Warehouse23
An episodic campaign alternative to HotZone etc, created by Ernest...
It's around 1940 on alternate-Earth, and several allied nations have recognized the need to develop multidisciplinary teams to seize precious and supernatural artifacts before the Nazis do.
Characters
These are semi-realistic 200-point heroes (-75 Dis) with no Attribute above 14 and no Esoteric or Supernatural traits.
- Lance Derrick, an MI6 agent played by John
- Jack Cooper, an American expert in esoterica & science played by Darren
- Richard Underhill, an LA Detective played by Dave
- Large Marge, a brawny mechanic and machine-gunner
What Happened
Intro
It's October, 1940 on alt-Earth. Having been deployed by their respective bosses/mentors/handlers, the team gets to meet one another for the first time on the rain-slick tarmac of the London airport. They're greeted by Arty, a crusty gentleman who will evidently facilitate the mission, which is as yet unstated.
A limo conveys the team to the modest but well-ordered flat of Sir Edison Greywall, an old contact of Arty and the definer of missions.
Greywall's (unnamed?) partner lost something important in the Fae World, and that something must be retrieved and returned to its safe storage in "Warehouse 23", a stockpile of potentially dangerous magical artifacts.
Dick and Lance help themselves at the Greywall's bar while Jack drills into the details and Marge nods off.
The missing item is the Phoenix Medallion, said to restore life instantaneously when its possessor is killed. Its precise location is unknown, but what is known is that there is a clue on the back of a mirror in Walker's Pub -- within this mysterious other world.
Over skeptical remarks from Lance, Greywall provides each member of the team a tiny piece of paper and tell them to allow it dissolved beneath the tongue.
In an instant, the group is standing outside on the cobblestones, in a different part of London, but something is "off". Buildings are oddly mystical, flickering lights abound, crackling arcs of electricity connect the streetlights, and winged, otherworldly humanoids share the sidewalks with normal-seeming folk. A handful of "ogres", muscle-bound humanoids over eight feet tall, lurk in an alley.
Stranger still, Lance has a striking streak of white in his chestnut-colored hair, and the rest of the team is suddenly a foot taller.
Without much difficulty, the team find Walker's Pub and enters with trepidation mixed with purpose.
lance - white streak in hair jack - grew a foot richard - grew a foot marge - grew a foot our mission -- walker's pub -- writing on the back of a mirror ernest pink runs the place. kind of a biker bar, some ogres and floating 'ghosts' -- floating glowing angel people marge decides to go behind the bar. scope rider stops her. They fight. Lance freaks out and draws his pistol, shouting at everyone to back off. Richard tries a softer diplomatic approach. Marge is ready to rumble. Fisticuffs ensue. almost mass murder, pink takes control before any shooting starts, pushed out lots of observers, bad guys in the alley spring to avoid bad guys