Regime Quest 41

Day 5: (Night)


Supplemental Action: Merlin. I’m not normally one for night activity, but some deeds are best done without witnesses, and with any luck at all Snitcher will have decided that I am generally only active during the day, and will not have been checking up on me.

I hadn’t heard back from the Union, which wasn’t terribly surprising, it wasn’t even clear my offer had made its way to their decision makers, but I went to deliver on my part of the proposed bargain anyway. They didn’t have a lot of reasons to believe in my goodwill, so it was time to start giving them a few.

I stole out from the dwelling I’d commandeered under cover of night, steering my way towards the building my Resistance contacts had indicated contained her comatose form.

I spared a thought for the possibility that it might be a trap of some sort, but dismissed it. My warband were sleeping within shouting range, and everyone in this town with the courage to oppose us had died in the battle with Arthur.

The possibility existed, of course, that the Union had snuck back in in order to setup a kill shot at me, but I dismissed that too. I couldn’t go through life assuming that assassins were waiting in every bathroom. I was a strong Ultra, I had no reason to fear, I resolved not to do so.

The door was unlocked, I snuck within. There were no lights, not many amenities. I could dimly make out a figure in a sort of an egg shaped pod thing. Like a clear plastic couch that also had a top, if I had to describe it. I walked over to it and groped around on it, looking for a catch or some other way to open it up.

I’d originally planned to deliver some hammy lines about ‘really make you suffer’ or something similar, but I’d been working off the idea that there’d be anyone to talk to here. I’d fall back on that if anyone showed up, but in the absence of anyone to talk to I felt like even Snitcher might realize that he was the target audience of a monolog delivered to an unconscious person.

I didn’t find a hook to unlock or anything, but there was a section of the top middle area where there was no plastic, like a kind of window. I stuck a hand down in there and felt around until I got it on her face.

I released the first of the two ‘Living’ attributes that I’d got during the battle, to my immense satisfaction.

I was immediately aware of two things. First, it was very fucking dark in here with my vision only doubled, and second, the figure under my hand immediately started to stir.

I wasted no time, retreating rapidly from the premises like I was on fire. I might not actually have any Ultra Speed, but I like to think that I can scamper with the best of them. I was back out on the street in less than ten seconds, walking away like I’d never actually entered.

Day 6:

Departure: I got rid of the other ‘Living’ while we were getting ready to go. The Resistance contact who’d pointed Merlin out to me had ultimately decided that she wanted it, so I slapped her five on my way to departing.

It’s hard to describe how much relief I felt as I finally got rid of the last extra attribute, went back to the spirit I’d been born with. I also have my death touch back in tip top shape, so that’s fun too.

Travel: We spent today heading back to Shington, taking the same route that we’d taken to go there.

I’d been considering relying on the bikes a bit, but between the truck, the sedan and Soarer we were able to get everyone motorized without squeezing people in too much.

I rode in the truck, and I also used that as, essentially, a kind of mobile court, where those in my good graces carried on with plenty of space, under my watchful gaze. The car was my purgatory, hot boxed and crammed with seven Ultras, filled with those with whom I was less thrilled.

Soarer took Peeler with her on the trip, they seemed to get along, and from what she tells me flying gifts are great fun. If I can spare the time, I might try going flying with Soarer sometime in the future. It might be revealing to see Shington from the air, and I know I’ll need relief from the pressures of my situation at some point.

We got back late at night, and I left the Warband back at their old Barracks, while Owner and I evicted the chumps who’d dared to move into the Packer House while I was gone.


Day 7 (Trying to simplify the format to make the quest less impenetrable to new readers) ? until next battle


Ultra rolodex: (#/#/# is Ultra strength/speed/toughness)

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

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

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



Assets: (physical)

1 truck

1 sedan

Owner’s Shington Store

Packer House

Fog Machines

Lasers (diverse)


Posse: (4 slots, 1 filled)

Owner (trusted friend, housemate, gift hard to describe) 0/0/1



16 Veteran Ultras

Hexxer, Peeler, Guager, Soarer are notably less evil than the rest.


Blender AP: 10/10

Actions cost 3, return 2 on success 0 on failure unless otherwise specified, Blender gains 1 AP every morning


Available Actions:


Posse Recruitment tree

Meet more Ultras (describe method, adds d6 to contacts)

Get to know specific Ultra better (describe method transitions Ultra to potential Posse member)

Invite Ultra to Posse (must have got to know target first, if accepted, Ultra joins Posse)


Warband tree

Get more Ultras (describe method, adds Ultras to warband of quality/quantity dependent on method)

Train warband (describe method, makes QM kinder to Blender in combat sections re: her troops actions and numbers)

Task warband (describe, needs Posse member or Blender to lead them, sets warband to a task)


VIP tree (Used for Regime Luminaries)

Visit VIP (explain, explain Blender’s motives and methods) (only returns 1 AP on success)


Contacts tree: (Blender currently believes morning is safer from Snitcher)

Get info from contacts (specify KEM or Resistance, method if different from usual dead drop)

Request mission from contacts (ask KEM or Resistance for action)


Relax tree: (Actions which, on balance, regain AP)

Lay still: Cost 0, auto succeed, returns 2

Relaxation activities, Cost 0, returns 3 on success, 1 on failure

Healing work, Cost 1, returns 6 on success, Snitcher hazard

Blisser session, auto succeed, returns 4 per timeslot, cannot be ended until Blender is back at 10


Miscellaneous action: (Anything not covered above, scavenging, info gathering in person, etc, describe what Blender is going for)


Player Input:

Blender Morning Action

Blender Afternoon Action

(Owner is busy today, mollifying angry Ultras about her absence)

One thought on “Regime Quest 41

  1. We need to recover and/or replace certain assets.

    Morning: Get to know Joker better. Someone with good Ultra Speed will cover a major hole in my previous posse.

    Afternoon: Recruit new faces for the Warband. Those who are still alive will be the leaders; but let’s beef up the lower ranks a bit. We’ll recruit from the Ultra Fights if we can, or else just put the word out that there are vacancies.

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