Back to :
Page 1
Page 2
Page 3
“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.
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.
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.
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.
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?
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.
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.
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