Two more loveletters for today.
To our hardholder:
Dear Daimyo
So you're going to war. That great ancient beast has followed humanity all through its history, and now it has awoken again, and it's ready to see blood.
But see, the thing is - You've just been to war. You crushed a hardhold, no casualties, sure, but then you went and beat your gang against itself til you rooted the bad parts out, before the bruises from Rustbelt had even healed. A lot of people are still hurt, including you, a few even dead, or reserved for guard duty.
But the rumors have spread. New people are showing up on your doorstep every day, in two's and three's. People who believe in you, people who believe you can let them carve out a good life by killing and looting, people with nowhere else to go. The rot in your fortress has been purged, and your gun is oh so big and so very, very shiny. Everybody loves a winner. Your gang grows large, but it still wears a heavy 2-harm on it's shoulders.
So yeah, sure. Let Newton dance around Sunken City, fight, make allies, dig in, whatever the hell he feels like. You're going to take your time and build a god damn iron hammer coming down on his nest, fast and hard like the burning fucking apocalypse.
Well, now how the fuck are you going to do that. That's up to you Mister General Daimyo, Sir. Time to make some big boy decisions over peoples lives.
Roll +hard. 10+, choose two good things. 7-9, two good things and one bad thing. Miss, one good thing and two bad things. And since you're a greedy bastard, you can choose to take one additional bad and one additional good thing before rolling.
Good things:
* You scrounge up some extra roughnecks and pay them to cover the gaps in your lines. Some from the Kettle family, some from Greentown... Pay 2-barter right now or promise them 3-barter later (Loot not included!) to have your gang heal 1-harm, or increase the home guard.
* You manage to get Exit and Joe's Girl to stitch everyone up and hand out painkillers, even singing them bedtime songs for fucks sake. Heal 1-harm for your gang. Now you owe them 1-barter.
* Hey, I have an idea! You could just plunder Exits tent for frenzy candy and cram that shit into your men before leaving. She, he, whatever the fuck it is, is probably going to leave town for what you've done, though. Doctors, who the fuck needs them, right? New Jerk automatically gets want: disease for this session. Your gang heals 1-harm, and are fucking ready, you know what I mean? Like, they're howling about carcasses for the hyena. That's how ready they are. These guys fight til death.
* You find a good scout or two to spare, and send them out to spend some time by the coast. Once you meet up with them, roll for Read a sitch, with +2.
* You managed to tear Barker away from his gizmos long enough to fix up a mortar from the old armory. You have a precious few shells too, like three of them. Good for tearing things down, and you can also spend your holds on a leadership roll to Make an attack with coordinated artillery. Tell me you're not a happy puppy. Just tell me you aren't happy!
Bad things:
* That fucking hyena is watching you when you sleep, and you can't chase him off. Just watching. Taking hyena notes. Posting it to his friends.
* Soldiers are hungry. You don't quite manage to gather together all the supplies you need, but you pull some strings. New Jerk automatically gets want: hunger for this session, and you owe Greentown one. Like, a big one. And you can't lose Greentown, no siree, then you'll lose your people.
* Oh shit. You can't find your little Rolfball text machine. Where is it?
Love and kisses, and good luck
Your MC
To our Battlebabe, a captive/guest in Newton's camp:
Dear Canaveral
Hey hot baby, smooth sister, hey girl, how are you doing? Oh, you're far away from home, that's how you are doing.
Tell, me do you remember home?
Where are you from, cool girl?
You always seem far away from home. Was there ever a home? Or is the wind your father, the sand your mother? Just a daughter of the apocalypse.
Okay, um, yeah. Whereever you might come from, right now you're in the thick of it, neck deep in messy, tasty possiblities, and they're sticky with trouble. So you'll have to play it cool. Are you cool? Oh hell yeah, you you're the coolest. You were born for it. So roll +cool for me one more time. 10+, choose three good things and a bad thing. 7-9, choose two good things and a bad thing. Miss, two bad things and a good thing. Good luck, baby!
Good things:
* You get one of your weapons back. (Newton keeps the other one hostage)
* You get your horse back.
* Brace cuts you some slack on his leash.
* Ask me anything about Newton or his army. Take a +1 forward when acting on it.
* You find some friends in the camp that thinks you're cool enough to protect from harm. They're a small gang; Leah, Whitmont, Buzz, Dandelion and Meatball.
Bad things:
* Fuse turns up at your bed at night. You're not awake yet, and she has a bunch of friends. Shit. Take one harm for when they give you a beating, and that won't go away while on the move.
* After Fox busted through the camp, Newton had you questioned. He asked about Fox, and then about Daimyo. I might have you roll to interfere against Daimyo. You don't have to do anything, it's just that Newton knows Daimyos tricks from what you've told him. Ha-ha!
* Brace is like a god damn hawk, you can feel his eye on you all the time. I hold 1, and I can spend it to have him seen it coming whenever you do something funny.
Love and kisses
Your MC