The Wake

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Stoic
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Bronze Patron
Posts: 741
Joined: Fri May 25, 2018 8:58 am

The Wake

Post by Stoic »

The Wake


A hero has died. Trent "Cnail" Silver paid the ultimate cost, sacrificing his life for his team.


SPEAR makes the arrangements. A week after you return from Saguro a wake is held at a funeral parlor in Omaha. It is a closed casket event (obviously) and when you arrive, no one else is there. Please take the time to share a memory of Trent, explain how you may have interacted with him in a previous mission, or just describe what you do at the wake. Anyone who posts gets a benny which carries over to next quarter.
GM Bennies 9/9
Wild Card Bennies ?
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Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: The Wake

Post by Simon CROSS Harris »

"Well at least Trent chose his time and place."

"Trent and I have been on more than a few of these soirees. A few of those times we ran in the same squad."

"One such soiree was in Milan Italy. Working a fashion photo shoot. Some psychic was reported on the runway. SPEAR was in keep things from getting messy when the cameras started flashing."

"I was sent in undercover, as a model. The runway was full of action gear. Pose with a skido. Lounge with a tobogan. Even had a rock climbing arrangement. The last piece on the runway was an actual bomb. Trent had more than a few action shots he sent away to a private contractor for action toys."

"Trent later told me before the debrief that I was not really assigned to go undercover. He thanked me profusely for the poses and scuried off and missed the debrief."

"Somehow I think he was buying two times as many action figures but it never showed in his collections."
Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: The Wake

Post by Keiko »

Keiko trudged over to the casket and frowned at it. She was ninety-nine percent sure there was probably nothing in there. Maybe dog tags, if they'd been able to find those. Probably not. It was theater.

"I didn't know him," she said. "We barely ever talked. I think he...wasted his life, doing what he did. We could have stopped it another way."

Slowly, Keiko shook her head. "It seemed like he was looking for an excuse or something. Wanted to go out a hero, but really just wanted to go out."

"It's sad. I feel sad for him. He should have people here who really cared about him, and really knew him. I...I don't think any of us do. And now we never will."

She leaned over and put the fingertips of her right hand against the casket.

"I wish you'd stuck around longer. You seemed nice."
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Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: The Wake

Post by Marcus »

Marcus had little to say about Trent. The awkwardness of not really knowing the man was getting him thinking. Did he really know anyone anymore? He expected to feel sorrow or pain for losing a comrade, but instead he felt a little jealousy, at least Trent got to go out a hero and does not have to deal with this stuff anymore.

If anyone knew what he was thinking they would likely hate him for it, but it was what it was. Trent, found a quick way out, he no longer had to deal with the adrenaline of the fights. With the cold chill that sets in when the fight is over and you cannot stop your body from shaking as your muscles react to the adrenaline flushing out. Yeah, Trent went out the right way, but Marcus did not weep for him, Marcus was jealous. When people spoke to him or around him he only nodded, trying to stay low key. People knew he did not speak well anyways. Everyone knew stress made it near impossible for him to communicate. Well maybe they would assume he was stressed here.
Bennies 2
Quarterly Reset 3
  • +1 GM Boon for noticing accounting err
    -1 Reroll stealth for submarine
    +1 Never mind, that roll was not needed per the GM.
    -1 Trying to hit that stupid crocodile
    +2 Double Jokers
    -3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances:
8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

Hindrances:
  • Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
  • Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
  • Habit (Smoker)
Edges:
  • Arcane Background (Super Powers, free setting rule)
  • Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
  • Old Timer: The character has seen some stuff. But he has also earned some complications
  • Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
  • The Best Their Is: The character is allowed to spend 15 points on Matter Control
  • Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
  • Dodge: −2 to be hit by ranged attacks.
Powers (25 Power Points)
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
  • (20 Equipment Points)
    TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
    Four spare ammo magazines (TAR-21)
    10 Throwing knives (Strength+d4)
    Body Armor (+4, torso only)
    Subvocal Commlink
    Encrypted Smartphone
    Reinforced tablet
    Lighter and cigarettes
    Sneaking suit (Stealth +1)
    1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
  • Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
  • Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
  • Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
  • Setup: Allies get a +2 bonus against the victim until his next action.
  • Slow: The target’s Pace is halved on his next action.
User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: The Wake

Post by Kelly »

Trent's death hits Kelly pretty hard. Of course, she knows all of the method's for dealing with sudden tragic loss, but explaining those to someone and actually doing them yourself are two totally different things.

Most of all, Kelly feels guilty for not really knowing much about Trent. The days before the service, she obsesses over finding out as much as she can about Trent. She pours through his old case files, trying to get to know him better, and finds out that he lived through some truly tragic missions. It's no wonder he was so eager to lay down his life to save his team. So many of them had died...

She tries to stop by his house to meet his family, and offer her condolences, maybe some suggestions on grief counselling. Or at least that's her pretense. She still can't get Trent's last words out of her head.
Trent wrote: "Just make sure Numen doesn’t kill my family.”
Who was Newman, or was in Neuman, or Numen... Kelly finds dozen's of people in SPEAR with the name, none with any obvious connection to Trent. Her multiple trips to Trents listed address, are fruitless, with no one answering the door. It would seem suspicious, but nothing else about the house is amiss. No piling up mail in the mailbox, no stack of newspapers lying on the porch.

At the services, Kelly continues with he search for Trent's family. Surely they would be here at the wake.

"Have any of you ever met Trent's family? You think they would be here but... Well no ones SEEMS to be his family..."

Kelly spends the services quitely slipping through the crowds, discretely attempting to read the minds of anyone who it seems might be related to Trent. One man, seems visibly shaken, but she find out that he is just upset that he had actually wished for Trent's death after Trent was the only surviving member from a mission to Malaysia that the man's brother had died on. Another woman, weeping openly during the service, had secretly loved the computer whiz, intentionally downloading multiple computer viruses in hopes that Trent would be assigned to fix the issue. There were a couple of her memories of Trent's comatose "dives" into the network that made Kelly blush and quickly break the mental connection.

Let it go Kelly... you are burying your grief in this obsession and you know it... Kelly thinks, as she sighs after reading the thoughts of the last likely "family" candidate she spotted. Giving up for the moment, she focuses on the services, and within a few minutes tears flow freely down her cheeks despite her best efforts.
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs
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