Hello everybody! It it I, random reader from The Fifth Defiance and long time Lurker. I see we had a similar idea concept wise, but I'm honestly happy to see how Mia turns out.
22: Mia has a pair of virtues, patterns of behavior that held vindicate her existence, and recover Agency Points. What are they? [X] Helping humans at the expense of Ultras, and spreading knowledge/stories/cultural elements from the Old World to today's humans, as different as they are from the people she grew up with.
23: Mia has a vice, a flaw which she tries to avoid. Giving into it does help her recover Agency Points, however. [X] She has a tendency to spite Ultras that she really shouldn't. Killing or sabotaging supposed "allies" she deems to objectionable to let live a minute longer, venting some anger on less important Ultras...
22:
[x] Mia is a strong believer of the potential of humanity, she values the remembrance of the Old World. In particular Mia loves to right perceived wrongs and even the proverbial playing field.
23:
[x] She has a tendency to react extremely out of proportion to events that remind her of the destruction of her home. Viewing Ultra's as childish tyrants, she will actively place offensive Ultra's in harms way, even going so far to overtly attack them herself. Occasionally, Mia will bite of more than she can chew, yet like a dog fixated on a bone, Mia won't back down.
Take these with a grain of salt, you've probably got a cohesive idea already. I feel like they might be more rounded and have a bit more personality to them.
Hello everybody! It it I, random reader from The Fifth Defiance and long time Lurker. I see we had a similar idea concept wise, but I'm honestly happy to see how Mia turns out.
I would suggest a bit of refinement here:
22:
[x] Mia is a strong believer of the potential of humanity, she values the remembrance of the Old World. In particular Mia loves to right perceived wrongs and even the proverbial playing field.
23:
[x] She has a tendency to react extremely out of proportion to events that remind her of the destruction of her home. Viewing Ultra's as childish tyrants, she will actively place offensive Ultra's in harms way, even going so far to overtly attack them herself. Occasionally, Mia will bite of more than she can chew, yet like a dog fixated on a bone, Mia won't back down.
Take these with a grain of salt, you've probably got a cohesive idea already. I feel like they might be more rounded and have a bit more personality to them.
16: Given that Mia was Processed forcibly, went from living in an independent town to troubleshooting for the Regime, and hates Ultras, the story almost writes itself. Looks like some Ultras happened upon their little community, they were dragged to the Company Facility, and she was the only one who made it. Do I have that right?
[X] Yes, in substance. She didn't dare attempt the Process as the Old World fell (high mortality rate).
16A: If yes above, were there any other survivors, if so, does Mia stay in contact with them?
[X] Scattered humans, one is my chief KEM contact
16B: If yes in 16, was the Ultra in charge of that anyone we know?
[X] Subtracter.
17: Yes (QM note: I missed that she was alive in the old world, and hence educated
18: The following were the other choices for Warlord this time around. Is Mia close with any of them, despite loathing Ultrahumans?
[X] Maker
19: Are any of the above Mia's particular nemesis?
[X] Masher
20: Mia's relationship with KEM, how close is it? Are they mostly present in the occasion dropped off note and KEM sheet, or is she a commander in their ranks?
[X] [1WP] She is a fellow traveler, and they like the idea of her rising in ranks, and thus gaining the ability to destroy more Ultras. They work on her behalf, and she can ask them for favors.
21: Mia has a secret gift, one that no one has ever learned about. She has hidden it successfully thus far, fearing that to reveal it would see her conscripted into a Fist or similar.
[X] Ultra toughness 1
22: Mia has a pair of virtues, patterns of behavior that held vindicate her existence, and recover Agency Points. What are they?
[x] Restoring aspects of the old world (QM note: paraphrase to split into two)
[x] Improving people's lives and helping them
23: Mia has a vice, a flaw which she tries to avoid. Giving into it does help her recover Agency Points, however.
[x] She has a tendency to react out of proportion to events that remind her of the destruction of the Old World. Viewing Ultras as childish tyrants, she will actively place offensive Ultras in harms way, sometimes even going so far as to overtly attack them herself. Occasionally, Mia will bite of more than she can chew, yet like a dog fixated on a bone, Mia won't back down.
9 <Target?>
[X] Ar Harbor, up on the coast in Aine, a small city, which should be lightly protected, by an unaffiliated local Ultra gang of all things, but She wants it taken intact, minimal property damage
I sighed and swept the paper off the desk, crumpling it up and dumping it neatly in the wastebasket.
I was overcomplicating this. Overanalyzing it. This couldn't actually be as complicated as I was making.
Start fresh, Mia. Get this right.
I am Her Warlord. I have to conquer Ar Harbor in 30 days, with minimal damage to the town. So let's break that down.
If I imagine myself in the future where that has already happened, what do I remember doing during this time? What part of that sentence is just vagueness, and what parts can I concretely see?
I tapped my knuckle on the old desk, valiantly resisting gnawing on it. I took out another piece of paper.
Well, going from the start of the sentence onward, the first oddness that I encountered was the title of Warlord. What did that actually mean? What could I do with it, that I couldn't do without it? What did it entail?
I swiveled my chair, looked guiltily over to where Owner was sleeping. Officially, we watched over one another while we slept. She got the first half of the night, I got the second half. In practice I mostly settled on being in the same room as her, figured any Ultra assassins were more likely after me than her anyway.
She had, I noticed, sort of sprawled across the bed, a bunch of the bags of chips and crappy drinks her imaginary gas stands produced tossed on the floor by the bed side, lying near her outstretched hand.
Owner, lazy and sloppy as she was, was an elite Ultra, able to sustain a life inside of the Lair. A lot of that had to do with her partnership with me, but still, this was the level of power that I would be dealing with.
Lair Ultras would form the core of my army. Previous warlords had each assembled a Posse of other powerful Ultras, who accompany them from mission to mission. I would have to do likewise.
I looked back to the paper.
"Get Posse" I wrote on it. A few Ultras I could 'trust', people who were my peers. That would go a long way. But a Posse was not an army.
"Get Army" I followed it up with. Couldn't be a proper warlord without some kind of horde to follow me around and do horde things. Pillage, I guessed. I'd need a lot of Ultra bodies to match up with the enemies' similar forces, make sure me and the Posse didn't get swarmed under.
That wouldn't be too hard. The outskirts of Shington, the city around the Lair, were a magnet for the Ultras of the Regime. There were hundreds of them, and it seemed like more arrived every day. They were hungry for distinction, hungry to slaughter the innocent if it got them one more sliver of Her attention.
I scowled. KEM had the right idea. We were abominations, apt only for the fire. I would help these ambitious fools find their glory, and the fire would follow after.
A quiet knock stirred me from these dark thoughts, and I hurried over to the door before they could knock again, and chance waking up Owner. When you only got 6 hours of sleep it was vital that they not be interrupted.
I put a hand to a vial at my belt as I opened the door, ready to blend if the need arrived, but it was only Harry.
He grinned apologetically, ducked his head down deferentially, and thrust a cupcake towards me.
I slipped into the hall.
"You know you aren't supposed to disturb me," I whispered.
"I know, I know," he said. "But it was your big day, and we all saved up and scrounged until we could get you…"
He trailed off, once again indicating the cupcake.
I softened at that, my sternness collapsing. The Packers were pretty typical of the sorts of humans who managed to stay in the Lair. They operated this house, serving the Ultras who chose to inhabit it. They'd lucked out with Owner and I, and they knew it.
No, pretty typical wasn't fair. Most people wouldn't go out and find a cupcake for their oppressors. The Packers demonstrated a forbearance and lack of resentment that had to come from their matriarch. I could reciprocate.
I reached out, took the muffin. It looked stale and forlorn, but I've always believed that a sincere gift would taste better than any other kind of food.
I looked a little closer, noticed that Harry had tear streaks on his face, a nose more red than normal.
"Ah come on Harry, you aren't chasing after Yasmine again?"
He looked away, guiltily.
I was already regretting asking. The last thing I wanted was to hear about his girl drama. I'd told him on a few occasions that if she was dumb enough to wait around for Shower to get exclusive with her then Harry could do a lot better.
"No," he said, unconvincingly.
"Good," I said, pretending to be convinced. I was about to go back into our room when I noticed the shadow behind him.
Billy Packer, the youngest and smallest, all big eyes and teeth in the darkness. He had his hands hidden behind his back, face pulled down in the coy little boy smile that the human race had no doubt perfected some time before we found fire.
"What's this then?" I asked.
He put his chin down, shook his head from side to side.
"Is iiiiiit…" I drew out the word, "a slice of apple for Napoleon?"
His head shaking became faster, more emphatic.
"I told you that he's getting fat," I said. "I told you over and over."
"Not a bit of apple," he said.
Harry retreated past us, heading back down to the rest of the house.
"I believe you," I said. "I'll just – ha!"
I moved swiftly, reaching down behind him and bringing his hand up into the light.
A slice of apple glistened on it.
"What did I tell-"
I fell silent as he brought up his other hand, opening it up to reveal a second slice of apple.
We stood for a second in a frozen tableau, and then I released him, defeated.
I turned back to the door, chuckling, and let him set out the apples where he knew Napoleon would find it.
He, at least, had the good grace to sit quiet and tight in his nook.
Officially, he'd be asleep, but I knew the instant I turned away he'd be stumping his way over to this feast. Damn thing. One day he'd split his shell.
I looked over to Owner, making sure nothing untoward had happened with her, then returned to my work.
So, gather a posse, gather an army, easy enough. Then what?
Well, I knew that the Regime's armies operated under weird rules. She would be watching, after all, through my eyes. I needed to know what she expected to see, make sure that I didn't get in trouble with Her. I wouldn't do the Cause any good as one more stain on Her fists.
That thought led to another.
"Watching through my eyes," I murmured. Snitcher.
I'd have to reckon with him, figure out when he'd be monitoring me himself, and when he'd be letting Her see. I couldn't chance contact with KEM, with the Resistance, until I knew more about him. I couldn't even be sure it was safe to use my gifts on the people of the city. I had to deal with him.
And then there was transportation, securing a route, scouting the enemies… all of the considerations piled up. So much to do.
And to think, I'd wanted this. Had planned for it, schemed for it, killed for it. This nebulous opportunity had been the focus of my life for a solid half decade now.
"Time to get started," I whispered, and set back to work.
Motive: The Company logs every Ultra they create. Their Ar Harbor records would be useful information
Concerns: Ultras migrate and conceal their gifts, this information would be incomplete
Timeslot cost: 1
AP Cost 2 to initiate, returns 1 on successful completion
Action: Seek Target Information [Subtracter] :
Motive: Subtracter is the military leader of the Regime. She will have information on this target.
Concerns: Subtracter is stupid and violent, I don't like to be around her.
Timeslot cost: 1
AP Cost: 3 to initiate, returns 1 on successful completion
Action: Seek Target Information [Survivors] :
Motive: There have been 2 other attempts at Ar Harbor. I can seek out and question survivors in the outer city.
Concerns: I may be unable to find any survivors, and I may be mislead by liars.
Timeslot cost: 1
AP Cost: 2 to initiate, returns 1 on successful completion
Action: Seek Transportation [Scavenge]
Motive: My current transportation sufficed for me in my troubleshooter role, but I will likely require a larger vehicle, or several vehicles, in order to bring everyone to Ar Harbor. I can seek to find something in the suburbs and surrounding towns.
Concerns: Leaving Shington could be dangerous, and I am far from guaranteed to find a bus or truck suitable to my needs, as the area has already been heavily scavenged.
Timeslot cost: 2
AP Cost:4, returns 3 on successful completion
Action: Seek Transportation [Trade with existing owners]
Motive: As above, but instead of fixing up ruined vehicles I'll negotiate to get them from their current owners.
Concerns: Snitcher may disapprove of a warlord being civil
Timeslot cost: 1
AP Cost: 2 to initiate, returns one on successful completion
Action: Seek Transportation [Seize by force]
Motive: As above, but instead of asking my contacts for vehicles I'll just take what I want. My role as warlord and my Tally should minimize resistance
Concerns: People like their vehicles, and won't like the one who takes them. I will make enemies.
Timeslot cost: 2
AP Cost: 4 to initiate, returns 3 on successful completion
Action: Seek Transportation [Adder + Company]
Motive: As above, but Adder can use his gift to make something for my purposes, and the Company can duplicate it and make it permanent.
Timeslot cost: 1
Concerns: Adder and I are not close, he may decline to aid me, owing to his rivalry with my sponsor, Subtracter.
AP Cost: 2, returns 1 on successful completion
Action: Seek Posse members
Motive: There are dozen of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 1-6 of them in a few hours of socializing and gossiping, opening up in depth investigation options on them and adding them to my list of acquaintances.
Concerns: None
Timeslot cost: 1
AP Cost: 1, returns 1 on successful completion
Action: Investigate Acquaintance:
Motive: I can spend some serious one on one time with an Ultra I've chosen, evaluating the capability of their gift, the alignment of their values with mine, and their basic competence. If all checks out, I might move them into my Ultra Allies column.
Concerns: None
Timeslot cost: 1
AP Cost: 2, returns 1 on completion, 2 (total, not 2 +1) if we match and become allies
Action: Invite Ally into Posse:
Motive: If I want to bring an Ultra into my posse, get them to take actions on my behalf and rise or fall with me, this is the way to do it. I will only take this action on those I've already made allies, and once this has been taken it is difficult to undo.
Concerns: Posse members are most of the way into my circle of trust, and will operate on my behalf, representing me to strangers. A mistake here would be dangerous and damaging. I should be careful before taking this step, potentially investigating a prospect several times.
Timeslot cost: 1
Ap Cost 3, returns 3 if they accept
Action: Seek information on Snitcher's patterns [passive listening]
Motive: Snitcher can ride my senses at any moment, and bring Her along. If I am ever to contact my KEM allies, my resistance allies, or show any kindness or weakness whatsoever, I need to understand when this is likely to take place. Gossip can hint at this, particularly if I carefully steer conversations. This action would be mostly undetectable, even if he was riding me when I took it.
Concerns: None
Timeslot cost: 1
AP Cost: 1 returns 1 if successful
Action: Seek information on Snitcher's patterns [Active interrogation of snitches]
Motive: As above, but rather than listen for random gossip I will seek out other linked individuals and directly ask them how often he rides their senses, and what actions he has reacted to in the past.
Concerns: More likely Snitcher notices this, unknown consequences of that.
Timeslot cost: 1
AP Cost: 3 returns 2 if successful
Action: Seek information on Snitcher's patterns [Confront Snitcher directly]
Motive: As above, but take the simplest possible route. Go to Snitcher and ask him for the deal.
Concerns: I am sponsored by Subtracter, not Snitcher, he may not wish to aid me. He may demand favors or other services in exchange for the information.
Timeslot cost: 1
AP Cost:4, returns 3 if successful
Action: Seek information on Regime military operations [ Query Subtracter]
Motive: My life depends on doing this right. I need to get a basic understanding of what She is expecting from my attack on Ar Harbor. Do I need to seize the Company Facility? Kill all the enemies? Are there any constraints on how I go about it? Subtracter is the leader of the Regime's military, and my sponsor, she will know these answers.
Concerns: Subtracter is stupid and brutal, and she killed my neighbors. I hate spending time with her
Timeslot cost: 1
AP Cost: 3, returns 1 if successful
Action: Seek information on Regime military operations [Ask around]
Motive: As above, but ask survivors of previous missions instead of my evil boss.
Concerns: My predecessors may not have told them everything, their views of their missions may omit certain command level details that I need to worry about.
Timeslot cost: 1
AP Cost: 2, returns 1 if successful
Action: Lounge around in the house/room, doing nothing and risking nothing
Motive: I could do with some relaxation and rest
Concerns: None
Timeslot cost: 1
AP Cost: 0, returns 1 if successful
Action: Seek entertainment in the city, patronize establishments that provide such services
Motive: I could do with a recharge, and I might extend my circle of acquaintances in the process
Concerns: None
Timeslot cost: 1
AP Cost: 1, returns 3 if successful
Action: Use my gift to help the populace by blending attributes to allow reconstruction of the works of their fallen fathers.
Motive: I feel most myself when I take a some to work on rebuilding the old world.
Concerns: This is not becoming behavior for a warlord, Snitcher may take notice, and people may talk
Timeslot cost: 1
AP Cost: 2, returns 5 if successful
Action: Use my gift to help the human subjects of the Regime by restoring their forms, returning them to health.
Motive: I like to heal the sick and the injured, it is, on some level, what I am for.
Concerns: This is not becoming behavior ofr a warlord, Snitcher may take notice, and people may talk
Timeslot cost: 1
AP Cost: 1, returns 5 if successful
Action: Seek new residence
Motive: I could get more done if I got a full night's sleep
Concerns: Owner and I have guarded one another's rest for a long time. I wouldn't necessarily be able to trust a new person to the same extent.
Timeslot cost: 1
AP Cost: 3, returns 1 if successful
Action: Organize armory
Motive: I carry, in my backpack and on my person, various items to blend with if the need arises. I am overdue to look through my setup and take an inventory, once that is done I could seek out new objects if I am missing anything useful.
Concerns: None
Timeslot cost: 1
AP Cost: 2, returns 2 if successful
KEM Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
Resistance Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
Action: Other
Motive: [Write In]
Concerns: [Write In]
Timeslot cost: [Write In]
AP Cost: You propose, QM will try and get AP cost/rewards back to you before voting closes
Please specify what actions you want to perform, and what slot you want to put them in. You can make the plans more complicated if you like, changing your second action depending on the results of the first. Please don't hesitate to ask me questions, in the SV thread or on my blog. I'll try and get back either way. Voting closes Saturday night, next update will be next Sunday night. Remember this is slate voting, not by time slot.
It would be much easier on the eyes to lump similar actions in groups, especially when it's an either/or choice.
[ ] Seek Transportation
-[ ] Scavenge (Timeslot cost: 2; AP cost 4, refunds 3 on success) Motive: My current transportation sufficed for me in my troubleshooter role, but I will likely require a larger vehicle, or several vehicles, in order to bring everyone to Ar Harbor. I can seek to find something in the suburbs and surrounding towns.
Concerns: Leaving Shington could be dangerous, and I am far from guaranteed to find a bus or truck suitable to my needs, as the area has already been heavily scavenged.
-[ ] Trade with existing owners (Timeslot cost: 1; AP cost 2, refunds 1 on success) Motive: As above, but instead of fixing up ruined vehicles I'll negotiate to get them from their current owners.
Concerns: Snitcher may disapprove of a warlord being civil
-[ ] Seize by force (Timeslot cost: 2; AP cost 4, refunds 3 on success) Motive: As above, but instead of asking my contacts for vehicles I'll just take what I want. My role as warlord and my Tally should minimize resistance
Concerns: People like their vehicles, and won't like the one who takes them. I will make enemies.
-[ ] Seek Transportation [Adder + Company] (Timeslot cost: 1; AP cost 2, refunds 1 on success) Motive: As above, but Adder can use his gift to make something for my purposes, and the Company can duplicate it and make it permanent.
Concerns: Adder and I are not close, he may decline to aid me, owing to his rivalry with my sponsor, Subtracter.
Way more compact, and easy to compare with each other at a glance. Easy to tally the AP too.
[x] [Morning] Seek information on Regime military operations [ Query Subtracter] (Timeslot cost: 1; AP Cost: 3, returns 1 if successful)
[x] [Afternoon] Seek Posse members (Timeslot cost: 1; AP Cost: 1, returns 1 on successful completion)
Being an Ultra in Shington is, hrrn, the word I want is something like 'performative'. Think of, like, prisoners in a high security prison on the yard, or the characters on the Sopranos. The amount of freedom that even the most powerful have is very limited, by our standards. Helping out daggers (racial slur for humans) would be off brand. She's gotten away with it before, but she's always worried about what others might think of it.
You are correct and I will do that from now on. I may also come back and tidy up the above post if my job stops running me ragged. Thanks for helping me with that!
Also, re: time slots.
Morning and afternoon are presently the only slots she uses. If she can find a way to get out of watching Owner she can get the evening slot as well. All nighters are also possible, though obviously then she wouldn't get the sleep AP back.
Results from Previous round votes:
Two Votes:
Plan Nevile (on SV forum)
One Vote:
Plan Skivverus (On my blog, Skiv you might want to make an account and post on the SV thread, so that you can interact with the other posters, it doesn't seem like people on the blog see other people's comments)
[x] [Morning] Seek information on Regime military operations [ Query Subtracter] (Timeslot cost: 1; AP Cost: 3, returns 1 if successful)
[x] [Afternoon] Seek Posse members (Timeslot cost: 1; AP Cost: 1, returns 1 on successful completion)
*************************************************************************************
Day 1 Log:
5 AP at start of day
+1 for 6 hour sleep (6 AP)
-3 for [Morning] Talk with Subtracter (3 AP)
Talk With Subtracter roll: 2 (failure, complication added)
+ 0 for Failure, Talk with Subtracter (3 AP)
-1 for [Afternoon] Investigate Posse Members (2 AP)
Investigate Posse Members roll: 8 (Superior Success, detailed information gathered)
+1 for Success, Investigate Posse Members (3 AP)
End of day, (3 AP).
*************************************************************************************
Talk with Subtracter:
I tried to ignore the din around us and focus carefully on what she was saying. It wasn't easy.
Subtracter didn't share Her penchant for squatting in the ruined buildings of the old government, no, her office was presently square in the middle of an old furniture store. She'd built a sort of nest out of sofas and beds, and sprawled languidly across it while I addressed her.
"Thanks," I said, accepting her congratulations. "I'm sure it is all due to having such a prestigious sponsor."
She spared me a look at that, glancing up from the Rubiks cube she was struggling with. She said something, but it was drowned out by the ambient noise.
Subtracter didn't really do privacy. Her Posse filled the furniture store, a band of young hooligans cast more or less directly in her mold. To a woman they were powerful Ultras, utterly unencumbered by anything resembling scrupals. They were also uniformly loud, and it made it kind of hard to pay Subtracter as much attention as I needed to.
I leaned closer.
"-tigious?" I caught.
"It means good," I clarified, cursing myself internally. Making Subtracter feel stupid was dangerous.
"What do you want?" she asked.
She tossed a coin or something over at the couple who were messing around on the next bed, and they subsided a bit, leaving us with some breathing room.
"I'd like to talk about my job," I said. "You have been the boss of all the warlords. Is there like a speech that you give or something? I don't want to piss you off by doing the wrong thing."
She looked up at me, eyebrows rising as somewhere within the dim expanse of her mind a pair of neurons bumped into one another.
"Oh, yeah!" she said. "I forgot, I told the last girl, not you. You haven't heard yet. That was a smart catch."
I contented myself with nodding, trying to keep the bile from my throat.
Subtracter probably wasn't any more dim, any more brutal, than the rest of the Ultras of the Regime, but she was the one who'd ended my old life. I couldn't look at her without remembering my old neighbor vanishing in a spray of blood, the nice old man who taught the kids in the afternoons being tossed helplessly into the clouds.
"Ok, so it's like this. You have to make sure that a few things happen. The first is that you and your crew go and kill all the enemy Ultras, take their daggers for ours. Mess em up."
I nodded, trying to push the past aside, focus on this moment.
She snarled at the cube in her hands, and it blurred as she used her speed on it. When she finished the frenzy of turning it was more jumbled than when she started.
She frowned, looking up at me again.
"But even more big deal than that, you need to make sure She is watching, dig? So work stuff out with Snitcher to make sure that She is watching when you take em on."
I'd been intending to do that, of course, but it was worth the reminder.
"Do you have any more specific advice?" I pressed. "Like, how many Ultras I should take, any tricks you've picked up over the years?"
"Sure," she said. "You don't want to outnumber them."
What? I leaned closer to make sure I was hearing correctly.
"That'd be boring for Her. You want to have just a few less gals than you are up against. And don't fight sneaky. She has killed a few bitches who didn't give her a fun fight, like they attacked while people were sleeping or whatever."
I winced. It was hard to imagine a more pointless waste of resources. I'd known that Prevailer killed Her own minions, of course, but hearing it stated so starkly was sobering.
"So yeah, just take your people, ride into the place, win the fight, and then do it again."
I hesitated. Could I get anything more from her? Anything a little more useful?
"When you say…win the fight," I said, "Is there any particular way that I should do that? Like, if I need to uh, explain it to a dumb person, like Adder or someone."
She chuckled, dissing Adder always got that response.
"Sure, yeah, I forget that you've been doing one on one stuff up till now. Ok, lots of Ultras fighting is like this."
She put the cube aside and gave me her full attention.
"People matter in the fight on how much toughness they have. Bring a gal or two who, like, kill everyone that they look at or whatever. Some gift that is real hard to dodge and takes out chumps with no Ultra toughness. That'll get rid of all the daggers and the Ultras who don't belong in a fight."
I'd noticed that before. Gifts had a certain degree of strength, and the ones that didn't beat Ultra toughness tended to be much easier to apply.
"While you are doing that, you better figure that they'll be doing the same thing. In a pinch, if you can't find an Ultra with this kind of gift, you can just, like, have everyone carry guns or whatever. Its pussy shit, but losing would be worse. Anyway, sweep up the nobodies real quick, they'll do the same to you."
I noted that she didn't mention taking any precautions to protect her own team's human gunners or vulnerable Ultras. I didn't think that was as much a tactical choice as it was just something that she literally never thought of.
"After that," she said. "It is just your tough Ultras and theirs. Do the Cutter thing."
The Cutter thing? I'd never heard of any Cutter. Must have been before my time. Some sort of algorithm, not that she'd know the word.
"The Cutter thing," I said. "Of course, but-"
She cut me off.
"Actually, talking is a dumb way to do this. What you need is some practice."
Oh, shit.
"We are a bit low on fodder lately. I'm supposed to go to Delphia and grab some people for Processing. Usually some locals step up when that happens. Why don't you take a few weeks, then do that for me? You can test your Posse out, pop your cherry, bring a couple hundred people back and help us make up for the losses we took the last few times out.
It wasn't really a question. I nodded, inwardly fuming.
This was everything I got into the Regime NOT to do. The Ultras I'd be killing would be those who were willing to fight to protect people from the Process. I'd get a negligible amount of new Ultras, at a ruinous cost to the people of Delphia.
The conversation kept going for a little while longer, but I didn't get anything useful out of it. There was still more that I needed to know, but if I didn't get out of there quickly I knew I'd snap. I made my escape a few minutes later, narrowly keeping my composure, the screams of my hometown echoing in my ears.
*************************************************************************************
I spent the afternoon wandering around, gossiping and prying with the Ultras who always lurked around in the Lair. It helped settle me a little, but I didn't really get anything useful until I found a bunch of people making a disturbance, cheering and shouting around a bouncy castle.
I'd always kept myself aloof from the Ultras of the capital, focusing more on my intrigues against my rivals and my connections with KEM. It had gotten me my position, but it left me a little ignorant of the sort of things that the rank and file Ultras did for fun.
Which apparently included a bouncy castle.
I circulated among the spectators, and heard the gossip flowed much more freely. People were relaxed, loose, eager to brag on their allies and dunk on their enemies. I listened to everyone, and I heard about a number of prospects.
The first was Bubbler. Out of my three criteria, those being strength of their gift, basic competence and values at least nominally similar to mine, she had the second two in spades. She operated a sort of Ultra clinic, using her gift to heal Ultras and move stuff around, but what interested me about that was that she'd been doing the same thing for three years without incident, and that she didn't discriminate against the humans of Shington.
Her gift wasn't the worst thing, either. She could form a bubble around anything that she could touch, which stole away its weight and gradually repaired it. She could move the bubbles around at her will, and they were apparently pretty hard to break from the inside. I wouldn't call it a first degree combat gift, but it wasn't the worst I could imagine, certainly not if it came attached to a mind I could actually respect.
Clawer was another impressive Ultra, he was actually present at the pit. His form had been mutated by his gift, leaving him thumbless, with a pair of hooked blades where his hands ought to be. He was an Ultra fighter by trade, spending his time scrapping and sparring with other Ultras in nonlethal matches for the entertainment of the city.
From what I could tell, he had Ultra strength two and Ultra toughness one. First rate fighting gifts, and anyone who managed to survive in an environment as cutthroat as Shington's pit fighting circuit must have at least a basic competence.
My last prospect actually sought me out. She was the woman who'd set up this entertainment, a scavenger and entertainer who went by the unfortunate name of Sucker. She'd apparently made an enemy of one of the Ultra gangs which battled over the outskirts of the city, and figured she'd hide herself in my shadow.
I didn't get the details of her gift, but, I dunno, we sort of clicked? I got a good vibe off of her, and she couldn't be that weak if she was in the Lair. I tried to work out a deal to take the castle off her hands later on (odd objects often have useful properties for Blending), and she wanted me to help out her sister with some dentistry in exchange. I'll decide about that later on.
*************************************************************************************
Day 1 results:
Incomplete information gathered on Regime military procedures, new Complication gained [mission to Delphia]. I will develop actions relating to subverting this operation in coming days.
Information gained on Bubbler, Clawer, Sucker.
Opportunities discovered, Ultra Fighting, in coming days I will develop actions related to attending these events to discover more exceptional Ultra combatants.
Opportunities discovered, lesser Ultra gangs. When I begin to gather my main force, I may take advantage of the existing Ultra gangs of the outer city. I will develop actions relating to investigating this possibility once I've got enough of a Posse to begin to assemble my main force.
*************************************************************************************
Day 2:
Days remaining: 29
AP available: (3 end of last day + 1 for half night's sleep) = 4/10
Prestige: 3
Timeslots available: 2 (morning, afternoon)
Posse: 0 out of 3 slots filled
Force size: 0
Condition: Uninjured
(Ultra format: Role, Ultra Strength/Speed/Toughness, other gift description)
Ultra Allies:
Maker- Friend, and protégé of Snitcher, 0/0/1, can summon the spirit of things
Ultra Enemies:
Masher- Enemy, and fellow protégé of Subtracter, 3*/0/3*, trades off strength and durability as she moves or stays still
Ultra Acquaintances:
Owner – housemate, 0/0/1 operates an imaginary firm, with real effects on the world,
Picker – First Fist protégé, 0/1/0, 'selects the outcome of things'
Tracker – Running buddy, 1/0/1, Creates tracks, and can move things on them
Shower – Adder's protégé, 1*/0/1*, gains strength and durability from witnesses
Sticker – Did dentistry for her brother, 0/0/2, Creates slime, can choose its stickiness
Echoer – Singer I am a fan of, 1/1/1, can duplicate any action that she sees
Bubbler – Operates Ultra clinic 0/0/?, traps things in bubbles that heal and move them
Clawer – Ultra fighter 2/0/1, melee combatant, deadly hooks for hands
Sucker -- Ultra entertainer, ?/?/?, pulls objects/people towards her at incredible rate
[ ] Seek Transportation
-[ ] Scavenge (Timeslot cost: 2; AP cost 4, refunds 3 on success)
Motive: My current transportation sufficed for me in my troubleshooter role, but I will likely require a larger vehicle, or several vehicles, in order to bring everyone to Ar Harbor. I can seek to find something in the suburbs and surrounding towns.
Concerns: Leaving Shington could be dangerous, and I am far from guaranteed to find a bus or truck suitable to my needs, as the area has already been heavily scavenged.
-[ ] Trade with existing owners (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but instead of fixing up ruined vehicles I'll negotiate to get them from their current owners.
Concerns: Snitcher may disapprove of a warlord being civil
-[ ] Seize by force (Timeslot cost: 2; AP cost 4, refunds 3 on success)
Motive: As above, but instead of asking my contacts for vehicles I'll just take what I want. My role as warlord and my Tally should minimize resistance
Concerns: People like their vehicles, and won't like the one who takes them. I will make enemies.
-[ ] Seek Transportation [Adder + Company] (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but Adder can use his gift to make something for my purposes, and the Company can duplicate it and make it permanent.
Concerns: Adder and I are not close, he may decline to aid me, owing to his rivalry with my sponsor, Subtracter.
[ ] Seek Target Information
-[ ] Company (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: The Company logs every Ultra they create. Their Ar Harbor records would be useful information
Concerns: Ultras migrate and conceal their gifts, this information would be incomplete
-[ ] Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)
Motive: Subtracter is the military leader of the Regime, she will have information on this target
Concerns: Subtracter is stupid and violent, I don't like to be around her
-[ ] Survivors (Timeslot cost:1; AP cost 2, refunds 1 on success)
Motive: There have been 2 other attempts at Ar Harbor. I can seek out and question survivors in the outer city.
Concerns: I may be unable to find any survivors, and I may be misled by liars.
[ ] Seek Posse Members
-[ ] wander & gossip, (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 1-6 of them in a few hours of socializing and gossiping, opening up in depth investigation options on them and adding them to my list of acquaintances.
Concerns: None
[ ] Investigate Acquaintance:
-[ ] [Name], (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
Motive: I can spend some serious one on one time with an Ultra I've chosen, evaluating the capability of their gift, the alignment of their values with mine, and their basic ccompetence. If all checks out, I might move them into my Ultra Allies column.
Concerns: None
[ ] Invite Ally into Posse:
-[ ] [Name], (Timeslot cost: 1; AP cost 3, refunds 3 on success)
Motive: If I want to bring an ally into my posse, get them to take actions on my behalf and rise or fall with me, this is the way to do it. I will only take this action on those I've already made allies, and once this has been taken it is difficult to undo.
Concerns: Posse members are most of the way into my circle of trust, and will operate on my behalf, representing me to stranger. A mistake here would be dangerous and damaging. I should be careful before taking this step, potentially investigating a prospect several times.
[ ] Seek Information on Snitcher's patterns
-[ ] Passive listening (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Motive: Snitcher can ride my senses at any moment, and bring Her along. If I am ever to contact my KEM allies, my resistance allies, or show any kindness or weakness whatsoever, I need to understand when this is likely to take place. Gossip can hint at this, particularly if I carefully steer conversations. This action would be mostly undetectable, even if he was riding me when I took it.
Concerns: None
-[ ] Active interrogation of Snitches (Timeslot cost: 1; AP cost 3, refunds 2 on success)
Motive: As above, but rather than listen for random gossip I will seek out other linked individuals and directly ask them how often he rides their senses, and what actions he has reacted to in the past.
Concerns: More likely Snitcher notices this, unknown consequences of that.
-[ ] Confront Snitcher Directly (Timeslot cost:1; AP cost 4, refunds 3 on success)
Motive: As above, but take the simplest possible route. Go to Snitcher and ask him for the deal.
Concerns: I am sponsored by Subtracter, not Snitcher, he may not wish to aid me. He may demand favors or other services in exchange for the information.
[ ] Seek Information on Regime military operations
-[ ] Ask Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)
Motive: My life depends on doing this right. I need to get a basic understanding of what She is expecting from my attack on Ar Harbor. Do I need to seize the Company Facility? Kill all the enemies? Are there any constraints on how I go about it? Subtracter is the leader of the Regime's military, and my sponsor, she will know these answers.
Concerns: Subtracter is stupid and brutal, and she killed my neighbors, I hate spending time with her.
-[ ] Ask Around (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but ask survivors of previous missions instead of my evil boss.
Concerns: My predecessors may not have told them everything, their views of their missions may omit certain command level details that I need to worry about.
[ ] Relax and Recuperate
-[ ]By lounging around, (Timeslot cost: 1, AP cost 0, refunds 1 on success)
Motive: I could do with some rest.
Concerns: None
-[ ]By patronizing entertainment ares (Timeslot cost: 1, AP cost 1, refunds 3 on success)
Motive: I could do with some rest, and I might learn some things by socializing
Concerns: None
-[ ]By using my gift to repair the city (Timeslot cost: 1, AP cost 2, refunds 5 on success)
Motive: It needs to be done.
Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk
-[ ]By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)
Motive: This is why I have my gift.
Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk
[ ] Organize Armory [Timeslot cost: 1, AP cost 2, returns 2 on success)
Motive: I carry, in my backpack and on my person, various items to blend with if the need arises. I am overdue to look through my setup and take an inventory, once that is done I could seek out new objects if I am missing anything useful.
Concerns: None
[ ] Seek new residence [ Timeslot cost: 3, returns 1 if successful ]
Motive: I could get a lot more done if I got a full night's sleep
Concerns: Owner and I have guarded one another's rest for a long time. I wouldn't necessarily be able to trust a new person to the same extent.
KEM Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
Resistance Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
[ ] Action: Other (Timeslot cost: x, returns x if successful)
Motive [Write in]
Concerns: [Write in]
I see the word 'daggers' thrown around a couple of times, is that Ultra slang for 'subversive abilities/users' or something?
We'll need to rest and recuperate sometime soon. But for now we can keep going if we limit ourselves to less taxing activities. Let's see...
[x] [Morning] Seek Target Information
-[x] Survivors (Timeslot cost:1; AP cost 2, refunds 1 on success)
[x] [Afternoon] Investigate Acquaintance:
-[x] Clawer, (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
We need brawlers to actually complete the mission, and we might want to be extra picky about those.
Of the other two contacts, I am mostly interested in Bubbler as a field medic. Note sure what to make of Sucker, 'just clicked' isn't enough to go on.
I would prefer to go after Echoer, Sucker (potential synergy with our power? Battlefield control?) or Sticker (Ultra Speed 2 is seriously good and her power seems useful for attack and control). Clawer is a melee fighter without Ultra Toughness (format is Strength/Toughness/Speed, right?), which seems subpar.
What tactics allows humans to fight Ultras? I have a hard time imagining something that would go past Toughness that isn't a high-yeild explosive or another Ultra.
Conventional wisdom on human vs. Ultra tactics is that it turns on how much toughness they have.
0 : shoot them in the head before they use their gift.
1 : treat like tougher tank shaped like a person.
2+ don't bother.
Daggers have a hard time against lost ultras, yeah. But good weapons, tactics and training allow success against Ultras with Ultra toughness 1 or 0. Above that, well... There's a reason the Union has Ultras and experimental superweapons in their forces!
3 AP at start of day
+1 for 6 hour sleep (4 AP)
-2 for [Morning] Seek Target Information from Survivors (2 AP)
Seek Target Information roll 8 (Superior Success, more detailed information gathered)
+ 1 for Success, (3 AP)
-2 for [Afternoon] Investigate Acquaintance [ Clawer] (1 AP)
Investigate Posse Members roll: 6 (Success)
+1 for Success, +1 for add Clawer as Ally (3 AP)
I resolved to hit the Yard early on in the day, looking to get some conversations in before the action could heat up too much.
It seemed to work out, as I got there during one of the rare quiet periods. There were a bunch of Ultras clumped in their little gangs around the edges, but no one was actively staking a claim.
The Yard, of course, is the mechanism that we use to sort out what Ultras get to stay in the Lair and who doesn't. If you can press a claim against everyone else there for a few days then you can come in, otherwise you stay out.
I was surprised at the intensity of my feelings, looking at this place again. I'd held court here for a goddamn week, piled up my rivals and strutted my way in. It had been the start of my rise to power.
It had also been a carefully calculated performance, an illusion of effortless power and carelessness masking weeks of meticulous scouting and KEM's covert assistance. It felt like I'd been inwardly screaming the entire time.
But it had payed off. I'd achieved what I set out to. Hopefully that would be the precedent for what I was currently working on. Lots of work for a glorious success.
"Shit, Blender?" asked someone as I walked up.
I didn't recognize her. Short, with mangy hair and a cloud of pot smoke around her.
"Looking for someone," I said.
A few others jogged over, eyes narrowing. An Ultra from inside was an uncommon sight out here. They probably thought I was already starting to build up my band.
"Who?" asked the first person, scratching away at her head.
"Anyone who was in Menacer or Burier's attacks."
Almost involuntarily she looked to one side, and so did a few others. They were all glancing at a tall blonde, her face disfigured by a big old scar on one cheek.
That was a stroke of luck. I'd been trying to figure out how to make sure that whoever I sent out to look for survivors would come back, but it looked like I wouldn't have to bother with that.
I whistled, and when she looked over I beckoned.
Scarface jogged up, her angry bearing crumbling into a servile humility as she realized who I was.
"You went to Ar Harbor?" I asked.
She flinched at the name.
"Yes," she said. The scar went up through the edge of her mouth, and it gave her a sort of whistling accent, so it sounded more like 'Yesh'.
"Last time?" I pressed.
This time she just nodded.
"So you were part of Burier's team?" I asked. "Posse or band?"
She sort of gestured to the Yard, which I took to mean she'd been in the band. If she was Posse quality, why would she be out here?
"Tell me how the fight went," I said.
I was getting the idea that she didn't like to talk much, probably took a lot of shit for that lisp. I sympathized, but I was mostly just impatient.
"We got hit by the Union, the night before. They sent flying things to blast our camp, Burier didn't see it coming, didn't have anyone watching. She was fucking when they hit us."
That wasn't terribly surprising. It was a bit of a bit of a warzone up there. I'd need to establish whether Burier had crossed into Union territory, or whether they were actually working to protect the Ar Harbor gang. My tentative bet was on Burier's band getting lost. She'd been a city Ultra, wouldn't have known shit about navigating.
"Did she die in the Union hit?" I pressed, "Or did you make it to the target?"
I left out the possibility that they'd survived but turned back. Burier would have been joined to Snitcher, and, like me, she wouldn't have had any choice about continuing on.
"We made it," she said. "But we'd lost most of our people. The locals knew we were coming, mobbed us."
Hard to say whether that was just Ultra braggadocio or whether she'd actually been outnumbered. She had ever incentive to build up the people who'd beaten her.
"How many Ultras do they have?" I asked. "Who are their leaders?"
"Maybe forty?" she said. "Couple dozen anyway. There were four main ones. Called themselves by some pussy old world names, they talked a lot, had flags and shit."
Flags?
"Oh," she continued. "There was a tank or something, some kind of big floating machine. It didn't do shit that I saw, but I bet it would've if they'd started losing."
"Go back," I said. "They had flags?"
"Like stuck to their backs, or to sticks they carried," she said. "Boss was called King Arthur, Burier said she could loan Ultra gifts to daggers, make them fight for her."
I blinked.
"Were the other leaders named stuff like Merlin, Lancelot, stuff like that?"
She nodded enthusiastically.
"Yeah, that's right. Merlin's gift let her make stuff go through other stuff. Gwen's gift let's her set stuff on fire and Lance was like a fighting Ultra. There was something weird about her though."
I had a lot more questions to ask, but a stirring in the Yard cut me off. I'd never lost my familiarity with the place's overall vibe, and this meant that a fight was getting ready to jump off.
"Gang coming?" I asked.
"Dolls," said the mangy Ultra I'd talked to first. "Some of their crew are pressing claims, Second Fist is supposed to be coming up to watch."
I walked off without any more interaction. I didn't need to encounter Refiner's crew today. It was a start, at least.
Clawer wasn't terribly hard to find. I caught up with him just as he left a Company Facility, carefully cradling a bowl of protein powder in his hooks.
"Trade ya?" I offered, holding up my secret weapon.
I'd stopped by Owner's gas station on the way here, filled up a bag with candies, chips and various other junk food.
He grinned. Nobody liked the powder.
I reached out towards him like it was no big thing, draped the plastic over his hand.
I figured a lot of people probably shrunk away at the sight of his hooks, or stared at them. I'd resolved to act like it just wasn't an issue at all. Hopefully that'd get us off on the right foot.
"What's this about?" he asked.
I tried to look innocent.
"I'm curious about the Ultra Fight thing," I tried. "I've heard its fixed, but I know there've been deaths. What's your perspective, as an actual fighter?"
He grinned again. Most people liked a chance to explain something to someone who didn't know it.
"It's not all real, of course. You don't see the same people fighting for or five times if they are trying to kill each other. We set it up ahead of time, work stuff out like the old world pro wrestling."
"Sure," I said. "But the deaths?"
"Well, there are real matches too. Sometimes people don't like each other, or She shows up or whatever. Same rings, same stuff, but actual fighting. It makes the fake stuff go down better."
"You aren't worried?" I asked. "Someone sets up a fake fight, then sneak attacks you in the middle?"
He looked somber for a second.
"It's a concern," he said. "But I only work with people I trust, and a reputation for doing that sort of thing is a really bad thing to get. People don't want that, so if they have a problem with me they'll be better off if they work it out in other ways. Nobody wins if that kind of thing gets started."
Most Ultras wouldn't know about the prisoner's dilemma, but it was apparently a universal concept. It spoke for his intelligence that he'd realized the dynamic, and could put it in words.
"Clawer?"
We looked up as someone called his name.
A short Ultra with a sporty beret for a sigil came trotting up. She casually reached out and scooped the bag of junk food off his arm, dumped it into a sigil.
"This is Stopper," he explained. "We work together a lot."
That was interesting. I hadn't heard anything about her when I'd asked around about him.
"Haha, yeah," she said. She had a way of speak-laughing that immediately got on my nerves. "We're a unit, right babe? I'm the hands, he's the hooks."
"Sure," I said.
It made sense that he'd have a partner of some sort. Even I had Owner to watch my rest, and I had thumbs.
We talked some more, and I got a better feel for their basic situation.
Clawer was the main one to consider, of the two. He had the fighting power to live in the Lair, she coasted along in his wake, her own gift was the ability to steal momentum from forms by looking at them.
They seemed to have a genuine affection for one another, or at least they didn't bicker in my presence. It wasn't the worst afternoon I'd ever spent.
"It was nice hanging with you today," he said, as I was getting ready to go.
"Sure," I responded.
"Listen," said Stopper. "You are recruiting people for your Posse, right?"
"Not just yet," I said. "I'm still in the early phases of-"
"When you do," she said, speaking over me, "We'd be very interested. We'd be a huge asset!"
I said something noncommittal, made my goodbyes and let them there.
Incomplete information gathered on Ar Harbor defenders. I need to know more, but this is a good start. I could get more information from another questioning of the survivors, but what I'd really like is to get the Resistance's take on the Round Table gang.
Clawer added to Ultra Allies after a day hanging out. He seems to be on the level, useful physical combatant with a good head on his shoulders. If I decide to bring him into the Posse, however, I will need to decide what to do with Stopper. Should I bring her into the Posse as well, or just the band, or leave her behind?
The actions I started formulating yesterday should be done by tomorrow.
Masher- Enemy, and fellow protégé of Subtracter, 3*/0/3*, trades off strength and durability as she moves or stays still
Ultra Acquaintances:
Owner – housemate, 0/0/1 operates an imaginary firm, with real effects on the world,
Picker – First Fist protégé, 0/1/0, 'selects the outcome of things'
Tracker – Running buddy, 1/0/1, Creates tracks, and can move things on them
Shower – Adder's protégé, 1*/0/1*, gains strength and durability from witnesses
Sticker – Did dentistry for her brother, 0/0/2, Creates slime, can choose its stickiness
Echoer – Singer I am a fan of, 1/1/1, can duplicate any action that she sees
Bubbler – Operates Ultra clinic 0/0/?, traps things in bubbles that heal and move them
Sucker -- Ultra entertainer, ?/?/?, pulls objects/people towards her at incredible rate
Stopper – partner of Clawer, 0/0/0, steals form's velocity by looking at them
Faction Rankings:
Regime 7
KEM 8
Pantheon 2
Union 4
Resistance 9
Prevailer 3
Actions:
[ ] Seek Transportation
-[ ] Scavenge (Timeslot cost: 2; AP cost 4, refunds 3 on success)
Motive: My current transportation sufficed for me in my troubleshooter role, but I will likely require a larger vehicle, or several vehicles, in order to bring everyone to Ar Harbor. I can seek to find something in the suburbs and surrounding towns.
Concerns: Leaving Shington could be dangerous, and I am far from guaranteed to find a bus or truck suitable to my needs, as the area has already been heavily scavenged.
-[ ] Trade with existing owners (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but instead of fixing up ruined vehicles I'll negotiate to get them from their current owners.
Concerns: Snitcher may disapprove of a warlord being civil
-[ ] Seize by force (Timeslot cost: 2; AP cost 4, refunds 3 on success)
Motive: As above, but instead of asking my contacts for vehicles I'll just take what I want. My role as warlord and my Tally should minimize resistance
Concerns: People like their vehicles, and won't like the one who takes them. I will make enemies.
-[ ] Seek Transportation [Adder + Company] (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but Adder can use his gift to make something for my purposes, and the Company can duplicate it and make it permanent.
Concerns: Adder and I are not close, he may decline to aid me, owing to his rivalry with my sponsor, Subtracter.
[ ] Seek Target Information
-[ ] Company (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: The Company logs every Ultra they create. Their Ar Harbor records would be useful information
Concerns: Ultras migrate and conceal their gifts, this information would be incomplete
-[ ] Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)
Motive: Subtracter is the military leader of the Regime, she will have information on this target
Concerns: Subtracter is stupid and violent, I don't like to be around her
-[ ] Survivors (Timeslot cost:1; AP cost 2, refunds 1 on success)
Motive: There have been 2 other attempts at Ar Harbor. I can seek out and question survivors in the outer city.
Concerns: I may be unable to find any survivors, and I may be misled by liars.
[ ] Seek Posse Members
-[ ] wander & gossip, (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 1-6 of them in a few hours of socializing and gossiping, opening up in depth investigation options on them and adding them to my list of acquaintances.
Concerns: None
[ ] Investigate Acquaintance:
-[ ] [Name], (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
Motive: I can spend some serious one on one time with an Ultra I've chosen, evaluating the capability of their gift, the alignment of their values with mine, and their basic ccompetence. If all checks out, I might move them into my Ultra Allies column.
Concerns: None
[ ] Invite Ally into Posse:
-[ ] [Name], (Timeslot cost: 1; AP cost 3, refunds 3 on success)
Motive: If I want to bring an ally into my posse, get them to take actions on my behalf and rise or fall with me, this is the way to do it. I will only take this action on those I've already made allies, and once this has been taken it is difficult to undo.
Concerns: Posse members are most of the way into my circle of trust, and will operate on my behalf, representing me to stranger. A mistake here would be dangerous and damaging. I should be careful before taking this step, potentially investigating a prospect several times.
[ ] Seek Information on Snitcher's patterns
-[ ] Passive listening (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Motive: Snitcher can ride my senses at any moment, and bring Her along. If I am ever to contact my KEM allies, my resistance allies, or show any kindness or weakness whatsoever, I need to understand when this is likely to take place. Gossip can hint at this, particularly if I carefully steer conversations. This action would be mostly undetectable, even if he was riding me when I took it.
Concerns: None
-[ ] Active interrogation of Snitches (Timeslot cost: 1; AP cost 3, refunds 2 on success)
Motive: As above, but rather than listen for random gossip I will seek out other linked individuals and directly ask them how often he rides their senses, and what actions he has reacted to in the past.
Concerns: More likely Snitcher notices this, unknown consequences of that.
-[ ] Confront Snitcher Directly (Timeslot cost:1; AP cost 4, refunds 3 on success)
Motive: As above, but take the simplest possible route. Go to Snitcher and ask him for the deal.
Concerns: I am sponsored by Subtracter, not Snitcher, he may not wish to aid me. He may demand favors or other services in exchange for the information.
[ ] Seek Information on Regime military operations
-[ ] Ask Subtracter (Timeslot cost: 1; AP cost 3, refunds 1 on success)
Motive: My life depends on doing this right. I need to get a basic understanding of what She is expecting from my attack on Ar Harbor. Do I need to seize the Company Facility? Kill all the enemies? Are there any constraints on how I go about it? Subtracter is the leader of the Regime's military, and my sponsor, she will know these answers.
Concerns: Subtracter is stupid and brutal, and she killed my neighbors, I hate spending time with her.
-[ ] Ask Around (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: As above, but ask survivors of previous missions instead of my evil boss.
Concerns: My predecessors may not have told them everything, their views of their missions may omit certain command level details that I need to worry about.
[ ] Relax and Recuperate
-[ ]By lounging around, (Timeslot cost: 1, AP cost 0, refunds 1 on success)
Motive: I could do with some rest.
Concerns: None
-[ ]By patronizing entertainment ares (Timeslot cost: 1, AP cost 1, refunds 3 on success)
Motive: I could do with some rest, and I might learn some things by socializing
Concerns: None
-[ ]By using my gift to repair the city (Timeslot cost: 1, AP cost 2, refunds 5 on success)
Motive: It needs to be done.
Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk
-[ ]By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)
Motive: This is why I have my gift.
Concerns: This is not becoming behavior of a warlord, Snitcher may take notice, and people may talk
[ ] Organize Armory [Timeslot cost: 1, AP cost 2, returns 2 on success)
Motive: I carry, in my backpack and on my person, various items to blend with if the need arises. I am overdue to look through my setup and take an inventory, once that is done I could seek out new objects if I am missing anything useful.
Concerns: None
[ ] Seek new residence [ Timeslot cost: 3, returns 1 if successful ]
Motive: I could get a lot more done if I got a full night's sleep
Concerns: Owner and I have guarded one another's rest for a long time. I wouldn't necessarily be able to trust a new person to the same extent.
KEM Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
Resistance Actions: (Sealed until I figure out how to deal with Snitcher's surveillance, or resolve to defy him)
[ ] Action: Other (Timeslot cost: x, returns x if successful)
She's "kick the moon in two" levels of strong, she has insane reflexes, insane teleportation, perfect healing whenever she teleports, and a hidden power (local omniscience, but with a city-wide range).
We can't beat her.
And in any case this quest is a prequel to the web serial. No way we'll be killing such a key character and invalidating the serial
She's "kick the moon in two" levels of strong, she has insane reflexes, insane teleportation, perfect healing whenever she teleports, and a hidden power (local omniscience, but with a city-wide range).
We can't beat her.
And in any case this quest is a prequel to the web serial. No way we'll be killing such a key character and invalidating the serial
Yeah we do its called biological warfare . Unless her omnisicence tracks every virus and bacteria in her body it should work. Or teleport her to space, that depends on if our teleportations range is greater then her. Or mind control her. Or have her fall in love and manipulate her that way. Or teleport a piece of the sun where her brain used to be.
I mean in any starndard super hero setting there are ways to even the strongest heros.
Oh well this was just a thought experiment.
[X] Organize Armory [Timeslot cost: 1, AP cost 2, returns 2 on success)
[X] Investigate Acquaintance:
-[X] [Stopper], (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
NOTE: I'm afraid of getting into a fight if we fail a social roll or something. We've gotten hints that victory depends on preparation and clever power use, so let's at least do a basic step and organize our armory!
I really wanted to do things like "heal people" or "trade for transportation" for both IC and OOC reasons, but learning about people feels more important right now. We could be told "go there and fight!" suddenly, and I'd like to have a small group assembled for when the time comes.
And of course having an ally or two makes it possible for us to pick another place to stay in, thus getting a full night's sleep and presumably recovering 2 AP/night instead of 1.
Tentative plan for the future. C&C very welcome!
Investigate Sticker, Echoer
Seek Posse members, see what turns up
Add investigated people to allies, and then to our own group
Seek transportation
THEN be ready to set off.
Healing people shouldn't be done in this city, IMO.
EDIT: @Acolyte, it's even worse than that. She has allies that can see the future and help her out :'(
I'd just assume she's effectively unkillable. Thankfully she's easily distracted and rather lazy.
[X] Organize Armory [Timeslot cost: 1, AP cost 2, returns 2 on success)
[X] Investigate Acquaintance:
-[X] [Stopper], (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
...looking at the incomplete information about the Round Table gang I have no idea what to do about them and how our force compares against theirs. Hopefully, our options will get clearer once we investigate more.