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QuestRulesThe archive can be found at http://suptg.thisisnotatrueending.com/qstarchive.html?tags=frostpunk1921 The datalinks (player-editable repository) will be found at Path:/pmwiki/pub/web/Frostpunk.Datalinks.html (coming soon) THE SCENARIO You are the Captain of an American expedition sent into the far north to deploy a geothermal spike on a subterranean heat source, as a backup plan in case the global cooling that brought a stop to the Great War at the end of 1917 does not let up. You have started out with 80 engineers and workers, with the objective of setting up a self-sufficient outpost for the benefit of your backers, a powerful consortium of corporate barons in the construction, oil, and railroad industry. You will be deciding your crew's actions on a half-weekly, weekly, hebdomedarian, or monthly basis. WORKGROUPS Your underlings do most of the detail work and will let you know who to assign, and how many workgroups to assign, to a job for it to be completed with certainty (barring obstacles or foreign intervention, which is always a possibility). Undermanning a job gives it a chance of failure. For example, a complexity 10 job can be assigned 8 workers for a 80% chance of success. Workers will require rations and raw materials to work. Actions are listed by complexity. Each crew member consumes 1 ration per day regardless of whether they are working on a project or not. Your officers can be told to supervise a project, increasing its chances of success. Adding an officer to a job that has a 100% chance of success will give it a chance of achieving extra results, and still allow the players to roleplay the interaction. If more than one officer is assigned to an operation, only the largest bonus applies, but their interaction will add to the roleplay possibilities and all their bonuses have a chance of showing up. Officers have their own preferences about what operations to be on, but will go on all operations and do their best work regardless. If their (hidden) morale becomes low, they will tell the Foreman, rather than quit immediately. Thanks to your youthful energy, and the fact that you set the schedule, you can deploy yourself on TWO actions in most cases. You can even risk your own life on a covert action, if you so choose! Performing an action outside of the construction site will also require the availability of a vehicle, and the appropriate power source for it. Agents may be put on retainer (some will join for a monthly fee, some will join for a one-time payment, some will join for free) assigned to an operation to improve its chance. They will provide LARGE, MEDIUM, or CARGO RUNS AND MANDATES Once you set up a radio mast, your backers will request progress reports, establish deadlines, and provide support if asked. They will also give you (unreliable) information about the state of the wider world. A note on the rules: Most everything will be rolled with a d100. High numbers are good for you, low numbers are bad for you. For example, let's say that you want to perform a complexity 15 action using 10 workers. That gives you a 66% chance of success, so on a 33 or lower on a 1d100, you consume the resources, but not much got done. If you assign an officer (or the Captain) to an action, you get to "zoom in" and roleplay it! This can turn a failure into a success, negate resource expenses, capitalize on a success... or make things worse, depending on how you play it. |