| CCCXLII |
It's a few days after Independence Day, on a surprisingly cool morning, when you find yourself called into the station with the rest of your team for a briefing. There's been a murder, one strange enough to warrant the use of the 'Special Investigations Division'. It's about time too, the team was formed practically a month ago, and you haven't even so much as been called in to investigate a strange noise! You were actually beginning to wonder if there's really anything going on this city that merits a 'Special Investigations Division'.
When the team arrives, your superior, Lieutenant Durth, quickly leads you past the offices and the usual hustle and bustle of the station, straight into a briefing room; complete with a large rectangular table and chairs; on the farside of the building. She closes the door before speaking.
"Do sit down, gentlemen, but don't get too comfortable. We have an unusual situation that needs to be addressed quickly. You'll be out that door as fast as you came in." The Lieutenant slips away from the door and slides in at the head of the table, pulling a chair out, but not bothering to sit, instead leaning on the table infront of her. "We received a 911 call about an hour ago from an unidentified man who described an attack by what we assume to be some kind of wild animal. The connection was poor, filled with static, we aren't quite sure what happened." She pauses, gazing at your group, but soon follows up this information. "When we sent a unit out to investigate, the officers found a body inside an abandoned warehouse close to the highway. The corpse was horribly mutilated—as if it had been torn apart and then partially devoured. We don't know whether the body was that of the caller or not."
As the Lieutenant speaks, she withdraws a small wooden case from her pocket and slides it across the table. Inside are your badges.
[ Add "BPD Special Investigations Division Badge" to your equipment ]
"This isn't the first such incident that's occurred. In fact, it's the fourth vicious assault reported within a week. But this is the first time we've been able to find a body in reasonable condition. We need the team to go down there and determine what sort of monster we're dealing with here, because frankly, we don't know. And if you find it, do whatever you see fit." She finishes as she makes her way around the table again, opening the door. You follow her outside.
"You aren't Patrol Officers, so you aren't supposed to be getting one of these, but we'll be lending you one of our Police Cruisers for the remainder of this case," says Lieutenant Durth, leading you to the parking lot, where a police-colored sedan is waiting. "We do want the car back in one piece, but you're free to remove any of the equipment you find inside. Wreck it, and you'll be lucky to get a bicycle from us. Is that clear?"
There's no time to ask questions, or to pick up anything special. You thank the Lieutenant and hustle over to the crime scene (either by driving/riding in the Police Cruiser, or by taking another vehicle).
It's a short drive over the abandoned warehouse where the murder took place, just off the SH 342 (State Highway 342). The aging and dilapidated structure is somewhat small, covered with graffiti and bits of rusting metal. Squad cars and emergency vehicles have surrounded the building, which has been closed off to the public with crime scene tape. Outside the main (and from what you can tell, only) entrance, several police officers are questioning a small crowd of people.
If you'd like, now would be a good time to describe your character's appearance.
Pass: 5 (2 up-front and 3 in the back)
Cargo: 425 lbs.
Size: Huge
Doors: 4 (2 up-front and 2 in the back)
Man: -1
Speed: 24
Def.: 8
Hard: 8
HPs: 34
Mods: Better Handling, Faster Engine, Hardened, Plexiglass Separator, Lightbar (sirens, lights)
Equipment (located in the front passenger compartment): Shotgun (fully loaded), box of ammunition (12 rounds of Shot), Patrol box, CB Radio (Professional), Maps (road atlas), GPS receiver, Searchlight (as battery flood flashlight but double the range; mounted to vehicle), Pepper spray canister, Tonfa, Flashlight (standard and 12 chemical light sticks)
Equipment (located in the trunk of the vehicle): First-aid kit, Basic evidence kit, Basic toolkit (including duct tape, boltcutters, and multipurpose tool), Handcuffs, Plastic zip ties, blankets, Food (2 days trail rations, MREs), 12 road flares, traffic cones, Gas siphon, Crime scene tape, Portable fire extinguisher, 4 tear gas canisters.
| Oscar Cray the III |
Oscar is wearing a long black overcoat. Under it he is wearing a pair of heavy leather black pants. some sort of Vest is over a white shirt and a hat.
He is carrying a backpack with a laptop and some electrical, computer cable, usb key and a bunch a small electronic devices.
| Oscar Cray the III |
Oscar will head over toward the Uniform that is apparently coordinating everyone else.
Hey there i am Detective Cray showing his brand new BPD Special Investigations Division Badge Myself and these other two detective will be handling the investigation. Mind telling what has happened?
| Jerehmiah "Old Man" Schultz |
Jeremiah is an elderly man in his mid 40s to early 50s. His skin is swarthy and worn, owing to a life time of hard living. He is bald but still possesses a long white neatly groomed beard. He wears a white trench coat a few decades out of style and underneath that are slacks and a dress shirt with suspenders. He proudly wears his BPD badge on his shirt over his heart. Around his neck he wears a small Magen David.
He nods at Mr. Cray's introduction, and listens intently.
| Leon Hatcher |
Jet is wearing combat fatigues in urban camouflage pattern, grays and blacks mingled together. His cowled cloak is similar, breaking up his shape into a mismatched pattern that helps him blend into the colors of a city. His hood is pulled up over a face covered from the nose up by a black half-mask. With a DC 28 Observe check, you notice a slight bulge under his fatigued shirt--he's wearing some sort of vest underneath it.
Jet sits in the passenger seat of the Cruiser (or drives if nobody else wants to), checking the compartments as the others get out. He frowns at the shotgun, and ends up leaving everything in the car.
Jet walks up and stands behind Cray, willing to let the talkative man do the talking.
| CCCXLII |
Because no one said otherwise, I'm going to assume that you all took the cruiser. Oh, and because Oscar didn't remind me to roll Notoriety, the percentage will be 20% next time.
Oscar Cray III: Notoriety check (10%): 1d100 ⇒ 37
At first, the crowd doesn't seem to notice or care that a new police car has pulled up, but things change when they see Jet step out of the vehicle. Some people stare, others cheer, and a few fans even dare to approach him... But only to be corralled back into the crowd by one of the badges. There is also a bit of whispering about Oscar Cray III, who's famous on a 'different' level than Jet. These generally consist of, "Doesn't he look familiar?", and, "Hey isn't that the chess grandmaster who disappeared a few years back?" Fortunately, there's no news vans or anything to catch Oscar's reappearance.
--
Oscar heads over to the highest ranking badge here, who nods at his approach. You have no idea if this guy knows about "Team Bravo" or not.
"Yes, sir. Right this way." He leads the team inside.
Heading inside the warehouse, it takes a few moments for your eyes to adjust to the darkness. The place is empty, except for a random collection of garbage and debris. The only light is coming in from a large, broken window, its glass littering the floor in-front of it. Just a few feet past the broken glass is a chalk outline, showing where the two pieces of the body were found. Next to the outline is a body bag, which the homicide officers and the coroner's deputy have just finished bagging.
"We aren't sure what happened here," admits the officer as a few other badges get to work on photographing the scene. "The body was a young man, some kind of street punk from what was left of his clothes. Whoever did it tore the guy in half, heh, and they didn't even try to hide the corpse." The officer takes a deep breath. "Honestly, I see a lot of murders in my day, but this one takes the cake."
As you talk to the officer, you discover that he doesn't know much else about the murder, and that they aren't having any luck with the crowd outside. Meanwhile, the other officers and personnel finish their photographing, collect the body bag and their gear, and leave the scene.
"Alright, we'll leave you three to pick over the crime scene. Oh, and did tell my men to keep their disturbance of the scene to a minimal and not to remove anything besides the body, so no worries about that. The Division will be the first to investigate it." He wishes you good luck on his way out, leaving the team alone in the warehouse.
Time to get to work.
If you're looking over the crime scene (looking for clues), please roll for Search. This check entails spending about 3-4 minutes checking the area around the body and the broken window (inside and outside) (i.e. the most disturbed area of the warehouse), but not searching through the entire warehouse (which would take much longer). Once clues are found, the Investigate skill (Trained Only) can be used to analyze them, which only Oscar Cray has. During this time, it's up to Leon and Jerehmiah to decide what to do.
| Leon Hatcher |
Jet moves into the room, glancing around and taking in the different area. Better at gathering information by speaking with others than looking around... Still. He begins to search the region, his keen eyes taking in details despite the dim lighting.
Observe: 1d20 + 2 ⇒ (14) + 2 = 16 With low-light vision
He then takes some time to look at the body and use what knowledge of profiling he has to try and determine what kind of crazy might do something like this.
Knowledge (behavioral sciences): 1d20 + 3 ⇒ (13) + 3 = 16
| CCCXLII |
@JET - That's a tough question. The concept of cutting up a body and hiding it has been around for centuries, which might explain why the corpse was found in two pieces. But the thing is, the body was torn apart, not cut apart. Not to mention the fact that it appears to be partially devoured. Even worse, according to Lieutenant Durth, this is the fourth one this week.
It isn't hard to imagine that some sort of cult might be behind this. But it's too early to say.
While you're considering these things, your eyes catch the glint of metal on the floor, near the chalk outline. Moving closer, you discover that it's a small white metal tag. You hadn't noticed it before because the body bag was on top of it. It appears to have been part of a collar, bearing the inscription, "Hilberger Tech-X-433".
Observe constitutes only glancing around. If you want to look around the crime scene further, you'll need to roll for Search.
EDIT: You do notice a fire extinguisher by the front door, which has fallen from its "Break Here in case of EMERGENCY" case. The only entrances are the front door, a garage door in the back (for deliveries), and the broken window (if you count that sort of thing). There is trash and debris everywhere, most notably a pile of boxes a few feet in-front of the chalk outline. These boxes looked like they were neatly stacked previously, but were perhaps knocked over by the victim. They are all empty. There is also a neat stack of 55-gallon drums in the far corner by the garage door.
| Oscar Cray the III |
as the uniform starts to leave oscar will congratulate them on a preliminary job well done
Oscar will carefully look around the crime scene
Search: 1d20 + 7 ⇒ (16) + 7 = 23
It appears that some people did recognize me while i was outside, i thought that being out of the spotlit for a bunch of years people would forget. I wonder what to think of it.
| Leon Hatcher |
"Tags," Jet says, his voice a tad raspy but not too deep. "Can't say I know what they mean, but here." He hands the item over to Oscar.
As the others investigate, Jet looks up to the broken window. Wonder if something caught there when it was broken. Taking a few steps to gain momentum, the hero launches himself into the air and tries to grasp onto the ledge, pulling himself up to look at the broken glass and the sill for any traces of evidence.
Jump: 1d20 + 18 ⇒ (17) + 18 = 35
Climb: 1d20 + 5 ⇒ (9) + 5 = 14
Observe: 1d20 + 2 ⇒ (20) + 2 = 22
Search (untrained): 1d20 + 1 ⇒ (15) + 1 = 16
Not sure whether that nice little maneuver worked... Up to the GM, I suppose :)
| Jerehmiah "Old Man" Schultz |
In a warm voice still carrying with it the accent of old world German."Excuse me please my friends. This may be a little disconcerting to watch." Jerehmiah closes his eyes for a second and breathes out a stickey white mist that writhes and wiggles as it coalesces into a copy of himself. A second later he breathes another copy into being. "Ahh if you will allow me but ein moment."
Search1d20 + 8 ⇒ (3) + 8 = 11
Search1d20 + 8 ⇒ (9) + 8 = 17
Search1d20 + 8 ⇒ (3) + 8 = 11
Left, right, center.
Also Jerehmiah makes it known he doesn't drive.
| CCCXLII |
With five people working together, the crime scene is searched in record time.
SEARCH: Oscar 23 + 6 (x3 Jerehmiah Aid Another) = 29.
[ Remember to keep track of power points, you lose 4PP for 2 Dupes. ]
On the ground floor, you find quite a bit of blood. There is a pool of blood where the body was, in-front of the chalk outline is a smear of blood, and off to the side of the outline, there are blood spray patterns. Finally, there is a spatter of blood on a few shards of broken glass near the window that probably didn't come from the victim.
SEARCH: Jet 16
Meanwhile, Jet easily reaches the high window, his acrobatic prowess allowing him to leap up and catch the small ledge of the window sill. From this perspective, he can examine the window and around it.
The window itself was 15 ft. long and 10 ft. high, but is now entirely broken. There are three things worthy of note up here. First, all of the glass shards are inside the building, meaning that whatever broke it probably came from outside. Second, the window is entirely broken, which means that whatever broke it was large enough to shatter the entire thing. Third, and finally, there are what appears to be claw marks around the base of the window on both sides, that cut into the window sill and wall.
As the team ponders on what this all means, Oscar gets to work on piecing all the information together.
[ In the interest of speeding things along, I'd like to get an Investigate check from Oscar before continuing. In the meantime, feel free to post your character's opinion on how the murder happened. ]
That Observe check from Jet will come into play just afterwards~
| Oscar Cray the III |
Oscar will take a sample of each blood pool on a Q Tip and will separate them (labeled) in each casing. He will take out a Digital camera in order to take pictures of all the location where the evidence was collected
He will look also at the broken glass to see if any fiber / blood could be collected. Of course he will check outside to see of any lead / clues.
| Leon Hatcher |
"Something big came in here," Jet calls from his perch, having clambered up the rest of the way onto the sill. "Shattered the whole window, definitely coming in, too. And there's some claw marks." He shakes his head. "Some kind of big dog, or cat, maybe. Jumped up here, ripped into 'em. But why?... Maybe a super."
| CCCXLII |
I'd like to remind Oscar Cray that he has only one Plot Device (which was potentially used on the plastic bag), and that the Evidence Kit is still in the Sedan outside xD And no, you don't have a camera, with you or in the Sedan. Remember, your inventory isn't mutable, even though you can buy pretty much anything. For now, you only have what is listed in your equipment.
INVESTIGATE: Oscar 13
@OSCAR - You take a step back and scan the entire scene, trying to piece it all together, but you find yourself unable to add onto what Leon said.
Something came in, something big, ferocious, and with claws, came through the window. For some reason, it tore into the victim, half ate him, and then climbed out the window before the "uniforms" got here.
@EVERYONE - While the team is investigating and contemplating the circumstances of the murder, Jet hears a strange sound coming from nearby
[ DC 15 Observe to hear what Jet notices. I recommend doing the die roll, hitting preview to see the result, and modifying your post based on the result. ]
@JET - You hear what sounds like whimpering, coming from behind the stack of barrels in the relatively dark corner of the warehouse. Peering into this darkness, your sharp eyes notice a small cranny that would allow a human-sized creature to wriggle behind the stack.
From your vantage point, you can easily see the blonde-haired street punk behind the barrels, huddled on the floor in a fetal position, shaking. He looks to be in his early 20s.
=-MAP-=
CLICK HERE
Jet is 10 ft. up, on the window sill.
Jerehmiah can still decide whether the 'original' is on the left, center, or right. The two dupes will be known as the Green Dupe and Yellow Dupe.
Also, generic token because I couldn't find anything better.
| CCCXLII |
Fair enough, but you can't pull anything out of the backpack that is higher than PDC 9 (plastic bag and various wires, etc. are PDC 0) or something that can't conceivably fit into the pack, unless the item you're pulling out is in your Equipment already (e.g. The Laptop). The backpack is something you've bought, but its unlisted contents are your plot device, and will be exhausted once you've pulled out 15 PDC worth of items. Basically the same limit as the plot device feat, but with the potential for multiple items.
For example, you could pull out 2 Basic Walkie Talkies (PDC 7 each), modems (PDC 6), disposable cameras (PDC 4), film (PDC 3), etc. See here for some of your options. You can go out and buy items specifically for the backpack, without affecting the limit, but you'll have to spend time shopping.
The next time you have a backpack full of nebulous items though, you'll have to specify its contents. In other words, you won't get this deal again~
ALTERNATIVELY, you can choose to specify its entire contents right now, and ignore everything I just said. In which case you'd have bought all of its contents sometime before the assignment.
Please post with your decision.
Also, just to be clear, you'll have to go out of the building (in public, *hint hint*) to get the Evidence Kit from the Sedan (it was listed in the spoiler of the first post and you didn't grab it).
| Leon Hatcher |
Jet glances down at the barrels from his place on the sill and drops down, flapping out his cloak to break the fall and landing easily on his feet, bending his legs to reduce impact. Getting better at that. He walks over and peers into the darkness, grimacing at the view. "We've got somebody here," he calls out to the others, then crouches down and looks at the punk. Geez, just a kid. The hell did he see...
"Come on out here, kid. We aren't gonna hurt you. Just get out here, or I'm coming in after you."
| CCCXLII |
Thanks, Oscar~ Now you can attempt to take your samples and stuff, which will require another Investigate check.
@JET - You crouch down just a few feet outside the kid's hiding place (15 ft. from the kid himself), in order to get a better look at him. You couldn't tell from the window, but the kid is actually facing this direction, looking out towards the crime scene, looking at you. When you address the kid though... his temperament changes.
@EVERYONE - At first, the person who Jet is talking to doesn't really respond. But when he tells him that he's going to come in after him, you hear movement and the voice of a young man screaming hysterically, "Get away from me!". Followed by the deafening sound of gunfire, echoing off the warehouse walls.
@JET - When you tell the kid that you're coming in after him, he screams hysterically and leaps onto his feet, reaching into his jacket and pulling out a machine pistol, which he points at you with one hand.
You hardly have any time to react as he squeezes the trigger, letting out a burst of gunfire, the deafening sound reverberating off the nearby walls and steel barrels, and straight into your ears.
Surprise Round
Kid's Ranged Attack vs Jet's Flatfooted Defense: 1d20 + 4 ⇒ (16) + 4 = 20
Medium Machine Pistol Damage (If Hit): 2d6 ⇒ (2, 3) = 5
[ Jet, roll Fort against DC 15 to avoid being Deafened (-4 penalty to Initiative. No, there's no official rules for this sort of thing, but I think it's fun xD ]
[ Jerehmiah, last chance to decide Dupe/Original positions. Is the original on left, right, or center? ]
[ Everyone, roll for Initiative! ]
[ Everyone, after seeing the kid for the first time. You may read his description below. Also roll Sense Motive DC 15, if you succeed, read the Sense Motive spoiler below (Jet should make this roll now, as he's already seen him). ]
Kid Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20
Kid Initiative (not deafened): 1d20 + 2 ⇒ (19) + 2 = 21
| Leon Hatcher |
Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
Leon tenses as the kid raises a gun, and doesn't have time to duck or get out of the way before it fires. He feels a pound on his chest, but it's like a weak punch, and barely registers on his scale of feeling, let alone pain. Gotta love it. Still, the gunfire in this enclosed space rings through his ears and deafens him. He grits his teeth, but it slows his reaction a moment.
Once he's gotten his bearings, Jet darts forward to the kid, shrugging off any more gunfire. "You punk," he mutters, grabbing the kid's wrist and wrenching it to make him drop the gun.
Disarm attempt: 1d20 + 17 ⇒ (12) + 17 = 29
| CCCXLII |
@Oscar - You can look at the sense motive spoiler when you see the kid for the first time. If you already have, then your character isn't aware of it until he sees him.
@Leon - You can only perform a single Move or Attack Action in the Surprise Round. Being 15 ft. away, you can't 5 ft. step into range to Disarm. However! You can Charge on a Surprise Round, and you do get a free attack on a Charge (which is what a Disarm is). So it works! :D And surprisingly this doesn't come with any penalties or bonuses, unlike 3.5 and PF. You just... move and attack once.
The kid lets his finger off the trigger, surprised to see Jet still standing. Just the opening the hero was looking for... The kid can do nothing as Jet grabs hold of his wrist, wrenching the gun out of his hand with a quick twist (the pistol is now in Jet's hand, and can be dropped as a free action).
END OF SURPRISE ROUND. BEGINNING OF ROUND 1
-INITIATIVE-
Street Punk
Jerehmiah Schultz
Oscar Cray III
Leon Hatcher
The kid stumbles backwards, nursing his hurt wrist, fear in his eyes. "No! Get away!" Then his eyes harden as he bites his lip, hands curling into fists. With a yell, he hurls himself at Jet, throwing a single punch towards his face!
[ Unarmed attack provokes an Attack of Opportunity from Jet. This resolves before the attack. ]
Street Punk: Unarmed Attack: 1d20 + 4 ⇒ (17) + 4 = 21
When 21 doesn't hit, you know you have good Defense~
[ Jerehmiah and Oscar Cray III are up next, you can post your turns whenever you'd like. Though I honestly wouldn't blame you if you think Jet can handle it on his own. ]
| Leon Hatcher |
Can I also go? If not, for whatever reason, disregard (or save for later) the following.
Jet easily dodges the punch and throws his own, a body blow into the kid's gut that he pulls to drive the wind out of him, but not really hurt him.
Attack of Opportunity: 1d20 + 17 ⇒ (20) + 17 = 37
Critical confirm: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 8 ⇒ (1) + 8 = 9 nonlethal; 18 nonlethal if the critical cofirms
On his turn, Jet grabs the kid, spinning him against the wall and wrenching his arms behind him, bringing one up behind his back and the other around to hold him immobile pressed against the wall. (That is to say, TWF to grab and pin as a grapple.)
Grab: 1d20 + 15 ⇒ (4) + 15 = 19 vs. touch
Grapple check: 1d20 + 8 ⇒ (17) + 8 = 25
Pin attempt: 1d20 + 8 ⇒ (8) + 8 = 16
| Jerehmiah "Old Man" Schultz |
Green Dupe: 20' move to behind Leon. Aid another defense +2 Leon
Original: 40' Move to behind kid. Provides Leon flanking.
Yellow Dupe: Dissolve, Don't need the extra pp expenditure right now as it gets expensive in combat.
PP expenditure 2 for round and defense is 13 due to having a high charisma ally in this combat. Finally gain sight of the boy as he would have had concealment from those barrels.
One Jerehmiah dashes to help Leon, running behind him and shouting out at the young punk. His voice calm and having taken on a very angry Old German accent.
As this happens, Jerehmiah rushes to behind the boy looking for all the world as if he is ready to throw himself in to the fray.
Yet another Jerehmiah looks around for a second and says to Cray, "Well mein freund, I hope you make it out of this one alive." and promptly dissolves into a puddle of faintly bluish-white slime. With in moments the slime dissolves away leaving no trace of where the Jerehmia had been.
| CCCXLII |
Yeah, I'll save it for after Oscar and Jerehmiah's turns~ Also, you don't need to confirm Critical Hits in d20Modern.
Jet's punch does a lot more than knock the wind out of him. The blow is so fierce that the kid is launched backwards, crashing into the wall behind him and collapsing into sputtering, coughing fit.
The kid looks pretty bad after that one, one more hit like that and he'll be out cold.
[ First knockback of the game! Street Punk sent 5 ft. backwards, where he lands prone. It's also a cramped space, so anything in there loses any Dexterity/Dodge bonuses (the adjacent squares are fine though). ]
=-MAP-=
OLD MAP (1st Round: Street Punk's turn)
UPDATED
EDIT: Will write up other turns in a sec...
| CCCXLII |
Oh hey, I forgot you get a Reflex Save on Knockback.
Reflex, DC 15: 1d20 + 4 ⇒ (16) + 4 = 20
Pulling himself off the ground, the kid slowly rises to standing, putting his back to the wall and moaning in pain. "S-stay back!"
@JEREHMIAH - Aid another requires that you're threatening the character that you're trying to defend your ally from (or aid with attacking). You can also roll Sense Motive now, for the earlier spoiler, as you can now see the street punk. Also, you mean 15 Defense (14+1 Charisma from Jet).
You and your remaining duplicate arrive just in time to see the person Jet is fighting get launched through the air and crash into the back wall where he collapses into a sputtering, coughing fit. But shakily standing to his feet a moment after... only to get tackled by Jet again.
From the looks of things, you aren't going to get the chance to fight in this one.
@OSCAR - Spotting a well-sized pile of building materials, debris, and other bits of rubble on the opposite side of the warehouse, you sprint over and take cover behind it. From here, you can barely make out the person that Jet is fighting.
[ Total Cover if Prone, one-quarter cover if standing, and three-quarters cover if 'crouching', which isn't mechanically different from going Prone. You can read the street punk's appearance and Sense Motive spoiler. ]
@JET - You don't have Improved Grapple, so you will take an AoO. You also take -2 on the Pin attempt, because it's a second attack.
Grapple AoO: Kid vs Jet Defense 23: 1d20 + 4 ⇒ (17) + 4 = 21
Opposed Grapple: Kid vs Jet 25: 1d20 + 3 ⇒ (5) + 3 = 8
Opposed Grapple: Kid vs Jet's Pin 16: 1d20 + 3 ⇒ (11) + 3 = 14
Stepping forward, you grab the kid's arms and lock him into a pin, slamming him against the wall. He yells frantically, "He's going to kill me!"
END OF ROUND 1. BEGINNING OF ROUND 2.
-INITIATIVE-
Street Punk 21
Police Officers 16
Jerehmiah Schultz 16
Oscar Cray III 14
Leon Hatcher 3
Held down by Jet, the kid shrieks at the top of his lungs and writhes around, doing whatever he can to get free.
Opposed Grapple: Kid vs Jet: 1d20 + 3 ⇒ (20) + 3 = 23
[ JET: Roll Grapple check. ]
Meanwhile, a small number of police officers gather outside, having heard the gunshots. They ready their sidearms and prepare to break in.
[ Jerehmiah and Oscar are up next~ Jet needs to post his opposed grapple, and turn, if he likes. ]
=-MAP-=
OLD MAP (post knockback)
UPDATED
| Leon Hatcher |
Just checking, because it doesn't matter this time, but does the kid have Combat Martial Arts? Otherwise he shouldn't get an Attack of Opportunity, since he's unarmed.
Grapple check: 1d20 + 8 ⇒ (18) + 8 = 26
Bracing against the kid's bucking and struggling, Jet holds onto him against the wall. "Just stay still," he growls between gritted teeth.
| Oscar Cray the III |
Round 2
if i hear the uniform outside getting ready oscar will head out and inform them that jet has apprehended some local street punk kid who tried to shoot him, and that we are handling the situation
if i don't hear them oscar will talk to the kid telling him to surrender, that we just want to talk to him etc...
| Leon Hatcher |
Jet rolls his eyes at Jerehmiah's comment. "Yeah, he's scared, but he also shot me, so he's about to be more scared, unless he quits fighting." Jet keeps his hold on the kid, but he doesn't slam him against the wall or hurt him any more. "Look, I've got some zip-ties in the side pocket of my bag. Get one out and help me cuff him?" Really oughta carry some of those in a pocket so I can get at them myself. Leon frowns, reflecting on the fact that even after his time on the streets, he has a little more to learn.
| CCCXLII |
Even though the kid is trying all he can to get free, he can hardly compete with Jet's training and physical strength. For all his struggle, it's easy to get the zip-ties and put them around his hands.
Now that the kid is held down and restrained, he begins calming down. He stops jerking around, and his screams turning into deep, calming breaths.
Meanwhile, Oscar hears the "badges" outside, and surprises them by opening door before they can bust in. A short talk later, and they understand the situation, thanking, "you S.I.D.s", for your work.
END OF ROUND 2. COMBAT IS OVER AND INITIATIVE HAS ENDED.
It's just the team and the kid again.
What do you want to do now?
| Leon Hatcher |
Jet pulls the kid out from behind the barrels and stands by as Oscar speaks with him. Let that one try talking to him first; after that, if we don't get anything, my turn. Leon relaxes a little, knowing that the "good cop" can often get more information in a work-over, and he plays back over the short scuffle. Punk shot me! he thinks, remembering how the bullet just collapsed against his chest. Love it, but I don't think I'll ever get used to it. Least it wasn't a car, or a baseball bat.
| CCCXLII |
Hey, by the by, Jerehmiah, did you cuff the kid's hands in-front of him or behind him?
The kid sits calmly in the dark corner of the dimly-lit warehouse, his chin resting on his chest, surrounded by an imposing wall of steel drums and three of Bayfield's newest heroes. The kid winces at his bruises from his fight with Jet, but everyone's confident that he'll heal up in practically no time at all.
Lifting his head up, the kid looks around at the three of you. Oscar steps forward, reaching out telepathically as he addresses the kid, asking him to tell them what he saw.
Will save against Telepathic Influence (DC 16): 1d20 + 1 ⇒ (8) + 1 = 9
[ @OSCAR - Remember to deduct the 2PP from your total. ]
[ Realizing that Oscar just used Telepathy will require a standard action and a Powercraft (Int; Trained Only) roll of 16. ]
"Okay, I'll squeal. There's no point in hiding anything anyway, not anymore... Putting his head back against the wall, he recounts his story. "The name's Desmond, and the guy who got chomped was Rico. We go way back me and him. Anyway, it all started when we stole a purse— We didn't hurt anyone, I swear! It was just sitting there, so we claimed finders-keepers. Only problem was, when we had taken it, we heard someone yell, so we booked it. We ran until we got to the warehouse district. No one had chased us so we thought we were in the clear, but that's when we were attacked. Some sort of lizard-thing walking on two legs, with claws and everything." Desmond stops for a moment, taking a deep breath.
"Anyway, the thing looked vicious, so we ducked inside here, but it broke through the window. Man, I was so scared, the only thing I could do was hide. So I did. Rico, well, you know what happened to him..."
| CCCXLII |
"The thing slipped out the window when the cops got here. The purse though?" Desmond pauses, reviewing the events in his mind. "Man, I don't know, I think Rico dropped it when we started running."
The "Hilberger Tech-X-433" Tag (in Oscar's possession)
Broken window, something large came in from outside
Blood that isn't from the victim, found on shard of glass (not yet gathered)
Claw marks near the window
Witness: Desmond