FazbearQuest- a World of Horrors CK2 Like Quest

Should Silver Eyes lore be included in the quest

  • Yes fullly

    Votes: 14 41.2%
  • Yes but without Charlie

    Votes: 5 14.7%
  • Yes but only characters

    Votes: 12 35.3%
  • No

    Votes: 3 8.8%

  • Total voters
    34
  • Poll closed .
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Hello and welcome to the Fazbear Family! You have been chosen as the newest CEO of Fazbear Entertainment. Unfortunately you live in a world ravaged by the worst of horror icons from Video Games and some from movies too! So build or rebuild your company, do morally questionable things, run from the weight of Fazbears mistakes and try not to die!
Prologue Part 1
Pronouns
He
You admire a picture of yourself and the Fazbear Gang, smiling together. You turn to Freddy, who is powered down, and ask, "My daughter really is an artist, huh?" Freddy of course doesn't respond.

Freddy Fazbear is a symbol, an icon of the grandest idea since McDonald's. While Fredbear was the first animatronic bear to charm children, Freddy perfected it. That's what you tell yourself, anyway.

However, you also know that Freddy´s hasn't been the same since Fredbear's closed down and Mister Emily left. You really should check on how he's doing, as well as William, even though he is competition now.

People liked Mister Afton. He was the best planner in the business, even if he was a bit weird at times.

If he hadn't left Fazbears of his own accord, you would have hired him back in a heartbeat! But as he told you himself, he has his own ideas to pursue.

Tough luck to the whole company. but you can't change what happened. All you can do now is focus on the future.

Speaking of the future, you finally received the new calendar you ordered. Hopefully, it won't get destroyed by blood this time...

Pick the Starting Year:

[] (Late) 1983
Fredbears Family Diner has closed its doors for good. It comes as no surprise what with the two deaths of children and two grieving owners. Now it's up to you to get Freddy and his Friends out of the shadow of these tragedies and ensure nothing like this happens again.
Benefits:
Limited Competition: Candy's Burger and Fries and Chuck E. Cheese are the only other truly popular restaurants that use Animatronics and if you are going to be honest yours are the most advanced! Starts with fewer threats to your business but don't expect it to stay that way for too long because with success comes competition.
Star of the Show: Freddy Fazbear was one of the most popular characters in Fredbear's Family Dinner next to Fredbear himself. +10 to all Publicity Deals, Restaurant Profits, and other Diplomacy and Popularity themed rolls.
Detriments:
Shadow of Fredbear's: Okay so the Bite can be excused as not being your fault. Kids always do stupid shit. But Charlie's killer was never found. And that is concerning. Higher chance for negative Security events. Non-espionage negative Security events are more dangerous
Desperate for Workers: While police ruled that the Incidents weren't the fault of Fazbear Entertainment the citizens of Hurricane haven't come to the same conclusion. It will pass in time but for now, most people will be reluctant to join the Fazbear Family. Gain a malus to starting employees.
Haunted Animatronics 2: So uh Fredbear and the Security Puppet have been malfunctioning ever since the Incidents. They keep turning and walking around during the night. The Technicians can't wrap their heads around it but they should come up with a solution soon.

[] 1986
Missing Children, Death and Pizza. It feels like everything involving the Company is under a Curse. Now that there is a kidnapper/killer on the loose you need to expand your security. Hopefully, it will be enough.
Benefits:
Established Name: Be it fame or infamy, Freddy Fazbear is a recognized name, people know it and people know what to expect from it...hopefully the good and not the bad. Easier time to open more restaurants in other cities. Reputation both good and bad is known in the whole state.
New Technologies: Computers, more complex CCTV Cameras, facial recognition tech, and all those fancy microchips from Japan and the will to use them, dare you say the best tools and minds around to make something snap into place. Less costly research options. Engineers and Mechanics work faster.
Detriments:
The Purple Man: There is a serial kidnapper/killer on the loose who is targeting Freddy's. Until you get better security parents will be reluctant to allow their kids to visit the restaurant. Until the safety of the children is assured or the Purple Man is caught -15 to profit and publicity rolls.
Quirky at Night: The glitch that affected Fredbear and the Marionette has spread and is now affecting all animatronics except for Springbonnie. Rumours of the restaurant being haunted are beginning to spread around town. Rumors are spreading and with it, negative security and PR events will be more common.
Haunted Animatronics 6?: The good news is that Fredbear stopped moving! (because you removed his endoskeleton but still it's good news) the bad news is that Marionette is still affected and Freddy and the gang are moving as well. You need to keep an eye on this.

1990:
It. Happened. Again. More missing children and another bite. God at this rate Freddy is doomed to share Fredbear's fate. This might be a big gambit but you always were a man to take a risk. Just better to install some more security for the night guard.
Benefits:
Back to Basics: Pizza Parties and Freddy Fazbear, name a more iconic duo outside of Chuck E Cheese, it's simple, play up the parties, and the fun atmosphere, downplay the checkered past, and be extra vigilant on the problem. Easier time to upgrade the restaurant as long as it is with outdated technology.
It won't happen again!: With New Technology, a dedicated Day and Nightguard shift, trained and equipped with the best tools in the business, no matter what happens you are ready for anything. +15 on security rolls.
Detriments:
Where Fantasy and Fun come to die: The people of Hurricane don't forget. Public relations are at an all-time low.
One last Chance: This is it. Freddy will either crawl out of his grave or stay in it. This is the hard mode. Easier time go bankrupt or be closed down by the parent firm.
Haunted Animatronics 7: Well they still move around but at least their aggressiveness has decreased...Still might be better for you to be extra careful since they are definitely out for blood...

Now that the calendar is being set up, you should call your new boss. After all, it's not good to keep the man who pays you waiting.

Select the Parent Company:
[] HaileyTech: The Newest Kid on the Block in terms of Robotics and Programming, Peter Haily always had something of a soft spot for the work of our co-founder, so he made a deal with the board of directors that Fazbears would be his testing ground and he would give us HaileyTechs blueprints and the engineers. It didn't come as a surprise to you that HaileyTech made a hostile takeover of Fazbears a few days later.
Benefits:
We Spared No Expense: HaileyTech spares no expense in the overall quality and development of the Robotic and Computer Software of the Animatronic development. If you require the money...you will eventually get it. Easier time getting money from Parent Company.
Robotic Evolution: The floor is full of potential, from robotics and hardware to hydraulics, pathing, and energy conservation. Cheaper Animatronic upgrade research.
Detriments:
Progress is our priority: HaileyTech, is driven by two things, profit and progress, now they expect great things from you and will want results.HaileyTech expects results. Robotics take priority over Entertainment.
Amorall Boss: Your Boss is a man with loose morals, he didn't get to where he is now by being soft. Oh boy. Illegal actions are cheaper. Negative Parent Company events are more frequent

[] Archgate Films
Archgate Films: The minds behind the Fredbear and Friends cartoon the CEO saw an opportunity to buy Freddy's IP. However, when he saw the state of the Franchise he decided to buy it as well. After all, if Mickey has Animatronics why shouldn't Bendy as well?
Benefits:
Freddy and Friends: Archgate Films are the minds behind the popular Bendy reboot and the Fredbear and Friends cartoon. (Rebrand pending) With them owning the Fazbear brand you can expect publicity to increase with every cartoon. Publicity is gained more easily. Cartoon options are unlocked.
PR Stars: Without a doubt, the Legal PR Team at Archgate Films is unparalleled in their field. Their unmatched skills and expertise leave no room for any competition. Good thing that you work for them.
Cover-up and PR Actions get their DC halved. Negative Publicity Actions against Fazbears get its DC increased.
Detriments:
Star of the Show: Bendy is the main star of most Archgate cartoons which unfortunately means that Freddy and Friends is being left with scraps. Archgate is less willing to give financial aid until Freddy proves himself.
A Worthy Purchase?: It's no secret that there were three reasons why Archgate Films bought Freddy Fazbear's IP and Pizzaria. First is the Secret Pizza Recipe. Second is Freddy Faszbear's bankable name and existing fanbase, and finally, the Tech Wizardry of our engineers. They haven't seen results yet so, they're starting to get buyer's remorse. Archgate will give harder objectives and might sell Freddy's off if enough objectives are failed.

[] Playtime Co: One of the Biggest Toy Manufacturers in the world, Playtime has one hit every decade or so, with the main drive being on children and profits, they've chosen to buy Fazbear, to both have a new brand to exploit and well, see how well they can expand into the Pizzaria business...maybe even into video games too.
Benefits:
What's the Time? Playtime!: If there is one thing that Playtime Co has, it's an impeccable reputation, many children and adult collectors and more all have incredibly positive things to say, and that is to say, people trust their word, and the business world trusts their methods. Toys are easier to acquire. PR is better at the start of the quest no matter the start date.
For all Children: The Playtime Co., is at its heart a Company for Children, they have specializations for that role, but that also means that they have a constant audience, and with some tinkering, Fazbear Entertainment can fill a niche in their market. People love Freddy, now it's time to get him out there in a different form for the Children of the world. Actions involving children and Publicity are halved.
Detriments:
Bigger Bodies Initiative: So when you joined the Company, the RnD Department wanted any information related to the past incidents that caused the dinner to go under. You gave them everything you had but they keep coming back to talk about that and inspecting the animatronics "For review and records" they say...You have a bad feeling about this. The Doctor is curious about the rumours of hauntings at Freddy's.
Uncaring Boss: Since the 60's Playtime has been to a less stellar set of head honchos on the Board of Directors, Worker Safety's taken a hit, and there was that mess involving poppy gas in the Factory Break room that caused an Incident...as to why it was there, NO ONE KNEW! The Middle Managers are the ones that save this company time and again when it happens, but just...don't expect the heads to do anything about following OSHA beyond the bare minimum! Worker safety and happiness are not Playtime's priority.

[] Fazbear Entertainment (1983 exclusive): William and Henry have cut us adrift, but after what happened you don't blame them for wanting time for themselves. Unfortunately, that means that we're now left holding the bag, we've got plans for a dozen locations in need of a survey, the animatronics need some tune-ups...and the pizza is cold, we've got a list of things to do now.
Benefits:
On our own: With Afton and Emily gone, you and your employees are left on this ship in the storm, which means we set our own hours and dole the resources out to the areas where they are needed. It's not that hard to control, though one slip-up is all it takes. More freedom to do whatever you want as long as employees are happy.
Fredbears Legacy: We're the same close-knit gang that started the Diner, fixed the shelves, made the Pizzas and stocked the soda joint, We ain't gonna let this thing all fall down without a fight. It will take a total catastrophe to break up the Fazbear Family. One free reroll every turn.
Detriments:
On our own: The thing about not having a corporate backer is that well, everything Finite, everything's a balancing act. Everything has to be deliberate. Game over is more likely. This is Hard Mode!
Power Struggle: It seems like there are differing opinions within Fazbear Entertainment about the direction to take, despite everyone agreeing on the name. One of the chefs wants more diversity in food, while another wants to explore video games. There is also a group that wants the company to expand into the movie business. Not everyone shares the same vision in which Freddy's should go. Faction Events added.
 
The World of Horrors
The World at Large
Life in this world isn't so different from ours, but everything is just a little bit worse. Corporations continue to dominate the economy as the legacy of Spiro Agnew continues to haunt America which in turn affects the rest of the globe as dark tendrils of humanity's hubris threaten to destroy us.
Hells Gates Are Opened
Cults are springing up like mushrooms across America, calling out to powers infernal and abyssal to grant them their darkest desires. Amateur ghost hunters investigate rumours of hauntings often making the situation worse and rumours of a mysterious happenings in a town called Silent Hill persist to this day.
Money Is The New God
The Great Society is dead and rotting. Megacorporation's like Umbrella and Murkoff Corporations gobble up their competitors in mockery of anti-trust laws. Meanwhile, smaller corporations are trying to expand as they patiently wait for the two giants to show weakness.
A Foreboding Feeling
Everybody knows that there are weird things happening across the world. Many people try to ignore them or try to explain them away but that feeling of dread will never leave them because in this world fear is eternal.
Uncle Sam´s Nightmare
To say that Agnew's Presidency was a disaster would be an understatement of the century. Scandals plagued his Presidency as corporations and crime ran amok and other monsters revealed themselves. The one thing that he didn't mess up was the Cold War but even that was with the help of the corporations. One thing for sure he left his mark on America. The only way the current government even deals with ´Unusual´ threats is with the First Encounter Assault Recon division.​
 
[X] Plan: 87 without a bite (hopefully)
-[X] 1986
-[X] HaileyTech

This what I got so far, we get more money and easier time with robots but lots of chances for things to happen.
 
[X] Plan: Nightmare Mode

I like the idea of righting the ship without having any outside interference and making up for mistakes. It also gives us a lot of time and few direct competitors. The whole faction thing is fun, too. Yeah, game over might be "more likely" but there are enough early bonuses we shouldn't be deathly afraid of the option.
 
Mechanics
These rules are based on DoofQuests!​
Turn Mechanics

Each turn will encompass everything done over a one-month period in the game. There will be a total of twelve turns in a year, and certain actions may be locked or unlocked depending on the time period.

Corporate Actions are actions that further your goals and standing in the world. They encompass everything from spying on a competitor, performing acts of industrial sabotage, building a new animatronic, or making exciting new leaps in security technology. They fall into one of six categories- Security, Public Relations, Financial, illegal, RnD or Franchising. In each turn, you have a limited number of actions in each category. This limit may be raised in the future through special actions.

You have a number in each of these stats, which represents how good you are at that area of expertise. You can find a rough chart of what each of these numbers means below:
0: You will be robbed if you have anything worth stealing
1-5: weak security aka easy target
6-9: an average security for an establishment
10-14: Your guards had some combat training, and karate classes, and have been in a few scraps
15-19: Trained soldiers in employee
20-25: Expert veteran of combat in employee
25-35: low level PMC; respected security specialist
36-40: Competent killer
41-50: World class mercs, capable of throwing down with most horrors
51-60: Legendary, once in an era Merc
61-70: High-level BOW powers paired with natural skill and years of experience
70+: The Walrider
0: Where did you get this guy?!
1-5: Annoying, obnoxious, grating but at least more competent than the last guy
6-9: An average PR team
10-15: Moderate PR team that each has a diploma
16-20: Trained negotiators and corporate dealmakers
21-25: Highly skilled professional and probably ex-diplomats
26-35: Magnetic personality, liked by all they meet!
36-45: Cream of the crop, natural born politician, brilliant dealmaker...why are they working for you?
46-55: Supernatural persuasive power, preternatural understanding of human psychology
55-70: Could trade a Small Nation for a trip to Silent Hill
70+: Social Deity
0: Does not understand the concept of trade needs to be fired or transferred
1-5: Bad with money, forgetful, unable to lead others
6-10: Standard financial education
11-15: above basic organisational skills and time management
16-20: Professional Project Manager
21-25: High-ranking corporate worker skilled at their job probably needs to be promoted
26-35: Experienced CEO or governor, capable of managing massive interlocking projects at the same time
36-45: Financial Wizard, can predict the stock market with some accuracy, and can sketch out plans for an entire business venture in a week
46-55: Supernatural management skills, capable of leading entire countries without apparent effort
56-70: Multiple simultaneous thoughtstreams, could amass a fortune bigger than Umbrella´s if they put their mind to it.
71+: owns you already, you don't know it yet
0: Incapable of lying
1-6: Lies like a child, easy to fool, has trouble remembering to keep secrets
7-10: Average human who dabbles in crime
11-15: petty criminal, amateur sleuth
16-20: Junior spy; professional thief
21-25: Corporate agent
26-35: criminal mastermind
36-45: Master of disguise, intricate web weaver, conceals true intentions unconsciously
46-55: The World's Greatest Spy, Infamous phantom thief, can hide in plain sight
56-70: supernaturally assisted stealth, could convince a person their entire life was a lie in an afternoon
71+: They've already won, you just haven't noticed yet.
0: T-Virus Victim
1-6: simpleminded, dim, uneducated or a young child
7-10: High School Diploma, average intelligence
11-13: Slightly smarter than average; some college
14-20: college graduate in sciences, trivia champion
21-30: Doctorate in a technical field, Cash Wheel National Champion
30-35: Factotum
36-40: Leading expert in their field, photographic memory
41-50: World's greatest expert on their subject
51-60: Smartest human alive, perfect recall of every fact they have ever learned
61-70: Inhuman intellect
71+: Probably omniscient
0: most humans
1-5: petty dabbler
6-10: conjurer of cheap tricks, average ghosthunter, conspiracy nut who is actually right
11-15: cultist, can sling a few fireballs before getting tired, normal person with decades of paranormal experience
16-20: Powerful Spirit
21-25: Minor Demon
26-30: Average member of the Shadows
31-35: Deep researcher of arcane knowledge
36-45: Centuries-old Spirit, skilled member of the Shadows, Higgher Demon
46-55: Chosen Vesel of a Demon or Spirit
56-70: The Dark Presence
70+ Whatever Silent Hill is
Franchising Actions use any stat depending on the nature of the action.

The base roll for a National Action will be as follows, rolling against a certain DC:

1d100 + Relevant stat of the CEO + half relevant stat of relevant Department Head+ relevant stat of assigned hero + trait bonuses of CEO or assigned hero + loyalty bonus of hero +omake bonus

The base benefits and costs of a national action are listed in that action, but the exact narrative effects might be adjusted slightly depending on who you assign to what action. For example, if you assigned Phone Guy to a Learning roll, the CEO would have to do most of the work on that himself since Phone Guy does not have much learning. As such, narratively they and PG would be spending a lot of time together, and PG would likely become confused about all the science talk, to potential results.

It is possible to increase the stats of the CEO, his Department Heads, and his other hero units over time, either through special actions, going on Quests, or other means.

Critical Rolls

Particularly successful or unsuccessful rolls are considered Critical Successes or Critical Failures. Your chance of critical success is defined as 1/10th of your chance of success, rounded to the nearest percent. Your chance of critical failure is now defined as 1/10 of the chance to fail, rounded to the nearest percent. To illustrate:

If you have a 20% chance of success: 8% chance of crit fail, 2% chance of crit success
If you have a 50% chance of success: 5% crit fail, 5% crit success
If you have 80%: 2% crit fail, 8% crit success

No matter what else might affect your crits, you cannot Critically Fail at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.

A critical success represents an action going as well as it could have, and grants extra benefits. A critical failure represents an action going as badly as it could have and leads to some additional penalty beyond simply failing an action.

As always, what character you place on a roll can affect how it plays out and cause knock-on effects. A geneticist critting on a genetics roll for example is likely to provide a much more impressive breakthrough than a spy assigned to the same action, and indeed a spy's crit success bonus might have more to do with hiding your genetics activity than expanding it. Likewise, a crit fail is likely to be informed by 'what foible or weakness of this character would cause them to screw up massively, and how would that play out?'

As Learning actions tend to have very specialized categories without easily transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both Department Heads and heroes.

Bare Failures

Bare failures occur when you miss a roll by 10 or less. Narratively, you nearly succeeded but were stymied in some small but critical way. On a bare failure, the DC of the action is halved, and you may attempt it again next turn.

If an action is neither a success, a critical success, a bare failure, nor a critical failure, it is a normal Failure. Generally speaking, nothing happens.

Jumpscares!

If you roll a crit success, you roll another d100 as a Jumpscare, with the same crit success threshold. On another crit success, it becomes a double crit. A theoretical triple crit is again possible, and so on. Each successive crit threshold causes increasingly ludicrous degrees of success.

There are no crit failure Jumpscares...Only narrative ones!

Personal Actions

Personal actions are actions that each individual hero unit can attempt per turn. Normally, these are simple things that range from talking to people, social networking, meeting up and trying to improve relationships, or even something as mundane as seeing a movie. These actions may potentially unlock new research options or hero units, as well as increasing your employees' loyalty.

In lieu of a personal action, a hero unit may be assigned to a single national action per turn. This will add their relevant stat value to the roll.

As the CEO, you will have a total of four personal actions per turn. They may be spent as you wish, but if you so choose you can burn three of your personal actions on giving a project your "special attention". This means that we will roll for the action twice, with relevant modifiers included, and take the better of the two rolls.

For most normal personal actions, a flat 1d100 will be rolled, with higher numbers indicating a greater degree of success. While 'critical failure' and 'critical success' are not specifically defined, rolling extremely high or extremely low will still cause the action to go as well or as poorly as it possibly could have. Particularly dangerous or chaotic personals will be signposted.

Hero Units

Regardless of their actual morality, 'heroes' refer to notable individuals under your employ who can be assigned to certain tasks. While you have legions of nameless, faceless employees keeping things running smoothly behind the scenes, heroes are what make the magic happen- perhaps literally in some cases.

You started off the quest with one Hero under your employ, and through various actions, others can be recruited to your cause. Sometimes this will be as straightforward as a Diplomacy action, while other times entire questlines of successive actions will have to be completed. You might even unlock heroes through some personal actions if you make the right ones.

Heroic units are not static and will react to your actions as they occur. Being excessively cruel might earn you the ire of some individuals under your employ, while others might be impressed by it. If treated poorly enough certain heroes might end up leaving or even betraying you! Conversely, treating heroes well may gain you their loyalty, along with potential new perks to use, or in some cases new hero units or technology as well. There is always the risk of exceptionally unstable individuals acting against your interests regardless, so you may need to balance this risk with any benefits they may offer- a mad scientist who offers +60 learning just might be worth it, even if he's liable to freak out and set fire to things unprovoked.

Preferences

Hero Units have Preferences, or things they like or don't like. Assigning them to preferences they enjoy is likely to boost their opinion over time, while preferences they dislike will do the opposite. Particularly strong negative preferences might prevent you from assigning certain heroes to an action at all.

Opinion

All of your hero units will have an opinion value assigned to them that reflects how well they look upon you and how willing they are to do as you ask. For most units, this starts at 0 and can range from -100 to 100. A value of 0 to -25 indicates that the unit mildly dislikes you- nothing too serious for now, and it won't cause any harmful actions against you, but you might want to watch out to make sure it doesn't get worse. At -25 and beyond they will actively start hating you, and may make moves to pack up and leave at the earliest possible opportunity. Values of -75 or worse are when they will probably start to contemplate murder- at this point, they deeply despise you and will actively attempt to work against you. Conversely, values above 25 will have them consider you a mild acquaintance, above 50 as a friend, and above 75 will reach the sort of trust it takes years of camaraderie to earn.

Even an opinion of 100 might not be enough to convince your units to do certain things- if your own mother came to you and asked you to pick up a gun and invade Umbrella Europe single-handedly, for example, you'd probably still say no even if you did like her. Character preferences can be mitigated by high opinion, but they will still have their own minds and can still say no to things that deeply violate their beliefs, common sense, or well-being.

Various modifiers can act upon this. An intern you hire may have a +15 modifier for giving them a job they really need, while a government employee could have a -20 modifier for you flouting the government's authority. Modifiers like these are permanent until some event removes or alters them- the government employee won't change too much just because you invite him to a few cocktail parties, for instance, but if you prove to him that his loyalty is genuinely deserved he might lose the malus.

Pay attention to your heroes' Preferences! Forcing someone to work on a job they despise will give them a mild malus that will decay in a few months… unless you actively force them to keep working on that, in which case the modifiers stack, and the time it takes to remove will increase. Hiring a cook and forcing them to work as security guard will not go over well!

There's an advantage to keeping your heroes as loyal to you as possible. When making a roll, their loyalty will be reflected in a bonus modifier. A rating of -25 to 0 or 0 to 25 gives you an additional 10% of their relevant stat for that roll either subtracted or added, respectively. 25-49 will give you 15% added, 50-74 20%, and 75-100 25%. Numbers will be rounded down to the nearest whole.

If you have a hero with an Intrigue of 32 and a Loyalty of 15, they will gain a 32*0.1 rounded-down bonus, or 3. The total roll will be:


1d100 + CEO Intrigue + 32 + (32*.1=3.2, rounded down to 3) + any other relevant modifiers


You can find your Hero Units on the Hero Units pages.

Your Stuff

Company-Wide Bonuses


Several organizations or things you control grant you permanent bonuses that affect your entire company. Find them on the Fazbear Storage page.

Funds and Income

Since you start out as the head of a semi-successful company, money will be no issue for the most part. I won't be tracking specific dollar amounts, so you should always assume that you have enough money unless you seriously screw things up. Of course, money can't buy everything, and some people won't be willing to sell. The DC for a corporate buyout, for instance, would be more indicative of liquidating some of your assets and attending boardroom meetings rather than trying to come up with the cash. Instead, the way we track your financial resources are through Funds and Income.

You can find more information about Funds and Income on your Fazbear Storage page.

Items

Items are objects or creatures in your possession that give useful bonuses. Some are permanent, others are single-use. All items are listed on the Fazbear Storage page.

Global Actions
Global Actions are actions that multiple factions can contribute to, either in cooperation or competition.

Most Global Actions now have a range from its DC to a negative DC. For example, from 250 to -250. All Global Actions contribute their rolls towards a given action's total. The positive and negative DC will each have different outcomes when they are reached! You can generally choose which outcome you wish to move towards, as can anyone else who attempts to them.

Some Global Actions track who has contributed the most towards it, and will reward the greatest effort!

Some Global Actions have their DCs drop over time.

Lobbying Mechanics
So you want to buy a law, eh?

Well, prepare for a complex legalistic minefield of bureaucratic red tape! Successfully passing a law within the byzantine corridors of modern American legalism requires front organizations, targeted lawsuits, promises of self-regulation, evidence muddling, charitable contributions, and blame shifting even with the disaster that was the Agnew Presidency.

Frequent bribery is guaranteed.

Thankfully you have people to do all that stuff for you which means that you can basically summarize what you actually care about to a handful of paragraphs.

Lobbying Actions are Diplomacy actions meant to try and convince the US Government (or, rarely, something else) to change its laws and policies. Anything from the lowering of the corporate tax rate to the acknowledgement that the supernatural exists, to name the two ends of the spectrum of your board demands. These actions are Global Actions.

Don't expect to get laws passed without some pushback, though! Not all of your proposed policy changes will be popular with other movers and shakers, meaning that policies can be both supported OR opposed by other factions.

Any given lobbying action has a range from its DC to a negative DC. For example, from 250 to -250. If a Lobbying Action reaches Its DC, the law is passed, and you gain its effects! If the issue reaches its negative DC, then either A. an alternate version of the law will be passed that has an opposite effect, or B. the Action will be removed entirely, and cannot be re-attempted!

There are two ways to accomplish this. First, you may choose to roll a DC 0 Diplomacy action. The roll you get from this action is added towards the DC (or subtracted, if you are opposing an issue.) Rolling a 60+21+5 for example means you add 86 to the issue's progress. Alternatively, you may spend a 1 fund Franchising Action (in addition to the usual cost of additional Franchising Actions) to lobby for an issue. If you do so, you gain a ticking +50 (or -50) that continues every turn until the issue is resolved. You may take this corporate action a maximum of 3 times ever for a given issue.

As a result of these rules, it will be a fairly simple matter to push forward issues no one else cares about; but trying to push an issue many others are in opposition to will require allies; and fast!

Factions may start lobbying on their own, or be drawn into a lobbying conflict when other people begin drawing attention to an action.

Lobbying DCs range from DC 200 to DC 999.

You may take a certain Diplomacy action to determine where all factions stand on a particular issue or spend the personal action of a hero with a diplomacy of 20 or higher to gain the opinion on an issue of a single faction.

Infiltration Mechanics

There are three levels of info security a piece of information can be held at, assuming it is being hidden at all, depending on the degree to which it can reasonably be disguised.

Tier 1: Information available by necessity to rank-and-file Fazbear employees, ex. Upcoming construction projects, major purchases, and other projects that require large-scale work.

Tier 2: Information or resources provided only to your hero units. Ex. The existence of supernatural, other dimensions, most of your research options and the fact that the animatronics are probably haunted.

Tier 3: Information held only by you and your Department Heads and probably the board. Ex. The fact that you have the animatronics are bloodthirsty, etc.

Note that things can change security levels- for example, on the turn a unit is working on the animatronics, they must logically be informed that the Animatronic is dangerous until the thing is complete and will thus be at level 2. Information is much harder to put back in its box than an object, obviously.

Likewise, there are three levels of infiltration.

In Tier 1 infiltration, you have placed informants and potential saboteurs into a company.

In Tier 2 infiltration, you have successfully infiltrated the enemy's hero unit list, either by embedding a hero unit of your own or simply gaining a great degree of knowledge about the target's operation.

In Tier 3 infiltration, you have penetrated the enemy's inner circle of secrets and knowledge. Do note that if a faction has no board equivalent or is small enough to not need one, this level is impossible. Small or command-focused factions are fundamentally slightly more secure than larger ones. In practice though this level is very hard to reach and it's unlikely anyone but MOBIUS will manage to do it to you unless you make some ill-thought council choices, especially regarding Opinion.

Infiltration
Infiltrating an Organization


The base DC to infiltrate at Tier 1 is:
Base Infiltration DC= 50+Intrigue of CEO or Department Head equivalent +Relevant traits and company bonuses -penalties.

Succeeding at an infiltration creates an infiltration level in the faction. A bare failure accomplishes nothing but reduces the DC for the next time as normal. A failure alerts the relevant faction that someone is snooping around, but not who. A Critical Failure reveals your actions.

Each higher tier of infiltration increases the DC by 50. However, having the lower level in place reduces the DC by 25, for a total increase of only 25.

You will not be able to infiltrate a faction unless you have already set up a spy network in the relevant area.

The base DC will also be used when you are infiltrating with a purpose- say, trying to steal an item or discover a specific secret rather than performing a general infiltration. For every rank of security your target is behind, add 25 to the DC. For every rank of infiltration you have, reduce it by 25 (cancelling out a level of security). Then we add whatever logical bonuses or penalties might be in place for a certain target, and there we go.

If this all sounds complicated don't worry, it's our job to do all this math. We're just letting you know how all this is calculated from now on instead of the previous 'eyeball it'.

So let's use Fazbear Entertainment as an example.

We start with our base 50. Phone Guy has higher Illegal expertise than the CEO, so we add his 21. Just an Entertainer grants a +10 to this DC.

So the base DC to infiltrate Fazbear is 50+21+10=81. In addition, the animatronics grant a -8 to the target's roll if they are operating within Freddy Fazbears Pizzeria.

Stealing the animatronic blueprints is a tier 2 security action, granting +50 to the roll. However, each rank of infiltration the target had accomplished reduces that by 25.

If you think you can pull it off, you can always try to infiltrate at a high level right away. In addition, if you choose to place a hero unit onto an infiltration action, they will automatically achieve tier 2 infiltration a turn after tier 1.

What Infiltration Does
Beyond just reducing Intrigue DCs.

Level 1 Infiltration
  • At level 1, you will gain an expanded rival report of the target. Some actions not known to the public will begin showing up on your rival reports. A hero gets you more than manipulated news from a bribed news network.
  • At level 1, you may gain knowledge of items or research that are ripe for theft. A hero gets you more than an unreliable conspiracy theorist's ramblings.
Level 2 Infiltration
At level 2, you may begin to know about the target's attempted actions before they take them.


At Level 2, you begin to gain Infiltration Actions. You get 3 Infiltration actions per year.
Infiltration actions can be used to accomplish various sneaky things, some of which you can otherwise only do by spending National Actions! Infiltration Actions roll CEO Intrigue OR Department Heads Illegal Expertise+ Infiltrated Hero's Illegal Expertise + Loyalty. If you have not placed a hero (or dopplebot once you research them, for lesser effect) onto the infiltration, you roll without a hero's bonus.

Some infiltration actions have no significant risk of discovery, while others result in a chance that your actions are noticed. The DC of infiltration actions is based on the Infiltration DC of the target, and is not (universally) reduced by level of infiltration, unlike Corporate Actions.

Many of these Infiltration actions can be done as a write-in national action if you want to make absolutely sure it succeeds or do not have a hero assigned to the infiltration.

Espionage Actions
No chance of discovery
  • Increase the DC of an action targeting your own territory (ex 'establish a spy network in Utah')
    • DC: Base Infiltration
  • Gain a +15 general bonus to National Actions (not Infiltration Actions) targeting the faction for the next 3 turns
    • DC: Base Infiltration
  • Learn a Company's current secret actions
    • DC: Base Infiltration, potentially modified by the degree of secrecy.
  • Reveal a Company's unique mechanics
    • DC: Base Infiltration
Small chance of discovery
  • Steal an item/research, gaining it for yourself (and removing or increasing the difficulty of the target using it themselves)
    • DC: Base Infiltration, modified by degree of secrecy.
  • Incapacitate a Hero Unit, distracting, confusing or harming them and putting them out of commission for 2 turns.
    • DC: Base Infiltration+Hero Unit's Intrigue
  • Sabotage an action the target is taking next turn (if you are aware of it), increasing its DC by 30 and its critical failure chance by 15.
    • DC: Base Infiltration+30
  • Learn a target's major secrets ( Umbrella is making BOWs, The nature of the Ink Machine); grants only one at a time.
    • DC: Base Infiltration, modified by degree of secrecy (Infiltration actions cannot crit fail, barring risk of discovery)
Level 3 Infiltration
Level 3 Infiltration grants you access to new Infiltration actions, and drops the DC of all Tier 2 infiltration actions by 25.
  • Remove a Hero Unit (extremely high chance of discovery)
    • DC: Base Infiltration+Hero Unit's Intrigue+10
  • Assault a CEO/Head Honcho (guaranteed discovery) Requires multiple actions
    • Final DC will not be revealed until it is time to take the final action.

Discovery
If you are discovered while infiltrating, you do not lose your infiltration. However, your target becomes aware that 'Fazbear Entertainment' is infiltrating them, and their Security sweep corporate or national or realm actions will be much more likely to root you, specifically, out.

Fallback Actions

In addition, the topic of stealing provides us with the chance to talk about what we now call Fallback Actions.

Sometimes, you perform a risky action. Even a regular failure might pose a problem of some kind, whether discovery or injury. As such, if one takes certain actions and fails, one then performs a Fallback Action of a different type using the same unit. Success and failure on the roll will lead to different effects.

One of the most notable sorts of Fallback Actions is a Heist, so let's give an example to show what I mean.

You've sent Phone Guy to try and steal Candy´s burger recipe your daughter liked, but refuse to use a publicly available one. The DC is 100. If he succeeds, the action just completes and nothing unusual happens. But let's say PG gets a 72, which means he fails!

The Fallback Action for this heist will be listed in the action in question. For this example, it's a DC 50 Security roll. PG must attempt to make this DC. His Security is low, so this will be difficult.

On a Critical Success, PG gets away with the recipe and without his identity being discovered. Phew! Action saved.

On a normal success, PG must choose: does he get away clean but without the target, or does he take the not-so-cheap burgers with him at the cost of your involvement becoming known? You get a vote.

On a failure, you fail to obtain the target and your identity becomes known. Bad times.

On a critical failure, PG has been captured by Granny Crockett, leaving your hero unit list until he can be retrieved. If he can be. Also, neither of you would ever live it down.

Other examples of Fallback Actions include Haunted Technology (RnD, Fallback Ocullt) and Redesigning the Springlock Suits (RnD, Fallback Public Relations).

Collaboration Actions
You have the opportunity to collaborate with other factions to achieve greater results together.

Sometimes, you will take the 'collaborate' or 'research agreement' Public Relations corporate action with a faction. This allows you to then perform one action on the following turn as a collaboration action.

On the next turn, you will be given a list of collaboration options, partially picked from your own actions and partially picked from special actions that either only your collaborator or only you and your collaborator together have the resources and knowledge to do. You cannot simply do yourself actions that are presented here; they need skills or resources your collaborators possess to be done.

You can choose to go back on your agreement and not perform a collab, but doing so can result in serious monetary and opinion penalties. The same goes for 'shirking' your part of a collab, like assigning a clearly unsuitable unit or no unit at all.

Once you choose an action, you perform the action as normal for national actions. However, in addition, you add a single unit's bonus from the collaborating Company/Government/Entity (typically the higher of the collaborator or their speciality hero unit) to your roll to determine success, failure etc.

In addition, factions with good opinions of you can choose to present a collab to you from time to time. If you agree, they will either insist on a specific action or present a list of possible actions, again drawn from a mix of your actions, theirs, and actions you can only do together. When you choose one, you immediately perform the collab that turn as only one faction needs to spend a PR action to begin the collab. In total, one faction performs a diplomacy action and then both perform the collaboration national action next turn. In this case, you either assign a hero unit as usual or, via a single personal action, CEO to the roll and provide your bonus to their roll.

Unlike collabs you begin, there is no penalty to saying 'no' to a collab someone else brings to you unless you had previously committed to it.

In both form of collab, success splits the benefits of the action roughly 50-50, as do penalties for a possible critical failure. For example, if an action provides 4 funds, you each receive 2. In cases where rewards are hard to split or unequal, they will be handled on a case-by-case basis.

Collaborations are a good way to hit DCs that are otherwise slightly out of your reach, as well as improve your opinion standing with the relevant Company/Government/Entity. Collaborating with a Company/Government/Entity will frequently reveal their relevant hero units and information about the state of their organization to you; though the reverse is also true!

Fanart and Omakes

We will be awarding bonuses for anyone who is willing to complete a good omake or piece of fanart! You can then spend that XP to increase your roll on any corporate action at a price of 100XP per point of bonus, to a maximum of +10 total. You can keep track of XP gains and allocation on the XP Bank. (Add a link here when it is added)

If you write an omake that is good, entertaining and doesn't conflict with the quest, we may put it into the Canon Threadmarks! 'Canon' omakes would be stories that could actually take place in the quest's universe, and more importantly, can provide rumours that you could potentially act on. Got a favourite minor character that you really want to show up? Write an omake about them! With a little bit of tweaking to ensure it's canonical, your character may very well be available as a hero unit in the future! Of course, certain characters will be held in reserve, so writing an omake will not guarantee their fate- some characters are off doing their own thing, and some of them are dead.

Non-canon omakes would be just for fun. Have you got an amusing story idea, or wondered what would happen if the quest was taken in a different way? Write something up and you can earn some XP! This will be completely separate from the quest though, and have absolutely no bearing on any future events.

Fanart will also earn you a bonus, but it's got to be at least mostly relevant to the quest. Your picture of Dante fighting Kratos might be awesome, but it won't be awarded any XP. High-quality non-content will be given some XP, though not as much as fanart or omakes, and we reserve the right to stop this if it looks like things are getting spammy.

For 100 XP add 1 to any one national action roll. A maximum of 1000 XP can be used per roll.

Random Events

Following your personal and corporate actions every turn, we will be rolling 1d100 to see what sort of random events will take place in that particular month. There is no way to control or modify this roll, you'll simply have to deal with the results as they happen. Higher numbers mean good things for you while lower numbers mean bad ones. These events could be anything, ranging from unexpected boons like new research options to minor, annoying events taking place elsewhere in the world to the start of something terrible you will have to deal with eventually. Some will just be for flavour and might not practically affect you at all.

Nights
At certain points in the quest, you will be given the opportunity to participate in events that will be more involved than a single roll. These can range from opportunities to explore new locales, from lost temples to exploring abandoned warehouses, attending technology expos or huge parties, and have the opportunity to make powerful friends or attain huge technological leaps. Many of these events will be time-limited but I'll always tell you when that's the case. Yes, we know these are quests inside the quest. We considered 'Tapes' but that feels like copying KrakenQuest.

Nights are a series of interludes connected by choices and challenges. Nights always begin with you designating a Party Leader. (If the CEO is on a Quest, they are always the party leader.) You then assign up to 4 (usually) other Hero Units to go on the Night. Going on a Night costs a hero unit's personal action for the turn. If the CEO goes on a Night, it costs 3 of his Personal Actions.

Two things can happen on Nights: Choices and DC challenges.

For choices, questers are presented with a dilemma with multiple options and can choose or write in how to respond. Choices often lead to DC challenges.

For DC challenges, you roll against a DC to accomplish some goal. You add the stat of the Party Leader plus the stat of the highest other person present. So, if it is a Security challenge with the CEO as party leader, as well as Jeremy and Phone Guy, you add CEO security plus Phone Guys Security, but not Jeremy´s because his is lower than PG's. You then roll 1d100 and try to beat the DC. The only exception is combat- combat consists of a series of Security rolls, and depending on who an enemy chooses to target and how well they roll, they might be able to test their security against your heroes even if that hero is not particularly good at fighting.
  • Security challenges are challenges that require you to fight a foe or perform a physical feat.
  • Public Relations challenges require you to convince others of things or keep the party together when arguments arise.
  • Financial is used when performing feats of logic, or deciding how to allocate resources.
  • Intrigue is used when trying to lie, stealth, trap or misdirect someone.
  • Learning is used when solving puzzles and knowing stuff about things.
There's more room for granularity in quests than in actions- what happens when beating someone in a fight by 5 points is very different from what happens when you beat them by 50.

Successful checks lead to neutralizing threats, progressing forward, and possibly finding optional rewards.

Quest rewards are really varied. You can improve hero units, improve loyalty, get a bonus to income, find new hero units, find new research or personal action options, improve relations with other factions, discover more about the world, and more!

Not all quests are dungeon delves. A fraught shareholders meeting with an opposing CEO can be just as much a quest as a castle to explore.

Characters that are good 'all-rounders' make good leaders of quests, since their rolls apply to every quest DC, unless the party gets separated or something. Otherwise, you'll want to focus on heroes who are specialized in one or two areas, especially if you expect that challenge to come up.

Choosing certain hero units might unlock (or conversely, lock) certain actions. For example, having Phone Guy in your party could let you begin diplomacy with an otherwise intractable worker.

Criticals are still unchanged.
 
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Hero Units
Hero Units

Hero Unit Cap: 1/30


Security: 8 (You owned a security firm once before it got bought out by Murkoff)
Public Relations 12: (You stepped up as the companies spoke person in the past)
Financial: 21 (You have graduated at the top of your class and owned several businesses)
Illegal: 3 (The most illegal thing you ever did was stealing candy when you were young)
RnD: 4 (Look you are street smart and (outside of financial ones) not book smart)
Traits
Persistent Idiot: Karl is persistent, almost to a fault. The first two times an action fails it will receive a +10 and then a +20 to retry it, stacking with the bare failure bonus as well.
Just an Entertainer: A lot of movers and shakers think you're just a guy who entertains the kids with robots. Any Intrigue actions made against you or Fazbear Entertainment have their DC increased by 10 points. Also, DC for Actions increased by 10 points when contacting or collaborating with Businesses that don't deal with Entertainment Business.


Source: Five Nights at Freddy´s
Security 15 (Scott has worked as a security guard in the past)
Public Relations 9 (Scott is friendly and helpful to everyone he meets, though sometimes he overspeaks)
Financial 18 (As your assistant Scott knows what to do in a business room)
Illegal 6 (Scott was apparently a delinquent back when he was a kid)
RnD 7: (Scott is smart but considers himself a worker, not an inventor)
Traits
Hello! Hello!: Anytime Scott records an Instruction Tape a random action will get +10 on the roll.
???: Scott has some secrets to share, but you need to truly earn his loyalty before he's willing to tell you.
Opinion: 25
Hired Me: +10 (Scott really needed this job.)
A Pirates Matey: +5 (Foxy is Scott's favorite animatronic. As long as he is around Scott is happy.)
A chat with Boss: : +10
Known Preferences
Where Fantasy and Fun Come to Life: Scott likes making children laugh!
A good man: Scott would prefer not to do anything violent or illegal.
 
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[X] Plan: 87 without a bite (hopefully)

It's called wanting money, and not wanting to start at the lowest possible position. We're going to need all the help we can get.
 
[X]plan: bigger and better freddy
[X] Playtime Co
[X] (Late) 1983

Kinda want to see if this wins, because dead souls in our aminatronics againts the trapped experiments of playtime, sounds like a movie similar to freddy v jason.
 
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[X] Plan: Nightmare Mode

I've always thought something like this would be a great idea for a quest, my only concern is that some of the mechanics being borrowed from DoofQuest have always sat a bit poorly with me. IMO they're overly complicated, force the players into a situation where there's always so much going on that it feels impossible to actually accomplish anything and the opinion bonuses have always felt laughably small.

Looking forward to seeing where this goes though!
 
Wait, what am I voting for. I must've misread it.

[X] Plan Oh To Be In '83
-[X] 1983
-[X] HaileyTech

There we go, this is what I wanted.
More wonderful money, more robots to deal with a variety of situations, and the best possibly starting position with minimal rivals and least damage to the brand.

Plus really, is potential illegality and wanting the best from us such a downside?
 
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