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| [ANCH-EU] Road Trip; The quest for Mann. | |
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| Tweet Topic Started: November 11 2017, 01:37 PM (44 Views) | |
| Insano-Man | November 11 2017, 01:37 PM Post #1 |
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Man-and-a-Half
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TOPIC CLOSED - CAMPAIGN TERMINATED TIME OF DEATH: MAY 3RD, 2018 (CHAPTER 5.8: RACE TO THE BOTTOM) Road Trip ended prematurely as a result of game master fatigue and waning interest. Much of its planned content was not realized, and I fully accept responsibility for its early conclusion. The story has since been resolved in private. Chapters 4 and 5 will not be posted in this thread due to the extreme level of content in each and limited interest in developing them. Until we meet again. INTRODUCTION ROAD TRIP is a long-term ongoing roleplay centered on the search for Ian Mann, an old friend of Carlos Khazaki and long-lost leader of the Todesfield Stalkers. ROAD TRIP will be carried out in the Extended Universe Discord chat and may potentially see games carried out in StarCraft 2 via Cortex Roleplay maps. ROAD TRIP will be hosted by Insano-Man (also known as Shefford) with close cooperation from ChildServices (also known as DollToucher). ROAD TRIP will explore the various intrigues and happenings across human space and beyond. From Ultratech involvement on Melgenyavik to the mysteries behind the Nhillius Incident, no stone will be left unturned and no plot is safe from the hunt for the lost loner. Familiar faces and fresh blood alike are welcome on the journey - and no one can really say when or where it will end. The character creation thread for ROAD TRIP can be found here on the Gatorspin Industries forums. All characters submitted for ROAD TRIP should be posted in that topic. Characters approved for use will be given a stamp of approval from a senior member in their post. RULES Anyone can apply to join ROAD TRIP and there is no limit on repeat player participations. If a player's character has been lost, died, or left of their own accord, they may, at any time, create a new character and attempt to rejoin the game. Character submissions will be reviewed per submission by senior members of the roleplay. Character authors are allowed and encouraged to dispute rejections within reason and all efforts will be made to offer helpful advice and criticism. - Character Types Characters taking part in ROAD TRIP are broken down into three categories; MAIN, COMPANION, and SUPPORT. These categories are intended to communicate their author's level of interest and involvement in the roleplay and how important they consider their respective characters. MAIN characters are characters who are expected to be available at all times and whose authors have a high level of interest in them. Authors with MAIN characters are expected to be available for any pre-planned or unannounced sessions. If an author fails to participate in too many pre-planned sessions, their MAIN characters will be rebranded as COMPANION characters. COMPANION characters are characters expected to be available for most sessions and whose authors have a moderate level of interest in them. Authors with COMPANION characters are expected to be available for pre-planned sessions and may participate in unannounced sessions at their leisure. If an author fails to participate in too many pre-planned sessions, their COMPANION characters will be subject to review by their peers and may be rebranded as SUPPORT characters. SUPPORT characters are characters that may not be available for pre-arranged sessions or whose authors are not particularly interested in them. Authors with SUPPORT characters may come and go as they please in any session, but sessions will not be postponed or otherwise inconvenienced for them. Characters should be designed as stylistically consistent to Anchorage and Extended Universe fiction as possible, but exceptions will be made for well-written characters or previously established characters. Authors should take care in assigning their character a role; there is no limit on how many MAIN characters can exist, but they must be available for games. - Auto-Pilot When an author is not present, but their character is involved in major events, their character will be considered on "AUTO-PILOT". Characters on AUTO-PILOT will have minimal interaction and function exclusively as background characters until they are no longer relevant or their author returns. In story events that divide the party between deployed characters and characters still at the safehouse, characters on AUTO-PILOT will be sorted by their character class. Characters on AUTO-PILOT will never be abandoned or killed. MAIN characters are opt-in for these situations; their author must state that they want their character to be on AUTO-PILOT during major events. COMPANION characters will automatically accompany deployed characters unless specifically forbidden by the party leader. SUPPORT characters will remain at the safehouse unless specifically enlisted by the party leader. - Safehouse Chat The Extended Universe Discord chat will include a "SAFEHOUSE CHAT" section that will allow players to carry out low-level, casual roleplaying with their characters when there is no active session. SAFEHOUSE CHAT enables players with irregular schedules or problematic circumstances to engage with the story and is open to MAIN, COMPANION, and SUPPORT characters with no character restrictions. Important story events, such as the death or departure of a character, should be kept out of SAFEHOUSE CHAT due to its spontaneous nature. There are, however, no restrictions on interactions in SAFEHOUSE CHAT provided that they do not seriously disrupt the story. Players who feel uncomfortable with another player's interactions in SAFEHOUSE CHAT or who are unsure of their own interactions may request a game master or senior member to rule on the matter. - Guest Game Masters During the course of ROAD TRIP, participants will be allowed to apply for the "GUEST GAME MASTER" role, or "GUEST GM". GUEST GAME MASTERS will be allowed to shape the plot under the guidance of the primary game master (Insano-Man) and vice game master (ChildServices). GUEST GAME MASTERS will be given as much advice on the story's themes, setting, and current events as possible to ensure the success of their story. GUEST GAME MASTERS must already be involved with the story with a MAIN character and established consistency in participation. Any story submitted by an applicant for the role must also contain a defined beginning and end. GUEST GAME MASTERS absolutely must participate in their story or it will be cut short by a ranking game master. GUEST GAME MASTERS are not required for the story to advance and applications for the role are voluntary. There is no restriction on repeat applications for the GUEST GAME MASTER role, but applications may be turned down for any reason or even no reason at all. In addition, if there are multiple applications submitted at once, preference will be shown towards players who have not yet had time as a GUEST GAME MASTER. If a GUEST GAME MASTER is given an overwhelmingly negative reception, they will be removed from their role and the story cut short. This will not affect their characters' participation or standing in the story outside of extreme circumstances. Edited by Insano-Man, March 15 2018, 05:52 PM.
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| Insano-Man | November 11 2017, 01:47 PM Post #2 |
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Man-and-a-Half
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IAN MANN - THE LOST LONER Prior to 2184, Ian Mann was a name that - for all intents and purposes - did not exist. Mann's place of birth, parents, upbringing, nationality, education, or anything prior to his enlistment with the Commonwealth Rangers are all a complete mystery. The few that have called him a close companion were stonewalled at every attempt to learn more about the circumstances that shaped him; no matter how the question was phrased, there was no prying into the vault of early memories in Mann's life. His military career, on the other hand, is a well-documented affair of bitter fighting and survival against all odds. Assigned to the 21st Juningrad Rangers and caught in Operation Stonestorm and a smattering of other ill-fated assignments, Ian Mann left the Rangers as a field sergeant and one of the few to have ever turned down reassignment to the Garran Stormtroopers. Over the course of his military career, he made few rivals and many friends, many of which went on to become his most trusted contacts as an independent merchant. Upon retirement in 2188, Ian took on life as a salvager working a variety of government contracts. For three years, Mann wasn't much more than a signature on a handful of electronic forms and a modest bank account. In 2191, he finally disappeared in entirety from the salvage trade with the savings he'd pieced together from his work. Two years went by before Mann returned public dealings - with a ship to his name and a small arsenal that included a main battle tank and a heavy combat walker. There was never much explanation for Mann's incredible finds. When the subject came up, the most he would ever offer was that they were salvaged goods. That unlikely scenario was all anyone would ever have to go on. In the end, the ship - a Vromstenner heavy shuttle named the Vromskeld - was all Mann needed to jumpstart a career as an independent merchant. He began first with a brief return to government-contracted salvage work and eventually graduated into the arms market. Salvaging - or, more specifically, junk dealing - identified Ian Mann in a way that belittled his mercantile success and proficiency as a gunman. He regularly alternated between arms dealing, mercenary work, the salvage trade, and various personal endeavours throughout his successful career from 2191 onwards. Throughout the underworld and independent colonies, Mann was a frequent sight with a particular flair for handmade or self-modified equipment - including his ship, tank, walker, and personal powered armor. In 2196, he founded the Todesfield Stalkers, a small-time salvaging operation working under the auspices of the Praetorian Federal Guard on the planet Todesfield. The Stalkers were formed from a hand-picked circle of ex-military contacts Mann had amassed during his time in the Rangers and his merchant career. Under his guidance, they eventually left Todesfield and broke out into general arms dealing on the black market. Mann himself grew to become one of the most respected and sought-after gunsmiths in free space. Beginning in 2193, Mann had intermittent contact with the Howling Marauders, a mercenary company that often operated in areas where Ian was a regular visitor or on contracts where Mann was a cooperating agent - intentional or otherwise. The spontaneous relationship he developed with the Marauders eventually helped cement the Todesfield Stalkers' profitability through favorable arms deals and close cooperation on company logistics. As a result, members of the Marauders who were no longer able to carry out their duties - such as Carlos Khazaki - often transferred to the Stalkers. In 2203, Mann disappeared for a span of roughly four years without notice. Many presumed he had been killed on Melgenyavik as the Vromskeld and most of his personal possessions were found there. In 2207, he reappeared and negotiated his passage to the Todesfield Stalkers' headquarters on Clemston after two months of wandering and low-level mercenary work. Where he had gone was another question that Mann refused to answer. Few were content to have seen a respected leader disappear for years without any explanation. Questioning Mann was an unsuccessful effort that eventually ended in 2210 - with another disappearance. This time, Mann disappeared for good. Before departing, he settled his personal affairs and handed over most of his assets to those he trusted the most. It was clear from the beginning that something had happened during his four year absence and, whatever it was, Mann felt the need to disappear. October 10th of 2210 was the last time he and the Vromskeld were seen. His destination and the reasons for his departure remain unknown. |
| If there are no cars left to drive, why shouldn't I walk in the street? | |
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| Insano-Man | November 11 2017, 01:49 PM Post #3 |
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Man-and-a-Half
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PROLOGUE October 21st, 2219 - November 3rd, 2219 Locations: - Rouhesport General University (Rouhesport, Clemston) Characters: - Carlos Elizondo Casales (First Appearance) - Jackal Kauson (First Appearance) - Kurgan Grigorevich Zhakarov (First Appearance) - Mikhail Sergeyev (First Appearance) Summary: It was on October 21st of 2219 A.F. that Carlos Khazaki, grandfather of Carlos Elizondo Casales, passed away in the company of family and friends at the Rouhesport General University medical center after a long struggle with age-related health complications. Among his last wishes, he gave to his grandson Eli a mission like no other; to find Ian Mann, a long-lost friend and colleague. Even in his old age, Carlos was not blind. Eli was a professional bounty hunter by trade and a mercenary by blood. Finding a single man across all human space - and potentially beyond - was not a task that could live on sentiment alone. As part of his request, the quest for Mann was penned as a mercenary contract; 750,000 Anchorage credits, enough to live happily ever after from cradle to grave, taken straight from Khazaki's pension and savings. It was a monumental task with an even more monumental reward. In much the same way, Carlos did not send Eli off with little more than incentives alone. He provided an artifact left behind by Mann to start the quest off, which in turn was the key to open one of the lost loner's stashes. The artifact was - fittingly enough - a modification kit for a rifle with a storage drive, which contained the encryption key necessary to open the stash's electronic lock. The stash, in turn, had already been recovered and left in the care of Mikhail Sergeyev, one of Mann's oldest and closest accomplices. Just as well, Eli did not begin alone. At his side was Jackal Kauson, a longtime partner from the pair's time as infantrymen in the Garrant Commonwealth's Rangers. Carlos provided his own assistance from beyond the grave in the form of Kurgan Grigorevich Zhakarov, the newly-appointed leader of the Howling Marauders. The first step was to meet with Sergeyev, unlock the crate waiting for them, and study their target. Edited by Insano-Man, November 11 2017, 01:57 PM.
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| Insano-Man | November 11 2017, 01:49 PM Post #4 |
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Man-and-a-Half
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CHAPTER 1: HELP WANTED November 3rd, 2219 - November 15th, 2219 Locations: - Todesfield Stalkers Headquarters (Rouhesborough, Clemston) Characters: - Abayomi Adisa (First Appearance - Retconned in Chapter 2) - Alistair (First Appearance) - Austin McCann (First Appearance) - Carlos Elizondo Casales - Jackal Kauson - John Carraway (First Appearance) - Kurgan Grigorevich Zhakarov - Mikhail Sergeyev - Minerva Caiah (First Appearance) - Willoughby Everett (First Appearance) Summary: Following Carlos' funeral, Eli and Jack made their way to the headquarters of the Todesfield-Clemston General Salvage Company, known better as the Todesfield Stalkers. The goal was to meet with Mikhail Sergeyev, the acting leader of the company, and investigate a crate of valuables that had been unearthed from one of Ian Mann's stashes on Melgenyavik. Both the crate and Mikhail proved to be crucial leads the hunt needed. Sergeyev was both well-connected and had more information on Mann than most others combined. He knew of his behavior, his stashes, and had the leverage on both sides of the law to give the team a running start. The crate provided a handful of curious relics, most importantly several hard drives with encrypted data similar to that found on Mann's weapon parts. The stopover quickly evolved into a gathering of mercenaries and salvagers. Over roughly two weeks, a core team came together; Austin McCann and Willoughby Everett, a sniper-spotter mercenary team, Minerva Caiah, a brief protege of Mann's and an active member of the Todesfield Stalkers, John Carraway and Alistair, a Clemston native paired with a hiding artificial intelligence, and Kurgan Grigorevich Zhakarov, the newly-selected leader of the Howling Marauders and the team's primary means of transportation. A brief trip to a Stalkers-owned warehouse unsealed a final parting gift to Eli from his grandfather; Carlos' suit of custom powered armor. With the assistance of John Carraway, the armor quickly became a central element of Eli's arsenal. The hunt was off to a strong start before it had even begun. Edited by Insano-Man, March 2 2018, 05:37 PM.
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| Insano-Man | November 11 2017, 01:53 PM Post #5 |
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Man-and-a-Half
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CHAPTER 2: OLD BONES November 15th, 2219 - November 16th, 2219 Locations: - Todesfield Stalkers Headquarters (Rouhesborough, Clemston) - Todesfield Decommissioning Zone (Planetside, Todesfield) - Orbital Debris Field (Orbit, Todesfield) - The Anneline (Orbit, Todesfield) - Port Pristine (Orbit, Ydansk III) Characters: - Abayomi Adisa (Retconned) - Alistair - Austin McCann - Carlos Elizondo Casales - Jackal Kauson - John Carraway - Korialst Zharanov Savlon (First Appearance) - Kurgan Grigorevich Zhakarov - Madeline Darving (First Appearance) - Mikhail Sergeyev - Minerva Caiah - Willoughby Everett Summary: Before the search could begin in full, there was a final affair to settle. As one of Ian Mann's chief allies and one of his closest friends, Mikhail Sergeyev could not allow Eli to leave until he'd made every possible effort to help him. Unfortunately, that was mostly out of the question. Educating anyone on the past and behavior of a man such as Mann was something that would take months, if not years, just to scratch the surface. Therefore, Sergeyev settled on the simplest answer; he was coming with. The team set out on the HMSS Walls of Glevonni, Grigorevich's personal gunship, and made for the planet Todesfield, where the eponymous Todesfield Stalkers were originally founded. The objective was to make contact with Madeline Darving and exchange Grigorevich's gunship for Madeline's custom freighter, the Anneline. Pointedly, Darving was, in much the same way as Minerva Caiah, a former protege of Ian Mann and a longtime affiliate of the Todesfield Stalkers. She was a prime asset to the team even beyond her talents as an engineer. Finding her, unfortunately, was an undertaking in itself, as Darving had dropped out of contact entirely and her whereabouts were unknown. The first step in locating her was to contact her subordinates, who were recently-employed members of the Todesfield Stalkers. Things quickly took several turns for the worst, however; shortly after making planetfall, the team rescued Korialst Zharanov Savlon, who had been abandoned by the stalkers under suspicious circumstances. The team quickly tracked down the stalkers and questioned them aboard their shuttle, the Quincy Sakharov. It was revealed that they had found a shipborne railgun during their salvage work and were working on restoring it. Their custody of the weapon was illegal, ill-advised, and suspicious in the extreme. Attempts to question the stalkers on the location of Madeline Darving broke down as lies and half-truths ran face-first into one another. Eli and his companions were ordered to leave and the investigation seemed dead in its tracks again. Instead, the team turned on the stalkers, disabled their ship, and killed several members of their crew, most prominently their leader. The shuttle was seized, its surviving crew taken prisoner aboard the Walls of Glevonni, and the details of their dealings Darving were pulled from the Quincy Sakharov's systems and the prisoners themselves. The team discovered that Madeline had been threatened with the salvaged railgun into keeping silent and assisting the rogue stalkers. Darving's location was found to be somewhere in a debris field over the planet, where the Anneline was hiding away from the extorting stalkers. Aboard the Quincy Sakharov and escorted by Grigorevich with the Walls of Glevonni, the team made for Madeline's last known location. The goal was to find her, secure the Anneline as transportation, and destroy the Quincy Sakharov before Todesfield's owners - the Praetorian Federation - could discover its cargo. Despite complications in finding Darving and convincing her of the team's peaceful intent, things went mostly according to plan. Madeline was found alive aboard the Anneline just where the team had looked. Unfortunately, the Anneline had suffered damage in the worst place possible; its jump drive. As a result, the Walls of Glevonni remained the team's only means of transportation - and the Anneline was forced to depart the system on conventional propulsion alone. Rather than go with her ship, Darving came along with the team. In the course of Madeline's transfer, the Quincy Sakharov was ditched in a decaying orbit over Todesfield, where it eventually burned up in the planet's atmosphere. The team exited the system and departed for Port Pristine, an independent station in the Ydansk system. The stopover was meant as a means of disposing of their prisoners; if they'd been given over to the Federation, the Todesfield Stalkers' name was sure to be ruined. Slaughtering them wholesale was a heartless act few on the team were ready for. Instead, they were simply let free on the neutral station and left to live or die on their own merits. The next stop on the road was Novenholdt, where the team could arrange for a replacement for the Walls of Glevonni. Edited by Insano-Man, March 2 2018, 05:40 PM.
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| Insano-Man | November 11 2017, 01:54 PM Post #6 |
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Man-and-a-Half
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CHAPTER 3: COLD FEET November 16th, 2219 - November 21st, 2219 Locations: - Reisenville Orbital Spaceport (Reisenville, Novenholdt) - Howling Marauders Main Headquarters (Laindowe, Novenholdt) - Granger Koshan Network Technologies Office (Laindowe, Novenholdt) - Laindowe Police Department (Laindowe, Novenholdt) - FMV Lancewright (Orbit, Novenholdt) Characters: - Alistair - Austin McCann - Carlos Elizondo Casales - Isaac Parker (First Appearance) - Jackal Kauson - John Carraway - Korialst Zharanov Savlon - Kurgan Grigorevich Zhakarov - Madeline Darving - Mikhail Sergeyev - Minerva Caiah - Sandy Gehrhart (First Appearance) - Willoughby Everett Summary: Reaching Novenholdt was not quite as simple as arriving at the planet. When the Walls of Glevonni reached orbit, it was welcomed with troubling news. The team's destination, the town of Laindowe, was under a police lockdown following an armed robbery in the area that left several rangers injured. The Walls of Glevonni was diverted to nearby Reisenville, where the team was forced to arrange land transportation to reach the town. A convoy of Howling Marauders vehicles delivered the team to their headquarters building in Laindowe, where the team was to stay until they could secure a replacement ship for the rest of their journey. There, they were briefed on the robbery - and, more concerning still, how it affected the Howling Marauders. The shootout took place in an office of Granger Koshan Network Technologies, or GKNet, who contracted with the Marauders to handle local information security. Further still, the rangers who were injured in the fight were left in the care of the Marauders' medical facilities at their headquarters. The hunt for Mann was put on hold in favor of a manhunt for the assailants who attacked the GKNet offices. Information gleaned from the rangers painted an even more unsettling picture; the criminals involved in the attack were equipped, disciplined, and organized as professionals, who stood toe-to-toe with Commonwealth soldiers and escaped with only a single casualty. Their identities remained unknown and all three had successfully fled the scene. The following day, the employees at the GKNet offices were questioned. Their answers did nothing to lighten the situation. Their entire database had been pilfered and destroyed by the attackers, leaving little trace of the Marauders' data. This bad news, however, came on the heels of a reassuring turn of events. Local news stations reported that a member of the group that had attacked the GKNet offices was killed in a shootout with rangers and local police. Another had already been confirmed as injured in the initial robbery. Only one member of the three-strong team was still on his feet - and, as it turned out, he was closer than anyone had expected. On the same day, Mikhail revealed - to Eli and Eli alone - that the last man standing of the crew was Isaac Parker, known by his mercenary alias as Deepfreeze. For both, Deepfreeze was not a new name; Eli had once pursued him as a bounty target unsuccessfully, while Mikhail had, in a bizarre twist, employed him unofficially to assist the Todesfield Stalkers. Even Ian Mann himself had dealt with Isaac before during mercenary assignments the two had shared together. Sergeyev learned of Parker's involvement directly from the man himself, who sought out Mikhail online in an attempt to negotiate his escape from the planet. In an attempt to find out about the robbery - and, hopefully, secure the Marauders' vulnerable data - a meeting was arranged between the hunters and their prey. At sunset, Eli, Jack, Mikhail, and Minerva stopped by a restaurant where Parker agreed to meet them. The meeting went according to plan; Parker arrived and opened up. The light he shed on the job only complicated matters further; it was a wholesale theft of the GKNet database as, in his eyes, a cover to obfuscate the real objective in the raid. He claimed that it was a heist at the behest of the Ultratech corporation, who he believed was involved based on his own investigation into the contract. What the raid's true objective was, however, not even Parker could say. A ray of hope came along with Isaac's confession. In exchange for his extraction from the planet, he was willing to provide the coordinates for a messenger drone containing everything his team had stolen. The Marauders' data had gone nowhere and Parker was willing to forfeit his entire contract to save himself. As part of the deal, however, Parker was to exchange one contract for another and go on to work with Eli and his team. All that was left was to follow up with a second meeting at Isaac's safehouse and withdraw him to the relative safety - so all hoped - of the Marauders compound. Eli, Jackal, and Mikhail carried through with the second meeting and all went mostly to plan. Parker was there, but jumpy and nervous. He explained that his injured partner, another career criminal by the alias of Avon, had gone missing before Isaac returned home the previous night. The four went to work packing Parker's possessions - what few he didn't instead choose to destroy - and departed soon after. Unfortunately, the final problem with the meeting presented itself on the trip back to the Marauders base. Avon had wandered outside, still wounded and high on combat drugs, and tried to intercept Eli's muscle car in the middle of the road. Instead, he was slammed by the rear of the vehicle when Eli attempted to swerve around him. Avon fired two shots at Eli's car and died soon after. This was not the last incident the ill-fated street was to see. John Carraway had walked outside the Marauders base - wearing Alistair, his AI-driven suit of powered armor - purely for the sake of fresh air. In a grand stroke of misfortune, Carraway had wandered to the scene of Avon's death only moments after Eli had sped away. When the shots were reported, police and rangers arrived on the scene to find a man in powered armor standing near the armed corpse of a wanted, violent criminal. John was arrested on the spot and taken to Laindowe's police department to be interrogated. Eli and his group arrived at the Marauders base just behind the news of the shots and police response near Parker's safehouse. They were immediately confronted by Grigorevich, with Parker practically on trial before the man. A heated argument over Isaac's fate went on between Mikhail, Eli, and Grigorevich that ultimately ended with Parker's deal holding strong. Isaac was to be pulled off-world, the messenger drone's coordinates given over to Grigorevich, and the criminal mercenary was to go on to be part of the team. Unfortunately, there was still the outstanding issue of Carraway - who the team learned about only after Isaac's interrogation. Parker, the wanted criminal, was safe in the Marauders base near the same rangers he'd helped send to the hospital. Carraway, a man never wanted for a crime in his life, was behind bars and being uselessly interrogated. Alistair had been sent off to a police lockup to be checked for evidence and cleared as a potential threat. In the end, it was nothing more than a near miss for the team. With the assistance of a Marauders attourney, John was released and given custody of Alistair back. The hiding AI was never discovered and Carraway came away with little more than rattled nerves. Eli arrived at the police station to recover John, ferry him to the impound facility, retrieve Alistair, and head home. This was interrupted only briefly by a meeting with a Garran External Intelligence officer, Granger Workman, who'd met with Eli in the past. The chance encounter was mostly uneventful. Workman asked about any involvement Eli had with the robbery's investigation - which he had little concern for - his current affairs, and, curiously, Mikhail Sergeyev. The week proceeded along quietly as the team waited for their new ship. The vessel that arrived was an independent mining frigate, the FMV Lancewright, under command of Henry Ferguson, a former accomplice of Ian Mann. Shortly before the team departed for the Lancewright, another member was added to the roster; Sandy Gehrhart, a past acquaintance of Eli's and a civilian employee of the Howling Marauders. With their newest members along for the ride, the team returned to Reisenville and the waiting Walls of Glevonni to finalize their transfer to the Lancewright. Just as before, all went according to plan up until the last possible moment. While boarding the Walls of Glevonni, Parker was stopped by two unknown individuals in the shuttle's hangar. The encounter quickly accelerated into violence and the two men were left dead. Without wasting any further time, the team departed for orbit. The team boarded the Lancewright and Grigorevich was bid farewell - and given the coordinates to Parker's messenger drone. Matters continued their upward trend throughout; the drone was found waiting for Grigorevich with all of the data Parker and his crew had stolen. The Lancewright was a solid ship that could ferry the team virtually anywhere and provide valuable support from its crew, equipment, and many mining-oriented weapon systems. With affairs settled on Novenholdt, the team was bound for Melgenyavik, a lawless no-man's land where Ian Mann had made many a stopover. It was their prime source for leads on the lost loner and a place without restrictions on what the team could do. Edited by Insano-Man, March 2 2018, 05:45 PM.
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8:06 PM Jul 10