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World Rebellion Quest, Chapter One: Mutiny

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You stand on the windswept, chipped concrete in the cold of the early morning beneath the ash-choked sky, and feel the energy of the world. Masked Peacekeeper troops in their heavy armor, the crowds of technicians and mechanics performing final checks on the swarm of precious functioning helicopters, the skinny, ragged children staring with hunger at the outdoor mess hall while a loudspeaker exults that the chocolate ration has been increased from 15 grams to 10.

More than anything, though, you can feel the minds, the flickering electrical currents of human thought from the advanced neural activity of your own psychic initiates to the dull functioning of the armed thugs around you and their small, hateful thoughts.

Director Vincent is not here, but you can feel his watching presence, his paternalistic pride at having tamed the wild dog, salvaged the barbarian tribesman from his savage upbringing and now sending his foster son out to bring civilization to the feral clansmen of the Rockies and prove the worth of the Psychic Corps to the High Director of North America. You bury your hate, but not for long, not for long now at all...

>Mind Control: Your natural Gift is a power that the Elite of the World Order only dream of, and covet endlessly. You can make puppets of men, through sheer brute force or more subtle and permanent reprogramming, using techniques derived from the Orders subliminal messaging techniques and old-world studies into telepathy. Your powers are limited, and all but the most finessed of conditioning will decay over time as the subjects natural mind re-asserts itself, requiring regular effort to upkeep. However, this is not the limit of your talents:
>[Pick One, Gifts are ordered from immediate power to long-term potential and variety]
>Force: Latent telekinesis refined and empowered, a walking weapon in the shape of a man.
>Pyro-hydro: Power over Fire and Water, and the beginning of a connection to the weather.
>Deprogramming: The power to free the minds of men from subliminal and direct control, and fight your own kind
>Astral Path: In your dreams you walk beyond the world, and learn ancient secrets beyond the Order
>>
>>1502443

>Force: Latent telekinesis refined and empowered, a walking weapon in the shape of a man.
>>
>>1502443
>Astral Path: In your dreams you walk beyond the world, and learn ancient secrets beyond the Order


Misread something in there.
>>
>>1502443
>>1502764
>Astral Path
I second the Astral Path.
>>
>>1502443
>>Deprogramming: The power to free the minds of men from subliminal and direct control, and fight your own kind
>>
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>>1502609
>>1502764
>Was going to roll a d10 to decide the tie, but 4chan became a Gold Account-only website for a while because captcha. Sorry bud.
>>1502902

You look up to the sky, gray and choked still with the dust of the end of nations and the rise of the new and brutal order of the world, and think of the bright blue above it, pure and beautiful, fading to black against the edge of the sky and the beginning of the stars. Now, with your mind unlocked the Orders training, you go further, and see so much more.

You can feel the Shaman behind you, an old and weathered man you guess to be Navajo from crumbling books. You can almost look at him directly now, as your awareness sharpens, but you cannot hear him, not yet. You could, however, hear the Desert Face that you met in your wandering, chained by and feeding on the suffering of Mankind. Its words don't quite fit in your waking mind, but you know all the same that it urged you to do what you already knew must be done. Fear cannot hold you back any longer, fear of cortex bombs and latent poisons, humanity was meant to fly.

You turn your gaze back down and walk across the concrete, past unaware guards whose gaze simply slides off of you, and follow silver threads of intent across the old Chinook helicopters. You stalk along, unperceived, and follow the lifelines most recently tinged with murder to recover the small explosives fitted under the helicopters meant to carry your initiates. You move carefully, keep your thoughts focused to extend your hidden state to the guard towers and especially to the men monitoring the cameras all around, to Vincent.

You're out the other side again in minutes, and meet the sharply dressed political officer assigned to be your second-in-command. Handsome and impeccably groomed, but his eyes are a snakes, and you can see on him a halo of rapturous joy in rape and torture from his observation of this mornings interrogations, no better way to start the day.

"Good morning, unpunished enemy of the state! Is your rabble properly prepared to carry out Director Vincents final folly, are must we delay this farce of an operation... Again?" His manner is easy and friendly, and if you were naive or unobservant you would trust him almost on meeting.

>Respond in the usual manner, curt and monotone, to keep him unaware at this critical time.
>Respond sarcastically and insult him to knock him off balance and occupy him with thoughts of getting even.
>Other (Write-In)
>>
>>1502920
>>1502609

Later, when you have th chance to expand into a second Discipline, Force and Deprogramming will be the options available.
>>
>>1502936
>Respond in the usual manner, curt and monotone, to keep him unaware at this critical time.
>>
>>1502936
>Respond in the usual manner, curt and monotone, to keep him unaware at this critical time.
>>
>>1502936
>>Respond in the usual manner, curt and monotone, to keep him unaware at this critical time.
>>
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>>1502952
>>1502947
>>1502938

>>1502938
>>1502947

"All is ready, we await fuel." Something else in short supply, and its control a key point of the Orders power base.

"Oh, glum as ever dear freak." He puts a hand on your shoulder in brotherly familiarity, and you feel his evil through his skin, "by this time tomorrow, should you live, you will be watching every one of your carnival mutie youth group be torn apart by vicious dogs before I strangle you myself. A shame you will not watch your surrogate fathers execution for his failure, but enemies of the state are best dealt with promptly."

He stands with his hands on his hips, indulging in a brief moment of near-sexual pleasure in the weaponry mounted on the helicopters and the days planned expenditure of ammunition. Your people are fierce, and more than a few Old World weapons will be pointing back at you, surprise or not. Of course, Officer Stern expects you to seize control of their operators: He does not believe in your powers, because th High Director does not and you are a fraud to be laughed at, but he knows they are real from his own eyes and the High Directors urging that you are too dangerous to live. These two beliefs exist in his mind in perfect, simultaneous harmony that is almost beautiful to behold, save for the other beliefs crowded in his skull with them.

"Ah, but since this is your operation, I suppose you must give some sort of orders, eh? Shall we fly the helos in a great pentagram to aid your witchcraft?"

That surprises you, and of course the fact that you were operating with relatively independent command would be kept from you until now to knock you off-balance. Games, always games. Still, there is an opportunity here: You are to attack key faction strongholds and bases to throw the Clans into chaos and establish outposts in the deep mountains, while drawing troops into the interior for a ground invasion to push through the fiendish defense-in-depth, it worked in the Appalachians and with your powers disabling the old US defenses still active in the deep mountains and puppeteering warlords it would work here. However...

>Land with your initiates first, and risk being caught in the open to decimate the Orders air power in the Sector.
>Turn against them mid-attack, stranding the second wave in hostile territory and hopefully feeding the ground invasion into a devastating ambush.
>Begin with strikes against the Aryan faction and bandit strongholds that the Order had tenuous plans to use as local enforcers, and then rush to proceed with A or B (harder roll) with a major roadblock to Clan Unity removed.
>Other (player write-in)
>>
>>1502969
>>Turn against them mid-attack, stranding the second wave in hostile territory and hopefully feeding the ground invasion into a devastating ambush.
>>
>>1502969
>>Begin with strikes against the Aryan faction and bandit strongholds that the Order had tenuous plans to use as local enforcers, and then rush to proceed with A or B (harder roll) with a major roadblock to Clan Unity removed.
>>
>>1502969
>>Begin with strikes against the Aryan faction and bandit strongholds that the Order had tenuous plans to use as local enforcers, and then rush to proceed with A or B (harder roll) with a major roadblock to Clan Unity removed.
>(harder roll)
To check, how much harder will the roll be if we choose this option?

>>1502969
>"by this time tomorrow, should you live, you will be watching every one of your carnival mutie youth group be torn apart by vicious dogs before I strangle you myself. A shame you will not watch your surrogate fathers execution for his failure, but enemies of the state are best dealt with promptly."
I don't know what this guy was expecting when he said that.
>>
>>1502980
>>1502972

"We will strike early at the locations of the possible Forgiven," you say, watching the flicker of surprise at your decisiveness run through his mind but not quite reach his face, "I have field knowledge and they cannot be trusted. The attack will proceed as planned after, and the second wave must not be delayed. The ground invasion is key."

Officer Stern is quick on the uptake, "Oh well, more butchery for me and the boys once we have to lean up your botched operation. They'll be overjoyed at dispensing with the help, just overjoyed. We'll raise a glass to you after your corpse is chucked into the mass graves."

You walk away without a word as soon as he finishes speaking, and you feel his glare. The man really does hate you, you must be careful. Your initiates are as ready as they can be, a handful who are strong enough to have unlocked your powers of mental control, and the rest have learned the disciplines of the Path, which you yourself are barely beginning to understand. Psychic commandos, those who had time to complete their training among the best Order soldiers in the world, and the rest... Passable, though half-trained. You, of course, had begged Vincent to let those who were most unready stay behind, or delay the attack, even though you secretly hoped for him to give you his smug refusal. "Sink or swim, almost-son." They perform vital equipment checks, the most experienced paired up with the green recruits, dressed in old camouflage and the lighter body armor of old stockpiles, not the heavier articulated riot-armor that is the new peacekeeper standard. The Oders armor might be good, but for the terrain mobility will be key.

As soon as the fueling is nearly complete, you order the buzzer sounded, over the silent indignation of Officer Stern at any authority vested in you, and you are away, your heavy troop helicopters guarded by a formation of Old World Apaches and Cobras in a crowd of archaic knockoff RussoChinese machinery, the best the Orders manufacturing can do.

The flight is exhilarating, even when you begin to take fire at the Border and realize that despite Sector Commands best efforts the buildup of air power was noted. Still, it is light and only at the boundary, a misplaced precaution against airborne raids of border forts. Around you, your faithful Iniatiates are eerily calm, practicing breathing and mind-clearing while the Purity Corps death-squads alongside you are practically tearing at their harnesses to get into the fray. Fools used to midnight raids on dissidents and amateur resistance cells, real combat will dampen their enthusiasm. before you extinguish their lives.

At last you descend towards your primary target, a skinhead fortress built from an old Cold War bunker refurbished in pre-Fall private hands, one of the most well-guarded strongholds in the Rockies and the heart of the Aryan faction.
>>
>>1502987

You will need a 65 or above, instead of 50. Can be 60 if you roll well on the first raids and get them over quickly.
>>
>>1503016
Oh. What sort of dice counting system are we using?
>>
>>1503013

Unfortunately for them, their Grand General has just ordered the doors opened wide to let in "clean mountain air" and is in the middle of ranting at the AA crews in the meeting hall. Still, the hidden emplacements are not to be taken lightly, and the Purity Corps troops who tear past your Initiates to hit the ground first choke the LZ with their jack-booted corpses. Your initiates flow out like water, your helicopters strangely hard to hit and the heavy gun emplacements being suppressed by thunder and fury.

Behind a screen of falling death-squads your Initiates fan out on either side of you, for now Unperceived.

>Roll 1d100
>>
>>1503021

1d100, high is good.
>>
Rolled 81 (1d100)

>>1503025
Rolling
>>
Rolled 35 (1d100)

>>1503025
>1d100
>>1503026
Thanks, what about how it's counted between multiple rollers? First of, best of, averages, something else?
>>
>>1503030

Number of successes versus number of fails, crits (90 and above) count as two successes. Additional successes past the task threshold lead to better outcomes and vice-versa.
>>
Rolled 31 (1d100)

>>1503025
>>
>>1503036
Oh. So competing degrees of success.
>>1503029
>>1503030
>>1503038
So we've currently got 2 fails and 1 success with these sort of rolls?
>>
>>1503040

Correct. I'll wait a minute to see if anyone else weighs in.
>>
>>1503029
>>1503030
>>1503038

Things go wrong almost immediately out of the helicopter, when a shoulder-fired rocket takes out your Chinook almost as soon as you step off and sends it wheeling down the mountainside with three of your best men still on-board. The fire from the hidden gun emplacements is heavier than even you expected, and for the first time since joining your family on the Summer raids as a child you curse the Aryan Factions paranoia: Of course they would increase the guard on the uphill slope above their entrance after reports of helicopter activity on the distant border, just in case of an utterly unprecedented deep air-mobile assault.

Still, you reflect as you grimly count the cost of the first few hectic minutes among your precious psi troops, it could be worse: The heavy weapons and proper concrete bunkers should be pointing downhill to fend off besieging Clans, a good thing since the Purity Corps had either scattered and huddled behind trees or charged onward like berserkers and died.

Assaults into the teeth of enemy positions are not what you armed and your initiates for, so it's not what you do: You exfiltrate to the sides, leaving the death squads to fight and die confusedly among the sandbag-and-shipping-container makeshift bunkers and disguised foxholes, taking your Initiates over the exposed slopes of the mountain under cover of perception-filter and relying on trained ESP sensory enhancement and psi-powered reflexes and physical control to carry you quickly over the rocky slopes. You take losses, from falls and riflemen, and extract deadly accurate revenge for the latter, but your force hits the fortresses cavernous doors almost unopposed.

The door guards are taken quickly, their last line of defense is lacking and you're close enough to hear the screaming for reinforcements over their radios when they realize their situation. In a straight firefight your men die like any others, harder to find and hit perhaps, and faster-moving, but in close combat the practical applications of the Path shine: Half elite special forces, half psychic warrior-monk, the dream of the Old World CIAs experimental New Earth Army realized. Even the green soldiers do well at knife-range, and the veterans excel. Still, clearing the smoke-choked concrete tunnels and bloody rooms takes time, and when you finally execute the general and release your hold on the slaved commanders, still mumbling confusedly to dead defenders on the radio, you're running behind schedule. A quick re-focus disables the Aryan soldiers manning the most serious emplacements and the main assault force lands almost on the entrance, sweeping to take both defensive lines from the rear. Officer Stern is on the radio almost as soon as the order to re-embark is given, though he says nothing. Apparently, you are to speak first:

>Say nothing, wait
>Darth Vader impression, "Your men failed me."
>"Objective Secured"
>Other
>>
>>1503142
>>Darth Vader impression, "Your men failed me."
>>
>>1503142
>>"Objective Secured"
>>
Rolled 87 (1d100)

>>1503155
>>1503161

Tiebreaker roll, first post above 50, second post below 50.
>>
Rolled 100 (1d100)

>>1503170
>>
>>1503187
I can't believe I wasted my only 100 on a tiebreaker!
>>
>>1503155

You an feel the shock in the second of pause before Officer Sterns angry voice breaks in over the connection. You cut him off, "Officer Stern," and he falls obediently silent without questioning why, exactly as planned. "Your Purity Corps troops failed me, the mission, and the Directorship. Their discipline is lacking. Your ideological officers will lead them in the next attack, and ensure that they do not falter or lose control in the face of the enemy again. You are in command of the assault now, and you will not fail me"

"Yes Sir!" the thug replies automatically, and without missing a beat, "With my Officers attention to ensure that your youth groups fumbling does not distract them, my men will perform superbly." He signals that his radio has been shut off, and you wonder briefly how much he truly absorbed your orders into his worldview before rationalizing his obedience away. Men like Stern were troubling, their minds simple and direct but slippery and unpredictable. No time for doubt now. A quick check to make sure that the prisoners status as hostages was crystal clear, and you lifted off again, leaving your initiates standing close enough the the regular garrison to touch. For safety, of course...

>Roll 1d100, 65 to succeed.

>Conditioned agents come in Overt and Covert. Overt agents are slavishly devoted to you, and in the grip of full control will die for you without any psychic exertion on your part, but may suffer from irrational thought patterns and degraded mental state. Covert agents can be totally unaware of your influence, and even act directly to your benefit without noticing that their actions are unusual. However, this method of control breaks down the fastest.
>Some individuals with highly disciplined minds are resistant, and will regain natural control more quickly, even acting against you subconsciously in Overt control or more quickly noticing that their own behavior is amiss in Covert.
>>
>>1503189

Happens. I've wasted many a good roll.
>>
Rolled 51 (1d100)

>>1503190
>>
Rolled 10 (1d100)

>>1503190
>>
Rolled 85 (1d100)

>>1503190
Rolling
>>
>>1503253
>>1503199
>>1503193

>Lowering the crit threshold to 80, since /tg/ dice ever throw low. Success, but barely.

The ride to the next target gives your Initiates very little time to mourn, and you pretend that all the empty seats belong to idiot Purity Corps troops. It holds long enough for you to drop over a ridge and onto your primary target: A fortified town, one of three in a rough triangle that form the heart of civilization in the rockies. Not quite home, but close, and you fondly remember visiting it as a child. Your mental control extends through your strongest Initiates, a process that could kill them if you are not careful, and confuse the minds of the key weapons-crew across the entire untamed region. You dial back your influence once the task is completed, enough to keep the control on until the time is right.

You hit dirt behind the Purity Corps troops, who do an excellent job of holding it together under the lash and occasional summary execution of Officer Stern and his cohorts, a man who you'd correctly read as meant to be a Soviet commissar and born far too late. It feels wrong to fight your own people, even though you hang back and take a much less direct role in the action, but you know it has to look genuine. The professionals among the defenders are good, within a hairs breadth or better than the Aryan guards, and the town militia turning out to man the walls aren't exactly toothless, doddering peasants either.

You order your psi troops to fan out in the woods, skirmishing with scouts and remnants of militia platoons caught out of position, and wait while the advance stalls unsupported by your Initiates. Officer Stern should be on the radio any minute now, anger breaking through a haze of conditioned obedience, the second wave landing amidst increasingly heavy fire from the defenders, and just about now the control on your remote subjects decaying rapidly. Your high Initiates are under orders to find a quiet place to lie down once your mind is disentangled from theirs but you know that nearly all will be back in the fight alongside their regular comrades. You hope you don't lose too many to strokes.

You pull your influence, as gently as you know how, from the AA crews in the mountain towns and turn your brain to the helicopter pilots above, to comms officers and commanders. Last, but not least, you give the order to your loyal initiates to do the unthinkable: Rebel.

>Roll 1d100
>>
Rolled 52 (1d100)

>>1503387
>Kane livess
>>
Rolled 12 (1d100)

>>1503387
Rolling
>>
Rolled 28 (1d100)

>>1503387
>>
>We picked Astral path.
We better go around the world spreading greek philosophy.
>>
Rolled 95 (1d100)

>>1503387
>1d100
>>
>>1504129
Greek philosophy? Why not Astral philosophy?
>>
>>1503190
>>1503387
>>1503396
>>1503399
>>1503407
>>1504136
So looks like we got 2 successes and 3 failures?
>>
>>1505860
If we're still at increased difficulty, yes.
Either way you really saved our asses though, good job.
>>
>>1505929
np
>>
>>1503396
>>1503399
>>1503407
>>1504136

>1 degree of success above Threshold (50, standard)

All is still for a moment, eyes on you in stunned disbelief, the thunder and tearing cloth of weapons fire picking up out of sight and panicked shouting over the radio as the air defenses sprung to vicious life. A dour, silent sniper simply nods and motions for his spotter to walk forward with him, and as if his departure into the cordite-choked smoke of the trees ahead breaks a spell, your Initiates begin moving forward in awkward, hesitant groups, still in the grip of unreality. In their former lives, many had been dissidents, thinkers and trouble-makers who were entirely to keen-eyed in their way of looking at the world, but everyone knew that you didn't fight the Order.

Your radio clicks irritatingly, and the good Officers voice finally reaches you: "If I must remind you, freak, you are supposed to be..."

"We're moving out," you respond neutrally, "Stand up where I can see you, I need to ID your position."

You scan the smoke-choked siege line ahead, the regulars pinned down under increasingly heavy fire, and spot the black-uniformed political officer waving at you from a burned-out concrete building.

>Risk your Initiates freezing up to infiltrate their positions and annihilate them at close range
>Open up at long range and catch the besieging force between your men and the town militia
>Other
>>
>>1506559
>risk it for the biscuit
>>
>>1506559
>>Open up at long range and catch the besieging force between your men and the town militia
>>
Rolled 9 (1d100)

>>1506568
>>1506579

Rolling for a tiebreaker
>>
>>1506568
>>1506579

With a single shot, the grim sniper ends the life of Officer Stern, and you spare a moment to wallow in self-pity for a long, difficult, drawn-out plan cut short of its finale. Still, Stern more than served his purpose, and only later will you know how many of your subliminal shots-in-the-dark made it past his slippery animal mind.

The Purity Corps had been decimated by this point, but for their part the Regulars always suspected treachery on the part of any "special command" troops assigned them by the rarefied personages in the Directorships, though usually to eliminate loose ends in internal struggles rather than outright mutiny.

Unfortunately for them, this is another situation in which your troops excel: long-range marksmans duels, perception filtering and camo fatigues making them difficult to target and the enhanced senses and meditation-focus of the Initiates giving them no such difficulties in taking heads from the exposed Peace-keepers in their bukly black World Order armor.

The morning shadows on the snow-capped mountains are lit up with the stabbing pinprick lights of modern combat, and you can feel panic spread among the foe as the last stubborn air support is pulled back in the face of mounting anti-air fire, an old national guard AA cannon mounted on a concrete tower exploding almost in time with one of a pair of worn jet fighters scattering into fire and metal dust in the morning air, and from your slurring servants on the radio you know that the situation is nearly as bad for the Order elsewhere. A disaster, and only the beginning.

>Engage in close combat, finish the enemy aggressively (1d100)
>Fight from long range and offer a chance to surrender
>Other
>>
>>1506744
>Engage in close combat, finish the enemy aggressively (1d100)
>>
>>1506744
>>Fight from long range and offer a chance to surrender
>>
>>1506744
>Fight from long range and offer a chance to surrender
>>
>>1506744
Wait are we offering the Purity troops or the Aryans the surrender? Sounds like purity, I don't suppose we could fake being wiped out during the attack and grey man things?
>>
>>1507008
>>1506744
>>1503142
>>1502969
Purity, Aryans ded m8. We tricked the Purity Corps into attacking their own allies. We could try using our psychic abilities for that, but we've already decimated their forces.

>>1506744
>>Fight from long range and offer a chance to surrender
They need to know that they should be fighting against THE MAN, man.
>>
>>1507008
>>1507137

Correct, you dealt a devastating blow against the Aryan faction, a loose collection of neo-nazi militia groups that the Order had plans to use as local enforcers, as well annihilating the headquarters and strongholds of most of the major bandit groups. You are now fighting the elite Peacekeeper soldiers and the last surviving Purity Corps stormtroopers sent to be the main force of your decapitation strike.

>>1506948
>>1507003
>>1507137

Your Initiates keep up the fire, while you get into the heads of the most faithful officers and confuse their orders, filling them with an inexplicable urge to stand up and obviously gesture as they give commands, and send the most berserk of the last Purity Corps and ID Officers on a suicidal charge into the heaviest of the defenders fire, nearly at full strength now with the Purity death squads inside the town being overrun and reinforcements coming up from surrounding communities to chase down stragglers. The men before you are some of the best, managing to keep up something like a disciplined retreat under fire while stumbling over the corpses of their own and with their leadership in drooling psychic thralldom. You signal for the fire to cease, and repeat the order to Initiates scattered across the entire Area of Operations:

When the sound of the last surviving helicopter dies in the distance, and monitored communications confirm a full air asset retreat you speak into the radio, cutting out the voices of confusion and impending death: "The Order has been defeated today, here and now, and has abandoned you to your deaths for you are ultimately expendable. Not for the first time, but the first you are allowed to know of it. Now, your options are simple: Surrender to me, join the fight for freedom and live, or fight and die. This will be your only chance, and the natives will not be so forgiving. Join me, and never be a tool to be discarded at will by the Elite again."

>1d100
>>
Rolled 82 (1d100)

>>1507310
Rolling
>>
Rolled 94 (1d100)

>>1507310
>>
>>1507378
>>1507375

You wait, listening for angry, hoarse voices of men debating, and a burst of gunfire that builds into a full-on firefight in seconds. Then, one by one, the black-armored Peacekeepers emerge from their siege lines and lay their weapons down, better than you'd hoped by far, especially with the reports coming in over the radio, but not entirely unexpected: These were the elite, air assault, shock troops, insurgent stronghold-busters: A definite cut above the regular enforcers, cutting their teeth in real combat and not political suppressions, and the most often betrayed for petty power struggles. Those who had listened to their compromised commanders and stayed in place were the first to die, leaving you with the relatively independent thinkers, or at least the most survival-oriented.

What is a surprise are the handful of Purity Corps troops, and even a lone Ideology Officer, emerging with them. A spark of independence or the shock of real, humbling combat you can't say.

The morning sun is climbing high now, and emotion threatens to choke you: Home, after all these years, after the loss of everything you knew and enslavement, but you can't let your guard down now: Soon the Order will be attacking in force, conscripting borderland mercenaries to clear the way for the warriors of their blunt tribe to smash their way into the mountain interior. The next step would perhaps be the most dangerous, for without making peace with the clans, everything you had done would be for nothing: A last bastion of freedom, albeit poverty-stricken and anarchic, would be preserved, but the world would not change, and that would be a travesty.

>Approach the gates alone
>Send an Initiate messenger
>Send a captured militia Scout
>Other
>>
>>1507465
>Send a captured militia Scout
Not gonna risk our MVP ass.
>>
>>1507465
>>1507486
Indeed. Give him a surrender flag to indicate we want to start negotiations.
>>
>>1507492
>Surrender
Go back to france you cheese eating baguette
>>
>>1507492
>>1507515
We're on their side, you know.
White flag, negotiations flag, whatever is used to indicate that.
>>
>>1507486
>>1507492

You walk back through the trees to a temporary camp, picking out of the bound and gagged young men glaring at you with open hate one in particular who gave your Initiates trouble: Patched woodland camouflage, hide moccasins, and a tactical vest and set of webgear probably passed down through his family for generations. You kneel down and look him in the eye, seeing only defiance and having to probe his mind to detect fear, more fear of torture, of failing his people under pain, than of death. Good. "Hello there, young warrior. I am told you fought well, and served the Three Towns proudly, now you will do a greater service for them: I am your enemy, but not for much longer." You cam detect surprise, curiosity, but his face stays blank, "I sabotaged the Order assault from within, for the Order is my enemy. I will release you with your weapon, and you will bear my word back to your leaders by the old rules: I want to negotiate."

His bonds are cut, and while he hesitates for a moment, pondering making a try for your head with his painted M4, he turns and jogs down towards the blackened walls and burning defenses of his home.

You don't have to wait long, a still-functioning Abrams tank, a rare sight in the world, leads a convoy of Oshkosh armored vehicles and MRAVs, late of the old US National Guard and Homeland Security, right up to the corpse-strewn boundary of your line. You know that wilderland infantry are moving into stealthy position behind you, surrounding your forces everywhere, but this was always a do-or-die proposition, in the eyes of Director Vincent and your own secret plans.

You see soldiers fan out, disciplined and expertly trained, and smile. If the Legion of Dawn is a fairy tale after all, an Ideology Office lure and nothing more, you have the beginnings of something here, a spark to ignite a spreading fire.

The towns Captain, or at least someone wearing the uniform, walks out alone, and you raise an eyebrow: Old school, the kind of post-apocalyptic Bushido that you'd see from the Blackfeet or Pagans, a show of sincerity and seriousness.

>Meet with the representative yourself
>Send an emissary
>Other
>>
if the thread lives meet the representative yourself
after all honouring your word is both vital and as importance of giving the illusion of control to your opponents
>>
>>1507603
>Meet with the representative yourself
>>
>>1507603
>>1507633
Did we promise them that we'd meet them ourself?
>>
>>1507603
>Meet with the representative yourself
>>
>>1507603
>The towns Captain, or at least someone wearing the uniform, walks out alone, and you raise an eyebrow: Old school, the kind of post-apocalyptic Bushido that you'd see from the Blackfeet or Pagans, a show of sincerity and seriousness.
>>1507653
>>1507603
>>Meet with the representative yourself
Anyways, we should meet him ourself to match the Captain's old-school negotiations.
>>
>>1507653

Not as such, but it is tradition when one party makes the gesture.

>>1507633
>>1507647
>>1507656

You walk out, along, remembering to cut off your Order insignia and the pretentious Psi Corps unit patch, a human head in silhouette with electrical activity in its brain marked in blue. Your allegiances have changed, to a cause above any mortal, though how that extends practically to this world you don't yet know.

The Captain is a bearded giant of a man, a bear in human shape, bearing an 82nd Airborne patch handed down from free ancestors. You know him, though you have never met: Jack Rawls, already a legend among the mountain fighters in your youth, evidently trading the feral life of a road-walking trader and mercenary for the comfort of a hold, you feel an odd twinge of regret at shattering the peace of his watch.

"It was you," his statement is matter of fact, standing with his tree-trunk arms crossed and making intense eye contact, "You got into the heads of our AA guys, my head, kept us confused while the black helmets jumped out of birds my ancestors fought from. While the Order invaded my home and killed my soldiers."

>"Yes, but not for long."
>"Necessary actions and losses."
>Other
>>
>>1507770
>>"Yes, but not for long."
>>"Necessary actions and losses."
>>Other
It wouldn't have worked otherwise. We needed to make a show of it so we could cripple them for our freedom. We did our best to avoid what damages were made, and it's a tragedy what happened here.
>>
>>1507770
>necessary actions and losses

im still also somewhat confused who were actually fighting for
>>
>>1507515
>>1507800
>>1507770
>>1507800
So the guys we're negotiating with were actually our allies. We essentially went deep-undercover to undermine the World Order and cripple them enough so we could start a rebel movement.
>>
>>1507770
>"Necessary actions and losses."
Less blood spilled in the end, the would have had the survivors culled and the weak enslaved. If not for our plan.
>>
>>1507800
For the order on the surface, for ourselves and to break free deep down.

>>1507805
Not really. We were suppose to take over the Aryans and use them to act as enforcers over the other wild clans after we defeated them, but we decided to back stab the order and form an alliance (we still can take it over) to break free.
>>
>>1502969
>>Begin with strikes against the Aryan faction and bandit strongholds that the Order had tenuous plans to use as local enforcers, and then rush to proceed with A or B (harder roll) with a major roadblock to Clan Unity removed.
>>1507821
>Not really. We were suppose to take over the Aryans and use them to act as enforcers over the other wild clans after we defeated them, but we decided to back stab the order and form an alliance (we still can take it over) to break free.
No, that's what the World Order wanted to do with them. We got the Order to betray their own allies so they wouldn't do that.
>>
>>1507821
>>1507831
Oh, you meant our original orders had we not of rebelled. Yeah, that's what we did because they were going to execute us and stuff.
>>
>>1507795
>>1507800
>>1507806

"Sad but necessary," You see him bristle, but continue, "This is my home too, or it was. I was one of the volunteers that went West when the Order pushed up through what was left of Free Oregon. I've spent the last 7 years of my life as a lab rat, and that," you point to the burning wreck of a blocky helicopter, a somewhat modified Soviet design churned out in the slave factories of the rust belt, "is my revenge."

Jack looks at you for a moment, and then shrugs, "Always did wonder why no one with the resources had tried to use Psis as weapons before. Met a few sensitives who put it to good use. Not like your boys, though." He looks around at the field of black-plated corpses, cut down by their own side, "I suppose we'd be in a world of hurt if you hadn't torn this little expedition apart from the inside, why the hell now though? Free territory's expanded and contracted with the weather and plagues for damn near 50 years, what changed?"

>Honesty, reveal information about Directorate
>Honesty, vague ("Order Politics")
>Other
>>
>>1507821
>>1507800

Essentially, >>1507805 has it right, although you didn't go undercover on purpose. You were plucked out of a POW camp by a rising star in the North American Directorate as part of his scheme to create a psychic army for the Order, and once you distinguished yourself took the chance to break free and deal a blow against the forces of North America Sector. There are places like the Northern Rockies all over the world, where guerrilla populations and remnants of the old world nation-states still hang on and resist the Order, and rumors of some kind of global resistance army called the Legion of dawn, which may be a myth or an Ideology Corps deception to lure dissidents, but none of them are you, and if you can't bring down the Elite in your lifetime you intend to get the ball rolling.
>>
>>1507931
so the order are the bad guys that try to control the world
>>
>>1507894
>"I suppose we'd be in a world of hurt if you hadn't torn this little expedition apart from the inside, why the hell now though? Free territory's expanded and contracted with the weather and plagues for damn near 50 years, what changed?"
How much can we trust this guy, what happens if we reveal more information?
>>1507931
>>1507935
From the sounds of it, yeah.
>>
>>1507938

You've never met, but you know him by reputation, mainly a reputation for asskicking. You've been out of the loop for your adult life to date, and don't know how he conducts himself as a leader. From the surface-thoughts of his mind, you can sense that his suspicion centers around the Order, and most likely he fears that you are a double-deception, a weapon intended to destroy the free territory from within just as you destroyed your task force.

>>1507935

The order are a cult of power who, at least loosely, control most of the known world in the name of united humanity and Utopia after a nuclear and biochemical war lead to the collapse of the old nations. Over time, you have come to suspect that the Fall was engineered, and the Elite were waiting in the wings to seize power when the dust settled.
>>
>>1507985
Interesting.
>>1507894
>>Honesty, vague ("Order Politics")
We'll reveal more once we get to know each other more and are in a more private area. Less prying eyes for stuff like this.
>>1507985
>. From the surface-thoughts of his mind, you can sense that his suspicion centers around the Order, and most likely he fears that you are a double-deception, a weapon intended to destroy the free territory from within just as you destroyed your task force.
> a double-deception
>inb4 we deceived ourselves so hard into betraying the Order, then the rebels, and then the Order again.
>>
>>1507894
>Honesty, vague ("Order Politics")
We revel more when there is more trust between us.

>>1507931
How is that any different from being press ganged and deciding to turn on them before they turn on you or something? Going undercover usually means we had intent. I suppose I'm just arguing semantics at this point....
>>
>>1507931
>>1508062
>How is that any different from being press ganged and deciding to turn on them before they turn on you or something? Going undercover usually means we had intent. I suppose I'm just arguing semantics at this point....
It's mostly semantics at this point, we all get the idea. However, it'd be more accurate to depict this as a penal unit revolt, yeah.
>>
When is the next run time?
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