Turn 2
Kusil (Tomasque)
1. Pull out my flashlight.
2. Walk forward and kick the guy on the ground in the face.
3. Step to the right while bringing my flashlight down in an arc to the top of the standing guy's head.
4. If my flashlight breaks, take one of theirs that isn't also broken and turn it on.
5a. If one of them is incapacitated and the other is not (but isn't much of a threat anymore), drag the conscious one into the rec room and lock the door and question him about the location of the hidden prisoner, Argon.
5b. If both are incapacitated, I'll go to the Armory and gear up.
5c. If anything else is true, take the chair and hit them with it until one of the above is true, then do the corresponding action.
<Agility=5>
<Awareness=6+2 vs Enemy 3 Stealth=2+1>
<Recognition=4>
As you quickly reach for your flashlight, you hear someone breathing nearby. Since the blond-haired man's flashlight is on, there is now just enough light for you to make out the figure of someone hiding at the beginning of the interior hallway located across from the break room. Apparently he's been here the whole time. Your eyes adjust to the darkness, and you can see that this hidden man is wearing night vision goggles and holding some sort of submachine gun, pointing it directly at you. There's not enough light for you to discern anything else about the man. Considering that he's holding a weapon that regular guards don't have access to, you're pretty sure he's not a good guy. He seems to be waiting, so for now, he's not the most imminent threat. The fallen man is rushing to grab his weapon.
<Enemy 1 Agility=5+1>
<Enemy 2 Agility=1-1>
<Enemy 1 Aim=1-1>
<Enemy 1 Endurance=3>
You pull out your flashlight and rush toward the fallen man wearing the eye patch. The man is clearly panicking at this point, but he quickly manages to grab his pistol before you can reach him. However, as the man raises his pistol toward you, it starts slipping out of his hands. He fumbles with the weapon as he tries to get a better grip, but he accidentally pulls the trigger. While the gun is pointed toward himself. As the gun releases a bullet into his head, the expression on his face is one of pure shock. He falls down dead. The man carrying the flashlight seems to be frozen in terror. You turn to move toward the blonde-haired man, when you suddenly hear a loud voice:
"Hey, ya gaddemn spook! Say goodbye!"
<1-3:Take cover, 4-6:Throw flashlight, [5]>
It's the man with the submachine gun. This isn't good. No time to think, just act. You make the split second decision to throw your flashlight at the man as fast as you can. You'll aim for his face. He might be caught off guard and not get the chance to fire.
<Aim=6+2>
<Strength=4+2>
<Enemy 3 Reaction=4+1>
<Enemy 3 Dodge=1-1>
<Enemy 3 Endurance=1>
<Enemy 3 Aim=6+1-1>
<Enemy 2 Injuries=3>
<Enemy 2 Endurance=1>
<Reaction=3+2>
You throw your flashlight with incredible speed and accuracy. A second after the flashlight leaves your grip, you hear the submachine gun start firing. No time to wait for the flashlight to hit. You've got to evade the incoming bullets!
<Dodge=3+2-2>
<Hit (3D6-1D6) -> Hit (10-6) times>
<Injuries=[1,6,4,1]>
You make your best effort to dodge, but the bullets are coming too fast to evade all of them. Fortunately, the gunfire is cut short as you see your flashlight impact the shooter. Unfortunately, you feel several parts of your body be pierced by the high speed projectiles.
<Endurance (4D6)/4 -> (5+1,3+1,5+1,6+1)/4 = 6>
So much pain, and so much blood. There is blood rushing out of the holes in your chest, left arm, and throat. You can no longer breathe or talk. Yet, somehow you remain standing, enduring the pain and staying conscious like some sort of superhuman. However, you won't live long.
<Awareness=5+2-2>
Despite your rapidly failing senses, you manage to look around. You notice that the man that was holding the flashlight is wounded, and has collapsed into unconsciousness. Apparently, he was hit by a stray bullet. The gunner is also lying on the floor. There are shards and broken pieces near his body. It looks like his night vision goggles were destroyed by the flashlight you threw. You can't see exactly what injuries he suffered, but he doesn't seem to be moving.
As your senses grow weaker, you hear several people start screaming, south of your position. It sounds like they are near the entrance. There is also someone yelling something, but that person seems to be north of your position, near the armory. You glance at your communicator, noticing that it has received 3 messages.
<You will be dead by the end of next turn>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:
Fatal wound to throat (Severe bleeding; trouble breathing; Unable to speak; Dead by the end of next turn),
Fatal wound to chest (Severe bleeding),
Major wound to left arm (Unusable; Severe bleeding),
Dying (-2 penalty to all rolls)
Inventory: Guard Uniform, Communicator(Silent, 3 messages)
Harold (FallacyofUrist)
"Hallo thar! Might I be excused for trying to go past ye?"
Harold moves past the guard in his way and checks the cell block door to see if it's still shut.
As you approach the corner, you begin hearing quite a commotion up ahead.
"This is Aria, do not be alarmed!"
"Relax Aria. It's me, Tim. This is Dina, remember?"
"Aria! What was that about!? Are you trying to give me a heart attack!?"
You turn the corner and see three people with their flashlights on, standing outside the cell block door. One man, and two women, all dressed as guards. One of the women is holding a stun baton.
<Recognition=3-1,3-1,3-1>
Nope. Don't remember if you know these people. You heard them say their names, but you can't match up the names with the faces.
Even though your flashlight is on, they are too distracted with each other to notice you trying to pass by, so you say:
"Hallo thar! Might I be excused for trying to go past ye?"<Observation=4+1>
The three of them turn to look at you. One of the women immediately looks down and covers her face with her hands. You hear her whisper to herself, in a pessimistic tone, "Oh no, not him...."
The man sighs, and says "Oh, hi...Harold." You can tell he's barely managing to hide his contempt for you.
You move around the three, and look at the steel door. It's currently closed, tightly shut and bolted down. It resembles the door to a bank safe, though lacking any sort of features that could be used to open it. It's more like a retracting steel wall than a door. The mechanisms that keep this door tightly shut can only be disabled electronically from the control room, where all the surveillance monitors are. Without power, opening these doors isn't possible without some tools and a lot of time to spare.
You look back toward the three guards, and notice someone with a flashlight approaching from the east. Suddenly, the taller of the two women starts blurting out random nonsense. You and the other two guards really can't make out what she's talking about and just stare at her. She quickly takes out her communicator and starts yelling her conspiracy theories into it. Wow, so this is what it's like to be the person embarrassed by your coworker, instead of the other way around. That's a new feeling.
As the woman finishes talking, you notice that the fourth person has arrived. He's wearing a guard uniform and has his flashlight on. He's smiling and has a visible gold tooth.
<Recognition=3-1>
Still nothing. Wow, you are not good with faces. Two of the other three guards also clearly have no idea, though the tall girl is eying the new person suspiciously.
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, 3 messages), Flashlight(Held, On), Dazzler (100 uses), Paintball Gun (12 pepperspray pellets), Taser (11 uses), Tranquilizer Gun (4 darts), Pistol (6 Rubber Bullets)
Gilbert (Ruludos)
Gilbert reaches into one of his uniform's pockets and pulls out a flashlight, using it to light the way.
"Hey, you guys!" he calls out to the other group of people. ""You have any idea what's going on?"
Continue towards the entrance.
<Agility=3>
<Ally Agility=4,3,3,3+1>
You yell to the group of people east of you. Several of them direct their flashlights in your direction and the group starts slowly approaching. Your group continues forward, meeting the other group halfway to the center of the cell blocks. As you meet them, you notice your communicator emit several quiet rapid beeps.
<Awareness=5>
There are four people in this group, all dressed as guards. Three men and one woman. One of the men is holding a Taser defensively, looking over your group carefully. He possesses grayish black hair and appears to be about 50 years old. One of the other men has brown hair and is wearing glasses. The third man is somewhat shorter than the others and has a shaved head. He appears to be holding a can of pepper spray. The woman has a short brown ponytail, is wearing a blue headband, and is holding a rubber baton. All of them look tense and nervous.
<Recognition=1>
<Ally Recognition=6,1,6,1>
Oh, hey! It's Bill, Will, Phil, and Jill! You remember them from high school. They used to perform at the school talent show as a barbershop quartet. They even did a little tap dance at the end. It was amazing. So good to see them again. Wow, it looks like Phil lost quite a bit of weight too. Good for him. Not sure how Bill aged so quickly though. He must be stressed.
The older guard lets out a sigh of relief and places his taser back onto his person. He looks back at his companions, and says:
"It's alright everyone. It's just Gilbert, Tony, Mike, Henson, and Joe. All employed here. Not a threat."
The people with him start relaxing and let down their guard. Several of them lower their weapons. The short guard withdraws his communicator, and starts whispering into it. The man wearing glasses looks toward you, and starts speaking:
"Sorry Gilbert, we don't know what's going on right now. Waiting for a word from the Warden.""Where is the Warden, anyway? Do you know, Tim?", asks Tony.
"It's Tom, and no, none of us know where he is."You walk a few more steps to the east, and notice something odd in the distance. The very end of this hallway seems to be dimly lit. You can't see the source of light, but the light appears to be a lime green color.
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, 3 messages), Flashlight(Held, On), Paintball Gun (9 pepperspray pellets), Riot Shield, Rubber Baton
Aria (The Moonlit Shadow)
"Huh? Who are you again?"
Shine the flashlight into the woman's face, temporarily blinding her.
If she looks suspicious subdue her by ducking behind her and holding the stun baton in front of her face. Stun her if she resists.
If she's familiar and not a threat, tell her that I think that some people might be trying to bust out a prisoner, and attempt to enlist her help. Inform the other guards of whatever happens.
Then continue with previous action, while asking her for a suggestion.(if she's helping me).
Also inform Harold that I'm at the bottom most cell block.
So there isn't a moment of surprise when he sees me.
<Agiliy=4+2>
You speak before turning around.
"Huh? Who are you again?"Before the woman can respond, you quickly turn around and start shining the flashlight into her face.
<Awareness=6-1>
<Woman Reaction=1>
<Man Reaction=4>
The woman stumbles backward, yelling in surprise. She nearly falls backwards onto the ground, but the man standing beside her is able to catch her before she does. You are now able to get a good look at these people. Both are wearing guard uniforms. The woman has short hair that has been dyed blue, has a silver nose ring, and is wearing black lipstick. The man is stocky and quite muscled. He has brown curly hair and a thin scar on the side of his face.
<Recognition=2+1,1>
You still don't quite remember the woman, though she seems familiar. For a moment, you think the man is an anime character, but then you realize that's ridiculous.
As the two recover from your surprise flashlight maneuver, you hear someone approaching from the north. You also notice another man east of you with his flashlight on, casually coming toward you, though he's still several steps away.
<Speech=2>
Since you don't want anyone to be surprised when they run into you, you yell:
"This is Aria, do not be alarmed!"
The man and woman both speak up:
"Relax Aria. It's me, Tim. This is Dina, remember?"
"Aria! What was that about!? Are you trying to give me a heart attack!?"
Wow, Dina looks mad. Hopefully, she'll be able to-
"Hallo thar! Might I be excused for trying to go past ye?"<Recognition=3+2>
<Restraint=4>
That goofy way of speaking....could it be? You look to your left and see another guard. Yep, it's Harold. Dina and Tim are just as happy to see him as you are. He impolitely walks by you to look at the cell block door, but you resist the urge to immediately stun him with your baton. That would be foolish. After all, he could be a decent meat shield when the bullets start flying.
Oh, right! You haven't told your buddies (and Harold) that you believe a prison break is occurring. This power outage has already lasted too long to be a mere accident. Now you just have to calmly explain your suspicions.
<Speech=1>
"OMGGUYSWEAREUNDERATTACKBADPEOPLEWANTARGONOUTWEHAVETOSTOPTHEM!!!"Shockingly, the other guards are not convinced by your sudden fast-paced yelling. They appear confused, but you can't afford to waste any time repeating yourself. Every guard in the prison needs to know what's happening! You quickly grab your communicator, hold the transmit button and start talking.
<Speech=2>
"Uh, hello? Is this thing on? Um, we are all in danger! Argon has escaped! No wait, I mean, someone is trying to help Argon escape! Tell the Warden!"After you finish speaking, you notice another person walking up to your group. He's dressed like a guard and holding a flashlight. He has a creepy smile, which looks even worse because of his gold tooth.
<Recognition=5>
You are certain that you have never met this guy once in your entire life.
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, 3 messages), 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.
"Rain" (Xvareon)
*whispers back into the comm* "Copy that."
While I have some distance from the guards to muffle any sounds, I check my shotgun, making sure that it's loaded and ready to go. I'd hate to enter a potential fight with a gun that has dirt in the chamber from my climbing the fence or something. Better make sure the safety's on while I do this, since I'm doing it in the dark.
If the shotgun has any shiny parts that would catch light, then I keep it low, preferably hidden beneath my jacket and covered by my arm, but ready to flip up to combat stance. I can use the faint moonlight to check for this. If I've been a smart PMC like I should have been, though, I've already covered the gun's shiny bits with cloth or black spray paint, which is common practice for these sorts of ops. Rolls, don't fail me now!
I advance silently to the corner, following and watching the two guards. If they change course or make any sudden moves, or if any others enter the picture, then I report this to Antonio (and therefore my team) at once. If the guards are a comfortable distance away, then I take one last look to my left to see if there's any flashlights in the dark or signs of movement (and report that to Antonio if so) and then round the corner, following them slowly and carefully. If I see anyone attack the guards and have trouble with them, I pick up the pace, using the sounds of struggle to cover my approach. But I only take offensive action if it looks like one of our guys is going to bite the dust.
Incidentally, where are my brass knuckles? Am I wearing those right now? If so, then I take them off and pocket them before handling my shotgun, as those would make a hell of a lot of metal-on-metal noise.
Oh yeah, and this may seem obvious, but... I pocket my flashlight BEFORE checking my shotgun, so that it doesn't get in my way. I don't need the flashlight to check for light reflection on the gun -- if someone's shining a light on me, then I've already been made. While I'm at it, lol... I might as well check to make sure I know where all my pockets are. Fumbling in the dark sucks.
<Agility=4>
<Observation=6-1>
Utilizing only light from the moon and stars, you demonstrate that you're a true professional and check your equipment flawlessly, without any hilarious mishaps occurring (GM:
). Your shotgun is loaded, properly positioned, and non-reflective. You also double check your inventory and make sure each of your tools is easily accessible. Ah, now you feel much more confident that you'll be ready when danger strikes. <
New Attribute earned:
[Expertise]>
<Awareness=4-1>
You start moving east to the corner. As you walk, you look around, but don't see or hear anything nearby. There's no noise coming from the cell block that you are adjacent to. However, there are sounds coming from the north, but these noises are too far away to make much sense of. One of those faint noises resembles the sound of a gun being fired. As you approach the west-north intersection, you hug the cell block wall and carefully peak around the corner. Initially, you don't see anything. However, seconds later, several focused bright green lights appear several meters in front of you, extending like lasers toward something in the distance, even farther north of you. The laser lights are rapidly rotating. It's almost disorientating, but thankfully the lights don't seem to be pointed toward you, so you can handle it. You stop peaking around the wall, return to hiding, and reach to grab your communicator. Before you can grab it, you notice the rapidly increasing sound of footsteps coming from the north. It sounds like someone is running toward you.
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.
Attributes:
[Expertise] You are prepared and know how to use your tools properly. While doing any action requiring the use of weapons or items, if you roll a 1, you will roll again and use the new roll. This Attribute will only activate once per turn.
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
-----
Short Johnny (SaberToothTiger)
"Hey, ya gaddemn spook! Say goodbye!" Unleash the Tommy gun on him. Fire one burst and then finish him off with the buttstock.
<Agility=3>
You decide now is a good time to say a quick one-liner before you fill this guy with bullets. All the best movie mobsters have awesome one liners and epic quips. You can't not follow their example! After all, this will be your first kill of the mission. You'll be telling your gang back home all the details of this moment. What will they think when you reveal that you didn't yell out a quick taunt before gunnin' down your victim? They'll be so disappointed!
As you clear your throat and take a few deep breaths in preparation for your insult, the muscled man takes action. He dashes toward your fallen comrade, who's panicking and rushing to grab his gun. The fallen guy finally manages to grab his gun, but his sweaty hands cause the gun to start slipping out of his grasp. As he sloppily fumbles with his pistol, he accidentally pulls the trigger....and shoots himself in the head. He's dead. Wow, he was a clumsy slip-up to the end. You're not sure how he ever managed to join this team.
You glance at your other ally, standing there in shock. Looks like he's decided to continue his streak of uselessness. It's up to you. Time to end this!
You yell at the muscled man, who has just pulled out his flashlight:
"Hey, ya gaddemn spook! Say goodbye!"
<Enemy Aim=6+2>
<Enemy Strength=4+2>
<Aim=6+1-1>
<Reaction=4+1>
<Dodge=1-1>
<Endurance=1>
It happens so fast. As you pull the trigger and release a steady stream of bullets, you spot something flying toward your head at incredible speed. It's the flashlight. You try to dodge, but there's just no time, especially while trying to simultaneously aim and fire your weapon. The flashlight hits your night vision goggles head on. The impact is so strong that both the flashlight and your goggles shatter. The sharp pieces and shards strike your face and eyes with great force, causing both severe pain and blindness. It's too much. You collapse into unconsciousness. The last thing you remember is the terror of seeing your opponent shrug off his wounds like its nothing. How is that even possible? What's this guy made of? Nobody should have been able to survive that...
He's invincible...and he'll haunt your nightmares....
<You are now unconscious.>Your location is designated by the S. 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.
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:
Unconscious,
blinded (-2 penalty to actions requiring sight),
minor bleeding,
terrified (-1 to combative actions next turn)
Inventory: Guard Uniform (disguised), Communicator(Silent, 4 messages), Flashlight(off), Tommy Gun (held, can fire 13 short bursts of bullets), Crowbar
Note: You can still submit actions. I'll roll to determine if you manage to wake up. If you roll a 5 or higher, you'll wake up at the beginning of your turn and attempt your action. A roll of 4 will result in you waking up at the end of the turn. Anything less does nothing.