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File: henchman.png (1.31 MB, 900x1560)
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Your name is Sean Clayton, aka Gunsmoke, aka Defcon. Last time, you infiltrated a secret police nerve center, spearheaded a daring kidnapping, suffered a devastating betrayal, and have been press-ganged into Task Force X.

Otherwise known as the Suicide Squad.

> Hello everyone, and welcome back to another issue of DC: Henchman Quest! As always, I’m AxisQM. Rules are simple but flexible: 20-40 minutes to vote / roll what I say, rolls count even if you (or I) mess up the modifier, crit successes override, write-ins encouraged. If rolls / votes are slow to come in, I’ll do my best to adjust for it. As always, my eternal thanks to the gigabased anon who came up with our cover art.

Pastebin: https://pastebin.com/RwY7nc3S

Link to Previous Thread: http://thisisnotatrueending.com/qstarchive/2022/5170625/

Link to Archive: http://thisisnotatrueending.com/qstarchive.html?tags=Henchman
>>
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>>5228803

https://www.youtube.com/watch?v=9WZ2I28Chk0

You’re driven back into the land of the living by the distinct sound of wheels screeching against hot tarmac.

When the plane rattles to a shuddering halt, you grab your duffle and start to disembark. After stepping off the ramp onto some shitty little Quraci airfield, you pause a moment to get your bearings and stretch a little.

Your shoulder still aches like a motherfucker from that AT round that you caught back in Venezuela. Doesn’t help that your pack is digging right into it, but you’ll just have to grin and bear it. Griping and moaning won’t change a thing, especially not here.

Even so, you miss Jack, Pandion, Darius, Isaac, even Set. Hopefully the rest of your boys are smart enough to see through Delrio’s bullshit and handle whatever he pulls. But for now, you’re stuck here.

You take a deep, uncertain breath and suck in the dry desert air. The heat, while certainly not a friendly face, is definitely a familiar one. When you close your eyes, you almost manage to fool yourself that you’re back in the Marines again, just another jarhead on a patrol.

You sweep a few sectors, pop a couple insurgents, head back to base, make a brief report, grab some chow, kill time for a while, then do the whole thing again the next day.

But when your eyes open, you’re reminded of the reality in which you find yourself. On a probable suicide mission to kill or kidnap some scientist from a fucking embassy of all places. Doing the kind of shit that leaves a mark on a man. Part of you wants to acknowledge the irony of it all; that you’re back in the saddle again, but on the wrong side.

Under the scorching sun and endless sands, an odd feeling begins to well up deep in your gut. And it’s not the surplus rations Shade split with you.

This whole situation, coupled with the heap of trouble you’re about to get into puts a pit in your stomach. And the fact that the scenery and geography resembles your last official deployment doesn’t help much either. Not quite full-circle, but the signs are there, and it’s starting to get in your head.

You don’t see the ghosts of the past lurking in your peripheral vision or anything, but you’re still unsettled. There’s a fair chance that you’ll be shooting at professional soldiers, just like you used to be. Hell, they’ll probably assume that you’re the kind of militia shithead you used to deal with back in the service.

And that parallel stings most of all.

Guess the sandbox still has some bite to it.

Ravan snaps you out of it when he tosses you an earpiece.

“Keep radio silent unless I specifically request an update. The more we chatter, the higher the chances that somebody gets a trace on your location.”
>>
>>5228805

You put the earpiece in, give him a silent nod and climb aboard the shitty van left at the airstrip as the team’s transportation. Before the panel door slams closed like a casket being nailed shut, you spot the plane do a quick U-turn and take off again.

Pretty telling that your captors don’t even think you’ll make it far enough to need an exile waiting on standby.

And course the fucking van’s AC is busted, the cheap bastards. Everyone else is in full combat gear, but you and Shade concurred that it’ll be less suspicious if you kept your kit squirreled away until you get situated in the construction site.

Don’t want to raise any red flags and potentially blow the op before it’s even off the ground.

As much as you’d like to fall back asleep, you’re too wired to let your guard down.

You look over to see how Shade’s handling the pre-mission jitters, and can’t help but whistle lightly when you get a better look at his rifle.

Looks to be an old bolt-action Springfield with an expensive looking silencer and a long-range scope. All of the bells-and-whistles seem pretty new.

Nothing quite like the blend of old-school firepower with modern gadgetry. In this case, it’s done surprisingly tastefully.

The rest of the ride is spent in terse silence. You’d make conversation with the others, but nobody seems to be in the mood for it.

Besides, given the implied attrition rate, it’s probably not a good idea to get attached.

A couple hours later, the van drops you and Shade a couple blocks from the construction site. That way, the van has time to circle the neighborhood and sniff out a trap while the pair of you set up.

Getting into the construction site doesn’t take anything too strenuous. All you needed was to rub a bit of dirt in your already nasty-ass civvie clothes, snag a high-vis vest and a helmet, and maintain an air of total disinterest.

Shade follows your lead and keeps his head down.

https://www.youtube.com/watch?v=DQTCS6aWRSc

After riding a rickety cargo elevator that’d make the Qurac version of OSHA have a stroke, you and Shade arrive at the 12th floor. It’s a good compromise being having a good angle on the embassy and having options when this inevitably goes to shit.

Thankfully, this floor is deserted. Guess whatever shift works this section isn’t due for a while.

Besides some power tools, workbenches, and bags of concrete mix, there’s nothing much of interest.

Shade starts stacking the bags of concrete mix around a long, narrow workbench to form a little firing stand of sorts, and you follow suit with one of your own.

It’s solid thinking. Won’t stand up to concentrated fire but it blends in with your surroundings environment and should be more than enough to block a stray shot.

After setting up the hide, Shade begins to field-strip and examine his rifle, before pulling some cleaning supplies from his pack and getting to work. It takes a keen eye to spot, but his arm trembles every so often.
>>
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>>5228806

> “You alright? Think you got it clean as a whistle back on the plane.”

He doesn’t look at you, instead focusing on the internal mechanisms of his sniper rifle with a methodical and almost religious precision.

“I know. Just a tradition of mine.” He croaks out.

You nod in silent understanding. As far as weird pre-op rituals go, Shade’s doesn’t even rank in the top 50. Nothing wrong with doing whatever it takes to get in the right headspace for this kind of work.

After all, soldiers are some of the most superstitious bastards you’ll ever meet. And given some of the shit you’ve gone blow-for-blow with, there might just be a nugget of the truth to it all.

You shift back into position and continue to survey the area for points of interest; chokepoints, potential counter-sniping spots, available cover, etc.

Your concentration is broken when Shade gently taps you in the shoulder with his boot and crouches down next you.

“Here. Got some extra gear for you. Don’t fucking break any of it, alright? I’m gonna want it back later.”

Included in his little care package is some spare ammo, a good scope, and a silencer for your M14.

> “Thanks. Where’d you get this shit, anyways?”

“Stole most of it, traded for the rest.”

He cocks his head.

“Is it stealing if they were dead?”

> “That’d be looting.”

Shade cracks a little grin, one that doesn’t look like it gets a lot of use.

“Cool.”

Suddenly, your earpiece starts to crackle, signaling an incoming message from Ravan.

“Defcon, are you and Shade in position?”

> “Roger. No issues, got a clean line of sight.”

Looks like it’s time to plunge into the breach yet again. At least you’ll hopefully dodge the worst of the fighting on this one.

You’re not one to shy away from getting in the thick of things, but you’ve lost most of the tricks up your sleeve.

No magic, no fancy gear, just your own skills and whatever else you can cobble together.

Besides, it’s one thing to put everything on the line for business or for the people you care about. It’s another to have a gun put to your head and be given an ultimatum.

You’ll do as they ask, until they slip up and give you a real opening. Then, you’ll go for the goddamn throat.

“Good. We’re moving in soon. Wait for my signal, then kill anything holding a weapon.”

As you aim down the scope of your rifle and get a feel for the light wind blowing over the city, you mentally kick yourself. The embassy definitely would’ve had a phone you could’ve used.

Of course, those would definitely be tapped so it’s not like it’d be a secure call. That, and you’d have to avoid letting anyone notice, which would’ve been a trial on its own.

Rather than worry about that, you instead busy yourself with memorizing the location of the Russian perimeter guards. Doesn’t look like they’re on high alert, but something’s definitely spooked them.
>>
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>>5228807

They probably know something’s coming, but not when, where, or from whom. Further proof that offense is much more fun than defense.

Before things kick off, you need to figure out how you’re going to contribute.

After some strategizing, you decide to…

> Spot targets inside the embassy for Shade. Could make the difference for your boys on the inside.

> Have Shade keep an eye on the perimeter while you engage targets inside the embassy. A division of labor makes the most sense.

> Spot targets in the surrounding area for Shade. The main priority should be to keep the perimeter locked down.

> Other?
>>
>>5228808
> Spot targets in the surrounding area for Shade. The main priority should be to keep the perimeter locked down.
We'll do our job and let the others do theirs.

Good to have you back Axis.
>>
>>5228808
>> Spot targets in the surrounding area for Shade. The main priority should be to keep the perimeter locked down.
>>
>>5228845
Thanks, anon.

>>5228845
>>5228887

In the interests of keeping things rolling, I'll go ahead and call it here.

Roll me some 1d100s+30.

DC: 70 / 90 / 110

(Enhanced Perception / Ring of Clarity are currently unavailable, hence the lower bonus.)
>>
Rolled 83 + 30 (1d100 + 30)

>>5228895
GUN! Witness me, bit titty goddess of luck
>>
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>>5228900
witnessed!
>>
Rolled 59 + 30 (1d100 + 30)

>>5228895
>>
Rolled 86 + 30 (1d100 + 30)

>>5228895
Lets get a 1
>>
>>5228900
>>5228906
>>5228909

That's an excellent success, writing.
>>
>>5228911

You settle into your hide and wait for the fireworks to kick off.

Suddenly, the van screeches to a halt in front of the embassy.

> “Now.”

Aided by your spotting, Shade picks off the soldiers standing guard in front of the embassy with a frightening economy of motion.

Ravan and the rest of the squad quickly knock down the gate, fan out into groups, and make their way inside.

Wildman and Rotgut bulldoze right through the front entrance, paving the way for the rest.

There are scattered bursts of gunfire echoing through the now eerily quiet streets before they’re promptly snuffed out.

It’s a tall order, pulling this off all on their lonesome, but that frankly isn’t your concern. You’ve been assigned to keep the perimeter spick and span and dissuade anyone from poking their heads out too far.

As a refresher, Ravan and Kalash are working crowd control. They’ll be taking hostages in case this gets really down and dirty.

Wildman and Rotgut are on sweep and clear duty to find the target and his research.

Meanwhile, Nitro and Daemon rifle through anything and everything they can get their greasy mitts on.

Unfortunately, it doesn’t take long for company to start pouring in.

You’ve got movement. And a lot of it.
>>
>>5228948

Looks like you’re not the only guest at this party. Near as you can tell, you’ve got three different groups trying to get to the embassy. None of them seem to be aligned with the other, so it looks like you’re either dealing with someone else interested in that research, or just extra security.

The first convoy belongs to the local militia security force, and they’re eager for a fight. You know the type well; brash, cocky, and prone to making absolutely fucking atrocious tactical errors. So far, they’re content to make their way towards the embassy nice and slow, like they’re just out on a patrol. Guess they don’t see the point in rushing to save a bunch of foreign citizens. Their pace makes it easy for you to get a read for what they bring to the table. Nothing too special; technicals, outdated automatic weapons, RPGs, all that good stuff. The biggest threat they pose will be if they somehow manage to pull off something colossally stupid before getting killed.

The second convoy is markedly different. They’re rolling in hard and fast in the hopes of catching the embassy team by surprise before things can really escalate. Ten-to-one, they’re Russian reinforcements or some kind of asset assigned to protect the embassy. They’re better disciplined, packing modern gear, and don’t look like they’re in the mood to take prisoners.

But the third convoy is the one that really gets you spooked. Nearly didn’t clock them, but they’re definitely trying to get in on the action. Once you notice it, you start looking for the easy tell; they’ve all got heavily tinted windows. And they make a valiant effort to disguise it, but their crappy local cars have some armor plating. That’s some serious tradecraft and prepwork. Whoever the fuck they are, they’re definitely not civvies, so that means it’s open season.

You…

(Shade’s attack will be an auto-success, but there will be a roll for effectiveness. Yours will require a normal roll. Can double-up on choice of target. I’ll allow another vote if your aid isn’t necessary)

> Have Shade target the unmarked vehicles. Whoever they are, they need to keep their noses to themselves.

> Have Shade target the QRF. If they can establish a foothold, the boys in the embassy are on very thin ice,

> Have Shade target the security forces. Hopefully, it’ll send a message to step the fuck off.

You decide to…

> Sling some lead at the unmarked vehicles. Hopefully you can “encourage” them to turn around and slink home.

> Focus on the QRF. Can’t afford to let them get anywhere near the embassy grounds.

> Focus on the security forces. Like shooting fish in a barrel, just like the good old days.

> Other?
>>
>>5228950
> Have Shade target the QRF. If they can establish a foothold, the boys in the embassy are on very thin ice,
> Sling some lead at the unmarked vehicles. Hopefully you can “encourage” them to turn around and slink home.
>>
>>5228962
+1
>>
This is a moderately important decision and it's been quite slow tonight, so I'll just leave it open until our next session. (Friday at 5:00 PM EST)

As always, thanks for playing!
>>
>>5228950
> Have Shade target the unmarked vehicles. Whoever they are, they need to keep their noses to themselves.
Best to have an auto success on what look to be the biggest danger.
> Focus on the QRF. Can’t afford to let them get anywhere near the embassy grounds.

I don't suppose we have a way to hack into these new groups comms? Would be a big help if we could somehow get these guys to fight each other.
>>
>>5228962
+1 Seems reasonable
>>
>>5228950
> Have Shade target the QRF. If they can establish a foothold, the boys in the embassy are on very thin ice,
> Sling some lead at the unmarked vehicles. Hopefully you can “encourage” them to turn around and slink home.
>>
>>5228950
> Have Shade target the QRF. If they can establish a foothold, the boys in the embassy are on very thin ice,
> Sling some lead at the unmarked vehicles. Hopefully you can “encourage” them to turn around and slink home.
>>
>>5228950
> Have Shade target the QRF. If they can establish a foothold, the boys in the embassy are on very thin ice,
> Sling some lead at the unmarked vehicles. Hopefully you can “encourage” them to turn around and slink home.

Inb4 theyre CIA assets we just blew up

also, wheres the writeup you said would come on monday?
>>
>>5230635

The interlude is finished and ready for publication, thanks for asking.

Unfortunately, the previous thread was dead by Monday, and it didn't feel right to open this new thread with it. Likewise, I didn't want to potentially derail the action with a massive wall of unrelated text.

Once tonight's session is done and dusted, I'll go ahead and dump it.

Honestly, I'm relieved to have it done, took me forever. Might've bitten off more than I could chew, but that's all part of the fun.
>>
>>5228962
>>5228990
>>5229293
>>5229344
>>5229373
>>5230635

Alright, looks like having Shade handle the quick-response force and targeting the unmarked cars wins. Starting off a little early, but I'm roaring to go.

Roll me some 2d100s.

First roll is yours (+15), second roll is Shade's (+25)

1st DC: 55 / 75 / 95
2nd DC: 60 / 80 / 100 (Guaranteed minor success due to your excellent spotting)
>>
Rolled 41, 74 = 115 (2d100)

>>5230975
Here goes nuffin
>>
Rolled 33, 45, 64, 63 = 205 (4d100)

>>5230975
should I roll more if no one else shows up?
>>
>>5230986
ah fuck didn't mean to roll on that post kek
>>
>>5230986
I'll take your first two, don't worry about it. It's only been ten-ish minutes since the official start of the session.

Plenty of time for folks to roll in.
>>
Rolled 41, 48 = 89 (2d100)

>>5230975
never fear, for I am here
>>
>>5230978
>>5230986
>>5230997

Looks like a minor success for you, and a regular success for Shade.

Go ahead and give me some 1d100s+30.

DC: 95
>>
Rolled 9 + 30 (1d100 + 30)

>>5230999
Time for the good old Sean luck
>>
Rolled 2 + 30 (1d100 + 30)

>>5230999
Have a roll before I have to run errands for the rest of the night!
>>
Rolled 71 + 30 (1d100 + 30)

>>5230999
Oh shit.

If only we still had Thermal sight.
>>
Rolled 9 (1d100)

>>5230999
rollan
>>5231004
>>5231005
>2
>9
hmm yes sean's luck
>>
>>5231004
That tracks
>>5231005
Probably for the best that I can't really join tonight
>>
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>>5231006
haha

SAVE

>>5231008
>>5231005
>>5231004
get rekt suckers
>>
That's a success, writing.

And for what it's worth, two degrees of failure followed by a last-ditch success does describe Sean's overall luckiness pretty well.
>>
>>5231013
>two degrees of failure
wut?
>>
>>5231017
The two really low rolls.
>>
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>>5231013
I would say he's both the luckiest and most cursed man alive simultaneously, to the extent that he managed to both crit success himself superpowers (the arm) and critfail himself into the fucking suicide squad.
No wonder Set fucking loves him, he couldn't have chosen a better personification of Chaos even if he tried
>>
>>5231019
Wouldn't those just be failures? I didn't know we had grades as well, thought it was just binary.
>>
>>5231023
Yeah, they're just failures, I was just getting a little dramatic with it.
>>
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>>5231024
oh
>>
>>5231023
it is binary, but 3 rolls under 10 is gonna affect anyone's view on how the roll would go.

similarly with 3 rolls over 95 even if not one is a crit
>>
>>5231013

It’s a tough call, but it’s one you make fast.

https://www.youtube.com/watch?v=dwh7QxS2c6s

> “Response force of military vehicles at ten o’clock, bearing south-by-southeast. Engage when ready.”

As soon as you give the word, Shade starts firing. In a perfect world, you’d be able to watch and assess how he’s doing, but this isn’t the time for an inspection.

No matter how unsavory the mission or unfair the circumstances, all you can do is roll with the punches and make the best of it you can. Time to get in the fight.

You’ve got your rifle, and while marksmanship isn’t your strongest talent, you’re certainly no slouch when it comes to the art of reducing someone to a fine, pink mist.

With careful aim, you focus on the incoming cadre of suspicious vehicles that drew your attention.

It’s a good thing you did, because the unmarked cars are speeding up. Maybe they’re just in a rush, or something tipped them off. Either way, they’re not reaching their destination without things getting a little bumpy.

Your initial shots score deep, spiderwebbing cracks into the windshield of the lead vehicle, but there’s no real penetration.

Should’ve known that they’d have some kind of bulletproofed glass given the other upgrades they’re sporting.

Guess there’s not much else for it, your aim is solid but not solid enough to waste time trying to nail such a small target when there are other alternatives to attack first.

With a muffled curse, you shift your aim lower and aim for the tires, and puncture the driver side wheel after a volley of shots.

The car loses control and swerves, slamming horizontally into a side street and wedging itself thoroughly in the way.

The rest of that particular convoy slows to a crawl, as men begin carefully exiting and taking cover positions. Just as you feared, they’re smart enough to avoid rushing in and poking their heads out.

Their gear looks expensive, but nothing to write home about. Overall, they give you the feel of professional mercenaries, except for one critical detail that you nearly miss.

They’re all clean-shaven. Each and every one. No beards, no long hair, nothing of the sort.
>>
>>5231039

As someone who’s spent plenty of time with professional gunslingers and hired killers, you know from experience that personal grooming definitely isn’t focused on to such a degree. Whoever they are, they’re only trying to look like mercs. Kinda like how your group is pretending to be insurgents.

Shade’s done a bit better, he managed to nail the vehicle’s gas tank and blow up maybe a third of the quick response force’s vehicles. Looks like they’re pulling back as quick as they can, but they’ll probably be back.

As for the local security forces, they’ve heard the explosions and are moving in to investigate. So far, they haven’t been touched and are maybe a couple minutes out from reaching the embassy grounds.

With radio silence in effect, it’s impossible to tell how things are going inside the embassy. You’d have to reposition and establish whole a new base of fire to peer through the windows, but by then, things will have gone to hell in a handbasket down on the ground.

No, your only option is to keep the pressure turned up in any way you can.

You…

> Order Shade to shift focus to suppressing the militia forces, they’re getting too close for comfort. You’ll keep hammering the not-mercenaries and keep them pinned in place.

> Scout your surroundings with your binoculars, just in case somebody is trying to get the jump on you. Might save your life if you’re right, but it could also be a terrific waste of time if you’re wrong.

> Move Shade and yourself to another firing spot. It’ll cost precious time, but it’s a necessary safety precaution.

> Try to crack the frequency for any surrounding communications devices. It’ll be a bitch and a half to pull off, but the tactical opportunities are staggering.

> Other?
>>
>>5231041
>> Order Shade to shift focus to suppressing the militia forces, they’re getting too close for comfort. You’ll keep hammering the not-mercenaries and keep them pinned in place.
>>
>>5231041
>Order Shade to shift focus to suppressing the militia forces, they’re getting too close for comfort. You’ll keep hammering the not-mercenaries and keep them pinned in place.
>>
>>5231047
>>5231053

Go ahead and roll me some more 2d100s.

First roll is yours (+15), second roll is Shade's (+25)

1st DC: 75 / 95

2nd DC: 60 / 85
>>
Rolled 22, 96 = 118 (2d100)

>>5231077
>>
Rolled 12, 27 = 39 (2d100)

>>5231077
>>
Rolled 57, 72 = 129 (2d100)

>>5231077
>>
>>5231078
>>5231080
>>5231088

Alright, that's a failure for you and an excellent success for Shade.

Would you like to use Roll the Die and give it another go?

> Yes.

> No.
>>
>>5231090
>No
>>
>>5231090
>No.
No reason to use it here, we're still safe even if we job and don't hit anything.
>>
Rolled 50, 10 + 20 = 80 (2d100 + 20)

>>5231092
>>5231094

Alright, looks like we're keeping it in reserve for now.

If you would, please go ahead and roll me another set of 2d100s.

First roll is yours (+35), second roll is Shade's (+10)

DC to be determined.
>>
Rolled 20, 96 = 116 (2d100)

>>5231098
ROLLAN
>>
Rolled 84, 47 = 131 (2d100)

>>5231098
>>
Rolled 64, 13 = 77 (2d100)

>>5231098
can i get a 1?
>>
>>5231099
>>5231112
>>5231113

That's a success for you both, writing.

Shade's getting some killer rolls tonight.
>>
>>5231114

You quickly bark orders to Shade; that he should re-focus and deal with the intruding locals.

And deal with them he does, killing soldier after soldier with swift but precise killshots.

In a timeless display of poor decision making, the militia convoy attempts to force their way through and just shrug off the sniper fire.

After nailing all their drivers, the remaining survivors flee on foot, with Shade harrying them the whole way. After all, the best place to shoot a man is in the back.

In contrast, you don’t have such an easy time.

The not-mercs manage to zero in on your position quickly and maintain a cohesive and organized push.

Whenever somebody made a move, your position gets rinsed with suppressive fire that prevents you from getting a clear shot. Before you know it, the not-mercs manage to comprehensively close the gap.

And your “defenses” (the bags of concrete and some crappy scrap) aren’t liable to hold out for much longer. In the end, your worries end up being moot.

As it turns out, the not-mercs are packing high explosives. After diving out of your hide to avoid the RPG that the mercs were packing, they start aiming rockets at the foundation of the building.

Fuck, the construction site is just living on borrowed time at this point, you can already hear the supports start to ominously creak and groan, signaling an incoming collapse.

After warning Shade, you and he…

> Ride the elevator down. It’s the fast and simple, but risky.

> Leap the gap to a nearby building. Trouble is, you’ll be exposed to gunfire, and your heavy armor won’t do you any favors.

> Hold your position and try to ride it out. If you can time it right, you might be able to cushion the blow somehow.

> Improvise another way out. (Include general idea / plan)

> Other?
>>
>>5231126
>> Leap the gap to a nearby building. Trouble is, you’ll be exposed to gunfire, and your heavy armor won’t do you any favors.
>>
>>5231126
>> Leap the gap to a nearby building. Trouble is, you’ll be exposed to gunfire, and your heavy armor won’t do you any favors.
>>
>>5231128
>>5231132

Alright, roll me some more 2d100s

First roll is yours (+25), second roll is Shade's (+10)

DC: 75 / 95
>>
Rolled 75, 42 = 117 (2d100)

>>5231160
>>
Rolled 6, 23 = 29 (2d100)

>>5231160
>>
Rolled 85, 69 = 154 (2d100)

>>5231160
>>
>>5231163
>>5231168
>>5231182

That's an excellent success for you, and a regular success for Shade.

Starting to get pretty tired, so I'll go ahead and end tonight's session.

We'll pick it back up on Wednesday at 5:00 PM EST, hope to see you all there.

As always, thanks for playing! (And the interlude dump will begin now)
>>
>>5231183
Thanks for running!
>>
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>>5231183

MEANWHILE, AT THE HALL OF JUSTICE

Great work Jaime. The League finally starts to give you a bit more responsibility and what do you do?

Sleep through your alarm and show up late for your first major League meeting; your only shot to finally make an impression that you’re not just some rookie.

Alright, you’re mostly just there to observe and keep your mouth shut, but it’s still cool!

Thank God that Captain Atom and Green Arrow are making such a racket that nobody notices you slip in late.

Except for Batman, who shoots you a look that promises future punishment. Looks like he really has a stick up his ass today, but given the stories you’ve heard, that’s that’s practically a given.

“I mean, look at this!” Atom yells, pulling up a series of live feeds from various international news networks.

On the first, there’s footage of a ferocious street-to-street skirmishing between rival militia groups. A stray RPG hits an apartment building, smashing a jagged hole in it.

On the second, there’s footage of a campaign speech decrying violence and political corruption that’s interrupted when the stage is stormed by masked men that gun the speaker down.

On the third, there’s grainy video of a peaceful protest being stomped out by heavily armed soldiers and the protestors being dragged away. One of the protestors wriggles out of their grip and makes a run for it, before being gunned down.

And on the last is footage of rioters and paramilitaries storming a government building and setting it ablaze, punctuated with some thug in fancy armor nearly beating the head-of-state to death.

Atom points to each of them in order.

“Qurac. Sierra Leone. Bulgravia. Venezuela.

Look at what’s happening out there! While we sit here and argue about laws and treaties, tyrants and terrorists run amok! And these are just the ones we know about! I don’t know about you, but I’m sick and tired of sitting on our hands and waiting for someone else to handle the world’s problems. We have a duty to act!”

“Good point. And what happens when we set the precedent that the League can unilaterally knock over regimes it doesn’t like?! The second we do that, every tin-pot dictator and corrupt politician that might be next on the chopping block is going to start recruiting as many meta-humans as they can, by force if need be! Reckless interventionism would only lead to a new arms race, maybe even a new Cold War depending on how the chips land!” Arrow yells in his face.

“And what would you propose, then? That we ask politely for them to stop, maybe send a strongly-worded letter advising them to change their ways?”

“I don’t know! And it’s not my job to know! That’s not a decision any of us should be making!”

Green Arrow points an accusatory finger at Atom.

“Unlike you, I know that we are not equipped for this, and we shouldn’t be! What do you think will happen the moment we leave!? They’d tear whatever regime we’d be propping up apart! We’d be occupiers, not heroes!”
>>
>>5231189

“And unlike you, I joined the League to make people’s lives better, not to sit on the sidelines and watch as the world burns!” Atom spits.

Sensing that things are at risk to go even further off the rails, Wonder Woman intercedes.

“Everyone, let’s just calm down. Atom, I understand how you feel but the League charter exists for a reason. Unless we receive official permission from either the nation in question or by international decree, our hands are tied.”

Atom still looks angry, but he concedes the point. Likewise, Black Canary manages to reel Arrow back.

You release a breath that you weren’t aware you were holding in. Pretty heavy stuff for your first meeting, but you’re not a kid anymore. Going into things blind and hoping for the best won’t cut it anymore.

“Moving on to our original agenda, Batman has prepared a briefing on a League target of interest, one that some of you may already be familiar with if you’ve kept up-to-date with your assigned materials.” Wonder Woman continues, shooting a glance your way.

Shit. Knew there was something else you forgot to do today.

Just nod your head and pretend you know what they’re talking about. It works on your calculus teacher, hopefully it’ll work here too.

Batman takes over and begins to display some reference materials. It’s not much, just a few hand-drawn pictures of a guy wearing a trenchcoat and wearing some kind of ski mask, plus some shaky security footage that doesn’t give much detail.

“This is Gunsmoke, a mercenary and criminal that I’ve been tracking for some time. He’s relatively new to the scene, but has managed to establish himself as a thorn in the League’s side. I’ll get into specifics soon, but are there any questions before I begin?”

“Is it possible that he’s an old enemy of yours just wearing a different coat of paint?” Flash asks.

“Possible, but highly unlikely. After a thorough investigation, all potential known candidates that match Gunsmoke’s build and techniques were elsewhere during his criminal activities. Therefore, I stand behind my conclusion that he’s new.”

Flash raises his hand, intent on asking another question.

“What kind of name is Gunsmoke anyways? Is he a big Western fan or something?”

Batman ignores him and moves on.

“My professional psychological evaluation is that Gunsmoke has few, if any, reservations about killing. Barring certain exceptions, Gunsmoke has displayed a consistent level of brutality in both his methodology and combat strategies. However, it goes deeper than just that.”
>>
>>5231192

“Gunsmoke has a code, one that he’s stuck to consistently. For instance, while on a mission to destroy the Iceberg Lounge, one of Penguin’s prized moneymakers, he took precautions to have civilians evacuated from the building and rescued a kidnapped GCPD officer. From this and other pieces of evidence, it’s a fair assumption that Gunsmoke avoids lethal violence against the general public or law enforcement.”

“What’s his motivation? Money, power, personal enjoyment?” Superman asks.

“Unknown at this time.” Batman reluctantly admits.

“Then let’s cut to the chase. How do we catch him?” Green Lantern bluntly interjects.

The omni-present scowl on Batman’s face gets even scowlier.

“Mercenaries like Gunsmoke are different from more organized criminals in that they have little in the way of territory and drift from job to job.”

“In English?”

“He only surfaces when he has a target in mind, which makes it hard to pick up his trail. He doesn’t have any major holdings that we know of, which makes it impossible to conduct surveillance. Our only option is to predict his next move.”

“If he doesn’t wish to draw attention to himself, perhaps we could bring him to us. What if we were to offer him a fake mission that leads him directly into a trap?” Wonder Woman offers.

“That may work, but we have no way of getting in contact with Gunsmoke, and there’s a good chance he’ll smell a rat. If he’s smart, he’ll only take jobs from known quantities with a reliable reputation. Being approached by an unknown would only spook him, and might push him underground.”

“What do we know for sure about him?” Canary asks, jabbing Green Arrow in the side when he goes to say something snide.

“Most of the information in his dossier is speculation, but I feel strongly that certain key elements are correct. The first is that Gunsmoke has received some degree of military training, possibly either from an official source or a clandestine agency. After some kind of negative discharge or hostile parting of ways, he branched out into independent criminal activity. It’s worth noting that Gunsmoke seems to retain a high degree of autonomy, drifting from target to target with little in the way of connection.

I’ve been combing through events of interest since Gunsmoke first showed up on the radar, and I think I may have something. A few months ago, shortly before Gunsmoke made his appearance, Black Mask organized a prison riot at FCI Fairton in an attempt to kill an inmate that was preparing to testify against him. During the chaos, Black Mask’s men set several cell blocks free and encouraged them to escape, using them as a smokescreen to draw the attention of the state police and federal authorities. In the ensuing manhunt, almost all of the fugitives were captured aside from a small group that is still at-large.”
>>
>>5231194

“I like the angle, but I still haven’t heard anything connecting Gunsmoke to any of these guys. No offense.” Green Arrow interjects, managing to dodge Canary for a moment.

“None taken. But I hadn’t finished. Only a few weeks before the breakout, there was a temporary transfer to one of the maximum-security blocks. A dishonorable discharge convicted of a laundry list of capital offenses.”

“What do we know about him?” Superman questioned.

“That’s where things start to get murky. All the records about the inmate himself have been digitally erased, almost like someone covered his tracks.”

“That’s definitely suspicious. Do you have any other information on him?” Flash asks, clearly interested.

“Not at this time. Gunsmoke’s been careful to avoid making a splash, but we’ve constructed a threat assessment based upon engagements in the field and extrapolations from after-action combat data.”

“C’mon man, you’re managing to make talking about fights boring! Lighten up a little.”

Batman just stares at Flash, who seems to realize the enormity of the foot he’s shoved in his mouth.

“I guess we should just go down the list and narrow down possible abilities and way to counter them.” Black Canary says, studying the threat report intensely.

“Guess I’ll be your huckleberry. Does he have metahuman powers?” Flash offers hesitantly.

Batman shakes his head.

“Unlikely. On numerous occasions, he’s conducted himself in a manner consistent of a baseline human being. While it’s possible he’s been supplementing his abilities with some kind of combat drug or advanced technology, we lack any concrete information on his abilities.

There’s a brief moment of silence, as everyone, including you, puzzle over the report.

“Are we going to address the elephant in the room at any point?” Lantern asks, with his typical lack of tact.

“I assume you’re talking about the S.T.A.R. Labs raid?” Flash idly tosses out, unaware of the growing tension in the room.

As soon as he mentions S.T.A.R. Labs, Wonder Woman’s expression grows harsher, Martian Manhunter looks shamefaced, and Flash looks like somebody kicked his dog.

“We’re all aware of what happened, and there’s no point in re-hashing it again.” Batman says, coldly and finally.

Manhunter quietly raises his hand.

“I actually have some good news. M’gann should make a full recovery.”

“That’s great news! And I know it’s early to ask, but does she remember anything from her attempted mind probe?” Green Lantern asks, nearly managing to be diplomatic.

“Not much. All she can recall is that he had well-developed mental shields, preventing her from reading further than bits of his surface thoughts. There is however, one point of note.” Manhunter shifts uncomfortably in his chair.

“What is it?”
>>
>>5231195

“M’gann managed to get a brief emotional read on him. According to her, he’s like no human she’s ever seen. That there’s a massive core of rage and violence bursting at the seams, just waiting to be unleashed. Whoever Gunsmoke is under that mask, he’s teetering on the edge.”

“That just makes it more important that we catch the guy before he really goes off the deep end. Does he have any known associates? Anyone he might trust that we could use against him?” Atom asks.

“I would heavily advise against that. Gunsmoke has a ferocious temper, and targeting his teammates seems to particularly anger him. The psych analysis is still uncertain, but I would wager that he’s suffered a great loss that still haunts him, causing him to lash out whenever a surrogate figure is exposed to harm.

I advise caution either way, but here are his known associates, in case they attempt to block his capture.

Recently, Gunsmoke has been seen in the company of several freelance mercenaries, who I’ve taken the time to compile some basic information on.

Cortez. Cat burglar and professional thief. Wanted in connection with several high-profile thefts. Career criminal, did a stint in Blackgate before joining the Falcone crime family, and later cut ties. Likely serves as a consultant or infiltration support. Probably introduced by a third-party of some kind.

Genghis. Assassin and gun-for-hire. Rumored to be a former Yakuza that jumped ship after losing a bloody internal power struggles. Interpol has a dozen open cases tracing him across the world. Likely serves as the team’s muscle and assassination specialist.

Gremlin. Blackhat computer hacker. Another fresh name, but another one to watch out for. Works as a data broker on the side, but primarily specializes in high-risk system cracking. His role in the team is self-evident.

That’s the end of his confirmed associates, but Gunsmoke has had dealings with other criminal elements as a freelancer. His client list includes Bane, and Gentleman Ghost.”

“Hang on a second. Bane, I get. But Gentleman Ghost? What’s the angle there?”
>>
>>5231198

“Given that one of Gunsmoke’s first outings was to attack a S.T.A.R. Labs convoy alongside Gentleman Ghost, it’s possible that he was recruited or enticed into employment, possibly with the prospect of his continued freedom.”

“That’s a couple times now that Gunsmoke’s been seen targeting S.T.A.R. Labs. Do you think there’s a personal connection?

“Possibly. Their board of directors have been cagey about the extent of the damages and the specifics about what research has been stolen. However, it’s more likely that Gunsmoke’s acting on behalf of some kind of client.”

“And if we take him down, we might be able to follow the trail up the food chain.” You say without thinking.

“Exactly, Beetle.”

Black Canary stands up to speak.

“We’ve ruled out metahuman powers and advanced technology, but what about what about magical powers? According to Gentleman Ghost’s file, he’s been known to dabble with arcane artifacts. Maybe he’s juicing Gunsmoke up somehow, in exchange for his services.”

“Despite my personal views on the subject, I’ve been in contact with several League affiliates with more experience on the subject. Unfortunately, most of them agree that it’s not possible to tell without an in-person meeting. Constantine mentioned that he could smell something big in the works, which is never a good sign. Just in case, I’ve petitioned Zatanna to set up a magic-sensitive tracker in Gotham. If there’s a large discharge of anomalous energy, we’ll be alerted and can proceed from there.”

“Thank you, Batman. Moving on to the next point in today’s agenda; the hunt for Black Manta. Any news, Aquaman?”
>>
(That'll do it for the interlude, hope you like it. Was a bitch and a half to write, that's for certain. Have a good Easter, anons.)
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>>5231200
You too mang. See you when we see you.
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>>5231200
thanks for running, axis!
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>>5231200
thanks axis, that was a pretty good one.
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>>5231200
good shit Axis.
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>>5231195
>and Flash looks like somebody kicked his dog.
I assume you meant Batman? That's a mean way to refer to Barbara.
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>>5231200
Happy Easter dude.
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>>5231379
The heist happened in Flash's territory while he was out.
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>>5231454
Yeah, but the way it's written makes it seem like he's reacting to himself.
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>>5231199
I love our show and tells, and he doesn't know which means we aren't a known element in the Suicide Squad he's found out about. Goood, goood, our disguises are still intact.
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>>5231379

I was going for more of a:

> Flash inadvertently sticks his foot in his mouth.

> Wonder Woman and Manhunter react negatively.

> Flash realizes that he's being an ass.

kind of thing.
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>>5231800
With the way you wrote it came off as more accidentally mixing up the names.
>>
Where is thread #8 it's not in the archive
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>>5231899
QM skipped a number
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>>5231899
>>5231970
Nah it just wasn't archived because it was too spicy. Should have been there, we even had taquitos mid-thread.
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>>5231808

Fair enough, I'll keep that in mind.

Thanks for the feedback, anons.

>>5231899

As the other anons said, I lack the ability to count. Hence the #9.5 thread to help get back on track.
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What the fuck have I come back to, how the fuck did we end up getting suicide squaded? I hope to god our men are safe can keep it together until we get back. Have we any ideas as to how we're getting the bomb out our skull?
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>>5232392
We don't know for sure they bomb our brains, Delorio betrayed us in the middle of the fight, we got grabbed after that.
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>>5232419
Well they certainly did something. We can't even spit fire any more.
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>>5232438
We aren't sure yet if that was the Squad doing it, or if we got minor brain damage.
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>>5232441
Technically that would still be their fault. Their assets giving us seven concussions and all.
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>>5232446
Seven? We don't remember how many walls we got thrown through.
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>>5232455
I can only count to seven.
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>>5232470
Ah, fair enough, I don't know what seven means?
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>>5231199
Hmmm, we'll have to keep that tracker in mind I guess. Not that we were ever particularly flashy with out magic anyways.
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>>5231199
You know I have to wonder if we will be seeing another more localized briefing interlude regarding Sean's detective persona for the Gotham natives and league aligned magic experts! Would be a bit of an interesting dichotomy to see how it differs from the Gunsmoke briefing especially if it ends up with a possible suggestion to hire him on as a consultant or even a possible league member.
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>>5235879
Personally, I would really like that. It would be fun to drag Barbra out on a supernatural mystery.
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>>5236009
I can only imagine how much Sean would sweat worried Babs is gonna figure out who he is while his back is turned.

Meanwhile Babs is feeling the exact same way.

And both misinterpret everything the other says.
>"Your suit is a bit tight huh? Must be nice to change into something casual after hours."
>oh fuck does he recognize me from the library?
>"You know Jonah if you wore a long coat you could fit more of your magic doodads in it."
>oh fuck does she recognize me from the heists?
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>>5236009
Gotta make all the Daphne jokes
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>>5236100
Gotta go all the way, and get her to help us find stuff in the university archives. I mean there's nothing quick like having a librarian help do the heavy academic lifting.thyyp
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>>5236125
Gotta get a fixer upper van and a good dog first.
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>>5236009
>>5236100
>>5236125
>>5236188
But who is going to be our Scooby and Shaggy? Its 50/50 our Chimp bud would be down or insulted, but what about Shaggy?
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>>5236431
Have you forgotten the crazy historian we worked with? He's perfect.
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>>5236439
Do we even have his number? Pretty sure he fucked off after we stopped him from being turned into human sushi.
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>>5236444
Cullen? Yeah pretty sure we have his number. And he's still around. Agnor the cultist is the guy we helped skedaddle. Unless I'm seriously forgetting some stuff happened.
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>>5236446
It takes a minute per update, so I might go back and reread the stuff.
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>>5236446
No, you've got it right. Unless I've managed to get my names mixed up, which is entirely possible.
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>>5231183

As you and Shade quickly pack up your shit and run, the foundation of the half-constructed building begins to slowly shift, heralding its imminent implosion.

The best idea you can think of is to get to an elevated position and make a running jump into a nearby building. The closest one you can see looks like some kind of office building or something, so that’ll have to do.

Best to not consider the consequences of falling short and the long, perilous drop that would ensue.

You and Shade haul ass to the roof as the floor begins to feel shakier and shakier. While weaving through the construction, some of the not-mercs take potshots at you that get a little too close for comfort.

You’re itching to retaliate, but that’d be the wrong call. They’ve already got you scoped in, and the last thing you should do in a swiftly crumbling building is allow yourself to get boxed in and pinned down.

Upon reaching the roof, the both of you budget some space to build speed that’ll hopefully carry your across the gap.

It’s not an easy maneuver in heavy gear, but you’ve spent enough time hauling around Apokoliptian armor to know how to squeeze performance out of it anyway.

Notably, you even manage to outpace Shade and his comparatively lighter equipment.

When you’re nearly at the edge of the building, the structure nearly gives way under the strain of your rapid footsteps, and the panic gives you the little extra boost you needed.

As you soar through the air, there’s a gut-wrenching moment of self-doubt when you’re worried that you misjudged the distance and are about to be reduced to a red stain on the pavement.

But no, you slam through a plate glass window and land in a tastefully furnished (and blessedly empty) corner office.

Shade managed to land nearby, looking a little worse for wear. Some scratches, cuts from wayward glass, strained muscles, that kind of thing. Irritating, but not life-threatening or threatens his ability to fight.

That certainly got out of hand quickly. Wouldn’t have expected the not-mercs to deploy high explosives in the middle of a metropolitan area. Guess they really must not give a fuck so long as the job gets one.

At least you’ve got one thing going for you; the not-mercs hopefully think you bought it due to the building collapse.

At the very least, you’ve got enough time to take a quick breather; to gulp down some air, check your rifle for any damage, and calm your frenzied nerves a bit.

When you landed, you managed to shift your weight just right to avoid doing anything nastier to your weapon besides giving it a couple scrapes.
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>>5237103

Shade wasn’t as lucky, the barrel’s got a nasty dent in it. It’s fixable, given time, materials, and expertise you don’t have. In lieu of his Springfield, he’s packing an old Webley revolver that he had tucked away as a backup.

Seems like Shade has a thing for old weapons. Not that you’re really in a position to judge, given the myriad of stuff you’ve “acquired” during your previous jobs.

That cavalry sword, the throwing knives, that six-shooter, etc. Maybe once you’re through with all this shit, you’ll learn how to use them. Right now, they’ve just been gathering dust.

After shaking off the post-adrenaline jitters, you call Ravan to inform him of the tactical situation and how things are starting to go off the rails.

At least, you would’ve, if a burst of static didn’t squeal through the receiver the second you went to transmit your message.

Shade tries his as well, only to report the same static.

Shit.

Either both earpieces broke from the fall, or they’re jamming you.

Neither is a particularly helpful development, but the possibility of advanced tech entering the fray carries connotations you’re not entirely comfortable with.

And now that the plan has gone the way of all plans upon contact with a potentially superior enemy force, the time has come for some improvisation.

You decide to…

> Work your way through the building, reach ground level, find a straggler, and interrogate them. Hopefully, they’ll be too busy trying to sift through the rubble of the construction site / sieging down the embassy to notice you.

> Look for some way to send Gremlin (or anybody else) a secure message. If you pull it off without tripping any alarms or raising any red flags, you might be able to secure a fastpass out of this mess.

> Take this opportunity to cut bait and and make a run for it. Communications are down, and the building you were posted in is in pieces; you’ll never have a clearer shot than this.

> Rappel down the building and fight your way to the embassy. It’s risky and unorthodox, but you need to link up with Ravan and the others.

> Other?
>>
>>5237105
>> Work your way through the building, reach ground level, find a straggler, and interrogate them. Hopefully, they’ll be too busy trying to sift through the rubble of the construction site / sieging down the embassy to notice you.
>> Look for some way to send Gremlin (or anybody else) a secure message. If you pull it off without tripping any alarms or raising any red flags, you might be able to secure a fastpass out of this mess.
>>
>>5237105
> Rappel down the building and fight your way to the embassy. It’s risky and unorthodox, but you need to link up with Ravan and the others.
>>
>>5237105
>> Look for some way to send Gremlin (or anybody else) a secure message. If you pull it off without tripping any alarms or raising any red flags, you might be able to secure a fastpass out of this mess.
>>
>>5237105
>> Look for some way to send Gremlin (or anybody else) a secure message. If you pull it off without tripping any alarms or raising any red flags, you might be able to secure a fastpass out of this mess.
>>
>>5237128
>>5237138
>>5237154

Alright, looks like trying to send some kind of message wins, looks to be a bit divided about what to do after.

Roll me some 1d100s+15

DC: 100
>>
Rolled 92 (1d100)

>>5237155
>>
Rolled 35 (1d100)

>>5237155
>>
Rolled 42 + 15 (1d100 + 15)

>>5237155
Rollan
>>5237157
YOOOO
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>>5237157
>>5237158
>>5237160

That's a success.

Who would you like to call?

> The Executive. He's a prick, but Marshall, Carter and Dark owes you one, and now's the time to cash it in. And if this happens to bring down the heat, you’re not exactly going to mourn his passing.

> Gremlin. If you need intel, he's your go-to guy. He's had your back before, and you need people you can trust in your corner.

> Jack. He’s probably worried sick about you, the least you can do is pass the news to him personally.

> Other?


And as a follow-up, do you try to conceal this from Shade?

> Just tell Shade the honest truth. If you can trust him to watch your back, you can trust him not to tattle.

> Give Shade some bullshit task to do to distract him, then make the call. Can’t trust anyone at this point.

> Other?
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>>5237169
>> Gremlin. If you need intel, he's your go-to guy. He's had your back before, and you need people you can trust in your corner.
> Just tell Shade the honest truth. If you can trust him to watch your back, you can trust him not to tattle.
>>
>>5237169
>The Executive. He's a prick, but Marshall, Carter and Dark owes you one, and now's the time to cash it in. And if this happens to bring down the heat, you’re not exactly going to mourn his passing.
>Give Shade some bullshit task to do to distract him, then make the call. Can’t trust anyone at this point.
I don't have anything against Shade, but for all we know he could be bugged without his knowledge. Best to have no-one know.
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>>5237173
We are jammed, that's why we are doing this now.
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>>5237174
Bugged was the wrong word, I mean more so compromised through magic or godknows what else. I'm just saying that they likely have some ace that we don't know about, otherwise the suicide squad would be a fucking joke with people escaping right left and center.
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>>5237169
>> Gremlin. If you need intel, he's your go-to guy. He's had your back before, and you need people you can trust in your corner.
> Give Shade some bullshit task to do to distract him, then make the call. Can’t trust anyone at this point.
>>
>>5237176
I mean all it takes is a drone on overwatch and a button to make sure you do what they say or you die. You go somewhere they don't want? They probably put you on a timer and if you don't report back in ASAP they just pop your dome. They're one of the few agencies that genuinely doesn't fuck around and will just kill you if you give them grief.

And it's not like disabling the bombs helps you either. Since they'll just send a strike team out to gun you down, or a heavy hitter on payroll if you're bulletproof. It's really not hard to keep track of people when you've got UAVs and satellites to watch over any deployment areas.
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>>5237170
>>5237173
>>5237177

Alright, roll me some 1d100s+25

Also, just realized that I messed up the last roll, should've been a +20 rather than a +15.
>>
Rolled 49 + 25 (1d100 + 25)

>>5237191
Watch us instantly critfail or something laughably ridiculous
>>
Rolled 76, 57 + 10 = 143 (2d100 + 10)

>>5237191
Forgot to roll for Shade.
>>
Rolled 66 + 25 (1d100 + 25)

>>5237191
>>
Rolled 1 + 25 (1d100 + 25)

>>5237191

>>5237193
Your wish is granted
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>>5237201
AGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
THIS FUCKING QUEST MAN
CURSED AS SHIT.
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>>5237201

It never gets old.

Would you like to burn your re-roll and use Roll the Die?

> Yes.

> No.
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>>5237203
Why are you upset? This is what you asked for.
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>>5237204
>Yes.
>>5237205
I was saying it in the same way a person may say 'break a leg'
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>>5237207
>'break a leg'
As you wish.
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>>5237204
>> Yes.
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>>5237207
>>5237211

Go ahead and give me another set of 1d100s+25.

inb4 second critfail.
>>
Rolled 37 + 25 (1d100 + 25)

>>5237213
Forgive me dice gods, please give us your blessing
>>
Rolled 34 + 25 (1d100 + 25)

>>5237213
Do I still remember how to do this...?
>>
Rolled 67 (1d100)

>>5237213
>>
>>5237215
>>5237216
>>5237217

That's a success, writing.
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>>5237218

> “Shade, you mind doing a quick sweep to see if there’s anything up here we could use? Think my gun’s jammed, need some time to get it cleared.”

“Looking for anything in particular?” He rasps.

> “See if you can find a guard room or something. Might have some supplies or external camera access.”

He nods and exits the corner office.

You wait for the steady sound of his footfalls receding as he begins checking through other rooms.

Once you’re confident that he’s far enough away, you make your move.

Ironically, the jamming is actually giving you the lifeline you need. If the bomb implanted in your brain is wired with some kind of audio recorder, then you might be free and clear to speak without fear of immediate termination.

If the process is magical, then you’re fucked but this is an opportunity far too tempting to let slip by.

And you know a trick that might just work. The fact you’re getting static instead of just blank nothingness means that you’re dealing with haphazardly deployed tech.

Strong and powerful, but unrefined. Like a heavyweight boxer with shitty technique. He’ll still knock the average joe on his ass ten times out of ten, but a talented amateur might just get one over on him.

All you need is a suitable device, capable of handling long-distance communications with a minimum of fuss.

As you already know, your crappy little ear mic doesn’t have the juice nor the stones for the job, but the corner office has just what you need; an international phone line.

God bless capitalism and the ceaseless mechanics of commerce.

After cracking open some of the internal wiring, and fiddling with the components, you manage to jury-rig a makeshift signal amplifier.

With it, you can boost the strength of the signal and cut through the haze of jamming, but only for a few minutes. After that, not only will the signal be locked on and suppressed, but the not-mercs might even be able to backtrace its location.

And that’d be bad.

Given the sensitive nature of all this, it’d probably be best if you stuck to a tech wizard like Gremlin.

You dial his emergency number, and are greeted by a heavily computer-altered voice.
>>
>>5237278

“Who is this, and how did you get this number?”

> “It’s me. Not entirely sure this line is secure, so don’t drop any names. Keep your voice scrambler on too.”

“Good to hear from you. How’s your “business trip” going? And what’s got you so spooked?”

> “To make a long story short, it went poorly. So poorly, that I’m in the clink, assigned to a work-release program of sorts. In that, I do what they say, or they’ll detonate a bomb they put in my head.”

“Fuck. I’ll get the guys together and work something out. I’ll do some digging, see what I can tur-“

> “Listen to me! Do not cut a single corner, do not leave a single precaution untaken. These people are not fucking around. If they ever find out about this, you and I will never be heard from again. Do you understand?”

Your tone, while muted to avoid alerting Shade, only gets more and more impassioned.

“Alright, alright, I get it. What can you tell me then? Any clues to narrow down who they are, their capabilities, that kind of thing?”

> “It’s officially called Task Force X, but everyone just refers to it as the Suicide Squad. They’ve been holding me in some Louisiana shithole, Belle Reve Penitentiary or something. Some kind of high-level government black-ops group, I reckon.”

“I remember seeing rumors floating around the forums about this, but I never took it seriously. Always lumped it in with the theories about dental fillings picking up CIA transmissions or that Batman was secretly a depowered clone of Superman.”

> “Well, it’s real, and they play for keeps.”

“Guess it explains why I’m getting a collect call from Qurac. What’s the deal there, anyhow?”

Fuck, you’ve got maybe 40 seconds left on the timer.

> “Running a bit low on time, just watch the news; you’ll be able to piece it together. And get a message to my landlord, you hear? He’s probably worried sick that I haven’t paid this month’s rent.”

“Landlord? You mean-“

> “No. Names.”

“Shit, sorry. Not cut out for this spy stuff. Anything in particular you want passed on?”

> “Just that I’m alive, and that he should get word to some of my associates about a rat problem they’ve been having. Name of Delrio.”

“Thought you didn’t want to use names?”

> “Don’t rightly care what happens to him, so long as it’s long and painful. Be seeing you around.”

“Godspeed, man.”

You hang up, are finished field-stripping and cleaning your M14 when Shade gets back.

> “Any luck?”

He shakes his head no.

> “Well it was worth a try. Now we should…”


> Move low and slow. We take our time, coordinate our movements, and avoid getting into a straight fight of any kind.

> Push through them, hard and fast. We need to reconnect with the others, or risk being left behind.

> Hunker down here and observe. Rushing in is just gonna get us killed.

> Other?
>>
> Move low and slow. We take our time, coordinate our movements, and avoid getting into a straight fight of any kind.
>>
>>5237280
>> Move low and slow. We take our time, coordinate our movements, and avoid getting into a straight fight of any kind.
>>
Rolled 28, 60 + 15 = 103 (2d100 + 15)

>>5237288
>>5237290

Roll me some 2d100s

First roll is yours (+25), second is Shade's (+20)
>>
Rolled 8, 47 = 55 (2d100)

>>5237304
lets get that 1 again
>>
Rolled 6, 52 = 58 (2d100)

>>5237304

>>5237309
Hey man it takes time to charge up that kind of energy. Already asking for another is rude.
>>
Rolled 93, 25 = 118 (2d100)

>>5237304

We can do better.>>5237309
>>5237311
>>
Rolled 83, 35 + 40 = 158 (2d100 + 40)

>>5237309
>>5237311
>>5237314

Alright, looks like you succeed and Shade fails.

Roll me some 1d100s+65
>>
Rolled 81 + 65 (1d100 + 65)

>>5237315
>>
Rolled 38 + 65 (1d100 + 65)

>>5237315
>>
Rolled 67 + 65 (1d100 + 65)

>>5237315
Don't worry Shade, we'll embarrass ourselves more than you have soon enough.
>>
>>5237318
>>5237323
>>5237327

That's a success. Hate to cut it off here, but duty calls.

Unfortunately, I won't be able to run on Friday, next session is Wednesday at 5:00 PM EST.

Apologies for the reduced number / length of sessions, but I've got a lot on my plate these days.

As always, thanks for playing!
>>
>>5237333
Stay alive, Axis
>>
anyone watched the new batman movie? how was it
>>
>>5239043
I didn't watch it so I can tell you with certainty it's mediocre unless you want it as background noise.

You can trust me because I said "with certainty".
>>
>>5239043
One of, if not the best superhero movie of all time. In a theater, it's better than the dark knight.
>>
>>5239563
Counterpoint: The only thing saving this movie from being a bland slog is Paul Danos amazing Riddler. He completely carries the film. There's a much better film somewhere in there that's not 3 fucking hours.
>>
>>5239043
Reading the comics (and actually reading them instead of some youtubers 10 min summary) will massively improve the experience, but even then it's pretty good on its own.

It is very much a movie that operates on the rule of cool. If you think about things too much you realise that it's completely nonsensical and the entire thing falls apart, but there were too many 'cool' moments to make you care about how stupid the whole thing is. Very much a turn off your brain and watch the pretty action movie, essentially the complete reverse of the nolan films.
>>
>>5239743
did you not see the fucking action?? The elevator scene was the best scene ive seen in a theater, with the (you know what) being the only sources of light in the dark theater
>>
>>5241886
Yea the action is good but it's like a half hour of a 3 hour movie. I like detective batman but those scenes were largely Battinson staring at a thing dead silent for like 5 minutes and then saying the answer.
>>
Hey anons, just wanted to check in and let everyone know that I'm not dead.

I've been mulling it over, and I really like the interlude idea that...

>>5235879

proposed. Consider it on the backlog for now though, at least until the end of the current mission.

Anyhow, hope to see you all here tomorrow! I realize that the pacing has gotten a bit slower, but I don't think it's necessarily a bad thing.

Feel free to let me know if you have any concerns / comments.
>>
>>5244299
I appreciate the amount of communication since you've been back. The shorter sessions usually mean I end up missing them but that's just life. Keep up the good work boss! I am curious how Jack's been handling Sean missing. Must be torn between getting the rifle and finding us.
>>
File: not-mercs.jpg (395 KB, 1467x800)
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395 KB JPG
>>5237333

> “We should work our way to the embassy, but we can’t rush it. They’ve got us outnumbered and outgunned, if they manage to force us into a straight fight, we’re done for.”

“Agreed.”

> “Good. Have you had any real stealth training?”

“Not really.”

> “Then just follow my lead. Walk where I walk, and move when I move. We can get through this if we play it smart enough. Now, we just need to find a stairway and get to street level.”

As the both of you head for the emergency exit stairs, a thought crosses your mind.

> “Where is everyone? Would’ve thought that we’d encounter one of the office workers by now.”

“Hiding. In the security booth. Doubles as a panic room.”

Guess that explains it then.

After traversing several flights of stairs, you’re finally back to ground level. Now, you just have to figure out a way to get across the street without drawing the attention of the heavily armed band of professional killers that has doubtlessly had time to post sentries and potentially booby-trap the area.

Just another day in the endless shitshow that is your life.

The collapse of the construction site is a double-edged sword when it comes to moving stealthily.

On the one hand, the rubble kicked up a massive cloud of soot, sand, and grime, absolutely tanking visibility. If you had Thermal Sight it would’ve been the perfect playground for you, but as it is, you’re stuck with normal vision.

But so long as you keep your ears open, there shouldn’t be any issues.

The poor line-of-sight makes it easy for you slip through the not-mercs’ perimeter without drawing attention. However, the amount of debris scattered around poses its own challenges, as Shade soon discovers.

After nearly blundering straight into one of the not-mercs’ line of sight, Shade quickly tries to take cover and wait for the danger to pass. In his haste, Shade dislodges a chunk of rubble and spooks a nearby hostile; who activates a shoulder mic.

“STEEL RAIN, reporting in. Suspicious movement in grid TANGO 7. Moving to investigate, over.”

And of course, Shade had to attract the attention of someone smart enough to radio in his position before investigating a potential danger.

Can’t shoot him, that’d make far too much noise. Gonna have to get a bit more physical with this one.
>>
>>5245778

You line yourself up, and nail the not-merc with a bonecrushing tackle, seconds before he would’ve noticed Shade.

Before he can muster any real defense, you bash him in the head several times with one of the jagged pieces of rubble that Shade had disturbed.

Shade flashes you a sheepish thumbs-up, and a muttered apology.

The dead hostile’s shoulder mic flares back to life.

“STEEL RAIN, this is DRAGONS TEETH. Report in, over.”

Fuck. This is exactly what you were afraid of. If they don’t get a response, they’re going to scramble reinforcements.

“STEEL RAIN, do you copy? Over.”

You…

> Attempt to bullshit your way out. If you can come up with a plausible imitation and cover story, you might just be able to avoid a heap of trouble. (Include suggestion)

> Pretend that you’ve taken the not-merc hostage and pump STEEL RAIN for information. Knowledge is power, and you’re sick of walking into this shit blind.

> Ignore him and fiddle with the radio. If you’re quick and skilled enough, you might be able to keep him from locking you out of their comms once the jig is up.

> Other?
>>
>>5245782
>> Pretend that you’ve taken the not-merc hostage and pump STEEL RAIN for information. Knowledge is power, and you’re sick of walking into this shit blind.
>>
>>5245804

Just noticed I've gotten my codenames mixed up, you'll actually be pumping DRAGONS TEETH for intel.

STEEL RAIN isn't really in a good position to speak at the moment, what with the massive head wound and being dead.
>>
>>5245782
> Ignore him and fiddle with the radio. If you’re quick and skilled enough, you might be able to keep him from locking you out of their comms once the jig is up.
Getting live info will be more beneficial in the short term
>>
>>5245782
> Ignore him and fiddle with the radio. If you’re quick and skilled enough, you might be able to keep him from locking you out of their comms once the jig is up.
>>
>>5245815
>>5245823

Alright, roll me some 1d100s+20

DC: 80 / 95 / 110
>>
Rolled 40 + 20 (1d100 + 20)

>>5245849
>>
Rolled 24 + 20 (1d100 + 20)

>>5245849
Lucky rolls come on
>>
Rolled 71 + 20 (1d100 + 20)

>>5245849
fail
>>
Rolled 16 + 20 (1d100 + 20)

>>5245849
>>
>>5245856
>>5245865
>>5245866

That's a minor success, writing.
>>
>>5245868

Trying to fool DRAGONS TEETH over the radio would be a waste of time. You’re shit at impressions, and there’s a good chance they probably have authentication phrases just for situations like this.

No, you’d be much better off trying to compromise the safety and security of the communications network.

Luckily, the model is fresh-off-the-line with all the bells and whistles, including a primitive internal command line. With some well placed commands, you manage to quickly build a down and dirty backdoor into as many channels as you can, shortly before they remotely pull the plug.

All in all, it was a modest success.

They managed to lock down most of the functionalities, like geotagging and actually being able to speak, but at least your backdoor means that you can eavesdrop on their conversations.

And boy, are they chatty.

The connection is full of white noise, but you’re able to make out a transmission over the din of noise.

“This is GOLDEN BLAZE, reporting a pair of hostile contacts inside the embassy! It’s confirmed; they have hostages! Requesting guidance, over!” The speaker is obviously nervous, probably a rookie in over his head.

A new voice cuts in over the static.

Cold. Ruthless. Feminine.

“Hostages are to be considered expendable. You have your orders.”

Seconds later, there’s screaming from the embassy and a cacophony of gunshots.

You can’t believe what you’re hearing; it’s one thing to accept a calculated risk that puts lives in danger in order to accomplish a greater good.

It’s another to order the cold-blooded execution of innocent people to simplify a tactical situation. One’s an unfortunate necessity of the work, the other is butchery, plain and simple.

Whoever these people are, you’ll shed no tears once they’re all worm food. But that’s not the only broadcast you intercept.

“COPPER RIOT is pinned down! Enemy heavies have them pinned by the ambassador’s office, taking heavy casualties.”

At least it sounds like someone’s having a better day than you.

“SILVER LEAP needs the EOD techs, stat! These crazy fucks have the place wired to blow!”

Bombs weren’t part of the plan.

While you’ve been messing with the radio, Shade dragged the not-mercs’ body behind cover and started sorting through his new loot.

Looks like he’s earned himself a shiny new rifle, courtesy of the corpse carefully stuffed into a rocky crevice.

Now that you’re both spoiling to do some damage, the pair of you go off to pick a fight with…

> GOLDEN BLAZE. From the sound of it, they’re engaging Ravan and Kalash. He’s your nominal superior, who knows what might happen if he gets fragged.

> COPPER RIOT. Those “heavies” are probably Wildman and Rotgut. Maybe they’ve managed to secure the research you’re here to recover.

> SILVER LEAP. Any mentions of heavy explosives makes you antsy, it’d be better to check it out. Nitro or Daemon would’ve had to be responsible, but why?

> Other?
>>
>>5245900
>> COPPER RIOT. Those “heavies” are probably Wildman and Rotgut. Maybe they’ve managed to secure the research you’re here to recover.
>>
>>5245900
> SILVER LEAP. Any mentions of heavy explosives makes you antsy, it’d be better to check it out. Nitro or Daemon would’ve had to be responsible, but why?
Don't want the building coming down on us
>>
I'll leave the vote open a bit longer.
>>
>>5245900
>> COPPER RIOT. Those “heavies” are probably Wildman and Rotgut. Maybe they’ve managed to secure the research you’re here to recover.
>>
>>5245930
>>5245973

Roll me some 1d100s+30

DC: 55 / 75 / 95
>>
Rolled 8 + 30 (1d100 + 30)

>>5245996
>>
Rolled 72 + 30 (1d100 + 30)

>>5245996
>>
Rolled 18 + 30 (1d100 + 30)

>>5245996
>>
>>5245997
>>5245998
>>5245999

That's an excellent success, writing.
>>
After heading through the side door that Nitro and Daemon used to make their entry, you and Shade work to pick up

It’d be easier if you could start at the front doors (where they first entered the building) but that area is probably a hot zone at the moment.

Instead, you just carefully sweep the area, looking for anything that might point you the right way. Good thing you spent that time messing around as a detective, because it is definitely paying the bills today.

Rotgut and Wildman’s trail isn’t easy to pick up, but you notice clues that indicate their recent presence. Shell casings, scuff marks, the faintest whiff of sour bourbon, things like that. Normally, it wouldn’t be too hard to notice this kind of stuff, but when you add on the fog of war inherent to operations behind enemy lines, even the sharpest of senses can be dulled.

But not this time.

Thanks to your ability to locate and stay abreast of their trail, you manage to locate their position quickly and without any kind of fuss.

Which is probably for the best, considering how a full-scale reenactment of they seem hellbent on re-enacting the Tet Offensive.

Rotgut and Wildman managed to build themselves a little trench / barricade of discarded furniture, and are absolutely ripping the not-mercs to shreds whenever they try to advance. Their LMGs probably make it a lot more simple.

There’s a terrified looking man bound and gagged in the fancy looking office; probably the scientist you’re here to kill / capture. Looks like he had a suitcase handcuffed to his hand, before it was shot off. The suitcase is nowhere to be seen though.

Hopefully, it’s been stashed in a secure place. Getting irradiated or contaminated by a lab-grown mutant virus or some shit isn’t your idea of a good time.

Rotgut and Wildman look battered, but they’ve been giving as good as they’ve been getting.

There must be at least a dozen or more enemies scattered in various bits and pieces all over the tastefully decorated walls. And built into one of those walls is some kind of secure terminal. Maybe it could come in handy once the fighting dies down?

In the end, you decide to…

> Lay down cover fire and suppress the not-mercs long enough for Rotgut and Wildman to mow them down. They’re equipped for the heroics, you aren’t.

> Put a frag grenade in the nearest cluster of hostiles. That ought to put the fear of God in them.

> Flank them and shoot them in the back. It’s very risky, but has the potential to end the fight decisively in your favor.

> Hack into the internal security systems and seal off this wing. Could buy you and the others some time to think.

> Other?
>>
>>5246026
>Lay down cover fire and suppress the not-mercs long enough for Rotgut and Wildman to mow them down. They’re equipped for the heroics, you aren’t.
>>
>>5246026
>> Lay down cover fire and suppress the not-mercs long enough for Rotgut and Wildman to mow them down. They’re equipped for the heroics, you aren’t.
>>
>>5246026
> Lay down cover fire and suppress the not-mercs long enough for Rotgut and Wildman to mow them down. They’re equipped for the heroics, you aren’t.
>>
Rolled 5, 52 + 25 = 82 (2d100 + 25)

>>5246035
>>5246037
>>5246041

Roll me some 2d100s

First roll is yours (+15), second roll is Shade's (+20).

Only one needs to beat what I roll.
>>
Rolled 54, 60 = 114 (2d100)

>>5246049
>>
Rolled 40, 99 = 139 (2d100)

>>5246049
>>
Rolled 20, 15 = 35 (2d100)

>>5246049
>>
>>5246056
>>5246058
>>5246061

That's a success!

Since Shade gets the highest roll, I reckon that he should get a bit of the spotlight for the next update.

I'm going to go ahead and call it here, but I'll throw in the vote for your next course of action.

As always, thanks for playing! Next session in Friday at 5:00 PM EST.

> Interrogate the scientist. Maybe he'll be able to shed some light on the subject.

> Escort Rotgut and Wildman out of the embassy with the samples, then head back inside for the others. Job's not done until everyone's accounted for.

> Just get the samples, kill the scientist, and get out of here. You don't owe these people anything, survival is the name of game here.

> Other?
>>
>>5246065
>> Interrogate the scientist. Maybe he'll be able to shed some light on the subject.
>>
>>5246065
> Interrogate the scientist. Maybe he'll be able to shed some light on the subject.
>>
>>5246065
>> Interrogate the scientist. Maybe he'll be able to shed some light on the subject.
>>
>>5246065
>> Escort Rotgut and Wildman out of the embassy with the samples, then head back inside for the others. Job's not done until everyone's accounted for.
>>
>>5246065
>> Escort Rotgut and Wildman out of the embassy with the samples, then head back inside for the others. Job's not done until everyone's accounted for.
No man left behind.
>>
>>5244299
Glad to see that you liked my idea!
>>
> Interrogate the scientist. Maybe he'll be able to shed some light on the subject.
>>
>>5246065
> Escort Rotgut and Wildman out of the embassy with the samples, then head back inside for the others. Job's not done until everyone's accounted for.
>>
>>5246071
>>5246095
>>5246109
>>5246982

Looks like getting some answers wins. Trying out something a little different, let me know what you think.
>>
>>5248189

Shade’s POV

The plan’s not half-bad; bait out some fire, and give the heavies enough space to really put the hammer down.

And it seemed to be going well, until Defcon takes one to the leg and goes down hard.

You plug the shooter with a nice, solid burst from your new piece. Goddamn, that felt satisfying. You’re not really a fan of newer models, but she practically purrs in your hands as you shred a couple more guys to bloody ribbons.

Generally, modern gunsmiths don’t know what the fuck they’re doing. Keep trying to re-invent the wheel and produce some over-engineered hunk of shit that smashes into expensive pieces whenever it gets put to the test in a real fight.

The only kind of hardware worth putting faith in is old-school. Might not be as flashy or pretty to look at, but it puts big holes in people without crumbling. At the end of the day, that’s all that matters.

https://www.youtube.com/watch?v=wMXE3fulO8g

You get a grasp of Defcon’s prone form, hoist him up a little, and drag him with your off-hand while spraying lead at the cocksuckers taking potshots at you.

Wildman (and that dickhead Rotgut) keep them from offering any real chase, which is a shame. Would’ve liked the opportunity to score a few more kills.

Once Defcon’s propped behind something solid, you take a moment to give him a once-over. Guessing he probably smacked his head when he ate pavement. And it looks like the round went straight through the leg; didn’t hit anything important. A quick patch job should do the job for now; he’ll probably be fine to walk, but anything else is asking for trouble.

That’s definitely going to hurt once he’s back on his feet.

And that pisses you the fuck off. He’s tricky, talks too much, and is definitely up to something. But he’s alright, especially compared to some of the other pricks you’ve been forced to work with.

Wouldn’t shed a tear or anything if he died, but you won’t throw him to the wolves or nothing. In the Squad, that’s the closest you can get to friendship.

You kick it into high-gear, go on the offensive, and cut yourself a piece of the slaughter.

After blitzing towards one of the stragglers, you smack the rifle out of his hands and use him as a meatshield. The fancy armor that he’s packing gives you plenty of breathing room to keep up the pressure.

Plus, it looks like your opposition likes the spine to risk shooting one of their own. What a bunch of fucking lightweights.
>>
>>5248193

Your constant stream of increasingly-accurate fire, and the heavies pouring mag after mag of LMG ammo their way causes them to rout.

As they try to flee, you nail as many fleeing targets as possible. You let out a disappointed sigh once the last of them reaches the exit to another wing of the building.

Oh well. Hopefully they’ll be back later.

You let the comforting stench of cordite wash over you as you survey this most recent hunting ground.

It’s beautiful.

Been a while since you were in a scrape that got your blood pumping; one that makes each burst of impact and adrenaline feel like you’re riding a roller coaster of death and destruction through everyone and everything that’s ever crossed you.

But it feels like you’re missing something.

Oh yeah, cleanup.

Almost as an afterthought, you pump a few rounds into your heavily wounded former shield and anyone else still wriggling on the floor.

Once he’s back on his feet, Defcon’ll probably have a fit about “unnecessary risks” and “getting back to base in one piece.”

It’s cute that he doesn’t get it, but he’ll figure it out soon enough.

You’re all marked men; nobody ever truly makes it out of the Squad. And in that case, you might as well just focus on having fun with it before some fucker gets a lucky shot and punches your ticket for good.

Sucks that you don’t get to choose, but a fight’s a fight. Doesn’t matter who lives or who dies, only that you go down with blood on your teeth.

You let out a deep sigh.

Would be nice to finally fight somebody with the stones to properly finish things. Guess there’s always tomorrow.

End of Shade’s POV
>>
>>5248196

You come to with a searing pain gnawing through your leg and an incessant jackhammering in your skull.

Must’ve tripped and hit your head when the not-mercs clipped you.

At this rate, you’re going to earn a commemorative battle scar on every goddamn continent.

But that’s enough bitching, time to examine the goods.

You carefully roll yourself over, prepared for the worst.

Not good, but not bad either. Looks like a through-and-through. Hurts like a bitch, but it missed the femoral artery and anything else that would’ve had you bleeding out like a hemophiliac, so at least there’s that. Besides your slight concussion, you should be fine.

Looks like somebody, probably Shade, slapped some basic first aid on your wound. You’ll need to re-dress it and fashion some kind of splint to avoid tearing anything before you can move out.

After cracking open the paltry medical kit you were issued, you’re left swearing. Plenty of gauze and supplies that’ll get you patched up, but nothing to help take the edge off.

Except for maybe one thing.

A syringe, with a load of chemicals stenciled on the side. Thanks to your tinkering with poisons and rudimentary medical knowledge; you recognize the cocktail.

It’s a speedball; contains all sorts of nasty chemicals that’ll keep you primed and ready for war. Amphetamines, combat stimulants, nerve deadeners, that sort of thing.

You’re loath to jam this shit in your body, but in lieu of painkillers, it’s the closest thing you’ve got. And if there’s more fighting to be done, you might need the killer edge that it provides.

It’s not an easy decision, but you…

> Inject the speedball. You’ll risk slowing everyone else down otherwise.

> Don’t take the speedball. You’ll just have to make do.

> Other?
>>
>>5248198
>Don’t take the speedball. You’ll just have to make do.
>Other.
Use our inner rage to ignore the pain.
>>
>>5248198
> Don’t take the speedball. You’ll just have to make do.
>>
>>5248198
>> Don’t take the speedball. You’ll just have to make do.
>>
>>5248223
>>5248233
>>5248237

Roll me some 1d100s+10

DC: 55 / 75 / 95
>>
Rolled 19 + 10 (1d100 + 10)

>>5248244
okey
>>
Rolled 65 + 10 (1d100 + 10)

>>5248244
>>
Rolled 6 + 10 (1d100 + 10)

>>5248244
Tough it out Sean, you've been hit with worse. Way worse.
>>
Rolled 46 + 10 (1d100 + 10)

>>5248244
>>
>>5248246
>>5248249
>>5248250

That's a regular success, writing.

And don't worry, alternate POV stuff won't be a regular thing. Just thought it'd be a neat change of pace.
>>
>>5248256
I liked it, it was neat.
>>
>>5248256

For a brief, shameful moment you’re sorely tempted to jam the speedball into your leg, depress the plunger, and let its explosive cocktail rush through your body.

But you need to keep your senses sharp and your mind focused. And once the speedball wears off, you’ll be back to square one, in probably worse help.

You’ll just have to tough it out without anything to soften the blow. You’ve taken plenty of scars and bruises, what’s one more added to the canvas?

This burst of courage helps to steel you for what comes next.

Battlefield medicine is never pretty. After removing the bloody bandages, you begin dabbing the wound with disinfect, which hurts like a motherfucker.

Then, you bust out the suture kit and get to sewing. Just to be safe, you bite down on a spare tongue depressor.

Once you’re finished playing operation, you tightly bind it with some fresh bandages. Not too tight, otherwise you risk losing circulation and having the leg go gangrenous.

Lastly, you fashion a makeshift splint out of some broken furniture and surgical tubing.

At no point does anyone offer any real assistance, seemingly content to let you work through it on your own.

Bunch of assholes.

With the aid of a nearby handhold, you slowly force yourself to your feet. Looks like you’re back in business.

The leg still aches and screams when you put too much pressure on it, but you’re able to fight.

Better avoid doing anything like leaping from collapsing buildings though.

While Shade hunts for any skulking holdouts, Wildman and Rotgut are content to shore up their positions and scavenge whatever spare ammo they can find.

The slow pace is fine with you, gives you plenty of time to shake down that scientist and see if he has kind of valuable intel to offer up.

As you hobble towards the ritzy office, you rack your brains, searching for the details from the mission brief. Sharif Majeed, bio-medical expert that’s synthesized some kind of artificial plague.

Note to self, avoid damaging the samples.
>>
>>5248306

As you previously spotted, he’s been bound and gagged. Looks like the suitcase that was once handcuffed to him is tucked behind a heavy-looking wooden desk. Betcha that’s probably the samples. Not a bad place for temporary storage on Rotgut / Wildman’s part, wouldn’t be easy for stray a round to punch through and hit it.

As for the interrogation, there’s plenty of options available to get him to crack and spill the beans.

He’s obviously scared out of his mind; maybe you can use that as leverage?

You decide to be…

> Blunt and threatening. His survival is only a secondary objective, one that you’re not particularly worried about accomplishing. Make that fact clear.

> Charming and deceitful. Tell him whatever he’d like to hear; that he’ll be safe, that nobody’s going to hurt him, all that jazz. Doesn’t matter if it’s the truth or not.

> Honest and straightforward. This isn’t going to end well for him, but maybe you can coax him into doing the right thing. Help him earn a little salvation.

> Other?
>>
Just got caught up haven't been around since we took out Batgirl the 2nd time, what a wild ride
>>
>>5248310
>> Honest and straightforward. This isn’t going to end well for him, but maybe you can coax him into doing the right thing. Help him earn a little salvation.
>>
>>5248310
> Blunt and threatening. His survival is only a secondary objective, one that you’re not particularly worried about accomplishing. Make that fact clear.
>>
> Blunt and threatening. His survival is only a secondary objective, one that you’re not particularly worried about accomplishing. Make that fact clear.
Also offer an olive branch that should he give us some good information that would change our mind his survival will have the chance of moveing up in our priorities list!
>>
>>5248310
> Blunt and threatening. His survival is only a secondary objective, one that you’re not particularly worried about accomplishing. Make that fact clear.
>>
Rolled 37, 80 + 40 = 157 (2d100 + 40)

>>5248354
>>5248355
>>5248356

Roll me some 1d100s+25.

DC to be determined
>>
Rolled 90 + 25 (1d100 + 25)

>>5248367
Lucky numbers come on
>>
Rolled 19 + 25 (1d100 + 25)

>>5248367
I'll get the low roll out of the way
>>
Rolled 78 + 25 (1d100 + 25)

>>
>>5248369
>>5248377
>>5248378

That's a failure, writing.
>>
>>5248369
At least we have the 115
>>
>>5248381

Sometimes, the threat of violence is more impactful than the act itself. Fear is a powerful tool if you can leverage it correctly.

> “I’ll make this simple. You know why we’re here?”

He nods.

> “Good.”

You undo his gag, staring directly into his panicked eyes.

> “Then you know that you’re not our priority. Your research is. If you answer a couple questions and tell me what I need to know, your odds of survival might just improve. Understood?”

There’s a flash of defiance in his eyes, and his voice is steady when he responds.

“No.”

> “I’m sorry, I think I must’ve misheard. Care to repeat that one more time?” You growl, getting directly in his face.

Your attempt at intimidation backfires, only further stoking the flames of his little rebellion,

“I said, no. You jackals may attempt to defile my research, but you won’t get far. To gain anything more than a basic understanding of my genius requires [b my cooperation, something you will never have.

Unlike you, I care about something far greater than myself. I may be scared, but I will never bend to thugs like you, or your pathetic puppet-masters!”

He finishes his trade, red-faced and proud.

What’s your next move?

> Beat the answers out of him. You tried asking politely, now it’s time to put his pride to the test.

> Kill him. He’s expendable anyway, and you’re itching to wipe that smug little grin off his face.

> End the interrogation. This is a waste of time, he’s obviously not going to budge.

> Other?
>>
>>5248401
>> Beat the answers out of him. You tried asking politely, now it’s time to put his pride to the test.
>>
>>5248401
>> End the interrogation. This is a waste of time, he’s obviously not going to budge.
>OK :)
Mind games R Us. We're not the guys who'll chop his dick off for being stubborn anyway.
>>
>>5248401
>> Beat the answers out of him. You tried asking politely, now it’s time to put his pride to the test.
>>
> Beat the answers out of him. You tried asking politely, now it’s time to put his pride to the test.
>>
Rolled 84, 7 + 20 = 111 (2d100 + 20)

>>5248402
>>5248422
>>5248433

Alright, roll me some more 1d100s+25.

DC to be determined.
>>
>>5248401
> End the interrogation. This is a waste of time, he’s obviously not going to budge.
Sure we'll leave him alone. Wish him luck when the other guys get to him. We're the nice one.
>>
Rolled 77 + 25 (1d100 + 25)

>>5248437
>>
Rolled 94 + 25 (1d100 + 25)

>>5248437
Well that's what I get fire not refreshing before posting
>>
Rolled 82 + 25 (1d100 + 25)

>>5248437
Torture tends to end with a bunch of blubbering lies and wasted time. Good thing we're a professional.
>>
>>5248439
>>5248441
>>5248443

That's a success.

What kind of questions do you have for him? (No limit)

> ???
>>
>>5248447
Anything plague related, how does it kill, how does it spread, does it have a cure?
>>
>>5248447
What kind of plague is it?
How does it spread?
Is there any kind of vaccine/cure against the plague?
Who is the target?
>>
Since this is an open-ended question, I figure this is a good place to stop for the evening.

As always, thanks for playing!

Next session is Wednesday at 5:00 PM EST.

Hope you all have a good weekend.
>>
>>5248447
>> ???
Who commissioned this Virus?
How long once infected till death?
Transmission vectors?
>>
Hey anons, just wanted to check in.

I've been sick as a dog the last few days, so tomorrow's session may end up getting cancelled.

Figured I should give a heads-up, just in case.
>>
>>5254121
The curse!
>>
>>5254121
The curse has striken.
>>
>>5254121
Stay safe bro
>>
>>5254121
The damn curse strikes again!
>>
Shit, I'm sorry, anons. I basically stumbled home like an extra from a zombie movie and immediately fell asleep.

Didn't think to post a formal cancellation of tonight's session.

As of now, I'll say that Friday is still tentatively on the table.
>>
>>5255453
Get well soon chief. I may only lurk 99% of the time but this is hands down my favorite quest that's currently running
>>
Unfortunately, I'm still not feeling up to running today.

On the bright side, I'm steadily getting better. Should be back to regular by the end of the weekend, hopefully.

To ease the drought of sessions, I'll do my best to have an update or two done by Sunday.

Have a good weekend, anons.
>>
>>5257326
CUUUUUURSE!

S'all good bro. Just don't piss out a lung or something.
>>
Obviously the case contained covid and mrna.
>>
Good news, anons! The curse has receded (as have my symptoms), so I should be good to go on Wednesday.

The update has been a tough one to write, so it'll have to wait until Wednesday. Will be done by then, for sure.

Thanks again to the well-wishers, genuinely glad to have players like you all.
>>
>>5261531
Based
>>
>>5261531
hell yeah
>>
>>5248447

As tempting as it would be to put a bullet in this self-righteous asshole, now isn’t the time to fly off the handle and do something truly boneheaded.

You tried to be polite and handle things with a decorum of blunt honesty. And your olive branch was rejected and spat upon.

Guess you’ll have to get a bit more hands-on if you plan on getting something actionable.

Given the situation, it’s probable that any one of you could catch some lead on the way out. And if he bites it before the “interrogators” back at home base can loosen his tongue, that’d just be a waste.

> “Well, sounds like you’ve made your decision then.”

“I have.” He says, that damnable spark of defiance still holding strong.

You mockingly pat him on the back as you go to exit the room.

Despite himself, he flinches at the contact, light as it may be.

> “Aw, don’t worry. You sound like a real tough guy. What comes next ought to be a breeze. Just give me a minute or two, would ya? Thanks.”

Before he can protest or say anything else, the gag goes back on.

> “Hey, Shade!” You call out.

Shade, who had been keeping a watch on the perimeter, lowers himself into cover before turning to answer you.

“What?”

> “Need a couple minutes to get this fucker talking. Everything look clear?”

“For now, but you better make it quick. Rotgut’s getting antsy.”

“Yeah, fuck you too.” Rotgut snarls out, sporting a heavy southern drawl.

The other heavy, Wildman, just stays quiet.

> “Whatever. Be back soon.”

Well, looks like it’s time to shake the tree and see what falls out. Honestly, Majeed should be thanking you. Most you’ll probably do is smack him around a bit, probably snap a few bones, that kind of thing.

Some of the savages you work with would probably do something needlessly barbaric to get their own sick kicks, like that creep that handled your initial “recruitment.” You’re downright humane by comparison.

When you re-enter the room you gently remove the gag once more.

> “Now, where we? Oh, that’s right…”

https://www.youtube.com/watch?v=ln7Vn_WKkWU

You grab him by the nape of his hair and slam him facedown into the table, shattering his nose like cheap plasterboard.

He’s blubbering something, but you’re not in the mood to ask questions just yet.

His moaning is interrupted when you drive a heavy fist into his gut and get a solid grip on his throat. Carefully and deliberately, you squeeze, gradually depriving him of life-nourishing oxygen.
>>
>>5263555

You only let go when you start to feel his heartbeat begin to slow to near-lethal levels. He greedily sucks down air when graciously allowed the right to once again breathe, and stares at you hatefully.

But he flinches when you go to move.

Good. His will is starting to fracture. You’ve got him on the ropes, now it’s time to bring it all home.

After dragging him over to the office’s heavy desk, you force both his hands onto its top.

Once in place, you grip with his left-most pinky finger and ask the million-dollar question, the only one that truly matters.

> “Do you plan on cooperating now?”

“Fuck you.”

You shrug, and swiftly snap the finger.

He wails with pain as you quietly repeat the question.

It takes another three piggies heading off to the market before he finally cracks, offering to answer any question you’ve got.

> “This plague you made, how does it kill? What are the symptoms, how does it spread?”

“Calling my creation a plague is like calling Michelangelo’s David a hunk of rock. Technically correct, but bereft of any enlightenment.”

> “Just get to the point. Or do I need to apply a little pressure?”

He pales and begins sputtering.

“It is unlike anything the world has ever seen! It’s airborne, and incredibly hardy. A single part per million in the atmosphere is enough to cause it to propagate throughout a country, if not a continent. It kills by targeting specific genetic markers and inducing rapid cell death. Those not possessing these markers experience no adverse effects whatsoever.”

> “And what markers would those be?”

“The ones that govern overclocked human bodily functions, unnatural energy formation, unexplainable powers, and other aspects of enhanced human ability. You would know it by another name; the Metagene.”

> “The Metagene! You’re targeting every superhero and supervillain on the planet!”

I’m not. My employers are. I’m simply just a man performing cutting-edge research. You must understand, my interest is purely scientific, I cared neither for or against the implications that it may be used to target metahumans. It was only later that I learned the full truth, that it was not only intended to target those with active metahuman powers.”
>>
>>5263557

His monologue feels well-practiced and smooth, like it’s something he’s thought about a lot; a cheap justification to help him sleep at night.

“I was coerced into modifying it into something capable of targeting the very Metagene itself, both dominant and recessive. On my own, I crunched the numbers. My virus will cause fatalities to at least 12% of the global population. Untold millions, wiped away.”

> “Who hired you!?”

“They never specified, and I never asked. Information was kept strictly compartmentalized. It’s one of the reasons I tried to flee with my research. Members of my science team had an unfortunate tendency to go missing once their part of the project had been completed. I saw the writing on the wall and tried to get ahead of it.”

> “Is there a cure? Something, anything that can stop this from being released?”

“Before I fled, I stole several samples and rendered them inert for transit. It was my hopes to trade them in exchange for a new life and protection. With them, it should be possible to devise some kind of countermeasure. They should be in my briefcase.”

> “Is there a specific target? A master dispersal site?”

“That was never mentioned. I just handled their research.”

> “How long from infection to death?”

“Depends on the subject, but the effects of total cellular degradation should reach a lethal level between twenty to thirty minutes.”

> “What are the chances that it mutates, ends up targeting the other 88% of the world by mistake?”

“Please. I’m not a graduate student fumbling with his first unsupervised experiment. I had a whole team of experts and peers supporting my work. In the unlikely case of a variant emerging, there’s a built in kill-switch that should eliminate any wayward strains of the virus.”

> “Give me the code to unlock your briefcase.”

He complies, and slumps back into the chair like a broken man.

The briefcase clicks open, revealing two-dozen vials filled with a swirling black gas.

Objective complete, the research has been secured.

But now, you stand at the precipice of an immense opportunity. Only two people know the code to access this potentially world-saving research; you and Majeed.

If he were to “perish in a reckless escape attempt”, you’d be the only one capable of opening this case. It’s a ten-digit lock, complete with climate controls. It’d take ages to brute force the password, and trying to jimmy it would risk the integrity of the samples inside.

It’d be a hell of a bargaining chip, that’s for sure.

You decide to…

> Kill him. Once he’s dead, you’ve got a piece of leverage that might just tip the scales of power back in your favor. Might even be juicy enough to buy yourself a ticket to freedom.

> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.

> Other?
>>
>>5263561
> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.

Sean doesn't strike me as the kind of dude who's gonna kill millions of people for the hell of it, especially since the recessive super gene being a target would mean massive civilian casualties. Also, Jack and the guys at the bar would probably be disappointed with us.
>>
This vote's pretty important, so I'll just go ahead and leave it open for a while.

Been a little slow tonight, but hopefully we'll get back in the swing of things.
>>
>>5263561
> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.

This whole thing is a sideshow, we are trying to get a demon killing gun ffs
>>
>>5263561
> Kill him. Once he’s dead, you’ve got a piece of leverage that might just tip the scales of power back in your favor. Might even be juicy enough to buy yourself a ticket to freedom.

This is a very hard choice... but fuck this guy, fuck the suicide squad, and fuck them kids. Sean is a hero on the side, but this information may well be his only ticket out. No rest for the wicked and so on.

>>5263632
It's only a sideshow if we can escape Waller and co.
>>
>>5263561
>> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.
>>
>>5263561
> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.

Wonder if there is a way we could fake the destruction of these vials and death of the guy to keep them out of the hand of unsavory folk especially out of our current "employer's" hands considering how little they've shown to care for human life

If we could we should try to get in contact with jack so he can keep the vials and maybe the guy who made it safe and out of the hands of others as this is a serious situation, even if a side gig till we escape
>>
>>5263561
>> Let him live. You’re not willing to risk the lives of millions of people to cut a better deal for yourself. That’d mean crossing a line you’re not sure you can come back from.
>>
>>5263599
>>5263632
>>5263673
>>5263675
>>5263678

Looks like taking the high road wins. Writing.
>>
>>5263680

It’s a tempting prospect.

A few pounds of pressure on the trigger, and you’ll score yourself a massive meal ticket. You’d be in a position where you possess something the Suicide Squad desperately needs, and you’re not an easy nut to crack.

With some careful bargaining, you’d have the opportunity to really get the Squad and their ringleaders over a barrel.

But at what cost?

Potentially jeopardizing millions of innocent people? Risking literal decimation of the world just to give yourself a better position at the bargaining table?

That’s the kind of logic that justified your betrayal and attempted execution. Weighing people’s fates with the calculus of personal or political gain has never sat well with you.

You know where that path leads, and it’s not one that you’re willing to walk.

You’d never be able to face yourself again, let alone Jack and the rest of your men.

No, the scientist lives.

It may not be the most pragmatic or big-picture decision, but it’s the right one. And even in the darkest of moments, when all else seems lost, you’ll be able to hold your head high with the knowledge that you never betrayed your beliefs and ideals for momentary convenience.

That win or lose, you refused to build a path to victory paved with innocent blood. You might not be any kind of hero, but there are lines that must never be crossed.

This is one of them.

And that’s all there is to it.

With your moral dilemma solved, all that’s left is to figure out your next move. Chances are, it Won’t be long until the not-mercs come back spoiling for a fight. Rotgut and Wildman can protect Majeed and his samples, while Shade’s available to back you up.

Your leg still smarts, but you should be fine so long as you keep from putting too much strain on it until you can secure professional medical attention.

Your next move is to…

> Investigate SILVER LEAP’s report of explosives being planted. Haven’t heard from Nitro or Daemon ever since the jamming started, maybe they know something about it.

> Sweep the embassy for relevant intel. Might be able to dig up something useful about the Russians and buy yourself some favor back at base.

> Just call it a day and flee the scene. You’ve accomplished the mission objectives, everything else is just a distraction or window dressing.

> Move to link up with Ravan and Kalash. Seems like GOLDEN BLAZE was really putting some heat on them, better see if they require aid.

> Other?
>>
>>5263709

> Sweep the embassy for relevant intel. Might be able to dig up something useful about the Russians and buy yourself some favor back at base
>>
>>5263709
>> Sweep the embassy for relevant intel. Might be able to dig up something useful about the Russians and buy yourself some favor back at base.
>>
>>5263715
>>5263734

Roll me some 1d100s+30

DC: 75 / 95 / 115
>>
Rolled 58 + 30 (1d100 + 30)

>>5263745
>>
Rolled 23 + 30 (1d100 + 30)

>>5263745
Stealing Russian state secrets is a go!
>>
Rolled 36 + 30 (1d100 + 30)

>>5263745
Failure train keep on rolling
>>
Rolled 63 + 30 (1d100 + 30)

>>5263745
>>
>>5263748
>>5263749
>>5263756

That's a minor success.

Go ahead and roll me some 3d100s

First roll is yours (+20), second is Shade's (+10), third is for ??? (+25)

DC: 80/ 95 / 110
>>
Rolled 58, 41, 31 = 130 (3d100)

>>5263763
>>
Rolled 24, 65, 40 = 129 (3d100)

>>5263763
>>
Rolled 64, 86, 40 = 190 (3d100)

>>5263763
>>
>>5263782
Nice
>>
>>5263765
>>5263767
>>5263782

That's a minor success for you, a regular success for Shade, and a fail for ???.

Writing.
>>
>>5263787

While Wildman and Rotgut escort the prisoner and research outside, Shade watches your back as you pillage the nearby offices for intel.

Most of it’s just your standard bureaucratic nonsense. At least, that’s what it seems like. Cyrillic doesn’t have a lot of overlap with Ancient Greek, but you collect every bit of paperwork that looks semi-interesting, including some sealed manila files.

Hopefully you didn’t steal an ambassador’s grocery list or something. Still, you never quite know what’ll be useful to alphabet soup gremlins. Plenty of big things have been puzzled out by linking together the smaller stuff.

And who knows, maybe you’ll earn yourself some trust from your superiors. Not that you aren’t absolutely going to stab them in the back later, but it’d be best to keep on their good side and pretend to be housebroken until the time comes to exact bloody vengeance.

While idly rifling through a file cabinet and whistling a little tune to yourself, there’s a violent rumbling that nearly shakes you off your feet.

A report comes screaming over the radio seconds after.

“HE HAD A DEADMAN’S SWITCH, EVACUATE NOW!”

Shade takes off running, and you follow. It’s difficult to keep up with your leg injury, and you can feel the wound threatening to tear.

Without stopping, Shade rams through an emergency exit and you fling yourself through it, feeling the encroaching flames lapping at your heels.

You land with a supreme lack of grace, singed and bleeding from your freshly-opened leg wound.

But alive. Definitely one of your closer calls, to be sure.

Sure would’ve been nice to have your immunity to flame, but you can’t have everything.

In terms of damage, the entire embassy has been leveled down its foundations; a smoldering husk of its former glory.

Rotgut and Wildman are nearby and wave you over. They were fortunate enough to be outside the blast zone with Majeed and the samples, so at least the mission isn’t a total write-off.

You pant, desperately trying to figure a way out of this clusterfuck.

It’s not looking good.

You can hear the sounds of approaching sirens and god knows what else. Given the enormity of this shitstorm, there’s got to be massive dragnet cordoning off the area. And they’ve had all the time in the world to plug as many holes as possible.

And of course, comms are still jammed, which is just the cherry on top of the sundae.

You and the others quickly decide to…

> Dig through the rubble for any survivors. You’ve still got Ravan, Kalash, Nitro, and Daemon unaccounted for; a full half of the team.

> Stay together and make a run for it. It’s risky, but the more firepower you have on your side, the better.

> Split up into groups and flee. It’ll be easier to escape that way, you’ll just have to regroup later.

> Other?
>>
>>5263807

(That's all for tonight folks, thanks again for playing! Next session is Friday at 5:00 PM EST. As always, I hope to see you all there.

Feels good to be back in the swing of things again.)
>>
>>5263807
> Split up into groups and flee. It’ll be easier to escape that way, you’ll just have to regroup later
Ah, RIP X, we hardly knew ye. We definitely can't waste time looking for survivors. Traveling together will draw more forces than we have the firepower to fight, I think. So splitting up seems best. Hopefully, if we send Majeed with the other team, he/they bite it and we get our ticket morally uncompromised!
>>
>>5263807
>> Split up into groups and flee. It’ll be easier to escape that way, you’ll just have to regroup later.
>>
Hold on so Sean had a moral panic over
a) killing a guy to try to ensure his freedom at the cost of potentially damning millions
or
b) not killing a guy to not change his chances at freedom while still potentially damning millions
?

I dunno it seems like the thing he should be focusing on is killing a guy for his chance at freedom not the potential millions dying because the Squad is getting those samples no matter which of those options he chose.

Am I missing something?
>>
>>5263827
Maybe I missed a beat along the way, but I'll try to fill any gaps that I missed.

Whoever commissioned the plague still has plenty of active, ready to be dispersed samples.

Majeed stole a bunch of those samples, and rendered them inert to avoid accidentally dosing himself in case of a breach.

The case that they're stored in is climate-controlled and any tampering runs the risk of permanently ruining the integrity of the samples.

Only two people have the code to the case; you and Majeed.

If he dies, you'd be their only option to get the case open and synthesize any kind of countermeasure.

The decision basically boiled down to
- Purposefully kill Majeed and later try to extort something from whoever's in charge of the Squad, or
- Keep him alive and just deliver the case.

With the extortion route, Sean'd be threatening to allow millions to die unless he gets his due first.

With both decisions, the Squad gets the samples, but the manner in which the transaction goes is different.

I'd argue that making that distinction is a decent in-character choice, but I'm obviously biased. Fair question though, anon.

It was a long update and it's entirely possible I wrote something incorrectly or didn't hit the right notes. Always feel free to ask, just in case.
>>
>>5263807
>> Split up into groups and flee. It’ll be easier to escape that way, you’ll just have to regroup later.
>>
>>5263875
That makes more sense. I guess I just saw it as the Squad being dickheads and they might use it on their own without considering that the original contractors would also have it and may use it independently. Whoops
>>
>>5263807
> Dig through the rubble for any survivors. You’ve still got Ravan, Kalash, Nitro, and Daemon unaccounted for; a full half of the team.

This is a bad idea, but I'm voting for it since it seems like what Sean would do in spite of the risks. The involuntary return of trauma I guess.
>>
>>5263807
> Dig through the rubble for any survivors. You’ve still got Ravan, Kalash, Nitro, and Daemon unaccounted for; a full half of the team.

It's not smart... especially as its the suicide squad...

But it just wouldn't be Sean without him doing that. He can wring himself out for being dumb later.
>>
>>5263816
>>5263820
>>5263876

Alright, looks like splitting up wins. Writing.
>>
>>5266209

As much as you desperately want to try and find the missing members of your team, it’s just not possible.

The chances of anyone inside the embassy surviving a blast like that is just too low to risk the mission. Plus, the not-mercs and any investigating authorities are going to be crawling over this place in minutes.

Given that this neighborhood has basically turned a war zone, all bets are off as to what happens next. Especially when the Russians (who are of course well known for their even-keeled and coolheaded military decisions) find out that their embassy has been blown to kingdom come.

For the good of the mission and the remaining members of the team, the only viable solution is to split up and rendezvous later.

Not only will it be easier to slip the ever tightening noose, but in the event that somebody gets intercepted, the other team will at least escape with either the scientist or the samples.

The justifications don’t make it any easier to swallow though. This is one of those calls that you know is going to bounce around in your head and threaten to drown you in what-ifs.

But it has to be done.

You quickly break things down for Rotgut, Wildman, and Shade. You’ll escape with Shade and the samples, while Wildman and Rotgut escape with the scientist. Once both teams clear the radius of the jamming, hopefully you can coordinate a meet-up or transmit some kind of SOS.

It’s a rough and tumble plan, but Ravan is MIA and nobody else has any brighter ideas, so there’s very little resistance to it. Everybody left knows the score; that the shit has officially met the fan, and all that’s left is to find the best way to avoid getting hit by the spray.

You decide to make your escape using…

> A civilian sedan. It looks like an old hunk of junk, but that’ll help you to blend in with the local traffic.

> A technical. No chance for stealth, but the HMG mounted in the bed ought to give you the edge in a firefight.

> One of the not-mercs’ cars. Fast, armored, and blend with the environment; but might be trapped or rigged with a nasty surprise.

> Other?
Also, who’s going to be the driver?

> You’ll drive, Shade’ll be the gunner.

> Shade’ll take the wheel, you’ll focus on shooting.
>>
>>5266235
>> A civilian sedan. It looks like an old hunk of junk, but that’ll help you to blend in with the local traffic.
> You’ll drive, Shade’ll be the gunner.
>>
>>5266239
+1
>>
>>5266239
>>5266243

Roll me some 1d100s+25

DC: 55 / 75 / 95
>>
Rolled 53 + 25 (1d100 + 25)

>>5266263
>>
Rolled 41 + 25 (1d100 + 25)

>>5266263
>>
Rolled 6 + 25 (1d100 + 25)

>>5266263
Tragedy incoming
>>
>>5266275
>>5266277
>>5266283

That's a success, writing.
>>
Rolled 7, 11 + 35 = 53 (2d100 + 35)

>>5266286
Actually, roll me some 2d100s

DC to be determined.

First roll is yours (+30), second is Shade's (+15)
>>
Rolled 83, 43 = 126 (2d100)

>>5266291
Those two aren't doing too hot are they?
>>
Rolled 62, 85 = 147 (2d100)

>>5266291
>>
Still need one more roll.
>>
Rolled 34, 90 = 124 (2d100)

>>5266291
>>
>>5266305
>>5266309
>>5266330

That's a success for you both. Writing.
>>
>>5266332

After Shade quickly hot-wires a crappy civilian car, the both of you conceal your gear as best as possible, while still having it remain within reach.

The samples get covered with a ratty, moth-eaten blanket idly discarded on the passenger side. It’s better then nothing.

Only a few minutes into the drive, you hit your first roadblock. Literally.

Just as you feared, the locals have checkpoints and inspection stations lined up. You idly contemplate the possibility of ramming them, but that’d be nigh suicidal given the amount of firepower you’d be charging.

So, you carefully steer into one of the stations and being silently praying for aid from whomever is listening.

Of course, you don’t let this reflect anywhere on your face, maintaining a slightly strained facade of calm tranquility.

After all, the overwhelming majority of security checks can be trumped by not seeming nervous and/or that you have something to hide.

And it seems providence is smiling upon you, because your station is manned by a lazy militiaman that’s content to just give you an ocular patdown and little else.

You get a bit of an upraised eyebrow at all the soot and ash coating your clothing, but given the crap condition of the car, it probably just helps your cover.

He waves you through, looking like he would prefer to be doing literally anything else.

As you drive away, you let out a breath you didn’t know you had been holding in. Good thing you didn’t have to say anything; you don’t speak a lick of Farsi, Arabic, or whatever dialect passes as the norm out here.

And your nerves don’t distract you from the fact that a pair of cars are trying to tail you. Honestly, they’re doing a pretty shit job of it, and they stick out like a sore thumb.

Judging from the look Shade shoots you, he’s definitely spotted them too. If the model of the cars are anything to go by, they’re probably the not-mercs.

For now, they’re just trailing you, but that could change at any moment. Could be trying to figure out a way to corner you, could be trying to just keep tabs on your location, there’s no way of telling.

On the bright side, you’ve got the advantage; you know that they’re in the vicinity, but they don’t know that you know.

You decide to…

> Have Shade open fire on them. If he can take out their wheels, it’ll be trivial to shake them off.

> Lose them in the side streets. It’ll take some fancy driving, but you can pull it off if you’re lucky and careful.

> Floor it and weave through traffic. No muss, no fuss, just lose them the old-fashioned way.

> Proceed like everything’s normal, and try to lure them into a dead end. Risky, but you might just be able to turn the tables on them.

> Other?
>>
>>5266362
>> Have Shade open fire on them. If he can take out their wheels, it’ll be trivial to shake them off.
>>
>>5266362
Can we proceed like everything is normal to set up Shade? Like, let them get just a smidge closer?
> Have Shade open fire on them. If he can take out their wheels, it’ll be trivial to shake them off
>>
>>5266397
Sure, that's fine.
>>
>>5266387
>>5266397

Roll me some 1d100s+25.

DC: 80 / 100
>>
Rolled 59 + 25 (1d100 + 25)

>>5266416
>>
Rolled 33 + 25 (1d100 + 25)

>>5266416
ooga booga
>>
Rolled 33 + 25 (1d100 + 25)

>>5266416
>>
Rolled 29 + 20 (1d100 + 20)

>>5266418
>>5266425
>>5266431

That's a regular success. Go ahead and roll me some 1d100s+35

DC to be determined.
>>
Rolled 50 + 35 (1d100 + 35)

>>5266437
>>
Rolled 3 + 35 (1d100 + 35)

>>5266437
d
>>
Rolled 57 + 35 (1d100 + 35)

>>5266437
>>
>>5266445
>>5266475
>>5266483

Success, writing.
>>
>>5266486

This calls for the judicious application of force.

While it might not be the most subtle approach, it’s definitely the simplest one. You’re not really familiar with the topography of the local streets, or a professional wheelman, so it’s best to keep things down to earth.

After you give Shade the green light, he begins lining up the angles. Before he can start shooting, you let the lead car get a little closer without looking like you’re purposefully drawing them in.

Once they’re at a reasonable distance, Shade pops out of the window and begins firing, scoring several direct hits that puncture the lead car’s tires and cause it to jackknife and roll over.

Unfortunately, the other car managed to dodge and weave Shade’s shots, and a barrage of return fire forces him to take cover.

Thinking quickly, you bait the remaining car into following you through a tight corner, slowing them down just long enough for Shade to draw a bead on them and nail their tires.

They manage to avoid spinning out of control, but give up the chase nonetheless.

Could’ve gone better, but you’re not complaining. Plus, judging from the lack of static in your earpiece, it seems like you’ve finally managed to get out of range of the jammers.

Now that you’re free and clear for the time being, how would you like to proceed?

> Drive to the border and try to leapfrog into another country. Haven’t decided which one yet, but anything has to be better than here. Might have to dodge patrols, but it’s nothing you can’t handle.

> Request a pickup from Task Force X. It’ll mean potentially revealing your location to anyone monitoring the airwaves, and they might just tell you to fuck off. Still, it’s necessarily a bad idea.

> Just find a place to temporarily crash and work out a way to get out of the country. Given the unrest, it’s not out of the question that most forms of transportation are going to be locked down soon. Hopefully you’ll come up with something quick.

> Other?
>>
>>5266502

> Drive to the border and try to leapfrog into another country. Haven’t decided which one yet, but anything has to be better than here. Might have to dodge patrols, but it’s nothing you can’t handle

I figure it's more sensible to try and get the task force to exfiltrate us from outside the country
>>
>>5266502
>> Drive to the border and try to leapfrog into another country. Haven’t decided which one yet, but anything has to be better than here. Might have to dodge patrols, but it’s nothing you can’t handle.
>>
I figure this is probably a good stopping point, and I need to grab dinner.

As always, thanks for playing! Next session is Wednesday at 5:00 PM EST. Vote ends then, or when the thread dies.

Have a good weekend, anons.
>>
>>5266531
Thanks for running!
>>
>>5266502
>Drive to the border and try to leapfrog into another country. Haven’t decided which one yet, but anything has to be better than here. Might have to dodge patrols, but it’s nothing you can’t handle.
>>
>>5266502
> Drive to the border and try to leapfrog into another country. Haven’t decided which one yet, but anything has to be better than here. Might have to dodge patrols, but it’s nothing you can’t handle.
>>
>>5266511
>>5266519
>>5266650
>>5266783

(The votes were unanimous and I had some extra time on my hands, so here you go.)

--------------------------------------

Normally, you’d have preferred to find a hidey-hole, throw together a makeshift plan, and wait for things to cool down before making a move.

But given today’s events, time is a luxury that you can’t waste. The not-mercs are probably hot on your trail, and they’ve proven to be a persistent threat.

It doesn’t help that you’re a stranger in a strange land.

Trying to lay low in a country where you don’t speak the language, know anything about the customs, or have a single friend is just begging to be scooped up by the myriad of people looking to nail you against the wall.

And the embassy getting blown to smithereens definitely won’t do you any favors. It’s one thing to have some random construction site crumble into a heap of rubble.

That’s a pretty easy thing to spin as an industrial accident or something like that. But an embassy being stormed, leading to the death of everyone inside and its total destruction?

That’s a bonafide international incident. Knowing the Russians, they’ll probably dispatch some kind of task force together to hunt down anyone connected to the attack. And honestly, you can’t blame them.

No, you need to keep moving as fast as you can, preferably into another country entirely. Once you’re over the border, then you can call for an extraction. That way, if you accidentally give away your location, it’ll be a lot harder to pin you down.

And, it’ll make it harder to chase down both teams. If you both pick different countries to flee into, anyone looking for you will have to divide their forces.

After Shade checks the glovebox of the car, he’s fortunate enough to find a worn map of the region. Good thing you had an idle discussion with Ravan about Qurac’s neighbors before the mission.

Otherwise, you wouldn’t know where to begin. Still a bit fuzzy on the finer details, but you manage to puzzle out some potentially drivable routes.

After diligently studying your options, you decide to cross into…

> Saudi Arabia. It’s a long drive across a fuckton of desert, but it’s also has the largest border zone. That’ll hopefully mean it’s the easiest to slip through.

> The Karrocan DMZ. Qurac and the remnants of the Karrocan Emirate have been having low-level skirmishes for years, cutting through their disputed territory would be a great way to stymie anyone pursuing you. Better not get caught though, otherwise things will get ugly fast.

> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.

> Oman. It’s a short drive, and it shouldn’t be too hard to catch a boat out. Trouble is, you’ll have to risk passing through some pretty unstable regions.
>>
>>5268800
>> Oman. It’s a short drive, and it shouldn’t be too hard to catch a boat out. Trouble is, you’ll have to risk passing through some pretty unstable regions.
>>
>>5268800
> Oman. It’s a short drive, and it shouldn’t be too hard to catch a boat out. Trouble is, you’ll have to risk passing through some pretty unstable regions
>>
>>5268800
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.

to hell and back
>>
>>5268800
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
the devil you know and all that shit.
>>
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
>>
>>5268800
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.


It's like pottery
>>
>>5268800
>> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
>>
>>5268800
>Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
Back into the sandbox we go.
>>
>>5268800
>> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.

With potentially 500 million lives at stake, we're gonna have to suck it up and pick the option that gives us an edge. It's also is a good cover for whatever extraction team they send to pick us up. Hell they might just send in a fucking actual US SF unit to actually run the op which means there's a slim chance we might run into someone we recognize.
>>
>>5268800
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
>>
>>5268800
> Iraq. You know the terrain, you’ve had experience dealing with the locals, and you know what places to avoid. But you’d rather not step foot there ever again.
https://www.youtube.com/watch?v=WUdpieQq-Zg
Let's go back bros
>>
>>5268845
>>5268908
>>5269028
>>5269109
>>5269203
>>5269329
>>5272129
>>5272383
>>5272672

Well, that certainly settles it. Writing.
>>
>>5272707

You pore over the map again and again, trying to plot out fruitless alternatives. But you keep reaching the same conclusion, despite your best efforts to the contrary.

https://www.youtube.com/watch?v=JOrsUg0xdtg

The Saudi border is too far, the Karrocan DMZ is too dangerous, and Oman is a total question mark.

The only choice with a comfortable margin of success has to be Iraq.

And as much as you hate the idea, there’s not much you can do about it. The lives of something in the ballpark of 800 million are on the line. You owe it to them and yourself to choose the route with the best chance of success.

On paper it reads like a no-brainer. You spent the better part of your military career there, running patrols, manning checkpoints, visiting villages, and all other manner of counter-insurgency infantry work.

And while you were just a grunt, albeit one with an NCO’s stripes, that doesn’t mean that you didn’t pick up things along the way. Important things, like which villages only paid lip service, where the terrain is the roughest, and where the risks of ambush are the greatest. That last one is still the most important.

Plus, there’s still an American military element deployed in-country. Might help to expedite your exfiltration, and it’s certainly the most stable option you’re presented with.

But that doesn’t mean you have to like it.

Iraq is the site of your greatest failure, and the whirlwind of events that followed it.

Unbidden, those memories leap into the forefront of your thoughts; a lowlight reel of every moment that threatens to keep you awake at night.

Iraq’s where it all went wrong.

It’s where your life became less about living and more about struggling to see another day. Where you lost the things that kept you going and plunged you into a deep hole that you’re still clawing your way out of.

And you’re not over it. That little episode you had back in Italy while hunting for the Scrolls of Herculaneum definitely made that clear.

Like all other things, reality has a way of twisting the knife just to make things sting a bit more. Not only are you heading back into the sandbox, but as a disposable pawn. Again.

Despite everything you’ve seen and done, it almost feels like it was all for nothing. That you’ve just come full-circle to where you started like the punchline to a bad joke.

But the devil you know is preferable to the alternative. And so, you march into the fire once more at the behest of people that don’t give a damn about whether you live or die, so long as they get their due.
>>
>>5272747

You miss Jack. And Set, Bobo, Darius, Isaac, Cortez, Genghis, Gremlin, Cullen, Almonte, Mondragon, and Bonilla. It feels good to know that despite everything, you’ve been able to forge new bonds of camaraderie and friendship and build something new for yourself.

Hopefully Gremlin’s been able to pass on your message that all isn’t lost, that you’ve still got a chance to wriggle out of all this.

But maybe you don’t deserve to.

Maybe this has been a long time coming.

Maybe this is all just a hollow excuse to rationalize something that’s been slowly creeping into your thoughts, no matter how deeply you tried to push it into a hole.

Maybe, it’s time to stop running from your past. For good or bad, you’re spiraling towards a reckoning, and this little pilgrimage might just help provide the closure you need.

Or it might just push what remains over the edge.

Either way, it’s a risk you’ll have to take.

You let out a deep sigh, and hiss when you accidentally agitate your leg wound. Still aches and throbs, but you’re over the worst of the pain.

After tersely informing Shade of the plan, you hit the gas and roar down the crappy highway. You’ve got a long way to go, and there’s no time like the present.

A few hours later, the boredom proves to be the most dangerous threat to contend with.

Shade can definitely tell that something’s eating at you, but is content to just ignore it and pretend that nothing’s wrong.

Maybe opening up a little and talking will soothe your strained nerves. At the very least, it’ll make the ride a bit less unbearable.

Is there anything you’d like to talk about? (No limit)

> Let Shade know why you’re on edge. Doesn’t mean that you’ll spill your guts about everything, but it might help to put things in perspective.

> Bring up Ravan and the other members of the team. Shade’s been here longer, maybe he has some insights that you missed.

> Talk about life before the Squad. Everybody had one, and it helps to remember it; helps to keep things grounded.

> Discuss the intel you gained from the interrogation and its implications. You won’t be handing over the code to the briefcase, but Shade ought to know everything.

> Ask about the scar on his throat. There has to be a worthwhile story there.

> Other?
>>
>>5272751
> Discuss the intel you gained from the interrogation and its implications. You won’t be handing over the code to the briefcase, but Shade ought to know everything.
> Bring up Ravan and the other members of the team. Shade’s been here longer, maybe he has some insights that you missed.
>>
>>5272751
> Bring up Ravan and the other members of the team. Shade’s been here longer, maybe he has some insights that you missed.
> Discuss the intel you gained from the interrogation and its implications. You won’t be handing over the code to the briefcase, but Shade ought to know everything.
>>
>>5272759
>>5272840

Been a bit slow tonight. Anyhow, writing.
>>
>>5272843

> “So, how long have you known Ravan and the others?”

You keep your eyes firmly fixed on the road ahead, just in case of trouble.

Shade’s sounds little surprised at your sudden attempt at conversation, but handles it well.

“Eh, a couple months. Before you “joined” I was the newest guy on the team.”

> “What are…were they like?”

“Where do I even start? Ravan was an ass, but he was alright. Didn’t make bullshit calls or go out of his way to cause trouble. Talked way too much for my liking, but most people do. Still a nutjob terrorist, but hey, it takes all times. We did just raid an embassy, so it’s not like we’ve got the moral high ground or anything.

Daemon was weird. Always kind twitchy and nervous, but he was a terrific tech guy. He’d always fiddle with these dumb little gadgets that he’d end up getting attached to and never end up using. Just kept messing with the designs and improving them. Think he enjoyed the challenge more than anything else.

Nitro was a complete loonie. Most paranoid motherfucker I’ve ever met, and that’s saying something. Nearly lost a finger to some miniaturized bear trap he stashed in his gear bag when I got them mixed up. Hell of a spook though. Once saw him slide through a window and snap a guy’s neck inside of four seconds.

Rotgut’s a shithead, plain and simple. You haven’t had to deal with it yet, and hopefully you never will. He’s a tough son of a bitch, but his solution to every problem is brute force. And sometimes, he’ll disregard orders and try some retarded maneuver that gets somebody killed.

Wildman’s nice, but a little too nice if you know what I mean. Always trying to get buddy-buddy with everyone. Personally, I always thought he was trying to fish for weaknesses. He’s a good shot and a decent strategist, but he’s made some calls that’ve blown up big-time. That’s why Ravan was in charge instead of him.

Didn’t know a whole lot about Kalash. Seemed pretty tight with Wildman, but he mostly kept his distance with everyone else. He was a good marksman and a beast with this serrated combat knife he liked.

Anyhow, why do you care? Most of them are dead.”
>>
>>5272887

> “We managed to escape, they could’ve found a way out too.”

“Don’t hold your breath. Sure hope that case was worth losing half the fucking team.”

Damn, that’s right. He doesn’t know what you’re carting around.

Shade needs to know the significance of your cargo, otherwise he could end up making a decision that he wouldn’t with full disclosure of the facts.

So, you give him an abridged version of events, focusing mostly on the critical pieces of information; namely that you’re in possession of the only hope for a cure for a deadly bio-weapon, that hundreds of millions could die, and that some shadowy organization is behind all this.

At first, Shade thinks you’re setting him up for a joke, but quickly realizes that you aren’t fooling around.

“You’ve got to be kidding me!

What a clusterfuck. Is that why those guys tried to follow us back in Qurac?”

> “Probably. Wouldn’t be shocked if they’re still hot on our tail. It’s one of the reasons why I suggested we split from the others.”

“Smart. That way, they can either get the case or the scientist, but not both. Guess we better not get caught then.”

> “Hang on a second.”

Judging from a road sign you just passed, you’re getting closer and closer to the border of Iraq proper. Now’s probably a good time to signal the Squad that you need a pickup.

After re-tuning your earpiece, you switch to the emergency channel and send a quick message.

> “Defcon and Shade, reporting in. Mission objective secured, requesting immediate evac. Currently nearing the Iraqi border, hostile elements likely in pursuit, over.”

It doesn’t take to get a response back.

“Understood. Immediate evacuation is impossible, nearest assets in the area are occupied at this time, over.”

> “I don’t think you understand the seriousness of the situation! I’ve got-“

“Irrelevant. Keep a low profile and avoid capture until assets can be re-routed. Do not contact this frequency again unless you are facing a life or death situation, over.”

And then the motherfucker cuts the transmission.

Looks like all you can do now is keep pushing towards Iraq and avoid running into any trouble.
>>
>>5272889

The next few days pass without anything of note cropping up. You had to dodge a few military checkpoints, but it’s trivial when you know their standard operating procedures.

The irony isn’t lost on you that you’ve been forced to mimic the same foes you used to hunt back in the day.

As you’re cruising down the bumpy mess of tarmac the locals pretend is a road, Shade lets out a dry, wheezing cough.

> “Shit, you doing okay?”

“Throat’s just a little sore. Bit thirsty too, but I’m nearly out of water. How about you?”

> “Down to my last few sips.”

“Fuck. We’re gonna die out here.”

He’s not being facetious; things are starting to get desperate.

You weren’t outfitted for a long-haul mission, and supplies are running dangerously low.

In no particular order, you’re nearly out of food, water, medical supplies, ammunition, and gasoline.

You’ve got a couple ideas on how to restock, but they all have pros and cons.

There’s a nearby village that’s always maintained positive relations whenever you dropped by for an inspection, perhaps they’d be willing to extend some hospitality. Of course, they might just cut your throats in your sleep, take everything you own, and dump your corpse off side of the road.

There’s also an American forward-operating base nearby. And not just any FOB, your old FOB. You know the layout and some of the blindspots, they’d have all the goodies you need. Of course, getting caught would have some severe consequences.

Lastly, you could just put in a call to the Squad and request a supply drop of some kind. But that’d mean giving up your location over an insecure line, and they might not be willing to lend any aid.

After some thought, you decide to…

> Stop and spend the night at one of the friendlier local villages. Hopefully you can work out something out with them for supplies and temporary lodgings.

> Steal from your old FOB. Should have everything you need, plus a little extra.

> Request supplies from the Squad. They might have some contacts in the area that could restock your inventory.

> Other?
>>
>>5272892

(That's all for tonight folks, next session is Friday at 5:00 PM EST. Hope to see you all there.

As always, thanks for playing!)
>>
>>5272892
> Steal from your old FOB. Should have everything you need, plus a little extra.
>>
>>5272892
> Steal from your old FOB. Should have everything you need, plus a little extra.
>>
>>5272892
>> Request supplies from the Squad. They might have some contacts in the area that could restock your inventory.
>>
>>5272892
>Steal from your old FOB. Should have everything you need, plus a little extra.
>>
>>5272892
>Steal from your old FOB. Should have everything you need, plus a little extra.
>>
>>5272892
>> Steal from your old FOB. Should have everything you need, plus a little extra.
Also a chance to steal some disguises in the form of some uniforms.
>>
>>5272892
> Stop and spend the night at one of the friendlier local villages. Hopefully you can work out something out with them for supplies and temporary lodgings.
>>
>>5272892
>> Steal from your old FOB. Should have everything you need, plus a little extra.
>>
>>5272892
> Steal from your old FOB. Should have everything you need, plus a little extra.
We're in Iraq where everything went wrong, of course we're not going to miss this.
>>
> Stop and spend the night at one of the friendlier local villages. Hopefully you can work out something out with them for supplies and temporary lodgings.
>>
>>5272899
>>5272907
>>5272996
>>5273073
>>5273078
>>5273102
>>5274531

Writing.
>>
>>5275187

After some thought, you come to a decision.

Seems like it’s time to visit your old stomping grounds and take a trip down memory lane.

Good old FOB Spartan. Practically your home away from home.

Sure, you got rotated around to various outposts and the like, but more often then not, FOB Spartan was where you hung up your hat. It’s a big place, but it’s cozy enough when you get used to the sun, sand, and occasional rocket strike.

The name is a little funny in hindsight, given the whole “bonding with an Ancient Greek rage spirit” thing, but life is full of little oddities like that.

Too bad you can’t talk to Pandion. He’d probably get a kick out it. Once you get your magic back, you really ought to set some time aside and clear the air.

It’s been too long since you’ve had a good chat with him, even before you got shanghaied into this mess.

Anyhow, you’re actually kinda looking forward to seeing the base again. Had some good times there, and it might just do you some good to reflect on something positive for a change.

Just hope they don’t mind that you plan on swiping the silverware (and everything else not nailed down).

It’ll have everything you need to survive out here, plus some extra goodies if you’re bold enough to risk it.

And while the prospect of breaking and entering into a militarized compound is certainly a daunting one, you’re confident you can pull it off.

You’ve pulled enough guard duty to know exactly where and when to make your move, all that’s left is the execution.

Besides, this is the only idea that doesn’t rely on the kindness of complete strangers to bail your ass out of the fire.

And if there’s one thing you’ve gotten a lot of practice with after your unceremonious ejection from the Corps, it’s self-sufficiency.

Shade’ll need to stay behind though. Not only are you sneakier than him, but somebody needs to keep an eye on the samples 24/7. It’d be incredibly embarrassing to leave them unattended and have somebody swipe them.

You (and potentially hundreds of millions) would never live it down.

All you need to do now is figure out an infiltration strategy. Far too many soldiers to risk an open assault, and you’re not exactly thrilled with the idea of fragging any of your fellow grunts.

This’ll require a lighter touch.

To that end, you decide to…

> Non-lethally ambush a patrol and steal their uniforms. Should be easy enough to blend in once you pull it off, but it won’t be easy to take them out without causing a fuss.

> Sneak through the perimeter and around their defenses. Straightforward, but you’ll be in deep shit if anybody notices you.

> Jury-rig an IED using the remainder of your ammo and detonate it nearby. It’ll put the FOB on high alert, but it’ll also draw away everyone watching the perimeter.

> Other?
>>
>infiltrate the supply area and steal a uniform and shaving kit. You have the know-how and look the part. A shower would be nice but a clean shave is the next best thing.>>5275205
>>
>>5275205
> Sneak through the perimeter and around their defenses. Straightforward, but you’ll be in deep shit if anybody notices you.
>>
>>5275212
>>5275232

These two blend pretty well, so I'll just put em together.

Go ahead and roll me some 1d100s+25

DC: 80
>>
Rolled 89 + 25 (1d100 + 25)

>>5275238
no
>>
Rolled 95 + 25 (1d100 + 25)

>>5275238
>>
Rolled 95 + 25 (1d100 + 25)

lol. Crushed that DC. MIght have actually found something extra cool (maybe some weapons or a sat phone).
>>
The dice are hot tonight! Axis any bonus for doubles?>>5275263
>>5275264
>>
>>5275247
>>5275263
>>5275264

Damn, some nice rolls.

>>5275267

I don't typically do that, but those are indeed some sweet rolls. I'll toss a little bonus in.

Writing, might take me a while.
>>
>Bigbossing out in the sandbox
Ah, it's like MGSV again
>>
>>5275273

https://www.youtube.com/watch?v=VakCjtZD42o

That night, you make your move.

And to be honest, you’re a bit crestfallen at how well it goes.

As counterintuitive as it may sound, you were hoping that it’d be something of a challenge.

You ran a tight ship back in your day, but whoever’s holding the reigns now either doesn’t care or doesn’t have a clue.

Patrols are infrequent and sloppy, there aren’t any radio checks, and most of the sentries seem to treat it as an excuse to slack off, fuck around, or smoke.

It’s a genuine disgrace to the Corps that you have such an easy time slipping inside the wire. Had this happened under your watch, you’d have the lazy fucks responsible on KP duty for the rest of their natural lives.

If you had been a bloodthirsty terrorist rather than a desperate thief, heads would roll. Quite literally.

But their negligence is your gain.

After slipping around the guard posts, and carefully hoisting yourself over a wall layered with concertina wire, you stick to the shadows.

You picked your moment perfectly, looks like you’re just in time for the shift change. Good thing nobody ever bothered to change the duty roster.

While they’re distracted, you beeline towards one of the auxiliary supply units attached to one of the barracks. It’s a low-security zone where guys store personal belongings that they’d rather not keep near their bunks.

And some absolute moron left his locker unlocked. You’d tear him to shreds for that if you were still a NCO, but now it’s just a lucky break.

No weapons or other valuables, but there is a uniform and some assorted toiletries.

The first thing you do is quickly shave off the stubble you’ve been sporting the last couple weeks. It’d be unbearable if you got snagged because some crusty fucking martinet noticed you violating the grooming standards.

Once you’re back in regulation trim, you try on the uniform. Thankfully, your new disguise fits like a glove. The stripes on the side indicate that you’re posing as a corporal.
>>
>>5275306

Good, that rank ought make things easier. You’ll be just important enough to stick your nose where it shouldn’t, but not so important that somebody’ll register your presence.

Now, it’s time to figure out the areas you plan on hitting. Trouble is, the longer you’re here, the higher the chances that somebody’ll notice that you’re up to something.

You decide to head to…

(Choose any combination of targets, in order.)

> The barracks. Maybe you can round up some sticky-fingered recruits to help with the thieving.

> The operations center. If you can swipe a sat-phone or some surplus equipment, you should be able to harden your communications and keep anyone from listening in.

> The canteen. You won’t make it a week without food or a day without water.

> The armory. You need to stock up on ammo and all other things that go boom.

> The command room. If you can fabricate some orders, that might help ease you out of a jam.

> The memorial wall. While you’re here, you should pay your respects to the fallen.

> The sick bay. Your first aid kit is nearly empty, and that leg wound isn’t going away any time soon.

> The motor pool. If you’re able to disable the tracking systems, you could potentially load up your loot in a Humvee and drive out like everything’s normal.

> The fuel depot. Nobody’ll notice if a few jerry cans go missing.

> The brig. Might find something interesting in their contraband lockup.

> Other?
>>
>>5275309
> The memorial wall. While you’re here, you should pay your respects to the fallen.
> The barracks. Maybe you can round up some sticky-fingered recruits to help with the thieving.
> The command room. If you can fabricate some orders, that might help ease you out of a jam.
>>
>>5275309
> The fuel depot. Nobody’ll notice if a few jerry cans go missing.
> The sick bay. Your first aid kit is nearly empty, and that leg wound isn’t going away any time soon.
> The operations center. If you can swipe a sat-phone or some surplus equipment, you should be able to harden your communications and keep anyone from listening in.
> The canteen. You won’t make it a week without food or a day without water.
>>
>>5275309
>The brig. Might find something interesting in their contraband lockup.
>The motor pool. If you’re able to disable the tracking systems, you could potentially load up your loot in a Humvee and drive out like everything’s normal.
> The armory. You need to stock up on ammo and all other things that go boom.
> The operations center. If you can swipe a sat-phone or some surplus equipment, you should be able to harden your communications and keep anyone from listening in.
>>
>>5275341
>The brig. Might find something interesting in their contraband lockup.
>The motor pool. If you’re able to disable the tracking systems, you could potentially load up your loot in a Humvee and drive out like everything’s normal.
> The armory. You need to stock up on ammo and all other things that go boom.

Only these three.
>>
>>5275309


> The canteen. You won’t make it a week without food or a day without water.

> The sick bay. Your first aid kit is nearly empty, and that leg wound isn’t going away any time soon.

> The brig. Might find something interesting in their contraband lockup. OR Armory whichever wins. I'm a sucker for weapons and mystery boxes.

we can memorialize once our needs are met.
>>
>>5275309
>> The armory. You need to stock up on ammo and all other things that go boom.
> The canteen. You won’t make it a week without food or a day without water.
> The sick bay. Your first aid kit is nearly empty, and that leg wound isn’t going away any time soon.
>>
>>5275309

> The command room. If you can fabricate some orders, that might help ease you out of a jam.

> The canteen. You won’t make it a week without food or a day without water.

> The armory. You need to stock up on ammo and all other things that go boom.

> The motor pool. If you’re able to disable the tracking systems, you could potentially load up your loot in a Humvee and drive out like everything’s normal.

> The fuel depot. Nobody’ll notice if a few jerry cans go missing

What's this? We've been ordered to run supplies out to a lurp?
>>
Alright, I've done my best to tally things up:

The locations with the most votes overall are the canteen and armory with 4 votes, followed by the sickbay, brig, and motor pool with 3 votes.

Probably should've picked out a better voting metric, but that's my bad.

Any objections to these locations, in that order?

There'll be a later vote to investigate the other locations, so don't worry about getting locked out of anything.

So long as nothing goes wrong
>>
>>5275376
No objections, just cuz I want to move on. You wanna jinx us you asshole?
>>
>>5275380

Alright, roll me some 1d100s+40

DC: 60 / 80 / 100
>>
Rolled 82 (1d100)

>>5275386
>>
Rolled 75 + 40 (1d100 + 40)

>>5275386
>>
Rolled 39 + 40 (1d100 + 40)

>>5275386
>>
>>5275387
>>5275389
>>5275391
Damn, +40? At this rate we should leave a note calling them a fucking disgrace to the Corps
>>
>>5275387
>>5275389
>>5275391

>>5275387
>>5275389
>>5275391

Nice, that's an excellent success for the canteen.

Now, roll me some 1d100s+25 for the armory.

DC: 75 / 100 / 125

(Think I'll call it here for tonight. Thanks again for playing, anons! Next session is Wednesday at 5:00 PM EST.)


>>5275393
It was a roll to crack some locks, and by God you will acquire the spaghetti and meatball MRE.
>>
Rolled 75 + 25 (1d100 + 25)

>>5275396
>>
Rolled 82 (1d100)

>>5275396
>>
Rolled 96 (1d100)

>>5275396
>>
Phew, no low rolls tonight, the dice gods smile on us.
>>
Rolled 69 + 25 (1d100 + 25)

>>5275434
There's enough time for that to change boi
>>
Rolled 80 + 25 (1d100 + 25)

kill our luck streek dice gods.
>>
Rolled 49 + 25 (1d100 + 25)

>>5275396
>>
>>5275396
Nice!
>>
>>5279433

First stop is food and water. Without the essentials, the desert will chew you up and spit you out in short order.

The canteen is locked up tight, but you’re able to jimmy the lock and slip inside.

From there, you sniff around the place, looking for anything worth shoveling into your duffle bag.

After cracking another padlock, you gain access to one of their food storage areas. You take the liberty of swiping a fuckload of bottled water, and all the primo MREs that they’ve got.

Your delicate palate demands only the finest of survival rations.

Y’know, Spaghetti and Meatballs, Chili Mac, Beef Stew, Beef Ravioli, etc. They’ll just have to make do with all the Veggie Omelette, Chicken a la King, and Ham Slice MREs that you leave behind.

In addition to enough provisions to see you and Shade through a couple weeks of roughing it, (should things somehow get dicier) you also find a carefully concealed stash of booze tucked away in the kitchen. Looks like one of the cooks was saving it for a rainy day. After wrenching the top off of one of the bottles, you take a deep slug from it and sigh in relief.

It burns like magma as it goes down, but you can’t find it in you to complain. Haven’t had a real drink since you’ve been captured, and even this down-home hooch is enough to take the edge off. Plus, it’s definitely strong enough to work as a Molotov in a pinch.

Lastly, you find a compact, solar-powered XM radio. Unfortunately, it’s only built for receiving signals, not sending them out. Definitely a worthwhile find though. The radio in your stolen junker doesn’t look it’s worked since you were born. Could also serve as a distraction if you position it correctly.

Next up is the armory. You and Shade blew through a lot of ammo during the embassy raid, and it’s time for a resupply.

At this time of night, the only soldier manning the armory is an extremely sour and beleaguered looking corporal who barely even bothers to acknowledge your existence.

You figured that requisitioning a load of ammo and whatever else they could spare would be a hard sell, especially since you don’t have a shred of paperwork to back you up.

But thanks to your silver tongue, shared rank, and his obvious burnout, you’re able to snag all the ammo you can carry, as well as a full refill on your grenades.

All it costs you is a massive IOU that you will certainly never repay. Never been your style to fly-by-night on debts, but desperate times call for desperate measures.

Your next target is the sickbay.

> Roll me some 1d100s+25

DC: 85 / 105
>>
Rolled 29 + 25 (1d100 + 25)

>>5282103
>>
Rolled 51 + 25 (1d100 + 25)

>>5282103
Gimme Morphine
>>
Rolled 22 + 25 (1d100 + 25)

>>5282103
Oh no, a real doctor.
>>
>>5282105
>>5282107
>>5282111

That's a failure.

Go ahead and give me a 1d100+45 for the brig.

DC: 75 / 95 / 115
>>
FUCK, not now please.
>>
Rolled 93 + 45 (1d100 + 45)

>>5282113
>>
Still need 2 more rolls in case of crits.
>>
Rolled 38 + 45 (1d100 + 45)

>>5282113
>>
>>5282115
>>5282139

Feel free to re-roll at this point. Been pretty slow tonight.
>>
Rolled 53 (1d100)

>>5282157
yeah
>>
>>5282115
>>5282139
>>5282159

That's an excellent success.

Finally, give me some 1d100s+20 for the motor pool.

DC: 95
>>
Rolled 94 + 20 (1d100 + 20)

>>5282162
>>
Rolled 38 + 20 (1d100 + 20)

>>5282162
>>
Rolled 55 + 20 (1d100 + 20)

>>5282162
uno
>>
>>5282165
>>5282168
>>5282171

That's a success, writing.
>>
Unfortunately, you hit your first major roadblock when you encounter the doctor running things over at the sickbay.

This particular sawbones has a chip on his shoulder the size of Sisyphus’ boulder, and staunchly refuses to give you so much as a bandaid without going through “the proper channels.”

You try to be charming, officious, demanding, basically everything you’ve got in the playbook that has a chance of working. And yet, he refuses to humor you in any way.

If it wasn’t such a goddamn inconvenience, you’d applaud his professional ethics. It’s certainly refreshing to see that someone still cares about his job, but of course he just has to be the one you get to deal with.

Bastard doesn’t even have the good grace to get distracted by his patients and keeps a sharp eye on you every second until you leave, selfishly refusing you the opportunity to steal painkillers, morphine, bandages, and everything else your first aid kit is running low on.

In contrast, the brig is an absolute goldmine. Since there aren’t any prisoners currently cooling their heels inside, the place is unoccupied.

It’s kinda funny when you think about it. You were a model Marine that never saw the view from behind those bars until things went off the rails. Now, you’re busting into their evidence lockup to pilfer, loot, and otherwise purloin everything you can get your greasy mitts on.

There has to be a life lesson mixed in there somewhere, but you’ll be damned if you can put your finger on it.

Anyhow, you make out a bandit.

After picking a couple secure doors, you start sifting through all of their evidence, looking for something worth your while. Most of it is your standard Marine contraband, stuff like porno mags, illegal drugs, and banned household items that show up on the latest arbitrary list some REMF decided to put together to make life harder.

But mixed with all the junk, are some real treasures.

First off, you get your hands on a broken satellite phone. Looks like it was broken during a scuffle when it was confiscated, but you should be able to cannibalize some parts and possibly get it functioning again.

Your next major find is a sawed-off shotgun that some madlad tried to smuggle in, complete with a box of shells. That’ll come in handy in case things get up close and personal.

And lastly, you find the piece de resistance, a sight so beautiful that it almost brings you to tears. A fully-functional block of homemade C4 that some absolute mongoloid cobbled together and tried to hide under his bed.

Thankfully, the MPs were smart enough to not leave an armed bomb ticking in the middle of an active military base. Unfortunately for them, some lazy prick decided to store the trigger and the components necessary to activate the device within easy reach.

Now that you’re in an easy rhythm of larceny, it’s time to go for a real prize at the motor pool.
>>
>>5282219

And you’re in luck, they have exactly what you need; A freshly fueled Humvee with enough jerry cans of diesel to last for the foreseeable future. The only soldiers on duty are a warrant officer passed out in his office, and a shamefaced private mopping grease spots on the shop floor.

Looks like someone fucked up hard. Hate to see the ass-chewing he’ll be in for later.

The private, initially startled by your presence, easily falls into line when you feed him a line of baloney about “going out on an urgent lurp” and that “your team needs to get rolling ASAHFP”

After he retrieves the keys for you, you order him to report back to his barracks and catch a few winks. He’s definitely going to need to well-rested for tomorrow.

Once he’s gone, you climb inside the Humvee and start fucking around with its electronic support systems. Wouldn’t be good if the military figured out that you went joyriding with government property and got a lock on your location.

After some careful tinkering, you hereby pronounce the Humvee’s telemetry as dead and gone. Shame that there’s no machine gun on the top, but that’s the price of keeping people safe. Last thing the brass wants is some 19 year old hillbilly from Arkansas fucking around and accidentally ripping a dozen .50 cal rounds through one of their fancy buildings.

Now that you’ve satisfied your most immediate needs, is there anywhere else you’d like to pay a visit?

> The operations center. If you can get ahold of some surplus equipment, you should be able to harden your communications and keep anyone from listening in.

> The memorial wall. While you’re here, you should pay your respects to the fallen.

> No, you’ve done enough for one night. Pack it in and rendezvous with Shade.
>>
>>5282221
> The operations center. If you can get ahold of some surplus equipment, you should be able to harden your communications and keep anyone from listening in.
> The memorial wall. While you’re here, you should pay your respects to the fallen.
>>
>>5282221
> The memorial wall. While you’re here, you should pay your respects to the fallen.

I smell character development
>>
>>5282221
> No, you’ve done enough for one night. Pack it in and rendezvous with Shade.
>>
Rolled 2 (1d2)

>>5282225
>>5282235

Alright, looks like paying the memorial wall a visit wins.

I'll roll a d2 to determine whether or not you hit up the ops center.

1 = Memorial wall, then the ops center.
2 = Just the memorial wall.
>>
>>5282221
>2 = Just the memorial wall.
>>
>>5282249

You really want to just hop in the Humvee, hit the gas, and gun it out of here.

But there’s one last stop to make, one last obligation to fulfill.

You’d never be able to forgive yourself otherwise.

Almost like it were on auto-pilot, you body directs you where you know you need to go.

Inside your old barracks is a small space dedicated to those that will never have the luxury of seeing home ever again. Its existence is against regulations, but nobody would ever dare to mess with it.

https://www.youtube.com/watch?v=0TvSjLLOdiU

Aside from the addition of your men, the wall hasn’t grown since your dishonorable discharge. And there are plenty of snapshots of your former command; pictures of them in their dress blues, pictures of them fucking around, pictures of them in-country, among others.

Your gaze crawls across the wall and takes in as much detail as you can force yourself to stomach. You try to focus on the better times, but it’s not an easy feat.

Especially when you notice that they’ve officially listed you as KIA, that you caught a bullet in that canyon with the rest of the men that you led to their pointless deaths.

A traitorous part of you whispers that things would’ve been better off had that been the reality. Because at least then, you would’ve died content, knowing that it was for something that truly mattered.

Faith is a luxury that you have little to spare of these days. But back then, you used to truly believe in something greater than yourself, in something that motivated you to dig deep and fight for the common good of your country.

But now, you just drift from fight to fight until you inevitably find one that you won’t win. Internally, you argue that giving Jack a chance at true, everlasting peace is equally a cause worth killing and dying for.

And another treasonous thought replies that aiding Jack is just a hollow excuse for you to mete out violence, because that’s all you have ever and will ever be good at.

That you’re little different from a rabid junkyard dog, who managed to break his leash.

You don’t know what to feel anymore.
>>
>>5282289

But maybe that’s alright. Maybe, the fact that you have these self-doubts and concerns proves that you aren’t just some thug with fancy training and a fancier gun.

One picture in particular catches your eye.

It’s of you and the rest of the fireteams posing for the camera while in full combat gear. You remember the day well, it was right after you earned your promotion to sergeant, maybe a year and a half ago.

Back then, it felt like nothing bad would ever happen to you. That you’d serve with distinction your entire life and retire as a crusty old leatherneck who went on about the good old days when the Corps was better.

You look so happy in that moment, sporting a smile that hasn’t been used for a long time.

Some days, it feels like you’ve aged decades since then. That you should just lie down and wait for life to come crashing down on your head.

But that’s not what your men would want. You owe it to them to carry on the fight and honor their sacrifice.

And It’s not what your friends would want. Even when you plummet to your lowest point, nothing is ever truly lost. Despite your circumstances, you’ve forged new bonds of friendship and loyalty and managed to build a new life for yourself.

You’ve risen above your betrayal and imprisonment into something harder and stronger, into a survivor.

You fight for the causes of your own choosing and when the chips are down, you will pull through. After all, it’s not your style to leave a job half-finished.

As you stand before the memorial to the ghosts of your past, part of you feels almost unburdened. That some of the invisible load you tote around has gotten just a little bit lighter.

After muttering your last farewells and apologies to the finest men you’ve ever known, you find your gaze drawn once more to the group photo.

If anyone has a right to it, it’s you.

In the end, you decide to…

> Take the picture. The past is who you are, and it can never be forgotten.

> Leave the picture. The future is what matters now, not the sins of the past.
>>
>>5282290

(That's all for tonight, anons. The vote'll be open until our session on Friday at 5:00 PM EST. The thread might be dead by then, in which case I'll get another going.

As always, thanks for playing. Hope to see you all again.)
>>
>>5282290
>> Leave the picture. The future is what matters now, not the sins of the past.
Keep the sanctity of the place intact
>>
>>5282290
>> Leave the picture. The future is what matters now, not the sins of the past.
We must move forward, for those who went and those who come.
>>
>>5282290
> Leave the picture. The future is what matters now, not the sins of the past.
We will (not) make them give back our past
>>
>>5282290
>Leave the picture. The future is what matters now, not the sins of the past.
>>
>>5282290
> Leave the picture. The future is what matters now, not the sins of the past.
>>
>>5282290
> Take the picture. The past is who you are, and it can never be forgotten.
seems like a good thing to frame. I'd take it, for the memories.
>>
>>5282290
> Leave the picture. The future is what matters now, not the sins of the past.

As much as I want the picture... if we're picked up by the suicide squad it'll give more of who we are away. As is, we're still mostly unknown.

One day, when we've properly avenged the people in that photo, we'll come back for it.
>>
>>5282290
>Take the picture. The past is who you are, and it can never be forgotten.
>>
>>5282290
> Take the picture. The past is who you are, and it can never be forgotten.
>>
>>5282290
>Leave the picture. The future is what matters now, not the sins of the past.

Not only that, there are we've left a lot of people hanging after fucking around with those demi-humans in the name of revenge. Temperance would be a useful virtue.
>>
> Leave the picture. The future is what matters now, not the sins of the past.
>>
>>5282290
> Leave the picture. The future is what matters now, not the sins of the past.
>>
>>5282292
>>5282299
>>5282300
>>5282365
>>5282411
>>5282455
>>5282641
>>5282807
>>5283385

Leaving the picture behind wins, writing.
>>
>>5284419

Unbidden, your hand reaches toward the photo, but comes to a halt before you make contact.

No, that wouldn’t be right.

This is their memorial, the last remnants of their memory. Even with the best of intentions, the idea of taking from it leaves a sour taste in your mouth.

As much as it hurts to say, they’re dead and gone.

You’re all that remains. And like a good soldier, all you can do is keep pushing forward, no matter what.

And while the past should never be forgotten, it cannot be allowed to dominate the future.

With one last look, you leave the barracks and head back to the motor pool.

Getting past the front gate is trivially easy, and you drive away into the night, with nary an alarm triggered.

All in all, this went even better than expected. You managed to score ammo, provisions, explosives, a new gun, and a new ride. Still a little disappointed in the garrison for not making you work for it all that much, but that’s just the nostalgia talking.

Would’ve been nice to scrounge up something for your leg, but that’s fine. While you’re still not at 100%, the wound’s been stabilized. Should be fine until the Squad sends somebody to extract you.

As you head to the rendezvous point, you radio Shade and send him a quick message. Otherwise, he’d be probably assume that the military vehicle rolling into his location is some kind of hostile.

And as fun as dying to friendly fire sounds, you’ve got enough things angling for your head already.
>>
>>5284438

The next few days pass without any events of note.

Since you’ve got a much better vehicle at your disposal, you and Shade abandon your stolen junker after siphoning the fuel and stripping off any parts that might come in handy.

Thanks to the Humvee and all the supplies you “requisitioned” from the military, you’re able to go off-road and avoid staying in one place for too long.

Until you get a response back from the Squad, keeping mobile and avoiding trouble is about all you can do. Still, it’s nice to have a bit of downtime.

Calling it a break is generous, but it’s not far from the truth. Even accounting for all the time spent driving around, you’ve mostly been sitting on your hands, waiting for something interesting to happen.

Shade keeps himself occupied by fiddling with that fancy rifle he picked up back at the embassy. Looks like he’s trying to figure out how all the constituent parts work together and if it can be improved.

To avoid suffering an acute case of death by boredom, you’ve also been keeping busy.

You’ve been…

> Gathering medicinal herbs and using them to tend your leg. In one of the medical textbooks you read, it mentioned something about natural painkillers.

> Repairing your broken sat-phone. If you can get it back in working condition, you should be able to make calls without the Squad’s knowledge.

> Fiddling with your block of homemade C4. Maybe you can figure out a way to give it a nastier.

> Scouting out the local terrain on-foot. It keeps you fit, cognizant of your surroundings, and it’s always nice to explore.

> Experimenting with unlocking your powers. Now that you’re unsupervised, it’s the perfect opportunity to try and figure out how the Squad is suppressing your magic.

> Other?
>>
>>5284442
>> Repairing your broken sat-phone. If you can get it back in working condition, you should be able to make calls without the Squad’s knowledge.
>>
>>5284442

> Experimenting with unlocking your powers. Now that you’re unsupervised, it’s the perfect opportunity to try and figure out how the Squad is suppressing your magic
>>
>>5284442
> Experimenting with unlocking your powers. Now that you’re unsupervised, it’s the perfect opportunity to try and figure out how the Squad is suppressing your magic.
It's the only moment when it's possible.
>>
>>5284446
>>5284465

Go ahead and roll me some 1d100s

DC: 80 / 95
>>
Rolled 47 (1d100)

>>5284479
>>
Rolled 28 (1d100)

>>5284479
Rollin
>>
Rolled 39 (1d100)

>>5284479
rip
>>
>>5284482
>>5284492
>>5284495

That's a failure, go ahead and roll me some 1d100s

DC: 45 / 60 / 75
>>
Rolled 16 (1d100)

>>5284500
good old magic rolls
>>
Rolled 98 (1d100)

>>5284500
>Escape the suicide squad
>By getting dragged into hell
>>
Rolled 54 (1d100)

>>5284500
>>
>>5284508
>>5284514
>>5284515

That's an excellent success, writing.

>>5284508
Yeah, magic rolls always seem to be utter dogshit or incredibly high. Funny how that works.
>>
>>5284516

You’ve spent your idle time trying to figure out how the Squad managed to put the kibosh on your magical powers.

After making a few excuses to Shade that you’re headed out to explore, you find an isolated area and start channeling as much energy as you can handle.

Just like the last few times you’ve tried, any attempts at leveraging your powers results in an absolutely crushing headache.

Even trying to cast the mildest of spells is enough to give you a migraine.

Eventually, you start getting frustrated and do something stupid.

You try channeling everything you’ve got at once, in the hopes of burning through whatever’s shackling your powers.

The pain is excruciating, but you refuse to relent and instead keep drawing upon more and more magical energy.

Something inside your brain seems to snap, and for a brief shining second, you’re able to feel the magic course through your body unabated.

But then, it all goes wrong. The bars clamp back down, and the excess magical energy has nowhere to go. And that’s very, very, bad.

As you’ve learned the hard way, magic gets incredibly testy if it’s constrained. Nine times out of ten, that means that it’s going to explode somehow.

Except this time, it’ll be inside your body. With careful, but desperate precision, you gently dispel the runaway magic before it has the opportunity to backfire on you.

And as your power trickles away, you notice something foreign mixed in with it. When you send out a quick probe to assess it, it’s like pressing up against a steel wall.

That must be how they’re keeping your powers locked away! Somehow, they whammied you with some kind of magical block that functions like a firewall for magic.

But now you know where it is, and what it is.

And every wall can be torn down. While you may not have gotten it done today, it’s only a matter of time.

A few hours late as you and Shade are preparing to break out the MREs, you finally get the call you were waiting for.

“Defcon, Shade. Your extraction has been approved.”

> “That’s good to hear. Have you had any contact from Wildman or Rotgut?”

“That information is need-to-know. Proceed to the following location and await further instructions.”

The handler then proceeds to rattle out some grid coordinates that you diligently write down.

Shade gets out the map, and you start plotting the fastest route there. But your blood run colds when you realize where they’ve positioned your pickup.

Those coordinates are smack-dab in the middle of the Devil’s Corridor, the canyon where the Sons of Iraq left you and your platoon hanging in the wind.

Where the ambush that turned you into the man you are today took place

Either they know your true identity, or the universe has a fucked up sense of humor.

> “Are you sure that’s the right position? It seems-“

“The location is correct. You have your orders, follow them or face the consequences, over.”

He coldly enunciates the last part, before shutting off the comm.
>>
>>5284560

What a colossal shitheel. When you get that bomb out of your head, you’re gonna enjoy the payback that will inevitably follow.

Until then, all you can do is stay alive until opportunity comes knocking.

It’s Shade’s turn to drive, while you serve as the navigator.

Still can’t believe they’re sending you back into the fucking Devil’s Corridor. While you’re stewing over this new development, Shade tosses in his two cents.

“We’ve got a problem. A big one.”

> “What? Are we lost or something?”

“Worse. It Just hit me that the jackass on the radio made that broadcast over an open frequency. Anyone could know where we’re headed.”

Fuck, he’s right. Your handler’s (or whatever the fuck the Squad calls people who do nothing but sit on their ass and complain) refusal to use a more secure transmission frequency is basically the equivalent to shooting a flare into the night sky.

Anybody looking for you, or your cargo now knows exactly where they can find you.

It’s a short, tense drive, but you reach your destination without getting ambushed. Being back here has you incredibly jumpy, but you force those feelings down and focus on the task at hand.

There’s no sign of any extraction team yet, or any hostiles.

Looks like you have time to fortify this position in case somebody decides to try their luck.

You decide to…

(Pick 3)

> Scavenge the canyon for anything that might come in handy. You never know what you might find out here.

> Set a C4 charge on a bank of rocks overlooking the entrance to the canyon. It worked on your convoy, it’ll probably do the trick again.

> Use your leftover gas and booze to make Molotov cocktails. It’s a classic for a reason.

> Leave the Humvee in plain sight and booby-trap it with a frag grenade. Hopefully, somebody will get curious and poke their nose in the wrong place.

> Bury the suitcase of samples somewhere safe. If you get overwhelmed, it’ll be good to know that they’ll be going home empty-handed.

> Position the radio as a noisemaker. It’ll take some jury-rigging, but you can use it as a distraction / lure if you play for cards right.

> Dig a couple spiderholes in the canyon floor. They’re cover and concealment in a nice, neat package.

> Other?
>>
>>5284563
> Set a C4 charge on a bank of rocks overlooking the entrance to the canyon. It worked on your convoy, it’ll probably do the trick again.

> Position the radio as a noisemaker. It’ll take some jury-rigging, but you can use it as a distraction / lure if you play for cards right.

> Dig a couple spiderholes in the canyon floor. They’re cover and concealment in a nice, neat package.
>>
>>5284563
> Set a C4 charge on a bank of rocks overlooking the entrance to the canyon. It worked on your convoy, it’ll probably do the trick again.

> Bury the suitcase of samples somewhere safe. If you get overwhelmed, it’ll be good to know that they’ll be going home empty-handed.

> Dig a couple spiderholes in the canyon floor. They’re cover and concealment in a nice, neat package.

I wouldn’t get rid of the radio, we need it to confirm our pickup.
>>
Need to head out for a bit to grab some grub, I'll close the vote upon my return.
>>
>>5284563
> Bury the suitcase of samples somewhere safe. If you get overwhelmed, it’ll be good to know that they’ll be going home empty-handed.
> Set a C4 charge on a bank of rocks overlooking the entrance to the canyon. It worked on your convoy, it’ll probably do the trick again.
> Dig a couple spiderholes in the canyon floor. They’re cover and concealment in a nice, neat package.
>>
>>5284591
>>5284620

Alright, roll me some 2d100s

First roll is for planting the C4, second roll is for digging the spiderholes.

First DC: 45 / 60 / 75
Second DC: 30 / 60 / 90

No need to roll for hiding the suitcase.
>>
Rolled 64, 51 = 115 (2d100)

>>5284633
>>
Rolled 67, 86 = 153 (2d100)

>>5284633
>>
Rolled 29, 48 = 77 (2d100)

>>5284633
>>
>>5284636
>>5284646
>>5284650

Alright, two regular successes.

Gonna go ahead and call it here for tonight.

As always, thanks for playing. Next session is Wednesday at 5:00 PM EST.

It's been a while since I've asked, and the thread is dangling over the edge of oblivion, so now's probably a reasonable time to ask:

How are you guys liking things so far? I realize that stuff has gotten a little slower and has changed course somewhat with the Suicide Squad stuff.

Any outstanding questions or concerns?

Anyhow, have a good Memorial Day weekend anons.
>>
>>5284652
So far it's been fun, having to get by with whatever we can get in our hands, no backup, few uncommited allies, high stakes, and Sean's monologue being as grim as it's ever been. But it's gonna be more fun to go back to our regular schedule.
>>
>>5284698
I miss Jack
>>
>>5284652
I'm enjoying this and can't wait for more.
>>
>>5284652
It's very cool, if this were your typical DC show all the Gotham stuff feels like 2 seasons of introducing and fleshing out characters and everything since Venezuela feels more like a Sean Clayton aka Gunsmoke aka Adjutant Tango aka Jonah Thema aka Defcon standalone character movie
>>
>>5284652
>How are you guys liking things so far?
I been enjoying it a lot, except I never around when the fun stuff happens because timezones.

>Any outstanding questions or concerns?
Can we fail somehow? As in we fuck it up too much or too hard and quest's over.

How far could we theoretically go? Space? Multiverse? How much is enough in quest terms for you or we go as far as we can go?
>>
>>5284516
>Yeah, magic rolls always seem to be utter dogshit or incredibly high. Funny how that works.

Probably because of the curse of Hecate in DC!

>>5284652
>How are you guys liking things so far? I realize that stuff has gotten a little slower and has changed course somewhat with the Suicide Squad stuff.
>Any outstanding questions or concerns?

Overall I have to say that the balance and pacing of the story have been good. You do a great job of representing how our rolls turn out and give us plenty of freedom in regards to write-in opportunities and you are willing to listen to our comments and even think about them and implement them at times if it makes sense or tell us why such a thing wouldn't work.

As for questions, a couple of minor ones. Since we have prior experience with the Devil's Corridor will that give us any bonuses for certain actions? Also if you can answer without spoiling will the one who placed the magical firewall on us notice that we tried to surge our magic? And as a continuation/inspired by the previous question, If we meet the one who gave us the magical firewall would we be able to take time to talk shop with them and try to learn from them?

And for a somewhat significant question, Since we didn't actually commit any major crimes against the US would this mission with the Squad allow us to go free with the possibility of voluntarily working with the Squad again or for Waller/Cadmus as a mercenary/independent agent?
>>
>>5285510

> Can we fail somehow? As in we fuck it up too much or too hard and quest's over.

Good question, and the subject is something I’ve been been putting a lot of thought into. Bad decisions mixed with bad rolls will lead to unfortunate consequences, such as your current “employment” with the Suicide Squad.

Given certain conditions, Sean can and will die like anyone else. I’m not going to spring it on you out of nowhere, but it is an ever-present threat that should be accounted for.

I like seeing you guys pull off crazy wins. But that doesn’t mean that I’ll hold back when you fail.

Besides, dying doesn’t necessarily mean that your troubles are at an end.

> How far could we theoretically go? Space? Multiverse? How much is enough in quest terms for you or we go as far as we can go?

I’d prefer to lean away from multiverse stuff because that can quickly become way too much to handle. It’d be a neat concept for an individual adventure, but it definitely won’t be a mainstay if it ever appears at all.

And as for space, that depends on what you mean. If you’re asking about other planets, that depends. I’ve got nothing on the docket relating to that kind of stuff, but I can see how it’d be an interesting prospect. I’ll give it some thought, feel free to ask me again in a while to see where I’m at.

I’ve got a few vague plans for the future sketched up, but it’s mostly up to you guys. Once Jack has been given his final rest, you’ll be able to decide your next major goal / focus.

And while I’m more than happy to offer ideas of my own, the decision ultimately rests with all of you.

Ideas that I’ve seen floating around / ones of my own include (but are not limited to):
- Continuing to work as a gun for hire
- Forming your own band of mercenaries
- Becoming a paranormal detective
- Hunting the Court of Owls
- Traveling the world and hunting for ancient artifacts

That sort of stuff. I’m hesitant to commit to anything specific at this time, mostly because stuff could radically shift within the next couple threads.

Hell, this entire quest has done a complete 180 from my notes since the very first thread. As the name would suggest, I was expecting to run a quest centered around a normal, unpowered henchman. Thought it’d be neat to do a different twist on all the superhero quests I’ve read.

But then somebody had to go and crit on the Claw of Horus.

Personally, I blame myself for that one. I’ve rolled enough plot-derailing crits in my time, and now I’m just reaping what I’ve sown. At least it keeps me on my toes.
>>
>>5285531

> Since we have prior experience with the Devil's Corridor will that give us any bonuses for certain actions?

What kind of actions do you have in mind? I could probably rationalize a bonus for baiting people into traps given your knowledge of the terrain, but that’s all I can think of.

> If you can answer without spoiling will the one who placed the magical firewall on us notice that we tried to surge our magic?

I’d prefer not to comment either way on this one. Good question though.

> If we meet the one who gave us the magical firewall would we be able to take time to talk shop with them and try to learn from them?

Talk shop? Yeah, probably.

Learn from them? That’s much less likely.

> Would this mission with the Squad allow us to go free with the possibility of voluntarily working with the Squad again or for Waller/Cadmus as a mercenary/independent agent?

They’re not going to let you go that easily. Especially if you come off as professional, reliable, and focused on the mission. Sure, they’ll loosen the leash, but it’ll still be there.

Until you can figure a way out from under their thumb or make some kind of bargain to be released, you’re stuck with them.

It won’t be a forever thing though. Hopefully it’ll be resolved within the next thread or so. Pacing is tough to estimate.



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