Name: Joe Cerrito
Age: 28
Equipment: Desert Eagle, 6 full clips for said Eagle, combat knife, tome of forbidden knowledge.AR-15, 3 clips AR-15, communicator.
HP: 10
Stats:
Int: 15
Str: 10
Agi: 5
Skills: Small arms (1),
(3), Rifle (1)
Advantages: He has a tome of forbidden knowledge, might come in handy. Also never seems to give up no matter how F.U.B.A.R. a situation has become, though that crosses into disadvantage territory when the situation is can only get worse by continuing.
Disadvantages: He is pretty goddamn crazy.
Perks: Has the unnatural ability to always find a clip of ammo when he needs one, even where it should not be (check your potted plant. Ammo clip. Check your back pocket. Ammo clip. Check the inside of your computer. Ammo clip.).
Quirks: Carries a small tome of forbidden knowledge, losing track of the book leaves Joe incapable of doing anything but tearing everything apart to find the book. No one else is allowed to touch, read, or even have a clue what is in his book without later dying under suspicious circumstances.
Bio: Joe was an undergrad student at a local university when the first wave came. After looting a dead man's body of a shotgun, Joe was spotted by an Imp who was carrying a small tome. While Joe couldn't kill the Imp before it alerted others to his presence, he still managed to get away. Later, Joe felt a lump in his back pocket. The tome that the Imp carried had somehow gotten into his pocket. Against every part of him telling him to throw the book away, something seemingly forced him to read it. No one knows what he read, but Joe was discovered by the Foundation cutting off the hand of a demon who would not let go of the book even in death. Currently, the only information about the book that could be pried from Joe was "There is always more. No matter what, there is still the next page."
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You walk up behind the zombie grabbing at the alarm and stab him in the back of his head using your knife. After the first stab, he got stiff, the second stab made him limp, and the third stab made him fall to the floor. After that, you open the first door. It is locked, so you decide to wait until later, instead of risking making noise opening it. The second door is open, and you walk in. Two zombies with exposed organs scratch against a random point on the wall. The only other noticeable thing about the room is the bloody mattress, it looks like they where caught here. Both zombies, once you enter the room, stop beating at the wall and start heading toward the door. You get ready to attack them, but you start to hear a loud moaning sound over the alarms and your ear protection. Zombies had started to come out of the other doors to, with a zombie bursting down the locked door behind you. You back away after bashing the closet zombie in the head with your rifle butt, sending it sprawling back a bit. The zombie from the locked room begins to devour the corpse you killed, horribly ripping it apart starting with the head. You guess that killing the zombie made it smell like a normal corpse, and thus attracts zombies. The zombies also seem to notice you now, with several zombies now surrounding you.
What do you do?
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Name:Jack Darlon
Age:32
Equipment:Barret M82 Anti-Materiel Rifle, 5 clips of .50BMG ammo, ( browning m1911 pistol(with 3 clips of .45 ACP), combat knife, communicator, gillie suit
HP:12
Int:8
Str:12
Agi:10
Skills:Rifle(3), Small Arms (3)
Advantages: Special Forces Sniper. If Jack can see it, he can kill it. And thanks to his Force Recon sniper training, he can see and hit it from a long way off
Disadvantages:Emotional Distance. Jack's time in the special forces has had him sent to a variety of hellholes on the planet, and his experiences can make him sound distant and unemotional to those he doesn't know or trust, and trust is a very hard thing to come by with him.
Perks:He can drive a wide range of vehicles to get around, from your average motorcycle to a Bradly
Quirks:Lucky silver dollar. He has a dented silver dollar that saved his life once by deflecting a bullet. He never goes anywhere without it, and can actually attempt to refuse to do a mission if he doesn't have it on him
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You climb up the tree and put your suit on. You have a good view of the clearing from here and get the scope out. "In position" you say over the communicator. "Roger roger" Katy says, "I can hardly see you. Nice work" she continues. The next half hour is rather plain, just sitting and waiting. The suit starts to get heating up a bit, but other then that nothing happens. Then Katy comes over the communicator "Your 1'oclock" she says quietly." You look thru the scope at the position identified, seeing two tallish figures with long, brownish blonde hair. You take aim carefully, holding your breath. You fire a shot, and a second later the Fea you had targeted then looks directly at you. A small amused smile comes over his face, and you see the bullet somehow slow down and stop, spinning away to the side. A second later, you hear a WHOOOSH as air goes above your head, tearing off a branch above you. Katy starts to shoot as well, aiming for the other one. Three rounds fire from her gun, but a thick stone intercepts them before they can reach the Fea. The Fea you had shot at smile widens as it stairs at you, as you see thru your scope. You go to fire again, but the Fea snaps, and suddenly the branch you are on shudders into life, with one of tree limbs picking you up by the foot, making you go upside down. You manage to hold on to your gun, but your gillie suit flies off. Katy below continues firing, using a tree as cover and firing carefully from behind it. A burst of air, much like the one used on you, throws her bullets to the side as well, and managed to throw the m16 from her hand.
The tree you are captured by throws you in an ark, only to be caught by another tree closer to the Fea. Miraculously, you appear to have not broken your leg or dropped your gun. The one you had shot jumped up to a tree next to you, crouching down and poking your stomach. "Ah look, isn't it precious!" the Fea said, mockingly. "It thinks it can sneak up on us! Almost did to, then it made a lot of noise and tried to throw something at us. Can I keep it?" "Having a pet is a big responsibility, and the Boss only lets us keep the best ones as pets. Do you really think he is worthy?" "Comon. He ALMOST got us. Maybe we could let him go, then see if he can fight harder? You know, a little hide and seek..." "For the last time NO. You can play with him all you want, but we CAN'T keep him."
After the second Fea said that, the smile on the Fea closest to you became even more twisted. The tree branches around grabbed at you, holding both legs into position. "Well looks like I can't keep you. But we can play..." he continues, as a mass of air builds in his hand, like some kind of knife made out of air.
Well looks like you are in a difficult position. What do you do?
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Name: Patricia Garfien
Age: 37
Equipment: Backpack :Surgical bag, .357 Magnum, hatchet, 60 .357 rounds (Speed loader) ,whiskey flask (2), Contacts, Glock, Glock magazine (3) Glasses case:glasses
HP: 11
Stats:
Int: 9
Str: 11
Agi: 10
Skills: General Medic(3), Small Arms (3)
Advantages: She has steady hands, and is very calm in high stress situations. This can be a lifesaver in the field.
Disadvantages: Territorial about her work, needs glasses/contacts(farsighted), and a functional alcoholic.
Perks: Excellent bedside manner.
Quirks: Racist. Yep. Against EVERYONE. Not to the point where she dislikes them, just the point where she believes just about every stereotype there is. Curiously enough, not religious, or homophobic, or sexist. I can change this if it might cause problems.
Bio: Patricia grew up in southern Texaz, raised by two rich white parents who fit every stereotype of rich white people there was, or almost. They did love their daughter, but they were also assholes to most people below their station. When she became a surgeon in college, they were delighted to see their little girl take up such a proud profession. When the chupacabras started striking, she managed to save her brother's life, barely, but had to run, and he was left behind. She rode a horse for hours, eventually letting the poor thing rest, where she was taken in by some kind colored people. Long story short, she ended up joining the Archangel foundation, to help keep the fighting men alive. That said, being a Texan, she's not bad with a pistol either...
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((Where did my whiskey and ammo go?!?))
It was stolen by kobolds while you where not looking. Don't worry, I found them and put them back.
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"Well potentially. It is hard to hit magical targets..." Goldman starts. "And according to Scout's current reports, she has taken refuge in her magical walking house. Flaming skulls surround it, and the skulls appear to have some kind of defensive power." he continues. "We will have to fight off the house to even be able to get to her. We will go, and I will make the plan once we have full intelligence."
You then all go back into the jetcopter and to thru the same setup that always follows your traveling. Normal, converting, ride for a few hours, then converting back. When you start back, you are over a frozen area with a few trees dotting the landscape.
"So here is the plan." Goldman said. "Charlie and I will go in the helicopter, and we will try to take it down if we can. The twins and Patricia will go in on the ground, to try and infiltrate the house if we are unsuccessful. Our fire will then provide a distraction. The house only has one entrance, and it is several feet high, so you might want to use a tree or something to be able to get in. If possible, try to stick to a healing roll Patricia, no offense to you of course but the twins have more experience fighting magic creatures then you do. Any questions?"
Any question?