Lords of War

That depends on what she has been taught. Considering she is an Atlas military project she would have been taught things that allow her to function on the battlefield.
Yeah...putting someone who has probably been trained for combat most of her life, in a war era situation, where she is in charge of a military base? That sounds like a one way path to tunnel vision hell. In other words, not something we want.

We can't change it, but we should try and mitigate it.
She hasn't been living isolated this entire time she has just been living in a fairly sterile environment since that is what Atlas is like and not everyone there is unaware of the outside world.
I'd like to point at a Discord Quote from @Iandude0 after I asked him a question, a while back.
Hikari011/11/2020
Do Penny or Jaune have their memories of 'standard' history?
Iandude011/11/2020
yeah they have a general idea of how things were like, lower grade high school history or, more accurately Jaune does.
Penny doesn't outside the basics
In addition, she seems to have had quite the lack of social experience, considering how she interacts with Ruby. The only sign we see from her team? Ciel, stating that she was being ordred to spend time with Penny.

In other words, that still means she is going to be far more susceptible to change than the others. Because combined with her naivety, she unlike any of them, doesn't really have a dream or a goal, besides making friends. And whatever Ironwood told her to do.
Combat Ready!
Trained for battle and nothing else.
While having Penny stay the exact same as her canon self, would be boring and not to mention utterly unrealistic. I'd rather avoid having her turn into a pure cold badass, that is fully dedicated to hunting down crime and filth.

She needs to have a life, besides combat, is what we are getting at. And while we don't know what options are availaible to us, it seems like a decent idea, to at least consider what she could be doing in her spare time.
 
Last edited:
Hm. I think looking at things from the perspective of keeping Penny grounded via a hobby is missing the forest for the trees, and the more fundamental issue that Penny will inevitably come into contact with people when they're at their lowest point in life, which she hasn't really encountered in the sterile environment of Atlas.

Because the two main character ticks that come to mind for Penny as she currently exists are her desire to protect others, and her curiosity about just about everything associated with humans almost certainly originates from her desire to be a real girl. So she is basically trying to discover what it means to be human via their culture, history, and what makes individual people tick.

Honestly the concern with Penny isn't that all she knows how to do is fight resulting in tunnel visions, but rather that her aspirations in life are in fact being directly threatened by the end goal of Mistral in the war something she should have the knowledge to comprehend, and this is happening while she has a body with deeply ingrained biological responses to fear. So it is a question of who Penny becomes while in the clutches of fear, or in short man who has lived multiple lives has a pretty good understanding of how people can rapidly change in a brief period of time especially when exposed to a constant source of fear like say being in a war.
 
Turn 1
It was really wonderful, this simulation. While General Ironwood had been a little hesitant to let you in for the test run of the machine, you'd managed to sway him by asking really, really nicely. Everything felt so fresh and new, but it was tainted with the bitter feeling that it would all be going away soon.

It was nice to have a normal body, for however long that lasted. Getting back to Beacon would be nice, though. You'd be able to tell your friends about everything that had happened! You could even point to everything in the cafeteria that you now knew the taste of! There was so much more to learn, though, so you'd use what little time you had left to try whatever was in the Fort's mess.

It was something called pan-cakes this morning. While you weren't sure why the men were trying to turn the dark iron skillets into edible cakes, they promised to be delicious. Someone even commented that a small shipment of sap from the forests of forever fall had come in, as a reward for fending off the attacks for two week straight!

You'd done a fair bit of work there too, so it was only fair that you got to taste these wonderful new things with your new friends! A last meal as the seconds ticked down.

By your calculations, though, it should have ended a few hours ago.

The call of birds outside and the clanking of steel boots on the ground remained. Maybe something had gone wrong, and you were going to remain here, experiencing new things for a little longer?

You couldn't complain about that. Maybe you'd even be able to find Ruby. She was in here too, and you could share some of the fun experiences with her!

Oh, that was a most excellent idea.

Soldiers saluted as you skipped your way to the fort's kitchen. They were all really nice people, even if you weren't sure they fully trusted you yet. You could understand it, you'd really only been made a leader of anything a month ago when the General wanted to show the world how ready you were.

The last few weeks had been very enlightening on that. While it was nice to have a human body, the computers running the thing decided to change up your weapons. Instead of the backpack your father had made for you to fight with, you'd been given a pair of blades with wind dust strings extending from the hilts to gauntlets on your arms.

It hadn't been too difficult to learn how to use them, even though the first few attempts were a little stressful. You weren't back to full fighting capabilities without your normal gear, but you could make do.

Especially when there were still reports of Grimm attacks on the outlying settlements. If this was going to keep up, you'd need to start dealing with them soon. That would mean meeting with the commanders and seeing what you could do to help your fellow humans.

...But that could wait until after breakfast. You were hungry, and that meant food needed to be eaten!

Community Overview.

Defense modifier: 15. You currently reside within one of the most well-fortified areas in the colonies of Eastern Sanus. Even if the garrison has taken a little bit of a beating over the past few weeks, they're still standing strong. Now you need to focus on the rest of the area.
- Any units not assigned will add to defenses in case of a Grimm attack.

Income: N/A. You do not earn any money here, as a fortified position directly related to and paid for by Vale. The soldiers make their money, and spend it on themselves. There's probably not a good way to actually make money here legally, though you wouldn't need it.

Supplies: N/A. Vale will grant any reasonable request you make as one of the perks of being a military base for the country. So long as your requests fall within whatever their definition of reasonable is.The downside of being a military base for a country.

Morale: 6/10. The men are tired, but currently determined. They pushed back the grimm well during the attacks, and now their gaze lies outward. The men are ready to start pushing back out, and are just waiting for your word.

Food situation:
Starvation/Hungry/Rationed/Normal/Surplus/Bountiful (moves 0 steps down a turn). You are supplied by Vale, directly from a fortified mountain pass. Your food stocks are prepared for a small siege, or disruption of supplies for whatever reason. Nothing to worry about for now, but it is something to keep in mind.

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.)

Votes- PLAN FORMAT ONLY, 24 HOUR MORATORIUM

Village Actions (2 available): The spring is looking to be a calmer than the last few weeks have been. Even if this is ending soon, there is no reason not to try helping the people here. It is your job, after all!

[ ] 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
-[ ] Designate which units you'll send on the mission.

[ ] 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- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
-[ ] 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!

[ ] 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

[ ] 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 Overview

Penny Polendina
Age: 17 (?)


Personal skills
Combat: 4
Tactics: 2
Guile: 0
Charisma: 0

Leadership skills
Military: 0
Logistics: 2
Espionage: 0
Diplomacy: 0

Unique resources
Reputation: Vale- 1 While you are new to the post, you did manage to successfully repel a decently sized horde of Grimm without too much difficulty.

Personal Actions (1 Available): You may not have a long time in this body, but it will be a spectacular one! With the free time you have, there are so many
things for you to try! Maybe you'll even be able to make some new friends!

[ ] 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! 0/20 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 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!- 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!
-[ ] 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.
-[ ] Look around the local area- While it isn't likely in the
immediate area around you, the mountains might still hold another player.
-[ ] 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: On a small note for mechanics- Personal actions use a d20, and Village ones use a d100.

More importantly, though, is that I am enforcing separation between the two threads. While you might, or might not, have intended it, the current starts are diametrically opposed, and thus likely to run into each other at some point. As such, I ask that you keep current on one quest, and leave the other an update behind for the fairness of the game.

It is mainly a gentlemen's agreement, but know that anyone trying to skirt around the edges of decency here by using knowledge from the other thread to guess the opponent's moves will be immediately threadbanned from both sides and the discord if caught.
 
It was really wonderful, this simulation. While General Ironwood had been a little hesitant to let you in for the test run of the machine, you'd managed to sway him by asking really, really nicely. Everything felt so fresh and new, but it was tainted with the bitter feeling that it would all be going away soon.

It was nice to have a normal body, for however long that lasted. Getting back to Beacon would be nice, though. You'd be able to tell your friends about everything that had happened! You could even point to everything in the cafeteria that you now knew the taste of! There was so much more to learn, though, so you'd use what little time you had left to try whatever was in the Fort's mess.

It was something called pan-cakes this morning. While you weren't sure why the men were trying to turn the dark iron skillets into edible cakes, they promised to be delicious. Someone even commented that a small shipment of sap from the forests of forever fall had come in, as a reward for fending off the attacks for two week straight!

You'd done a fair bit of work there too, so it was only fair that you got to taste these wonderful new things with your new friends! A last meal as the seconds ticked down.

By your calculations, though, it should have ended a few hours ago.

The call of birds outside and the clanking of steel boots on the ground remained. Maybe something had gone wrong, and you were going to remain here, experiencing new things for a little longer?

You couldn't complain about that. Maybe you'd even be able to find Ruby. She was in here too, and you could share some of the fun experiences with her!

Oh, that was a most excellent idea.

Soldiers saluted as you skipped your way to the fort's kitchen. They were all really nice people, even if you weren't sure they fully trusted you yet. You could understand it, you'd really only been made a leader of anything a month ago when the General wanted to show the world how ready you were.
Things seem to have gone well. Looks like we got a minor timeskip, neat~
The last few weeks had been very enlightening on that. While it was nice to have a human body, the computers running the thing decided to change up your weapons. Instead of the backpack your father had made for you to fight with, you'd been given a pair of blades with wind dust strings extending from the hilts to gauntlets on your arms.

It hadn't been too difficult to learn how to use them, even though the first few attempts were a little stressful. You weren't back to full fighting capabilities without your normal gear, but you could make do.

Especially when there were still reports of Grimm attacks on the outlying settlements. If this was going to keep up, you'd need to start dealing with them soon. That would mean meeting with the commanders and seeing what you could do to help your fellow humans.

...But that could wait until after breakfast. You were hungry, and that meant food needed to be eaten!
1. Human Body confirmed.

2. So that's how she'll fight in the simulation.
Community Overview.

Defense modifier: 15. You currently reside within one of the most well-fortified areas in the colonies of Eastern Sanus. Even if the garrison has taken a little bit of a beating over the past few weeks, they're still standing strong. Now you need to focus on the rest of the area.
- Any units not assigned will add to defenses in case of a Grimm attack.
So, if we don't want to make ourselves too open, we shouldn't send out too many troops.
Income: N/A. You do not earn any money here, as a fortified position directly related to and paid for by Vale. The soldiers make their money, and spend it on themselves. There's probably not a good way to actually make money here legally, though you wouldn't need it.
Hmm, no way to make income, though that does mean, we won't have to worry about managing income.
Supplies: N/A. Vale will grant any reasonable request you make as one of the perks of being a military base for the country. So long as your requests fall within whatever their definition of reasonable is. The downside of being a military base for a country.
Same goes for this, but it'll help us run efficiently at least.
Morale: 6/10. The men are tired, but currently determined. They pushed back the grimm well during the attacks, and now their gaze lies outward. The men are ready to start pushing back out, and are just waiting for your word.
Above average moral, nice. An important factor considering how fear attracts more Grimm. As long as no major screw ups occur, we should be fine.
Food situation: Starvation/Hungry/Rationed/Normal/Surplus/Bountiful (moves 0 steps down a turn). You are supplied by Vale, directly from a fortified mountain pass. Your food stocks are prepared for a small siege, or disruption of supplies for whatever reason. Nothing to worry about for now, but it is something to keep in mind.
We currently have a Surplus, though we could forage for more.
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.
)
We have three groups it seems, Valean Infantry 1 & 2.

The Garrison are probably permanently stationed in the base, so the Infantry are what could either be sent out or be used to reinforce defenses.
Votes- PLAN FORMAT ONLY, 24 HOUR MORATORIUM

Village Actions (2 available): The spring is looking to be a calmer than the last few weeks have been. Even if this is ending soon, there is no reason not to try helping the people here. It is your job, after all!
Looks like we'll have to wait a bit, neat. Not quite sure on the bonus stats give, but it seems like we won't have stat based actions.
[ ] 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
-[ ] Designate which units you'll send on the mission.
-[ ] Near the base- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
-[ ] 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 don't think patrolling for now, is necessary, so we can probably do this after we get settled in, so to speak. Especially with the current lull. We probably won't get much of a chance, later on, without risking too much.
[ ] 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
Considering, we start out well enough, I believe this would allow us to meet up with other allies, as early as possible. Alliances, are power. And it would allow us to bring out a more unified front, when things get serious.
[ ] 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
I'd say us training the troops could work, but I'm not quite sure if the Max 2 means, it would take one vote for this to work, or if we would need to double tap. Assuming the former. Training our two Infantry Squads sounds like it would be a good idea.
[ ] 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.
Now this could help us keep updated on potential enemies, from Mistral perhaps. But if we don't find anything, it could end up a wasted turn.
Personal skills
Combat: 4
Tactics: 2
Guile: 0
Charisma: 0
Well...they certainly weren't kidding when they said pure combat focused. At least, we are probably skilled enough to teach, and we do have the tactics to make the base work.
Leadership skills
Military: 0
Logistics: 2
Espionage: 0
Diplomacy: 0
Former robot body...fits.
Unique resources
Reputation: Vale- 1 While you are new to the post, you did manage to successfully repel a decently sized horde of Grimm without too much difficulty.
Nice.
Personal Actions (1 Available): You may not have a long time in this body, but it will be a spectacular one! With the free time you have, there are so many things for you to try! Maybe you'll even be able to make some new friends!

[ ] 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! 0/20 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
You know, I'd love to vote for Charisma, but...
[ ] 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.
We really need to figure out how stats add to village actions later.
[ ] 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!
-[ ] 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.
-[ ] Look around the local area- While it isn't likely in the
immediate area around you, the mountains might still hold another player.
-[ ] 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!
This could either turn out to be an utter waste, or a boon that will get us Advisors. The Ruby one specifically, could be a major waste, but its Ruby, so it would be worth it, at least. Both OOC & IC. What do you all think?
Well guys who's prepared to stop the Great War from happening
Don't think that's possible for us, unfortunately. Or if it is, we do not have the social skill or knowledge about nearby Mistral settlements to figure out how to make peace between the two sides.
 
Last edited:
'Reaching out' and 'Ask around the forts' seem like they synergize. For the remaining Village Action, either Patrol or Drill the Troops seem like a good way to start. So my suggestion is:

[] Plan The Search For Friends
[ ] 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

[ ] 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 & 2
[ ] 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!
-[ ] 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.
 
'Reaching out' and 'Ask around the forts' seem like they synergize. For the remaining Village Action, either Patrol or Drill the Troops seem like a good way to start. So my suggestion is:

[] Plan The Search For Friends
[ ] 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
[ ] 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 & 2
[ ] 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!
-[ ] 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.
I could get behind this. The only bit I'd maybe change would be the last bit, and replace (ask around the forts) with (look for Ruby). But that would be my own bias, on that front, since Ruby is Penny's best friend, and it seems like the more natural response from her.

IC, I mean. Search for Ruby first, then try and make new friends later. It helps that Reaching Out could already give us a list of names, even if we don't search through the forts, double time. The DC for talking to Ruby, would also probably be lower, than anyone else.
 
Last edited:
Personally I kinda want to run Patrol the Immediate Area as quickly as possible, just because I want to keep and continue constantly culling the Grimm before they can threaten anyone nearby, so I'd swap Drill the Troops out for that @Random Member.
 
[ ] Plan: Performing The Job
-[ ] 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
--[ ] Valean Infantry 1 & 2
-[ ] 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.
--[ ] Patrol the Immediate Area
-[ ] 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.


Doing the job means cleaning up the Grimm and being in position to help even those farms farther away.

If we do nothing, they're on their own, after all.

Also, fishing for an upgrade to Millitary Leadership with the personal action.
 
Doing the job means cleaning up the Grimm and being in position to help even those farms farther away.

If we do nothing, they're on their own, after all.

Also, fishing for an upgrade to Millitary Leadership with the personal action.
Honestly, while doubling down may be nice. I'd rather we try and pick up allies, or better Advisors. At the moment, all of our actions are using Penny's stats as the roll modifier.
Personal skills
Combat: 4
Tactics: 2
Guile: 0
Charisma: 0

Leadership skills
Military: 0
Logistics: 2
Espionage: 0
Diplomacy: 0
And while she's great at combat...for any action that doesn't require it. We would...

#1 Have to train all of her non-combat skills to decent levels. Which would take quite a while. Each year is four turns, to clarify. Asked on Discord.

#2 Hope that people who are more competent than us, in those area's, and advisor worthy, just arrive to help, without us even looking.

At the moment, Penny seems to have done her job, for the entire time she's been here, until now. We've proven trustworthy already. We don't know when the lull ends, and thus doing the non-combat options, when we are at the absolute safest point, would be more efficient.
 
Last edited:
Well guys who's prepared to stop the Great War from happening
There is too many issues and problems to stop the Great War unfortunately. We will be fighting in it. Whether it goes the same way is what is possible.


Right for what we should do. Since we want to have as much food as possible in case we get cut off we should secure the farms. And since we want to have troops Worth their salt we should do some training. Looking for others is a issue. We should just look for people in general as looking for Ruby means we are to mono focused on her and ignore the rest of the people.
 
So looking at our stats...
Personal skills
Combat: 4
Tactics: 2
Guile: 0
Charisma: 0
To train this section. There are the training actions.
[ ] 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! 0/20 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
Leadership skills
Military: 0
Logistics: 2
Espionage: 0
Diplomacy: 0
This section, however, is a bit more tricky.
[ ] 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 only way to develop these stats, it seems, are if we were to personally intervene in an action that matches the type.
[ ] 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

[ ] 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
[ ] 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.
[ ] 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
No Logistic actions, which make sense, considering we basically have food surplus, and are being backed moneywise, by Vale. For now. This brings up a conundrum. Do we spread out her actions. So we have the full range, or give her no personal time?

Based on this. I have a plan idea, that can both hopefully train Penny's diplomacy score from 0 --> 1, and gain us allies.

[] Plan: Alliances or/and Threats
-[] 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
--[] 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.
--[] 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!


1. This, however, may deny us a chance to meet other students unless they also happen to be fellow fort leaders. I'm not quite sure we'd be able to get any as advisors, but even without that, personal connections, especially with Ruby, would do Penny great.

2. As for the Canvass actions. While I acknowledge that checking the outlying farmers, could be a good idea. The forests have the benefit of hostile activity already being reported. In other words, we know their is something out there.

However, this, much like Reaching Out is more of a build up action. Playing the long game so to speak, instead of immediate results.
 
Last edited:
@Iandude0 Just checking, but what are the number of village actions, and personal actions available tied to? Basically I'm just making sure we won't miss anything that was meant to be obvious about how they work.

Also another question, but how do crit fails work in this system? Also would I be correct when I presume the 1d20+stat does not care about rolling a one, and does it round up, or down?

Finally the personal intervention action can be separate from the two village actions correct?(Otherwise it is rather uh... ineffective at doing anything unless leadership stats increase far more rapidly than personal ones as even a 10 in the stat caps at a +15 on a d100)

Soldiers saluted as you skipped your way to the fort's kitchen. They were all really nice people, even if you weren't sure they fully trusted you yet. You could understand it, you'd really only been made a leader of anything a month ago when the General wanted to show the world how ready you were.
So Penny needs to win the trust of her men.
Morale: 6/10. The men are tired, but currently determined. They pushed back the grimm well during the attacks, and now their gaze lies outward. The men are ready to start pushing back out, and are just waiting for your word.
The men want to push back, and would almost certainly appreciate their leader being along for the hike.
Food situation: Starvation/Hungry/Rationed/Normal/Surplus/Bountiful (moves 0 steps down a turn). You are supplied by Vale, directly from a fortified mountain pass. Your food stocks are prepared for a small siege, or disruption of supplies for whatever reason. Nothing to worry about for now, but it is something to keep in mind.
So the mountain pass is a long-term vulnerability, and thus having a good relationship with whomever is in charge over there is a prudent choices, or at least a professional one.
Unique resources
Reputation: Vale- 1 While you are new to the post, you did manage to successfully repel a decently sized horde of Grimm without too much difficulty.
This is part actual results, and part being seen producing results in a manner that becomes know to your superiors. Oh, and the fact that the Grimm horde was decently sized will almost certainly make it a good idea to clear out the local region before moving on.
[ ] 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
-[ ] Designate which units you'll send on the mission.
Best not to give the Grimm who survived a chance to learn from their experience.
[ ] 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- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
-[ ] 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!
We'll need to deal with the Grimm in the forest before they become a problem, but clearing out the nearby region in a thorough manner seems important so they don't come back haunt us when more Grimm meander into the nearby region.

[ ] 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
The only diplomacy action so we might want to take it for the sake of a chance to increase the skill as it'll give a chance to increase it.
[ ] 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
A rather important action, and something we can't ignore especially if it is how units gain specialties beyond heroic actions.

[ ] 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! 0/20 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
Alright so roll 1d20 for grinding a stat with unknown, but almost certainly credible influence on results. I'd allocate at least 3 actions for a basic level increase as a safe bet.

In general we're going to need to be frugal about training them, and getting at least one point in Guile/Charisma would be rather important imo.
[ ] 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.
This seems like it gives an extra village action, and is the only way for skills to grind leadership stats beyond time. So unless we're training stats this a good pick.

[ ] 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!
-[ ] 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.
-[ ] Look around the local area- While it isn't likely in the immediate area around you, the mountains might still hold another player.
-[ ] 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!
Hm. So given all of the players have been decided already I'm uncertain if there will be a dice roll here? Regardless I don't think this is a pressing concern.

Although the wording of the third option hits my paranoia* button that says SB is in fact closer to us than expected, but I've no idea, and as noted in discord I'm staying out of the other side of things until the quest ends.

*... Looks at large Grimm swarm with sus. :V Seriously though clearing out the Grimm would hopefully insure they don't come back to haunt any logging villages needing help in the future.

Anyways onto my plan

[] Plan: Winning the Hearts, and Minds of her Soldiers!
-[ ] 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- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
--[ ] 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.
-[ ] 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.
--[ ] 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
---[ ] Valean Infantry 1, and 2.


Alright while the recon is probably overkill there is something to be said about taking the time to insure all the survivors don't live long enough to join up when another swarm comes in, and in general simply getting into the habit of making certain to pick the recon action is a good idea imo. Although don't have Penny do any recon until guile is at least rank one.

Anyways the other recon action is an attempt to build connections with one of what is likely a rather potent source of information on Grimm activity as we known farm settlements are plentiful, and have a livelihood that requires them to cover ground to survive, which makes those that under good at spotting things like the Grimm. So if we can get them talking via word of mouth, and eventually have that end up on our desk it would be a nice passive information source.

The final action involves Penny working alongside her men, and winning their trust through actions instead of words. This should be good for morale, and as previously noted help keep lines of communication secure with say isolated communities.

Feedback and/or comments are helpful.
 
Last edited:
[] Plan: Winning the Hearts, and Minds of her Soldiers!
-[ ] 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- Everything close to you is an issue, and needs to be dealt with swiftly! Even if you don't find anything, knowing that is half the battle!
--[ ] 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.
-[ ] 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.
--[ ] 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
---[ ] Valean Infantry 1, and 2.
I...don't think that Personal Intervention is a whole new action, Yun. It's wording more implies that Penny is using her personal time to help aid the chances of a Village Action. An action, that she would normally leave alone, and merely send her soldiers out to do. So this plan wouldn't really work.

The benefits of a Personal Action are that it can boost a roll, and that it would give Penny training in a Leadership skill, if she actually joins them.
 
Last edited:
Stay here we have a cute robot girl that will become the Great Dictator of this world. :V
While I agree with your first two words the thing about being dictator for life is you're dictator for life. So I'm not particularly inclined to that route unless we're talking about Penny the Great Dictator of roads! :V
I...don't think that Personal Intervention is a whole new action, Yun. It's wording more implies that Penny is using her personal time to help aid the chances of a Village Action. An action, that she would normally leave alone, and merely send her soldiers out to do. So this plan wouldn't really work.

The benefits of a Personal Action are that it can boost a roll, and that it would give Penny training in a Leadership skill, if she actually joins them.
That is certainly possible, but a (1d20+stat)/2 gives a 1d100+15 if stat is a 10, which makes it not particularly good at insuring something is done. Hence my question to Ian.
 
That is certainly possible, but a (1d20+stat)/2 gives a 1d100+15 if stat is a 10, which makes it not particularly good at insuring something is done. Hence my question to Ian.
Perhaps, but this is counterbalanced by the fact that an action would not only have a d100 roll already. Even with no stat bonuses a (1d20+0)/2 roll would still give a 5% possible shift at max.

And considering that it also doubles as (Leadership Stat Training) vs (Personal Stat Training), which would require a personal action but does not give benefits to anything else. I think it works.

Even more so, if future Advisors also do the same thing, and add their stats to the rolls.
While I agree with your first two words the thing about being dictator for life is you're dictator for life. So I'm not particularly inclined to that route unless we're talking about Penny the Great Dictator of roads! :V
Who really wants to take over the world anyway? The amount of paper work, would be hell. Much less, managing your time effectively.

Serving as the iron, but still compassionate law which people will love, sounds much more preferable. :)
 
Last edited:
@Iandude0

Happy to see this really getting started.

I have a general question about how large our Units of Vale soldiers are.

I understand wanting to keep things abstract, but from a planning and long term plotting point of view, knowing the scale of the forces we are using will help us plan how effective actions and plans are.

For example: A unit representing only a Squad of men (10-20) is naturally limited in terms of tasks like "hold the pass while under enemy attack" compared to a unit being company sized (150-250 men) or battalion sized (450-750 men).
 
Finally the personal intervention action can be separate from the two village actions correct?(Otherwise it is rather uh... ineffective at doing anything unless leadership stats increase far more rapidly than personal ones as even
I would also like to know the answer to this.
 
Garrison should be left alone if recovery is needed for fatigue which might be done by not assigning them to tasks.
Luckily...
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.)
They are pretty specialized, so sending them outside or on any tasks would probably be counterproductive, regardless.
 
Back
Top