[x] Learn Spoken Halvean: While the presence of a Chelskan embassy ensures that there are at least a few of the Halvean people who speak Chelskan, most will not. It would be much better to be able to actually speak the language instead of relying on notoriously finicky and unreliable telepathic or translation magic. (Speechify) (Repeatable) (Difficulty 5) (2 Successes)
[x] Learn Hanji: The writing system of Halve is a character based system rather than a phonetic alphabet, leading to some predicted difficulties in becoming fluent, but at least some of the most common words can be learned. Immersion will make learning an inevitability, but getting a head start certainly does not hurt. (Organize) (Repeatable) (Difficulty 6) (2 Successes)
The greatest difficulty in learning the new language is getting a good body of reference material. Mr. Garms, Kanna's newly acquired friend, unfortunately did not have a wealth of books and dictionaries on him when he somehow found his way to Chelska.
"I had five apples. But on the way home, I ate one. Now I have four." Mr. Garms coughs. "Is such baby-talk not demeaning?"
"No. Learn big fast, this."
"You sound like a child and so do I..." He shakes his head.
"In Halvean!"
"You sound like a child."
"I talk like a child."
"You will talk like a farmer."
"Farmer?"
"Someone who is in the plant caste. Plants... Make food." He gestures towards the kitchen.
"Talk like a farmer? Not talk? I talk like a farmer. You do not want to go home?"
The wolf-man winces at her pronunciation. "It's 'go' not 'go', miss Dipolous. Er... I want to go home. I don't want to die."
"Ah. 'Die', what is?"
He makes a gesture, baring his neck and drawing one pointed fingernail along it.
"I don't want to die," Kanna agrees. "I won't die. I go to Halve, all safe."
"Eh... No offense, miss Dipolous, but let's drop out of immersion for the moment. I won't be joining you on your trip, and I don't think you can convince me. I am a coward. I thank the stars above every day that I have made it this far- I will teach you, but I am NEVER willingly going out to sea, ever again. It was the longest, most miserable weeks of my life. I thought I was going to die of thirst, stranded on driftwood..."
Kanna taps her fingers rapidly. "Very well, I understand, Mr. Garms. I won't push it. Now. Repeat all that in your native tongue, please? And write it too..."
Mr. Garms sighs. "Yes, miss Dipolous."
Solid foundation gained! There is only so much that can be learned in a few days of intensive study, but you have a decent start and passive slow progress towards learning the language will continue.
"Fifty-one? Her name is just fifty-one?"
"No," Kanna replies. "It's 'The fifty-first'. Very different."
The ship's name was something that needed careful consideration. But anything that's prone to over-analysis and ultimately inconsequential is a trap for minds such as Kanna's- Something to obsess over in idle moments, and a way to ruin concentration on more important matters. So... Instead, she simply latched on to the first idle whim.
Something about the fact that the vessels are about as close to mass-produced as you can get while still being somewhat unique struck her as poignant. So, no renaming will be necessary- She's Scale Rocks Builders No.51, with emphasis on the '51'. She's already painted it in bold white letters, port and starboard, fore and aft.
"...I suppose it's better than another bird name," Marie grouses. "What is it about birds that makes EVERYONE name their airships after them?"
"Airships Fly. Birds fly. It seems obvious to me."
"Uuuuugh. Well, whatever. Here we are. This is a nice workshop, we can get started on customizing her right away!"
"Do you think we'll have the best Nesting Doll in the world when we're done?" Kanna asks with a smirk.
"I don't think so. I know so."
You have 16 R. Use them well.
Maximum of NINE turns remaining, though the longer you linger the more the war develops without you.
Kanna Dipolous, Archmage, Former Minister of the Economy, has FIVE stats and THREE actions.
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. She has ONE action that you, the players, control. She will choose her own activities for the remaining time.
Airship: 2
Organize: 2
Magic: 2
Second turn, plan vote:
[] Intensive Study Spoken Halvean: Kanna is beginning to learn the language, and currently sounds like a child who has not yet mastered grammar. Speeding this up could help make a good impression. (Speechify) (Repeatable) (Difficulty 7)
[] Intensive Study Hanji: There are quite a lot of characters to memorize and practice. Slow, plodding work at assembling pages of notes is ongoing passively, but it could be sped up. (Organize) (Repeatable) (Difficulty 7)
[] Target Practice: You are not a soldier, and likely never could be. For all that you have dodged multiple assassination attempts, it was as much luck and paranoia as personal skill. Getting some actual foundation in magical combat from a warmage would only be prudent before heading to a warzone. (Precaution, Magic) (Repeatable) (Difficulty 5)
[] Prepare Combat Gear: Your usual, everyday magical equipment simply won't be enough. Going to a warzone with JUST your boots of flight, three protective amulets, hat of winds, emergency adrenaline ring, four wands, emergency grenade crystals, and bag of glitterdust? You'd be practically naked! You need to make more gear. (2R) (Precaution, Magic) (Difficulty 7)
[] Read War Reports: Getting a detailed picture of what the current material situation with Glitterdawn is like would be a boon if you end up actually fighting them. Which you almost certainly will. Getting access to these sorts of reports when you're no longer a minister requires some favors called in, though. (1R) (Precaution) (Difficulty 4)
[] Acquire Weapons: If you want to help equip freedom fighters in Halve, you'll certainly need war material to give them. Actually getting permission for anything more than small arms might be difficult, of course. And they'll be heavy and bulky. But no war can be fought without weapons. (2-8R if successful?) (Bulky, may even take up 2 cargo slots) (Speechify) (Difficulty 6)
[] Magic Supplies: All the bits and sundries of a well equipped wizard. Slide rules, crystal balls, mana crystals, spell circle stencils, compasses, field analyzers, wands and amulets and gold wire and so much more. You already have some of this, but there's not really such a thing as 'enough supplies'. (1R) (Organize, Magic) (Difficulty 6)
[] Industrial Plans: You have a great resource for how to build up from nothing at all on tap- Your old friend Hornzollar, and all the reports from that first era. Brushing up on the challenges and solutions of early Chelskan industrialization could help you pull Halve out of its current colonial state, too. (Optimize) (Difficulty 6)
[] Machine Tools: Some of the older series of steam equipment are still available from failing co-ops. From what you've read, the industrial situation in Halve is far from ideal. Bringing in some of the machines they're least likely to be able to build locally could help the situation greatly. (1-3R?) (Bulky, may even take up 2 cargo slots) (Organize) (Benefits from Industrial Plans being done) (Difficulty 5)
[] Acquire Seeds and Cuttings: The humble potato, the recently developed meat-tree, and everything in between- Revolutions in agriculture require seeds to start with, after all. This covers the seeds themselves, as well as preservation equipment, relevant manuals and supplies from floramana to fertilizer, and everything you need to start a small farm. (1 R) (Bulky) (Organize) (Difficulty 4)
[] Medical Studies: You know that anti-aging therapies are a thing, but you've never actually taken the time to look into them personally. What's the state of the art? Can you improve on it by leaning on your deep connection to magical theory? It might be a bit hubristic to assume a 'yes'. (Difficulty ???)
[] Brush up on Theory: You will admit that you've never been the keenest political operator. For all your fervent belief in the ultimate good of Communism, the political systems to actually achieve it are something of a weakness of yours. Brushing up on that would be wise. (Speechify) (Difficulty 5)
[] Acquire Precious Metals and Hard Currency: Not exactly a very difficult task, it just requires filling out a lot of paperwork and pushing things through the bureaucracy. You'll only get so much at a time, but small amounts of silver, gold, osmium, and foreign banknotes (especially Grenoble ones) could make things easier. (2-6R?) (Organize) (Difficulty 3)
[] Consulting Work: You're famous enough as an immensely skilled wizard that you can probably earn some favors and money with a few short gigs here and there. It's an inherently short-term thing and getting rich quick is difficult on purpose, but if needs must... (Gain 1 R per success) (Magic) (Difficulty 7)
[] Recruitment Drive: Two crew members is not really sufficient to operate a Nesting Doll type airship, except perhaps if an autopilot is successfully built. Recruiting additional personnel to crew the ship, help prepare for the journey, operate weapons, or more, could only be prudent. (Speechify)
-[] Appeal to patriotism and adventure: Difficulty 8, 0R
-[] Offer pay for service: Difficulty 6, 3R
-[] Offer generous pay: Difficulty 4, 8R
AIRSHIP actions: All of the below actions are considered to have the Airship tag. If you have both Kanna and Marie work on the same action, add their dice totals together.
Currently, you have cargo space for four BULKY items as cargo. You can take three upgrades without impacting storage space. Past that, every further upgrade consumes a storage slot.
[] Weapon Mounts: Preparing dedicated emplacements for weapons to be mounted is a necessary prerequisite for having an actually armed airship. You can prepare the mounts even without working examples of what you want to put there, but it's better to know what's going to be mounted first- Be it Skal autocannons, rockets, or something of your own make. (Precaution, Airship) (Difficulty 6) (Best paired with purchasing or building weapons)
[] Enchant Ship Weapons (Magical): There are a huge variety of destructive magical effects you could build into proper weapons for the 51st, ranging from simple lightning or fire to more exotic effects like disintegration, cold attack, acid, or worse. The more exotic the weapon, the less likely a foe has shields that will stop it. (2 R, only consume 1 R on failure) (Does not consume an upgrade slot if you mount it as a ship weapon) (Precaution, Magic, Airship)
-[] Basic: Kinetics, explosives, lasers. Difficulty 6
-[] Advanced: Fire, lightning, cold, acid. Difficulty 8
-[] Exotic: Disintegration, spatial distortion, biological attack, ???. Difficulty 10
[] Lifter Efficiency (Design): The range of the 51st is approximately 600 miles in the air, which is enough to get to the Windy Islands but not sufficient to cross the ocean after that. Optimizing the lifting spellframes for lower mana use would go far towards extending this range, and allow very heavy upgrades like steel armor or external cargo carriage to be considered. (Optimize, Magic, Airship) (Difficulty 8) (DESIGNING the upgrade only, not installing it yet)
[] Turbine Efficiency (Design): Every day the efficiency and build quality of Chelskan turbines increases. By learning what the cutting edge of combustion to power conversion is and installing it aboard ship, we should be able to increase the speed and fuel efficiency of the 51st somewhat. (Optimize, Airship) (Difficulty 7) (DESIGNING the upgrade only, not installing it yet)
[] Backup Engine (Diesel): Installing a whole additional engine in case the first one breaks down is naturally a fairly difficult proposition, but it would serve as a useful backup should the turbine require maintenance or break down- Or be damaged in combat. A large diesel motor and fuel tanks are easy enough to acquire, hopefully. (1 R?) (Precaution, Airship) (Difficulty 4-6?)
[] Long-Term Living: The cabins and facilities currently on board can only be described as 'spartan'. Aside from a few loner types who are content to live out of a suitcase and inside a steel can, it will be difficult to maintain long term comfort aboard without various upgrades. Better rooms, better kitchen equipment, and more. (1 R) (Organize, Airship) (Difficulty 5)
[] Lightening and Space-Saving: There is only so much space on board the 51st, and with the number of modifications and additions you want to add, you don't want to eat into the already cramped onboard spaces too much. Replacing the usual shortcuts with better build quality items will go a long way to saving some weight and space. (2 R) (Gain additional upgrade slot, possibly gain additional cargo slot) (Optimize, Airship) (Difficulty 7)
[] Shield Emplacement: A basic magical shield device is perhaps the most important upgrade you can make. The 51st is a transport ship, not a combat vessel, and anything to provide an ounce of proper survivability is badly needed. It will be powered off onboard mana stores easily enough. (1 R) (High Priority) (Magic, Airship) (Difficulty 6)
[] Autopilot: Designing a magical computing system to assist with most basic station keeping and maneuvering tasks is plausible, though it will likely require extensive customization and refinement to become practical. Still, allowing the ship to operate semi-autonomously could be very useful. (2 R) (Magic, Airship) (Difficulty 9)
Please let me know if you have any questions, and refrain from voting for the first few hours to allow discussion and planning. Plans should specify who is undertaking which actions.
VOTE MORATORIUM 24 HOURS