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File: Magus Hunter Quest.png (513 KB, 792x639)
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The year is 2089, and on the surface, this world seems just the same as ours. If you look more closely though, you will find psychics, mages, mythological monsters and more, all hidden from the general populace.
You are an agent of the Order of the Magus Hunters, the organisation keeping this secret from the rest of the world. They are troubleshooters, police, military and assassins all in one, and all so that the world can be safe.

>Setting pastebin: http://pastebin.com/Xh4sitqv
>Characters & rules pastebin: http://pastebin.com/YdgkmvcD
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Magus%Hunter%20Quest
>Twitter: @QuestSuperVisor

The options are a guideline, not an absolute, which is why I will always include a Write in option. I may occasionally forget to add it but feel free to do so anyway. Some options I list are good, some are bad, most won’t be really awesome. I leave it up to you to find ways to do that.
Also feel free to ask things if they’re not entirely clear. I reserve the right to dodge the issue if it’s done for plot reasons, but otherwise I’ll gladly provide more information.
>>
>Last time on Magus Hunter Quest: You planned, schemed, strategised, met the teams you have under your command, and got into position to commence Operation Daybreak.

Your alarm beeps as it ticks over to 11:00.

The attack has begun.

Grant next to you takes the shot, and the girl smoking outside drops without a sound. Good, not one of those resistant magus. You and the rest of your team approach the back of the cafe, making sure to listen to squad 2’s communications They’re casually talking to each other as they enter the cafe. Thanks to the camera provided to you by DCI Nettles, they’ve already picked their targets.

You scan the back door and together with Raphael you easily find and disarm a magical trap. You give the signal and Blake kicks in the door while squad 2 and your front snipers spring into action. The hallway is empty.

Milly keeps you informed of what happens at the front, and squad 2 together with Liam and their own sniper immediately take out all 7 people in the cafe 3 staff members and 4 civvies (most likely).

To the side of your current position, about 3 meters away, Nathan and Raphael open the garage door. There’s a robed man inside who immediately springs into action, but before he can react Grant lands stunner bullet in his stomach.

As you’ve come to expect though, those aren’t enough for the robed magi, and he’ll be right up again soon.

>1. Let Nathan pump him full of stunners.
>2. Hold him down with your psychic powers.
>3. Enter his mind. This might trigger the mental lockdown, but you’ll have other opportunities to catch some of those robed people.
>4. Let Blake wrestle him down.
>5. Write in.

>Note: This is probably the final quest thread I'll be able to run before my exams start. MAYBE next Saturday, but that depends on a bunch of factors.
>>
>>39992405
>Let Nathan pump him full of stunners.
>>
>4. Let Blake wrestle him down.
>>
>>39992672
>>39992745
Gonna roll a tie-breaker in 5 minutes.
>>
>>39992405
If ammo is not a scarce thing
>1. Let Nathan pump him full of stunners.
otherwise
>4. Let Blake wrestle him down.
>>
>>39992883
Wait... why not both? Force-feed him stunners, finish with a hearty tackle.
>>
>>39992883
>>39992924
Hmm, this would work. Blake still has to get there. In the mean time Nathan can fill him with lead techy stun gizmos.
Writing.
>>
>>39992972
Hm... the year 2089... what happened to beanbag rounds?
>>
“Nathan, Blake!” You quickly call out. They know what to do. Nathan opens fire, sending several more stunners into the downed man, and Blake dashes to the garage and jumps him. A few seconds of scuffle and Blake has him pinned to the ground with no means of escape. You can see the feeble magical bursts of energy trying to throw Blake off, but to no avail. He puts some pressure to the right spots, denying blood to the man’s brains for just long enough to knock him out cold for quite some time without doing any permanent damage.

The rest of the garage is clear. The door dead ahead of you should be storage, which is the main part of the building for you to clear. The kitchen and break room will be handled by squad 2. Squad 1, Milly informs you, has gotten off the bus to get the knocked out civilians to safety and the captives into custody. They’ll send someone for the man you just knocked out in a moment.

You figure you have two approaches for entering the storage. You could either go in through here with the entire squad, or have a part split off and go through the corridors to make a pincer movement. Splitting up might make each individual group more vulnerable from attacks from somewhere other than the storage area itself, but will make any fight inside it a lot easier.

>1. All go through the garage.
>2. All go through the corridors.
>3. Pincer movement (who goes through the building, who goes through the garage?)
>4. Write in.
>>
>>39993052
Largely cycled out for the stunner rounds due to them being more efficient and less likely to break bones etc. It's highly remarkable that these people don't just go down from a single well-placed shot.

You'd still be able to find them if you want, but they're not standard issue for non-lethal weapons anymore.
>>
>>39993125
>1. All go through the garage.
Of course there's gonna be an ambush.
>>
>>39993153
>Largely cycled out for the stunner rounds due to them being more efficient and less likely to break bones etc. It's highly remarkable that these people don't just go down from a single well-placed shot.

That's why I want them. The advanced gizmos don't work well on these guys, but melee seems to work just fine.
So, go primitive.
>>
>>39993264
Antimagic is what works well, not low-tech. Regular melee fighters could well have gotten roasted, mindraped or torn apart by magic against these guys.

Blake a best
>>
>>39993222
Writing.
>>
>>39993377
You might have a point, but...

A beanbag round isn't exactly a melee fighter. It's a hammer blow from across the room, coming in at half the speed of sound. Maybe the recipient can shield himself, that's up to his reflexes and talent, but that goes for stunner rounds too, which don't work well. I'd rather at least try the beanbag before I have to invest time into a grappling fight.
>>
Actually, roll me a mind check for perception purposes.
1d100, best of first 4.
>>
Rolled 86 (1d100)

>>39993493
>>
Rolled 60 (1d100)

>>39993493
Dice.
>>
>>39993493

SATAN GUIDE MY HAND
>>
Rolled 20 (1d100)

>>39993550
Goddammit, Satan, you made me mistype.
>>
>>39993570
He's a troll of biblical proportions.
>>
>>39993585
GODDAMMIT CARLOS
>>
If anyone wants to samefag that last roll, feel free. You can only get a better result, the 4th+ roll doesn't count for critfails.
>>
Rolled 15 (1d100)

>>39993493
>>
Rolled 33 (1d100)

>>39993493
>>
>>39993532
>>39993545
>>39993570
>>39993687

Very well, post incoming soon.
>>
You move in with your entire team through the garage. Blake first, then Nathan, you, Raphael and to close it off Katherine. Blake kicks in the door again and quickly goes through, Nathan covering him.

Nothing happens. There’s not a soul inside, it seems. The rest of the team cautiously moves in, but still nothing happens. You cautiously scan the room with your mind to find any additional magical traps or deceptions.

You don’t immediately find anything. You and your team carefully sweep through the storage area, but you can’t find anything. Except…

For a moment, you think you’re imagining things, but careful examination reveals that you’re right. There’s four people directly below you somewhere, though your scanning efforts seem to be hindered by their anti-detection spells. However, there didn’t seem to be a hatch of some kind. Inside the sewers? Helena told you they didn’t move the drugs through the sewer access hatch though. Perhaps there’s another way in through the building itself.

Just to be on the safe side, you also quickly check the contents of the shelves in the storage unit itself, but those mostly look like regular foo-

*BANG*
>>
Your thoughts are interrupted by gunfire, and you instinctively drop low. It’s not stunner fire but real guns. Your coms screech to life. “They’ve got guns! Down! We’ve got wounded in the kitchen!”

It didn’t just sound like handguns either. More like an assault rifle. Doesn’t seem like they only rely on magic to get things done.

“Weston, if you could give us a hand, that’d be appreciated.” Ridley says through the com. Several more shots are fired, but it sounds more like suppressing fire than actual aimed shots.

You weigh your options. You could go straight for the kitchen to help them, but that leaves the break room un-scouted. If you go for the kitchens, someone that was in the break room could hit you from behind. still, it sounds like they do need some back-up.

>1. Go for the kitchen.
>2. Clear the break room first.
>3. Split up. Some of your team clear the break room, the rest goes to support inside the kitchen. (specify who goes where.)
>4. Write in.
>>
>>39993924
>1. Go for the kitchen.

Not seeing a hard decision.
>>
>>39993924
>>3. Split up. Some of your team clear the break room, the rest goes to support inside the kitchen. (specify who goes where.)

Blake stays, he's not good against guns. And... Katherine.
>>
>>39993924
>>3. Split up. Some of your team clear the break room, the rest goes to support inside the kitchen. (specify who goes where.)

Blake and Liam take the break room, Katherine and us the kitchen. Our telekinesis is more useful there.
>>
>>39993986
You mean Blake and Katherine take the break room, you, nathan and Raphael go for the kitchen?

>>39993993
Raphael goes with you then?
>>
>>39994083
Yes to the first, but feel free to change my vote to break the tie since I suck at tactical combat.
>>
>>39994083
Yeah, Raph with Michael and Katherine
>>
>>39994214
>>39994237
Ok, writing.
>>
“Blake, Nathan, you take the break room, Katherine, Raphael, you’re with me.”

Blake and Nathan move off to the side while you lead the rest to the kitchen. On the way there, Milly briefs you of the situation. It seems they burst in in force but they were ready for them. Saunders was hit somewhere in the abdomen and his bulletproof vest didn’t seem to hinder the bullet as it also grazed Astra who was behind him, and subsequent shots seemed to fly through the walls as if they were paper as well. York, Castor and Ridley are still in the cafe part, but Saunders and Astra had to fall forward to get into cover in time. Their attempts at retaliation were met by more and indiscriminate gunfire. Had squad 1 not evacuated the knocked out people from the cafe, they probably would have been hit.

The door is open as you approach, and you see two people in store clothing and assault rifles standing in cover behind cupboards. There’s also a single robed magus behind a kitchen counter.

Well, they’re in cover for squad 2, but you’re flanking them. The magus and one of the gun-wielding chefs are neatly lined up, and the other gunman is a bit more to the right, with squad 2 being pinned down to the left. They haven’t noticed you yet.

>Unless given specific orders, your companions will take actions of their own.

>1. Telekinetic bullets to knock out the magus and 1 gunman.
>2. Draw their attention to give squad 2 a chance to pull back their wounded.
>3. Throw all the knives and pots lying around at them.
>4. Assault one of the gunmen’s minds.
>5. Write in.
>>
>>39994557
>>1. Telekinetic bullets to knock out the magus and 1 gunman.
>>
>>39994557
>4. Assault one of the gunmen’s minds.

Subversion is always a good tactic.
>>
>>39994557
>1. Telekinetic bullets to knock out the magus and 1 gunman.

2/3 and the third guy will be in a bad situation. Hopefully squad 2 keeps their heads down.
>>
>>39994557
Mow them down with a barrage of lethal gunfire. They have enchanted bullets. I'm not taking any risks.
>>
>>39994557
>Telekinetic grab the implements around them and fuck them up with them. Junk whirlwind!
>>
>>39994557
>3. Throw all the knives and pots lying around at them.
>>
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>>39994593
>>39994672
Telekinetic bullet

>>39994712
>>39994730
Junk storm

That's a tie. Rolling tie-breaker in 5 minutes.
>>
>>39994684
Do we actually have a gun? Kath and Raph have pistols right?
>>
>>39994823
You all have handguns yes. Both a lethal one and a non-lethal.
>>
>>39994822

If knives and pots attacks all 3 dudes at once rather than just 2, then I'll switch my vote (>>39994672) to junk storm
>>
>>39994876
Yes it would. It probably wouldn't be as damaging but they'd have a hard time to actually do stuff while under assault of kitchen implements.

Very well, roll me a mind check. 1d100, best of first four.
>>
Rolled 5 (1d100)

>>39994911
>>
Rolled 65 (1d100)

>>39994911
bang
>>
Rolled 3 (1d100)

>>39994911
>>
Rolled 74 (1d100)

>>39994911
Dice!
>>
Rolled 3 (1d100)

>>39994911
>>
>>39994949
>>39994957
You two saved us, I guess.
>>
>>39994957
>>39994952
>>39994949
>>39994938
Those were some dodgy rolls. Still, succes.
Writing.
>>
You tap into your mind’s power, and reach for as many loose objects inside the kitchen as you can. Which is quite a lot more than you could before. Knives, pots, pans, ladles, anything goes. You make sure to make them move all at once, so they don’t get time to react. You feel your psionic powers being empowered by Raphael’s magic.

The entire kitchen springs to life. Kitchen implements of all shapes and sizes fly towards the three men, and they’re completely taken off guard. One of the lethal chefs squeezes his trigger in surprise as he pulls his gun back towards him, perforating the roof and emptying his magazine in less than a second. The other gunman tries fending off a knife-set with his gun as he’s hit by a stunner round from Katherine and drops to the floor.

The magus is the only one that manages to withstand your attack intact. He immediately whips up some kind of shield that deflects anything trying to get near him, but you can tell that whatever spell he was working on has been interrupted. Good. Any spell that takes that long to cast is bound to be a big one.

Squad two has taken the opportunity to drag their wounded to safety and take up better positions inside the kitchen.

The Magus is surprisingly quick though, and before you have much time to react, he channels magic into a rune on his bracer and a shockwave breaks open the wall next to him and he jumps through, trying to escape.

There’s still a gunman present, though he’ll have to reload or take a different weapon to be much of a threat. Doing anything else than sustaining your hell’s kitchen will probably allow him to act freely again.

>1. Let Liam and Samuel Bacon handle the running magus. It’ll be lethal though.
>2. Go after the magus. Squad 2 can handle the gunman.
>3. Send squad 2 after the magus while you deal with the gunman.
>4. Squad 1 can easily catch up to the gunman with the bus. Let them handle it.
>5. Write in.
>>
>>39995331
>1. Let Liam and Samuel Bacon handle the running magus. It’ll be lethal though.
>>
>>39995331
>1. Exterminate! Exterminate!
>>
>>39995331
Let Katherine finish off the gunman, she has the tools. Go after the Magus with Liam and Sam Bacon.
>>
>>39995331
>3. Send squad 2 after the magus while you deal with the gunman.
We have the gunman in a bad spot for him. We're in the best shape to finish him off, so squad 2 should probably take down the magus.
>>
>>39995394
There are more threats around still. Let's not thin our numbers quite that much.
>>
>>39995331
>1. Let Liam and Samuel Bacon handle the running magus. It’ll be lethal though.
>>
>>39995425
>>39995410

Katherine will still have Raphael and Nathan with her if I count correctly.
Anyway, that Magus is a primary target. The Gunman? Just a goon.
Now is the time to set priorities, and we have no time to waste.

>inb4 Michael has a Scroll of Time Stop up his sleeve
>>
>>39995479
Nathan joined Blake to the break room. Raphael and squad 2 would still be at the kitchen.
>>
>>39995503
Still Katherine and Raphael against a gunman without a working gun in his hand and other matters on his mind. I'll take it.
>>
>>39995375
>>39995393
>>39995477

Shooty shooty still wins.

Writing.
>>
“Liam, Sam, Magus heading your way. Take him out please.” You say over the com. You then focus your attention on the last gunman. Flailing around with his arms, you can sense there’s a tiny bit of psionic power behind his actions, but you’re far, far out of his league. A few pots smash into his head, and while he’s dazed Ridley grabs him and tazes him unconscious.

Meanwhile, you hear two faint *PLOP* sounds, and then a body hitting the ground. “Target down sir. He’d need a necromancer to get back up.” Samuel Bacon tells you. It seems he rather shares his sense of humour with his Vindicator Primus. Speaking of…

“Thanks Weston. A timely intervention.”. You can’t see it through Ridley’s helmet, but you sense she throws you a smile. “Hey, angel-boy, care to take a look at my wounded?”

Raphael is a bit perplexed at being called that, and looks at you for confirmation. You nod, and he goes into the cafe. You’ve got other things to do though.

“Nathan, Blake, what’s your status?” You ask over coms.

“Not that great.” Blake responds. “There were two more magi in the break room who just finished casting a spell of some kind when we barged in. I took the first one down no problem, but the second one reflected Nathan’s stunners. He was knocked out cold before I could take down the other guy.”

Damn. Good thing you were using non-lethal weapons then.

“One more thing. That spell they cast at the start? I think it was used to hide something in the room. I might be mistaken, but I think I saw a part of the room distort as we walked in.”

That might be the entrance to their basement? You suppose it’s worth a shot.

>1. Head over to the break room, try to find anything out of the ordinary.
>2. Bring in Helena and Dax to check out the break room.
>3. Go down the sewers to try and locate the basement.
>4. Write in.
>>
>>39995805
>>1. Head over to the break room, try to find anything out of the ordinary.
>>2. Bring in Helena and Dax to check out the break room.
>>
>>39995805
>>2. Bring in Helena and Dax to check out the break room.
Our team, sans Raph and Nate, I guess, and someone else?

>3. Go down the sewers to try and locate the basement.
The other team

No need to pull Helena into the action.
>>
>>39995898
>>39995923
Very well, writing.
>>
>>39996073
Btw, just reposting this for your comfort so you don't have to go look it up in the previous thread:

Squad 1:
>Vindicator Primus Harvey, specialisation Bruiser.
>Vindicator Johnson, specialisation Social
>Vindicator Grant, specialisation Sniper
>Vindicator Phillips, specialisation Bruiser
>Vindicator Farley, specialisation Soldier
>Vindicator Drake, specialisation Caster, Psion

Squad 2:
>Vindicator Primus Ridley, specialisation Soldier.
>Vindicator Bacon, specialisation Sniper
>Vindicator Saunders, specialisation Bruiser
>Vindicator Astra, specialisation Soldier
>Vindicator York, specialisation Caster, Magus
>Vindicator Castor, specialisation Caster, Magus
>>
“Helena, time to earn your keep. We need you in here.” You direct her to the break room. You also need to discus some tactics with your fellow squad leaders.

“Since both my squad and Ridley’s has taken some losses, I’ll need some of yours to take over for them Harvey.

“Roger that. Drake, philips, join Ridley. Farley, you join Weston. Me and Johnson can handle the prisoners.” Right now you really appreciate his businesslike way of dealing with things.

“Ok, with that dealt with, Ridley, I want you to go down into the sewers and look for their basement. They probably have some entrance there too.” You pause for a moment, double checking whether Farley’s been added to your squad com line already. ”Farley, join me in the break room, there might be an entrance there too. Blake, get Nathan to safety and rejoin us.”

You meet up with Helena, Dax and Farley in the break room. Dax is curiously sniffing all over the place. Farley nods to you. He’s a moderately large man, slightly bigger than you, though he has a much more impressive physique than you do. A faint magical aura surrounds him.

“And here I was thinking you’d leave me hanging at our second date.” Helena smiles at you. “Anyway, from what I can tell, there’s definitely something here. Dax is still trying to find the location and the spell itself, though it’s definitely a concealing spell of some kind.”

Dax lets out a few short barks, and Helena immediately focusses her attention to him. “Hmm… Really? Well, Michael, it seems like it’s these cupboards.” She opens them, revealing all kinds of thee and coffee supplies and biscuits. Everything you’d expect in a break room.

“Yeah, it’s definitely an illusion. Not to mention, wasn’t this room a bit bigger on the blueprint?”

She’s right, you realise. It’s lacking about a meter of space, behind the wall the cupboard is standing against.

>Roll me a mind check to dispel the illusion.
>1d100, best of first four
>>
Rolled 94 (1d100)

>>39996404
>>
Rolled 66 (1d100)

>>39996404
Well, I tried to top that 94...
>>
Rolled 96 (1d100)

>>39996404
>>
>>39996504
you didnt

>>39996544
but that anon did
>>
Rolled 40 (1d100)

>>39996404
I'm back and rollin'
>>
>>39996456
>>39996504
>>39996544
>>39996612
Nice. Writing.
>>
>>39996560
Yeah, but I tried. And I didn't critfail!
>>
You focus on the cupboard, and it takes you a while but you manage to sense the illusion. It’s very well hidden, probably thanks to more of those magical camouflage fields. It’s a very intricate spell too, and you manage to find and dodge a few traps woven into it. It’s supposed to be disarmed and disabled with some kind of keyword, and brute-forcing it would trigger the traps. You don’t find out what exactly they’d do, but you do know it’s all kinds of nasty and lethal.

Then you’re through. the illusion fades and the traps are disarmed, and you find that the entire cupboard was actually a door-less opening. Nothing inside was real, and through it you can see a ladder next to an elevator platform of some kind. Probably to move the drugs. The drop down doesn’t seem to be very far. 2 and a half meter or so.

You quickly double-check and find that the four people you sensed earlier are still there. You can’t determine whether or not they’re magi though. They’re also dangerously close to where you are, probably lying in wait and ready to gun or zap down anyone trying to climb down or use the elevator.

Blake returns to the room now, and Squad 2 reports having found a wall clearly out of place in the sewers, but no obvious way inside.

>1. Let Squad 2 blow a hole in the wall while you use the distraction to drop down.
>2. Let blake jump down first with you following behind. This might be dangerous if they have guns.
>3. Blow a hole in the floor in the storage area to reach the cellar.
>4. Write in.
>>
>>39996848
No flash bang like spells?
>>
File: Spoiler Image (54 KB, 603x393)
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>>39996649
https://www.youtube.com/watch?v=09vVF-Hvykg
>>
>>39996883
Raphael could probably do that, but you'd need pyrokinetics to be able to do something like that as a psychic, and you don't.
>>
>>39996404
And really, we all know what happens after the third date
>>
>>39996930
I'm a moron though. The soldiers have flash bangs.
>>
>>39996848
We can combo this,
Start with flashbangs, let squad 2 blow a hole in the wall and move in as soon as they report contact
>>
>>39997001
>>39996883
So, I suppose these are the only votes? Giving it 5 more minutes.
>>
>>39997001
Seconded
>>
>>39997169
>>39997174
Very well, writing.
>>
>>39997001
I'm ok with this.
Cleanup crew will have a field day with this place. I hope our former squad leader will be on it.
>>
“Farley, you got flash bangs?” You ask. He nods. Not very vocal, is he? “Ok, Ridley, you got something to knock down that wall?”

“I’m sure Castor and Pollux can rig something up. Drake, can you help in that regard?” You don’t hear the answer, but from Ridley’s reaction it seems to be a positive one.

“Good. How much time you need?”

“Give us five and we’ll be ready. I’ll let you know.”

About five minutes later she gives you a signal that she’s ready. “Good, the moment you hear the flash bang, hit it and take down whatever you find inside.” You nod to Farley, and he pulls the pin from his flash bang, waits a few moments and then neatly throws it down the ladder.

*BANG*

That was the flash bang.

*BOOM*

The much louder sound of an explosion and a wall being destroyed marks the time for you to get down there too. Blake jumps down, and you and Farley quickly follow.

The cellar is a large cavernous area, and you can see a bunch of crates stacked up to the side. There’s also several crates stacked up in front of you, providing cover for the three robed people there. They’re holding their eyes, but one of them also has an outstretched arm and is projecting a shield around him and his companions. One of them has already been struck down by approximately ten stunner rounds and is out cold, but the rest of them are still up, albeit blinded.

Except for the fourth person there. He’s not robed. And he’s not human.

He’s wearing a black full bodysuit, but his hands, feet and head are left open. He’s large, lean but also obviously muscled. His feet are large and canine-like, while his hands are freakishly large with thin long fingers ending in long claws. His head is completely bald, has bat-like ears and his abnormally large eyes are bright red and emit a slight glow.

An Inara vampire.

It lets out a long and piercing shriek, and it feels as if your head is going to explode.

>Roll me a mind to resist his shriek.
>>
Rolled 47 (1d100)

>>39997689
Well that's interesting
>>
Rolled 69 (1d100)

>>39997689

Rolling to resist pointing out that he's a big guy.
>>
>>39997689
>Forgot my image.
>>
Rolled 35 (1d100)

>>39997689
>>
Need one more die.
>>
Rolled 43 (1d100)

>>39997845
#420resistit
>>
>>39997734
>>39997745
>>39997756
>>39997759
>>39997953
Failure, writing.
>>
>>39997961
He really is a big guy.
>>
>>39997961
Can't resist with mind 4 and a roll of 69? Damn, dis a stronk nigga.
>>
>>39998111
You missed the DC by 1.
>>
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In front of you, you see Blake stumble and fall down. Next to you, Farley seems dazed too. The robed men seem worse off, there’s blood coming out of their ears and they fell down. You try to look past the vampire to see how squad 2 is doing, but you notice you can’t see much further than the vampire. Your sight grows dim behind that.

You try to move, do something, but halfway through you forget what you wanted to do, you stumble and barely avoid falling down.

It’s approaching you. You can feel its breath moving the air around you, and for a moment, all you can see are those bright… red… eyes…

The eyes vanish, and you see Phillips standing behind the vampire. She smashed his back in with a baton of some kind, and you can see Castor and someone identical whom you presume is Pollux working on a spell. Drake, squad 1’s psychic is also still standing but those seems to be the only ones.

The vampire tears into Phillips with his claws, and you can tell she’s hurt pretty badly, but not out of the fight yet. As she backs off, a beam of energy flies out from Drake’s hand and hits the vampire in the stomach. It seems hurt quite badly from that, but it’s still far from being taken out.

You feel motion returning to your limbs, and you realise you have to make a move as fast as you can. Castor and Pollux seem to be working on a big spell, so you should buy them as much time as you can.

>1. Psychic bullet. Knock him away from the rest of your allies and give them time to recover.
>2. Attack his mind. You’ve never entered a vampire’s mind before, but what Edward told you is that it can be traumatising and damaging to non-vampires. Still, it could be worth a shot to stall or cripple it.
>3. Hold it in place.
>4. Shoot it with your gun (lethal or non-lethal?)
>5. Write in.
>>
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>>39998200
FFFFFFFFFFFFFFFFFFFF
>>
>>39998049
But only for you.
>>
>>39998259
>>3. Hold it in place.
>>
>>39998259
>3
Worth a try?
>>
>>39998259
>>1. Psychic bullet. Knock him away from the rest of your allies and give them time to recover.
It's what we do.
>>
>>39998304
>>39998329
>>39998363
Holding it in place it is, roll me another mind check.

>No captcha, oysters are not sushi. Maybe raw seafood, but not sushi.
>>
Rolled 29 (1d100)

>>39998518
Captcha knows you're a robot
>>
Rolled 42 (1d100)

>>39998518
>>
>>39998547
Shhhhht, don't tell anyone!
>>
Rolled 17 (1d100)

>>39998518
>>
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Rolled 80 (1d100)

>>39998518
Don't let me down!
>>
Rolled 68 (1d100)

>>39998518
>>
>>39998547
>>39998597
>>39998615
>>39998631
Aww, saved by the bell. And here I was, hoping for something seriously bad happening.

Success, writing.
>>
>>39998631
>Dmitrys' orc lady saved the day.....
>>
You stretch out your mind as fast as you can, but either the vampire is insanely fast or you’re still sluggish. It leaps towards Drake, and from his and the other’s reaction, it really was just that fast. You’re just in time to take hold of it before it claws Drake’s face off.

For a moment, it doesn’t realise what’s happening, but then it starts struggling. It takes all your might to keep it in place. Next to you, Farley seems to have gotten out of his daze, takes aim and lets out a burst of bullets. You weren’t prepared for vampires, so your teams don’t have the appropriate ammo on them. Normal bullets can still hurt it, but it seems Farley’s salvo didn’t have much effect.

Phillips knows she can’t do much actual damage and backs off towards your position while Drake moves back into the sewers, quickly letting loose another bolt of energy. Again, it obvious hurts, but it’s still fighting you with all its might.

You notice those that were still affected by its shriek are starting to get up and gather their wits again. They’ll be back into the fight again soon.

“Keep it off of us just a little longer!” Castor and Pollux shout in perfect sync. Trying to say things quietly doesn’t really help with an Inara vampire. Those ears aren’t just for being scary.

Another violent movement refocusses your mind on the vampire. It’s getting increasingly difficult to hold.

>1. Keep ahold of it. It’ll be harder than before, but it’ll give your teammates the opportunity to attack without danger.
>2. Let it go and use a kinetic bullet to throw it away from your allies.
>3. Play dangerous and enter its mind. It won’t expect it. (same as above still applies, it’s a very high risk choice)
>4. Write in.
>>
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>>39998918
>1. Keep ahold of it
Don't let up! Grip him with all your might.
>>
>>39998918
>2
Suddenly bringing another momentum in play might trow it of balance
>>
>>39998918
>>1. Keep ahold of it. It’ll be harder than before, but it’ll give your teammates the opportunity to attack without danger.
Though I really want to try 3
>>
>>39998918
>1. Keep ahold of it. It’ll be harder than before, but it’ll give your teammates the opportunity to attack without danger.
Welp here we go. Shout out for everyone else, not castor and pollux, to target cultists.
>>
>>39998918
>2. Let it go and use a kinetic bullet to throw it away from your allies.
Feint holding it, then throw it off balance.
>>
>>39999012
Hmm, I should have mentioned. The enemy magi are the only ones not coming to, and it doesn't look like they will any time soon. From the look of the blood leaking from their ears, they might have some permanent damage in there.
>>
>>39999014
Agreed. And then switch back to holding again.
>>
>>39998993
>>39998995
>>39999012
>>39999014
>>39999092
2 won, with a feint added.
Roll me some more dice.
>>
Rolled 49 (1d100)

>>39999154
>>
>>39999154
Wait no scratch that, I missed a comment, it's a tie.
>>
Rolled 27 (1d100)

>>39999154
>>
Rolled 25 (1d100)

>>39999154
Well how about I vote for 1 then, just joined the thread.
>>
Rolled 66 (1d100)

>>39999154
Bip. Turning in my bus change Karma.

>>39999173
So what happens now?
>>
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Rolled 67 (1d100)

>>39999154
What's the worst that could happen?
>>
>>39999198
Now we fuck up the hold and someone dies.
>>
>>39999198
>>39999192
Well, if that's the case then option 1 won. You guys are so lucky those bad rolls have passed now and I'm not using those. Roll me some more dice.
>>
Rolled 73 (1d100)

>>39999227
Really? Seriously? I mean. Dice are dice. Regardless of what they're rolled for. And people do die.
>>
Rolled 13 (1d100)

>>39999227
>>
Rolled 73 (1d100)

>>39999227
>>
Rolled 71 (1d100)

>>39999227
ok
>>
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Rolled 48 (1d100)

>>39999227
Stop in the name of Love!
>>
>>39999295
Uh, so I may have hit the wrong button.
>>
>>39999259
>>39999263
>>39999284
>>39999303
That's only barely not enough. Failure, writing.
>>
>>39999345
50 bucks say it would have been enough if we chose the other option.
>>
You will endure. You WILL endure.

The vampire is struggling to get free, and it’s getting harder and harder every second. Suddenly something snaps. Two seconds later you realise that the vampire is free. It dashes for Castor.

Ridley, Farley and Astra let it rip, and inflict quite some damage and slowing it down. Drake launches another shot of energy but it goes wide and misses.

York throws a fireball. Not a very big one, and it doesn’t deal as much damage as it could have, but it does what she tried to do. The vampire is thrown to the side just as it scratches Castor. He’s hurt, but still holding on to his spell.

Blake jumps forward, trying to hold the vampire down before it recovers, but is thrown off. Luckily he wasn’t hit by the claws though.

The vampire is badly wounded now, and it realises it’s being cornered and out of options. You feel something building up inside it. Having experienced it before, you realise it’s another one of those shrieks! You have to stop it somehow or risk the entire team getting knocked out again leaving it free to escape.

>1. Kinetic bullet in its face will stop that.
>2. Enter its mind.
>3. Hold its jaw shut. It’s fairly easy but won’t deal any actual damage or otherwise inhibit it.
>4. Write in.
>>
>>39999618
>>3. Hold its jaw shut. It’s fairly easy but won’t deal any actual damage or otherwise inhibit it.
>>4. Tell everyone to get back?

We're buying some god damn Peltor headphones after this. Sonic attacks are ridiculous.
>>
>>39999618
>1
And a veto against going into his mind
>>
>>39999686
It's more than just sound. It's mainly an Inara vampire-specific psychic attack
>>
>>39999720
It's released with the shriek's sound itself though, hence blocking the jaw stopping it.
>>
>>39999618
>>2. Enter its mind.
3rd time's the charm
>>
>>39999618
3
>>
>>39999618
>1. Kinetic bullet in its face will stop that.
>>
get?
>>
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>>39999686
>>39999823
>3

>>39999715
>>39999845
>1

Another tie. Rolling for tie-breaker in 5 minutes.
>>
>>39999933
nope
>>
>>39999933

>>39999999
>>
Rolled 2 (1d2)

>>39999963
>1. kinetic bullet
>2. Hold jaw.
>>
>>40000134
Hold jaw it is, roll me some 1d100's, this should be a doozy.

>autopost is failing a bit lately. Occasionally tells me that I have to wait 1 second before posting a reply...
>>
Rolled 100 (1d100)

>>40000163
>>
Rolled 1 (1d100)

>>40000163
where's that Godzilla webm where he grab that muto
>>
Rolled 45 (1d100)

>>40000163

>>40000177
Wuuhuuw!
>>
Rolled 24 (1d100)

>>40000177
OOH BAYBEE
>>
Rolled 92 (1d100)

>>40000177

...and now he looks like Raziel.
>>
Rolled 18 (1d100)

>>40000163
wow
>>
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>>40000177
100 and dubs, only a get could make it more based.
>>
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>>40000177
>>40000214
>>40000218
>>40000222

WHAT IS THIS I DON'T EVEN
>>
>>40000177
>>40000214
I-I'm so fucking sorry
>>
>>40000177
>>40000214
>>40000218
>>40000222
Well, that's interesting. The 1 cancels the crit success from the 100, but it's still a succes.
>>
>>40000268
It's what makes Supervisor start laughing, then check then dice rules.
>>
>>40000284
Them odds
>>
>>40000319
Ace, we all know what the dice are like. Odds have nothing to do with this.
>>
>>40000290
You are very, very correct. I'm glad I already wrote it down, but I would have ruled the same had I not.
>>
You spring into action as fast as you can and put a vice-grip on the monster’s jaw. As it tries to release its shriek, it suddenly finds itself unable to produce a sound as you put all your power into making it unable to open its mouth.

-

“Hello brother”

Suddenly you’re not in the basement anymore. You’re… nowhere. You look around and see nothing, other than 5 other people of various ages, genders and races. They’re all at least partially human though.

“You’re finally awakening!” A person resembling a young asian girl shouts at you. Definitely not all human, but still part human.

“I… I’m what?” You ask.

“Right, you don’t know. We don’t have time to explain in full, but I assume you know of magic and psionics?” A small old man asks you.

“I do, yeah, but-“

“Good. We’re all psychics, but something more. If you can, look up Maelstrom psionics, that will explain what we are. Now there is a grave threat facing this world. We’ve piqued ITs interest by defying ITs powers, and this has delayed IT from simply consuming our dimension as a whole. We’re not sure what IT has done exactly, but we believe it might enter our reality to find out more a-“

You’re sucked out of wherever you were by something empty. Something scary. IT. Before IT can hurt you though, you open your eyes.

-
>>
The vampire is unable to shout, and in a desperate attempt, it’s trying to rip off its own jaw, but your psychic hold is too strong.

A few more bullets pelt the thing, but finally Castor and Pollux’s spell is finished. A hundred tendrils of lightning violently lash out at the vampire, striking it all over its body. They burn away its bodysuit instantly and sear the skin and flesh underneath it unlike any spell you’ve seen before. Parts of the vampire start pulverising into black ash, and after a few seconds, only a black, scorched skeleton remains.

You drop to your knees from exhaustion. You’ve spent a lot of energy just now, and that vision… You don’t even know how to deal with that right now. Priorities: Your teams. The enemy. The civilians. The drugs.

Raphael is quickly called to the cellar to patch up both Phillips and Castor. Castor only lost a lot of blood and is fine once his superficial meat is mended. Phillips is another case though, and Raphael can only provide a temporary solution. He tells Harvey to call an Order ambulance and puts her insides in order as well as he can. She’ll live, but she needs surgery asap if she wants to live her life without a stoma for the rest of it.

You and Blake check on the enemy magi that got knocked out from the vampire’s scream. They’re definitely alive, but in some kind of catatonic state. They won’t be waking up soon, and they’ll probably be deaf when they do.

Ridley approaches you as you inspect the vampire’s remains. “This wasn’t a low-ranking vampire.” She says. “I wouldn’t go as far as to put him on a vamp lord level, but he’s definitely in the elite. Chief enforcer of a lord or something I’d say. This is bad. House Inara is involved in this. I suppose it makes sense. They already own half of narcotic Europe, and have plenty of reasons to want the Order out of the way.”
>>
You nod, thinking back to Eddington’s lessons on the vampire houses. Eddington… He’ll definitely get involved now, as the Order’s resident vampire expert. You expect he’ll be quite busy in the next few weeks or months even.

The healthy members of your teams sort out the situation. The drugs are loaded into the bus, the civilians are too. An Order security team comes to pick up your prisoners, an ambulance picks up those who were wounded, and you do most of the cleanup yourself. There’ll be a dedicated team coming by later, but apparently they’re in high demand right now. Operations everywhere finishing up and in need of cleaning places, and yours is remote enough to not be very high priority. It gives you some time to talk to your people Nathan’s been woken up by Raphael by now.

>Who would you like to talk to? Please add what topic you’d like to broach.
>1. Ridley
>2. Harvey
>3. Your own team (Including Helena).
>4. All of your teams.
>5. Helena.
>6. Write in.

>Last post for today, I really need to go to sleep now.
>Thank you all for joining in, hope you had fun!
>I'll try to run next Saturday, which would be the last time I'd be able to run before my exams. No guarantees though. It's possible I'll have to go straight into my exam hiatus.
>My exams finish the 15th of June, so expect a thread somewhere in that week. I'll keep you informed over twitter.
>>
>>40000960
>4. All of your teams.
Well done, everyone?

Well done, OP.
>>
>>40000960
Thanks for the thread sup
Give Blake a cheer for taking down those two magi in the break room
Ask a post-mission report from both Ridley and Harvey, thank them for an operation gone mostly well.
Tell Milly we had another dream.
Finally, ask Helena what happens near the end of a third day, then realise that you might be a bit fatigued to do anything but taking a long rest... Probably until after Sup's exams
>>
>>40001098
*date, not day...
>>
>>40001098
Sounds good.
>>
>>40000960
Thank you for running, Supervisor. Study for those exams!



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