Player Intro
A dozen unstable psychics, recovered from the ruins of the Center for Coordination [see archival documents SECOND HAND CLOCK/PIKES GATHER SUNFLOWERS/SYNTHETIC TOMORROWS AWAIT] must be delivered, alive, to a holding/burial facility in Denver, Colorado, operating beneath HealthOne Mountain Ridge.
Two armored vans have been provided - van 1 holds 4 telekinetic, 2 intrusively-telepathic, and 2 energetic/pyrokinetic subjects. These eight are sedated - however, due to the increased metabolism of psychic subjects, they are expected to awaken immediately if sedative injection is interrupted. IV glucose has also been provided, to ensure none of them starve during delivery. Foil helmet-inserts have also been provided, to dampen telepathic interference.
Van 2 contains four biofeedback-specialized psychics. These subjects cannot be sedated due to their immunity to medicines and poisons, and are thus only physically restrained.
Your drive goes just fine, up until you notice the garbage truck flying down a side road at 60 miles an hour…
The Ambush
Garbage truck “A” - stops side-on in the middle of Pearl St. in an attempt to block the frontmost of the agents’ vans. Assuming all goes well, 2 occupants (soft-armored and rifle-armed driver and front-seat passenger) throw smoke grenades over van 1, then approach while a pair of hard-armored LMG soldiers hop out the back and keep the vans under suppression. The riflemen then cut through the back door with torches and start pulling out psychics’ sedative IVs. Early warning or really sick driving may let van 1 avoid this trap - thus its superposition on the map.
Garbage truck “B” - flies up the street at 60 and gladly impacts van 2, assuming the biofeedback-specialists will survive. Another team of 4, all soft-armored shotgunners, move to open it.
Psychic Statistics
All are as average humans except otherwise stated. Psychic Potential rolls are on 1d6 - the result is both the [sum] of the psychic ability (as GLOG spells) and treated as an Attack against the psychic using it. Effects of wounds and death from these attacks occur after the psychic ability is resolved.
Telekinetics can make a Psychic Potential roll to throw [sum]*200 pounds of matter at 30 miles an hour. Assume agents weigh 200 pounds, and cars 3000. Telekinetics can cooperate to lift weights equal to the total of their rolls. Throwing an agent is an attack, as is throwing an agent-sized object at an agent. Dropping a car on someone kills them instantly.
Telepaths take over [sum] people for a [sum] minute duration. As long as they’re wearing helmets, pawns are only assaulted with whispers and shifting shadows in the corners of their eyes. Civilians have no such protections.
Pyrokinetics set [sum] people or objects On Fire. Agents who are On Fire are attacked every turn until they do something about it. When an agent dies of being on fire, if they had any grenades in their inventory they detonate from overheating.
Biofeedback turns psychic potential inside-out, into the body. For [sum/2] rounds their speed and jump distance is tripled, they can run on walls, and they can make two attacks a round (even unarmed, biofeedback specialists can attack without penalty). For this duration, the specialist is immune to injury and death - on a 6, their head may explode, but they won’t stop moving until time runs out. If you miss, it’s because they caught the bullet.
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