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Starting a little earlier than usual today, it's VALKYRIAN MERCS QUEST!

ARCHIVE: http://suptg.thisisnotatrueending.com/archive.html?tags=Valkyrian%20Mercs%20Quest
PASTEBIN: http://pastebin.com/gNiKwGyG

You are JAGER STURMFUHRER, leader of the fledgling mercenary company DEMONS OF RANDGRIZ. You've recently arrived in the Federation nation of Albion to help defend it against a possible amphibious attack. However, your boots barely hit the deck before you were assigned a mission to break up a spy ring. However, through a chain of extraordinary events, you not only smashed the spy ring apart, but also managed to capture an Imperial u-boat (mostly) intact.

After a massive victory party that left you with a headsplitting wakeup call, you met with the mysterious and totally trustworthy Colonel Lynch of the Albion Intelligence service. He's agreed to help pay for repairs and maintenance of the u-boat in return for being able analyze it. You've also been given your next mission, which is to track down hidden weapon caches.

>Current consensus on the u-boat's name is the "Vergeltung". I want to give a chance for people who didn't see the end of the last thread to give their input.
>>
>>24498904
>Vergeltung
What does that actually mean for a poor amerifat who only has experience with mexican?/
>>
>>24498982
It's German for "revenge" or "vengeance".
>>
>>24498982
>Vergeltung
I believe it's German for vengeance

And I'm okay with it.
>>
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>>24498995
Il take it!
>>
>>24498995
ah, No objections here then.
>>
>>24498904
well time to go to work and grab some weapons caches
>>
What is the style/world that Valkyria Chronicles is based on called? I'm trying to find similar settings, hopefully something that has models or a table top game.
>>
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>>24498904
I like the name but we need to find a crew and a captain for it
>>
>>24499138
Valkyria Chronicles is... different. The closest you'll find are probably just WWI/II miniatures.
It's basically just Europe, but with magic rocks lying around. The tanks look the same but have big ol' radiators about. Everyone seems to be wearing slightly more armor than I'm used to seeing in historical miniatures, especially the heavier units which carry fucking tower shields and hammer, or RPG lances, which I doubt you'll find anywhere.
>>
>>24499138
>What is the style/world that Valkyria Chronicles is based on called?

uh... OP seems to be taking cues from Ace Combat mixed with generic fantasy, and I dont think Valk has a specific name for its world

I think some guys did a mod of dark heresy for AceCombat though
>>
>>24499204
The world in Valkyria Chronicles is Europa.
No, really, that's what they called it.
>>
>>24499243
that... is the most generic name ever.

Seriously japan... what the fuck happened to names like Strangereal (which I JUST realized is Strange + real)?
>>
Well I guess that settles it then. Vergeltung it is!

>>24499138
The best I can describe the setting is "low fantasy WWII".

>>24499140
The issue of the crew will be resolved in due time.

>>24498904

By the time you get back to the hotel, the rest of squad has pretty much finished breakfast. Ramirez and Brillant have gotten in a fork and knife fight for the last strip of bacon, Heloise is piling sugar into her coffee to the point where it won't even dissolve anymore, Julia quietly stealing silverware, and Alek in a bit of a trance due to his virgin hangover.

Truly, you are blessed with an amazing squad.

"Okay, everyone! Get up and get ready to move out!" You yell as you enter the room. Everybody instinctively snaps to attention. "We've got another job! Lets move, Demons!"

As the rest of your squad scrambles, Sam pulls you aside.

"Cap, I've been looking through the maps Lynch gave us. It looks like he's narrowed down possible caches to three locations." She points at three circled areas just outside of the town. "There's a farmhouse a few miles west of town, and old quarry to the south, and a smuggler's cove to the north. Now, the farmhouse is in mostly open ground, which is perfect for tanks, but not much cover for infantry. The quarry has plenty of cover, but if we get ambushed, anybody inside of it is going to be at a huge disadvantage. The cove is going to be the toughest to get to. There's not a lot of paths big enough to accommodate a tank, but we'll have lots of cover on approach, and there's only one way out of the cove."

She then looks up at you. "Whichever one we choose, Jack and the Home Guard will cover the other two locations. It's your call, Cap."

>Take the farmhouse.
>Take the quarry.
>Take the cove.
>>
>>24499292
hmmmm I say.....we Take the cove
>>
>>24499292
>Take the cove.

Coves are always fun.
>>
>>24499292
>Take the cove.
>>
>>24499292
>Take the cove.

Oh this should be fun.
>>
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>>24499313
>>24499317
>>24499326
>we find a another u-boat
>>
>>24499370
Nah. More like a PT Boat or something. That be funny.
>>
>>24499292
>Take the cove.

The hardest battles are the home ground of the Demons.
>>
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>>24499404
>PT Boat
>>
>>24499440
Yep. PT Boat.
>>
>>24499440
we must get one
>>
to the cove!
>>
>>24498995
>It's German for "revenge" or "vengeance".
One could even say that it's German for revengeance.
https://www.youtube.com/watch?v=9LmYHOZorwc
>>24499292
>Take the cove.
>>
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>>24499292
"Let's take the cove. I always did want to go to the beach." You say.

"I'm just gonna let you know, Julia's probably going to hate you for this." Sam frowns. "The terrain is NOT going to be kind to the tank."

A few hours later, and you see that Sam wasn't lying about the terrain. Unlike those nice, sandy beaches people usually pictures the beach up here is tough and rocky. Larger rocks jut out from the ground, forcing Julia to weave carefully through them. Some of the gaps are barely big enough to fit the tank, the rocks scratching shallow gouges in paint and armor plate.

"Sir, permission to speak freely?" Julia says over the radio.

"Granted."

"I hate you."

"Sir, at this rate, we'll never make the cove in time." Tarin say, pointing to the coast. "That cove is only reachable during low tide. If we take too long, we can get stranded in it, or worse."

"Buuuuut, if we go ahead without the tank, it leaves us vulnerable to ambushes." Brillant interjects. "With all these rocks, it's easy to hide a couple lancers or snipers.

>Press forward. We move as one.
>Lets split up.
>It's not too late. Abort and let's check somewhere else.
>Other
>>
Is there a proper rules-set for this, or are you guys making it up as you go?
>>
>>24499803
>Lets split up.
and search fir cl-wait wrong series

>>24499833
check the first thread where we made JAGER STURMFUHRER. I'm pretty sure OP has rules, possibly homebrewed
>>
>>24499803
>Lets split up.

You know what else a tank can do? Artillery fire.
>>
>>24499803
Split up
>>
>>24499833
Very very loose rules. Not something that would really work outside of this quest.

Also, if you're voting to split up, please state how you want the squad split.
>>
>>24499882
have the tank get to high ground and do indirect fire support.
>>
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So I have been following this quest from the begining and I totally love it. So much so you got me to draw something for the first time in probably nine months. Command, I submit Brilliant, Sam, and Julia. I know the shading is kinda shit but I'm rusty.

>>24499803
Split up.
>>
>>24499914
Holy shit anon that is amazing.

You just won a reroll.

You've got 2 total now.
>>
>>24499856
On how to split up: Alek, Heloise, Brillant, stay with the tank. The rest push forward.

This way Brilliant can spot anyone trying to flank.
>>
>>24499914
Damn that's good. Looks like something that would be ingame.
>>
>>24499914
any chance we'll get JAEGER STURMFUHERER fighting ERIK SCHNEE in a MANLY BARE-FISTED BRAWL?
>>
>>24499914
Jesus fuck, that is gorgeous.
>>
>>24499833
>>24499855
>>24499882
Oh well.
This needs to be a proper RPG.
Fanciable-alt-history-semi victorian-fiction doesn't get enough love.

Something simlpe, with d6s and single-digit modifiers.
>>
>>24499927
Hold up, we have rerolls? How does that work?
>>
>>24500030
I was looking at manipulating Infinity myself. It and the original game are remarkably similar - Order pools, a love for ranged combat and STAYING BEHIND COVER, etc.
>>
>>24500092
Exactly what it sounds like. If you fuck up a roll you can burn a reroll for a chance to redo it. Rerolls are not meant to be a regular thing, though. Just bonuses for people doing real cool shit.
>>
>>24499803
"Then we'll just have to split up." You say. "Alek, Heloise, and Brillant will stay with Julia and cover her. If we run into any trouble you should be in position to provide some fire support."

"Until you get inside the cove. We don't have a firing angle into it from here. Once you're inside you're on your own." Julia points out.

"Noted." You nod.

Without the Type-36 checking your advance, you starting making good time getting up the beach. Ahead, you can see the cliffs that form the cove. You check your watch and the coastline, keeping an eye on the tide. You've got plenty of time to spare, from the looks of it.

"Hold up." Tarin says, kneeling down. "I think something's out there."

>roll 1d20
>>
Rolled 12

>>24500320
>>
Rolled 16

>>24500320
Shoot it if it vaguely looks like an imp.
>>
Rolled 3

>>24500320
>>
Rolled 9

>>24500320
>>
>>24500342
"Right there." Tarin points towards some rocks, where you can see a patrol of three men. They aren't wearing any uniforms, but they're clearly armed with two rifles and an SMG.

Fortunately for you, they haven't seen you yet, meaning you have the initiative.

>Let them pass. We don't want to risk alerting their comrades.
>Take them out silently.
>Call in Julia and lets take them out with everything we got.
>Other
>>
>>24500692
>Take them out silently.
Don't want to risk having enemies at our back if things get dicey.
>>
>>24500692
>Other
Sneak in, try and listen in on them if they're talking. If they aren't, take 'em out.
>>
>>24500692
Let's murder these schmucks, quietly. Tarin is good at quiet.
>>
>>24500692
>Take them out silently.

There are many ways to kill. A silent kill still means more dead imps.
>>
>>24500692
>Take them out silently.
Letting them pass means endangering the tank.
>>
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>>24500692
>Take them out silently.
>>
>>24500692
>Take them out silently.
Less mooks around the better.
>>
>>24500692
>Take them out silently
Nice and quiet
>>
>Nat 1
>"JAGER STURMFUHER is a MASTER OF STEALTH!"
>>
>>24500766
Sounds about right.
>>
>>24500766
>"Did you just hear somebody shouting about being a master of stealth at the top of their lungs?"
>"Come on, we're probably so bored that we're hearing things. No one could possibly be THAT stupid."
>"Yeah, you're probably right."
>>
>>24500821
so...Metal Gear goons?
>>
Rolled 16, 4, 5 = 25

"Let's take them out silently." You whisper. Your squadmates nod and holster their weapons. Darting from rock to rock, you try to make your way to the patrol as quietly as you can.
>>
>>24500863
As you sneak up, two the guards are completely oblivious to your approach. However, one of the guards stops in his tracks and glances at Sam's direction for a second. To her credit, Sam is quick witted enough to drop to the ground and duck behind a rock..

"Something wrong?" One of the guards asks.

"Nah, just thought I heard something." The other guard says.

Despite Sam not being close enough, the inadvertent distraction she caused allows you, Tarin, and Ramirez to close the distance.

>roll 2d20
>>
Rolled 4, 17 = 21

>>24500939
>>
Rolled 4, 6 = 10

>>24500939
>>
Rolled 1, 6 = 7

>>24500939
>>
Rolled 11, 13 = 24

>>24500939
>>
Rolled 2, 8 = 10

>>24500939
>>
Rolled 8, 12 = 20

>>24500939
Time to kill some imps.
>>
>>24500958
Tarin goes for the rearmost guard first jamming a knife into his throat to prevent him from shouting a warning. Ramirez leaps out from his hiding place and slams the but of his SMG straight into the pointman's face. There is a sicking CRACK and he falls face first into the surf.

Unfortunately, your own attack doesn't fare so well.The third guard turns just in time to see you and dodges your punch. He then tries to raise his weapon in response.

>roll 1d20
>>
Rolled 16

>>24501072
>implying this wasn't part of the plan
>>
Rolled 17, 3 = 20

>>24501072
Oh hell no.
>>
Rolled 15

>>24501072
>>
Rolled 2

>>24501072

ATTACK
>>
Rolled 9

>>24501072
CUT OUT HIS HEART WITH OUR KNIFE LIKE A TRUE WARRIOR!
>>
>>24501103
Shit wrong dice. Use only the first one.
>>
>>24501098
Fortunately for you, that move was a big mistake, as it gives you enough time to lash out with your other arm, knocking the rifle out of his hands. Disarmed, the guard is no threat to you when Tarin, Sam, and Ramirez dogpile him from behind.

"What do you we do with him, Cap?" Sam asks, clapping a hand over the guard's mouth to keep him from making any more noise. His eyes glare at you in a combination of terror and anger.

>Finish him off.
>Take him prisoner.
>Other
>>
>>24501167
>Take him prisoner.
>>
>>24501167
tie him up and gag em
>>
>>24501167
>Take him prisoner.
Tie him up and gag him. We'll pick him up later.
>>
>>24501167
Put a knife to his throat, ask him some questions about force composition, location, yadda yadda, once we get info dispose of him, can't keep him with us.
>>
>>24501167
>Finish him off.
We don't have the man power to take him prisoner in the middle of an op
>>
>>24501167
>Question him and then finish him off.

No prisoners. If he's a prisoner he's a liability.
>>
>>24501167
>Take him prisoner.
He might have info on HER.
>>
>>24501167
>Knock him out and take him prisoner.
Whoever is the fastest runner should take him back to the tank before doubling back. They can stand guard over him better there, and can still pull out with him if things go pear-shaped for us.
>>
Rolled 12, 10 = 22

>>24501167
Take him prisoner.
>>
>>24501214
riiight but ya lets hog tie this sucker, gag him and leave him
>>
I wonder if there's a cardboard box we can put over him, after knocking him out, tie him up, and gag him of course.
>>
>>24501214
waaay to low on the totem pole for that. We would need a high ranking officer for that
>>
>>24501167
"Leave him alive. We could always use a prisoner." You say. You then bend down and motion for Sam to remove her hand from his mouth. "You might as well make this easier for yourself. How many of you are there in the cove? What have got stored in there?"

"I'm not telling you anything." The guard spits. "Might as well have your Darkie bitch kill me."

"Believe me, I'm tempted." Tarin responds coldly.

>Continue to interrogate him. He might know something useful. (roll 1d20)
>We don't have time for this. Knock him out and keep moving.
>Other
>>
Rolled 11

>>24501322
>Continue to interrogate him. He might know something useful
>>
Rolled 8

>>24501322
Continue the interrogation.
>>
Rolled 3

>>24501322
Give him THE STARE.
>>
Rolled 14

>>24501322
>Continue to interrogate him. He might know something useful.

Have Tarin do the honors while everyone else conveniently looks elsewhere.
>>
cant win em all...
>>
>>24501340
>>24501342
>>24501347
We suck at interrogation.
>>
Rolled 12

>>24501322
>Continue to interrogate him. He might know something useful.
>>
>>24501322
>Knock him out and keep moving.
"'Darkie bitch', would you do the honors?"
>>
>>24501340
"Last chance, Imp fucker. What's in the cove?"

"Bite me."

"Cap, we really gotta get going." Sam tugs at your shoulder. The tide's coming in and the longer we take the the more suspicious their buddies will get when they realize they're missing."

>I can do this! (roll 1d20)
>You're right.
>Other
>>
>>24501389
>You're right.

Knock him out in a not so gentle way.
>>
Rolled 15

>>24501389
I can do this!
>>
Rolled 9

>>24501389
>STARE HARDER.
>>
>>24501389
>You're right.

So it's best of 3?
>>
Rolled 11

>>24501389
>I can do this!
>>
>>24501427
Yep. Best of the first 3 rolls.
>>
>>24501415
this!
>>
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>>24501415
"This will just take a second." You say, and then pick up the prisoner by the neck and put up your best deathglare. "Look, you little piece of shit, I didn't survive one of the worst breakups in human history, fight in a goddamn war, and then cross an ocean to fight someone else's war, all for a little Imp fucker like you to give me some lip. WHAT'S IN THE COVE?"

The prisoner's will finally cracks and he squeals.

"There's only seven more of us in the cove! We just got a bunch of smuggled weapons, that's all!"

"Good boy. Tarin, if you will do the honors."

"Gladly." Tarin strikes the back of the prisoner's skull with the butt of her knife, knocking him out. You then hogtie him and leave him for Julia's team to pick up later.

Despite the prisoner's testimony about the number of remaining guards, you still approach the cove cautiously. It's another half hour until you reach the mouth of the cove, but you don't run into any major resistance. However, you can already see that tide starting to come back in. You're going to have to move fast if you want to make it out before the tide rolls back in.

"Okay, we've only got one shot at this, Cap. What do you want us to do?" Sam asks.

>Wait for Julia's team to catch up. We need all the firepower we can get.
>No time. We go in now.
>Other
>>
>>24501659
>No time. We go in now.
>>
>>24501659
>No time. We go in now.
>>
>>24501659
>No time. We go in now.

Shock Troopers at the front Scouts at the back to take out people who might be going to weapons.
>>
>>24501659
>Look, you little piece of shit, I didn't survive one of the worst breakups in human history, fight in a goddamn war, and then cross an ocean to fight someone else's war, all for a little Imp fucker like you to give me some lip. WHAT'S IN THE COVE?

Can I just go on record saying that this is the best quest ever?
>>
>>24501659
>No time. We go in now.
>>
>>24501659
"We go in now. Julia will have to catch up later." You say.

Peeking around the edge of the cove, you see that the prisoner wasn't lying. You can see roughly seven more guards milling about the cove, with stacks of munitions and supplies. There's a dock where presumably a boat comes in to load or unload cargo, but it's empty at the moment. At the far end, you can see what looks like a combination of office and communications room.

The guards themselves are relaxed and aren't carrying their weapons. Sloppy.

>Lets get closer.
>Open fire!
>Other
>>
>>24501872
>Lets get closer.

not yet...
>>
>>24501872
Lets get closer
>>
>>24501872
>Lets get closer.

This is a sneaking mission. After all we don't want to hit any ammo caches.
>>
Also I just realized if we take out the communications room before they can get a warning out to the imps we have a chance of commandeering a boat.
>>
>>24501872
"Let's move in closer." You whisper.

You and your squad creep forward , making sure to hide behind the copious amount of crates. Due to how the guards are spaced out, each of you can take one guard. The last three are in the back of the cove and shouldn't notice you if you're quiet enough.

>roll 3d20
>>
Rolled 3, 13, 2 = 18

>>24502019
Remember the basics of CQC.
>>
Rolled 18, 7, 14 = 39

>>24502019
>>
Rolled 11, 20, 15 = 46

>>24502019
>>
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Work on the base emblem so far.
Will post Sniper drafts in a moment.
No work on emblems tonight, drunk off my ass.
>>
Rolled 8, 16, 2 = 26

>>24502019
MASTERS OF STEALTH
>>
Rolled 6, 8, 1 = 15

>>24502019
>>
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>>24502097
>>
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>>24501916
I read that as "This is a streaking mission."
>>
>>24502124
Well that would distract the enemy.
>>
Rolled 9

>>24502087
Three of the guards go down without much effort. One guard is yanked behind a crate by a living shadow, I brief gasp being all that indicated he was ever alive. Ramirez grabs the second guard from behind and suplexes him into the ground, snapping his neck and killing him instantly. Sam manages to get the drop on the third guard by smacking in the face with her lance, sending him toppling off the dock and into the water.

Unfortunately for you, yet again, the guard you're targeting somehow notices your approach. You manage to tackle him but you're both now locked in a furious melee.

>roll 1d20
>>
Rolled 14

>>24502191
Bash his face in.
>>
Rolled 2

>>24502191
>>
Rolled 20

>>24502191
FALCON PUNCH!
>>
>>24502261
YES!
>>
>>24502261
http://www.youtube.com/watch?v=FFtw7qW7Vcw
>>
this is going to be good
>>
>>24502261
You struggle for a few seconds, but it's pretty clear that this guy doesn't have much experience fighting hand to hand. You start off with a headbutt, which, while also hurting you, is enough to stun the guard and send him reeling. You then take step back and punch him right in the chest with all your might.

You can actually feel the man's sternum SHATTER under your fist and he's literally sent flying through the air before falling into the water below with a dull splash.

"Hey, what the hell was that?" Somebody in the back of the cove says.

"I don't like this. You two check it out. I'll start cleaning this place up." Another voice says.

>Take position to ambush the guards.
>They're going to destroy the evidence! Move in now!
>Other
>>
>>24502439
>They're going to destroy the evidence! Move in now!

We need that equipment intact.
>>
>>24502439
MOVE IN!
>>
>>24502439
>They're going to destroy the evidence! Move in now!

Welp. Time to bring the noise people.
>>
I wonder were everyone is tonight
>>
>>24502641
Me? Suffering a lovely fucktastic headache, which is why I just watch for the most part.
>>
>>24502641
In another quest truthfully. Just keeping an eye on this one.
>>
>>24502641
I am playing injustice on the ipad (VERY good game btw)
>>
>>24502641
Helping proofread some guy's oneshot on another site.
>>
Rolled 5, 7 = 12

>>24502439
"They're going to destroy the evidence! Everybody go!" You yell.

The guards, hearing your orders, turn and start firing instinctively in your direction.

>roll 4d20
>>
Rolled 20, 6, 7, 18 = 51

>>24502731
>>
>>24502439
Move in now, can't risk them hearing us and we have not been all that good at sneaking here.
>>
Rolled 15, 2, 6, 16 = 39

>>24502731
Their instincts are shit.
>>
Rolled 13, 9, 20, 10 = 52

>>24502731
>>
>>24502738
The two guards fire wildly in your direction, but they didn't actually take the time to aim. Their shots are wide and loose.

Your squad returns fire, with Tarin scoring a perfect headshot on one of the guards. The second takes a burst from Ramirez's SMG and is sent spinning. Sam wisely holds her fire. After all, firing lances in enclosed spaces filled with munitions isn't exactly the greatest of ideas. All that's left their leader.

>Try to shoot him before he can get away.
>CHARGE!
>Other
>>
>>24502812
>CHARGE!
>>
>>24502812
>Try to shoot him before he can get away.

Don't give him any opportunity.
>>
>>24502812
>CHARGE!!

Charge him. Spray fire at knee level.
>>
>>24502812
>CHARGE!
>>
>>24502812
>CHARGE!
>>
Rolled 16

>>24502812
You sprint after the ringleader, but he's already got a bit of a headstart. Fortunately, he's too busy trying to reach the office to try and shoot at you.

>roll 1d20
>>
Rolled 12

>>24502945
>>
Rolled 7

>>24502945
Shoot his legs.
>>
Rolled 15

>>24502945
>>
Rolled 4

>>24502945
>>
Rolled 11

>>24502945
>>
Rolled 16

>>24502945
Rip his throat out with your teeth
>>
Rolled 19

>>24502970
Despite the man's headstart, a quick burst of speed allows you to catch up to him, though just barely. Seeing you approach, the ringlead spins around and aims a punch at you.

>roll 1d20
>>
Rolled 13

>>24503062
>>
Rolled 5

>>24503062
>>
Rolled 8

>>24503062
Again, rip his throats out with your teeth
>>
Rolled 1

>>24503062
Haha. He thinks his hand is harder.
>>
>>24503078
oh this is bad!
>>
>>24503122

Well, it could be worse. It could be literally any of the other rolls.

Oh, and sorry for missing most of the thread, but you know, Tavern Quest requires my full attention while running it.
>>
Rolled 5

>>24503092
>>24503089
we're getting punched rip us
>>
Rolled 12

>>24503062
>>
>>24503078
Unfortunately for you, manages to get a punch in knocking you back slightly. Now that you're both facing each other, you're at something of a standoff.

>Stay on the defensive. Let him make the first move!
>Retaliate!
>>
>>24503176
>Retaliate!
>>
>>24503176
>Retaliate!

Don't let up.
>>
Rolled 15

>>24503176
Deck him, we brawl it out like real men.
>>
Rolled 5

>>24503176
>retaliate
We let him get the first hit so we don't crush him afterwards
>>
Rolled 16

>>24503176
You throw another punch. Your opponent see's what's about to happen and tries to raise up his arms to defend.

>roll 1d20
>>
Rolled 17

>>24503228
>>
Rolled 4

>>24503228
Kick his ass.
>>
>>24503228
>>
Rolled 19

Shatter his skull use the blood as lube
>>
Rolled 2

>>24503228
>>
Rolled 20

>>24503228
>Your opponent see's what's about to happen and tries to raise up his arms to defend
Just as planned.
>>
>>24503290
>>24503256
Please tell me we didn't just waste that twenty.
>>
Rolled 8

>>24503256
Despite him raising his guard, you manage to find a gap in his defense, sliding your fist between his arms and getting a solid hit on his solar plexus, causing him to keel over.

>roll 1d20
>>
Rolled 12

>>24503304
Slam his head into the ground until he stops twitching.
>>
Rolled 5

>>24503304
>>
Rolled 9

>>24503304
Fight dirty, stomp on one of his feet with our foot and then kick him in the balls.
>>
Rolled 2

>>24503304
FINISH HIM
>>
Rolled 12

>>24503304
Kick him right in the face before ripping into his throat(maybe with your teeth)
>>
Rolled 14

>>24503304
>causing him to keel over
Just as planned.
>>
Rolled 18

>>24503304
>>
>>24503318
You finish him with an elbow strike to back of the head, causing him to slam to the ground. He lies face down and doesn't get back up. You're actually not sure if he's still alive or not.

"Cap! We got a problem!" Sam yells, just catching up with you. "The tide's coming in! We've got to get out like, right NOW!"

You scowl and look back at the office, where there was something the ringleader was trying to hard to hide. Tarin and Ramirez are securing the exit, meaning it's just you and Sam here. You'll only have enough time to grab two items.

>Grab the prisoner.
>Take the map.
>Take the notebook.
>Take the sketches.
>Take the radio.
>Take the folders.
>Take the letters.
>>
Rolled 7

Folders and letters
>>
>>24503476
if we
>Grab the prisoner.
can we come back for the rest?
>>
>>24503476
>Grab the prisoner.

It's a risk, but if he's alive he has a lot more information than any other option.

>Take the folders.
Lots of paperwork.
>>
>>24503476
>Take the letters.

>Grab the prisoner.
>>
>>24503476
>Grab the prisoner.
>Take the letters.

The folders are probably just inventory.
>>
>>24503476
>>Take the folders.
>>Take the letters.

Wish we could take that notebook as well.
>>
Rolled 20

>>24503476
>Grab the prisoner.
>Take the letters.
Hopefully it'll still be around when the spies come to check it.
>>
>>24503476
>You'll only have enough time to grab two items.
Is this us personally, or inclusive of Sam?
>>
>>24503499
The water damage will fuck over everything.
>>
>>24503476
>>Grab the prisoner.
>>Take the folders.

Why are we taking the letters over the folders? The folders have a much larger capacity for information.
>>
>>24503531
then thats a terribly stupid move to put the cache here by the spies, if it gets washed away with every changing of the tides
>>
>>24503548
agreed
>>
>>24503548
You keep things like shipping manifest in folders. You keep things like plans and orders in letters.
>>
>>24503476
Take all the paper things!
>Take the map.
>Take the notebook.

Sam! Get these!
>Take the letters.
>Take the folders.

Tarin get that!
>Take the sketches.

Not likely to count my vote. Doesn't care.
>>
>>24503548
folders contain things like inventory, not correspondence and orders
>>
>>24503476
2? its fucking paper works

>GRAB IT ALL
>>
>>24503568
this this this

we can grab the prisoner
>>
You know, I had this kind of experience in a tabletop once. GM has us picking three out of ten items to carry. Everyone voted for everything.

We got nothing.
>>
>>24503476
>Take the radio.
we can use it to spy on them
>Grab the prisoner.
>>
Rolled 17

>>24503476
>Letters and prisoner appear to be the most voted for.

"Sam! Grab those letters and as much as paperwork as you can!" You yell, slinging the unconscious ringleader over your shoulder.

Sam nodes and grabs the handful of letters, stuffing them in her pack. She grabs handfuls of other paperwork, but the sound of the waves coming closer convince you it's time to go.

Getting out proves much tougher than getting in. The tide has already risen to the point where the mouth of the cove is already waist deep in water. It's a struggle to push your way through the oncoming surf.

"Captain! Get down!" You hear Julia shout over the radio.

>Listen to her. Take cover!
>No time for that, keep moving!
>>
>>24503715
>>Listen to her. Take cover!

When a tanker says get down that means it must be very scary.
>>
>>24503715
>Listen to her. Take cover!
We trust our team.
>>
>>24503715
>take cover

Wet paperwork is of no use to anyone. If we wade through that tide as it is, we're gonna be carrying mulch back to base.
>>
>>24503715
>Listen to her. Take cover!
>>
>>24503715
>Listen to her. Take cover!
>>
>>24503715
>No time for that, keep moving!
>>
Rolled 13

>>24503715
"Get down!" You yell as take cover behind a half submerged rock. Tarin and Ramirez follow suit. Sam takes cover as well, making sure to keep the satchel full of the letters above her head to keep it out of the water.

There's a loud BOOM as you can hear the cannon of the Type-36 fire in the distance. You barely manage to see the shell zip through the air before it hits something in the darkness, causing an explosion. You realize that a boat had been headed towards the cove.

"Okay! MOVE!" Julia yells. "I'll cover you!"

Some small flashes in the distance reveal that there was more than one boat. You steal a glance behind you to see a trio of fishing boats, one burning and sinking. However, unlike regular fishing boats, they had small cannons mounted on the back, and they were firing at Julia's tank.

However, one of the cannons turns to the mouth of the cove, where it begins fire. The mouth of the cove coughs out fire and debris as the various weapons and munitions stored inside are set off.

The tide is starting to get stronger. It's nearly up to chest level now. You've got to get to higher ground or you risk getting washed away or drowned.

>roll 1d20
>>
>>24503904
PT boats bois.

We should've left Sam behind.
>>
Rolled 3

Gogo
>>
Rolled 9

>>24503904
here we go
>>
Rolled 4

>>24503904
>>
Rolled 20

>>24503904
As if we didn't have a contingency just for this eventuality.
>>
Rolled 19

>>24503904
NO WHAMMY!
>>
>>24503940
>>24503942
And cocked blocked.

I'm so sorry.
>>
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>>24503934
>>24503939
>>24503940
>>24503942
>>24503944
>>
>>24503934
>>24503939
>>24503940
aaaand we drown


>>24503942
>>24503944
GODAMNIT, 5 FUCKING SECONDS
>>
>>24503940
fuck you
>>
welp time for bed
>>
Rolled 17

>>24503944
>>24503942
And here I was hoping we crow. Before getting revived by cpr hopefully from a girl
>>
>>24503952
>aaaand we drown
As if we didn't have a contingency just for that eventuality.
Where do you think our U-boat is?
>>
>>24503981
does not help the intel that just got ruined
>>
>>24503981
In dock without a crew. Or a deck gun.
>>
>>24503995
Does help the intel we're about to get from that ship.
>>
>>24504009
because the intel on a shitty fishing boat patrolling is better than actual orders and correspondence from the spies themselves?

yep great intel that
>>
>>24504035
A shitty fishing boat, with cannons mounted on it?

>>24504006
Oh hush you, or we'll have to break out our backup backups.
>>
>>24504087
is still a shitty fishing boat, consider the fact that these spies had a sub, before we stole it, that fishing boat sure is some font of information rotting on the seabed after we shelled it...
>>
>>24503939
You try your best to wade through the surf, but the onrushing wall of water is just too much to bear. A massive wave suddenly hits you without warning, slamming you into one of the rocks. You can feel the air be pressed out of lungs and your head spin. The prisoner begins to slip out of your grasp as well. The rest of your squad turn and see your predicament, the horror clear on their faces.

"Cap!" Sam screams. "Let him go! You're going to get pulled out to sea if you don't!"

>No! Keep hold of the prisoner! We need him!
>It's too dangerous. Cut him loose!
>Other
>>
>>24504175
>No! Keep hold of the prisoner! We need him!
Failure isn't in our vocabulary.
>>
Rolled 19

>>24504175
Hold on tight not letting this man die
we need that additional info damnit it
>>
>>24504175
>No! Keep hold of the prisoner! We need him!
WHO THE HELL DO YOU THINK WE ARE?
>>
>>24504175
"No! We need him!" You yell back, stubbornly holding on.

In the distance, another explosion as Julia scores a hit. You can't tell if it's a killing blow or not, but the return fire is significantly less intense.

Resetting your grip on the prisoner, you try again, grabbing the nearest rock to steady yourself and spitting out a mouthful of seawater.

>roll 1d20
>>
Rolled 17

>>24504207
We had to get a 19 just before he asks for a roll
>>
Rolled 9

>>24504266
>>24504207
Can we use this?
>>
Rolled 11

>>24504266
JAGER GOT THIS
>>
>>24504279
Beautiful, BEAUTIFUL IRONY.
>>
Rolled 11

>>24504266
STEP IT UP, JAGER.
>>
>>24504291
Luckily I happen to be the best.
>>
Rolled 8

I sure hope we manage to avoid drowning
also can we use the 19 we rolled
>>
>>24504279
>I do NOT take rolls until I ask for them. Gotta keep things fair.

With a surge of strength, you keep powering on, the waves hammering into you repeatedly. It's nearly up to neck level now, and it gets harder and harder to breathe with seawater splashing into your face.

Up ahead, you can just barely see the rest of your team being pulled up to higher ground with help from Julia's team.

That's odd, you don't remember them having gotten so far ahead of you.

Another wave hits you in the back, propelling you straight towards shore. Unfortunately, since you're still carrying the prisoner, you have no way of controlling or arresting your movement.

The last thing you see is the rock shoreline getting closer and closer.

>roll 1d20
>>
Rolled 1

>>24504437
YOU CAN DO IT JAGER!
>>
Rolled 18

>>24504453
Welp.
>>
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>>24504453
>>
Rolled 16

>>24504437
>>24504453
FUCK FUCK DICE PLEASE.
>>
>>24504453
FFFFFFFFFFFFFFFFFFF-
>>
Rolled 7

>>24504437
It wont be that bad we can probably be found when the tide recedes!
>>
Rolled 20

>>24504437
>>24504453
Just... as... planned...?
>>
>>24504485
/tg/ why... what did we do to deserve this.
>>
>>24504453
WAIT, FUCK WE HAVE 2 REROLLS GUYS!
>>
>>24504485
They cancel each other out

Please?
>>
>>24504512
Oh thank jesus fuck someone remembered because I sure as hell forgot.
>>
>>24504512
OH SHIT THIS THIS USE THAT 20 NOW
>>
>>24504523
Usually when a reroll is called you have to roll again not cherry pick a roll.
>>
>>24504576
Also, isn't it best of three? Unless 1/20 supersede all other rolls within the three.
>>
God I loved this vidya, please, carry on
>>
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>>24504459
>hoo boy you are lucky sons of bitches.

---

>didn't you enjoy it, Jager?

>I know you did. I wouldn't be here otherwise.

>Come on, sit down. Take a rest.

>I promise I won't hurt you.

>I SEE YOU, JAGER.

---

"Cap! Cap!" You see Sam trying to shake you awake.

"Wha...? Sam?" You croak, tasting salt on your lips.

"You're awake! Thank goodness!" Sam smiles before slapping you. Really, REALLY hard.

"Gah! What was that for?!" You yelp.

"That was for being a freaking idiot!" Sam says angrily before storming away.

"Before ya ask, the prisoner's just fine." Heloise says, cracking open a Ragnaid. "Half drowned and with a huge concussion, but still alive. You, on the other hand, would've had it a lot worse if it weren't for the Lieutenant."

>Huh? What happened?
>Where's the intel?
>Where the heck are we?
>Other
>>
>>24504725
>Where's the intel?
We almost died for it, gotta prioritize
>>
>>24504725
>>Where's the intel?
>>
>>24504725
>>Huh? What happened?
>>
Ask what happened
>>
"What did she do? Wait. Where's the Intel?"
>>
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Rolled 16

>>24504725
Yo what.
>>
>>24504725
ask if everyone is alright before asking where the intel is
>>
>>24504725
dem flashbacks/dreams

we be special?
>>
>>24504725
Have to wonder how Real!Karla would react to PsychoDream!Karla.
>>
>>24504725
>Huh? What happened?
This was not as planned.
>>
>>24504725
>Where's the intel?
>>
>>24504860
More like all that built up REJOICING.

>>24504725
"Heloise. What happened?" You ask.

"When that last wave hit you, you were gonna crack your head open on the rocks. Sam jumped in to shield you. Nearly broke her back doing it, too."

You suddenly feel a pit in your stomach. Why were you so intent on getting that intel in the first place? In hindsight it seemed like such a stupid thing to do. But what was driving you?

"Speaking frankly, sir."" Ramirez says, kneeling beside you. "I don't know what sort of past you've got with the Lieutenant, but it seems like something you really gotta take care of."

"Damnit," You scowl before sitting up. "Demons, let's get out of here."

>And that's it for today! Tune in on Monday night 6-7pm for the next installment of VMQ!
>>
>>24505099
>But what was driving you?

Kaaaaarrrrrla.

Kaaaaaaaaaaarrrrrrrllllaaaaaaaaaa.
>>
>>24505149
Shhhhhh. Jager doesn't realize that yet.
>>
>>24505099
Well, here we go folks, a warning by the GM himself to stop hyperfocusing on the intel and going JAGER STRONK! to try and cover up for it.
>>
Rolled 20

>>24505099
Welp time to say sorry in the most awesome way we can.
>>
>>24505099
>But what was driving you?

Karla and the honor of the name STURMFUHRER of course.
>>
>>24505221
I think we have that covered.
>>
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>>24505221
Indeed.
>>
>>24505265
Yanno I'm torn on one hand getting karla back and becoming emperor sounds awesome on the other hand sam seems cool too.
>>
>>24505305
if anything Sam is like a sister to us, its a sibling love, Karla is our one true love
>>
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>>24505221
>>
Name: Aleksandr Petrovich
Gender: Male
Class: Sniper
Personality: Quiet and a loner by nature, he prefers to stay out of the way away from everyone else. Maintains a cool demeanor within battle, though he can be provoked into an icy fury if pushed. Not fond of Imperials.

Because my OCD demands I make minor changes to my use of diction.

Ugh, blasted headache.
>>
>>24505305
Sam is bro, Karla is one true love.

Something I've always wondered, how the heck did we get engaged to a frickin PRINCESS?

(And I'm looking for a serious answer, not JAGER STRONK!)
>>
>>24505221
http://www.youtube.com/watch?v=9GNhdQRbXhc
>>
>>24505305
I'm personally going to wait and see how Sam feels herself before doing anything. Jager sees her as a sister and if she feels the same way then there's no reason to change something that already works. Otherwise I might want to go for her.
>>
>>24505339
>Sam is like a sister to us, its a sibling love
Has this ever stopped /tg/ before?
>>
>>24505386
The Sturmfuhrers used to be a rather prominent family before Karla nuked them. A marriage would've given Belka blood ties to Gallia but Maximilian fucked up that plan.
>>
>>24505406
Merlin.

Ok, she's 15, but that was part of the reason.
>>
>>24505405
>Otherwise I might want to go for her.
and invoke the wrath of Karla, and Erik for upsetting the princess?

you mad man
>>
>>24505408

No one survived but us? No children, no family on vacation, no distant relatives?

Do we have any kind of inheritance?
>>
>>24505459
I would imagine Jager being the last of the line, and his inheritance was the property and family titles, Karla destroyed the estate and made everyone flee, that destroyed the family well enough, no need to hunt down surviving members
>>
>>24505459
>No children, no family on vacation, no distant relatives?
>>24505499
>no need to hunt down surviving members

If she did, shes got work to do after the marriage
>>
>>24505436
What wrath? In the side quest she seemed rather accepting of the fact that she's pretty much fucked up the engagement and probably any chance of repairing their relationship.

I mean, she was sad about it and would definitely be upset over Jager going with someone else but I think she's already expecting it to happen.
>>
>>24505459
If there are survivors, none have turned up yet. Sorta didn't help that you ended up not protecting anybody in the mansion when it was attacked.

As for inheritance, you have the title to a bunch of land with a burnt down mansion. You pretty much used all your money as startup for the Demons.
>>
>>24505516
I reckon she hopes things can be salvaged but her Oaths stop her acting towards that goal, so we must work towards that goal for her
>>
>>24505543
>I reckon she hopes things can be salvaged but her Oaths stop her acting towards that goal, so we must work towards that goal for her

Hence our numerous suicidal actions. :V
>>
>>24505543
It'll be easy when we rule the empire.
>>
>>24505579
which is why we need a siege train


wait hang on, think i skipped a few steps in the plan
>>
>>24505590
No no we need a kkv, the threat of total destruction from above will make us an instant hit at parties and impress karla's relatives.
>>
>>24505543
I don't know. Leading an attack that killed all your family is kind of a hard thing to move past. She seemed more resolved to live with the consequences of her actions more than anything.

I'm expecting the tow to reconcile, but actually restarting their relationship seems kind of unlikely. The fact that she's kind of out of the story for the most part makes it even less likely.
>>
Rolled 9

>>24505645
actually did we even really have relative's they haven't been brought up so it wouldn't surprise me if we were the last sturmfuhrer before the war.
>>
>>24505645
Shes out for now. But 100 won says that she will be showing up anytime now..with Erik in tow allowing the fist fight of the century.
>>
>>24505708
At this point Jager has not talked much about his past. Not even Sam really knows much about it, but she's smart enough not to pry.
>>
>>24505713
>fist fight of the century.
Followed by the the party of the century, where after drawing to a stalemate with Erik, we shall challenge him to a drinking match
>>
>>24505745
Honestly I don't think we have relative's but that's just me.
>>
>>24505817
They're mentioned being gunned down in the first thread.
>>
>>24505849
then Karla has alot to make up for once we catch up with her
>>
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MAKE USSS WHOOOOLLEE JAAAAAAGEEEEEERRRRR
>>
>>24505937
wat
>>
So heres a question we never asked, when that spy dude who ran for the uboat saw us he freaked, why,? he only reacted that way when he saw us
>>
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On a scale of 1-5 (1 being stupid, 5 being must-play by all vidya gamers), how good is the Valkyrian Chronicalse vidya?

I find it extremely interesting from an ascetic and highly fictitious alt-history angle, but am generally disappointed with the kinda plots they put in anything resembling an RPG from Japan; where you know what's going to happen 2 chapters before it does. Really fun gameplay can easily override that though; so long as I'm having [spoilers] fun [/spoilers]

I'd love to play an rpg in this kinda setting, but think I should likely be more familiar with the source before I dedicate the time to house-ruling one.
>>
>>24500096
I'd be more interested in doing it as a chaster-oriented RPG; like what's going on here.
>>
>>24507323
I was interested in the first when it came out, but once again, Sega displays the worst business decision making skills ever and never did PC versions of the games, BUT the next VC game will be on PC... except its a fucking browser based card game.

Goddamn it Sega.
>>
>>24507323
I'd give it a 4. I consider myself a genre savvy dude and I was surprised more than once by what happened in the story. The gameplay itself is fun if you don't just scout rush the entire game. Also fuck that pig.
>>
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