, 65 = 129 (2d100)

>>5876529
>>5876811
>>5876885
>>5877567
>Kept backing up, you couldn’t afford to stay still and let them take advantage of the high ground you were giving up, so you forced them to chase you!

Your fighting retreat went perfectly, using the hill itself as cover and shooting the enemy as they came downhill, each man covering the other with rifle fire and any grenades you had left. As you fell back, any machine trying to break forward from their pack was shot and forced back, slowing them all as you fell back. They all showed significant signs of injury, and their numbers were slowly, achingly dropping. Now that you were out in the open, you decided to continue moving back to avoid a melee and keep up the steady pressure.

>If the numbers look different that’s because I changed the calculations. Don’t worry, it doesn’t give anyone an advantage.


>Soon-to-be-Senator Samson’s Tactics: 70+10 from good tactics.
>Soon-to-be-Senator Samson’s Squad: Regulars (3), Under-Equipped (4), Normal (2), Average Group (3), Injury (-10)
Total Power: 170

VS

>Sargeant #0000145262’s Tactics: 35+5 from Small Unit Specialization.
>N.E.X.U.S. Reconnaissance Sqd. #00003512151: Seasoned (4), More-than-Adequately Equipped (6), Peak Human (4), Average Group (3), Injury (-60)
Total Power: 170

Tactics DC: 80
Combat DC: 50

Enemy Tactics DC: 40
Enemy Combat DC: 50

>And then what happened next, Senator?
>Now that they were on open ground and weakened severely, you charged to finish them off quickly, reinforcements were surely on the way and you needed to finish this fight up and get out of dodge.
>Kept whittling them down with a slow fighting retreat. There was still some time before reinforcements arrived, and you intended to play it safe.
>Got out of there. They definitely couldn’t follow your way back if you cut across a portion of glassed wasteland that was nearby, and seeing as reinforcements were on the way you needed to be out of there, FAST.
>>
Rolled 11, 82 = 93 (2d100)

>>5877941

>Kept whittling them down with a slow fighting retreat. There was still some time before reinforcements arrived, and you intended to play it safe.

Why change a winning strategy?
>>
Rolled 66, 34 = 100 (2d100)

>>5877941
>>Kept whittling them down with a slow fighting retreat. There was still some time before reinforcements arrived, and you intended to play it safe.
shit their combat power keeps not going down.
>>
Rolled 22, 27 = 49 (2d100)

>>5877941
>>Kept whittling them down with a slow fighting retreat. There was still some time before reinforcements arrived, and you intended to play it safe.
>>
>>5877967
It IS going down, it's just that you kept trading bonuses (your high ground and cover, blowing your charges all at once, etc) for other bonuses (a bonus to your tactics roll), at a rate that is unfortunately about the same as the rate you're damaging them.
>>5877961
Simply because time is running out. N.E.X.U.S. can get reinforcements for a patrol in about 7 minutes, and while taking them to pieces via kiting is safe, it's NOT quick.

Also, that's 2-0. The scales might have finally tipped!
>>
>>5878146
ah 7 minutes. I am considering to leg it next.
Sort of a victory too bad i don't think we can wait to loot them so, their materials are going to be reused for make machines again
>>
>>5877941
>Now that they were on open ground and weakened severely, you charged to finish them off quickly, reinforcements were surely on the way and you needed to finish this fight up and get out of dodge
>>
>>5878146

Ah, let’s reevaluate then - switching to:

>Now that they were on open ground and weakened severely, you charged to finish them off quickly, reinforcements were surely on the way and you needed to finish this fight up and get out of dodge.
>>
Yo yo i want to some bots explode
>>
>>5882191
The bots will explode, Anon. I've been working on some other Splicers-related content recently, so my creative juices assigned to Splicers content have been directed away from the quest for the past few days.

Also, unrelated, this new captcha is SHIT
>>
>>5882236
Kay
>>
>>5877941
I am making the executive decision to go for Charge (and give you a little bonus to it) because this fight has been going on longer than I expected.

>>5877961
>>5877967
>>5878065
>>5878611
>>5878616
Now that you were on open ground, you took the chance and charged the enemy to deal them a finishing blow and finally get out of there. Now, you and your boys weren’t Splicers with their fancy biotech that lets them tear a Steel trooper in half with a bit of effort; But a ceramic vibro-bayonet, grit, and a pair of brass balls will do when the enemy has been riddled with holes and battered with explosions.

You yourself took out two, everyone else working together to take on the rest; with no casualties, even. Now, all you had to do was leave the broken bodies of these robots for their reinforcements to pick up and make good your escape…

++======++

You are now once again Warlord Hunter, and you’ve just finished listening to Senator Samson’s report on this latest encounter, and you see more than a few senators nodding appreciatively; it’s no small feat to take on a N.E.X.U.S. patrol with only scrapes, bruises, and spent equipment to show for it.

“Boss. Now, I know I managed to pull through that fight by the skin of muh teeth, but that doesn’t make what 'M about to say any less right: We need to get the boys equipped better, ramp up the training. Only reason half of us ain’t walkin’ around missin’ a leg is cuz the last guy in your seat hardly sent us out.”

“Well, Senator Samson, your proposal…”

>How will you answer her? Keep in mind that the bulk of your profits are weapon sales.


>”Is denied.” You have one of the most robust economies in the entire Area of Influence: you want to use it for something OTHER than just equipping your own men.
>”Will be taken into consideration.” It’s a decent idea, yes, but at the moment you need the money for making improvements to your House.
>”Is a fine one.” You’ll equip the men better and set a harsher training schedule: even your husband complains about the training being too soft, but not being able to afford going harder for lack of enough food to feed that much exercise.
>”Is an excellent proposal.” You’ll increase training and equip the men MUCH better. Profits will take a hit, but aren’t the lives of your men worth more?
>”Is something I’ve been meaning to do myself!” Increase training to your maximum and devote your weapons production solely to equipping your own men. This will hurt your profits severely, but massively increase your fighting power.

This will be the last post of the thread; mostly to let you know I'm not dead/end the combat tutorial (which I think I'll up the casualty penalties for).
If you have any setting questions (I've been taking my knowledge of the setting for granted, as shown by the last vote), questions as to the mechanics, or other thoughts/criticisms, take now as the time to say them.
>>
>>5886296

>”Is a fine one.” You’ll equip the men better and set a harsher training schedule: even your husband complains about the training being too soft, but not being able to afford going harder for lack of enough food to feed that much exercise.

Basically, a small investment. From a political angle, we should be seen a reasonable, steady hand on the tiller here
>>
>>5886296
>”Is an excellent proposal.” You’ll increase training and equip the men MUCH better. Profits will take a hit, but aren’t the lives of your men worth more?
Next thread when
>>
>>5886296
>”Is a fine one.” You’ll equip the men better and set a harsher training schedule: even your husband complains about the training being too soft, but not being able to afford going harder for lack of enough food to feed that much exercise.
>>
>>5886296
>>”Is a fine one.” You’ll equip the men better and set a harsher training schedule: even your husband complains about the training being too soft, but not being able to afford going harder for lack of enough food to feed that much exercise.
>>
>>5886296
>”Is an excellent proposal.” You’ll increase training and equip the men MUCH better. Profits will take a hit, but aren’t the lives of your men worth more?
>>
>>5886296
>Is an excellent proposal.” You’ll increase training and equip the men MUCH better. Profits will take a hit, but aren’t the lives of your men worth more?
>>
>>5886296
>”Is an excellent proposal.” You’ll increase training and equip the men MUCH better. Profits will take a hit, but aren’t the lives of your men worth more?
>>
>>5886296

>>5886308
>>5886324
>>5886424
>>5886470
>>5886906
>>5886938
>>5887805
That's the vote locked in for "Is an excellent proposal." I'll start off next thread with that and its ramifications.

Fun fact, if you had outright denied her she would have started gunning for your position.

>>5886308
Very astute, anon.

>>5886324
Next thread is a bit after this one falls off the board.

Again, open for all questions.
>>
>>5888092
Can the wretched, techno barbarian peasants be assimilated/recruited by us and brought in our settlement if we want ?
>>
>>5888092
Can we have longer updates?
>>
>>5888092
Ah also what about outside technojackers clans, could we integrate/assimilate them if we want ? What if we build like a quarter for them to arrive in (like foreign merchants in the past) for example.

With the excellent military proposal, beside giving a big boon in terms of more training and better equipment, does it also mean more soldiers will be recruited for the House army ?
>>
>>5888175
>>5888198
Currently, House Specter Deal's stance on Technojackers is a Limited Welcome. They can live in your territory (and there are likely a few small groups doing so at the moment), but CANNOT live in the underground haven itself. They can also visit for trade or mercenary work, but aren't currently permitted to live within your house on an even semi-permanent basis.

Integrating Technojackers is more than just building a Tech-Quarter. You have to undo systemic discrimination (thankfully lessened by Limited Welcome), and also revert the association with The Machine that many people (understandably) give to Technojackers upon first impression.

As for the military, you already have a LOT of soldiers. Just over 1/3 of the population is ready and capable for active missions at any given time, and another 1/3rd is armed for defensive action but also have civilian jobs (tending the hydroponics, making goods, etc.) that allow them to train, but NOT to go out on extended missions. If you had local biotech production, you could field more soldiers as much of the work growing food/making domestic goods/making booze, etc. can be automated through various novel methods.

>>5888187
To be quite honest anon, it depends entirely on how creative I'm feeling at the time of writing. If I'm struck by inspiration (or what I'm writing doesn't require much inspiration, like answering questions), the posts will be significantly larger than they otherwise might.
>>
>>5888226
okay thanks for info
>>
>>5888226
What can we buy/obtain through trade ? Almost anything ? Say we want to find and offer a homes+jobs to some expert/master craftsmen would it be possible ?
>>
>>5889940
Depends on just HOW much money you're willing to spend, but basically anything except proprietary biotech designs, Engineers/Librarians, and Saints are game, although there's some leeway with Saints if you grease a few palms and are talking to a wealthy house. Yes,"basically anything" includes slaves. However, there's a good chunk of stuff out there that is simply cheaper to take by force than it is to buy (such as Saints).

And while yes, you could offer homes and jobs to expert craftsmen, it's less a question of offering them a home and job (considering they're likely employed comfortably elsewhere), and more a question of how many benefits you need to offer before they'll willingly uproot themselves, then sending a team to help move them across the robot-infested outdoors. Stealing yourself some expert talent North Korea style is a viable option, but only if you don't mind royally pissing off whoever you want to steal them from.
>>
>>5889959
gotcha
need to think on how to prosper and make more money, to reinvest back in us afterwards. If we want an even better war machine, it needs lots lots of funding.



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