- Pronouns
- They/Them
Hmm, should we suggest some more activities or whatnot to fill out the list?
Provisional Plan
[] Uptime Expertise: There are a plethora of socialists, anarchists, communists, and more at a loss now that they have succeeded, even partly. Some of them are genuinely lost, the scope of their victory overwhelming them. Some of them could be inducted into Radical Reconstruciton and sent on "special missions." (5 Resources per die, 0/20)
--1 Dice
[] Specialist Weapon Purchases: While we cannot supply significant numbers of troops with modern weapons, we could acquire a few highly lethal weapons and small supplies of ammunition, which might allow a few men and women to turn the tide of battles. Purchasing sniper rifles, high explosives, and other weapons will not come cheap in any way, though. (10 Resources per die, 0/25)
--1 Dice
[] Good Guns: You don't need the best weapons to have a huge advantage over downtime soldiers. A few dozen hunting rifles will let you decapitate enemy armies with ease. The only limitation will be the amount of ammunition you can bring...that is needed for battles uptime as well. (2 Resources per die, 0/25)
--1 Dice
[] Downtime Machinery: Using the machine shop, we can get supplies for Brown and the abolitionist movement by making capital goods from around their time for cheaper than they could get elsewhere, as well as producing equipment that will be invented soon and giving them access to that. From the open-hearth furnace to ring-spinners to cotton gins (the idea of profits from planters going to their destruction has a delicious irony), there are many tools and techniques we could give him and our downtime comrades that would improve the funding they have available. (2 Resources per die, 15/40)
--1 Dice
[] High-Quality Printing: We won't be able to do as much as we would like when it comes to printing, but we can still produce large numbers of high-quality pamphlets and posters to bombard people with (metaphorically) and win the propaganda war. (1 Resource per die, 0/50, small ongoing Resource cost)
--1 Free Dice
[] Drug Farms: To extend the supplies of medicine we can deliver, we can start constructing greenhouses to grow simple herbal medicines, painkillers such as marijuana, or perhaps harder drugs, given that they used as such downtime. With this, we will be able to expand the amount of medical aid we can give to Brown. (3 Resources per die, 0/30)
--1 Free Dice
[] Reconstruction Aid: The most immediate way we can aid the uptime revolution is by repairing the immense damage done to the city. Between our mostly intact machine shop and our labor, we can provide significant support for the construction of new homes, the repair of shatter streets, and the supply of machine parts for factories. (1 Resource per die, 0/100)
--3 dice
[] Integrate the Radicals: The Radicals gang was founded as part of a deliberate split, but much of their membership are definitely not socialists. They are, however, interested in defending their new home in the factory and not getting massacred in the inevitable crackdowns should New Chicago fall. Integrating them properly into Radical Reconstruction will expand our manpower pool. (1 Resource per die, 0/40)
--2 Dice
Hmm, not sure what to do with the last dice. But the idea is that we can get better drugs and printing for propaganda and focus mostly on getting more guns... so that the drug farms can combine with medical supplies next turn. Uptime Expertise is comparatively cheap for what it gets.
Provisional Plan
[] Uptime Expertise: There are a plethora of socialists, anarchists, communists, and more at a loss now that they have succeeded, even partly. Some of them are genuinely lost, the scope of their victory overwhelming them. Some of them could be inducted into Radical Reconstruciton and sent on "special missions." (5 Resources per die, 0/20)
--1 Dice
[] Specialist Weapon Purchases: While we cannot supply significant numbers of troops with modern weapons, we could acquire a few highly lethal weapons and small supplies of ammunition, which might allow a few men and women to turn the tide of battles. Purchasing sniper rifles, high explosives, and other weapons will not come cheap in any way, though. (10 Resources per die, 0/25)
--1 Dice
[] Good Guns: You don't need the best weapons to have a huge advantage over downtime soldiers. A few dozen hunting rifles will let you decapitate enemy armies with ease. The only limitation will be the amount of ammunition you can bring...that is needed for battles uptime as well. (2 Resources per die, 0/25)
--1 Dice
[] Downtime Machinery: Using the machine shop, we can get supplies for Brown and the abolitionist movement by making capital goods from around their time for cheaper than they could get elsewhere, as well as producing equipment that will be invented soon and giving them access to that. From the open-hearth furnace to ring-spinners to cotton gins (the idea of profits from planters going to their destruction has a delicious irony), there are many tools and techniques we could give him and our downtime comrades that would improve the funding they have available. (2 Resources per die, 15/40)
--1 Dice
[] High-Quality Printing: We won't be able to do as much as we would like when it comes to printing, but we can still produce large numbers of high-quality pamphlets and posters to bombard people with (metaphorically) and win the propaganda war. (1 Resource per die, 0/50, small ongoing Resource cost)
--1 Free Dice
[] Drug Farms: To extend the supplies of medicine we can deliver, we can start constructing greenhouses to grow simple herbal medicines, painkillers such as marijuana, or perhaps harder drugs, given that they used as such downtime. With this, we will be able to expand the amount of medical aid we can give to Brown. (3 Resources per die, 0/30)
--1 Free Dice
[] Reconstruction Aid: The most immediate way we can aid the uptime revolution is by repairing the immense damage done to the city. Between our mostly intact machine shop and our labor, we can provide significant support for the construction of new homes, the repair of shatter streets, and the supply of machine parts for factories. (1 Resource per die, 0/100)
--3 dice
[] Integrate the Radicals: The Radicals gang was founded as part of a deliberate split, but much of their membership are definitely not socialists. They are, however, interested in defending their new home in the factory and not getting massacred in the inevitable crackdowns should New Chicago fall. Integrating them properly into Radical Reconstruction will expand our manpower pool. (1 Resource per die, 0/40)
--2 Dice
Hmm, not sure what to do with the last dice. But the idea is that we can get better drugs and printing for propaganda and focus mostly on getting more guns... so that the drug farms can combine with medical supplies next turn. Uptime Expertise is comparatively cheap for what it gets.