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/tg/ - Traditional Games


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Sorry for no thread last week. Many things came together in preventing me from running, but today should be fine, barring an emergency.

The Quest will start at its usual time, evenings in central time, but I'm starting the thread way early to get a couple things out there before I start.

First of all is the change in mechanics. Up until now, I've been using a simplified Mutants and Masterminds to resolve dicerolls. From now on, we will be using a slightly modified MiniSix as our system. All you really need to know on that is that you'll be rolling pools of d6s.

Hero Points have been changed to allowing you to add a +6 Bonus to a roll before you attempt it, or rerolling it all together afterward. In addition, you can use them to recover from injury once per thread. You still have your limit of 3 Hero Points per thread.
>>
>>25130530
Another change is how you will direct your Witch partner, Artemis, in combat. First of all, you can command Artemis to commit to an attack alongside Colt. To do so, Colt must take a -2D penalty to his Accuracy. If he hits, he has created an opening for Artemis to strike, and she may make her attack. The statistics of this attack are determined by the Support Tactic Artemis is currently using.

Additionally, Artemis always has access to a special attack called Artemis Arrow. This is an extraordinarily powerful attack, but is less accurate than her normal spells. Every time this attack is used, hit or miss, Artemis' Magic stat drops by 1 for the rest of the combat, decreasing the effectiveness of all her magic. If her Magic Stat is reduced to 0, she cannot attempt this maneuver again. Unlike normal attacks, using Artemis Arrow does not require Colt to take a penalty, nor is it prohibited by any Tactic. More on Tactics in the next post.
>>
>>25130594
By default, Artemis is always supporting Colt in one way or another, but how you direct her to support Colt has a mechanical effect. The exact details of those mechanics are detailed in her stat block, but a description of the tactics in general follows.

Support Tactics Overview
All-Out Attack: In this Tactic, Artemis does her absolute best to bring down the enemy quickly. She supplements Colt's attacks with powerful magical blades and can access the powerful attack spell Lunar Guillotine. Using this Tactic will leave you completely unguarded.
Aggressive: This Tactic has Artemis focus on the offense, using whirling blades to enhance Colt's attacks as well as knocking aside stray blows. In this Tactic, Artemis uses Argent Slashing as her attack method. However, this Tactic does nothing to lessen blows that have already connected.
Cohesion: With this Tactic, Artemis will attempt to shadow Colt's movements as best as she can with Moonlight Cutting. It is a balanced Tactic overall, offering offensive and defensive benefits across the board. As she is dividing her attention so many ways, the total effect of her magic is limited. This limitation means that the Cohesion Tactic requires excellent leadership and decision making skills from Colt.
Caution: Artemis puts herself on guard with this Tactic, preparing extensively for eventualities. While she can still offer some offensive support to Colt, the majority of her attention is based on warding Colt and herself from danger. Artemis can make no attacks while using this Tactic.
Full Defense: When Colt engages this Tactic, Artemis girds the both of them in a powerful barrier that is very effective against all manner of attacks. While this shield will soften even the worst blows, her attention is focused solely on Defense, forcing Colt to carry the day on his own skills. Artemis can make no attacks while utilizing this Tactic.
>>
>>25130607
Time for Stat Blocks. First off is our hero.

John Thompson Colt
--STATS--
MIGHT: 4D
AGILITY: 4D
WIT: 4D
CHARM: 4D
--SKILLS--
BRAWLING: 7D
WEAPONRY: 7D
STAMINA:7D
AUTO-WEAPONS: 8D
PISTOLS: 7D
RIFLES: 9D
BFG: 6D
THROWING: 7D
ATHLETICS: 7D
DODGE: 7D
STEALTH: 6D
DRIVE: 6D
PICK LOCKS: 6D
TRACKING: 7D
REPAIR: 6D
COMMAND: 7D
COURAGE: 7D
PERSUASION: 6D
STREETWISE: 6D
--WEAPONS--
DOKIDOKI* HUNTING KNIFE:5D+1
NIGHTLIGHT: 4D+2
LAWGIVER: 6D+2
NIGHTSTALKER: 5D
SPARKY: 3D+2
--DEFENSES--
BLOCK: 21
DODGE: 21
PARRY: 21
SOAK: 12

*This name is a joke.
>>
>>25130657
And next is your partner, Artemis, the Hunting Witch.

Artemis
--STATS--
MIGHT: 2D
AGILITY: 2D
WIT: 4D
CHARM: 3D
MAGIC: 4D
--SKILLS--
BRAWLING:5D
ARTEMIS KNIVES: 6D
DODGE: 5D
ARCHERY: 5D
SCIENCE: 6D
WITCHES: 8D
SELENE'S SECRET TECHNIQUES: 6D
--MAGIC AND FLOW--
ALTERATION: 6D
APPORTATION: 6D
CONJURATION: 8D
DIVINATION: 8D
--THOSE THINGS WHAT YOU KILL PEOPLE WITH--
*CONJURATION ATTACKS*
MOONLIGHT CUTTING: 3D+2
ARGENT SLASHING: 4D+2
LUNAR GUILLOTINE: 5D+1
*ARCHERY ATTACKS*
ARTEMIS ARROW: 8D
--TRY NOT TO DIE ARTEMIS--
BLOCK: 15
DODGE: 15
PARRY: 18
SOAK: 6/12*
*WITH ARMOR
--SUPPORT BONUSES--
ALL-OUT ATTACK: +2D+1 TO COLT'S ATTACK, +2D+1 TO COLT'S DAMAGE
AGGRESSION: +2 TO ACTIVE DEFENSES, +1D+1 TO COLT'S ATTACK, +1D+2 TO COLT'S DAMAGE
COHESION: +4 TO ACTIVE DEFENSES, +2 TO SOAK, +2 TO COLT'S ATTACK, +2 TO COLT'S DAMAGE
CAUTION: +6 TO ACTIVE DEFENSES, +4 TO SOAK, +1 TO COLT'S ATTACK
FULL DEFENSE: +10 TO ACTIVE DEFENSES, +6 TO SOAK
>>
>>25130687
That concludes the changes to mechanics. I'll be up for a little while longer if people have questions and such. Otherwise, the Quest will start at its normal time.
>>
>>25130607
>>25130713
Ah, I'm sorry, there are a few final notes. Your choice of Tactics does impact your partner's growth and will be reflected in changes to the Hunting Knife. Additionally, some weapons have longer or shorter ranges, as well as the Nightstalker Rifle requiring you to brace yourself. I will make better notes on this in the future and pastebin them or something.
>>
>>25130687
What does Selene's Secret Techniques do?

Minisix seems pretty simple to use, and it looks like Colt is going to be throwing around a fair number of dice. He's very well rounded, note to self give him rifles.

You might want to give a bit more detail on the stuff Artemis can pull off with the different Magic stuff like Alteration, Apportation, Conjuration, and Divination.

I like the support system between Colt and Artemis, and it'll probably be worth it a fair bit of the time to do the attack with Artemis unless it's a very hard opponent to hit.
>>
>>25130843
Sorry bout that, got up. Anyway...

>What does Selene's Secret Techniques do?
It is a secret to Colt, currently. It is a Specialized Skill, meaning that it's a limited application of a broader skill. If and when a situation arises, Artemis will let you know that she can use it.

>Alteration
This broad magical skill modifies existing things. It is what Witches use to create brews, Charm others, transform themselves and other things, and other things of that nature. Artemis is not particularly skilled at it.

>Apportation
The magic of transportation of all kinds. It can be used to teleport, speed things up, and even more esoteric uses such as remote communication and summoning existing items.

>Conjuration
The magic of creating things. Not just limited to crafting objects, Conjuration is used whenever a Witch wants to make something out of nothing. Artemis' magical blades are a form of Conjuration.

>Divination
The magic of knowing. Used in scrying of all kinds, remote sensing, reading thoughts, analyzing objects and ideas, and, of course, prophesy. Artemis' magical analysis is an application of Divination.
>>
>>25130713
What's normal time then?
Also woohoo, new silencer quest!
>>
>>25131059
Evenings in central time. I usually get started between 17:00 and 18:00 CST.
>>
>>25131069
damn, so I'll miss it anyway, way too late for me eurofag.
>>
>>25130843
What do you think Selene's Secret Techniques do? It's Selene.
>>
>>25131069

When's the next thread?

(Glad I get to be here for a new Silencer Quest. Was reading the archives)
>>
>>25133389
Samefag here, and I'm kinda proud that My paranoia when reading the other threads caused me to figure out the twist.
>>
>>25130713

Well, I seem to be a dumb fag.
>>
Man Artemis is far better at Brawling than I thought she would be.
>>
Since the quest is sorta about magical girls, at least in RnD's point of view, can someone help me find something?
A while ago someone mentioned in a grimdark magical girl thread some story called Magical Nothing, about a magical girl that falls asleep in class and starts drifting away from her friends because of her work killing monsters at night. Her grades slip and she apparently goes introverted. I can't find the fucking thing besides some weird DeviantART pony grimdark stories that I wish I never saw with my google-fu, and searching every keyword I could think on foolz and suptg didn't turn anything up. At least knowing the author would greatly help in my search.

tl;dr: pls halp me find story called magical nothing[/spoiler
Polite sage for long-asses off topic rambling.
>>
>>25134513
Have you considered that it may have just been someone throwing ideas around?
>>
>>25134603
Unless I'm retarded, which I probably am, I believe they mentioned a specific author of the story.
>>
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Just keeping the thread alive.
>>
And I'm back. We've got around an hour before game start so I'm putting together some notes.
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>>25139791
Preparing my body.
>>
Alright, strap yourselves in.

Recap. Last time, you were given orders to flush out and exterminate what Branson believes to be cryptids, mysterious supernatural animals, which have been menacing the area. After collecting yourself and receiving the gift of a magical knife from your partner, you set out on your investigation.
>>
>>25141352
I wish to fondle ourselves.
>>
>>25141379
Well, I'm waiting here.
>>
>>25141352
It's been a week since you started your investigation into the cryptids, and while you've found and exterminated many of these creatures, you've gotten no closer to understanding where they came from, how they work, or what their reason is for attacking. A few days into your investigation, you've learned that three people have gone officially missing, and more have vanished, but haven't been gone long enough to warrant a search. The situation appears to be growing more dire, and many local agencies have been pulled to help combat this problem.

But you don't have time to ponder this issue. You are John T. Colt, Silencer, and you are currently staring down at another one of these beasts. It's shiny brown shell catches the light of the lamp posts, revealing its four oversized eyes. It's body, neatly sectioned into four parts, is heavily armored with chitin, and razor sharp claws tip each of its eight segmented legs. The front two claws are incredibly longer and more gnarled than the rest, and you can see fresh blood coating it's exoskeleton. Mandibles click rapidly, and a thick drool of slime pours from the creatures mouth. Like the rest, it hardly appears to take note of you, twitching its antennae back and forth as its head scans the alley where you have cornered it.

Your partner, Artemis, the Hunting Witch, stands alongside you. You draw your pistol and tell her to use the usual tactic.

That's right, the same tactic you've been using since last week. That Tactic is...

>All-Out Attack
>Aggressive
>Cohesion
>Caution
>Full Defense
>>
>>25141539
>Cohesion
One distracts, the other killmurders
>>
>>25141539
>Fondling
>>
>>25141539
>Aggressive

When dealing with beasts always ensure that they are not allowed a chance to attack.
>>
>>25141539
>Aggressive

Keep the pressure on them and they can't react properly, but a bit of defense is good.
>>
>>25141539
>Aggressive
shoot and stab.
>>
>>25141539
Aggressive, that's right. You need to stay on your toes and press the attack to keep these creatures at bay.

"Understood."

Artemis closes her eyes, and dozens of silvery blades, each roughly the size of your forearm, spring into existence. They swirl around you and form a funnel around the barrel of your pistol.

The creature stirs at Artemis' magic, slamming its claws into the pavement and tearing up chunks of concrete. A high pitched clicking sound escapes its mouth, spraying its slimy drool everywhere. The fight is on!

You ready yourself and decide on your course of action.

>Attack with Nightlight
>Attack with Lawgiver
>Combination Attack with Artemis
>Fall back and draw him into the open
>Something else (specify)
>>
>>25141748
>Combination Attack with Artemis
>>
>>25141748
>Fondle Artemis to bait the monster
>>
>>25141748
>>Combination Attack with Artemis
>>
>>25141748
>Combination Attack with Artemis
>>
Okay, looks like a combo attack.

First roll of 6d6+1 decides it. If you want to spend a Hero Point on this, you'll need to reach a consensus first.
>>
Rolled 5, 5, 5, 4, 6, 6 + 1 = 32

>>25142001
Rolling.
>>
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Rolled 4, 2, 5, 5, 2, 5 + 1 = 24

>>25142001
>>
>>25142014
That's a hit. Your pistol does 5d6+3 damage thanks to Artemis' support. First roll of that decides damage, and then I'll roll out Artemis' attack.
>>
Rolled 4, 3, 6, 2, 6 + 3 = 24

>>25142068
That's a lot of dice.
>>
Rolled 6, 3, 6, 2, 3, 4, 1, 6, 2, 4 + 2 = 39

>>25142091
A very solid blow. Now for Artemis. First six dice are her attack, last four are her damage
>>
>>25142143
You shout at your partner to follow your lead, raising up your side arm at the creature and firing. Your pistol tears through its exoskeleton, ripping off legs and punching a hole straight through its abdomen. Rusty brown fluid drips from its wounds as Artemis raises up her hand for the finishing blow. Seven veritable swords spring into existence above the creature and spin in a circle around it, entrapping the cryptid in a cage of blades.

"Fall."

As the witch drops her hand, the blades also streak toward the pest, severing the rest of its legs and pinning it to the ground. The creature writhes on the blades for several more seconds, then falls silent. Stuck to the ground like this, the cryptid appears more like a piece of a bug collection than part of a serious threat against the local population.

You holster your weapon. One down. Who knows how many more to go.

You call headquarters and tell them that you have another sample for them, dead as usual. It'll only be a few minutes before they get here, so you...

>Investigate the body yourself
>Ask your partner's opinion on the creature
>Make small talk
>Review what you know so far
>Something else.
>>
>>25142256

>Ask your partner's opinion on the creature
>Make small talk
>Review what you know so far
>>
>>25142256
>Fondle her
>>
Rolled 6, 5, 1, 6, 1, 2 + 1 = 22

>>25142256
>Ask your partner's opinion on the creature
>make small talk
>>
>>25142256
>Investigate the body yourself

See if we can't use it's flesh to scry the location of it's home.
>>
>>25142256
>Review what you know so far
>Ask your partner's opinion on the creature

It's buglike, we don't seem to have made a dent in them, solution, find queen, murder queen, possible hivemind.
>>
Lots of different suggestions, but the most common one right now is to ask Artemis' opinion, so we'll start there.
>>
>>25142256
You turn to your partner, Artemis, who is adjusting her muffler at the moment. As you face her, her eyes meet yours and she stands at attention.

"Yes, John T. Colt?"

You tell her that you're still puzzled by these creatures, and want to her her opinions on the subject.

"Sir," the witch nods and walks over to the body. "Beyond the obvious observations, such as their hard carapace and antennae, I would think that these creatures are not built for attack. They are rather weak, in my opinion. They also make a...pleasing crunching sound when their shells are compromised. Not unlike the sound of hard candy being bitten into."

That comparison is a little off putting, but she is right about one thing. These little guys are kind of pushovers to trained combatants. Though they're the size of a large dog and many times stronger, their reaction times are ludicrously slow. You wonder what they could be doing out here....

You have time for something else before the lab techs get here.

>Investigate the body yourself
>Make small talk
>Review what you know so far
>Something else.
>>
>>25142490
"Artemis, what if these are instead of being warriors they're workers or something along those lines? They greatly resemble insects so they might operate on a caste system of sorts. We may have simply not ran into the fighters yet who could be waiting at their nest.

Your thoughts?"
>>
>>25142490
>Review what you know so far

Make note of the area of the attacks and check to see if they are centered around a certain area. These things are probably coming from underground.
>>
>>25142490
>Make small talk
compare to ants
>>
Doing this because it is quick.

>>25142561
Artemis blinks at your suggestion.

"My thoughts, sir?"

You nod.

"I think we should kill them all, regardless of what their specialization might be. I have no doubt that no matter the size or capabilities of the creature, you will crush them underfoot. I am eager to see this in action."

Right. Artemis does love to hunt, doesn't she?
>>
>>25142666
Seems she's really confident in Colt's skill.
>>
>>25142666
Seems like she is like A hunting dog who accepted us as the alpha...

I wonder if more witches have such traits...

On subject, lets check the body for some clue of where it came from.
>>
>>25142719

Checking the body sounds good, but let's be a bit careful with it.
>>
>>25142490
Small talk. We need to start influencing her development more, now that we can.
>>
>>25142719
>Seems like she is like A hunting dog who accepted us as the alpha...
but she's not nearly cheerful enough to be a dog.
>>
>>25142787
Maybe she's one of those super serious breeds, or the kind that take a long time to warm up to someone?
>>
>>25142719
>>25142777
Sure, let's check the body.
>>
>>25142787
Have we ever given Artemis candy? maybe she's more cheerful during a sugar rush
>>
>>25142666
You decide that you should take a closer look at the body itself. You crouch down and pull out a set of disposable latex gloves from your coat pocket. You don't strictly need these anymore, but old habits die hard and it's better to be safe around these kinds of creatures.

Seeing as you have no tools, you simply give the creature a look over to begin with. Its four eyes are actually compound, now that you've had a chance to look closely. And its carapace is actually a mesh of many different shades of brown, giving it a mottled look up close.

You inspect the wounds. The creature is clearly dead, but it seems that the wounds are still oozing that brownish bile. This isn't any kind of blood you are used to seeing, and it doesn't smell like it either. It smells like...vomit? Whatever the case, you put a finger into one of the wounds and find rubbery chunks of flesh. It feels more like jello than meat. What a strange creature.

You stand up as the HQ techs arrive behind you and you slide off your gloves, tossing them into a nearby dumpster. It's time to return back to base and rethink your strategy.
>>
>>25142926
It's early morning at the moment, and the sun crests the horizon as you make it back to base. You are reading the file on this case, checking over the areas you haven't visited and the leads you haven't followed yet. While there have been some sightings in residential areas, the warehouse district has been problem free, with the downtown area having a few isolated incidents. Furthermore it seems that Frank Suthers, the only current survivor, has made a full recovery and has returned home. He might be able to shed more light on this case. Also, you've received word that R&D has made some progress in examining the bodies, so perhaps you could retrieve a few reports from them. In any case, you're back home and have much work ahead of you.

>Visit some part of the base (specify)
>Do some independent research
>Call Frank Suthers' home
>Something Else
>>
>>25143050
>Call Frank Suthers' home

Ask where he was and what he was doing when attacked.
>>
>>25143050
Call Frank Suthers now, we'll visit R&D later.
>>
>>25143050
>Call Frank Suthers' home

Also take a map of the area and put dots on the locations that we have attacks from them or where there have been sightings of them. We might be able to find a center point.
>>
>>25143050
You decide that you've put off talking to the survivor long enough. You head to your desk and proceed to call Mr. Suthers. The phone rings for almost five minutes, and you think of giving up, before you finally get an answer.

"Hello?"

His voice is very nasally and high pitched. Honestly, it's a pain to listen to, but you can obviously hear the anxiety in his voice.

You explain to him that you're from Silence, and that you're calling to ask him more about the attacks, as you are conducting an investigation into the matter.

"I already told the police what I knew. You just, you just talk to them about it, alright?"

Looks like Frank is still on edge. He did give a good report to the police, but you're sure that they must have dismissed many of his details out of hand. On the other hand, it has been a while since the attack. It's likely that the stress and time from the event may cause him to misremember some things.

>Press him (Persuasion)
>Talk normally
>Apologize and go from the report.
>>
>>25143316

Damn, I'm late.
>Press him (Persuasion)

Get this investigation rolling.
>>
>>25143316
>Press him (Persuasion)

"Mr. Suthers, I know that the police may not have listened to everything you said, I will listen to you.

Tell me what happened, I need information in order to stop these things."
>>
>>25143316
>Press him (Persuasion)

While its true that you gave a report to the police, they aren't exactly qualified to deal with this kind of problem, their report will be worth next to nothing in what we are chasing.
>>
>>25143316
>Press him (Persuasion)

Make insinuations that we're more violent than the police towards those that harm others. That should make him open up.
>>
Looks like we're going for Persuasion. First roll of 6d6 decides it. Additionally, if you guys want to use Hero Points, you'll have to reach a consensus on that as usual.
>>
Rolled 1, 6, 1, 5, 1, 1 = 15

>>25143481
Rolling.
>>
>>25143502
We're using the hero point. No questions asked.
>>
>>25143502

We insinuated his mother was a witxh/cryptid crossbreed.

>>25143537

Seconded.
>>
>>25143537
Yeah, considering how important this pressing might be and how badly we bombed it, I mean 15 with an average roll of 21, not good in the least.
>>
>>25143502
Fate point fate point fate point
>>
>>25143502
Yeah that was a horrible roll on my part. Use a point.
>>
go for the reroll then
>>
Rolled 2, 5, 4, 5, 5, 5 = 26

>>25143612
Rolling
>>
>>25143617
Much better.
>>
>>25143617
That's the final roll.
>>
>>25143316
You do your best to reassure Frank that you're calling to help, and that you're going to take these creatures off the streets for good. After a few moments, the man speaks up.

"Okay. I was, you know, coming back from work right? What I didn't tell the cops was that I was on, you know, THAT side of town."

You know what he's referring to. The warehouse district, full of all sorts of illegal substances and trades.

"I'd been working overtime for weeks straight, and I figured that I'd deserved something nice. I-I had a flier for a girl that 'works' down that way and was gonna see her. So, I'm heading to the place, and I get jumped by this thing at 5th and 3rd."

That's nowhere near where Frank said he was attacked. You question how he was able to run away with his wounds.

"Well, see, it wasn't a car that drove the thing off, right? It was another bug. Big one. Walked on two legs. It came out of nowhere and kicked the smaller one off. Then he, he just grabbed me and jumped away with me. Thought he was gonna do me in, you know? But he just dropped me by the side of the road. After that I finally got it in my head to call 911 and..."

You nod, you know the rest from here. You thank Frank for his cooperation and hang up the phone.
>>
>>25143753
...Kamen Rider?
>>
>>25143753
I like where this is going.
>>
>>25143753

JUSTICE
>>
>>25143753
You go to your small cork-board and move the location of Frank's attack from its previous position. That puts one attack squarely in the Warehouse district, which was formerly untouched.

If there is another kind of Cryptid that preys on these smaller ones, it makes sense as to why that area seems to have been incident free, while the rest of the city has been attacked...

Still, it's not enough to go on right now, and you have other things to do.

>Visit someplace in HQ (specify)
>Do some independent research
>Get back on the streets
>Something else (Specify)
>>
>>25143840
>Do some independent research

Find out where this big bug is. It may be able to lead us to the others, or at least provide more information.
>>
>>25143840
>Do some independent research

Has anyone else seen or killed any bugs other than the standard working bug?
>>
>>25143840
R&D first, get their take on the bugs, Independant research can wait untill we get some ideas from the "experts"
>>
>>25143900

I agree. This first.
>>
>>25143840
Go to R&D
>>
>>25143840
You decide to ask the experts.

R&D is busy, but it looks like most of their regular experiments have been put on hold. Instead, you see many of the bug-like cryptids in the process of various experiments. Some are being cut apart, others shocked, and still others dissolved in what looks like green gelatin. You shake it off and go see your man in the labs, Dr. Sam.

Sam spins around to see you, his T-Shirt proudly displaying the words "Ore No Yome" and yet another heavily stylized drawing of a girl you don't recognize. Used to this by now, you greet him warmly with a slap on the back and ask him how his research into these creatures is going.

"Well, we've gotten some answers and a lot more questions, my friend." Sam beckons you over to his workspace, with what looks like a completely disassembled Cryptid on his table.

"I've taken to calling them Harvesters."
>>
>>25144057
Harvesters?

"Yeah, because look here." He points to the inside of one of the cryptids. You don't see anything...

"That's the point, there's nothing there. Whatever these guys eat, they don't digest. They just carry it in this cavity and cover it in this brown shit."

Sam pulls out a jar filled with the fluid.

"It smells like puke, but it's actually some kind of preservative. It keeps the tissues from breaking down. Whatever they're doing with it, they want to keep their food fresh. Which brings me to my next point."

He points you to a bunch of photos. Each of them is of a severed head, sometimes it's an animal, sometimes it is a human.

"They're collecting heads, for some reason. Some of the bugs you guys have been killing have had these in them, kept all fresh from the kill. So, because they're not eating them I decided to call them Harvesters."

You ask what this could mean.

"I'm not sure yet. These guys don't have a means of nourishing themselves. I think they'd die on their own, really, but it's like something keeps churning them out. I think we're looking at something really, really big."

>Ask Sam more questions
>Visit someplace else
>Do independent research
>Hit the streets
>Something else
>>
>>25144176

>Do independent research

Back at it.
>>
>>25144176
Tell Sam about the big bipedal one that Frank told us about, keep him informed.

Ask if all of the corpses that have been found are Harvesters.
>>
>>25144176
We should mention our Hive theory to him.
>>
>>25144176
>Ask Sam more questions

Ask him if the harvesters have something resembling an ant's Dufour's gland. He may be able to find the trail if it does.
>>
>>25144176
>Ask Sam more questions
>>
>>25144227
>>25144257
>>25144265

"A large, bipedal one? That's strange, but I guess anything is possible. Up until now, all of the bugs have been completely identical. Every last one is a Harvester."

You mention that perhaps these creatures are part of a Hive structure. Maybe there's something you can use to track them, like a scent or a trail.

"That's what I thought too, but as far as I can tell, there's no way that would work. These things are just lacking in all sorts of necessary organs and parts. Basically all they have is this cavity, glands for making their preservative, and just enough body fluid to keep them going. They don't even have a way to take a dump."
>>
>>25144373
Forgot your options
>Visit someplace else
>Do independent research
>Hit the streets
>Something else
>>
>>25144425
>Do independent research
>>
>>25144425
>Hit the streets

Let's see if we can't find that bug that stands on two feet.
>>
>>25144425
>Do independent research
>>
>>25144373
You need to do some more research if you're going to figure out what to do here. You head back to your desk and bring up the database. You spend the next several hours compiling and reviewing reports on previously captured Cryptids, looking for any point of comparison between them and the Harvesters. What you have found isn't much, but it has given you some ideas.

Firstly, that many Cryptids with exoskeletons have gigantic appetites. The power needed to maintain and move their heavy armor requires an enormous amount of calories per day, and even more if they engage in strenuous activities.

Secondly, you've learned that sprawling hives and nests become less and less common the larger these Cryptids get. The energy concern seems to come up again, with populations of that size vastly outstripping the possible food production of their environment.

Lastly, you've learned that intelligence should go up. This is different from the Harvesters you've seen, who have been dumb as rocks and slow on the uptake. Supposedly, superhuman intuition and reflexes are not uncommon, even on Cryptids as large as a house.

There's no record of any Cryptids being constructed as barebones as the Harvesters are. Almost all of them invariably grow more complex instead of simplifying.

With your new information at hand, you consider your options.

>Visit someplace else
>Hit the streets
>Something else
>>
>>25144649
>Hit the streets

They waste a lot of energy, so they won't stray far from their nest. Find one and follow it.
>>
>>25144649
>Hit the streets
>>
>>25144649
>Hit the streets
bring artemis, and get a map of the sewers.
>>
>>25144649
>Hit on Artemis
>>
>>25144649
>Hit the streets
>>
>>25144649

>>Hit the streets
>>
>>25144649
You decide that it's time to get moving. You collect your partner, intent on at least stomping a few more bugs before your duty shift finishes.

You have several places to investigate.

>The scene of Frank's attack
>The Warehouse district streets
>The Warehouse district sewage pipes
>The Warehouse district "workplaces"
>Somewhere else
>>
>>25144800
>The scene of Frank's attack

Makes sense to start here.
>>
>>25144800
>The Warehouse district sewage pipes
Big bugs? obviously in the sewers
>>
>>25144800
>The scene of Frank's attack

If we find the two foot good. If not c'est la vie.
>>
>>25144800
>The scene of Frank's attack
>>
>>25144800
You make your way to the scene of Frank's attack, the real one this time.

This is definitely a seedy area. The buildings are run down, with several different shades of paint flaking off even the nicest looking structure. The pavement is pitted and covered in gravel, with black streaks of tar showing through. There are several discarded trashcans blocking your view to the alley as well as the sounds of arguing coming from a window on the second floor. Broken bottles are scattered across the ground.

Classy.

You look up to check the street signs. 5th and 3rd, this is the place. You begin to comb the area.

Where will you look first?

>Look around (specify)
>Ask Artemis to use her magic to search
>Something else
>>
File: 1369965348148.png-(107 KB, 640x480, say_nothing_shoot_everything.png)
107 KB
107 KB PNG
>SILENCER QUEST

ohfuckyesnigga

>NOT THAT SILENCER

you've raised my hopes and then dashed them quite expertly, OP
>>
>>25144979
>Ask Artemis to use her magic to search
>>
>>25144979
>Ask Artemis to use her magic to search

Time to scry.
>>
>>25144979
>Ask Artemis to use her magic to search

Hunting witch and all.
>>
>>25144979
>>Ask Artemis to use her magic to search
>>
>>25144979
>Slap Artemis' ass
>>
>>25144979
You ask Artemis to give the area a look with her talents.

"Yes, sir. Just one moment."

Her eyes gleam and she sweeps them over the area. Thousands of footprints light up, glowing with a blue haze as she passes her eyes over the ground. You can see ghostly phantoms of the knocked over trashcans, standing upright and noticeably less full. The broken bottles appear whole again, their cast off parts being replaced with a shimmering facsimile of the real thing.

And then the mirage is gone, leaving only three sets of tracks.

"I have marked where I believe Mr. Suthers stepped. In addition, I have tried to display the Harvester's path, as well as the unidentified Cryptid."

You see small clawmarks, skittering across the ground toward human footprints. This must be where Suthers was ambushed. The tracks abruptly stop at a particularly large divot in the road. When you look closely, you see an impression of a foot. It is vaguely humanoid , but has two large digits instead of regular toes. You assume this must be from the bipedal Cryptid.

There is another pothole in the road, and you see the mysterious footprints yet again. This time they're angled.

You have an idea and direct Artemis toward the side of a nearby building. You direct her to once more display the tracks. The witch nods and performs her magic one more time and, sure enough, you see more of these strange new footprints, each centered on a ruined portion of paint.

The paint here isn't peeling. That Cryptid's jumps simply blew the paint off. The same goes for all these potholes. They must be from the sheer power of that creature's legs.

You put a hand to your chin and think. You only get a few moments of though in before a scream hits your ears.

"Witch!!"
>>
>>25145438
You turn to see a young man, rushing toward Artemis. He has a rusty pipe held over his head, but you can see his knuckles are white and his hands are shaking. He's no threat to anyone.

Your eyes snap over to your partner, who is facing the newcomer with a blank expression. Her eyes narrow, and you can see the faint glimmer of her blades materializing around her. It's clear she means to make the first attack if it comes down to it.

What do you do?

>Talk the young man down
>Take the young man down yourself
>Use the choker to pull Artemis out of the way
>Allow Artemis to handle this
>>
>>25145438
Get in front of her and yell "She's a good guy!"
>>
>>25145484
"Non-Lethal"
>>
>>25145484
>Use the choker to pull Artemis out of the way

Best option. If we fuck up, someone gets hurt. Gets Artemis out of the way and demonstrates to the "assailant" that we have control of her.
>>
>>25145484
>Talk the young man down

Tell him she's helping an officer of the law.
>>
>>25145484
Use the Choker. She's been wanting us to do that anyway.
>>
We've got two for the Choker at the moment, which seems to be in the lead. Another couple of minutes and we'll go ahead with that.
>>
>>25145631
5486 here I'll switch to Choker to speed things along.
>>
>>25145438

>Take the young man down yourself with Lawgiver
>>
>>25145484
You reach your hand out toward Artemis and then clench your fist. The chain that has been wrapped around your right arm since your first meeting suddenly materializes. It shimmers and its dangling links chime and hum with a metallic tone. You pull hard on the chain, yanking the witch off her feet and sending her flying toward you. She hits the ground a few inches short of your feet and coughs, grabbing at her throat.

She looks up at you, and instead of anger or indignation, her face is expressionless. However, she nods and gets up, dismissing her magic.

"We are from Silence," Artemis begins, "And are conducting an investigation. This is my superior, John T. Colt. I assure you that I have been sanctioned."

The young man doesn't seem to believe the witch, so you speak up. You explain that you are, in fact, here to do something about all the strange creatures that have been running amok in town, and that Artemis is your partner.

He still seems suspicious, but throws his pipe away.

"Took you guys enough time to get here. We've all been calling like crazy!"

Confused, you tell him that you were pointed here by a victim. You haven't gotten any calls about this area.

"What? I've been calling about these mole-fleas for weeks."

...Well that explains why nobody took those calls seriously.
>>
>>25145814
And that's going to be it for tonight. We got as far as we needed to, and my internet is becoming spotty as hell, which is making it hard to get responses out.

I'll get this archived and such as soon as my connection allows. As always, comments, suggestions etc..
>>
>>25145875

Good thread, see you next time.

Uh, continue to be around on time? Really all I have to say.
>>
>>25145875

Just be on time, Control.
>>
>>25145875
And I just got her. Ah well.

Suggestion for future free time, get the girl a normal present for once, like a hair clip or something.
>>
>>25146957
here*



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