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The Light

"It's night. You're on the side of a building, 20 floors up. Tonight's target is the apartment of some model you've been watching for two weeks. Get in, get the jewelry, get out. All in a night's work."

It's a Difficult (OV/RV 4/4 - roll 7 to succeed) task to break in through a window without making any noise. Strenous (OV/RV 6/6 - roll 9 to succeed) if he doesn't want to leave any evidence of a break in. Once inside Brad is pocketing the jewelry when he hears people enter the room next door. Two men and a woman.

"What do you want? I told you to leave me alone!"
"Now now Cindy. I just want to have a little talk. Like old times."
"What are you doing? Help! Somebody help me!"
(Thwak! Thump!)
"Damn it Sportsmaster, you didn't have to hit her so hard! I was just starting to have some fun."
"We're not here to have fun Mole, especially if she's going to scream and cause a rucus. He said to grab her and take her to the warehouse and that's what we're going to do."
"Sheesh. Ok."
"You sure the doorman won't talk?"
"I already told you, he owes me."

If Brad decides to intervene, remember that he doesn't have his suit on. Mole (assume 2 APs in everything) and Sportsman should be able to knock him unconscious. At which point they'll leave him tied up there for the police. Brad gets one Resting Recovery role before the police arrive. Escaping from the ropes should be easy (OV/RV 4, need to roll 7 to succeed), but if not he'll have some explaining to do.

If Brad captures the Mole and/or Sportsman, he can interrogate them: INFL/AURA 4/3 vs OV/RV 5/5 (Mole) or 6/6 (Sportsman)...
  • 1 RAP (15): "We were hired by Moloch to kidnap the girl."
  • 3 RAPs (21): "We're supposed to kidnap several people. We've hired agents to do most of the work." [Note that this one will probably short circuit most of the adventure, but Brad did win an impossible fight.]
  • 5/6 RAPs (28/32): "All the kidnap victims are to be stored at the warehouse on the waterfront." [Helpful if the remaining villains actually manage to pull off one or two of the kidnappings.]
Afterwards Brad can Interrogate the Doorman (OV/RV 3/3, +1 CS because he's scared).
  • 1 RAP (10): "Oh God, don't kill me. It was Mole. He gave me two thousand bucks to look the other way. He and his friend brought out Ms Radway and drove off in Mole's blue and red roadster. Don't kill me. Mole used to sell drugs to Ms Radway but when she cleaned up her act, she told him to get lost. But I let him in and now she's gone."
  • 2 RAPs (12): "I think Mole called his friend Sportsmaster. He looks like some sort of freak wearing catcher's gear and carrying a bat."
  • 3 RAPs (14): "Mole lives on Fifth Avenue. He drives a blue and red roadster. You can't miss it."
If Brad talks to the police (Detective Chin Ho Kelly) he might also learn what they know. Base OV/RV 3/3, +1 CS because Brad is not connected to the case.
  • 1 RAP (15): "Witnesses reported two men carrying Ms Radway off. One of the men was obviously some costumed criminal."
  • 3 RAPs (21): "The doorman saw the men drive off in a blue and red roadster. Custom paint job."
  • 5 RAPs (28): "A patrol cruiser reported seeing the roadster parked at Fifth Avenue. We're going to send a detective to investigate tomorrow. We're very busy here."
If Brad doesn't find the address he could just fly around and look for the blue and red roadster. Not too many of those around. This is an INT/WILL vs an Extreme task (OV/RV 8/8, -1 CS if he specifies looking in the seedier parts of Island City). On a success (15 or 13) he finds the car parked in Fifth Avenue.

In all cases he should end up at Encounter 5.
Copyright (c) 2003 Kevin C. Wong
Page Created: December 4, 2003 Page Last Updated: December 4, 2003