WF Island Women's Penitentiary Week 2-3 10/1/2081-10/13/2081
In reply to Yanna Raptis (msg # 2):
Comments Below (this color):
Information Requests or Orders to NPCs
Dr. Magnus
--Does she have doses of serum prepared or just the formulas to make them.
Dr. Magnus has 7 doses of the "leader" serum made and 3 doses of the modifier.
--Does she have the formula for the standard super soldier serum? I will also check the medical database I dl'ed from her slug and see if that data is on it.
Dr. Magnus knows allot about the standard super soldier serum and "may" be able to eventually recreate it. Her medical data base contains some information on it but not the full formula.
--Other than the fertilized eggs and the Serum, what other testing were they doing. What type of genetic testing was done to the fertilized eggs.
They were doing general genetic testing. Specifically of those that showed exemplary natural mental, and social capabilities while possessing an above average physical capability (above average would be multiple corporeal traits d8 or higher, and none that are below 1d6). Beyond that they were their was extensive testing on individuals who showed a predilection for accessing the supernatural. Everyone of their patience in the mental ward had some kind of super natural ability. In the case of all but 1 this supernatural ability was limited to a small "knack". The patient "0096" is a mentally ill female psycher. The patient is delusional, and has obsessive compulsive tendencies.
The eggs themselves are designed to have a proclivity for enhanced mental and social abilities, and to be an updated female sex based upon Sybil Rose Develin's specification. A race of women that do not need men to procreate. Note: Sybil Rose hated men with a passion.
--Can she check to see if the blast of radiation sent out by the ghost rock bomb damaged or changed the fertilized eggs.
She has done what checking she can. They are sealed underground, and shielded. While she cannot be 100% sure that the ghost rock bombs had no effect (since the full extent of that power has never been fully measured) she has observed not abnormalities.
--Begin programming a loyalty personality chip for the old Captain. (what steps would we need to do this, a basic expert system with a chip reader??
She would need to place a basic expert system with a chip reader. If she has the AI power she can also put in a monitoring AI (like cyborgs). Then she would need to program a personality. Since this chip is not an "occult" chip like the one the warden had it will not provide skills (but these can be provided by skill chips). Only the skills the Captain has will be inherent.
Rosalind/Laquisha/Collette
--There thoughts on the governmental structure (maybe a persuasion/leadership roll for each of them)
They all think it is a little weird since none of them are converts. They are willing to go along with it grudgingly but you have doubts at how well they will sell it. You think you'll need to convert them in order for them to be fully on board. This would would require persuasion and leadership rolls. If you take Profession: Theologian (maybe as a result of you putting together you own theology) then you can roll this using your Mein die type.
--There interest in possibly becoming Acolytes and taking the path of the clergy over the lay (not trying to force them, just making sure they understand the government structure and giving them the choice to consider.
With the possible acceptation of Colette Emmanuel (Dixie Legion) none of them have a significant aptitude for technology. Colette know plenty about explosives and drug manufacturing. Each them have the ability to learn but with the possible acceptation of Colette none have the aptitude to be truly "good" at it.
All that said they desire power and are willing to give it a try. However, most you feel would probably make better lay leaders. However, some might try to undermine you in the future unless you can convince them otherwise.
--If they choose to stay in the Layman ranks as Primus', then do they have thoughts on a) their Cohorts, b) what they feel they are best at doing. ie, farming, scavenging, manufacturing, etc. I want to get an idea what they and their people may want to pursue.
Each of them have the ability to be muscle. Each of them have skills suitable for multiple things including agriculture (mostly growing drugs...but that can be adapted).
Your independent assessment is that,
Dixie Legion knows more than a little but less than allot about demolitions, drug manufacture (meth, and pott), and many of them know something about car mechanics. They are OK melee and but excellent ranged fighters.
Peoples Nation are well rounded when it comes to useful practical skills but are not really master of any. They can use firearms but are probably the best melee fighters.
La LL has become prettying good tailoring, but they are also at drug manufacturing. They are probably better at agriculture than the others. While some of them also know something about car mechanics many of them claim to be the fastest drivers on the road. They are pretty balanced when it comes to melee and firearms.
Primus Gail (Sgt/Cpt)
--I need to get a feel for how the guards are adjusting through the first couple of weeks.
Everyone is on edge. She is putting everyone into a buddy system to head off suicide attempts. She is trying to keep the peace between them and the former inmates. Lastly, she is working to prevent any of them getting addicted to drugs while allowing enough use to prevent mental breakdown. Note: Depression is common among the populace at large but since you asked specifically about the guards I gave it to you here. Gail is being more proactive then most others.
--Any specialized skills among the guards, piloting/driving skills, special weapons, anything out of the ordinary?
It is safe to assume that the guards know how to use pistol, rifle, and shotgun. About half can also use an SMG. They range form poor to OK brawlers. About half the guards can pilot small water craft (this would include the speed boats, and the fishing boats but not the large craft). Three of them also know how to pilot helicopters.
One of the guards is an armature radio jockey. They know how to use and repair the equipment. They even know how to build very simple radios given electronic components.
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Interviews for Acolytes (If one of the old gang leaders wants to try, then add them to the list)
Dr. Magnus
Willing to learn. Very likely capable.
Shiraki
Willing to learn. Very likely capable.
Mollee
Willing to learn. Likely capable.
Sidekicks
Danielle
Note: I strongly recommend you make some of your acolytes sidekicks as otherwise they require you to spend your bounty to advance.
Question: If I sidekick someone, do they ALWAYS go on adventures with me? Or, can they stay behind when needed (and still get their bounty)
They can stay behind when needed. They get reduced bounty but still get some.
Still working on some thoughts on spending bounty and such. plus will complete sidekicks and such once I get your answer.
Also, other than shield, any specific power you think makes sense. And, can you do a comparison build on a VTOL and a Blimp using the junker powers. Trying to get an idea of how they compare when it comes to speed and carrying capacity and also their build costs (TNs and components and such)
I'll do this but it will take a little more time than I have at this specific moment. Maybe in the next day or two.
This message was last edited by the GM at 04:43, Mon 15 Feb 2021.