Lords of War

Well seems like the votes are solidly going to one side. Still voting is open for a bit more so it can switch if we get more players coming in to vote. Speak up and if you want to join us in the discord where we mostly just joke around and do a little brainstroming.
 
Vote closes in 9 hours. Currently plan Friends and Duty is winning, but a surge of voters could change anything.

Vote Tally
: Lords of War | Page 8 | Sufficient Velocity [Posts: 208-225]
##### NetTally 3.1.0

[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
No. of Votes: 9

[X] Plan: Friends, and Actionable Intel
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
No. of Votes: 5


Total No. of Voters: 14
 
Vote closed. Obvious winner is obvious.

Vote Tally
: Lords of War | Page 8 | Sufficient Velocity [Posts: 208-225]
##### NetTally 3.1.0

[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
No. of Votes: 9

[X] Plan: Friends, and Actionable Intel
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
No. of Votes: 5


Total No. of Voters: 14
Scheduled vote count started by Iandude0 on Nov 19, 2020 at 2:26 PM, finished with 20 posts and 14 votes.

  • [X] Plan: Friends & Duty
    -[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
    --[X] Valean Infantry 1
    -[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
    -[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
    --[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
    [X] Plan: Friends, and Actionable Intel
    -[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
    --[X] Valean Infantry 1
    -[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
    --[X] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
    -[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
    --[X] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
 
[X] Plan: Friends & Duty
-[X] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-[X] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
Patrolling the Mountains makes you wish for a nuclear winter = (91)+15 = 106
Contacting the other forts = (34) = 34
Personal Action, Auto-Pass.
Join the The Colorless Empire Discord Server!

The rolls are complete, and thanks to the Valiant Rolls of @Adventwolf. We have all passed!

Not quite sure, where the +15 Bonus came from, but hey it got us to critical threshold. So yay~

Fits narratively, that our forces managed to exterminate through martial might, but only barely pass Diplomacy. Luckily, looks like the synergy between our Personal Action and Reaching Out Activated.

EDIT
Oh, in hindsight, the +15 may be from our Soldier Quality. Neat.
 
Join the The Colorless Empire Discord Server!

The rolls are complete, and thanks to the Valiant Rolls of @Adventwolf. We have all passed!

Not quite sure, where the +15 Bonus came from, but hey it got us to critical threshold. So yay~

Fits narratively, that our forces managed to exterminate through martial might, but only barely pass Diplomacy. Luckily, looks like the synergy between our Personal Action and Reaching Out Activated.
The +15 is likely the quality bonus.
Valean Infantry 1 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
 
Turn 2
You were starting to suspect something less than good had happened to the experiment. You'd been planning to do things for an entire season, since that was what they men wanted, but you didn't actually expect to be around there for months. Then again, the contract you signed did say you would be leading the Outpost here for fourteen years, and the sim was meant to last fourteen days.

Maybe one of the scientists had made an error in the coding? Regardless, it was a lot longer than you had anticipated.

Not that it was a problem! You didn't want to sound ungrateful about being able to be a real girl for longer than expected. You'd been able to try so many new things, and the men seemed to like you. It only took planning some extensive patrol routes around the fort such that most local grimm had been either killed or driven away, but it was progress!

Some of them had even tried teaching you fun new games, like a thing called poker. It was not the thing that shifted around logs in a fire, but instead some sort of card game! You played by betting chips on what card you received, and trying to outwit the other players to figure out what they had.

You were decent at it. Much of the time was spent trying to figure out what other players had, and though you could figure out what cards remained in the deck, you never really understood how the soldiers managed to trick you into thinking what they possessed was different.

There was another truly splendid development. You had managed to get word around the majority of the other military outposts, to at least let them know who you were. The string of forts ran up along the mountains that lead to Vale.

These fortifications, 5 in total, guarded various passes into Vale's heartland. You controlled the Southern and Eastern most one, near where a lot of Mistrali and Valean colonies were. As you continued along, each of the leaders seemed cordial to talk with you, if somewhat distant.

The real change was when you went to the last of them, up in the position most north and west from you. It was led by another student! His name was Cardin, and he seemed nice.

You didn't get much time to speak with him, the trip had taken a good while and you were needed back at the fort, but you did get a few days of interaction with the man. He was a very different person from Ruby, and seemed impressed by the fact that your men had managed to be so efficient. He said he was busy training them himself, though you did not see him try drilling the troops for the few days you were there.

He did seem to enjoy playing this poker with you, though he mentioned you were not a very good player. Despite that, he seemed to smile a lot as you interacted. If anything, he seemed relieved to have company, and invited you to come around again when you felt like it.

Maybe you'd take him up on it.

[x] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-d100+15 (Valean Infantry)=106 You men came out from their extended siege, and proceeded to murder basically any grimm around the few outlying villages. You'd left the planning mostly to them, given you had a trip to plan, but came back without any disappointment! Grimm presence in the area is now negligible, and will likely remain so for a few months. Moreover, the soldiers are glad to help the people. +1 Morale, +1 Reputation with Vale
...However, the unit sent is now tired (-5).


[x] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-d100=34 It isn't anything exciting, but you have officially managed to make your way through the mountains' fort chain. You have basic information on them, and can now establish more substantial ties with the others.

-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
-You have met Cardin, leader of the northernmost fort. Relations with him are established and positive, opportunities to expand in interactions with him unlocked, 5/20 Progress on Charisma.

Village Actions (2 available): The summer is coming, and with the area around you clear it might help to search for new threats, or train the men more.

[ ] Patrol the Immediate Area- Though the area is clear, nothing is more necessary than due diligence when dealing with the Grimm. Even if they're gone, you can make sure they stay gone for a little longer. Military roll, DC 10
-[ ] Designate which units you'll send on the mission.

[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress

[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
-[ ] Near the base- Even with the clear threats dealt with, there are always more problems on the horizon. Make sure you know what is coming before it arrives.
-[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[ ] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!

[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
-[ ] Designate which units you'll have training. Max 2

Personal Actions (1 Available): While it is concerning that you are going to be stuck here for a while, you trust the General knows how to get you out once it is apparent something is wrong. Until that happens, you should take some time to enjoy life to the fullest!

[ ] Train- Nothing is better for testing the limits of your new body than learning new things!
-[ ] Combat- You're combat ready, but you could be
more combat ready! 0/100 Progress
-[ ] Charisma- If you can learn to talk around the soldiers better, you might be able to make new friends! 6/20 Progress
-[ ] Tactics- Drilling the soldiers in new scenarios might not help them as much as it helps you, but that might be good enough! 0/60 Progress
-[ ] Guile- Learning fun new things is great, but why do you keep hiccuping when you say certain things? 0/20 progress

[ ] Just normal girl things- You now have a new friend! While you do not know much about him, he was a generous host. You should reciprocate by inviting your new friend over to your home, and have some fun!

[ ] Personal Intervention- Hey, some things you need to do can only be completed by you! Adds (d20+the relevant stat)/2 to the action you choose, chance for leadership improvement.

[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
-[ ] Look around the local area- While it isn't likely in the
immediate area around you, the mountains might still hold another player.
-[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.
-[ ] Navigate the Forests- The Woods in Eastern Sanus are dense and filled with many isolated settlements. Maybe a new friend awaits there?
-[ ] Look for Ruby, specifically- Searching for random people sounds good and all, but nothing beats knowing your best friend is here! Keep from looking for anyone
but her!

A/N: 24 Moratorium is still in effect.
 
Well that went well. And we got Cardin in our forts. He should be a good guy to have our back in a fight.

So sending out our forces that weren't used this turn to canvas either the farms or the woods is important. Both are sources of resources we want to secure if we are cut off from Vale.

Either training action as the second action for the garrison and the slightly tired infantry or starting on the mapping project.

If we invite Cardin then the training should be taken as it seems he is suited for that and might be able to help.

If we do the mapping then sending Penny along with the Infantry to whichever area we send them to to search for more people is going to be smart as it lets her help and train more in diplomacy like with finding Cardin.
 
[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
-[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[ ] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
-[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.
-[ ] Navigate the Forests- The Woods in Eastern Sanus are dense and filled with many isolated settlements. Maybe a new friend awaits there?
We should do Canvass this turn, probably on the Farmlands first. I think we should do the same thing as last turn and sync Canvass with searching for friends in the same area. I suppose that would mean that Penny joins the search parties she sends out, which might lead to some interesting stuff even if we don't find another student.

Last village action either on Drill or Mapping. I'm leaning towards Mapping myself.
 
Story Analysis
You'd been planning to do things for an entire season, since that was what they men wanted, but you didn't actually expect to be around there for months. Then again, the contract you signed did say you would be leading the Outpost here for fourteen years, and the sim was meant to last fourteen days.
We have official confirmation that our time is 14 years. Since we are going for 1 season per turn. That would be around 56 Turns.
You were decent at it. Much of the time was spent trying to figure out what other players had, and though you could figure out what cards remained in the deck, you never really understood how the soldiers managed to trick you into thinking what they possessed was different.
Since 0 is the average stat for civilians, and 1 is the average for Hunter Trainee's. She's actually not horrendous at it, but not very good. Makes sense.
There was another truly splendid development. You had managed to get word around the majority of the other military outposts, to at least let them know who you were. The string of forts ran up along the mountains that lead to Vale.

These fortifications, 5 in total, guarded various passes into Vale's heartland. You controlled the Southern and Eastern most one, near where a lot of Mistrali and Valean colonies were. As you continued along, each of the leaders seemed cordial to talk with you, if somewhat distant
Hmm...so out of the five, we are the closest to Mistral and Vale Colonies. Pity we couldn't make deeper connections. But this works.
The real change was when you went to the last of them, up in the position most north and west from you. It was led by another student! His name was Cardin, and he seemed nice.

You didn't get much time to speak with him, the trip had taken a good while and you were needed back at the fort, but you did get a few days of interaction with the man. He was a very different person from Ruby, and seemed impressed by the fact that your men had managed to be so efficient. He said he was busy training them himself, though you did not see him try drilling the troops for the few days you were there.

He did seem to enjoy playing this poker with you, though he mentioned you were not a very good player. Despite that, he seemed to smile a lot as you interacted. If anything, he seemed relieved to have company, and invited you to come around again when you felt like it.

Maybe you'd take him up on it.
[x] Reaching out- While there are a handful of other forts around the mountains, you don't actually know who runs them and how they view you. Send some of your people to make contact and, hopefully, make some new friends! Diplomacy roll, DC 30
-d100=34 It isn't anything exciting, but you have officially managed to make your way through the mountains' fort chain. You have basic information on them, and can now establish more substantial ties with the others.
1. Well he's no Pope Cardin yet, but he seems to actually be responsible. I suppose the season has done well for his maturity. In canon, he did choose to fight during Beacon's Fall.

2. Wonder if social links are a thing here. Meh. Though I do wonder how the fort leaders communicate. Do they use radios? Since this was before the CCT. Or do they have to literally walk to each others forts to interact. @Iandude0
[x] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-d100+15 (Valean Infantry)=106 You men came out from their extended siege, and proceeded to murder basically any grimm around the few outlying villages. You'd left the planning mostly to them, given you had a trip to plan, but came back without any disappointment! Grimm presence in the area is now negligible, and will likely remain so for a few months. Moreover, the soldiers are glad to help the people. +1 Morale, +1 Reputation with Vale
...However, the unit sent is now tired (-5).
1. Welp we got a moral and reputation boost. As well as confirmed safety around our area. Time to canvass!

2. On that note, looks like actions do indeed tire forces out. We'll have to switch out to Valean Infantry 2.
-[X] The search for new friends!- If this simulation is going on for longer than the General had told anyone, then maybe it would be a good time to start looking for some of the other students. They'll probably be as excited about this sensational experience as you are!
--[X] Ask around the forts- If you are lucky, one of the other players got assigned to the same job you did! Ask around to see if that is true.
-You have met Cardin, leader of the northernmost fort. Relations with him are established and positive, opportunities to expand in interactions with him unlocked, 5/20 Progress on Charisma.
Hey~

We managed to train a Leadership Stat, charisma up, even without Personal Intervention. Perhaps it's more of a boost that strictly needed.

Turn Analysis
[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
This would work perfectly with Penny's Logistic Stat, and something we can use to prove ourselves to the other fort leaders.

A long term goal as well, depending on our rolls. Two at minimum assuming we get anywhere close to crits. More likely to be three or four turns, if our rolls really suck. Personal Intervention could help this majorly.

This action could also lead up to great team ups, with all of the forts able to synchronize when the war or any major crisis actually does start up.
-[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[ ] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
I'd suggest Nearby Forests and Outlying Farmlands as the best choices.
[ ] Train- Nothing is better for testing the limits of your new body than learning new things!
-[ ] Combat- You're combat ready, but you could be
more combat ready! 0/100 Progress
-[ ] Charisma- If you can learn to talk around the soldiers better, you might be able to make new friends! 6/20 Progress
-[ ] Tactics- Drilling the soldiers in new scenarios might not help them as much as it helps you, but that might be good enough! 0/60 Progress
-[ ] Guile- Learning fun new things is great, but why do you keep hiccuping when you say certain things? 0/20 progress
Personal Training could be useful, but not yet. At the moment, none of these skills are being actively used by Penny yet.
[ ] Just normal girl things- You now have a new friend! While you do not know much about him, he was a generous host. You should reciprocate by inviting your new friend over to your home, and have some fun!
Hmm...could be good fluff.
[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
-[ ] Look around the local area- While it isn't likely in the
immediate area around you, the mountains might still hold another player.
-[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.
-[ ] Navigate the Forests- The Woods in Eastern Sanus are dense and filled with many isolated settlements. Maybe a new friend awaits there?
-[ ] Look for Ruby, specifically- Searching for random people sounds good and all, but nothing beats knowing your best friend is here! Keep from looking for anyone
but her!
If we wouldn't be using Personal Intervention to personally lead logistic efforts, then I could see us synchronizing us canvassing with one of these.

Possible Plans
[] Plan: Competency, Beyond Battle

-[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
--[ ] Personal Intervention- Hey, some things you need to do can only be completed by you! Adds (d20+the relevant stat)/2 to the action you choose, chance for leadership improvement.
-[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.

[] Plan: Further Exploration, Newfound Bonds?
-[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
-[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.

-[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
--[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.


Both plans would cover the Farmlands and mapping things out. But to differing degrees of focus and possible synergy. What do you all think?
 
Hmm, Cardin has been located.

Dramatic tension/narrative makes me wonder if his outpost is the closet one to Jaune's starting position.

Ah well, time will tell.

I'm in favor of mapping everything out and getting a handle on the local farm and forest communities. I figure that we do that now to build a solid picture of the area and our job scope and then we start worrying about personal training.
 
There's also the option of taking advantage of the temporary lull in Grimm Activity to get some preparation work done:

[] Plan: Pure Preparation
-[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
--[ ] Personal Intervention- Hey, some things you need to do can only be completed by you! Adds (d20+the relevant stat)/2 to the action you choose, chance for leadership improvement.
-[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
--[ ] Valean Infantry 2
--[ ] Valean Garrison
 
Don't think we need to drill the soldiers right now, they're already seemingly decent and should be ticking up over time from experience/combat with the Grimm. I'd rather survey outward to get info now while everything is safe.
 
There was another truly splendid development. You had managed to get word around the majority of the other military outposts, to at least let them know who you were. The string of forts ran up along the mountains that lead to Vale.

These fortifications, 5 in total, guarded various passes into Vale's heartland. You controlled the Southern and Eastern most one, near where a lot of Mistrali and Valean colonies were. As you continued along, each of the leaders seemed cordial to talk with you, if somewhat distant.
Hm. The fact that there are loads of colonies, and reports of conflict of uncertain origin in the forest since turn 1 is rather worrisome, but on the other we have a credible Grimm threat needing removal in the farmlands.

So pick one to Canvas, and probably assign a company to deal with the problem next turn.
Village Actions (2 available): The summer is coming, and with the area around you clear it might help to search for new threats, or train the men more.
This has changed to mention threats, or train the men.
[ ] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
Hm So based upon Vale to my recollection not being a naval power that would make it probable most trade goes through the mountain passes so joint patrols would better secure them, and if it can be done well enough that the portion of the joint patrols don't require an entire company to keep the mountain regions alongside the local area secure all the better.

On the other hand it is somewhat of a more long-term goal, and it is my understanding that specialties require training for a unit to acquire possibly in advance of combat.
[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
-[ ] Designate which units you'll have training. Max 2
So it is probably prudent to pick this action in the near future if not now just to see how it works, and one of our primary advantages is having an actual military unit.

Also canvas actions do not require a company to accomplish, and thus don't make any of them tired.

-[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.
-[ ] Navigate the Forests- The Woods in Eastern Sanus are dense and filled with many isolated settlements. Maybe a new friend awaits there?
These are both new action, and I'm inclined to pick one for the synergy with a canvas action.

So two possible plans come to mind

[] Plan: Preparation Against the Eternal Foe.
-[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
--[] Valean Infantry 1, and 2
-[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
--[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.

The point of this plan is to prepare the men for dealing with the Grimm threat in the farmlands, and find it. The followup turn would be to CANVAS the woods, and do whatever military action we have there.

[] Plan: Threat Assessment
-[ ] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[ ] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
--[ ] Nearby Forests- There have been reports of hostile activity out there, so it'd be good to do some investigating once everything nearby is sorted out!
-[ ] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
--[ ] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.

This does maximum gathering of threat information, and can be easily swapped to the Woods for the PA.
 
I would prefer that we train the troops. Right now they are good but we need to increase their power and skills in order to have as high of a chance in a fight.
 
I would prefer that we train the troops. Right now they are good but we need to increase their power and skills in order to have as high of a chance in a fight.
-[ ] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
--[] Valean Infantry 1, and 2
While, I don't particularly agree with the idea of training our troops this turn. I will note one thing...
Turn 1 Military Overview
Valean Infantry 1 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
Valean Infantry 2 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
Valean Garrison - Status: Tired (-5), Uninjured (0). Quality: 15 Special Traits: Garrison Unit (gains +5 fighting defensively, changes to +15 when fighting in a fortified location, but gains -10 when fighting offensively.)
While our character and settlement sheet has not been updated yet. The Turn 2 Post states that the forces we sent to hunt Grimm aka Valean Infantry 1, became Tired (-5). Assuming that inaction recovers that. The Valean Garrison would now be Fresh at (0).
[x] Patrol the Immediate Area- While Grimm attacks should be lower over the next stretch, that doesn't mean they'll stop entirely. There are likely some undiscovered groups around the area, and they'll hurt people unless you manage to deal with them. Military roll, DC 20
--[X] Valean Infantry 1
-d100+15 (Valean Infantry)=106 You men came out from their extended siege, and proceeded to murder basically any grimm around the few outlying villages. You'd left the planning mostly to them, given you had a trip to plan, but came back without any disappointment! Grimm presence in the area is now negligible, and will likely remain so for a few months. Moreover, the soldiers are glad to help the people. +1 Morale, +1 Reputation with Vale
...However, the unit sent is now tired (-5).
Turn 2 Military Overview
Valean Infantry 1 - Status: Tired (-5), Uninjured (0). Quality: 15 Special Traits: None.
Valean Infantry 2 - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: None.
Valean Garrison - Status: Fresh (0), Uninjured (0). Quality: 15 Special Traits: Garrison Unit (gains +5 fighting defensively, changes to +15 when fighting in a fortified location, but gains -10 when fighting offensively.)
In other words, for those who want to vote for training troops. We'd either have to train up Valean Infantry 2 or/and Valean Garrison. But doing that would lead to two of our forces being tired next turn. Leaving us only Valean Infantry 1 at full force.

For now, I think the best idea is to simply finish all canvass actions and start long term goals. In my view, combat for us takes two forms.

1. Wait until the enemy comes to us.
2. Discover enemies, hunt them down preemptively.

Due to our location, and the sheer time frame we are playing in. We won't be able to act as an immediate strike force, even if information gets to us quickly. We'll only be able to see the aftermath of attacks on villages or other areas, that we weren't prepared for.
 
Voting is now open! Feel free to throw what plans you have talked over into the ring, or make a new one!
 
[X] Plan: Competency, Beyond Battle
-[X] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
--[X] Personal Intervention- Hey, some things you need to do can only be completed by you! Adds (d20+the relevant stat)/2 to the action you choose, chance for leadership improvement.
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.


So as mentioned in a previous post. The goal is twofold.

1. Mapping Out is a good step towards forming a reliable alliance, beyond just formal recognition. It's long term benefits and unlockable actions are quite tempting. The earlier we get it, the better, especially since it will probably be a two/three turn action at minimum.
It would be a good start to pitch the idea of joint patrols to them.
This is but one example, of a potential added action.

2. Personal Intervention is being added just because it works with Penny's own specialty, and means that she herself would become very familiar with the mountains. Not only her viewing it on a map that her troops have made. It could potentially unlock a trait, perhaps? Adversity exists outside of combat.

3. We don't have a spy network, and due to our position. Odds are we won't be able to come to a situation until well after its over. What we can do, however, is to discover threats before they act, and take them down before they do anything. Combined with the importance of the farmlands.

Both from its people, and how it is a large source of our food. Canvassing it, seems like a great idea. Honestly, if Personal Intervention for Penny wasn't being used. I'd also add in her going to search for students in this section too.

On that note. Time to go to sleep~ I look forward to seeing what votes and plans all of you will come up with.
 
[X] Plan: Preparation Against the Eternal Foe.
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.
-[X] Drill the Troops- Your soldiers could use a bit more training. They're already rather good, but every little bit they improve is another step in keeping people safe. Military roll, Progress Variable
--[X] Valean Infantry 2 and Valean Garrison
-[X] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
--[X] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.

I changed to training the garrison instead of infantry 1 since they're tired.
I want us at +20 soon since that's what any elites were likely to meet right now are...I hope.
I really want to look into the farmland since it might open up the option of forming an info ring there. Plus, since it's farmland, Ruby and her scythe might be there.
Its all conjecture, and that patrole rough would probably help with our action economy later on, but I want a bit of a firmer base first.
 
[X] Plan: Further Exploration, Newfound Bonds?
-[X] Mapping it all out- You have established contact with the other forts in the Mountains. While nominally you are independent of each other, a closer working relationship would truly help everyone involved. It would be a good start to pitch the idea of joint patrols to them, but you don't have functional knowledge of how to cover the mountains! You wouldn't want to put this forward without fixing that! Logistics roll, 0/150 Progress
-[X] Canvass for threats- While you are poised to receive information about new enemies as soon as they arrive, sometimes that just isn't good enough to save people. Send out search parties, and try to keep tensions low while you do it. Espionage roll, DC variable.
--[X] Outlying Farmlands- People North of the fort are ones who provide food for the soldiers, and are very nice people! Keep an eye out to make sure they're safe.

-[X] The search for new friends!- While Cardin is nice, and you certainly are glad to have a new friend, you could always look for more of the students to talk with. After all, if your presence could help them, there is no reason not to reach out!
--[X] Check the Farmlands- If anyone was set to defend a position for the general's sim, then it is likely one of the farming communities holds another student. Searching there might yield results.
 
[X] Plan: Preparation Against the Eternal Foe.

Drilling the troops earlier is better, and we don't know for sure it will tire them out yet anyway.

Mapping is important, but it's a multi-turn prospect and it's not as big a priority as improving the quality of our sharply limited resources while we have the luxury.
 
[X] Plan: Further Exploration, Newfound Bonds?

Well enough on what I wanted. If we are going to train units I want Cardin to be invited so he can help out.
 
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