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Post by Someguy on Oct 24, 2011 16:41:45 GMT
In the security car are a few bunks, the lockers, and some provisions for the small security team that would normally be stationed here such as a table, a fridge, a coffee maker, a newspaper from Brussels, that sort of thing.
[Dodgems] Fire Bear: 7 SM: 5 + 2(Agl) Target: 14 [Success]
You are able to avoid the agent's wild charge, giving you an advantage. What do you do? Another shot?
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Post by Fire Bear on Oct 24, 2011 23:14:25 GMT
Yep.
[Another shot to the head]: 19
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Post by Someguy on Oct 25, 2011 11:15:51 GMT
Dammit, Becks! You don't need to shoot him in the head! One more body shot and down he goes! Why do you make these TERRIBLE DECISIONS?!
[Head Shot] Fire Bear: 19 SM: 3 - 3 (Per) Target: 16 [Fail]
Your earlier brush with death which left you with a slight concussion prevents you from railing the stumbling agent with the crossbow. He then clatters through the door and slams it shut, attempting to make his escape up the train toward the front. What do you do?
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Post by Fire Bear on Oct 25, 2011 14:26:06 GMT
Sit down for a minute. Then, believing that Blanka will be alright as long as he's asleep (and even if not, he could probably take the guy down), decide to go see what happened to Pete.
So I get back up and go to the door, open it and look out.
***
And I make terrible decisions cause I usually check this when I'm on my way to bed so I'm tired and in a hurry. And also cause Fire Bear has a concussion so if she's thinking clearly, she's gotta be Superwoman...
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Post by McBain on Oct 25, 2011 16:39:09 GMT
I barrel past Fire Bear to get out of the pissing rain and drag her back from the door, lest she find herself locked out as well. When I fail to see the mysterious stranger unconscious, nor dead (the preferable option) I surmise that he must have continued forward.
"C'mon!" I bark before giving chase. Whether Fire Bear chooses to follow or not, is entirely up to her.
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Post by Fire Bear on Oct 25, 2011 20:52:18 GMT
Still concussed, I follow. And, as my slow brain figures a little later, I may as well follow to see what's going on...
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Post by Someguy on Oct 26, 2011 10:54:43 GMT
Further up the train, the agent runs into:
GM: 4
Mr. Mime has vacated his room and was in the hallway when the agent comes into that carriage. The Mime reacts first, and draws his beretta. He aims for the shoulder to disarm the agent: (SM: 3)
[Cop Shot] Mr. Mime: 6 SM: 3 + 1 (PER) Target: 3 [Success]
He is able to shoot the agent successfully, who drops his gun and crumples to the ground. The Mime then moves in to quickly restrain him just as the the two of you arrive. The rest of your party bar Tsunami, El Rey (front of train) and El Cid (getting wasted) also arrive, having heard shots.
You have a wounded, restrained agent on your hands. What do you do now? Also, the Mime has taken Jann's Aptitude for this chapter.
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Post by McBain on Oct 26, 2011 11:03:36 GMT
Sopping wet and angry that this gentleman attempted to assassinate my fellow adventurer, I pull out my sword and start deciding what I might cut off.
"Unless you'd like to start talking, that is. Who are, who sent you and why?"
I then rest my sword on his ear. That seems like a good place to start.
Intimidtate: 9
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Post by Someguy on Oct 26, 2011 13:19:29 GMT
Good, good-
[Lend Me Your Ears] Pete: 9 SM: 5 + 0 (STR) Target: 9 [TESLA'D!]
As you rest the business end of your sword against the agent's ear, the man starts to gibber. Apparently, when he was younger, this man was caught spying on the good gents of the Neon-Vatican which resulted in a lengthy interrogation process involving a greased eel, his ear, and spark-plugs. Needless to say, his ears are somewhat of a weak-point and he immediately caves in and tells you everything.
"I'm with SORT (Strategic Operations Raid Team)!" he shrieks. "We got reports that a train left the terminal so we loaded up a chopper to come after you all! Our target is the elf terrorist and her canine accomplice! Please! LEAVE MY EAR ALONE!"
As for Pete, he gets this smashing new perk:
-) If It Bleeds, It Can Talk: This perk activates before an Intimidate check is used. Roll a four-sided die. If the die matches the GM's roll on a four-sided die then the character ascertains the victim's weakpoint and can exploit it for an instant success. This perk has no cost and an Intimidate can be attempted afterwards. This perk damages karma by 5 when successfully used.
So, you now know who this guy is and that there's a chopper out there somewhere. Further questioning will reveal that the chopper is armed with a machine-gun and a few rockets. Their orders are to capture the train and kill the terrorists (i.e. you) believed to be aboard; shoot to kill orders are in effect and they will attempt to destroy or derail the train if something happens.
Happy days. Searching the agent reveals his gun (A .45 silenced), his comms equipment, and a capsule of dark colouring. Feel free to take or make use of any of this.
-) .45 Silenced: The power of this gun reduces the penalty for firing at medium range by 1 (i.e. Bodyshot SM: 4, instead of 3).
-) Comms Equipment: A head-set that appears to be tuned into the frequency of the SORT team on the chopper...
-) Dark Capsule: Effect Unknown
So, you have a prisoner and you now know that there's a heavily armed chopper flying around out there somewhere in the rain, tailing the train. What do you do?
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Post by Fire Bear on Oct 26, 2011 14:49:05 GMT
By "rest of the party" do you mean Blanka as well?
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Post by Someguy on Oct 26, 2011 16:45:25 GMT
Sure do. He pads up beside you and sits down, scratching his ear speculatively.
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Post by McBain on Oct 26, 2011 17:02:58 GMT
"Call of the chopper. Radio in and tell them you successfully assassinated your "terrorist" and her accomplice. There are no other people aboard the train bar the driver who is entirely innocent. You're going to escort the train to it's next stop, where you will take the bodies to the local coroner, file a report and return to HQ. Dress it up in whatever secret agent lingo is necessary, but if I hear anything that sounds like a codeword or secret distress signal, so help me I'll use the sharpest end of my sword to ensure you need never worry about earwax again."
Now if I could only find a can of petrol and a radio, we'd be in business.
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Post by Someguy on Oct 26, 2011 20:15:35 GMT
I believe you can find a radio in the security car but you'll have to roll for the can of petrol; you could also engage Blanka in this (petrol is quite...pungent). SM: 5 + Luck for finding petrol.
The agent does as asked and hails the chopper with his comms. He relays what you told him to say, peppering it with the necessary lingo.
"Chopper, this is Cooper; verification code 762 Sigma Omega Sigma. Mission complete. All six hostiles neutralised; I'll stay with the train until it reaches the platform in Brussels, over."
By holding the earpiece to your ear, you can hear the chopper pilot confirming this message before the channel closes. What do you do now?
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Post by McBain on Oct 26, 2011 20:40:57 GMT
First of all, I point out that the petrol was a joke. I'm not actually a confirmed psychotic who would get his kicks from burning an ear-less federale to K-Billy's Super Sounds of the 70s.
Secondly, I find a means of binding "Cooper" to ensure that he doesn't try to sabotage our efforts. Jan might have something to assist in this department, I'm not sure how kinky his ex-patrons were. We'll then stand guard over him in shifts until we reach Bru-
"BRUSSELS?!" I exclaim. "What do you mean Brussels? We're aiming to get this train to Zurich." I look around at my comrades. "We are going to Zurich, right? I didn't miss a memo or anything?"
Slightly exasperated, I turn back to Cooper. "Do you know something we don't? Was that a clever ploy to ensure your friends don't find us, or did we miss a turning? Oh, and before you answer, I'd like you to consider the prospect of receiving a 'Wet Willy' from a .45 Silenced Pistol."
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Post by Fire Bear on Oct 26, 2011 20:41:18 GMT
"We could tie him up if we can find rope. Or we can knock him out with this," I wave the crossbow, "and lock him in one of the carriages. He shouldn't wake up for a while and we'll be able to make it to Brussels without much more trouble...
"Or should we keep him awake in case we need him to radio people again?"
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