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.
Re: OPTION ONE
At the same time, the target is a military one, filled with what are from his perspective, enemy combatants and he could feasibly consider them agents of the Dark Side. Death cults are one of the hallmarks of early Sith society, and the Third Party is seemingly blinded by single-minded hatred for life. And they are bound and determined to bring harm to Luceti and the people he cares about. That is not something acceptable. And it will happen in two years, according to the information gathered.
The Malnosso have failed, time and time again to protect Luceti and it's own interests, and they've proven they are not allies. They are still, at the heart of things, captors. Yes, it's supposedly to protect the residents from the Third Party, but that doesn't make it any less wrong. They are also incompetant. The fact that the war is going as badly as it is is proof of that. This is punctuated by the recent invasion of the enclosure. An invasion that let the cultists overrun two others so completely that they're done for. Unless something changes. This? Will change things. Big time.
In war, you have to do things that you don't always approve of. Luke can't say that his hands aren't stained. He's destroyed a Death Star, which according to some makes him a murderer, a fact that he's reminded of constantly. But the Shift Bomb, in Luke's perspective isn't quite the same as a Death Star or a Sun Crusher. Upon reflection, learning what it will do, he's a little more willing to gamble on this. He's taken riskier bets before, and the destructive force of this weapon isn't nearly the scale he's used to. This he can equate more to orbital bombardment, which he's ordered done several times against military targets. He never likes it, but in light of the lack of civilians and other personnel in the area this makes the Cultist City a military target and therefore something that should be destroyed at all costs.
He stuck his neck out against the Malnosso to protect Bil before, and Bil made a promise (in his own way) to make it so droids could be disabled. Bil delivered. That too is something that weighs on his mind. He's fairly certain the blue man recognized him snooping, but didn't turn him in, either. He didn't risk testing that, but it does seem that Bil, while untrustworthy, is not doing anything that will actively be to the detriment of the Luceti village. Which Luke will selfishly admit to anyone that asks, is his only real concern.
And then there's the Iron Eye to consider. They aren't exactly heroes, but they're certainly a force in their own right. Luke feels that they could be potential (and potent) allies. His conversations with them show them to be more in line with the Mandalorians of old rather than bounty hunters and the dirtbags typically hired by the Empire. Turning them in would be against everything Luke believed as a Rebel Agent before the Republic was founded. And it's a step towards some sort of alliance, at least.
The future is murky, and the answers are...unclear. But it's an opportunity to do something that will strike a blow against a powerful enemy that keeps coming back. Whatever the consequences, Luke believes the chance is too good to pass up. He doesn't like it, but then...he doesn't want to see his friends and family hurt. As bad as this is, it's for the good of Luceti. Maybe it's a trait from his father, maybe it's something leftover from Palpatine's teachings, and he knows it'll be the subject of a lot of reflection. But in the end, it needs to be done.