Regime Quest 26

Results from Previous round votes:

2 Vote plan Fireproof

1 Vote plan CCC


Winning Plan:


[X] Plan Fireproof

-[X] Assign Assassination mission : Merlin [Timeslot cost 1, AP cost 3, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]. If possible, tell them to kill her on the 27th or 28th, a few days before “we attack”.

-[X] Relac and Recuperate : By patronizing entertainment areas (Timeslot cost: 1, AP cost 1, refunds 3 on success)

-[X] Owner: Buy fireproof fabric (AFAIK it’s usually asbestos-derivative). It’s usually readily available to fight fires, and you can buy a “fire blanket” quite easily in any decent-sized city.

-[X] Builder: Make our vehicles fireproof using the stuff Owner just got. If possible, make clothes out of it, or make the existing bulletproof ponchos fireproof.

-[X] Smasher: Train the Warband: In obedience (makes them more likely to obey my orders)

Day 23 Log :

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

-3 Assign Assassination mission : Merlin (1 AP)

Roll 7, +1 for success (2 AP)

-1 Relax and Recuperate (entertainment) (1 AP)

Roll 10, +5 for critical success (6 AP)

Builder Discover fireproof pattern

Roll 7, success

Owner: Buy fireproof fabric

Roll 3, indeterminate

Smasher: Train the Warband

Roll 4, success

End of day, 6 AP


Assign Assassination Mission:

I sat nervously in the corner booth, ‘studying’ the target information for Merlin.

I’d long since memorized it, of course, or at least all of the important information.  When your life was on the line, you put that kind of basic effort in.

Or at least, I did.  But the Ultras of the Regime had a different culture, and for one of them it would be entirely plausible to still be reading up on this type of target details.  Heck, it would probably be entirely plausible for a typical Ultra to be moving their lips while they tried to read it.

My red pen was hard at work.  I made meaningless notations, circled unimportant words, etc.  It was a gift from Owner, and it lent a little verisimilitude to my performance.  It also gave me something to do, kept me from feeling like I was just sitting there.

The failure of my last handoff had unnerved me a little.  I’d taken it for granted that KEM would be there when I called, that if I could just manage the issue of Snitcher I would be able to borrow their power.

But the world wasn’t so convenient.  Things that might once have been routine, simple handoffs, communications, were nowadays fraught with tension and danger.  The courier might have died, his cell been rolled up.  I might have been disavowed, my service to the Regime rendering me no longer a fellow traveler to KEM.  All sorts of terrible possibilities.

But there were also a lot of simple ones.  Miscommunications, inconveniences…these were also rife in the present day.  There was no call to jump to a despairing conclusion.

Too many people gave up after one failure.  They took plans that had nearly worked and scrapped them entirely.  It was a sickness, a weakness, and it was one that I didn’t share.

I’d given the signal, and I’d received the countersignal.  Only the handoff remained.

I took a last long look around the room, letting my eyes range over the other patrons.  I’d been hoping that KEM would send someone I’d recognized, but I couldn’t place any of the humans.  If I’d ever seen them before, it certainly hadn’t been during any cooperation with KEM.

I got up, dropping my pen down across the papers that I’d spread across the table.  It was a nonchalant movement, utterly casual.  I stalked off to the restroom with the natural assurance of an Ultra, entirely convinced that no one would mess with my property while I was gone.

The trick of it was, no one would. While I was doing my business my contact wasn’t going to steal the papers, or do anything similarly blatant.  They would use a mystical relic of a bygone age.

To wit, a simple cell phone, and its associated camera.

While I was gone someone would walk on by, holding a small black rectangle under the bottom of a book or a plate, recording the contents of the target dossier, and also all of the marks that I’d made.

They’d looked meaningless, of course, but their number and placement should convey my message.  It was, roughly, ‘kill this person, on the 27th  or as soon after as you can.”

There was no sign of a disturbance when I returned to my booth.  No sign that anything had transpired.  Nothing for Snitcher to become suspicious of, but if all had gone as planned I’d just killed Merlin and insured my ultimate victory.


Relax and Recuperate:

It was an odd coincidence that had saved the Shington museum from the fate of so many other buildings.

It had been closed for renovations during the takeover proper, and quickly occupied by transition authorities immediately after the surrender.  Fear of the Regime had kept it from looting and desecration, but it had remained outside of the Layer’s inner workings, never meaningfully occupied by anyone in Her Inner Circle.

There had been minor damage, of course.  The sort of thing that happened to buildings left to seed in a fallen age, but nothing calamitous.  The most famous paintings had been stolen, the exhibits that glorified the old world had been smashed, but the majority of the Museum had simply been left to rot.

Its first real use in the modern age was as a meeting place and illicit shelter, a convenient harbor for humans who lacked the powerful patrons necessary to live in the city and also the ruthlessness and cunning needful to survive outside.

That hadn’t lasted, of course, but the Ultras who’d removed them had been gentle, had appreciated, on some level, the unspoiled nature of the place.  They’d told their friends, and it had become a bit of a hangout spot for the city’s Ultras.

It had always appealed to me.  Relics of the old world always did, but this one was special.  The works of artists, the discoveries of scientists…it was like a celebration of all that had once been, all that we could no longer accomplish.

I walked within it, letting my eyes drift from object to object, from wall to wall.  I had no real objective, no greater purpose here.  I had come simply to remind myself of what I am, of who I am.

I stop before one particular exhibit.  A simple plaque remains, describing a particular particle collider.  We’d spun it up in order to get insight into the true nature of reality, in order to see deeper into the fabric of what was.

The plaque was just as it always was, but the stuff behind it had been wrecked.  The colored balls that had been used to teach children about the fundamentals of their world had been rearranged into a facsimile of genitalia.  The different color glass panes that visitors had peered through had been broken and shattered.  The plaque stood before pointless ruin and devastation.

This was a special place to me.  Snitcher would never get it.  He’d see only a Warlord staring at one of the Regime’s conquests.  But that wasn’t what I saw.  The Regime’s power, its destruction and ravaging, was only skin deep.

They’d broken the exhibit, they’d trashed a child’s lesson.  But the truth remained.  The particles that were described hadn’t been touched.  The Ultras, Her, this whole nightmare, we were a passing affliction.  When the last monster had been killed there would still be particles, still be children to learn about them.

I left revitalized, my inner fires banked and my strength restored.


Debrief Posse:

“Everything worked out today?” I asked, not with any real expectation of contradiction.

Owner’s gift could be finnicky, certainly, but this seemed like it was right up her alley, and Builder’s task wasn’t exactly brain surgery either.

Instead they looked uneasily to one another for a moment.

I looked back and forth between them, letting the silence linger.

Finally Owner broke up.

“Yeah…probably,” she said.

“Probably?” I asked.

“I also said ‘yeah’,” she pointed out.  “Why do you always get hung up on the small stuff?”

I clenched my lips and stared holes in her.

“We are about to put our lives on the line,” I told her, underlining each word.  “We could die in a week.  Do you understand that?  The whole story of your life, it might just up and end if we don’t do our very best.  And you are giving me ‘probably’?”

“I think I bought it!” she insisted.  “I’m pretty sure it is in my inventory, but I forgot to get it delivered anywhere, so it hasn’t showed up in our world yet.  Its an easy fix, I can get it delivered tomorrow!”

I didn’t bother to tell her that I’d had other plans for her tomorrow.  Instead I looked over at Builder.

“I suppose that with no material to hand you pretty much wasted the day?” I asked, my tone defeated.

“Huh?” she said, “No, I just found some fireproof stuff at the old fire station and used that.  Nobody ever bothered to scavenge up everything in there, just the intact stuff.  I didn’t have any trouble finding material to use when the time came to learn the pattern.”

I grinned.  It was nice to remember that surprises could be pleasant just as easily as they could be dangerous.

“How’d Smasher do?” I asked Owner, trying to take back some of my earlier harshness by putting the conversation back on a casual level.

She brightened immediately.

“She did great,” she said.  “Or at least that’s what she claimed.  Said the survivors would think twice before they disobeyed us.”

I winced.

“How many-“

“Only one!” broke in Builder.  “I get that that’s one too many, but she said it was the only way to make them understand.  She killed the one that she thought was most responsible for what happened earlier.”

I ground my teeth together, but said nothing.


The Plan:

– We should attack on the 28th. We shouldn’t tell anyone about this until about the 25th. This will throw a spanner in the works of any trap they’re planning that requires that they have an idea of when we’re coming.

– If we head over on the 30th, we can expect to ‘coincidentally’ meet a Union patrol partway there who will inflict some damage on us. We should prepare for this possibility, even at our earlier date.

“I like the idea of attacking at a different date from when I tell the troops that we will.  I’m concerned that they may be able to get a signal to King Arthur and his Union buds after we tell them on the 25th.  Maybe I should tell them the night before, or just the day of?”

– Merlin’s invisible troops are, of course, invisible. They are also carrying Knight equipment. Picker’s assassins carried Knight equipment. Hmmm. But what the Knights are asking for in exchange for the use of their equipment is morally completely reprehensible. I can’t countenance that, and would lose my Resistance contact if I did. (I would deserve to lose my Resistance contact if I did that. I would be truly a monster.)

“Yes, very true.  I don’t want to work with Refiner and his pets any more than I have to.”

– I need to bear in mind that Merlin and Arthur might have empowered the same people. That is to say, some of Merlin’s invisible assassins might have Ultra Strength, or Speed, or Toughness. They’re already hitting above their weight – on top of that, they may actually have some weight to hit on top of.

“Very worrying possibility.”

– Another option for dealing with Merlin is to take advantage of KEM. I know where she lives, what she can do and who she cares for; leaving that report on Merlin in the right place should be enough to get her killed outright. However, I shouldn’t use KEM on more than one person. Merlin is a greater threat than Guinevere.

“This is a good idea.  I tried to have KEM kill Merlin once already, hopefully there will be enough time to try again.  I really don’t think I can win the fight if they have invisible warriors.”

– Third option – use Owner to demolish Merlin’s house in the middle of the night (buying and demolishing the property).

“I’d rather use KEM, but this might be a ‘why not both’? situation.”

– Fourth option – take advantage of Builder’s stuff-stretching ability to ensure that our confrontation happens in an ankle-deep flood. Even invisible people can be seen walking through ankle-deep water – if nothing else, by the foot-shaped hollows in the water.

“I guess it couldn’t hurt, but when I remember my past fights and try and imagine looking at the ground constantly to see if footprints are getting closer my immediate reaction is that the person I’m fighting would take that opportunity to hit me.  We’ll try this in the worst case scenario, but I’m dubious.”

– Guinevere is easily handled. I need merely imbue my Posse with fireproof; after that, Smasher can take her out easily. (Ankle-deep water should mess with her, too, by extinguishing a lot of fires).

“My ability doesn’t really work that way, but I can see how I forgot that for a sec.  (out of character, this is a CCC plan, and the clarifications were on the board, not the blog).  My gift adjusts people’s ‘metadata’, a set of 3-4 keywords that define them.  Adding one in, like ‘fireproof’ risks the possibility that the one that falls off will be something like ‘sane’, or ‘mobile’.  I got lucky with Grower and Builder.  If I tried the same thing on 50 people I wouldn’t have fifty fireproof people when I was done, or 50 living people.”

– Lancelot and Arthur are unlikely to be trouble in the final confrontation.

– That giant Union tank, on the other hand, is a problem (and not a small one). But Builder should be able to deal with it; her power works at any range. She can close off any gun barrels by extending the barrel material _inwards_, she can mess up the engine by making the internals just grow crazy spikes everywhere, and so on. Once she can see it, she can ruin it utterly – and probably without even leaving any external sign of her sabotage, so it can all be blamed on the Union being idiots.

“Builder can wreck it very fast as soon as she can see it, though she can’t grow stuff on the internals unless she can see into it.  But adding stuff to the outside where she can see it will rapidly render the tank unusable.  I like this idea.”

– If the Ar Harbour team don’t want to come out and fight, we can draw them out by taking hostages. from the people they care for. This strategy is unpleasant and distasteful, but it will work, and will draw them away from buildings. Moreover, I don’t actually need to permanently harm the hostages, not if I’m threatening enough.

“It sounds like I am allowed to wreck the place as long as we fix it, and I’m also really not loving the idea of taking hostages.”



Day 24:

Days remaining: 7

AP available: (6 at end of day + 1 for 6 hours sleep) = 7/10

Non AP Action: Swap in a new plan.  You write in a new plan, I’ll give you Mia’s assessment of it.  If you don’t do this then the existing one will be executed.  The plan that is in force when its execution date arrives will be used for the actual battle, though there may be mid battle votes that could alter it in process.

Prestige: 3

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: 45

Condition: Healthy



(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

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

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





[ ] Accept Refiner’s Bargain (Timeslot cost: 0, AP cost 4, auto succeed)

Motive: His blessed weapons and armor would be a massive force multiplier for our group.  He might also send along Knight backup.  He would be a powerful additional patron.

Concerns: I would be responsible for a massacre in the immediate aftermath, or be killed by Second Fist if I backed out.  Subtracter would also likely perceive this alliance as an attempt at weaseling out from under her command, so I’d have to tread very carefully to avoid offending her.


[ ] 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  competence. 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.




One thought on “Regime Quest 26

  1. [Morning] Train the Warband, in Ultra Combat. They’ll smash through King Arthur’s troops already, but let’s make assurance doubly sure, shall we?

    [Afternoon] Patronise entertainment areas, with Owner and Builder. And Smasher, if she’s sober. (Well, Smasher gets an invite, at least). Owner is clearly feeling more than a little out of sorts, lately. I think she might be feeling a bit low on motivation; taking a bit of time today to help her recover a bit will help out no end.


    [Owner] Relax, recuperate, recover. We’re not so rushed that we can’t take one single day off.

    [Builder] Relax, recuperate, recover. We’re not so rushed that we can’t take one single day off.

    [Smasher] Relax, recuperate, recover. We’re not so rushed that we can’t take one single day off.

    Well – the Posse can get a day off. The Warband not so much.


    Tomorrow, it is time to arrange with Her for the earlier combat date… there will be no time to relax after that.


    As for the plan:

    – We attack on the 28th. The only person who finds out about this early is Prevailer, who gets to discover this on the 25th. On the 26th, those members of out Posse that we can trust not to blab (Owner and maybe Builder) find out.

    On the 28th, Smasher and the warband find out. Preferably while being herded into the trucks.

    – Builder takes along a pair of fire extinguishers (Owner should have a few, building fire codes being what they once were). She can use them to cover a small area with fire-retardant foam, and then use her power to cover a *large* area with fire-retardant foam. Just make sure it stays below eye level, so that Prevailer gets her show. This will mess with both Merlin (if around) and Guinevere. Also, splashes of fire-foam can reveal invisible troops in an emergency.

    – Builder is also our go-to person for ranged anti-Union-tech operations. No machine can long survive her vengeful gaze, once she’s decided to smash it. And if the Union gets wise to the point of limiting our visibility (say, with smoke), the Smasher can just smash the smoke…

    – Talking of Smasher, if she can smash *fire*, then Guinevere doesn’t stand a hope.

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