Qualities:
Restricted Gear (Light Military Armor) [5]
Guts [5]
Magic Resistance 4 [20]
Martial Arts [27]
Judo: +1 die to Subduing Combat
Kendo (Arnis de Mano or Kung Fu equivilent) Damage on a disarm attempt, +1 die on parry melee Defense Tests
Maneuvers: Off-Hand Training, Two Weapon Style, Watchful Guard, Multi-Strike, Disarm, Iaijutsu
Spirit Bane (GM's choice of Bandersnatch type hates me, possibly one that can sense Magic Resistance) [-10]
10 sq m Camoflage Netting (reversible urban/forest) [100]
Two weeks' rations [70]
Tent [75]
Sleeping bag [75]
1 bottle Water Purification Tablets [5]
Radiation Film Badge [25]
Six doses military amphetamines (Betameth) [120]
Six doses painkillers (NoPaint) [90]
2x Chemical heater [8]
5x dry lubricant [10]
Light military armor [12,000]
Background: As understanding of the Knights phenomenon became more complete in early 2016, a Department of Defense think tank made a number of reccomendations to Project central command. Due to the observed capability of certain Bandersnatches to render conventional infantry tactics ineffective- with innate resistance to small arms fire, supernatural stealth, and exotic means of locomotion, among other abilities- it was deemed prudent to test whether the Knights' apparent counter-tactics of utilizing heavy, powered infantry armor and greater focus on CQC training and equipment could improve effectiveness against Bandersnachi on the field. Qualified personnel for this pilot program turned out to be impossible to locate through conventional DoD channels- swordsmanship has not been part of the recruit training of any Western military since the end of the First World War.
It was eventually decided to liase with the Japanese Self-Defense Force to take advantage of their relatively large pool of combat-trained troops with prior experience in weapon martial arts. Due to his fluent English and status as a regional champion in collegiate kendo, Master Sergeant Ryota Arakaki was among the first to be chosen for this program. He has just finished a three-month training program to familiarize himself with his prototype powered armor, and was transeferred to the PROJECT WONDERLAND facility one week before the ATLAS BABYLON incident. Nominally, he was supposed to be attatched to a small unit of his colleagues from the JSDF, similarly trained and equipped with DoD prototypes- but their AC-130 was in the air when ATLAS BABYLON occurred, and they haven't been heard from since. As such, he is something of a fish out of water- not fully integrated in the chain of command, still playing catch-up with his colleagues on this whole supernatural nightmare, and struggling to keep his finicky prototype armor operational with his limited technological acumen and whatever parts he can scrounge.
Personality/Appearence: Ryota is a solidly built young man of Japanese origin. He speaks flawless English with a British accent, an artifact of two semesters spent in London as part of his English major in college. He is, to all appearences, a happy, well-adjusted, and personable young man, difficult to preturb or upset and eager to begin making a positive contribution to PROJECT WONDERLAND. Since he has recently been permanently displaced from his home country, discovered that the supernatural exists and wants to kill everyone, and lived through the Apocalypse, this is a matter that is of some concern for the psychologists of the Project: he *ought* to be a gibbering mess. Circumstances are far too dire to be taking people off of active duty because they look too sane, however.
Dice pools:
Ranged:
Attack with 11 dice
Defend with 7 dice
Gymnastics Dodge with 11 dice
Melee:
Attack with 15 dice armed, subdue with 11 dice unarmed, attack with 8 dice unarmed
Defend with 16 dice armed, block with 8 dice unarmed
Full Defense: 23 dice armed (Parry), block with 10 dice unarmed
Disarming Parry: 19 dice
Soak:
Naked:
Soak with 6 dice (Ballistic)
Soak with 7 dice (Impact)
Vest:
Soak with 12 dice (Ballistic)
Soak with 11 dice (Impact)
Armor:
Soak with 18 dice (Ballistic)
Soak with 17 dice (Impact)
Equipment loadouts:
Combat mission: Swords, Predator with holster, silencer and ammo, Alpha with gas vent and ammo in clips but not loose ammo, Desert Strike with silencer and ammo, 2 of each grenade and 1 WP, jammer, micro-transciever, GPS, flare launcher, survival kit, biomonitor, medkit, one of each patch, smart pack, camoflage netting, tent, rations, sleeping bag, water purification tablets, rad badge, light military armor
Chemical heater if not summer
Dry lubricant if desert environment
Walking around base: Predator with holster loaded with 1x clip gel rounds, 1x clip normal rounds, armor vest, micro-transceiver, 1x trauma patch, rad badge
TheMightyQuinn: unless I'm misreading your sheet, your character is missing any form of Initiative enhancement. Extra Initiative Passes are extremely important in Shadowrun combat, and extremely inexpensive to get in on at the low end with Wired Reflexes 1.
Last edited by Toptomcat : 09-24-2012 at 03:51 PM.
A military man with a military father Marcus grew up on various army bases around the world. He enlisted as soon as he could and served with the special forces for a couple of years as a sniper and scout with a specialty for urban combat. It was during a combat mission in an undisclosed location in Africa that the Agency got their eyes on him, and shortly thereafter he was recruited for Project WONDERLAND.
Marcus didn't have much time to get familiar with the Agency and their way of operating before the war began. He'd been with the Agency for about a year and done three quick infiltration missions before ALAS BABYLON. After that he got put on assault duty.
That didn't work out well, on his second mission the sniper was ambushed by a Bandersnatch and while his team managed to drive off the beast Marcus took a heavy hit from a clawed paw and ended up blind.
Deemed to be too important to simply discard in a time with limited human resources the Agency restored his sight the best they could, and added a few other modifications as well. But that wasn't the end to it. Once Marcus woke up it was discovered that somehow the attack, or the resulting trauma had awoken a latent psychic ability in the soldier. The scientists doesn't know what triggered it, perhaps the pain, fear or some other strong emotion released it, or perhaps the creature that attacked him touched his mind in some way.
Whatever it may have been that caused it, Marcus Termani is now fully recovered and ready to fight again, this time with better weapons and a mind full of new tricks.
__________________ IMPORTANT: Back, after a long absence. Apologies to everyone I left wondering where I was.
Quote:
Dumbledore is dead but had a horcrux so might still be alive to it being fake and him dead but not stopping her from using the having a horcrux on you letting you live from a killing curse.
Quote:
Originally Posted by The Glyphstone
Epileptic monkeys. Boxing gloves. Typewriters. That is all.
Last edited by DeusMortuusEst : 09-25-2012 at 11:16 AM.
Recruited by the cabal for his "special gift" David was indicted to their lowest order for training. Learning fast he showed strong potential for "magic" as the cabal calls it. Though cruel his cabal masters had a plan which required his power, it was still in the planning when the agency raided the warehouse where they were training him. Knocked out early in the fight he awoke in custody, He was "re-educated" about the cabal and "psionics" and informed of the atrocities that they were involved in. Then he was given a choice, serve the agency and hunt down the cabal or face life sentence.
Stats
Spoiler
Attributes
Spoiler
Physical
Mental
Special
Body 6/7
Cha 2/6
Edge 1/6
Agi 2/6
Log 5/6
Ess 6/6
Rea 3/5
Int 3/6
Initi 6/12
Str 3/8
Will 6/7
Magic 5/6
Skills
Spoiler
Active skills
Athletics Group 1
Stealth Group 2
Dodge 3
Climbing 1
Disguise 2
Pistols 2
Gymnastics 1
Infiltration 2
Counterspelling 5
Running 1
Palming 2
Spellcasting 5
Swimming 1
Shadowing 2
Ritual spellcasting 1
Enchanting 3
Arcana 3
Knowledge skills
Cabal (spec: Organization) 3
Government conspiracy theories (Spec: Psychic Phenomena) 2
Magical Theory (the cabal's theory about magic/psykes) 2
Psychic Theory (the agency's theory about magic/psykes) 2
Anarchists organizations
Languages
English N
Spanish 1
Qualities
Spoiler
Positive
cost
Negative
refund
Magician
15
SINer (criminal SIN)
10
Focused Concentration II
20
Combat Paralysis
20
Enemy
5
The enemy quality would be someone from my past before I joined the agency who feels betrayed by the fact that I'm trying to let go of my anarchist past, possibly someone from the cabal.
Make your entrance when you can. You can maybe figure out what you were doing when word came over your earbuds that you were needed, or put in a bit of background... You know, the usual first post.
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
And in case that wasn't clear, I've edited my sheet to fix the errors Ghost pointed out. Marcus should now be OK and a whole lot worse mechanically. I just hope that he can do what he's supposed to
__________________ IMPORTANT: Back, after a long absence. Apologies to everyone I left wondering where I was.
Quote:
Dumbledore is dead but had a horcrux so might still be alive to it being fake and him dead but not stopping her from using the having a horcrux on you letting you live from a killing curse.
Quote:
Originally Posted by The Glyphstone
Epileptic monkeys. Boxing gloves. Typewriters. That is all.
Last edited by DeusMortuusEst : 09-26-2012 at 01:03 PM.
And in case that wasn't clear, I've edited my sheet to fix the errors Ghost pointed out. Marcus should now be OK and a whole lot worse mechanically. I just hope that he can do what he's supposed to
About your essence adding up what you have in bioware and cyberware, unless I missed something you should have:
Cyberware:1.2
Bioware 0.55
Total:1.85
Since you have more Cyberware than bioware (essence wise) you get a 50% discount on bioware essence costs.
Ref p.311 core rule book(20yr anniversary version) in the part about gear ratings (cont) the paragraph about essence
so it should be
Cyberware:1.2
Bioware:0.275
Total:1.475
Now you have a total of 5 magic (without essence penalities, which would cost 10bp for the mystic adept quality and 40bp to raise it to 5)
You round up your essence lost and subtract it from your magic
Leaving you at 3 Magic.
Now as a mystic adept you will need to split your magic.
I see you took
Improved ability (longarms) Rating 1
cost:0.5
Attribute boost (Strength) Rating 2
cost:0.5
So you have 1 magic for adept abilities and 2 magic for spellcasting
I recomend you look at learning some of your spells as limited spells
Ref p.182 core rule book(20yr anniversary version) Limited spells paragraph
it would give 2 extra dice for resisting drain at the cost of carrying a small talisman, and spells of the same category can be bound to the same fetish.
Move on with the game, you can always recruit new people later and have them wait until we're back at base or in a situation where them showing up isn't weird. In other words we get new recruits!
also I want to know whats your take on crafting/enchanting focuses, fetishes and other magic gear? Since I assume the agency isn't overflowing with psychic talent, am I right to assume I'd be making most of it?
Move on with the game, you can always recruit new people later and have them wait until we're back at base or in a situation where them showing up isn't weird. In other words we get new recruits!
also I want to know whats your take on crafting/enchanting focuses, fetishes and other magic gear? Since I assume the agency isn't overflowing with psychic talent, am I right to assume I'd be making most of it?
"Psychic" power is pretty personal. So yeah, if you want magical gear you'll have to make or find it...
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Well I'm also considering making a few things for some of the others too, well for anyone that can use it. But these things usually take time so it's going to be pet projects for any down time I get.
By the way the reason why I'm not responding in the IC is because I don't think it would be IC for me to respond first, so I'm letting someone else take the lead. About the mission I guess we should ether look at it like a salvage or a combat recon. Salvage wise, Garet would probably be the subject matter expert. As a combat recon ether of the two other army types would do I guess, I'd go with whoever is good at tracking or outdoorsman type stuff.
...well, Paul has the Outdoor skill group at 1...and a not-entirely-terrible Intuition, as well as a limited amount of survival gear...which appears to make him the specialist in this group.
Should we explicitly specify an expected update frequency? Maybe people are expected to post within 48 hours of Lost Demiurge's post, after which we move on?
Incidentally, Ghost, Paul has responded, so feel free to post.
Last edited by Toptomcat : 09-28-2012 at 11:20 PM.
I usually check in at least daily, then spend a couple of hours letting the latest posts rattle around in my brain before I post.
So if there is some kind of urgency to my post, just give a heads up in the ooc.
__________________
Spoiler
I am a
Chaotic Good Human Wizard/Sorcerer (2nd/2nd Level)
Same for me, I'll try to get one up when I get off work and had dinner. As for who's in command, I don't think that Marcus would be up to it yet, he's had a lot to deal with in the last few months (then again, who hasn't in this group?)
Oh, and he's also in uniform Toptomcat, the combat camo variant
__________________ IMPORTANT: Back, after a long absence. Apologies to everyone I left wondering where I was.
Quote:
Dumbledore is dead but had a horcrux so might still be alive to it being fake and him dead but not stopping her from using the having a horcrux on you letting you live from a killing curse.
Quote:
Originally Posted by The Glyphstone
Epileptic monkeys. Boxing gloves. Typewriters. That is all.
as far as I know
the US army uses the following uniforms
Army combat uniform (aka ACU) with cap/boonie hat/black beret/helmet
which is worn for combat or field days, it can also be worn as a garnison dress depending on your duties.
Army service uniform (aka ASU)
A more formal dress, used for parades and as a workdress for some people
it comes in 2 variants A and B
Keep in mind this is what I found on the internet, some of this might be erronious.
Is 'Military' an acceptable Knowledge Skill in a military game? It's given as an example of a Professional Knowledge skill in the BBB, but I feel kind of guilty taking something that covers everything from small-unit tactics to grand strategy to minutia of the ranking system.
Oh. With all the military lingo in the recruiting thread and the fact that we're working out of an extension of Edwards Air Force Base and commanded by an acting Air Force general, I had taken it as a matter of course that we were military. What are we, technically- spooks? Homeland Security? Our own little world?
Last edited by Toptomcat : 10-01-2012 at 10:14 PM.
Technically, you don't exist. The military on base think you're spec ops, and your organization can borrow military resources as needed. There's a lot of overlap with the military, and you can pull rank if need be, but the project is outside of the traditional chain of command.
This was done partly to minimize exposure. Also to maintain effectiveness in the event of wide-scale compromise of the military...
__________________
Awesome avatar by Kpenguin. ALL HAIL DOCTOR DIRE!
Like all recruiting threads, ours is eventually going to vanish. And it has some crucial setting information. So I'm reposting the initial recruiting post here to ensure that we keep the info.
Spoiler
Quote:
Originally Posted by Lost Demiurge
So, this thread has been sparked from a request for a Hell-gate style game!
The basic idea is that it's 2020, and the world's gone to hell, literally. Full-scale DOOM-style demonic invasion. Portals everywhere, smoke and fire and screaming, and crap got bad.
You're members of an uber-secret agency working out of Area 51. You were studying precursor artifacts and psychic phenomena, early warning signs of things that turned out to be precursors and foreshadowing to the invasion. Still, the apocalypse took you by surprise.
So now, you're maybe the last, best hope for finding a way to fix things. Good luck!
Here's the big 16!
THE BIG 16
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
The game system will be Shadowrun 4, 20th anniversary edition. 2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
This isn't traditional Shadowrun. You'll be secret agents working against a Demonic invasion of Earth. 3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
We'll take 5 PC's. Alternate slots are available. Alternates must have completed characters in order to be considered. 4. What's the gaming medium (OOTS, chat, e-mail etc.)?
We'll be playing here, on the OOTS forum. 5. What is the characters' starting status (i.e. experience level)?
400 BP, no items of more than 12 availability. 6. How much gold or other starting funds will the characters begin with?
Up to 250K of gear to show what you've requisitioned from the Agency. 7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No shamans. In fact, the spirit mentor quirk is right out. If you're a mage, then the agency thinks you're psychic. (So you're technically hermetic) You cannot purchase the conjuration skill group or summoning, binding, and banishing skills, either. Also, no technomancers. Hackers are OK, but hacking will only occasionally come up in-game, (no Matrix), so I'd recommend having Hacking skill as a sideline, rather than a main focus. 8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
You're all technically human, but you can buy a "race". In this case, the races represent various genetic modification packages. You'll still LOOK human, you'll just be very big and bulky if you choose troll, or lithe and attractive if you choose elf, or whatever. i.e. Trolls are heavy combat mods, elves are infiltrator mods, etc. 9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard shadowrun 20th anniversary limitations. 400 BP. 10. Does your game use alignment? What are your restrictions, if so?
Nope. Do as thou wilt shall be the whole of this law. Mind you, the agency might burn you if you go too far from their interests... 11. Do you allow multi-classing, or have any particular rules in regards to it?
Well, this is Shadowrun, so you might want to focus on a niche. Just whatever niche you go with, make sure you have something to do when combat starts. If all else fails, take a few skill ranks in pistols. 12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
All PC's will use the forum diceroller. 13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
None yet. Any that come up will be explained in the OOC. 14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. You all work for an unnamed shadowy Agency. You were assigned to Project Wonderland before the Apocalypse. 15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
We'll go for investigation, intrigue, and a fair chunk of shooting demons in the face. 16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Umm... Arsenal and Augmentation are okay. Anything else, ask. Be aware that the answer might be NO, since this is an alternate world rather than a traditional Shadowrun game.
And here's some background fluff! A LOT of background fluff...
PROJECT WONDERLAND
WARNING: These files are designated SECRET GOLD JULY BOOJUM clearance. If you are not cleared for SECRET GOLD JULY BOOJUM level documentation, cease reading now, log out of this file, and inform your security officer of this security breach. Failure to comply is punishable under the UCMJ section 300.42, penalties to include incarceration without representation, for lengths of time indefinite, and the loss of citizenship and all rights and priviliges thereof.
ASSET BRIEFING #1: (By Col. Leman, USAF)
Spoiler
Welcome to the shop. This is your introductory briefing. Your assigned mentor will share some of the information contained within, and more, during the beginning of your operational stay. This briefing is not designed to cover every aspect of your tour of duty in facility 51. It is merely intended as a reference point, and an introduction to the goals of this project, and an explanation as to why we undergo such stringent security procedures.
If you have had prior experience with SECRET GOLD JULY BOOJUM projects, you may notice that this briefing contains more disclosure and information than you have previously experienced with a project of this level of secrecy. This is due to the nature of the Project, and the difficulties encountered with prior projects dealing with similar material, (ref. Projects LOOKING GLASS and RABBIT HOLE.)
In plain english, recruit, we give full disclosure here because we are dealing with some goddamn dangerous sneaky things that can and will use every trick they have to do horrible things to you and everyone around you. Though studies are ongoing, many of their capabilities and resources are an UNKNOWN, and by the end of this briefing if that doesn't terrify you then you might as well request transfer now and save the black-baggers the trouble of disposing of your mutilated dead arse.
Now, on with the facts.
TIMELINE
Spoiler
1953 - Project MK-ULTRA sanctioned, research into covert behavioral modification officially begun. Chemical research into vectors such as LSD funded.
1967 - Project MK-ULTRA assets refine LSD into Compound N. 30% of subjects tested with Compound N report oddly similar hallucinations. In five documented cases, users demonstrated abilities unexplainable by scientific standards available at the time. All subjects demonstrating these abilities perished within five days of ingesting Compound N.
1967 - One of the test subjects for Compound N who had not demonstrated shared hallucinations or abilities goes off the grid and disappears. As subject's stability was not high to begin with, file is closed two months after subject's disappearance.
1968 - Project MK-Ultra closed after lack of concrete results and funding discrepencies.
1969 - Two more subjects from Compound N trials disappear. Disappearance noted, no offical action taken.
1978 - Jonestown Massacre. CIA operatives on site retrieve records before official investigation opens. Records mention two men and a woman who were threatened with punishment by Reverend Jim Jones for "heresy". Rambling diatribe from Reverend Jones accuses them of attempting to "open the way for things that should not be here." The three heretics are later noted to be the missing subjects from the Compound N trials. Highest scrutiny given to this fact.
1978 - Suspecting collusion, CIA tracks remaining subjects from Compound N trials. Roughly half of the subjects cannot be located.
1980 - One of the missing Compound N subjects, designate WHISTLER located in small town in Idaho. Investigation turns up WHITE RABBIT level anomalies within a five-mile radius of his home. First noted encounter with BANDERSNATCH costs life of two agents. When apprehended, WHISTLER utilizes powerful, unrecorded abilities to kill three more. Also upon apprehension, local townsfolk riot, demanding the release of the "prophet". Town quarantined, 53 residents transported to FACILITY HEIMDALL for study.
1980 - Three days after recieving WHISTLER and subverted followers, FACILITY HEIMDALL goes dark. Last radio responses screaming about "Demons". Nuclear option utilized.
1980 - PROJECT RABBIT HOLE initiated. All surviving artifacts and remains from WHISTLER gathered and studied. Limited retrials with derivative of Compound N initiated. Subjects limited to volunteers, monitored on-facility at FACILITY ATLANTIS. Studies show that modern chemical refinement vastly mitigated fatality rate of Compound N. However, abilities granted from Compound N derivative, even diluted to 10%, are 250% more powerful.
Theory put forth by Name_Deleted: "It is not the chemical that provides the power for the psychic phenomena. It is some rising state in the world, some immeasurable aether that is providing the power. The Compound merely unlocks the potential among the sensitive..."
1980 - 50% of test subjects exhibiting inexplicable abilities during initial compound N derivative testing maintain stable ability usage after ceasing dosage. This batch of test subjects designated group ALICE.
1980 - Following Name_Deleted's theory, abilities now referred to as psychic power.
1981 - Four subjects of Compound N derivative testing attempt to flee the facility in a coordinated attempt. Subjects had NOT been in communication before this incident.
Subjects were isolated from each other during the study, and had not encountered each other prior to the escape attempt, yet acted with familiarity and teamwork. Subjects fought to the death, utilizing previously unshown combat skill and devastating psychic abilities that resulted in the death of 6 guards. Fatalities would have been higher, and the escape attempt perhaps successful, save for the facility commander's decision to deploy group ALICE in a successful attempt to counter the escapees.
1981 - Compound N derivative testing suspended pending full analysis. Termination order sanctioned for all subjects who had not demonstrated psychic ability. Order served in all but one case. Subject claimed to be possessing entity, occupying the subject as a host.
Entity designated RED QUEEN used powers to disarm guards, and initiated dialogue with agents sent to terminate host. Termination order rescinded for RED QUEEN.
1981 - PROJECT RABBIT HOLE ended. RED QUEEN and group ALICE moved to FACILITY GILEAD.
1981 - PROJECT LOOKING GLASS initiated. RED QUEEN secured in highest security, failsafes in place to prevent escape. Group ALICE tasked with ensuring security on "psychic" front.
1982 - RED QUEEN dialog continues sporadically. Subject cooperative, but comments often misleading, nonsensical, or provided without context. Group ALICE continues to refine and develop psychic abilities.
1990 - Daughter of an ALICE team member manifests psychic ability at age 6. Tests approx. 90% confirmation that psychic potential is genetic.
1992 - Outlier watchers of PROJECT LOOKING GLASS detect signs of psychic ability usage in no less than four isolated incidents throughout the world. In one of these incidents, the psychic manifestor seemed to be countered and killed by unknown assailants using both assault rifles and swords.
1993 - Subject RED QUEEN disappears from containment. Final message burned into wall of cell, "DOOM IS NIGH." Rising psychic incidents continue. Subject KITTEN, a powerful psychic, located and recruited by Agency, inducted into GROUP ALICE.
1998 - Rise of the Cabal, a radical doomsday cult that exhibits psychic abilities both frequent and unknown to this point. Analysis of "summoned" servitor reveals biology and cellular structure alien to earth. Term BANDERSNATCH used properly for first time, to refer to "aliens" or "demons" that do not seem to possess human intellect. Similarities noted to WHISTLER incident of 1980.
2000 - "Millenium Manifestation" plan of Cabal stopped after mass sacrifice in
LOCATION_DELETED. Agency cannot claim full responsibility, as assistance was rendered by forces unknown wearing medieval armor. Unknown assistants refused arrest and fled after incident was resolved, hospitalizing three agents while doing so. Remnants of manifesting entity "Tchernobog" and chief servitor "Caleb" transferred to PROJECT LOOKING GLASS. Phrase "CHESSMAN" coined for Bandersnatch-type entities that possess equal or greater human intellect. Given the immesureable psychic potential exhibited by Tchernobog, RED QUEEN upgraded to CHESSMAN status, sanction order issued.
2005 - PROJECT LOOKING GLASS main facility raided by forces unknown. 75% of Group ALICE terminated. Records destroyed or stolen. Artifacts and remains collected to date destroyed or stolen. Increasing frequency and public awareness of psychic phenomena worldwide brings question of Agency's ability to quietly research incidents without damaging compromise. CIC DADDYSBOY orders PROJECT LOOKING GLASS closed.
2012 - Red Queen sighted by FBI operatives in Tulsa, engaging in running battle with apparent Cabalists. Sanction order attempted, failed.
2016 - Shipment of weapons-grade cyberware in New Iraqistan ambushed and stolen. Army sniper manages to drop one assailant, who is revealed to be wearing medieval armor underneath robes, and bearing a sword. Upon inspection, armor is ballistic-reinforced and laced with microservos. Sword described as "resonating" with second generation ALICE group member, after exposure to the item.
2016 - PROJECT WONDERLAND initiated.
PROJECT GOALS
Spoiler
The goal of Project Wonderland is to investigate, contain, and neutralize BANDERSNATCH and CHESSMAN classified threats. Agents assigned to project Wonderland will operate covertly when possible and overtly only when the need arises to protect US interests, assets, citizens, and infrastructure from unknown hostiles and those who promote or promulgate such forces.
EXPECTED OPPOSITION
Spoiler
Six types of threats unique to the nature of this project are expected to be encountered by agency members during the course of project execution:
1. Bandersnatches - This is the designation for beasts or sub-human entities with obviously alien appearance and hostile intent. To date, no entity with obviously alien appearance has been encountered and NOT exhibited hostile intent. Bandersnatches usually present physical threat, and occasionally exhibit psychic ability.
2. Cabal Members - Cabal members are doomsday cultists often encountered in or around the vicinity of Bandersnatches. They often give misleading or inaccurate information, and exhibit psychic ability. Cabal members may be terminated without requiring specific sanction or apprehended, depending on operational requirements or the team leader's judgement. All Cabal members are to be treated as hostile operators.
3. Knights - This term is applied to members of what appears to be an opposing cult to the Cabal. They often wear ballistic or powered armor disguised as medieval plate armor, and utilize swords as well as firearms. None, to this date, have exhibited confirmable psychic ability. While Knights appear to oppose Bandersnatches, Cabal members, and Chessmen, it is to be remembered at all times that they are unknown operators. Apprehend if possible, and return to Agency custody ALIVE. Avoid killing Knights if possible, save in self-defense.
4. Opposing Agencies - The Agency is sanctioned to operate with impunity upon American soil, and has hierarchical command authority. However, other nations are suspected of having equivalent organizations. Israeli DYBBUK and PRC "Ghost Tiger" agents have been confirmed as operating in areas with BANDERSNATCH activity in the past. Be aware that their goals are likely to be incompatible or in fact competitive with Agency goals. Apprehend alive if possible. Avoid killing at all costs, save failure of the operation.
5. Chessmen - Chessmen are sentient entities of non-human origin, which may or may not assume humanlike form. Only two confirmable Chessmen have been encountered to date, though several non-confirmable incidents are on the books. (Ref. FILE_DELETED) Chessmen are highly dangerous and always exhibit extreme psychic ability, and are est. 80% capable of controlling bandersnatches. Chessmen are not to be engaged unless operational need is paramount. Escape and evade, gathering all information, and report back to handler at first opportunity to await further instruction.
6. Anomalies - Anomalies are phenomena that cannot be explained by modern science and appear to be alien in nature. Most phenomena present a hazard or threat to agents and the general vicinity. There are four currently-documented types of phenomena:
A. White Rabbit - White Rabbit class phenomena manifest as holes in midair or against a solid object. These holes appear to lead into void, or occasionally a strange landscape that does not match the surroundings. Bandersnatches may emerge from these holes. To date, no operatives or drones have ever entered a White Rabbit hole and returned. The loss rate has been 100%. Avoid White Rabbit phenomena, and be aware that they are a vector for hostile forces.
B. Poltergeist - Poltergeist anomalies are whirling masses of objects, occasionally including unearthly material or what appear to be insect-sized Bandersnatches. They vary in intensity and duration, and can shift intensity and duration without warning. Be aware that the strongest Poltergeist anomalies can pull a human body apart with minimal exposure. Avoid Poltergeist phenomena. Be aware that though most seem to have limited mobility, none have been documented as entering or manifesting within an enclosed structure.
C. Burn - Occasionally sighted in the area of White Rabbit Phenomena, Bandersnatches, or Chessmen, Burn can be identified as a twisted variant of normal terrain features or objects. "Burned" terrain or objects take on a horrific appearance, and seem to spread their appearance by proximity. Though not innately hazardous, Burned terrain can occasionally hinder psychic powers or manifest in distubring ways. Any personnel encountering a Burn anomaly are instructed to report to their facility psychologist after operational debriefing, to ensure continuing stability.
D. Damned - This anomaly is often mistaken for psychic "echoes". The difference being, instead of traditional phantasmal appearance, Damned always appear to be in agony or victims of violent torture when they manifest. Some Damned appear to be trying to pass on warnings or information, others are incoherent. Care is to be taken when observing Damned anomalies. Psychic damage has been recorded in a few extreme cases. Any personnel encountering a Damned anomaly are instructed to report to their facility psychologist after operational debriefing, to ensure continuing stability.
The ALAS BABYLON Incident
Briefing by Acting General Leman, USAF, 15 March 2020
Spoiler
Good afternoon. As most of you are aware by now, the lockdown we have undergone for the last four hours is NOT a drill.
At approximately 1200 hours, all electronic communication ceased to function. Global-level EMP was registered, and in one fell swoop we were knocked off the grid. All communications with the Pentagon and other command stations were severed, and contact was lost. We were, and remain, under attack by forces unknown.
The EMP effect is fading, and our remote sensors are recovering. Vegas is dark, people.
That is not good.
Furthermore, our alpha recon team encountered multiple incidents of Burn anomalies and
Bandersnatches. They encountered more of these creatures and anomalies within twenty miles of Area 51 than the entire Project has encountered in the past year of operation.
I can only conclude that are now at war. Our command chain has been cut and our enemy has gotten in the first strike, but by god we WILL get the last. Effective immediately, as dictated by sealed protocol I am assuming the rank of Brigadier general, command of all operations at Facility 51, and until such time as the truth of things can be confirmed, temporary control of all government and military authority for the duration of this emergency. Martial law is now declared, and wartime protocols are now in effect.
The odds against us are high, the enemy is both powerful and unknown, and we are running mostly blind, but we have one thing the enemy does not.
We have YOU.
You are soldiers, professional agents, or members of the ALICE program. You have been trained, augmented, or educated to the best of the United States' ability. You are the best of the best at what you do, and you have been studying the foe for YEARS.
Project Wonderland is the hidden knife. It is the fifth column. It is the hard right hook that our unknown foe never expected and by God we WILL floor our enemy so hard that they'll never stand again.
The coming days are going to be hard for you. They will be hard for us all. You'll be expected to go above and beyond the call of duty not just once but every minute of every operation. We can NOT afford failure.Some of you will die. I might die. I accept this and I am unmoved in my resolution, and I ask you to do the same. There has never been a greater cause, and this is the time that we must muster all our courage to sacrifice as we must to ensure that this nation, this great country and its people, its children and wives and husbands does NOT go quietly into that good night.
So do me proud, people.
And God be with us all.
A few more notes... I'm envisioning a setting 6 months past the invasion. The initial casualties are dead and things are pretty bad. But a few places still have survivors holding out, and Las Vegas and its environs is one such place. It still gets attacked on a regular basis, but there's parts of the city standing that the demons seem to avoid for no reason anyone can tell... So if you want to drop points on contacts, then they won't go to waste.
Also, when constructing your character, try to make somebody who an ultra-secret black ops agency would concievably employ. Please, no psychos. Or if you must be a nut, have it as a problem that developed AFTER the apocalypse.
Right. The floor is now open for questions, character submissions, and discussion.