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[Story Arc #3] Drug Wars -- Missions and Sao Paulo.

Posted by RydiFor group 0
Rydi
GM, 363 posts
Thu 6 Aug 2009
at 07:12
  • msg #1

[Story Arc #3] Drug Wars -- Missions and Sao Paulo

For posting mission related material.
This message was last updated by the GM at 21:07, Fri 30 Aug 2013.
Rydi
GM, 424 posts
Wed 16 Sep 2009
at 08:17
  • msg #2

Re: Missions

Three months into the year, the campaign against organized crime was a rousing success, and Utopia's popularity was on the rise. Though the campaign was limited to the Americas and Europe (Asia and Africa blocked any policing within their area), the campaign was watched worldwide and had spectacular ratings... E!, the budding nova entertainment network, had special access and was thus able to provide wonderful on-site coverage paired with "backstage" interviews.

For those on the ground, the campaign was mostly following instructions.  Wade into 16 meth labs in a day, hunt down the head of a mafia crime family, eliminate a black market arms dealer, and so on.  The baseline criminals provided little resistance, and if there were novas involved, then they were remaining elusive.

Two days ago this all changed however.  A tip from a member of a mexican drug cartel suggested that there was a cell of novas supporting massive drug operations throughout the Americas.  The operative was convinced the novas would kill him for disloyalty (he had stolen cash from them) and so came to Utopia for protection.  His head exploded 3 hours after arrival at the Mexico City base.

The Mexico location that the informant had given was empty, though they were able to apprehend buyers and confirm that the novas and their people were indeed there.  From the information Utopia has, the next major transfer of merchandise will be taking place in Kansas City, and from there distributed across the United States.  There is absolutely no information on the novas in question, except for one: Juan Tajillo, a member of a biker gang with drug running operations throughout the United States, and who served prison time for knifing a man to death.  He erupted in prison but escaped before Utopia could bring him in.  He is known to be nearly invulnerably, and to have control over electricity (degree of control/power unknown).

The location is a popular club in the area, converted from an old warehouse. The time is 9pm, Saturday night (4 hours after T2M Americas is informed of the upcoming raid).  The plan is to enter the building and clear it of civilians.  To Pax's intense irritation, he is in charge of safeguarding civilians, as is all of T2M Europe (specially assigned; potential for civilian casualties is too great, yet capturing the novas is of paramount importance), while America is to fight the nova couriers and immobilize them for further questioning.


Spoiler text: (Highlight or hover over the text to view)

So, club, at the edge of Kansas City Downtown (which isn't exactly large, to my knowledge).

Civilians on the inside and outside both, and despite a full team of novas to guard them, they might still be at risk or in the way.

Unkown novas, all of whom are needed for questioning.

Any questions?  Any preparations before mission?


Impetus
player, 437 posts
Zen and the art of
Transhumanism
Wed 16 Sep 2009
at 09:20
  • msg #3

Clubs, Coke, and Civvies

Imp scanned through the files on the wall display, one side displaying things like club blueprints, sewer access, maintenance tunnels, aerial photographs, anything to give himself and the team a better lay of the land.  The other half of the screen showed all the information on Juan Tajillo that Utopia could collect.  Criminal record, school history and grades, prison psyche tests, relatives, everything.  Imp was hoping that they would be able to pull some kind of personality profile and probable responses on his behalf.  Also, and perhaps most importantly, did Juan have the mental wherewithal or predilection to be the leader of this operation or was he probably going to be following somebody else' orders.  This looked like it would be a pretty simple smash and grab, but hitting a club just as it was opening for business smelled like trouble.  Trouble the drug runners were no doubt counting on to make T2M hesitant about really unloading. Too bad for them T2M practiced specifically for these exact situations.  "I say we should shut down all the gas and electricity just before we go in, then have Comstock and Solitaire rip the building up and throw it into the abandoned lot across the street.  This club is a single floor so any civvies should be safe in the middle of the floor. Or, we could try something more standard like hit all exits at once, have sol and myself on overwatch, and use gates to get the civvies out, then pound the crap out of them.  Any chance we ca get Antaeus or Quake to plug the sewers so they can't escape that way?"
Gravitas
player, 321 posts
aka Quentin Abernathy
Master of Gravity
Wed 16 Sep 2009
at 12:59
  • msg #4

Re: Clubs, Coke, and Civvies

Quentin made a face, "Something tells me that the collateral damage from ripping apart the warehouse is more than we want to deal with. Even with the power and gas cut, it'd be pretty messy - literally, since there's plumbing to consider as well. Falling debris may also hit the civvies." He shrugged, "I think I favor a more orthodox approach, but I'm in for whatever looks to work best." As usual, he deferred to the others in terms of tactics. "Though blocking sewer and underground exits may not be a bad idea - is it too late to get someone down there just to be our eyes in the dark? They wouldn't even need to stop them, just let us know that they were leaving."
Solitaire
player, 392 posts
What has been Lost?
What has been Gained?
Wed 16 Sep 2009
at 19:13
  • msg #5

Re: Clubs, Coke, and Civvies

"I can smack down anybody that tries to fly out, and darkness doesn't bother me either." Solitaire smirks."Ripping out the building would be fun too, but like Grav says, messy.  In short, I can do anything. The problem is the lack of intel for this op. I don't like it with all the baselines that will likely be there, it could get bad quick. She scowls at that, but her normal expression returns as she adds, "We'll just have to be quicker. There any special rules of engagement? Or is it the standard 'in one piece if possible' set?"
Suzukaze
player, 40 posts
*THIS FILE IS CLOSED*
Thu 17 Sep 2009
at 02:00
  • msg #6

Re: Clubs, Coke, and Civvies

"Well there are three possible strategies I can think of.  One is we send in our stealthiest members or lesser known members to scout it out. Two if we have to hit them quick we send in our fastest members, and stick our strongest to guard outside if anyone gets through. The third would  the reverse. We send in our strongest members to let their strength do quick work, and use the faster ones to guard the outside. We would need at least one guy who can fly to guard the outside." Pausing to think. "There is a possible forth option. Depending of how strong Slider's or Grav's powers are for creating their portals. If they can open them under the bad guys and transport them into a secure location."
Impetus
player, 438 posts
Zen and the art of
Transhumanism
Thu 17 Sep 2009
at 03:57
  • msg #7

Re: Clubs, Coke, and Civvies

"Combat porting could be a very effective strategy but there are a couple problems to overcome. First, Slider and Grav'd need some pretty precise intel on where the targets were to be effective.  Also, if any of them can fly it won't work nearly as well as we want.  I like the idea of some of us going in first but we'll have to overcome any abilities related to quantum detection, I can't dorm down like Harley could, and I'm pretty noticeable, but, really, all of us are way to well known to saunter in sans disguise.  'Cept Zero, that is." Imp nods towards Zero, smiling a bit ruefully as he remembered being forced to lay an egg in the hallway a few days earlier.
Slider
NPC, 11 posts
Thu 17 Sep 2009
at 04:41
  • msg #8

Re: Clubs, Coke, and Civvies

"Well, I think I'd be able to target them ok, but when all that quantum is flying around, it's hard for me to port past a short distance.  Not sure that we could get anything secure enough set up in the immediate area."
Phantasm
player, 192 posts
Happy Shiney Person
Thu 17 Sep 2009
at 06:26
  • msg #9

Re: Clubs, Coke, and Civvies

"Remember that you have at least one more body while I'm around, maybe more depending on the quantum field fluctuations in the area.

For my part, I think we should get some bugs in there, watch the area for when they get there, wait for whoever they're meeting, and then send both teams in.  Have Slider set up two portals, while Grav stays free to play battlefield control.  Then all of us up close and personal fighters can wade in.  Too bad we don't have Sam around anymore, he'd be useful here, provide some ranged backup... But we do have Flare, and she's got similar powers, so she could fill that same role."

Impetus
player, 439 posts
Zen and the art of
Transhumanism
Thu 17 Sep 2009
at 07:17
  • msg #10

Re: Clubs, Coke, and Civvies

Imp waved a hand in the air.  "Umm, 'Tasm, I know that I'm the pretty flyboy what talks to the news, but, uh, I can blow shit up at range too." He smiled then grew serious, "Perhaps not as impressively as Flare, but I can play Apache to 'Stock's Abrams if needs be. I think, as we learned in Africa, we should hit hard and fast and overwhelm them with superior numbers and brute power.  They're probably better at fighting than we are, more used to using their powers to take what they want, and even If there are only 3, that we know of, mind, we shouldn't underestimate what they can do.  Countries in Africa wage war on their neighbors with just 1 or 2 elites per side and look what happened to the locals and the environment there."
Phantasm
player, 193 posts
Happy Shiney Person
Thu 17 Sep 2009
at 07:49
  • msg #11

Re: Clubs, Coke, and Civvies

"Oh, yeah.  I always forget you can shoot stuff too."  Of course she didn't forget, she didn't forget anything.  But it was fun seeing how long it would take him to notice he was left out of something.
Comstock
player, 443 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Thu 17 Sep 2009
at 16:26
  • msg #12

Re: Clubs, Coke, and Civvies

"Standard doctrine says three to one advantage is to be maintained at all times.  Since we're being backed up, our first objective is the swift detainment of the cartel novas."

"I'm going in there: it's my prerogative and it's a strategy that hasn't failed us yet.  If I can get ahold of any of them, I should be able to keep them out of the fight by myself."  Comstock flexed his fingers in anticipation.  "Can anyone find out if the place has a basement?  I need to know if there's a limit to my powers while I'm in there."

"Okay ... let's talk to our pals and see if we can get the club under surveillance.  A camera or two inside would be great, but audio is going to get screwed by the club noise unless there's some new, top-of-the-line mic we can use."

"I think we should probably just do this in one go.  Not exactly optimal, but chances are someone's going to have weird senses to see us coming.

"Solitaire, I want you and Impetus in the sky.  Combat air patrol, and if you hear the word come right on down through the ceiling.  You're our fastest, and if anything goes wrong I want you with a bird's eye view of the situation so you can make the right decision and put out any fires."

"Zero, Suzukaze: I want you casing the joint before the rest of us come knocking.  It's not likely that either one of you is going to get recognized ... at least as long as you tone it down a bit, doc.  Suzukaze is fast enough to get out of any trouble and Zero I trust to find a way to win even if he gets cornered.

"Flare, Slider: you are in charge of getting the civilians out.  And it's not just because you are new.  Flare, you managed to take a solid punch putting up one of those shields, and Slider's the best 'porter in the world as far as I know.  If you two work together, you should be able to get the bystanders out of the way without injury and look damn good doing it.

"And that means that Gravitas, P and I are on party crashing duty."
  He paused.  "Alright, thoughts?  Input?"
Flare
player, 53 posts
Cogito ergo flamma sum.
Thu 17 Sep 2009
at 17:38
  • msg #13

Re: Clubs, Coke, and Civvies

"I don't mind working with the T2M Europe crew to handle the civilians, we want to make sure they all make it out okay.  Do we have blue prints? If the Nova's are going to be in some shady back room, we could just pull the fire alarm or call in a bomb threat to get the norms out, then lay into the Nova's as they come out."
This message was last edited by the player at 19:00, Thu 17 Sept 2009.
Comstock
player, 444 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Thu 17 Sep 2009
at 18:32
  • msg #14

Re: Clubs, Coke, and Civvies

Comstock nodded to Flare.  "See, the funny thing here is that even though Pax and Europe are on Civilian detail, I haven't been given any guarantee or statement of where that begins or ends.  Logically, that means that they will move in to assist.  Functionally, since I don't get to sit Pax down in this meeting here and assign him a part in the assault, they could do anything.

"I'm just planning on them missing the memo and acting to 'secure' the civilians that we actually get out of there safely.  And that means that you, in the middle of the fight, have to stay on top of things and make yourself a wall between the bad guys and the bystanders."

Gravitas
player, 322 posts
aka Quentin Abernathy
Master of Gravity
Fri 18 Sep 2009
at 00:08
  • msg #15

Re: Clubs, Coke, and Civvies

"Blueprints for the building should be on record," Quentin considered. "I'm not sure if we're going to be able to contact City Hall fast enough to actually get them before we start, though. It's likely that they'll make us wait 4-6 weeks or something similarly obnoxious." After hearing the rest of the plan, Quentin nodded. "Are we going in for the unsubtle approach, powers out and all no-non-sense?"
Comstock
player, 447 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Fri 18 Sep 2009
at 00:43
  • msg #16

Re: Clubs, Coke, and Civvies

"Well ... if Zero and Suzukaze do their thing right, I figure that we might be able to jump right in on top of them.  Powers blazing, shock and awe."
Solitaire
player, 394 posts
What has been Lost?
What has been Gained?
Fri 18 Sep 2009
at 05:05
  • msg #17

Re: Clubs, Coke, and Civvies

"That should keep things interesting, just save one for me OK?" Solitaire laughs, then turns to the newer members. "This'll be your first real op, just keep your heads and everything will work out.  Now lets kick some ass shall we?"
Impetus
player, 444 posts
Zen and the art of
Transhumanism
Fri 18 Sep 2009
at 05:08
  • msg #18

Re: Clubs, Coke, and Civvies

"Agreed. I have a question, though.  What if one of them has a deadman's switch that'll cook off the club if they're taken down?  After Iraq I'm a little paranoid."
Frostburn
NPC, 49 posts
Fri 18 Sep 2009
at 19:32
  • msg #19

Re: Clubs, Coke, and Civvies

"Then hopefully Pax's powers live up to his ego.

Sorry I'm late everyone.  Seems like I'm always late.  Meetings are like that.

Anyway, Pax is on shield duty.  Hopefully his TK will channel any of the blast.  Slider, you will be helping with that as well, after the initial 'port in of the teams, by setting up a portal over the top of the area to the middle of Antarctica.  Hopefully, that combined with Pax's shield will funnel out any explosions.  Even better if they targets attempt to escape through the portal, then we can just follow and not even have to worry about civies.

Here are the specs on the location.  We already have several camera in place, set up by our baseline operatives (yes, we still have baselines working with us you know).  Unless any of you can dorm down (which you can't) you should probably stay at a safe distance though, we don't want a stray surge of quantum to alert these guys.  But Slider should be able to port you in at a different location, if some of you want to take a stealthy approach to the mission.  Otherwise, whatever you want to do we'll go with.  Just let me know if you have any special requests or needs, and I'll get them taken care of.  I'll take Comstock's final plan when its ready.

Oh, I'll be on sight as well during the raid, if you need me.  We're calling in auxiliary members and having them babysit the bases while we're out.

Just remember, this is kind of a big deal guys. This is the first real lead we've had on nova criminal involvement, though we knew it had to be there. If we can get these novas, and make them talk, then we have a huge new opening into accomplishing the current mission.

Any thing else before I go talk to the Europe team, and coordinate them with out plans? "
Impetus
player, 446 posts
Zen and the art of
Transhumanism
Sun 20 Sep 2009
at 11:51
  • msg #20

Re: Clubs, Coke, and Civvies

"What is the official line on these novas and our involvement, I know that Pax will get most of the limelight on this one, but if we are cornered by a camera crew what are we supposed to tell them about the involvement of nova criminals?  What is going to be done with them after their arrest?  What court will they be tried in?  Will they be tried in a court of law at all?  Forewarned is forearmed and all that jazz."  Imp flexes his hands, he's eager to be moving, to be doing something, and this looks like a golden opportunity to do something worthwhile.
Frostburn
NPC, 50 posts
Mon 21 Sep 2009
at 08:59
  • msg #21

Re: Clubs, Coke, and Civvies

"Well, for the most part you can just deflect.  This is part of an ongoing investigation, therefore you can't reveal much.  But any Nova criminal will be tried by the legal system of their country, just like any other citizen, though due to the special requirements for housing such criminals, Utopia will likely be involved in their detention.

If for some reason the media finds out more than they should, well, tell them something about how novas have their occasional bad apples, just like everyone else, but that you can't comment further."
Rydi
GM, 429 posts
Mon 21 Sep 2009
at 09:59
  • msg #22

Re: Clubs, Coke, and Civvies

T2M:E and T2M:A wait in a building overlooking the downtown area, far enough away that their presence is unlikely to be sensed. The club is rapidly filling up, and the teams wait impatiently for the novas to arrive. Hidden monitors show that several major drug buyers from the region are already in attendance, with another coming in from the parking lot. They leave the main area, avoiding the dance floor and bar entirely, going down into a large, renovated set of offices in the back (likely the area warehouse management used before the club was converted).

))))))

Shadow Walker traveled the sea of shadows.  His eyes captured the endless possibilities.  He played more and more with the idea of never returning, but his sense of honor demanded that he do his duty... Perhaps if he could shift the possibilities, or report back on what he saw, he wouldn't have to return directly.

Wait, what was that?  A set of eyes... Yes, he had seen it.  Not entirely uncommon, for an instant at least, as some had the ability to see the possibilities align. But these eyes lingered, probed, tracking the lines of what might be as they converged with his people.  He tracked further ahead, and saw two paths diverge from that point, one in which T2M failed its mission, and the world spun into chaos.  In the other, they succeeded, and the chaos was postponed for a time.  What was the catalyst?  Ah, he and the roaming eyes.

Shadow Walker understood.  This seer was powerful, and she would influence the unfolding of events.  But she was limited as well, for she didn't walk the shadows, merely observed.  She didn't understand the sea...  Slowly Walker cast his shadows across the Sea, pulling out phantoms to obscure the Seer's vision.  He cast them back and forward from the juncture, obscuring what was and what might be.  The Seer would know that her sight was being occluded, but would know little else.  Perhaps they could speak, and share a moment in this place while the shadows danced and fell into place...  He should warn the others though, they should know... Walker dipped his fingers in the water as he knelt above the roiling sea, walking on its surface.

)))))

T2M:E and T2M:A wait in a building overlooking the downtown area, far enough away that their presence is unlikely to be sensed. The club is rapidly filling up, and the teams wait impatiently for the novas to arrive. Hidden monitors show that several major drug buyers from the region are already in attendance, with another coming in from the parking lot. They leave the main area, avoiding the dance floor and bar entirely, going down into a large, renovated set of offices in the back (likely the area warehouse management used before the club was converted). The more sensitive of the group became restless, but couldn't put there finger on why.  Deja vu?  Not quite. The feeling of being watched? Not exactly?  Almost as though something had changed.

A billboard standing near the club was tagged in graffiti and covered by the shadows of an overpass. Nova eyes could make it out easily however. Gravitas and Zero had seen it several times, likely had read it automatically.  Moments before, the graffiti was a collection of random tags and symbols.  Now, the writing is different... not the writing, the meaning.  The symbols come together to form a message, for those that can piece it together: "They watch from the shadows, but the shadows block their sight." Scanning the area further, zooming back, a shadow covers the area like a cloak... a cloud passing in front of the moon, two holes in it staring like eyes... Then the moment is gone.

)))))

The monitors beep, detecting a surge in quantum energies.  A portal opens, and novas begin walking out into the office to meet their customers.

Juan steps out first, and motions more people through.

5 men run through next, some holding large guns, some carrying the merchandise. One sets something up on a tripod, and the device starts flashing.

2 unknown novas walk through, on guard for attack, clearly wearing eufiber suits. One of them has white skin (not "Caucasian white", more like "chalk white"), and the gunmen he stands next to seems to shiver as his breath mists the air. Nothing else really stands out on the other nova, though he does look familiar... Suddenly Solitaire remembers a run in with 3 men that looked exactly like this guy.  It was in the middle of battle in the E.W., and she never saw him since, but the memory stuck with her.

2 more novas follow through, and the face recognition software on the monitors gives a match: Shooter, a cocky former elite capable of channeling intense bursts of quantum energy, and Hardbody, a nigh invulnerable heavy with a record of working for any South American syndicate willing to pay him.

It looks as though someone else walks through as well, but before the team can see what happens, the monitors go black.  Apparently the bugs are being jammed.

Pax begins relaying orders to his team, and "suggests" that Comstock get going as well.  Pax is going to warp into the club area and sweep all the baselines toward the door while the rest of his team preps to evac them, then he will set up the previously discussed forcefield while slider sets up a portal in the sky above.


Spoiler text: (Highlight or hover over the text to view)

I rolled randomly to see if anyone might have known the two unknowns.  Any further data will have to be found on site, as jamming is permanent.

It's up to you when you want to jump them, but you probably only have a 10 minute window where you can be sure they'll still be there.  Let me know anything you want to do before hand, any special porting locations, etc.  Comstock should probably take the lead on this, coordinating his team, but people should feel free to comment and interact before he gives the orders to roll out.

Feel free to ask for any clarification you need on the above post.


This message was last edited by the GM at 11:22, Mon 21 Sept 2009.
Phantasm
player, 197 posts
Happy Shiney Person
Mon 21 Sep 2009
at 18:27
  • msg #23

Re: Clubs, Coke, and Civvies

"So 'Stock, you ready for us to go on this?  Did you have anything specific you wanted from us?"

Phantasm was focused, preparing for the action to come.  Internally, she altered her body chemistry, shifted bones slightly, and put herself in the appropriate frame of mind. Externaly, her force field comes to life, oddly silent for a change, as if it could sense the tension.  Her eufiber shifts slightly, covering her hands and projecting tiny spikes from the knuckles.


Spoiler text: (Highlight or hover over the text to view)

1q on Multi-Tasking
1q on Physical Prodigy
3q on Shapeshift
2q on Forcefield

weave roll at minus 3 for being untrained: You rolled 1 success using 4d10 with the Target Number system with a target of 7 ((6,5,3,8)).
=1 succ

You rolled 3 successes using 10d10 with the Target Number system with a target of 7 ((4,3,9,1,1,3,8,10,2,5)). 3 mega
You rolled 1 success using 1d10 with the Target Number system with a target of 7 ((10)).
=5 succ on Shapeshift
(Armor 2, Invulnerability (sensory effects) 1, +1 m.dex, +1 m.str)

You rolled 1 success using 9d10 with the Target Number system with a target of 7 ((5,6,2,6,3,8,6,4,2)). 3 mega
=1 succ on Forcefield (dice are not kind anymore...)


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