Get to those adventure prompts, Double Time!
over 2 years ago
– Fri, Dec 17, 2021 at 07:40:20 AM
Adventure Prompts
In my efforts to keep theFreedom Squadron Facebook group and Twitter account active, I've spent the last week posting "Mad-Lib"-style adventure prompts inspired by issues of [a spin-off comic of the primary franchise to inspire Freedom Squadron]. In case you haven't seen them, I'm reposting them below.
"Best Defense"
[VENOM/the Terrornauts/an unaffiliated terrorist group] have hijacked a [passenger liner/plane/train] en route to [a major TAC city/a major Neo-Communist city/a major Chinese city]. They are demanding [the release of prisoners/a ransom/a policy shift].
The Mission Team must board the vessel and save the passengers. Once onboard, though, the team discovers that the terrorists’ demands are just a ruse and their real goal is to [detonate a bomb in the destination city/attack a military target/ make off with cargo aboard the vessel].
"That Sinking Feeling"
A [Chinese/Neo-Communist/VENOM] defector has reached out to Freedom Squadron. Due to the defector’s prominence, they can only be extracted if Freedom Squadron stages a false operation to draw the defector’s faction out. The Mission Team is assigned to “salvage” a “[abandoned lab/downed airplane/sunken boat or submarine]” supposedly containing prototype experimental technology. [VENOM/a rival VENOM leader] gets wind of the operation as well, leading the mission team to [fight on two fronts/turn the enemies against each other].
"Words of Honor"
A [nerve gas bomb/nuclear device/other weapon of mass destruction] from World War III has been discovered [teetering on a glacier/near an active volcano/in the ruins of a city destroyed in “Operation: Scorched Earth”]. The conditions will soon result in the weapon going off, endangering nearby population centers.
The anti-tamper devices are exceptionally complex. The creator of the device, a former [Neo-Communist officer or scientist/VENOM operative on the outs with VENOM Commander or Mamba Khan], has secretly reached out to Freedom Squadron, offering to deactivate the device in exchange for protection.
Unfortunately, this dirtbag is one of the worst dirtbags of WWIII. A squad of [Belgian freedom fighters/Italian AISE agents/Norwegian FSK commandos] are on the way to the asset’s location in [an Amazon rainforest plantation/Moroccan villa/Steels Industries Special Economic Zone] to apprehend and/or execute the villain.
The Mission Team must split their forces to both contain the weapon and extract the asset (calling in Mission Specialists as needed). They have leeway to negotiate with the other force attempting to neutralize the asset as needed, but said force is Hostile.
The asset is also guarded by an elite squad of VENOM agents who don’t realize the asset is seeking protection from Freedom Squadron.
Yeah, it’s complicated.
"Burn-Out"
A VENOM client state in [the Baltic/North Africa/Southeast Asia] has been selected as the proving ground for a new experimental [airplane/boat/self-propelled artillery unit] prototype designed by [El Guapo/Gorgon/Steelz Industries]. The local dictator will be conducting tests on VENOM’s behalf.
The Mission Team is assigned to extricate the prototype if possible and [destroy/sabotage/get the plans for] the prototype if not. Security on site is very tight, but one of the heroes realizes they know a [WWIII compatriot/former lover/long-time rival] working for the despot. Leveraging this past relationship for aid will place that person in terrible jeopardy, but it increases the chances of success a hundredfold.
The team may call in a/n [aerial/marine] bombardment as a a distraction.
Say Hello to Double Time!
Time for another art and character preview! Meet Command Sergeant Major Double Time, Freedom Squadron's top non-com!
★ DOUBLE TIME
File Name: Ioakimo Falaniko
Rank: Command Sergeant Major
Branch: High Command
Primary Military Specialty: Command Senior NCO
Birthplace: Catbalogan, Samar, Philippines
Double Time had a long and successful career in the US Army well before WWIII broke out. At the start of the conflict, he was discussing with his husband whether they wanted to stay in the United States after retirement or return to the Philippines. Those plans were put on hold for the duration of the war, and the Sergeant Major was in the thick of things almost from the beginning.
He’d been training for the war for over two decades, but it truly became personal when Sergeant Major Falaniko's son Jonathan was killed in combat. From that moment, he became driven. When Falaniko’s unit was shattered and he was wounded, he walked out of the recovery ward to find "an officer that remembers how to fight." By coincidence, he ran into Abraham Steel, and the two became inseparable.
Today, Double Time makes sure General Steel occasionally slows down enough to take care of himself and is in charge of developing the NCOs of Freedom Squadron. Given the low ratio of officers in Freedom Squadron, this is a critical task—and one that Falaniko intends to keep doing until he drops dead. Deeply concerned with the welfare of Freedom Squadron’s personnel, he recognizes to bleed less in war, you must sweat more in peace.
"Do the officers run this? No! You do, Sergeant! And we train to standard!"—Double Time
Mission Specialist Use: Like most of Freedom Squadron High Command, Double Time only rarely participates in field missions. Mission Teams deployed to South East Asia may rendezvous with members of the extensive Falaniko family as local guides. As a Contact, he offers either d10 to Tactical Challenges or d12 to Interaction Challenges.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d10
Skills: Athletics d6, Battle d10, Common Knowledge d8, Demolitions d10, Driving d6, Electronics d6, Fighting d8, Healing d4, Intimidation d12+1, Logistics d6, Notice d10, Performance d8, Persuasion d8, Repair d6, Shooting d8, Stealth d4, Survival d6
Focuses: Assault Rifles, Knives, Throwing
Masteries: Guitar, Lines of Fire, Tactical Withdrawals
Languages: Filipino, Cantonese, Cebuano, English, Spanish, Tagalog
Pace: 6; Parry: 6; Toughness: 17 (10)
Hindrances: Driven (major, No one will say 'If only I was trained better'), Loyal, Military Dependent (Minor, his husband, Mateo)
Edges: Brave, Command, Demolitions Expert, Dig In!, Hold the Line, Level Headed (Imp), Non-Commissioned Officer, Professional, Soldier, Strong Willed, Tactician
Gear: Custom KevRam combat armor (+10, ballistic protection), custom FN Five-seveN MK 5 pistol (Range 12/24/48; Damage 2d6+4, ROF 1, AP 6, Shots 25) and extra magazine, combat knife, com button.
Special Abilities:
- Tactical Analysis: As per Tactician, Double Time may also grant any soldiers under his command a free reroll (as though spending a Benny) during Quick Combat encounters. He may use his Battle skill as his roll in such encounters, as well.