Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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The melee weapon is supposed to be a last resort thing and the MC has a really good weapon with her revolver, so she should get a weapon that she can use one-handed and easy to use.

Also the MC focus is inventing and building her steam future dream, not beacoming the next Mathilda or Frederick.

Later when she has more experience we can make a repeater rifle with a sniper scope, to headshot every critter that comes her way, while she is reading her steam wagon across the battlefield.

At least that was the idea I had for her.

This is still warhammer fantasy, last resorts tend to happen to all sorts of people with frightening regularity, there is a reason traditional dwarf wear is chainmail, Margret having been raised by a dwarf. And that is even when not taking into account that questers are relatively inclined to vote for danger if the potential reward looks good enough. I would rather be prepared than not after what happened last turn.
 
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It is true that this is warhammer but I would rather we get our money making things ready. We can always learn malee later and pistols are more close range then anything during this time period of fire arms.
 
This is still warhammer fantasy, last resorts tend to happen to all sorts of people with frightening regularity, there is a reason traditional dwarf wear is chainmail, Margret having been raised by a dwarf. And that is even when not taking into account that questers are relatively inclined to vote for danger if the potential reward looks good enough. I would rather be prepared than not after what happened last turn.
Still, it's not like we're likely to be ambushed by a bunch of goblins on our way to the market. The QM is pretty darn good at labeling actions in which we put ourselves at risk. Plus, I can't speak for anyone else, but the Forest of Shadows expedition filled my risk quota for the next couple of turns. Throw in our solid financial situation, and I think it'll be a while before our next life-and-death battle.
 
Just FYI: My original message now calculates all the plans that are available at this time.

I also want to come up with my own plan:
[X] Plan Furnish, Fortify and make money
-[X] Furnishing Your Workshop, Pt. 1 +1 Favor
-[X] Making it Livable
-[X] Dawi Doctrine?
-[X] Arming the Road Walkers x2
Furnishing Your Workshop, Pt. 1 + 1 Favor
n=Mind 2 + Diplomacy 1 + Favor 1=4
k=1
p=33.33%

Critical Success40.74%
Success, Normal39.51%
Success, Terrible0%
Failure19.75%

Making it Livable
automatic success

Dawi Doctrine?
no information
2x Arming the Road Walkers

n=Mind 2 + Engineering 3 + Experience 1=6
k=3
p=33.33%


Critical Success0.01%
Success, Normal31.96%
Success, Terrible
32.92%
Failure35.12%

If we want to start investing money in our workshop we should also ensure security. We have unfriendly neighbors. This should work without using a bunch of favors (one is enough). We shouldn't stop earning money either, otherwise the reserves will soon be empty again. All in all, we earned a lot of favors and wealth through a dangerous special action, no reason to spend everything with both hands right away.

While I am in favor of dropping the dawi action in favor of arming, for the added chance of money and because slowing down right after our production saved a fair few lives feels wrong, I don't think we need to worry too much about failing Replacement. @T.T 's table gives us a 56.33% chance of success, but I'm pretty sure they're being overly conservative. Our Student of Innovation trait should trigger, and I'm pretty confident we'll get at least one other die from our experiences last turn motivating us. That shoots our chances of success up to at least 85.69%, with a 34.97% chance of crittng.

All percentages in a table add up to 100%, the chance for normal success does not include the chance for critical success.
 
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[X] Plan Making a Workshop a Home
-[X] Furnishing Your Workshop, Pt. 1 +3 Favor
-[X] Making it Livable
-[X] Dawi Doctrine?
-[X] Something of a Replacement +1 Inspiration
-[X] Lessons with the Road Walkers
--[X] Swordsmanship

Decided to follow Void Stalker's lead and use 3 Favor on Furnishing as well.
 
[X] Plan Shop and Shop Skills
-[X] Furnishing Your Workshop, Pt. 1
-[X] Making it Livable
-[X] Dawi Doctrine?
-[X] Something of a Replacement
-[X] Looking for a Teacher Pt. 1
-[X] Eureka! x1 (Something of a Replacement)
-[X] Calling in Favors x2 (Furnishing Your Workshop, Pt. 1)(Looking for a Teacher)
 
[X] Plan Judicious Spending-Even More Judicious Edition
-[X] Furnishing Your Workshop, Pt. 1 +2 Favors
-[X] Making it Livable
-[X] Something of a Replacement
-[X] Arming the Road Walkers x2
 
[X] Plan Furnish, Fortify and make money

Margaret: "I am fortifying this position."

Nrod Lagorsson: "Indeed, young plaitling. Your grandfather taught you well."
 
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