Garrison Duty Interlude - Hero's Journey

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High Command
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Garrison Duty Interlude - Hero's Journey

Post by High Command »

Don't post here until April 1

The next two months are quiet, relatively. I mean there are small missions near the base, even a few routine ones deep in the zone, but nothing on the scale of the hive mission. Turns out there are a ton of safety briefs being given on fire discipline, grenade use, squad tactics, with extra classes on regulations, along with one on one and group counseling sessions to deal with the crap that was seen or experienced down there. Turns out those facehugger things were egg implanters and there was a bit of a hubbub for a few days as the bodies of those affected by them (ten in all once a full sweep was done) exploded with new versions of the alien creatures. One that came from a psi-stalker was one of the white ones, and the one that came from Hunter was reminiscent of a dogboy, but similar to the white ones. Thankfully Coalition quarantines are more than sufficient for such contingencies and only a handful of people are injured or killed.

Instructions: Write an interlude that covers the two months of downtime. Much like the first interlude, this can include any number of things. Your days will consist of a combination of:
  • Supplementary classroom training (like the demolition certification classes for Steelcreek and Grimes).
    Limited combat patrols in safer areas. While the fights themselves are deadly, you are never outside a more than two to five rounds before backup arrives in the form of a SAMAS squad. And a dedicated support squad of a skelebot, an infantry platoon, and a dogpack on hovercycles is behind them by minutes. You're not going to die - though it may feel like it.
    On the job training by combat engineers working in relatively safe areas outside of the wall.
    Similar events. Figure out what you want to do.
    Other similar events - talk to me about it.
Length: 3-5 paragraphs and must include tale of how you got through the time and obtained what was in your HJ roll.
Timeframe: Be in and done by 7/19/17

Roll on one of the following Heroes Journey Tables:
Education
Experience & Wisdom - reroll 12-13
Training - reroll 8-9
Cybernetics (some sort of injury or possibly a voluntary procedure if you have the connections)
(Maddocs can also roll Psionics)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Steelcreek
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Re: Garrison Duty Interlude - Hero's Journey

Post by Steelcreek »

Heros Journey
Do your stuff, dice! Education [dice]0[/dice]
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also
gains a +2 on Survival and Streetwise checks in North America.
In the months following the tunnel incident and his assignment to Bear 2, Steelcreek spent an inordinate amount of time in classrooms. First, he had to learn the basics of demolitions; he had thought that perhaps Bear 2 would have been reassigned as a "pure" infantry unit after their showing in the tunnels, but the brass had instead just been impressed that a group of engineers had done so well and told them to "carry on."

And so, Steelcreek sat through lectures and diagrams about types of ordinance, charge shaping, blast radiuses, and the like. Their "workshop" periods were always entertaining, though, because they would go and blow stuff up. Usually it was somewhere close to base, and they were typically escourted by at least a couple of armored units in case anything decided to give the trainees trouble, but at least it was outside. Steelcreek would have killed for just the sight of a mountain; being cooped up inside did not sit well with him.

After his demo course, Newcastle pulled some strings to get him into an advanced course on field geography and anthropology or, as the other Rangers liked to call it, "the Continental Crash." His head was stuffed so full of facts every day (many of them useful, if he was being honest) that he always emerged mostly braindead and craving caffeine.

He had a lot less time on his hands to go on volunteer patrols once he was assigned to Bear 2; there always seemed to be somewhere to go and something to blow up, but at least he ate well with all the evening field work. Twice during the two months after the tunnels, he and Newcastle got out on scouting missions, but both were pretty quiet. They did identify a building where a small cell of Federation terrorists had holed up, but the thing was on its last legs by the time they came across it; command didn't bother with a demo team, choosing instead to just call it in for a shelling, and the two Rangers watched while the already crumbling walls came the rest of the way down.

Quiet though they might have been, the scouting missions were helpful. The Continental Crash had included a lot of information on Old Chicago, for obvious reasons, and he found that he was making his way around the city with more familiarity. He knew the trouble spots on sight, and he could finally keep straight the different gangs and factions fighting over the husk of the once great Golden Age city.

He also started to get a feel for the base: Where should he go to find out the pulse of the brass? How about for a night of gambling (he only tried that once and lost every credit he had on him at the time)? Which supply officers were on the friendlier side and which ones would tear you a new hole as soon as look at you (especially to a Psi-Stalker)?

All in all, Steelcreek was starting to feel... not at home, certainly, but not quite so out of place. If his dad could do this, and if his brothers could do this, he certainly could, too. He'd just do it with a little more style... and a little more soda. A lot more soda.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Logan Wright
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Re: Garrison Duty Interlude - Hero's Journey

Post by Logan Wright »

Hero's Journey
[dice]0[/dice]
Training - 1 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. He gets +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Klinger returns to the unit about three days after Wright's unofficial punishment ends and he immediately can tell that his eyes have been replaced. Logan rushes to Klinger and says "Dude! What happened to your eyes?" Klinger then retells the story as best as he can from his memory, then filling in the details with what he was told in post op. Wright then offers to help Klinger get used to his new eyes by playing catch with a training grenade that has been disarmed. "Alright Klinger, hold it like this, and you move like this. Also always make sure to follow through." The first few times, Klinger drops every grenade tossed at him, and constantly was under throwing, over throwing, or throwing too far left or right. It took a few days, but each time Klinger was starting to get closer to his mark, even though he was still struggling with throw control. It took longer to teach him also because he wasn't used to throwing as much, so he didn't have the stamina to keep it up like Logan did. Once Klinger was reliably throwing grenades within 6' of him at least 50% of the time, Wright started teaching him about a grenade's kill zone, or blast radius. "A standard fragmentation grenade has a kill zone of 18' from where it detonates. I am going to place random friendly and enemy targets and I want to attempt to throw the grenade to kill the most number of people while killing no friendly targets." Now that Klinger had gotten a handle on how to use his new cybernetic eyes on calculating multiple points on the fly, it was more of a matter of incorporating blast radius into the equation around the detonation area. Technically speaking, Klinger never succeeded on not hitting any friendly targets, although he was able to drastically reduce the number hit from nearly all of them to one to two on average.

Wright then took Klinger out to the shooting range where he helped him get used to using his new eyes for target identification and shooting. Logan also took the time to work on his own shooting. They went through the entire armory of training weapons (same weight as the normal weapons, but have a low damage, i.e. non-MD). They spent the entire afternoon there, and while Klinger's aim never improved over the course of the day, Logan saw that his aim had improved. As they walked back to the barracks after being on the range, Klinger mentions that he's just going to requisition to replace his fragmentation grenades with flash bangs. "I can understand why you are wanting to do that, but I just want to warn you that even though they don't wound, flash bangs can be even more lethal to friendlies than a frag. A frag catches a teammate by surprise, they can get hurt. A flash bang catches a teammate by surprise, they can get hurt but they can also hurt others on accident because they can't see. Understand what I am talking about? Just because it doesn't cause wounds directly doesn't mean it can't be more dangerous." Logan turned to Klinger to drive his point home as he picked a pen from his pocket and holds up his sidearm. "This can be used by our enemies to hurt and kill our fellow soldiers, while this pen can be used to pen a book which can inspire deebs and muties to attack us and those we care about. See what I am trying to say?"
Last edited by Logan Wright on Fri Apr 06, 2018 1:20 pm, edited 1 time in total.
OOC Comments
Pvt. Logan Wright
Pace: 6; Parry: 4; Toughness: 14 (7); Strain: 1;
Weapon in hand: CM-1902 Assault Shotgun
Ammo: 50/50 (20/17 Slugs, 20/16 Buckshot, 10/17 Big Bore)
Grenade: 0/2 Plasma 0/2 Frag
Bennies: 4

Current Conditions:

Alts: Jitters 13th SET, The Quiet Ones
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Grimes
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Re: Garrison Duty Interlude - Hero's Journey

Post by Grimes »

Training: Go Dice Roll Dimension the dice! [dice]0[/dice]
Ooo Players choice... Going with professional edge of choice:
Commando
  • Commando
    Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+ Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.
Assigned to Jokers for some feild ops, interesting...
It is swealtering by the time Grimes walks out to the wilderness area where the Jokers are settled in. They seem to be enjoying a box of freshly baked cupcakes. The smell is fragrant and brings Grimes back to the last time he had smelt them in his family bakery. His eyes light up with joy and he instinctually starts towards the group of guys huddled arround the box partaking in its delecious delights. Oh man, Bloomer is never going to beleive I had cupcakes from home. I cannot beleiv---". With sudden force he is blindsided and tossed to the ground. The men eating barely even notice. Uggghh what??

From above him a grizzled vet smoking a cigar looks down on him with a snear, " So this is the mutie they send me. Green and filled with inner psychic reserve. Fucks sake." He glances at the men eating the cakes and then dropps some ash on Grimes. " Welcome to the Jokers mutie. You must be wondering why you don't get a cake? Well its simple, we hard workimg men deserve a little break, you muties deserve shit. Ain't that right boys? Muties eat off the ground, drink our piss, and hump our gear." A loud chorus of aye erupts. " Now take, Joe, another new recruit, nice guy not a mutie. He gets his pick between yellow sweat cream frosting and josephine's red velvet." Sweat drips down the chin as the sun and overhead barrels in. It splashes Grimes in the face. " You might as well drink it mutie because it is 7 clicks to the nearest freshwater supply..." He pulls his side arm and shoots Grimes canteen, " And mutie looks like your canteen sprung a leak."

The captian steps back letting Grimes gather to his feet. Still snarling with a cigar hanging on his lip the angry vet keeps piling it on. He points to a delapidated peice of power armor, possibly a releic of the first attempt by the coalition to create one. " Now, 2 days ago a little blond birdy tells me, I am getting a mutie power armor pilot. Well thats your rig, we call her Betsy and she is a bitch. No strength servos, enviormental controls fritzz like a pig in heat. But humping her around will make a man out of you".

He looks up at the noon sun basking in it. He gestures to the portable water tanks they have at the camp, " Well, you must be thirsty its about 103 degrees out here in the emporers country. But as you can see we do not have any water for your kind mutie. So you can either live off the dew of the universe, or start walking due west till you hit the river. When you come back, if Joe hears your creeping mutie footsteps he will shoot you in your goddamn leg because I do not like my beauty rest interupted. You understand me you lilly livered, cupcake eating mutie?"

For everything streaming through Grime's head only one thing came out of his mouth, " Sir, yes sir!" He takes off at a run with his leaky canteen heading due west.

The captain of the jokers takes a long drag on his cigar and stuffs a sweat cream cupcake into his mouth. He watches Grimes depart with a small measure of surprise and wipes the frosting off his mouth with his sleeve," Major Wolfe was right about you son. We'll make a commando out of you yet."
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
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Solène Bouchard
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Re: Garrison Duty Interlude - Hero's Journey

Post by Solène Bouchard »

Education
[dice]0[/dice]
Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
“Sargeant, I just don’t understand,” Solene said with a confused, and desperate, look on her face. “Why would I be assigned to intelligence analysis. Most people think I am a traitor and I can’t even read. How can I write intel reports.”

Sergeant Dansk just shrugged, “Who truly understands the mind of High Command? Sometimes they want people cross trained, maybe it’s just an error. Hell, maybe the spooks just want you where they can keep an eye on you.”

That last phrase, said in jest, made Bouchard’s skin crawl. She knew that people inside the establishment thought she was a traitor, aligned with Free Quebec. Despite the many times she and her family proved their fidelity to the Emperor they were always under suspicion. Being around a room full of intelligence analyst trainees would only see that scrutiny increase a thousand fold. She didn’t sleep well in the days before her training course, and not just because Klinger was an awkward asshole.

Arriving at the assigned classroom on time, Bouchard does her best to remain invisible only speaking when spoken to and keeping to herself. The class had a lot of butter bars, young military specialists in training, including a couple of silver spoon types from Chi-Town. They acted like they already knew all this stuff. To Bouchard it was fascinating. She literally lived under rocks for most of her life. Learning about the major political entities, enemies and allies of the state, independent kingdoms, and myriad of factions across North America opened her eyes to a world not only beyond Iron Heart but even beyond the borders of the Coalition.
The course was not without its challenges, one young Lieutenant in particular saw her as a target. In one particularly embarrassing moment, he told a story from his father - some higher up in the CSID - about the various ways that Free Quebec violated treaties and articles of statehood prior to the Emperor declaring them enemies of the Empire. The whole time he spoke he didn’t take his eyes off Solene, finally ending his history lesson with a question directed at her, “Bouchard. You’re one of them, perhaps you can give us some insight into the mind of a traitor.” A few snickers erupted from across the room, but the instructor silence them with a look, but she didn’t intervene, leaving Bouchard alone to reply.

This was a bad situation, a disparity in rank, an instructor - and a room full of trainees - watching Bouchard knew she should tread lightly. But what was socially right and what actually she did rarely aligned. Instead, she treated him like any other pig headed idiot she’d come across in her world of hard labour, “The last time I looked into the mind of a traitor Lieutenant, it was at the brains oozing from the skull of a Quebecois sympathizer in my hometown. When we found out where his loyalties lied, we ran him out of town. When he put up a fight, someone smashed his head in with a rock. From what I could tell, his brains looked the same as anyone else’s, would you like me to check yours sir?”
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PFC Solène Bouchard
Pace: 6; Parry: 4; Toughness: 7; Strain: 0;
Weapon in hand: C-40R Rail Gun (2d8+4 (AP: 6, MD), 75/150/300, ROF: 4)
Ammo: 50/50
Bennies: 3
Toughness in Flight Suit: 8 / Toughness in Power Armor: 20 (10)/ Toughness in CA-4 Body Armor: 16 (7)
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Alan Klinger
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Re: Garrison Duty Interlude - Hero's Journey

Post by Alan Klinger »

Hero's Jurney

Cybernetics
[dice]0[/dice]

Nothing like a Range Data System to make hitting all those pesky enemy targets diving for cover that much easier. Due to Prereq not installed. Klinger will have cybernetic eyes installed.

Klinger stirs from his slumber. Feeling sore, his arms hurt, he starts to choke. Klinger takes the tube out of his through, his arms ache from the needles. Now that Klinger is able to breath, he lays back and starts to look around. Why am I in the hospital? What happened? Klingers eyes start to focus on the writing on the far wall. Did I just zoom in on the prescription?

The Door to the room opens up and two older men walk in. "Pvt. Klinger, we are glad to see your doing better. You have the breathing tube out, and your conscious. That's good." The two Drs. walk up to his bed and reviews the data pad. "Blood pressure, good. White blood cells, good. No sign of rejection. Everything is looking better then expected." Klinger zooms onto the two Drs. badges. One reads Dr. Munro, the other Dr. Lu. Dr. Lu accesses another screen on the tablet and he sees that Klinger is zoomed in onto the badges. With a slight chuckle, Dr. Lu shows the tablet to Dr. Munro. "At least your getting the hang of it. Now you know who we are, we can at least tell you what we do. I'm Dr. Munro. I'm a zenobiologist specialist. We can't defeat the enemy if we don't know how they work, or make killing them easier. Dr. Lu here is a Cybersurgeon. We were in the quarantine tent when the shit hit fan, you did an amazing job with your training and got us out of the tent alive and unharmed. You were gravely injured in the fight, and one last thing you did was took an acid blast to the face. We had to replace your eyeballs. Both of us have looked at your file, and we see some great potential with you. If you need help or advice, let us know. We expect to see more great things, both on the field and in the lab from you." The two Drs. look slightly up and to the edges and return their attention to Klinger. "I wish we could stay more, Dr. Lu has Surgery, and I have more dead subjects inbound right now." With that, both men leaves the hospital room. Klinger is left a little confused, and wondering what just happened.

Over the next several days, each Dr. has come visit Klinger in the hospital. The discussion has been about each other, their families, and their career choice. Klinger enjoys these discussions with these leaders in their field. The next three weeks is mostly learning how to use his new eyes. Klingers recovery is steady and the Drs. are pleased with it. At least for a week Solene is able to have the room to herself. When Klinger enters the room and is even more disgusted when he accidentally zooms in on some of the dirty clothes. I really need to control that Klinger is given light duty for about two weeks to get used to military maneuvers with the new eyes. Once the light duty is done, he is assigned to a light patrol. During the patrol, there is a minor fire fight with a rogue scientist group. With minor injuries from the fire fight, Klinger finds that the new eyes are helping him with both shooting and healing. The eyes are able to provide focus when needed. After the mission, Klinger contacts Dr. Lu and Dr. Munro with how the 1st real mission went and how the eyes are helping him out.
Prvt. Alan Klinger
Pace: 6; Parry: 4; Toughness:14(7); Strain: 6;
Weapon in hand: CP-40 Pulse Laser Rifle
Ammo: 60/60
Bennies: 0
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Joe Marshal
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Re: Garrison Duty Interlude - Hero's Journey

Post by Joe Marshal »

HJ: Experience & Wisdom: [dice]0[/dice]
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
Commando
Commando
Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+ Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.

Joe lays on his bunk, his mind exhausted from the last few days. Joe has been tasked on several recons of derelict buildings. It's been interesting to deal with more seasoned soldiers, specifically commandos. They were the sixty-fifth SOG and they were short a man for their operations in the area. Apparently their point man was wounded in by a IED placed in a stairwell. The Sixty-Fifth better known as the Jokers, apparently known for some rather rough practical jokes. The Brass being annoyed by their antics decided to play a trick of their own and drop Joe on them. On the job training so to speak as Joe was told by CSM Grimm. Joe being dutiful, took to the job with enthusiasm, the Jokers were in for a surprise with Joe though. Their practical jokes had no real effect on him as he just took the abuse silently.

One of the assignments the Jokers were sent on involved attacking a known bandit hideout. The Bandits had holed up in an ancient apartment building. Normally High Command would just shell the building a few times and send a SAMAS wing to clean out the survivors, but the brass wanted to be able to use the building as an observation point in the future. The plan was simple, approach under the cover of darkness and clean out the building room by room. Pretty straight forward as plans go except for one issue, the lower three floors were gutted and the only supposed way up was a ramp made of the debris. Joe had seen this kind of building in his combat engineering class and figured it actually had an elevator shaft with basement access.

The Jokers plus Joe found access to the buildings hidden basement via sewers and a bit of creative digging. Just like Joe had theorized they found the long disused elevator shaft. It was a relative simple task to climb the area and begin their work. The Jokers followed Joe as he looked for traps and spotted the few lazy sentries. All in all the operation moved pretty smooth, ending with a shoot out with the last surviving members of the gang in a makeshift throne room. Once the operation was complete, the Jokers radioed in and the reinforcements arrived stationing an observation team in the gangs place. Joe was released from his attachment with the Jokers shortly thereafter. Joe learned a lot more from the Jokers than they learned from him and that seems to be okay in his book.
Last edited by Joe Marshal on Sun Apr 01, 2018 7:59 pm, edited 1 time in total.
Joe Marshal
PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3
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Jasper Maddocs
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Re: Garrison Duty Interlude - Hero's Journey

Post by Jasper Maddocs »

a
[dice]0[/dice]
Last edited by Jasper Maddocs on Tue Apr 10, 2018 5:02 pm, edited 1 time in total.
Private Jasper Maddocs
Anthem
Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
Power Point Regeneration: 1/Hour
Weapon in hand: -Noted by asterisk(*)
C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
Vibro-Knife
Fragmentation Grenade: 2/2
Bennies: 3/3
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Steelcreek
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Re: Garrison Duty Interlude - Hero's Journey

Post by Steelcreek »

Optional Advancement Interlude
This represents Steelcreek's two advancements: raising Smarts and taking the Spotter Edge.
A few weeks after he and Newcastle called in an airstrike on that hideout building, Steelcreek gets a call and an assignment to a new training program, on top of his demo work and on top of the Continental Crash.

He reports at 0630, half an hour before training is slated to begin, to get a feel for the field. The training is to take place right next to one of the Army's massive artillery batteries, and Steelcreek watches with interest while the soldiers load, position, fire, and reload the massive guns. He is surprised to see them firing so early in the day, but the CS was always hunting, and prey was always fighting back.

A lean Ranger Captain orders the handful of soldiers gathered to fall in, and gives a short, no-frills briefing about the guns behind them and the training in front of them: it seems that Steelcreek has been pulled for "spotter" training; the army, in its wisdom, has selected Steelcreek to be a Forward Observer. After the captain's brief remarks, a non-assuming woman who identifies herself as a sergeant takes the lead, and over the next few weeks, Jaren and his fellow trainees are pushed through the finer points of directing long-distance fire.

He learns the ins and outs of the guns that launch the Coalitions high-explosive shells. He takes a crash course (pun unintended) on the Coalition's air assets to give him a better idea of what can be achieved in the field and what just can't. It gets to the point that he can tick off the names and uses of the different ordinance types in his sleep; between spotter training and his demolition work, he is beginning to feel like there isn't a type of structure, landmark, or vehicle left in Old Chicago that he has not blown to smithereens one way or another.

Every morning, he finds himself watching the big guns with admiration; the ability to kill large or dug-in prey at range was truly a boon to the troops in the field. I wonder if the tribe would ever be able to acquire something like this? It would need to be more mobile, certainly, but there are some beasts in the mountain that would be much easier to bring down if they had truck-sized holes blown through them first.
Steelcreek
Jaren Steelcreek
Parry: 6; Toughness: 17(8)
Notes: Animal Empathy, Quick, Field Intel, Psychic Bloodhound, Command (for dog boys)
Jaren Steelcreek
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Cassandra Maverick
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Re: Garrison Duty Interlude - Hero's Journey

Post by Cassandra Maverick »

HJ Roll
Psionics - [dice]0[/dice] - Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks. As well, if he has the fear power, he gains +2 when using it.

Fort Resilience

After the chaos of the tunnels, the next couple months seemed a breeze for Cassandra. There were more required classes. She sat in on the Basic Demolitions Course to keep the information fresh. It wasn’t a skill she was required to use much in her current placement.

Much of Cassandra’s time was spent with Colonel Absinthe Drake training her psionic abilities more. Besides some combat training, Cassandra also spent a lot of time simply sitting and meditating. When she got board, Cassandra sometimes cast her mind out, peeking around the base. She particularly liked peeping into the men’s locker room. Well, at least until Colonel Drake thwacked her with her kendo sword.

“Today I will teach you the subtle art of manipulating people to get your way,” Syn said, pacing around the kneeling Cassandra.

Cass looked up with horror. “You mean mind controlling them?” she gasped. She had grown up on the horror stories of mind melters.

Syn gave a dismissive huff. “In time, perhaps, but no, there are more subtle ways, glances, gestures, body postures, and gentle pushes on the mind.”

Syn lectured and Cass listened, and then Syn said, “Follow me.”

They walked out of the training facility and into the prison barracks. They went into the room with a large window. On the other side, a prisoner sat in manacles.

“Sergeant Turner is accused of stealing Coalition weapons and selling them in the ‘Burbs. He hasn’t given up his contacts yet. I want you to try.”

Cassandra blinked and looked at her trainer. “Interrogate a prisoner?”

Syn just nodded.

Cass took a breath and readied herself. Then she exited the observation room and walked into the interrogation room.

Sergeant Turner looked up at her. He was older than her, mid to late thirties, perhaps, a grizzled, disgruntled veteran.

“Is it time for my conjugal visit, then?” Turner asked with a leer, looking her up and down.

“Maybe if you’re cooperative,” Cass said with a smile as she took a seat across the table from him.

His eyes settled on her chest for a moment, and then he went a bit paler. “You’re Psi-Bat.”

“So you can read?” Cass glanced down at the PSI patch on her uniform.

“Everyone knows Psi-Bat.” There was a little perspiration on his lip.

Cassandra just smiled. She rested her elbows on the table and propped her chin on her hands, just looking at him.

“I’m not sayin’ anything. I’m no rat.”

Cass just tilted her head, studying him.

“What? Why are you staring at me like that?”

Cass didn’t say anything, just tilted her head the other way, as if viewing from a different angle.

“What! You god-damn bitch! Don’t look at me like that!” Turner thrashed a bit in his restraints. “I’ll fuck you like a cheap whore and cut your throat!”

Cassandra just smiled, though she tasted bile in her throat from the fear and anger resonating off of Turner.

“Please…” Turner whimpered.

“Chicken or beef?” Cassandra asked.

Turner blinked and stared back at Cass for a moment, before averting his eyes from hers, lest her demon mind powers look into his soul through his eyes. “What?”

“Chicken or beef? What do you prefer?”

“I...why?”

Cassandra took a sip from a bottle of water on the table. “I’m trying to decide what to leave you as after I rip the information from your mind. Clucking like a chicken or mooing like a cow.”

Turner thrashed again, screaming. “Fine! I’ll tell you! Just don’t mind rape me!”

“I just need a name,” Cass said, sliding a piece of paper and a pen across the table. “It’s easy as that. Who were you selling the guns and supplies to?”

Turner grasped at the pen and started furiously scribbling on the paper. He was sweating profusely now. Then he pushed them back across the table to her.

Cass took it up and read the note. She looked up at Turner, who was curled back away from her as far as his restraints allowed. She could sense the truth from him. She nodded and stood up,leaving the room.

Cass walked back to the observation room and held up the paper for Syn.

“Very good,” the colonel replied, taking the paper.

Cassandra beamed at the praise.
User avatar
Dina Perry
Posts: 42
Joined: Sun Jul 01, 2018 5:46 pm

Re: Garrison Duty Interlude - Hero's Journey

Post by Dina Perry »

HJ Table [dice:fex6246c]43487:0[/dice:fex6246c] Cybernetics
HJ Roll [dice:fex6246c]43487:1[/dice:fex6246c] Stronger is always better as far as your character is concerned, so she has a level of Bionic Strength Augmentation.

Garrison Duty was easy but also boring for her. She would sit in a guard tower looking down her sights with nothing to shoot at. She wasn't allowed to just shoot at random while on duty. While off duty, she spent her time training physically or at the shooting range to work on her shooting skills.

Perry small nature had it's pluses and minuses. Being small meant she could get into places others could not. But it also meant that carrying all the gear took it's toll on her. Everyday she spent time working out to bulk up to over come this challenge. Unfortunately for her, she ended up working out too much and injured herself.

It happened while she was selected to go on patrol one day, about a week or so into the Garrision Duty. She and several others in her unit were selected that day to go out and scout. This was semi random and everyone on Garrison Duty did this at some point. She put in a fierce workout that morning and was pretty swore from it. But she didn't let on that she was hurting. She packed on all her gear and headed out with the team.

The patrol was pretty straight forward, making the rounds. It had rained recently and the terrain was still soaked. On a hill side, she made a bad foot fall into some mud and down she went. She got pretty messed up and injured her arms and legs severely. She was carrying way to much stuff for her small form. The others called out a medvac and had her returned to base.

She was in surgery for a long time as the Command Staff decided what to do with her. She had special training on the prototype weapon and they didn't want to lose her.

She is laying on a bed and in a massive amount of pain. She is not sedated as Lt Samuels comes and asks her, "They found that you have been over working yourself and compound with the fall, the prognosis is not good. Do you want to be stronger?"

Perry nods as best she can wincing in pain at the same time. "I..."

Lt Samuels cuts her off before she can say any more. "We can augment you with cybernetics. One blink is yes, two is no."

Perry blinks one time, she doesn't want to be useless to her country.

Lt Samuels sees her blink and turns to the Surgeons, "She has agreed to the operation. Make her stronger then before." He turns to Perry and salutes, "Good luck, soldier." Then he leaves.

Now the surgeons sedate her and start the operation. It took many hours but they repaired her arms and legs with Bionic Strength Augmentation procedure. The operation a success.

Once she was back on her feet, she spent the remaining months training herself with her new cybernetics, getting used to them while still doing her garrison duties.
PFC Dina Perry - CS Ranger - TAG Specialist
Pace: 6; Parry: 4; Toughness: 5; Strain: 0;
Weapons

CP-30 Laser Pistol
DMG: 2d6+1, AP 2
RANGE: 12/24/48
ROF: 3, 3RB
CM-940PR Precision Rifle
DMG: 2d8+5, AP 5
RANGE: 30/60/120
ROF: 1, Snapfire
MODS:
  • offset 2 points of range and/or darkness penalties
Venting
  • +1 to Shooting when using the aim action

CM-RG-15X Manpack Electromagnetic Rail Gun
DMG: 3d10+5 AP 15
RANGE: 125/250/500
ROF: 1
MODS:
  • offset 2 points of range and/or darkness penalties
  • double the benefits of the Aim action.

Note: SHOTS is current clip, AMMO is extra magazines.
CP-30 Laser Pistol SHOTS: 30/30 AMMO: 4/4
CM-940PR Precision Rifle SHOTS: 7/7 AMMO: 3/3
CM-RG-15X Manpack Electromagnetic Rail Gun SHOTS: 5/12 AMMO: 2/2
2 Fragmentation Grenades
2 Smoke Grenades
Vibro Knife
Toughness in Armor: 15(7)
Bennies: 0/3
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