Triple Play [IC]

"All right," a kneeling Machete says to the wake prisoner. "Let's get down to business. You are in some serious trouble. But you probably know that already."

Machete stands and walks to the other side of the bathroom. "No one knows where you are, and no one's coming to find you." Machete rips the shower curtain from the rod. "So you might as well talk," he says.

"I'm gonna ask you a few questions. If you answer them, and I believe your answers, no one has to get hurt."

Machete pulls a wrench out of his bag. "So, the questions," he says, tapping the wrench in one hand against the other while speaking. "Who are you working for?"

Before the prisoner can answer, "Why were you and your dead friends trying to stop us from following the twins?"

[sblock=Interrogation, Round One]
I'm hoping that at least the Prey will get a -4 penalty for having no hope of rescue, and it'd be nice if he also gets a -6 penalty for threat of torture, but I can do more of that later, if need be.

I'm going to use the Goad strategy. It requires an Intimidation check.

intimidation check (+6 base, -4 for Goad) (1d20+2=22) - That's a THREAT on the Intimidate check. Not sure what that does, if anything. If this is like Coercion (p.134), a Threat halves the time required (Goad takes 1 hour, so that would reduce it to 1/2 hour). According to the general rules for Dramatic Conflicts, a Critical Success will automatically reduce the lead by 1 to 5. I'll go ahead and spend my last Action Die to activate the Critical Success.

Assuming Machete wins the opposed check, the only advantage he can choose is Slip. If Machete wins, he automatically gets one Slip. If Machete wins by 8 or more, he gets another Slip. If Machete somehow wins by 16 or more, Machete gets another Slip. Machete will use each of these Slips to extract 1 clue or important secret from the Prey. Each of these will help next round by adding to Machete's effective Base Will Save for the purposes of selecting Strategies.[/sblock]
 
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Veins drives the girls to the Capitol building, updating them on the situation, and trying to judge their reactions as he does so. The attempt on their lives still leaves them as part of only a handful of people that could've leaked the senators movements that night.

[sblock=OOC]
Not sure if best qualified as Detect Lie or Resist Manipulate: But either way my bonus is +5, and it's a passive check - so I don't roll it
[/sblock]
 

Insight said:
[sblock=Interrogation, Round One]
I'm hoping that at least the Prey will get a -4 penalty for having no hope of rescue, and it'd be nice if he also gets a -6 penalty for threat of torture, but I can do more of that later, if need be.

I'm going to use the Goad strategy. It requires an Intimidation check.

intimidation check (+6 base, -4 for Goad) (1d20+2=22) - That's a THREAT on the Intimidate check. Not sure what that does, if anything. If this is like Coercion (p.134), a Threat halves the time required (Goad takes 1 hour, so that would reduce it to 1/2 hour). According to the general rules for Dramatic Conflicts, a Critical Success will automatically reduce the lead by 1 to 5. I'll go ahead and spend my last Action Die to activate the Critical Success.

Assuming Machete wins the opposed check, the only advantage he can choose is Slip. If Machete wins, he automatically gets one Slip. If Machete wins by 8 or more, he gets another Slip. If Machete somehow wins by 16 or more, Machete gets another Slip. Machete will use each of these Slips to extract 1 clue or important secret from the Prey. Each of these will help next round by adding to Machete's effective Base Will Save for the purposes of selecting Strategies.[/sblock]

[sblock=Machete]
Actually goad uses investigation; you sort of read between the lines and notice little slips.

But still, you get 2 clues, and the lead drops to 5.
[/sblock]

The injured man wearily mumbles "I wasn't doing anything... I was just watching for the girls... the senator said he suspected trouble..."

[sblock=OOC]
(That should give you 2 clues... sorta 3, depending on how you slice it.)
[/sblock]
 

solkan_uk said:
Veins drives the girls to the Capitol building, updating them on the situation, and trying to judge their reactions as he does so. The attempt on their lives still leaves them as part of only a handful of people that could've leaked the senators movements that night.

[sblock=OOC]
Not sure if best qualified as Detect Lie or Resist Manipulate: But either way my bonus is +5, and it's a passive check - so I don't roll it
[/sblock]

While debriefing the girls, they both seem pretty shaken up by what has transpired today. Katherine is in near shock. Cassandra is having a slightly different reaction. She seems to be in shock, but beneath it all, Veins can't help but feel she seems more, well, disappointed.
 

Veins decides not to push her at the moment, it would've been nice to search her room, but that's a bit out of the question now...

When he gets back to the others Veins will try and have quiet word away from earshot to keep an eye on Cassandra, and the reason's why. Once the girls and senator is all secure he'll head out to the burning wreck of the senators house and see if he can uncover anything.

[sblock=OOC]
We also need someone to do some research on "Treasures of the East" see what they can turn up.

This game is slightly freaky in that I have stepsisters called Catherine & Cassandra, and they're twins.
[/sblock]
 

solkan_uk said:
Veins decides not to push her at the moment, it would've been nice to search her room, but that's a bit out of the question now...

When he gets back to the others Veins will try and have quiet word away from earshot to keep an eye on Cassandra, and the reason's why. Once the girls and senator is all secure he'll head out to the burning wreck of the senators house and see if he can uncover anything.

[sblock]=OOC]
The building isn't quite a smoldering ruin... it's still standing, though all the windows facing that way have been shattered and the siding is ruined, and some supports make it less than perfectly safe, but the contents are intact.
[/sblock]
 

Psion said:
[sblock=Machete]
Actually goad uses investigation; you sort of read between the lines and notice little slips.

But still, you get 2 clues, and the lead drops to 5.
[/sblock]

The injured man wearily mumbles "I wasn't doing anything... I was just watching for the girls... the senator said he suspected trouble..."

[sblock=OOC]
(That should give you 2 clues... sorta 3, depending on how you slice it.)
[/sblock]

[sblock]2 is good enough. Now, I can use Bad Cop![/sblock]

"Senator, huh?" Machete asks. He wracks the wrench against the bathroom sink, probably denting/breaking it. "How do I know you're really working for the senator?" Machete considers the senator remark to be a possible red herring, as the senator would no doubt have mentioned if he'd hired an additional security patrol.

"I think you're making that up. ****ing with me. I wouldn't **** with me if I were you, buddy." Machete bashes the chair, just above where the prisoner's left arm is lashed. "Y'know, at this angle, I can probably put this heavy steel wrench right through your forearm, at least crack it real bad. Your bike-riding days would be over for a while."

Machete glares at the prisoner. "You probably think I'm a cop," he continued. "And you're right. I AM a cop. But not all cops follow the rules..."

[sblock=Interrogation, Round Two]
All right. Due to the gaining of 2-3 clues, Machete now has an effective Base Will Save of +4 or +5 (I'm gonna call it +4 for now). Therefore, I've got a wider range of Strategies available.

Bad Cop seems like the way to go here, and that does use Intimidate :D :D :D

Intimidate check: intimidate check, no mods (1d20+6=7)

Well, ya can't win 'em all :eek: [/sblock]
 

Insight said:
[sblock=Interrogation, Round Two]
All right. Due to the gaining of 2-3 clues, Machete now has an effective Base Will Save of +4 or +5 (I'm gonna call it +4 for now). Therefore, I've got a wider range of Strategies available.

Bad Cop seems like the way to go here, and that does use Intimidate :D :D :D

Intimidate check: intimidate check, no mods (1d20+6=7)

Well, ya can't win 'em all :eek: [/sblock]

[sblock=OOC]
No, you can't (action dice spent...)
The lead shifts one in his favor (now 6) for a critical failure. He continues with "I'm no rat..."
[/sblock]

He resists feebly, but something about your coarse display builds a glimmer of confidence in him. He looks up with his bleary eyes and says "I'm about as messed up as I'm going to get. But my friends are no one for you or I to trifle with. One of us will wake up dead in the morning." He pauses, and then adds acidicly, "amigo."
 

"Oh, now you think you're funny?" Machete asks, bashing the rest of the bathroom sink to pieces.

Machete walks out to his bag and returns with a screwdriver. "Damn, this is gonna hurt," he says. "I'm glad I'm not in your shoes. You sure you don't want to talk?"

Machete holds the screwdriver like a dagger, arm cocked, ready to plunge the screwdriver into the back of the prisoner's hand.

"Just tell me who you're really working for and this can all end. Otherwise..."

[sblock=Interrogation, Round Three]
Bad Cop again...

Intimidation check: intimidation check (no mods) (1d20+6=10)

The dice, once again, do not love me :(
[/sblock]
 


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