Entry tags:
HRHR: RETREAT.
ACHIEVE THE IMPOSSIBLE;
never tell me the odds

Things don't look good for the soldiers still trapped at Gallipoli.
Stranded with injured men and a poor cache of supplies, they have little chance of surviving the retreat. Still, COST continues in its efforts to keep casualties at a minimum, meaning it's time for another round of High Risk High Reward missions. Participation isn't required, although there is still a signup if you opt out of this part of the plot. If you'd like to skip to that portion of the write-up, please click here!
This is going to be a little different from previous runs: characters will be sorted into groups and you'll choose your characters' activities within that group. Signups close February 6th, 11:59 PM CST; you'll have until February 11th 11:59 PM CST to turn in plans.
You're more than free to put up logs before turning in plans, if you want to hash out ideas ICly, just thread with your group, etc. We're leaving it to you to create your own logs, but we suggest creating a joint log for groups 1 and 2, while 3 has their own log.
Once you turn in your plan, we'll share your chances of success; if you don't like the odds, you may turn in another plan and try again. You can do this as many times as you like until the 12th. Not turning in a plan will automatically result in failure; the characters involved will not be penalized individually, but it will affect the group and COST's effectiveness as a whole.
Since this is a pretty involved HRHR, feel free to ask us any and all questions here and discuss it between yourselves in the comments below!
There is no limit to how many characters can sign up for each group, but we do ask you to choose two options, to help us better distribute numbers. Ideally, we're looking for 5 to 10 people per group, but it'll be fine with more or less. We'll tell you which group your character is in on the 7th, after signups close.
AN OVERVIEW
On January 15, 1916 (February 9th, OOC), COST recruits will receive the order to split into four groups to try to save the men trapped in the trenches. This is convenient because the only senior officer left, Captain Lewis Morangey, has begun to realise no one knows they're left behind, or at least that no one is coming to get them anytime soon. So in the early hours of dawn, he calls the men together and explains a truly desperate situation: they're alone in now-enemy territory, with no one but themselves to rely on. (As it turns out, this is a new way to somehow, actually, make Morangey's mood even worse.) But without senior officials to turn to, he puts it to the men to find a way out without being detected.
Three groups will leave Lone Pine for other parts of the peninsula, to complete various tasks. Characters are advised to exercise a great deal of caution; the terrain makes for rough, slow going, and they'll have to use tediously roundabout routes along the coast, to avoid enemy fire from Turkish and Regency soldiers (yup, they're still there, tailing your asses). The hours they can move are limited as well: it's best to move at night and, if moving during the day, use the interconnecting tunnels to obscure movements. The still-present mist doesn't help, with poor visibility and its power-dampening effects, but leaving the tunnels of Lone Pine does make these effects less dramatic.
You're free to treat these missions as general mingles and only pair up for specific tasks. We recommend no more than three characters attempt a task together, mostly for your own sanity. But if you think you can tackle a bigger thread, you're welcome to it! Multiple characters can work on the same tasks if feasible (e.g., two different pairs of characters can salvage supplies independently from each other, with different results), but please communicate with each other! Your activities affect the whole group.
Also, some characters may realize they dug up items from the underground that can help one group or another in their mission...
A JOINT EFFORT
- GROUP 1: FIGHTERS & GROUP 2: TECHNICIANS
OBJECTIVE: RETRIEVE SUPPLIES & CONTACT FRENCH SHIPS FOR EVACUATION
Group 1 is combat-focused; their objective is to locate and retrieve any supplies they can find (specifically food, medicine, and ammunition). They're also tasked with supporting Group 2.
Group 2 requires technically minded characters; their objective is to contact nearby French ships who are pulling out of Cape Helles and request their aid in evacuation. They'll need radio parts and knowledge of how to use and repair shortwave radios—or at least easily learn the ropes from anyone savvy.
Both groups are headed for an abandoned command center at the Nek, not far from their current position. However, due to the trench layout and dangerous circumstances, it'll be a tedious journey.
Characters will encounter these obstacles:
- Reaching the dugout; the Regency will tail these groups the most conspicuously.
- A skirmish upon arrival; it seems someone (hmmm) tipped off Turkish soldiers.
- The possibility of being trapped by enemy fire.
- Salvaging any supplies, without losing them in the skirmish.
- Successfully repairing the damaged radios.
- Transporting the radios to a nearby hill and contacting the French.
- The enemy will attempt to shell the dugout, if left unattended.
- Returning to Lone Pine in one piece.
TRACES OF THE REVOLUTION
The Battle of Nek was fought as part of the Gallipoli campaign in August, 1915. It was a futile bayonet attack by Australian forces on the Ottomans; losses were extremely one-sided and the bodies of many Australians remain where they died, in some places six men high.
The area has a fairly straightforward trench layout, but boasts a higher elevation. The dugout that characters are looking for is a former command center, with supplies and radio equipment abandoned in the retreat. They've survived as well as they can, but need some excavating.
Peculiarly, this area of the trenches isn't entirely Australian; the rotting uniforms, mementos, and other traces of the men who once stood this ground are French. A few letter scraps make mention of a man named Jaques Louis; provided their BCE has a French datapack installed (or they know French already), characters can learn he is captain of a ship called the Marie Antoinette and a well-respected commander in the French military. This dugout's existence is attributed to him.

STUDYING POLITICS
- GROUP 3: DIPLOMATS
OBJECTIVE: GAIN AMNESTY FROM THE TURKS
This base is located at Mal Tepe. Again, the group's movements are limited, as anything too obvious will draw the attention of the Regency and Turks.
Characters will encounter these obstacles:
- Locating the base and arriving without interference by the Turks or the Regency.
- Getting at least one person past the soldiers and into the base.
- Scouting the base and locating Atatürk without causing an incident.
- Handling soldiers who might interfere with attempts to reach Atatürk.
- Combating any Regency soldiers assigned undercover to the Turkish side.
- If anyone is captured by Turkish or Regency soldiers, you'll have to stage a rescue.
- Successfully gaining an audience with Atatürk and acquiring amnesty.
- Returning to Lone Pine in one piece.
Locating the Base
The base of Mal Tepe is...no different from that of the ANZACs or, indeed, any entrenched position between here and the furthermost tip of the Eastern Front, save for the finer details that distinguish the Turkish army and people. There are twisting tunnels lined with sand bags and emblems of loved ones decorating small monuments. Soldiers and supporting teams flow in and out of it, a moving mass of life and death. Unfortunately, due to the nature of fighting a war on two fronts, both here and in Palestine, there has been a severe supply problem and many men haven't had decent meals except by what their families send them, via the spokesmen who travel from their villages to the front lines.
The one key difference about Mal Tepe, however, is that this is a battery: the key point of the whole defence is one huge, heavy artillery gun, which was used against the once-present British naval ships. Located centrally to the base's defences, it is directed towards the straits that form the mouth of the Black Sea.
The Mehmetçik Soldiers
The average Turkish soldier is a man not just fighting in a global war, but a man fighting for his country in a widespread invasion that means to march on the capital. These men are determined and follow orders without regard for their lives. Despite suffering from food shortages and the horrors of trench warfare, they have repeatedly held their ground and, when needed, taken back what was previously captured. Having been massively underestimated, they have made the enemy pay by not letting them advance further than the coastline in many locations. It has begun to instill a strong sense of pride in them.
The officers and any longer-serving men were trained, not in Turkey or as Turkish soldiers, but as part of the Ottoman Empire. They were sent abroad to learn what are considered modern techniques from the Prussians, as part of their alliance with Austria-Hungary. This led to a very hard, obedient style of military life; one commander told his men, when trying to hold ground, "I do not expect you to fight. I expect you to die."
Harsh as that seems, it is something these men, who have given everything for their homeland, would gladly do and have done repeatedly. That said, similar to their counterparts across the trenches, they aren't miserable and serious all of the time. Especially in the light of their recent victory, a feeling has seized them all: at long last, their homeland is free and, as such, things have gotten a little less...strict.
This spirit is important and something to preserve as much as ANZAC lives, because it will be how one auspicious general founds the modern republic of Turkey.
Mustafa Kemal Atatürk
The man who will one day lead modern Turkey to become the nation that it is today, by becoming its first president. At present, he is a general securing one of his greatest victories. He originally only commanded one division, but became the front line commander after he successfully predicted an attack and held his position until the Allied forces were forced to retreat. He's seen his fair amount of action and knows how to keep his head through it.
Despite a middle-class family and middle-class upbringing that had little to do with the military, Atatürk enrolled into the Ottoman Military College without telling his family and, as a young man, began his military career. He was deeply nationalistic from a young age and that drives him in the collapse of the the Ottoman Empire in the years to come.
It's noted that, after the war, he speaks kindly of the ANZACs as brave soldiers who did better than anyone expected and goes on to honour their bravery, commemorating where many of them died and giving consolatory speeches not only to speak well of the soldiers, but to comfort the grieving families left behind.
Should characters successfully approach Atatürk, he'll be NPC'd by a mod.
THOSE LEFT BEHIND
- GROUP 4: DEFENDERS
OBJECTIVE: DEFEND THE SURVIVING SOLDIERS
As it technically isn't part of the HRHR missions, this group is structured a little differently and won't feature dice rolls; a mod-posted log will go up on February 9th. These recruits will experience shifts in the weather (expect snow) and, eventually, a solicitation of surrender from the Regency. More details will go up with the log.
That said, speaking of the Regency... They have plans for you.
THE REGENCY 101

It's no secret that the Regency has been watching.
They'll finally make a move when characters leave Lone Pine, abducting several individuals they've confirmed as COST operatives. Exact numbers will vary, depending on signups to other groups, but we're looking for 8 characters max for this portion of the plot. Players may sign up for a HRHR mission and kidnappings; these characters will be taken immediately after they contribute to their group's objective. At most, we'll RNG two characters from a given group; otherwise, they'll be taken partway through their trek or from the tunnels.
Selected characters will receive a followup questionnaire (it's relevant, we promise).
Abducted characters will lose touch with the bulk of the game until they escape or are rescued. Their BCEs will still function, but lose network access. Their location and vitals will go dark, regardless of their privacy settings. Attempts to contact them will return the message "THIS USERNAME DOES NOT EXIST."
This is not a HRHR mission, as it has more mod and NPC involvement (think of it as a plot coupon), but it shares a number of similar elements. A log will go up February 12th.
SIGNUP CRITERIA:
- IDENTIFIABLE: The character has to somehow stand out as a COST operative. The logic doesn't need to be complicated—it can be as simple as failing to use period-accurate terminology—but the Regency needs to be able to identify them.
- EASY MARK: The character needs to be vulnerable in some way. If a character refuses to go anywhere alone or is always hypervigilant, the Regency has less opportunity to nab them. This doesn't rule out competent characters, but they need a crack in their routine.
- XP EXCHANGE: A slot costs 5xp. This will be refunded if you don't get the slot!
Also be aware that characters will experience some form of psychological torture, so please don't sign up if you aren't ok with that!
Depending on the number of interested parties, we may RNG a few extra slots to individuals who dodge a kidnapping attempt. If you land this option instead of the abduction itself, you'll be free to decide how your character escaped (e.g., they managed it on their own, someone showed up at an Opportune Moment, sheer dumb luck, whatever you want).
KNOW THINE ENEMY
For those of you who encounter a Regency soldier firsthand, here are a few things to know.
- PHYSIQUE: Regency soldiers are strong, fast, durable, and very well trained. Consider a human in peak physical condition—like an Olympic athlete—and multiply that by two. In general, you can assume it'll take at least two average humans (and some luck) to take down one Regency soldier.
- WEAPONRY: Each soldier carries one (1) standard issue energy firearm (like blasters from Star Wars), one (1) melee weapon of choice (ranging from blunt weapons to blades), a set of handheld bombs, and three (3) futuristic EMP grenades.
- NULLIFIERS: Every Regency soldier has a power nullifer built into the very fabric of their uniform. Power usage within a radius of approximately ten feet will fizzle and die, including projectiles (although this doesn't apply to, say, a non-powered object thrown from a distance using super strength). Cybernetics are also dampened.
The nullifers will not extinguish any powers inherent to a character's survival; e.g., if a character is literally made of magic, the nullifers won't dispel their presence. They will, however, nullify their ability to use that magic. Nullifiers also cannot force characters with transformative powers to return to their default shape, but they will not be able to change into another form until they're out of range.
QUESTIONS & ANSWERS.
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Also, just to complicate things, Kylo is signed up for possible abduction. So our plotting options have branched a bit depending on those results haha
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Re: QUESTIONS & ANSWERS.
I just wanted to check if it's okay for Merlin to find a missing radio part from his pocket if they end up really needing something (his dumb Pattern power) or would you rather that be impossible?
And if it is possible, can it be more high tech than the current timeline in hopes of bettering their chances of contacting those ships?
I don't want to try play up his powers and make things uninteresting or anything, I'm just trying to gauge the limits of this thing.
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1. Is the general premise that the Regency agent will be ambushing the group, or is it our choice to go after one?
2. 76 and Samus are both genetically enhanced to be stronk/fast/durable/etc. Is that something affected by the Regency power nullifiers?
3. Morrigan can cast things like paralysis glyphs on the ground. Would something like that be nullified as soon as the soldier's 10-foot radius hits it?
4.
As soon as 76 realizes that they're being tailed, he'll probably send Grothia a message to confirm if her orders not to engage still stand. He'll also ask that if the Regency engages them instead, if the orders are to kill or capture. If forward-dating is okay, I'll probably hit up Grothia's contact sometime today, butPretty much answered with Grothia's post, thank you! In the interest in hashing out our plan (subduing/transporting one will require different tactics than straight up murder), what does she prefer we do with the soldiers? Are we clear for murder or does she want capture?5. Any particular stats you'd like us to include in our final submission?
THAT WAS A LOT so thank you in advance!
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GROUP SIGN-UPS.
Group: Please list your preferred group first; if you don't have a preferred group, let us know! If you're choosing Group 4 as your first pick, you don't need to pick a second.
Contribution: How does your character fit into one group over others?
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Group: Either 3 or 4! (whichever you need her in)
Contribution: Diplomacy is Dany's middle name. Kind of. If we're talking about someone who knows how to stand their ground and when to dial up the ferocity during talks. She's got a lot more experience in that than playing at a techie, and while she puts up a good fight offensively, that's with her dragons, which she doesn't have. Irriella's turning into Porky the Pig but she's still not the ultimate face melter yet :> Defense works, she's played defense before and knows how to handle being under siege, so she can keep people calm, flip the Regency off, or what have you.
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Group: Group 3; Group 1 otherwise
Contribution:
--Spirit form means he can travel without detection, and likely can get past guards and scout with no incident
--Cooler temper would be better used for gaining amnesty
--Better suited for low-combat at the moment, thank you mana draining mist
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Group: Group 1, first. Or group 4, defending.
Contribution: Mamoru is a fighter through and through. He's not very good at tech - knows a thing or two but he's no expert - and his version of diplomacy includes full out threats to family and loved ones [sigh]. He'll be better at rushing people trying to shoot him and the group and taking them down with his bayonet. If group 1 is full as there are a lot of powerhouses here, he'd be pretty good at standing his ground and tricking attackers by using his surroundings.
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Group: 3 as a first preference, then 1. EDIT: editing this to add that I'm fine with 4 also, which I should've mentioned before. Seeing the heavy lean towards 3 and 1 I wanna' offer up the other option!
Contribution: Noctis has warping abilities that make him well-suited for a stealth mission and he has experience doing that kind of work back in his world. He also has some diplomatic skills, having been raised as royalty, and he got a lot of practical experience in this working with the Nibelungs. Group 1 is my follow-up because he's got pretty significant combat abilities (and because he's an idiot so group 2 would be a disaster).
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Group: 3, then 1.
Contribution: he's trained in reconnaissance, stealth, and limiting casualties with his abilities. he's an adept actor and can fit into the most unlikely scenarios (including diplomacy if he really tries, but if someone wants to good cop bad cop with him then ayyy). he's sharp, quick, and won't risk fallout if they make regency contact — careful's the name of the game. ;) group 1 is also decent for him, he's a very, very good combatant. group 2 would be so bad.
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Group: Slight priority on 2, then 3.
Contribution: A large part of Eren's training was technical skills. He can understand the ins and outs of any mechanism at a glance. Easily a solid mechanical engineer. That said, radio isn't something he'd be particularly specialized in, as it was a technology beyond what he had growing up - but, he comes from a point in canon that is far more advanced than that, radio in particular being around. I figure he'd have a decent time with it.
As for diplomacy, it's not Eren's strongest suit, but he's very competent at manipulating people to his advantage and knows how to make the best out of any situation. He could easily play his way through the Turkish camp by acting like a cripple in need of medical relief and find opportunities for subterfuge after all that. And whatever else need be done.
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Group: Pref for group 1 and then group 4 (defending)
Contribution: Achilles is best suited for the front lines because of his invulnerability.
He has:
- enhanced speed
- enhanced strength
- skilled with weapons
- skilled in close quarters combat
However, with his Master (Noctis) potentially getting kidnapped (he'll be maintaining a telepathic connection with Noctis and when it's gone he'll know something's wrong), he might... end up going awol and leaving the group and going on a one-man slaughter spree to get to Noctis. That is, unless someone manages to calm his ass down.
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Group: Priority on 3, otherwise 1 or 4 are both fine... I guess I'll put 1 as second choice? Only 2 wouldn't work.
Contribution: The diplomatic approach would suit Yoshitsugu best of all of these purely because he can read people well, is good at working out what makes them tick and can strategise/choose the intelligent approach on the go (which worked well in France). He's also decent at stealth both because of that intelligence and because he's simply good at being very quiet and unnoticed when he wants to be. 2 would be terrible because he simply does not have those skills. Otherwise, he's an experienced samurai capable of working on the offensive or defence depending on the situation.
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Group: group 1 or group 4
Contribution: Heine isn't much good for any sort of diplomatic activities or negotiation of any kind (see: literally ripping a dude's face off with his teeth) and he isn't much better with technology save for his vistas. He's been basically made for fighting and his regeneration/heightened strength and speed is pretty good for offensive combat.
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Group: 2 ; otherwise 1!
Contribution: Group 2: Rey discovered and practiced repairing a broken radio, and more than that she's got an extensive background in putting together and fixing up things. Like she built her speeder herself from parts she scavenged around Jakku and now that she's had time to play with the old school radio she'll be able to pick up what goes there pretty quickly.
Group 1: SHE WILL FIGHT EVERYONE!!!
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im only doing this because it's part of the blood pact.
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bloodpact 2: electric boogaloo
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it me, danni
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ABDUCTED.
Group: Which group(s) did you sign up for? If you signed up for a HRHR mission, do you plan to participate if your character is abducted?
Discovery: How would the Regency identify and kidnap your character? This doesn't have to be overly specific; we just want to know it's possible!
XP proof: Please link your activity thread, as proof you have the necessary xp!
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Group: Signed up for 3 and 4, would rather be in group 4 if I get chosen for this so I don't hog stuff!
Discovery:
-Identifiable if they're looking: she's proud and while she does do well enough with assimilating, there would still be some hints that she's other. Looks alone would contribute to that, she has a fat spider, she's bossy when push comes to shove and she thinks she can contribute, and also, she's a lady hanging out with the soldiers. Plus she's got a flamethrower.
-Easy target: she's still a squishy and would be overpowered if confronted by the Regency. She's also not a soldier and not hyper vigilant, so she'd probably be easy to grab if she broke off from the others to help someone, or while in the tunnels.
XP proof: here
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I'm only doing this so I can kill furries
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my willpower doesn't exist
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yeah... i can't even kind of resist this
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I'm only doing this so I can join the furries
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GROUP 1 & 2: SUBMISSIONS.
GROUP 2: 😅
feat. supplemental help from Group 1, with Ryuji Sakamoto, Mordred, Solider: 76, and Kylo Ren mentioned by name
Ryuji is also a general contact for other groups for Group 1, while Prompto is Group 2's.
REYDIO REPAIR
Radio repair is split into two different groups. The first group (Rey, Ax, Samus, and Merlin) have the main radio for contact purposes, while the second (Ax, Samus, Merlin, Prompto, and anyone else who wants to lend a hand) try to get backups up and running. The second group is also working on transponders to help the signal. Everyone here actually has really high tech competency levels besides Prompto, thanks to a natural knack for it and/or sci-fi backgrounds (or fantasy, in Merlin's). Prompto's skills aren't terrible, but he's learning on the job.
Characters from Group 1 are helping out on the protection/combat front! Especially if they're trying to fend off Turkish soldiers during all of this.
BOSSY SPACE GINGER
Hux is in charge of group oversight, direction, and morale (lol). He will probably give a speech and get on people's cases if they aren't on task. The latter is probably more effective than the former, but hey, the guy is influential in the First Order for a reason, right?
TRANSPORT
Transporting the radios falls on Prompto and Rey, with assistance from Ryuji and Mordred from Group 1. They'll do their best to get the equipment where it needs to go in good condition, but Rey and Mordred are getting kidnapped after they complete their parts of the mission. And Ryuji will nearly get kidnapped, because this group has really terrible luck. Prompto and Rey both can do the sneaky thing if necessary, are fairly low profile, and can passably defend themselves (Rey is better at this than Prompto, but Prompto is a normie who won't have to deal with the distraction of any power nullifiers). Ryuji and Mordred both have magic and hit pretty hard, and Mordred also can do the Heroic Spirit ghost thing, so that's useful in terms of scouting and keeping the others safe.
Meanwhile, other characters get the transponders into place! Again, everyone is very competent on the tech front and Ax, Samus, and Merlin are all more than a little combat-capable. Ax does need to morph for this and Andalites kind of stick out in WWI, but he's willing to morph if absolutely necessary (he'll just try to be sneaky about it). Samus and Merlin will be backup to the transport team, ready to rendevous if shit goes too off the rails because of the kidnappings or other interference. Samus is super buff and super competent; Merlin is also very competent, although he relies pretty heavily on magic. Still, their skillsets are diverse and complement each other pretty well.
CONTACT
Prelati and Eren are our French contacts! They'll have assistance from 76 and possibly someone else from Group 1. Prelati knows French and Eren is a shounen hero, so together they should be able to wrangle something. Both of them can also easily do tech things to get the radios set up and effectively defend themselves (Prelati is on the more magical end, while Eren has regeneration and all the fun shit that comes with being a Titan shifter). And 76 is a responsible, highly capable dude with a Trilingo app.
HOLDING DOWN THE FORT
Hux and Kylo from Group 1 will stay behind to defend the bunker while the rest of the group is busy focusing on transport and contact. They will get shady with the Regency and Kylo will get kidnapped around this time. Hux continues to be Hux, while Kylo is an angry space wizard, so their skillsets cover each other's blind spots. How well they actually get along is debatable, but hey, common goals.
DIFFICULTY LEVELS 😅
RESULTS 😅
GROUP 1 🔪🔪🔪
DIFFICULTY LEVELS.
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RESULTS 🔪🔪🔪
regency fiteo (76, Samus & Morrigan)
GOOD NEWS, EVERYONE.
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GROUP 3: SUBMISSIONS.
INB4 CRIT FAIL
DIFFICULTY LEVELS.
INB4 RESULTS.
GROUP 1 & 2: PLANNING.
REGENCY ENCOUNTERS: 6 soldiers.
Groups 1 and 2 may work together to accomplish objectives (e.g., a character from Group 1 can protect one from Group 2, while 2 tries to move a radio). You're free to embellish the given information as needed, including anything that creates other conflicts and affects how your characters interact with the Regency. Regency soldiers may or may not survive depending on dice rolls.
Characters with asterisks next to their names will be abducted by the Regency, so plan accordingly!
If you have any questions, please ask them here. You can submit plans here.
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Ok so Ax is in group 2 and his contributions will vary depending on the situation. His whole deal right now is trying to survive while not giving anything about himself away, which will be really difficult on this mission given that he'll be surrounded by people like constantly while in serious danger and he hates being human in combat situations because he can't defend himself. I am absolutely willing to have this totally fall apart for him but it'll be purely situational. THAT SAID, here's some stuff he can do:
Pitfalls include him not being much of a team player, especially when it comes to his own secrets; there are only a handful of people in the universe he truly feels like he can trust and none of them are here, so he's inclined to treat everyone with suspicion until he has a better understanding of what's happening. Also, he considers human technology laughably primitive and will almost certainly be an asshole about it, as well as refusing any help because excuse me this is child's play, sniffs derisively.
Despite all that, he will also be willing to risk all this to help fight the Regency if anybody needs an out of getting abducted (or even a failure to avoid being abducted!). Or, in general, if someone needs help and he can provide it--he might be a bit arrogant but he's not cold, and he'd rather compromise his cover than have someone get hurt.
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DISCORD INVITE
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HEY GROUP 1 COME READ THIS
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GROUP 2 LOOK HERE (and also GROUP 1 tbh).
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GROUP 3: PLANNING.
REGENCY ENCOUNTERS: 3 soldiers, 3 undercover agents.
You're free to embellish the given information as needed, including anything that creates other conflicts and affects how your characters interact with the Regency. The undercover agents will be using the aliases İsmail Ahmet Çelik, Eren Derya Yılmaz, and Hasan Baki Mehmet; how characters discover and neutralize them is up to you. Please note that rescue attempts for potential captures are different from the kidnappings and are tied into dice rolls for success and failure. Regency soldiers may or may not survive depending on dice rolls.
Characters with asterisks next to their names will be abducted by the Regency, so plan accordingly!
If you have any questions, please ask them here. You can submit plans here.
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--Chiron's going to be super useful for sneaking about and scouting, as unless there's magical detection around, he can get past mos barriers! I'm happy to pair up or have him to solo, just point him in the direction you want him.
--Likewise if there's any rescuing to be done, the same skill level applies :>
--Additional stuff: Just ask me!
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LMK IF YOU HAVE ANYTHING TO ADD/SUBTRACT
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Because work makes me late to the party
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you're dorian you're allowed to be fashionably late
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