Results from Previous round votes:
1 Vote plan CCC
[Morning] Train the Warband, in Ultra Combat
[Afternoon] Inform Prevailer about the proposed change in the date of the attack, on the grounds that “they already know we’re gonna hit them, so I kinda wanna mess with them before they’re ready for us”.
[Owner] Get hold of, if possible, a smoke machine and a high-power laser. She can claim that they’re for ‘a rave’, but really they’re mostly in case Merlin’s gift didn’t end with her death. (Smoke machine can outline invisible troops, and a laser can blind the otherwise untouchable spotters – though it’s possible that Smasher can smash them anyhow).
(On the side, she can have the rave in the imaginary world, as well; hire a DJ, start selling tickets, and raise some funds – perhaps in aid of an anti-kidnapping charity)
[Builder] Create a few trucks, and experiment with making them in different ways. Also have a few words with her on the subject of large, vehicle-mounted guns… and then just see what comes out of it.
[Smasher] [Afternoon] Train the warband, in Ultra Combat. They’re looking after her, let’s give her the chance to look after them.Day 24 Log :
7 AP at start of day (6 at end of last day +1 for half night’s sleep)
-2 Train the Warband (5 AP)
Roll 10, +1 for Crit Success success (6 AP)
-3 Inform Prevailer (entertainment) (3 AP)
Roll 8, +2 for success (5 AP)
Builder Experiment with truck guns
Roll 7, success(ish)
Owner: Buy rave stuff
Roll 10, Crit Success
Smasher: Train the Warband
Roll 8, success
End of day, 5 AP
Train the Warband:
The real breakthrough came when I had them do the teaching.
It was probably the thing with Smasher that gave me the idea. How they’d ended up helping her out, at least in the short term, rather than the other way around. It got my mind into a different place, got me thinking of them as people, rather than an amorphous mob.
It might also have been about dispelling elitism, a bit. I mean, I basically was one of them, only I’d made it to the top of the ladder. That had left me with a bit of a chip on my shoulder, I now saw, thinking that because I’d been more successful than them it meant that I was better.
That was rubbish thinking, Regime thinking. Even if I was better, it didn’t mean that I would be better at everything. It didn’t mean that there was nothing I could learn from them. I’d been walking past a gold mine, proud of how clean my hands were.
Looking at it with a cold, clear eye, being maximally dispassionate about it and all, who really gained from a lesson? The teacher or the students? Sure, teaching something let you really learn it, there was a lot to be said for that. You knew you genuinely understood something when you could teach it to someone else, but put that aside for a sec.
At the start, the teacher knew a thing, the student didn’t. At the end, they both knew the thing. Obviously the students were the ones benefiting. So why was I so proud about this relationship? I was helping Regime warriors get more deadly, puffing myself up about how strong my warband was. I ought to have been using them to make ME more powerful all along.
The only complication was that I couldn’t make it obvious that they were the ones providing value. Regime posturing and all that. I solved that by making it a contest.
I took the squad leaders Smasher had chosen, Jumper and the others, got them up in front of the crew and had them each give their best lesson, earning the right to be ‘first squad’ for the one who gave the tips I considered to have helped the rest out the most.
They might not have been, one on one, better combatants than I was, but everyone had figured out a little trick or two that I hadn’t necessarily set down. Stuff about how important sight lines were, the times to use Ultra strength to swing or throw an object versus when you needed to get in there and hit directly, how a deathtouch opponent could be handled, the rough categories that projectile gifts fell into and how to tell them apart.
It was considerably more productive, I judged, than my own lecture would have been, and to top matters off I learned some things myself. An excellent morning indeed.
“She’ll see you now,” said Answerer, sliding out of the way so that I could get to the door.
I didn’t pay Her mascot much mind, letting her creep on past without moving forward.
We were in the old Treasury building, down on some sublevel. I’d tried to keep the inner Lair geography straight in my head, but it was hard to think about anything else when you got this close to Her.
I gritted my teeth and walked up, pushed the door open.
The room beyond was a meeting room of some kind, nondescript and functional, black office chairs around a faded brown table. There were probably a thousand like it within a few blocks. The strangest thing about it, honestly, was that it wasn’t even a little crumbling. It wouldn’t have been out of place, aside from some dust and mold, back when the building was still in use.
She was standing at the head of the table, looking over at me.
I forced myself to keep walking, not to break stride. Everyone knew that She hated when people wasted Her time, that She hated suck ups almost as much as those who didn’t suck up enough.
She hated lots of things.
“Blender, right?” She asked.
“Yes,” I said.
I was right in front of Her now. Right in front of the woman who’d ended the world. I could reach out, if so inclined, just brush my fingers against Her and She’d be done. Take away ‘living’, or ‘smart’, or some other crucial metadata.
Instead I dropped into the Posture, going down on my knees and crossing my wrists behind my head. A lot of people had tried stuff just like that, and She was still here. I wasn’t about to end Her story.
“You are going to take out those Ar Harbor punks, right?” She said.
I gave a wordless nod.
I was struggling to keep my mind away from how every second could be my last. This was, undeniably, a more dangerous moment than anything King Arthur could throw at me. The lunatic across from me had the blood of billions on Her hands.
“So?” she asked.
“So I wanted to tell you that I’m moving up the time table-“
I’d meant to end the sentence there, but I saw one of Her hands tense slightly where it rested against Her pants legs.
“-if that’s ok with You,” I finished. “I’d like to go on the 28th, instead of the 31st.”
She dropped down to one knee, eyefucked me.
“When’s that?” She asked. “What do you mean?”
Shit, why would She not know dates…uh, ok, maybe She just meant She didn’t bother with them.
“Get with Snitcher,” I suggested, “3 days from now. I mean not today, not tomorrow, or the day after. The 28th is the one after the day after tomorrow.”
“The day after the day after tomorrow,” she echoed, slowly. “Morning or evening?”
“Whichever You want!” I said, eagerly, while simultaneously hoping that She would pick the evening. I was planning to drive out early on the 28th, if She wanted a morning fight we’d need to leave the day before, do a night drive or spend the night out in the wilderness.
“Night works,” She said, standing back up.
I carefully died not breathe out a sigh of relief, remaining stationary for a few moments longer as She turned away.
I was nearly to the door when She spoke again.
“Keep the place looking nice,” She directed. “I’m going to walk around for a bit after you finish up. See all the shops and such.”
I gave a wordless nod.
I desperately wanted to ask Her if damage and repair would be ok, but all of my instincts were warning me that quibbling would only be bad for me. I needed to be a glove, an instrument. I would be spared if I was transparent, absent, nothing to think about or remark on.
She looked away again and I took the opportunity to leave.
“You didn’t want Smasher at the debrief?” asked Owner.
It was a fair question. Only days ago I would have given quite a bit to get her to show up.
“No, this is just for the three of us.” I told them. “She told you how things worked out, right?”
“She said stuff was going great,” said Builder. “They were all learning and working together, but she was ready to attend if you wanted her to.”
I smiled, gave a small nod.
“I didn’t want to take the risk,” I told them.
“Risk?” asked Owner.
“People don’t change,” I told her, a bit bluntly. “Hardly ever. They backslide, they relapse. Call it what you want. We all go back to what’s old and familiar. Tonight is a very dangerous time for Smasher.”
Builder got it immediately, face lighting up.
“You think if she’s with the warband she’s less likely to get tore up!” she guessed. “Cuz they were the ones who got her to fly straight in the first place.”
I gave a small nod.
Of course, what I’d just said applied to me as well. An outside observer might have said that I was doing the same thing, putting the briefing back on its most familiar ground as I faced great risk. I wouldn’t have denied it.
“How’d things go for you?” I asked Owner.
She grinned lazily.
“Nothing to it. Buying stuff like that is probably pretty easy over there, I guess imaginary me just took a bunch of these cards down to the smoke store shop and carried it on back.”
More likely it had been an online order with expedited shipping, but I’d long ago stopped fighting with Owner’s interpretation of the world gone by. I suspected that more than half of her mistakes were just ways to get under my skin, anyway.
“You got the smoke machine?” I asked.
“Yep,” she said, “And a bunch of these laser things too. We might have got cheated though, I tried a few out and they didn’t even cut through a wall.”
That drew a chuckle from me.
“These aren’t Ultra lasers,” I told her. “Not gifts or anything, they have to follow the real rules. A laser that could cut through a wall wasn’t something you could actually make, not without a whole lot more power than the battery packs we ordered.”
She looked disgruntled.
“Laaaame!”, said Builder.
I looked over at her, rolling my eyes a bit.
“Where’d you put the trucks?” I asked her.
“Down the street a ways,” she said, vaguely.
That was probably good thinking. If we left trucks lying around outside the Lair they’d have been stolen or scavenged immediately, but nobody in here was likely to bother.
It wasn’t that I trusted the people in here, mind, it was that they were already where they wanted to be, close to the seat of power. Transportation wasn’t a priority for anyone except chumps who took the Warlord job.
“You get the guns on em?” I asked.
She pulled a face, grimacing a bit.
“I guess?” she said. “I just made bigger regular guns, like, each part bigger. I hope they won’t explode or whatever when we shoot them. I’m not sure if that’s exactly what you meant.”
It hadn’t been, of course, but in retrospect she didn’t really know anything about tank turrets or vehicle mounted machine guns or anything. ‘Giant Rifles’ was probably as good as this could have gone.
Honestly I didn’t know a huge deal about guns either. Maybe a rifle that was twice as big actually shot twice as hard? It probably couldn’t be that simple, but if nothing else they’d make the trucks look fiercer, more obviously Warlord gear.
Image was everything, after all. A few post apoc looking war trucks in the background of the fight scene couldn’t hurt.
“Alright,” I said. “Get some sleep, tomorrow is-“
“What’d you do?” asked Owner, poking a finger at me.
“This afternoon. What did you do? I know you never waste time, and you’ve taken a good bit off lately.”
Despite myself I felt a bit of warmth in my chest, to know that she was checking up on me.
“I’ll tell you tomorrow,” I told them.
– 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.
– 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 our Posse that we can trust not to blab find out.
-On the 28th, Smasher and the warband find out. Preferably while being herded into the trucks.
“This will minimize the opportunity for betrayal, and we might very well catch them with their pants down, planning some kind of preemptive strike on the 29th.”
– 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.)
– 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.
– 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.
– Third option – use Owner to demolish Merlin’s house in the middle of the night (buying and demolishing the property).
– 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.
– We hope the KEM managed to take out Merlin, and we further hope that doing so reversed her Power’s effects. However, if not, we have a multipronged strategy against those invisible troops. Firstly, Merlin herself is killed quickly – sniper bullet, if necessary (no showboating here). Second, a smoke machine may make invisible people visible, and a laser can blind their spotters, effectively making them ineffective on the field.
“Re: Sniping, Merlin will probably be hidden in a basement somewhere, if she’s alive when we strike. I could try sending in a sniper ahead of time, hope to catch her just out and about living her life, but in a pitched battle she isn’t going to be standing around where we can shoot her. I also, um, don’t have a sniper? The Ultras will have rifles, and they’ve trained in anti firearm techniques (ducking behind stuff), but I haven’t really sought out and trained marksman to the point that I’d call any of my warband ‘snipers’, per se.”
“Re: Smoke machine, potential here, but I’d need to do a lot of testing to fine tune this. Like, a thick smoke will blind and choke everyone. I need sort of a mist deal. Hopefully what Owner bought is what I need. Might be worth spending some time messing around with.”
“Re: Lasers. I don’t think trying to hit people in the eyes with lasers in a big fight is going to work. The lasers might turn out to ‘hit’ the invisible people though, so they might be some use, but everyone carrying a laser is someone who isn’t fighting…I dunno, I don’t really like this idea.”
– 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).
– 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 is 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…
“I like this idea a lot. Builder can rapidly ruin any tank she can see, although she can’t add stuff to the internals. Nothing is going to keep running well once an enemy starts creatively adding stuff to it.”
– 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.
-Talking of Smasher, if she can smash *fire*, then Guinevere doesn’t stand a hope.
“I asked her about this, she can smash both fire and smoke, but apparently each fairly small part is separate, so she’d smash a 5 footish area of it each time, rather than the whole cloud/fire.”
Days remaining: 3!
AP available: (5 at end of day + 1 for 6 hours sleep) = 6/10
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.
Timeslots available: 2, morning and afternoon
Builder Timeslot Available: afternoon
Owner Timeslot Available: afternoon
Smasher : Timeslot Available: morning or afternoon, but not both
Posse: 3 or 3 out of 3 slots filled
Force size: 45
(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
[ ] 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.
-[ ] 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.
[ ] 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.
One thought on “Regime Quest 28”
[Morning] Mess around with the smoke machine settings. Try to find something that makes a light mist – easy enough to fight in, nothing that’ll block anyone’s view – especially nothing that’ll block my view, and by extension Prevailer’s view through my eyes – but enough to outline invisible, tangible people.
(If I run out of smoke canisters, Builder should have no trouble refilling them from the drops left at the end).
[Afternoon] Ask around, finding survivors of previous Ar Harbour expeditions. I want to know where they met their Union ambush on the way; so that I’m ready if the Union is lazy enough to repeat their ambush at the same approximate location.
[Owner]: Get hold of some fire extinguishers. We might not need them but, you know, better safe than sorry. And we will have at least one pyromaniac Ultra to deal with, so…
[Builder]: Memorise pattern: Fire extinguisher. It’s basically a cylinder of pressurised gas; we might well appreciate having some *big* fire extinguishers handy on the day.
[Smasher, afternoon]: Train the warband in anti firearm maneuvers, while using the smoke machine. This keeps her sober, reinforces the bond she is forming with the warband, and ensures that they are used to working in smoke.
Yeah, I was also thinking that those lasers would be the vehicle mounted festival lasers too. They’d pass harmlessly through the invisible troops, but blind anyone who could see, i.e. the intangible troops who are hard to hit with anything else, and who can be taken effectively out of the fight by being blinded. (Thinking about it, Smasher can probably smash ’em, despite their intangibility; so the lasers are not really necessary, merely nice to have).
Our troops, of course, would have our backs to the trucks.
…now that I think of it, Ultra Tough intangible troops (thanks to Arthur) would probably shrug off the lasers, anyway. But Smasher can deal with those.