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.
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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Group: Preference on 3, secondary preference on 1.
Contribution: Though finer aspects of stealth and careful diplomatic deliberations are lost to him, due to his very straightforward nature, Ashitaka will have much more heart for a mission by which he can attempt to achieve some sort of peace through negotiations. He is very strong in one-on-one combat, so he will be able to take care of any threats that present themselves in that fashion, and he is moderately skilled at being able to sneak about unseen. Though he would most likely like to be present for negotiations, he will acknowledge others' skill at speaking and leverage them into that position if that plan was presented. Otherwise, he would contribute those same martial skills to help on the first mission as well, securing supplies and aiding the technicians.
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Group: 3, otherwise 1 (Most of his CR is leaning towards 3, and it seems like people with superhuman powers are heading towards 1, which would make him less useful there.)
Contribution:
House Stark and the Night's Watch were the scourge of the Wildlings for thousands of years. As Lord Commander of the Watch (and a Stark bastard), Jon brought the Wildlings south of the Wall and got them to fight for House Stark, something that would previously have been unthinkable. He's spent some time dealing with the Northern lords as king. He also got Daenerys to volunteer her armies and dragons to fight the White Walkers without him bending the knee as she had previously insisted. All of this happened in response to existential threats. On the other hand, sometimes his integrity gets in the way: he has completely boned at least one important attempt at diplomacy (admittedly, diplomacy with a 100% dishonest and malicious actor), his first meeting with Dany didn't go well, and short-sighted enemies in the Watch assassinated him for letting the Wildlings go south of the Wall (note that the leader of this group had had it in for him since the beginning for political reasons that had more to do with hating Jon's "father"). Jon would be useful in getting Group 3 where it wants to go (he has been a ranger in the past, has been hunting successfully since childhood, and seems pretty all right at stealth in canon), and he might be able to develop some kind of rapport or understanding with Ataturk.
OTOH, if he went to group 1, he has several years of military experience and a strength of 15, but his experience with firearms is limited to the training he did at BASE.
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Group: 3 or 4
Contribution: While Jeyne is a bit timid and shy, she can be diplomatic. She has experience in at least calming her husband and king, convincing him to pardon someone that threatened to kill her. She's been applying that skill in breaking up the fights and persuading shell shocked soldiers to go back to the medical tent with her. She can at least use some of that skill to try and broker an amnesty.
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im only doing this because it's part of the blood pact.
Group: anything but 3 oh god dont put him on 3.
Contribution:
GROUP 1: midnighter punches things. you could say he is a thing puncher.
GROUP 2: midnighter has a computer in his head. it's canon that this makes him actually pretty handy with most technical interfaces, understanding them on an innate level. he's never made or used a short wave radio and probably couldn't on his own, but with help from others, he could definitely contribute. it's an interesting aspect of his character that tbh doesn't always get to shine. and if all else fails, he could punch things.
GROUP 3: hahahahahahaa.
GROUP 4: have i mentioned the punching.
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bloodpact 2: electric boogaloo
Group: 2, 4
Contribution: Tech shit is like the only thing Prompto can maybe kinda do out of this entire list, let's be honest here.
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Group: 2 ideally, 1 is also doable!
Contribution: Ax has a lot of familiarity with human communication technology and being inventive with it, including managing to rig a hyperspace transponder with RadioShack equipment (somehow) and stealing cable TV despite living in the middle of the woods (somehow). He can also do Group 2 on account of having combat experience and also being sneaksy, but as both of those require morphing he'd rather not have to show his hand this soon.
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Group: 1 preferred, then 4
Contribution: Don't ever let Kylo near anything diplomatic, please. He's best suited for the fighting, and will be stellar at drawing or deflecting fire to the best of his hindered abilities. He does have some technical skills, but if there's fighting to be done, he'd rather that first. Just let him punch things, he's so angry and it helps.
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Group: 1 or 4!
Contribution: She fights real good.
But really, even if she's a bit out of her element in having to use guns over her preferred blades (granted, you better believe she's using the shit out of that bayonet when she can), she's likely practiced enough (out of her pride) to be okay at guns. On top of that, she does pretty well on the melee front as well. Basically, she's spent a whole lot of her life fighting and somehow figures a way to prevail, even when disadvantaged.
That said, I know I haven't contributed much to this plot, so I'm a-okay with 4 too, if there's too many people for group 1!
She'd be bad for 2, as she's not too tech-minded (she can probably do basic maintenance on her prosthetic, but likely nothing more complicated than that). As for 3, she'd be okay at the stealth part, but do you really want a sassmaster to try her hand at diplomacy???
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Group: 3 or 4 (1 works as well, I'm not picky- my pref would be to keep w/ Mordred, but if it's not possible, I'm fine with any of them! Just not the tech stuff, I don't think he'd be good putting radios together and whatnot)
Contribution: For 3, since he's a professional thief, his whole deal is about infiltration and knowing how to stealthily take point on an area and interfere as necessary. He's not the diplomatic type at all, but he can aid the team in the build up leading to it. His success in his HRHR in Paris with Achilles also helped him grow a little bit in terms of dealing with covert operation and convincing people do things they don't want to do.
For 1, despite the fact that he's best suited for infiltrating palaces, if it comes down to it, on his original team, he was considered the strongest and most aggressive physically (up for debate was whether or not he beat out Yusuke, but that's mostly because of Yusuke's critical hit capability). If chosen for 1, he's going to give it his all. Up until now he's been very kill-avoidant so if something happens here and he has to kill someone with his own hands, it's going to mess him up a little. Ties in well with being abducted if he's picked for that mission too!
For 4, Ryuji is very much about protecting people and helping them not die. He's been performing field medic duties all throughout the war so far, so it might come in handy. He also has a surgeon's kit now, from the tunnels! Don't know how that's going to come into play but I imagine it would best be served saving soldiers.
Honestly, I'm chill w/ anything mod-sans. Leaving Ryuji's fate in your hands! ♥
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Group: Any but 2! In order: 1, 3, 4.
Contribution:
1: She has a Master now, so she's back up to being stupidly overpowered (kind of, Ryuji is a weak mage (sorry Ryuji)) again. She can go into spirit form to avoid fire/move around, take on a bunch of people at once, and carry way more supplies than a normal human could.
3: Spirit form makes her good at stealth, and her strength makes her good at... well, fighting/rescuing. She might be the least subtle person in existence otherwise, though, so it's a big risk putting her in a stealth group. But if Ryuji is here, she'd go along willingly. Her Charisma skill might even help charm a few soldiers, who knows??
4: She strong.
... Like Achilles, though, if Ryuji gets kidnapped, she'll be going AWOL to try and find him again, whether it means she gets kidnapped as well or not. Just in case you'd rather give the slot to someone who would, uh, actually focus on the mission, if she doesn't get picked for Regency thing.
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Group: 2 ideally, or any other of your choosing.
Contribution: Merlin is a tech wizard. He has a degree in computer engineering and he's used to working with less technologically savvy environments. Basically it's a job for him. He also doesn't mind teaching if there's someone who needs to learn the ropes.
But he's fine also with diplomacy, fighting and stealth operations. But not counting magic, tech is definitely his strong suit. He's also not afraid to mix magic with tech if they ran out of parts!
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Group: Group 2, then Group 3.
Contribution: Technology/engineering is one of Hux's specialties. He created the Starkiller, he was able to make the Tarkin Initiative (the hyperdrive tracking thing in TLJ) work when no one was able to do it for years.
He also rose through the ranks using something they refer to as 'technological terror' but no one really knows what that means cause the lore/creators haven't specified fffWhile this tech is much more primitive than he's used to, he can work with it. He definitely can coordinate group 2, as well.He's interested in Regency as well but knows that is going to be difficult from his positionIf chosen for 3, he's been a General for a few years...while his version of diplomacy is more 'fire, kill them, all will bow' sort...he can pretend? Haha.
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Group: 3, 1, or 4
Contribution:
3; This is pretty standard canon for Dorian. He's good a de-escalating, has always had a way with words, and is very rarely rattled in dialogue. He's experienced in the ways of banter and he has a lot of experience in ground floor debates.
1; Essentially Dorian's bread and butter, it's kind of what he spends a lot of Inquisition doing anyway so fighting and gathering supplies would be old hat to him.
4; Much like with the above it just falls into his skill-wheel. He did stay behind to defend the Inquisition from the ultimate big bad and his corrupted dragon pet while the entire Inquisition fled (if you put him in the party). So he's equipped to do this as well.
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Group: 2 or 3
Contribution: Prelati is extremely skilled at analyzing the make and build of things, due to her alchemy studies, and she's lived through the era - she probably remembers at least a bit of how radios of the time are made, and she can quickly remind herself of anything she might have forgotten. She also has a good head for knowing which materials will be useful and which won't, since she's so talented at taking things apart and putting them back together.
For diplomacy, Prelati has fairly extensive historical and political knowledge. She's not much of a people person, but she'd be able to play the part of a diplomat passably, due to her coolheadedness. She also has a little bit of experience sneaking around, since she's part of the literal Illuminati and all. Lots of working in the shadows there.
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it me, danni
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