The Entire Party ('cept Somekscreen) Get Their ID Badges This Turn!
Symon:
Your roll out of bed in the morning and give Agent Doe a call. You catch him just as he is pulling out of the driveway and inform the man that you are bringing your armor. He sarcastically complains that the power-suit wont fit in his Sportscar and tells you he will be at the governor's manor in 15 minutes. On your way out the door you spot a table set up with several brown bags full of breakfast to go, each decorated like the costume of a hero in your group. You grab your bag and sit on the steps of the manor, enjoying the blueberry muffin and egg-sausage sandwich within.
Agent Doe arrives in a large 4-wheel drive truck. The pair of you, With help from a few members of the governor's staff, load your armor in the back and set off for the field office. Along the way agent doe keeps you mildly entertained with classical music on the radio and discussion about local crime and terrorism.
"I got some paperwork and meetings to attend to before I can take you out to the hostage sites. I'm guessing it will take me a couple hours or so. Feel free to explore the Sacred Heart Dome or get warmed up in your armor out behind the office while you wait." The agent explains as he gets out of the truck at the destination. "If you don't want to lug the armor around, just bug one of the agents, and they can have it chained to the truck bed while you explore."
Doppel:
You travel back to the apartments and break back into Tyler's room. To your dismay you find the dealer gone. Knowing that he couldn't have gotten too far you head outside and find three shady men hanging around the entrance. Annoyed, and not wanting to waste time with niceities you open a can of whoop-ass on them!
You pounce the first creep from behind, knocking him flat on his face with a well placed rabbit punch. The other two turn to face you, and you give them a quick look over. Neither of them is in particularly good shape, and you doubt they have any sort of combat training or experience under their belt. You decide you can kick their buts without resorting to your powers and charge them!
Moving swiftly you quickly introduce your foot to the nutsack of one of the remaining goons! The man drops to his knees with a roar of pain! Spinning around to face the last thug you discover, to your dismay, that he has managed to quickdraw a pistol! The man gets off a shot, which hits you in the left thigh, before running away as fast as his legs can carry him. Wincing in pain you decide not to pursue.
Although you are much more injured than either of the two men you have been trained to handle pain... a boon you doubt your foes in this situation can claim. Performing a quick interrogation you learn that Tyler left the apartment claiming that he had lied to a government spook, and has gone to a girlfriends house to hide out. Even after breaking a few of their bone neither man can tell you where exactly Tyler is staying so you decide to split before the man who shot you returns with the police, or worse, backup.
At the governor's mansion Green uses his powers to heal you, before advising you to get a good night sleep. You wake up close to noon...
Lilian + Alan:
You agree to get some sleep and spar in the morning. Upon waking up you get right to work tuning up your fencing. It quickly becomes apparent to Lilian that the trained Medieval knight outclasses her quite a bit... with that in mind the blind psychic decides to cheat, using Telekinesis to misdirect his sword and Telepathy to read his upcoming actions each time she finds herself in trouble. Alan, unawhare of her opponents unseen advantage simply assumes that the long shuttle ride has rendered his swordplay sloppy and predictable
After several hours of play an attendent enters the gym with two cold bagged breakfasts. "You were supposed to grab these on your way out the door!"
The pair of you stop long enough to wolf down your food and talk a bit.
Kevin
You roll out of bed in your pajamas and head back to the War-room to further discuss the tunnel under the mall with green. The Governor has most of the screens switched off and a small table with coffee and breakfast pastries set out. He calls up the layout of the mall on one of the larger TVs.
"Supposedly the drug tunnel lets out in the back room of 'Mr. Puffit's' a small Smokeshop. You can get in through the front door, or the loading docks in back."
He sighs and highlights the shop on the screen. "The two lots on either side of the smokeshop are offices with no listed purpose. They are owned by one 'Jacob Ice'. A background check seems to indicate that nobody on Truman with that name has enough money to lease that kind of property. I'd bet money those are being used for something criminal."
The old man stares at the ceiling. "Of course this is all a trap. I don't know the person who gave me this information, and I don't trust him. I'd expect armed goons and the like. Any comments or concerns?"
Smokescreen:
You wake up to find that somebody had left out a breakfast of rice and tea for you. As you eat you browse apps, trying to find something for translation. You find and download an English Guide to Mushroom Gorge, and an app that can (rather inacurately) translate Chinese characters that you photograph. You find nothing useful for conversation.
You leave the Inn and head to the section of the tunnel where the giant lives. You eventually encounter the huge steel grate that cuts off his property from the rest of the tunnel system. Beyond it you see a large cottage and many piles of mushroom covered compost. You notice the lock on the grate is rusted and old... easily breakable.
You begin to ponder the wisdom of breaking into this man's land.