Well, since it nearly a week and there are no new comment or chapter (btw what are your usual release rate for this quest after voting ?), here are some good 'Imperial' military music here if you need inspiration for the propaganda music later on
'faction introduction style'
-[] Mar Sara: Planetary Resettlement (Phase 1) 0/400 5 dice 25 R 9%, 6 dice 30 R 36%, 7 dice 35 R 68%, 8 dice 40 R 88%, 9 dice 45 R 97%
-[] Fringe Worlds: Supply Bunker Construction (Phase 2) 173/200 1 die 5 R 90%, 2 dice 150 R 100%
Heavy Industry 6 dice +6
-[] Korhal: Keresh Mining Complex (Phase 2) 14/100 1 die 5 R 41%, 2 dice 10 R 93%
-[] Korhal: Simonson Munitions Factory (Phase 1) 0/300 3 dice 30 R 6%, 4 dice 40 R 44%, 5 dice 50 R 83%, 6 dice 60 R 97%
-[] Korhal: Fort Leary Biochemical Production Site 0/200 2 dice 30 R 12%, 3 dice 45 R 65%, 4 dice 60 R 94%
-[] Nephor II: Nephor Industrial Megacomplex (Phase 2) 0/300 3 dice 30 R 3%, 4 dice 40 R 32%, 5 dice 50 R 71%, 6 dice 60 R 93%, 7 dice 70 R 99%
-[] Nephor II: TerraUnion Tool and Die Works (Phase 3) 53/200 2 dice 30 R 42%, 3 dice 45 R 87%, 4 dice 60 R 99%
-[] Nephor II: Dynamic Integrated Arms Factory (Phase 1) 0/200 2 dice 30 R 7%, 3 dice 45 R 54%, 4 dice 60 R 89%, 5 dice 75 R 99%
-[] Dylar IV: Dylarian Shipyards (Phase 2) 322/600 3 dice 30 R 3%, 4 dice 40 R 27%, 5 dice 50 R 62%, 6 dice 60 R 86%, 7 dice 70 R 96%
-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 3) 73/300 2 dice 30 R 16%, 3 dice 45 R 53%, 4 dice 60 R 82%, 5 dice 75 R 95%
-[] Vardona: Donette Terrestrial Shipyards 0/200 2 dice 20 R 2%, 3 dice 30 R 32%, 4 dice 40 R 70%, 5 dice 50 R 91%
Light and Chemical Industry 6 dice +6
-[] Korhal: Canis Chemical Refinery (Phase 1) 14/200 2 dice 20 R 20%, 3 dice 30 R 74%, 4 dice 40 R 97%
-[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) 24/200 2 dice 20 R 20%, 3 dice 30 R 71%, 4 dice 40 R 95%
-[] Vardona: Vespene Extraction Operations (Phase 2) 17/600 7 dice 70 R 1%, 8 dice 80 R 6%, 9 dice 90 R 22%, 10 dice 100 R 45%, 11 dice 110 R 68%, 12 dice 120 R 84%, 13 dice 130 R 93%
-[] Tyrador IX: Refugee Workshops (Phase 3) 0/400 5 dice 50 R 4%, 6 dice 60 R 22%, 7 dice 70 R 51%, 8 dice 80 R 76%, 9 dice 90 R 90% 10 dice 100 R 97%
-[] Mar Sara: Endureum Extraction Operations (Phase 1) 54/???
-[] Chau Sara: New Andares Orbital Platform (Phase 1) 0/500 6 dice 30 R 1%, 7 dice 35 R 10%, 8 dice 40 R 31%, 9 dice 45 R 56%, 10 dice 50 R 78%, 11 dice 55 R 91%, 12 dice 60 R 97%
Environmental 6 dice +1
-[] Korhal: Regreening Effort (Phase 2) 66/100? 1 die 10 R 88%, 2 dice 20 R 100%
-[] Korhal: Korhal Imperial Zoo 0/200 2 dice 20 R 7% 3 dice 30 R 54%, 4 dice 40 R 89%, 5 dice 50 R 99%
-[] Korhal: Mengsk Family Villa Reconstruction 0/400 4 dice 60 R 1%, 5 dice 75 R 17%, 6 dice 90 R 53%, 7 dice 105 R 82%, 8 dice 120 R 95%
-[] Dylar IV: Shipyard Amenities 22/250 3 dice 15 R 9%, 4 dice 20 R 39%, 5 dice 25 R 70%, 6 dice 30 R 87%, 7 dice 35 R 97%
-[] Vardona: Supplemental Aquaculture Effort 209/250 1 die 10 R 66%, 2 dice 20 R 95%
-[] Tyrador IX: Establish Farmsteads (Phase 3) 25/400 5 dice 50 R 4%, 6 dice 60 R 20%, 7 dice 70 R 45%, 8 dice 80 R 70%, 9 dice 90 R 86%, 10 dice 100 R 94%
-[] Mar Sara: Restoring the Biosphere (Phase 2) 9/200 2 dice 30 R 2%, 3 dice 45 R 28%, 4 dice 60 R 63%, 5 dice 75 R 86%, 6 dice 90 R 96%
Services 6 dice +1
-[] Mass Literacy Movement (Phase 2) 0/300 4 dice 40 R 6%, 5 dice 50 R 29%, 6 dice 60 R 58%, 7 dice 70 R 80%, 8 dice 80 R 92%
-[] The Dominion Health Service (Phase 2) 3/300 4 dice 20 R 7%, 5 dice 25 R 30%, 6 dice 30 R 60%, 7 dice 35 R 81%, 8 dice 40 R 93%
-[] UNN Planetary Bureaus 9/300 4 dice 20 R 9%, 5 dice 25 R 34%, 6 dice 30 R 63%, 7 dice 35 R 83%, 8 dice 40 R 94%
-[] Korhal: Port Bennet Interplanetary Aerospace Complex 0/600 7 dice 70 R 5%, 8 dice 80 R 23%, 9 dice 90 R 52%, 10 dice 100 R 78%, 11 dice 110 R 92%, 12 dice 120 R 98%
-[] Korhal: Primary Resocialization Center 0/400 4 dice 40 R 1%, 5 dice 50 R 17%, 6 dice 60 R 52%, 7 dice 70 R 82%, 8 dice 80 R 95%
-[] Vardona: Angustia Orbital Shipyard Complex (Phase 3) 45/???
Military 7 dice +6
-[] Korhal: Fort Davis Military Arsenal 0/200 2 dice 20 R 2%, 3 dice 30 R 65%, 4 dice 40 R 94%
-[] Brontes: Refloating the Fleet (Phase 2) 76/???
-[] Brontes: Fort Riley Orbital Training Center 41/200 2 dice 10 R 18%, 3 dice 15 R 62%, 4 dice 20 R 89%, 5 dice 25 R 98%
-[] Fringe Worlds: Fort Sumner Forward Operating Base 21/200 2 dice 20 R 8%, 3 dice 30 R 47%, 4 dice 40 R 81%, 5 dice 50 R 95%v
-[] TRUSTrooper Recruitment Program 95/400 4 dice 40 R 11%, 5 dice 50 R 40%, 6 dice 60 R 71%, 7 dice 70 R 89%, 8 dice 80 R 97%
Research 6 dice +1
-[] Improved Threat-Recognition Protocol 0/250 3 dice 30 R 4%, 4 dice 40 R 26%, 5 dice 50 R 58%, 6 dice 60 R 81%, 7 dice 70 R 93%
-[] New Model Weaponry (Phase 3) 47/350 4 dice 60 R 6%, 5 dice 75 R 27%, 6 dice 90 R 56%, 7 dice 105 R 79%, 8 dice 120 R 92%, 9 dice 135 R 97%
-[] Psi-Crystal Research 0/350 4 dice 80 R 1%, 5 dice 100 R 9%, 6 dice 120 R 32%, 7 dice 140 R 58%, 8 dice 160 R 79%, 9 dice 180 R 91%, 10 dice 200 R 97%
-[] Secure Integrated Defense Ensemble 245/300 1 die 10 R 52%, 2 dice 20 R 89%, 3 dice 30 R 98%
-[] Hercules-class Superheavy Cargo Freighter 0/350 4 dice 40 R 1 %, 5 dice 50 R 9%, 6 dice 60 R 31%, 7 dice 70 R 58%, 8 dice 80 R 79%, 9 dice 90 R 91%, 10 dice 100 R 97%
-[] Charon Boosters 0/250 3 dice 45 R 4%, 4 dice 60 R 26%, 5 dice 75 R 58%, 6 dice 90 R 81%, 7 dice 105 R 93%, 8 dice 120 R 98%
Bureaucracy 6 dice +11
-[] Establish the Office of the Inspector-General 0/200 2 dice 10 R 4%, 3 dice 15 R 43%, 4 dice 20 R 81%, 5 dice 25 R 96%
-[] Establish the Office of Forecasts and Trends 0/200 2 dice 10 R 4%, 3 dice 15 R 43%, 4 dice 20 R 81%, 5 dice 25 R 96%
-[] Employ Pardon Recipients 148/400 3 dice 30 R 11%, 4 dice 40 R 50%, 5 dice 50 R 82%, 6 dice 60 R 96%
-[] Establish the Office of Reserve Logistics 0/300 3 dice 45 R 1%, 4 dice 60 R 21%, 5 dice 75 R 58%, 6 dice 90 R 85%, 7 dice 105 R 96%
-[] Veterans' Benefits Program 113/400 3 dice 45 R 2%, 4 dice 60 R 28%, 5 dice 75 R 65%, 6 dice 90 R 89%, 7 dice 105 R 98%
-[] Vardona: Trevelyan Commercial Tower (Utilitarian) 0/200 2 dice 20 R 4%, 3 dice 30 R 43%, 4 dice 40 R 81%, 5 dice 50 R 96%
-[] Vardona: Trevelyan Commercial Tower (Extravagant) 0/300 3 dice 45 R 1%, 4 dice 60 R 21%, 5 dice 75 R 58%, 6 dice 90 R 85%, 7 dice 105 R 96%
Personal 5 dice +1
-[] Raynor's Raiders: Anti-Banditry Campaign DC80 1 die 10 F 27%, 2 dice 20 F 74%, 3 dice 30 F 94%
-[] Raynor's Raiders: Leak Embarrassing Intel DC100 1 die 5 F 7%, 2 dice 10 F 58%, 3 dice 15 F 88%, 4 dice 20 F 97%
-[] Mar Sara: Backwater Station DC80 1 die 10 F 27%, 2 dice 20 F 74%, 3 dice 30 F 94%
-[] Fringe Worlds: Divert Additional Supplies DC60 1 die 15 F 47%, 2 dice 30 F 87%, 3 dice 45 F 98%
-[] Deadman's Rock: Buy an Orbital Station DC60 1 die 5 F 47%, 2 dice 10 F 87%, 3 dice 15 F 98%
-[] Deadman's Rock: Make Friends and Influence People DC40 1 die 10 F 67%, 2 dice 20 F 95%
-[] Nephor II: Legalize the Dominion Industrial Workers Union DC120 2 dice 10 F 58%, 3 dice 15 F 91%, 4 dice 20 F 99%
-[] Nephor II: Worker Aid Centers DC80 1 die 10 F 27%, 2 dice 20 F 74%, 3 dice 30 F 94%
-[] Space Wolves: Borrow Some Advisors DC80 1 die 5 F 27%, 2 dice 10 F 74%, 3 dice 15 F 94%
-[] Space Wolves: Blue Team DC60 1 die 10 F 47%, 2 dice 20 F 87%, 3 dice 30 F 98%
-[] Space Wolves: Fort Romulus Amenities DC40 1 die 15 F 67%, 2 dice 30 F 95%
-[] Nova Squadron: Psychic Countermeasures Training DC80 1 die 5 F 27%, 2 dice 10 F 74%, 3 dice 15 F 94%
-[] Nova Squadron: Joint Intelligence and Research Program DC60 1 die 10 F 47%, 2 dice 20 F 87%, 3 dice 30 F 98%
-[] Nova Squadron: Divert Neotextiles Output DC40 1 die 15 F 67%, 2 dice 30 F 95%
-Note 1: Additional bonuses are +15 to Korhal projects, +10 to Nephor II projects
-Note 2: This table accounts for 'Good Enough' which triggers if the project is within 5 Progress of completing. It does not account for Omake rewards.
-Note 3: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
-Note 4: You can use this calculator to double check calculations.
-Note 5: Credit to Derpmind for the idea/format from ATFTP: GDI
-Note 6: Happy to give any explanations needed, just ask.
Did you check some of the great mod that give more possible potential for starcraft here rather than just cannon ?. I recommend check some of it here, hope it help (check at your own pace):
+ "The Moebius Mod - Part 1" (basically what if Moebius go all out in provide high tech equipment and fund for Rainor group ?, some upgrade and tech are really interesting and logical here, and even balance some of the units that was underrated/weak in the cannon itself with interesting upgrade. Not to mention there are good 'message' that explain background information in each mission here and even some Unique stuff that suit more in lore, for example in the Char mission you see a actual units of Dominion design here rather than base design, and the fact in final mission you actually have Dominion force try to push through from the bottom corner of the map to help come to defend you here, even if it near the end of mission. It look glorious)
+ "The Hyperion Crew - Wings of Liberty Mod - Pt 1" (give even more realistic idea when you actually have limited crew and soldier to fight, and when you train a unit in barrack, it actually create the empty suit/vehicle for the crew to use, and lot of interesting mechanic and upgrade/stuff that would have been more logical/realistic in the game lore here, for example 'Predator' doesn't cost crew since it is a robot and have some mechanic that make them legit in this mode here)
+ "A StarCraft 2 UED Campaign (TRAILER)" (when the mod basically create a whole new campaign, units and lore that base on UED hundred year before the well know timeline here, despite they have some tech backward than starcraft 2, they surprisingly have interesting/advanced tech here, for example they have actual nano tech to build structure up, practical design of tank [the real normal tanky tank and the artillary tank that still can move in deploy mode, although very slow], and this also show how damn scary the zerg are once they land onto the land and spread out a bit, while destroy Ecosystem. Beware that it story is realistic/very grim though and I recommend check the gameplay from the near latest patch that balance/polished here. But you can check 'JayborinoPlays' or 'GiantGrantGames Archives' if you want to see pros struggle with this)
+ "Starcraft 2: Odyssey 01 - Hell's Rejects' (Well, even though there are some interesting/Unique tech and stuff, most of this campaign are great at well designed lore of colonize that in other sector rather than the one we know, very intrigue plot, great mission map design that make cannon campaign place in comparison aside from second mission in this first video, Unique mechanic that make sense lore wise,....)
+" Building A Tank Force For Your Interstellar Army | Tank Types, Naming Conventions & Doctrines" (this channel are really great and give more idea for the mc to consider here when she try to build her army and space navy, check his other video for the spaceship doctrine version)
+ "Realism is not Better (But it is nice)" (good sci-fi channel to check, he also cover some video about different ship sci-fi weapon on space here)
Edit in 3/1/2023: I also remember about some of this, if you need idea for a more realistic take on 'Kerrigan redemption', how about you check this underrated fanfic "Unlikely Allies (SC Brood War AU)" here ?, the author done it very well and quite realistic/in character aside from less 'backstabbing tendency' (remember to check author note at the bottom of first chapter for his thought process of plotting, basically no half-baked redemption arc, no 'flaming chicken goddess' and stupid stuff like that so he will go derail the brood war plot more).
Aside from above here is two video from old comment I remembered that could help give idea for realistic armor and damage for vehicle stuff here
Ultimate Tank Ammo guide (simple,easy to understand with his demonstration, short, some operational principle of it can be use for some magic attack like earth + fire here)
this video can explain for you the basic about Armor Penetration more simple,clearer and interesting than the one from war thunder game (the official one,not the video I give above),
only bad part is this game don't have that "after pen damage" thing,only the number health stats so instead of just kill the crew,blow ammo or the fuel inside the tank (or the shell just piece though without actually kill any crew or important module,and don't even blow up if the armor is thin enough to not trigger the shell like APHE to blow up) ,
this only reduce the health of tank so there are no "one shoot" realistic thing (which in war thunder are good about that,so even some tier 1 tank can kill tier 5 if it shoot in right place with right ammo. Thought in recent year warthunder are going downhill with bug and stupid decision from the publisher so aside from some new realistic mechanic part like pressure damage from explosion kill nearest crew, some other are no longer as realistic though) View: https://www.youtube.com/watch?v=YtuYAiVZ050
I must apologize for the brevity of this note, but we have limited time to compose our messages and limited space to carry them. Accordingly, I'll try to keep this brief, and hope it can provide some useful intelligence on the nature of the Zerg. The Protoss have a serious advantage on us-they've been able to tell us a lot, especially the 'dark templar' Zeratul. The Zerg are also a psionic species and the Protoss have been eavesdropping on their communications to a limited extent. More importantly, Zeratul and his attendants have killed several members of a key subspecies and been able to gain access to their thoughts and memories.
The Zerg are a hive mind, as we guessed, but they are far more than just that. The Overmind, the creature we helped kill on Aiur, was apparently the pinnacle and supreme authority of the Zerg minds, singular and directing the entire swarm. It was, however, apparently killed for good, with no chance of it coming back. However, it was not the only mind within the Zerg. Next down the ladder are the Cerberates, creatures that like the Overmind, are almost entirely creatures of thought and psionic power, being physically incarnated as giant pale worms. I've enclosed a few pictures, apologies for the poor quality. The Dark Templar can kill them with some kind of 'void energy' but I'll be damned if I have any understanding of what that is. Without that, they seem to reincarnate quickly, growing a new body in just hours or days. Still, there is some good here-they were apparently dependent on the Overmind to reincarnate, and without that, maybe they can't come back. Even if they can come back, killing them seems to have a negative effect on their hives for a few hours until they get over the trauma of dying. However, the next steps down the chain of command-the Overlords, Queens, and to some extent Defilers, seem to maintain control of limited zones of the Swarm as well, serving as field-officers of a sort. From what we've seen on Aiur, however, if their Cerberate is killed, these are themselves traumatized and revert to a certain level of instinct. While the lower reaches of the swarm might be capable of more thought, they aren't used to or designed to exercise it, so a Brood goes feral without direction from above.
Of the named Broods, we can confirm that three have been decapitated-Garm, Baelrog, and one we have dubbed Grendel. The Zerg themselves apparently wiped out Garm, but Baelrog and Grendel are still active and still very dangerous, abliet lacking strategic direction. Tiamat was present on Aiur, but it's Cerberate is apparently still on Char while the Overmind was in direct control of the brood here. But there's so many Zerg still on Auir that even killing the Overmind hasn't changed the basic calculus and Tiamat still has Daggoth. That's the name of the Cerberate in control apparently. They apparently have names...and personalities, strange as that is to think. The Overmind apparently sounded grandiose and formal. Its death throes didn't feel very grandiose, but I'm no telepath.
Kerrigan seems to sit somewhere to the side of all this, we're not quite sure what's going on there. We thought she was the Overmind's champion, her conversion the ace in the hole the Zerg needed to create some kind of super-Zerg that could fight the Protoss one on one. But she seems to have never been on Aiur, so who knows what the story is there. She might not have direct command of a Brood, but I think it's safe to guess it's just a matter of time if she decides she wants one. Kerrigan's got a leg up on everything else inside the Zerg hive-mind at the moment, and that's being used to thinking for herself. If she can't turn that into forcing her will onto Zerg, and leveraging that, then I'll be surprised. While I cannot give you any more actionable information, she might move more early than would be wise-she's very confident in her own strength now, perhaps overconfident.
I close now, wishing you find this information useful. May it save lives or give you some clarity in a troubled universe.
Less Matt sending some information about what he's doing, and this being Matt's assignment to write up as part of the update on what the heck Jim and the rest of the Raiders are doing. Hence he addresses it to 'General Horner' and only initials it, the nephew isn't in the most friendly mood yet.
Less Matt sending some information about what he's doing, and this being Matt's assignment to write up as part of the update on what the heck Jim and the rest of the Raiders are doing. Hence he addresses it to 'General Horner' and only initials it, the nephew isn't in the most friendly mood yet.
I just assumed he was being anonymous in case someone else found the message and didn't want to let it out Horner's nephew was Raynor's second in command.
Less Matt sending some information about what he's doing, and this being Matt's assignment to write up as part of the update on what the heck Jim and the rest of the Raiders are doing. Hence he addresses it to 'General Horner' and only initials it, the nephew isn't in the most friendly mood yet.
I mean to each there own but I really didn't think either Horner had anything less than supremely positively things to say about each other. I mean this seemed to be true from the initial message we got from Matt.
That said I don't want to nitpick because I like the post. I think its really cool that our guy has more player-facing information on the situation.
I just assumed he was being anonymous in case someone else found the message and didn't want to let it out Horner's nephew was Raynor's second in command.
It's winter in sunny, atom-blasted Korhal's northern hemisphere, and that means the climate isn't actively trying to kill anyone. No radioactive dust storms, less punishing heat, clear skies, and wide, sweeping vistas that are actually quite nice, if you like your landscapes very, very austere. Don't take that rebreather mask off when you're outside, though.
While most governmental retreats are conducted on cushy resort worlds like Tyrador IX, you've uprooted the senior-most officials from the Treasury and brought them out to the middle of nowhere for some good, old-fashioned wilderness time, so they can learn about themselves and each other in the great outdoors. As TRUST officers who've been through Extremely Basic, they are at least not entirely unfamiliar with how to survive out-of-doors.
At the heart of the exercise is the sometimes-contentious, sometimes-productive rivalry between the department bureaucracy, led by Vice-Chancellor Samuel Smith, and the executive office, led by your aide de camp and personal secretary, Jacob Arendt. While you consider their working relationship to be quite tolerable and more than capable of producing acceptable results, there is undeniable friction between the two men and their personal ethics, a tension which extends through them to their many, many subordinates.
There's going to be an entire week of activities and exercises, and a variety of fun ways for people to twist an ankle, but you've poured all your cunning into developing one specific task that will, you hope, take two ill-fitting but irreplaceable cogs in your personal machine and click them together smoothly; if not as best friends, then at least as colleagues.
What do you put Smith and Arendt through?
[] A marathon of mixed-team competitive problem-solving exercises emphasizing cooperation and unorthodox thought
The trick is getting both groups, and especially their leaders, to let down their guard and rely on each other. Once they stop seeing their counterparts as the opposition and start seeing them as partners and colleagues, it'll be a lot easier to get them to share resources and expertise.
[Gain Hand in Glove: +1 Free die. If either Bureaucracy or Personal has a lower per-die category bonus than the other, use the other's bonus instead.]
[] A string of paired-off wilderness survival exercises, where each partner must extend trust to the other
Trust is everything; it's why you came up with your favorite acronym, after all. If you can get your personnel to look past the flaws and agendas that their counterparts come with, and instead see their co-workers' deficits as opportunities to pitch in, you think they'll be able to overcome their own problems as well.
[Gain A Little Nonsense: +1 Free die. Nullify the effects of No Nonsense. Extend the effects of Negotiator to Bureaucracy project dice. This trait will be updated with related and equivalent effects if any are no longer relevant.]
[] A series of mock combat exercises where team leaders are randomly swapped with their counterparts from other departments
Above all else, you want each part of the department to see the others as assets, not competitors. If they're in trouble, they should feel comfortable going to their counterparts and getting help; if they're doing well, they should be confident in extending a helping hand.
[Gain 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.]
Congratulations on completing your first Special Project! The legacy trait you select here will be permanently applied to the Treasury Department itself, and is not contingent on any particular person or combination of people, so long as the entire department isn't purged or abolished. It represents the continuity of the working environment and the particular sensibilities passed down from veterans to new hires, so unless that continuity is completely destroyed, you'll keep it.
Also, I am back from my extended holiday break and will begin working on the next update soon. I figured I'd drop this now and give something for people to stew over. Hope everyone had a good holiday, or at least a restful end/beginning of the year!
24 hour moratorium, then 24 hours to vote, as usual.
Also, Vehrec's letter is officially semi-canon (there is indeed such a letter in canon; its contents may be a little different in detail but it's largely the same in function), and the Probability Array nets you guys another non-canon bonus, because I love all contributions to the thread.
[Gain 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.]
Hand in Glove looks good. For practical purposes, that means Personal will have Bureaucracy's per-die bonus. Solid stuff.
A Little Nonsense is bleh. It only really works if we get nat 1s on the specific dice, which is an iffy prospect, and the -5R discounts aren't really enough to make it up.
Lean on Me is iffy. I assume this is changing the number rolled on a die, as opposed to the final totals?
Oooh man those options. Soo cool. So narratively I really like A Little Nonsense, its a bit of one helping the other relax a bit. Lean on Me though is cool with the idea that they support each other so we get the best opportunity.
I'm not sure which I want but I do know I really like this and find it fun and aww. The awww is especially when it comes to the two hanging out and becoming more, and deeper, friends.
[] A string of paired-off wilderness survival exercises, where each partner must extend trust to the other
[] A series of mock combat exercises where team leaders are randomly swapped with their counterparts from other departments
These two strike me as the most useful. Personally leaning toward the latter one (Lean On Me) because it effectively gives a re-roll on bad dice which is great for preventing fails, crit or otherwise.
I think negating the malus of No Nonsence would do quite a bit of good for us in the long run. Mock Combat mostly mitigates bad rolls, but can also be extremely powerful. Hard to calculate the effects off though, but I would estimate probably +30 to +70 per turn, allocated to the worst actions.
I have actual work to do, which is a shame because I am getting quite nerd-sniped by the question of "calculate the average range of rolling n 100-sided dice" to figure out just how strong Lean On Me is.
With our current bonuses, Hand in Glove would be giving all our Personal dice +10, for a total bonus of +50, higher if we commit free dice. That's quite good, but my instinct is that Lean On Me is probably better; this past turn, for instance, Hand in Glove would have been a +40 (since we only had 4 personal dice) where Lean on Me would have been a +29 from turning Personal's 43 into Bureaucracy's 72 and a +58 from turning Bureaucracy's 15 into Personal's 73, for a total of +87, over twice as good. So unless someone has a really compelling reason to do otherwise, I think Lean on Me takes it.
@Etranger you appear to have threadmarked A Helpful Reply in the main section rather than in either Sidestory (where canon omake go) or Apocrypha (with the noncanon omake).
Notably, the consequences of a failed Personal action can be very bad (-10 Paranoia seems to be almost the 'floor' of consequences), so a flat +10 bonus that makes failures much less likely as long as we allocate an appropriate number of dice sounds like it may have value that cannot be determined just by adding up the total amount of Progress made by all dice.
Personal doesn't work like the other categories in a Planquest usually do.
That's quite good, but my instinct is that Lean On Me is probably better; this past turn, for instance, Hand in Glove would have been a +40 (since we only had 4 personal dice) where Lean on Me would have been a +29 from turning Personal's 43 into Bureaucracy's 72 and a +58 from turning Bureaucracy's 15 into Personal's 73, for a total of +87, over twice as good. So unless someone has a really compelling reason to do otherwise, I think Lean on Me takes it.
Lean On Me has some of the same virtues, because it will usually replace our worst Personal roll (typically, the one most likely to be responsible for a disastrous failure) with a better-than-average die roll, while also boosting Bureaucracy's progress significantly.