[X] Plan Making Swift Justice (And The Shiny) A (Nigh) Certainty - Intrigue Edition
Re: Agueda's Agueda-ness and general inhuman weirdness, this is something that hYGP has managed to telegraph bit by bit but never outright said. Notice, for one, how we very rarely see descriptions of characters and when we do:
Vivien's Interlude is called "A High Elf's Prayer For Better Days" so we know what she is. Cormag is well, an ork. And a relatively big one at that. I didn't say a lick on this because I thought someone else would note and ask about it in the open but- here we are. And for Agueda, there were always things that are weird with his narrations or how others percieve him:
Agueda being something that is apparently taboo or rude to mention to their face is already something noted since the start. No one remarked on his Night Vision either. Or how apparently Vivien got jumpscared enough for him to stroll under- which at least pegged him as a Dwarf... or a magical spider being of a sort. And with this reveal in mind, some of the oddity in his narrations aren't quite turn of phrases:
Signs now point to him being... y'know, at least exceptionally long-lived tax-spider who can casually call out High Elves on being 'short sighted'. Like it or not, hYGP pulled a fast one on us... because no one bothered to ask; v;
As a result of a natural 100 and other various Justice aligned actions, Justice will grant you one boon. As you are the roller, you get to pick one....4th Roll has a cointoss chance of succeeding so, I'll brave the waters.
EDIT: Well, we failed the 4th so I take the 6th... which has a 40% chance of success.
*internally screams*
Post-Edit: AHAHAHAHAHAHAHAHA-
Aight, since you're the last roll let's also have a choice for you:RER time! Let's get crazy!
Edit: I'm good about keeping it average
Okay I don't want to interfere since this is the roller's choice so I will just say this, Thank you! This is awesome regardless of choice Justice FTW!Aight fuck it we'll do this live
As a result of a natural 100 and other various Justice aligned actions, Justice will grant you one boon. As you are the roller, you get to pick one.
+2 Shiny.
Title: The Just. Gains Virtue: Justice (Will not replace Prudence), and gains +2 Diplomacy, +2 Piety.
Status: Ally of Justice: Permanent - 5 DC to all Justice-related actions.
Aight, since you're the last roll let's also have a choice for you:
Do you want to annul the roll, or have me use it for something?
In other words and in order: a) `flexible benefits to tailor to our new case'; b) 'narrative bonus and jack-of-all-trades bonii'; or c) 'stupidly powerful situational bonus'. Of note-+2 Shiny.
Title: The Just. Gains Virtue: Justice (Will not replace Prudence), and gains +2 Diplomacy, +2 Piety.
Status: Ally of Justice: Permanent - 5 DC to all Justice-related actions.
The two bonii stacks. So for +5 Stats shoring up our Diplo problems and upping our Stewardship up, we unlock the Respect stat.-[] Justice: You're known for being fair in all your dealings. +1 Diplomacy, +1 Stewardship, +1 Respect.
Done.In other words and in order: a) `flexible benefits to tailor to our new case'; b) 'narrative bonus and jack-of-all-trades bonii'; or c) 'stupidly powerful situational bonus'. Of note-
The two bonii stacks. So for +5 Stats shoring up our Diplo problems and upping our Stewardship up, we unlock the Respect stat.
@huhYeahGoodPoint, care to tell us what the stat does now? I will be picking The Just.
Wow this kind of makes me want to double down and spend our shiny on Respected just so we can have that much more weight to our word after this and make it so people know we mean business. Probably not optimal but it is a cool thought.Done.
Respect as a stat is one of the three previously hidden relationship statistics. It is exactly what it sounds like: how much people respect you. In their own turn they may Love or Hate you, but so long as your Respect is high your word, your honor, and your intentions carry weight. Just the opposite, should you prove to be unworthy of Respect people may also still love and hate you in their own turns, but there is always an acknowledgement: you may have power but it is one wielded by a fickle and disreputable power.
To have 1 Respect is to be notable. To have 10 shapes the nation. To have 20 shapes the world for hundreds of years to come.
As such, the three relationship stats will be unlocked as of the next Case.
Aight fuck it we'll do this live
As a result of a natural 100 and other various Justice aligned actions, Justice will grant you one boon. As you are the roller, you get to pick one.
+2 Shiny.
Title: The Just. Gains Virtue: Justice (Will not replace Prudence), and gains +2 Diplomacy, +2 Piety.
Status: Ally of Justice: Permanent - 5 DC to all Justice-related actions.
Aight, since you're the last roll let's also have a choice for you:
Do you want to annul the roll, or have me use it for something?
Random Event Roll: 57
Mercifully, it all...works. The crowds, pushed to the boiling point, simmer down with the arrival of grain, and the army groups, floudering for something to do, quietly slink away when their time is up. The heated September Days fizzles out over the course of October, as the weather chills and fields are harvested more fully.
HOSTILE INTRIGUE INTERRUPT: DC: 20. Roll: 13 + 7.9 = 20.9
Except...in the middle of this, the Count and his conspirators had slipped away! Fortunately, they slipped away towards the end of the month, so they couldn't've gone far, but...
We got a +2 to Intrigue, and a +1 to Marital, and we got +2 from the Spirits. Though that means the Heat bonus drops to 1 (since it won't apply above 25).Okay. Between the Free Action and the +1 to Intrigue from the Heat we purchased in Month 7, Chasing the Count isn't able to fail barring outside factions.
Why didn't this use our intrigue? Mechanically speaking we seem to have used whoever has the best stat, so how do we know who's stat we're going to use when?
Martial Action (Choose 1) {Kerrie Action}
[] [Martial] Knock Knock
You have two companies of mercenaries, you know the Count's network, and you have yourselves. You're going to get answers about where they went, by force if necessary. DC: 25. Cost: 2 Budget.
[] [Martial] Speed Is King
You only need the mercenary companies' most elite teams and horseback in order to ensure that you can move as swiftly as the conspirators. You'll lose a lot of mercenary strength...but you'll get speed. DC: 20. Cost: 8 Budget.
Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] The Noble Faction
Now that things have come down to this point, you can try to remove the roadblocks the noble faction is putting up in their jury trial. DC: 24. Cost: 10 Budget.
[] [Diplomacy] The Royal Faction
You can also work to ensure that there are absolutely no cracks in the royalist faction, in order to make sure that the other efforts don't go to waste for no reason. DC: 20. Cost: 10 Budget.
[] [Diplomacy] The Neutral Faction
By far the most nobility lay in the neutral faction, however, so you can work to sew up their willingness to convict the Count and his conspirators. While it won't be completely unanimous, if you can convince them of it you can get them to leverage the noble faction into giving way. DC: 22. Cost: 10 Budget.
Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Chasing the Count
With your previous efforts to figure out exactly who the Count's conspirators are, you can roll in hot on his trail. DC: 26. Cost: 8 Budget.
[] [Intrigue] Noble Blackmail
Since Kerrie's got some of this blackmail, it would be a shame to leave it unused - and you still probably need to get some blackmail on the rest. DC: 27. Cost: 4 Budget.
Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Trial in Absentia
Oh well, if the Count and his conspirators doesn't want to speak in his own defense you can make sure to make the trial go ahead anyway in absentia, and then just vote to strip him of all his titles and wealth. DC: 28. Cost: 0 Budget.
[] [Stewardship] A Fair Trial
On the other hand, if you can drag the Count and his conspirators back here in time, well...the Count's escape would practically seal their fate. Requires the capture of the Count. DC: 15. Cost: 0 Budget.
[] [Stewardship] Sales
At this point, you have a huge collection of things you could sell for quite the tidy profit. Do so. DC: 15. Gain: 30 Budget.
[] [Learning] Sympathetic Resonance
While Tekla was toying around with some of the things he got as part of the grab bag of things that the nobility had effectively discarded, he suddenly realized that one of them was a magical tool that helped draw sympathetic resonances between items; and since you had things of the Count, you could in theory set up a link between those items and a tracker. DC: 25. Cost: 4 Budget.
Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Interrogation
With the right appeasements to the land, the land itself may be able to help point you in the direction of the Count. DC: 24. Cost: 4 Budget.
[] [Piety] Justice, Unerring and Unflagging
Alternatively, you could try praying to Justice again, and see whether Justice might be able to help you track down where in the world the Count went, especially after fleeing the trial. DC: 26. Cost: 0 Budget.
Like it or not, hYGP pulled a fast one on us... because no one bothered to ask; v;
Rude.I had figured that Agueda was a dwarf rather than a human since the beady black eyes.