All-American Small Town Evil Conspiracy Quest

[X] Acquisition: She's a sham with no knowledge of the occult. On the other hand, her bookshop is built above a mystical leyline that Black Goat Excavations wants. Beat her so she's hospitalised, and we can purchase the site when she's forced to sell it off to pay her medical bills.

Acquiring the leyline can be the first step in our dastardly plan to ensure the town stays under our thumb forever. Part two could be acquisition of the local supermarkets, and the third step would be magically altering all the food inside it to render those who consume it far more.... eager to follow the directives of Black Goat Mining.
 
[X] Aquisition

This.... This is a wonderful premise. I can't wait till the protagonist is about to uncover this conspiracy of corporate greed and exploitation and then SHOGGOTH INTERRUPT. It's moments like this that make the onerous burdens of being an evil conspiracist worth it.

Point of order. We are the protagonists. While it's true that those possessed of conventional morality (alas, so ill-equipped to handle the conundrums that arise in high-stakes business like ours) and ethical inflexibility (likewise) might label those who oppose us "heroes", we know better, don't we? And even if they were right, we are nevertheless the protagonists.

Buying into your own hype is counterproductive if you want to be able to clearly appraise business decisions and their consequences, but buying into the competition's hype is downright foolish. You can't just sling around labels like "evil" or "conspiracy" so wantonly. I'll be having a few words with your supervisor about this.
 
Honestly I wonder if we can just convince the heroes to leave if they find us. We are not aiming to destroy the world or wake up the old gods, that would be the last thing we want. We take care of our people and pay them well and all of them are aware of the risks inherent to the job. They knew what they were getting into.

And if one points out our unethical business practices, then that is a matter for the courts to decide not a bunch of ragtag heroes. If they blow up our mining facility we call the cops on them and have them arrested. That is not a heroic deed that is terrorism.
 
Honestly I wonder if we can just convince the heroes to leave if they find us. We are not aiming to destroy the world or wake up the old gods, that would be the last thing we want. We take care of our people and pay them well and all of them are aware of the risks inherent to the job. They knew what they were getting into.
Earthscorpion has already pointed out that mining out the Elder Gods from the inside is unlikely to be a good idea long-term. We very well could end up destroying the world in our lust for profit. Which I'd be fine with, because hopefully we'd have moon/mars bases by then.
 
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As I understood the the situation our mining is more like a skin irritation, so the worst thing would be that the elder god decides to scratch itself.
 
Idea for future plot arc, refuge in audacity.

We make a cartoon or tv show based on the actions of our antagonists, and so can pass of any obviously eldritch shit as props and actors for the show.
 
0-2: Tutorial on Rolls
0-2 - Tutorial on Rolls

The lights inside the 7-11 are bright white, spilling out through the glass doors. Anna Hemmerton picks up a wire basket from the rack and drifts towards the toiletries section.

Behind her, the pale man enters. He takes a basket too. Under the harsh lighting, he looks even clammier. He's clearly built like an outhouse, muscles bulging under his dark jacket. He's keeping well back as she drifts through the supermarket, grabbing a box of tissues and then heading towards the TV dinners.

Pulling out his mobile, he dials a number.

"Boss. It's Rolf." He pauses. "On her tail now, boss. Late night shopping. Looks like she's just forgotten to get food in."

He pokes his head around the corner. Chinese for one. Cheesecake for one. Bottle of wine. She ain't buying for two people, he knows that for sure. They've been following her for days now. The broad's as blind as a bat even with those spectacles.

Listening to his boss' orders, the man nods. "Right. We'll get her out the way for you. I'll call you when it's done." And with that said, he hangs up.

Anna Hemmerton is heading into the frozen goods section to find herself a frozen pizza. She has no idea what's waiting for her.



So. Rolls and actions.

Let's start with the basics, shall we?

Lesson one - You're surrounded by idiots. Your basic mooks aren't very good. They'll usually have a dice pool of 2-3, and that means using them alone is a risk for anything apart from the easiest operations. If you rely on basic mooks, you'll fail a lot.

There are ways around this, and you'll see some of them later. Skilled assets are valuable, even if they're limited. You certainly want to get your hands on them. But sometimes you'll not be able to use them, and you'll just have to accept that you have to trust things to the idiot brigade. In which case...

Lesson two - Bonuses are your friends. Since your mooks are a bunch of incompetents, it means it's your job to come up with cunning plans and clever ways of attack. Well-devised schemes, doing preparatory actions, cinematic locations to attack from, and playing to the strengths of your faction with write-ins will often do things like grant bonus dice, reduce the difficulty, or suchlike. Sometimes you might even get a difficulty 0 action out of it, in which case you're only rolling to see if there's a complication or stroke of luck. And speaking of complications...

Lesson three - Auto-complications - Threat or Menace?. Auto-complications are bad. All things remaining equal, you don't want to take such choices. They're not catastrophic because you can cancel them out by getting lucky and rolling more 6s than 1s, but on average if there's an auto-complication something is going to go wrong. On the other hand, though, it's often a trade off. Options with auto-complications will often have dice bonuses or reduced difficulties. In essence, you're trading better odds of success now for the risk of future problems.

Lesson four - Rolls Are For A Goal, Not For An Action. You're not rolling to hurt someone in this system, unless your primary goal is to hurt them. Hence, failure can take many forms. An instructive beating meant to warn them off can result in them dying if you fail the roll just as it can result in them not taking the lesson to heart. Always consider what you're aiming to do when you choose an action, and how it might go wrong to stop you achieving your goal if you fail the roll.

Lesson five - Failure is not the end. Well, okay, sometimes it is. But if you pick your battles wisely, your target might not even realise how you failed. Sometimes you will fail. It's how you recover from it and how you account for the failure that matters. Sometimes it's better to pull back and try something else. Sometimes you shouldn't let one failure stop you in your path.

Choose your action

Base pool: 3 dice

[ ] Strike in the frozen food isle. She won't have anywhere to run to, but there's the risk of a late-night shopper or the staff noticing you and kicking up a fuss.
(+1 dice, 1 autocomplication, Diff 2)

[ ] Beat her up in the car park outside. It's dark, mostly empty, and even if someone notices you'll have time to run. On the other hand, she might manage to get into her car and escape.
(Diff 2)

[ ] Puncture her tires. That'll mean she has to pull over on the way back home. Awfully dangerous for a lone woman who gets a puncture at this hour, ain't it? She might get attacked by miscreants while she's waiting for the tow truck.
(Set-up action - enhances a later action, but doesn't accomplish your goals)

[ ] Just shoot her. Look, sure, the boss said not to kill her, but not everyone dies from gunshot wounds, right? Just pop a bullet in her leg when she comes out. Simple. Well, unless you accidentally kill her. That'll get the boss mad. And, you know. Start murder enquiries if the body gets found.
(Fixed failure result - target's death, Diff 2)

[ ] Trail her home and strike when she's trying to get her groceries out of her car. It's more isolated and quiet, but there's the risk she'll run for her house and get inside.
(-1 dice, Diff 1)

Choose your rolling system:

[ ] Roll Once. The usual way of rolling. One person rolls, and we use that result.

[ ] Roll Thrice, Take Middle. Three people roll, and we take the roll with the middle number of successes. If there's a draw, the Complication/Fluke balance is used to work out the middle one. This will serve to somewhat insulate you from very bad or very good luck. Basically, you'll just be closer to the mean.

[ ] You Don't See Me Rollin', You Hatin'. All rolls are done secretly by EarthScorpion, and the results are only revealed in the update. More narrative tension but you don't get the fun of rolling. (x0.5)
 
[X] You Don't See Me Rollin', You Hatin'.

[X] Puncture Her Tires.

I'm fine with the mystery of not being able to see the rolls.

As far as beating this person up goes, going for the setup seems like it will give us a bonus on the next round, so it seems like it could be worthwhile.
 
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[X] Trail her home and strike when she's trying to get her groceries out of her car. It's more isolated and quiet, but there's the risk she'll run for her house and get inside.
(-1 dice, Diff 1)

[X] Roll Once. The usual way of rolling. One person rolls, and we use that result.
 
If we shoot her can we buy out her property? Or will it bring attention to us? How common are shootings in the Town?
 
Guys.
Votes that do not come with at least a sentence of explanation or justification will have their voting weight halved.
Explain your reasoning.

[X] You Don't See Me Rollin', You Hatin'.
[X] Puncture her tires.

Okay, so. To the first, yes yes, it stops us rolling. But on the other hand, it stops us rolling. Which means that ES quickly and efficiently does rolls himself, the thread isn't cluttered up with dice, we get extra dramatic tension, he might (haha, yeah right) be more inclined to fudge a roll in our favour here or there if it would fuck us over completely and make things unfun... it just generally streamlines the quest and speeds it up. And this is already a somewhat unconventional quest.

To the second, it's partly a risk thing - I suspect that hitting her well away from people on the side of the road when her car runs down will be more likely to succeed - but honestly, it's mostly a genre thing. The start of the episode has her nervously gathering food, cut to a shadowy shape slashing her tyres, the car runs down halfway home and she's dragged out of it by balaclava'd thugs and beaten mercilessly... boom, roll credits. I like that, as an establishing shot. It works well.
 
[x] Roll Once. The usual way of rolling. One person rolls, and we use that result.

Like hell I'm voting for the option that leads to fewer hilarious high/low rolls.

As for the actual roll, man these thugs are really bad at actually beating people up. Two of the options have even odds of failure.

[ ] Trail her home and strike when she's trying to get her groceries out of her car. It's more isolated and quiet, but there's the risk she'll run for her house and get inside.
(-1 dice, Diff 1)

From a purely mathematical perspective, this offers the best option of the ones that give us a roll. 75% chance of success. The set-up action might help us, but, of course, spends time.

Write-ins are kind of difficult in this case because our assets are so bad. Like, 50% odds on mindless violence? When mindless violence is what they're best at (relative to all their other skills)?

Just awful. Stupid genre conventions ruining our plots.

I suppose I'll go with the set-up option.

[x] Puncture her tires. That'll mean she has to pull over on the way back home. Awfully dangerous for a lone woman who gets a puncture at this hour, ain't it? She might get attacked by miscreants while she's waiting for the tow truck.

It's the tutorial, so I'd rather get a handle on how bonuses work now rather than later.
 
[X] Roll Once. The usual way of rolling. One person rolls, and we use that result.

Sorry, i am just traditional. I like to roll the dice myself. (Or in this case, ourselves).
 
[X] You Don't See Me Rollin', You Hatin'.
[X] Puncture her tires.

For the dice: It's really annoying to see the thread full of dice, complaints about dice, recommendations wich site rolls "better" and all that stuff, keep it simple, secret and filled with tension.

For the tires: I just don't think inside, or in front of a bright supermarket is an atmospheric place for and ambush and beating. For a drive-by shooting it would work but thats too risky if we want her to live.
 
Mmm on the one hand the car park as a certain sense of propriety to it. It lends itself to a pretty straightforward structure: Rolf leaves the store before her, she comes out of the convenience store a few minutes later. She's distracted with her groceries and fumbling out her keys one handed, backlit by the comforting fluorescent lights. She goes to open the door...

AND THEN SHE SEES THE MAN'S REFLECTION IN THE WINDOW

*Entire orchestra has a seizure, scares are chorded*

In practical terms: it's dark. It's straightforward. It strikes a nice visual of frightening things waiting in the night, just outside the comforting glow of the lights.

On the other hand: the frozen foods aisle has a different appeal to it and one that I've kinda talked myself into. It's the horror that bright convenience store lights won't help you. That all the familiar matters as much as a sheet of tissue paper in a hurricane. That comfortable, consumer civilization won't save you (dohoho aren't we witty writers). Which makes a much stronger statement on what kind of horror we're going to be.

In practical terms: it'll send the "we can find you and hurt you anywhere" message much more clearly. She can't bail out (and thugs are not built for cardio, evading plutonian parasites tends to reward quick sprints and a judicious use of elbows on your fellows). We don't draw this out any longer than we have to and so our thugs don't have the time to fumble things with their big, meaty, manhands.

[X] Strike in the frozen food isle. She won't have anywhere to run to, but there's the risk of a late-night shopper or the staff noticing you and kicking up a fuss.
(+1 dice, 1 autocomplication, Diff 2)

[X] You Don't See Me Rollin', You Hatin'. All rolls are done secretly by EarthScorpion, and the results are only revealed in the update. More narrative tension but you don't get the fun of rolling. (x0.5)

unf yes hurt me more mr. qm

(First roll has a tendency to go titways "WHAT ARE YOU DOING WE DIDN'T SPEND ANYTHING YET" etc etc, highs and lows are sort of the point of the story, it's going to be heavily narrative-based anyway so why not roll with it?)
 
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[X] You Don't See Me Rollin', You Hatin'.

[X] Puncture Her Tires.

[X] You Don't See Me Rollin', You Hatin'.

[X] Puncture Her Tires.

You should explain your vote.

That said, I agree with this vote and Aleph's logic.

It's also because I use that method myself already. I am sorta a jerk as a QM, and thus keep all of that roll stuff behind the screen, or only show it after the fact.
 
[X] You Don't See Me Rollin', You Hatin'.
[X] Puncture her tires.

Apart from quickness, it will also stop salty tears from over eager rollers

Plus how hard is it to slash tires, just hope the idiots don't go overboard
 
[X] Just shoot her. Look, sure, the boss said not to kill her, but not everyone dies from gunshot wounds, right? Just pop a bullet in her leg when she comes out. Simple. Well, unless you accidentally kill her. That'll get the boss mad. And, you know. Start murder enquiries if the body gets found.
(Fixed failure result - target's death, Diff 2)
-[X] Take her purse.

I don't particularly care about how the rolls happen.

On the story choice though, this seems like far and away the choice most likely to accomplish our immediate goal. Even in the case where she's dead, she's at least out of the way and we'll almost certainly be able to buy her property anyways.

Now, murder investigations are bad, but obviously it was just some crazy guy on drugs or something. No big conspiracy here.

Actually, he should probably take her wallet/purse too. Make it at least plausibly a robbery.
 
If we puncture her tires, then we've essentially trapped her away from prying eyes. If we tail her at a distance, then when she pulls over we can pretend to be good samaritans in order to get in close, and then 'Reveal' that we were secretly 'Muggers' all along.

The woman has bad eyesight, so she's not going to be able to get a good look at us, and if we have our people pose as opportunistic thieves taking advantage of an unlucky random person then people will be less likely to ask pesky questions like 'But why did that man randomly assault her with a frozen tuna?', which is great for us in the long run.

In addition, if we use this sort of strategy somewhat regularly, then that opens up options later when there's elections for city sheriff etc we can probably insert a candidate with a 'Tough on crime' campaign, and then move our thugs into a more subtle role within the police force.

That's long term, though. For now,

[X] Puncture her tires.
 
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