Invasion. Gathering of Heroes (February 1930)


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Waller moves carefully over to the light panel, paying close attention to the sights and sounds of the warehouse and taking cover as he moves.

Spot = 27
Listen = 26


He keeps his pistol out, ready just in case there are assailants awaiting him in the darkness. Once he gets the lights on (assuming the power is not out for some reason), he begins poking around. He first examines the tools on the table to see what kind of work they are for.

Int. check = 8 (Add Knowledge ranks if necessary)
Wis. check = 5 (Add Profession ranks if necessary)
(He takes 20 searching the workbench for a total of 22.)

Next he moves to the mail truck and slowly opens the door while taking cover to the side. Unless he finds someone inside, he searches it thoroughly (again taking 20).

[sblock=OOC]Just another reminder. Heidelberg is located on a river in western Germany. It has no direct access to the sea, so tuna fishing would be impossible (as they are salt-water fish).[/sblock]
 


----------Jasper 'Quicksilver' Mortello----------​

Jasper delivers a short uppercut to the waiter.
The man surprised and in fear shock takes the punch hard and falls back on the toilet, unconscious.
Quicksilver awaits a few seconds, no one seems to have heard the sound of the hit.

OOC: Unless you have combat martial arts, your unarmed attack is considered non lethal always.


----------------Waller Ackermann---------------​

Waller turns the switch, and he hears the power on the lights, as they flicker and finally they get on, one by one, each revealing a portion of the warehouse. The soldier remains silent and attentive for any nasty surprise, but there is none, at least at the moment.
Ackerman closes to the workbench, and finds only rusty, spiderweb covered tools, that have not been used in a long long time. There's one object there that seems rather new, or at least of recent use: a Tire iron.
Waller looks under the bench and sees a destroyed tire, probably due to gunshot.
As Waller then continues to the truck, he notices that it is slightly inclined to the right, and the front right tire is missing, probably the one under the workbench.
Slowly, Waller opens the door:
Inside, the driver seat is bloodstained and the keys are gone. There's a luger on the companion seat, Waller inspects it and seems to be out of ammo, and without the safe.
Taking a look in the back of the truck, the soldier finds a machine gun, disguised with a cloth over it, and sets of helmets and combat armors. For the count, they seem to be destined for Waller and his family, if he had accepted to go with them.
Everything else in the warehouse is covered with dirt and derbies. But Waller's knee eyes detect something: footprints in the wooden planks of the floor, coming and going from the workbench to the truck, and to a pile of crates and barrels covered with a dusty cloth. The footprints disappear under the crates, as i they were placed there after the man passed by.


--------------Dr. George Wilkinson-------------​

The government car drives away from the concealed facility, and into the city again. It's dark now, the sun had set a few minutes before, and the night is moonless, and heavily clouded.
As the car passes by a dark alley, Andrad suddenly pulls it over. His eyes are wider that you remembered, almost as if he was in some sort of trance.
He stays like that for like 5 seconds, before turning his head to face you, not blinking, and completely stoic.
He opens his mouth, and says "I must kill Doctor George Wilkinson" in a emotionless continuous tone, and with his hand, he searches for what George thinks it's a gun.

OOC: Roll initiative! Getting out of the car spends two move squares, like difficult terrain (DT)
 

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George Wilkinson 36/36

Init (1d20+0=16)

It only takes George a moment to realize that 'something ain't right' with Andra. George quickly moves to exit the vehicle. (OOC:Assuming this is a 4-door vehicle) He slams the door shut and then moves to the back door and opens it to get to his pack. Opening his pack, George locates and pulls his weapon, a 44 Mag revolver.
Once the revolver is aimed at Andra, George will give him only one warning to stay back. If Andra does not, George will shoot. George will attempt to shoot only to wound, not to kill, Andra.

(OOC: If Georges actions end up covering more than one round, then I may have to modify my actions for the second round based on what is happening.)
 

OOC: Getting out of the car, opening the truck, pulling out your gun, ggetting the ammo and loading the gun will take all the time for this round. Consider it. You can have up to two of your inventions wit you, so keep that in mind too.
 

OOC: Getting out of the car, opening the truck, pulling out your gun, ggetting the ammo and loading the gun will take all the time for this round. Consider it. You can have up to two of your inventions wit you, so keep that in mind too.

OOC: I had assumed that my revolver was loaded. If not, that's ok, although it should take longer to load it because it's a revolver, not a weapon with a clip.
When you say I can have 2 of my inventions with me, did you mean actually on my person? Or did you mean, in my pack?
 


George Wilkinson 36/36

(OOC: OK, Got it.)

So, George does pretty much as stated before. If needed, he'll finish loading as his movement action in the second round while telling Andra to stay back. If Andra does not, then Georges second round attack action will be to shoot Andra.
 

Once in the van, Percy agrees the signals with Timothy and his men and gives them whistles. Once stopped he gives Ben a whistle before checking his own gun. "Right Timothy we will be going. Remember, if you hear shots come running. Don't wait for a whistle."

Turning to Ben, Percy says "One final thing before we go. It we meet anyone, which one of us is going to do the talking?" After which Percy and Ben leave the van and head off towards the nearest of Long's warehouses.
 

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