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Adventures,  Page 4

And more adventures including one for Caiman City.

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Winter in Caiman City
 

Winter in Caiman City


“Look at this,” Abe said to his men as they spread out around the warehouse.
“Eight of my best guys killed, several crates of the best Columbian product destroyed and all the freakin money gone!”  He swore and kicked one of the bodies.  Underneath it he noticed somethng, a small plastic Police badge.
“Him again.”
“Stevie, pull the car around. This time the Badge has gone too far, and I know who can handle him.”

The Badge snuck up behind the guard.  The tip he’d had about a shipment coming in was right.  But he had to get rid of the guards before he could do a proper look-around.
Suddenly the guard turned around, and the little creep smiled at him!
“Hello Mr. Badge.”  He spoke, just as the air around the Badge and the train car became very cold and full of white mist.
Just then the blows started landing on the Badge.
 

The Real Story

Abe Malgoni, known in the Caiman Underworld as “Dishonest Abe” is a small-time  mafia boss and drug smuggler.  He has started making large jobs, increasing his stature and personal wealth.  It even got him some prestige among other crime families along the nation.
But it also made him a prime target for the Caiman City vigilante known as the Badge.  The Badge began making Dishonest Abe’s operations a favorite target, taking out three shipments and twenty men in a two month period.
Abe finally had had enough and called in help.  The group of Delta Assassins known as Chill were hired, and set up an ambush for him.

Now the Badge is in their hands, and will soon be exterminated by them in front of Abe.  That is, unless the players can stop them.
 

The Setup.

Chill is set up in an abandened Railroad warehouse.   The Badge has been strung up in the middle of the building, with the various Delta criminals on the floor below.  His guns and equipment are in a locked storage compartment along the far wall.
They are under orders not to harm The Badge until Abe can witness it personally.   So for now they’re just playing guard duty.

Abe is at a business meeting (one of his legitimate ones) and won’t be there for another three hours.  It will be a race against time for the characters.
 

A Helping Hand

One of the PCs is contacted (Defiance if possible, otherwise criminal or media contacts will be used).  The message is a small envelope, with a card inside:

The City’s Emblem is in trouble.  Come to the Caiman City Zoo by 2 this afternoon, or things will  be very messy.

The card is a picture of the Tiger’s Pen in the Caiman City Zoo.
 

The Zoo

Assuming the PCs are smart enough (and trusting enough) to go to the Zoo and the Tiger’s Pen, they will notice that the animals are acting a little sluggishly.  Nobody else seems to be around.
There is a small Employee shed on the far side of the compound.  Astute characters should notice that the door is slightly ajar.

Getting across looks nasty, but should actually be very easy.  The tigers have been fed a mild sedative, so they’re not in a hunting mood.  They will attack if provoked.  Otherwise they’ll be back to their usual playful selves in an hour or so.

Inside the shack is man, well muscled in his late twenties.  He’s wearing loose pants and a jacket with fur trim.  (white and black fur).
“You the local good-guys?” he asks when someone pops there head in.

The man is Snow Leapord.   He’s willing to give the PCs information that will lead them to rescue the Badge before his erstwhile comrades torture and kill him.  Exactly how much he’ll tell them depends on the attitude of the PCs.   If he’s attacked he’ll attempt to escape rather than take fight.

But if the PCs behave themselves they can get the following information.  In the quotes is what he’ll tell the players.  Text afterwards is what he really knows.

“The Badge has been captured by Chill at the behest of Abe Malgoni.”
All true.

“The Badge will be killed around 3pm today.  They’re just waiting for Abe to get there from a meeting.  He wants to witness the killing personally.”
All true, Abe’s a sick puppy and definitely wants to see this.

“I have my reasons for doing this.  You don’t need to know them”.
When the Badge was captured he managed to wound both Frostmist and IceHawk.  They don’t like being shot, so they’re talking about how brutal they’re going to be when the execute him.  It was the final straw for Leapord.

“Abe is at the Caiman City Bank in downtown.  You might be able to delay him.”
Chill is still following the orders to wait until he’s there before killing Badge.  If he doesn’t show up by tonight tho, they’ll kill him anyways.

“Right now the Badge is at an old warehouse by the railroad.  All of my teammates are there.”
Truth.  Also there’s only one warehouse of that size that’s been abandoned, so any pcs familiar with the area should know about it.

“If I’m there when you strike the warehouse, try not to kill me.”
Actually his duties are to patrol the perimeter, so he’ll be able to avoid the PCs and the fight entirely.

If the PCs have made a favorable impression, or have made a Challenging (10) Persuasion roll then he will also give them information on his comrades abilities, and who to take out first (Frostmist).

When they’re done talking Leapord will go out of the shed and hop over the rear of the Lion’s pen.  He’s heading back to the Warehouse as fast as he can so that he won’t have any undue suspicion on him.

Now the PCs have to make a decision.  Should they go after Abe?  Or go straight in to rescue the Badge?
 

Delaying Abe

Abe actually is wrapping up a meeting in the middle of downtown Caiman City.    He’s in a hurry, and anctious to get out to the warehouse and witness the destruction of his enemy.
He has three bodygaurds with him, and his chaufer is armed as well.  Note that one of the bodyguards is a Blaster, but the others are just armed with pistols.  (use the blaster template from the main book for the delta bodyguard)

The main problem is that this is the middle of a city, and the police will be to any disturbance very quickly.  And if the cops spot a bunch of deltas shooting power beams at each other, Delta Prime won’t be far behind.

If he’s attacked Abe will scurry towards the warehouse as fast as he can.  He knows when he’s outmatched, and will try to get Chill to protect him.  (which they will, but afterwards will demand an awful lot of money.)

If he’s killed, then there will be a hole in the Caiman City mob, and a small mob war will probably break out.  Also, if it is known who actually killed him, that person will have a rather large price placed on their heads.

Regardless of what happens, Chill will not kill the Badge until he shows up, or until late tonight when it’s obvious that he won’t be showing.
 

At the Warehouse

The badge is still strung up near the ceiling.  IceHawk is on a walkway near the roof.  It’s his primary lookout, as he can see both the main door, the side exit and the entire floor from up here.  He currently has one wound level in his Left arm, thanks to a bullet from the Badge.  IceHawk has really lost it this time, and plans on making the Badge suffer before he dies.

Iceblast and Frostmist  are near the ice cage below the Badge.  It’s an eight feet tall box of ice, filled with water inside.  Currently the two are keeping the tempature low and occaisionally freezing the walls when they start to melt.  When the time is right, and their employer gets here, they’ll drop a badly beaten Badge into this and freeze over the top.  He will be the 38th victim killed in this fashion in their careers.  Frostmist has a wound level on both his left leg and to his chest.  He was hit twice by bullets before the Badge was taken down by his teammates.  (luckily for him he had been wearing a kevlar vest, otherwise that shot would have killed him)

Slush is keeping an eye on the main door.  He’s fully suited-up and ready for action.  So far this has been a little too easy.  He’s the most alert of the group.

Snow Leopard is supposed to be patrolling outside the warehouse, reporting back every half hour.  He has just managed to report in after meeting with the PCs at the zoo, and currently no-one suspects he’s about to run off.
 

Tactics:

If attacked directly Chill will attempt the following.  Frostmist will throw the entire warehouse into a fog bank as fast as he can, severely limited everyone’s visibility unless they have radar sense or IR goggles.  Everyone in Chill has been trained to fight in these cloud banks.
Slush will attempt to blast enemies into the corner, and just pound them with his water cannons until they’re unconscious.
IceHawk will dive at where the apparent leader of the group was just as FrostMist starts his cloud buildup.  He is very fast at this.
IceBlast will target anybody he hears around him, but will stay near the ice cage.  Frostmist will do the same once the entire warehouse is clouded up.
 

Stats

IceHawk

Smarts: 3d6
Speed: 4d6
Spirit: 3d6
Strength: 3d6
Size: 5

Powers:
Armor 5/- when flying
Flying: can fly at Pace: 50

Tricks
Flying Dodge
First Move
Extra Damage

Quirks:
Enemy: Defiance
Enemy: FBI
Enemy: Delta Prime
Self-Confident
Bloodthirsty
Temper
Sense of Direction
Brave

Skills:
Flying 5
Fighting: Blade 5
Martial Arts: Barehanded 4
Dodging 3
Acrobatics 3
Tactics 2
Streetwise 3
Leadership 2

Equipment:
IceHawk uses two wrist razors, each doing Strength + 5 damage on a successful hit.  Note his left arm is wounded, and will only do Strength +3 damage.

Slush

Smarts: 3d6
Speed: 2d6
Spirit: 2d6
Strength: 3d6
Size: 6

Powers:
Gadgeteering

Tricks
Fast Learner
Extra Damage
First Move

Quirks:
Enemy: Defiance
Enemy: FBI
Enemy: Delta Prime
Self-Confident
Bloodthirsty
Temper
Brave
Brawny

Skills:
Fighting: Barehanded 3
Streetwise 3
Profession: Engineering 3
Science: Physics 4
Tinkering 4
Weaponsmith 4
Bravery 1

Equipment:
The Chill Suit
Povides Armor 10/3
IR goggles and  three hour oxygen supply built in
Each arm has a water cannon
 
Action Ammo Shots Quickness Rate of fire Range Increment Damage Cost
Single Water tank 10 for each cannon 3 1 10 5d6+5 -

Insulated: Armor 20 against cold attacks.

IceBlast

Smarts: 2d6
Speed: 3d6
Spirit: 3d6
Strength: 3d6
Size: 5

Powers:
Cold Touch: Ice Elementals can reduce the temperature of something they touch by 10
degrees Celcius per success and raise on a Spirit roll vs. Easy (5).

Armor 2+/2+: All Ice Elementals naturally get a tough ice coating over their whole body. They can actively boost this armor without a roll by taking an action per step of boost, but boosting their armor reduces their Speed by -1 per step. The boosts are given out in the following order (bonus to armor/bonus to armor wounds): +2/+0, +2/+0, +2/+0, +2/+1, +2/+0, +2/+0, +2/+0, +2/+1. For example, if an Ice Elemental boosted for one action, he would have armor of 4/2, and suffer a -1 penalty to thier Speed. If they boosted for four actions, they would have armor 10/3, but suffer a -4 penalty to their Speed. At maximum, the Ice Elemental has boosted eight times, for a total armor of 20/4, but a Speed penalty of -8. Unless they are actively maintaining it or are in a cold environment (such as winter), all Ice Armor except for the base value disappears within two hours. For each additional hour they try to keep it, roll Spirit vs Challenging (10). In any case, once the character rests, the armor goes away (with the exception, again of a cold enough environment). Sections of the armor which are destroyed can be replaced quickly with one action, but will return to the normal level (2/2) within an hour.

Ice Projection: An Ice Elemental can project ice outward from their body to coat whatever they target. Often, this is used to create slippery patches, but it may also be used as a direct attack. The Ice Elemental uses Spirit + Shooting to target the opponent. The attack is based on the following table:

 Ice Weapon: An Ice Elemental may form ice around their bodies to make weapons. These weapons are all close combat weapons. For each success and raise and additional action on a Spirit + Arts: sculpting roll vs Challenging(10), they create a weapon with a +1 bonus, up to a maximum of +7. The weapons may take any appearance that the character wishes, although they should be simple (no moving parts). For example, a roll of 10 taking only one action will give a weapon with a +1 bonus (i.e. a weapons with damage Strength+1). For a roll of 15 with an extra action taken, they can create a weapon with a bonus of +3 (+1 for the success, +1 for the raise, and +1 for the extra action). If
interrupted, they get only what they had achieved so far, and must start over to create a
better weapon. Ice weapons can be destroyed by use. For each amount of damage dished
out with the weapon, the same number of damage is given to the weapon. All ice weapons are considered to have Armor 2, and have a Size equal to twice their damage bonus. Ice weapons disappear act the end of combat, unless the Ice Elemental is making an active effort to keep them (rolling Spirit vs. Challenging (10) as above), and disappear when an Ice Elemental sleeps (barring environmental conditions). These weapons are generally fastened to the Ice Elemental's hand, although they may specific that they are to be thrown weapons as well. These weapons will not last longer than a single action (barring environmental conditions) if given to another person.

Invulnerable to Cold: An Ice Elemental is impervious to the effects of the cold.

Quirks
Vulnerable to Heat and Fire: Ice is made up of Cold and Water, which are in direct opposition to Heat and Fire. Ice Elementals are at particular risk to these kind of attacks. They take an additional +1D6 points of damage from Fire- or Heat-based attacks, and their Ice Armor is considered to be able to absorb one less wound, e.g. 4/2 armor is considered to be effectively 4/1 armour.

Body of Ice (Obvious -5): Underneath their cold exteriors, Ice Elementals are relatively
normal, and can for a time, remove their freezing skin to appear regular. See the power
"Armor" for more details.

Crazy -3:   Iceblast truly believes that Chill is the fore-runner of a new Ice Age.  He thinks that there are ancient “Ice Gods” and that ice is the divine instrument of those gods.  His true loyalties lie with the lowering the tempature of the Earth as much as possible, and he has little use for things like Money and power.

Enemy: Defiance
Enemy: FBI
Enemy: Delta Prime
Self-Confident
Vengeful

Tricks
Deep Freeze!: Ice Elementals have discovered that if they can immobilize their opponents it makes them less likely to fight back. If an Ice Elemental scores extra successes on an Ice Projection attack, they can tie someone up with enough ice that they immobilize their
opponent temporarily. For each extra success, the target loses one future action, as they
have to break out of the ice. If the Ice Elemental continues to freeze their opponent, they
make the targetting roll against Challenging (10). If they accumulate enough extra
successes such that the target loses 10 upcoming actions, the target is considered to be
encased in Ice, which means they are captured.

Deflection: An Ice Elemental's skin is covered in Ice that can be almost rock-hard, and it is also shiny and smooth. Some have figured out a way to use it to deflect incoming attacks rather than just taking them (or getting the hell out of the way). If an Ice Elemental gets one extra success while dodging a ranged attack and has at least armor 6/2, they may choose to deflect the attack at the target of their choice (including the person who attacked them).
Use the Ice Elemental's Dodge roll as the attack roll. This cannot be used on close combat
attacks or ranged attacks with an area of effect.

Shield: An Ice Elemental may try to shield someone else from an attack using their Ice
Projection power. Using the same targeting roll as normal, the projection becomes a parry
with that value and an effective armor of the Ice Elemental's current armor level. For
example, an Ice Elemental with armor 6/2 projects to protect an innocent civilian who is
under attack. The incoming attack roll was 12. If the Ice Elemental rolls better than 12, it
intercepts the attack and gives an effective armor 6/2 to the civilian.

Skills:
Streetwise 3
Fighting: Barehanded 4
Dodging 4
Shooting 2
Science: Climatology 2

Frostmist

Smarts: 3d6
Speed: 2d6
Spirit: 3d6
Strength: 2d6
Size: 5

Powers:
ColdCloud:  While concentrating, Frostmist can create a thick white cloud within a 30 feet radius around him.  It is quite cold in the cloud, just above freezing.  Visibility within the cloud is less than one foot.
With an Easy (5) Spirit roll Frostmist can chill the cloud even further, causing anyone inside it to Difficult (10) Strength roll or take one level of damage on any exposed areas. The extra cold can only be maintained for one round at a time.
If Frostmist stops concentrating the mist disperses in three rounds.  It can be affected by air currents at that point.

Immune to Cold: Frostmist does not take any damage from cold attacks.  Also he cannot be frozen.

Tricks
Know the Streets
New friend

Quirks:
Enemy: Defiance
Enemy: FBI
Enemy: Delta Prime
Self-Confident
Bloodthirsty
Temper
Sharp Ears
Vengeful

Skills:
Streetwise 3
Fighting: Barehanded 3
Stealth 3
Tactics 2
Dodging 2
Shooting 2

Snow Leapord

Smarts: 3d6
Speed: 5d6
Spirit: 3d6
Strength: 4d6
Size: 5

Powers:
Fast:  +5 to Speed rolls for Initiative and Dodge rolls.  +5 to Pace.
Strong:  +3 to all Strength rolls.

Tricks
Know the Streets
Bounce Attack
Flip-Toss

Quirks:
Enemy: Defiance
Enemy: FBI
Enemy: Delta Prime
Code of Honor
Alert
Brave

Skills:
Streetwise 3
Fighting: Barehanded 5
Stealth 4
Tactics 2
Dodging 4
Shooting 2
Escaping 2
Tracking 3
Acrobatics 4
 

After the Fight/Freeing the Badge

Chill is a group of mercenaries, they will not fight to the death, if it becomes apparent they’re going to lose they’ll retreat.  It is important to note that if IceHawk escapes he will come back sometime in the future.  He doesn’t forget his enemies.
After they’ve fled or been defeated the PCs are going to have to make a choice as to what to do with the Badge.  He is a hero, but he is also a murderous vigilante.  There is actually an arrest warrant out for him.
Another item is that Snow Leapord has no place to go now so will probably stay in Caiman City.  He could become an ally to the PCs or, if circumstances work out right, he may ally with the Badge.  They’re both ruthless enough to like each other.

Experience

Give one point to each character that defeats a Chill member. Freeing the Badge earns one experience for each of the party members.
 

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