Behind the Lines

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
It was a hell of a fight. Line infantry blasting away at each other, Clockwork armored units crushing trees, fliers and zeppelins cruising overhead...it was intense. A lot of good men died.

We lost.

The attackers came from Lourene, our neighbor to the east. Lourene and the Kingdom have had a...checkered history, but nothing like this. Lourene has always wanted the Gemstone Hills in the Barony of Silver Shores, and no one's ever been entirely sure why...but now they've all but got them. Their Queen's rule is expanding as far west as the River Ruby - maybe further. Maybe they've taken the whole Kingdom. Who knows?

Certainly not you, bedraggled, cut off from the main force, and just trying to reach safety so you can sleep the night through without the rumble of cannon-fire waking you up. Your focus is a lot smaller right now.

What happens next is up to you. Cut off, trapped behind the lines...you'll have to decide exactly how best to stall the Lourainer advance and continue doing your duty to the King. Whatever path you choose will be fraught with danger, but in the end, maybe you can change the course of this war from the shadows.

__

Welcome, welcome. This is an LHAC, as you probably surmised. I threw it together on a whim and didn't consider ramifications before I posted it, which based on past history is a pretty solid pedigree for its success, don't you think?

To start with, let's make you a character.

Name:
Appearance:
HP:
Level:
1
XP: 0
SP: 2
Stats:
-STR:
-DEX:
-INT:
-WIS:
-AIM:
-CHA:
Equipment:

Pistol
Tattered Uniform(Company B)
Feats:
Bio:



Name: Your character's name.
Appearance: Your character's physical appearance.
HP: Your character's hit points. This starts at 10, plus your HP bonus.
Level: 1 Your character's level. This is based on XP.
XP: 0 Your XP. You gain levels based on how much XP you have, and earn it after missions.
Spoiler :
Level One: 0XP
Level Two: 1000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Three: 3000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Four: 5000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Five: 8000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Six: 11000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Seven: 15000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Eight: 19000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Nine: 24000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Ten: 29000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)

SP: 2 "Story Points" enable a player to simply describe to the GM and the party how an action will transpire, without rolls. In combat, these function as guaranteed total successes, or as an instant recovery for all actions. Either use also clears any negative effects like stunning and demoralization. You regain 1SP at the end of every mission, though you cannot go over your cap. Temporary SP can be earned from good roleplaying and teamwork. Those are awarded to the party as a whole and can be used by anyone. During character creation, you can also spend one or both of your starting SP on additional starting Feats. Spending one SP will lower your cap to 1 as well, but spending both will not lower it to 0. Some boss enemies will also possess SP, in which case you can use an SP of your own to cancel out whatever their chosen use is.
Stats: You start with 5 in each stat, plus 10 free points. No going above 10 in a stat, no going below 1. Some stats are listed as "SECONDARY" in a certain category, which means they provide +1 for every 2 points you have in that stat, BUT ONLY if that lesser bonus is higher than your bonus in the primary stat. In essence, Secondary and primary bonuses do not stack.
-STR: Melee damage, RP strength, HP(+2HP for every point of STR), SECONDARY Melee Dodge
-DEX: Melee dodge, Melee to-hit, RP acrobatics/flexibility, riding, initiative, SECONDARY Ranged Dodge
-INT: Knowledge, Engineering, Piloting, SECONDARY Ranged Dodge
-WIS: Street Smarts, Healing, Ranged Damage, SECONDARY Melee Dodge
-AIM: Ranged to-hit, Perception, Ranged Dodge, SECONDARY Melee to-hit
-CHA: Charisma, resistance to morale attacks, disguises, leadership, SECONDARY HP(+2HP per point of CHA up to 5, +1HP for every point of CHA afterward)
Equipment: This is whatever you managed to salvage from the Battle of Border. Everyone starts with any two items of their choice that are NOT weapons. For weapons, everyone starts with a simple pistol. When we start the first mission, I will issue a few other weapons out based on the team's stats and makeup, and you can decide who gets what.
Pistol
Tattered Uniform(Company B)
Two items of your choice that are not weapons
Feats: Feats are special abilities and training your character possesses. You start with any two of them, though you can increase that by sacrificing SP.
Spoiler :
Boot Camp Training: Gain +2 points to a stat of your choice. Can only be taken once per stat, and three times total.
Paranoid: You will never be caught flat-footed by an enemy ambush, and so will never suffer the flat-footed penalties to dodge, nor be disoriented by a sudden attack.
Demolitions Expert: Your attacks with explosive weapons will never fail, and cause critical hits more often. You will never inadvertently detonate explosives you are trying to disarm. Your laying/disarming of explosive traps gains a bonus of +50% of your INT modifier, with a cap of 4.
Crack Shot: Increase your ranged to-hit and dodge bonuses by +33% of your AIM modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Sharpshooter: Increases the bonuses to +50% with a cap of 5.
---Headshot: Once per three turns, can use a guaranteed critical ranged attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Rapid Fire: If you kill an enemy with a ranged weapon, gain another ranged attack. Can only happen once every three turns.
Brawler: Increase your melee to-hit and dodge bonuses by +33% of your DEX modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Melee Expert: Increases the bonuses to +50% with a cap of 5.
---Finishing Move: Once per three turns, can use a guaranteed critical melee attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Flurry: If you kill an enemy with a melee weapon, gain another melee attack and a little movement to close the distance. Can only happen once every three turns.
Tough Guy: Immediately add your HP modifier+5 in HP.
Mobile Fighter: Every two turns, can make a DEX check against a DC of 10 modified by certain enemy abilities, to gain an additional move action after attacking.
Medic: Your efforts to heal now heal an additional +50% of your WIS modifier in HP. You can revive fallen allies.
Indomitable: If you kill an enemy, the first enemy attack made against you after that will miss.
Ace: Increases your Piloting skill by +50% of your INT modifier(cap of 5).
Technician: Increases your Engineering skill by +50% of your INT modifier(cap of 5).
Silver Tongue: Increases your Charisma skill by +50% of your CHA modifier(cap of 5).
Iron Will: Immune to Demoralization and Panic effects, as well as basic CHA attacks.
No Sell: Immune to Stun, Poison and Disorient effects.
Parry: Prepare an action to automatically dodge the first melee attack made against you on the enemy turn and retaliate with either a melee attack of your own or a grapple, at a -2 penalty. Flurry applies if you kill the target.
Return Fire: Prepare an action to automatically dodge the first ranged attack made against you on the enemy turn and retaliate with one of your own at a -2 penalty. Can use grenades for Return Fire. Rapid Fire applies if you kill the target.
Master of Disguise: You will never fail a disguise check except under flatly ridiculous situations. Possibly not even then.
Heavy Hitter: Increase your melee damage modifier by +50% of your STR modifier(cap of 4)
Vital-Point Targeting: Increase your ranged damage modifier by +50% of your WIS modifier(cap of 4)
Lucky Sob: Immune to critical failures, and gain one use of a guaranteed critical per encounter. Can use to clear status effects. Occasionally gains small or large bonuses to random rolls.
Main Character: Gain an additional SP slot and +1SP regeneration at the end of each mission.
Eagle Eyes: Increases your perception by 50% of your AIM modifier(cap of 5)
Tinkerer: May take an additional weapon upgrade, and all weapons may have two upgrades instead of one without an engineering check. Third upgrade DC dropped to 10.
Ghost:
You will only fail a stealth check made out of combat if there is absolutely no way you could reasonably disappear. Stealth rolls made in combat gain +50% of your DEX or CHA modifier, whichever is higher, to a cap of 5.
Disarm: If you succeed an unarmed attack roll by more than a few points, you will either knock the enemy weapon from their hands or steal it for yourself, depending on your intent or your orders.
Martial Artist: Increases your unarmed damage scale from 1D6 to 1D8, and increases your unarmed melee and grappling bonuses by 33% of your DEX and STR modifiers(cap 3). Melee defense bonus does NOT stack with Brawler.
-Human Weapon: Your unarmed melee and grappling bonus increase is pushed up to 50% with a cap of 5. Melee defense bonus does NOT stack with Melee Expert.
---Chi Strike: Once every three turns, you may use a guaranteed critical hit in unarmed combat with an enemy. If they are not killed, they are left disoriented or stunned.
---Chain Hold: If you land a hit on an unarmed enemy or one with a ranged weapon penalty in play, you may immediately make a grapple attack. Once every two turns.

Feats written as "-Example" require the next non-indented Feat above them.
Feats written as "---Example 2" require the next single-intended Feat above them.

Bio: This is where you tell us who your character is, and how he or she wound up fighting in the Battle of Border, and why you're still along for the ride with the scattered remnants of Company B.

More Information:

-Missions:

The first mission is set in stone, but after it is finished, the team will have to decide which of the initial five missions to pursue. Each one gives a sizeable XP reward for completing it, along with contact with NPCs, looted items, plot progression, dealing blows to the Lourene occupation, and potentially seizing valuable information you can use to complete further missions.

-Weapons and Upgrades:

There are a few weapons in the game. Each one can be modified with one or more of three options. You can upgrade a weapon once per level up, provided you are in a position where you can work on the weapon. If you are not in such a position when you level up, you can bank the upgrade until you have access to a workshop. You CAN perform the roll and do the work of upgrading the weapon for a companion yourself, and it will cost THEM an upgrade, not you.

Adding a second upgrade to a weapon requires an engineering check(modified by INT) at a DC of 10, to avoid breaking the weapon. Adding a third requires a check at a DC of 17.

Fighting unarmed provides no to-hit bonuses, and operates on a 1D6 damage scale.

Heavy Weapons(Halberds and Heavy Muskets) are designed to fight cavalry and Clockwork armored units, rather than infantry. As such, they take penalties to aim when engaging human-sized targets or smaller, without the requisite upgrade.
Spoiler :



-Lourene Tactical Manual:

Spoiler :
Charge(Officers) : Utilized in preparation for a hand-to-hand engagement, or if the enemy is closing for one, or if a ranged engagement fares poorly. Either this or VF must be selected after HD.
Volley Fire(Officers) : Utilized during a ranged engagement that is going well. Either this or Charge must be selected after HD.
Hunker Down(Officers) : Utilized when ambushed or bombarded with explosives. Charge or Volley Fire must be used afterward.
Inspire(Officers) : Used when the unit has taken wide damage or several status effects, or when the officer has taken either.
Intimidate(Officers) : Used when one enemy is clearly the most visible threat.
Rally(Elite Officers) : Used after a Rousing Speech! or once the enemy ranks are broken.
Lightning Warfare(Elite Officers) : Used when launching a melee charge, or when the unit is attempting to claim a position before the enemy.
Rousing Speech!(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Battle Cry(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Glorious Charge(Chevaliers) :
Utilized in preparation for a general charge from the infantry.
Flying Charge(Elite Chevaliers) : Used to engage single powerful enemy targets and divert them from the main action.
Line Infantry(Troopers) : Used in ranged action against single targets.
Flash Cannon(Supports) : Used whenever an enemy closes to melee and the Support has no protector.
Medic(Supports) : Used when officers or Elite non-troopers have fallen to revive them, or to heal bosses and officers.
Spider(Supports) : Deployed in ambushes to locate the enemy and deploy grenades.
Spot(Hunters/Supports) : Used when one enemy is a much more visible threat than the others.
Tesla Cannon(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Flamethrower(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Overload(Clockwork Men) :
When the Clockwork Man has taken over half damage, or when ordered by a Support-class unit or boss. Targets the most recent person to attack it.


To be expanded(Colette's presence not required)

 
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Credit to Patchy for the map conversion, it's awesome.

Missions:
The little flags on the map represent mission locations.
Spoiler :
1: "The Great Escape" - Colette was placed in charge of rounding up captives to take to Camp Victoire for reeducation, and now that she has defected, she has given you information on a convoy bound for the camp from near the front lines east of Null. "Wouldn't it be a shame if something happened to the convoy?" she asks with a gleam in her eye. Chain: Colette(1)
2:
"In Darkness Dwells" - Rumors have reached you along your travels of a new Lourainer mine opening in the Gemstones, exporting more of the strange blue crystals you found near Mill. If Lourene wants them, you can't let them have them. Chain: Blue Gems(2)
3:
"Lighting a Fire" - In light of your recent successes, you've heard word about more resistance cells springing up across the occupied territory. Especially combined with General Campbell's instruction, you think that is a sign it's time to start rallying men together under a more unified chain of command, in the name of a more effective insurgency movement. Chain: Insurgency(1).
4: "The King's Buccaneers" - Information from Evangeline's book has revealed that Lourene is moving a lot of supplies by sea toward Silvia as part of preparation for a major new offensive. As luck would have it, Captain Vale informed you before departing Null that a Kingdom privateer was slipping down the Ruby River on a raiding mission...perhaps it's time to look into a parrot?
5: "Iron Horses Riding" - Evangeline's notes reveal that Lourene appears to be laying a rail line from their heartland toward Camp Victoire, and from there on to Silvia. The amount of supplies they could move on a dedicated military railroad could prove decisive if they plan a new assault, so perhaps it's time to take up train robbery.


Known Friendly NPCs:

Spoiler :

Corran Flyte, the Old Man: (Former Companion)
Spoiler :
Corran is a gruff, broad-shouldered old veteran who moves surprisingly easily in the woods and can be almost unnaturally-quiet when he isn't talking you to death with war stories. His hair is silver and his face is scarred and lined with age and experience alike. Chain completed.

SP:
2
HP: 52
Stats: (+1)
-STR:
3
-DEX: 5
-INT: 8
-WIS: 11
-AIM: 11
-CHA: 6
Feats: (+1)
Iron Will
Return Fire
Paranoid
Crack Shot
Spotter - Corran was one part of a two-man sharpshooter team during most of his career outside of the Line Infantry. He can apply that experience to a friendly unit making a ranged attack, adding his own to-hit bonus onto theirs. He cannot do this and attack, but he can move or remove Demoralization with Old Veteran.
-Crack Spotter: This upgrade to Spotter also adds Corran's damage bonus onto the ranged attack in question. It also removes the restriction on spotting and shooting the same turn.

Equipment:
Musket - Rifling, Sight
(+10 to-hit, +9 dodge, 1D8+7 damage)
Ghille Suit: +3 to Stealth rolls
Knife
Traits:
Old Veteran - Corran is pushing sixty, and this is hardly his first war. He is utterly unimpressed by any show of force, and can undo Demoralization on his allies without a roll.
Familiar with Lourene - Corran's fought the Lourainers before, a couple of times, and he'll talk your ear off about it if you let him. He doesn't know the Tactical Manual by rote, but he can recognize the tactics and abilities being used, and provide his observations on them.
Range Instructor: Corran spent a long military career shooting and training others to shoot, and he's perfectly willing to hound the team about their own marksmanship. If Corran is deployed with the party, the party gains a free SP invocation on a ranged attack.


AI:
If left to his own devices, Corran will avoid melee combat like the plague and focus on settling into good cover from afar. Will try to remain close to teammates for usage of Old Veteran, as well as Spotter upon request. Prioritizes sniping officers.


Colette Auvrene, the Deserter: (Current Companion)
Spoiler :
Colette is a woman of slightly greater stature than most from the Kingdom, though she is shorter than most Lourainer women. She has hair somewhere between blonde and brown, gray eyes like storm clouds, and a perpetually moody demeanor.

SP:
0
HP: 39
Stats:
-STR:
7
-DEX: 8
-INT: 5
-WIS: 6
-AIM: 6
-CHA: 11
Feats:
Eagle Eyes
Parry
Mobile Fighter
(All Leadership abilities can only be used once every three turns unless stated otherwise):
Charge:
Provides melee to-hit bonuses to the entire team
Volley Fire: Provides ranged to-hit bonuses to the entire team
Hunker Down: Provides defense bonuses to the entire team, though 2 PCs cannot attack if it is used.
Inspire: Clears demoralization and panic on all allies, and heals every party member by 1D6+Colette's CHA modifier.
Intimidate: Colette forces an enemy to make a CHA save against a DC of 10+Colette's CHA modifier. Success leaves them disoriented, demoralized or outright panicked.
Battle Cry: Colette leads the team in a Lourene war cry that forces all enemies to make a CHA save against a DC of 10+her CHA modifier or be demoralized. If more enemies resist than fail, Colette herself will become disoriented or stunned. Once per engagement.
Rousing Speech!: Colette can issue a Rousing Speech(!), which decreases the number required to score a critical hit by her CHA modifier(current: -6, so 14-20 is a critical hit). Once per engagement. Full-round action. Does not affect Colette.
Rally: All units on the team regain a single action, effective immediately(except Colette herself). Full-round action. Once per engagement.
Lightning Warfare: All units on the team gain substantially increased movement, though they do not recover spent actions. Can be used in conjunction with another non-full-round Leadership ability. Once per engagement.

Equipment:
Pistol
(+1 to-hit, +2 dodge, 1D6+1 damage)
Sabre
(+3 to-hit, +3 dodge, 1D8+2 damage)
Lourene Uniform(Officer)
Traits:
Officer of the Queen - Colette has served the Queen of Lourene in her army for many years. She is well-trained as a leader of fighting men, and has access to a Lourene Officer's full ability suite.
-Elite Officer: This upgrade to Officer of the Queen gives Colette access to an Elite Officer's additional ability suite.
The Deserter - Colette's desertion will not go over well with the Lourene occupation. The enemy will be on the lookout for her face, so she may be more of a hindrance than anything on a stealth operation.

Bonuses: (Currently unpurchased)

-Tactical Manual:
Colette sits down and spends her free time working to assemble from memory the Lourene Tactical Manual. Provides it for PC use, even if Colette is not deployed with the party. Not available until Elite Officer has been taken.
AI: If left to her own devices, Colette will hang back and use her leadership abilities in line with the guidelines of the Lourene Tactical Manual. She will seek good cover, and only engage with her sabre or pistol as a last resort or upon PC command.


Edward Campbell, the General:
Spoiler :
General Campbell commands the Kingdom defense of the Gemstones and the Ruby River region from his headquarters near the Peregrine Bridge. It's his responsibility to stop Lourene's offensive, and he seems like he might be the man to do it.


Colonel Sawyer Vickers, the Hawk:
Spoiler :
Colonel Vickers is in command of the defense of Null, under General Campbell. They call him the Hawk, a name he earned for his propensity to see through enemy misdirection with ease. He's as tough as nails, and a hard, professional soldier with a creative streak and aggressive disposition.


Captain James Vale, the Rough Rider:
Spoiler :
James Vale is a Kingdom cavalry officer with a noble bearing, likely with either an aristocratic background or at least one from the high merchant class. He seems a bit overly proper at times, like any real cavalryman, but he's canny and brave as they come.



Known Enemy NPCs:

Spoiler :
Captain Claire Dupont, the Executioner:
Spoiler :
Claire Dupont is one of the Queen of Lourene's up-and-coming favorites: a brutal woman with no patience for treachery or weakness, determined to bring the Queen's rule to the world through force. Has a sadistic streak a mile wide, and inspires more fear than loyalty in her detail.

Deceased as of "In Memoriam".

SP: 2
Traits:
Aggressive
Die Hard

Feats:
Officer Ability Suite
Parry
Unknown Feat
Unknown Feat

Weapons:
Sabre - Medium Proficiency


Colonel Alexis Montserrat, the White Tiger:
Spoiler :
The White Tiger is a legend: they say she took down a country in one night, with nary a shot fired. She took four thousand men across a sound with no boats. She defeated a Terregoc Warlord in a game of chess so conclusively he killed himself. Whether these are true or myth is unknown, but she is certainly a force to be reckoned with.

Has been appointed commander of the Lourene occupation force as of "Refuge".

SP: 2
Traits:
Officer and a Lady
Unknown Trait
Unknown Trait
Mother To Her Women

Feats:
Elite Officer Ability Suite
Unknown Feat
Unknown Feat


Weapons:
Sabre - unknown proficiency
Revolvers- unknown proficiency


Major Yvette Cardolan, the Chevalier of Circovec:
Spoiler :
The Chevalier of Circovec saved her entire unit with a skillful charge, timed perfectly. Her reward was a promotion and being slapped with a desk job as adjutant to a Lourainer officer at the peak of her own career. Yvette chafes in a noncombat role, but the lessons she is learning from the White Tiger are certainly worthwhile. She seems an aggressive woman with Lourainer disregard for the Kingdom, and a curled lip at the thought of your rebellion.

SP: 4
Traits:
Chevalier
Unknown Trait

Feats:
Elite Officer Ability Suite
Parry
Unknown Feat
Unknown Feat

Weapons:
Sabre - unknown proficiency
Pistols - unknown proficiency
Revolving-chamber Shotgun - unknown proficiency


Lady Evangeline Epine, the Lily of Lourene:
Spoiler :
Evangeline is the middle daughter of the Queen of Lourene: an energetic woman with a love of children and a hatred of men that made her an obvious candidate to oversee Camp Victoire. She has demonstrated extreme aptitude in hand-to-hand combat.

SP: 2
Traits:
Sexist - More likely to score critical hits against targets of the opposite sex
Vive La Lourene - IMMUNE to CHA attacks, cannot be killed in battle and must be finished off, can clear CHA effects without a roll.

Feats:
Elite Officer Ability Suite
Unarmed Combat Feats(All)


Weapons:
Unarmed - extreme proficiency
Revolver- low proficiency



Known Enemy Types:
Spoiler :
Lourene Infantry: Basic grunts of the enemy force, armed with muskets and pistols.
Line Infantry: Lourene Infantry can form a line of battle, sacrificing number of attacks for an increase in accuracy. Every soldier in the line grants a +2 bonus to hit. If 5 soldiers are in the line, the attack is a guaranteed hit.
Lourene Officer: Women with red shoulder pads, commanding Infantry squads. Armed with sabres, pistols, and hand grenades.
Hunker Down: An Officer can command her unit to seek cover, granting all her soldiers a small defensive bonus and providing herself a free use of Parry or Return Fire(but not both). Half her command must sacrifice their attack the turn she uses this ability.
Volley Fire: Unknown
Charge: Unknown
Inspire: Unknown
Intimidate: Forces two enemies to make CHA saves against a DC of 10+Officer's CHA modifier. Failure leads to demoralization.
Lourene Support: Small men armed with arsenals of gadgets.
Spider: Unknown
Flash Cannon: Unknown
Medic
Unknown Ability

Lourene Hunter: Women with elongated rifles and ghille suits who strike at range from stealth.
Extended Barrel: Hunter muskets are much more accurate, but worse in melee.
Unknown Ability
Ghille Suit
: Hunters' suits blend into the trees, making them hard to spot in the forest.
Lourene Chevalier: Chevaliers are proud, tall women on horseback, with swords and braces of pistols. Very dangerous in melee combat, especially when mounted, and capable of taking immense punishment before falling.
Mounted: When on horseback, the Chevaliers gain substantial to-hit, dodge, and damage bonuses in melee combat.
Glorious Charge: Unknown
Clockwork Man: Enormous metal men with punchy fists and flamethrowers and other weapons.
Flamethrower: A ranged strike for significant damage that alights the target area and anyone in it. Right wrist module.
Unknown Ability
Bundle of Gears:
This unit is mechanical, and thus immune to all stun and poison effects. It does not benefit from Officer abilities. It can be immensely damaged or taken offline by engineering checks performed in melee.



Other Information:



You are free to post! Let's do this!
 
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Name: Private Jesse Bright
Appearance: Young, soft looking face that suggests that Jesse might be a couple years younger than the minimum age for service. He's on the shorter side of 5'5" but with a bit of muscle gained during boot-camp and actual service. Blonde haired with green eyes, even in his Kingdom uniform Jesse strikes more of a friendly figure than an intimidating one.
HP: 50
Level: 5
XP: 8500
SP: 4/4
Stats:
-STR:
4 (9)
-DEX: 7 (9)
-INT: 7
-WIS: 7 (9)
-AIM: 7 (9)
-CHA: 8
Equipment:
Pistol
Knife
Musket (Bayonet, Rifling)
Saber (Dueling Blade, Tempered Steel)
Frag Grenade
Musket (x2)
Kingdom Uniform (Company B)
Slightly Burnt Uniform (Lourene) (thanks leccy)
Sergeant Uniform (Lourene)
Fancy Feminine Hat
Sewing Kit
Army Rations
Rewards:
  • +1 Stat (Str)
  • +3 HP
  • +1 Stat (Str)
  • +1 Stat (Str)
Feats:
  • Master of Disguise - While he might not be a good soldier in the traditional way, perhaps skill with make-up will outweigh skill with a musket in these times.
  • Main Character - Because let's be honest, I always am (/s)
  • Boot Camp Training (AIM) - Finally getting some combat experience beyond running away, Jesse's marksmanship is improving.
  • Boot Camp Training (WIS) - Having been out in the field for a significant period of time, Jesse has begun to learn quite a lot about how the world really works.
  • Boot Camp Training (DEX) - The rigors of constant fighting and the occasional fleeing have done wonders to improve Jesse's flexibility, the best way to block a punch is to not be there after all.
  • Lucky S.O.B. - For an under-trained private to have survived as long as he has with as much success as he has, Jesse is undeniably a lucky S.O.B.
Bio: Hailing from the border town of Border, Jesse Bright grew up in a relatively poor family passing most of the time hounding the merchants bound for Majesty or Lourene for stories of the world beyond. However as tensions grew between the Kingdom and Lourene, the numbers of merchants coming through Border shrunk to a trickle before soon stopping altogether.

The outbreak of war changed Jesse's life forever. Quickly enlisting into the Royal Army, Jesse managed to make it through Basic Training even if just because of the dire need for troops and his ability to speak Lourenian fluently. Assigned to Company B as a private Jesse's romantic view of war first hit reality when he was put in the rear of the company mending uniforms and shoes due to his skill with a needle. Though as fate would have it it was that positioning that most likely saved his life after the final battle left him among the retreating survivors of Company B.

Off to War
 
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Subpost!
 
Name: Sergeant Albert 'Arty' Artemis
Gender: Male
Appearance: A short wiry man in his late twenties, Arty's bright ginger hair is often covered by a peaked cap. His hazel eyes sit just above a crooked nose, obviously improperly healed from some old break, and he habitually wears a patched-up old coat over his uniform, a relic of previous campaigns to the west.
Bio: Albert was born the son of a steelworker in the city of Worsley, and one of a half-dozen siblings. He spent much of his childhood tagging along with Alistair, his older brother, and in this fashion he was introduced to the less-than-savoury nature of the city streets. From these roughs and toughs Albert learnt the skills of petty crime, which he practised alongside his brother for several years as he aged. By the time he entered adulthood, Albert and his brother were working alongside a small gang whose ambitions rather exceeded their skills. Identified in a badly botched burglary, Albert fled the law, and found himself joining the army to escape potential imprisonment.

His first deployment was in the western Colonies, where the Kingdom was mounting an offensive against the recent Slypawt rebellions. Here Albert found the fighting almost more like the streets he was used to than the elaborate drills in which the army had trained, and despite several occasions of heavy fighting, he came through the campaign largely unscathed. His next deployment proved infinitely more peaceful, and finding garrison life to be infinitely more secure than what he had previously, he ultimately signed on for another 7 year stint.

After another brief campaign in the west, Albert found himself promoted to sergeant and reassigned to a new unit on the eastern border. Here his 'pioneering' ways peeped through again, as Albert took the lead in making sure the unit had access to the necessary 'materials' and 'facilities' to 'maintain morale', which the officers dutifully overlooked. It was from this somewhat comfortable position that war roused Albert once more with the Lourainer advance, and the disastrous battle that followed.

Level: 5
XP: 8500

HP: 49
SP: 3/3

Stats:
STR: 8
DEX: 9
INT: 3
WIS: 10
AIM: 10
CHA: 11

Feats:
Boot Camp Training (WIS)
Boot Camp Training (AIM)
Boot Camp Training (CHA)
Silver Tounge
Lucky Sob
Main Character
Ghost


Equipment
:
Pistol (Rifled, Double Barreled, Steam Auto-Loader)
Pistol (Rifled, Double Barreled, Steam Auto-Loader)
Knife (Balanced, Serrated Blade, Lightened Weight)
Knife (Balanced, Serrated Blade)
Knife (Balanced)
Hand Grenade
Explosive Charge
Useful trinkets for Legitimate Buisnessman (Thieves tools)
Additional Cash Savings
Scavenged Cash
Claires Cash (I officially declare myself team treasurer)
Tattered Uniform (B Company)
Pipe
Whistle
Ghille Suit
Princess' Record Book

Party SP: 0

DT
 
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Name: Specialist Richard Albright
Appearance: Average height, short black hair, small glasses, decent build for a farm worker.

HP: 35
Level: 1
XP: 3650
SP: 2

Stats:

-STR: 6
-DEX: 10
-INT: 9
-WIS: 13
-AIM: 6
-CHA: 3

Equipment:
-Pistol
-Rifled Pistol
-Extended Barrel Musket (Rifled)
-Tattered Uniform (Company B)
-Slightly Tattered Uniform (Lourene)
-Backpack
-Medkit (1 Lourene)

-Binoculars
-Sabre (Tempered Steel and Well Balanced)
-Knife
-Pulse Grenade (1)

Feats:
-Medic: Heal +50% HP, and revive fallen allies.
-Iron Will: Immune to Demoralize and Panic effects, and basic charisma attacks.
-No Sell: Immune to Stun, Poison and Disorient effects.
-Disarm: If you succeed an unarmed attack roll by more than a few points, you will either knock the enemy weapon from their hands or steal it for yourself, depending on your intent or your orders.
-Ghost: You will only fail a stealth check made out of combat if there is absolutely no way you could reasonably disappear. Stealth rolls made in combat gain +50% of your DEX or CHA modifier, whichever is higher, to a cap of 5.


Bio: Richard Albright was born in a small farming town smack dab in the middle of the West Shallies. His father was a landowner of modest means, which meant that while Richard may not have lived in the lap of luxury, he was lucky enough to have access to a decent education. A bright young man, Richard excelled at his studies, taking a keen interest in medical arts. Richard's parents had always driven home the importance of protecting and caring for his community, and the medical profession seems to best embody those ideals.

Unfortunately, life never quite goes the way we plan. A sudden blight devastated the West Shallies, and with it, the Albright's fortunes. Faced with these difficulties, Richard elected to join the military as a medic, hoping to be able to serve his country while also providing an extra source of income for his family. Despite planning to serve his time and take the knowledge he gained to go on into the civilian work force, the sudden outbreak of war threw Richard into yet another unexpected disaster. Despite the disastrous battle against the Lourene army, Richard still aims to defend his country, though his immediate priorities center around keeping what remains of his company alive.
 
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First Mission Completed.

All PCs earn 450XP. Some PCs have picked up loot, which has been added to the spreadsheet.

A quick skirmish in the woods with a squad of Lourainer infantry and their sergeant wasn't the only clash as the remnants of Company B debated for a long few moments their next course of action. After said debate, the decision was made to undertake In Memoriam and return to the Gemstones to find Major Dale's body and give him an honorable rest, at the very least. Perhaps there are more survivors of Company B in the hills too, or valuable loot or information. Who knows?

Barring timing working out exceptionally and an impromptu mission being possible tomorrow or Saturday, the next mission will be on Tuesday, at 5PM EST, though I will be able to start early that day if people are present earlier.

Next mission will be a good bit harder, so be prepared.
 
There has been a scheduling change, and we are now looking at two mission possibilities: either the original time(Tuesday, 5PMEST or earlier) - or Wednesday, 4-5PM EST. Neither date is ideal. For those I haven't gotten around to talking to, I'm told that Celt cannot make Tuesday, and Lec will have to leave early on Wednesday. At the moment, I am planning Wednesday since Lec's character is not currently up, but if other people have difficulties with that date, I will reconsider.

I will be arriving home Wednesday somewhere between 3:15 and 4:00, and once I get my early dinner/late lunch ready and finish stretching my legs(I have long legs and driving cramps them up, I like to move), I will most likely be able to run as soon as I have players.
 
If you play Wednesday at 4-5 you'll have to play without me. I have to be at a lab from 5 to 7 EST. Tuesday would be much better for me.
 
Name: Corporal Reinhilde Stadler
Appearance: Tall, vigorous, quite muscular, and with short dirty blonde hair poking out from under her shock trooper helmet, Stadler looks like she could have stepped out of a recruitment poster. The helmet hides her face above the nose from view and no one seems to remember ever seeing her without it, though she does have a prominent scar visible on her right cheekbone.
HP: 38
Level: 4
XP: 0
SP: 2
Stats:
-STR:
9
-DEX: 9
-INT: 4
-WIS: 5
-AIM: 6
-CHA: 8
Equipment:
Pistol
Tattered Uniform(Company B)
Shock Trooper Helmet
Compass
Feats:
Heavy Hitter
No Sell
Indomitable
Bio: The Adlers of Lakeshore were quite famous for their service in the Kingdom's military. Even when the Adler family name became recognized as noble (and thus excused from the responsibility of serving in the rank and file), it became something of a tradition for one or more Adlers to join up, often serving in the most dangerous and difficult positions they could find. Reinhilde was no exception to this rule, and as soon as she was old enough she eagerly enlisted as a shock trooper, where she could put her strengths to good use. Fighting with her favorite long sword (which she affectionately named Wilhelm), Reinhilde and the royal shock troopers were famous for their devastatingly powerful charges and attacks, made to break the will of the enemy through overwhelming force.

Of course, even the prestige and skill of the shock troopers wasn't enough to turn back that disaster of a battle. Rienhilde fought with a fury that would have made her forefathers proud, but it wasn't enough to save the day and she was struck down. Mistaken for a dead body, Rienhilde managed to escape from the battlefield with her life, but at the cost of her prized sword, which had vanished while she was rendered unconscious.
 
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Map updated.
Spoiler :


Mission Complete: In Memoriam
Rewards: +1000XP. +2 Rewards.
Spoiler :
When you complete a mission, you will be given a choice of Rewards. The party must choose however many of these Rewards are stated above - in the event of a tie, the tiebreaker vote cycles among all PCs in join order. So, the first time there is a tie, the tiebreaker vote is Patchy's. The next time there is a tie, the tiebreaker will be DT, then Celt, then Lec, and so on among anyone who has not currently joined, until all PCs have taken a turn. Then we reset.

The Rewards you choose this time will NOT be available the next time you complete a mission. More Reward options may become available as the game proceeds.


+1 Feat for One PC(determined by vote)
+1 Stat Point
for All PCs
+3HP
for All PCs and Current Companions
+1 Time Delay
for Current Missions Disappearing
+1 Free SP Invocation
for The Next Mission
Corran
may immediately take either Crack Spotter or Range Instructor(Once per Companion)
A New Mission Lead(If I have a new mission I am prepared to add to the roster but has not technically unlocked yet) - "Lighting a Fire"


XP Gained: 700XP+1000XP(Mission completion)=1700XP
Reinhilde gains an additional 450 in Catchup XP
All PCs should have 2150XP. All PCs reach Level Two(+5HP, +1 Feat OR +5HP OR +1 Stat Point). One Weapon Upgrade is available to all PCs, assuming they can reach a location with a workshop to actually install the upgrade.
Corran has completed his introductory mission. He has Leveled Up as well.
Spoiler :
When a Companion levels up, they gain +7HP, +1 Stat Point, and +1 Feat. The party will vote on what Feat the Companion should take, and what stat they should upgrade, following the same tiebreaker rules as Mission Rewards. Instead of a feat, the Companion may take one of their Bonuses, if there are no other prerequisites that must be met.

Companions level up once at the completion of the first Mission since they were acquired, and then once more each time one of their Subplot Missions is completed. Upon completion of their first and third Subplot Missions, the Companion will also gain 1 SP Capacity. They will only use those SP when ordered to by the PCs. If all Subplot Missions for all Companions are completed, all surviving Companions will level up a final time, though they will not gain a third SP.

Once a Companion has leveled up at least once, a PC may use one of their Weapon Upgrades to upgrade said Companion's weapon. This follows the same rules as other Upgrades.

New Mission Available: (1)"Refuge" - Corran says he has a farm a little south of Border, with a worktable, lots of food, and fresh clothes and supplies, that he suggests could serve as a temporary or permanent home base. A warm night's sleep in a barn or even a house sounds tempting, but this involves moving deeper into Lourainer territory, and comes at a risk of detection.

With Claire eliminated, Major Dale has been avenged. However, due to the speed of the Lourainer advance, it will prove difficult at this time to reach the front safely. For now, with Corran and captive in tow, it would be wise to remain behind the lines, striking unseen from the shadows until you can increase your strength and that of your allies, and the front stabilizes a bit.

Enemy Types Updated: Lourene Support/Officer Abilities.
 
Level Up Choice: Feat: Ghost

My Proposals:
Reward One: A feat for either Patchy or Myself. I would take lucky sob if I got it.
Reward Two: +1 Stat point for all PCs. Its almost as good HP-wise for those who go strength, and more versatile for the rest of us.
Corran: Edit: I was under the mistaken impression his AIM and WIS had been maxed out and since this does not appear to be the case +1AIM seems the logical choice, Range Instructor to give us even more guaranteed offensive power, given that the other option is an action that prevents him shooting as well that turn
Missions: Down in the Deep. We did kind of let our prisoner go after the suggestion of the farm so that direction is potentially more risky, not to mention further into enemy territory. This also puts us in a more centralised location and nearer to multiple urban areas if resupply becomes necessary. Also, gemstones. ;)

We Might also consider Additional HP for a reward, but i dont think any of the others are really worth it compared to permanent PC buffs. :p

DT
 
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Level Up: Boot Camp Training (Aim)

Patchy's Pick:
Reward One: +1 Stat Point That's basically the equivalent of a free level for everyone, if we only had one pick I'd pick it every time.
Reward Two: Extra Feat (DT, Me, or Leccy) SP can be obtained with good role-play, and DT and I already get a lot of it with MC. DT's feat of Lucky sob could be good but a crit fail only happens 1/20 times and a free crit is as far as I know just an extra SP. I'd pick another Boot Camp Training (WIS) which would improve Jesse's ranged damage output every turn, less flashy but more consistent damage output. Leccy could also make a strong case for the feat to increase the party's overall damage output more by making Rinehilde more of a combat juggernaught.
Corran: EDIT: +1 AIM to increase his damage output and Range Instructor for more SP for the party
Mission: Down in the Deep Stopping enslavement is the most heroic of options.
 
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Name: Timotei Vladimirescu
Appearance: Tall and stocky, he is weaker than his frame would suggest and rather clumsy, but it is a graceful sort of clumsiness. His limbs are slightly strangely proportioned and he is a little hard of hearing. His eyes are brown and dull and he speaks slowly, so many dismiss his as dim-witted at first; this, however, could not be further from the truth, for he possesses vast knowledge and is an expert in all things mechanical. His only vanity is his brilliant auburn hair; he takes great pride in it, and before the war, would often style it in the most outrageous possible fashions, such as drill tetratails that reached his knees.
HP: 46
Level: 5
XP: 8500
SP: 2
Stats:
  • STR: 1
  • DEX: 1
  • INT: 12
  • WIS: 11
  • AIM: 12
  • CHA: 8
Equipment:
  • Knife
  • Sabre
  • Pistol
  • Musket
    • Extended Barrel
  • Heavy Musket
    • Sight
    • Extended Barrel
  • Uniform (company B)
  • Binoculars
  • Playing Cards
  • Toolkit
  • Makeshift Armor
    • Improved Ranged Dodge
  • Frag Grenade (x1)
  • Pulse Grenade (x1)
  • Incendiary Grenade (x2)
  • Ashes of Enemy Soldiers
Feats:
  • Main Character
  • Technician
  • Tinkerer
  • Demolitions Expert
  • Lucky SOB
  • Ace
  • Crack Shot
  • Ghost
Spoiler Bio :
Timotei was born underweight & premature, and stayed sickly for the rest of his childhood & adolescence in the woods surrounding Fort Emerald. He never took to the outdoors the way his 13 brothers and sisters did, and spent much of his time tinkering with junk that the garrison of the fort disposed of in the woods. As he aged, he realized that while the rustic trapper lifestyle fit the rest of his family, it would never allow him to find happiness, and he left his home to enlist at the fortress as soon as he was old enough.

The soldiers were reluctant to accept weak Timotei, but as they were having a rather slow day when he showed up, decided to amuse themselves by watching Timotei try and fail to operate the military equipment. Imagine their surprise when Tim not only didn't fail, but was able to work the gear like a master, impressing even the former Clock Knight at the fort. It was decided that Timotei would serve with the fort engineers, working with some of the best machinists in the military to keep all the material at the fort in perfect condition. He was also taught to shoot; the garrison recognized that he would never be able to win a straight fight, but if the situation was truly hopeless he didn't want Tim to be a complete burden on whoever he was stuck with.

When war broke out, Tim was left at the fort, while most of the garrison sallied out to do battle with the enemy. As losses mounted and the Lourene advantage grew, more and more veterans were called away from the garrison and replaced with conscripts. The day came when even Timotei was called out, to put his considerable skills to use keeping the Clock Knights at the front lines functioning perfectly.

And so it was that Timotei was present at the battle of Border; the Clock Knights he worked on were some of the most effective in the battle, but despite the best efforts of the allied forces, they were eventually overwhelmed and Lourene emerged victorious. Timotei was captured, alongside many others, and transported to a POW camp.

He never made it to the camp, however. His eyes, so often dismissed by others as useless, spotted a subtle but crucial flaw in the formation of the Lourene soldiers escorting his group. He surreptitiously signaled the other soldiers and they staged an impromptu revolt, taking out several guards thanks to the element of surprise and scattering into the hills. Timotei lost track of the other POWs in the confusion, and has been looking for friendly forces ever since.
 
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Level Up Bonus: Take feat No Sell

Voting:
Reward 1: +1 Stat Point for the Party.
Decent upgrade that benefits everyone.
Reward 2: Extra feat for Patchy or DT. The two have the best chance of getting the most out of feats, as far as I see. Don't ask me which one gets it, though, I'll leave that to the tie breaker.
Corran: +1 AIM and Range Instructor. The reason outlined by my fellow players are justification enough.
Mission: Down in the Deep. Again, I concur with the reasons outlined by my comrades. Minus the gemstones part; that just promotes needless avarice.
 
With 3 votes each, these options are confirmed:
+1 Stat Point: Patchy and DT's stat boosts are recorded from Steam chat, but I need Celt and Lec's before the mission. Timotei will receive a catchup stat point after the conclusion of the next mission.
Corran: +1AIM/Range Instructor: Set with 3 votes, and his stats have been updated.
Mission: Down in the Deep: Of course the team picks the mission I have done the LEAST prep work on. No worries though, I spent Friday working on it so it's in good shape now.
+1 Feat for DT or Patchy: DT, Patchy and Celt have all voted for the Feat to go to one of those two, which means the swing vote is now Lec's. Whoever wants the Feat, feel free to offer him rewards in exchange, in or out of game. Lec, feel free to extort the two of them. If Lec does not vote for DT or votes for both like the rest of you, Patchy will receive the Feat because tiebreaker.

The next mission will be in the usual place at 5EST on Tuesday(Election night mission, yay! Something to kill the time until we know who the new President is I guess). There will be much action.
 
I might be a bit late to the mission; voting and all.
 
I should be good for tomorrow, but I may be late depending on how the day goes.

Edit: Something came up and I will probably have to leave early tomorrow.
 
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