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Author Topic: The Liberal Orphanage  (Read 1827 times)

Callista

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The Liberal Orphanage
« on: May 20, 2015, 02:33:54 pm »

I'm playing like this, and it's actually a lot of fun.

Your Liberal had a terrible, angsty childhood, and therefore wants to try to rescue other children from the clutches of Conservatism.

Restrictions:

Must start on Nightmare mode.

Must "adopt" 6 children, first thing, by releasing them from the factory. You can pick which children you want to keep; if you don't want to keep one on as a Liberal activist (after all, it's a tough life and not all children can safely survive it), you must "Release" them; no killing or suicide-by-cop.

Your founder cannot recruit anyone normally, but must personally seduce them. These partners are co-parents to the children, and cannot recruit or seduce anyone else. You now have a happy little Liberal family. Only one problem: the Nightmare still threatens.

Enlightenment is allowed. Enlightened must either become sleepers, or must be immediately released, or must be killed. They cannot be active Liberals.

While they are children:
They can never be asked to do anything that is not absolutely safe. If a child gets attacked at any time, even if they're not hurt, you lose.
They must be educated. You can send them to college, the little savants, or you can teach them yourself. How well you educate them is up to you, but they must always have a higher skill total than anyone else in the active LCS except for your founder.
They can work or advocate for Liberalism, but should never do anything that could get them hurt.
You cannot leave them unsupervised. At least one adult must always be in the same safehouse as the children.

When your children become teens:
They can now do things that are possibly dangerous, and they can go into situations where they'll be attacked, but if they are ever hurt beyond "Light", you lose.
They still need to be educated; but now that they're teens, they need to learn the importance of the Liberal cause. Each teen must gain at least 200 Juice. They must still be educated to the point that their skill totals are higher than anyone else's other than your founder.

When all your teens have 200 Juice:
They can now recruit by seduction or normal recruitment. They can be hurt beyond Light wounds, but if they are killed, you lose. Your six adoptees are the new leaders of the LCS. The only question is: Are they ready to lead?
« Last Edit: May 20, 2015, 02:36:05 pm by Callista »
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a1s

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Re: The Liberal Orphanage
« Reply #1 on: May 21, 2015, 06:04:05 am »

they must always have a higher skill total than anyone else

Each teen must gain  at least 200 Juice
Can you expand more on these rules?
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Callista

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Re: The Liberal Orphanage
« Reply #2 on: May 21, 2015, 10:30:39 am »

Skill total is total skill points--as in, the sum of all skill points. So, your founder can have higher skill point total than the kids, but all other active LCS members (your lovers and later your kids' recruits) must always have lower skill totals than all the kids. It's just the total that counts, not the individual skills.

200 Juice per kid can be gained any way you like--but they can't get hurt beyond light. You could do it by stealing or activism or even fighting if they're skilled enough to avoid injury. You could even use the juice gain to all Liberals from breaking up the CCS.
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SlatersQuest

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Re: The Liberal Orphanage
« Reply #3 on: May 22, 2015, 10:09:40 pm »

You could also have them seduce-recruit hackers and let them get the juice as it trickles up the chain. :)
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