Geode [Steven Universe]

Replace the results with ???.

Another example would be martial gem monster option.

Doing so would allow you to mix in low impact and high impact options, and force us to take risks. The potential rewards or disappointments would be felt that much more strongly.

Then again, QM giving players information is never a bad thing, i just thought I'd throw that suggestion out there.
I'll keep that in mind for the future. And, changed.
 
... what exactly are our stats? The final product is nowhere in sight.
Storm's passed. Luckily, power and wifi held out, so I could write Turn One. Will add Character Sheet and State of Maison in the morning.
I will post a reply with a link to the threadmark(s).

But... until then... off the top of my head:

Stewardship: 10 -1 +4 +1 = 14
Piety: 10 + 1 + 1 = 12
Martial: 10 - 2 + 1 + 6 = 15
Intrigue: 10 + 1 - 1 = 10
Learning: 10 + 5 + 1 = 16
Diplomacy: 10 + 1 - 1 = 10

Highest Stats: Learning, Martial and Stewardship.
Mid Stats: Piety.
Lowest Stats: Intrigue and Diplomacy.
 
I will post a reply with a link to the threadmark(s).

But... until then... off the top of my head:

Stewardship: 10 -1 +4 +1 = 14
Piety: 10 + 1 + 1 = 12
Martial: 10 - 2 + 1 + 6 = 15
Intrigue: 10 + 1 - 1 = 10
Learning: 10 + 5 + 1 = 16
Diplomacy: 10 + 1 - 1 = 10

Highest Stats: Learning, Martial and Stewardship.
Mid Stats: Piety.
Lowest Stats: Intrigue and Diplomacy.
... OK, you clearly didn't roll stats at all, did you?
 
Well, voting time. Here's some random things that seem like a good idea.


[X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
Cost: 100 Credits
Result: Overall combat readiness of Maison improves.

[X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
Cost: 200 Credits
Result: Improves Mood.

[X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
Result: Increased mining activity, Income increased.

[X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
Result: ????

[X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
Result: Checks the magical ability of all Gems.

[X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
Result: ????

[X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
Result: Increase Martial Stat
 
[X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
Cost: 100 Credits
Result: Overall combat readiness of Maison improves.

[X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
Cost: 200 Credits
Result: Improves Mood.

[X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
Result: Increased mining activity, Income increased.

[X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
Result: ????

[X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
Result: Checks the magical ability of all Gems.

[X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
Result: ????

[X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
Result: Increase Martial Stat
 
[X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
Cost: 100 Credits
Result: Overall combat readiness of Maison improves.

[X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
Cost: 200 Credits
Result: Improves Mood.

[X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
Result: Increased mining activity, Income increased.

[X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
Result: ????

[X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
Result: Checks the magical ability of all Gems.

[X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
Result: ????

[X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
Result: Increase Martial Stat
 

THE MAISON COUNCIL:
FRIOD, CHAUD, GUERRIER, MASQUER, POILU and ENSIEGNANT



---------------------------------
I will close the vote tomorrow at 5:00 PM -- 5:30 PM (P.S.T.). If people have not voted, or if people wish to change their votes, then I would suggest that they do so before then.

Vote Tally:
Adhoc vote count started by Coshiua on Jun 27, 2017 at 9:46 PM, finished with 59 posts and 3 votes.

  • [X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
    [X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
    [X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
    [X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
    [X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
    [X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
    [X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]

Adhoc vote count started by Coshiua on Jun 27, 2017 at 9:46 PM, finished with 59 posts and 3 votes.

  • [X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
    [X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
    [X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
    [X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
    [X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
    [X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
    [X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]

Adhoc vote count started by Coshiua on Jun 27, 2017 at 9:47 PM, finished with 59 posts and 3 votes.

  • [X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
    [X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
    [X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
    [X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
    [X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
    [X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
    [X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
 
I'm back, life has been busy, but is starting to free up a bit. Wow I didn't expect that the first turn removed and redone in response to my post! I was actually rushing when when writing that up. I maybe expecting more care in the future, an edit, or maybe "flash back" sort of thing with Aube. Not every quest really needs a character creation, because sometimes it is fun just to see what new thing is given and work with that. Mainly I trying to complain of the some what broken introduction as it was very rough for even some one who is familial with Steven Universe to pick out what exactly was happening. (Let alone some one who never seen the show, would defiantly not get any thing out of it) Just the general lack of context cues to work off of. There are plenty of times where if the main character doesn't know something we also won't know, we can only speculate base on meta knowledge and clues, or we know what exactly what is going on in the story but can't have our character react certain ways because of its current situation/resources. None of this means that if the main character knows something that the reader will also implicitly know it. Unless it is in the narrative implied some other way through clues or other things?

Just going to put an alternative vote. not going to try to swing it. I believe the current vote is fine but there are some other options of staring.

[] Go Forth And Explore: For the most part, the Gems have been content to leave the land outside Maison be. Guerrier proposes to organize Gems to properly map out the land outside of Maison . There are sure to be a number of Gems that wouldn't mind the opportunity to stretch their legs and see what it out there. [Dice Check 60]

[] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
Cost: 200 Credits

[] Resource Management: Counsellor Chaud believes that it would be beneficial to implement some of her ideas on how resources are managed in the Maison.
Result: Income increased by 25%

[] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
Result: ????

[] A Drop Of Poison: There must be a reason that that Gems exist. You know that this has something to do with the derelict machines that dot the Maison, but Gems have left them alone for fear of disturbing them and bringing them down on their heads. Counsellor Poilu has offered to climb up and potentially into the machines to see what information she can learn from them. [Dice Check 40]
Result: ????

[] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
Result: ????

[] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
 
THE MAISON COUNCIL:
FRIOD, CHAUD, GUERRIER, MASQUER, POILU and ENSIEGNANT

Also nice pictures by the way. Really helps to visualize what the council is like and the diversity what also what our citizens maybe like as well. Did you draw them yourself or did a friend do it?
 
I'm back, life has been busy, but is starting to free up a bit.
Quite the opposite for me. I have a all-but full time job in which I help take care of my infant second cousin [from 6:00 AM when I wake up to 5:00 PM -- 5:30 PM] and now my uncle wants me to start spending time outside every day taking care of a small patch of lawn on top of it. Added on top of how hectic and/or stressful things can become because of familial issues that pop up every now and then, and it hardly feels like I have time to relax, let alone write.
Wow I didn't expect that the first turn removed and redone in response to my post!

I was actually rushing when when writing that up. I maybe expecting more care in the future, an edit, or maybe "flash back" sort of thing with Aube. Not every quest really needs a character creation, because sometimes it is fun just to see what new thing is given and work with that. Mainly I trying to complain of the some what broken introduction as it was very rough for even some one who is familial with Steven Universe to pick out what exactly was happening. (Let alone some one who never seen the show, would defiantly not get any thing out of it) Just the general lack of context cues to work off of.

There are plenty of times where if the main character doesn't know something we also won't know, we can only speculate base on meta knowledge and clues, or we know what exactly what is going on in the story but can't have our character react certain ways because of its current situation/resources. None of this means that if the main character knows something that the reader will also implicitly know it. Unless it is in the narrative implied some other way through clues or other things?
I decided to redo Turn One because of the points that you pointed out in your previous post -- and because once I was trying to answer them I realized that I had mad a mistake and decided to see if I could do better in a redo of it. Hopefully the new Turn One reads better.
Also nice pictures by the way. Really helps to visualize what the council is like and the diversity what also what our citizens maybe like as well. Did you draw them yourself or did a friend do it?
I drew them myself. To make them, I looked up "Uncorrupted Biggs Jasper SU" and "Skinny Jasper SU" and used them to make Normal to Defective Character Models before I looked up "Desert Clothes" for the Counsellor's clothes.

I'm thinking of trying to make a small, overhead view of Maison, but I don't know if I can pull it off.

EDIT:
Vote Closed

I am in the process of writing a new chapter for Decolore after a three month hiatus, so I might not get to the Results and/or Turn Two until this weekend.
Adhoc vote count started by Coshiua on Jun 28, 2017 at 8:01 PM, finished with 62 posts and 3 votes.

  • [X] Basic Training: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
    [X] Honor The Dead: You miss High Counsellor Vieux -- but you are not the only one. Counsellor Friod believes that you should hold a celebration of High Counsellor Vieux's death. It would allow those closest to High Counsellor Vieux to say their goodbyes to her and potentially help them move on. [Dice Check 30]
    [X] Dig It Up: Mining has been the primary source of resources, trade and boastful tales for hundreds of rotations in Maison. Counsellor Chaud believes that encouraging the miners would give them a boost and motivate everyone up a bit. [Dice Check 20]
    [X] Both Eyes Open: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
    [X] Dim Lights In The Dark: Not all Gems are able to Fuse, Shapeshift or Summon Weapons. For some they don't have the talent, for some it's a matter of learning how to do those things, for some it's just because they don't believe they can. Counsellor Poilu has offered to help you can determine who has the ability to do these things. [Dice Check 40]
    [X] Tales As Old As Time: You emerged in the Prime Kindergarten, but you weren't the first Gem to do so. There used to be rumors of strange Gems that appeared from nowhere only to disappear only as suddenly. There are even stories about previous Gems that lived in the Prime Kindergarten and enormous Monsters that roamed the wilds. Maybe it's time that you looked into those rumors again. [Dice Check 45]
    [X] Defective, But Not Incapable: You might be one of the most physically talented of Gems, but you are a Gem nonetheless. Your defects hamper your ability to fight, and hundreds of rotations have dulled what fighting skill you had. It's time to fix that. [Dice Check: 20/40/70]
 
Last edited:
Unfortunely, it seems that I won't be able to do it all this weekend in the time that I have left. On the other hand, I might have two to three days off this week that I can use to do it instead.
 
Update: All but Learning and Personal sections finished. Expect chapter up by around 7:00 -- 8:30 PM P.S.T.
 
Turn One Results
Domain: Maison [Prime Kindergarten, Facet One, Mars]
Leader: LaCroix

1 Week since High Counsellor Vieux was killed.
1st Week of Summer

Military
No Military [No Upkeep]

Economy
Cash Flow: 500 Credits per turn [Taxes]
Expenses: 100 Credits per turn [Architectural Upkeep]
Net Income | Deficit: 400 Credits per turn
Treasury: 1600 Credits

Population: 142 Defective Biggs Jaspers, 8 Biggs Jaspers
Overall Mood: Neutral
Public Opinion: Neutral

You are LaCroix -- the second High Counsellor of Maison -- and for the first time since you had stumbled across the previous High Counsellor on the outskirts of Maison while delivering a package for Counsellor Ensiegnant, you have the time to sit back and think. It has been less than a week since you had learned that you had been chosen be the next High Counsellor instead of one of the six Counsellors on the Maison Council -- and you still were not able to understand the reason that was so.

You were not the most unqualified Gems that High Counsellor Vieux could have chosen to be her successor, but there were a lot of other Gems that were more qualified than you. She could have chosen Counsellor Friod, Counsellor Chaud, Counsellor Ensiegnant, Counsellor Guerrier, Counsellor Poilu, Counsellor Masquer. She could have chosen Aube, Ciel, Soir or Terra. High Counsellor Vieux could have chosen any one of them to be her successor and no Gem would have batted an eye. But, High Counsellor Vieux hadn't chosen any of those Gems: she had chosen you.

You did not understand the reason that High Counsellor Vieux had chosen you to be her successor instead of those Gems -- would likely never understand the reason that she had chosen you -- but you would do all in your power to prove that you were worthy of such faith. It would take some time to learn the ropes, but... you had always been a quick study.

XxX=-=XxX
It was nearly mid-afternoon when you were jostled out of your thoughts. You looked up as Counsellor Friod seemed to glide into the clearing. The thin, curly-haired Gem looked at you for a moment from underneath the long bangs that obscured her eyes, and as you met the look you wondered what she thought about all of this -- what she thought about you -- before she took her seat.

Counsellor Friod was followed a few moments later by the messy-haired Counsellor Chaud; the wild-looking Counsellor Poilu; the compassionate Counsellor Ensiegnant; the muscular Counsellor Guerrier; and the thin and slender Counsellor Masquer.

The members of the Maison Council finally settled down and quieted down. You hesitated -- wondering if it was too late to tell them that you couldn't do this after all -- that you hadn't been made for this -- but stopped yourself before you could.
"... Now that we're all here," You looked around at all of them once again, "let's begin."

Martial: Maison does not have a formal army. [Choose One]
Basic Training [Dice Check 60 : Rolled 33]
Failure

Your first official act as the High Counsellor of Maison... failed.

Gems felt that it would be rather pointless to spend time relearning how to fight when they could use that time to do something more productive instead. The ones that you and Counsellor Guerrier had approached to talk about potentially leading the fighting seminars had felt that it was a good idea to make a physical record of their knowledge, but didn't feel like the seminars themselves were needed. Either way, they didn't believe that it would be necessary to relearn how to fight when there was nothing that they needed to fight.

Result: Public Opinion drops from Neutral to Poor. Public Mood drops from Neutral to Poor. Basic Training option is locked for 3 Turns.

Diplomacy: You're young and inexperienced. All of the Gems in Maison might not like you, but they are willing to give you a chance because of High Counsellor Vieux. [Choose One]
Honor The Dead [Dice Check 30 : Rolled 90]
Critical Success

Unsatisfied with the result of your first act as High Counsellor, you threw yourself even harder into your next project. With the help of Counsellor Friod, you went through all of the records of previous public celebrations and ceremonies and meticulously made arrangements for the kind of ceremony that you would hold to honor High Counsellor Vieux. More than that, you personally traveled to the home of the Gems to personally inform them of the time and place of the ceremony, what would happen in it, and what would be expected of them during it.

You started the ceremony with a well-prepared but emotional speech about High Counsellor Vieux and all that she had done for Maison. You had then stepped back and listened as all of the counsellors on the Maison Council and those closest to High Counsellor Vieux to make their own speeches. You had stepped forward again and said a few more words before allowing those that wanted to approach High Counsellor Vieux's cracked Gemstone before you ceremonially buried it. By the time that it was over, you weren't the only one with tears running down their cheeks.

The Gems in Maison were more than a little impressed at all of the effort that you put into the ceremony and the ceremony itself. While it will still take a lot of time before the Gems in Maison can move on from High Counsellor Vieux's death, the ceremony was a huge step in the right direction.

Results: Public Opinion increased from Poor to Neutral. Public Mood Increased from Poor to Neutral. Spent 200 Credits.

Stewardship
: You don't have a lot -- any -- experience in running anything, but things have to be done. You'll learn. [Choose One]
Dig It Up [Dice Check 20 : Rolled 46]
Success

Once the news of High Counsellor Vieux's death had started to spread throughout Maison, Gems hadn't felt in the mood to do much, let alone mine. The public ceremony that you had held in honor of High Counsellor Vieux had seemed to help a little bit: Gems started to return to the mines, but not all of them.

You talked with Counsellor Chaud about the problem and she suggested that you invite the Head of the Miner's Association to a meeting to talk to her about what you could do to help encourage and improve the mood of those within the Miner's Association.

Pointe arrived a short time after the meeting was supposed to begin covered in a thin coat of pale red dust and rock chips in her thick beige hair. Her hand twitched as she looked around the room -- shifting halfway into a miner's axe and then a shovel and then back again -- and didn't stop even as she sat down in the seat across from you.

'... I've never seen her this bad.' You thought with a frown. 'She must be nervous.'

Pointe looked up at you. "Y-You called me here, Head Counsellor?"

"Yes."

You spent the next couple of hours talking with Counsellor Chaud and Pointe. You came up with several different ideas that you thought could help encourage or improve the mood of those within the miner's association. In the end, the three of you decided that the best idea would be to hold some form of mining competition and then started to make arrangements.

On the day of the competition, you stood in front of the Gems that had gathered to compete in the competition and said a few words before the competition began. You waited on the outside of the mines until the end of the competition, looked through each competitor's haul to determine what they had brought in and in what quantity, selected a winner and bestowed upon them a specialized medal that had been made for the competition.

It worked.

Results: Public Opinion increased from Neutral to Content. Public Mood Increased from Neutral to Content.

Intrigue: You have a few things that you want Counsellor Masquer to look into. [Choose One]
Both Eyes Open [Dice Check 40 : Rolled 37]
Bare Failure

The day after the mining competition, you sent Counsellor Masquer out to investigate to search for the thing that High Counsellor Vieux had said that she had encountered. It might have been a better idea to have Counsellor Masquer assemble a team that would search Maison for the thing, but she had said that it could incite a panic if the public knew that something had attacked High Counsellor Vieux and asked you to let her handle it. While you had your reservations, you agreed. The last thing that you wanted to do was to make the public afraid of something that might not even exist.

High Counsellor Vieux might have believed that something had attacked her, but the area that you had found her in had been full of boulders and jagged rock formations: it was possible that she could have fallen and cracked her Gemstone on one of the rocks.

Counsellor Masquer returned late that night, her cloak covered in a thin film of pale red dust. "... I don't know what High Counsellor Vieux thought she saw, but I was unable to find anything that matched the description of the thing that she told you about." She looked toward the wall. "I... wouldn't say that it was a waste of time -- as the search allowed me to find a number of things that I believe we should look into -- but it was... unproductive."

Results: Both Eyes Open option is locked for 3 Turns.

Piety
: You aren't the most religious or the most magical Gem in Maison, but there is nothing that states you can't learn to be. [Choose One]
Dim Lights In The Dark [Dice Check 40 : Rolled 79]
Success

Shortly after Counsellor Masquer left to search the outskirts of Maison for the thing that High Counsellor Vieux told you was responsible for her condition, you met with Counsellor Poilu to talk to her about her and if there was some form of protection magic that could prevent what had happened to her that from happening to someone else.

"... That is a difficult question to ask." Counsellor Poilu said after a moment. "I am not aware of a magical art that is used solely for protection. Form Alteration Magic users can use magic to alter their form into something with properties with increased defensive properties -- such as a rock or a metal -- but it is quite taxing and the Form Alteration can fail if the user's concentration is broken. And that is assuming the complete form of an object with Form Alteration: using Alteration Magic to alter portions of one's form without wholly altering one's form is a skill few can learn -- let alone master.

"Tool Manifestation Magic is more useful for combat, but it has several limitations. Tool Manifestation Magic takes time to learn and takes a lot of energy to use if one does not have a talent for it." Counsellor Poilu paused. "Tool Manifestation Magic also has the problem in that each tool is unique: no Gem will manifest the same tool. Gems with Tool Manifestation Magic will not only learn how to summon their tools, but train in its use. And not all tools are suited for protection."

You asked Counsellor Poilu if it would be possible to somehow determine who had the ability to learn them. She told you that there was no magical art that could determine that, but that she could lead Gems through a short series of tests that would allow her to determine if they had the ability or not. She asked you if you would like her to test Gems to determine if they had the ability to use magic -- and you told her that you would.

Counsellor Poilu determined that all Gems had the ability to use magic, should have the ability to learn all known magical arts, but that most of them would be unable to master the magical arts without a lot of effort.

Result: All Gems in Maison have some sort of magical potential, but ???? prevents them from reaching their full potential.

Learning
: You have a lot of unanswered questions. Perhaps it is the time that you started answering them. [Choose One]
Tales As Old As Time [Dice Check 45 : 65]
Success

You found that there was not a lot of information related to the mythical monsters to be found within the archives. Or at least, there was not a lot of information about the mythical monsters that could be found easily. There were hundreds if not thousands of marked slates in the archive and -- while it was obvious that someone had made an attempt to organize them -- most of them had been stacked on top of each other even if it didn't make sense for them to be.

Somehow, Counsellor Ensiegnant managed to find something.

it was a crumbling old record of an event that had happened shortly in the first rotation. one third of the slate had been lost -- and what was there was hard to read -- but.... there were mentions of a bright blue light that had appeared from nowhere -- monsters that the light had unleashed onto the world -- and a desperate struggle against the monsters. the writer looked to have carved a picture of what the monster looked like on the slate -- but only the top edge of the monster's body remained. the rest of it had crumbled off at some point, lost in the archives, lost to time.

Personal: You aren't exactly completely sure on what to do. Some time to yourself could help clear somethings up [Choose One]
Defective, But Not Incapable: [Dice Check 20 : Rolled 11]
Bare Failure

Frightened by what you and Counsellor Ensiegnant had managed to find in the archives, you decided that you would do you best to learn how to protect yourself so that you would be prepared should a monster appear. You threw yourself into the half-remembered instincts that you remembered, the knowledge of how to fight, and... failed.

You felt like you should be able to fight, but that you couldn't. You couldn't fight... because your body wouldn't allow you to fight the way that you had seen others fight. You.... did not take the knowledge well.

Turn 1 Expenses
Spent = 200 (Honor The Dead) + 100 (Architectural Upkeep) = 300 Credits
Income = 500 Credit (Taxes)
Final Treasury Amount = 1900 Credits
 
Not the best start we could have hoped for three failures and a single critical success. there are a few questions that I would like to ask in the meantime while there is not much to talk about.

Basic Training - it had a cost to do was the funds refunded because we did not succeed?

Both Eyes Open - Why is the option is locked for 3 Turns? There was no mention of this in turn one. What exactly did a bare failure do and what would full failure do?

Dim Lights In The Dark - Most of this doesn't seem to align with some Steven Universe cannon/ theories that I know of. though I have skipped some of the newer episode because I was busy, or is there something else going on?

Defective, But Not Incapable - Narratively, what is going on? Is our body more "handicapped" than we thought or is there a sort of wall we hit in our potential?
 
Not the best start we could have hoped for three failures and a single critical success. there are a few questions that I would like to ask in the meantime while there is not much to talk about.

Basic Training - it had a cost to do was the funds refunded because we did not succeed?

Both Eyes Open - Why is the option is locked for 3 Turns? There was no mention of this in turn one. What exactly did a bare failure do and what would full failure do?

Dim Lights In The Dark - Most of this doesn't seem to align with some Steven Universe cannon/ theories that I know of. though I have skipped some of the newer episode because I was busy, or is there something else going on?

Defective, But Not Incapable - Narratively, what is going on? Is our body more "handicapped" than we thought or is there a sort of wall we hit in our potential?
Mm.

Yes.

It is locked for three turns because it will take that long to convince Counsellor Masquer to preform another search for it.

Bare failure = close but no cigar. Total failure = ????

It is based on what Maison Gems know of typical Gem abilities such as shapeshiftin and weapon summoning: accurate, but missing information.

Because of the failure, you were unable to figure out | discover how to fight in spite of your physical defects. It upset you because you know you should be able to fight, half remember the forms you fight with, but can't fight.

It'll be clearer when I can sit down and draw you and then post it here. Maybe tomorrow.
 
Well ok, thanks for clearing some of that up, there is no rush though still early in the quest. though one thing...
It is locked for three turns because it will take that long to convince Counsellor Masquer to preform another search for it.
Usually in the majority of quest that I have seen locked options will mean that you will have to take that option next turn a "locked in" thing. Though being "locked out" from doing an option is nice to see, it is not what I seen normally when someone refers to a locked option.
 
Well ok, thanks for clearing some of that up, there is no rush though still early in the quest. though one thing...
If people are confused about something and/or want to ask me something about Geode, I encourage them to come forward so that I can clear things up to alleviate their confusion and answer their questions. I will mention that there are certain questions that I won't answer if they delve into spoiler territory, but everything else is free game.

To further elaborate on what I said about magic in my previous post, 'form alteration magic' and 'tool manifestation magic' are shape-shifting and weapon summoning -- natural Gem abilities. The limits I mentioned for each magical art are limits that have been shown in Steven Universe:
  • Amethyst admitted that she couldn't shape-shift in Secret Team because she was too "freaked out". This implies that it might take some level of concentration to maintain which -- considering how seldom it is used in Steven Universe fights -- fits.
  • It took Steven Quartz Universe a long time to learn how to summon Rose Quartz' Shield, even after explanations on how to do it from Amethyst, Garnet and Pearl. It is unknown if all Quartz Soldiers can "just do it" like Amethyst can so -- until it is stated otherwise -- I'll believe that it isn't so and that each Gem has their own unique thought | method of summoning their weapon.
The bit about it being harder to partially shift is something that I made up for the purpose of this Quest, but I believe that it is within the realm of possibility in the Steven Universe Universe.
Usually in the majority of quest that I have seen locked options will mean that you will have to take that option next turn a "locked in" thing. Though being "locked out" from doing an option is nice to see, it is not what I seen normally when someone refers to a locked option.
It is based on a similar feature from Kingdom Hearts: Gathering Lights where an option can be locked for a specific amount of turns.

--
--
--

BEHOLD!!!

HIGH COUNSELLOR LACROIX
--
--
--

Narratively, what is going on? Is our body more "handicapped" than we thought or is there a sort of wall we hit in our potential?
High Counsellor LaCroix is slightly hunchbacked, is missing her left arm, and has three pseudo-limbs. She has learned how to overcome these defects in ordinary, everyday life, but is so far unable to overcome them in fighting.
 
Update: Working on Turn Two. Expect to post tonight or tomorrow morning.
 
Turn Two
Domain: Maison [Prime Kindergarten, Facet One, Mars]
Leader: LaCroix

2 Weeks since High Counsellor Vieux was killed.
2nd Week of Summer

Military
No Military [No Upkeep]

Economy
Cash Flow: 500 Credits per turn [Taxes]
Expenses: 100 Credits per turn [Architectural Upkeep]
Net Income | Deficit: 400 Credits per turn
Treasury: 1900 Credits

Population: 142 Defective Biggs Jaspers, 8 Biggs Jaspers
Overall Mood: Content
Public Opinion: Content


'I didn't understand the reason that others wouldn't be interested in relearning to fight, but I'm starting to.'

You stared at your arms and remembered the frustration and the shame that you had felt when you had attempted to practice those half-forgotten skills. You would attempt to move an arm, but instead wind up moving one of your stump-like stubs instead. Sometimes, even when you had managed to move to correct piece of your body, you had been unable to fully complete the action that you had set out to do. More often than not, you had found yourself tripping over nothing and falling onto the hard unforgiving earth over the most basic of tasks.You had always known thought that you were just a little clumsy, but....
The last time that you had fallen, you had fallen onto your side. Your Gemstone had hit the earth with a dull thud that had not left so much as a scratch, but had blurred everything for several long minutes afterward. You had to pay more attention. To be more careful.

'Maybe --'

At that moment, a series of distinct knocks rang throughout your home. You looked up at the wall -- when had the light climbed so high? how long had she spent ruminating over what had happened? -- before she stood to answer the door.

Counsellor Friod smiled. "It's time for the next meeting, High Counsellor."

"O-Of course...."

Martial: Maison does not have a formal army. While there are Gems that are willing to host fighting seminars to help other Gems relearn how to fight, Gems believe there is no need for fighting and lack an interest in it. [Choose One]

Basic Training [LOCKED]: All of the Gems in Maison know that they were made to fight, but three hundred rotations have dulled the skills all but the most dedicated of Gems. Counsellor Guerrier proposes to codify their knowledge and to hold seminars and exercises on how to fight for all Gems. It would go a long way in protecting Maison if all of its Gems relearn how to fight, regardless of defect or skill. [Dice Check 60]
Cost: 100 Credits
Result: Overall combat readiness of Maison improves.

[] Go Forth And Explore: For the most part, the Gems have been content to leave the land outside Maison be. Guerrier proposes to organize Gems to properly map out the land outside of Maison. There are sure to be a number of Gems that wouldn't mind the opportunity to stretch their legs and see what it out there. [Dice Check 60]
Cost: 500 Credits
Result: Gain important information on terrain.

[] Sound The Alarm: Maison is a peaceful place. Guerrier worries that the peace might not last forever -- that some unseen threat would emerge and invade -- and there would be no organized resistance if that were to happen. She proposes the creation of some sort of emergency formations to help out during emergencies. [Dice Check 30]
Cost: 300 Credits
Result: Official Militia formed.

Diplomacy: You managed to impress the general populace with High Counsellor Vieux's Funeral, but there are a lot of things that you need to do in order for the Gems in Maison to view you as their proper leader. [Choose One]

[] Learning The Ropes: You do not know all of the Gems that Vieux worked with. Counsellor Friod believes that it would be good to introduce yourself properly to the Gems that you will now need to interact with in an official capacity. [Dice Check 20]
Cost: 100 Credits
Result: Meet and gain info on important NPCs.

[] Open Door: There are a number of Gems that you know have concerns with your appointment as the new High Counsellor of Maison -- and there are sure to be a lot more that you don't. Counsellor Friod thinks it would be a good idea for you to allow Gems to approach you about their concerns. [Dice Check 30]
Result: Increases Public Opinion.

[] Fighting Tournament: Counsellor Friod wants to set up a tournament to help cheer up those that are still grieving High Counsellor Vieux. Not only would it cheer up Gems, it would potentially rekindle some Gems' interest in combat.... [Dice Check 25]
Cost: 200 Credits
Results: Improves Mood.

Stewardship: You don't have a lot of experiencing in running things, but you think that you're starting to get the hang of it. It'll take time to fully learn and master everything, but.... You'll get there. [Choose One]

[] Public Danger: The machines that dot Maison have stood there for hundreds of rotations, but are now starting to fall apart. Counsellor Chaud believes that it would be in everyone's best interest to organize teams to carefully excavate the machines from the wall and then move them to a storage area. [Dice Check 40]
Cost: 300 Credits
Result: Increases Mood and Public Opinion.

[] Resource Management: Counsellor Chaud has some ideas on how to improve how resources are managed in Maison. She had some difficulty in convincing High Counsellor Vieux to implement it and hopes that you will be more amendable to it. [Dice Check 40]
Result: Income increased by 25%.

Intrigue: There are a couple of things that Counsellor Masquer found in her failed search for the creature that attacked High Counsellor Vieux. Perhaps now is the time to investigate them? [Choose One]

[] A Hint Of Green: Counsellor Masquer failed to find a sign of the creature that allegedly attacked High Counsellor Vieux in or around Maison, but she has found something that she thinks that someone should check out. A blotch of unnatural color on a distant mountain visible from the outskirts of Maison. You should send a team to investigate it. [Dice Check 25/50]
Result: ????

[] An Ear To The Ground: You can ask Counsellor Masquer to speak to Gems and get their true opinions of you. [Dice Check 25]
Result: Gem reactions to your leadership fully revealed.

[] Both Eyes Open [LOCKED]: High Counsellor Vieux mentioned that something "terrible" was responsible for the damage done to her gemstone and, ultimately, her death. Counsellor Masquer does not believe that anything like that could have gotten into Maison, but she is willing to search for it. [Dice Check 40]
Result: ????

[] The Plane Of Crystal: High Counsellor Vieux had headed to the outskirts of Maison to investigate the reported plane of crystalline material that a Gem had discovered, but was attacked before she could tell her counselors what she found. Counsellor Masquer believes that it would be worthwhile to check things out.
Result: ????

Piety: You aren't the most religious or the most magical Gem in the Prime Kindergarten, but there is nothing that states you can't learn to be. You have potential, after all. [Choose One]

[] A Drop Of Poison: There must be a reason that that Gems exist. You know that this has something to do with the derelict machines that dot the Maison, but Gems have left them alone for fear of disturbing them and bringing them down on their heads. Counsellor Poilu has offered to climb up and potentially into the machines to see what information she can learn from them. [Dice Check 40]
Result: ????

[] Magic School: counsellor poilu has suggested setting up some form of informal school to teach those interested in the magical arts magic. finding more Gems aside from herself to teach might be difficult. [Dice Check 35]
Cost: 500 Credits
Results: Number of Magic Users will passively increase each turn.

Learning: You and Counsellor Ensiegnant found something within the Archives, but it doesn't do a lot to answer all of the questions you have. In fact, it brought up a lot of questions you still don't have the answer too. You want to get some answers. [Choose One]

[] There's So Much To Learn: With the discovery of the crumbling old slate in the archives, Counsellor Ensiegnant is excited about the possibility of other "lost knowledge" slates and is determined to find them. She wants to head back into the archives as soon as possible. You are okay with that -- but you will need to be careful lest you accidently damage the older texts. [Dice Check 40]
Result: ????

[] Is Anyone There?: The Gems of the Prime Kindergarten have always looked to the stars. Ensiegnant has always held the belief that there could be other worlds out there -- other Gems out there -- and wishes to see if there is a way to find out. [Dice Check 30]
Result: ????

Personal
: You aren't totally confused on what to do now, but you aren't completely sure on the best course of action either. Some time to yourself could help clear somethings up. [Choose One]

[] Defective, But Not Incapable: You have some limitations that make it physical activities difficult -- but that does not mean that you can not overcome them through hard work. You are a Gem, a Biggs Jasper, and you were made to fight. It's time to make sure that you can. [Dice Check: 20/40/70]
Result: Increase Martial Stat.

[] Interpersonal Relations: You should spend some time with your friends or the other counsellors.
-[] ???? [specify who, can be more than one]

[] It's Time To Focus: Focus your attention on a single activity. auto-success.
Result: Chosen action gets a 10+ dice bonus.

[] Spark Of Magic: The discovery of the old crumbling slate has made you aware of how much you don't know -- how much you need to learn. You might have limitations that make physical activities difficult -- but you have no limitations in the mystical arts. perhaps it is time to refresh yourself on that half-remembered magical art seminar that Consellor Poilu led on Counsellor Ensiegnant's behalf.... [Dice Check: 30/60]
Result: Increased Understanding on Form-Alteration Magic. ????
 
[X] Sound The Alarm: Maison is a peaceful place. Guerrier worries that the peace might not last forever -- that some unseen threat would emerge and invade -- and there would be no organized resistance if that were to happen. She proposes the creation of some sort of emergency formations to help out during emergencies. [Dice Check 30]
Cost: 300 Credits
Result: Official Militia formed.

[X] Open Door: There are a number of Gems that you know have concerns with your appointment as the new High Counsellor of Maison -- and there are sure to be a lot more that you don't. Counsellor Friod thinks it would be a good idea for you to allow Gems to approach you about their concerns. [Dice Check 30]
Result: Increases Public Opinion.

[X] Public Danger: The machines that dot Maison have stood there for hundreds of rotations, but are now starting to fall apart. Counsellor Chaud believes that it would be in everyone's best interest to organize teams to carefully excavate the machines from the wall and then move them to a storage area. [Dice Check 40]
Cost: 300 Credits
Result: Increases Mood and Public Opinion.

[X] An Ear To The Ground: You can ask Counsellor Masquer to speak to Gems and get their true opinions of you. [Dice Check 25]
Result: Gem reactions to your leadership fully revealed.

[X] Magic School: counsellor poilu has suggested setting up some form of informal school to teach those interested in the magical arts magic. finding more Gems aside from herself to teach might be difficult. [Dice Check 35]
Cost: 500 Credits
Results: Number of Magic Users will passively increase each turn.

[X] There's So Much To Learn: With the discovery of the crumbling old slate in the archives, Counsellor Ensiegnant is excited about the possibility of other "lost knowledge" slates and is determined to find them. She wants to head back into the archives as soon as possible. You are okay with that -- but you will need to be careful lest you accidently damage the older texts. [Dice Check 40]
Result: ????

[X] Spark Of Magic: The discovery of the old crumbling slate has made you aware of how much you don't know -- how much you need to learn. You might have limitations that make physical activities difficult -- but you have no limitations in the mystical arts. perhaps it is time to refresh yourself on that half-remembered magical art seminar that Consellor Poilu led on Counsellor Ensiegnant's behalf.... [Dice Check: 30/60]
Result: Increased Understanding on Form-Alteration Magic. ????
 
[X] Sound The Alarm: Maison is a peaceful place. Guerrier worries that the peace might not last forever -- that some unseen threat would emerge and invade -- and there would be no organized resistance if that were to happen. She proposes the creation of some sort of emergency formations to help out during emergencies. [Dice Check 30]
Cost: 300 Credits
Result: Official Militia formed.

[X] Open Door: There are a number of Gems that you know have concerns with your appointment as the new High Counsellor of Maison -- and there are sure to be a lot more that you don't. Counsellor Friod thinks it would be a good idea for you to allow Gems to approach you about their concerns. [Dice Check 30]
Result: Increases Public Opinion.

[X] Public Danger: The machines that dot Maison have stood there for hundreds of rotations, but are now starting to fall apart. Counsellor Chaud believes that it would be in everyone's best interest to organize teams to carefully excavate the machines from the wall and then move them to a storage area. [Dice Check 40]
Cost: 300 Credits
Result: Increases Mood and Public Opinion.

[X] An Ear To The Ground: You can ask Counsellor Masquer to speak to Gems and get their true opinions of you. [Dice Check 25]
Result: Gem reactions to your leadership fully revealed.

[X] Magic School: counsellor poilu has suggested setting up some form of informal school to teach those interested in the magical arts magic. finding more Gems aside from herself to teach might be difficult. [Dice Check 35]
Cost: 500 Credits
Results: Number of Magic Users will passively increase each turn.

[X] There's So Much To Learn: With the discovery of the crumbling old slate in the archives, Counsellor Ensiegnant is excited about the possibility of other "lost knowledge" slates and is determined to find them. She wants to head back into the archives as soon as possible. You are okay with that -- but you will need to be careful lest you accidently damage the older texts. [Dice Check 40]
Result: ????

[X] Spark Of Magic: The discovery of the old crumbling slate has made you aware of how much you don't know -- how much you need to learn. You might have limitations that make physical activities difficult -- but you have no limitations in the mystical arts. perhaps it is time to refresh yourself on that half-remembered magical art seminar that Consellor Poilu led on Counsellor Ensiegnant's behalf.... [Dice Check: 30/60]
Result: Increased Understanding on Form-Alteration Magic. ????
Interesting choices.
 
[X] Sound The Alarm: Maison is a peaceful place. Guerrier worries that the peace might not last forever -- that some unseen threat would emerge and invade -- and there would be no organized resistance if that were to happen. She proposes the creation of some sort of emergency formations to help out during emergencies. [Dice Check 30]
Cost: 300 Credits
Result: Official Militia formed.

[X] Open Door: There are a number of Gems that you know have concerns with your appointment as the new High Counsellor of Maison -- and there are sure to be a lot more that you don't. Counsellor Friod thinks it would be a good idea for you to allow Gems to approach you about their concerns. [Dice Check 30]
Result: Increases Public Opinion.

[X] Public Danger: The machines that dot Maison have stood there for hundreds of rotations, but are now starting to fall apart. Counsellor Chaud believes that it would be in everyone's best interest to organize teams to carefully excavate the machines from the wall and then move them to a storage area. [Dice Check 40]
Cost: 300 Credits
Result: Increases Mood and Public Opinion.

[X] An Ear To The Ground: You can ask Counsellor Masquer to speak to Gems and get their true opinions of you. [Dice Check 25]
Result: Gem reactions to your leadership fully revealed.

[X] Magic School: counsellor poilu has suggested setting up some form of informal school to teach those interested in the magical arts magic. finding more Gems aside from herself to teach might be difficult. [Dice Check 35]
Cost: 500 Credits
Results: Number of Magic Users will passively increase each turn.

[X] There's So Much To Learn: With the discovery of the crumbling old slate in the archives, Counsellor Ensiegnant is excited about the possibility of other "lost knowledge" slates and is determined to find them. She wants to head back into the archives as soon as possible. You are okay with that -- but you will need to be careful lest you accidently damage the older texts. [Dice Check 40]
Result: ????

[X] Spark Of Magic: The discovery of the old crumbling slate has made you aware of how much you don't know -- how much you need to learn. You might have limitations that make physical activities difficult -- but you have no limitations in the mystical arts. perhaps it is time to refresh yourself on that half-remembered magical art seminar that Consellor Poilu led on Counsellor Ensiegnant's behalf.... [Dice Check: 30/60]
Result: Increased Understanding on Form-Alteration Magic. ????
 
New
[X] Sound The Alarm: Maison is a peaceful place. Guerrier worries that the peace might not last forever -- that some unseen threat would emerge and invade -- and there would be no organized resistance if that were to happen. She proposes the creation of some sort of emergency formations to help out during emergencies. [Dice Check 30]
Cost: 300 Credits
Result: Official Militia formed.

[X] Open Door: There are a number of Gems that you know have concerns with your appointment as the new High Counsellor of Maison -- and there are sure to be a lot more that you don't. Counsellor Friod thinks it would be a good idea for you to allow Gems to approach you about their concerns. [Dice Check 30]
Result: Increases Public Opinion.

[X] Public Danger: The machines that dot Maison have stood there for hundreds of rotations, but are now starting to fall apart. Counsellor Chaud believes that it would be in everyone's best interest to organize teams to carefully excavate the machines from the wall and then move them to a storage area. [Dice Check 40]
Cost: 300 Credits
Result: Increases Mood and Public Opinion.

[X] An Ear To The Ground: You can ask Counsellor Masquer to speak to Gems and get their true opinions of you. [Dice Check 25]
Result: Gem reactions to your leadership fully revealed.

[X] Magic School: counsellor poilu has suggested setting up some form of informal school to teach those interested in the magical arts magic. finding more Gems aside from herself to teach might be difficult. [Dice Check 35]
Cost: 500 Credits
Results: Number of Magic Users will passively increase each turn.

[X] There's So Much To Learn: With the discovery of the crumbling old slate in the archives, Counsellor Ensiegnant is excited about the possibility of other "lost knowledge" slates and is determined to find them. She wants to head back into the archives as soon as possible. You are okay with that -- but you will need to be careful lest you accidently damage the older texts. [Dice Check 40]
Result: ????

[X] Spark Of Magic: The discovery of the old crumbling slate has made you aware of how much you don't know -- how much you need to learn. You might have limitations that make physical activities difficult -- but you have no limitations in the mystical arts. perhaps it is time to refresh yourself on that half-remembered magical art seminar that Consellor Poilu led on Counsellor Ensiegnant's behalf.... [Dice Check: 30/60]
Result: Increased Understanding on Form-Alteration Magic. ????
 
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