Regime Quest 10

Results from Previous round votes:

Two Votes:

Plan Neville, on SV forum

One Vote:

Plan CCC (on my blog)

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Winning Plan:

[x] Respond to Knight Offer [0 AP, 0 time slots, gain 1 AP if I get rid of the bullet blend for Day 5 night’s sleep]

-[x] Let them live. Not punishing someone will allow me to continue investigating, and potentially find the actual responsible party. My relations with the Knights, and potentially Second Fist will also improve, and KEM will hear that I had the chance to kill people and declined it, which may keep them from getting antsy about our continuing lack of communication. On the other hand, the longer I don’t take revenge for this attack the greater the odds that I lose prestige over it, and I’ll still have to figure out a way to get rid of my bullet blend.

 

[x] Get rid of my bullet blend (Timeslot cost: varies; AP cost 0, refunds 0 on success, unavailable if I already got rid of the bullet blend as part of resolving the Knight affair above)

-[x] Give it to a weak Ultra from the outside, hopefully thereby generating a stronger Ultra who is likely to be loyal, two timeslots ************************************************************************************

Day 6 Log:

2 AP at start of day

+0 for 6 hour sleep (no benefit due to blend maintenance) (2 AP)

+0 for daylong activity, find and give Blend to Ultra recipient

Safety roll 6

Investigate roll 9

End of day, (2 AP).

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Dealing with Knights (yesterday evening):

“I will not waste my vengeance on daggers,” I told the Knight Commander.  “Nor dilute the suffering that the thieves of their scythes will experience.”

“Mercy?” she asked, faint surprise in her voice.

“Precision,” I responded, firmly.  “My attackers stole from these men.  They are their enemies.  I would be doing their work for them if I killed their victims, and I have no interest in serving those who seek me dead.”

“An admirable clarity of thought,” she answered, and I could hear the smile in her voice.  “I can see why She trusts you so.  I had worried that you might feel enmity towards our humble order, as so many who remember the old world do.  It seems my fears were misplaced.”

“Fear is never misplaced,” I told her.  “So long as it is ultimately of Her.  I am Her Warlord, the blade in Her hands.  Those who struck against your servants, who struck against me, will discover just what that means when I get my hands on them.”

“I would not envy their lot,” said the Knight Commander.  “I look forward to hearing of their fate.”

“You shouldn’t,” I tell her.

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Venture outside the city:

The Yard is a little more active than it was the last time I was here, but I still judged it safe enough to cross.

The spectators and those contesting alike fell back as I passed, whispers and murmurs passing through their number.

I broke off my stride for a moment, taking an abrupt step towards someone who sounded like she’d mentioned my recent wound.

She shrunk away from my gaze, eyes dropping towards the ground and hands raising up with palms out.  If I’d kept after her she might have dropped into the full Posture.

I resumed my path, satisfied that the fear was still there.  That woman wouldn’t easily overcome this moment.  She’d bitched out in front of everyone, it would sabotage every ounce of respect she might possibly attain.

And she’d known that would happen.  And she’d still backed down from me.  My time in the Yard had not been forgotten.

I moved on, the crowds parting and drifting back away, their gaze returning to the gates of the Lair.  No doubt some would follow me, but none dared to do so openly, and that’s all that really mattered.

Before long I was wandering the ruined byways of the halo of shantytowns which made up most of Shington.  I walked the streets that I’d terrorized months ago, marveling at what a change the simple passage of time had wrought in me.

I’d been an animal back then, desperate.  I’d known that only by gaining the center of the city could I pull this off, and I’d comported myself accordingly.  My name had rung out on the streets, as much a reference to the ancient appliance, a device which ruined solids and left them a sodden mess, as it was a simple verb.

Now I was the Warlord.  Now none but the bravest might step to me, backed as I was by the Lair’s authority, shrouded in Her shadow.  Now I could tread freely where before I had to have KEM do careful scouting.  It was a heady feeling.

It wasn’t hard to find the old rats, those contacts I’d made back when I lived here.  Not everyone in the Shington periphery had designs on the Lair.  The humans who served, the weaker Ultras who everyone knew would never be strong enough for the Lair, they had little to do but gossip.

It wasn’t hard to get their takes.  I stopped at a Company Facility, spoke to an old beggar whose migraines I’d healed back in the day.  I dropped by a dice game that I’d robbed back when I was on my way in, the stories mounted up.

By mid afternoon I was confident that I knew enough to make my choice.  There weren’t that many to whom my gift could make a real difference, and I was further restricting my interest to those with Ultra toughness, those who could survive my gift.  I narrowed the list down to 5.

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Prospects for Bullet Blend:

Grower, an independent Ultra trying to make a name for herself

Gift: She has Ultra toughness one, and she can rapidly increase the size and mass of objects

Pluses: By all accounts she is not an idiot.  She’s also been able to maintain decent relations with four of the six main gangs (The Dolls, the Tuesday Crew, Marjane and The Mob), so she’s at least somewhat of a people person.

Minuses: She sounds like the sort of person who has her own ambitions.  She might want to put conditions on signing up for my band or Posse, even after I give her the Blend.

 

Breaker, a ruffian Ultra who scraps daily in the yard

Gift: Her form is fractal, splitting easily apart into more and more versions of herself

Pluses: She is enthusiastically violent, and quite good at it.  Also she might be immortal?  I dunno if there is a limit on how many/small she can be.

Minuses: Her pluses are also minuses, and she’s also an alcoholic

 

Moaner, a leader in the Fail Snails

Gift: She is Ultra tough one, and can generate a noise speeds up friendlies and slows enemies

Pluses: The fact that she’s been able to keep a place of power in an Ultra gang rules out a lot of the more common failure modes, and obviously recruiting her would make it a lot easier to sweep the gang into my warband.

Minuses: The other gangs would likely see me as an enemy after this, and she has a rather bad reputation for mistreating humans.

 

Chomper, a brutal Ultra who preys upon her own kind, and who doesn’t seem to be trying to gain entry into the Lair.

Gift: She is Ultra strong one, Ultra tough one, and can reduce her enemies Ultra toughness

Pluses: She has a Tally that approaches mine, and seems to share my feeling that our kind need to be wiped out.

Minuses: She also kills ordinary people.  Really, she seems to pretty much kill whoever pisses her off on any given day.

 

Chaser: One of the rare Knight Ultras

Gift: She is Ultra tough one, and she can match the speed of the fastest thing in her vicinity

Pluses: She is a Knight, working with her would help build my rapport with them

Minuses: Same as the pluses

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Day 7:

Days remaining: 24

AP available: (2 end of last day + 1 for half night’s sleep) = 3/10

Prestige: 3 (word of injury may reduce this if I don’t take public vengeance soon)

Timeslots available: 2 (morning, afternoon) + special action for choosing Bullet Blend recipient

Posse: 0 out of 3 slots filled

Force size: 0

Condition: Healthy

 

(Ultra format: Role, Ultra Strength/Speed/Toughness, other gift description)

Ultra Allies:

Maker- Friend, and protégé of Snitcher, 0/0/1, can summon the spirit of things

Clawer – Ultra fighter 2/0/1, melee combatant, deadly hooks for hands

Stopper – partner of Clawer, 0/0/0, steals form’s velocity by looking at them

Sticker – Did dentistry for her brother, 0/0/2, Creates slime, can choose its stickiness

Ultra Enemies:

Masher- Enemy, and fellow protégé of Subtracter, 3*/0/3*, trades off strength and durability as she moves or stays still

Ultra Acquaintances:

Owner – housemate, 0/0/1 operates an imaginary firm, with real effects on the world,

Picker – First Fist protégé, 0/1/0, ‘selects the outcome of things’

Tracker – Running buddy, 1/0/1, Creates tracks, and can move things on them

Shower – Adder’s protégé, 1*/0/1*, gains strength and durability from witnesses

Echoer – Singer I am a fan of, 1/1/1, can duplicate any action that she sees

Bubbler – Operates Ultra clinic 0/0/?, traps things in bubbles that heal and move them

Sucker — Ultra entertainer, ?/?/?, pulls objects/people towards her at incredible rate

 Gunner — 0/0/1, she shoots tracking Ultra Blasts at roughly Ultra Strength One

Chiller —  1/0/1, can freeze any object she touches, leaving them brittle and easily broken

 Cutter —  1/1/1, she is a brutal front line combatant

Joker —  0/2/0, a woman who can change what other people/herself look like

Smasher —  3/0/1, a woman who is billed as the strongest Ultra fighter of all time

Swimmer —  1/0/1, she can ‘swim’ through solid surfaces

Burner —  0/0/1, she can summon Ultra fire from anywhere that she can see

Maxxer —  0/0/0, she can augment the gifts of other Ultras, pushing their gifts

Puncher —  1/0/1, her strength and speed both go up when she repeats her movements

Replayer —  1/2/0, she can ‘step back in time’ to undo damage that she takes

Builder —  0/0/0, a woman who can alter objects for miles around into other things

 

Faction Rankings:

Regime 7

KEM 8

Pantheon 2

Union 4

Resistance 9

Prevailer 3

Knights 3

 

Actions:  

[ ] Give the Bullet Blend to: (Timeslot cost: 0, AP cost 0, refunds 0 on success, auto succeed)

-[ ] [Name, must be one of those discussed above]

 [ ] Investigate attack on me (Timeslot cost: 1; AP cost 2, refunds 1 on success)

-[ ] By asking bystanders

Motives: The fake Knights came from somewhere, perhaps I can find someone who saw them don their disguises

Concerns: None

-[ ] By asking Blisser

Motives: She might well have seen who took the Knight’s scythes

Concerns: None

-[ ] Other (indicate specifics)

 

[ ] Contact Knights (Timeslot cost: 1, AP cost 2, returns 1 on success)

Motive: My recent actions have opened up the possibility of collaboration with the Knights of Purity.  Their assistance could be valuable, insofar as they don’t count towards the Regime’s ridiculous rule against outnumbering our enemies, and I might be able to acquire some of their blessed equipment if I play my cards right.

Concerns: I don’t know if I really want to be associating with such a group.  KEM wouldn’t mind, but the Resistance would pull away from me, and I might end up coming into contact with Second Fist or their sponsored Ultras.  It is likely that anything they might want from me would be rather evil.

 

[ ] Seek Transportation

-[ ] Scavenge (Timeslot cost: 2; AP cost 4, refunds 3 on success)

Motive: My current transportation sufficed for me in my troubleshooter role, but I will likely require a larger vehicle, or several vehicles, in order to bring everyone to Ar Harbor. I can seek to find something in the suburbs and surrounding towns.

Concerns: Leaving Shington could be dangerous, and I am far from guaranteed to find a bus or truck suitable to my needs, as the area has already been heavily scavenged.

-[ ] Trade with existing owners (Timeslot cost: 1; AP cost 2, refunds 1 on success)

Motive: As above, but instead of fixing up ruined vehicles I’ll negotiate to get them from their current owners.

Concerns: Snitcher may disapprove of a warlord being civil

-[ ] Seize by force (Timeslot cost: 2; AP cost 4, refunds 3 on success)

Motive: As above, but instead of asking my contacts for vehicles I’ll just take what I want. My role as warlord and my Tally should minimize resistance

Concerns: People like their vehicles, and won’t like the one who takes them. I will make enemies.

-[ ] Seek Transportation [Adder + Company] (Timeslot cost: 1; AP cost 2, refunds 1 on success)

Motive: As above, but Adder can use his gift to make something for my purposes, and the Company can duplicate it and make it permanent.

Concerns: Adder and I are not close, he may decline to aid me, owing to his rivalry with my sponsor, Subtracter.

 

[ ] Seek Target Information

-[ ] Company (Timeslot cost: 1; AP cost 2, refunds 1 on success)

Motive: The Company logs every Ultra they create. Their Ar Harbor records would be useful information

Concerns: Ultras migrate and conceal their gifts, this information would be incomplete

-[ ] Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)

Motive: Subtracter is the military leader of the Regime, she will have information on this target

Concerns: Subtracter is stupid and violent, I don’t like to be around her

-[ ] Survivors (Timeslot cost:1; AP cost 2, refunds 1 on success)

Motive: There have been 2 other attempts at Ar Harbor. I can seek out and question survivors in the outer city.

Concerns: I may be unable to find any survivors, and I may be misled by liars.

 

[ ] Seek Posse Members

-[ ] wander & gossip, (Timeslot cost: 1; AP cost 1, refunds 1 on success)

Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 1-6 of them in a few hours of socializing and gossiping, opening up in depth investigation options on them and adding them to my list of acquaintances.

Concerns: None

-[ ] At Ultra Fights, (Timeslot cost: 1; AP cost 1, refunds 1 on success)

Constraint: Only available in the afternoon or night on days divisible by 4 (day 4, 8, etc)

Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 3-12 of them in a few hours of socializing and gossiping at this kind of event.

Concerns: Ultras associated with the Fights are more likely than most to be melee combatants.

 

[ ] Seek Warband Members

-[ ] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)

Motive: The Lair is surrounded by hundreds of Regime Ultras.  The strongest come to the Yard to show their power and appeal to those like me, who would give them purpose.  I should be able to gather between 5 and 20 Ultras of such caliber.

Concerns: I will need to provide housing and direction to these Ultras, or risk them wandering off.  I can expect to spend at least an action a day on them, and training them might well eat up more.  Ideally a Posse member will be tasked with this.

-[ ] [Gang name] From a Gang, (Timeslot cost: 2; AP cost 5, refunds 3 on success)

Motive: The Ultras that surround Shington are organized into Gangs dozens strong.  If I can recruit such a force I might have my whole Warband right there.

Concerns: These Ultras likely already have patrons in the Lair, who I would need to negotiate with.  Their leader would also likely want a place in my Posse, and she would be the primary locus of their loyalty until I’d had time to win them over.

 

 

[ ] Investigate Acquaintance:

-[ ] [Name], (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)

Motive: I can spend some serious one on one time with an Ultra I’ve chosen, evaluating the capability of their gift, the alignment of their values with mine, and their basic ccompetence. If all checks out, I might move them into my Ultra Allies column.

Concerns: None

 

[ ] Invite Ally into Posse:

-[ ] [Name], (Timeslot cost: 1; AP cost 3, refunds 3 on success)

Motive: If I want to bring an ally into my posse, get them to take actions on my behalf and rise or fall with me, this is the way to do it. I will only take this action on those I’ve already made allies, and once this has been taken it is difficult to undo.

Concerns: Posse members are most of the way into my circle of trust, and will operate on my behalf, representing me to stranger. A mistake here would be dangerous and damaging. I should be careful before taking this step, potentially investigating a prospect several times.

 

[ ] Seek Information on Snitcher’s patterns

-[ ] Passive listening (Timeslot cost: 1; AP cost 1, refunds 1 on success)

Motive: Snitcher can ride my senses at any moment, and bring Her along. If I am ever to contact my KEM allies, my resistance allies, or show any kindness or weakness whatsoever, I need to understand when this is likely to take place. Gossip can hint at this, particularly if I carefully steer conversations. This action would be mostly undetectable, even if he was riding me when I took it.

Concerns: None

-[ ] Active interrogation of Snitches (Timeslot cost: 1; AP cost 3, refunds 2 on success)

Motive: As above, but rather than listen for random gossip I will seek out other linked individuals and directly ask them how often he rides their senses, and what actions he has reacted to in the past.

Concerns: More likely Snitcher notices this, unknown consequences of that.

-[ ] Confront Snitcher Directly (Timeslot cost:1; AP cost 4, refunds 3 on success)

Motive: As above, but take the simplest possible route. Go to Snitcher and ask him for the deal.

Concerns: I am sponsored by Subtracter, not Snitcher, he may not wish to aid me. He may demand favors or other services in exchange for the information.

 

[ ] Seek Information on Regime military operations

-[ ] Ask Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)

Motive: My life depends on doing this right. I need to get a basic understanding of what She is expecting from my attack on Ar Harbor. Do I need to seize the Company Facility? Kill all the enemies? Are there any constraints on how I go about it? Subtracter is the leader of the Regime’s military, and my sponsor, she will know these answers.

Concerns: Subtracter is stupid and brutal, and she killed my neighbors, I hate spending time with her.

-[ ] Ask Around (Timeslot cost: 1; AP cost 2, refunds 1 on success)

Motive: As above, but ask survivors of previous missions instead of my evil boss.

Concerns: My predecessors may not have told them everything, their views of their missions may omit certain command level details that I need to worry about.

 

[ ] Relax and Recuperate

-[ ]By lounging around, (Timeslot cost: 1, AP cost 0, refunds 1 on success)

Motive: I could do with some rest.

Concerns: None

-[ ]By patronizing entertainment ares (Timeslot cost: 1, AP cost 1, refunds 3 on success)

Motive: I could do with some rest, and I might learn some things by socializing

Concerns: None

-[ ]By using my gift to repair the city (Timeslot cost: 1, AP cost 2, refunds 5 on success)

Motive: It needs to be done.

Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk

-[ ]By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)

Motive: This is why I have my gift.

Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk

 

[ ] Organize Armory [Timeslot cost: 1, AP cost 2, returns 2 on success)

Motive: I carry, in my backpack and on my person, various items to blend with if the need arises. I am overdue to look through my setup and take an inventory, once that is done I could seek out new objects if I am missing anything useful.

Concerns: None

 

[ ] Seek new residence [ Timeslot cost: 3, returns 1 if successful ]

Motive: I could get a lot more done if I got a full night’s sleep

Concerns: Owner and I have guarded one another’s rest for a long time. I wouldn’t necessarily be able to trust a new person to the same extent.

 

KEM Actions: (Sealed until I figure out how to deal with Snitcher’s surveillance, or resolve to defy him)

Resistance Actions: (Sealed until I figure out how to deal with Snitcher’s surveillance, or resolve to defy him)

 

[ ] Action: Other (Timeslot cost: x, returns x if successful)

Motive [Write in]

Concerns: [Write in]

 

One thought on “Regime Quest 10

  1. – Give the bullet blend to:

    –Chaser. Her speed-matching ability will be dramatically improved by a blend which makes her *even faster* – now, instead of merely matching the speed of anything in her vicinity, she can outrun anything in her vicinity. This gives her unparalleled control over the flow of a battle – if she’s alert, she can dodge and avoid any fists or bullets that it’s physically possible to dodge, and outrun any explosion or area attack. She won’t be *completely* invulnerable, and there are still ways to mess her up, but someone trying to attack her would have to really *work* at it.

    – Investigate attack on me, by asking Blisser. I can’t let this slide. I need to figure out what’s what in fairly short order.

    – Investigate acquaintance, Owner. Getting her in my posse should also solve the transportation problem.

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