First Case 0
I.F. Ister
Fortifying The Thread
- Pronouns
- He/They
You're jostled from your sleepy and absentminded sketching by the appearance of Damien in your peripheral vision, his shadow falling across your pencil and sketch paper like the moon eclipsing the early-morning sun.
You lean back in your lab's chair, blinking up through eyes encrusted by sleep as he stares back down, his scruffy stubble as scraggly as ever. "Can I help you?" You half-mutter half-mumble while you're half-asleep, yawning as you do.
"We've got a case." That has you wide awake in an instant, jerking upright in your cushioned seat. You hop up to your feet and blearily accept the lightly steaming mug of 'coffee' offered by Damien. Draining the 'coffee', which is little more than caffeine drenched sludge, in one long pull––the quicker you drink it the sooner the taste is out of your mouth. Wiping your mouth with the back of your hand, you place the mug on your desk and grab your greatcoat from the coat rack in the corner.
"What kinda case?" You ask as you slip on the heavy coat, following Damien's long strides as you do. "Any information?"
"We're heading to the briefing now, Room C. There's a consultant, a friend of mine, waiting there for us." The tall man replies as you round a corner, nearing the briefing rooms. "From what little I heard, it's something to do with a little 10-year-old kid left home alone making traps far beyond what he should be capable of."
"Capable of?" You ask, mind racing. It's possible that the kid realized a branch of super science. It happens, every once in a while, somebody somewhere stumbles across something they hadn't encountered before and it just clicks. That's one of the ways super scientists come about, the others being born with it like yourself and/or innovating in a particular branch of normal science enough that you become a super scientist. "Like, what kinda capable of are we talking here? Are we talking super science? Magic? Mutations?"
"That's what we're being sent in to figure out." Damien says as you reach Briefing Room C. He pauses at the door, hand on the latch, before adding as an afterthought, "And to do our jobs, of course, should the situation call for it."
And with that, he opens the door and the both of you enter the room.
Sitting at the head of the table is a head of greasy blonde hair casually flipping through a copy of Traps Illustrated, a scantily clad redhead pulls a switch on the cover, a caged robber looking dejected behind her. What's interesting is that the man reading the magazine seems to be, well, actually reading the articles.
He glances up as you enter, giving you a good look at his baby face and light blue eyes as you take a seat at the table. He's got a bit of grease smeared on his cheek and you notice that his hands are rough and heavily calloused. "Damien," he nods a greeting at your mentor as the tall man walks around the blond.
"Todd." Damien returns the greeting as he sits down across from you. Zerada-Kil blurs into being in the chair next to him, the little girl-like Arming Devil leans on the table with a bored look on her face. "Todd McCallister, Trap Consultant and friend of mine," Damien gestures at the now-named Todd and then directs his hand towards you, "Itzabella Williams, my mentee."
(Knowledge (Corporations) DC 65: 77, success)
McCallister… Now, why does that name ring a bell? A glimmer of memory floats up, an image of a blue placard with the words 'McCallister Home Security' planted in somebody's lawn. Oh, that's where you heard it before, well, that and that time you met one of the McCallisters at a rich person function––not a party, never a party. He was okay, a bit too obsessed with traps for your liking but, well, super scientists, what can you do?
The door opens once more and a middle-aged woman enters, a six foot scowl on her three foot body. She marches right on up to Todd, who instinctively scrambles from the seat, pulling his feet off the table in the process as she takes his spot. She wrenches the seat up and up, until she's on, roughly, equal footing with the rest of you as Todd stands off to the side. She glares at the magazine left opened on the table so hard and with such vitriol that you're half-scared that it'll ignite.
This is Senior Handler Laura Bristle, a Gnome and the lady who gives you your cases and assignments. She's a rather nice lady when she's not on the job, she even gave you a cookie once. But when she's on the job…
"We received a call from first responders requesting Service investigators to come in and take a look at a situation." Laura begins, her voice rough and gravelly from too many cigarettes. "Max Mercer, ten years old, was left home alone while the rest of his family went on vacation in Japan. The family is currently unaware of the situation. The child saw a strange car pull up in the mansion's driveway and panicked, constructing traps and defenses far beyond what a child of nine should be capable of. The people in the car, house sitters hired by the Mercers, were completely unprepared in all ways for the ordeal they were about to face. Mrs Pam McKenzie, wife of Mr Jeff McKenzie, sent a frantic call to the local police department who then called us. Max Mercer is still holed up in the mansion and has not yet communicated with the outside. Both McKenzies, while injured and traumatized, are still alive thanks to luck and quick thinking on their part. Your assignment is to determine how Max Mercer built these traps." She finishes, laying the folder on the table. "The layout of the Mercer Mansion is currently unknown, the Mercers' refused to give up the current blueprints after remodeling their home and diviners are not turning much up." You grimace, that's not good. "Mr McCallister here will assist you in dealing with the traps you encounter."
"Any questions?" Senior Handler Laura Bristle finishes speaking, her fingers laced before her.
Do you have any?
[ ] Write in, as many as you want
~~~~~~~
After the briefing, you and Damien stop off at the Armory, where Tim stands waiting with Damien's loadout ready for him.
You turn towards the Armory, thinking about what to bring with you.
"I recommend you bring some of your creations with you, a can of MSB 10 and the Infragoggles at least, perhaps a magazine or two of the Cutter Rounds, just in case things get real ugly." Damien comments as he's sliding a hefty-looking pistol into his shoulder holster and a trio of magazines on his waist.
"Probably should." You respond, making selections.
What do you choose?
[ ] Damien's Recommendation (Service Pistol, Service Knife, Handcuffs, Investigation Equipment, Lockpicks, Rubber Gloves, Evidence Baggies, One MSB 10 Can, Infragoggles, Cutter Rounds)
Or you can customize and build your own here. Same capacity as last time, save for you being able to store whatever you want in Damien's car (within reason, of course).
~~~~~~~
GM's Note: And here we go, your first case as an actual agent of the S3. Let's see how you do! Like always, voting will be called tomorrow at 6 PM CST. Thanks for reading!
You lean back in your lab's chair, blinking up through eyes encrusted by sleep as he stares back down, his scruffy stubble as scraggly as ever. "Can I help you?" You half-mutter half-mumble while you're half-asleep, yawning as you do.
"We've got a case." That has you wide awake in an instant, jerking upright in your cushioned seat. You hop up to your feet and blearily accept the lightly steaming mug of 'coffee' offered by Damien. Draining the 'coffee', which is little more than caffeine drenched sludge, in one long pull––the quicker you drink it the sooner the taste is out of your mouth. Wiping your mouth with the back of your hand, you place the mug on your desk and grab your greatcoat from the coat rack in the corner.
"What kinda case?" You ask as you slip on the heavy coat, following Damien's long strides as you do. "Any information?"
"We're heading to the briefing now, Room C. There's a consultant, a friend of mine, waiting there for us." The tall man replies as you round a corner, nearing the briefing rooms. "From what little I heard, it's something to do with a little 10-year-old kid left home alone making traps far beyond what he should be capable of."
"Capable of?" You ask, mind racing. It's possible that the kid realized a branch of super science. It happens, every once in a while, somebody somewhere stumbles across something they hadn't encountered before and it just clicks. That's one of the ways super scientists come about, the others being born with it like yourself and/or innovating in a particular branch of normal science enough that you become a super scientist. "Like, what kinda capable of are we talking here? Are we talking super science? Magic? Mutations?"
"That's what we're being sent in to figure out." Damien says as you reach Briefing Room C. He pauses at the door, hand on the latch, before adding as an afterthought, "And to do our jobs, of course, should the situation call for it."
And with that, he opens the door and the both of you enter the room.
Sitting at the head of the table is a head of greasy blonde hair casually flipping through a copy of Traps Illustrated, a scantily clad redhead pulls a switch on the cover, a caged robber looking dejected behind her. What's interesting is that the man reading the magazine seems to be, well, actually reading the articles.
He glances up as you enter, giving you a good look at his baby face and light blue eyes as you take a seat at the table. He's got a bit of grease smeared on his cheek and you notice that his hands are rough and heavily calloused. "Damien," he nods a greeting at your mentor as the tall man walks around the blond.
"Todd." Damien returns the greeting as he sits down across from you. Zerada-Kil blurs into being in the chair next to him, the little girl-like Arming Devil leans on the table with a bored look on her face. "Todd McCallister, Trap Consultant and friend of mine," Damien gestures at the now-named Todd and then directs his hand towards you, "Itzabella Williams, my mentee."
(Knowledge (Corporations) DC 65: 77, success)
McCallister… Now, why does that name ring a bell? A glimmer of memory floats up, an image of a blue placard with the words 'McCallister Home Security' planted in somebody's lawn. Oh, that's where you heard it before, well, that and that time you met one of the McCallisters at a rich person function––not a party, never a party. He was okay, a bit too obsessed with traps for your liking but, well, super scientists, what can you do?
The door opens once more and a middle-aged woman enters, a six foot scowl on her three foot body. She marches right on up to Todd, who instinctively scrambles from the seat, pulling his feet off the table in the process as she takes his spot. She wrenches the seat up and up, until she's on, roughly, equal footing with the rest of you as Todd stands off to the side. She glares at the magazine left opened on the table so hard and with such vitriol that you're half-scared that it'll ignite.
This is Senior Handler Laura Bristle, a Gnome and the lady who gives you your cases and assignments. She's a rather nice lady when she's not on the job, she even gave you a cookie once. But when she's on the job…
"We received a call from first responders requesting Service investigators to come in and take a look at a situation." Laura begins, her voice rough and gravelly from too many cigarettes. "Max Mercer, ten years old, was left home alone while the rest of his family went on vacation in Japan. The family is currently unaware of the situation. The child saw a strange car pull up in the mansion's driveway and panicked, constructing traps and defenses far beyond what a child of nine should be capable of. The people in the car, house sitters hired by the Mercers, were completely unprepared in all ways for the ordeal they were about to face. Mrs Pam McKenzie, wife of Mr Jeff McKenzie, sent a frantic call to the local police department who then called us. Max Mercer is still holed up in the mansion and has not yet communicated with the outside. Both McKenzies, while injured and traumatized, are still alive thanks to luck and quick thinking on their part. Your assignment is to determine how Max Mercer built these traps." She finishes, laying the folder on the table. "The layout of the Mercer Mansion is currently unknown, the Mercers' refused to give up the current blueprints after remodeling their home and diviners are not turning much up." You grimace, that's not good. "Mr McCallister here will assist you in dealing with the traps you encounter."
"Any questions?" Senior Handler Laura Bristle finishes speaking, her fingers laced before her.
Do you have any?
[ ] Write in, as many as you want
~~~~~~~
After the briefing, you and Damien stop off at the Armory, where Tim stands waiting with Damien's loadout ready for him.
You turn towards the Armory, thinking about what to bring with you.
"I recommend you bring some of your creations with you, a can of MSB 10 and the Infragoggles at least, perhaps a magazine or two of the Cutter Rounds, just in case things get real ugly." Damien comments as he's sliding a hefty-looking pistol into his shoulder holster and a trio of magazines on his waist.
"Probably should." You respond, making selections.
What do you choose?
[ ] Damien's Recommendation (Service Pistol, Service Knife, Handcuffs, Investigation Equipment, Lockpicks, Rubber Gloves, Evidence Baggies, One MSB 10 Can, Infragoggles, Cutter Rounds)
Or you can customize and build your own here. Same capacity as last time, save for you being able to store whatever you want in Damien's car (within reason, of course).
Explosives
[ ] AP Grenade (2 Piercing Damage, Strips Armor, Thrown, Small Item)
[ ] Fragmentation Grenade (7 Piercing Damage, Thrown, Small Item)
[ ] Flashbang (Blinds+Deafens, Thrown, Small Item)
[ ] Smoke Grenade (Obscures, Thrown, Small Item)
-[ ] Incense Grenade (Obscures, Holy, Thrown, Small Item)
-[ ] Tear Gas Grenade (Blinds+Chokes+Obscures, Thrown, Small Item)
-[ ] Iron Shavings Grenade (Obscures, Damages Fey, Thrown, Small Item)
[ ] Holy Water Grenade (Holy, Splashes, Thrown, Small Item)
[ ] Breaching Charge (12 Explosion Damage, Opens locked doors/walls/floors/ceilings, Planted, Small Item)
Ranged Weapons
[ ] Service Pistol (3 Piercing Damage, AP 1, Ranged, 1/2 Hands, Small Item)
[ ] Service Revolver (4 Piercing Damage, AP 2, Close-Ranged, 1/2 Hands, Small Item)
[ ] Service Carbine (4 Piercing Damage, AP 2, Repeating 1, Ranged, 2 Hands, Medium Item)
[ ] Service Shotgun (5 Piercing Damage, AP 2, Close-Ranged, 2 Hands, Medium Item)
[ ] Service Rifle (6 Piercing Damage, AP 3, Long-Ranged, Slow-Firing, 2 Hands, Medium-Large Item)
[ ] Service LMG (5 Piercing Damage, AP 2, Repeating 3, Ranged, 2 Hands, Heavy, Medium-Large Item)
[ ] Service SMG (3 Piercing Damage, AP 1, Repeating 2, Ranged, 2 Hands, Medium Item)
Melee Weapons
[ ] Service Knife (3 Slashing/Stabbing Damage, Melee, Concealable, 1 Hand, Small Item)
[ ] Service Baton (3 Bludgeoning Damage, Melee, Concealable, 1/2 Hands, Small Item)
Tools
[ ] Handcuffs (Restraining, Anti-Magic, Tiny Item)
[ ] Investigation Equipment (Allows for closer inspection than what may be possible normally, Tiny Item)
[ ] Prybar (Allows for forcing open locks or jammed things, Medium Item)
[ ] Lockpicks (Allows picking of locks, Tiny Item)
[ ] Rubber Gloves (Sterile, Tiny Item)
[ ] Evidence Baggies (Sterile, 6 Uses, Anti-Magic, Small Item)
[ ] Ammo Pouch (Can be spent to reload a gun on a critical fail, Tiny Item)
[ ] Big Ammo Pouch (Can be spent to reload a gun on a critical fail, 3 Uses, Small Item)
Personal
[ ] Write in (Pick from your Creations)
[ ] AP Grenade (2 Piercing Damage, Strips Armor, Thrown, Small Item)
[ ] Fragmentation Grenade (7 Piercing Damage, Thrown, Small Item)
[ ] Flashbang (Blinds+Deafens, Thrown, Small Item)
[ ] Smoke Grenade (Obscures, Thrown, Small Item)
-[ ] Incense Grenade (Obscures, Holy, Thrown, Small Item)
-[ ] Tear Gas Grenade (Blinds+Chokes+Obscures, Thrown, Small Item)
-[ ] Iron Shavings Grenade (Obscures, Damages Fey, Thrown, Small Item)
[ ] Holy Water Grenade (Holy, Splashes, Thrown, Small Item)
[ ] Breaching Charge (12 Explosion Damage, Opens locked doors/walls/floors/ceilings, Planted, Small Item)
Ranged Weapons
[ ] Service Pistol (3 Piercing Damage, AP 1, Ranged, 1/2 Hands, Small Item)
[ ] Service Revolver (4 Piercing Damage, AP 2, Close-Ranged, 1/2 Hands, Small Item)
[ ] Service Carbine (4 Piercing Damage, AP 2, Repeating 1, Ranged, 2 Hands, Medium Item)
[ ] Service Shotgun (5 Piercing Damage, AP 2, Close-Ranged, 2 Hands, Medium Item)
[ ] Service Rifle (6 Piercing Damage, AP 3, Long-Ranged, Slow-Firing, 2 Hands, Medium-Large Item)
[ ] Service LMG (5 Piercing Damage, AP 2, Repeating 3, Ranged, 2 Hands, Heavy, Medium-Large Item)
[ ] Service SMG (3 Piercing Damage, AP 1, Repeating 2, Ranged, 2 Hands, Medium Item)
Melee Weapons
[ ] Service Knife (3 Slashing/Stabbing Damage, Melee, Concealable, 1 Hand, Small Item)
[ ] Service Baton (3 Bludgeoning Damage, Melee, Concealable, 1/2 Hands, Small Item)
Tools
[ ] Handcuffs (Restraining, Anti-Magic, Tiny Item)
[ ] Investigation Equipment (Allows for closer inspection than what may be possible normally, Tiny Item)
[ ] Prybar (Allows for forcing open locks or jammed things, Medium Item)
[ ] Lockpicks (Allows picking of locks, Tiny Item)
[ ] Rubber Gloves (Sterile, Tiny Item)
[ ] Evidence Baggies (Sterile, 6 Uses, Anti-Magic, Small Item)
[ ] Ammo Pouch (Can be spent to reload a gun on a critical fail, Tiny Item)
[ ] Big Ammo Pouch (Can be spent to reload a gun on a critical fail, 3 Uses, Small Item)
Personal
[ ] Write in (Pick from your Creations)
~~~~~~~
GM's Note: And here we go, your first case as an actual agent of the S3. Let's see how you do! Like always, voting will be called tomorrow at 6 PM CST. Thanks for reading!