Counter-Revolutionary Behavior (Uncle Steel Dwarf Divine
Tests)
1-4. Investigate. Who is Collaborating with Capitalists
and Imperialists? The commissar better hope it’s not him! To make sure, he will
look into others’ behavior, taking a
-1 penalty per Counter-Revolutionary Behavior result (-1 to -4), double if he
actually sympathizes (-2 to -8) for the next 1d6
hours.
5-9. Indoctrinate. Propaganda is the sharpest and
strongest weapon of Equalitarianism and must be put to best use! The commissar loses
access to some of his propaganda (50% chance for each one) possibly including
his turn ability until he demonstrates his Correct Dedication to Equalitarian
Ideals. Roll 1d6 for each to determine what he must do in order to get it back:
[1] Get at least 2d4
HD of Proletarians (laborers or peasants) to rise up against their masters,
unless of course if those masters are Equalitarian. In this latter case, they have
a 66% chance of actually needing to be imprisoned instead or even shot if they
are deemed Kulaks- ‘affluent’ laborers or peasants.
[2] Compel two individuals
of different races or even species to interbreed. Willingness of the
participants and success of the coupling are Irrelevant- that they are working
to make everyone Equal is all that matters! In any case, resulting
offspring will be given to serve the State.
[3] Confiscate all
the possessions from the next person you see in the Name of Uncle Steel Dwarf!
If the person is Equalitarian, then he or she is of course given a pass; just confiscate all possessions from the next person you see.
[4] Insult an Opiate
of the Masses (a cleric) or violate a temple of another divinity. Fear not any
reprisals: how many armies do they have?
[5] Disrupt a
Capitalist Enclave (place of business). Feel free to beat them with anything
that they would sell you.
[6] ‘Correctly’ count
the votes of an election, secretly monitor a conversation, or disrupt a demonstration.
Undermine some democratic custom or movement in order to force the people to
have what’s best for them, whether they want it or not! (see Wyrd Ways of
Walstock for details on how schemes of another cult might unfold.)
10-14. Liquidate. Death solves all Problems and the
commissar has a new Problem to solve. With the power of his Equalitarian
Firearm he must execute one individual and cannot use his propaganda for any
other task until it is done. Who that should be officially depends on their type
of Counter-Revolutionary Behavior, but commissars are good at finding fault
with nearly anyone. Roll 1d6.
[1] a Capitalist
(merchant, etc.)
[2] an Opiate of the
Masses (cleric. etc.)
[3] an Imperialist
(lawful, non-Equalitarian person)
[4] a Dissident (anyone
currently not in the good graces of Uncle Steel Dwarf, a base 75% chance)
[5] Purge the entire
family of one of the above. Reroll 1d5: in the case of another result of 5,
expand to include the individual’s local community, then region, country, etc.
[6] Books, scrolls,
or an object that is deemed Counter-Revolutionary.
15-16. Order 227. Trust no one, not even yourself,
Comrade! Now it is an Equalitarian or servant of one who has been found Guilty
of Counter-Revolutionary Behavior. Any the commissar knows (or very much
suspects!) who has ever surrendered, fled, or even fell back in battle from
non-Equalitarians must be shot, including himself. This is why, when it comes
to the servants of Uncle Steel Dwarf, it takes more courage to retreat than to advance.
17+ Non-person. Unless he can find another to Officially
Condemn and take his place within the next 1d6 rounds (requiring someone else
present, a compelling argument, and a Charisma check that is increased by 3 for
every Counter-Revolutionary Behavior Result over 17), the commissar is himself shot,
becoming just another statistic. What is more, his entire existence is also erased,
all record and memory. It would appear that the commissar’s evil has caught up
with him, though the many that he had harmed and slain unfortunately continue
to remain so.
Next week: Commissars of Uncle Steel Dwarf, Part IV!