Regime Quest 20

Note from QM: Sorry if there are typos or errors in this update, wasted a lot of time arguing about GoT episode.  Will fix ASAP if there are any.

 

Results from Previous round votes:

2 Vote: Plan Hammer on SV

1 Vote: Plan CCC on my blog

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Winning Plan:

[X] Plan Hammer

-[X] Write-in : Get the new minions in line. Owner and Builder and are in charge of them even though they aren’t personally strong (They’re my lieutenants! And their gifts are useful, see? Builder is transportation, while Owner is food and luxuries! And in large fights you’ll see that their gifts won’t be useless). Spar, start them on group sparring and the basics of working together.

-[X] Invite Ally into Posse: Smasher (Timeslot cost: 1; AP cost 3, refunds 3 on success)

-[X] Builder and Owner : Set up barracks of some sort for the warband.

-[X] Builder : Memorize Patterns (keep working on the transportation) [Timeslot cost 1]

-[X] Owner : Seek Information on Regime military operations by asking around (Timeslot cost: 1; AP cost 2, refunds 1 on success)

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Day 17 Log :

4 AP at start of day (3 at end of last day +1 for half night’s sleep)

-2 for Get the new Minions in line (2 AP)

Roll 5, +1 for borderline success success (3 AP)

-3 for Invite Smasher into Posse (0 AP)

Roll 1, +0 for failure (0 AP)

B&O: Build Barracks

Roll 9, success

Builder: Finish Bus Pattern,

Roll 1, failure

Owner: Ask about Regime Operations

Roll 6, success

End of day, 0 AP

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Train Minions to Obey B&O:

“This isn’t complicated,” I told them.

A line of surly faces greeted my statement, eyes carefully not rolling.

I’d lined them up against a vacant building, as part of my process of sorting out which of my seventeen recruits had which gifts.  It had been an excellent idea to hire at the yard, I hadn’t needed to kick any of them out for being blatantly unsuitable for the kind of thing we were doing.

Not that I would, actually, but even a Warlord who DIDN’T want her troops to suffer heavy attrition would have kept these ladies.  Fine gifts all around.

“They are weak, though,” said one of the braver ladies, up in the front row.  “Force rules the world, and they don’t have any.”

I walked carefully down the line to her position.

“Name?” I asked.

“Jumper,” she said.

“Jumper,” I said.  “Why do you think I’m not constantly challenge for my title?”

She shook her head mutely, not venturing an opinion.

“Am I that scary?” I asked.  “That fierce?  Nobody wants any, not in the whole Lair?”

Another front liner spoke up, a scarred girl with just one eye.

“You are the Warlord.  That means you are Hers.  Nobody wants any part of that.”

I did finger guns at her.

“Exactly,” I said.  “I am Hers, so your fear of Her transfers to me.”

I looked back to Jumper.

“They are mine, get it?  It’s the same thing.  You will obey them because you fear me, just as my peers recognize my right to gather you lot together, because I am doing Her will.”

“It’s like…” interjected the one who’d just spoken, “a mountain, and She is at the top, and then everyone else goes down along the line or something.”

I listened carefully as she rediscovered the concept of ‘hierarchy’, nodding along as she got to the end.

“Exactly,” I said.  “Like a mountain, which is incidentally what the last of my Posse will drop on you if you get smart with me.”

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Invite Smasher into Posse:

Frowning, I knocked again.

The last time I’d come here the younger sister had been prompt.  Useless, but prompt.  This time there was no one.

I sniffed the air, suddenly catching a scent I’d last noticed at Picker’s house, rich and iron.

I put a hand to the door, then thought better of it.  Satisfying as it might be to steal some aspect of its integrity, that would lead me with ‘locked’ or some such, and that could get me killed.

Instead of Ultra power I substituted common sense.  I walked along the wall, coming quickly to a window.  One elbow later and there was an opening.  Ultra toughness meant never having to worry about glass shards.

The room inside confirmed my fears.  Blood dripped from furniture, pooled in the moldy carpet.  The younger woman who’d greeted me at the door last time had been decapitated, her head nowhere to be seen.  A guy had had both his legs hacked off, he’d expired halfway under a couch.

I checked my immediate impulse, didn’t rush inside or call out.  This had happened last night if I was any judge.  It wasn’t likely that the assailant was still here, but it wasn’t impossible.

I moved down the wall, stopping at another window, then broke that one too, peering inside.  From here I could see the part of the room that had been parallel along the wall I’d been looking through last time.  No one seemed to be lying in wait.

This time I climbed inside, taking care to do so in one fluid motion, my senses aflame with notions of an executioner waiting beside the entry.

No one struck at me.  No one else was in the room.  Just two bodies and a terrifying amount of blood.

I paused a moment, looking down at one of the bodies.

I hadn’t been wrong from the window.  She’d been *hacked*, her neck cut clean through.  What the hell had done that?

My thoughts went to the Knight’s scythes, but that didn’t make a lot of sense.  They were bottom feeders, attacking Smasher’s crew wouldn’t gain them anything that I could see.

I moved to the interior door, careful not to make too much noise.  If anyone was waiting they would have heard my entry, shattering the glass had botched that, but there was no reason to let them know down to the second when I’d be coming through the door.

I reached out, took hold, and carefully twisted the knob.  I was ready to throw myself to the side at any moment if a blade came through.  I’d been caught out once by someone striking through a door, only my Ultra toughness had saved me.  The caution had been hard earned, and I wouldn’t put it aside now.

I thrust the door opened.  More blood, more horror.

Smasher lay crumpled in a pool of blood and booze, with a pair of forms slumped atop her.  Her eyes were wide and staring, and a broken sword jutted up out of her shoulder.

I looked to the left and right, making sure that the room was empty, before I moved in.  I had the sickening feeling that I knew who had done this.

Nothing about the assailants was terribly distinct.  They were a pair of middle aged men, fat around the middle, grotesquely twisted and broken by Smasher’s hands.  It was what they were carrying that gave the game away.

Swords.  Actual fucking swords.  Like the kind you’d find in a museum.  The kind that someone obsessed with old stories might give to their pawns when they sent them off to do murder.

Seemed like I wasn’t the only one preparing for the upcoming showdown.

I reached down to the broken blade, planning to pull it out.  I didn’t have any particular plan for what to do with it, but it seemed like it might have some interesting properties to blend away.

When I touched it Smasher came awake with a hoarse scream.

“Aaah!” she shouted, flailing the other arm.

Only the fact that she was awkwardly positioned kept me from having my torso wiped away by that aimless swipe.  I dropped down on my ass and kicked myself back across the room, skidding through the blood and booze.

Smasher’s wide eyes focused on me and she started to say something, before collapsing again, face down in the mess.

I saved the newest member of my posse before she could drown.

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Debrief:

“So Smasher is…” asked Owner, wringing my tee shirt out.

“She’s one of us,” I insisted.  “She just doesn’t know it yet.”

They nodded carefully, giving one another the ‘you say it’, eyes.

“It’s fine,” I insisted.  “It’ll be fine.  You should see what she did to the killers.  She’s the one.”

“She’s a mess,” said Builder, “right?  Like, we were already hesitating on her before, when it was just the addictions, now she has sword wounds?  Are you sure she’s going to be worth it?”

“This makes her better,” I insisted again, thinking of the end of my sentence even as I began it.  “The problem before was motivation, right?  Well, King Arthur and his crew just killed her sister and all her handlers.  She’ll be all set for revenge.”

“Ok,” said Owner, heading off Builder before she could press the point, “How are her wounds?  How long before she’s up and around?”

I twisted my lip, uncertain.

“A few days, at least,” I said.  “A lot depends on how her particular Ultra Toughness works.”

“We don’t have a huge amount of time,” said Builder.

She held up a hand as my eyes narrowed.

“I’m not trying to argue,” she said.  “I’m just saying that we might not be able to wait for her to heal naturally.”

“Enough about her,” I said.  “If need be I’ll seek out an Ultra Healer.  My gift may not help our kind, but there’s probably someone who can.  Or maybe she’ll recover on her own.”

They clearly had more to say, but I think that they could see that I was kind of at the end of my rope.  The day, these relentless days, had taken a lot out of me.

“Alright,” said Owner.  “Well, we have some good news there.  The barracks?  Totally awesome.”

I grinned.

“Nice to hear something went well.  What did you go with?”

Before she could answer I pushed ahead with my next line.

“Did you consider, like we talked about, a private security firm?” I asked.

“I tried,” said Owner, “But it seemed like I didn’t have enough money to rush that through, like there were a lot of permits that were needed or something.  It seemed like it might take weeks or months.”

She smiled apologetically.

“I’d been doing those readings you gave me, and there was an apartment out in the suburbs.  I figured since the real stuff shows up in my store, and the ‘stuff’ in an apartment place is, like, rooms…”

“I like it,” I said, looking to Builder.

“It went just like you are thinking,” she said.  “Owner said she spent a lot of her money, but she bought the whole complex, and as soon as she was renting it in her fake world the building changed over here, then I took over, really put the finishing touches on the place.”

I could *feel* the interesting things I could do with that, the implications, but I was fading fast.

“And the buses?” I asked.

Builder shook her head.

“Owner…”

“I wasn’t comfortable,” she interjected.  “Going out and talking to people.  I can’t fight, not like you can, and a lot of people really get mad that we charge for the stuff in my store.  I asked Builder to come with me.”

I couldn’t find it in myself to be mad.

“Ok,” I said.  “Tell me what you got.  Don’t worry about the trucks, we’ll try again some time.”

“Buses,” corrected Builder, looking perhaps a bit worried.

“Whatever,” I said.

“Well,” said Owner.  “Last time you found out that Burier’s team got hit by the Union, right?  Well, I followed up on that.  Apparently they didn’t have any cars or anything, they were actually hiking to Ar Harbor.”

“Just out in the open,” said Builder.  “Like, in a big line on the road or whatever.  So they had to camp out.”

“Sure,” I said.  “You can’t cover that kind of distance in a single day.  Not on foot.”

“This girl,” said Owner.  “She was there.  She swears up and down that the night they got hit there’d been some new girls in town.  Pretty ones, sigil chasers, you know?  Says they were there early in the night, but she doesn’t remember burying any.”

“Maybe they guided the strike?” I guessed.  “I’m not sure that’s actually a thing, like, I think the Union can hit people just fine without anyone on the ground.”

“It was just a thing that stuck with her,” said Owner.  “Anyway, I also got some stuff on the big battle in Ar Harbor, after they got blown up.”

“They got mobbed, right?” I said.

“Yeah,” she confirmed, but she swears up and down that the 40 Ultras that took them on had humans backing them up.  Some guys with guns, maybe a dozen or so, hanging out on the upper stories of the buildings.”

That was just great.

“Old guns?” I guessed.

“Yeah,” she said.  “One shot at a time.  Rifles, probably.”

“Anything else?” I asked.

“The tank,” she said.  “The flying tank?”

“What about it?”

“She said it looked totally bitching.”

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Day 18:

Days remaining: 13

AP available: (0 at end of day + 1 for 6 hours sleep) = 1/10

Prestige: 3

Timeslots available: 2, morning and afternoon

Builder Timeslot Available: afternoon

Owner Timeslot Available: afternoon

Smasher : No Timeslots Available, will auto attempt Recuperate until success or critical failure

Posse: 2 or 3 out of 3 slots filled, depending on what I do with Smasher

Force size: 0

Condition: Healthy

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

Posse:

Builder — 0/0/0, a woman who can alter objects for miles around into other things, blessed with a ‘Bulletproof’ blend

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

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

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

Grower – 0/*0/1, an outside Ultra I sponsored into the Lair, has a bullet blend from me, can rapidly increase the size and mass of objects

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

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

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

Ultra Enemies:

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

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

Ultra Acquaintances:

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

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

Faction Rankings:

Regime 7

KEM 8

Pantheon 2

Union 4

Resistance 9

Prevailer 3

Knights 3

[spoiler=Actions]

Actions:

[ ] Deal With Smasher (Timeslot cost: Varies, AP cost varies)

-[ ] Wait and see: (0 timeslot, 0 AP)

Motive: She may live, she may die.  We’ll make her comfortable and wait to see what develops.

-[ ] Kill her (0 timeslot, 1 AP)

Motive: Every Monster

-[ ] Seek Healer (2 timeslots, 3 AP, returns 2 on success)

Motive: I need her in my posse, and I’m not willing to change the natural healing process.

-[ ] Other? (Write in, I’ll answer)

 

[ ] 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 visiting Blisser (Timeslot cost: X (slots spent until AP reaches max), AP cost 0, returns 3 per time period. DANGER, this action may cause addiction)

-[ ]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 areas (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

 

[ ] Action: Direct the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful)

Motive: If I need to set my warband in motion, give them a project or whatever, it is as simple as telling them to jump.  My will is their command.

-[ ] Let [Posse Member] Supervise, takes up the Posse Member’s action, modifies success chance based on which Posse member it is, and which action

 

[ ] Action: Train the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful) [Requires a timeslot from the teacher, who should probably be an Ultra combatant]

Motive: Yard Ultras are fierce, but undisciplined.  They are warriors, not soldiers.  I can get better outcomes if I teach them some basics.

-[ ] In Ultra Combat (Gives bonuses on their battle rolls)

-[ ] In anti firearm maneuvers (Makes them suffer less casualties under fire)

-[ ] In obedience (makes them more likely to obey my orders)

 

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

 

KEM Actions:

[ ] Assign Assassination mission [Timeslot cost 1, AP cost 3, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]

 

Description: KEM are the only humans who fight back on a consistent, day to day basis.  We’ve come up together, they and I, and pointing them at my foes is only common sense.  If I give them a target, then I trust them to make a good faith effort to put that Ultra down.  Their odds of success, of course, vary wildly depending on how much info I can provide, and the gifts of the Ultra in question.

 

Resistance Actions:

[ ] Assign Information Gathering Mission [Timeslot cost 1, AP cost 2, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]

Description: The humans are the ocean in which the Ultras swim, the saying goes.  The Resistance’s capacity to gather information about Ultras is unsurpassed.  If I give them a target, then they will give me every bit of public information on the target, and often times a little bit more.  Ultras are people, after all.  I believe this with all my heart.  And people trust other people, even those that they ultimately shouldn’t.  I can assign as many targets as I wish, but the more I assign the less details I will probably get, and the longer it might take.

 

[ ] Debrief Information Gathering Mission [Timeslot cost 1, AP cost 0, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]

Description: The information that the Resistance gathers is worthless if I never regain it.  Using protocols I’ve worked out ahead of time, and my recent discovery of Snitcher’s habits, it should be possible for me to take the Resistance’s reports with minimal risk.  I expect I should give them a day or two for local targets, and possibly as much as four for targets in Ar Harbor or further afield.

Smasher Actions:

[ ] Recuperate [Timeslot cost All]

Description: Smasher hangs on the edge of death.  Her body and gift will try to knit her back together each day.

 

Owner Actions:

[ ] Acquire Funds [Timeslot cost 1]

Description: Owner takes action to get more and more valuable assets within our world, increasing her overall funding, hopefully permitting her gift’s actions to be swifter and larger in impact. (Requires Write In clarification on how to do this)

[ ] Change Company [ Timeslot cost 1]

Description: Owner presently runs a package store, located in downtown Washington.  She has, as near as I can estimate, a low six figures saved up.  With this action I can direct her to acquire licenses, expand locations, purchase other businesses, or perform similar deeds, all based around changing the operation and activities of her imaginary franchise. (Requires Write In clarification on how to do this)

[ ] Company Action [ Timeslot cost 2]

Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor.  Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I’ve been entertaining. [Requires Write In clarification on how to do this.  The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]

Builder Actions:

[ ] Repair Structure [Timeslot cost 1]

Description: Builder can repair most any structure any structure in just a few hours, spreading broken portions back into place and generating new matter as needed.

 

[ ] Construct Known Structure [ Timeslot cost 1]

 

Description: Builder can construct any easily described structure with the same ease that she repairs them.  Her present education limits this to extremely primitive structures, but that might well be changeable.

 

[ ] Construct Known Items [Timeslot cost 1]

 

Description: Builder’s gits aren’t limited to buildings.  If she can get a perfect understanding of an objects, and samples for every component, then she can form any items that I might desire.  The easiest way to accomplish this, of course, would be to provide her with a sample.

 

[ ] Memorize Patterns [ Timeslot cost 1]

 

Description: Builder’s gifts are heavily limited by her imperfect education.  The more patterns I can get her to learn, the more she can construct from any given material.  If I provide her with patterns or specimens I’m pretty sure she can memorize them and add them to her arsenal.

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8 thoughts on “Regime Quest 20

  1. Ouch. That business with Smasher – bad news. Really bad news.

    We need to recover.

    [Morning] Relax and recuperate – by patronizing entertainment areas. Take a bit of time to put the horror of that morning behind me.

    [Afternoon] Train the warband – in Obedience. Let’s deal with any lingering thoughts of rebellion quickly.

    Owner: Deal with Smasher – Have her imaginary Company provide imaginary medical benefits to its imaginary employees. Then sign up Smasher as a special consultant with undefined duties. This should get Smasher the equivalent of decent medical care – not quite Ultra-healing-gift level, but certainly well-equipped-doctor level. (Owner will need to build up her bank account again, but that will wait until tomorrow).

    Builder: Memorise busses. Let’s get this done at last.

    1. Owner is reasonably sure that ‘people’ aren’t duplicated in her imaginary world, and that she can’t send Ultras in as employees. She could get medicine to appear and such, if she can ultimately own a pharmacy or hospital, but she can’t directly heal/harm specific people.

  2. Oh, I wasn’t expecting Smasher to slip into Owner’s world, or for a doctor to slip into this world, or anything of the sort. I was expecting more along the lines of antiseptic bandages appearing around Smasher’s wounds, antibiotics appearing in her bloodstream, that sort of thing (probably all while no-one’s watching).

    But if that isn’t going to work, then I’ll have to rethink things a little.

    1. Yeah, the people aren’t one for one mirrored. You can get pills on a shelf, but not in a person, hope that’s a little clearer.

  3. OK. Plan CCC-B, then.

    We need to do something about Smasher. One way or another. We can’t leave her on the border between life and death, that wouldn’t be Right. Simply waiting and seeing is not morally defensible.

    I should either destroy her at once, or get her healed. If I get her healed… given what I know of her morals, and given that what she had has just been destroyed in front of her by an Ultra… I think it’ll be easy to turn her into a sort of a weapon. A way to Kill several Monsters that are particularly hard for KEM to target directly. Hey, she could even end up being a new KEM recruit… though I’ll have to be *extremely* careful about broaching *that* possibility, given Snitcher.

    I don’t have the Action Points to track down a healer for her myself, and it takes a full two timeslots to do so. My attempt to think of a way to get her healed within only a single timeslot led to an unworkable plan, and so I can only see one way to go forward here.

    [Owner & Builder]: Seek healer for Smasher. Between the two of them, that’s two timeslots, and this *is* rather urgent.

    As for myself:

    [Morning] Relax and recuperate – By using my gift to heal people. Right now, I couldn’t *care* what people would think. I need to do something to get the memory of what those people did to Smasher’s family out of my head.

    Though I will still do this while Snitcher is least likely to be watching.

    [Afternoon] Train warband, in Obedience. I still need to nip off any potential rebellion in the bud.

    1. I went and looked at the Suffiecient Velocity page and the Humane Plan is a much better plan than the one I put forward. I would therefore like to withdraw plan CCC-B and put my vote behind the Humane Plan instead.

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