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Archived threads in /qst/ - Quests - 134. page

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Previous Thread: >>1379849
Sister Madrid Thread: >>1412127

New players are always welcome!

In this quest you assume the role of an aspiring student who is about to enter the Mageknight Academy. You must hone your skills, make some friends (and perhaps also some enemies) and fight battles in order to prove yourself worthy of graduating as a fully fledged Mageknight! Each year (every 100th turn) your character will be tested by the academy to see if your character is progressing well and meeting the Academy's high standards. After the 3rd year your character will head off into a their first mission for a final test.

How to Join:
New players must fill out their character sheets. The sheet must include the following information:
>Anyone can join at any time. Latecomers and laggers are given bonus action points to catch up with the other players.
1) Your character's full name
2) Your character's backstory, appearance and any other useful information.
3) You are given 3 Skill Points. Choose 1 starting spell and 2 other skills or spells.

How to Play:
1) Each turn you will be given 2 [Action Points]. Post your character sheet and your chosen actions along with a 2d100 roll.
>Normally your roll must pass the [Difficulty Challenge] of 25 in order to succeed.
>Getting a 10 and below is a [Critical Failure] while 91 and above is a [Critical Success]
2) All players must wait for the "TURN GO" post before submitting any actions posts. After which you must post your actions only to that post.
3) After all actions are processed and a new turn begins, update your character sheet.
16 posts and 3 images submitted.
>>
>>1418715
Acquiring and Improving Spells & Skills:
1) Study, research, explore, train or take classes to discover and learn new spells.
2) Training an already learned spell or skill will raise it further to the next tier once enough [Progress Points] are accumulated.
4) The progress threshold is based on the Fibonacci sequence (1,2,3,5,8,...)
>Usually Spell and Skill tiers are named as Basic => Intermediate => Advanced => Expert => Master
>Alternatively you can label the tiers as T1, T2, T3 and so on.

Spellcrafting:
Spellcrafting involves fusing spells with various skills, knowledge and even other spells that your character has learned together creating a new spell or skill.
>The name of the resulting new spell will be determined by the QM. By default it will be "Cast A B C..."
>Your dice roll will affect the result of the spellcrafting. Lower rolls will result in weaker or negative version of the intended spell and vice versa.

Social Interactions:
1) Role playing with other players is a free action. Role playing with NPCs, however, will cost an action point to do so.
2) Collaborative Player-to-Player actions like trading, tutoring and PvP, will cost an action point to do so.

Combat:
1) Post 2 actions like you normally would. Your opponent will roll their own 2 actions.
2) To defeat your opponent, you must overcome their defensive or evasion roll and vice versa
>If you have not rolled an evasion or defensive roll then your opponent must pass normal DC to hit you and vice versa.
>If both combatants attacked successfully then it's a Double KO.
>If both combatants defended successfully then it's a Stalemate.
>>
>>1418716
Links of Importance:
In-depth Rules Explanation: https://docs.google.com/document/d/13unrqxqUiX3G0rau6CpEu7Pd5FxEsXz54pfVS9PfGEs/edit?usp=sharing
NPC Database for Amsterdam: https://docs.google.com/document/d/1vHPyhTZJMOZpHViv4I6oCXsyrMmFHOY-920jbFSxQds/edit?usp=sharing
Discord Server: https://discord.gg/pEEkNkr

Previous Updates: >>1403938 , >>1403942 , >>1403943, >>1403944, >>1403946 , >>1403947 , >>1403948
Previous Live Action updates: >>1409913 , >>1410452
Turn 122 Go postLink your action her please: >>1403949
>>
>>1418742
>>1416910
Taken from Madrid Thread
[=== Inter-Academy Tournament ===]

Congratulations Amsterdam! Thank you Nicholas 'Number' Noble for representing us and showing that Amsterdam skill. As the winner of
the tournament, You will be awarded with our cash prize pool. For the other contestants, we are sure you have improved in your skills and
maybe next time, you can have your chance to win big!

[======]
Third Bout Diet V Zav in the swamps goes to Diet
Final Bout Diet V Numbers
The winner is Numbers

All combatants
>Gain +2 Progression to a Combat Skill

Joachin and Dietrich
>Gain [not A winner is you] +5 to your rolls next turn

Numbers
>Gain an addition +1 Progression to a Combat Skill
>Gain +1 Rep
>Gain [Prize Pool] One time use. Your next buy action gains a +10 to the roll

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Hi. QuestingQM here. In case you can’t remember the last Werewolf Reich, it became edgefaggotry, degeneracy, and generally fucking around. Also, I’m taking a break from EDQ while I get some more inspiration. Hopefully, this time it'll be different.

Updates may be slow, sorry

For those wondering what Werewolf Reich is, it’s not furry shit even though a few anons last time tried to make it that. What it is, is the creation of a drunk Scottishman with too much time on his hands, and having the unfortunate opinion of thinking nazi werewolves are fucking awesome. Now, of course this quest has a tendency to be /pol/ at times, so you have been warned. This quest can really range from one man trying to re-adjust into society to one man pulling a Hitler and taking power.

Changes

Firstly, out-of-character actions consume Sanity. This is to discourage sudden changes in character personality, and if sanity goes too low or the action is too out-of-field, the character may flat out refuse to do something. Stojan will start off with 3 Sanity. Sanity loss can be reduced by acting as a “inner voice” to Stojan… For example, if Stojan early on finds himself being shot at by Americans, he might suffer Sanity loss. Anons can try to reduce this by acting as his “werewolf voice” so to speak. The higher quality these arguments are given to Stojan, the less sanity lost.

Actions which will do sanity loss requires +3 anons to vote on it.
If sanity itself is reduced to below 0, Stojan will start to take a penalty on rolls.

Secondly, character romantic interests are going to be heavily scrutinized, and are likely to be outlawed outright.

In addition, judging from the character choices anons made last time we did this…

Stojan is a very religious catholic.
Stojan is considered to have right wing beliefs, and a strong hatred of communism.
Stojan is somewhat of a “family man”.
Stojan has severe anger problems.
Stojan has a kind personality at times… Though that’s when he’s not intoxicated.

Now of course, I think anons should have more of a choice in what happens in the beginning…

So… Anons. Choose some game rules.

Timelines/Tech

>The Axis Triumph (Very Ahistorical), The Axis in fact, won the Second World War… And have begun to fight among themselves. Very hard. Very extended start date.
>Prolonged War. Everyone’s tech is above average, and the start date is extended out...
>Normal. No ahistorcial tech levels!
>Supreme Nazi Tech. Nazi technology will be more powerful than before. Can be used with any other “timeline”.


Year

>1939 (Beginning of the War!)
>1940
>1941
>1942
>1943
>1944
>1945 (End of the War!)

Extended Timeline (Prolonged War)

>1946
>1947
>1948 (End of the War!)

Extended Timeline (Axis Triumphant)

>1950
>1955
>1960
>1965
>1970

Now, we'll jump into character generation... You'll remain a male, and called Stojan, but we'll also decide if anons want to remain Polish and if they want to change their background.
1006 posts and 10 images submitted.
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>>1420093
>>Normal. No ahistorcial tech levels!
>1941
>>
>>1420093
>Normal. No ahistorcial tech levels!
>1939 (Beginning of the War!)
History is fun

Being a conscripted Czech could be fun. Mabye a hungarian or somebody in yugoslavia. Who knoooows~
>>
>>1420093
>Normal. No ahistorcial tech levels!
>1939 (Beginning of the War!)

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For House & Dominion: Civil War (50)

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dominion+quest

https://twitter.com/ThatSlowTypingG


You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine. You and your House continue to gain in power and prestige thanks to recent victories. While still small numerically the other Houses of the greater Dominion have begun to take notice of your strength and influence.

The civil war that has consumed the Dominion continues to rage as the Major Houses struggle for position and dominance. While an ally of the current Ruling House you have increasingly voiced support for House Ber'helum as their replacement.
If things go according to plan they may be able to stage a peaceful transition of power at a later time. For now the two are allies of convenience against more pressing threats.

Houses Nasidum, Xygen and Bonrah form the core of the opposition. The two sides are roughly in a stalemate at the moment but both continue to look for ways to increase their strength.

Rioja is earning you and your House a great deal of money being strategically located on a passage connecting the Centri Cluster to South Reach. Civilian trade increases each week and the Major Houses are continuing to evaluate how to take advantage of this. Your side and the remaining neutral Houses can openly send convoys through, but there are undoubtedly smugglers moving supplies and resources for the enemy as well.

Forces in South Reach continue to face off in skirmishes and other low intensity regional conflicts. In the Centri cluster the fighting remains more severe, though its intensity continues to diminish.

You've recently returned from raiding missions behind enemy lines intended to disrupt logistics. The deployment not only paid for itself in the form of salvage but provided you and your subordinates with a comfortable surplus of funds. Some of that money also went to less experienced allied units that had accompanied you.
519 posts and 19 images submitted.
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In the Jerboa dwarf galaxy the fleet stirred up trouble while stealing or salvaging whatever enemy equipment you could get your hands on. Attacks on troop convoys delayed 2 major planetary assaults long enough for Helios to build up forces to better defend their worlds.

Assisting Helios intelligence the fleet was able to provide captured ships and transports allowing them to better insert agents and carry out other missions. These eventually allowed you to discover the locations of several POW holding facilities. You went after two of them, determined to get back some of your people that had been lost behind the lines. One was responsible for dealing with troublesome prisoners while the other was an advanced interrogation facility that may have been trying to create sleeper agents.

Raids on other convoys, outposts and colonies caused enough damage that the enemy was forming a dedicated taskforce to deal with you by the time you left. All of this brought in impressive salvage hauls, enough that over the course of the campaign the fleet had to make 2 trips back to friendly lines before your final escape.

Heading next to the Helios home galaxy your salvage was sold to House Ceres, the most powerful Human led House. Hard pressed by House Bonrah they are nevertheless holding the line through their industrial might.

While Ceres certainly would have liked your help there were other Houses who clearly needed it a great deal more. Proceeding at best speed the fleet rushed to an area of the lines were your allies had suffered a terrible defeat. Thoroughly routed your allies were near to being cut off by a double envelopment that would have trapped 5 fleets worth of ships. Attacking what you perceived to be the weaker of the flanks you destroyed logistics supporting the enemy leading elements and opened a hole in the lines.

Having bought valuable time your allies were able to rally and prevent the encirclement. Several fleets were still lost but with Arron's assistance an Admiral by the name of J'ore Tl'heix was able to capture a POW holding facility then strike at an enemy repair yard. With Arron scouting the way for them, the expanded fleet broke through the weakened lines and linked up with friendly forces.

Over the next day two more friendly fleets arrived from other Houses, reinforcing the lines and allowing you to push far enough to reach a Talos class Heavy Carrier you crippled. Despite damage to much of its systems as a result off attempts to scuttle it, the vessel was in good shape to be salvaged. A deal has been struck to split repair costs while helping to train allied crews in the use of such ships.
>>
>>1416384
FOR HOUSE AND DOMINION
>>
>>1416385
For house and dominion! The rider never ends

Planet Mercenary is the in-universe (ours and theirs) Roleplaying Game based on the daily webcomic of Howard Tayler.
http://www.schlockmercenary.com/

Planet Mercenary is going through the final revisions and to celebrate I am running a short quest.
I will need between 2 and 6 participants to take the roles of officers of a Mercenary Company in the Schlock Mercenary universe.

These participants will each create a character and collaboratively create a Mercenary Compnay using the in game rules.

I need a roll call of players and we can get started on char/company generation and start the Company's first Contract.
Roll Call will end at 17:00 Zulu (UTC/GMT) apprx 90 minutes from now.

I don't know if this will be ongoing or just a one shot at this point, depends on interest.
174 posts and 25 images submitted.
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>>1420443
Never heard of it. Do a simple run down
>>
>>1420461
Planet Mercenary is based on a 3d6+skill task resolution. Each player takes the role of an officer in a mercenary company and has a Fireteam of Grunts to provide support.
Grunts have different functions based on their specialty (Diplomat, Heavy Weapons, Infantry, Officer in Training, or Specialist). Fireteams have a simplified skill set, broken down in to the four base skill groups, rahter than individual skill.
These don't affect your skills, but may have a better chance to succeed at tasks that you have no skill in.
Also, Fireteams may laydown covering fire or act as mobile cover, or even "Ablative Meat Shield" for characters.
>>
looks like there's no takers...maybe tomorrow then.

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>Set on the planet of LV226 it is your job to grow and feed in order to survive

Welcome all to Xenomorph Quest! This is something I have been working on weeks now. It will be using a more Giger way to making it's hive via egg morphing and other horrors.
We'll be using a d20 system and only the first three rolls count.

A sudden bolt of energy has ripped you in consciousness and a voice is heard. A silhouette is visible right outside of your egg. The pedals the egg slowly open and a light beams into your home, with a sudden burst of energy you leap onto the persons face and curl your tail 'round their neck. Darkness takes you.


It isn't long before all you see is darkness once more. It is warm and wet now, but a compulsion tells you to begin to push and gnaw the way out of your new found home. Digging into the walls of the wet meat a scream is heard just outside of the walls. You push harder and harder, the compulsion is getting stronger you MUST get outside. Then it happens you rip yourself free of that prison. You practically fly out and land on a floor beside your host. After taking a few minutes of rest you regain your composure and take a look at the one who birthed you.

>A Security Guard
Births Flesh Render, Eater of Minds, Shaper of Skin, It who brings death.
+1 to attack and +1 to stealth

>A Pregnant Woman
Births The Unwanted, The horror, Womb ripper, Birthed in Regicide.
+1 to farming and +1 to construction

>A Priest
Births The Messiah, Defiler, Child of the god killers, Herald of a new age.
+1 to horror and +1 to learning
150 posts and 23 images submitted.
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A priest
>>
>>1416283
>A Priest
Births The Messiah, Defiler, Child of the god killers, Herald of a new age.
+1 to horror and +1 to learning
>>
>The Unwanted

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http://www.strawpoll.me/12884909
http://www.strawpoll.me/12884918
http://www.strawpoll.me/12884925
8 posts and 1 images submitted.
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Hello everybody. I am trying this new format. I am new around here. Vote on the strawpoll for continuing the adventure.
>>
So how do we participate? Just vote?
>>
>>1424423
Yes, exactly. I will update with new pictures after a while.

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The Raiders – Part 15

It goes without saying that killing one of Her Majesty's Inquisitors or Knights is grounds for an inquisition. On the other hand, not only did he violate your mind and explore some of the most ridiculous of power fantasies in your head, he might have stumbled onto secrets you really don't want him knowing. There is also the embarrassment of your overtly and terribly romantic fantasies involving Tzanzi, which only the more immediate anger at his temerity keeps from making you blush, as you suspect the others might have seen. Including Falna.

Needless to say, you're a touch angry, and not even the Intellect Fortress can suppress that much raw and vicious embarrassment.

Yashi, the only other person your Intellect Fortress shielded, is mid-spell. While you are naked save for your jewelry (which is more than enough armor and defense to be starting with) you have Siobhan in hand, black and crimson power crackling and hissing as she shimmers with power. With her substance transmuted into energy and further bolstered by the power of the Elder Githyanki and your own magical skill and forces, she would be nearly impossible for dragon to withstand, to say nothing of an inquisitor, armored and prepared as he might be.

You don't know him personally, only that he is an inquisitor; the single honor of Hers that he wars upon his regalia is proof enough of that. While he is a mere step distant from you, and he has wrapped his hand about his weapon's hilt, he hasn't drawn it, and despite the vicious burns your power has undoubtedly left on his chest, he is holding his hand up in a semi-salute, as well as keeping his head down. That doesn't make him any less dangerous, of course, but he seems to be unwilling to outright kill you. He did have you and your entire cadre save Tzanzi under his power and largely helpless.
189 posts and 22 images submitted.
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The fantasies and thoughts he evoked ripple through your consciousness and it's all you can do to keep from cleaving him in half in rage. Siobhan isn't helping, she wants this fight; her song is a battle hymn and her cackling, giddy laughter in your mind urges you to defeat your enemy. Yashi has a spell on the tip of her tongue, awaiting only your command to Blind him permanently.

“Peace, Leader Akko, in Her Name do I sue for it!” His breath is harsh; the acidic energies you used to break his concentration were potent enough and precisely delivered well enough to have killed Schechei or Kteine, and possibly incapacitated Auena. Even if he was searching your mind for seditious thoughts and desires, he stepped over a few lines, as far as you are concerned, and your cheeks tingle with the blush that the thoughts of Tzanzi evoke. It might be his job but that was beyond uncalled for!

[] Hit him once with Siobhan, call it even; she probably won't kill him. Roll 1d20
[] You're within your rights to kill him for mind-raping you (literally) even if you have to answer to an inquiry. Roll 4d20.
[] Give him one chance to explain. His duty is one thing, though, and he moved beyond that.
[] Threatening him isn't beneath you; he might be an inquisitor, be he's no knight! Roll 1d20.
[] Write in?
>>
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Twitter: https://twitter.com/XsQuestmistress

Pastebin: http://pastebin.com/edit/5H8tWFRe

Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/1396870/

>Akko, like all her kind, has a measure of psychic ability. She will simply use most of these powers without prompting, instinctively, when appropriate. Her spells are another matter.
>Current Cadre:
Yzia: Adult Solar Dragon, lover and companion. She may carry Akko and four others.
Falna: Mid-ranked Warrior (Third in Command); Class:Slayer, bound by Oath.
>Special Silver Sword: Malnae
Yashi: High-ranked Illusionist (Your Spellcaster); Class:Illusionist Wizard, Bound by Oath only.
Tzanzi: High-ranked Murderer (First in Command, Your Mate); Class:Pureblade Slayer, Bound by Oath and Friendship.
>Special Silver Sword Siobhan
Aeuna: Mid-ranked Gish (Yzia's new quarry); Class:Psychic Warrior, bound by Oath.
Schechei: Mid-ranked Gish (mated to Falna); Class:Magus, bound by Oath, and due to receive her Special Silver Sword soon.
Kteine: Mid-ranked Gish (once an ifrit, now your student); Class: Psychic Warrior, bound by Oath.
>Akko's Current Supreme Leader
Dunzamn, a Lord Knight with a True Silver Sword, leader of the Raid upon the Elven and Human Kingdoms of Iridaiya and Boggsteading, respectively.

Character Sheet repair is always In Progress: https://www.myth-weavers.com/sheet.html#id=1009380

Spell Book: http://pastebin.com/WjH8UfyY
>>
>>1419104
About how fast do inquiries work? My assumption is really fast which would interfere with our ability to participate in the raid, which I'm pretty sure is when we think we'll have our best chance to minimize pursuit if we play all our cards right, but if it'd actually take a while to process, then I'm not so sure.

As it stands though, I'm torn between trying to be professional and allowing him a chance to explain himself or threatening him to both vent our anger and impede his ability to bullshit us.

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Have you ever wondered what happens, after the storms of war have passed over you?
The answer is simple: War continues.
During the cold war NATO created multiple secret agencies all across the world, preparing for a soviet attack, but not in the way you would expect. Instead of stationing soldiers ready to defend every inch with their lives, they placed spies, spec ops and intelligence specialists disguised as civilians, ready to perform their dirty work after the soviets had taken over the place. Their orders were to sabotage, rile up public resistance, gather intelligence, and force the enemy to focus their attention away from the actual front. One of these agencies was called Gladio, and it was based in Italy, however it's name is nowadays commonly used to describe all stay-behind Operations of NATO preparing for world war three.

It's almost 6 pm. The sunshine is flowing in and illuminates your face with the warm light of early summer 1963.
It's been a month since the war broke out, and you have been doing nothing but sitting in your small apartment in Kassel (and on occasion deep inside the cellar), a city pretty much in the center of the federal republic of Germany.
Just a few more minutes now...
You look at the bowl in front of you, it's contents long cold and beginning to be swarmed with flies. You weren't hungry anyways, so you take it, and throw it through what used to be the wall separating your living room from the outside elements without giving a second though about saving the last piece of your china.
As you sit back down at the table you look out of the hole. The sun is setting slowly behind the houses on the opposite side of the street, casting a few last rays of light into your eyes. You try to take all of it in, knowing that this is the end of your "normal" life.
Your flat is small and you didn't have many visitors over the past couple of years, but that was all part of the plan. Secrecy and silence are the things that keep you alive and breathing in this deep-red time.
The communists had steam-rolled over most of Germany after catching the NATO off guard, who were distracted by some military exercise in the border region, or at-least that is being broadcast over the radio sitting on the windowsill, which miraculously survived shrapnel, fire and explosions.
As the clock above the kitchen door strikes six the news broadcast begins again, repeating the communist propaganda you have been subject to for the last three weeks. You ignore it. It has become background noise by this point.
T+ one month. Operation Gladio just went live.
Your name is Alexander Brunn, MI6. The war has just begun.
41 posts and 4 images submitted.
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You head into your former bedroom, which is just a burned out room now, with nothing but the metal frame and springs of your bed remaining. Beneath the rubble however a small safe survived the horrors of the bombings. You open it using one of the keys on your keychain. Inside you find two sealed, unmarked documents. One of which appears to be heavier than the other.

[Inventory]
Worn grey coat
Black suit jacked
White suit shirt
Blue tie
Black suit pants
Black socks (1 pair)
Fine leather shoes (1 pair)
Combat knife
Lighter
Wristwatch
1 M1911 with 2 magazines (14 rounds total)
Purse:
-German ID: Felix Aschenbauer (your former fake identity)
-German drivers license: Felix Aschenbauer (your former fake identity)
-53.20 German Mark
++Two sealed documents++

What do you do next?
>Read the heavier document first.
>Read the lighter document first.
>Store both documents in your pockets and pack a briefcase with important items
>Add your own suggestions
>>
>Read the lighter document first. I suspect it is just a short synopsis of whatever the detailed, heavier document says.
>>
>>1416157
You rip open the lighter document, stuffing the other one into one of your pockets for now.
It's difficult to read with the setting sun casting only an orange shimmer through some cracks in the roof. Most of it is absorbed by the black soot, that has accumulated everywhere.

The document contains a single sheet of paper reading:
"Document A1
Situation:
Operation Gladio is supposed to weaken, and distract enemy forces in occupied countries. This will allow friendly troops to push back with greater ease. Due to the nature of this covert operation any direct contact between NATO fighting forces and Gladio operatives is to be avoided. Preventing the enemy from obtaining information about Gladio is of utmost importance.

Orders:
Contact both Arnold Switzberger (Kassel, Akazienweg 4), and Anna Preuß (Eltmannshausen, Schulrain 2).
Form and take command of Gladio task force "Arctic".
Perform disruptive action against PACT forces.
Gather intelligence of PACT logistics and PACT high command.
Relay gathered intelligence to NATO high command via any means accessible.
Resistance is to continue, even after NATO seemingly capitulates.

Additional information and documents are supplied in document A2"

You figure that "A2" must be the other file from the safe. You open it too, placing the other piece of paper back in the safe.

It contains 250 German Mark, a fake German drivers license: Anton Erhardt, a fake German ID: Anton Erhardt and a picture of a particularly crooked tree in a wooded area.
After placing the contents of the file in your purse, you place the envelope back inside the safe too. Finally you light the paper on fire. It burns brightly and quickly.

Quickly you walk towards the bookshelf in your living room, hoping that what you are looking for is still where you left it. And in fact you old ADAC Atlas is still beneath your couch. You kept it there, next to some other large books you didn't want to take up space in your bookshefve, which is now part of the rubble scattered on the floor. You open the back of the Atlas and look through the city register, finding Kassel quickly. According to this Atlas, the Akazienweg is a short cul-de-sac, located close to the bank you used to work at as part of your cover identity.
You attempt to do the same for Eltmannshausen. It turns out, that it is a small village located close to the border to east Germany. Getting there will be difficult, and probably take more than a day on foot.

What now?
>Add your own suggestions.

[Inventory]
Worn grey coat
Black suit jacked
White suit shirt
Blue tie
Black suit pants
Black socks (1 pair)
Fine leather shoes (1 pair)
Combat knife
Lighter
Wristwatch
1 M1911 with 2 magazines (14 rounds total)
Purse:
-German ID: Felix Aschenbauer (your former fake identity)
-German ID: Anton Erhardt
-German drivers license: Felix Aschenbauer (your former fake identity)
-German drivers license: Anton Erhardt
-303.20 German Mark
-Picture of a tree

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Last time on MSGQuest:

> ███████ mended the pocket dimension containing the Counterpoint Incarnate. Buying itself time to figure out a more permanent solution...

> ███████ modified the pocket dimension so as to eliminate, or at least dramatically reduce, the possibility of the Counterpoint Incarnate breaking out prematurely...

> ███████ possessed the Mannequin and moved it to the Fertile Marshes...

> ███████ taught Mortal 15 how to operate the agricultural tools it had given to the Mortals...

> ███████ mapped out the layout of the peculiar cave system it had discovered earlier. ███████ also noted that there appeared to be something moving around inside the subterranean complex...

...

In this game each player takes on the role of a fragment of a deity's shattered consciousness. Provided you can come to a consensus with the other Players, you may create, influence, or destroy anything your heart desires...

How to play: First, submit a command. Keep in mind that you may only execute a single action per command. Commands will be enacted based on how many other Anons in the thread support it. If there is a tie I will roll a die to determine which command will be chosen.

Once I have selected a command, I will set to work representing the content of that command in the world you Anons have created. This process could take ten minutes, or in excess of one and a half hours. After I finish and post an image, I will wait for 60 minutes for new commands...
41 posts and 11 images submitted.
>>
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Recent events:

> It is overcast. It is warm. it is not humid...

> The Counterpoint Incarnate rolled a 10 on its {Lunatic} roll. The Counterpoint Incarnate briefly regains its senses, it ~Abstains~ from undertaking any action...

> The Empowered Mortal has passed a Therapy check. One of the 7 remaining unaltered outcomes for the {Lunatic} roll will be randomly selected and changed to ~Abstain~...

> Steppe-Dwellers 22, 24, and 25 have matured into Adulthood. They have received boosts to all of their attributes...

> There are adult male Steppe Dwellers near Steppe Dwellers 22 and 24. Your enchantment of lust and fertility takes effect...

> There are adult female Steppe Dwellers near Steppe Dweller 25. Your enchantment of lust and fertility takes effect...

> Six Steppe-Dwellers have been born...

> The Steppe-Dweller population now exceeds 50 members. Your lust and fertility enchantment no longer applies to Steppe-Dwellers...

...

Votes:

> One vote for: "Investigate activity with godly vision." (>>1412437)

...

Alright, I'm going to give you 60 minutes to throw any new commands into the proverbial ring, or to support pre-existing commands...
>>
>>1416063
>>1412437
Specifically it's
>Investigate activity in cave with godly vision.
>>
>>1416110

Yeah...

I presumed as much...

...

>>1416063

Votes:

> One vote for: "Investigate activity with godly vision." (>>1412437 →)

...

Drawing now...

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Nexus is a strange and mysterious planet on the fringe of formerly-unknown space, once thought to be only a legend but discovered to be very real a few years ago. A known haven of the missing and ancient Eldan race, it is now a hotspot for adventurers, archaeologists, treasure hunters, and soldiers of fortune. It has also become the final flashpoint of a conflict centuries in the making. To the imperialistic Dominion, Nexus is their divine birthright, the legacy left to them by the Eldan. To the scrappy Exiles, Nexus is their last stop, the final chance for a new home. Neither faction will give up the planet willingly, despite its dangers and mysteries, and they will stop at nothing to see the planet made theirs.

You are Clyde Starwalker, an Exile human Stalker with high-performance nanites in your body and claws in your hands, and you intend to discover the secrets of Nexus and win the planet on behalf of you and your fellow Exiles.

In the last installment, our hero made a rather forceful impression upon Nexus, crashlanding in the frigid Northern Wilds of the continent of Alizar after his transport shuttle was shot down by a Dominion encampment somewhere in the region. After rescuing Nalia Dewdrop, an aurin scientist with the psychic powers of an Esper, and linking up with a local Exile explorer, a plan is hatched to find a way out of the Northern Wilds, not least of which included shutting down an Eldan weather control tower powering the local snowstorm. Talk about a cold reception.

Previous thread:
http://suptg.thisisnotatrueending.com/qstarchive/1349216/
91 posts and 22 images submitted.
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The screeching long since fell silent in the small mountainous alcove. Several small, sinewy blue bodies litter the snow, splatters of blue blood marring the pristine snow. The cool breeze flows through the natural corridor of the ridgeline, far more mild and refreshing than the whipping winds of the snowstorm was about an hour ago. Jackie Cooper, local human representative of the Explorer's Union and professional pathfinder, is quietly muttering to herself as she works the inside of the tan metallic box at her feet with the miniature sattelite dish sticking out of the top. Nalia Dewdrop, the rabbit-eared aurin scientist with mind swords for weapons, is standing over Jackie's shoulder as a backseat engineer, pointed at little bits and bobs inside the mechanism.

And you, standing aside and leaning against one of the natural rock walls of the alcove, are quietly bitching and moaning about how annoying skeech are.

After the three of you fixed up the first comms transmitter along the far western ridgeline of the Northern Wilds, you cut across the northern rim of the region, passing through Settler's Reach - the holdout for the local Exile survivors - a second time on your way to the northeastern corner of the region, where the second transmitter was waiting for you. Unfortunately, this alcove was within spitting distance of Coldburrow Cavern, the home of the local Coldburrow skeech tribe. The vermin's cave was just south of your position, albeit mostly cut off by the mountain range; it was currently under assault by Grux Craghammer, the lewd and crude granok warrior on a one-rock crusade to rescue some kidnapped Exile survivors from becoming the skeech's dinner. You could even hear the muffled booming and grinding of rock a small way's away. It sounds like Grux isn't slowing down any.

The proximity of Coldburrow Cavern explains why this terminal was being menaced by a skeech hunting party, eight members strong. They had naught but spears and slings to bring to bear against you, none of them even beginning to pose a threat to you in the long term.

That doesn't mean they weren't annoying as SHIT to deal with.

Jackie and Nalia are still busying themselves with the sattelite, but once they're done, you should be able to move on to the third and final transmitter. Your eyes stray up at the wintry night sky. You want to calm down, but something about those skeech still irritate you. Is it the voice? It's probably the voice.

>Check in on Jackie and Nalia's progress on the repairs.
>Hail Grux on your datachron and check his progress.
>Start laying down the deterrence pylons so no one else messes with the transmitter.
>Run some self-diagnostics and make sure everything is still in good order.
>Build a snowman.
>Other
>>
>>1414802
>>Hail Grux on your datachron and check his progress.
>>Start laying down the deterrence pylons so no one else messes with the transmitter.
>>
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>>1414832
Grumbling to yourself, you pull yourself upright off the wall and shuffle through the packed snow towards the two girls, reaching into Jackie's satchel to pull out a few of the deterrence pylons she took with her. With these set up, the locals should leave the transmitter alone once you're finished here; some excess voltage tends to do that. As you start planting the small black telescoping rods in a wide circle around the brim of the alcove, you activate your datachron and call up Grux. He's relatively quick to respond, and his bald rocky mug appears in a small window just over your eye, grinning from ear to ear.

"Ahhh, if it ain't my favorite Stalker!" Grux bellows over the signal. You hear the heavy whoosh of his greatsword cutting through the air in front of him, the pained screech of a skeech sent into the distance. "I didn't know you cared. How's your date with the girls?"

>It's not a date.
>It's coming along.
>I'm pulling more tail than you ever could.
>Business first. You rescued the survivors yet?
>How many skeech have you cleaved?
>Other

Well you have had quite a week, well sorta warp travel is a bit weird but you feel it has been a week.

anyways you have lost both Markal and Valirsa off your crew from the orders of the inquisition, a loss to be sure but hay you are now an inquisitor and you got a spiffy ship to fly around in.

You also have your first mission, hunt down a man posing as an inquisitor from the Ordo Hereticus and kill him. unfortunately you have no idea where he actually is. Though you have been given an offer from the mysterious clown to go to your home planet Agripinaa which is actually quite close though it is also close to the eye of terror but still this is your best shot.

Welcome to Guardsman Quest
180 posts and 2 images submitted.
>>
alright quick and dirty, this quest is not for die hard lovers of cannon since fun and shenanigans beat cannon for the most part. Though I will accept info about the warhammer 40k universe general rule of thumb is fun is king here

Here is the link to the Doc archive https://docs.google.com/document/d/1N6DV3ou3h5MO0TZi61pc9jGoMBA4p3S4fJ0rCI6qooM/edit?usp=sharing

here is a link to the character's stats https://docs.google.com/spreadsheets/d/1VEdRRmqRN2wb661ea1Bz2iXQwqQl2JVgl1OdrmHk3Tk/edit?usp=sharing
>>
You decide that the best thing right now is to find that unstable psyker loli since you did just leave her behind and this personality seems to have violent tenancies.

Quickly you head out of the room listening hard for the sounds of fire or lightning or anything out of the ordinary. you spend several hours looking around before you come upon Mirais holding Terisa under her arm

"found her, its the masochistic personality."

"what?"

"right now she likes pain. this is probably the most annoying personality but not he worst one."

"which one is the worst one?"

"The insane one, that one tore a enemy ship apart with just her mind but again insane and could have done the same to our ship."

"so that is why she was locked in that room."

"Yup Yup," Terisa states

"fine both of you follow me to the bridge." You turn around and head to the bridge, about an hour later you are greeted by Drauge at the bridge

"Greetings Inquisitor, what shall we do today."

>[1] head to Agripinaa, lets get this show on the road
>[2] see if HQ has picked up any info on the fake inquisitor's ship, anything will be useful
>[3] ask him for a rundown of the ship's specs, you wanna know what this thing can do
>[4] write-in
>>
>>1414433
>[3] ask him for a rundown of the ship's specs, you wanna know what this thing can do

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"Operator to Field. Field, do you read me?"

Your motorcycle speeds along city blocks, the wheels splashing Venom down the sides of the road when it passes through a puddle of the glowing green liquid. It doesn't bother you.

"Yeah, yeah, Naomi. I can hear you just fine," you confirm over the comms. You turn the corner, passing through more Venom as the puddles grow in size and frequency. You pull off a leather glove and stick your bare hand into the liquid, absorbing the normally toxic substance into your skin.

"You've been briefed on this before, but please refer to me as Operator when you're on the field," Naomi scolds. She's always been kind of a stickler for protocol. "ETA on the Junkie?" She asks.

"About 4 kilometers," you reply. "ETA fifteen minutes. Just stocking up on Venom," you reply. You hear a grunt of disgust over the comms.

"There are Venom tanks on field and the Junkie will produce even more," she informs you. "Stocking up on Venom is unnecessary."

You withdraw your hand from the pool of liquid and slip your leather biker's glove back on. Hopping back on your motorcycle, you revv the engine a few times before speeding along. "If you say so, Nomes," you sigh eliciting an annoyed sigh from your Operator in return. You can almost feel her rolling her eyes all the way from Base.

"Oh, and Field?" She probes. You confirm that you can still hear her. "There's a three block wide dead spot around the Junkie. Comms will be down while you remain in range of the target."

"Roger," you confirm.

As you speed towards the target, the puddles of Venom become a thin coating on the roads, making navigating on your motorcycle difficult. As the flood of Venom grows deeper and deeper, your motorcycle switches to amphibious mode-- a cross between a water-based motorboat and a land-based motorcycle. This, you pilot with equal skill.

3 km from the target now, Naomi contacts you again, this time to give you permission to use the Venombuster module.

At the operator's signal, your amphibious motorcycle's dashboard opens up to reveal a white device, painted in a clinical white. Glowing circuit lines of venom trace the contours of the device circulating the mutagen/power source.

As your motorcycle's autopilot activates, you ease your hands off the handlebars and grab the machine. You affix it to your waist and it extrudes lines of Venom, sending traceries of green, actinic glow all over your body.

"Enter authentication code," the belt prompts through weak speakers.

On top of a verbal component, the authentication has somatic and genetic components as well, so you extend your arms to the side, green circuit lines mimicking your motion.

"Venom..."

Your left hand traces a half-circle above you, your hands closing into fists as soon as they point in the same direction.

"Buster!"

You pull your left fist back, then punch to the right, pulling your right fist in with a swift motion.
39 posts and 1 images submitted.
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"Verbal authentication code confirmed. Somatic authentication code confirmed. Genetic authentication code confirmed. Welcome to Venombuster."

The machine, now looking like a particularly bulky belt buckle, transforms the green Venom into Anti-Venom armor, drawing from both the Venom surrounding you and the Venom that flows through your veins.


"Hey, Nomes. How 'bout some nice battle music?" You joke.

"Music is against protocol," Naomi replies dryly.

You approach a bunch of Venom tanks just as the comm lines were filled with white noise. You turn the comms off and jump your motorcycle over the Anti-Venom field the tanks were generating.

You see it-- the Junkie, large and looking much like a large tumor decorated with the actinic glow of Venom, was banging its meaty fists on the Anti-Venom field on the far side of the square. With its incessant hits, you doubt the Anti-Venom field would last very long.

What do you do?

> Go big or go home. Use your strongest, most expensive attack to take it down.
> Pepper the Junkie with smaller attacks until it goes down. Naomi always said to be more conservative with your Venom.

> Write-in
>>
>>1415609
> Go big or go home. Use your strongest, most expensive attack to take it down.
>>
>>1415609
>> Pepper the Junkie with smaller attacks until it goes down. Naomi always said to be more conservative with your Venom.

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The smog of Vryag stains the twilight sky as you finalize your plans with the officers of the Ibis, plotting the destruction of a Republic light carrier at anchor.

You are Commander Reynolr of the Citadel Empire, proud captain of the CAS Brora (PS-4-917), an armed trawler based in the wretched Kraegsk Archipelago. Your presence here is tied to the nature of the storm-ravaged Kraegsk - north of resource-rich islands and a major naval warzone, the floating wrecks of great warships are carried by the currents to smash against the jagged coasts of the Kraegsk. You are to recover Citadel personnel from wrecks, protect salvage ships, and ensure that the enemy Republic and its craven mercenaries does not gain control of the Kraegsk from their own naval base, at the opposite end of the archipelago. Every month, a convoy of cargo ships picks up scrap that cannot be used or embezzled by the forces of the Kraegsk and takes it back to the naval yards of your homeland - loss of these ships is unacceptable.

Before the Citadel-Republic war, the Kraegsk was inhabited by a series of destitute fishing communities living in the shadow of the ruins of the old Astaeran Empire. Now they are forced into the service of the belligerents, powerless to resist the meager forces allocated to the Kraegsk.

You are at anchor at a small island just south of Vryag, a forward naval base of the enemy Republic. With the CO of the corvette CNS Ibis, Janae, you plot the infiltration and destruction of a light carrier currently at rest in the ancient docking cylinder in Vryag. The crew of the Ibis and the picked survivors of the battered CNS Extirpate will form the bulk of the raiding force, but you will accompany it personally.
102 posts and 13 images submitted.
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Archived threads:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Wretched%20Sea

1st Thread: Introduces naval combat and economic mechanics.

2nd Thread: Introduces looting in the ruins, the large-scale Battle of Sbvysek.

3rd Thread: Heavy exposition for the Republic, the Citadel Navy, and Reynolr himself.

4th Thread: Revelations about the unsettling amulets popularly worn by Scrap Bay nobility, and a great deal of exposition in general from a untrustworthy and evasive source in Céleste Chapuis.

5th Thread: Strange journeys with Miss Chapuis using the amulet - after dropping off the Republic prisoner with your new acquaintance in Scrap Bay, you set out into the southern Interim Sea on escort duty only to face a remarkably accurate Republic ship in a blinding storm.

6th Thread: Exploring the ruins of the fortress, you encounter a thinking relic of the Old Empire, and after an unsettling encounter, repair the Brora. After, you find your way to Vryag, chasing the trail of the Republic light carrier.

Twitter: https://twitter.com/ScribeQM
>>
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After long hours of discussion with Commander Janae and the leader of her Marine complement, Lieutenant Teagan, finally, a workable plot is formed.

"Alright," Janae says, wearily tracing a finger on her ship's map, "Our raiding party will land on the north side of the island and approach the port proper overland. Get down the cliff, infiltrate the cylinder, and destroy the carrier. Meanwhile, a second raiding party will sneak in more directly and place charges under the coastal gun battery. Do you think they should blow the guns as a distraction on our signal - a flare, perhaps? Or only to cover our escape? Or, only if things go badly for us? Personally, I favor the purely reactionary role, but Teagan here wants the guns blown to shift their attention prior to our real action."

Of the plan to approach over the island:
>I approve.
>No, I still think we should infiltrate via boats through the ruins of the port.
>No, I still think we should sneak into the main harbor, and approach directly.
>Something else?

To the second party...
>Blow the guns at our signal, prior to our action.
>Destroy the guns to cover our escape.
>Only trigger the explosives if we're discovered, to cover our escape.
>The entire idea is flawed. We should focus on the carrier - our pool of good men is limited, and they risk alerting the Republic garrison before we even go for the carrier.
>>
>>1413804
>I approve.

>Blow the guns at our signal, prior to our action.


Welcome to the Citadel commandos. 1 in every 4 of you will suffer a tragic death in order to save the rest.

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Karma Kecleon!

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Pokemon%20Island%20Adventure%20Quest
https://twitter.com/GobbleQM
Character info pastebin in progress: http://pastebin.com/iB0tb7rz
Dice odds for best of 3: http://pastebin.com/994WTT3g

General rules:

There is a 10 minute voting period after each post. Non-contradictory votes will be combined as best as possible.

Write-ins for all votes are always welcome and encouraged. They may not all make it into the post or be altered to fit in, but I'll do my best to at least try to address the spirit of the write-in.

Very important or contentious votes may be redone in a stricter voting system as circumstances warrant.

Combat mechanics involve three rolls of 1d100, taking the best, and using the base accuracy and crit ranges of the game, roughly, but the 'turn order' will be more like the anime, where sometimes you can do a few moves in a row or be hit by a combo of moves yourself, all depending on circumstances. Stronger moves tend to take more time and have more cooldown than weaker moves, so beware of that timing. Speed is more important for closing ground, intercepting, and other things and doesn't necessarily mean going first. Infact, you can do more than one move in a row like the anime, but so can your opponents.

Call me out on a mistake and receive a suggestive picture, mostly likely a butt.

Pokemon:
Gobble (Munchlax)
Mace (Roggenrola)
Belladonna (Roselia)
Dice (Totodile)

Badges: 3

Recently: You had lewd times and a heart to heart with Laki.
624 posts and 124 images submitted.
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Jane is best girl!
>>
IT'S TIME FOR ADVENTURE!!
>>
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Hi Gobble!

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Across the Refuge system the effects were almost instantly noticeable. While the madness Jor had infected the undead with did not extend beyond Spindles moon their mission was still a success by breaking the controlling force of the undead hordes.

Vessels crewed by the undead were suddenly cast adrift as their pilots lost the ability to guide the craft, feral undead struggling in the harnesses and restraints while the controls were forgotten. The collided with each other or began to plummet in the atmospheres of the various worlds or bounced wildly between the asteroids of the belt. Armada vessels and strikecraft quickly set to work in collecting or destroying the various vessels, the Think Tanks already eager about the amounts of scrap and biomass resources that just made themselves available.

On Scatters the undead hordes continued to threaten the fortified cities and outposts but they had lost their cohesion and ability to use most weaponry. The hordes began to disperse as those on the outer edges grew distracted or wandering off when scattered by an attack. Only the oldest of the ghouls retained a certain cunning that allowed them to wield melee weapons but many of them quickly escaped the battlefields to hide among the wilds.

Junkyard became the focus of the Armadas fleets, starships rounding up and corralling the vessels in orbit. Among the spacejunk the Armada forces found the piecemeal beginnings of an orbital construction pylon, undead dangling from harnesses in the cold vacuum with tools still clutched or surgically grafted to their hands. On Junkyard itself the undead disappeared into the scraplands where centuries worth of starships and trash had been dumped. A Necrolyte observing the situation stating that the undead would likely never be cleared from Junkyard until the junkfields and scraplands could be cleared completely.

The moons of Spindle were a flurry of Armada activity, one satellite in particular hosting a small fleet in its orbit with a field of debris forming from the hundreds of shuttles and strikecraft the fleet had shot down. Drop pods and carriers were already on the surface, Reconstructed and Necrolyte troops funneling into the caverns and tunnels to clash with the remaining feral undead.

Yet through it all, it finally appears that the crisis in Refuge is drawing to a close.
217 posts and 38 images submitted.
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>>1414014
Welcome back to Death Among the Stars Quest!

Pastebins: http://pastebin.com/u/ceronull
Make sure to follow my twitter where I announce the threads: https://twitter.com/CeroTheNull
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=death+among+the+stars
Ask.fm: http://ask.fm/DeathAmongTheStarsQuest

Stockpile:
>37,500,000B
>109,900,000M
(Holy shit)

(Biomass stat + structures) * 500 * dev score + modifiers = Biomass income total
(Metal stat + structures) * 400 * dev score + modifiers = Metal income total

Income:
>12,812,000B
>22,020,000M

Horizon's Drop
>60B (60 + 40) * 500 * (45 + 40) = 4,250,000B Daily
>60M (60 + 40) * 400 * (45 + 40) = 3,400,000M Daily
>45% Developed
Structures:
>Biomass Farms: 30B
>Mining Facilities: 40M
>Vampire Vine: 10B
Modifiers:
>4 Wormstar Fingers: +40D

The Bastion system

Rukor:
>80B (80 + 40) * 500 * (10 + 10) = 1,200,000B
>10M (No Mining Presence)
>10% Developed
Structures:
>Coral Farms: 30B
>Vampire Vine: 10B
Modifiers:
>1 Wormstar Finger: +10D

Bastion
>30B (30 + 40) * 500 * (15 + 20) = 1,225,000B
>90M (No mining presence) + 250,000M
>15% Developed by Armada
Structures:
>Volcanic Farms: 30B
>Solar Farms: 10B
Modifiers:
>Obsidianborn Tributes: +250,000M
>2 Wormstar Fingers: +20D

Protoplanet
>0B (0 + 10) * 500 * 75 = 375,000B
>70M (70 + 40) * 400 * 75 + 450K = 3,750,000M
>75% Developed
Structures:
>Mining Facilities: 40M
>Solar Farms: 10B
Modifiers:
>Asteroid Belt: +450,000M

Bastions sister moon
>0B (0 + 10) * 500 * 50 = 250,000B
>90M (90 + 40) * 400 * 50 = 2,600,000M
>50% Developed
Structures
>Mining Facitilites: 40M
>Solar Farms: 10B

Asteroid Belt: Gives 450K extra Metal to nearest planet (Protoplanet)
>>
>>1414040
Urdir System:

Rocky Planet(s) x3 (A lot of the Armada's mining efforts have become focused here)
>0B (0 + 10) * 500 * 50 * 3 = 750,000B
>50M (50 + 40) * 400 * 50 * 3 = 5,400,000M
>50% Developed
Structures:
>Mining Facilities: 40M
>Solar Farms: 10B

Ice planet
>70B (70 + 40) * 500 * 50 = 2,750,000B
>0M
>50% Developed
Structures:
>Biomass Farms: 30B
>Solar Farms: 10B

Andai System:

Clour
>15B (15 + 40) * 500 * (40 + 10) = 1,375,000B
>70M (70 + 40) * 400 * (40 + 10) = 2,200,000M
>40% Developed
Structures:
>Mining Facilities: 40M
>Biomass Farms: 30B
>Solar Farms: 10B
Modifiers:
>Space Elevator + Station 88: 10D

B'Nan System:

Kanda
>5B (5 + 10) * 500 * 85 = 637,500B
>90M (90 + 40) * 400 * 85 = 4,420,000
>85% Developed
Structures:
>Mining Facilities: 40M
>Solar Farms: 10B
>>
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>>1414049
Special Units:
>8 Voidknight Disciples
>Gral, Void Juggernaut
>2 Void Juggernauts
>1 Reconstructed Sunscale
>Illuminator Juggernaut
>500 Void Centurions

Troop Totals:
>900,000 Talons
>3000 Aquatic Talons
>500,000 Cyclops
>6000 Aquatic Cyclops
>750,000 Stingers
>2,000,000 Gargoyles
>500,000 Aquatic Gargoyles
>1,000,000 Flatbody Gargoyles
>700,000 Trolls
>300,000 Shock Trolls
>20,000 Arc Trolls
>50,000 Molten Trolls
>240,000 Looms
>Crit Crawls (Blister, Zapper, Chatter)
>400,000 Stalkers
>50,000 Lurkers
>240,00 Shadows
>600,000 Scourges
>500,000 Dirges
>120,000 Obsidian Dirges
>70,000 Requiems
>50,000 Brutes
>35,000 Crawlers
>10,000 Volcanic Crawler
>50,000 Drakes
>10,000 Devils
>100,000 Bone Cluster

Necrolyte Legion:
>1 Voidsinger Commander
>15 Officers
>20 Solar Arbiters
>70 Voidsingers
>30 Arcdancers
>13 Necromancers
>7,670 Legionnaires

Living Subjects:
>Necromancer Jor
>8 Necromancers
>6,250 Civilians
>650 Stonestar
>115 Tyrre Gladiators
>2 Epikor Elites (Gladiators)
>7 Ructu Elemental trainees

Armatocere Guests:
>6 Solar potentials
>3 Void potentials
>4 Arc potentials
>2 Necrotic potentials

Prisoners:
>Vle'Karak Ahkam Male Elder
>Dne'tec Ahkam Male
>Cve'jok Ahkam Juvenile
>21 Necrotic potentials
>20 Void potentials
>20 Solar potentials
>1,560 Osjiic Soldiers
>99 Sunscale Workers
>10 Sunscale Scouts
>10 Sunscale Divers
>10 Sunscale Warblood

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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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