Operation Weihnachtswunder (A CK2 Style Quest to Save Christmas!)

Also, Midwinter doesn't have the Gold or the Myrrh. There goes the insane expansion and insurance policy. They still has the Incense and the Life, though the latter is pretty useless to them
pretty good luck on the gold, if we have the option(say, blitzen having a lead) then hunting for that early may be particularly worthwhile (since it's +9 actions it would work out even if it takes like 3 or more, though if it's much harder than that we may suffer from not having used the time on other things until we get it...)
do charges on those reset if they change hands, or are they gone for good once used up? if so that might make going for partially used up gifts less of a good idea, and if not make it less urgent to try and get them ASAP.

hmm, depending on midwinter's personality/willingness to take or avoid risks I'd assume Incense might be used to replicate the impact of Myrrh by rerolling particularly ruinous failures, right?
if so, depending on whether they permanently vanish or not it might be best to try and get him to burn through those before we seriously try to stop them, or to trick him into wasting them on false emergencies?
that scheme seems pretty intrigue heavy so it'd depend on how much of a prankster jack frost is feeling like, but it might be worth it to neutralise one of his advantages so so they can't weaponise it/use it to crit some major rolls?
Yay neither Blitzen nor Jack are keept as slaves! Bit worried tho that jack is injured, that has unfortunate implications
hopefully it'll be possible for him to recover the injuries with time/resources, though an ice spirit dethawing seems serious and might be a magical issue (could even be the sort of serious thing that's way harder to heal than it would be for a mortal), we'll have to see.
though i bet whatever the issue is it's probably far better than him being captured, at least.
 
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do charges on those reset if they change hands, or are they gone for good once used up? if so that might make going for partially used up gifts less of a good idea, and if not make it less urgent to try and get them ASAP.

They do recharge! Once every new millennium.

hmm, depending on midwinter's personality/willingness to take or avoid risks I'd assume Incense might be used to replicate the impact of Myrrh by rerolling particularly ruinous failures, right?

It could, to a degree. But the Myrrh saves it's holder until the end of the Turn. The Incense only saves for that Roll. So it could keep them alive, but ongoing conflicts will continue to happen.

Yay neither Blitzen nor Jack are keept as slaves! Bit worried tho that jack is injured, that has unfortunate implications

Jack Frost: Who gave Midwinter a spiritually empowered flamethrower!?
Novus Ordo Mundi threw 1 100-faced dice. Reason: ??? Total: 58
58 58
 
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Character Creation 03 - The Second Letter
To Ebenezer Scrooge

If you are receiving this letter, then you have accepted the Mantle of Santa. That also means I have left this mortal coil.

Do not weep for me. As the Ghost of Christmas Future will tell you, everything must end. Even my time as Santa. But I wouldn't trade my life for anything. All the cheer and hope I brought. All the smiling kids. But then, you already understand more than most.

While I do not know exactly how Amazon was able to take over the North Pole, I can tell you that they had inside help from my former accountant Blake Midwinter. They had access to the financial side of things. Yes, even Santa needs to balance the budget. Milk and cookies add up, after all!

But Greed had entered their heart. I don't know when, but they became more consumed with money and possessions. I tried to guide them away for it, but I underestimated how deep the rot had spread.

I did not expect them to make a deal with Jeffery Bezos to sell Christmas to Amazon. But by the time I was made aware, it was too late. The deal had been struck. I had just enough time to start Weihnachtswunder, and perform a little Naughtiness before my time ended.

To you I give the following Gifts:

The Workshop Seed. Use it to grow a new Workshop. It's bigger on the inside, though you'll still need some physical space. At least big enough to get the Sleigh out. Once you place it, you cannot move it. So be sure you want to set up shop. It also comes with an instruction manual.

Five Years of Christmas Spirit! You'll need it to power the Workshop, build the toys, pay the workers, and other things. The Christmas Spirit is very malleable!

The Sleigh! Ever want to know how I got everywhere in one night? The Sleight was crafted by the Dwarves as a favor, so that I can visit the home of every child in one night. It involves time manipulation in some form, though I never figured out how it worked. It's also pretty well protected from assault, will not let anyone in it fall (even if upside down!), and can even act as ground transportation by itself!

Blitzen. Well, Blitzen isn't a gift, per se. Blitzen is his own Reindeer. But he wants to help get Christmas back on its feet, and he was the only one of the Nine who managed to escape. (I should warn you, do not mention Rudolph around him. Rudolph sided with Midwinter, and helped enslave the rest of the Nine. He isn't taking it well.) He is the fastest of the Nine, and quite maneuverable to boot! Treat him well.

I don't have much time left, so I leave you with only two requests: Save Christmas, and find my wife.

Yours in Spirit
Nicholas of Myra



Jack Frost here. Don't have much time, trying to keep my insides inside. Who gave Midwinter a fucking spiritually empowered flamethrower!? That wasn't ice. Hitched a ride with Blitzen as he was leaving.

Some really weird stuff went down. Blitzen knows more than I do, but Midwinter had help. Besides Bezos. Also, Midwinter pulled one over on the CEO, but that's not important right now.

Last I heard, Lady Claus and Vixen are holding up somewhere near the North Pole. They are pissed, but I don't know how long they'll be able to hold up for. No word on Krampus. I might have a lead on where Santa's Coat is.

Conserving my strength. Put me in a freezer as soon as possible. I'll be good after half a year.





So, where are you setting up shop?

[ ] Scrooge and Marley's, London, England.


The building you've owned since Queen Victoria was on the Throne. Though you've stopped being a moneylender. Instead, you've become a toy shop. You're known for your fair prices, toys that anyone can enjoy, and of course your charity. Somehow, nobody has been able to piece together you've been alive for a long time. Or that you are that Scrooge.

Note: Regardless of which option you choose to place the Workshop, you still own Scrooge and Marley's.

Home Rule - This is your home. You're known by all the locals, living and dead. You also already have a good reputation. And you'd swear on some days the house itself was a living thing that wants to become the Workshop

Easy to Find - You are not that hard to find. If anyone ever figures out you are Santa, your shop will probably be the first place they'll look.

[ ] Gary, Indiana

The city is… well, it's bad. Real bad. It's a city on the downturn, with high unemployment and decaying infrastructure. There are lots of abandoned properties that nobody wants. But maybe you can turn things around…

Lots of Room for Growth - There is a lot of space to snap up for the Workshop, and there is a population who needs work.

Left to Die - The city is dying, and the Workshop will not be enough to save it. You will have to prop the city up, and possibly even take it over. This will split your focus, and possibly make enemies.

[ ] Bethlehem, Palestine

The birthplace of Jesus Christ, or so the stories go. In the middle of the Israeli-Palestine conflict, it is not a good idea to start the Workshop here. Yet you feel like you've been led here. In fact, you have been…

The Star of Bethlehem - As long as the Factory remains in Bethlehem, nothing can touch you there. You, as well as anyone who works for you and the Workshop itself, are protected from anything less than Deity-level efforts

No Peace Nor Goodwill - But you are only safe inside Bethlehem. The moment you take a step outside it, you are in severe danger on all sides of the Seen and Unseen World. And you cannot stay inside the Workshop forever…

??? - You have been noticed by someone. This can be either good, bad, or both.

[ ] Antarctica

Well, if you can't have the North Pole, you can take the South Pole! Or at least close to it! You can hide pretty well with very little to find you, unless some researcher gets lucky. However, getting supplies out there might be difficult…

Hard to Get To - Unless someone goes looking, no one knows you are there. Furthermore, it's not easy to get to, especially in large enough groups to matter.

Hard to Get To - However, getting supplies to the Workshop will not be easy. You'll either have to make many long trips, or find a way to grow stuff or spend more Christmas Spirit then usual

[ ] Tokyo, Japan

Not your intended destination. But it seems some of the local Spirits have asked you to set up shop there. This could have some interesting possibilities for both the Workshop and the Unseen World. However, the locals don't seem to like you…

Japanese Spirits - Apparently word of what happened in the North Pole has made its way here, and some of the Spirits want to lend a hand.

Foreigner - The locals where you set up shop don't trust you. Too many incidents involving rude Americans. You not being American probably won't matter much. You'll have to earn their trust, and it won't be easy.

[ ] Somewhere Else?

This is a write in. If your option wins, I'll give you one Benefit, and one Problem.

 
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[X] Antarctica

we have the sleigh and blitzen, inconvenient locations like Bethlehem or antartica shouldn't be too big of an issue to work around (since we can just fly in/out).
not a massive fan of Bethlehem because of the religious angle, though. nothing wrong with it, it's just too serious for my preferene

hopefully the commute isn't too bad, but worst case scenario we can alternate who drives when shipping things back and forth (hopefully blitzen's fine with that, maybe freeing other reindeer so they could alternate would help keep up constant transportation)
let's turtle up, somewhat. should prevent the financial/social resources of amazon/midwinter being brought to bear against us (allowing to focus more on other stuff), and if we can use those freed up resources to do the actions to build up the Christmas spirit for it we we may be able to set up some improved logistics like alternate high-speed transit options or whatnot
as a bonus, if I had to guess where one of the gifts/holiday spirits might have gone off to there's a solid chance antarctica would be it (due to the thematics) and i seriously doubt there's much better place for jack frost to recover quickly (if that matters)

(admittedly I'd also like to see building up in more inhabited areas like Gary/Tokyo, or the centralisation from starting via our business but think Antarctica works better mechanically)
 
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[X] Gary, Indiana

America is where the fight is, in the war on Christmas by incorporated Santa Claus, and plus it feels like a great way to meet the immediate complications and limitations of Victorian Christian charity and ways to grow and evolve to move Christmas Spirit forward in meeting like a black Santa whose pretty tired of the rotten deal that Midwinter's and Bezo's hostile takeover is seemingly offering to change, and like I dunno the spirit of little orphan Annie in her original comic strip form as a paean to hard work and optimistic generosity always winning the day for the Dickensian poor, never mind that Great Depression bit.
 
[X] Turin, Italy.
I suggest it for a number of reasons:
1) Turin is one of the major esoteric cities in Europe and is located on a ley line.
2) in this area (intended as geographical) there are two possible allies, namely the Befana (who is one of the most beloved holiday figures in Italy) and the Krampus (who is still celebrated today in the eastern Italian Alpine arc).


[X] Antarctica
 
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Blitzen, The Speed of the Nine

Martial: 16 (18 + 3 (The Nine) - 5 (Trauma: Betrayal))

Diplomacy: 16 (18 + 3 (The Nine) - 5 (Trauma: Betrayal)

Stewardship: 21 (20 + 3 (The Nine) +3 (Lessons from Scrooge) - 5 (Trauma: Betrayal))

Intrigue: 6 (8 + 3 (The Nine) - 5 (Trauma: Betrayal))

Learning: 8 (10 + 3 (The Nine) - 5 (Trauma: Betrayal))

Occult: 4 (3 + 6 (The Nine) - 5 (Trauma: Betrayal))

Traits

The Nine - You are one of the flying magical Reindeer that carry Santa across the world delivering presents. In the Holiday World, you are kind of a big deal. +3 to All Stats. +3 Occult. +10 to all Diplomacy Rolls with Holiday Spirits. You can fly. You have access to Gravitational Magic

The Need For Speed - You are the fastest of the Nine. You can beat any of the others in a land speed, turn on a dime, and can match most airplanes without too much of a sweat. Of course, your magic can allow other members of the Nine to be faster, though you'll need to slow down a bit. You can also make sure people survive the G-Forces from the speed you travel. +30 to rolls where you can utilize your speed and maneuverability. You can change that bonus to +7 for each member of the Nine flying with you, which the Nine as a collective can use for the roll. People within 100 feet of you can survive G-Forces of your/The Nine's speed

Lessons From Scrooge - What once was a question about money became lessons by mail about money and business. Especially contracts and deals, and the importance on keeping them. +3 Stewardship. +10 to rolls involving Contracts.

Trauma: Betrayal - You were there when Rudolph, The Light of the Nine, sold the rest of you to Amazon. You can outrun many things. But you cannot outrun the weight of that betrayal. -5 to All Stats. -10 to All Personal Rolls. Will Attack Rudolph, Blake Midwinter, or any member of Amazon on sight. Can be lessened or removed with time and therapy, or by killing Rudolph. Can be changed or worsened by killing Rudolph, Blake Midwinter, or other members of Amazon

Complication: Owned By Amazon - By the letter of the law, Amazon owns you. That will matter to courts both in the Seen and Unseen World. If they manage to get you into a court, you may lose your freedom. Amazon legally owns you, and has the proof. -20 to rolls in court to gain your freedom. -10 to Diplomacy involving people enforcing the contract. (Additional: Due to Lessons from Scrooge, you have a copy of the contract.)
 
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Holy shit amazing stats on Martial and Diplomacy and Max Stewardship
also
[X] Scrooge and Marley's, London, England.
[X] Bethlehem, Palestine.
[X] Tokyo, Japan.
[X] Turin, Italy.
 
Jack Frost Starting Sheet
Jack Frost

Martial: 7

Diplomacy: 16

Stewardship: 4

Intrigue: 30 (25 + 5 (Trickster)

Learning: 15

Occult: 17 (12 + 5 (Cold Magic))



Cold Magic - You can control and manipulation snow, ice, and the cold. From stabbing someone through the throat with an icicle to helping kids get a snow day from school, you know how to keep things cool. +5 Occult. Variable Bonus to Martial and Intrigue rolls based on the temperature. You are never Unarmed.

Trickster - Loki? That pretender? Jack Frost is the true mythologic master of mischief! Usually it's just fun pranks. But when the need arises, I can make them much more deadly. Watch that patch of ice. +5 Intrigue. Additional bonus to Intrigue Rolls depending on the environment. +5 to Diplomacy Rolls when dealing with kids and others with a Trickster Trait.

Winter Wonderer -
You can get on pretty well with others like yourself. And on a couple of cases, you can get it on pretty well with them as well. +10 to Diplomacy Rolls when making a first impression with Winter-based members of the Unseen World. +20 to Diplomacy Rolls when trying to romance female members that the first bonus would apply to.

Malus: Injured - You managed to get hurt. You should try not doing that. -10 to all Martial Rolls. -5 to all other rolls. Will be removed at the start of Spring 2024.

Malus: Defrosted - Your control over the cold has been pushed to the limit, and you are in danger of permanent injury or dying. You're going to need to rest. Especially in a cold place. You do not have access to Cold Magic. You cannot apply your bonus as an Adviser. You take a -25 Penalty to Survival Rolls. Any action You are a part of that has a Base Roll of 25 or lower immediately triggers a Survival Roll. A Critical Failure on any roll you are a part of kills you outright. This can be lessened or removed by resting in a cold place.
 
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