...
......
.........
.............Y'know, I thought that the turn that involved Ciaran going to frigging
Mortis was a crazy turn as it was.
41st: 76 +15+5+20+15 =
131 (Extreme Critical Success)
412th:
74 4 (Sidious' Direct Notice) +15+5+20 = 44 (Success)
Malevolence: 64 +20+20 =
104 (Super Critical Success)
Roamers:
NAT 100 +15+20 =
145 (Extreme Critical Success)
Arligan: 56 +15+20 =
91 (Critical Success)
CNS Order: 66 +20+20 =
106 (Super Critical Success)
Archaeology Ship: 42 +10+20 = 72 (Success)
Modernized Fury: 20 +10+20 = 60 (Success)
X-Wings: 86 +10+20 =
116 (Super Critical Success)
Foundry Move: 20 +10+20+9+15+8 = 82 (Success)
Krennic: Autosuccess
Barriss:
Nat 1 38 +20+20+49+14 =
141 (Extreme Critical Success)
HyperCom:
92 64 (Sidious' Direct Notice) +20+20+14+14+2 =
134 (Extreme Critical Success)
COMPOR: 81 +20+20+8 =
129 (Super Critical Success)
Jal Shey: 78 +20+20 =
118 (Super Critical Success)
Kathol Outback: 32 +20+20 = 72 (Success)
Belsavis:
Nat 1 46 +20+20 = 86 (Success)
Ossus: 18 + 20+20 = 48 (Success)
Corellian Secrets:
4 36 +20+20+30 =
106 (Super Critical Success)
Cularin: 78 +20+20+58+2 =
178 (Insane Critical Success)
Medical Inc.: 55 +40+20 =
115 (Super Critical Success)
Materials Inc.: 67 +30+20 =
117 (Super Critical Success)
Exar Kun: 17 +20+20+23+15+5+6+6 =
112 (Super Critical Success)
Bachelorette Party: 84
Genemod (Silencer): 66 +30+5+20 =
121 (Super Critical Success)
Fry's Revenge: 55 +20+20+24 =
119 (Super Critical Success)
Kyber: 51 +30+20+36+15 =
152 (Insane Critical Success)
Infinity: 82 +20+20+47 =
169 (Insane Critical Success)
Clearly, I was
sorely lacking in vision.
Jesus H. Christ.
Did you get Nat 1s? Yes. Did they really matter in comparison to
literally everything else!?
Once again I am torn between my writer self, who is
thrilled at having so much potential at his fingertips, and my QM self, who wishes that
just fucking once things would stop massively escalating every two turns.
So all things considered, it really
is like I never left...
That being said you do still have a free reroll to give me even more headaches somewhere so feel free to vote on that.
[] Reroll 1 Action (Note: Any action marked with Sidious' Direct Notice cannot be rerolled again)
@Dr. Snark, there are quite a few 'Results' where you (or rather, Vectivus and our other Stewardship heroes) encourage us (or rather, Ciaran) to not invest all of her per-turn income but instead leave some in reserve for future turns. Our (my, Ciaran's) response has pretty consistently been that it's always better to grow our purchasing power through investment so our money creates more money, vs. leaving it in the Treasury.
If you want to incentivize us to actually keep money in reserve and
not spend as much as we can each and every turn... might I suggest a simple rule change?
- After this turn, all Actions costs must be paid solely out of the Treasury.
- Income and Upkeep won't take effect until the middle of the turn, when deciding base purchases and upgrades.
That would give us a very strong reason to leave a sizable chunk of credits in the Treasury, since we won't know how many credits we'll need to spend on the following turn's actions.
Do
not worry about that. That complaint was solely in-universe from Vec because it'd be 100% in-character for him. I personally don't care that much and it's also 100% in-character for Ciaran to splurge (mostly) regardless of consequences
