Fallen Flag has raised enough money to chase after Mr. JOLS, Just One Last Score. Before they embark, they must plan their mission. Learn what Two Banners truly stands for and what they are chasing after. See what each team member does in their final hours before leaving. To reconnect with family, friends, or contemplate their own mortality.
The Gate 9 team is beginning to settle into their new digs at the Brass Door, a former villain headquarters/pub right in the heart of Chicago. However, other factions, like MISCHIEF, want to exploit the naive base raiders for their own gain. The team also needs to sell some loot to a corporation, but a rival team of base raiders wants to stop them for some reason. Will team Gate 9 bother to find out why or just start punching them? Let’s find out!
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Now linked by new super powers and a shared history, the Gate 9 team must figure out their place in the world. They are drawn to investigate an area near the Ural Sea that once had an Ideal facility. The sea is now empty but supernatural mysteries still abound. A floating and invisible tomb of an ancient sorcerer may hold resources the team needs. What still lurks within its walls?
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Fallen Flag looks for work in Big Sky country before heading back to Trabajo. Of course, the enclave does not let wandering takers do whatever they want. The team must find a job that won’t get them killed by the local militia or failing that, find out how to outwit them. If they complete this job, only their last score stands between them and retirement.
Synopsis: The survivors of the Gate 9 Incident have empowered themselves, but what are they going to do with them? Clearing their names has quickly become the least of their problems. Accessing an Ideal teleporter hidden in the museum, the new team is confronted by dangers they have never even imagined. Even if they can find a way home, will they have a life for themselves?