Attempting to Subvert the Plan: Dominion Edition

Retcon: Should General Horner (the MC) have been The Magistrate (Starcraft 1 PC)?

  • Yes

    Votes: 35 43.8%
  • No

    Votes: 29 36.3%
  • This does not matter to me

    Votes: 16 20.0%

  • Total voters
    80
  • Poll closed .
Attempting to Subvert the Plan: Dominion Edition
Created
Status
Ongoing
Watchers
603
Recent readers
0

Rebuild the Terran Dominion following the Great War.
Opening Post
Location
the Republic
Pronouns
He/They
The Great War between Terrans, Zerg, and Protoss is over. The Zerg Overmind has been destroyed and the Protoss are scattered after the loss of their home world. From the ashes of the Confederacy, Arcturus Mengsk has raised up a new Terran Dominion with himself as its first emperor. Despite his promises of peace and prosperity, much of the Koprulu Sector remains in ruins, while many planets have been lost to Zerg infestation or Protoss sterilization. In order to secure his grip on power, he must deliver on his pledge to restore glory to Terran space, and he must do so quickly.

To achieve this end, Emperor Arcturus has appointed you Imperial Chancellor of the Exchequer. At your disposal are the whole of the Dominion's civilian resources, the vast unemployed Terran workforce, and the untapped riches of the Koprulu Sector's planets. Also at your disposal is the Dominion Treasury, which is reeling from the change in government, staffed largely by Confederate holdovers, and almost completely empty following the expenditures of the war.

With these resources, or lack thereof, you must restore the whole of the industrial and civilian economy, house every refugee, rebuild every destroyed road and bridge, and bring back not just the pre-war status quo, but a shining new golden age of plenty.

As if that weren't enough, the Emperor's choice may turn out to have been unwise. Despite your unshakable allegiance to the Dominion's cause, and your very real commitment to preserving and protecting humanity, your personal loyalty to Mengsk himself is somewhat compromised. You know what he's done to seize power. You know what he'll do to keep it. And if he ever finds out about your secret, your days are numbered.

So, who are you, anyway?



[] General Charles "Chuck" Horner
War Buddy: Reduced negative consequences for high Paranoia, incurs lower Paranoia costs
Chief of Staff: +5 to all Infrastructure dice
Old Boys' Network: +25 Resources per turn
High School Dropout: -10 to all dice; 50% chance of reducing penalty by 2 each turn

Agenda: Defense and defense-related infrastructure, war-supporting industries
Secret: Uncle of rebel Captain Matt Horner, rebel sympathies, back-channel to Raynor's Raiders​

General Charles Horner, "Chuck" to the Emperor and his other drinking buddies, is a veteran of the Confederate Marine Corps and former second-in-command to then-Captain Arcturus Mengsk. He defected to the Sons of Korhal after the nuclear bombardment and served as one of Mengsk's three top-most military advisors. Having served with distinction during the Great War, he has been offered the Treasury not for his financial or technical skills, but to fill a key post with a known loyalist.

Unfortunately for the Emperor, Chuck Horner has known him personally for years and is very aware of the lengths he'll go to for power and control. His half-sister died on Tarsonis, and her son now serves aboard the flagship of Jim Raynor's rebel group. He knows and respects young Matt and his decisions; if the boy is against Mengsk, there might be something to it...

[] Doctor Zenobia Aldine
Multiple Doctorates: +5 to all rolls
Xenoscience Expert: +5 to all Xenotechnology dice
Alternate Revenue Stream: Can convert xenotech discoveries into Resource-producing innovations
Personality Clash: Incurs higher Paranoia costs

Agenda: Scientific advancement, study of Zerg and Protoss artifacts, higher education
Secret: Juliana Pasteur's colleague and Valerian Mengsk's tutor, ties to the Umojan Protectorate, back-channel to Prince Valerian​

Born and raised in the Umojan Protectorate, Doctor Zenobia Aldine is a leader in the fields of xeno-archaeology, advanced structural mechanics, and exotic theoretical physics. She also has the personal distinction of having taught alongside Juliana Pasteur, the Emperor's lover. When young Valerian Mengsk lost his mother in tragic circumstances, she took over as his guardian and tutor, and was retained by Arcturus afterwards. Now that Valerian has come of age, the Emperor has offered her the Dominion Treasury as a reward and a sinecure, despite their incompatible personalities.

Despite her loyalty to humanity and horror at what the Great War wreaked upon the Koprulu sector, she has no love for Arcturus himself. She knows the reform-minded Valerian to have inherited the best of her friend's good qualities and believes the young man to be a far more suitable candidate to lead humanity into the future. If only that auspicious day could be somehow hurried along...

[] Senator Vincent Trevelyan
Friends in High Places: Can force through policy changes at the cost of high Paranoia
People Person: +5 to all Services dice
Politically Connected: Can redline Paranoia exactly once; resets to 30 rather than incurring consequences
Too Old for This: 5% chance of retirement every year, increasing to 10% if Politically Connected fires

Agenda: Civilian industry and services, trade and commerce, improvements to daily life
Secret: History of pro-democracy activism, actually believes in Sons of Korhal propaganda, back-channel to internal resistance groups​

Known as the Lion of the Confederate Senate, Vincent Trevelyan was a liberal and independent voice amidst a sea of crusty reactionaries and xenophobes. He openly spoke of the need for democratic reform and popular sovereignty, as well as an end to oligarchic rule. When Korhal was destroyed, he publicly avowed his support for the Sons of Korhal, and was jailed for his temerity. A famous political prisoner, he was released by Emperor Arcturus following the establishment of the Dominion and offered the Treasury as a sign of imperial compassion and desire for reform.

However, Trevelyan is no fool. Despite his advanced age, he has seen Mengsk for who he really is: a tyrant and an opportunist. Concealing his loathing behind an expert politician's façade, he now intends to use his celebrity and ties with now-elevated opposition figures to bring about something better...



Like in other plan quests, there are two starting values to keep track of: Resources and Paranoia.

Resources are a quasi-monetary quasi-material abstraction representing the limits of what you can requisition, barter for, or steal. They're expended when you allocate dice to projects and can be gained through development projects. You can't go below 0 Resources; the Dominion simply does not have the necessary reserves or financial infrastructure.

Paranoia is tracked on a scale from 0 to 100 and represents Arcturus Mengsk's level of personal concern over your activities. This can include genuine alarm over the threat you hypothetically represent, irritation at not obeying his every directive, or simply doing something he didn't want you to do. High levels of Paranoia (above 70 or so) may be reflected by negative in-game events. If your character 'redlines' Paranoia by reaching 100 (without a mitigating factor like Trevelyan's ability), they will be fired and suffer a bad end. You'll start out at 30 Paranoia; he's not in a great mood after reading the post-war reports.

The selected Chancellor's Agenda will determine the particular focus of their tenure; you'll get more military-related projects as General Horner, more science projects as Dr. Aldine, etc. Their Secret is their hidden tie to an anti-Mengsk faction, and is a double-edged sword; while discovery will ruin you, your ties also offer unorthodox paths to getting things done.

A note on canon: Starcraft would have you believe that the events of the first and second game occur within the span of less than a decade. That's insane. In this quest, the Great War (Starcraft) began in 2499 and ended in 2505. We'll begin in 2506. The Brood War is at least 3-5 years away.

Also, I consider game canon to be more or less applicable except where necessary, and all other forms of canon to be a gentle suggestion at best. I have not read I, Mengsk. I may be doing weird things with planets and characters.

Finally, if I see even a little weird genocide-posting in this thread, I swear to God I will yeet the offender straight into the sun.
 
Last edited:
Status of the Dominion Treasury
Status of the Dominion Treasury

Dice

Free: 5 (2 cannot be applied to Personal)
Infra: 7 (net modifier +11)
HI: 6 (net modifier +6)
LCI: 6 (net modifier +6)
Enviro: 6 (net modifier +1)
Services: 6 (net modifier +1)
Military: 7 (net modifier +6)
Research: 6 (net modifier +1)
Bureau: 6 (net modifier +11)
Personal: 4 (net modifier +1)

Base Capacity: 2 Free dice, 3 category dice
Absolute Competence: 2 Free dice, 1 Bureaucracy die
Specialist: 1 Personal die
Upper Echelons: 1 category die
Fleshed-Out Bureaucracy: 1 category die
SALOME: 1 category die
Personal Staff: 2 Personal dice
Lean on Me: 1 Free die

Lean on Me: +1 Free die. Once per turn, set the lowest Bureaucracy result to the highest Personal result, and the lowest Personal result to the highest Bureaucracy result.

Chief of Staff: +5 to all Infrastructure and Military dice
College Boy: +1 to all dice; 25% of increasing each turn
No Nonsense: -5 to Personal dice
Titan of Industry: +5 to all HI, LCI, and Bureaucracy dice
Uncrowned Queen: +10 to all Nephor dice
Dewey Cheatem and Howe: +5 to all Infrastructure, Bureaucracy, and Personal dice
Center of Power: +10 to all Korhal dice
The 2508 Deal: +5 to all Korhal dice (expires end of Q4 2508)
Running Interference: -5 to any end-of-turn net Paranoia gain, minimum 0 (expires end of Q4 2508)

Raynor's Raiders: 5/20
Mira's Marauders: 1/20
Industrial Workers' Trust: 4/20
Space Wolves: 1/20
Nova Squadron: 1/20

Old Boys' Network [+25R/turn]
Korhal: Keresh Mining Complex [+5R/turn]
Tyrador IX: Refugee Workshops Phase 2 [+20R/turn]
Nephor II: Nephor Industrial Megacomplex [+30R/turn, income increases by +5R each turn (maximum +40R/turn)]
Vardona: Vespene Extraction Operations [+30R/turn]
Personal Expense Account [+10% overall income F/turn]
Personal Investments [+15F/turn]

Personal Expense Account [-10% overall income R/turn]

Facilitator [-20 to all Personal DCs]
Military Surplus II [-200 Progress for all Planetary Reconstruction projects]
Korhal: Keresh Mining Complex [-100 Progress for all Augustgrad phases]
Nephor II: TerraUnion Tool and Die Works Phase 2 [-100 Progress for all groundside construction projects]
Vardona: Ardonin Heavy Vehicle Factory Phase 2 [-100 Progress needed for all groundside construction projects] [-200 Progress needed for all space-based construction projects]

Negotiator [-5R discount for all Personal project dice]
Additional Security [-5R discount for all [Reconstruction] project dice]
Nephor II: Phoros Neotextile Fabrication Plant Phase 2 [-10R for all groundside construction project dice]
Space Defenders [-10R for all space-based construction projects; expires end of Q4 2508]

Personnel
Imperial Chancellor

General Charles "Chuck" Horner
War Buddy: Reduced negative consequences for high Paranoia, incurs lower Paranoia costs
Chief of Staff: +5 to all Infrastructure and Military dice
Old Boys' Network: +25 Resources per turn
College Boy: +1 to all dice; 25% chance of increasing each turn​

Agenda: Defense and defense-related infrastructure, war-supporting industries
Secret: Uncle of rebel Captain Matt Horner, rebel sympathies, back-channel to Raynor's Raiders​

Vice-Chancellor
Samuel Smith
Absolute Competence: +2 Free dice, +1 Bureaucracy die
Retroactive Approval: Convert all natural 1s into natural 100s; converted natural 100s do not reduce Paranoia; does not function above 80 Paranoia
No Nonsense: -5 to all Personal dice; positive traits cannot be applied to Personal projects​

Personal Secretary to the Chancellor (Aide de Camp)
Jacob Arendt
Specialist: +1 Personal die
Facilitator: -20 difficulty to all Personal DCs
Negotiator: 5R discount on all Personal project dice​

Special Advisor to the Chancellor (Chief of Staff)
Victoria Archibald III
Titan of Industry: +5 to all HI, LCI, and Bureaucracy dice
Uncrowned Queen: +10 to all Nephor II project dice; more Nephor II projects​

On Retainer
Cruikshank & Taylor
Dewey Cheatem and Howe: +5 to all Infrastructure, Bureaucracy, and Personal dice
Center of Power: +10 to all Korhal dice​
 
Last edited:
Vote closed
Scheduled vote count started by Etranger on Nov 4, 2022 at 11:36 PM, finished with 44 posts and 35 votes.
 
Q3 2506: Budget Allocation
June 12, 2506
Imperial Villa
Tyrador IX


Being kept waiting is a novel experience for you, but you strongly suspect you're going to have to get used to it. Your former CO is now Emperor of the Terran Dominion, the absolute ruler of civilized space, and as Most Important Person he naturally has many demands on his time. Or he could just be playing head games again. You never really know with Mengsk.

Fortunately, you had spent years in the man's company, and dealing with his little foibles was second nature. You had just picked out the most comfortable-looking chair in the plushly-appointed waiting room, settled down into it, and allowed your face to go safely blank. Like you were thinking about football, or a pretty girl, or something.

About half an hour later, during which time the muffled sounds of shouting had grown increasingly loud from within the office, the double doors bang open and the fussy little man who was the prior appointment goes scurrying out. What was his name – Histler? Fistler? Whatever. He breaks into a run and doesn't stop until he's intercepted by the black-clad Dominion Security Service boys out front. You make a mental note to forget his name.

Another bodyguard in black fatigues and a black beret, the red Dominion emblem its only adornment, emerges to greet you. "Please, General. His Majesty the Emperor will see you now."

You nod amiably, as though the prior little scene had never played out, and rise to your feet. Unlike Hisser, you know that you cut an imposing figure. 6'2" and broad-shouldered, with hard brown eyes and gray hair cut extra-close to the scalp. You don't quite have a Marine's physique anymore – a half-decade out of the armor will do that to you – but you keep in pretty good shape anyway. The Sons of Korhal may not have had a dress uniform, but the Terran Dominion damn sure does, and you're wearing it, all black and red and shiny. You can hardly even notice your neck tattoo, or all the scars.

You give the bodyguard a friendly nod and smile, then step inside, taking your hat off and tucking it underneath your arm. Once inside, with the doors closed behind you – unlike what's-his-name, you get a private meeting – you stand at attention awaiting the storm in front of you to calm down.

Mengsk is wearing imperial finery: red silk with gold epaulettes and embroidering, the picture only somewhat spoiled by the lit cigar clamped between his teeth. He's straightening the papers he presumably struck in a moment of pique and visibly calming himself from what sounded like a pretty intense rant even for him. After a minute or so, he exhales a plume of smoke and looks up at you, expression immediately shifting to a broad smile. "Chuck! By God, it's good to see a friendly face. How's Carla?"

You return the smile and nod your head appreciatively. "She's doin' good, Your Majesty. Settling in well. Sends her love. I'll tell her you asked."

Mengsk waves a gloved hand dismissively. "None of that 'Your Majesty' crap from you, Chuck! We're old friends! Come on, take a seat. Have a cigar."

Propping your cap up on the back of your chair, you take the indicated seat, allowing your manner to relax from formal... to semi-formal. This is a classic Arcturus test, telling you to relax and let your guard down so he can see just how far you're willing to unbend in front of him. It's led many people to make unwise mistakes, thinking themselves in friendly company.

You take the cigar and begin the process of cutting and lighting it. No third-rate smuggled trash for the Emperor of All Mankind. This tobacco smells amazing. "Sure thing, Boss. So, what can I do for you?"

Judging by the brief flash in his eyes, you know you've hit your mark, having calibrated perfectly for "friendly, but respectfully so." Sticking with "Your Majesty" would have ruined your personal relationship. Of course, if you'd tried calling him "Arcturus," you'd probably be headed wherever they were taking that one guy – you know, him.

"Well, Chuck, here's the long and short of it. I'm putting you in charge of the Treasury."

"Say what now?"

Mengsk has himself a genuine belly laugh at your no doubt baffled expression. You almost drop your cigar.

"You're my new Imperial Chancellor. Like the job title? It comes with a patent of nobility, estates, the whole package. With you at the Treasury, Duke running Defense, and Warfield heading up the Imperial Guard, I've got all my best people ready to pitch in."

Well, not all of them. He left his best woman back on Tarsonis, and his actual best man stole a battlecruiser and lit out for unknown space. But that one falls well within the cabinet of Stuff We Never Talk About, so you forget it and move on.

"Boss, I don't... I mean, I'm honored. Hell, it's an incredible offer. I'm just not sure I'm the guy for this. I didn't even pass pre-calc!"

Mengsk smiles and shakes his head, clearly undeterred. "Chuck, Chuck, I don't need a number-cruncher. I've got ex-Confed bureaucrats by the score beavering away at the numbers. I need a man with character in the bird-dog seat. Someone with integrity. A man I can trust."

Right, of course. A reliable crony who'll do what he's told. That poor bastard from before probably didn't bring in the right numbers, so now Mengsk's brought in someone who will, and damn the torpedoes.

You nod slowly, face a perfect picture of stupefied concentration. "I see... Hm..."

"There's a lot that needs doin', Chuck. The sector's in ruins. We lost half the Core Worlds to Zerg or Protoss. Tarsonis is gone. Anywhere there's not smoking ruins or scorched earth, there's refugees and panic. I need someone to come in, take charge, and fix this."

Mengsk takes a puff from his cigar, leaning forward. There's the barest hint of an edge in his voice as he speaks. "And besides, I'm not offering anything. I'm tellin' you, you're my new Chancellor."

You disguise a heavy exhalation behind a cloud of cigar smoke. "...Well, when you put it like that, Boss."



His Majesty Emperor Arcturus I, Sovereign of the Terran Dominion and Defender of All Mankind, hereby grants you the title of Imperial Chancellor, with full authority over the Treasury of the Dominion and its subordinate personnel, and grants you all necessary resources for carrying out your duties...

You carefully re-roll the faux-antique scroll carrying your new patent of office. Rebuild the entire sector... in five years? There must be heavy metals in those cigars he's smoking. For sure he's going to have you shot.

Well, nothing doing. You've got the job, whether you want it or not. Time to get things moving.



Just how much are you going to need to get this done, anyway?

[] [FUND] 20% of the Dominion Budget
This would represent a net reduction in the traditional Treasury allocation during the late Confederacy, allowing more funding to go toward increased military spending, internal pacification efforts, and the Emperor's other projects. Mengsk would be thrilled at such a helpful request, but you might run into difficulties actually getting things done. (-15 Paranoia, 100 Resources per turn)

[] [FUND] 25% of the Dominion Budget
During the final period of the Confederacy, the Senate would routinely allocate a quarter of the budget to the Treasury, a quarter of the budget to the security services, and the other half to the military, give or take a few percentage points. Maintaining this tradition would be seen as appropriate and not at all out of line, but it also fails to account for all the rebuilding that needs to be seen to. (-10 Paranoia, 125 Resources per turn)

[] [FUND] 35% of the Dominion Budget
A ten-percent increase in the Treasury budget for rebuilding efforts is the very least that can be done, and is what is more or less expected for a "normal" recovery plan. Unfortunately, using the Confederacy's standard for governmental achievement, this likely means slow-rolling more impoverished and less-productive areas while concentrating on the metropolitan core. (175 Resources per turn)

[] [FUND] 40% of the Dominion Budget
A fifteen-percent increase in the budget would naturally come out of the military's half of the pie and would not be universally well-received. They in turn would need to pillage the security services, which might make Mengsk... twitchy. However, it's probably enough to fuel a general recovery. (+10 Paranoia, 200 Resources per turn)

[] [FUND] 50% of the Dominion Budget
Sure, why not? Put in for half the budget for reconstruction. Korhal's in need of wholesale reclamation, multiple worlds need to be rebuilt or resettled, and the economy's in shambles. It's not an unrealistic ask, and it'll help a lot of people. Unfortunately, it will be massively unpopular with the rest of the Dominion government, and Mengsk will undoubtedly suspect you of empire-building or peculation. (+20 Paranoia, 250 Resources per turn)

And what are you prepared to promise?

[] [PLAN] Reconstruction
You are prepared to guarantee the bare minimum: that the pre-War standard of living and economic output will be fully restored. This is the least Mengsk is willing to accept in terms of commitments and is not considered terribly ambitious given how corrupt and moribund the late Confederacy was. It is also well short of the promises that he's been making. However, it is actually realistic, and would at least stabilize the domestic situation. (+5 Paranoia, all reconstruction projects finished)

[] [PLAN] Revitalization
It isn't enough to just return to the last days of the Confederacy. The Dominion not only can be stronger, fairer, and better; it must be. You will promise not just the restoration of pre-War economic activity and living standards, but a general improvement across the board. This would go a long way toward fulfilling the promises Mengsk made during his coronation, even if it's not strictly entirely possible by conventional measures. (-5 Paranoia, all reconstruction projects finished + at least one major improvement in each field)

[] [PLAN] Reclamation
Not only will the Dominion be better than the Confederacy, it will perform superhuman feats of heroism in the process. You promise not just to provide tangible improvements across the board for the average citizen, but also to fully reclaim the devastated throne world of Korhal. By the time the plan is complete, Korhal will be a world on par with lost Tarsonis, healed of its atomic scars, a monument to the glory and power of the Mengsk Dynasty. (-15 Paranoia, all reconstruction projects finished + one major improvement in each field + all Korhal reclamation projects finished)



A note: Regardless of whether you plan to take Reclamation or not, Mengsk will still expect a certain amount of progress to be made on rebuilding Korhal.

Also, these and all future Paranoia costs already include your Paranoia-reducing ability.

Vote's open!
 
Last edited:
Vote closed
Scheduled vote count started by Etranger on Nov 5, 2022 at 7:39 PM, finished with 47 posts and 34 votes.
 
Turn 1 (Q3 2506)
A few QM notes...

Dice are d100s, as per usual for a plan quest.

"Xenotechnology" is now "Research" to account for the inclusion of non-alien tech.

I've added the "Military" category, and since it makes no sense for him not to have it, Horner gets a +5 to those dice too.

Anything labeled [MANDATORY] is something Mengsk expects to be done ASAP, or at least to have consistent progress on; this can be ignored in exchange for Paranoia. Anything labeled [Reconstruction] is part of the plan goal. Anything labeled (Tech) is initial development of a technology; rolling it out may be a separate project.




Turn 1 (Q3 2506)

Resources: 225 stockpile + 225 incoming = 450 available

Paranoia: 35/100
Free Dice: 2

Infrastructure (4 dice)

[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday. (Progress 0/400, -15R per die, -10 Paranoia when complete)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field. (Progress 0/300, -20R per die)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers. (Progress 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort. (Progress 0/500, -10R per die)

Heavy Industry (3 dice)
[] Korhal: Keresh Mining Complex (Phase 1)

Keresh Province was once a lush forested wilderness, famous for its abundant game and verdant vistas. Under the protection of the ruling Mengsk family, it became a desirable tourist destination for the wealthy and powerful. Now it's a blasted wasteland, with burnt husks of dead trees and dried-up streams. While undoubtedly a tragic outcome, the nuclear destruction of Korhal also revealed several promising mineral deposits. This could prove quite useful for the reclamation efforts. (Progress 0/200, -10R per die, Resource gain, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and the NIM is in need of some serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output. (Progress 0/400, -15R per die, Resource gain)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable. (Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't consider SCVs to be "effete"... (Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output. (Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage. (Progress 0/600, -15R per die, Resource gain)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions. (Progress 0/400, -10R per die, Resource gain)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there. (Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present. (Progress 0/200, -5R per die, +5 Paranoia when complete)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three scourge with one rocket? (Progress 0/400, -10R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food. (Progress 0/200, -15R per die)

Services (3 dice)
[] Obligatory National Service [Reconstruction] [MANDATORY]

The Dominion has two problems: masses of unemployed refugees and an enormous amount of work that needs to be done. The Emperor has proposed (well, commanded) that they be solved at the same time by simply requisitioning every idle hand into the service of the nation. Those able-bodied individuals who aren't shunted into the military will be mobilized into huge work gangs, doing with hand tools and determination what SCVs used to do with fusion cutters and bionic strength. Oh, and Mengsk wants you to oversee it. (DC 30/50/70 to determine quality, Paranoia gain or loss depending on result)

[] Mass Literacy Movement (Phase 1)
The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce. (Progress 0/200, -10R per die, +5 Paranoia when begun, +5 Paranoia when complete)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements. (Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures. (Progress 0/100, -15R per die, +5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy

The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place. (Progress 0/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly. (Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations. (Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion. (Progress 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute


The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means. (Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata. (Progress 0/200, -15R per die, +5 Paranoia)

[] Supply Bunkers (Tech)
Across Dominion space, the Emperor's subjects suffer under two equally important conditions: a lack of vital supplies, and a fundamental insecurity. To address both problems at once, the Sub-Ministry for Development has proposed enhancing the standard supply depot's storehouses and workshops with fortified bunker construction, allowing for a structure that can both provide and defend. This will help make isolated communities more defensible and sustainable. (Progress 0/50, -10R per die, +5 Paranoia)

[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions. (Progress 0/100, -5R per die, -5 Paranoia)

Bureaucracy (2 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast. (Increases available dice) (Progress 0/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he? (Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free. (Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost. (Progress 0/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on. (Progress 0/300, -10R per die)

[] Appoint a Vice-Chancellor
This Chancellor job is no joke. People are coming to you with all kinds of technical and legal questions you are simply not prepared to answer, and yelling at them only secures a temporary retreat rather than permanent victory. You need a second-in-command, an executive officer, a vice-chancellor, if only so they can take all those awkward inquiries on your behalf. (Recruits a subordinate with bonuses) (-5R per die, DC 30/40/50 for personnel quality, subvote to pick candidate)

Personal (1 die)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors? (-25R, DC 30 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire an Executive Assistant
Your inbox is threatening to collapse in on itself and take your entire desk with it. The last Treasury Secretary had a legion of personal secretaries and other capable individuals to help him do as little as possible. The least you can do is hire an assistant. Quickly, before the pile grows any larger. (Increases Personal dice) (DC 20/30/40 for personnel quality, subvote to pick candidate)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer. (DC 60 to avoid +10 Paranoia, can be reduced)



2.5-hour moratorium to discuss plans, then I'll open voting for a couple days. Feel free to drop questions here or in the Discord; I'll answer insofar as I'm able.
 
Last edited:
On Paranoia
Horner's got a pretty good amateur psychologist's grasp on Mengsk's general deal, so let me lay out my criteria for what constitutes a potential Paranoia issue:

1) Doing anything that contradicts Mengsk's personal vision. Regreening even part of Korhal doesn't fit with his vision of a perfect ecumenopolis shining like a jewel in the night sky, even if it would produce a more resilient and sustainable ecosystem.

2) Doing anything that might accrue glory or public regard for the person doing it. Public healthcare is going to be very popular with the average person, and even though Mengsk will get the lion's share of the credit, people will also be grateful to you personally for getting it done.

3) Doing or implementing anything not entirely within Mengsk's personal control. UNN will expect the pretense of journalistic independence to be respected, in name if not in fact, and even that concession will rankle the Emperor.

4) Doing or implementing anything that gains the person doing it power, influence, or resources. Hiring independent experts falls under this category, as does growing your staff beyond a certain point.

Now, some of you might be saying, "Wow, Etranger, isn't that kind of comprehensive? Like, it covers almost everything?" and my answer to that is, well... yeah. It sort of does. You work for a despot.
 
Vote closed
Scheduled vote count started by Etranger on Nov 6, 2022 at 4:38 PM, finished with 52 posts and 28 votes.
  • 17

    [X] Plan: A Good General Has Good Officers
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
    --[X] 2 dice, 30 R
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
    --[X] 2 dice, 40 R
    - [X] Korhal: Keresh Mining Complex (Phase 1)
    --[X] 3 dice, 30 R
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
    - [X] Korhal: Regreening Effort (Phase 1)
    --[X] 1 Dice, 5 R
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
    --[X] 2 dice, 20 R
    - [X] Obligatory National Service [Reconstruction] [MANDATORY]
    --[X] 2 dice
    -[X] Mass Literacy Movement (Phase 1)
    --[X] 1 dice 10 R
    -[X] Korhal: Eastcliff Military Academy
    --[X] 4 dice, 40 R
    -[X] Supply Bunkers (Tech)
    -[X] Integrated Protective Ensemble (Tech)
    --[X] 2 dice, 10 R
    - [X] Refill the Upper Echelons (Experts)
    --[X] 2 Bureaucracy Dice, 10 R
    -[X] Appoint a Vice-Chancellor
    --[X] 2 Free Dice, 10 R
    -[X] Hire an Executive Assistant
    --[X] 1 dice, no cost.
  • 11

    [X] Plan Attempting to Extinguish The Dumpster Fires
    -[X] Infrastructure (4/4 dice + 1 Free die, 60 R)
    --[X] Korhal: Capital City Augustgrad (Phase 1) 0/400 (2 dice, 30 R) (2/9 median dice to finish)
    --[X] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (3 dice, 30 R) (3/14 median dice to finish)
    -[X] Heavy Industry (3/3 dice, 35 R)
    --[X] Korhal: Keresh Mining Complex (Phase 1) 0/200 (3 dice, 30 R) (3/5 median dice to finish)
    -[X] Light Industry (3/3 dice, 60 R)
    --[X] Korhal: Canis Chemical Refinery (Phase 1) 0/400 (3 dice, 60 R) (3/10 median dice to finish)
    -[X] Environmental (3/3 dice, 30 R)
    --[X] Tyrador IX: Establish Farmsteads (Phase 1) 0/400 (3 dice, 30 R) (3/10 median dice to finish)
    -[X] Services (3/3 dice, 0 ?? R)
    --[X] Obligatory National Service (3 dice, 0 R)
    --[X] (4% chance fail, 4% chance DC 30, 8% chance DC 50, 84% chance DC 70)
    -[X] Military (4/4 dice, 40 R)
    --[X] Korhal: Eastcliff Military Academy 0/200 (2 dice, 20 R) (2/5 median dice to finish)
    --[X] Tyrador IX: Military Recruitment Offices 0/200 (2 dice, 20 R) (2/5 median dice to finish)
    -[X] Research (3/3 dice, 20 R)
    --[X] Supply Bunkers 0/50 (1 die, 10 R) (41% chance to complete)
    --[X] Integrated Protective Ensemble 0/100 (2 dice, 10 R) (33% chance to complete)
    -[X] Bureaucracy (2/2 dice, 10 R)
    --[X] Appoint a Vice-Chancellor (2 dice, 10 R)
    --[X] (11% chance fail, 6% chance DC 30, 6% chance DC 40, 77% chance DC 50)
    -[X] Personal (1/1 + 1 Free die, 0 R)
    --[X] Hire an Executive Assistant (2 dice, 0 R)
    --[X] (7% chance fail, 4% chance DC 20, 6% chance DC 30, 83% chance DC 40)


At Laurent's request, the die from Mass Literacy was moved into Obligatory National Service.

Ignore that third Augustgrad die; this is my first time using this interface.

EDIT: Rolling for penalty reduction; if it's 51 or higher, it'll reduce the penalty to -8 for next turn. And... it is! Horner is down to -8 for his penalty as of Turn 2.
Etranger threw 3 100-faced dice. Reason: Augustgrad Phase 1 Total: 54
30 30 2 2 22 22
Etranger threw 2 100-faced dice. Reason: Brontes Cleanup Phase 1 Total: 159
65 65 94 94
Etranger threw 3 100-faced dice. Reason: Keresh Complex Phase 1 Total: 244
86 86 76 76 82 82
Etranger threw 3 100-faced dice. Reason: Tyrador Workshops Phase 1 Total: 105
85 85 3 3 17 17
Etranger threw 1 100-faced dice. Reason: Korhal Regreening Phase 1 Total: 1
1 1
Etranger threw 2 100-faced dice. Reason: Tyrador Farmsteads Phase 1 Total: 142
83 83 59 59
Etranger threw 3 100-faced dice. Reason: Obligatory National Service Total: 117
81 81 18 18 18 18
Etranger threw 4 100-faced dice. Reason: Korhal Military Academy Total: 148
75 75 8 8 60 60 5 5
Etranger threw 1 100-faced dice. Reason: Supply Bunkers Total: 94
94 94
Etranger threw 2 100-faced dice. Reason: Protective Ensemble Total: 56
18 18 38 38
Etranger threw 2 100-faced dice. Reason: Upper Echelons Experts Total: 82
27 27 55 55
Etranger threw 2 100-faced dice. Reason: Vice Chancellor Total: 165
95 95 70 70
Etranger threw 1 100-faced dice. Reason: Executive Assistant Total: 59
59 59
Etranger threw 1 100-faced dice. Reason: On-The-Job Training Total: 60
60 60
 
Last edited:
Quest Policy on Dice Results and Omakes
Just a brief explainer here...

If a project with a DC does not explicitly preclude using multiple dice in the project text, you can do so. I'll add the results together and take the total.

Natural 1s don't have any mechanical effect outside of being a terrible result. If it's something funny or potentially catastrophic then I'll weave that into the narrative, but I'm not going to penalize you guys any further than the dice already did. If you had picked someone besides Horner, you might be subject to a Paranoia bump, but the good ol' boy can just shrug off mishaps like water off a duck's back.

However, if you roll a natural 100, I'll reduce Paranoia by 5 (once per project) and include something suitably obfuscatory or mollifying for Mengsk to keep the heat off.

Finally, if a die rolls below an applied penalty (rolling a 4 with a -5 penalty, for instance), you don't lose 1 point of progress, nor do penalties "spill over" onto other dice. Each penalty reduces its die and its die alone to a minimum of 0. The reverse is not true; if you roll a 99 with a +5 bonus, the result is 104.

As for omakes: non-canonical omakes are worth 5 points on a single project, semi-canonical omakes are worth 10 points, and fully canonical omakes are worth 15 points. edboy's Granger picture is non-canonical (in my head, Horner is voiced and modeled on Clancy Brown) but if there had been a 5-point progress gap then the omake bonus would have filled it in this turn. Instead, I'll keep it stockpiled for later.
 
Back
Top