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Session 64: The Hearse of DOOM!

 
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1595

PostPosted: Tue Feb 12, 2019 10:24 pm    Post subject: Session 64: The Hearse of DOOM! Reply with quote

Gunfire is heard outside the hospital.
It is a Hearse, with two people firing MP5 sub-machine guns!
Dr Watt takes the best route, and arrives 1st.
Grendel gets her Van.
Mack and Vinnie follow along. Mack considers leaping atop the Hearse, but it turns the wrong way.

Dr Watt considers helping the wounded shut-ins, but it would mean exposing himself to fire, and he probably can't do a lot.

Everyone jumps in the Van, and they chase after the Hearse, pushing right up against its rear bumper.

The occupants try shooting the Van, but cannot pierce its armour plating.
So they unleash the Vulcan Heavy Machine Gun!
Rising up through the roof of the hearse, it begins to rotate ...

Mack throws a coke can into the roof of the Hearse, and between himself and Vinnie, they convince the occupants that it is a grenade!
The hearse reaches another corner, and as it slows to turn, the shooters leap out. One tumbles badly, the other manages to roll with the fall.

Mack, Vinnie and Dr Watt charge the two fallen shooters, and Grendel turns the van around, not wanting to face the VHMG.

A National Guard helicopter is en route, and Dr watt quickly hides one of the SMGs for later retrieval. Vinne drags the shooter into a nearby hairdressers ("Curl Up and Dye" - one of Blaine's businesses), and commandeers the back room.

Everyone else gets in the van, and heads off towards the Funeral Parlour IDed from the hearse.

A quick look around finds little ... until they find a secret passage! The cellar has been converted into an Apocalyptic Shrine, full of Goat/Satan imagery!

Grendel also locates the Garage where the Hearse was converted.

The van is loaded up with gear from the garage, and data-cards from the Office.

The National Guard helicopter launches rockets, destroying the Hearse, and 3 APCs turn up. The area is cordoned off while investigations take place.

Vinnie is trapped inside the cordon, but convinces the Guards that he is innocent, and his prisoner is "a sick friend". Only some very quick Psychic Powers, backed by a silver tongue (Critical Success) stop the Guards from following up on the Positive Reading for gunpowder residue on the prisoner!
Vinnie leaves the area, and kills the prisoner remotely with Blood Magic.

No-one is happy about National Guard being here, asking too many questions.

Dr Watt inquires with Father Barnaby about cults, but he has no information yet.

5xp
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Last edited by Mad Dwarf on Thu Feb 14, 2019 10:26 pm; edited 2 times in total
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1595

PostPosted: Tue Feb 12, 2019 10:34 pm    Post subject: Reply with quote

Summary of data gathered from Stiffs'R'Us:

Approximately 8 months ago:
1) What should have been a straight-forward collect-and-process has strange entries in the records.
The name has been falsified, but the address is readable (Housing Block in middle of Blaine's turf). Funds have been moved around. The family was not charged much, but a lot of manpower was spent.
2) The Hearse began to be 'upgraded'. A lot of work was done, and considerable money spent on mechanical devices.
3) The cellar was converted into a Shrine.
4) <Hidden deep in the computer records> A place in The Hole (near another collect-and-process, 8 months ago) is marked with a Goat-Head symbol.

Financial records show that the business is bankrupt. Contracts have slowed to virtually nothing, while money is being haemorrhaged into generic, un-named projects (Shrine, Hearse)

Strewn throughout the computer records are notes about "Apocalypse", "Repentance", "Sinners", "Blood Drinkers", "We all must pay", and the familiar Goats Head symbols.
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Mad Dwarf



Joined: 09 Oct 2003
Posts: 1595

PostPosted: Thu Feb 14, 2019 6:50 pm    Post subject: Reply with quote

State of Turf:
The two blocks North of the Hospital (Blaine's turf) are cordoned-off by National Guard while they conduct investigations.
This is having a major impact on gang activity. Takings are down. Moving materiel through the area is inadvisable, and the side roads are not as clear.
The hospital has National Guard crawling around, mainly interviewing injured shut-ins. (Total recorded casualties: 10 dead, 20 seriously injured, 20 minor injured)*
One of the Seriously Injured is Craig (Patricia's Lieutenant), who caught a bullet to the knee. He will almost certainly lose his leg.

The other Masters are inquiring as to what happened, and where the Guns came from.

In other news:
Sophie (The Artist) is putting a lot of effort into Community Arts programmes, and also her own Art.
Sister Razor (Independent Sanguine) is calling for a War Council to address the gang's stagnant position.
Terrence (The Geek) is worried about Omniescent expansion, and is talking about strengthening the LeatherHeads, to have a Rapid Response Force in the south.

--------
*For the record, Dr Watt could realistically have saved at most 1, maybe 2, of the dead, or reduced the severity of 2-3 of the Serious injuries). Assuming he did not get shot at.
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