Results from Previous round votes:
3 Votes: Plan Humage on SV
[X] Humane plan
-[X] Rest and Recuperate : By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)
-[X] Deal With Smasher : Write-in : Search for Blend that could heal its user (self-repairing toys exist, as do malleable toys that snap/ooze back into place after being damaged, or even objects that are simply immortal) (Timeslot cost: 1, AP cost ???)
-[X] Action: Direct the Warband : Help me look for this stuff ! (Timeslot cost 0, AP cost 1, returns 1 if successful
-[X] Owner action : Improve building to make it more comfortable and secure, and start renting it in the other world as an additional income stream [Timeslot cost ???]
-[X] Builder Action : keep working on those bus patterns ! [ Timeslot cost 1]
Day 18 Log :
1 AP at start of day (0 at end of last day +1 for half night’s sleep)
-1 for heal people (0 AP)
Roll 6, +5 for success (5 AP)
-2 for find healer for Smasher (3 AP)
Roll 2, +0 for failure (3 AP)
-1 for Get Warband to Help (2 AP)
Roll 7, success (3 AP)
Owner: Improve building + start renting in other world
Roll 3, progress
Builder: Finish Bus Pattern,
Roll 10, Success
End of day, 3 AP
Heal the Sick & Injured:
I tried my best to keep the disdainful smirk on my face as my gift knit the man’s leg back together.
It wasn’t easy. I’d always derived a deep, personal joy out of using my gift to help people. This was what the Ultras could have, should have been. Selective breaches of the laws of physics to undue the worst parts of an uncaring world.
“You belong to Her,” I told him. “Your flesh, your soul. Make sure to take better care of Her property, going forward.”
He groveled appropriately, which was something of a relief. Much more dangerous would have been thanking me profusely, which happened a fair bit.
I tried to put Snitcher out of mind as I worked. I’d chosen a morning, I was doing my very best ‘evil Ultra’ impression, I’d done all I could. The die was cast. If he had a problem with this then I’d just have to deal with the consequences.
I didn’t really have time to mess around, anymore. My schedule was getting exceptionally tight, and I had to make sure that everything was in place. I decided to do a quick mental once over, working on what I’d already done, what I still had yet to do.
Most importantly, I’d gathered a Posse. If I could find a healer for Smasher we’d be looking at two combatants, both of us, if I flattered myself, first rate.
We could fight two on four, if we had to, but another possibility kind of suggested itself to me, now that I thought about it.
If there were only two of us, then only two of them had to make it to the confrontation. It would probably be ok to have KEM take one or two of them out.
Aside from the posse, I’d also started gathering my warband, thought that had a bit more to go. I was about a third of the way there, however, and our quality was fairly high. The Yard had been an excellent choice for recruits.
King Arthur’s forces apparently had roughly fifty lesser Ultras, but now that I’d read the report on him it seemed like a lot of those were probably humans augmented by his gifts. The actual core of Ultras might well be a lower number.
The guy I was helping got up, moved out. I gestured at the woman who was managing this impromptu operation to help in the next person. She’d been doing a fine job so far, which was another thing that didn’t always happen. I’d once had a mob form when I started promising free healing.
It wasn’t a fond memory.
My Posse might be excellent hand to hand fighters, and I could probably rely on them in the scrum, but there were still a few complications to get around. The last team had been attacked in transit by a Union drone strike, and it sounded like they had a number of guns in Ar Harbor. Maybe I could do some training, get them better at taking cover, have Builder make some kind of armor?
As far as the Union strike went, I’d have to be as careful as I could not to let something similar happen to us. I was already going to be using trucks instead of walking overland, was there anything else I could do? If Builder was making trucks, would it help to have a truly ridiculous number of them? Could I armor them? Worth thinking about.
This was all ignoring the elephant in the room, however. Smasher had been attacked, quite possibly by the Knights of the Round. If that was the case, then they were keeping an eye on me, and my attack would be actively defended against. My odds of success went way down if I wasn’t the only one preparing.
I wasn’t sure what I could do to stop them from interfering, of course, it would have to depend on how they were watching me. In all probability they had agents in the city who were observing me, but I didn’t immediately see a way to figure out who they might be.
The next civilian shuffled in, knuckling her forehead and trying to hold back tears of pain. I put thoughts of the future aside as I beckoned her over. The present deserved my full attention.
Find Healer for Smasher:
“This was all of them?” I asked.
The dark haired woman, Jumper, nodded solemnly. “All we know about,” she said. “Or at least all the ones outside the Lair, that would come when we called.”
I cracked the door, peeking into the half ruined room.
“There are two people in there.”
She had the grace to look a little embarrassed.
“It’s a hard ask,” she said, “And a lot of people didn’t really understand that we are with you yet. We might have got a few more if we’d had one of your posse members.”
“They were busy,” I snapped.
“Between these and the ones you found in the Lair,” she pressed, “I hope we got what you were looking for.”
It was my turn to be a little embarrassed. My own efforts had been entirely unfruitful. People hadn’t seemed to even really understand what I was asking for. A few had begun, haltingly, to describe a ‘weird Ultra’, who they’d heard ‘used her gift on hurt people’. I’d stopped them when it became clear I was getting a telephone game version of my own description.
“What am I getting here?” I asked. “As far as their gifts go?”
“The woman is Healer,” said Jumper.
“That sounds promising,” I allowed.
“She can mold flesh, sculpt it like clay. Your girl has knife wounds, right?” she asked.
“Sword wounds,” I corrected, “But it’s the same concept.”
“Ok, sure,” she said. “She can just pinch the sides of the wound, close it up.”
“Anything to worry about?” I asked. “Side effects or whatever?”
“It apparently takes a while,” she said. “Like, she has to reach in and pinch the blood roads or whatever, and join the bones and stuff. If she messes up it could actually make it worse.”
I thought back to the stinking, blood covered hulk that we had slung into a random room in the Packer House.
“I doubt that.”
“Ok,” she said. “The other one is Unhappener. He can make stuff unhappen to anyone he touches.”
“Make stuff unhappen?” I asked. “What does that mean?”
Jumper looked uncertain.
“He doesn’t talk, so it is kind of hard to say. The girl I took him off the hands of seemed kind of afraid of him.”
“Like, the wound just closes?” I pressed. “No catches? Dude’s gifts always have weird stuff about them.”
Jumper just shook her head.
“I think he, like, goes back in time or something. I don’t know, I wouldn’t fuck around with that weird fucker.”
Time travel? That wasn’t a thing, I was pretty sure.
“Well,” I said, “Let’s go find out what they want.”
I stepped away from Jumper and opened the door, peering, as always carefully to both sides of it.
Across the room Healer looked up from where she was crouched, flashing me a smile. She was slim and dark haired, considerably shorter than most. Unhappener was laid out in the middle of the room, flat on his back in the middle of the carpet.
“Hello,” I said, addressing Healer. “I hope you’ve been briefed about the situation?”
“Yep,” she said. “You’ve got a Posse member laid up with a wound right through their Ultra toughness. I can help.”
She had a high, thin voice. It wasn’t unpleasant.
“And the cost?” I asked.
She looked down, then back up at me, hope clear in her eyes.
“You have a lot of influence, right? With the people in the Lair?”
“Yes,” I said, solemn now.
“Well,” she said. “I really need an influential friend. Third Fist exiled me, said my healing was making people weak, that Her Ultras shouldn’t need me. I’ve been trapped on the outside ever since.”
“Third Fist kicked you out?” I asked, surprised she’d lived through that.
“I used to work for them,” she said. “They would have me heal people. Then they turned on me.”
There was probably a little more to that story, but I didn’t need the details now.
“Simple enough,” I said. “If I get them to lift their ban, you’ll heal my gal?”
“Like you said,” she answered, “Simple enough.”
I looked down at Unhappener, who seemed to be doing his best impression of a plank.
“What’s your deal?” I asked.
He didn’t answer, or show in any real way that he heard me.
I looked down at him, at something of a loss. I noticed a piece of paper stuffed into his belt.
I reached towards it, then pulled back.
I had a touch based gift myself. I could kill someone with the briefest contact. It made me, perhaps, a little over cautious.
I looked a his limbs, looked at my own, estimating how fast he might move, how likely it was.
I chanced it, snatching the note out of his belt, never touching flesh to flesh.
The note’s content was simple.
“Tell him what you regret, then touch him. We will escape together. All rivers run eventually to the sea.”
I looked to the note, looked to the form lying insensate on the floor before me.
“I’ll be in touch,” I told them, and stepped carefully to the door, touching neither of them.
“That’s some weird shit,” opined Builder, leaning back on Owner’s bed and taking a sip of her beer.
I looked across the room to Owner, who was similarly taking her seat on my bed.
“Time travel isn’t a thing,” she said. “We’d be better off going with Healer.”
“Third Fist though,” said Builder. “We don’t want any part of that.”
“It probably wouldn’t come to anything like that,” I answered. “They are only rarely in the city, and it is really weird to imagine them taking an interest in someone of Healer’s quality. I feel like this is probably mostly in her head.”
“Like, she just thinks they kicked her out?” said Owner, dubiously.
“It is easy to get overawed by a Fist,” I pointed out. “Like they say something casually and you think it is some kind of commandment. That might be what’s going on here.”
“I’ll think about it,” I said. “In the meantime, how did things go with you guys?”
Owner went first, with a look on her face that told me before she spoke a word that I wouldn’t like what she had to say.
“I made a little progress,” she said. “I got those alarms you talked about scheduled to be put in. I’m trying to get stuff set up so it is less dependent on electricity that we don’t have. I also tried to start lending out the homes there on the other side.”
“That all sounds good,” I responded. “And?”
“Well, none of it has happened yet,” she said. “I guess maybe it takes some time in this old world simulation to find guys to live in the house or get lock guys up or something. It’s all started, but no progress on the ground.”
“Well,” I said, “I guess that’s that.”
I looked over to Builder.
She grinned at me, taking a nonchalant draught of her beer.
“No trouble at all,” she said. “I got the patterns, made a truck, drove it to Owner’s place to stock us up.”
There was no need to ask, ‘on what’, the house had more alcohol than some breweries.
“I’m glad that worked,” I said.
“Better than worked,” she said, “I also made this.”
She opened her other hand, held up a pile of what seemed like junk.
“Is that…” I asked.
“Yup,” she clarified. “A tiny sample of everything I need to make a truck. I could turn this into a brand new truck in a few hours, and if you have drops of the liquids we could drive it away.”
“Alright,” I said. “We can probably get some little bottles-“
“Someone say bottles?” asked a voice from behind me.
Right behind me.
I’d never moved faster, throwing myself to the ground and rolling away from the voice.
Smasher, on her own to feet, standing casually just about where I’d been, with a Smasher sized hole in the door.
“I..” I started, then trailed off. What the hell?
“New room, who dis?” she asked, eyes wandering across us.
How the hell hadn’t I heard the door being destroyed, why hadn’t either of the other two…
“I’m Blender, the Warlord,” I said. “I brought you here after you were attacked.”
Her gaze stopped on the beer in Builder’s hand, and she was in motion instantly, striding across the room.
“You were, your…” I continued to sputter, to stutter.
There was no trace of a wound on Builder, not either of the big gashes that there had been before. Not even any blood on her shirt.
“My sis here?” she asked, plucking the beer out of Builder’s hand.
It was a smooth movement, a casual reach and pull motion, but I had no doubt that that nothing could have stopped it.
“She died,” I said.
She started walking towards me with that same smooth motion.
“She-was-killed-by-our-enemies,” said Owner, words slurring together in her eagerness to make sure she was heard.
“Oh yeah?” said Smasher, coming to a stop.
“My beer!” protested Builder.
“Yes,” I said. “The Ar Harbor Ultras sent assassins to kill you while you were, um, incapacitated.”
“Drunk,” she corrected.
“Yes,” I said. “Well your sister must have-“
“And high,” she said. “Or low, whatever the stuff did.”
“Have fought to defend you,” I finished. “I’m sure she died bravely.”
“What happened to your wounds?” asked Builder.
“Hm?” said Smasher, “Oh, smashed em.”
Smasher drained the beer in a single long pull.
“Are we fighting them?” she asked. “Those people who attacked me?”
“Yes,” I said. “We are.”
Days remaining: 12
AP available: (3 at end of day + 1 for 6 hours sleep) = 4/10
Timeslots available: 2, morning and afternoon
Builder Timeslot Available: afternoon
Owner Timeslot Available: afternoon
Smasher : Timeslot Available: morning
Posse: 3 or 3 out of 3 slots filled
Force size: 17
(Ultra format: Role, Ultra Strength/Speed/Toughness, other gift description)
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
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
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’
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
[ ] 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.
-[ ] 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.
[ ] 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.
-[ ] 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.
-[ ]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
-[ ]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.
[ ] 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)
[ ] 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.
[ ] 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.
[ ] 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.
[ ] 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.]
[ ] 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.
5 thoughts on “Regime Quest 21”
Morning: Seek information on Regime military operations: Ask Subtractor.
Let’s get the mission parameters sorted out once and for all.
Afternoon: Relax and recuperate, by patronising entertainment areas. We’re still a bit low on AP.
Builder: Memorise patterns: Guns. We’ve solved out transport issue. Now on to the question of armaments…
Owner: Let’s take a long shot here. Owner hires a firm of imaginary people in a sort of shadow world. Vanisher sends people to a sort of shadow world. There may be a teeny tiny chance that these are the same shadow world… in which case Owner, by taking out an ad in the Ar Harbour papers (looking for ‘those vanished by Merlin’) might be able to obtain the transcripts of a series of interviews by people who know things that Vanisher didn’t want widely known. This will probably lead to nothing; but if it succeeds, it’ll be well worth it.
Smasher: Direct the Warband: Train in Anti Firearm Maneuvers. (“I’m gonna be throwing a bunch of little rocks at you lot, k? Don’t let them hit.”)
Smasher: *Rolls 1* : “There were no survivors.”
Kill Every Monster. Even the weaker ones.
Smasher: *Rolls 1* : “There were no survivors.”
I…can’t remove my own comments? This was supposed to be a joking reply to CCC, but I am bad at wordpress.