Turn 1
Kusil (Tomasque)
1. Wait until the person is at the other side of the door and kick it open.
2. Throw the coffee cup at his face.
3a. If he isn't knocked out, then pull him inside and question him about the location of the hidden prisoner, Argon.
3b. If he is knocked out, turn on my flashlight and go to Armory while looking out for any other adversaries.
You wait for a few moments as the footsteps approach.
<Awareness=6+2>
You don't see any light coming from under the door, so you know they aren't using flashlights. You listen closely. You can clearly hear the footsteps of 2 people. You also barely hear some noise somewhere past these people, but you can't identify or describe it. While you listen to the footsteps, you notice one of the people has stopped walking. As the other person slowly walks up to the door, you smell the distinct scent of gunpowder. The person's got a gun!
<Strength=3+2>
<Agility=6+2>
<Observation=4+2-1>
<Recognition=3-1>
<Enemy 1 Reaction=2-1>
<Enemy 2 Reaction=1>
You kick the door open so flawlessly that Chuck Norris would be proud. The man reaching for the door is completely caught off guard, being knocked to the ground by the force of the door, losing his gun in the process. The second man, standing a few feet away, fumbles with his flashlight, turning it on, but clumsily dropping his gun. You can now see that these two men are wearing guard uniforms. The first man has dark hair, brown eyes, and appears to be of Asian descent. He is also wearing an eye patch over his right eye. The second man has blond hair, blue eyes, and is wearing brass knuckles. Both of them look physically fit and have an angry expression on their face. You can't tell if you know either of them, but what you do know is that there's no time to waste.
<Strength=1+2>
<Aim=2+2>
<Enemy 2 Endurance=4>
You throw your coffee cup at the guy holding the flashlight. You're moving so fast he doesn't even have a chance to dodge. The cup hits his chin, bouncing off but leaving a bruise. He stumbles back a few steps with his head twisting a bit from the recoil. He looks back toward you, still holding his flashlight and gritting his teeth angrily. You notice the fallen guy is scrambling to grab his pistol. This probably isn't the best time for interrogation.
Attributes:
[Terrifying] Your displays of physical prowess frighten your enemies. If your total roll for any combative action is 6 or higher, all nearby enemies receive a -1 penalty to any combative actions directed at you during the next turn.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(off)
Harold (FallacyofUrist)
"Lo, perhaps we ought to check on the prisoners. Shall we'st goest?"
Lead my frenemies to the cell blocks.
<Charisma=1-1>
Several of the other guards shake their heads and roll their eyes at you. One of them immediately starts laughing.
"Great idea Harold! Without their night lights, the prisoners are surely hiding under their blankets from the spooky monsters that live under their beds. We'll let you have the honor of comforting them with a bedtime story."
That sounded like sarcasm. Not well delivered sarcasm, but sarcasm none the less.
<Decision=3-1>
Well, maybe they'll change their minds. Nobody wants the prisoners getting out. You know the doors to the cell blocks are reinforced and built to take a beating, but you're not sure if they stay closed when the power goes out. Now seems like a good time to find out. Eh, you'll probably be fine going there alone. You decide to travel to the southernmost cell block, which will take you farther away from your frenemies, but is the shortest route to a cell block.
<Agility=4-1>
<Awareness=5+1>
You begin walking south from the mess hall at a leisurely pace. As you walk, you notice someone quickly walking toward you, not even using a flashlight. You shine your flashlight on the person.
<Observation=5+1>
<Recognition=4-1>
It's a man wearing a guard uniform. You see that his hair is brown and short, his eyes are gray, he is about six feet tall, and he possesses a short trimmed beard. His facial expression is one of determination and focus. As he walks by you, he glances at you and gives a brief smile while nodding to you, but seconds later he resumes looking forward with his serious expression. He walked by too quickly for you to say anything. You don't recall having seen this man before, but then again, most of the people who work here tend to avoid you, so you can't be sure. You wish you could navigate in the dark as well as that guy. It looked like he was heading to the mess hall.
You continue on your way. You're close to the southernmost cell block. It's right around the corner.
Attributes:
[Excellent Aim] +1 dynamic bonus to firing a Ranged Weapon. Gain a +1 to your roll if your total roll is 4 or less, +0 if 5, and -1 if 6 or more.
[Loathed] All allies hate you for being such an obnoxious actor wannabe. Any action toward allies requiring their trust or cooperation suffers a -1 penalty. Some allies might even be eager to betray you. Don't expect them to help much.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)
Gilbert (Ruludos)
"Ah, damnit!" Pointedly ignoring Harold's faux Olde Englishe, Gilbert turns on his flashlight and quickly gets his bearings again.
"Come on, guys. We should get to the Warden and see what's going on."
Go to the entrance through the central corridor.
<Charisma=3>
After Harold says his lame idea and leaves, you describe your plan. Your buddies agree that talking to the warden is a good idea, but are a bit hesitant to go looking for him while it's so dark. He might not even be at his office. One of them suggests just waiting for the Warden to contact everyone via the communicator. Another thinks it might be best to just wait around since the backup generators should turn on any minute now. It looks like they want to think it over.
<Decision=1>
You can't think of any reason to wait for them to make up their minds. You head out immediately, not even bothering to tell your friends which route you'll be taking.
<Agility=1+1>
<Allies Agility=1,4,4,4+1>
You begin walking at a slow pace to the Warden's Office. You don't make it very far. However, there is some good news. Your buddies finally stopped being indecisive and followed you, catching up to you fairly quickly. Since you didn't get that far, they easily spotted you. All of them are with you once again, though one of them is lagging a bit behind.
<Awareness=4>
You see some moving lights further up ahead at the four-way intersection between the hallways. Probably coming from flashlights, though you can't see the people holding them. You can also hear them talking to each other, but you can't make out what they're saying.
Attributes:
[Self Doubt]Your mistakes and failures continue to haunt your mind and cloud your judgment. If you roll a 1 or less on any action and experience catastrophic results, then during the next turn all actions you take will receive a -1 penalty.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton
Note: Tweaked your Self Doubt attribute to be a bit more sensible.
Aria (The Moonlit Shadow)
"Let the fun begin!"
Put down the book, and walk over beside the door of the prison cell. Take out the stun baton and army knife.
<Agility=5+2>
<Decision=3>
<Awareness=2-1>
You get up from your seat and quickly walk out the western library door, ready for some action. As you go, you take out your stun baton in one hand, but as you reach for your knife, you realize that you need a hand free to handle your flashlight. You think for a moment and decide that once you enter danger, you'll drop the flashlight and then take out your knife. You begin positioning your knife for fast access. However, your reckless pace and lack of attention to your surroundings causes you to trip and fall to the ground.
<Endurance=5>
Meh, it was nothing. Barely felt anything. You easily get up and brush yourself off.
<Observation=2-1>
You rapidly sweep the area with your flashlight to get a quick look around. You don't see or hear anything of interest,
as usual. You made it to the door for the southern cell block, but you don't bother taking a closer look at it. You also still haven't come across the source of that loud noise. Maybe you missed it. As you turn to face the door, you hear a voice come from behind you.
"Uh, Aria, what are you doing?"
<Recognition=4>
It's a woman's voice and it sounds familiar. You definitely know this person. Just have to turn around to find out who it is.
Attributes:
[Bored] Wow, you wish your job was more exciting. You can barely stay focused. Your Awareness receives a -1 penalty, but after you first enter combat, this penalty is permanently removed.
Status: Normal
Inventory: Guard Uniform, Communicator(Silent), Flashlight(Held, On), Dazzler (100 uses), Stun Baton (Held, 11 charges), Swiss Army Knife
Map
K = Kusil
H = Harold
G = Gilbert
A = Aria
There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars. Most of the room interiors are completely pitch black. Each of your characters know the layout of the prison pretty well. That knowledge might be helpful for identifying where Argon is hidden.
(Note: I do Decision rolls for your characters when they have to make a choice, and you didn't specify what you'd want that choice to be. For example, if FallacyofUrist had specified that Harold should travel to the cell blocks at the center of the prison, I wouldn't have rolled for Harold to make a decision on that. Better rolls result in better decisions. Expect more decision rolls when your actions are vague. This doesn't apply when the choice is obvious, like your character having to make the obvious choice to dodge incoming attacks. Oh, and also, your Mental stat affects these decision rolls, so relying on them might not be a bad idea if your character is smart enough.)
"Rain" (Xvareon)
(mumbles) "Well, this is off to a great start..."
First, TURN OFF THE DAMN FLASHLIGHT! SERIOUSLY!
I grab my communicator and let my allies know that I've completed insertion, but I came up at the wrong end of the prison. I ask where everyone is and if anyone needs help, 'cause I want to link up to friendlies ASAP.
While I'm doing this, I (carefully, 'cause it's dark) move to the right and peer around the corner of the cell block wall, watching for any signs of light and listening for movement. If it looks like I'm going to be compromised, I conceal myself as best I can and immediately relay this to my team.
As for what I want to say in the communicator at the start, specifically:
"This is Rain. I'm in, but I fecked up and I'm in a bad spot. Anyone else there? Over."
Ah, okay. In that case, I keep mine on Active for now, with the volume turned just so I can hear it clear enough. Once I get moving, I'll switch it to Silent.
<Agility=2>
After spending a few seconds coordinating yourself, you manage to turn off your flashlight. You set your communicator to
Active mode, and set its volume to a low whisper. You hold the transmit button and quietly speak into it:
"
This is Rain. I'm in, but I fecked up and I'm in a bad spot. Anyone else there? Over."
<Awareness=4>
As you await a response, you notice some flashing lights to the east, coming from the corner of the hallway. You crouch up against the cell block wall and
hide in the darkness, observing the lights from your position. The flashing is coming from a couple guards constantly alternating their flashlights on and off. The guards start walking north, escaping your vision as they go.
You finally hear a response from your communicator:
"
This is Antonio. Where are you? What happened? Over."
You quickly whisper into the communicator the details of your current position, describe your current dilemma and the guards you spotted, and ask to meet up with some allies.
This time the response is immediate.
"
On my way. I'm near the entrance. Follow the guards you saw. My team and I will take care of them. Over."
Your location is designated by the R. There is no ceiling above the hallways separating each room, so there is some slight illumination coming from the moon and stars. Most of the room interiors are completely pitch black, however.
Status: Sneaking (-1 to Agility, +1 to avoiding detection)
Inventory: Communicator(Active), Flashlight(off), Shotgun(6 shots), Brass Knuckles, Swiss Army Knife, Helmet, Gauze Bandages
NOTE: Since you had put 2 points in Agility, you won't experience any penalties to your movement while sneaking. Your Agility is currently 1.
-----
Short Johnny (SaberToothTiger)
I sneak towards the Armory, being on guard at all times. Maybe even could release the prisoners from their cells for added chaos. I wear the night vision goggles and I keep my Tommy-baby pointed towards any possible danger.
Oh, and also, if I arrive to the Armory unmolested, I am going to listen up for any noises nearby, and if I hear nuthin', I'll try to crowbar the doors open, unless they are one of those huge slabs of metal instead of bars, if so, then I will enter one of these rooms to look for people with knowledge or keys.
You don your nightvision goggles, hold your precious gun close, and start
sneaking to the armory.
<Agility=5>
You stealthily make your way toward the armory, taking the first right into the area north of the entrance. You hear a few short quiet beeps from your communicator. As you make a short left and are about to turn the corner, you notice your 2 squad mates.
<Observation=3+1>
Thanks to your night vision goggles, you can clearly see that your allies are about to open the door to the break room. Both have their pistols drawn. One is standing a few feet from the door while the other one approaches it. You watch as he reaches for the doorknob.
<Reaction=5+1>
<Agility=1>
This reminds you of a scene from one of your favorite movies. Any moment now, some action hero will kick down the door and start wrecking the place. As if on queue, the door suddenly bursts open, sending your ally flying to the ground. As your other ally struggles to remember how to use a flashlight, out walks a large, muscled man. Yep, totally called it!
You stay back in the shadows and watch what ends up unfolding like some kind of action-comedy flick. Flashlight guy finally gets his flashlight turned on, only to then realize that he lost his gun in the process. Wow, that's sad. The boss back home would never tolerate this kind of shoddy performance. As if that wasn't pitiful enough, the muscled man tosses his empty coffee cup at the guy, who is too dumbfounded to even dodge it. It bruises him in the face. Aww, it looks like he might start crying any moment now.
As your shaking your head out of shame for your pathetic teammates, you finally realize that you should probably get ready to shoot the big guy. You take aim with your trusty Tommy Gun. It doesn't look like the big guy's noticed you yet.
Your location is designated by the S.
Attributes:
[Untrained] It's a shame nobody taught you how to use this baby. Hopefully, it's just like in the movies. All rolls involving firing a Tommy Gun receive a -1 penalty.
Status: Sneaking (-1 to Agility, +1 to avoiding detection), Nightvision(darkness sight penalty removed)
Inventory: Guard Uniform (disguised), Communicator(Silent, 4 messages), Flashlight(off), Tommy Gun (held, can fire 13 short bursts of bullets), Night vision Goggles(equipped), Crowbar