Operation Romero
Garrison Ridge, July 2006
No one asked why their police station was chosen for federal upgrades. The new security systems, biometric locks, and armored doors felt like a win- for the department, and for the town. But then came the protocols. The classified documentation. The black SUVs that never parked for long. Now the police chief can’t access half his own building without federal clearance, and half his officers don’t know who’s in charge anymore. They thought too much government was the problem. They realized they were wrong when the agents silently evacuated overnight and the phone lines went dead.
The Cast
Lydia Sixsmith - The Federal Agent
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 3 Intellect 2 Resonate 1
Endurance 2 Memory 2 Sigil 1
Dexterity 3 Charisma 2 Flux 2
Skills
Combat 2 Mobility 2 Insight 2
Loadout -
(+4 WB / -4 AB) Federal Issue (2 DV / 2 AV)
(3) Wounds (3) Will (3) Wane
(+4 WB / -4 AB) Federal Issue (2 DV / 2 AV)
Lydia Sixsmith has spent six years with the Bureau since her graduation in the year 2000. Long enough to stop expecting answers, but not long enough to stop asking questions when her gut tightens. Her latest assignment dragged her to a nowhere town with a string of missing persons after a hacker who dug too deep. Now she’s caught between two instincts: follow orders, or follow the truth.
Tad Ewing - The Hacker
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 3 Resonate 1
Endurance 2 Memory 3 Sigil 2
Dexterity 2 Charisma 2 Flux 1
Skills
Combat 1 Mobility 2 Tech 3
Loadout -
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
Once just a sci-fi nerd with a love for old anime and janky action flicks, Tad Ewing never meant to end up on a federal watchlist. He taught himself to hack in dead forums and sketchy chatrooms, piecing together skills between lag spikes and IP bans. What he found turned his world upside down: experimental viruses, missing persons, and a government blacksite buried beneath the local police station.
Dexter Goose - The Redneck
Health
(3) Wounds (3) Will (3) Wane
Traits
Strength 2 Intellect 2 Resonate 2
Endurance 3 Memory 2 Sigil 1
Dexterity 2 Charisma 3 Flux 1
Skills
Combat 2 Mobility 2 Craft 2
Loadout -
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
(3) Wounds (3) Will (3) Wane
(0 WB / 0 AB) Unarmed (1 DV / 0 AV)
Known around town for his backyard cookouts and buying strangers rounds at the bar, Dexter Goose wasn’t the kind of guy anyone expected to see in cuffs. That changed when he shot an unarmed man on his property yesterday. Says the man was rotting, smelled like roadkill, and lunged at him like a rabid dog. But the coroner called it early-stage decomposition. The sheriff called it murder.
Introduction
The door to the holding cells was unlocked. Just like the last two she’d passed. Agent Lydia Sixsmith let out a quiet sigh, already preparing a firm speech for the officer inside. But when she stepped into the room, the desk was empty. A cold feeling settled in her gut while Tad Ewing rambled on in his cuffs. “Listen, officer—ma’am—I’m serious! I know how it sounds, but I can prove it! Their server is right below us- they’re making you bring me here to kill me!” She waved him quiet, more annoyed than alarmed. Did he really think that line would work? She was tuning him out when another man came sprinting up the hallway. “Got my hands up, balls tucked, and I ain’t giving you no trouble! Names Goose- Dexter Goose! I told y’all that guy I shot was sick with something! My cellmate’s got it too- he’s in there eating people, man!” Lydia didn’t speak. She just cuffed him, left both men behind, and drew her weapon. Her voice echoed down the corridor. “Officer? You back there?” No answer. She rounded the corner, weapon raised—and froze. Blood pooled across the floor. A familiar body slumped against the wall, face torn open. Something hunched over him… chewing. Lydia turned on her heel and ran. “You’re both still in my custody,” she said, unlocking the cuffs. “You run, it’s just another charge. We’re going out to my car to radio for backup- got it?” But even as she spoke, a shape emerged from the far end of the hall. A silhouette. Shambling. Wet. Other prisoners screamed behind their bars. Then the sirens wailed. Emergency lights flickered red. Steel shutters slammed down over the exit. Mr. Ewing dropped into a chair by the desk, fingers dancing across the keys. “I—I might be able to fix this!” he cried out, desperate. Goose grabbed a folding chair and held it like a pro wrestler. “Don’t worry,” he grinned nervously. “I saw this on TV once.” Agent Sixsmith raised her sidearm and took a steady stance. “First and final warning. Get down on the ground and put your hands behind your head! I -will- shoot!”
(planned to be a three session one-shot for people learning the game)
The Shambling Zombie
Health
(3) Wounds (-) Will (-) Wane
Traits
Strength 3 Intellect 1 Resonate 1
Endurance 3 Memory 1 Sigil 1
Dexterity 1 Charisma 1 Flux 1
Skills
Combat 1 Mobility 1 Insight 1
Loadout -
(+1 WB / 0 AB) Infected Bite (1 DV / 0 AV)
(3) Wounds (-) Will (-) Wane
(+1 WB / 0 AB) Infected Bite (1 DV / 0 AV)
Slow moving and uncoordinated, they only become truly dangerous when they get together in groups. Players damaged by their bite become Infected. Can only be killed by dealing at least 1 damage to the head (-4 penalty to hit).
The Rage Zombie
Health
(3) Wounds (-) Will (-) Wane
Traits
Strength 2 Intellect 1 Resonate 1
Endurance 3 Memory 1 Sigil 1
Dexterity 3 Charisma 1 Flux 1
Skills
Combat 2 Mobility 2 Insight 2
Loadout -
(+1 WB / 0 AB) Infected Bite (1 DV / 0 AV)
(3) Wounds (-) Will (-) Wane
(+1 WB / 0 AB) Infected Bite (1 DV / 0 AV)
Aggressive and dangerous, they run down their victims unflinching from pain. Players damaged by their bite become Infected. Can vomit blood in a ranged attack that causes Will damage and Infection.
The Bio-Zombie
Health
(9) Wounds (-) Will (-) Wane
Traits
Strength 4 Intellect 2 Resonate 1
Endurance 4 Memory 2 Sigil 1
Dexterity 2 Charisma 1 Flux 1
Skills
Combat 3 Mobility 1 Insight 2
Loadout -
(+3 WB / -3 AB) Standard Issue (2 DV / 2 AV)
(9) Wounds (-) Will (-) Wane
(+3 WB / -3 AB) Standard Issue (2 DV / 2 AV)
A rebuilt soldier infused with the best technology the government has to offer. Designed to hunt loose ends, he is after anyone that could compromise the secrecy of the underground lab. Uses scavenged weapons and thermal vision to track targets and eliminate them.








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