Regime Quest 29

Results from Previous round votes:

1 Vote plan CCC (More than one voter is a luxury!  The best quests are…uh…really small and unpopular?  I’m not very good at this…)


Winning Plan:


[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.

Day 26 Log :

6 AP at start of day (5 at end of last day +1 for half night’s sleep)

-2 Experiment with smoke machine (4 AP)

Roll 10, +1 for success, +1 for Crit (6 AP)

-2 Seek Target Information (survivors) (4 AP)

Roll 10, +1 for success, +1 for Crit (6 AP)

Builder Memorize pattern, Fire Extinguisher

Roll 6, success

Owner: Get Fire Extinguishers

Roll 6, success

Smasher: Train the Warband

Roll 5, success

End of day, 6 AP


Work with Smoke Machine:

There were a few settings on the smoke machine, helpfully labeled ‘smoke’, ‘mist’ and ‘haze’.  I messed around with all of them.

The smoke setting was the first thing I tried.  It was thick, heavy stuff, caused some minor coughing in the less durable Ultras and reduced the visible range.  It billowed out pretty fast, at least, and people moving around in its produced visible eddies and whirls in it.

Obviously I didn’t have any invisible people to test on, so I was making due by testing with the Parkers and trying to pretend that I couldn’t see their actual forms.  I couldn’t be sure that I wasn’t fooling myself, but I was on guard for the possibility at least.

The ‘mist’ setting produced smoke that clung low to the ground, down around feet/ankle level.  It was much less thick and then the first level I tested, pooling mostly around corners and obstacles.

It didn’t hinder vision at all, and I could still see the effects of people walking around in it well enough.  On the other hand it was much less obvious, much easier to miss people’s ‘wakes’, in it, and it came out quite slowly.  If I used this I’d need to figure out a way to deploy it well before my troops moved in.

The last setting, ‘haze’, was also interesting.  It was much more subtle than the other two, just kind of adding a bit of a twinge to the air.  It didn’t cling to the ground, and we could see through it just fine.  It deployed rapidly and spread wildly.

The problem was that I couldn’t really see any wakes in it.  I tried to tell myself that they were there, but the truth was that if I couldn’t see a person the haze wasn’t really distinct enough to make out where they were, particularly if they weren’t moving all that fast.

I also messed around with the lasers in conjunction with the mist, remembering concert experiences from a world long gone by.

The haze was definitely the winner there.  That was, in fact, its principle purpose.  The lasers were visible in their entirety within the haze, flickering lines cast from their generators to their targets.  The mist worked well with the lasers too, except of course for the fact that it was a much lower bank to begin with.  The smoke didn’t really play well with them at all, blocking and diffusing them like it did the rest of the visible spectrum.

I think there are two viable alternatives.

The first is to do a smoke assault, accept the limited sightlines in exchange for seeing invisible antagonists and just rush them under the gas’s cover.  This will outline their invisible troops, hinder their ranged attackers and can easily be achieved by just giving people smoke grenades to hurl as we go.  I thought it was likely that She would tolerate my limited vision as long as I was up front and in the thick of things, but this might well annoy her.

The second is the haze/laser assault, where we’d go in with the light mist and a grid of lasers effects.  This wouldn’t hinder their ranged attackers, unless we blinded them with the lasers, but it would outline their invisible warriors and we wouldn’t have any coordination problems.  It would confine our battle to the zone around the trucks, however, as the lasers/haze machines weren’t portable.


Seek Target Information (Ambush Location):

“You were with Burier?” I asked.

Massacrer nodded.

“Yeah, that whole fucking trip.  I stayed the whole time.  Not like that Defamer bitch, I know she talks some shit about how she was with the Warlord, but take it from me, its just talk.”

“I know,” I told her.  “That’s why I’m talking to you.”

I didn’t bother to tell her that I’d already spoken to Defamer, and that I was checking both their stories against one another.

So far as I could tell, the actual situation had been that Burier was with both of them, but neither knew about the other.  They’d both gone on the attack, and both bailed out at some point.  Defamer first, when she found out about her rival, and Massacrer second, after the ambush.

“We got ambushed,” she said, warming to an old gripe.

I nodded sympathetically, sliding another one of Owner’s beers across the table.

“We’d just bedded down, shit, day like any other, you know?  No one was watching out or anything.  We had our minds on getting some sack time, get an early start the next day.  Burier was starting to worry that we might not make it by when She said we should be there.”

“Where had you actually got to?” I asked, casually, not letting on that this was the whole point of our interview.

“We were, shit, we’d just crossed over a river, we were by the coast…”

I drummed my fingers, impatiently.

I’d brought her into the Lair for the interrogation, figuring it would help her understand that disappointing me was a bad idea.  We’d met up my usual Company Facility, taken a booth.

“We’d just stopped following 295, started going along the coast.  We’d had to go back a day, make sure that we didn’t miss it.”

So they’d been lost.  That made a lot of sense.  The old maps were probably pretty inaccurate nowadays.

“Maybe Swick?” she guessed.

I shook my head.

“That’s Union territory.  You wouldn’t have entered there without a fight.”

“Oh, right,” she said.  “Now I remember, we had to go around Swick, we were up past it, a way inland.”

“Can you remember any markings?” I asked.  “Any signs or anything like that?  Did any of the locals that you hit up for supplies say anything about it?”

“On the last day?” she asked.

I nodded, impatiently.

“I remember a lot about the battle,” she said.  “We were-“

I waved a hand, cut her off.

“They came out of nowhere, you never saw it coming, you wouldn’t have fled except you knew we needed to be warned…that about it?”

She subsided a bit.

I pushed subtlety to the side for a second.

“I’ve heard about the ambush.  I know how it happened.  I know you ran.  I don’t care about that, not at all.  The only thing I want to hear from you is where it happened.  Exactly where.”

She was quiet for a very long moment.

I reached out towards her, a friendly gesture, like I was going to put a reassuring hand on her shoulders.

She shrank away from my hand, gazing at it like her life hung from it.

Which, of course, it did.

“Gusta!” she finally blurted out.

“What?” I asked, thinking of the famous city down south.

“We’d just crossed the river at Gusta, we were going almost straight towards dawn, we’d stopped for the night in, like, a big building.  I think it was an old store or something.”

I pulled my hand back.

Close to Ar Harbor, near Gusta, almost due west, a ruined building.  That should be enough for my purposes.  I wasn’t planning on camping anywhere near Ar Harbor, but if I had to, for whatever reason, I’d make sure that I wasn’t in the last place the Union had struck.


Debrief Posse:

“You guys get the fire extinguishers?” I asked.

Owner and Builder nodded, wordlessly.

“And you can make more?” I asked again.

They nodded again.

It was nice that sometimes things weren’t huge, dramatic productions.  Their gifts should let them do this, and, hey look, they did.

“How’d things go for Smasher?” I asked.  “With the training?”

Owner chuckled.

“She tried to teach them how to smash bullets,” Builder explained.  “And it kind of came about that, you know, being Ultra tough she hadn’t really got any idea how to avoid getting shot.”

“She just, I guess, gets shot?” I asked.  “Like, doesn’t really try to dodge?”

It kind of made sense.  Smasher didn’t really value her own life.  I couldn’t see her really putting any thought into it.

“Worse yet,” said Builder.  “No one has ever tried shooting at her.  Apparently her gift got well known pretty quick, and from then on all her fighting was with Ultras.”

I rolled my eyes.

“It wasn’t a total loss, though,” Builder continued.  “Some of the other Ultras had good advice on the topic, they shared it around the Warband.  I don’t really know much about how to stay out of rifle sights myself, but it seemed like Smasher was confident that they’d gotten better at it.”

Hierarchy continued to be the worst, news at eleven.  It was a good thing I’d encouraged my followers to share their experiences with each other, apparently that was still paying off.

“They should be ready, I think,” said Owner, “For the attack at the end of the week.”

I looked down for a moment.

There’d been no going back ever since I confirmed it with Her, of course, but it was still somehow sobering to say it out loud.

“About that,” I cautioned.

They both looked over, concern and surprise on their faces.

“We go the 28th,” I said.  “We’ll set out in the morning, before the dawn, and hit them just as the sun is going down.”

“What the-“ said Owner, before Builder interrupted her.

“That’s the day after tomorrow!”


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 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.

– 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.

– 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…

– 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.



Day 27:

Days remaining: 2!!

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.

Non AP Action: Make clear whether Smoke Grenade Attack or Haze/Laser Trucks is your plan.  If you don’t specify either we’ll proceed with Haze/Laser Trucks

Prestige: 3

Timeslots available: 2, morning and afternoon

Builder Timeslot Available: 2, morning and afternoon

Owner Timeslot Available: 2, morning and afternoon

Smasher : Timeslot Available: morning or afternoon, but not both

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





[ ] 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.




2 thoughts on “Regime Quest 29

  1. Just caught up, and wanted to say that despite my lack of voting I’ve been enjoying the quest a lot (as well as the main story, of course!). Thanks for all your hard work.

  2. [Morning] Train the warband in combat with Mist around their feet

    [Afternoon] Practice with Builder (see below)

    [Owner] Purchase street maps of Ar Harbour, and the area between here and there. Her street maps won’t be perfectly accurate in this world, due to not showing roads that are no longer in repair, but they should still prevent us from getting totally lost en route.

    [Builder] Practice the combat uses of her skill. I get hold of a bunch of balls (the polystyrene “particles” used in that museum should do) and throw them at her; while her job is to use her Gift to stop them after I let go but before they hit, largely by making them grow ‘sails’ or other bits in mid-air.

    The aim here is for her to practice using her Gift on small, moving targets while under time constraints. This will be a useful skill under both a union ambush or an attack by the Tank.

    [Smasher] Afternoon: Train the warband in combat.

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