That isn't a full vote. If you're writing your own vote, you have another three actions to pick. And if you're trying to vote for me, it's best to either namevote me or copy-paste the entire vote. I forgot to pick a vote title, sorry.
Well, this will teach me not to forget to vote. Adding Owner to our Posse? Seriously? She's weak as fuck and we're already low on fighters! And she is far too slow to be useful! We're going to need to move around and get shit done, and we instead got someone who can't?
"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.
Well... it looks like we are going for a specialist Posse, and just hiring up the brutes for the Warband. It... could work? The upside is that we are stronger than any given member of our alliance, so we don't have to worry about that, if any of them needs to go.
The downside is pretty obvious, though. Maybe we could fill the last slot with someone more combat-oriented.
[X] Seek Warband Members
-[X] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)
[X] Investigate Acquaintance:
-[X] Grower, (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
[X] Owner action: Investigate Acquaintance:
-[X] Replayer, (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
[X] Builder action: Investigate Acquaintance:
-[X] Smasher, (Timeslot cost: 1; AP cost 2, refunds 1 on success, 2 if we become allies)
...didn't Builder get us the recommendation for Replayer? Wouldn't it make more sense to send Owner on the task in hopes she notices something Builder didn't?
Edit: need to find some way to kill or otherwise inconvenience this one:
Imbuer (King Arthur): Can empower willing humans, at will, with Ultra Strength, Speed or Toughness. These champions keep their gift until he retracts it. The blessings effectiveness varies inversely depending on how many people he is maintaining it on. More targets means that it is less powerful.
...didn't Builder get us ther recommendation about Replayer? Wouldn't it make more sense to send Owner on the task in hopes she notices something Builder didn't?
"I know your dreams," I told them, "For they were once my own."
I gestured as I said it, just a kind of vague hand waving motion that they could interpret however they wished.
The Ultras of the Yard looked up at me, a figure silhouetted against the sky, a speaker towering atop the barrier that they could not cross. I had no doubt they'd come up with a suitably imperious meaning for a simple wave of my hand.
"You dream of glory, glory won in this place. You dream that those within will look upon you with favor, and invite you to share in our riches."
This time the gesture took both hands, as I brought them together on the word 'riches', miming a grasping or grabbing motion.
"You are right to dream of this, my sisters!" I cried, raising my voice as I made my appeal. "Right to desire entry to this place. For this is the heart of the world, the hub it all revolves around."
I gave them a conspiratorial grin, exaggerating the motion wildly to make up for the fact that they were a good distance away.
"All good things," I quoted, "come to Shington. All the riches of the world, all authority and all might, flow from this place, and nowhere else."
I reached down to my side and lifted up a can of Owner's booze, an old world delicacy utterly unavailable to these poor souls, and drained it right there in front of them.
My eyes widened as it burned, and I narrowly averted a coughing spell. I hadn't actually had all that much to drink in recent months. I probably should have replaced the liquid in here with something milder.
"All good things," I continued, "and you."
I set the glass down and pointed, letting my finger wander from one to the next as I monologued.
"You, the hungry ones. The strong ones. The young ones. You have so much to prove, and the way is so narrow. I know this, and you know that I speak true, for I myself but recently walked this narrow way."
I brought my other hand back up as well, pointing out people on the other side of the square.
"This is your chance. This is your moment. The glory that you sought, that you've striven for, killed for? It can all be yours! I am the Warlord of the Regime, and I have come here today to witness your valor."
Clapping and whistling greeted this proclamation, Ultras shaking fists and standing alert before me.
"Show me what you've got!"
I took my seat then, slumping back into the chair that I'd appropriated from Subtracter's proxy.
It was a good thing that I'd brought along more of Owner's refreshments, because the morning that followed was spectacularly boring.
I sat. I watched. I took the pledges of the worthy.
When all was said and done I had 17 names for my warband, seventeen Ultras to lead into battle.
Their gifts were simple and straightforward. Ultra strength, Ultra speed and Ultra toughness predominated among them.
Unsurprisingly their levels were mediocre, to be generous. None of those who had the potential to be invited on their own merits had taken my offer, for roughly the same reason that I'd never signed on with the last Warlord.
It was a crap gig. If they fought well, then I would be rewarded. If they fought poorly, then they died. My recruits were a mixture of those desperate enough to leap at even this chance, and those dim enough not to understand the nature of the gamble they were undertaking.
I knocked on my bedroom door, then waited a discrete interval before stepping inside.
"How'd it go?" asked Owner, tossing me a canned drink.
"Not badly," I told her. "Not great, exactly, but not bad."
"Grower agreed to join up?" asked Builder, wrestling one of her shoes away from Napoleon.
"I didn't officially extend the offer," I said, "but she expanded on the 'you call, I'll come' promise that she gave last time. She is absolutely down to be a member of my Posse, she'll fight alongside us if we pick her."
Owner went over to the white board, checked off 'willing', by Grower's name.
"How about…" she asked, moving the marker over to 'capable'.
I gave a simple nod, taking a sip of my drink, only to immediately spit.
"Owner, this is diet soda!" I protested.
She just looked at me, bewildered.
"What's…"
"Diet soda was a kind of poison we used on rats," I told her.
Builder chuckled.
"Anyway," I said, ignoring the temptation to blend the 'cheap' out of the soda, "Grower is capable and clever. I feel like, in time, she might well have succeeded to my position. She hasn't made any mistakes that I know about."
"What's she asking for?" asked Owner, tapping the marker against the whiteboard.
"Nothing in particular," I told her. "She is probably planning to move up into this position when I move out. Prevailer often finds things for successful Warlords to do, which would leave an opening for Grower."
I gave them both a meaningful look.
"Oh, yeah, that's no problem," said Builder. "We obviously couldn't ever be the warlord. If we pick her we'll let her know that she's next in line."
"She's really ok with being paid totally in the future?" asked Owner.
"Remember I gave her a blend," I told them. "She's already benefitted greatly from my patronage. She intends, I believe, to keep on doing so."
Owner checked the 'capable' box, moving her marker along to 'powerful'.
I pursed my lips.
"She's…" I paused.
"She's probably fine, right?" said Builder. "She's ultra tough, and that growing power can be totally lethal."
I massaged my forehead.
"It can, sure, and there's the obvious synergies with both of your gifts. But it can't beat Ultra toughness, and her own toughness isn't all that high, and the blend I've given her isn't exactly Ultra speed, it's more…"
I trailed off, holding out a hand to the side, wobbling it back and forth.
Owner nodded, sadly, and moved the marker down to the next row.
In the privacy of my mind, however, there was one more box, and with some reservations I checked 'moral' off for Grower. I didn't think she shared my own sympathies, didn't think she'd ever join KEM or the Resistance, but as far as I could tell she didn't go out of her way to be brutal to the humans. It factored into my decisions.
"How about Replayer?" I asked Owner. "How'd your meeting go?"
Owner grinned.
"I like her," she said, immediately. "She's cool. She threw cans up in the air and shot them, and, like, it was amazing. She juggled them with bullets."
"You like everybody," complained Builder. "A test that no one can fail isn't terribly useful."
That was a surprisingly good point, coming from Builder.
"Let's go down the list," I said.
"She's willing," I continued, remembering our last discussion, and the offer that she extended. "but I'm not sure how capable she is."
Owner nodded along at that.
"Yeah," she said. "I hear that. After the show she had to ask me where she could get more bullets. I don't think she thinks stuff out ahead of time much, or, like, at all."
"Was she maybe trying to trick you?" I asked, "Giving you the wrong impression?"
"I guess," allowed Owner.
I doubted it, though. I remembered her offer to gun down people in the streets of the Lair, an offer which, if accepted, would almost certainly have led to her immediate death.
"She was, like…" Owner paused a second to pick the word, "sort of carefree, yeah? Like she kind of just lived in the moment, or whatever."
I moved the marker along.
"Powerful is easy," I said, checking it, "She's got Ultra speed, ultra strength, and something that more or less doubles for Ultra toughness. On paper she's one of the finest combatants in the Lair."
"Did she reveal anything about her rewinding power?" asked Builder. "Like, did you maybe suggest she use that to get her bullets back, then see what she said."
"Oh," said Owner, "That would've been really smart."
Inside my mind I left the 'moral' box unchecked. Anyone who would commit mass murder to prove a point wasn't operating on any ethics that I could coexist with. The two of us were enemies, although Replayer didn't know that.
I looked over to Builder.
"Did you have any better luck than I did with Smasher?" I asked.
She chuckled at that.
"It could scarcely have gone worse, maybe if I found her dead or something? Nah, it went fine."
"Do tell," I directed her. "What is she like when she's sober."
"Morbid," said Builder. "I never really noticed it during the Ultra Fights, but this girl is seriously sad."
"Oh yeah?" asked Owner.
"No question," said Builder.
She took a deep breath, catching it in her throat to produce a sort of 'fake cry' kind of voice.
"When I…when I look at you, or at other Ultras, it's like I see all the people who died, the people who died for our gifts! Like, why is it us who gets to live, huh? Why didn't we die with them? Waaha Waahaha!"
"She's depressed?" I asked.
Builder gave a helpless shrug.
"I was gonna go with wacko, but that sounds like a fine word for it. She hates herself, hates the rest of us. She is an Ultra who thinks the whole concept of Ultras are, like, wrong or whatever."
I nodded along.
"You think that's why she self medicates?" I asked.
Builder nodded.
"Also because drugs make you want more drugs, right? But yeah, I think the root of her problem is that, going by what she told me, her whole family took the Process together, she was the only one who made it out."
Jeez.
"I see," I said.
"It was apparently a long time ago," continued Builder, "But, like, she doesn't seem to get over it or whatever, she just keeps beating up herself about it."
"Did you talk to her handlers?" I asked. "They seemed to have her best interests at heart, when I went there."
"Yeah," she said. "That was a good tip, I wouldn't have thought of talking to the humans if you hadn't suggested it."
Of course she wouldn't.
"They tell me that there's a sort of schedule. They give her different pills, a little time with Blisser, that kind of thing, when they need to get her ready for an Ultra Fight. People kind of bend over backwards to accommodate someone with Ultra Strength three, so she's always had the clout for it in the past."
"Oh," said Owner. "That's great news. It sounds like if we just need her for the one battle, we can have them ramp her up for it, right? Like, it'll be just like an Ultra Fight for her."
I quirked my lip at that.
"But she wouldn't be helping us in the meantime, wouldn't be interviewing people or gathering soldiers, wouldn't really contribute anything but fighting on the day of."
Mentally I went through the boxes.
Willing, sure, or rather, the concept really didn't have meaning for her. I could get her to fight, I was pretty sure, as long as I set it up far enough in advance.
Capable, hah. Not remotely.
Powerful, yep, Ultra strength three. If I wanted to throw a mountain at Ar Harbor, it was on the table.
Moral, yeah, actually. It sounded like she might be a little TOO moral, actually, but she clearly felt keenly the central injustice of our times.
"So that's all of them," said Owner, after a little pause. "Which one do you think we should invite, Blender?"
Stopper – partner of Clawer, 0/0/0, steals form's velocity by looking at them
Sticker – Did dentistry for her brother, 0/0/2, Creates slime, can choose its stickiness
Grower – 0/*0/1, an outside Ultra I sponsored into the Lair, has a bullet blend from me, can rapidly increase the size and mass of objects
Joker — 0/2/0, a woman who can change what other people/herself look like
Replayer — 1/2/0, she can 'step back in time' to undo damage that she takes
Smasher — 3/0/1, a woman who is billed as the strongest Ultra fighter of all time
Ultra Enemies:
Masher- Enemy, and fellow protégé of Subtracter, 3*/0/3*, trades off strength and durability as she moves or stays still
Picker – First Fist protégé, 0/1/0, 'selects the outcome of things'
Ultra Acquaintances:
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
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
Gunner — 0/0/1, she shoots tracking Ultra Blasts at roughly Ultra Strength One
Chiller — 1/0/1, can freeze any object she touches, leaving them brittle and easily broken
Cutter — 1/1/1, she is a brutal front line combatant
Swimmer — 1/0/1, she can 'swim' through solid surfaces
Burner — 0/0/1, she can summon Ultra fire from anywhere that she can see
Maxxer — 0/0/0, she can augment the gifts of other Ultras, pushing their gifts
Puncher — 1/0/1, her strength and speed both go up when she repeats her movements
Faction Rankings:
Regime 7
KEM 8
Pantheon 2
Union 4
Resistance 9
Prevailer 3
Knights 3
Actions:
[ ] Contact Knights (Timeslot cost: 1, AP cost 2, returns 1 on success)
Motive: My recent actions have opened up the possibility of collaboration with the Knights of Purity. Their assistance could be valuable, insofar as they don't count towards the Regime's ridiculous rule against outnumbering our enemies, and I might be able to acquire some of their blessed equipment if I play my cards right.
Concerns: I don't know if I really want to be associating with such a group. KEM wouldn't mind, but the Resistance would pull away from me, and I might end up coming into contact with Second Fist or their sponsored Ultras. It is likely that anything they might want from me would be rather evil.
[ ] 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
-[ ] At Ultra Fights, (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Constraint: Only available in the afternoon or night on days divisible by 4 (day 4, 8, etc)
Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 3-12 of them in a few hours of socializing and gossiping at this kind of event.
Concerns: Ultras associated with the Fights are more likely than most to be melee combatants.
[ ] Seek Warband Members
-[ ] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: The Lair is surrounded by hundreds of Regime Ultras. The strongest come to the Yard to show their power and appeal to those like me, who would give them purpose. I should be able to gather between 5 and 20 Ultras of such caliber.
Concerns: I will need to provide housing and direction to these Ultras, or risk them wandering off. I can expect to spend at least an action a day on them, and training them might well eat up more. Ideally a Posse member will be tasked with this.
-[ ] [Gang name] From a Gang, (Timeslot cost: 2; AP cost 5, refunds 3 on success)
Motive: The Ultras that surround Shington are organized into Gangs dozens strong. If I can recruit such a force I might have my whole Warband right there.
Concerns: These Ultras likely already have patrons in the Lair, who I would need to negotiate with. Their leader would also likely want a place in my Posse, and she would be the primary locus of their loyalty until I'd had time to win them over.
[ ] 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 visiting Blisser (Timeslot cost: X (slots spent until AP reaches max), AP cost 0, returns 3 per time period. DANGER, this action may cause addiction)
-[ ]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 areas (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.
[ ] Action: Other (Timeslot cost: x, returns x if successful)
KEM Actions:
[ ] Assign Assassination mission [Timeslot cost 1, AP cost 3, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: KEM are the only humans who fight back on a consistent, day to day basis. We've come up together, they and I, and pointing them at my foes is only common sense. If I give them a target, then I trust them to make a good faith effort to put that Ultra down. Their odds of success, of course, vary wildly depending on how much info I can provide, and the gifts of the Ultra in question.
Resistance Actions:
[ ] Assign Information Gathering Mission [Timeslot cost 1, AP cost 2, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The humans are the ocean in which the Ultras swim, the saying goes. The Resistance's capacity to gather information about Ultras is unsurpassed. If I give them a target, then they will give me every bit of public information on the target, and often times a little bit more. Ultras are people, after all. I believe this with all my heart. And people trust other people, even those that they ultimately shouldn't. I can assign as many targets as I wish, but the more I assign the less details I will probably get, and the longer it might take.
[ ] Debrief Information Gathering Mission [Timeslot cost 1, AP cost 0, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The information that the Resistance gathers is worthless if I never regain it. Using protocols I've worked out ahead of time, and my recent discovery of Snitcher's habits, it should be possible for me to take the Resistance's reports with minimal risk. I expect I should give them a day or two for local targets, and possibly as much as four for targets in Ar Harbor or further afield.
Owner Actions:
[ ] Acquire Funds [Timeslot cost 1]
Description: Owner takes action to get more and more valuable assets within our world, increasing her overall funding, hopefully permitting her gift's actions to be swifter and larger in impact. (Requires Write In clarification on how to do this)
[ ] Change Company [ Timeslot cost 1]
Description: Owner presently runs a package store, located in downtown Washington. She has, as near as I can estimate, a low six figures saved up. With this action I can direct her to acquire licenses, expand locations, purchase other businesses, or perform similar deeds, all based around changing the operation and activities of her imaginary franchise. (Requires Write In clarification on how to do this)
[ ] Company Action [ Timeslot cost 2]
Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor. Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I've been entertaining. [Requires Write In clarification on how to do this. The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]
Builder Actions:
[ ] Repair Structure [Timeslot cost 1]
Description: Builder can repair most any structure any structure in just a few hours, spreading broken portions back into place and generating new matter as needed.
[ ] Construct Known Structure [ Timeslot cost 1]
Description: Builder can construct any easily described structure with the same ease that she repairs them. Her present education limits this to extremely primitive structures, but that might well be changeable.
[ ] Construct Known Items [Timeslot cost 1]
Description: Builder's gits aren't limited to buildings. If she can get a perfect understanding of an objects, and samples for every component, then she can form any items that I might desire. The easiest way to accomplish this, of course, would be to provide her with a sample.
[ ] Memorize Patterns [ Timeslot cost 1]
Description: Builder's gifts are heavily limited by her imperfect education. The more patterns I can get her to learn, the more she can construct from any given material. If I provide her with patterns or specimens I'm pretty sure she can memorize them and add them to her arsenal.
[ ] Seek Warband Members
-[ ] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Concerns: I will need to provide housing and direction to these Ultras, or risk them wandering off. I can expect to spend at least an action a day on them, and training them might well eat up more. Ideally a Posse member will be tasked with this.
So, this seems to be something we need to do. Except I don't really see any actions related to this.
And neither Builder nor Owner are good instructor material, so we should either hire someone temporarily to whip our Warband into shape (the potential recruit would have to be powerful, and not much else, besides maybe having a bit of experience running the Ultras ragged; the benefit is that we may work with someone we don't want on our Posse), or choose our final Posse member with an eye towards this kind of capability.
Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor. Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I've been entertaining. [Requires Write In clarification on how to do this. The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]
This also seems like an interesting idea to neutralize Vanisher. If we can catch a whiff of their ambush plans, we may be able to pre-empt them without a way for them to fight back against this diversion.
...but we may also force their hand by leaking information to them, and making them ambush us at a place of our choosing. They won't find anything wrong with their counter-plans until we pull the trigger and make their defences crumble around them, invisible or not.
That having unseen help like this plays into the whole 'bring inferior force and come out the victor' concept of Ultra fighting is also a nice bonus.
We should probably start now, this seems like it may take some time.
And Builder still needs to finish reconstructing our transport, I think?
War band actions will show up next week, but you can take them as write ins this week if you want. (GoT and Veep have been eating up a chunk of my QM time)
Presently you just have a list of people who have pledged to come when called. Blender would much prefer a trained and supervised force that couldn't wander off or die in random squabbling. Some kind of on-the-spot leader, a barracks, guns...there are a lot of things that could improve the warband.
Also, yeah, Builder still needs another action to learn the bus pattern.
[X] Plan Hammer
-[X] Write-in : Get the new minions in line. Owner and Builder and are in charge of them even though they aren't personally strong (They're my lieutenants! And their gifts are useful, see? Builder is transportation, while Owner is food and luxuries! And in large fights you'll see that their gifts won't be useless). Spar, start them on group sparring and the basics of working together.
-[X] Invite Ally into Posse: Smasher (Timeslot cost: 1; AP cost 3, refunds 3 on success)
-[X] Builder and Owner : Set up barracks of some sort for the warband.
-[X] Builder : Memorize Patterns (keep working on the transportation) [Timeslot cost 1]
-[X] Owner : Seek Information on Regime military operations by asking around (Timeslot cost: 1; AP cost 2, refunds 1 on success)
In the future, I'm hoping to have Owner or Builder handle the training and supervising of the warband. But we need a strong start, and that means doing it personally.
I want Smasher. Why? Because in the end strength does matter, and IMO it's better to work around a less useful Posse member than to lack the crucial punch in case we're ever faced with anyone truly invincible (or any weird Ultra effect that Ultra Strength 3 could just break through). Ultra Strength 3 has been shown to be useful against weird things like regeneration, forcefields or even (maybe) timey-wimey bullshit in the serial. It's basically a conceptual "fuck you" while on the attack, and is pretty damn rare.
Oh, and Smasher's morality is a problem, but it's nice. Hopefully we can help her get through the worst of her depression.
Getting Owner to supply Smasher's addiction of choice may be necessary while on the move.
@Walter, how many actions can I give Builder/Owner? From the actions it looks like one is recommended, but two timeslots can be used occasionally (but not all the time). Is that right? Presumably they have something like AP or overwork penalties going on on their end where we can't see it.
Smasher, huh? Maybe we need someone like that. Not sure she synergizes with the rest of our Posse, though.
I wonder if we get to expand the size of our Posse eventually. Would probably have to succeed on the mission, though,
I also wonder if it would be possible to hire a few of the ones that didn't make the cut to tag along anyway. What could mercenary Ultras want from a Warlord?
Smasher is a big melee hitter. Our Posse currently focuses on controlling the battlefield, and has a limited ability to deal actual damage. This is about as good as synergy gets, IMO.
I wonder if we get to expand the size of our Posse eventually. Would probably have to succeed on the mission, though
I hope so too!
I think that part of a Posse's size is ruled by image concerns. We can't be overshadowed by our Posse, we can't outnumber the enemy, but it still has to be big enough to let us win.
I also wonder if it would be possible to hire a few of the ones that didn't make the cut to tag along anyway. What could mercenary Ultras want from a Warlord?
This feels like something we could use Owner for. Hm...
I'm thinking about what Owner should be doing next. IMO we should focus on getting Owner very rich somehow, and then choosing what/how she should spent that money in the other world.
Your Posse can expand, in fact! It is a function of your Prestige. I didn't make that clear, or say it at all, but that's where it comes from.
Your 3 came from approximately:
1 follower because I'm the warlord
2 follower because I have a high Tally
3 follower because I'm Subtracter's gal, and her authority sort of bleeds off.
The limitation on its numbers is basically the Regime's way of stemming some of the bloodloss from internal coup attempts. They give trust grudgingly and slowly, so that they don't end up executing a whole swathe of their finest when someone goes off the rails.
There isn't a limitation on hiring other Ultras, beyond Prevailer's desire to see fair-ish fights. If you can persuade someone to pitch in, that's usually a great idea to do.
Owner/Builder are giving you one slot for now, but you have the feeling that they'd take another action per turn, as long as they could do so together.
Owner/Builder are giving you one slot for now, but you have the feeling that they'd take another action per turn, as long as they could do so together.
Failure to invite Smasher? Aw, shit. Here's hoping she doesn't paste us. And here's hoping we don't have to kill her or lose Prestige too (if Prestige rules Posse size, losing it sucks).
I wonder if there'll still be an opportunity to try again once we can sweeten the pot enough, or if that opportunity will be gone forever?
-[X] Write-in : Get the new minions in line. Owner and Builder and are in charge of them even though they aren't personally strong (They're my lieutenants! And their gifts are useful, see? Builder is transportation, while Owner is food and luxuries! And in large fights you'll see that their gifts won't be useless). Spar, start them on group sparring and the basics of working together.
-[X] Invite Ally into Posse: Smasher (Timeslot cost: 1; AP cost 3, refunds 3 on success)
-[X] Builder and Owner : Set up barracks of some sort for the warband.
-[X] Builder : Memorize Patterns (keep working on the transportation) [Timeslot cost 1]
-[X] Owner : Seek Information on Regime military operations by asking around (Timeslot cost: 1; AP cost 2, refunds 1 on success)
A line of surly faces greeted my statement, eyes carefully not rolling.
I'd lined them up against a vacant building, as part of my process of sorting out which of my seventeen recruits had which gifts. It had been an excellent idea to hire at the yard, I hadn't needed to kick any of them out for being blatantly unsuitable for the kind of thing we were doing.
Not that I would, actually, but even a Warlord who DIDN'T want her troops to suffer heavy attrition would have kept these ladies. Fine gifts all around.
"They are weak, though," said one of the braver ladies, up in the front row. "Force rules the world, and they don't have any."
I walked carefully down the line to her position.
"Name?" I asked.
"Jumper," she said.
"Jumper," I said. "Why do you think I'm not constantly challenge for my title?"
She shook her head mutely, not venturing an opinion.
"Am I that scary?" I asked. "That fierce? Nobody wants any, not in the whole Lair?"
Another front liner spoke up, a scarred girl with just one eye.
"You are the Warlord. That means you are Hers. Nobody wants any part of that."
I did finger guns at her.
"Exactly," I said. "I am Hers, so your fear of Her transfers to me."
I looked back to Jumper.
"They are mine, get it? It's the same thing. You will obey them because you fear me, just as my peers recognize my right to gather you lot together, because I am doing Her will."
"It's like…" interjected the one who'd just spoken, "a mountain, and She is at the top, and then everyone else goes down along the line or something."
I listened carefully as she rediscovered the concept of 'hierarchy', nodding along as she got to the end.
"Exactly," I said. "Like a mountain, which is incidentally what the last of my Posse will drop on you if you get smart with me."
The last time I'd come here the younger sister had been prompt. Useless, but prompt. This time there was no one.
I sniffed the air, suddenly catching a scent I'd last noticed at Picker's house, rich and iron.
I put a hand to the door, then thought better of it. Satisfying as it might be to steal some aspect of its integrity, that would lead me with 'locked' or some such, and that could get me killed.
Instead of Ultra power I substituted common sense. I walked along the wall, coming quickly to a window. One elbow later and there was an opening. Ultra toughness meant never having to worry about glass shards.
The room inside confirmed my fears. Blood dripped from furniture, pooled in the moldy carpet. The younger woman who'd greeted me at the door last time had been decapitated, her head nowhere to be seen. A guy had had both his legs hacked off, he'd expired halfway under a couch.
I checked my immediate impulse, didn't rush inside or call out. This had happened last night if I was any judge. It wasn't likely that the assailant was still here, but it wasn't impossible.
I moved down the wall, stopping at another window, then broke that one too, peering inside. From here I could see the part of the room that had been parallel along the wall I'd been looking through last time. No one seemed to be lying in wait.
This time I climbed inside, taking care to do so in one fluid motion, my senses aflame with notions of an executioner waiting beside the entry.
No one struck at me. No one else was in the room. Just two bodies and a terrifying amount of blood.
I paused a moment, looking down at one of the bodies.
I hadn't been wrong from the window. She'd been *hacked*, her neck cut clean through. What the hell had done that?
My thoughts went to the Knight's scythes, but that didn't make a lot of sense. They were bottom feeders, attacking Smasher's crew wouldn't gain them anything that I could see.
I moved to the interior door, careful not to make too much noise. If anyone was waiting they would have heard my entry, shattering the glass had botched that, but there was no reason to let them know down to the second when I'd be coming through the door.
I reached out, took hold, and carefully twisted the knob. I was ready to throw myself to the side at any moment if a blade came through. I'd been caught out once by someone striking through a door, only my Ultra toughness had saved me. The caution had been hard earned, and I wouldn't put it aside now.
I thrust the door opened. More blood, more horror.
Smasher lay crumpled in a pool of blood and booze, with a pair of forms slumped atop her. Her eyes were wide and staring, and a broken sword jutted up out of her shoulder.
I looked to the left and right, making sure that the room was empty, before I moved in. I had the sickening feeling that I knew who had done this.
Nothing about the assailants was terribly distinct. They were a pair of middle aged men, fat around the middle, grotesquely twisted and broken by Smasher's hands. It was what they were carrying that gave the game away.
Swords. Actual fucking swords. Like the kind you'd find in a museum. The kind that someone obsessed with old stories might give to their pawns when they sent them off to do murder.
Seemed like I wasn't the only one preparing for the upcoming showdown.
I reached down to the broken blade, planning to pull it out. I didn't have any particular plan for what to do with it, but it seemed like it might have some interesting properties to blend away.
When I touched it Smasher came awake with a hoarse scream.
"Aaah!" she shouted, flailing the other arm.
Only the fact that she was awkwardly positioned kept me from having my torso wiped away by that aimless swipe. I dropped down on my ass and kicked myself back across the room, skidding through the blood and booze.
Smasher's wide eyes focused on me and she started to say something, before collapsing again, face down in the mess.
I saved the newest member of my posse before she could drown.
"So Smasher is…" asked Owner, wringing my tee shirt out.
"She's one of us," I insisted. "She just doesn't know it yet."
They nodded carefully, giving one another the 'you say it', eyes.
"It's fine," I insisted. "It'll be fine. You should see what she did to the killers. She's the one."
"She's a mess," said Builder, "right? Like, we were already hesitating on her before, when it was just the addictions, now she has sword wounds? Are you sure she's going to be worth it?"
"This makes her better," I insisted again, thinking of the end of my sentence even as I began it. "The problem before was motivation, right? Well, King Arthur and his crew just killed her sister and all her handlers. She'll be all set for revenge."
"Ok," said Owner, heading off Builder before she could press the point, "How are her wounds? How long before she's up and around?"
I twisted my lip, uncertain.
"A few days, at least," I said. "A lot depends on how her particular Ultra Toughness works."
"We don't have a huge amount of time," said Builder.
She held up a hand as my eyes narrowed.
"I'm not trying to argue," she said. "I'm just saying that we might not be able to wait for her to heal naturally."
"Enough about her," I said. "If need be I'll seek out an Ultra Healer. My gift may not help our kind, but there's probably someone who can. Or maybe she'll recover on her own."
They clearly had more to say, but I think that they could see that I was kind of at the end of my rope. The day, these relentless days, had taken a lot out of me.
"Alright," said Owner. "Well, we have some good news there. The barracks? Totally awesome."
I grinned.
"Nice to hear something went well. What did you go with?"
Before she could answer I pushed ahead with my next line.
"Did you consider, like we talked about, a private security firm?" I asked.
"I tried," said Owner, "But it seemed like I didn't have enough money to rush that through, like there were a lot of permits that were needed or something. It seemed like it might take weeks or months."
She smiled apologetically.
"I'd been doing those readings you gave me, and there was an apartment out in the suburbs. I figured since the real stuff shows up in my store, and the 'stuff' in an apartment place is, like, rooms…"
"I like it," I said, looking to Builder.
"It went just like you are thinking," she said. "Owner said she spent a lot of her money, but she bought the whole complex, and as soon as she was renting it in her fake world the building changed over here, then I took over, really put the finishing touches on the place."
I could *feel* the interesting things I could do with that, the implications, but I was fading fast.
"And the buses?" I asked.
Builder shook her head.
"Owner…"
"I wasn't comfortable," she interjected. "Going out and talking to people. I can't fight, not like you can, and a lot of people really get mad that we charge for the stuff in my store. I asked Builder to come with me."
I couldn't find it in myself to be mad.
"Ok," I said. "Tell me what you got. Don't worry about the trucks, we'll try again some time."
"Buses," corrected Builder, looking perhaps a bit worried.
"Whatever," I said.
"Well," said Owner. "Last time you found out that Burier's team got hit by the Union, right? Well, I followed up on that. Apparently they didn't have any cars or anything, they were actually hiking to Ar Harbor."
"Just out in the open," said Builder. "Like, in a big line on the road or whatever. So they had to camp out."
"Sure," I said. "You can't cover that kind of distance in a single day. Not on foot."
"This girl," said Owner. "She was there. She swears up and down that the night they got hit there'd been some new girls in town. Pretty ones, sigil chasers, you know? Says they were there early in the night, but she doesn't remember burying any."
"Maybe they guided the strike?" I guessed. "I'm not sure that's actually a thing, like, I think the Union can hit people just fine without anyone on the ground."
"It was just a thing that stuck with her," said Owner. "Anyway, I also got some stuff on the big battle in Ar Harbor, after they got blown up."
"They got mobbed, right?" I said.
"Yeah," she confirmed, but she swears up and down that the 40 Ultras that took them on had humans backing them up. Some guys with guns, maybe a dozen or so, hanging out on the upper stories of the buildings."
That was just great.
"Old guns?" I guessed.
"Yeah," she said. "One shot at a time. Rifles, probably."
Motive: I need her in my posse, and I'm not willing to change the natural healing process.
-[ ] Other? (Write in, I'll answer)
[ ] Contact Knights (Timeslot cost: 1, AP cost 2, returns 1 on success)
Motive: My recent actions have opened up the possibility of collaboration with the Knights of Purity. Their assistance could be valuable, insofar as they don't count towards the Regime's ridiculous rule against outnumbering our enemies, and I might be able to acquire some of their blessed equipment if I play my cards right.
Concerns: I don't know if I really want to be associating with such a group. KEM wouldn't mind, but the Resistance would pull away from me, and I might end up coming into contact with Second Fist or their sponsored Ultras. It is likely that anything they might want from me would be rather evil.
[ ] 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
-[ ] At Ultra Fights, (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Constraint: Only available in the afternoon or night on days divisible by 4 (day 4, 8, etc)
Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 3-12 of them in a few hours of socializing and gossiping at this kind of event.
Concerns: Ultras associated with the Fights are more likely than most to be melee combatants.
[ ] Seek Warband Members
-[ ] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: The Lair is surrounded by hundreds of Regime Ultras. The strongest come to the Yard to show their power and appeal to those like me, who would give them purpose. I should be able to gather between 5 and 20 Ultras of such caliber.
Concerns: I will need to provide housing and direction to these Ultras, or risk them wandering off. I can expect to spend at least an action a day on them, and training them might well eat up more. Ideally a Posse member will be tasked with this.
-[ ] [Gang name] From a Gang, (Timeslot cost: 2; AP cost 5, refunds 3 on success)
Motive: The Ultras that surround Shington are organized into Gangs dozens strong. If I can recruit such a force I might have my whole Warband right there.
Concerns: These Ultras likely already have patrons in the Lair, who I would need to negotiate with. Their leader would also likely want a place in my Posse, and she would be the primary locus of their loyalty until I'd had time to win them over.
[ ] 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 visiting Blisser (Timeslot cost: X (slots spent until AP reaches max), AP cost 0, returns 3 per time period. DANGER, this action may cause addiction)
-[ ]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 areas (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
[ ] Action: Direct the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful)
Motive: If I need to set my warband in motion, give them a project or whatever, it is as simple as telling them to jump. My will is their command.
-[ ] Let [Posse Member] Supervise, takes up the Posse Member's action, modifies success chance based on which Posse member it is, and which action
[ ] Action: Train the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful) [Requires a timeslot from the teacher, who should probably be an Ultra combatant]
Motive: Yard Ultras are fierce, but undisciplined. They are warriors, not soldiers. I can get better outcomes if I teach them some basics.
-[ ] In Ultra Combat (Gives bonuses on their battle rolls)
-[ ] In anti firearm maneuvers (Makes them suffer less casualties under fire)
-[ ] In obedience (makes them more likely to obey my orders)
[ ] Action: Other (Timeslot cost: x, returns x if successful)
KEM Actions:
[ ] Assign Assassination mission [Timeslot cost 1, AP cost 3, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: KEM are the only humans who fight back on a consistent, day to day basis. We've come up together, they and I, and pointing them at my foes is only common sense. If I give them a target, then I trust them to make a good faith effort to put that Ultra down. Their odds of success, of course, vary wildly depending on how much info I can provide, and the gifts of the Ultra in question.
Resistance Actions:
[ ] Assign Information Gathering Mission [Timeslot cost 1, AP cost 2, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The humans are the ocean in which the Ultras swim, the saying goes. The Resistance's capacity to gather information about Ultras is unsurpassed. If I give them a target, then they will give me every bit of public information on the target, and often times a little bit more. Ultras are people, after all. I believe this with all my heart. And people trust other people, even those that they ultimately shouldn't. I can assign as many targets as I wish, but the more I assign the less details I will probably get, and the longer it might take.
[ ] Debrief Information Gathering Mission [Timeslot cost 1, AP cost 0, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The information that the Resistance gathers is worthless if I never regain it. Using protocols I've worked out ahead of time, and my recent discovery of Snitcher's habits, it should be possible for me to take the Resistance's reports with minimal risk. I expect I should give them a day or two for local targets, and possibly as much as four for targets in Ar Harbor or further afield.
Smasher Actions:
[ ] Recuperate [Timeslot cost All]
Description: Smasher hangs on the edge of death. Her body and gift will try to knit her back together each day.
Owner Actions:
[ ] Acquire Funds [Timeslot cost 1]
Description: Owner takes action to get more and more valuable assets within our world, increasing her overall funding, hopefully permitting her gift's actions to be swifter and larger in impact. (Requires Write In clarification on how to do this)
[ ] Change Company [ Timeslot cost 1]
Description: Owner presently runs a package store, located in downtown Washington. She has, as near as I can estimate, a low six figures saved up. With this action I can direct her to acquire licenses, expand locations, purchase other businesses, or perform similar deeds, all based around changing the operation and activities of her imaginary franchise. (Requires Write In clarification on how to do this)
[ ] Company Action [ Timeslot cost 2]
Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor. Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I've been entertaining. [Requires Write In clarification on how to do this. The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]
Builder Actions:
[ ] Repair Structure [Timeslot cost 1]
Description: Builder can repair most any structure any structure in just a few hours, spreading broken portions back into place and generating new matter as needed.
[ ] Construct Known Structure [ Timeslot cost 1]
Description: Builder can construct any easily described structure with the same ease that she repairs them. Her present education limits this to extremely primitive structures, but that might well be changeable.
[ ] Construct Known Items [Timeslot cost 1]
Description: Builder's gits aren't limited to buildings. If she can get a perfect understanding of an objects, and samples for every component, then she can form any items that I might desire. The easiest way to accomplish this, of course, would be to provide her with a sample.
[ ] Memorize Patterns [ Timeslot cost 1]
Description: Builder's gifts are heavily limited by her imperfect education. The more patterns I can get her to learn, the more she can construct from any given material. If I provide her with patterns or specimens I'm pretty sure she can memorize them and add them to her arsenal.
@Walter : Wait, we can't heal Ultras ? Damn, that really sucks. At least we can heal ourself despite being one!
You know what would be great ? A quick infopost with the details of our Gift and those of our Posse Members on it (threadmarked as informational). I had to look up details on Owner's gift earlier, and it was surprisingly slow going.
I made a write-in to look for a healing Blend. I want to look for an item that can self-repair somewhat (whether it's an just an ooze-based toy that flows back together or an actual self-repairing toy we'd have to fix with out Gift first will presumably depend on the roll. Worst case, something really immortal like an old Nokia phone could keep Smasher alive). We can't take traits from animals, right? Because animals with crazy regenerative capabilities are common (flatworms and lizards spring to mind, but some species of spider will also do the job).
I would have picked the "look for a healer" option, but we're all out of AP and therefore need to take an action to regain some.
Regarding Owner's write-in options : I'm not too sure what condition the building is in now in our world, but adding in some basic burglar alarms, better furniture and maybe even something like photovoltaïc panels could be quick, improve security and comfort, AND allow for higher rents when she starts being able to rent it in the other world.
And yes, I think that she should be trying to rent it in the other world.
By the way, does she know what happens once she sells it ? Because otherwise she could buy buildings, fix them up, and then sell them again (possibly for a higher price than what she bought them for if she's clever about things and can make a decent guess at how the markets on the other side are doing). But if the building falls into ruin on our side as soon as she sells it again, then there isn't much point to trying.
[X] Humane plan
-[X] Rest and Recuperate : By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)
-[X] Deal With Smasher : Write-in : Search for Blend that could heal its user (self-repairing toys exist, as do malleable toys that snap/ooze back into place after being damaged, or even objects that are simply immortal) (Timeslot cost: 1, AP cost ???)
-[X] Action: Direct the Warband : Help me look for this stuff ! (Timeslot cost 0, AP cost 1, returns 1 if successful
-[X] Owner action : Improve building to make it more comfortable and secure, and start renting it in the other world as an additional income stream [Timeslot cost ???]
-[X] Builder Action : keep working on those bus patterns ! [ Timeslot cost 1]
Re: Healing, I was using a bit of shorthand there. You CAN heal Ultras, just not ones with Ultra Toughness
From the 'Gift Explanation Post'
**********
By touching a person she can gradually return them to their pristine form. It heals any and all physical problems for a human, taking up to an hour or so for the worst possible case, but it does not work on an Ultra who has even a jot of Ultra Toughness. (Mia has never tried it on an Ultra without UT, but imagines it would probably work).
**********
Mia is probably lucky for this, honestly, the Regime's Ultra healers tend to be sort of shoehorned into that task, it would have been very hard to become the Warlord if she'd had to heal as much as she would've.
Re: Restorative Blending:
You can try it! There are a lot of potential complications (To pick two, the first would be a bad blend, where 'regenerating' pushes out 'mobile' or some such, the second would be that word gets around that you can buff Ultras, and your superiors have a new job for you...), but it has worked out really well with Grower and Builder.
Re: Owner's write in options.
She can totally refurbish and improve the apartment (though, keep in mind, this is a person with a half million dollars in virtual DC. It was kind of impressive that she got a run down apartment in a day, real estate often takes a LONG LONG TIME for even the slightest thing.), and the improvements will show up. Owner *thinks* that if she sells something in the virtual world it will still exist here, that's why the booze in her package store doesn't vanish randomly during the day and get restocked at night.
Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor. Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I've been entertaining. [Requires Write In clarification on how to do this. The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]
The longer we wait, the harder or costlier it's going to be.
TalonofAnathrax, do you have ideas what else could be done with Owner's gift to tip the odds in our favor? Any way we can sabotage the defenders?
Is there a point in training our Warband? Or do we just throw them at our enemies and let God sort them out? Are there instructors we can find? Persuading one to work for us would be an action, but would we need one to find them?
Swords. Actual fucking swords. Like the kind you'd find in a museum. The kind that someone obsessed with old stories might give to their pawns when they sent them off to do murder.
Seemed like I wasn't the only one preparing for the upcoming showdown.
-[X] Rest and Recuperate : By using my gift to heal people (Timeslot cost: 1, AP cost 1, refunds 5 on success)
-[X] Deal With Smasher : Write-in : Search for Blend that could heal its user (self-repairing toys exist, as do malleable toys that snap/ooze back into place after being damaged, or even objects that are simply immortal) (Timeslot cost: 1, AP cost ???)
-[X] Action: Direct the Warband : Help me look for this stuff ! (Timeslot cost 0, AP cost 1, returns 1 if successful
-[X] Owner action : Improve building to make it more comfortable and secure, and start renting it in the other world as an additional income stream [Timeslot cost ???]
-[X] Builder Action : keep working on those bus patterns ! [ Timeslot cost 1]
Day 18 Log :
1 AP at start of day (0 at end of last day +1 for half night's sleep)
-1 for heal people (0 AP)
Roll 6, +5 for success (5 AP)
-2 for find healer for Smasher (3 AP)
Roll 2, +0 for failure (3 AP)
-1 for Get Warband to Help (2 AP)
Roll 7, success (3 AP)
Owner: Improve building + start renting in other world
I tried my best to keep the disdainful smirk on my face as my gift knit the man's leg back together.
It wasn't easy. I'd always derived a deep, personal joy out of using my gift to help people. This was what the Ultras could have, should have been. Selective breaches of the laws of physics to undue the worst parts of an uncaring world.
"You belong to Her," I told him. "Your flesh, your soul. Make sure to take better care of Her property, going forward."
He groveled appropriately, which was something of a relief. Much more dangerous would have been thanking me profusely, which happened a fair bit.
I tried to put Snitcher out of mind as I worked. I'd chosen a morning, I was doing my very best 'evil Ultra' impression, I'd done all I could. The die was cast. If he had a problem with this then I'd just have to deal with the consequences.
I didn't really have time to mess around, anymore. My schedule was getting exceptionally tight, and I had to make sure that everything was in place. I decided to do a quick mental once over, working on what I'd already done, what I still had yet to do.
Most importantly, I'd gathered a Posse. If I could find a healer for Smasher we'd be looking at two combatants, both of us, if I flattered myself, first rate.
We could fight two on four, if we had to, but another possibility kind of suggested itself to me, now that I thought about it.
If there were only two of us, then only two of them had to make it to the confrontation. It would probably be ok to have KEM take one or two of them out.
Aside from the posse, I'd also started gathering my warband, thought that had a bit more to go. I was about a third of the way there, however, and our quality was fairly high. The Yard had been an excellent choice for recruits.
King Arthur's forces apparently had roughly fifty lesser Ultras, but now that I'd read the report on him it seemed like a lot of those were probably humans augmented by his gifts. The actual core of Ultras might well be a lower number.
The guy I was helping got up, moved out. I gestured at the woman who was managing this impromptu operation to help in the next person. She'd been doing a fine job so far, which was another thing that didn't always happen. I'd once had a mob form when I started promising free healing.
It wasn't a fond memory.
My Posse might be excellent hand to hand fighters, and I could probably rely on them in the scrum, but there were still a few complications to get around. The last team had been attacked in transit by a Union drone strike, and it sounded like they had a number of guns in Ar Harbor. Maybe I could do some training, get them better at taking cover, have Builder make some kind of armor?
As far as the Union strike went, I'd have to be as careful as I could not to let something similar happen to us. I was already going to be using trucks instead of walking overland, was there anything else I could do? If Builder was making trucks, would it help to have a truly ridiculous number of them? Could I armor them? Worth thinking about.
This was all ignoring the elephant in the room, however. Smasher had been attacked, quite possibly by the Knights of the Round. If that was the case, then they were keeping an eye on me, and my attack would be actively defended against. My odds of success went way down if I wasn't the only one preparing.
I wasn't sure what I could do to stop them from interfering, of course, it would have to depend on how they were watching me. In all probability they had agents in the city who were observing me, but I didn't immediately see a way to figure out who they might be.
The next civilian shuffled in, knuckling her forehead and trying to hold back tears of pain. I put thoughts of the future aside as I beckoned her over. The present deserved my full attention.
The dark haired woman, Jumper, nodded solemnly. "All we know about," she said. "Or at least all the ones outside the Lair, that would come when we called."
I cracked the door, peeking into the half ruined room.
"There are two people in there."
She had the grace to look a little embarrassed.
"It's a hard ask," she said, "And a lot of people didn't really understand that we are with you yet. We might have got a few more if we'd had one of your posse members."
"They were busy," I snapped.
"Between these and the ones you found in the Lair," she pressed, "I hope we got what you were looking for."
It was my turn to be a little embarrassed. My own efforts had been entirely unfruitful. People hadn't seemed to even really understand what I was asking for. A few had begun, haltingly, to describe a 'weird Ultra', who they'd heard 'used her gift on hurt people'. I'd stopped them when it became clear I was getting a telephone game version of my own description.
"What am I getting here?" I asked. "As far as their gifts go?"
"The woman is Healer," said Jumper.
"That sounds promising," I allowed.
"She can mold flesh, sculpt it like clay. Your girl has knife wounds, right?" she asked.
"Sword wounds," I corrected, "But it's the same concept."
"Ok, sure," she said. "She can just pinch the sides of the wound, close it up."
"Anything to worry about?" I asked. "Side effects or whatever?"
"It apparently takes a while," she said. "Like, she has to reach in and pinch the blood roads or whatever, and join the bones and stuff. If she messes up it could actually make it worse."
I thought back to the stinking, blood covered hulk that we had slung into a random room in the Packer House.
"I doubt that."
"Ok," she said. "The other one is Unhappener. He can make stuff unhappen to anyone he touches."
"Make stuff unhappen?" I asked. "What does that mean?"
Jumper looked uncertain.
"He doesn't talk, so it is kind of hard to say. The girl I took him off the hands of seemed kind of afraid of him."
"Like, the wound just closes?" I pressed. "No catches? Dude's gifts always have weird stuff about them."
Jumper just shook her head.
"I think he, like, goes back in time or something. I don't know, I wouldn't fuck around with that weird fucker."
Time travel? That wasn't a thing, I was pretty sure.
"Well," I said, "Let's go find out what they want."
I stepped away from Jumper and opened the door, peering, as always carefully to both sides of it.
Across the room Healer looked up from where she was crouched, flashing me a smile. She was slim and dark haired, considerably shorter than most. Unhappener was laid out in the middle of the room, flat on his back in the middle of the carpet.
"Hello," I said, addressing Healer. "I hope you've been briefed about the situation?"
She nodded.
"Yep," she said. "You've got a Posse member laid up with a wound right through their Ultra toughness. I can help."
She had a high, thin voice. It wasn't unpleasant.
"And the cost?" I asked.
She looked down, then back up at me, hope clear in her eyes.
"You have a lot of influence, right? With the people in the Lair?"
"Yes," I said, solemn now.
"Well," she said. "I really need an influential friend. Third Fist exiled me, said my healing was making people weak, that Her Ultras shouldn't need me. I've been trapped on the outside ever since."
"Third Fist kicked you out?" I asked, surprised she'd lived through that.
"I used to work for them," she said. "They would have me heal people. Then they turned on me."
There was probably a little more to that story, but I didn't need the details now.
"Simple enough," I said. "If I get them to lift their ban, you'll heal my gal?"
"Like you said," she answered, "Simple enough."
I looked down at Unhappener, who seemed to be doing his best impression of a plank.
"What's your deal?" I asked.
He didn't answer, or show in any real way that he heard me.
I looked down at him, at something of a loss. I noticed a piece of paper stuffed into his belt.
I reached towards it, then pulled back.
I had a touch based gift myself. I could kill someone with the briefest contact. It made me, perhaps, a little over cautious.
I looked a his limbs, looked at my own, estimating how fast he might move, how likely it was.
I chanced it, snatching the note out of his belt, never touching flesh to flesh.
The note's content was simple.
"Tell him what you regret, then touch him. We will escape together. All rivers run eventually to the sea."
I looked to the note, looked to the form lying insensate on the floor before me.
"I'll be in touch," I told them, and stepped carefully to the door, touching neither of them.
"That's some weird shit," opined Builder, leaning back on Owner's bed and taking a sip of her beer.
I looked across the room to Owner, who was similarly taking her seat on my bed.
"Time travel isn't a thing," she said. "We'd be better off going with Healer."
"Third Fist though," said Builder. "We don't want any part of that."
"It probably wouldn't come to anything like that," I answered. "They are only rarely in the city, and it is really weird to imagine them taking an interest in someone of Healer's quality. I feel like this is probably mostly in her head."
"Like, she just thinks they kicked her out?" said Owner, dubiously.
"It is easy to get overawed by a Fist," I pointed out. "Like they say something casually and you think it is some kind of commandment. That might be what's going on here."
"I'll think about it," I said. "In the meantime, how did things go with you guys?"
Owner went first, with a look on her face that told me before she spoke a word that I wouldn't like what she had to say.
"I made a little progress," she said. "I got those alarms you talked about scheduled to be put in. I'm trying to get stuff set up so it is less dependent on electricity that we don't have. I also tried to start lending out the homes there on the other side."
"That all sounds good," I responded. "And?"
"Well, none of it has happened yet," she said. "I guess maybe it takes some time in this old world simulation to find guys to live in the house or get lock guys up or something. It's all started, but no progress on the ground."
"Well," I said, "I guess that's that."
I looked over to Builder.
"Your thing?"
She grinned at me, taking a nonchalant draught of her beer.
"No trouble at all," she said. "I got the patterns, made a truck, drove it to Owner's place to stock us up."
There was no need to ask, 'on what', the house had more alcohol than some breweries.
"I'm glad that worked," I said.
"Better than worked," she said, "I also made this."
She opened her other hand, held up a pile of what seemed like junk.
"Is that…" I asked.
"Yup," she clarified. "A tiny sample of everything I need to make a truck. I could turn this into a brand new truck in a few hours, and if you have drops of the liquids we could drive it away."
Spectacular.
"Alright," I said. "We can probably get some little bottles-"
"Someone say bottles?" asked a voice from behind me.
Right behind me.
I'd never moved faster, throwing myself to the ground and rolling away from the voice.
Smasher, on her own to feet, standing casually just about where I'd been, with a Smasher sized hole in the door.
"I.." I started, then trailed off. What the hell?
"New room, who dis?" she asked, eyes wandering across us.
How the hell hadn't I heard the door being destroyed, why hadn't either of the other two…
"I'm Blender, the Warlord," I said. "I brought you here after you were attacked."
Her gaze stopped on the beer in Builder's hand, and she was in motion instantly, striding across the room.
"You were, your…" I continued to sputter, to stutter.
There was no trace of a wound on Smasher, not either of the big gashes that there had been before. Not even any blood on her shirt.
"My sis here?" she asked, plucking the beer out of Builder's hand.
It was a smooth movement, a casual reach and pull motion, but I had no doubt that that nothing could have stopped it.
"She died," I said.
She started walking towards me with that same smooth motion.
"She-was-killed-by-our-enemies," said Owner, words slurring together in her eagerness to make sure she was heard.
"Oh yeah?" said Smasher, coming to a stop.
"My beer!" protested Builder.
"Yes," I said. "The Ar Harbor Ultras sent assassins to kill you while you were, um, incapacitated."
"Drunk," she corrected.
"Yes," I said. "Well your sister must have-"
"And high," she said. "Or low, whatever the stuff did."
"Have fought to defend you," I finished. "I'm sure she died bravely."
"What happened to your wounds?" asked Builder.
"Hm?" said Smasher, "Oh, smashed em."
Smasher drained the beer in a single long pull.
"Are we fighting them?" she asked. "Those people who attacked me?"
Stopper – partner of Clawer, 0/0/0, steals form's velocity by looking at them
Sticker – Did dentistry for her brother, 0/0/2, Creates slime, can choose its stickiness
Grower – 0/*0/1, an outside Ultra I sponsored into the Lair, has a bullet blend from me, can rapidly increase the size and mass of objects
Joker — 0/2/0, a woman who can change what other people/herself look like
Replayer — 1/2/0, she can 'step back in time' to undo damage that she takes
Ultra Enemies:
Masher- Enemy, and fellow protégé of Subtracter, 3*/0/3*, trades off strength and durability as she moves or stays still
Picker – First Fist protégé, 0/1/0, 'selects the outcome of things'
Ultra Acquaintances:
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
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
Gunner — 0/0/1, she shoots tracking Ultra Blasts at roughly Ultra Strength One
Chiller — 1/0/1, can freeze any object she touches, leaving them brittle and easily broken
Cutter — 1/1/1, she is a brutal front line combatant
Swimmer — 1/0/1, she can 'swim' through solid surfaces
Burner — 0/0/1, she can summon Ultra fire from anywhere that she can see
Maxxer — 0/0/0, she can augment the gifts of other Ultras, pushing their gifts
Puncher — 1/0/1, her strength and speed both go up when she repeats her movements
Faction Rankings:
Regime 7
KEM 8
Pantheon 2
Union 4
Resistance 9
Prevailer 3
Knights 3
Actions:
[ ] Contact Knights (Timeslot cost: 1, AP cost 2, returns 1 on success)
Motive: My recent actions have opened up the possibility of collaboration with the Knights of Purity. Their assistance could be valuable, insofar as they don't count towards the Regime's ridiculous rule against outnumbering our enemies, and I might be able to acquire some of their blessed equipment if I play my cards right.
Concerns: I don't know if I really want to be associating with such a group. KEM wouldn't mind, but the Resistance would pull away from me, and I might end up coming into contact with Second Fist or their sponsored Ultras. It is likely that anything they might want from me would be rather evil.
[ ] 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
-[ ] At Ultra Fights, (Timeslot cost: 1; AP cost 1, refunds 1 on success)
Constraint: Only available in the afternoon or night on days divisible by 4 (day 4, 8, etc)
Motive: There are dozens of powerful Ultras in the Lair. I know only the barest fraction of them. I can learn the basics on 3-12 of them in a few hours of socializing and gossiping at this kind of event.
Concerns: Ultras associated with the Fights are more likely than most to be melee combatants.
[ ] Seek Warband Members
-[ ] At the Yard, (Timeslot cost: 1; AP cost 2, refunds 1 on success)
Motive: The Lair is surrounded by hundreds of Regime Ultras. The strongest come to the Yard to show their power and appeal to those like me, who would give them purpose. I should be able to gather between 5 and 20 Ultras of such caliber.
Concerns: I will need to provide housing and direction to these Ultras, or risk them wandering off. I can expect to spend at least an action a day on them, and training them might well eat up more. Ideally a Posse member will be tasked with this.
-[ ] [Gang name] From a Gang, (Timeslot cost: 2; AP cost 5, refunds 3 on success)
Motive: The Ultras that surround Shington are organized into Gangs dozens strong. If I can recruit such a force I might have my whole Warband right there.
Concerns: These Ultras likely already have patrons in the Lair, who I would need to negotiate with. Their leader would also likely want a place in my Posse, and she would be the primary locus of their loyalty until I'd had time to win them over.
[ ] 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 visiting Blisser (Timeslot cost: X (slots spent until AP reaches max), AP cost 0, returns 3 per time period. DANGER, this action may cause addiction)
-[ ]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 areas (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
[ ] Action: Direct the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful)
Motive: If I need to set my warband in motion, give them a project or whatever, it is as simple as telling them to jump. My will is their command.
-[ ] Let [Posse Member] Supervise, takes up the Posse Member's action, modifies success chance based on which Posse member it is, and which action
[ ] Action: Train the Warband (Timeslot cost 0, AP cost 1, returns 1 if successful) [Requires a timeslot from the teacher, who should probably be an Ultra combatant]
Motive: Yard Ultras are fierce, but undisciplined. They are warriors, not soldiers. I can get better outcomes if I teach them some basics.
-[ ] In Ultra Combat (Gives bonuses on their battle rolls)
-[ ] In anti firearm maneuvers (Makes them suffer less casualties under fire)
-[ ] In obedience (makes them more likely to obey my orders)
[ ] Action: Other (Timeslot cost: x, returns x if successful)
KEM Actions:
[ ] Assign Assassination mission [Timeslot cost 1, AP cost 3, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: KEM are the only humans who fight back on a consistent, day to day basis. We've come up together, they and I, and pointing them at my foes is only common sense. If I give them a target, then I trust them to make a good faith effort to put that Ultra down. Their odds of success, of course, vary wildly depending on how much info I can provide, and the gifts of the Ultra in question.
Resistance Actions:
[ ] Assign Information Gathering Mission [Timeslot cost 1, AP cost 2, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The humans are the ocean in which the Ultras swim, the saying goes. The Resistance's capacity to gather information about Ultras is unsurpassed. If I give them a target, then they will give me every bit of public information on the target, and often times a little bit more. Ultras are people, after all. I believe this with all my heart. And people trust other people, even those that they ultimately shouldn't. I can assign as many targets as I wish, but the more I assign the less details I will probably get, and the longer it might take.
[ ] Debrief Information Gathering Mission [Timeslot cost 1, AP cost 0, returns 1 on success, can only be done in the morning, uncertain Snitcher risk]
Description: The information that the Resistance gathers is worthless if I never regain it. Using protocols I've worked out ahead of time, and my recent discovery of Snitcher's habits, it should be possible for me to take the Resistance's reports with minimal risk. I expect I should give them a day or two for local targets, and possibly as much as four for targets in Ar Harbor or further afield.
Smasher Actions:
[ ] Recuperate [Timeslot cost All]
Description: Smasher hangs on the edge of death. Her body and gift will try to knit her back together each day.
Owner Actions:
[ ] Acquire Funds [Timeslot cost 1]
Description: Owner takes action to get more and more valuable assets within our world, increasing her overall funding, hopefully permitting her gift's actions to be swifter and larger in impact. (Requires Write In clarification on how to do this)
[ ] Change Company [ Timeslot cost 1]
Description: Owner presently runs a package store, located in downtown Washington. She has, as near as I can estimate, a low six figures saved up. With this action I can direct her to acquire licenses, expand locations, purchase other businesses, or perform similar deeds, all based around changing the operation and activities of her imaginary franchise. (Requires Write In clarification on how to do this)
[ ] Company Action [ Timeslot cost 2]
Description: This is a catchall action for anything I might think of that could let Owner impact the main battle in Ar Harbor. Buying up local real estate and demolishing it on a certain date seems like the obvious course of action, but there are a lot of other fringe ideas that I've been entertaining. [Requires Write In clarification on how to do this. The first Action spent on this is about Owner doing tests to make sure this effort will work, the second actually kicks off whatever changes I want in the imaginary world.]
Builder Actions:
[ ] Repair Structure [Timeslot cost 1]
Description: Builder can repair most any structure any structure in just a few hours, spreading broken portions back into place and generating new matter as needed.
[ ] Construct Known Structure [ Timeslot cost 1]
Description: Builder can construct any easily described structure with the same ease that she repairs them. Her present education limits this to extremely primitive structures, but that might well be changeable.
[ ] Construct Known Items [Timeslot cost 1]
Description: Builder's gits aren't limited to buildings. If she can get a perfect understanding of an objects, and samples for every component, then she can form any items that I might desire. The easiest way to accomplish this, of course, would be to provide her with a sample.
[ ] Memorize Patterns [ Timeslot cost 1]
Description: Builder's gifts are heavily limited by her imperfect education. The more patterns I can get her to learn, the more she can construct from any given material. If I provide her with patterns or specimens I'm pretty sure she can memorize them and add them to her arsenal.