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Full Version: The Nomad Vagrants — Trials
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While the gathering of information, the watching and learning of battles or even the participation in those, are the constant byproduct of the existance and motivation of a Vagrant, there is the aspect of using the adapted skills to show progress was made. Like most humans do, the Vagrants aspire for transcendence as well. Better than humans, they can achieve transcendence. The Vagrants learn and show their progress by absolving the Trials of Evolution. Depending on the warform, a Vagrant has to absolve one or more trials next to the necessity of gathering enough experience to evolve.



This is the Vagrant Evolution System. Each character upon creation needs to make up their mind about which of the two set paths to take. To progress, the character needs to observe battles between humans, other Nomads and humans, other Vagrants and humans, or participate themselves. Additionally, each ship tier necessitates the completion of certain trials, which are preset tasks whose purpose is to ascertain a healthy mix between PvE, PvP and RP.




Trial of Bravery


Balance must be created. The Light wishes the Voidrunners to create it. Force it. Head out to the Void of Creation and listen to the songs of the Brethren of Light. They will share their knowledge about the Darklings and where you can find them. The Light shall purge the Darkness. All of it. The Voidrunners will prove their value under the watch of an Elder Vagrant.
Rabisu Trial

Go to Lichtenfelde Complex and take any Destroy Ships-mission - the spawned NPCs have to be rank 19 or higher, so they are a challenge. Do the mission. For this trial, you need one Elder Vagrant to watch and you can take one other Labraid or Morph Vagrant with you. If you complete the mission successfully, the other partaking Vagrant complete the trial along with you.


Trial of Exploration


Knowledge is power. The more knowledge every Vagrant has, the more powerful it is. The Light demands the exploration of our hunting grounds. All of them. We need to feel the environment. We need to use it to our advantage.
Rabisu Trial

Map the Omicron and Omega systems, as well as Tau-37.


Trial of Power


The husks of Darkness, we can't bear their presence in our hunting ground. These are our voids, and not even their most durable husks will spare them our anger. The Light will purge them. The Void Archons will terminate them.
Adad Trial

Destroy a Human Battleship. You can do this Trial together with other nomads, but we expect a blue message that shows your Adad got the kill confirmation.
(Tip: Do it when no NPCs spawn, as they will nonstop fire at enemy battleships and thus nullify the blue message.)


Trial of Hate


The Darkness enters our voids. The Light will create balance by entering their voids as well. We demand any Void Archon to visit the world of the Darklings of Twilight and purge one of their bigger husks. We demand any Void Archon to visit the Horrible Shell of Darkness in the Horrible Void and purge one of the Darklings of Cruelty's bigger husks. We demand any Void Archon to visit the Angry Shell of Darkness in the Angry Void and purge one of the Banishers' bigger husks. Share the songs of their pain with the Light.
Adad Trial

Take your Adad to Planet Gammu and wait for a Gammu AI Cruiser NPC to spawn. Kill it.
Take your Adad to Planet Crete and wait for a Corsair Cruiser to spawn. Kill it.
Take your Adad to Taba Starbase and wait for an Order Gunboat NPC to spawn. Kill it.
You will need to make screenshots of their death animation for proof.


Trial of Speech


The Advisors of the Light are wise and untouchable, yet the Light wishes for every Vagrant to aspire transcendence. The young lights are able to survive, but they are able to gain wisdom, become intelligent, become clever. The Light demands the Void Archons to share their point of view, as many eyes can see more and many minds can think more.
Adad Trial

Post the opinion of your individual Adad nomad on the latest topics into the Confluence. Don’t post on outdated topics. You can, however, if there are new topics to talk about, post about them. Let your own experience flow into the Confluence. In that case, base your topic on a post from you in the Wanderer's Directives.


Trial of Patience


The Light learned to be patient in the Abyss. We benefited from it. We shall not forget this. The Mindnode will enter the Birthchamber in the Void of Creation, will collect the Essence of Light and remain inside the chamber for long enough to rest the mind and feel the aura of what the Great Creators left behind. Young ones will be with the Mindnode and ensure security and observation.
Nammu/Siris Trial

Stay inside the Azurite Generator in the Void of Creation for one consecutive hour. If you leave the cavern before the time is up, you fail the Trial. This Trial requires an Elder Vagrant to watch over you, however, you can have as many Vagrants tagging along with you as you wish. During that time, you will have to fill your Nammu’s Cargo with Azurite Gas by shooting the glowing balls inside the Azurite Generator.


Trial of Infection


Our war against the Darkness is not one-dimensional. The Light will use whatever means possible to purge the Darkness. Thus, the Light will spread the Seeds of Light within the Darkness, making the Darklings fighting each other. We will control them. We will humiliate them. We will purge them. Our hatred for the Darkness is unlimited, and so is our creativity in punishing it.
Nammu Trial

While the first returned Vagrants were carrying a minor amount of seeds with them, the Nammu is capable of creating new seeds: Incubi. Look out for darklings you could possibly infect. And then do it. You can watch an example of how-to-infect here. If you don’t want to do it ingame, you can alternatively do it via forum, in form of a Story thread. It is up to you if you want to infect a player or just infect a character you play yourself or just a character that doesn’t exist ingame. If you wish to infect a player, you will ensure this player is made aware of the new role and what responsibilities an infection brings. You can’t force someone to an infection, as that would be powergaming, so you will need to make an ooRP-agreement and document that via screenshot or something similar. An example on how the guidance can look like can be found here.

If you choose to infect a non-existant character or another character played by yourself, we wish to read a detailed story about how it happened. The advantage here is simple: You are not depending on other players and you can regulate it all by yourself.


Trial of Manipulation


We are superior to the Darkness, and there is unity in the Light. The Darkness however is not united. The Light will abuse this weakness and cause the Darkness to fight itself.
Nammu Trial

If you don’t wish to infect someone, you still can try to manipulate them. Your nomad power allows you to use visions on human minds, and the receiving player can decide if they follow those visions and attack some else instead of you. It’s something where you just have to try and error, but never push it so far that you powergame someone. Try to be gentle with the players behind the characters.

Another option to complete this trial is to play your cards in a way that causes two groups to fight each other. Use the darklings as your tools. Lure an Order pilot away from the Freeport and make him follow you to a Core base, where a Core pilot will take care of the Order pilot. However, be creative here.


Trial of Knowledge


Knowledge is the key of evolution. New mindnodes will submit to this trial and show their understanding. The Advisors will witness, they will question and they will evaluate.
Nammu Trial

This trial will show us you are aware of the Vagrant nomenclature. The elder Vagrants will question you about the nomenclature and you will give us the correct answers. Nothing more, nothing less.


Trial of Superiority


Ascended to a Purifier, the Vagrant needs to be able to get used to its newfound prowess. Endure the Darklings and accomplish the other Trials necessary to ascend to the highest of warforms.
Irra/Siris Trial

Accumulate 100 hours of activity on your Nomad character. This time must have been spent primarily in the roleplay environment and not in Conn.


Trial of Creation


With newfound powers, the Vagrant must seek a way to persuade smaller Lights to join them in their fight.
Irra Trial

Recruit someone for the Nomad Vagrant player faction.


Trial of Terror


The Darkness is pathetic, and the Light is required to remind them of it. The Light demands an example of our rage. We will find their Shells of Darkness and we will purge them. We will show no mercy.
Irra/Siris Trial

Initiate a siege on a human Player owned Base. Partake in that siege and fight the defending parties. You don’t need to destroy the PoB, though. We just wish to give some pressure. Alternatively, you can create an official faction event where you partake with your Irra. Sieging PoBs is easier, though.


Trial of Specialisation


The Darklings are predicable. They follow patterns we can analyze. They follow patterns we can absure to fight them. The Light demands the gathering of knowledge on the Tribes of Darkness. Observe. Fight. Analyze. Share. Prevail.
Irra Trial

Write a dossier on your Vagrant’s opinion on an official faction of your choice. Gather information about it, as much as possible. Find out about their bases, their ships, their numbers, their territories, their enemies, their allies, their trade partners and what color their underwear is.