Luceti Mods (
lucetimods) wrote2013-09-10 11:30 pm
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Mission #14 - Follow Up and Vote
By the conclusion of this mission, the volunteers will have the option to either help the Iron Eye or take measures to ensure they fail. There are four options to take, each with their own pros and cons, as well as chances for success or failure. The involvement of the Lucetians will have a significant impact on future drafts and missions.
Of course, the question is: what are the Iron Eye up to? If you haven’t figured it out, you may have to make a decision with just what you’ve figured out.
The voting will impact things thusly:
Options 1 and 2 are pro-Iron Eye. By voting for them, one vote is ADDED to their chance of success.
Options 3 and 4 are anti-Iron Eye. But voting against them, one voted is SUBTRACTED to their chance of success.
Whichever of the four options get the majority vote will be the one that is used to determine the outcome of the mission. So, for instance, if Option 3 is chosen with 10 votes for Anti-Iron Eye, and 4 votes for Pro-Iron Eye, we could end up with:
40% - 10% + 4% = 34% chance of success. This means the Iron Eye would very likely fail, which is the desired option of the majority vote.
Once we have the votes in, we’ll use the random dice roll in an AIM chatroom, where we will roll a 100-sided die. If the dice rolls 34 or higher, the Iron Eye will fail. Likewise, if the success percentage is at 85%, then any dice roll over 85 will result in failure.
Bear in mind that there are 28 characters involved, which means that there is a lot of sway on the success rate based simply on agreeing with any one option.
The dice roll will take place in lucetiplot on September 15th at 11:00PM EST for those who wish to observe. If you do not have your vote in by then, it will not be counted. But this should give you ample time to try and figure out what’s really going on and decide what your character will do.
And so your options are thus:
1. They help the Iron Eye find the entrance to the cultist’s underground city and do not report to the Malnosso. Although this dramatically increases the chances to succeed, it will also put them in danger of some reprisal.
Pro: This route secures them an alliance with the Iron Eye. The repercussions could dramatically shift the war away from the cultists.
Con: Direct collaboration would make them accountable to the Malnosso, and they would lack the ability to deny their involvement.
Chance of Iron Eye Success: 80% + one point for each volunteer supporting the Iron Eye.
2. They help the Iron Eye by not telling the Malnosso what’s going on. This increases the chance of success and doesn’t put them in any kind of danger. They claim ignorance.
Pro: This route frees them of accountability. The repercussions could dramatically shift the war away from the cultists.
Con: Their relationship with the Iron Eye and Malnosso is not improved, but it isn’t ruined either. Luceti’s influence is not altered.
Chance of Iron Eye Success: 60% + one point for each volunteer supporting the Iron Eye.
3. They report the Iron Eye’s activities to the Malnosso, informing them of their ultimate goal. This also reveals Bil’s location. This decreases the chance of success and doesn’t put the volunteers in any danger.
Pro: This route guarantees they secure some tangible physical reward for Luceti in return for their loyalty to the Organization. This could be new infrastructure, an expanded barrier, or some other surprise gift.
Con: This route leaves Bil and the Iron Eye’s fate to the Malnosso, which is not promising for either of them.
Chance of Iron Eye Success: 40% - one point for each volunteer opposing the Iron Eye.
4. They find a way to sabotage the Iron Eye’s activities, but don’t report it to the Malnosso. This dramatically decreases the chance of success, but puts them in danger of reprisal.
Pro: This route leaves the Iron Eye and Bil in tact, but foils their plans. They maintain good relations with the Malnosso.
Con: The route sours relations with the Iron Eye.
Chance of Iron Eye Success: 20% - one point for each volunteer opposing the Iron Eye.
Characters will find out the results of their decision via an NPC post sometime later in September.
Of course, the question is: what are the Iron Eye up to? If you haven’t figured it out, you may have to make a decision with just what you’ve figured out.
The voting will impact things thusly:
Options 1 and 2 are pro-Iron Eye. By voting for them, one vote is ADDED to their chance of success.
Options 3 and 4 are anti-Iron Eye. But voting against them, one voted is SUBTRACTED to their chance of success.
Whichever of the four options get the majority vote will be the one that is used to determine the outcome of the mission. So, for instance, if Option 3 is chosen with 10 votes for Anti-Iron Eye, and 4 votes for Pro-Iron Eye, we could end up with:
Once we have the votes in, we’ll use the random dice roll in an AIM chatroom, where we will roll a 100-sided die. If the dice rolls 34 or higher, the Iron Eye will fail. Likewise, if the success percentage is at 85%, then any dice roll over 85 will result in failure.
Bear in mind that there are 28 characters involved, which means that there is a lot of sway on the success rate based simply on agreeing with any one option.
The dice roll will take place in lucetiplot on September 15th at 11:00PM EST for those who wish to observe. If you do not have your vote in by then, it will not be counted. But this should give you ample time to try and figure out what’s really going on and decide what your character will do.
And so your options are thus:
1. They help the Iron Eye find the entrance to the cultist’s underground city and do not report to the Malnosso. Although this dramatically increases the chances to succeed, it will also put them in danger of some reprisal.
Con: Direct collaboration would make them accountable to the Malnosso, and they would lack the ability to deny their involvement.
Chance of Iron Eye Success: 80% + one point for each volunteer supporting the Iron Eye.
2. They help the Iron Eye by not telling the Malnosso what’s going on. This increases the chance of success and doesn’t put them in any kind of danger. They claim ignorance.
Con: Their relationship with the Iron Eye and Malnosso is not improved, but it isn’t ruined either. Luceti’s influence is not altered.
Chance of Iron Eye Success: 60% + one point for each volunteer supporting the Iron Eye.
3. They report the Iron Eye’s activities to the Malnosso, informing them of their ultimate goal. This also reveals Bil’s location. This decreases the chance of success and doesn’t put the volunteers in any danger.
Con: This route leaves Bil and the Iron Eye’s fate to the Malnosso, which is not promising for either of them.
Chance of Iron Eye Success: 40% - one point for each volunteer opposing the Iron Eye.
4. They find a way to sabotage the Iron Eye’s activities, but don’t report it to the Malnosso. This dramatically decreases the chance of success, but puts them in danger of reprisal.
Con: The route sours relations with the Iron Eye.
Chance of Iron Eye Success: 20% - one point for each volunteer opposing the Iron Eye.
Characters will find out the results of their decision via an NPC post sometime later in September.
NPCs and Gai
“I can’t believe Hidekan let you guys in after what you did at Depot Eight. Guess that’s what we get for thinking a bunch of bubble-lovers would ever want to change anything.”
“From president to bumming around with us. Most of us would strangle old man Bil if he wasn’t so damn useful. If it weren’t for his calculations, well... ... ... What do we need him for? Hah. You’ll see.” (Shift Explosive inference)
“Not all of us are former MSF. Some of us came out of enclosures and refused to work with the Malnosso or become crazy-ass Sparties. Only two ways to end up in this world? Fuck that. The Iron Eye make their own way.”
“So the word is, that bastard in charge of MARS turned on Count Zompano and then pinned it all on Bilirubin. Ya know, I used to work under Specialist Davis, but I never figured he’d throw in with a creep like him.” (Confirmation of what can be heard on the missions)
“You think the Malnosso saved Pagoda? They didn’t have anyone nearby to dig those poor bastards out. It was all us. Okay, sure, maybe the Sheriff from the Depot helped, but it’s not like she had the manpower to take on the Sparties. All she did was let us in.”
“The Commandant is a fool. She fights the cultists like they haven’t changed an ounce. That old fashioned kind of fighting may have worked for the Hero, but it won’t cut it now. The old Count is smart. Well, we’re smarter. We’ll show ‘em something no one’s seen in this world since he was still sucking on his momma’s teat.”(Shift Bomb inference)
“We ran the Sparties off from Pagoda, but they regrouped. So don’t get too comfy in your nice little tents. They’re still out there, just spoiling for a rematch.”
“One of the new recruits is from that mess at the Desset hospital. Hidekan won’t say who, but if I find out who it is, I plan to give that asshole a kick in the teeth. The Iron Eye used to have standards. Letting in some cultist wannabe? To hell with that. My gramps was in that hospital.”
“I’m really starting to miss the stars. I know they’re fake, but these blank night skies are driving me crazy. If that ain’t enough, it doesn’t even get overcast out here. You’d think the Mallies could stand to put some up for our sake. Then maybe their big damn spaceship wouldn’t stick out like a sore thumb up there in the sky. Yeah, we get it, you’re watching us. We’re real scared down here.”
“I dunno how the hell Shift Hunters pop up out here. We keep killing them and rooting out their dens. But then a new one just pops up out of the blue. Sometimes a bunch at once. Creeps me out.”
“What, the FTSA? Those assholes couldn’t afford to keep us after that mess at the Depot. They’re back to protesting TV shows and locking themselves in cages. After losing all their cash on one failure, their heart just wasn’t into it anymore.”
“You ever notice how us soldiers kind of all sound the same? It’s weird, isn’t it? I’ve got to work on diversifying my vocabulary. Hey, what’s a really fancy way of telling someone to piss off?”
“I hate this damn desert. If you’re not being burned by the sun, you’re being burned by Shifts or radiation or some other shit.
“Let me count the ways I don’t give a damn about your questions.” The mercenary flips up his middle finger. “One.”
What Gai found out:
From Bil:
- Four enclosures in area: Pagoda, O’Connell, Quell, R’Car (Pagoda and O’Connell Region 8, Quell and R’Car Region 9?)
- Cultists have underground city as like in Mining Draft. Larger than one in Mining Draft… perhaps as large as one in Jungle
- Mining Draft Underground City on different continent than Desert Underground City in Region 9
- Before Zompano came to power, General had dealt serious blows to Malnosso. Three years before outer regions would have been lost, five years before total takedown of all Malnosso everywhere
- Post Zompano, TERRACE, and Vaskoth: two year survival for everyone if lucky. Including Luceti.
- Malnosso in disarray presumably
- "Indeed so, my boy. But I'm afraid it's better you don't know. There are things we must do that are absolutely necessary, but are perhaps unforgivable." (Reference to the Shift Explosive)
- Potential ‘Marriage Fever’ post Zompano brainwashing. Tyrus experienced same after similar experiment
From Aka:
- Iron Eye not currently working for Malnosso
- Iron Eye is using Shift explosives
- Need Bil to make explosives; do not have resources by themselves
From Hoi:
-?