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Category Archives: Savage Worlds Games

Evil Mike as the GM: evil, cruel alien being from another planet.

The Scum of the Earth (no, really, that’s their cell’s code name).
Ben as Mr. Smith: able to duplicate himself with ease. (Lord help us!)
Lee as Mal “Hex” Hexington: can go insubstantial at will and packs a powerful punch when substantial.
Shawn as Viridian: greatest Atlantean scientist ever! (Just ask him.)
Steve as Strike: produces and controls lightening at will.
Mike as Arc-Light: a super sorcerer and a handy guy to have around.

Dr. Destruction called the villains via his telepathic link to meet his emissary at the Crooked Nose bar to find out the details on their next mission.  Striker was left out of this mission as this one calls for subtlety well beyond Striker’s skills.

The contact (Dr. Horrible and his moist sidekick) told them they were to rescue some prisoners from a V’Sori compound in Connecticut. They are being held in a renovated state police headquarters building. The team seemed more interested in getting paid for their troubles than finding out just how much trouble they would be in. Assuming they live through this, they may be more curious about the specifics next time. Dr. Horrible was less than impressed, but Mr. Smith surreptisously took a mug that Dr. Horrible used in order to frame him later.

They quickly headed to the airport in their disguises. Mr. Smith and Arc-Light had no trouble getting on the plane. Hex seemed to think his disguise as a mild mannered graphic designer would be sufficient and Viridian was certain his “Big Momma” drag outfit would fool any TSA agent based on his past experience at airports. They were both wrong. Lucky for them, the TSA just had them removed from the airport as they had “real criminals” to look for.

So, while Mr. Smith and Arc-Light waited patiently in Connecticut, Hex and Viridian rode the train. Hex, turned ghostly and spent most of the ride trying to find Viridian. Viridian built himself a fancy coffin with HDTV and a coin operated vibro-bed (might as well have) and shipped himself to Connecticut.

Finally getting together, the unlikely voice of reason (Arc-Light) suggested they steal a vehicle to get to the coordinates. Mr. Smith insisted on talking to a bank manger, taking out a loan, getting Dr. Destruction to co-sign it, and then leasing a van…where he would then place the stolen mug to frame Dr. Horrible. Eventually reason won out as they realized (after the GM re-read the line about them being villains) that Dr. Destruction is not concerned with how “legal” they are.

Finally arriving on scene, Hex and Arc-Light sneek onto the property…Hex is soon convinced by Viridian that since he can be seen in his ghostly form, he should go underground, then just pop up behind the bad guys as necessary to take them out. All Hex needs to do is make a simple Smarts roll (d4) to not get lost under ground…sometimes it’s a pleasure to be a GM when the players can’t re-roll critical failures! Hex spends the next 4 rounds hopelessly lost underground.

Meanwhile, Arc-Light is inside the building…but we’ll get to that in a minute.

Viridian and Mr. Smith decide it’s time to make their move. Viridian, pops the locks on the front gate, rewires the cameras to send a looped signal back to the monitors, set’s up a broadcast station to send the real camera video to his helmet and directly into his brain. Not bad. Mr. Smith spends 6 rounds moving 3″ at a time towards the enemy.

Now back to Arc-Light. He’s inside the cell block, killed a drone, (invisible and intangible) and desperately avoiding detection by the mass of drones and K’Tharen troops. He finally figures out what he’s going to do just before the prisoners are to be taken outside.

Unfortunately, the rest of the Scum are focusing on taking over the large M’Bunta ship, even though all the K’Tharen and drones seem to be concentrating on the smaller Manta. Hex finally pops up out of the ground (8″ behind where he started) and has worked his way to the drivers seat of the M’Bunta…except he can’t pilot…when he realizes that the smaller ship is more likely where the prisoners are headed.

Viridian has been mind controlling the crap out of drones and K’Tharens leaving openings for the rest of the Scum. Mr. Smith has moved another 9 inches…but then finally gets to open fire, drops a few drones. Arc-Light, rapid teleports into the midst of a K’Tharen squad and tries to teleport blind with the three prisoners, but fails. The K’Tharen’s beat on him but his toughness proves to be too much!

Now with the prisoners outside Arc-Light tries once again to teleport the prisoners and succeeds! With a mighty shout of “Suck It!” to the K’Tharen Warlord sitting in his ship. Shavak decides better to kill the prisoner than lose them, and as he flies away, he blasts the prisoners to smithereens…the Scum escape in the M’Bunta but know they must ditch it in minutes or risk dying from the V’Sori Man O’ War bearing down on them.

Dr. Destruction is not happy and certainly will not be donating to their lair…Dr. Horrible spends months basking in the glory of being identified as the mastermind behind the plot based on his fingerprints being found in a van nearby. His status among the other villains is growing quickly!

War Master (Owen): Fair minded and makes beautiful sounds when he speaks. (Yes, I still need Bennies.)

Lambert’s Losers
Lt. Dick Dan (Ben): Our courageous (stupid?) squad leader.
Private (E-1) Destry Lambert (Evil Mike): Our commando medic.
Private (E-1) Charlie Winters (Mike): Still not sure what he does.
Private (E-2) Hector Goldman (Steve): Award Winning Armored Vehicle Crewman.

Journal Entry June 4th 1944 (still)

This has been a pretty busy morning for us. I’m not sure why they need the 16 million other guys.

Our next goal was to take over a nearby bridge and hold it until reinforcements relieved us.  The bridge was in some nameless French town. We stealthily advanced upon the town. That’s when the German machinegun opened up on us hitting Lambert and Winters. Fortunately neither was wounded. I laid down suppression fire in the area around the machinegun and Lambert rushed the building in true commando style.

During Lambert’s assault on the two German’s manning the machinegun, Evil Mike needed to roll a 6 on a d6 to hit one of the defenders. Mike was rolling FIVE d6’s. He missed—not a single 6. So he through in a Benny and rolled again. He missed again—no 6’s. Evil Mike spends a second Benny and rerolled. He missed a third time! Not a single 6 was rolled after rolling FIFTEEN d6s! Now Lambert is stuck in a room with two angry Germans.

I did manage to kill one of the two Germans with Lambert right away. It was close though. I tried twice more to kill the remaining German but my gun (dice) went cold. I eventually killed the last German. I have no idea what Lambert was doing while I was trying to save his life.

In the meantime, Lt. Dan and Winters where cleaning out the buildings on the other side of the street. Winters took a couple of wounds during the action and decided to join Lt. Dan. With the Machinegun nest cleared out, I laid down suppression fire so Lambert could make it to the building where Lt. Dan and Winters were holed up. Lambert patched up Winters.

The fighting through the rest of the buildings went pretty smoothly for us. In no time at all we were ready to assault the bridge.

Lambert and I took one side of the bridge’s defenses, while Lt. Dan and Winters took the other side. Our plan (Lambert and me) was for Lambert to assault the bridge while I covered him. Unfortunately we didn’t count on the superior reflexes of the Germans (nor the incredible Agility rolled by the GM.) I watched as the Germans cut down Lambert like so much Swiss cheese. Enraged, I charged the bridge with my combat knife. Fortunately Lt. Dan and Winters had easily handled their side of the bridge and were able to come to my aid. My assault with my knife failed miserably. Also fortunately the German solider I attacked was so surprised he missed me with his attack. Lt. Dan killed him. I’m able to kill the remaining German and bridge is ours.

Now we must hold it. What could go wrong?

Private Goldman

War Master (Owen): Witty, thorough, and handsome. (Yes, I need Bennies.)

Lambert’s Losers Lt. Dick Dan (Ben): Our fearless squad leader.
Private (E-1) Destry Lambert (Evil Mike): Our commando medic.
Private (E-1) Charlie Winters (Mike): Not sure what he does.
Private (E-2) Hector Goldman (Steve): Armored Vehicle Crewman, bronze metal.

Journal Entry June 4th 1944 (still just before dawn)

It was just before dawn (see, I told you) as we tramped through yet another endless countryside. We needed to find the damn Nazi mobile artillery, but it kept moving. Lt. Dan finally ordered us to steal a ride. It was easily done and soon I was driving us all down a nice country road. We were still hunting the artillery, but at least we weren’t walking.

We had to backtrack, but eventually found where the mobile artillery trucks had left the road. We followed their tracks into a lightly wooded patch of ground. We stopped. (I don’t remember why.) While stopped we heard the clanking and creaking of something coming our way. Our worse fear was realized. It was a tank. We all scrambled to cover; hoping it hadn’t noticed us. I thought I was doing a pretty good job of being one with the tree I was behind. Right up until the air around me was filled with machinegun fire. The tree was ripped and tattered, but I was only a little rattled (Shaken). I leaped out from behind cover and fired a burst from my Thompson at the tank commander who was looking out of the top of the tank. I missed. Uh oh.

Fortunately Winters and Lambert had my back, or rather the tank’s back. They actually climbed onto the back of the tank. By this time the tank commander had retreated down into the tank and had sealed the entrance. Lambert eventually realized to snap off the tank’s antenna so they couldn’t radio in our position. Lt. Dan spent some time fumbling with his bazooka. (I’m not sure where he got a bazooka.)

There were some tense moments as the tank exchanged shots with us. Lambert was hit and wounded once he and Winters jumped off the tank. Lt. Dan finally hit the tank with the bazooka. He damaged it, but didn’t destroy it completely. The tank escaped into the morning fog.

After the tank encounter we patched up Lambert (Hmm, maybe Lambert patched up Lambert. He IS the medic after all.) Then we went looking for the Mobile artillery. We found it. We called in the airstrike and got the heck out of Dodge.

Now we are trudging to a bridge that we are supposed to hold until relieved—all in a morning’s work for us.

Private Goldman

War Master (Owen): A no holds barred master of war.

Lambert’s Losers
Lt. Dick Dan (Ben): Our fearless squad leader. Private (E-1) Destry Lambert (Evil Mike): Our commando medic.
Private (E-1) Charlie Winters (Mike): Still not sure what he does.
Private (E-1) Hector Goldman (Steve): Armored Vehicle Crewman and one-man army.

Journal Entry June 4th 1944 pre-dawn

Lt. Dan led us into an ambush on the way to the village of Vierville-Sur-Mer. One minute we are walking along quiet-as-you-please through a wood, the next moment grenades are landing at our feet. We kept our heads though. Winters quick reflexes allowed him to throw back one of the German potato mashers. Unfortunately, it hit a tree branch and ended up landing at his feet. It exploded. Winters was unhurt, but Lt. Dan took a couple of wounds. I already had my Thompson out and began shooting lead into the surrounding Germans. We escaped to fight another day. And that day is today.

Scouting out the town we saw the arrival of the mobile artillery we were supposed to call an air strike on. An air strike in town would kill many innocents. Lt. Dan ordered us to wait until the artillery moved out again. Also, HQ ordered us to hole up as the big thing they had plan was postponed a day. We waited in a barn. Private Lambert recently completed his Commando training…or so he told us. Lt. Dan must have bought it hook, line, and sinker because he let Lambert go back into town. I’m thinking his only scouting would be to find him a pretty French woman.

Soon we got word that Lambert had been captured. Lt. Dan asked for volunteers to rescue Lambert. Everyone took one step back, which made us all look pretty silly. Lt. Dan ordered us into town to rescue Lambert.

We made a sensational raid on the main German headquarters in town–lots of guns blazing and grenade explosions. This would have been great had we not been on a covert mission. Now the Germans were probably suspicious as to why we were even in the area. Lambert was already acting on his escape plan when Goldman arrived shooting up the place and the officer interrogating Lambert. The officer shook off the bullets like they were nothing. Lambert finished him.

We escaped town. Now we have to continue our search for the artillery and call in that air strike—all before the big day.

(Game Note: Lt. Dan has National Identity which allows him to recover a spent Benny if he rolls a 6 on a d6. This never seems to work. During this evening’s session, it worked several times for Ben, which is good. He needed them.)

(Game Note: Steve got two jokers!)

(Game Note: Rumors have started going around that the guy playing Goldman fell asleep during the game. Those rumors are unsubstantiated. Remember, loose lips sink ships, so stop gabbing around.)

Pvt. Goldman

 

War Master (Owen): A deadly opponent in any arena.

Lambert’s Losers
Lt. Dick Dan (Ben): Our fearless squad leader.
Private (E-1) Destry Lambert (Evil Mike): Our medic.
Private (E-1) Charlie Winters (Mike): Not sure what he does.
Private (E-1) Hector Goldman (Steve): Armored Vehicle Crewman.

Journal Entry June 4th 1944

One quick note about my squad mates, specifically our medic, Lambert. Although the kid’s a smart as a whip, he seems to miss the most obvious observations. (Game terms: 14 skills, but no Notice skill.) I think he’ll be ok though, as long as he doesn’t step on a German mine like our last medic.

There was a rumor going round that on June 5th something big was planned. So it was no surprised that our unit found ourselves covertly assaulting a beach in the dead of night on June 4th. Our primary mission was to destroy a coastal gun emplacement, but we also had two secondary missions: locate some mobile artillery and call in an air strike, and locate and hold a nearby bridge. We must be the best of the best.

Our landing went well, except for the part where our rudder got caught on a floating mine. Lt. Dan did a fine job of risking his life to get us free. Next we snuck by the German sentries on the beach and climbed the cliffs to reach the area where the gun emplacement was said to be. For once intel was right.

We easily found the bunker that housed the gun. After some tense moments at the entrance, we silently entered. Grenades were freely tossed back and forth between us and the German guards. Since those failed to killed the guards, we resorted to the old fashion way: bayonets and bullets.

I managed to save one of the guy’s lives with a dead-on spray of bullets from my Thompson. After that is was routine kill and cleanup. We destroyed the gun and got the heck out of there.

After saving what’s-his-name’s life in the bunker, Lt. Dan put me in for a Bronze Star and a promotion. Seems I’m an E-2 now and out rank the other guys. I’m never going to live this down. (Game note: The only way I could get a promotion was to roll a 20 on a d20—which I did. I’m that good.)

We have a 5am deadline to find the mobile artillery. Fortunately we’ll have the help of the French Resistance. Hopefully there will be some beautiful French babes like you see in the movies that will be made of the war later. We can find them (both the resistance and the babes, I hope) in the village of Vierville-Sur-Mer. (Did the Muppets name all the French villages? Just asking.)

We have until 10am to find and hold the bridge. We’re to destroy it if we can’t hold it.

Sounds like another beautiful day in the army.

Pvt. Goldman

Evil Mike as the GM: evil, cruel alien being from another planet.
Ben as Mr. Smith: able to duplicate himself with ease. (Lord help us!)
Lee as Mal “Hex” Hexington: can go insubstantial at will and packs a powerful punch when substantial.
Shaun as Viridian: greatest Atlantean scientist ever! (Just ask him.)
Steve as Strike: produces and controls lightening at will.
Mike as Arc-Light: a super sorcerer and a handy guy to have around.

Once again Dr. Destruction contacted us. There is a power source deep under Star City created by a now-dead super, Terron. Terron had created this power source for his super lab. The exact location is unknown, but Dr. Destruction has faith that we’ll find it. He also gives us some hints on where to look. But before we went power source hunting, we went to the warehouse to pick up something—a power relay.

At the warehouse we met Arc-Light, a super sorcerer that Dr. Destruction thought might be handy to have around. Since we had lost what’s-his-name in the last adventure, we gladly accepted Arc-Light’s help. Then we had the problem of how we were going to carry this 600 pound power relay device. Mr. Smith suggested we use a fork-lift. There were several problems with this idea and spared no details telling them all to Mr. Smith. Using his sorcery, Arc-Light was able to carry the power relay.

(A note about Arc-Light: Mike’s other character, whose name escapes me, was quite worthless. He couldn’t even absorb a few (hundred) bullets. Arc-Light on the other hand was quite handy to have around. Let’s hope he lives through this episode.)

We ventured underground looking for the elusive lab of Terron. There was a group of humans living down here called the undergrounders. We hoped we would run into them and then ask them if they knew where this lab was. Instead of finding undergrounders, we found mean and ugly G’roks. G’roks are big, tough, and have a lousy attitude towards guests. They quickly injured Arc-Light and Mr. Smith. Arc-Light again summoned his super sorcery only to critical fail the roll. He lost his powers for two hours! Holy G’rok lunch Batman! After some pleading Hex became material (he travels around insubstantial) and killed the G’roks with his mighty super melee attacks.

We waited two hours for Arc-Light’s super powers to return so he could heal himself and Mr. Smith. Another G’rok attacked us. I blame the GM. Arc-Light managed  to heal most of the wounds.

We found a small partially hidden tunnel and followed it until we came upon the undergrounders. We were honest with them—a strange tactic for all of us. In return for some food and medical supplies, they told us the location of Terron’s lab.

The lab was guarded by one of Terron’s trademark robots. We had forgotten to ask if Terron has any trademark items of destruction, so we were taken by surprise. Mr. Smith and Hex surrounded the mammoth 8’ tall iron monstrosity. Strike got the joker and decided to go first by casting his lightning at the thing. It should be pretty susceptible to lightning. Sadly, both Mr. Smith and Hex were in the lightning’s blast radius. Strike didn’t care. Arc-Light and the power relay were safely back with him. Once the robot was dealt with they could easily hook it up and then escape to garner the praises of Dr. Destruction. Hex and Mr. Smith could be replaced. Strike hit the robot with his lightning and roll 3d6 damage. Each dice rolled a 1! That’s a total of 3 points of damage, plus 2 for the joker, for a total of 5 points! Holy crap. Hex and Mr. Smith would survive after all.

The robot was destroyed. The power relay was hooked up and turned on. Then we all returned to the lavished praises of Dr. Destruction.

Steve “The Chronicler” Todd

Evil Mike as the GM: evil, cruel alien being from another planet.
Ben as Mr. Smith: able to duplicate himself with ease. (Lord help us!)
Lee as Mal “Hex” Hexington: can go insubstantial at will and packs a powerful punch when substantial.
Shaun as Viridian: greatest Atlantean scientist ever! (Just ask him.)
Steve as Strike: produces and controls lightening at will.
Mike as Silverback: a silverback ape with all the powers of an ape with a blaster.

We started a new monthly Savage World game last weekend. Evil Mike is running us through the Necessary Evil (NE) plot point campaign. If you’re unfamiliar with NE, imagine a world with supers where all of the heroes have been destroyed by aliens and the aliens now control Earth. It’s now up to the super villains to save the planet…and that’s where we come in. We are all super villains; loosely banded together to save the planet from the aliens so we can go back to our own brands of villainy and perhaps take over the planet for ourselves.

Our first session was a blast, with one super not surviving. I know what you’re thinking—it was me. You’d be wrong…this time.

Our story begins inside a V’Sori prison barge. We are all prisoners with nullifiers around our wrists. These nullifiers nullify our super powers. Things look grim until an explosion outside the ship causes it to crash. Our savior is none other than Dr. Destruction, leader of the Omega resistance movement. “If you want to live, follow me.” We followed him and are soon flying in his ship away from the V’Sori. We are still locked in the nullifiers though. Then Dr. Destruction reveals why he saved us. “I’d like you to join me as one of my Omega Cells.” With that, we are ejected from his plane and plummet to earth—still wearing our nullifiers. In our minds we hear, “Do you agree to follow me?” We agree. The nullifiers explode off our wrists and we’re able to survive landing on the roof of a building complex.

In our minds Dr. Destruction tells us that we have fallen onto a V’Sori prison. We are to break out a villain named MindJack. If we succeed we will become his newest Omega Cell. Failure will not be tolerated.

Alarms are going off all around us. Strike decides it’s best to get off the roof and attempts to blast open a hole in the roof with his lightening powers. Strike failed to notice that the roof was metal. The lightening blast stuns everyone and fails to break through the roof. (Strike is not the brightest of Villains.)

Viridian uses his mechanical genius to shut down many of the electrical systems at the prison. Hex uses his insubstantial ability to go insubstantial to locate the cell where MineJack is being kept. Mr. Smith and Strike take on the drones protecting the prison. Mr. Smith takes a few wounds as Strike continued to add to his own drone body count. Silverback spent most of the time just trying to get into the prison. Once there he was soon shot to “death” by the drones.

At this point we needed to take a vote. Mike (i.e. Silverback) did not like the fact that supers could only die under certain extraordinary circumstance in NE. He thought this reduced the “risk” the supers where actually taking in the game. He wanted to use the incapacitation rules from the core Savage Worlds rules. We put this to a vote and decided to use the core rules as Mike suggested. Mike failed his rolls and Silverback died.

We released ALL of the prisoners, including MindJack. Dr. Destruction picked us up along with a many other supers and whisked us to a warehouse in Southpoint. This was to be our HQ. It was then that Viridian mentioned that he already had a lair that, if we agreed to help fund it, could serve as our HQ. We all agreed (with fingers crossed.)

What dirty deeds will Dr. Destruction put us up to next time? What new super villain will take the place of Silverback the dead dirty ape? These and other questions will be answered next time.

Steve “The Chronicler” Todd

 

GM (Evil Mike): Cruel, Silver Tongued Devil
Samuel Smythe (Steve): Occult Branch, Polish National, the Healer & the Shooter
Balthazar Magnusson (Owen): Operations Branch, Swedish, The Lindquist/Forger & our Team Leader
Cyrus Lowenstein (Ben): Operations Branch, American, The Ladies Man & Tech Op
Nick Harmon (Mike): Occult Branch, American, (a real live) Combat Psychic & Thief

This week we had our final Agents of Oblivion game for this campaign. A lot happened and, as you’ll see, we may have opened the wrong box…twice.

This week’s story begins somewhere on the outskirts of Chernobyl as we wait for our extraction. We obtained the large box for our untrusted ally, Alexi, who leads the Polish Vampire cartel. Strangely this was one of our few operations that we actually told our Oblivion superiors about. That is why we get a timely extraction instead of figuring out our own way out of Russia.

A large twin-blade helicopter lands and we load everything on board. The copter is being piloted by our own Mr. Mister. He’s actually proud (and surprised) we pulled this off. Although we have strict instructions from Alexi to not open the box, he said nothing about not x-raying it. As we discussed our various options, the copter is hit by an air-to-air missile. We began dropping like a rock. Agent Smythe is flung out of the gaping hole in the copter’s fuselage. Only Agent Harmon’s psychic powers saved him for certain death. Agent Smythe swore never to make lite of Harmon’s powers ever again.

We quickly put on parachutes and secured the box with one also. Mr. Mister was going to draw off our pursuit. This most certainly meant certain death for him, certainly. We jumped from the helicopter. Soon after, it exploded into the side of the mountain. We landed safely, along with the big box, although we did lose some gear.

Our trek through the mountains brought us to a rope bridge crossing a deep gorge with a cabin on the far side. The cabin appeared to be one used by trappers or hunters. Once across the gorge, we discovered several unusual items in and around the cabin. First, was an ancient shield displaying Chinese characters on it. The characters were arcane in nature and apparently enhanced the shields bearer’s abilities. Second, was a Chinese puzzle box. Agent Magnusson discovered it and spent much of his time that evening trying to unravel its secrets.

We awoke in the night to find Agent Magnusson gone. Agent’s Harmon and Smythe headed out into the night to look for him. Agent Lowenstein stayed behind to watch the big box. That’s when the proverbial dog dodo hit the fan.

In a strange moment of preparedness, Agent Lowenstein loaded his shotgun with acid rounds. It wasn’t soon after this that he saw men moving across the old bridge. He fired his acid rounds at the old bridge’s lines that secured it to the ground. At least one of the men was thrown into the gorge. The rest open fired on Lowenstein, who was using the big box as cover. Bullets battered the box (and Lowenstein). Several holes appeared in the box and long-contained dust and air was released. Lowenstein applied his baking powder and vinegar to the holes in an attempt to seal them, but it was too late. The box’s seal was broken.

Meanwhile, Agent Smythe trailed Agent Magnusson further into the woods. He could tell that Magnusson was speaking to the box and it sound like the box was replying, soothingly telling Magnusson to press on through the woods. It was obvious that their destination was an ancient tree. Shots from the cabin turned Smythe’s attention away from Magnusson for just a moment–long enough for a giant tentacle flailing brain to attack him. Smythe screamed like a girl and was entangled in the brain’s worm-like appendages. Once again Agent Harmon came to his rescue. Armed with arcane bullets, he opened fire on the brain. This allowed Smythe to wrestle free and continue his race to save Magnusson from whatever fate awaited him at the tree.

Smythe caught Magnusson just as he was entering the opening in the tree. Smythe fired at the box, but failed to damage it. Again he fire, this time calling on the powers-that-be (an adventure card) to help him. He succeeded. His bullets smashed into the box—destroying it. In its stead grew a steadily larger creature—a demon. Just as the demon was about to lunge for Magnusson, a temporal vortex of some kind opened up and sucked the demon into it. Magnusson would have been lost too had it not been for his cat-like reflexes that enabled him to hold on to the tree’s opening for dear life.

With the demon gone, the giant brain vanished in a haze of smoke and ash. Agent Harmon had been fighting it valiantly, but was glad to see it go.

Meanwhile, back in the cabin…

The lid of the big box burst open and out climbed an ancient vampire. It lunged for Lowenstein in an effort to quench its centuries old thirst for blood. Lowenstein waited to die; but it was not to be. This just awakened fiend was not quite at 100% and critically failed his attack on Lowenstein. The ancient vampire stumbled out of the cabin and into the gorge…and was gone.

It was then we all hear Alexi’s voice in our minds. “This is bad.”

Agent Smythe

GM: Evil Mike, Cruel, Silver Tongued Devil
Samuel Smythe (Steve): Occult Branch, Polish National, the Healer & the Shooter
Balthazar Magnusson (Owen): Operations Branch, Swedish, The Lindquist/Forger & our Team Leader
Cyrus Lowenstein (Ben): Operations Branch, American, The Ladies Man & Tech Op
Nick Harmon (Mike): Occult Branch, American, (phony?) Combat Psychic & Thief

<Due to security reasons the following session details have been scrubbed by Oblivion. I hope to have a full recap of our upcoming session available soon. If I survive.>

Agent Smythe

GM: Evil Mike, Cruel, Silver Tongued Devil
Samuel Smythe (Steve): Occult Branch, Polish National, the Healer & the Shooter
Balthazar Magnusson (Owen): Operations Branch, Swedish, The Lindquist/Forger & our Team Leader
Cyrus Lowenstein (Ben): Operations Branch, American, The Ladies Man & Tech Op
Nick Harmon (Mike): Occult Branch, American, (phony?) Combat Psychic & Thief

Over the last several weeks we’ve been witling down our list of need-to-do covert operations. This week it was finally time to begin the infiltration of the bio-weapons facility at Chernobyl in the Ukraine. Our mission was two-fold; steal a 3’ x 8’ box weighing around 220 pounds from an underground laboratory and “pollute” the facility’s research data by whatever means possible. (Lowenstein brought gasoline and baking soda.) As with all our missions we first started off with some information gathering.

Ben played an adventure card that gave us the lowdown on the facility and the surrounding area. Apparently the area was still highly radioactive and with rumors of mutated creatures wandering around. There was also a check point we had to pass through to get into Chernobyl. We spent a huge amount of time coming up with a plan to infiltrate the facility. Should we try to be official visitors? Should we try a high altitude midnight drop? Should Lowenstein be allowed to carry around a bunch of flammable liquid? All these questions and many others where asked and answered. In the end we went for the straight forward approach.

Using Lowenstein’s Tech Ops ability we obtained the name of the company regularly delivering supplies to the facility. Then Harmon, our thief, broke into the company and stole papers that Magnusson could forge so we could get pass the check point. He also stole a sizable amount of cash. I should mention that Harmon was a ghost during this assignment. I think he got a raise on just about every roll. He and Lowenstein also stole a truck from the company yard. They cut the lock to the fenced and drove the truck out into the night. When asked why they didn’t just break down the fence with the truck, Magnusson, our leader, was quoted as saying: “You want to know why? Because we’re professionals, that’s why!”

Magnusson’s forgeries were of the highest quality I’d ever seen. (And I saw the rolls to prove it.) Unfortunately the checkpoint guard was bored. Upon seeing my papers, he got suspicious and asked for further ID. My ID and a wad of stolen cash got me through the checkpoint just fine.

Magnusson managed to hit something on our way to facility. That something turned out to be a giant mutated Ukrainian snail—with acid slime. The slime was eating its way through our truck as we fired round after round into it. Magnusson tried to back away from it only to bump into its friend; a giant centipede. The battle was fierce, but we managed to kill both creatures and not ruin our truck.

Next time, we’ll be infiltrating the facility. That should go as smoothly as our other jobs. Why? Because we’re professionals.

Agent Smythe