[AW] The Quarantine - Specialist June Whitfield

edited November 2010 in Out-Of-Game

Name: Specialist Whitfield, June M.

Look: Woman, ancient fatigues, young face, lively eyes, athletic body (Specialist June Whitfield is a young woman with brown hair in a tight bun on the back of her head. She wears her dark green beret with the insignia of her military branch, black boots shined as best she can get them, and her military fatigues. Of course, all of this probably looks more than a bit dilapidated at this point, but she's still a fairly clean, attractive lady, as much as she can be. She does her best to put on a stern and cool exterior, but there's something impish and active about her.)

Cool: +2
Hard: +2 (highlighted)
Hot: +1 (highlighted)
Sharp: +1
Weird: -nil

Uncle: -2
Spector: -1
Marlene: -2
Navarre: -2
Di: +3
Gritch: -


Leave no one behind
In battle, when you help someone who's rolling, don't roll+Hx. You help them as though you'd hit the roll with a 10+.

Eager to Know
When you go to someone for advice, they must tell you honestly what they think the best course is. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don't accomplish your ends, you mark experience.

When another player's character rolls+Hx to help you, they mark experience.

Quarantine Special
If you and another character have sex, roll+sharp. On a hit, ask their player questions. On a 10+, ask 2. On a 7-9, ask 1.
- whom do you most miss?
- what do you hope for the future?
- what makes you feel beautiful? Loved?
- who was your first kiss? Did you like it?
- if I asked, would you stay with me?
- in what ways are your mind and soul pure?
They may ask you one in return. On a miss, you each get -1 Hx with the other.

Assault Rifle (3-harm close loud autofire)
9 mm sidearm (2-harm close loud)
Military Body Armor (2-armor valuable hi-tech)
Fatigues, but no jingle

Experience: XX

_X_ get +1hard (max hard+2)
_X_ get +1sharp (max sharp+2)
__ get +1weird (max weird+2)
__ unlock a stasis facility
__ unlock a stasis facility
__ unlock a stasis facility
__ get followers (detail) and fortunes
__ get a move from another playbook
__ get a move from another playbook
__ get a move from another playbook
__ retire your character to safety
__ create a second character to play
__ change your character to a new type
__ choose 3 moves and expand them
__ expand the other 4 moves
__ +1 to any stat (max +3)


  • When you're Eager to Know and you ask advice from someone like Spector who is Oftener Right, do you take +2?
  • I would hope so? I think they'd make a wicked evil combination then. Which may be the point.
  • What if Spector tells you to read the sitch, and you have perfect instincts?
  • Posted By: Christopher WeeksWhen you'reEager to Knowand you ask advice from someone like Spector who isOftener Right, do you take +2?
    I think so. Yes.
  • edited December 2010
    Quarantine Stuff:

    As things stand at the beginning of play, anyone released from stasis suffers both 2-harm area ap and psi-harm.

    You emerged from stasis a few days ago.

    Remaining in stasis are the rest of your unit, plus your colleagues and your superiors.

    Stasis has remained untouched by outsiders. Why? It has deadly defenses and it's securely hidden (in the bowels of the carrier, one assumes).

    When you emerged form stasis, Specialist Jackson, Tammy M. emerged with you. What happened to her? The world's psychic maelstrom inflicted psi-harm, shattering her sanity, but I don't know. I haven't seen or heard from her.

    Stasis facilities:

    __ Release: you can release everyone from stasis, all at once or one by one.
    __ Psi-isolation rig: bring someone into stasis and you can isolate them from the world's psychic maelstrom. With a little reconfiguration, you can use the rig to further manipulate the world's psychic maelstrom: treat this as augury, but roll+sharp instead of rolling+weird.
    __ Medlab: stasis includes a workspace with life support and medical technology. Bring someone injured into it and you can work on them like a savvyhead on tech.
    __ Archives: stasis includes a workspace in the form of its records and historical archives. Access them and you can get tot he bottom of the past like a savvyhead getting to the bottom of some tech shit.
    __ Hi-tech scrounge: you can scavenge stasis for its spare parts. Each time you do, you get 5-barter worth of hi-tech crap, to detail or use as barter, but permanently scratch out one stasis facility. (You can choose this one.)
    _X_ Armory: stasis includes 6 assault rifles (3-harm close loud autofire) and 6 suits of military body armor (2-armor valuable hi-tech) intended to arm the rest of your unit. Unlock its armory and they're yours.


    You were there when the world ended, but you've been in stasis for 50 years and your memory is slowly returning. At the beginning of each session, roll+sharp. On a hit, ask the MC one of the following questions and she'll answer it. On a 10+, you can ask a followup question, which can be from the list but needn't. ON a miss, the MC will choose a question and you will answer it.

    __ Where was I when the world ended?
    __ Did we know whose fault it was?
    __ What were the first signs that the world was ending?
    __ Who did it hit worst?
    __ Was it sudden or gradual?
    __ Could we have stopped it?
    __ Who were the first people to know?
    __ What was the first year like?
    __ How long did we hold out hope?
    __ What did we try that failed?
    __ Who did I lose?
    __ Who seemed safe but wasn't?
    _X_ What's the worst thing I saw?
    __ When it reached us, what did we already know?
    __ What let some people survive, when others couldn't?
  • When you emerged from stasis, the world's psychic maelstrom rushed in on you. Roll+hard. On a 10+, you were able to receive it without succumbing to it; you have weird-1. On a 7-9, you were able to hold it off; you have weird-nil. You are unable to open your brain to the world's psychic maelstrom; getting +1weird will give you weird=0. On a miss, it overcame you; you have weird+1, and in addition, choose 1:
    __ Whenever you act under fire, you open your brain as well (roll+weird as always).
    __ Whenever you read a person, you open your brain as well (roll+weird as always).
    __ The MC must always highlight your weird.

    #DiceRoller( 2d6+1 )
  • Interesting. weird-nil
  • Nice! That's exactly the result I was hoping for! Weird-nil!
  • June talks with a British accent, although any given accent might not be too weird for these people. She's got a quiet voice, but only because she keeps it under control. Naturally, June wants to be optimistic, wants to be hopeful and trusting, but her training taught her better, and she does her best to keep that side of herself in check. She's capable of doing what she needs to do to survive, and willing to do it, too, but always, scrabbling away at the inside of her brain, is that voice asking more of her. In all likelihood, that voice got her into trouble in her position as a specialist working on whatever project she was working on.
  • I needs me some highlighted stats, which also means I needs me some Hx. I talked to Michael about it, and basically, June is unacquainted with anyone, which means she gets a -2 for everyone, and everybody else gets a +1 with her except for either Di or Spector, whichever of them can be considered to have "met her" first. Considering that Spector's kind of a lump right now, I'm thinking that's going to be Di.

    Which also means, however, that she gets to pick between everybody to determine who highlights, because she's at -2 with everyone on her page. So. Um. (rolls die) Max! Go ahead and highlight something for June.
  • Ooo. Just remembered. I have to roll for psi-harm, right? Or are we waiting on that? Or what?
  • Ok, so Hx+2, which I modify down to Hx+1. And Uncle gets just whatever you tell, so also Hx+1.
  • I think the psi-harm is supposed to have happened right when you got out, which has been a few days, right? You might still have the 2-harm (ap), or some of it, though.
  • Yeah, the psi-harm is supposed to be right when I get out...but it's confusing to me why it would be mentioned if you don't have to roll for it, you know? I'm thinking at the very least, it means the MC can say I did some bad shit when I first got out and lost my mind, or something.
  • Sweet! June, be Hot!
  • June, be Hard! Whip this world into shape!
  • June, you can start with 1-harm of that 2-harm healed since it's been a few days.
  • Everyone else takes the harm when released - it effectively explains why you wouldn't want to just release all your squad ... they'll probably all go insane and/or die.
  • edited November 2010
    Hmmm. Really? That drastically diminishes the value of the "Release" Quarantine facility. I had not been assuming that, but then, I see it there, "as things stand at the beginning of play, anyone released from stasis suffers both 2-harm area ap and psi-harm." So, you're absolutely right.

    Does that mean that the psi-isolation rig would at least prevent the psi-harm when people are released? Or would they just suffer it as soon as they leave the isolation rig?
  • Anything's possible with the psychic maelstrom.
  • I think it's just set up as a little quest for you: figure out a way. The rig is a very likely possibility, but you could certainly find a way to deal with it in the fiction. Maybe they need to be really, really high when they come out, to make them better able to handle the sudden exposure to the maelstrom.
  • Oh man, would that be fun.

    "I need to release my superiors. We need drugs. Lots of drugs."

    But that makes sense to me, little sidequest, if I want to release them. Which I may not, my superiors were jerks.
  • There's also a medlab possibility. Maybe they just need psychotherapy. :)
  • Once Di gets her drug lab put together, it's going to be open season.
  • edited December 2010
    Posted By: Michael PfaffJune, what's the worst thing you saw as the world was ending before you were chosen for the special assignment?
    Posted By: Brendan ConwayThe worst thing I saw was the cities disappearing.

    You'd think I would've said the gore as the mutants tore up other citizens, or screaming floods of refugees heralded by the echoes of wails and cries. But no. It was the cities disappearing.

    I saw it happen to three for them, actually. I'm probably one of the only ones to have seen so many, because they happened in a relatively quick timeframe. Luck of the draw I guess.

    The first city I saw disappear, only sketchy reports had come in from elsewhere about other disappeared cities. Sounded like battle fatigue, post traumatic stress disorder, some psychological malfunction that was making men see things...or not see things, as the case was. But then we got to see it ourselves. I was stationed on the outskirts of the city, helping to shepherd refugees out of it. When...something...whatever...had happened, the cities got it bad. I don't remember the exact details of how or why, not yet. I just remember that everybody needed to get out of the cities, ASAP. So there we were, ordering the civilians to move it, move it. We didn't have the hard part, either; that was for the men in the cities, ordering them to leave behind their homes, their belongings, and get out now. We just had to keep pushing them forward, like livestock. That was bad in and of itself, seeing so many people reduced to so little, sobbing because there was nothing else to do.

    Then, the deep grating sound hit us. I say sound, because I don't know how else to describe it. It felt like a sound, like a vibration, but it came up inside you, like there was some creature under your skin, stirring from its sleep. We all felt it at once; so did the civilians. We didn't know what it meant, so we did the only thing we could think of; screamed at them to start running. They did, and we had a full-fledged stampede on our hands, but there was nothing else to do. I know people went down, and I know they were crushed. I saw the bodies later, but at the time, all I could think was that it must be something in the city again, it was always the cities, had to get them away from the city.

    And then, the lights pouring from the city began to grow brighter. I had to shield my eyes as they began to turn into brilliant stars only a mile away. I could hear noises coming from the city, screams and shouts, echoing out towards us. A wave of cold wind brushed against me, damp and dank on my skin. None of us knew what was happening, and I'm sure some of the other soldiers were screaming too, when the lights shut off. The instant I could look again, I dropped my hand and to look, see what had happened to the city.

    Of course, it wasn't there. The buildings were gone. The streets were gone. The lights were gone. The people were gone. The highway we were standing on, I could see it end suddenly right on the edge of entering the city proper. We checked it out, saw that it looked like it had been sheared off by something perfectly sharp. It was just, gone. And in the city's place was a forest of thick, dark trees standing tall, taller than any trees I had ever seen, and filled with a fog that stretched out graying tendrils over the entire area. That's the cold, damp air I had felt: the fog, rushing out. I looked at that forest and the fog and I knew that I had to get away, before the mists among those trees reached out to swallow us, too.

    The other two cities I saw it happen to, it wasn't much different. I was more prepared maybe, and especially by the third, I was hardly even surprised. That didn't make the disappearances any less horrible.

    Cities, gone, in a few moments. Not with an explosion, or with destruction. Just simply gone. Nothing left of the people who were inside. No sign the city had ever been there. Just mist and trees. It had all been erased, like an error in the accounting column of some ledger. Gone.

    That shook me more than any blood or carnage ever had.
  • What's it look like inside of the Stasis Facility?
  • edited December 2010
    Spartan. Clean. Bland. Reflective.

    I had originally envisioned it with more exposed pipes and wires and floor gratings instead of real floors, but then I changed my mind. This is a high-tech facility, filled with lots of incredibly advanced technologies, where presumably military scientists of some kind were performing intense and complicated work on a regular basis. The corridors are not very large; this is in the bowels of an aircraft carrier, after all. So there is some arching of the ceiling, and they're not particularly wide. But they are clean and covered. The floor is a reflective black, while the walls I envision as a plain white. Seemingly fluorescent lights line the ceiling (although of course, these are those weird fluorescent lights like the one outside, that don't burn out very easily, and shine faintly green, just to make it weird). They fill the corridors with ample light. The individual rooms of the stasis section are all separated off by massive, metal, thick doors, each one with its own panel for entering a security password and card. There are labels on most of them, but they are one word, and unclear at best, printed in red paint upon the gunmetal gray doors. The armory is towards the end of the main corridor of the stasis section, and the door there is already open. Inside the armory, the room is stark and much more military, pragmatic, grating for floor again, and lots of cabinets filled with guns and armor. June isn't entirely sure out of which door she must have come, although she knows she somehow must have come out of one of them when she emerged from her pod. There are multiple doors which are labeled with numerous security codes and designations. It is unclear which room is which.
  • edited December 2010
    Let's talk spacial relationships.

    You walk in the front door of stasis. What's there? Just a convergence of corridors? A guard post? A lounge? A nice little reception desk, once staffed by a helpful NCO?

    Is there a little network of corridors, like a grid or something, or is it just a single hall with all the stasis functions coming off of it? (Plus a a side hall for living spaces, as described above?)

    Is it all straight lines and right angle turns? Or is there some irregularity to it, with weird corners here and there, like the place has been built around something? Or is there roundness or radiality in the plan, with a circular main corridor, or spoke-like halls, or something like that?

    How long are sight-lines, on average? Can we usually see into 'the next room', whatever that is at the moment, or is there a lot of stuff in the way (narrow doorways, projecting bulkheads, etc)?

    What are the important grouping of areas? Is it: living quarters / technical stuff? Something like: living quarters / stasis pods / labs and archives? Something else?

    ( As an aside, the place is self-sufficient, but various utility areas aren't in the stasis facility list. Heating, plumbing, sewage ... that kind of thing. They probably wouldn't be heavily secured, either. Has June already secured access to those areas? )
  • Lol. I love when you asks these kinds of questions. :)

    I'm assuming June has access to most of the facility except the parts aside for improvement.

    Also, just to be clear, there's another portion that's sealed off for my own purposes that have little to do with your part of the facility, June. You don't need to take an improvement to gain access, you just need to figure out it's there yet (in play, through the fiction) and how to open it up.
  • edited December 2010
    Okay, let's pretend that this makes any sense whatsoever.

    Reiterate any questions you want me to answer after this, please? I'm not sure exactly which ones you feel this satisfies.

    ETA: Yes, I put one extra stasis area on there. I thought it might just add a nice touch of mystery if there was one more stasis area than it even implies on the sheet.
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