Flaregamer82253
Was the choice life, or death?
- Joined
- Dec 19, 2022
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The point is that you simply must reach your beloved sister.
You have to help Luna.
Over the skies of Equestria, a blazing comet gives chase to a brilliant falling star.
[Your pursuit: 79 +50 (Alicorn) = 129]
[Her flight: 100 +50 (Alicorn) -30 (Scars of Nightmare) -5 (Frustrated) +80 (Traumatized) = 195]
[Oh dear…]
You nearly trip and fall out of the window, your hindlegs barely keeping you in place as you lose your balance.
You look out through the window.
And you see that Canterlot is on fire.
[Princess Celestia's reaction]
[Amassed Virtues: "The Princess of the Sun: +1"]
[Amassed Miseries: "Rude Awakening: -1", "Canterlot Burns: -1"]
[Total dice modifier: + 1 - 1 - 1 = -1]
[Roll (1d6): 3 – 1 (total modifier) = 2]
7 or higher: "The Paragon of Harmony walks upon Equestria. None shall find her wanting."
6: "The morning sun comes, and the horrors of the night flee from its bright gaze."
5: "Bowed, but unbroken. Shaken, but still determined. The sun's light was warmer, before, but its light is still there."
4: "The clouds are too heavy, too numerous. The sun is still there, but we cannot reach it, and it can no longer reach us."
3: "Will the sun ever rise again? It might have forsaken us. It might just not care anymore."
2: "The sun blazes with wrath. Her will shall no longer be denied."
1: "Dawnbreaker has come. If the Moon will not rise, then the Sun will never set."
0 or lower: "The Sun was divided, and this is its wound."
- - -
You feel something crack inside of you.
You have already been sad before.
You have already been angry before.
So, you know that what you are feeling isn't exactly any of that.
It feels like… a mixture of impotence… and emptiness…
And HATE.
[Soothe the night, breakpoints variable]
[Roll: 2]
[Winter-related Realization. Re-roll invoked.]
[Roll: 7]
"Celestia" results:
Full rules of Celestia's "progression" mechanic omitted.100: "Good morning, dear Sister." (The issue is resolved)
96-99: "I will be here tomorrow as well, when you fall asleep." (Celestia moves one step "up" her previously-rolled reaction scale.)
90-95: "The sweetest dreams, to calm that burning wrath." (Celestia progresses 3 points, vote for a positive opportunity.)
70-89: "A sweet dream, to cool that fiery rage." (Celestia progresses 2 points, Lore learning delayed for one turn.)
50-69: "Your flame may burn the tip of my feathers, but their ashes will still reach you." (Celestia progresses 1 point.)
30-49: "The very marble burns. Not today. Not tonight." (No effect.)
20-29: "Her resentfulness pierces the very air. I am not welcome here." (Celestia loses 1 point.)
10-19: "The guards turn their spears on me! Back! Back!" (Celestia loses 2 points, Selene risks taking a wound.)
2-9: "I messed up." (Celestia loses 3 points, vote for a negative outcome.)
1: "I regret this." (Celestia loses her battle.)
Rolls from previous turns omitted.
Positive effects towards Equestria in general omitted.
As is typical in this quest, the dice continue to say "Fuck Celestia in particular."
So! Picking our poison...
Let's first remember that we are basically being told the bare minimum in what these choices affect, and mostly only how they interact with us:
You must choose one option.
All options will have additional outcomes, narrative or otherwise, that are not directly stated. The "effects" listed under each option are simply the most relevant and direct ways each option will affect you.
Going down the list:
I'm not fond of this one because only so many of our important actions going forward involve Lantern. This one is also the most likely to have overarching effects on ponykind in general.[] One day the sun stopped moving, and everypony swore that it was looking directly at them. It is very hard to live a normal life when the sun no longer sets.
-All actions that involve the Lore of Lantern will receive a "+10 (Glare)" bonus.
-All actions that do not involve the Lore of Lantern will instead receive a "-10 (Glare)" malus.
-All actions that involve the Lore of Moth will receive a further "-10" penalty, to a total of "-20 (Glare)" malus.
The biggest downside to this one is that we won't be able to bumrush Smiles as fast, if at all before we are forced into All In. Then again, I've been considering Smiles as a bonus and not as a likelihood in the first place, so this isn't a factor for me. Overall, I don't think this is a horrible option in the short-term that we estimate we have left for this quest. Fleeting opportunities will become harder to fit in, but we don't have much use for the Social action aside from that going forward. Furthermore, we should have a second Mareinette action going forwards anyways to make up for it. I also don't see much lost with lacking bureau options in the future as well. The most important thing we could do with them is put them on the trail of Windy Flakes since we're unlikely to resolve the remaining changeling situation before we go All In.[] Princess Celestia has spoken once more, at last. She decrees that her sister be found. Equestria moves to obey.
-Both your "Investigator" and "Constable" actions will be unavailable for Turn 23.
-From Turn 24 onwards, you will have to dedicate one of your Bureau actions (either "Investigator" or "Constable") to placate Princess Celestia.
-Due to your increased workload, your "Social" free action will no longer be available for the foreseeable future.
This one seems to be popular at the moment, but I'm hesitant on this. We know we can send Mareinette to assist on this matter, but we don't know how many actions we need to dedicate to succeed on this in one try, and it seems clear that this is going to be a roll where we have no certainties on breakpoints or bonuses. The worst-case scenario is Daybreaker, but even a mediocre outcome just means doing this again on the next turn all while the Doom Clock continues to tick. This is very high risk and very high reward, and I'm not fond of how many actions can be wasted on this at a critical time.[] The Royal Apartment has become distressingly hot, to the point that even Princess Celestia's guards (ceremonial as they were) have been prohibited from approaching it. This has become the most crucial issue on Princess Cadance's agenda.
-You will gain the Fleeting Opportunity "Help Cadance." You will be allowed to dedicate as many Personal Actions (and Social Actions) to address it as you wish. You will not be informed of how many actions you "should" dedicate to it.
-If Cadance succeeds on her efforts, she will "disarm" the current crisis. If Cadance only succeeds "partway," this situation will be delayed for another turn and the Fleeting Opportunity will be offered once more.
-If Princess Cadance fails on her efforts, Princess Celestia will go one "step" down on her previously-rolled reaction scale.
I'm very conflicted on this one. For the entire quest we've known that the House of the Sun is a pony-centric place. Non-ponies aren't allowed. Outsiders aren't even in the question. I just want to know how.[] Outsiders are forbidden from entering the House of the Sun. What did she do? What. Did. She. Do?
-Princess Celestia will have the Dream.
-This will only be possible due to a scandalous violation.
-This option will have additional negative consequences you cannot predict at this moment. (This is your "fair warning" for exceptional unpredictability.)
It would likely start a second timer for us amidst the many other possibilities, but curiosity has always been my weakness...
All things considered, I think option 2 is the best choice practically and option 4 is the fun choice.
[X] Princess Celestia has spoken once more, at last. She decrees that her sister be found. Equestria moves to obey.
[X] Outsiders are forbidden from entering the House of the Sun. What did she do? What. Did. She. Do?
Checking the math on this...I just checked, and there's a 31% chance of Selene fixing Daybreaker completely, without accounting for the "Progress" mechanic at all, since we know we're at most at -3 right now anyway.
Presuming we have one related Winter re-roll per turn and we were to dedicate all 3 of Selene's actions to Soothing the Night, we would have a maximum of 8 rolls (3 + 1 re-roll) to hit 96 or higher once in the next 2 turns.
1 - 0.95^8 = 33.66%.
(This method would incur higher likelihoods of negative consequences and Nat 1s given we would not have the reroll.)
A more conservative measure would dedicate 1 of Selene's actions to Soothing the Night, where we would have 4 rolls (1 + 1 re-roll) to attempt a 96 or higher in the next 2 turns (thereby decreasing the likelihood of negative consequences or Nat 1s.)
1 - 0.95^4 = 18.54%.
This also assumes that we don't hit the negative maximum and go Daybreaker in the midst of these rolls, as we don't know what the progress bounds are.
Either way, Soothing the Night is likely to delay the Doom Clock, so it is the best possible choice we can make with Selene no matter what.
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