Operation Weihnachtswunder (A CK2 Style Quest to Save Christmas!)

Voting is open
[ ] Train The Spirits in Gun Safety - If worse comes to worse, everyone will need to defend the Workshop. That means the newly employed spirits may need to learn how to wield the weapons in your armory. DC: 100 (50 if taken with Employ a Master of Arms). Cost: 5 CS. Result: Employee Spirits can wield weapons from the Armory
Does this mean what it says (that is, that the DC only falls to 50 if this action is taken at the same time as "Employ a Master of Arms"), or does it mean that the DC falls to 50 if this action is taken at the same time as, or after, taking "Employ a Master of Arms?"
 
Does this mean what it says (that is, that the DC only falls to 50 if this action is taken at the same time as "Employ a Master of Arms"), or does it mean that the DC falls to 50 if this action is taken at the same time as, or after, taking "Employ a Master of Arms?"

It was meant as "They must be taken together", though it would make sense for the DC to permanently drop. I'll change it a bit to be more clear
 
Thoughts....
- In general, loading up a full set of advisors is A Good Thing.
- On the one side, "Mary and Vixen" is potentially time-critical. On the other side, Jack Frost isn't recovered yet.

Would "Employ a Master of Arms" mean that Krampus is not our martial advisor? Honestly, I feel like thematically, having the Krampus as our martial advisor is perfect enough that I wouldn't want to replace him.
 
Thoughts....
- In general, loading up a full set of advisors is A Good Thing.
- On the one side, "Mary and Vixen" is potentially time-critical. On the other side, Jack Frost isn't recovered yet.

Would "Employ a Master of Arms" mean that Krampus is not our martial advisor? Honestly, I feel like thematically, having the Krampus as our martial advisor is perfect enough that I wouldn't want to replace him.

Krampus is your Martial Adviser. The Man at Arms is a different position involving the Armory, Weapons, and Defense of the Workshop in general.
 
- On the one side, "Mary and Vixen" is potentially time-critical. On the other side, Jack Frost isn't recovered yet.
"Mary and Vixen" doesn't seem to require Jack Frost, and whatever marginal benefit he provides probably isn't worth risking Mary and Vixen being ferreted out by someone other than us. Also, adventure calls!
 
[ ] Another Miracle on 34th Street (The Seen World) - If you're going to free Blitzen via the courts, you might need to look into a lawyer that would take your case. DC: 150. Cost: 10 CS. Reward: Find a Lawyer willing to fight Amazon for Rudolph. This will reveal to the lawyer that you are Santa. The Holidays may find out.

Cripes that's a high DC.

[ ] Another Miracle on 34th Street (The Unseen World) - If you're going to free Blitzen via the courts, you might need to look into a court you would have standing on. This may be a bit easier with the Unseen World, but it might tip individuals off of more than you'd like. DC: 75/150. Cost: 10 CS. Reward: Find a court where you would have standing. This will reveal to certain people that you are Santa. The Holidays may find out.

…. Ok still high.

Any way to lower these?
 
Do we vote for each category when it's time? I think my big thing is "fill up the council". It'll give us bonuses unless we have anything time critical to do.
 
Sorry for the delay, everyone. The Deer sent me the update yesterday, but because I was sleeping at the time, I didn't see the notification. First pass has been done anyway.
 
Turn 0 - Twelve Nights 2024/5 - Need To Know New
Turn 0 Interlude (Twelve Nights 2024/5)
Need To Know​



Random Event Roll: Overridden.


(The camera turns on. In front of it are two child spirits. One of them is a young boy with the word DOOM written on his forehead. He seems to be about eight, and has short black hair. Next to him is a girl of similar age with long brown hair, though with nothing written on her forehead.)

I'm Ignorance!

And I'm Want!

And we're the Terror Twins!

(The two raise and shake their hands, posing for the cameras.)

We've wanted to do this before, but we weren't solid before!

But because of Mister Scrooge's Solid-ifer, we can actually touch the video camera! And it can see us!

So for our first video, we're giving a tour of the new workshop!

Wait, sis. Who's going to hold the camera?

(A pause. Then at the same time…)

I AM!/I AM!

NO, I AM!

NO, I AM.

NO, I… wait, what's that?

(Want looks at him like he's stupid.)

Do you really think I'm going to fall for that again?

No, seriously, that wasn't there before!

(Ignorance walks off screen towards something. There is a pause, before Want walks over, and grabs the camera. The view pans over to see exactly what Ignorance sees: A tablet inserted into the wall next to one of the storage rooms. It's a decent size, and what's on the screen looks similar to something out of Star Trek: The Next Generation. There is text, but the camera can't quite make it out.)

Those don't just appear like that, right?

I don't know. Maybe it's a Santa thing? We should probably go find Mister Scrooge and tell him.

Sure

(Ignorance then freezes, before pointing to something behind Want)

Oh no, what's that?

What's what?

(The screen flips over to see… a blank wall. Then the camera shakes as if being grabbed out of Want's hands.)

Yoink!

(The last shot is of Ignorance, who is running full speed, the sound of his very angry sister coming from behind.)​



"Storage Manifest, Room 1. Empty." You read off the tablet. The children were right: this hadn't been here before. You examined every part of the workshop after you used the Seed. And this wasn't here. Nor was it connected to your maid. Wait, no. Wesley said this was the second thing he'd connected with. You look down towards the two child spirits. "You two seem to have found something very interesting indeed."

Both Ignorance and Want beam with pride. They may be spiritual representations of the sins of the world, but they are still their own people. Usually, you see them on Christmas, where you would make sure they got a present or two, along with some turkey and mashed potatoes.

"Pity it doesn't come with an instruction manual." Jacob says, as he looks over the tablet. It seems to be part of the wall, with no place to take it out of.

"Sir, I can feel myself slightly prying at the contents of the room." Wesley starts, before correcting himself. "No, I can feel myself prying at the contents of every storage room. Though I don't know what those contents are. Wait, let me try something." Wesley unfastens one of the Crystal Palace pins on his dress, before opening the door and sliding the pin inside.

You look at the tablet again. "Storage Manifest, Room 1. One Crystal Palace Lapel Pin. Known." So it seems it tells you exactly what is in every storage room. That sounds pretty useful. You poke at the text, and a new window pops up. "No known magical properties. No known supernatural properties. No known hidden quantities." You turn over to your maid. "A bit alarming for an unplanned feature to pop up, but it's helpful at least. Though are you alright?"

"Yes, sir." Wesley opens the door, and goes to retrieve his pin. You look over at the Manifest. It now says Current Occupants: Wesley. So it can tell who is inside the storage room. You poke at one of the arrows, and it now says Storage Manifest, Room 2, Empty. You keep poking, until it goes to Room 6, which is marked as Freezer Room 1. It does list Jack Frost as an Occupant, along with listing some items he has with him. "I seemed to pry into the pin, but I got nothing from it. It's just a pin. "

Obviously, what Wesley is trying to pry out of the items in the storage room is information. But it seems to only be the items in the storage. And one other place. "Wesley, you said you connected to the house twice. Where is the other location?"

"In the toy shop." your maid tells you. "Though I feel like I'm prying for something else. I can't sense the toys. I did sense those men from the Order of Victoria, but I felt… blocked? It was confusing." He shakes his head, as if it would drive the confusion away. "But they weren't causing any trouble, so I just ignored it."

"Why didn't you tell us about being connected to the workshop?." Jacob says, as you start thinking. You also file the information about the Order of Victoria in mind. The SEP Field worked on them, so you're still safe. But the fact they had mental defenses at all tells you they may know more than they're letting on.

"I assumed you knew. I had already tethered myself to this place. Wouldn't this be the next logical step?

"I think that connection was supercharged when the Workshop Seed activated." You hypothesize. "Enough to turn your tethers into more solid connections. And I did consider you specifically as I worked with the magic." And if Wesley was a nascent household deity or spirit, there may have been some synergy there. However, you still want to do some research before saying anything. There are plenty of different types from different places, and Wesley could be any one of them. Or even something new. "That being said, let us know the moment any part of the Workshop connects with you. Just so that we don't miss anything."

"I will, sirs." Wesley replies. "I suppose that explains why I can teleport to any place within the Workshop?"

I SWEAR TO THE ENEMY ABOVE, IF YOU TWO DON'T BRING ME BACK MY BASKET, I WILL STUFF YOU IN IT!

The three of you look around, and realize one thing: Ignorance and Want got bored and wandered off to go have fun. To Krampus' misfortune.

"Speaking of teleporting…" Jacob starts.

"I'll go get them." Wesley pops out of reality before your very eyes. While you still have plenty of questions, this feels like a good start. Though you never did ask the most burning question you had about Wesley: Why on earth was he a fan of Crystal Palace?



The two connections. Edited Mandatory Report to give more solid information.

Mandatory Report

The Toy Shop wants people who come in to feel welcome and safe. But sometimes, they aren't. And the Shop will find out those who are responsible.

Every five minutes a person is in the shop, Scrooge and Marley's makes an Intrigue check to sense if someone is being hurt, and who is hurting them. It gains a bonus to this roll equal to half of Wesley's Intrigue.

If the one who is hurting that person is in the Shop, you know who it is, and you may also learn about them, using the same roll. If the person being hurt is a child, and the Shop succeeds on the roll, it is treated as a success of one tier higher.

Any information the Shop knows, you know. However, it won't overwhelm you with the information.

This can be upgraded and influenced




External Storage Manifest

Good news! No need for paper manifests anymore!

Outside each section of storage, there is a screen that details what is inside it, to the best of its ability. If something inside of storage has hidden attributes, it will make a Learning Check the first time it enters storage, and again every Christmas, to try and find out hidden details. It gains a bonus from half of Wesley's Learning.

This can be upgraded

Influenced By Jack Frost: If it is Cold/Snow/Winter related, add +1 to your roll.

This can be upgraded​

--

QM's Notes: And Turn 0 is finally done! I'm going to go change all instances of "Tour of the Workshop" to "Need To Know" in a bit. Turn 1 should be done soon-ish. Thursday at absolute worst, though I'm going to try and get it done today.

Also, I notice a lot of adaptions remove Ignorance and Want. It's a pity. They're kind of important to Scrooge's scene with Christmas Present.
 
And if Wesley was a nascent household deity or spirit, there may have been some synergy there. However, you still want to do some research before saying anything. There are plenty of different types from different places, and Wesley could be any one of them. Or even something new.
Now I'm wondering if he's some kind of Tsukumogami, since we've had the building for over 100 years.
 
So... basically I'm hearing that this is a Not Yet. We'll want to give a few members of the local law enforcement and judicial systems some of that Christmas Special experience first, before we start the ball rolling here.

Probably. You could make the roll, if you place all the boosts you can here, and roll high. Or roll a Natural 100.

Also, before I forget, about halfway done with the story part of Turn 1 Planning. Added a couple of options. Got to go play D&D and get dinner.
 
Turn 1 - Winter 2025 - Planning Phase New
Turn 1 (Winter 2025)
Planning Phase





Storage Manifest, Room 1
100 Soccer Balls (Various Brands)
100 Bicycles (Various Brands)


Already, the fruits of Christmas are arriving, as the first toys fill your storage rooms. They're rather simple toys for the most part. But what kid doesn't like balls to kick and bikes to ride? At the very least, some children will get gifts from Santa this year.

"Not bad for a few days worth of work, if I do say so myself." Jacob says, as he leans on the wall. "Though we're going to need more if we want to get just London covered."

And that's the key word. More. You need more employees, more Christmas Spirit, more of a lot of things. However, you're not going to focus on what you don't have. Instead, you're going to focus on what you do have: A good start and positive momentum. "I've already got some ideas on how to do that. I was planning to run them by the Council once we're closed up top."

The Council of Christmas. According to Krampus, Nicholas created it to help him run Christmas. Especially as the population grew larger, and more demands were put on the man. The final form had seven people on it, with Nicholas of Myra at the head as Santa Claus.

While Santa still had the final say on all things, the Councillors still took care of the day-to-day matters. They reported to Santa as needed, and gave advice and suggestions. Only the most trusted (supposedly) ever held their positions there.

As of right now, there were only three members of the last Council still alive: Krampus, Frost, and Midwinter. Which meant you had multiple positions you needed to fill. Or in Midwinter's case, replace. At the very least, you would prefer to have a filled Council by next Christmas.

"Sounds good to me. Speaking of the shop, we've got a few returns on those Wicker-Wackers. Seems they screwed the bloody pooch again with those things."

Again? You sigh, "Right. I'll go have…" It takes you a moment to remember who is closing tonight. "Whitehill and Cratchit put the remaining stock in the back." Ah, a Cratchit at Scrooge and Marley's. Just feels right. Good lad, working part-time while going through college. "And we should probably cross them off our list. If they can't make safe products, then they…"

Nicholas Brown. Age 12. Has been beaten by his father two nights ago. He has been given money to "make up for it." No permanent injuries. Father not in shop.

You stop. That was a voice inside your head. A voice familiar, but you don't know why. You see the image of a boy you do not know.

Nicholas Brown has left the Shop. He has been Noted.

What in the hells?

"Ebenezer, are you alright?" Jacob asks, now concerned. Obviously he sees the confusion on your face. But you don't have time to say anything before reality tears next to you, and your maid is by your side.

He seems less confused than you, "I felt the connection from upstairs flare. It felt like there was anger, and that it was flowing towards you. Are you alright?"

You take a moment to compose yourself. "I'm fine. But I heard a voice talking about one Nicholas Brown. He just left the shop. Try to see if you can find him. White male, age 12, brown hair, brown eyes, very freckled…" You've pushed past your confusion, and now are focused on trying to find the kid.

"I.. I can't teleport outside the shop." Wesley admits, now distressed. "Not without you or Mister Marley…"

"On it." Marley says, as he phases upwards towards the shop at top speed. Unfortunately, top speed would not be enough, as the kid was nowhere to be found. Marley would guess that he got picked up immediately after leaving the store via car.

All you can do is hope little Nicholas comes back to your shop. And maybe, you can find out more about how to get him out from his father.



"Huh. That's a new one." Frost says as he sits in your office. Already he's looking better, and not about to keel over in pain. While he isn't completely recovered, he can at least perform his duties a few hours a day. He can even summon snow again, though only enough to make Ignorance and Want have a snowball fight indoors.

"What do you mean?"

"Well, Santa - the original one, I mean - his workshop had some unique quirks as well. Like the mess hall could make cookies that gave you all sorts of emotion." Jack seems to be fondly remembering that. "They tasted so good too. Anyways, they weren't something he planned for. But they were always interesting. But he didn't have inventory management, or a way to sniff out child abuse. Might be a quirk of the Workshop Seed itself."

London is so unclean, so corrupt…

Something Wesley said. Does the Workshop Seed take cues from where it was planted? A toy shop that wants the best for children, and would have a need to keep stock of inventory would make sense.

And if London is indeed as bad as he feared, what other quirks could rise from it?

"Send me out." Krampus states, as he holds a cup of hot chocolate with marshmallows. "Let's remind them exactly what happens to those…."

"I wouldn't. He gets seen, we're fucked." Jack states, a bit more seriously as he turns towards the demon. "No offense, but you stand out way too much."

You hear a deep growl of displeasure come from Krampus. "And just let this Naughtiness keep happening?"

You hold up your hand before an argument can break out. You've had experience dealing with employees that butted heads before. Best to head this off at the pass. "We are all on the same side here. We have several crises going on, and too few hands. What I want is options."

And throughout the evening, options were given. While Jack and Krampus did butt heads a few times, it was more due to how they approached things. Jack preferred his cloak and dagger and smooth talking, while Krampus wanted to take things head on. Jack was more of a long term, bigger picture thinker, while Krampus liked dealing with things as soon as possible, even if it caused some issues down the road.

But for all that, they still had the best intentions for Christmas in mind. And that's what you need right now.





Important Notes:

Any remaining The Council of Christmas options still available during Advent 2025 will be Locked In.

You have 4 +10 Omake Bonuses. They will be used only if they would actually affect things, and only one Bonus per Roll. (Exception: To prevent a Quest Over, all Omake Bonuses will be used.)

You have 20 Goodwill. They are generally used to make sure you get a Diplomacy Roll to the First Tier of Success, though they could also be used in other ways as marked.

Remember to mark which option you are giving the Feast to.

VOTE AS A PLAN



Martial Actions: 2 (½ Krampus Martial Bonus)

[ ] Train With Krampus - Krampus wants to get you in shape to fight. Hopefully this won't hurt too much… DC: 1 / 50 / 100 / 150. Cost: 5 CS, 1 Additional Personal or Free Action. Result: Martial Gains. ???

[ ] Train The Spirits in Gun Safety - If worse comes to worse, everyone will need to defend the Workshop. That means the newly employed spirits may need to learn how to wield the weapons in your armory. DC: 100. Cost: 5 CS. Result: Employee Spirits can wield weapons from the Armory

[ ] Employ a Master of Arms - Finding someone who can take charge of the Workshop's defenses and Armory would help Krampus on multiple fronts. DC: Variable. Cost: Variable. Results: List of Possible Candidates for Master of Arms. Reduces the DC of "Train The Spirits in Gun Safety" to 50.

[ ] Gruss Vom Krampus (The Beginning) - The Shop has revealed to you some Naughtiness, though not enough to locate those responsible. But that doesn't mean your hands are completely tied. Send out the Demon of Christmas, and remind people what happens to those who hurt children. DC: 40 / 80 / 120. Cost: 10 CS. Result: ??? / ??? / ???. Warning: Failure could result in Krampus being Seen.
- [ ] A Cold Assist - Jack is a bit worried about this. Maybe an assist from the shadows can help ease him and keep Krampus unspotted? Additional Cost: 1 Intrigue Action. Additional Reward: +20 to the Roll.

Diplomacy Actions: 1 (Goodwill Stored: 20)

[ ] Reach Out To The Germanic Dwarves - The Dwarves are surprisingly tied more to Christmas than most know, having built the Sleigh and made the Coat. However, they are secretive and secluded deep in the mountains. Maybe you can help build a bridge of friendship? DC Roll: 80 / 160 / 320 / 640. Cost: 20 CS. Rewards: Open Dialogue with the Germanic Dwarves. ??? / ???
  • [ ] Offer A Trade. The Dwarves do like working with unusual, rare, and exotic material. If you send some Christmas Spirit, maybe it will get the wheels turning? Additional Cost: 200 CS. Result: +100 to the Roll.
    • [ ] Offer More. This could get expensive, but the Dwarves can give you a leg up on getting Christmas back on track. Additional Cost: 400 CS. Result: Additional +200 to the Roll
      • [ ] Offer It All. This is more than a full year's worth of the Spirit Nicholas sent you. This is risky, but the work of the Dwarves is worth it. Additional Cost: 600 CS. Result: An Additional +300 to the Roll. ???

[ ] Reach Out to the Order of Victoria (London) - The work you did with them brought a lot of good to the people of London. Maybe you should talk with them about more charity works? And there is something about them that doesn't seem completely of the Seen World. DC Roll: 40 / 100 / 160. Cost: 0 CS. Rewards: Open Dialogue with the Order of Victoria. 1d100 Christmas Spirit

[ ] Reach Out to the Spirits of London - You know quite a few people in London. Why not spend some time with them, see what happens? DC: Variable (Bonus: Ebenezer's Diplomacy). Cost: 0 CS. Rewards: ???

[ ] The Council of Christmas (Diplomacy) - The Council Must Be Complete. DC: Variable. Cost: 10 CS. Rewards: List of Candidates.

Stewardship Actions: 2

[ ] Upgrade the Workshop - The Workshop could use some upgrades. DC: None. Cost: Variable. Rewards: Building Mini-Turns. This Action Goes First After Rolls.

[ ] Employ More Spirits - There are plenty of Spirits who could use some work. And you have many toys that need to be made. DC: 20 / 40 / 60 / 80 / 100. Cost: 10 CS per Success Tier. Rewards: More Employees! Possible Hero Unit. Warning: You have 0 Desks and 3 Sleeping Chambers left.

[ ] Shift Over - While you've been running the Workshop for eight hours a day, you could run three shifts instead of one. You'd need to promote some of your employees to Shift Leader, but it means you can be more productive with less desks needed. DC: 0. Cost: 10 CS. Reward: 3 Shifts instead of 1. Each desk can be used by 3 Spirits, except for Cecilia's.

[ ] Another Miracle on 34th Street (The Seen World) - If you're going to free Blitzen via the courts, you might need to look into a lawyer that would take your case. DC: 150. Cost: 10 CS. Reward: Find a Lawyer willing to fight Amazon for Rudolph. This will reveal to the lawyer that you are Santa. The Holidays may find out.

[ ] Shopping Trip - You need stuff. Simple enough. DC: 0. Cost: Variable. Reward: Shopping Mini-Turns.

[ ] The Council of Christmas (Stewardship) - The Council Must Be Complete. Even for this position. DC: Variable. Cost: 10 CS. Rewards: List of Candidates.

[ ] Promote From Within (Stewardship - Blitzen) - Blitzen knows a bit about how business works. Why not just promote him? DC: 0. Cost: 0. Reward: Blitzen becomes your Stewardship Advisor. This will affect what you can spend money on.

[ ] Promote From Within (Stewardship - Jacob Marley) - Jacob has been with you from the beginning. He's probably the best choice. DC: 0. Cost: 0. Reward: Jacob Marley becomes your Stewardship Advisor. He gets a full Stat Block.

Intrigue Actions: 2 (¼ Jack Frost's Intrigue Bonus)

[ ] Rebuild The Network (Beginnings) - Jack has very few assets still active at the moment. He wants to quietly build a new network of informants and spies in London. DC: 20 / 80. Cost: 50 CS. Reward: Local Rumor Mill (London). ???
  • [ ] Grease Those Palms - A little goodwill never hurt anything. Additional Cost: 10 Goodwill. Reward: This roll is made with Advantage.

[ ] Ears on Amazon - Jack still has a person or two he trusts. It might be a longshot, but maybe they've heard something about Amazon? DC: 100. Cost: 100 CS. Rewards: Enemy Rumor Mill (Amazon)

[ ] The Calendar - Jack brings up something: A hotel in New York, secretly a Neutral Location for all the Holidays to meet. While you going there is out of the question to Jack, he could go there and see how the other Holidays have taken to what happened. DC: 0. Cost: 10 CS. Rewards: Access to the Calendar. This reveals Jack Frost is alive.

[ ] Mary And Vixen - Jack has a vague idea of where they might be. And you want to get to them before Midwinter does. This will take time, but can you afford to put this off any longer? DC: 0. Costs: Variable CS, Blitzen and Wesley's Time, 1 Additional Personal or Free Action. Rewards: Adventure Turns! May Be Contested By Multiple Factions

[ ] Lay Low - Jack will complain about it, but he said it himself. The longer Blake thinks he's dead, the longer any heat dies off of him. DC: No Roll. Cost: 1 Additional Intrigue Action. Result: Jack lays low. +1 Free Jack Action this turn. (Using Jack's Stats. Must be on an action that does not leave London, and not in Intrigue. Does not trigger Partially Defrosted)

Learning Actions: 1 (All Research Options - Cecilia Learning Bonus)

[ ] Research Option: Reverse Engineer the SEP Field - Cecilia wants to examine it, and try to reverse engineer it. Mainly because if she can figure out how to replicate it, she could make mobile versions of it. Progress/Complete DC: 0/500. Cost: 100 CS / 250 Progress. Reward: Mobile SEP Fields Generators Unlocked!

[ ] Research Option: Basic Spirit Radio - Cecilia's current personal project, she's made a bit of progress. It's not easy, but the blueprints are making things much easier! Progress/Complete DC: 51/200. Cost: 0 CS. Reward: Spirit Radio Casters/Receivers Unlocked!

[ ] Research Option: Reverse Engineer The Spirit Solidifier - This has some interesting applications. And Cecilia thinks she can make mobile versions of this, if she spent some time on it. Progress/Complete DC: 0/500. Cost: 100 CS / 250 Progress. Reward: Mobile Spirit Solidifier Generators Unlocked!

[ ] The Council of Christmas (Learning) - The Council Must Be Complete. DC: Variable. Cost: 10 CS. Rewards: List of Candidates.

[ ] Promote From Within (Learning) - You have Cecilia. Just promote her. DC: 0. Cost: 0. Reward: Cecilia becomes your Learning Advisor. This will affect what you can research.

Occult Actions: 2

[ ] Another Miracle on 34th Street (The Unseen World) - If you're going to free Blitzen via the courts, you might need to look into a court you would have standing on. This may be a bit easier with the Unseen World, but it might tip individuals off of more than you'd like. DC: 75/150. Cost: 10 CS. Reward: Find a court where you would have standing. This will reveal to certain people that you are Santa. The Holidays may find out.

[ ] Find Out More About Wesley - You have an idea on what Wesley is. But more research must be done. Talk with some people you know, read some older books, surf Wikipedia. DC: 100/200. Cost: 5 CS. Reward: More Info on Wesley. ???
  • [ ] More Personal Examination - Bring Wesley with you. Cost: Wesley's Time. Reward: +50 to the Roll.

[ ] Like Lightning: You've heard from rumors that something happened in Cardiff-By-The-Sea, and it's got a lot of the local spirits spooked. Something about a flash of lightning and a man falling to the earth. Krampus also seems on edge for some reason, though he doesn't know why. Take the time to take a weekend and see what's going on over there. DC: 100/200. Cost: 5 CS. Reward: ???. Only Available This Turn.
  • [ ] Take Krampus With You. Maybe he can help you. Or at least, put him at ease. Additional Cost: 1 Martial or Free Action. Result: Krampus Goes With You.

[ ] Random Adventures - There are people and spirits in London who need your help. Just walk outside. You'll find something. DC: Variable. Cost: Variable. Reward: ???

[ ] The Council of Christmas (Occult) - The Council Must Be Complete. DC: Variable. Cost: 10 CS. Rewards: List of Candidates.

Personal Options: 2 (Uses Your Stats)

[ ] Your Mortal Employees: Scrooge and Marley's has six Employees that man the shop. As risky as it might be, you feel that they should know, especially since they or their families might be at risk if Midwinter ever figures out you're Santa. Cost: 5 CS. DC: 130. Bonus: Diplomacy + Occult. Rewards: Your Employees are brought into the knowledge of the Unseen World.

[ ] Spend Time With Someone. Take some time to take with one of your Employees. See how they're doing! DC: 0. Cost: Variable. Reward: Interludes, ???. Can be taken multiple times.
  • [ ] Place name of who you spend time with.

[ ] Hands To The Plow - Some things require a personal touch. DC: 0. Cost: Your Time. Reward: Add a bonus equal to your stat to one action you voted for.
  • [ ] Place The Action

Free Actions: 1

Choose any action.

--

QM's Notes: And Here. We. Go...
 
Last edited:
[ ] Gruss Vom Krampus (The Beginning) - The Shop has revealed to you some Naughtiness, though not enough to locate those responsible. But that doesn't mean your hands are completely tied. Send out the Demon of Christmas, and remind people what happens to those who hurt children. DC: 40 / 80 / 120. Cost: 10 CS. Result: ??? / ??? / ???. Warning: Failure could result in Krampus being Seen.
Can we use an intrigue Action to prepare for this?
We got very little info and Krampus/Martial is good to end it, but not to start the investigaion.
 
Training with Krampus, taking Krampus with us to investigate the lightning, and telling our employees about our own promotion (maybe with help from Present) all sound like good ideas.
 
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