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Luceti Mods ([personal profile] 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.
deathsdoctor: (Default)

OPTION ONE

[personal profile] deathsdoctor 2013-09-16 01:49 am (UTC)(link)
The weak do not get to choose their way of death.

This is the iconic line of Law's in timeskip. A canon point beyond him sure... and having grown older than the man who utters it, a man who has changed and grown different from that self at Punk Hazard, it still applies.

The weak do not get to choose their way of death. Rather it should be said they let the circumstances choose it for them. There's a difference, after all, between being thrown to the lions and walking with your head held high into that gladitorial ring.

This has been a long time coming. When Law and Lupin saved Hoi Hidekan in Depot 8, they helped set in motion these chain of events. And here are the results.

There is no good choice here. Law is conscious of the many pitfalls of each decision and assumes nothing. There is nothing guaranted. Not that the enclosures will suddenly wish to ally with them (they could react oppositely). That an alliance with the Iron Eye will last long and prove beneficial (The Malnosso will wish to wipe them out and well, as a pirate he understands the loyalties of people who work for the highest bidder). This is a choice that could throw the world into complete turmoil, worse disarry (Law has no problems with this persay - see Punk Hazard and Dressrosa arcs - however he recognizes the danger in it) and they could put themselves into a worse position politically.

He does not trust Bil. He considers Bil's previous actions towards Luceti, the generousity and the opportunities given as not proof of his good will, but simply of cultivating a wise investment. Ultimately their current goals go together so far, but as Bil's willing to go to extremes to realize his goals (a fact echoed in Law), Law recognizes a betrayal at any turn is likely if it proves pragmatic to the long term, ultimate realization of his wants. He would like to keep him close... as sensible with any enemy... and keep the knife ready just in case.

It's just plain piractical good sense.

Ultimately this is slaughter and murder, and even though it is necessary, Law would prefer not to dress up the act. He is the Surgeon of Death and pirates are not good men. But it is also an opportunity. An incredible opportunity. Not only for survival.

And it simply comes down to this. He helped put all this in motion over six months ago.

Might as well be damned all the way and see it through.
Edited 2013-09-16 04:11 (UTC)