Pirate TV
Sgt. Hurtt
How to do your Q4 Interlude in Gloom
- Interlude Details
Fourth Quarter Interludes have a theme. The Black Company is in Gloom, trying to clear their names and put Rene into power as Mayor. To do that they need to oust Giest and her henchwoman, Scara the Necromaner. Alecto has been recording events, now you have a credit stick taken off Volt with 1.25 million on it, stolen by Giest from an orphanage. The money that the rock band earned in the concert. You plan on returning the credits to gain a better reputation and in effort of clearing your names.
The five Mercs you worked with on Amarok IV who are back in Gloom with you are going to help you. Sgt. Hurtt overheard you talk about somehow broadcasting to the whole city of Gloom that Giest has stolen the credits etc. Sgt Hurtt states that in order to do a broadcast one simply needs to take over the five signal boosters located around Gloom.
Sgt. Hurtt conveys to you that:
To send out a broadcast to every monitor and TV in Gloom you need to do six things. All five signal broadcast boosters need to be hijacked/hacked at the same time and then someone needs to attach their computer (Alecto?) to one of the boosters and hit play on your prerecorded pirate broadcast.
The Mission: Roll a d4 as described below, then write up your interlude story. You all have one of the Mercs available to you in this story. For simplicity sake I will assign then to you. Each Merc can be the one that knows how to hack the booster or it can be your character as they provide cover for you. Exactly how things go is up to your roll and you. Maybe you sneak in under darkness with little issue? Maybe you are unlucky and have to fight off a half dozen random guards who were on patrol? No matter what you roll, tragedy, victory, love or desire, ultimately you should succeed in hijacking the booster so the broadcast can be sent by Alecto. Example: You roll tragedy... in your story the Merc assigned to you is killed but you still succeed in the hack. Or, you roll love....hmm you and the Merc pose as lovers on a walk and then hijack booster. Whatever. Have fun with it. Each booster is going to be different...it might be hidden as a rock up by the Gloom Docks, or under water in the lake (well maybe not lol) or it could be a big antenna on top of the Green House....its all up to you.
Interludes: In most heroic tales, characters engage in small talk that reveals something about their past or further develops their personality. Such “Interludes” are rare in role playing games where we focus primarily on action and the next encounter. The system below formalizes these scenes and rewards players for role playing their character and revealing their backstory to the rest of the group.
Player Roll a d4
A link to the Mercs. They have Kn: Computer Security in case you need it for the story, or you may be fine without their Kn. and do it yourself. Merc Assignment:
- Sgt. Hurtt - with Sammy. Write your Interlude here please. Booster 1.
- Saxon - with Gargamel. Write your Interlude here please. Booster 2.
- Watson - with Hans. Write your Interlude here please. Booster 3.
- Heller - with Thrudh. Write your Interlude here please. Booster 4.
- Vasquez - with Alecto. Write your Interlude here please. Booster 5. Also Alecto, at End of Post, either give a brief description of what Broadcast is saying or narrative it out if you are up to more writing, thank you. As a team you can come up with what you want to happen in the broadcast. Discuss it in Hangouts or the OOC Thread.
► Rewards: After a player completes their tale, award them a Benny or an Adventure Card.
If you the Player want a bennie, say so at end of your interlude, or if instead you want a Adventure Card roll a 1d54 to get one. Thanks!
EDIT. CARLOS. ROLL A D4 ALSO THEN ANSWER SGT. HURTT......
Remember to reset your bennies now that its a new Quarter (Q4).
If we get VV to join us as Carlos - Human MARS Merc Soldier, he can do a "normal" Interlude ~ Lars