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| ===Deject - Wraith Raider, Scout=== | | ===Deject - Wraith Raider, Scout=== |
− | Is scared of shit and terrified of needles. Has a sponsorship deal with Flying Jelly Attack Confectionary. | + | Is scared of shit and terrified of needles. Has a sponsorship deal with Flying Jelly Attack Confectionery. |
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| (Played by Deject) | | (Played by Deject) |
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| ===Phoebe - Human, Kick Murder=== | | ===Phoebe - Human, Kick Murder=== |
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− | The first (and only) Female member of the Squad, was last seen when the squad decended into the Forge chasing a body-jumping serial killer. Noone seemed to notice she wasn't there by the end. | + | The first (and only) Female member of the Squad, was last seen when the squad descended into the Forge chasing a body-jumping serial killer. No-one seemed to notice she wasn't there by the end. |
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| ===Gekijou Sumaniski - Human, Kick Murder=== | | ===Gekijou Sumaniski - Human, Kick Murder=== |
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| ==Squad Mort Factor Members== | | ==Squad Mort Factor Members== |
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− | 5punk ran into Mort Factor whilst looking for the gang who stole all of Dirk's stuff. They got onlike a house on fire. | + | 5punk ran into Mort Factor whilst looking for the gang who stole all of Dirk's stuff. They got on like a house on fire. |
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| A House Mephit had been let loose in after being pumped full of UV, and Toast had then set on fire... | | A House Mephit had been let loose in after being pumped full of UV, and Toast had then set on fire... |
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| ===Mephit O'Tarn - Frother, Strike=== | | ===Mephit O'Tarn - Frother, Strike=== |
− | A Frother social experient gone wrong. Putting someone born to a frother clan into work as an accountant. | + | A Frother social experiment gone wrong. Putting someone born to a frother clan into work as an accountant. |
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| One freak out and office postal incident later, he was inducted into Meny and given access to a large amount of Tranq... | | One freak out and office postal incident later, he was inducted into Meny and given access to a large amount of Tranq... |
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| ===Welcome to Mort - Blue=== | | ===Welcome to Mort - Blue=== |
− | The squad was formed for this BPN, issued by Crazy Herman. Present were Grim, Deject, Gerald, and Dirk. The mission was to excort a team of three mainenance workers to a faulty pump in the overflow system near the CS2 wall. During the repairs the squad were attacked by around 35 carriens, including a Greater and a Mutant. The carriens were driven off, with Dirk and Gerald taking serious damage but recovering quickly (Dirk by his own healing and Gerald by regenerating). The repairs were completed on time and all maintenance team members returned safely. Gerald's armour, however, did not survive. | + | The squad was formed for this BPN, issued by Crazy Herman. Present were Grim, Deject, Gerald, and Dirk. The mission was to escort a team of three maintenance workers to a faulty pump in the overflow system near the CS2 wall. During the repairs the squad were attacked by around 35 carriens, including a Greater and a Mutant. The carriens were driven off, with Dirk and Gerald taking serious damage but recovering quickly (Dirk by his own healing and Gerald by regenerating). The repairs were completed on time and all maintenance team members returned safely. Gerald's armour, however, did not survive. |
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| ===Loose Cannon - Yellow=== | | ===Loose Cannon - Yellow=== |
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| ===Ultrasonic Brats - Blue=== | | ===Ultrasonic Brats - Blue=== |
− | The last BPN from Crazy Herman. Tasked with discouraging a teenage biker gang from using Suburbia as their playground the Five Punks are placed in a situation they can't shoot their way out of, as these gangers are the teenage offspring of influential SLA employees. The squad do some accurate research (and Dirk hits on the Shiver Leiutenant who issued the BPN) and start off on the right lines. Things soon go awry though as Deject accidentally shoots one of the gang and kills him in front of a crown of onlookers. The whole squad's payment for the BPN bribes their way out of having to take responsibility though and they get back on track with renewed vigour. Trapping the bikers in a mall, the Five Punks force them to fight their way out. The result is one biker taking a running kick to the testicles from Deject, another being felled by a flying leg hold from Gerald, and four of the gang being shot dead. Not ideal, but the firefight was filmed and may prove a step onto the fame ladder, and Dirk got a date. A success then, if not a financial one. | + | The last BPN from Crazy Herman. Tasked with discouraging a teenage biker gang from using Suburbia as their playground the Five Punks are placed in a situation they can't shoot their way out of, as these gangers are the teenage offspring of influential SLA employees. The squad do some accurate research (and Dirk hits on the Shiver Lieutenant who issued the BPN) and start off on the right lines. Things soon go awry though as Deject accidentally shoots one of the gang and kills him in front of a crown of onlookers. The whole squad's payment for the BPN bribes their way out of having to take responsibility though and they get back on track with renewed vigour. Trapping the bikers in a mall, the Five Punks force them to fight their way out. The result is one biker taking a running kick to the testicles from Deject, another being felled by a flying leg hold from Gerald, and four of the gang being shot dead. Not ideal, but the fire-fight was filmed and may prove a step onto the fame ladder, and Dirk got a date. A success then, if not a financial one. |
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| ===Born to the Overkill - Silver=== | | ===Born to the Overkill - Silver=== |
− | The squad's first Silver BPN, and also their first BPN from Mr Haynes. Tasked with clearing a downtown apartment building in preperation for an episode of Gorezone, the Five Punks set about with startling speed and efficiency. Various comedy encounters slow the process down though, including Deject and Dirk trying to wrestle a fat bloke, and the squad end the BPN by evacuating the last residents as the various nasties begin swarming in from the sewers below. Unfortunately the last resident was a pregnant woman whose health suffered from being moved during labour. Fortunately Mr haynes was on hand to put the disgruntled Dept of Recreation and Entertainment exec in his place and thus avoid any fines. | + | The squad's first Silver BPN, and also their first BPN from Mr Haynes. Tasked with clearing a downtown apartment building in preparation for an episode of Gorezone, the Five Punks set about with startling speed and efficiency. Various comedy encounters slow the process down though, including Deject and Dirk trying to wrestle a fat bloke, and the squad end the BPN by evacuating the last residents as the various nasties begin swarming in from the sewers below. Unfortunately the last resident was a pregnant woman whose health suffered from being moved during labour. Fortunately Mr haynes was on hand to put the disgruntled Dept. of Recreation and Entertainment exec in his place and thus avoid any fines. |
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| ===Moving Machinery - Red=== | | ===Moving Machinery - Red=== |
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| ===Suburban Psycho - White=== | | ===Suburban Psycho - White=== |
− | The squad are given a BPN requiring them to investigate the violent deaths of three teenagers in suburbia. Looking through the case files, they find that each has been apparently killed by a powerful blow by a Gash Fist. Immediately suspecting a SLA employee of some kind, they set off with trepidation to investigate the crime scenes. Despite being their first investigation, Deject, Dirk, Grim and (for a little while) Gerald examine the scenes with a fine attention to detail, but find little that the Shivers haven't already found. Frustrated but unpurturbed the squad start interviewing potential witnesses and suspects and the BPN starts taking a downhill slide. Their interviews range from the mundane to the surreal, giving the slightly bemused Ops a fine insight into the mental states of the population but little in the way of actual information. However, Dirk gets another date. At this point the BPN is possibly hampered by the squad repeatedly making jokes about penguins, or possibly by the GM being so drunk he can no longer distinguish narrative from crazy NPC. | + | The squad are given a BPN requiring them to investigate the violent deaths of three teenagers in suburbia. Looking through the case files, they find that each has been apparently killed by a powerful blow by a Gash Fist. Immediately suspecting a SLA employee of some kind, they set off with trepidation to investigate the crime scenes. Despite being their first investigation, Deject, Dirk, Grim and (for a little while) Gerald examine the scenes with a fine attention to detail, but find little that the Shivers haven't already found. Frustrated but unperturbed the squad start interviewing potential witnesses and suspects and the BPN starts taking a downhill slide. Their interviews range from the mundane to the surreal, giving the slightly bemused Ops a fine insight into the mental states of the population but little in the way of actual information. However, Dirk gets another date. At this point the BPN is possibly hampered by the squad repeatedly making jokes about penguins, or possibly by the GM being so drunk he can no longer distinguish narrative from crazy NPC. |
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| Several nights into the BPN Five Punk make a breakthrough though. Taking teamwork to a new level, the three squad members work out how to use Grim's Oyster laptop and start using the information they have to narrow down potential suspects among SLA employees. A few dead end searches later, including a visit to the magnificently named Boris Ronny Bryant, a freelance Op with a drink problem, they have a suspect. Until now the squad have been relatively professional, but after throwing their weight around to gain access to the high SCL suspect's expensive apartment they start to vent their frustrations. While searching for something to justify their potentially illegal intrusion, Grim smashes an expensive antique desk and Dirk finds a frozen fillet steak in his coat pocket. Their ransacking provides them with a timely demonstration of how much more efficient the Shivers are in this part of the city, and the Ops find themselves desperately trying to cover their arses by ringing anyone they know with a higher SCL than themselves. Fortunately for them, their contact is satisfied that they have the right suspect and relieves them of the BPN before any more damage is done. Or so she thought, except Grim has other ideas and decides that shooting their suspect's TV on the way out is just the trade mark they need. | | Several nights into the BPN Five Punk make a breakthrough though. Taking teamwork to a new level, the three squad members work out how to use Grim's Oyster laptop and start using the information they have to narrow down potential suspects among SLA employees. A few dead end searches later, including a visit to the magnificently named Boris Ronny Bryant, a freelance Op with a drink problem, they have a suspect. Until now the squad have been relatively professional, but after throwing their weight around to gain access to the high SCL suspect's expensive apartment they start to vent their frustrations. While searching for something to justify their potentially illegal intrusion, Grim smashes an expensive antique desk and Dirk finds a frozen fillet steak in his coat pocket. Their ransacking provides them with a timely demonstration of how much more efficient the Shivers are in this part of the city, and the Ops find themselves desperately trying to cover their arses by ringing anyone they know with a higher SCL than themselves. Fortunately for them, their contact is satisfied that they have the right suspect and relieves them of the BPN before any more damage is done. Or so she thought, except Grim has other ideas and decides that shooting their suspect's TV on the way out is just the trade mark they need. |
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| ===Giving to the Machine - Green=== | | ===Giving to the Machine - Green=== |
− | This expeditionary BPN got the squad excited at the prospect of going somewhere exotic, but it turned out it was just into the dangerous and festering depths of Lower Downtown. Tasked with investigating the deaths of several Shivers in the area, Five Punk set off onto the bowels of the city with a useful escort provided by Shiver Sgt Murdoch and his APC. Information is typically sparse at first, but it seems as though a group have been ambushing Shivers who are being called out for minor disturbances. Opinions are varied on the culprits, so the squad hits the streets. Or at least the Shiver canteen. Evidence starts to point towards the culprits being a manchine cult, but other than a description of the cultists the squad have not a lot else to go on. The trail seems to be going cold when a call comes in - there's been another attack and this one has a survivor. The culprits have been driven off after an attack, but they've left one of their victims behind after he fell through a hole in the level. A quick check reveals he has since died of his wounds, so the squad concentrate on trying to follow the attackers instead. Deject manages to find the trail, but after delving deeper than they'd like to into Downtown and encountering some large hostile insects that give Grim a bit of a beating, they decide to turn back. The victim, meanwhile, turns out not to be one of the Shivers at all but a manchine cultist wearing the armour of a previous victim. If any confirmation was needed of the attackers this was it. Without a lot else to do but wait for an opportunity to track them again and wait for the lab reports to come back from the autopsy, the Punks hit the streets again for a while before turning in. | + | This expeditionary BPN got the squad excited at the prospect of going somewhere exotic, but it turned out it was just into the dangerous and festering depths of Lower Downtown. Tasked with investigating the deaths of several Shivers in the area, Five Punk set off onto the bowels of the city with a useful escort provided by Shiver Sgt. Murdoch and his APC. Information is typically sparse at first, but it seems as though a group have been ambushing Shivers who are being called out for minor disturbances. Opinions are varied on the culprits, so the squad hits the streets. Or at least the Shiver canteen. Evidence starts to point towards the culprits being a manchine cult, but other than a description of the cultists the squad have not a lot else to go on. The trail seems to be going cold when a call comes in - there's been another attack and this one has a survivor. The culprits have been driven off after an attack, but they've left one of their victims behind after he fell through a hole in the level. A quick check reveals he has since died of his wounds, so the squad concentrate on trying to follow the attackers instead. Deject manages to find the trail, but after delving deeper than they'd like to into Downtown and encountering some large hostile insects that give Grim a bit of a beating, they decide to turn back. The victim, meanwhile, turns out not to be one of the Shivers at all but a manchine cultist wearing the armour of a previous victim. If any confirmation was needed of the attackers this was it. Without a lot else to do but wait for an opportunity to track them again and wait for the lab reports to come back from the autopsy, the Punks hit the streets again for a while before turning in. |
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− | The next day their luck takes a better turn and one of the cultists is spotted shopping for food. They're on the scene quickly and Dirk makes a ham-handed attempt at 'uindercover work'. He spooks the cultist, but slips a tracking bug into his pocket. The cultist bolts at the first opportunity, but between the tracking bug and Deject's skills they follow him several levels deeper than they'd like to back into Lower Downtown. There they find what appears to be the cultists' lair, and some recon work by the surprisingly stealthy Gerald reveals that not only are the squad outnumbered about 5-1, there's also a manchine in there. Feeling distinctly outgunned, the squad decide to try to draw out some of them to thin their numbers. The tactic works, and three cultists wander up to where they are to investigate some noise, only to find themselves floored by a flying Stormer. Their surprise lost, the squad take up position to repel an attack. Half a dozen more respond only to be blasted by Dirk's bomb ability, and the remainder decide to take a defensive stance, so Grim and Dirk kill some time by interrogating one of the cultists that Gerald sat on. Not much information is gathered, so they bite the bullet and attack. Still outnumbered 2-1 and with a manchine facing them, Gerald charges while Dirk, Deject and Grim provide covering fire. Four cultists, described by their peers as being 'enhanced', rush to meet him with vibro-sabres drawn, but by the time they clash all but one has been felled by gunfire. A quick exchange later and Gerald is victorious, but a sabre wound and several gunshots have left him teetering. A couple more bursts and Gerald falls, desperately injecting Kick Start as he hits the ground. With only a couple of minions left the manchine bolts, followed by a less dedicated cultist. The remainder of the squad dispatch the remaining enemy and see to their injured, as Grim has also suffered some injuries from the SMG fire of the upgraded cultists. Everyone breathes a sigh of relief as Dirk stops Gerald's bleeding seconds from death, and the Stormer starts the work of regenerating his broken ribs and various internal injuries. | + | The next day their luck takes a better turn and one of the cultists is spotted shopping for food. They're on the scene quickly and Dirk makes a ham-handed attempt at 'undercover work'. He spooks the cultist, but slips a tracking bug into his pocket. The cultist bolts at the first opportunity, but between the tracking bug and Deject's skills they follow him several levels deeper than they'd like to back into Lower Downtown. There they find what appears to be the cultists' lair, and some recon work by the surprisingly stealthy Gerald reveals that not only are the squad outnumbered about 5-1, there's also a manchine in there. Feeling distinctly out-gunned, the squad decide to try to draw out some of them to thin their numbers. The tactic works, and three cultists wander up to where they are to investigate some noise, only to find themselves floored by a flying Stormer. Their surprise lost, the squad take up position to repel an attack. Half a dozen more respond only to be blasted by Dirk's bomb ability, and the remainder decide to take a defensive stance, so Grim and Dirk kill some time by interrogating one of the cultists that Gerald sat on. Not much information is gathered, so they bite the bullet and attack. Still outnumbered 2-1 and with a manchine facing them, Gerald charges while Dirk, Deject and Grim provide covering fire. Four cultists, described by their peers as being 'enhanced', rush to meet him with vibro-sabres drawn, but by the time they clash all but one has been felled by gunfire. A quick exchange later and Gerald is victorious, but a sabre wound and several gunshots have left him teetering. A couple more bursts and Gerald falls, desperately injecting Kick Start as he hits the ground. With only a couple of minions left the manchine bolts, followed by a less dedicated cultist. The remainder of the squad dispatch the remaining enemy and see to their injured, as Grim has also suffered some injuries from the SMG fire of the upgraded cultists. Everyone breathes a sigh of relief as Dirk stops Gerald's bleeding seconds from death, and the Stormer starts the work of regenerating his broken ribs and various internal injuries. |
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− | With the cult dispersed Five Punk find that in this particular part of Lower Downtown they somehow get phone and radio reception, so they call the job in. They are told to secure the area and await reinforcements, who arrive in the form of several heavily armoured Ops and some executives from the Dept of Subversion. The squad have stumbled into something SLA doesn't want to be widely known, and the execs make that clear. They pay the squad off with extra for their camera footage of the enhanced cultists and the live captive, but demand that they kill Sgt Murdoch before he reaches the surface. Murdoch has proved very useful up to this point, and Dirk puts up a persuasive argument to save him. The exec leaves the solution up to the squad, but makes it clear that if information on this matter escapes then Five Punk will share the fate of Murdoch. Dirk talks to the Shiver and, with the squad prepared to take the risk, they give him both a financial and a mortal incentive to 'disappear'. Murdoch takes the hint, but before leaving he takes contact details. After all, you never know when a resourceful ex-Shiver might stumble upon useful information. | + | With the cult dispersed Five Punk find that in this particular part of Lower Downtown they somehow get phone and radio reception, so they call the job in. They are told to secure the area and await reinforcements, who arrive in the form of several heavily armoured Ops and some executives from the Dept of Subversion. The squad have stumbled into something SLA doesn't want to be widely known, and the execs make that clear. They pay the squad off with extra for their camera footage of the enhanced cultists and the live captive, but demand that they kill Sgt. Murdoch before he reaches the surface. Murdoch has proved very useful up to this point, and Dirk puts up a persuasive argument to save him. The exec leaves the solution up to the squad, but makes it clear that if information on this matter escapes then Five Punk will share the fate of Murdoch. Dirk talks to the Shiver and, with the squad prepared to take the risk, they give him both a financial and a mortal incentive to 'disappear'. Murdoch takes the hint, but before leaving he takes contact details. After all, you never know when a resourceful ex-Shiver might stumble upon useful information. |
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| ===Scent of Ebb - Jade=== | | ===Scent of Ebb - Jade=== |
− | Squad Five Punk approach their first Jade BPN mith a mixture of apprehension and curiosity, having heard variously wild rumours about often spooky happenings during their course. This turns out to be an investigation into the disappearance of an Ebon researcher from Dark Lament, and shows little evidence of being spooky. The missing Ebon, Curis, had left an electronic paper trail that wound its way around the World of Progress, and the squad begin following her footsteps. First off is her apartment. Stripped bare, and with all the furniture smashed up and built into crude wadding in the edges and corners of the bathroom, the apartment is a strange thing to find but ultimately turns up only one clue - an ugly mask, stuffed down the toilet. Gerald is delighted and immediately pushes it onto his face. Anxious to share the experience he tries to plant it on Dirk, but Dirk feels a strange pull from the mask that makes him suspicious of its nature, and he takes the item into safer hands. Maybe this investigation has a little spookiness to it after all. | + | Squad Five Punk approach their first Jade BPN with a mixture of apprehension and curiosity, having heard variously wild rumours about often spooky happenings during their course. This turns out to be an investigation into the disappearance of an Ebon researcher from Dark Lament, and shows little evidence of being spooky. The missing Ebon, Curis, had left an electronic paper trail that wound its way around the World of Progress, and the squad begin following her footsteps. First off is her apartment. Stripped bare, and with all the furniture smashed up and built into crude wadding in the edges and corners of the bathroom, the apartment is a strange thing to find but ultimately turns up only one clue - an ugly mask, stuffed down the toilet. Gerald is delighted and immediately pushes it onto his face. Anxious to share the experience he tries to plant it on Dirk, but Dirk feels a strange pull from the mask that makes him suspicious of its nature, and he takes the item into safer hands. Maybe this investigation has a little spookiness to it after all. |
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− | With no further clues in the apartment, the squad hop on a gauss train to the next step in Curis's journey. They arrive at the apartment of a friend of hers in Orienta. It would seem that Curis came to the city to buy an item found by the friend on the Shifting Bazzar, the mask found in the toilet. Curis had spent some time with her friend researching the item, and despite recieving some paper files from an old professor in Meny seems to have had no success. The squad consider tracking the source of the mask, but a little investigation in the market reveals that this avenue might not only be futile, but as the mask was allegedly recovered from Cannibal Sector 1 may also be fatal. | + | With no further clues in the apartment, the squad hop on a gauss train to the next step in Curis's journey. They arrive at the apartment of a friend of hers in Orienta. It would seem that Curis came to the city to buy an item found by the friend on the Shifting Bazzar, the mask found in the toilet. Curis had spent some time with her friend researching the item, and despite receiving some paper files from an old professor in Meny seems to have had no success. The squad consider tracking the source of the mask, but a little investigation in the market reveals that this avenue might not only be futile, but as the mask was allegedly recovered from Cannibal Sector 1 may also be fatal. |
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− | Following Curis's trail again takes them to the Tas Tuo on Meny - a giant library on the Ebon homeworld. Here, it would seem, Curis came to try to find out more about the mask. Gerald is still convinced that having Dirk put on the mask is the way forward, but the reactions of the Ebon librarians to the mask makes Dirk think he made the right decision. The Ops are directed to a librarian who specialises in ancient Ebon artifacts. The librarian was assisting Curis in her research, and the pair of them believed the mask was some kind of communication device. It would seem Curis had just about given up and was due to return to Mort, when something changed. She postponed her foldship and returned to the Tas Tuo, working alone this time. Her librarian guide noticed her return, and noticed how agitated she seemed. Curis left after a couple more days, and after leaving the spaceport in Mort wasn't seen again. The librarian was concerned at the change in personality though, and followed what she had been researching. It would seem she was concerned about a particular type of Ebb Demon. Nobody has ever proved the existence of these creatures, but it would seem that a Brain Waster claims to have encountered this particular type several hundred years ago. With little left to go on the squad speak to their contact with the suspicion that these creatures are responsible for Curis's disappearance. As luck was have it the contact has heard of the Brain Waster who encountered the demons, and this Brain Waster is now a Necanthrope. | + | Following Curis's trail again takes them to the Tas Tuo on Meny - a giant library on the Ebon homeworld. Here, it would seem, Curis came to try to find out more about the mask. Gerald is still convinced that having Dirk put on the mask is the way forward, but the reactions of the Ebon librarians to the mask makes Dirk think he made the right decision. The Ops are directed to a librarian who specialises in ancient Ebon artefacts. The librarian was assisting Curis in her research, and the pair of them believed the mask was some kind of communication device. It would seem Curis had just about given up and was due to return to Mort, when something changed. She postponed her foldship and returned to the Tas Tuo, working alone this time. Her librarian guide noticed her return, and noticed how agitated she seemed. Curis left after a couple more days, and after leaving the spaceport in Mort wasn't seen again. The librarian was concerned at the change in personality though, and followed what she had been researching. It would seem she was concerned about a particular type of Ebb Demon. Nobody has ever proved the existence of these creatures, but it would seem that a Brain Waster claims to have encountered this particular type several hundred years ago. With little left to go on the squad speak to their contact with the suspicion that these creatures are responsible for Curis's disappearance. As luck was have it the contact has heard of the Brain Waster who encountered the demons, and this Brain Waster is now a Necanthrope. |
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| Arriving back in Mort, the squad are met by their contact and the Necanthrope Dour. The mask is taken from them. It would seem that wearing this mask attracts the attention of the dangerous creatures. Dour barely escaped with his life after his encounter, and nobody else has before or since. Dour describes the creatures, and Dirk is glad that he didn't give in to peer pressure. Despite a successful and enlightening end to the BPN, the squad comes away from it feeling uneasy. | | Arriving back in Mort, the squad are met by their contact and the Necanthrope Dour. The mask is taken from them. It would seem that wearing this mask attracts the attention of the dangerous creatures. Dour barely escaped with his life after his encounter, and nobody else has before or since. Dour describes the creatures, and Dirk is glad that he didn't give in to peer pressure. Despite a successful and enlightening end to the BPN, the squad comes away from it feeling uneasy. |
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| ===Justice For All - White=== | | ===Justice For All - White=== |
− | The squad is issued another White BPN hunting a serial killer. This one has been pretty much spat out of a statistics analysis computer, so their contact is of little to no use. So they get to work on studying the evidence, poring over the facts. It seems that four SLA employees of varying importance have been killed all using the same unusual MO - killed by close range automatic fire from a DarkNight assault rifle, firing SLA manufactured rounds. On three of the bodies some form of evidence has been left, relating to the perverted and violent personal lives of the victims. Theories fly as to the killer, but none quite seem to fit. After some consideration and a few dead ends, the squad follow a lead that takes them to a downtown warehouse where they suspect the victims all committed their own crimes. It turns out this building had been loaned out to a local criminal for reasons not known and not asked, but that this character had been killed as the result of a BPN a week ago. The killer, an Ebon, fits the MO perfectly and the squad head off to confront her. There is some discussion about how to confront her, but Dirk has a gut feeling that this particular killer isn't quite what she seems. They decide on the subtle approach, and the conversation with her quickly reveals that she has no qualms about discussing her crime, as well as the even more horrible crimes her victims had committed. It seems that she has done the world a greater good, but SLA undoubtedly wouldn't see it that way. The squad is divided on how to handle this, but in the end Dirk's strong opinion wins over the apethy of Gerald and Deject, and concerns of Grim, and they go with an alternative plan. With camera crew in tow and the Ebon killer planting all the evidence they need, the squad burst in on a DarkNight weapons dealer that their new contact had discovered on her last BPN. Before he even has chance to fire, Gerald has crossed his living room and shoved him out of the window, much to the delight of the waiting cameras. | + | The squad is issued another White BPN hunting a serial killer. This one has been pretty much spat out of a statistics analysis computer, so their contact is of little to no use. So they get to work on studying the evidence, poring over the facts. It seems that four SLA employees of varying importance have been killed all using the same unusual MO - killed by close range automatic fire from a DarkNight assault rifle, firing SLA manufactured rounds. On three of the bodies some form of evidence has been left, relating to the perverted and violent personal lives of the victims. Theories fly as to the killer, but none quite seem to fit. After some consideration and a few dead ends, the squad follow a lead that takes them to a downtown warehouse where they suspect the victims all committed their own crimes. It turns out this building had been loaned out to a local criminal for reasons not known and not asked, but that this character had been killed as the result of a BPN a week ago. The killer, an Ebon, fits the MO perfectly and the squad head off to confront her. There is some discussion about how to confront her, but Dirk has a gut feeling that this particular killer isn't quite what she seems. They decide on the subtle approach, and the conversation with her quickly reveals that she has no qualms about discussing her crime, as well as the even more horrible crimes her victims had committed. It seems that she has done the world a greater good, but SLA undoubtedly wouldn't see it that way. The squad is divided on how to handle this, but in the end Dirk's strong opinion wins over the apathy of Gerald and Deject, and concerns of Grim, and they go with an alternative plan. With camera crew in tow and the Ebon killer planting all the evidence they need, the squad burst in on a DarkNight weapons dealer that their new contact had discovered on her last BPN. Before he even has chance to fire, Gerald has crossed his living room and shoved him out of the window, much to the delight of the waiting cameras. |
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| So, a hollywood ending to the BPN. But Grim is worried that all the loose ends may not have been tied up, and these ends may spell the squad's end. | | So, a hollywood ending to the BPN. But Grim is worried that all the loose ends may not have been tied up, and these ends may spell the squad's end. |
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| ===Break Jail - Silver=== | | ===Break Jail - Silver=== |
− | Dirk receives a phone call, not from Haynes but from Lloyd Langley, the reporter from the last BPN. Ahead of time, and from an unusual source, the squad accept a silver BPN. After all, silvers are rare and often mean TV footage, and TV footage means money. The BPN involves escorting an investigative reporter into a potentially corrupt Shiver station. Should the reporter's investigations prove correct the station has been infiltrated by DarkNight, so some heavy assistance is neccessary. The reporter turns out to be quite a firebrand, and the squad react immediately to her highly strung attitude by trying to wind her up further. Even so, they manage to make it to the Shiver station on the edges of Downtown without incident. The reporter proves her worth by quickly bossing her way up to the station commander's office, barely leaving the squad time to keep up as she verbally blasts her way through the precinct. Upon finding the Captain in charge of the station, the reporter lays right in with rapid fire accusations. Tensions rise quickly as the more diplomatic Ops do their best to keep tempers calm, but before anyone gets shot, arrested or violated with their own microphone the lights go dead and the argument is cut short by screaming emanating from elsewhere in the building. | + | Dirk receives a phone call, not from Haynes but from Lloyd Langley, the reporter from the last BPN. Ahead of time, and from an unusual source, the squad accept a silver BPN. After all, silvers are rare and often mean TV footage, and TV footage means money. The BPN involves escorting an investigative reporter into a potentially corrupt Shiver station. Should the reporter's investigations prove correct the station has been infiltrated by DarkNight, so some heavy assistance is necessary. The reporter turns out to be quite a firebrand, and the squad react immediately to her highly strung attitude by trying to wind her up further. Even so, they manage to make it to the Shiver station on the edges of Downtown without incident. The reporter proves her worth by quickly bossing her way up to the station commander's office, barely leaving the squad time to keep up as she verbally blasts her way through the precinct. Upon finding the Captain in charge of the station, the reporter lays right in with rapid fire accusations. Tensions rise quickly as the more diplomatic Ops do their best to keep tempers calm, but before anyone gets shot, arrested or violated with their own microphone the lights go dead and the argument is cut short by screaming emanating from elsewhere in the building. |
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− | Things change quickly from here. Reacting quickly, the Ops herd their charge and the Shiver captain into a room they can secure. Deject, Grim and Gek continue onwards and downwards towards sounds of gunfire while the rest of the squad continue to secure their protectees. Soon the advanced party encounter the Shiver who were in reception. They've been almost shredded - lacerated by a large bladed weapon. Needless to say, this puts everybody on edge. More gunfire and screams are being heard below, and the Shiver captain informs the squad that the cells are down there. As they are making ready to continue downwards a rush of former prisoners comes charging past, claiming that the Shivers down there are being butchered by a 'thing'. None can be any more descriptive. Soon afterwards about half a dozen panicked looking Shivers come retreating up the stairs to take position in the lobby. Again, the Shivers can't supply much in the way of information other than that they were attacked by some sort of creature. Most of those who saw it are dead. The squad try to glean more information from the Shivers, both alive and dead, but Deject gets impatient and heads off to scout out the basement. Carefully emerging from the stairwell he is greeted by carnage. Half a dozen or so Shivers litter the main chamber in various states of dismemberment. As Deject starts cautiously reconnoitering the corridors containing the holding cells, the rest of the squad make haste to catch up and lend some support. A tense period follows with Deject checking cells, containing variously terrified prisoners or mangled corpses. Moving through the corridors the squad hear a blood-curling scream from where one of the stranger prisoners scuttled off to hide. Assuming he had found the 'monster', they hurry to confront the killer. They find only another corpse though, and not of the victim they expected. At a loss to where the creature has gone, Gerald spots blood dripping from the underside of the flimsy bed. Peering under to see where it is coming from, the Stormer is surprised by a blade emerging seemingly from nowhere so hack a large gash out of his armour. The squad recoils as the sheet of flesh under the bed forms humanoid shape and sprints for the door, hacking at Gerald and leaving him badly injured. The combat is short and brutal. Gerald throws his injured body at the thing, which simply turns rubbery and wriggles away. Most of the squad have hacked away at the creature to little effect by the time it reaches the door, and Dirk hits it with a blast. Not for the first time this draws much unwanted attention and the blade of the creature nearly fells him in one blow. However, a fraction of a second before finishing him off Deject manages to fell it with a twitch-fired burst from his FEN AR. The squad look on at the fallen rogue vevaphon in shock at the speed which it tore through their ranks. Their day brightens considerably though when they find this rogue Op has a bounty on its head. Combined with the media footage and the completion of the BPN, this silver proved very lucrative for Five Punk. | + | Things change quickly from here. Reacting quickly, the Ops herd their charge and the Shiver captain into a room they can secure. Deject, Grim and Gek continue onwards and downwards towards sounds of gunfire while the rest of the squad continue to secure their protectees. Soon the advanced party encounter the Shiver who were in reception. They've been almost shredded - lacerated by a large bladed weapon. Needless to say, this puts everybody on edge. More gunfire and screams are being heard below, and the Shiver captain informs the squad that the cells are down there. As they are making ready to continue downwards a rush of former prisoners comes charging past, claiming that the Shivers down there are being butchered by a 'thing'. None can be any more descriptive. Soon afterwards about half a dozen panicked looking Shivers come retreating up the stairs to take position in the lobby. Again, the Shivers can't supply much in the way of information other than that they were attacked by some sort of creature. Most of those who saw it are dead. The squad try to glean more information from the Shivers, both alive and dead, but Deject gets impatient and heads off to scout out the basement. Carefully emerging from the stairwell he is greeted by carnage. Half a dozen or so Shivers litter the main chamber in various states of dismemberment. As Deject starts cautiously reconnoitring the corridors containing the holding cells, the rest of the squad make haste to catch up and lend some support. A tense period follows with Deject checking cells, containing variously terrified prisoners or mangled corpses. Moving through the corridors the squad hear a blood-curling scream from where one of the stranger prisoners scuttled off to hide. Assuming he had found the 'monster', they hurry to confront the killer. They find only another corpse though, and not of the victim they expected. At a loss to where the creature has gone, Gerald spots blood dripping from the underside of the flimsy bed. Peering under to see where it is coming from, the Stormer is surprised by a blade emerging seemingly from nowhere so hack a large gash out of his armour. The squad recoils as the sheet of flesh under the bed forms humanoid shape and sprints for the door, hacking at Gerald and leaving him badly injured. The combat is short and brutal. Gerald throws his injured body at the thing, which simply turns rubbery and wriggles away. Most of the squad have hacked away at the creature to little effect by the time it reaches the door, and Dirk hits it with a blast. Not for the first time this draws much unwanted attention and the blade of the creature nearly fells him in one blow. However, a fraction of a second before finishing him off Deject manages to fell it with a twitch-fired burst from his FEN AR. The squad look on at the fallen rogue vevaphon in shock at the speed which it tore through their ranks. Their day brightens considerably though when they find this rogue Op has a bounty on its head. Combined with the media footage and the completion of the BPN, this silver proved very lucrative for Five Punk. |
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| ===Narcotic Trends - Silver=== | | ===Narcotic Trends - Silver=== |
− | A BPN is received unannounced by Deject's helmet fax, which proves to be a Silver instigated by Lloyd Langley. The job is to investigate and neutralise the flow of a new, and illegal, designer drug into Uptown. Beginning their trail in the nightclubs of Uptown, the squad meet up with Langley and hit the town. Finding the trail of the drug is anything but difficult, as the users are loud and rich and have no problems telling the Ops all about it. The source in uptown seems to be a wealthy - and famous - socialite, who frequents a very exclusive club. Quickly entering the club by befriending the downtrodden staff found smoking by the back door, Dirk and Gek abandon subtlety and confront this socialite and her crown of air-headed 'beautiful people'. The mere presence of such deeply unfashionable people as armoured Operatives upsets the crowd, and their arrogant stupidity enrages the Ops. Eventually, though, Dirk and Gek find the information they want and leave, but not before Dirk shatter's the entire party's glasses with his Ebb Blast. | + | A BPN is received unannounced by Deject's helmet fax, which proves to be a Silver instigated by Lloyd Langley. The job is to investigate and neutralise the flow of a new, and illegal, designer drug into Uptown. Beginning their trail in the nightclubs of Uptown, the squad meet up with Langley and hit the town. Finding the trail of the drug is anything but difficult, as the users are loud and rich and have no problems telling the Ops all about it. The source in uptown seems to be a wealthy - and famous - socialite, who frequents a very exclusive club. Quickly entering the club by befriending the downtrodden staff found smoking by the back door, Dirk and Gek abandon subtlety and confront this socialite and her crown of air-headed 'beautiful people'. The mere presence of such deeply unfashionable people as armoured Operatives upsets the crowd, and their arrogant stupidity enrages the Ops. Eventually, though, Dirk and Gek find the information they want and leave, but not before Dirk shatters the entire party's glasses with his Ebb Blast. |
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| Moving on to their first real lead, a publicity agent, the squad again revert to the subtle approach. This man appears to be the link between the source and uptown, and upon paying him a visit he is surprisingly co-operative. He admits that his dealings are on the wrong side of legitimate and he doesn't want to upset SLA, so he spills the beans on the drug operation's deal breaker. As it happens, this fellow lives in an area of Downtown the squad have been before, San Angel sector. They encountered the place in the Loose Cannon BPN, and remember an old contact. Speaking to Samuel Laurenco, the squad come to an arrangement of mutual assistance - Laurenco provides information on the Glacier operation and some men as a distraction, while Five Punk attack the facility. In theory the Ops get a completed BPN and the Kiestas get the remains of the drug operation, keeping the stuff in Downtown. | | Moving on to their first real lead, a publicity agent, the squad again revert to the subtle approach. This man appears to be the link between the source and uptown, and upon paying him a visit he is surprisingly co-operative. He admits that his dealings are on the wrong side of legitimate and he doesn't want to upset SLA, so he spills the beans on the drug operation's deal breaker. As it happens, this fellow lives in an area of Downtown the squad have been before, San Angel sector. They encountered the place in the Loose Cannon BPN, and remember an old contact. Speaking to Samuel Laurenco, the squad come to an arrangement of mutual assistance - Laurenco provides information on the Glacier operation and some men as a distraction, while Five Punk attack the facility. In theory the Ops get a completed BPN and the Kiestas get the remains of the drug operation, keeping the stuff in Downtown. |
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| The squad find that adventure doesn't find them exclusively in the form of BPNs when Dirk finds his flat burgled. He calls on the help of Deject, Grim, and Winston to help track down the culprits. Initial investigation reveals that the culprits appeared to be a gang of kids, and that they fled through the sewers. A Blue BPN to seal their point of entry later and the squad are slightly richer but none the wiser. Eventually, after chatting to neighbours, Shivers, and other victims, they find the culprits to be a gang known as the Mama's Boys. With a lead on their area of operation Five Punk head off to Downtown. | | The squad find that adventure doesn't find them exclusively in the form of BPNs when Dirk finds his flat burgled. He calls on the help of Deject, Grim, and Winston to help track down the culprits. Initial investigation reveals that the culprits appeared to be a gang of kids, and that they fled through the sewers. A Blue BPN to seal their point of entry later and the squad are slightly richer but none the wiser. Eventually, after chatting to neighbours, Shivers, and other victims, they find the culprits to be a gang known as the Mama's Boys. With a lead on their area of operation Five Punk head off to Downtown. |
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− | The Mama's Boys operate in an area known as The Warrens - a twisted maze of tunnels and pipes that is home to a large and illegal market. Making a few enquiries they find the traders there surprisingly helpful, and it seems that the gang aren't popular among the locals either. It seems that there is a Hunter Sheet on the head of the gang - one Mama Krutch. Spindle heads off to follow a lead that might get the local Krosstown Traffic on board - a Bosuzoku gang known as The Spectres - while the others learn that they're not the only Ops asking questions about the Mama's Boys today. Before long the other Ops are revealed as Toast, a Brain Waster, and Mephit, a Frother. Neither are particularly friendly, but agree to join forces for the common objective. The Ops soon get their first contact with one of Mama's Boys when they catch one trying to pick-pocket Deject. The kid doesn't get far, but provides little in the way of clues after Toast's overenthusiastic interview technique leaves the kid somewhat burnt and somewhat dead. Turning a bad situation around though, they plant a tracking bug on the corpse and dump it. Sure enough, other Mama's Boys take the body away, and the Ops follow. Tracking them to a chamber in the sewers, they find some kids with the body, and a seemingly homeless adult in discussion with them. Rushing in, they capture the man and one of the kids. However, Toast gets fire-happy again and chalks up charred corpse number two. The kid is dosed up with Honesty before Toast does a job on her too, and the Ops learn the rough location of Mama's lair. Placing the tracker on their befuddled captive, they send her packing back home in order to follow her. However, with the Honesty wearing off she decides to take them in through the front door. As the Ops follow their mark they run a gauntlet of traps ranging from dangerous to deadly. Grim and Toast take a bashing from a shotgun trap and an improvised landmine respectively, whilst mephit has a lift dropped on him, but they survive to find themselves in a cloth-shrouded corridor leading directly into Mama's chamber. As she taunts them forward Deject tosses in a smoke grenade. Mama is unperturbed and calls for them, but Deject replies with a hail of 10mm, accurately cutting down her thermal silhouette and scattering her gang. | + | The Mama's Boys operate in an area known as The Warrens - a twisted maze of tunnels and pipes that is home to a large and illegal market. Making a few enquiries they find the traders there surprisingly helpful, and it seems that the gang aren't popular among the locals either. It seems that there is a Hunter Sheet on the head of the gang - one Mama Krutch. Spindle heads off to follow a lead that might get the local Krosstown Traffic on board - a Bosuzoku gang known as The Spectres - while the others learn that they're not the only Ops asking questions about the Mama's Boys today. Before long the other Ops are revealed as Toast, a Brain Waster, and Mephit, a Frother. Neither are particularly friendly, but agree to join forces for the common objective. The Ops soon get their first contact with one of Mama's Boys when they catch one trying to pick-pocket Deject. The kid doesn't get far, but provides little in the way of clues after Toast's overenthusiastic interview technique leaves the kid somewhat burnt and somewhat dead. Turning a bad situation around though, they plant a tracking bug on the corpse and dump it. Sure enough, other Mama's Boys take the body away, and the Ops follow. Tracking them to a chamber in the sewers, they find some kids with the body, and a seemingly homeless adult in discussion with them. Rushing in, they capture the man and one of the kids. However, Toast gets fire-happy again and chalks up charred corpse number two. The kid is dosed up with Honesty before Toast does a job on her too, and the Ops learn the rough location of Mama's lair. Placing the tracker on their befuddled captive, they send her packing back home in order to follow her. However, with the Honesty wearing off she decides to take them in through the front door. As the Ops follow their mark they run a gauntlet of traps ranging from dangerous to deadly. Grim and Toast take a bashing from a shotgun trap and an improvised landmine respectively, whilst Mephit has a lift dropped on him, but they survive to find themselves in a cloth-shrouded corridor leading directly into Mama's chamber. As she taunts them forward Deject tosses in a smoke grenade. Mama is unperturbed and calls for them, but Deject replies with a hail of 10mm, accurately cutting down her thermal silhouette and scattering her gang. |
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− | The Ops find a den of stolen goods and tortured remains, but the job seems done. That is until a disagreement breaks out over ownership of the bounty on Krutch's head. With tensions already high from constant bickering between the two groups, Toast attacks. Grim, warned by Mephit furtively moving into a position to attack, cuts him down with a burst from his FEN AR as he lunges for Dirk. Meanwhile Toast bursts into flame and, with Ebb ebhanced fangs, bites into Deject. The fight is desperate but short-lived. Deject uses his speed to get our of biting range and opens fire, while the others also turn their attention on the Waster. After taking an impressive amount of damage, he falls. | + | The Ops find a den of stolen goods and tortured remains, but the job seems done. That is until a disagreement breaks out over ownership of the bounty on Krutch's head. With tensions already high from constant bickering between the two groups, Toast attacks. Grim, warned by Mephit furtively moving into a position to attack, cuts him down with a burst from his FEN AR as he lunges for Dirk. Meanwhile Toast bursts into flame and, with Ebb enhanced fangs, bites into Deject. The fight is desperate but short-lived. Deject uses his speed to get our of biting range and opens fire, while the others also turn their attention on the Waster. After taking an impressive amount of damage, he falls. |
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− | The squad begin their post-mission cleanups, calling in a TV crew and the Shivers. They learn that their deceased temporary allies got the last laugh though after secretly claiming the bounty, and after the fight Five Punk find themselves under the scrutiny of Cloak Division. | + | The squad begin their post-mission clean-ups, calling in a TV crew and the Shivers. They learn that their deceased temporary allies got the last laugh though after secretly claiming the bounty, and after the fight Five Punk find themselves under the scrutiny of Cloak Division. |
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| ===Gift from the Machine - White=== | | ===Gift from the Machine - White=== |
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| After some procrastination and a phone call to Dour, the squad feel compelled to venture into the depths of Lower Downtown to take a look at the Subterraneans. Their journey is mainly uneventful, unusually, and the eventually locate the home of the gang, a large chamber called The Forge. Quietly capturing and interrogating a couple of young sentries, they gather information on the Subterraneans. These barely human savages seem to have a small community in the depths, and it hasn't gone unnoticed that one came back from the surface distinctly altered. Looking in, there's an awful lot of Subterraneans, and sure enough one is obviously different, sporting an insane grin like the previous killers have had. The squad try to contact Dour again, but this far below ground are unable to get a signal, so Deject ventures off through Lower Downtown on his own to make a phone call. Predictably, he gets into a bit of a jam. Trailed by something for a little while, he is suddenly attacked by a particularly vicious Serial Killer. The fight is tense, with Deject caught off guard and glad he's armoured, but ultimately he prevails. At this point Dour reveals himself to Deject, meeting him on his way down, and the pair return to the squad. | | After some procrastination and a phone call to Dour, the squad feel compelled to venture into the depths of Lower Downtown to take a look at the Subterraneans. Their journey is mainly uneventful, unusually, and the eventually locate the home of the gang, a large chamber called The Forge. Quietly capturing and interrogating a couple of young sentries, they gather information on the Subterraneans. These barely human savages seem to have a small community in the depths, and it hasn't gone unnoticed that one came back from the surface distinctly altered. Looking in, there's an awful lot of Subterraneans, and sure enough one is obviously different, sporting an insane grin like the previous killers have had. The squad try to contact Dour again, but this far below ground are unable to get a signal, so Deject ventures off through Lower Downtown on his own to make a phone call. Predictably, he gets into a bit of a jam. Trailed by something for a little while, he is suddenly attacked by a particularly vicious Serial Killer. The fight is tense, with Deject caught off guard and glad he's armoured, but ultimately he prevails. At this point Dour reveals himself to Deject, meeting him on his way down, and the pair return to the squad. |
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− | After briefing Dour the squad learn they need to isolate the killer in order to prevent him taking a new host. It seems there's a Necanthrope involved somewhere, although Dour isn't entirely clear how. With some deft diplomacy, one of their captives agrees to go and fetch the smiling killer in order to avoid a bloodbath. All appears to go as planned for the first few seconds, with the killer starting to walk towards where the squad are hiding, but to their horror the stooge is overcome by terror and insanity, silently screaming and clawing out his own eyes as the smiler walks directly towards them. In a moment of madness of his own, Deject tries to attract the killer by shouting at him, but succeeds in alerting the whole gang of Subterraneans. Chaos breaks out as the gang charge. Smiler is immobilised by a well placed bullet, and the squad desperately open fire on the horde of savages rushing at their position. The combat is intense but brief, with the Subterraneans being mowed down in a hail of automatic fire, routing before they're even halfway to the squad and leaving half their number bleeding on the floor of the Forge. Among the carnage, the smiling killer stands up once more, apparently uninjured, and laughing. Before he can do anything else, though, Grimmie knocks the smile off his face with a Hotline round, stunning him and knocking him back to the ground twitching. Moving quickly before he comes too, the squad decide the best way to isolate and destroy him is to lob a grenade at him, and a good deal of injured Subterraneans meet their demise from Eraser's pineapple. Dour ventures out among the bodies and wounded to find the killer and sure enough a different (and somewhat mangled) Subterranean stands up with a smile on his face. A conversation between the Necanthrope and what becomes apparent as another Necanthrope called Havoc ensues, each accusing the other of manipulatio and treachery. Dour wins out though when, impatient, he picks the human figure of the other up by its head and flings it down a pit in the centre of the chamber. Eraser, eager to help, sends a grenade down after it to make sure the thing is dead. | + | After briefing Dour the squad learn they need to isolate the killer in order to prevent him taking a new host. It seems there's a Necanthrope involved somewhere, although Dour isn't entirely clear how. With some deft diplomacy, one of their captives agrees to go and fetch the smiling killer in order to avoid a bloodbath. All appears to go as planned for the first few seconds, with the killer starting to walk towards where the squad are hiding, but to their horror the stooge is overcome by terror and insanity, silently screaming and clawing out his own eyes as the smiler walks directly towards them. In a moment of madness of his own, Deject tries to attract the killer by shouting at him, but succeeds in alerting the whole gang of Subterraneans. Chaos breaks out as the gang charge. Smiler is immobilised by a well placed bullet, and the squad desperately open fire on the horde of savages rushing at their position. The combat is intense but brief, with the Subterraneans being mowed down in a hail of automatic fire, routing before they're even halfway to the squad and leaving half their number bleeding on the floor of the Forge. Among the carnage, the smiling killer stands up once more, apparently uninjured, and laughing. Before he can do anything else, though, Grimmie knocks the smile off his face with a Hotline round, stunning him and knocking him back to the ground twitching. Moving quickly before he comes too, the squad decide the best way to isolate and destroy him is to lob a grenade at him, and a good deal of injured Subterraneans meet their demise from Eraser's pineapple. Dour ventures out among the bodies and wounded to find the killer and sure enough a different (and somewhat mangled) Subterranean stands up with a smile on his face. A conversation between the Necanthrope and what becomes apparent as another Necanthrope called Havoc ensues, each accusing the other of manipulation and treachery. Dour wins out though when, impatient, he picks the human figure of the other up by its head and flings it down a pit in the centre of the chamber. Eraser, eager to help, sends a grenade down after it to make sure the thing is dead. |
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| With Dour satisfied that whatever was possessing the killers has had nowhere else to run and has had to return to its own Necanthrope body, he escorts the squad back to Uptown and leaves them to ponder the implications of a chilling and eye-opening BPN. Carrien hunts somehow seem more appealing to some now. | | With Dour satisfied that whatever was possessing the killers has had nowhere else to run and has had to return to its own Necanthrope body, he escorts the squad back to Uptown and leaves them to ponder the implications of a chilling and eye-opening BPN. Carrien hunts somehow seem more appealing to some now. |
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| ===Tower Offence - Red=== | | ===Tower Offence - Red=== |
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− | A few days after the disturbig events wih Dour, the squad get word to make thier way to the Hijoule Car Compay building in Central Mort. They are met on the Train by Dours pet 'Waster, Brainrot. The team arrive to a mass shiver seige of the place, and thier contact for the job advises them Darknight have managed to take the Bard of Directors hostage. Everyone has to cover thier ears as Kt'rr voices his dspleasure at such a tactic. | + | A few days after the disturbing events wih Dour, the squad get word to make their way to the Hijoule Car Company building in Central Mort. They are met on the Train by Dour's pet 'Waster, Brainrot. The team arrive to a mass shiver siege of the place, and their contact for the job advises them DarkNight have managed to take the Bard of Directors hostage. Everyone has to cover their ears as Kt'rr voices his displeasure at such a tactic. |
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− | The team show some good tactical sense (for once) and pull up the buildings blueprints, trying to sort a drect route to the boardroom. They then set about trying to to figure out a way in to bypass the suspected traps on the front door. Several call outs to other squads later, and a bored Kt'rr decides to test how good his armour is and walks in, only to find that there are no traps, so the team set up for the search and destroy. | + | The team show some good tactical sense (for once) and pull up the buildings blueprints, trying to sort a direct route to the boardroom. They then set about trying to to figure out a way in to bypass the suspected traps on the front door. Several call outs to other squads later, and a bored Kt'rr decides to test how good his armour is and walks in, only to find that there are no traps, so the team set up for the search and destroy. |
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− | Dirk gets the team to wait whilst he tries the softly-softly approach and contacts the DN leader for negotations, Miss Kirk, thier BPN conact gets annoyed at this nd explains in less than polite terms that she would rather he negotiate with a large amount of violence. Dirk tries a new tactic and ass her for a date. | + | Dirk gets the team to wait whilst he tries the softly-softly approach and contacts the DN leader for negotiations, Miss Kirk, their BPN contact gets annoyed at this and explains in less than polite terms that she would rather he negotiate with a large amount of violence. Dirk tries a new tactic and ass her for a date. |
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− | The team sort thier marching order out (sort of) and make thier way up the stairwell, checking a few floors on the way to find they're empty. Dirk comes up with another sound plan, to set a camera up in one of the lifts and send it to the floors at random and see if they can spot thier prey. Then carry on up the stairs. | + | The team sort their marching order out (sort of) and make their way up the stairwell, checking a few floors on the way to find they're empty. Dirk comes up with another sound plan, to set a camera up in one of the lifts and send it to the floors at random and see if they can spot their prey. Then carry on up the stairs. |
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− | The irst taste of action they get is when they see a door coverd in explosives, wich goes off whilst the team discuss the best way to deal with it, revealing three darknight gunmen. A hail of gunfire from Deject and Kt'rr quickly deals with two of them, whilst the third takes a potshot at Eraser who ran in to see what he could hit. | + | The irst taste of action they get is when they see a door covered in explosives, which goes off whilst the team discuss the best way to deal with it, revealing three DarkNight gunmen. A hail of gunfire from Deject and Kt'rr quickly deals with two of them, whilst the third takes a pot-shot at Eraser who ran in to see what he could hit. |
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− | Thier luckless Darknight op realises he's in a bad position, so happily tells the team what they want to know about the other agents in the building, thinking he will be taken prisoner, but with the team being on a time limit, and not wiling to take the time to verify the guys story, Eraser skins the DN op slowly with his own vibroblade. Lo and behold, the op was lying and they now know the true numbers they are facing.
| + | Their luckless DarkNight op realises he's in a bad position, so happily tells the team what they want to know about the other agents in the building, thinking he will be taken prisoner, but with the team being on a time limit, and not wiling to take the time to verify the guys story, Eraser skins the DN op slowly with his own vibroblade. Lo and behold, the op was lying and they now know the true numbers they are facing. |
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Exception encountered, of type "Error"