Fort Akton: Klos 4th, 350 AC, 0900. overcast. cold. moon is gibbous and waning.
The four of you (Ragnor, Arvak, Dr. Zeebo, and Phallon) are contacted telepathically by Nelson, the presidents’ aid. In his high pitched creepy voice, he tells you that President Ramil requests your presence in his bunker office immediately.
You make your way to the main hall. (Dr. Zeebo and Ragnor likely arrive from their rooms, Arvak and Phallon likely from outside the bunker, some of you might have already been here, lingering after a morning meal). The hall is lit by a few smokey flickering lanterns. Altered one servants are gathering up dirty ceramic plates and cups from breakfast. The northern door leads to the Senate chamber and beyond to the Presidents’ offices. Two soldiers stand guard here. One is Wilhem, a four armed altered one. The other is Bompa, who is 9′ tall. Both are in studded leather armor and carry wicked looking two handed sabers, and pistols. Nelson is awaiting you here. He is a 4′ tall slim/slender altered one wearing pale fiber pants and a long ancient navy suit jacket. When you are all present, he leads you into the Presidents office, signaling to a servant to follow. Nelson seems to walk in an odd kind of glide, he doesn’t swing his arms and his body doesn’t rise or fall like most people. Wilhem also enters and quietly stays to one side, his two sets of arms crossed in front of him.
You are brought to a meeting room with a long rectangular table made of alzwellian ceramic with the akton seal marked in the center. President Ramil sits at one end. There are various chairs (a hodge-podge of ancient ones) around the rest of the table. The room is lit by a silvery glow from the white flowers of several potted plants. The servant is pouring a type of mint tea (hot water weakly flavored with a type of dried mint grown in Conquered).
President Ramil is a 30 year old true man, who looks kind of like Paul Newman from Cool Hand Luke, except for some large scars marring his looks. He wears a blue unmarked military-style tabard over a plastic armored vest. Those sitting nearest him notice he is carrying several weapons on his belt.
Ramil says: “Good. You’re here. Middex Armory is in some sort of crisis. Our scouts found a starving and delirious Programmer crawling outside in the cold, near Conquered. He’s being tended to. He was weak and hard to understand, but apparently he was sent from Middex because they are hungry and have been attacked by monsters. He’s unconscious now, so we won’t be getting any more info from him for awhile. X-Squad is currently guarding the armory door, and our scouts are patrolling the area. I’d like you four to investigate. Your skills in scouting, combat, and ancient technology are top-notch. Some of you have been inside Middex, and are known and trusted by the Programmers.”
“Your mission would be to secure the installation from hostile beings, rescue the programmers, and preserve the ancient equipment within. If the facility is fatally compromised, or uninhabitable, then the remaining population and equipment is to be transferred to Conquered.”
“Do you accept this mission?”
PLAYERS RESPONSES
GM proposal: once a player is satisfied with his actions, conversation, etc, and is ready to move on to the next turn, he should end his message or send a new message containing the symbol: **.
If all players have done so prior to the timed end of the turn, it ends right then. I can then begin the next turn. If player A marks a message ** but then other players continue the round, then player A can jump back in, if the actions are conversation, untimed actions, etc. This sort of thing will not work in combat or short action sequences. What you declare there, is what you do regardless…