avatar11792
Et Sic Incipit
- Location
- Planet Earth, North America
[X] Ginger Maniac
@TheLaurent , are we going to get a Personal action to help get Hazitean through rehab and dealing with her mental issues? Those extra 2 Martial actions per turn look pretty sweet, but I'd like to make her a bit more stable before we do so.
Makes sense, and I'd like to run her through therapy before trying to appoint her. She's just perfect except a few screws are loose.Indeed you will. It won't make her all the way better, because mental health isn't one of those Hollywood 'Eureka Moment' things, so her road to recovery will likely take a while if followed (complete with hard moments and relapses)*, but taking said action will have (consults notes) this effect.
Success will help her in other ways, but specially for hiring her there's a 70% chance (roll 30 or better) that the chance for her to successfully be hired-on will increase from 30 to 40%, and a 30% chance (roll 70 or better) that it'll increase to 50%. If you do the therapy but don't pick her then next turn that raised chance would still be there, of course. Besides any chance raised via investment of Personal Intervention.
* I hope my one portrayal of her directly hasn't given the impression that she's an amusing sort of mess, like, "Lol, she's quirky and a paranoid 'kill everyone' person." I don't want to stop the narrative to talk about it, but she has wild swings of emotions including vulnerability seemingly related to the past, she might have some manner of illness (and certainly has mental illness) that she's self-medicating with illegal drugs (and legal ones used rather too hardly) for.
Like, the Hazitean you knew was Just, Kind, a bit suspicious and stand-offish, a little bit flirtatious at times and not always the most rock-solid of persons in terms of 'keeping to her word'...but she wasn't even remotely like this. She's changed a lot.
Makes sense, and I'd like to run her through therapy before trying to appoint her. She's just perfect except a few screws are loose.
Intrigue: This is your arena, and now things are starting to come together in some ways. You have options, not as many as you'd wished, but things are picking up, and Yaziha is helping you out for the moment. Chance he'll do one of the more sedentary actions each turn (he's not an official advisor though). (Pick 3)
In The Black
Find the areas where the Iashec are donating money to your half-defunct spy-system and try to reduce it our even eliminate it. It might lead to budgetary squabbles, but it's the only way you can be sure that you're not bleeding more and more each turn.
Cost: 50 Wealth
Probability: 70%
Reward: Iashec investment reduced, -Wealth of some level.
The Dark Side of Reconciliation
There are enemies. They can be found, those that did the worst. Even though reconciliation was done, accidents could be arranged. Or more honestly, they could be found to be continuing bad behavior through basic monitoring and then be hauled off, to see what to do with them from there. It might turn out badly, it might be accepted, who knows.
Cost: 100 Wealth
Probability: 50%
Reward: Worst war-criminals still present taken in/dealt with, options.
Casino Royale
You are going to go yourself. Ignore that guffaws from some of your guards. You are trained for it, and with their support you can manage it. You'll infiltrate under the guise of a worker on the make, running from the new government, an identity you've carefully crafted, with changes of clothing and sprays and dyes to make it harder for you to be picked up on, though your head-wings are the one difficulty. Either way, with the right clothing even that can be minimized. You, alongside other agents, will infilitrate in, find Zaeswin, and hopefully extract him quietly to receive justice.
Cost: 200 Wealth
Probability: ???, Roll to see how well it starts, but…
Reward: Start of an 'Infiltration Turn', will make further decisions during that.
Grubs in the Muck
Criminal organizations have blossomed. Narfit, the Barabans, the Yissili Mission, the various street gangs, the city-wide groups and the large, corrupt groups that oversee the black market that has been shrinking, of course. You could use the bugs and information to begin targeting them, though there's a risk of them finding it out, and while some of it was corruption, even accounting for that, the previous government hadn't had much success in this. On the other hand, even the basic monitoring you've done shows increased activity, and there's this itching suspicion in the back of your head that they're planning something big.
Cost: 150 Wealth
Probability: 60%?
Reward: A few high-level busts, find some of the criminal gangs and start regulating them. Forcefully. ???
Patterns of Behavior
You can monitor the forums and online conversation in several heavily-trafficked areas, not to catch criminals but to notice patterns of thoughts and to better be able to predict just what's coming. Are people growing angrier, is dissent rising, is there a drop in activity that might mean they've found a way around the bugs?
Cost: 100 Wealth per turn.
Probability: 65%
Reward: Information, knowledge, potential options each turn.
The Infernal Archive
Records were kept, in theory. In reality it's a rat's nest, and it's hard to tell. Many are encrypted, speaking of dark deeds, or hidden from one part of the Black Budget. The thing is a tangle. But within all of it might lie secrets, or information on Zaeswin, your target. Either way, you need to learn more about just what the government was up to.'
In light of the new information, this has gone up some in priority, since the ties to the Iashec are...troubling to say the least.
Cost: 100 Wealth
Probability: 40%
Reward: +10% to all other Intrigue rolls this turn, opens up tons of new options. Information.
What are they saying?
The Ruler-Caste, the former Monarch and so on were immune to at least the bugs and programs you have access to, but you could find the codes for where they are monitored and work on setting up your own spy network. You need to know what they're saying and thinking, and whether they are planning anything against you. They gave up peacefully, but they certainly didn't *choose* to give up.
Cost: 350 Wealth
Probability: 50%
Reward: Monitor the former Monarch and her children and allies, open up options.
Colonial Eyes and Ears
The colonies are a big question mark. You could rectify this through viruses, agents, and other such forms of infiltration, but it's a long journey with forces you aren't entirely sure of. But considering the dangers the colonies pose, and are in, it might just be worth it. The operations would be delicate and complicated, but you just might be able to do it.
Cost: 400 Wealth
Probability: 30%/40% (with either Military or Diplomatic versions of dealing with the Colonies)/60% (with both)
Reward: Information. Options.
Redeeming the Aroane Special Group
The most famous special-forces group is the Aroane. There are many, but you have a friend or two who used to be in that group, and former friends still in there. Their reputation was marred by their actions, including a (peaceful) raid on the house of a protest-leader and scholar, but they are useful and the largest and (though the public might not believe it) least given to brutal and repressive acts, the true monsters hiding in the shadows, not so public that people spoke of the "ASG" in a very public way.
Cost: 100 Wealth
Probability: 40%
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those-scary-people', options opened up.
Open Government?
There have been calls to open the action of the government so all can see it. You could do so...at least for the non-classified stuff, setting up sites and document retrieval for the non-sensitive Diplomatic, Stewardship, Martial and Learning actions, while keeping the Intrigue carefully hidden. It'd increase public trust, at the very least, though also increase public scrutiny.
Cost: 100 Wealth
Probability: 70%
Reward: Open Government holo-casts and VR/web-sites, increased public opinion, increased public pressure.
Cyber-Agents
You need to improve agents, and just as importantly, make sure you know the access codes and shut-offs for the cybernetically enhanced agents so that you can grant more of them, deactivate them for those who are let go but...aren't let go of living, and otherwise get a handle on this most-vital security issue.
Cost: 200 Wealth
Probability: 40%
Reward: Any agents that escape a purge won't have military-grade cybertech available. Can track your own agents. Can train more and give them Intelligence-Grade cybernetics.
Learning: Kikkizit has a lot of ideas. They're almost apologetic here, well aware of the economic situation and how that might get in the way, but they've been bursting with them for quite a while. Still, there are things you can do, and you've started to get an understanding of the wide range of possibilities. (Pick 3)
We Don't Need No Education
Education reform is on the agenda and starting to be seriously discussed. Panels could be made, people could talk, suggestions could be proffered. It's unlikely to immediately change the curriculum, other than getting rid of the most obvious abuses and the propganda, but starting on it is a good thing.
Time: 3 Turns
Cost: 300 Wealth
Probability: 85%
Reward: Education system improved, curriculum changes, potential other advantages as it shakes out.
We don't need no thought control
Students lives are monitored every second. Security guards escort them from class to class. They live in fear that their sexual hangups will be punished and that any move out of line will destroy their lives. Not everywhere, some of the poorer schools are harder hit, while others are 'unlucky' enough not to have the kind of budget for that sort of thing, but the whole situation is one you still remember. Schooling wasn't as bad for you, but it certainly isn't something you'd wish on any children you had. You can move to remove the controls and loosen restrictions.
Cost: 100 Wealth
Probability: 80%
Reward: Less control over students, increased opinion by them, ???.
No Dark Sarcasm In the Classroom
The standards for teachers could use some improvement too. Standards are low, and just as bad, many favorites are protected from any criticism at all. Including some that are spies for the state, or from a protected caste, shuffled off into makework funded partially by the government separately from its education fund. It's all a bit of a mess, and the knot could be cut by firing the worst of the bunch and hoping it helped the rest get into line, though it'd cost a little bit to get the new teachers in place, but it's not like there's a lack of them.
Cost: 150 Wealth
Probability: 60%
Reward: Teachers who are inadequate are let go and replaced, education changes in some ways, options may eventually open up.
Virtual Production
There have been suggestions to further study virtual-reality technology. Brain uploading's a no-go, but the technology of entering another reality temporarily is well-established, but there might be new technologies produced from it, not only important for education--such as better historical simulators and Virtual-Teachers--but potentially for training soldiers and producing for export.
Cost: 50 Wealth
Probability: 70%
Reward: Better Virtual Reality stuff, opens up more of the same sorts of research.
Cultural Programming
Funding for the arts has always been incidental, but in the new holocast programming and the station--despite its failure thus far--Kikkizit sees possibilities. They could set up funding in order to expand the station itself and to set up other stations towards poetry, artwork, songs and stories and otherwise preserving cultural legacies and the like.
Cost: 75 Wealth a turn
Probability: 70%
Reward: Cultural programming, might be a shot in the arm for your propaganda/news channel.
Caste-based Research
Currently, research into the history and sociology of caste-formation, its potential economic consequences, its validity both educationally and genetically, its social impacts, whether it's a good idea, or anything of the like is forbidden by law. Professor Kikkizit would like to change that, opening up and providing grants for research in order to prepare the ground for later reform. They urge a slow and cautious formation of policy, not giving away their hand before they are sure they have the data needed to act.
Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research, historical, social and genetic is opened up for discussion, results might take a while to come in, might open up options.
Implement the Hive's Will
There are many ideas in Gazinitah. Many patents filed, or that would have been filed. You could give an opportunity for independent inventors to use your facilities, pursue their ideas, their dreams, and see what comes of it. Which could very well be nothing, a giant explosion or a ruined lab, or it could be something...spectacular.
Cost: 100 Wealth
Probability: ???
Reward: Grab Bag of Mystery Shinies? Or nothing? Who knows!
Take A Pill
There are many illnesses that shouldn't exist, but do. Cured long ago, often simply and easily, their costs are yet beyond the average worker. You could tackle this problem any number of ways, but at the moment, you judge opening free clinics and the like is far, far beyond you, considering at the moment you aren't entirely sure how much your budget is, what you're spending, how you are going to pay month-by-month, let alone the state of medical care. However, you could have scientists and doctors work on trying to reduce the cost of medical equipment and find new ways to do the same things only cheaper.
Cost: 400 Wealth
Probability: 50%
Reward: New medical tech, health benefits start spreading slowly to the masses. Potential upswing in wealth over the next few years thanks to improved health.
Foreign Examples
There is a lot of technology from other places that your scientists could study. Other places often make things you cannot, and other species have their specialties and their skills. You could try to get them to gather and study some foreign technology, buying the patents or just the object, or otherwise trying to reverse engineer them. It's not entirely above-board, and what you'll get is a grab-bag as to whether it'll be useful, but it's certainly possible.
Cost: 200 Wealth
Probability: 30%
Reward: Grab bag of foreign tech advancements, potentially Wealth if any of them are marketable.
Personal (Choose 2)
Personal Intervention
(will vote on what you Intervene on later.) Take a guiding hand in something, directing it, even more than you already are, spending a very large amount of your time and effort on it, free time as it were.
Cost: Free
Reward: Bonus equal to your stat on an action (+19% for Diplomacy, etc)
Activating Cybernetics
You were once a fully kitted-out cybernetically-enhanced soldier and spy. That's not going to happen again, but you could at least get a little bit of your old technology back, and just as important, the monitors so you don't have to feel someone else coming from the way it vibrates against your chitin, and can instead, you know, just be alerted. There are a number of minor things that can be done as well, without even getting into high-level military-grade stuff.
Cost: Negligible (a Wealth or two, I'll just call it free.)
Probability: 100% for +1/50% for +2/30% for +3
Reward: Cybernetics to enhnace your personal combat and Martial and Intrigue. The (+) represents how many points you'll have to spread about, as it were, and you can buy specific enhancements in a sort of 'Turn Results aftermath' thing.
What Are Friends For?
You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice. What else are friends for?
Cost: Free
Probability: 75%
Reward: Get the gang back together. Relieve some stress. Potential other benefits.
Getting in Shape
Some laugh at the idea that you'd go and do the mission. Not because it's a risk, many in the intelligence business actually admire that attitude, but because you've clearly seen better days. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.
Cost: Free
Probability: 70%/30%
Reward: 70% chance of +1 Martial, 30% chance of +2 Martial.
You Need Help, Friend
Hazitean is a mess. In so many ways it's hard to even begin to think about it. You need to help her, convince her to talk to psychologists about any problematic mental-structures and ideas she might have, and perhaps take drugs to help with the chemical addictions she maintains, and medical doctors for the reasons behind...there are a lot of people she needs to talk to, and while a few months of help and you making sure she stays involved won't solve everything, it might help some.
Cost: Free
Probability: 1d100+Diplomacy, better you roll, better you do.
Reward: Hazitean gets help and therapy, might get somewhat better, might get somewhat worse. It's not a magical cure either way, but it's the first step in a process. Above a 50 increases the chances of success for making Hazitean Military Advisor by 10%, above a 75 increases it by 20%. It carries over into next turn.
A/N: And there you go!