Their Own Devices

Mission 06
A raid that is not everything it seems

What Therin has been up to

Therin is spending the majority of his time in medical training, as he is working towards becoming a full fledged doctor. While it’s unusual for a doctor to be placed in a point team instead of a basic field medic, DMG have decided to let it go forward as an experiment – perhaps due to the extreme violence encountered in field missions in the last few years.

Therin spends some time training in small squad tactics and leadership under the tutelage of Captain Elli Eitel, a Gamma Group doctor who is experienced at leading containment crews in support of Response Squad actions (and who was involved in Operation PANDA STEEL). he has someting of a crush on her, but is unwilling to act on it while they are of unequal rank.

While in between high-pressure short duration stints of medical school training, Therin is visited by the technomancer Major Lowe, of the O.R.G., who simply wants to say hi as he usually does with most up and coming Medical Group doctors. therin expresses hi interest in technomantic healing devices to major lowe.
Because of the close proximity of Medical Group HQ to Gamma Group, Therin is training in heavy weapons and assault with Gamma Group’s Staff Sergeant Gerard Delahaye, who he last saw bleeding out on an Epsilon base operating table after Operation PANDA STEEL. Therins major interest is in grenade launchers and the mastery of rapid firing weapons.

How we came to be here

Some eighteen months into training, each of them is approached by their training lead and told to prepare for a field training mission.

From preliminary satellite surveillance, and later confirmation from Khady’s ground-placed surveillance assets, they determine that there are between 25 and 30 individuals within what appears to be some sort of commune.

They’re prepping to raid in force, just as soon as they confirm whether the mission is a go – KD still hasn’t found any evidence that there are truly SPIDER agents at the commune.

But then, when DMG are about to lose their window of opportunity, the commune buys groceries. One of the older gentlemen walks out of the house to help bring them in, wearing a back and arm brace that can only be a device.

Who is with who

KD is going in with Mira from Recon

Freddie is working with Agent Natalie Léa Raine (Li-li) and Agent Aaron Parks of Infops

Wils is working with Lieutenant Reese and eight guardsmen:

  • Stéphanie Daumier
  • Hugo Frassin
  • Markus Steinhorst
  • Wolf Heubeck
  • Herbert Ellner
  • Gabrielle Levi
  • Phillip Weaver
  • Ekkehard Niemann

Therin is put in charge of a containment crew of four medical and guardsman troops, who are going to be responsible for preventing mission leak and providing medical care when required for an assault team who are subduing a terrorist cell.
He will be working Captain Eitel, along with the following other troops:

  • Hans Spott (Combat Medic)
  • Emma Zuerner (Combat Medic)
  • Armande Deroche (Guardsman)
  • Heinz Grassmuck (Guardsman)

Therin and KD are both dropped at the site by Corporal Wandur, from Logistics (seconded to ORG).

Training Suite One

The assault goes smoothly, and the players proceed to clear the compound completely in accordance with their training. It’s almost completely a perfect execution of the mission objectives, but…

While combat with most of the militants is fairly normal, something is not quite right about Haugk. When he forces KD to kill him, there is a blinding (physically and mentally) flash. After they recover their sight, although perhaps not their mental stability, the players see what appears to be the blood from Haugk’s cooling body spiralling into the air. It coalesces quickly into the form of something horrible – tentacles, teeth, and eyes, and all angry.
The thing is semi transparent and not quite complete, like a nightmare scribbled on the surface of reality (by a lunatic).

Lieutenant Reese is shouting into comm’s, “what the fuck is that, no-one told me about that, what the fuck!”, and an unknown voice answers him “Mission is still within designed parameters for the combatants, will proceed.”

Which is all very daunting, until Freddie comes up with a somewhat abrupt solution – the assault team runs for cover while Freddie gets approval from his superiors to task the german military drone that has been providing surveillance overwatch with a strike mission.

Shortly afterwards, damnation rains down in the form of a pair of hellfire missiles, utterly destroying the compound.

Not long afterwards, with a flash of green a descending grid melts from the ceiling to the floor, and everything inside the “commune” blinks out of existence, along with the guardsman and combat medics that the players were assigned specifically for the mission.

Barely having time to recover from that decided weirdness, a DMG Major (who Wils knows as Roberts) and several other officers burst into the room to congratulate the team on a successful operation. They seem perhaps rattled by the way the simulation went, but don’t talk about it with the players.

On going outside, the players find a cohort of DMG guardsman prepped to clean up, along with more observers. Among them, a captain of the ARG comes up and asks several questions about what they saw. He offhandedly refers to the monster as a a bloodspawn, a waker, and nothing to do with them.

While he’s questioning them, Corporal Wandur drives up in the van to take them home, and fails to see or brake for the ARG Captain. However, the captain leaps to safety just in time, and turns around and simply stares daggers at Wandur without saying a thing. Seems like maybe they aren’t friends. Wandur seems nonplussed, and tells the players to get in for a ride back to Gamma.

People at the commune

  1. Hannibal Neugebauer (38) arrested by wils
  2. Swanhilde Neugebauer (36) arrested by wils
  3. Wilhelm Neugebauer (11) arrested by wils
  4. Hans Neugebauer (8) arrested by wils
  1. Wolfgang Koenig (41) arrested by wils
  2. Minnie Koenig (35) arrested by wils
  3. Kathrin Koenig (7) found in a cupboard
  4. Helmuth Koenig (3) found in a cupboard
  1. Oskar Krause (m29) – Technomancer, Militant
  2. Anneliese Krause (f30) – Technomancer, Militant
  3. Heinz Krause (m2) found in a cupboard
  1. Georg Darius (m34) dead from Novakova gunfight
  2. Hilda Darius (f33) dead from Novakova
  3. Hedy Darius (f6) dead from Novakova
  4. Suse Darius (f5) found in a cupboard
  1. Karl Erdmannsdorff (m45) – Militant knocked out
  2. Erma Erdmannsdorff (f42) – Militant knocked out
  1. Heinrich Fahlbusch (m22) got arrested by hoebeck
  2. Ilsa Wickmann (f22) gt arrested by hoesbeck
  1. Wilhelm Haugk (m33) – Technomancer, Possessed, Psychopath shot down by khady, promptly turned into some sort of hideous monster.
  2. Jobst Snoek (m56) – Technomancer, Militant dead in a gunfight with novakova
  1. Alfred Deegener (m36) Tied up when found hiding under the bed
  2. Karl Grons (m34) Tied up when found hiding under the bed
  1. Bodo Ott (m21) – Technomancer, Militant, dead from gunfight
  2. Horst Schlang (m47) – Militant, Commune Leader, Arrested
  3. Heidi Stracke (f19) – Militant knocked out by Therin, stabilised by Therin
  4. Elli Guckenberger (f26) Arrested by khady
  5. Harry Schneider (m25) Arrested by khady

What happens next

After the field mission, the group is brought back together in Germany at Gamma Group’s base, for two months of intensive training with the agents of Response Squad Gamma. Lieutenant Versock is brutally honest about their capabilities, and pushes them hard to improve themselves. They are worked near to death, along with several prospective members of Response Squad Gamma that are hoped to be able to replace the losses they incurred during Operation PANDA STEEL.

When they finally reach the end of the eight weeks with Gamma, they are given a months leave in Berlin to enjoy themselves, before being shipped back to Alpha Group for their final three months of squad training.

Khady wants to lose his name, the organisation gives him a list to work from. He’ll be given a new identity when he returns from his leave in Berlin.

Freddie decide to change his name to Alfred Dales, to give himself a similarly clean break from the past.

Mission 05
More training! Lucky blighters

Players have just been ordered to prep for more training. This will be the start of their Response Squad Agent training, including enhanced training in their chosen areas of specialization.

All players receive refresher assault, teamwork, and tactical training. They also get more grounding in the expectations of DMG field agents interacting with civilians in NATO countries.

In Germany, KD, Wils, and Freddie receive more comprehensive assault training from Gamma Group, while Therin is improving his medical skills at a Medical Group hospital.

KD is sent to work with Reconnaissance Group, initially in Germany and then travelling to different places to train in different aspects of the job – Czech Republic for urban work, London for suburban, and Poland for rural. He is learning advanced surveillance, infiltration, and assault skills, as well as how to subdue targets quietly.
He’s working with Agent Miroslava Novakova as his mentor. Mira is a fiercely loyal Reconnaissance Group agent, and an expert at covert surveillance as well as infiltration and elimination actions. Conveniently, Mira is also attractive, although admittedly in a scary fashion.
Over the course of their months together, KD learns to respect her talents as a quiet and extremely effective agent, with a scary talent for knowing precisely what he is up to at all times. At no time does she give any indication that she might be open to his admittedly fumbling attempts at innuendo, instead focusing on the mission at hand at all times.

Freddie goes to work further with Information Operations Group in their facility in France, with time out occasionally to work with an Alpha Group team sent specifically to train him in infiltration and assault. With Infops he is learning advanced electronic surveillance and overwatch techniques, going so far as to get rudimentary drone pilot training.

The infops crew prove to be a bunch of talented but barely controlled geeks, partying hard and working harder, finding every possible excuse to get up to mischief, while never compromising the mission of the device management group.
He finds opportunity to spend time with some fairly libertine geek girls that take his fancy, and some who fancy him and take advantage.

Just prior to KD’s departure for rural work in Poland, Mira tells him she has someone to go see in London, asking if he maybe has someone he wants to go see. When he replies in the negative (perhaps a little hurt that his crush has been pushed aside so casually), she tells him instead to take a week off and go spend some of his accrued wages finding someone to see. She additionally tells him to stay off the radar, and that she’ll be watching to see what he has learnt.

KD and Freddie decide to catch up in Paris, after Freddie gets approval to take a weeks leave from his decidedly more relaxed superiors at Infops.

KD sneaks out of England after leaving his tracable phone under the carpet in the back of a courier van with a wide ranging run in the area that he left Mira. He manages to evade a surprising number of the prevalent CCTV in the UK, and gets all the way to Paris before he decides to taunt Mira with a text to see if she has tracked him down. She responds simply, telling him to enjoy Paris and that he has five and a half days left of his leave.
KD and Freddie spend their time well, and KD scratches an itch or two while potentially gaining a few new itches. Freddie also introduces KD to the delights of the obscure and exotic stimulants that Infops agents use to stay awake, which are not affected by the general immunity to common narcotics that all agents receive as part of their monthly medical package.

On his return to training, Freddie is sent to a couple of classes on intelligence gathering from human sources. Notably, the second is taught by a Major Fleischer of the O.R.G., who seems almost obsessed with enhanced interrogation techniques as a means of gaining intelligence on enemy activity.

Freddie is a little creeped out by this and is grateful not to be invited to any more of these sessions. When he asks his buddies back in hacker heaven about this, they inform him that he’s met the skullfucker, and he should be grateful not to have caught his attention. On digging around a little more Freddie learns that Major Fleischer works closely with infopsTaskforce 200, who maintain a human intelligence network for DMG.

Wils, meanwhile, has been shipped back to Alpha Group base in Nevada, where he is undergoing leadership and tactical training with Alpha’s extensive training taskforce, particularly with Staff Sergeant Tristan Jones for tactical training, and Lieutenant Seth Simpson for leadership and officer development.

In the latter part of his training Wils spends a large amount of time working with Response Squad Alpha‘s Fire Team 2, led by Lieutenant “Spooner” Reese. Because of the gender skew within RS-A 2, they’re sometimes referred to (especially by logistics agents) as The Mean Girls, a label they’ve come to adopt as their own.

While he isn’t allowed into the Alpha Training Arena until graduation attempts, he has been doing some squad and platoon leadership training with Ghost Alpha’s army of automatons serving as red team. Through this he has learned the basics of their weaknesses – tasers hurt most of them more than regular rounds, but shotguns are effective either way.

Wils is also being schooled on assault and basic infiltration, along with the rudiments of mission overwatch and low level surveillance methods. Corporal Stone and Cruz of RS-A 2 assist primarily with this training, although always under the watchful eye of Captain Reeves

Wils takes the opportunity to flirt outrageously with Corporal Stone at every opportunity, and while initially this is greeted with bemusement, she does grow more openly fond of him over time. Given the close knit relationships within The Mean Girls, this inevitably results in much ribald commentary and outright sexual harassment of Wils during the training (although Lieutenant Reese also quietly warns him that fraternisation within a working squad is severely punished).

Wils checks in with Freddie, and after realising how much more fun Freddie appears to be having, is quite put out. Freddie decides that he should help his friend out, and conspires with his colleagues at Infops to send Wils a care package in the form of a preposterously dirty email laden with the worst filth that the internet has to offer. His new workmates decide an email just won’t cut it, and abuse their administrative powers within the DMG network to instead brick Wils laptop by sending it into a permanent loop of the horrors of porn.

Wils negotiates with Alpha Group‘s on-site technicians to get a new laptop, and further bribes an Infops agent with three fine bottles of Jack Daniels in exchange for doctoring Freddie’s health records to indicate the urgent need for more physical exercise.

After more than a weeks interspersing drone-handling sessions with 16km runs, Freddie investigates and discovers the error. However, his fledgling skills aren’t sufficient to remove the changes to his records. When he asks his superior about it, the boss consults his (digital) records, and comments that Freddie really needs to take more care to ensure his weight stays regular, especially during the long bum-on-seat sessions of drone training.

After another weeks grueling exercise for Freddie, Wils’ contact at Alpha Group‘s tech hub asks him to meet him outside the main entrance to the barracks. They drive down to the end of one of Alpha Base’s larger runways.

Presently Freddie is greeted at the end of an 18 hour shift on drone watch with the astonishing sight of a pantsless Wils throwing a pair of birds in direct line of sight of the drones forward camera as it comes in to land at Area 14.

Wils Infops contact informs him afterwards that it is time to return Freddie’s health status to nominal, on account of how he has an actual physical coming up and the changes would have been noticed.

Some eighteen months into training, each of them is approached by their training lead and told to prepare for a field training mission.

  • KD is going to reconnoiter a suspected terrorist hideout and provide intel to a field team that is being prepped to assault.
  • Freddie is given command of a three day overwatch mission on the site of a terrorist hideout to ensure a safe insertion for reconnaissance and assault assets, where he will be working with two other junior Infops agents.
  • Wils is ordered to prepare a team of guardsmen for assault on a hostile building, with an objective of capturing as many as possible of the inhabitants for questioning.

After establishing that they are each others primary contacts for the mission in question, which is to take place in rural Germany, the team get down to work.

From Infops HQ in France, Freddie quickly obtains satellite surveillance of the building that is suspected to house SPIDER agents, and ascertains that satellite overwatch will be available every 12-14 hours, and at this time of year that equates to a window at around 5am and another at 7pm.

Khady requisitions a variety of vehicles and equipment at Gamma Group, and starts to lay out the basis of a comprehensive suite of surveillance on the site, under the scrutiny of Agent Novakova.

Wils establishes that he will be working with Lieutenant Reese as his adjutant, and will be in command otherwise of a full platoon of Gamma Group guardsmen, that will meet them on their arrival at Gamma Base in Germany. Wils and Reese get on a plane from Nevada to Germany.

The players figure out that the mission is based on only scanty information provided by “an Infops HUMINT source”, probably from the shadowy Taskforce 200, and that no further detail is available. It is unclear whether only some of the people at the objective are targets, or they all are.

From preliminary satellite surveillance, and later confirmation from Khady’s ground-placed surveillance assets, they determine that there are between 25 and 30 individuals within what appears to be some sort of commune. They are of a mix of races and ages, and could be made up of between two and four families with additional adults making up the difference.

Mission 04
A guardsman's lot

Training never ends

The players training continues at DMG HQ in Belgium, with some basic introductions to devices and what they might encounter in their role as guardsmen. The short version: don’t touch it, and if you have to touch it stop as soon as possible. Never put one on, because it might kill you. Treat all devices as if they are biological weapons, and nasty ones at that.

After they complete the more intellectual side of their training in Belgium, they are split up for the final three months of their training, and sent for specific education in their nominated roles. They continue with their lessons in languages, with all guardsmen expected to be fluent in French, and the players also pick up the basics of German.

Wils is being given introductory officer training, and is sent back to Alpha Group base in Nevada to start with. He is given a more open tour of the facility this time around, and discovers that it is situated in the heart of the Nevada Test Site, mostly buried underground in Area 14. Later, he is sent for tactical training with Gamma Group in Germany.

Therin is continuing to increase his medical knowledge, and at Medical Group hospitals in Germany he is taught everything he needs to know to operate as a competent field medic. He lets his family know that he is training as a doctor in a German university hospital.

KD is training as a scout and assault trooper, and he is deployed to Reconnaissance Group facilities initially in Germany, and later in Norway and the Czech Republic.

Lastly, Freddy is being given advanced systems training with the Information Operations group in France.

Oh wait, training ends

After their three months of specialist training, the players are all shipped back to Belgium for graduation and assignment. They graduate in a class of around 150 guardsmen, around a third of whom are assigned to Operations Squadron, with the remainder assigned to Logistics Squadron. They notice that the O.S. guardsmen are about a quarter female, with the L.S. guardsmen closer to a fifty/fifty split, which strikes them as an unusually high number of women to have in a combat force.

Therin, Freddy, and KD are given the rank of Lance Corporal within Operations Squadron, and
Wils is made a full Corporal.
The fresh uniforms awaiting the players in their barracks are emblazoned with the cog and globe, O.S. fist, and a capital E below that. Along with the uniforms are orders to deploy to Epsilon Group base back in England.

A new home

After a brief flight back, they land at RAF Odiham in Hampshire, and are picked up by three DMG agents in an unmarked white van with tinted windows. They’re greeted by Sergeant Edward Sterling, who is going to be leading Fourth Squad, and to whom the players are reporting.
They are given a tour of Fort Halstead, and over the next six months they get to know its halls and chambers well, as they perform their duties as Epsilon Base guardsmen.

They get to know some of Epsilon Group’s personnel, and they spend a lot of their down time training. When possible, they train with Response Squad Epsilon, who seem to spend almost their entire lives sleeping and training.

During the first six months they are there, RS-E is only deployed three times. While RS-E is in the field, the guardsman platoon is on high alert, with nominated members ready to deploy as a containment crew if needed. During one of those deployments, Fourth Squad is on active duty, and they get to experience the constant stream of updates and radio chatter that bounces around the base while the Response Squad is out in the field.

Pear shaped is only good for pears

In June 2007, Third and Fourth Squad are briefed that they will be maintaining solo guard duty at Epsilon Base while a major operation goes on in France. They will need to be prepared to maintain up to three successive shifts, so are expected to get extra sleep in the days leading up to the operation.
After the briefing, Sgt Sterling lets the players know that it’s going to be a follow-up to an earlier attempt by Epsilon to clear Phi Base, where Sterling lost all of his squad-mates.
After they ask, Major Whitlaw gets the players clearance to read the after action reports for MERCURY BEGONIA and METRE CARNATION, so they have a better idea what to expect from the upcoming operation.

When the day of comes around, the players anxiously monitor incoming comms to get a feel for how the operation is going. When, later in the shift, casualties start arriving back at Fort Halstead, it becomes clear that it has not gone well.
Therin is assigned to assist in the med bay, along with any other medically trained staff remaining at Epsilon.

Wils encounters a shell-shocked Corporal Pembroke returning with wounds to his arms and chest, who doesn’t appear to be responding to Wils questions. Corporal Fuller is with him, although he himself has a bandaged wound stretching from above his right eye almost all the way back across his bald head, and is almost painted red from the sheer amount of blood spread over his head and uniform.
McCormack and Fisher are confirmed killed.

Over the course of the next ten hours, over 20 DMG agents are treated in Fort Halstead’s med bay. Horrifically, over twenty deceased DMG personnel are stacked in the corridors outside the med bay awaiting transport.
Two hours in, helicopters start arriving to take the more heavily wounded but stabilised agents to Medical Group hospitals in Germany.
Later in the day the helicopters remove the killed agents.

Over the course of the following week, all DMG personnel who survived the mission are rotated out of Fort Halstead to Medical Group facilities elsewhere in the world. A massive number of replacement and temporary staff are moved in to fill their roles in the interim.

Almost half of Epsilon Group is gone from the base as a result of Operation PANDA STEEL.

At the end of the week, the players receive orders to prepare to ship out for further training.

Mission 03
A training montage

The players convince KD to sign up to join the DMG, since all their other options are so much worse.
They are shipped off to the US on a C130, escorted by four guards.
KD can’t help but try and pick a fight with their escort, and the resulting scuffle leaves all four of the players taser’ed and unconscious. They wake to find themselves zip-tied into their seats on the transport, and spend the rest of the eight hour flight in uncomfortably upright positions.
They land in Nevada, and after being gagged and bagged again are transported to a base in an undisclosed location, where they spend their next six months in basic military training. They are not only thrashed physically and emotionally, but taught the basics of tactics and teamwork, and how to use the most commonly available firearms.
After six months of training, during which their general fitness and marksmanship has advanced exponentially, they are put back on a transport to fly to Europe.

They land in Belgium after another grueling flight, and are transported to yet another secret base. While there (in a heavily populated almost-city of a base) they are sent to lectures and tutorials on various more intellectual aspects of the DMG mission. They learn about the nature of technomantic devices, and the POWER Act that spawned DMG in the first place. They learn about the perils of attempting to attune oneself to a device without sufficient skill (and even with!). They learn about some of the most famous figures within DMG history, and they learn the basics of the second world war, from a magical (and super-black) perspective.

Mission 02

A grinding existence

The players have finally been released from Her Majesty’s pleasure, and have managed to secure employment as day labourers.
They were allowed to move into a flat on Borstal Street, provided they check in weekly with Phil the parole officer, and take regular drug tests.
After the Borstal branch of Royal Bank of Scotland is knocked over, the local plod decide to have a word with Freddie and KD, since they’ve just moved into the area and there are signs of technical nous in the MO of the robbers.
After protesting their innocence, and denying any knowledge of the man shown in what security footage is available, the boys decide it is probably best to keep very quiet for the time being.

Eyes on

On the way back from a night at the local (Who’d Ha’ Thought It), Wils sees a man who fits the description from the security footage. After Freddie confirms that it’s definitely the guy, they decide it’s safest to call the police and just stay put.
The man in question goes into an abandoned mechanics workshop, and then leaves shortly afterwards. He gets into a white panel van with a missing rear plate, and drives off. Meanwhile the plod have still not deigned to make an appearance.
Shortly afterwards, a man who looks very similar to the first also emerges from the workshop. This second man walks away down the street and disappears around the corner of Maidstone and Warden, around the side of the St Margarets Cemetary.
Obviously, now that both suspects have left, the police decide to show up. After inspecting the property and finding it secure, the police decide that these likely lads have been having a jape, and send them home with a stern warning.

A pursuit

The man in the overcoat follows the players home from the mechanics, attempts to find out what they saw, see if they’re a threat to his operation.

The players refuse his offer of cash to leave the country, and the clone pulls his gun. He is overpowered by the players, who are horrified to find that his clothing appears to be fused to his skin, and can’t be removed. He has no technomantic devices on him, but when they knock him out he dissolves into a puddle of goo, which evaporates over a couple of minutes, leaving nothing but a slight sheen to the floor. The players have obtained a gun.

An odd pairing

The clones come back in the guise of policemen, wearing uniforms that are slightly the worse for wear and driving a cop car with two corpses in the boot. One of these police officers moves very quickly indeed, and after he is defeated they find his shoes have been left behind.
The players manage to overcome these (using the gun obtained from the previous clone), and gain another gun and a combat knife, at the expense of a small scratch on KDs chest.
They also found a key to the workshop, and decide to go and pay the man in the overcoat a visit at home.
While on their way, Freddie finds that the sneakers he has taken off a clone allow him to run extremely fast, and jump ridiculously high. It’s pretty awesome.
The mechanics workshop appears to be the base of operations for the technomancer.
They get in and defeat the clone with the avoidance, although Wils is shot in the thigh.
When they go to confirm the kill, they see a portal open in the wall, and another man who looks the same (but wearing a kevlar vest) disappears out of it. Before the players get a chance to pursue, the man picks up an object from the ground and the portal disappears.

After this, Freddie attempts to go outside to find out where they guy has got to. However, as soon as he steps out, he gets gunned down by agents of RS-E who have come to secure O’Hare as part of operation GREEN DRAGONFLY (although fortunately using riot rounds, he is merely knocked out for a while). RS-E quickly take out the rest of the group, and they are bundled off to Fort Halstead.

After they are locked up, they are each interviewed by Doctor Sheridan, who is keen to get an understanding of their suitability for recruitment. The mindlock on their communication of events at Leverton is removed to allow them to write a second report on that event, in comparison with the events in Borstal.
They are made an offer they can’t refuse, which they mostly accept. Except KD, who professes that he would rather die than join…It’s unclear what he thinks these people are, some sort of super-boogyman evil that only the righteous snotty teenager can defeat, maybe. He raves about allowing magic to go free in the world, and how he has rights that can’t be removed.

Doc Sheridan shows him the legal documents which renounced his british citizenship, and assures him that they are, legally speaking, in no country. He has no rights but those that the Doctor decides to grant him. KD is unmoved by mere human logic, and decides instead to rant and rave for weeks on end.
Meanwhile the other players are left sitting around in a cell, waiting for KD.

Mission 01
Leverton Secure Children's Home

An inauspicious start in life

Gameplay opens with the players all resident in a secure children’s home just north-east of London, spending their 14th year on this earth at her majesties pleasure for various misdeeds.
Freddie and KD have both been nabbed for their involvement in a credit card fraud ring that went down in a blaze of violent confrontation with the constabulary.
Content Not Found: aaron is playing down his past, but given his massive size it’s a fair guess that someone somewhere had a very bad day.
Wils, meanwhile, stabbed someone in the face for insinuating that his father was a crook. Quite aside from the fact that his father is a convicted criminal, he just won’t stand for that.
They share a dorm at Leverton with two other boys – “Diddle” and “”/characters/seb" class=“wiki-content-link”>Seb".

An ordinary day at Leverton

Schedule of a regular week and day is roughly as follows.
h6. “We get up at 7.30,” he begins. The boy looks shocked, as if he thought that 7.30 only happened in the evening. “Breakfast at 8.15. Then chores – hoovering, dusting – till 8.50. Then education, with lessons till 12.15, including a short break, and then lunch. Then education again until 3.30, after which there is some individual or group work till tea at 4.45. After that it’s homework for an hour…”
“Homework?” says the boy, incredulously. “Can’t I go on the Xbox?”
“Homework, for one hour, then after that Structured Activities – craftwork, model- making, gym, badminton, table tennis, volleyball,” says the manager. “Then after that maybe some time on the Xbox, if you’ve earned the privilege. We have supper at 8.30 and then it’s off to bed with everybody, depending on their age, locked in by 9.30.”

A visitor in the night

Leon Granville appears in the dorms at night, has a whispered conversation with Sebastian Granville, disappears as suddenly as he appeared.
A visitor returns, with company
Leon Granville returns to visit in the middle of the night a week later, telling Seb that he loves him, but has to go away. Something terrible has happened. They’re dead, they’re all dead. He never meant it to happen.
RS Epsilon invade the halls of residence with sound and fury, a brief and decisive combat ensues.

A secret is enforced

Containment crew arrive to deal with the aftermath of the combat, and administer NDAs to all witnesses, and assuage the concerns of those who did not see what actually happened.


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