Seeing as how the dice are being totally psychotic, I have instead elected to use logical processes of reduction to determine your other main comrade and your mission control.
I want to say you can't get too much more absurd than some of the team ups from the first game, and MAYBE the gathering of somewhat insanity that was two, maybe three of the groups from the third.
But the whole point of this kind of thing is to bring together the best (or at least popular) pilots together and utterly wreck one another, all the while trying to achieve whatever it is they desire.
Brandishing your Zaku's heat hawk, you cleave your way through another of the unfamiliar Mobile Suits, causing it to explode. White, slender, pointy... the color scheme seems about right, but they really don't seem like standard Federation suits...
Fortunately, you were able to relocate into a more densely-forested valley. This terrain works wonders for impeding the enemy Mobile Suits' movements, making your hit-and-run style of combat considerably more effective.
Glancing at your radar, you see that the new contact is still blitzing through swarms of the enemies, and rapidly closing in on your position. It pretty obviously seems like an Ace pilot in a top-notch machi-
In an explosion of movement, the contact bursts from a copse of trees on top of the hill, and aims its weapon right at you!
You don't recognize what kind of suit it is, or even its affiliation, but... oh no. That head design... "Oh shit, it's a Gundam!"
The Gundam fires a particle beam at you... and the shot passes right by you, taking out a suit that was sneaking up on you.
...huh. Maybe it's not an enemy after all. "...This is Bernard Wiseman. Thanks for the assist, Gundam. ...any chance you can tell me what the heck's going on around here?"
The guy on the other end of the line mutters to himself for a moment. "Does it really look that much like a Gundam? I mean, those haven't been in operation for decades..."
Eventually, though, he does properly reply.
"This is Mark Curran, piloting the G-Savior."
The newly-dubbed G-Savior suddenly turns to one side in order to shoot down another of the unidentified mass-production Mobile Suits. "And if you're wondering how or why everyone got here... we've got a few ideas bouncing around, but..."
You catch another of the enemy Suits out of the corner of your eye, and bring it down with some fire from your machine gun. "But right now you've got your hands full trying to stay alive, right?"
"Yeah," Mark nods. "I'm going to be honest, we need all the help we can get. But if you're willing to join up with us, we'll be more than happy to share what information and resources we've got."
[]Agree to join forces. You're not liking your odds of surviving on your lonesome, after all.
[]He mentioned being part of a we. Ask for some more information about his comrades, so you can make a bit more of an informed decision.
[]Refuse to join forces.
-[]For what reason? (write-in)
[x] For what reason? I don't know where we are, or what's going on. I'd like to know more information about what happened before I actually make a decision.
[x] For what reason? I don't know where we are, or what's going on. I'd like to know more information about what happened before I actually make a decision.
The dice roll aside, we were kind of asking for SOMETHING to go wrong. When you team up with a gundam pilot, you're going to be dealing with a number of problems, whether it be from where they're from or all the emotional baggage. The fact that the option was so broad in terms of options wasn't doing anyone any favors, but it was chosen, so lets just roll with it.
Now the question is, do we join him/are the people who know what he's from willing to stomach working with him to at least figure out who else is with him, or do hope Bernie can hold out until we can find someone else?
Rule 1 of being a GM/DM/QM: Sometimes your dice will annoy or fail you. You learn to deal with that as it happens.
Rule 2 of being a GM/DM/QM: Sometimes your players will try to annoy you. Sometimes for the Lulz, sometimes for no reason at all. Again, you learn to deal with that as it happens.
Rule 3 of being a GM/DM/QM: Do not give joke options to players unless you are prepared to deal with them picking it. Some players have been known to pick the joke options in the same way that drowning people will reach for anything to keep afloat.
[X]Agree to join forces. You're not liking your odds of surviving on your lonesome, after all.
Because it's not half as bad as the fandom-at-large seems to think it is?
...I mean, I was just being a smartass back when I mentioned G-Savior before, but then it actually went and happened. ...for the record, the rolls to determine it were "Setting" (rolled a 1, which was Late UC) and "Installment" (1 was F91, 2 was Crossbone, 3 was Victory, and 4 was G-Savior).