Society Name: The Saraa
Actions 1 & 2: Improve tech, as before
Result so far: +3 +1 +1 -1 + (-1 0 +1 -1) + (0 -1 +1 0) (+1 -1 -1 +1 ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
14 years to go!!
Action 3: Work on making good tech juju, as before
Result: -1 -1 +1 + (0 -1 +1 0) = -1 Complete failure. The 'magickal assembly' is proving pretty ineffective.
TYPE: internal tactical
SUMMARY: "Several of our most respected scholars were lost to the True Death last year. The Sayyadinna recalled all delegates abroad and extended no contact this year and that is as it should be. The outside world is a fearsomely dangerous place. It is wrong to subject our most holy members to the threat of True Death. We must sever contact with the outside world and focus inward, on our survival."-- a speaker at the Quorum
The Saraan must decide whether to become completely insular or to return to study of the world around them.
DETERMINANT: Interaction... I've discovered there's no Interaction value in the Fudgified rules. Should I just set a value (Mediocre)? Or do you want to handle it another way? Basically, I want to roll against Interaction. If the roll fails the Saraa become insular and discourage all contact with foreign nations. If it succeed they decide to continue sending delegates Outside.
MODIFIERS: +The Saraan feel it is their duty to seek after knowledge
+Outside interaction has had dramatic results on action 1 & 2
REACTION: A failure will reduce the Interaction value to Poor or worse. Success could mean no change or positive change.
Result: OK, how about basing it in the Influence of the proposers - let's assume Naibs - therefore Fair.
So, 0 -0 +1 +1 + (+1 +1 -1 +1) = +4 Superior success!
Suggestion: The isolationist stance is now forever discarded. The Saraa, as a society, has realised it can no longer exist on its' own. [Maybe a +2 next year for any actions regarding anti-isolationist activities]. The Sayyadin gathers his people and proposes a new age of discovery.