[X] Mechanic
-[X] Lev knows engines inside and out. She's worked on Nadja's plane more than any other, one of the reasons it's easier to bring her along.
[X] Fixer
-[X] Helena's a smoother talker than even you. Having her around would help like hell to get paid for starting your revolution.
[X] Navigator
-[X] The commune isn't completely self sufficient. You still need metal for crafting and petrol for your planes. The Wild changes like the winds, but Alex is exceptional at navigating those routes. He'd be more than an asset to keep around.

The last is assuming that you'd be willing to have navs apply advantage to Plan Your Route like how they do for Long Haul. If not, make them a Driver. I'm sure we can have a medic in the squad.
 
[X] Mechanic
-[X] Lev knows engines inside and out. She's worked on Nadja's plane more than any other, one of the reasons it's easier to bring her along.
[X] Fixer
-[X] Helena's a smoother talker than even you. Having her around would help like hell to get paid for starting your revolution.

[X] Doctor
-[X] A wounded soldier is a burden, but you can't afford to throw anyone away. Alex's medical skills will keep our revolution from burning out.

Infantry never have too much medical support. A doctor here and a field medic in the squad will go a long way.
 
[X] Mechanic
[X] Fixer
[X] Doctor
whoops, there we go!
 
0-4 Wrapping up character creation New
Your next step was the most important. You returned to the barracks and found your squad had already gathered in the common room. Ivana, Serenity, Chikap, Karl, Wolfgang, and Viktor all all sat around the small rough-cut tables with grim expressions. Chikap broke the silence first.

"Hey, Sis. Took you long enough to get here."

You averted your eyes and tried to find your composure.

"I have to ask you all for forgiveness. My actions caused all this, and I want you to know that you don't have to-"

"Save the theatrics," that was Ivana. "We've had time to discuss it and say our goodbyes. None of us are passing up a chance to fight for our dream. So hurry up and tell us what the plan is."

You moved as a group to the community armory, and the squad began collecting their usual gear. The majority of them were armed with bolt-action rifles stockpiled before the war. Simple, but up to date with the old world armies. The biggest downside was your bikes. You were a mobile unit, meant to maneuver quickly around any obstacle. A rifle could hit targets five hundred meters away, but it was too long to carry strapped to your back while biking.

Your squad had always carried them bundled to the back of the bikes, but taking them out would waste precious time on the battlefield. You could take carbines instead and trade range for easy access to your guns.

Choose one from below:

[ ] Rifles, to have range over ease of use while riding.

[ ] Carbines, to easily access in the field.

Either way, you had gotten first pick of the town's higher grade weapons when you first joined the militia and its care had been your pride and joy. You would bear it proudly into battle.

It went without saying that you all, even your medic, Wolfgang, stocked up on as many explosives as you could reasonably carry.

Choose one from below:

[ ] Trench Gun (pump-action shotgun)

[ ] Automatic Rifle

[ ] Submachine Gun

[ ] Heavy Submachine Gun (fires more but needs to be braced for accuracy)

Finally, there was the matter of armor. The militia did have helmets and vests available, although most of the adults had been veterans of urban skirmishes only and taught you to fight light and unencumbered.

Choose one from below:

[ ] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.

[ ] The Squad fights unarmored.

"Hey Sis, take a look at this," Karl called from the hall.

Attached to the armory was a small garage. There was little need for land vehicles in your commune, and very little ground suitable for them among the rocks and gullys, but it housed your bicycles as well as a handful of emergency motorcycles.

"We're already stealing a plane, why not some bikes while we're at it? Not like we can sneak out of here unnoticed."

Choose one from below:

[ ] The Squad rides bicycles: a stealthier option with no engine trouble or need for fuel.

[ ] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.

Finally, choose three moves:

[ ] Evangelical: When you explain your theories to a comrade, they hold one. When you judge their actions uphold a Conviction, gain Trust, and they take Advantage forward

[ ] Theory & Praxis: When you disagree with an NPC, explain what must be true given your Convictions. If they admit you're right, erase a Reflection and take Advantage forward. If they stand by their story, mark Reflection. If Reflection is already at 10, gain 1 XP instead

[ ] Conversion: During a Move Exchange, you may also offer the other player Idealist with a Conviction of your choice. Non-Believers always count as having a full Reflection track

[ ] Undying Faith: When you fight unarmored, take +1 ongoing to your worst stat

[ ] Fanatic: When you miss a move and then try the exact same thing again, take +1 forward

[ ] Songbird: Once per Routine, when you sing a hymn or marching song, describe your song. Take +1 ongoing. When a singer misses a roll, the song ends, and the next singer to roll takes Disadvantage forward. When everyone with this move sings together, increase the bonus by +1 for each singer. The once-per-routine restriction is for the whole group. (The Squad counts as one collective person for this move)

[ ] Force of Will: When a foe wounds you, hold 1. Spend for a 20+ on a roll to take revenge

[ ] Revolutionary: When you drive a crowd to a revolutionary fervour, roll +Keen. On an 11-15, pick 1. On a 16+, pick 2. On a 20+, take all 3.

• Your revolution sweeps the current order from power completely.

• The revolution's goals and methods are guided by your ideals.

• The revolution is restrained: innocent casualties are minimal.
 
(Finally shoved out the last bit of character creation. It's undercooked, but it will do for now. Also will compile the votes from last post into the next one. The real story begins after this.)
 
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[X] Carbines, to easily access in the field.

We wanna be a fast and accurate reaction force. Shock Troop mastery all the way.

[X] Trench Gun (pump-action shotgun)

THE MORE YE' PUMP THE HARDER IT HITS RIGHT?!

[X] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.

Ideally we turn the squad into a team of fast reacting unstoppable juggernauts our foes want to run from.

[X] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.

Good luck outrunning these.

[X] Plan Ghost Rider
-[X] Theory & Praxis: When you disagree with an NPC, explain what must be true given your Convictions. If they admit you're right, erase a Reflection and take Advantage forward. If they stand by their story, mark Reflection. If Reflection is already at 10, gain 1 XP instead
-[X] Fanatic: When you miss a move and then try the exact same thing again, take +1 forward
-[X] Force of Will: When a foe wounds you, hold 1. Spend for a 20+ on a roll to take revenge

If we get Doppelsöldner we will simply be Him. Yeah sure you plinked through our armor once. Cut to that enemy's severed head hitting the ground. Plus, we can just keep shooting at enemies and take a +1 for it the more we attack a specific squad. If we commit to the juggernaut bit we could be carrying a hailstorm shotgun like a Space Marine.
 
[X] Carbines, to easily access in the field.

[X] Submachine Gun

[X] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.

[X] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.

[X] Plan Ghost Rider
-[X] Theory & Praxis: When you disagree with an NPC, explain what must be true given your Convictions. If they admit you're right, erase a Reflection and take Advantage forward. If they stand by their story, mark Reflection. If Reflection is already at 10, gain 1 XP instead
-[X] Fanatic: When you miss a move and then try the exact same thing again, take +1 forward
-[X] Force of Will: When a foe wounds you, hold 1. Spend for a 20+ on a roll to take revenge

Mostly the same as Texas' plan, but with a submachine gun-it's a handy way to get suppression.
 
[X] Carbines, to easily access in the field.

[X] Submachine Gun

[X] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.

[X] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.

[X] Plan Ghost Rider

Speeeeed
 
0-5 Crankstart New
[X] Mechanic
-[X] Lev knows engines inside and out. She's worked on Nadja's plane more than any other, one of the reasons it's easier to bring her along.

[X] Fixer
-[X] Helena's a smoother talker than even you. Having her around would help like hell to get paid for starting your revolution.

[X] Doctor
-[X] A wounded soldier is a burden, but you can't afford to throw anyone away. Alex's medical skills will keep our revolution from burning out.

[X] Carbines, to easily access in the field.

[X] Submachine Gun

[X] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.

[X] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.

[X] Plan Ghost Rider
-[X] Theory & Praxis: When you disagree with an NPC, explain what must be true given your Convictions. If they admit you're right, erase a Reflection and take Advantage forward. If they stand by their story, mark Reflection. If Reflection is already at 10, gain 1 XP instead

-[X] Fanatic: When you miss a move and then try the exact same thing again, take +1 forward

-[X] Force of Will: When a foe wounds you, hold 1. Spend for a 20+ on a roll to take revenge

Once everyone was geared up you had the squad meet up with Lev, Helena, and Alex. The three of them were commandeering a small flatbed truck. You had instructed them all to wait until they heard Nadja's engine start before starting their own engines making a run for it.

There would be no way to avoid notice once all the engines started, and so they were to drive to Allenburg without waiting for you. If you didn't arrive, they were to wait two days and then elect a new officer to continue the mission. Hopefully you could all get moving before a response could be organized.

You did your best to keep your breathing slow as you wheeled your motorcycle into the leveled field that served as your airstrip. You kicked out the stand and made your way to the Thorstad. Nadja was already leaning against it, fiddling with the strap of her satchel.

You decided to break the silence first. "If you have any doubts left, now is the time."

"Just shut up and help me start this thing."

She climbed into the cockpit and finished the preflight checks while you moved to the back of the plane to prime the propellor.

"You know it would be safer if you flew out with me," she called past the engine. "I have an extra seat."

"No one to take my bike if I did."

Even as you said the words you knew they were a lie. You could have had the truck carry your bike. In truth, you hated the idea of taking the easy way out. You wanted to ride with your squad.

She muttered something about idiots and gave you the signal.

You spun the propellor and called as loud as you dared, "Contact!"

"Switch on."

The engine coughed a bit and then began to roar. Even before it had fully started, you were running forward to kick the wooden blocks out from the plane's floats. You ducked back under its narrow fuselage as it began to glide forward and sprinted back to your bike. There was no time to make sure Nadja got off the ground safely; you would have to trust in her abilities and take care of yourself.

You reached your ride, your only hope of escape, and began furiously cranking the engine. In theory, you knew how this worked. It was not all that different from a plane and these engines were supposed to be in good condition. In theory.

(I need someone to roll 1d10+2 and keep rolling until you get a six or higher!)
 
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Uhm akshually you add +1 with every subsequent roll

Anyway! Two rolls!!! Not bad!
Twei threw 2 10-faced dice. Reason: Crank start Total: 9
2 2 7 7
 
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Routine 1.1 - Flight into the Night New
You turned the crank; the motor wheezed and rumbled beneath you only to sputter. You could hear some voices now, shouting in alarm. Again, you worked the crank and this time the engine came to life with a roar.


You hopped into the seat and gripped the handles tightly. Surely, this was no different than riding a bike?


When you opened the throttle, the first thing you noticed was the unexpected massive speed of the thing. You lurched forward and had to quickly correct to avoid hitting a shed you had forgotten to point away from. You dimly remembered Lev saying something about upsized sedan engines in these bikes, but it was past time for regrets.


You opened the throttle all the way and roared across the airstrip into the valley. The terrain around town was heavily wooded and deeply uneven. Large rocks and sudden dips were omnipresent and it forced you to slow slightly while you searched for a trail in the dark.


You could hear your own squad beginning to roll out as well somewhere off to your left. They would have an easier drive, although not a painless one, but that also made them easier to pursue. Behind you spotlights began to flash on and you heard the rumble of a new engine.


You threw caution to the wind and returned to max speed. This would be your true test.


Car Chase time! Choose 1 from below or write in a suggestion and then I'll need someone to roll 2d10+7 (+1 for Keen and +6 for your speed.)


[ ] Attempt to rejoin your squad as soon as possible.


[ ] Try to lead your pursuers off in a different direction and make your way alone to the rendezvous.


I'll roll for the opposing car. Just don't roll below an 11 and you'll be able to escape safely.
LordMonbodo threw 2 10-faced dice. Reason: Pursuing Car Total: 13
9 9 4 4
 
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[x] Attempt to rejoin your squad as soon as possible.

No tricks only speeeeed
 
[X] Try to lead your pursuers off in a different direction and make your way alone to the rendezvous.

Considering we are Him, I see no reason to not take the danger off our friends.
 
[X] Try to lead your pursuers off in a different direction and make your way alone to the rendezvous.

*Stomps on the gas, cranks up East Bound and Down*
 
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