Bearing the Torch of the People (Central Planning Fantasy Edition sequel/sidequest)

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Kanna Dipolous, the manic archmage of Chelska, who has headed up the Economic Ministry and planned development of the nation for over a decade, has been forced into retirement. Well enough. She was getting tired of the job anyway. Instead, she departs for new lands and new challenges, such as spreading the message of Communism to new nations. The distant land of Halve, with its mysterious caste system, has recently rebelled against the imperialist fist of Glitterdawn Vale. They can surely use all the help they can get, and perhaps such a troubled nation will prove fertile ground for new doctrine...
Mechanics
Mechanics

Kanna has five stats.

Organize: 3
Optimize: 4
Precaution: 2
Speechify: 3
Magic: 5

When attempting an action, she uses the most relevant stat. If you attempt an action that doesn't fit any of the stats at a stretch, you will roll 1d10. If you attempt an action that is especially suited to a synergistic approach (such as 'Optimize Magic' for making an airship more efficient), she adds two stats together and rolls the total.

After rolling, any die above a certain threshold counts as a success. The threshold depends on the difficulty.

3: Routine (I.E. cleaning cantrips)
5: Simple (I.E. construction via telekinesis)
7: Complicated (I.E. hand-build a mana motor)
9: Fiendish (I.E. complicated magic shields)
10: Cutting Edge (I.E. teleportation, portals, etc)

As far as chances of success at difficulties 3/5/7/9/10 go, the chance for at least 1 success are as follows:

At 2 dice (weak) that's 96/84/64/36/19%
At 3 dice (average) that's 99/94/78/49/27%
At 4 dice (strong) that's ~100/97/87/59/34%
At 5 dice (excellent) that's ~100/99/92/67/41%

Extra successes make the result more dramatic, but two successes is not necessarily exactly twice as good as one.

Rolling 10s adds extra dice- One for each 10 rolled. Since 10 is the hardest difficulty, these also automatically count as 1 success.

Rolling 1s subtracts one success for every TWO 1s rolled. If the final result has a negative number of successes, it's a critical failure with dramatic negative results


EXAMPLES:

Kanna wants to sort through some paperwork and figure out how much supplies an army has available. This action seems pretty applicable to Organize, which is scored at 3.

Scenario 1:
This particular portion of the army has a dedicated and well-organized logistical corps that keeps the paperwork in good order. Difficulty: 4. Not quite routine, but still easy.

She rolls: 8, 2, 4. Two successes! She gains an excellent picture of the supply situation and even thinks of ways to extend it a little bit, perhaps new routes to get supplies faster or ways to reduce wastage.


Scenario 2:
The reports were made by unmotivated conscripts so the papers are confusing, but at least she's familiar with the jargon. Difficulty: 6. Tricky, but far from impossible.

She rolls: 10, 9, 1, and an extra die: Another 1. What rotten luck! The extra die rolled a 1 and took us from two successes down to one. Still, one success means that she does manage to understand the current supply status.


Scenario 3:
The paperwork is a mess, and worse, she's not great at the language yet. This makes it very difficult to get things done. Difficulty: 8. Ugh, what a mess…

She rolls: 5, 6, 7. No successes. But not a terrible failure either. The result is simply that she makes little progress on understanding thanks to language issues.


Scenario 4:
Kanna wants to make her favorite shield spell even more efficient. It's already very, very good, so making any further improvements is quite difficult. This is cutting edge stuff! Difficulty is 10. However, her Optimize plus her Magic is 9 dice! With that many rolls, surely it'll work well?

2, 1, 3, 4, 7, 8, 5, 6, 8

Alas! No successes. Even with her prodigal skill at optimizing magic, this task was simply too difficult to always succeed at. If she'd rolled two ones, though… Perhaps she would have failed to notice a fatal flaw in the new design until it was too late.
 
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Omake Rewards
Omake rewards will generally be bonus dice, applied to the action that the omake writer chooses.

I'll also give free omake rewards for discussion, suggestions, memes, healthy debate, etc, tallied up and applied at QM discretion. I'm not gonna promise a specific ratio or anything, but discussion makes me happy and will generate bonii.

ONE omake is currently banked, copied from the previous quest. If 10ebbor10 doesn't specify otherwise, I'll apply it to the first action that would have failed without it.

ONE omake is currently banked due to ongoing discussion and participation. It will be applied at QM discretion.
 
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Character Sheets
Kanna Dipolous, Archmage, Former Minister of the Economy, has five stats.

Organize: 3
Optimize: 4
Precaution: 2
Speechify: 3
Magic: 5

Marie Mapleseed, Shipbuilder's Apprentice, has THREE stats that you know about but can likely learn or reveal more.

Airship: 2
Organize: 2
Magic: 2
 
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On timing
So you're aware, in universe, "Dawn" (Halve's princess-coordinated uprising against their oppressors) happened six months ago- One full turn in the old quest, on the summer solstice of 1648. It's currently winter, two weeks BEFORE new year. (The last month of a six-month term is mostly reserved in planning/coordinating the next term, so she was booted out before the official end of the year.)

Taking all ten weeks adds another two and a half months. Six? One and a half. You have little idea what the Vale can do with eight and a half months versus seven and a half, but they probably spent at least one month reeling and another month and a half, maybe, shaking loose forces and getting into position to do something about it. So call it three and a half months, now, since the revolt had to start facing serious counter-attacks instead of just the boys casually doing warcrimes out of anger and fear. A campaign that lasts five months (leave at six weeks) might look very different by the sixth month (leave at ten weeks).

Also, consider voting open now.
 
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On airship weapons
At any rate, if you manage a difficulty 10 exotic weapon, lone fighters and other small ships will be scared of getting close enough to be "Power word: Scrunch"-ed by a dedicated spellframe/weapon for "Scrunch", this on top of potentially Kanna laughing her ass off and dumping the whole ship's battery into a single shot spell to ruin someone's day.

A Difficulty 10 weapon would likely be threatening even to cruisers, actually. Especially at first when no enemy shield operators know they need to defend against "Power word: Scrunch".

Basically: Skal autocannons or a D6 weapon if you want to drive off enemy fighters, annoy corvettes. D8 weapon if you want to drive off corvettes and swarms of fighters. D10 weapon if you want to pose a credible threat to a Real Warship (TM). Just be aware that the super-disproportionate punch of D8 and D10 weapons has a limit of "until the enemy figures out and implements a magical countermeasure to whateverthefuck".

(The fact that exotic magical attacks are defendable-against in theory if you know to expect them is part of why Chelskan fleet and army doctrine goes for More Dakka, No More Than That, with an option for "haha no magic for you" on a strategic scale- Who wants their expensive Rust Monster wunderwaffe to become useless once the enemy defends against it? At most, at that point, it becomes an extra burden on their preparations and attention, not the I Win button such projects are hoped to be.)
 
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