A campaign can have anywhere from 1-4 players. Once your sheets are approved by me and placed in the Ungrouped area of this OP, you can either ask to start a campaign solo, or team up with others and form a group. For now I'll be running one group campaign and one solo campaign.
Cheesecake/Jon Richards
Session 1
GUNINANRUNIN You arrive on the scene in the STARS tactical van. You're with your partner Lawrence Mujari, along with Janet Lipel and her partner Harrison Sundey. Sergeant Teller is driving the van and has tactical command.
You have your handgun in its belt holster, your combat knife in your tactical vest's sheath, and your truncheon in its ring on your belt,
(You may want to write these things down, but if you forget what you're carrying you may ask me.)
You also have [infinite] zip ties for subduing suspects.
You also have your hand radio for communicating with your team mates.
Your handgun accepts 10 rounds. It's freshly loaded and un-chambered for safety reasons. You have one spare magazine for that.
Everyone has a similar loadout. There are assault rifles and other tactical weapons and equipment for your use inside the van.
Right now they're locked up. Authorization hasn't been given to use most of it, but Mujari and Harrison are both equipped with pump shotguns.
Your team is responding to a 415 fight at the Pendleton St. mansion. Possible gun involved. Two patrol units are on the scene and they requested assistance.
Their cars are parked on the lawn of the mansion, their lights left on and their doors open. There's no sign of the officers.
The Sgt. orders Lipel and Sundey to go around the back, and tells you and Mujari to head in the front and assist any officers that need help. He stands by near the van in case more calls for backup or ambulances need to be relayed.
You and Mujari move up to the front door and take up positions on either side. It's wide open. There isn't a sound to be heard.
Jon_Richards "Mujari, stay frosty..."
>Let my ehavily armed partner go first
GUNINANRUNIN The senior officer nods. He looks at you, then the door. "Cover me."
Jon_Richards Nod in compliance. >Ready handgun, cover him when he enters.
GUNINANRUNIN You cover him as he enters, and when he turns back to look at you, you follow him inside. This is the anteroom of the mansion. There are chairs here and there for waiting. The room is well lit. The place seems very old. There is a door to the north.
Jon_Richards "No sign of the patrol units..." >Make way to the northern door, gun ready.
GUNINANRUNIN "This place is big. They probably got lured in by the report and ambushed." He takes one hand off his shotgun. "Red Team to TOC, we've successfully entered. Continuing mission."
"TOC to entry team, roger that. Continue mission." He turns down the volume on his radio and proceeds to the door as well.
Jon_Richards >Radio Lipel and Sundey. "What do you guys see?"
GUNINANRUNIN Response: "Blue Team to Red, we're still making our way around. Haven't seen anything. Going quiet to avoid giving ourselves away."
Jon_Richards "Roger that." Turn to Mujari. "Ready your shotgun and aim at the door." >Open the door.
GUNINANRUNIN Mujari covers you while you open the door. You turn the handle and ease it open. The room beyond looks like a Foyer (these are the official names for the rooms on my map), there are couches along the walls with fine art hung above them. There are stands with drawers in them, and fancy colored glass ash trays and other decorations on top of them.
You can see four individuals wandering around the center of the room, they haven't noticed you yet, but they're surely going to, and Mujari has his gun trained on the group and is preparing to warn them. There are doors to the N, W, and E.
Mujari shouts. "Police! All of you get on the ground!" The four individuals, all wearing plain clothes, turn and start shuffling towards you.
Jon_Richards "On the ground, now!" >Use medical skill to work out if they're injured. Criminals usually run.
GUNINANRUNIN the TN is 5, routine, since they're close. no penalty for failing so im going to go ahead and roll it. this is something you would be able to tell in an instant so it doesnt take you any time either
4d6 = 8
One of them has blood on his mouth. You don't think it's his. All these people seem to be behaving identically: they're all lethargic, stiff, and their eyes are glassy. You would guess that they were badly sick or on drugs. It's not like any drug you've ever seen, but some rare illnesses could explain the symptoms.
Mujari tells them to get down again. None of them listen. They continue shuffling closer.
Jon_Richards "Damn druggies. Probably got hopped up and broke in." >Fire a warning shot. "Get. Down!"
>Radio TOC. "We found the perps!"
GUNINANRUNIN You fire a warning shot into the ceiling before Mujari can stop you. "Fuck, Jon! NEVER shoot unless you have to! They're unarmed!"
GUNINANRUNIN The people don't respond to the warning.
TOC: "Roger entry team. Hear shooting, do you need backup?"
Jon_Richards "S-sorry. Trigger finger." >Back away slowly. "No, TOC, that was a warning shot. They are not responding."
GUNINANRUNIN TOC: "Uh, roger entry team. Out."
Jon_Richards >Ready truncheon instead.
/what does TOC stand for?
GUNINANRUNIN Tactical Operations Command
atm the Sgt. is playing the role of TOC. normally you'd have a whole car full of commanders and analysts
Jon_Richards oh, ayt then. carry on
GUNINANRUNIN Mujari slings his shotgun across his back and pulls his own truncheon. "Good idea. They're slow, probably on drugs. Let's just arrest them before more arrive, now that you've told everyone in the building where we are..."
Mujari moves in. You know from riot tactics that he plans to separate one individual from the crowd and get him down on the ground so an assisting officer (you) can arrest him.
Jon_Richards1 >Go in and arrest the separate druggie.
GUNINANRUNIN taking down a zombie with your truncheon isssss
lets say
TN 13. so a little hard
and if you screw up, you might get bit
Jon_Richards1 go for it, i dont know ill get bit IC
GUNINANRUNIN oh i forgot, you have 5 HP
you can heal damage with herbs
Jon_Richards1 i thought this was the risus system?
GUNINANRUNIN i made me own tweaks :3
Jon_Richards1 ahh ok
GUNINANRUNIN i like inventory management
Mujari goes to take down a druggie. (4d6 = 18) He punches him in the stomach, to little effect, then simply wrestles him to the ground.
You go to do the same-
(4d6 = 17) and pull another man down.
so now you both have zombies on the ground
aaand you have to try zipping their arms up on your own
Jon_Richards1 >Do that you have the right to remain silent thing. >Zip them up!
GUNINANRUNIN so we'll say an unassisted tie down is TN 15
if you were arresting a group of people, you'd take em all down then read them their rights all at once
right now you still have two unsubdued attackers
anyway
(4d6 = 7) Mujari struggles with his suspect.
(4d6 = 10) You can't get the guy's other arm behind his back.
You notice that these men are surprisingly strong.
Meanwhile the other two suspects are closing in on Mujari. If he doesn't take care of that guy this turn, he's going to be attacked by two people at once and lose control of his suspect.
Jon_Richards1 "What the hell? Let's do these guys one by one, Mujari." >Get off my guy, immediately go help Mujari tie suspect up.
GUNINANRUNIN TN 10 for an assisted zip up
Jon_Richards1 Do it
GUNINANRUNIN (4d6 = 13) You zip that guy up together. "Sorry Jon, I should've asked for help. Thought I could get him on my own, but he was damn strong." Meanwhile your suspect has gotten up. You back away from the other two perps even as they lunge to try and grab you.
"Looks like they are violent. That one gnashed his teeth at me, see?"
Jon_Richards1 "Ugh. Did he get you? Remind me to clean it up later." >Get up, ready truncheon, and beat on the next guy Mujari goes after.
GUNINANRUNIN "Take that one down and I'll draw these other two away."
Jon_Richards1 "I don't think we can take these guys one on one, Lawrence, whoever they are."
GUNINANRUNIN "OK."
You two attack the same guy with the intent to pull him away, so you can bring him down and arrest him.
TN 10
(4d6 = 10)
since you guys are attackers, we'll flip a coin to decide the outcome
odd or even?
Jon_Richards1 even
GUNINANRUNIN (d6 = 2) you yank him down! he smacks his head violently against the stone floor
(4d6 = 12) you put the zip ties on him
we'll say you get those other two guys. now you've got four suspects tied up on the floor
"You're the medic, Jon. Take a look at them while I call it in?"
Jon_Richards1 "Will do." >Try to pinpoint what drugs these guys are on.
GUNINANRUNIN TN 24 :3 no penalty of course
Jon_Richards1 holy shit. do it.
GUNINANRUNIN (4d6 = 20, too bad!) You put your rubber gloves on and roll one guy over, then aim a penlight in his eye. No reaction to light. That's not good. You roll him back over and take his pulse, but you can't seem to find it. You check another one... Can't find that one either. Huh. You're usually pretty good at this.
You'd need an EKG to confirm it, but you think they all have really low blood pressure, which is unusual, since they're pretty active.
Jon_Richards1 "Whatever these guys are on, it must be really bad. Mujari, check up on Blue team
GUNINANRUNIN "OK, partner. Red team to Blue, checking in. We've got some perps here. How are you?"
He waits. "Looks like they're still silent. We'll check again in 10. They could be taking some guys down. I haven't heard any gunfire."
(EKG stands for electrocardiogram. its that machine you see on TV that goes beeeeeep when people flatline)
(it also tells you A LOT about the condition of someone's heart.)
Jon_Richards1 "I need an EKG to be sure about these guys, Lawrence. Technically, these guys are dead."
GUNINANRUNIN (you'd need to check for a carotid pulse and listen to their chest to be positive that they were dead. as of now, you just cant find a wrist pulse. all you know is that they have low BP)
Jon_Richards1 (are you a doctor irl? o_o)
GUNINANRUNIN (i do lots of research :3)
"Dead? But they're moving. They're clearly alive, Jon."
Jon_Richards1 "I-I know...Maybe we should haul these guys in."
(Our mission was to find the missing cops right?)
GUNINANRUNIN (yeah. hmmmmm... in this situation, real tactical guys would leave these guys and finish securing the building, but its up to you. you could take the time to bring these guys back to the van)
Jon_Richards1 (we'll do that then)
GUNINANRUNIN (part of your mission is securing suspects, and you've done that. these guys arent going anywhere)
(mkay)
Jon_Richards1 >Make sure they're secure, then move on.
GUNINANRUNIN oh, ok
You double check their zip ties.
(one way to escape zip ties is to hold your hands out in fists, with your thumbs together, when they're being put on)
(and then flatten your hands and pull them out)
They're all tied up nice and tight.
As a reminder, there's a door to the N, W, and E
Now that things have calmed down, you notice something
There's scratching coming from the East door
Jon_Richards1 >Motion to Mujari to the East door. "Cover me." Ready truncheon and make way to east door
GUNINANRUNIN You can smell smoke coming from somewhere as you get closer. Mujari puts his truncheon back on the ring and gets his shotgun out.
Jon_Richards1 "You smell that?" >Get my handgun out, have Mujari cover me as I open the door.
GUNINANRUNIN You un-holster your gun, take the safety off and charge the weapon.
You open the door, and two flaming persons fall through! You gasp and backpedal to avoid being burnt!
Jon_Richards1 "Lawrence, watch out!"
GUNINANRUNIN Lawrence dodges back! "Holy shit!"
The two flaming individuals stagger towards you. They're still alive!
Jon_Richards >Dodge them. Look around the room frantically for some sort of blanket or drape
GUNINANRUNIN There are some curtains on the wall
It's not hard to get out of their way. It's a good thing the floor is stone. It just chars the polished surface.
Jon_Richards1 >Grab it and try to cover at least one of the flaming guys
GUNINANRUNIN You yank a long, thick drape down. Mujari just covers them with his shotgun. He seems terrified.
TN12 since the drapes are really long. Mujari won't help you.
Jon_Richards (what do you mean about covers with his shotgun. you mean he's shooting them?)
(he's aiming his gun at them, just aiming)
you risk being set on fire
rolls for it
(4d6 = 17)
you put one of the guys out
by throwing the entire curtain over him. he struggles beneath it
The other one is going after Mujari. Mujari backs up across the room. The guy walks towards him and steps on a large rug covering the center of the room. It goes up, and the fire starts spreading across it.
Jon_Richards holy shit
>Radio TOC. "Red team to TOC, there's a fire!"
>Shoot the flaming guy!
GUNINANRUNIN uh oh
Jon_Richards (I think this is enough to warrant shooting right?
GUNINANRUNIN hmmmmm
would you say your or Mujari's life is in danger?
Jon_Richards he's on fire. the room's on fire. we both probably pissed ourselves. so yes.
GUNINANRUNIN "deadly force...may not be used unless necessary to prevent the escape and the officer has probable cause to believe that the suspect poses a significant threat of death or serious bodily harm to the officer or others."
sounds legit
we'll say TN 10
4d6 = 17
BAM! You shoot the guy in the torso with your handgun! He wobbles, but doesn't fall. Then there's a boom, and he's thrown backwards, minus his head.
Smoke trails from the muzzle of Mujari's shotgun.
He has a crazed look. He pumps it once and (4d6 = 19) blows the other guy's head off through the curtain over his head.
He pumps his shotgun again, panting.
Jon_Richards "Mujari! You didn't have to shoot the guy under the curtain!"
>Back away slowly from him, arms raised in the air.
GUNINANRUNIN "What the fuck is wrong with then, Jon! Why don't you know what's the matter with them?!"
Jon_Richards "I don't know, dammit! Put down the gun and let's get out of here!"
GUNINANRUNIN He suddenly seems drained. He lets go of the trigger.
"OK... I'm sorry, Jon. I just lost my head a little."
You're baffled. Mujari has made good shootings before. You're surprised that he would break down over something like this.
Jon_Richards maybe he's pyrophobic
GUNINANRUNIN "We need to put this fire out!"
Jon_Richards "C'mon Lawrence, let's get out of here and call the firemen
GUNINANRUNIN He cowers against the wall.
Jon_Richards >Grab him and go!
GUNINANRUNIN He edges towards the door.
You grab him and pull him towards the exit.
Sgt. Teller is outside. "What the fuck happened!" He's holding an assault rifle.
"I heard shooting! What happened?"
Jon_Richards "Fire...there's a fire sir. Blue team needs to pull out."
GUNINANRUNIN "What?! Don't you guys have suspects in there?" He takes one look at Mujari and yanks the gun out of his hands, throwing it into the cabin of the van. "You need to go back in and get those suspects! I'll call the fire department, then I'll come help you!"
Mujari sits down in the middle of the road beside the van and sobs.
Jon_Richards "Shit, shit shit." Are there any masks in the van? The ones the fire deparment uses?
GUNINANRUNIN You yank open the back of the van. There's an NBC full-face breathing mask for use against biological threats. You put that on. There's also an emergency fire extinguisher. You grab that as well.
Jon_Richards Mujari isn't going anywhere. Wait for Teller to finish calling the cops, then go in.
GUNINANRUNIN You wait for Teller. He calls an ambulance, the fire department, and asks for more backup units, as well as a paddy wagon with a cage. You take off as he grabs an NBC mask and an extinguisher, and runs after you.
Going inside, the rug in the middle of the Foyer is completely aflame. Your four suspects are against the wall, out of the flames' reach. The two corpses are somewhere amid the inferno.
Oh, the room is also filling with smoke.
Jon_Richards "Sir, go get the suspects!" >Begin dousing the flames with the extinguisher
GUNINANRUNIN You start to fight the fire. Sgt. Teller drops his extinguisher and starts pulling the perps out one by one. After about 60 seconds of spraying, your extinguisher runs out, but luckily the fire didn't have any more fuel (the ceiling is high and the floor is stone and the rug isn't close to any walls) is starting to die.
Teller finishes evacuating the last perp.
Jon_Richards >Drop my extinguisher and pick up Teller's. Then haul ass
GUNINANRUNIN Teller runs back in and stops you, he pulls his mask off. "Looks like you got it under control. Spray it a few more times." You do so, then turn to look at the Field Sergeant. Sarge is a short, strong, salty middle-aged man. He raises one bushy eyebrow. "FD will be here any minute." He looks at the corpses in the center of the room, charred black. "Now do you want to explain to me just what...
...the hell happened?"
Jon_Richards >Explain what happened, try to gloss over the fact that Mujari shot the charred corpses
>After that, remind Teller that Blue team is still inside
GUNINANRUNIN "They were...on fire?" Teller's eyes widen slightly. He looks briefly at the corpses. Even though they're badly burnt, it's clear their heads were blown off. You remember that Teller took the shotgun away from Mujari himself. "Mujari shot those men, didn't he?"
Jon_Richards "They were attacking sir. It was self defence."
GUNINANRUNIN "Alright. IAD* is still going to want to look into this. They'll get your testimony later. Let's just hope your partner is in the condition to defend himself when that time comes."
*Internal Affairs Department (they investigate all shootings involving police officers)
Sirens wail outside.
"Look, the fire department can't come in here. There might still be armed perps, and I haven't been able to get ahold of Blue team. I'm going to get the patrol units to set up a perimeter like we should've once the shooting started, and you and I are going to finish securing this structure. Together. Got it, Richards?"
Jon_Richards "Yes sir."
GUNINANRUNIN Teller leaves. You stay inside. You hear lots of car doors opening and closing, and lots of talking. He comes back wearing a tactical vest and carrying an assault rifle. He hands you a-
What's your weapon of choice?
if you want to stick with your handgun, he can just give you some more ammo
Jon_Richards I'll stick with the handgun.
GUNINANRUNIN He gives you two more magazines for your handgun.
You're in the Foyer. There are two charred bodies on the floor in this room. The center of the room is charred black, this part of the floor is crunchy when you walk on it. There's an open door to the East, behind it there looks to be some kind of kitchen. To the North is a very heavy looking wooden door. To the West is a normal looking door.