Voting is open
Lieutenant Arisukawa Haruna

Balance Stats
❁ • Work / Life • ❁
❁ • ❁ Warrior / Princess ❁ • ❁
❁ • ❁ Radical / Respectable ❁ • ❁


Tactical Stats
Gunnery 0, Navigation +2, Command +2, Technology -4, Personal -2, Strategy +3

Stress: 3


PLEASE READ THE QUEST RULES BELOW

You collectively vote on the actions of Arisukawa Haruna, the first woman to serve openly in the Imperial Akitsukuni Navy.

This quest is set in a universe which is much like our own circa 1910, but with different politics, cultural norms, and ideas about gender and sexuality, as well as some unusual and advanced technology in places.

We are using this quest to explore themes like breaking the glass ceiling, divergent outlooks on gender and sexuality, colonialism and imperialism, and the place of royalty.

Content Warning
This quest goes some dark places.

There is violence, often explicit, often unfair, often against undeserving targets.

There are not always good options forward. The protagonist is not necessarily a good person.

There is implied content and discussion of sexual harassment and assault.

This is a world where people are often racist, sexist, queerphobic bigots. Sometimes, even the PC and the people they are friends with.

Voting Rules

We will tell you if write-in votes are allowed. If we do not say that write-ins are allowed, they are not. This is to prevent people from unrealistically hedging their bets.

You may proposal other options in a non-vote format, subject to approval, on non write-in votes.

We will tell you when a vote allows approved voting. If we don't say the answer is no, pick an option. We like making people commit.

Discussions makes the GM feel fuzzy.

Game Rules
When we ask you for a roll, roll 3d6. You are aiming to roll equal or under the value of your stat. If you succeed, Haruna gets through the situation with no real difficulties. If you roll above the target value, Haruna will still succeed, but this success will cost her something or add a complication.

Whenever Haruna loses something or faces hardship from a botched roll, she takes Stress. The more Stress Haruna has, the more the job and the circumstances she's in will get to her, and it'll be reflected in the narrative. Haruna must be kept under 10 Stress: if she reaches 10 Stress, she will suffer a breakdown and the results will not be great for her.

Haruna loses stress by taking time for herself, by making meaningful progress on her dreams, and by kissing tall, beautiful women.

Meta Rules
Author commentary is in italics so you know it's not story stuff.

Please don't complain about the system or the fact we have to roll dice. We've heard it before, we've heard it a thousand times across multiple quests. We're not going to change it, and it wears at our fucking souls.

Just going "oh noooo" or "Fish RNGesus Why!" is fun and fine. Complaining at length because you didn't get what you want less so.

If you have a question, tag both @open_sketchbook and @Artificial Girl. If you only tag one of us, you will be ignored. Seriously, we both write this quest.

And yes this is an alt-history type setting with openly gay and trans people, ahistoric medicine, and weird politics. Just... deal, please?

This quest employs a special system called Snippet Votes. Please read this post for more information.
 
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[X] Report immediately: Look, he said immediately. If they wanted you in skirts, they should have given you some time to get changed.

Our uniform does include a cutlass, I hope?
 
[X] Report immediately: Look, he said immediately. If they wanted you in skirts, they should have given you some time to get changed.
 
[X] Take time to change.

I suspect he will think we took too long no matter what we do.
Not being in uniform is an additional thing he can hit us with.
 
Re: The Stress System, here's how I envision it.

Each Chapter is going to basically be a patrol or similar: time in between putting in where something exciting happens. Whenever that happens, just before you go out to sea, you roll 3d6. If it is less than the Stress, we give you some custom tailored Bad Options. These are things our character does which are not going to be great for them (either short or long term) but which will provide catharsis. Then, stress is reset and we do it again.

Sometimes, we'll give you options that relieve stress. These will usually be the "easy way out" options.
 
[X] Report immediately: Look, he said immediately. If they wanted you in skirts, they should have given you some time to get changed.
 
Then aren't we best at technical and worst at subterfuge ?

No.

You roll 3d6 and add your relevant stat. 15-24 is a partial success, while 25+ is a full success. So to get a full success with, say, your Subterfuge, you need to 11 on 3d6, while you need to roll 17 on 3d6 to get a complete success for Technical (which has to do with stuff like radios and internal combustion engines).
 
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Oh.

Well, could be worse, still got a partial success.

Such as it is. If only because our Diplomacy score is pretty solid.
 
Well, a 16 is still a partial success.

[X] Report immediately: Look, he said immediately. If they wanted you in skirts, they should have given you some time to get changed.
 
1-6: The Navy is a man's world
Partial success, barely. At least he won't make you undo the work, right?

"Sir, the hold was a danger to anyone working in it and to the whole ship The way the cargo was stowed completely contravened Naval regulations--"

"Let me make myself clear: you are here because of politics and politicians, two things I despise. You do not belong. I will not have you interrupting the operation of this vessel any more than you do with your general presence. Every time you give one of my men an order, you shame this entire institution. So here's your orders going forward: Stay in your cabin, keep your records straight, and keep quiet. The men can handle themselves. Understood?"

Fuck no. Fuck this old man and his garbage ship and his stupid policies he was going to get people killed-

"Understood, sir." You said evenly. Princesses did not swear. Even at old fools.

"Dismissed." He said, and turned his back to you. You felt the eyes of the entire bridge crew on you. "And make sure you're properly dressed the next time I have to see you."

You turned on your heel, stepped carefully over the loose cable, and headed down the stairs as fast as dignity would allow. You'd gotten pretty good at keeping yourself in check over stuff like this, but you felt it would probably be good to get back to your cabin as fast as possible, just in case. You threw yourself into the chair and were just about to break down when you realized there was still a speaking tube pointing in your face that would probably pick it up.

You didn't have time for this. You would have been top of your class, if things were fair. You did the right thing by every metric the Navy had. You were doing your duty: the politics was all the Commander.

Outside, you could hear the crane moving as something, probably a spare, was retrieved from storage. Without a guiding hand, it would probably take mere weeks for the hold to revert most of the way back to its awful state. Your duty to keep this ship running smoothly and safely overrode any orders the commander could cook up.

[ ] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)
[ ] Ignore the old man, and get together every regulatory and legal argument about your duties to back you up in the process. You'll be most effective, but it could go very, very badly for you. (+Diplomacy)
[ ] Obey the parts of the order you legally have to: stay in your cabin and keep the books in order. He can't actually strip you of your authority like that. Run the hold from your office. It'll be less effective, but it'll still work. (+Diplomacy)
[ ] Cuddle up with your cat and those woodcuts and wait it out. Something will go wrong eventually, and then you can I-Told-You-So them to death. At least the cat appreciates you. (Remove 2 Stress)​
 
[X] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)

Well, subterfuge is our best stat.
 
No.

You roll 3d6 and add your relevant stat. 15-24 is a partial success, while 25+ is a full success. So to get a full success with, say, your Subterfuge, you need to 11 on 3d6, while you need to roll 17 on 3d6 to get a complete success for Technical (which has to do with stuff like radios and internal combustion engines).
Good to know. So then currently we have:

Technical 8: 90.74% at least partial success, 1.85% chance of full
Strategy 10: 98.15% at least partial success, 9.26% chance of full
Tactics 10: 98.15% at least partial success, 9.26% chance of full
Prowess 10: 98.15% at least partial success, 9.26% chance of full
Diplomacy 11: 99.54% at least partial success, 16.20% chance of full
Subterfuge 14: 100% at least partial success, 50.00% chance of full

Mind, i would assume theres at least some difference between, say, a 17 and a 23, if nothing else than for riskier actions.
 
[X] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)

This is our best stat, and letter of the orders, yes?
 
You roll 3d6 and add your relevant stat. 15-24 is a partial success, while 25+ is a full success. So to get a full success with, say, your Subterfuge, you need to 11 on 3d6, while you need to roll 17 on 3d6 to get a complete success for Technical (which has to do with stuff like radios and internal combustion engines).

Diplomacy 11, Strategy 10, Tactics 10, Prowess 10, Subterfuge 14, Technical 8

So, for fun. Here's a roller program to calculate all the odds.

AnyDice
 
Good to know. So then currently we have:

Technical 8: 90.74% at least partial success, 1.85% chance of full
Strategy 10: 98.15% at least partial success, 9.26% chance of full
Tactics 10: 98.15% at least partial success, 9.26% chance of full
Prowess 10: 98.15% at least partial success, 9.26% chance of full
Diplomacy 11: 99.54% at least partial success, 16.20% chance of full
Subterfuge 14: 100% at least partial success, 50.00% chance of full

Mind, i would assume theres at least some difference between, say, a 17 and a 23, if nothing else than for riskier actions.
We may refine things as time goes on.
 
[X] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)
 
I do think Go Behind the captains back is the most effective, but what will it give us that we can actually point to, when all is said and done?
 
[X] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)
 
We may refine things as time goes on.
Might want to have "bare success" (15-19), "moderate success" (20-24), and "full success" (25+), if you do decide you want more mechanical (rather than narrative) granularity--though judging from your other quests you seem to do quite well focusing on the narrative granularity and differences :)
 
[X] Go behind the Captain's back. Find the subordinates you can trust to keep quiet and coordinate the running of the hold through them. Give no orders, merely suggestions. Stick to the letter of the orders and completely ignore the spirit. If the captain finds out, though, there will be hell to pay. (Roll +Subterfuge)
 
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