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<blockquote data-quote="Piratecat" data-source="post: 6126295" data-attributes="member: 2"><p>[ooc]I know who's seen <em>Wanted</em>! Walking Dad, normally when you attack go ahead and roll your attacks. I rolled for you in this case, and using both pistols paid off (as it did for Persephone a minute ago.)[/ooc]</p><p></p><p>The two remaining bodyguards turn their gazes towards Dr. DuBois -- they're both Peruvian of native Indio extraction, Dr. DuBois would guess, based on their stature and distinctive cranial shape -- and for at least one of them Dr. DuBois is the last thing he sees. The dull thump of bullets hitting flesh carries over the screaming wind. One immediately clutches his throat as crimson sprays outward, and his previously controlled free-fall becomes awkward and wild. His pistol slides from his hand and falls into the air. Droplets of blood spatter against Gabriella. The other thug has a chest wound but is somehow still alive, face grimacing with pain. He spins in the air, panic rising, glancing at the woman he guards...</p><p></p><p>...and despite his wound, placid competence returns to his face. Hmm, notes Dr. DuBois. That's odd.</p><p></p><p>*BING!* beeps the device on the phone that the woman holds. She pulls it off the bottom of Vilnich's stolen cell and tucks the device into her jacket. "I would love to stay and chat," she shouts over the wind, and to Mace her voice is like warm honey. "But I have places to be. I don't think we'll meet again. This has been a... how do you say it? A blast." She smiles and her hands move incredibly quickly. She throws Vilnich's de-encrypted cell phone off to the right side of the frame -- the camera lingers on it for a second as it tumbles away through space, only visible as it's tracked through the teams' glasses -- and pulls something from her jacket. "Literally." She flattens her arms to her side and dives off at an angle to the left, out of frame, in the opposite direction from the discarded cell phone. You have a choice. Go after the cell phone, go after her, or stay here and grab one of the three available parachutes?</p><p></p><p>Oh, that thing she pulled out of her jacket and left behind? A live grenade, hanging in mid-air, about to go off next to Gabriella and Mace. If it does, the undamaged parachutes aren't the only thing you can kiss goodbye.</p><p></p><p>What do you do?</p><p></p><p>[ooc]Back at the launch facility, Quinn, Persephone and H-K can go as well. Sergei is moving a little slowly at the minute, two unnamed thugs are still flash-blinded, and Eschenko and his men need to get into the room where you are. Your actions will come first.</p><p></p><p>Rules note: In GUMSHOE, just having an investigative ability gets you clues. Sometimes you have to tell the GM you're using that ability ("I have evidence collection, so I'm going to check the scene for fingerprints and DNA evidence"). Sometimes the GM tells you. In this case, DuBois's medical knowledge pinpoints those bodyguards as Peruvian. Mace's tradecraft indicated that the woman was probably trained by French intelligence, although she doesn't particularly look French. In the course of the longer adventure, those things would likely become relevant.</p><p></p><p>I think the smoothest game play happens when the GM remembers that the PCs are utterly competent super-spies and stops stressing about keeping that kind of information secret. Hands down, that was the biggest leap I had to take when first running GUMSHOE. [/ooc]</p></blockquote><p></p>
[QUOTE="Piratecat, post: 6126295, member: 2"] [ooc]I know who's seen [I]Wanted[/I]! Walking Dad, normally when you attack go ahead and roll your attacks. I rolled for you in this case, and using both pistols paid off (as it did for Persephone a minute ago.)[/ooc] The two remaining bodyguards turn their gazes towards Dr. DuBois -- they're both Peruvian of native Indio extraction, Dr. DuBois would guess, based on their stature and distinctive cranial shape -- and for at least one of them Dr. DuBois is the last thing he sees. The dull thump of bullets hitting flesh carries over the screaming wind. One immediately clutches his throat as crimson sprays outward, and his previously controlled free-fall becomes awkward and wild. His pistol slides from his hand and falls into the air. Droplets of blood spatter against Gabriella. The other thug has a chest wound but is somehow still alive, face grimacing with pain. He spins in the air, panic rising, glancing at the woman he guards... ...and despite his wound, placid competence returns to his face. Hmm, notes Dr. DuBois. That's odd. *BING!* beeps the device on the phone that the woman holds. She pulls it off the bottom of Vilnich's stolen cell and tucks the device into her jacket. "I would love to stay and chat," she shouts over the wind, and to Mace her voice is like warm honey. "But I have places to be. I don't think we'll meet again. This has been a... how do you say it? A blast." She smiles and her hands move incredibly quickly. She throws Vilnich's de-encrypted cell phone off to the right side of the frame -- the camera lingers on it for a second as it tumbles away through space, only visible as it's tracked through the teams' glasses -- and pulls something from her jacket. "Literally." She flattens her arms to her side and dives off at an angle to the left, out of frame, in the opposite direction from the discarded cell phone. You have a choice. Go after the cell phone, go after her, or stay here and grab one of the three available parachutes? Oh, that thing she pulled out of her jacket and left behind? A live grenade, hanging in mid-air, about to go off next to Gabriella and Mace. If it does, the undamaged parachutes aren't the only thing you can kiss goodbye. What do you do? [ooc]Back at the launch facility, Quinn, Persephone and H-K can go as well. Sergei is moving a little slowly at the minute, two unnamed thugs are still flash-blinded, and Eschenko and his men need to get into the room where you are. Your actions will come first. Rules note: In GUMSHOE, just having an investigative ability gets you clues. Sometimes you have to tell the GM you're using that ability ("I have evidence collection, so I'm going to check the scene for fingerprints and DNA evidence"). Sometimes the GM tells you. In this case, DuBois's medical knowledge pinpoints those bodyguards as Peruvian. Mace's tradecraft indicated that the woman was probably trained by French intelligence, although she doesn't particularly look French. In the course of the longer adventure, those things would likely become relevant. I think the smoothest game play happens when the GM remembers that the PCs are utterly competent super-spies and stops stressing about keeping that kind of information secret. Hands down, that was the biggest leap I had to take when first running GUMSHOE. [/ooc] [/QUOTE]
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