MONEY:
Back in their days working for the Yakuza, the team had plenty
of bank accounts they could call upon in case of emergency. Now,
of course, those have all been closed. Fortunately, the face man
had the foresight to open up a secret Swiss account of his own
when the Mob War started. It's currently got 20,000Y in it.
In order to access this, all that's required is a credstick -
although they don't have access to any of these, and won't want
the amount of ID on file that it requires. Instead, they can use
a certified credstick - it doesn't contain any ID and can be used
anywhere.
They can buy a certified credstick in any shop for about 5Y, and
get it filled up from their bank from a Matrix terminal. It'll
require a voiceprint (get the player to speak his name aloud),
fingerprint scan and passcode (Intelligence test, TN5 to remember
the passcode). The bank charges a 2% fee to create the certified
credstick.
To get money before this, assume that any random passerby has
a certified credstick on them on the roll of a 5+ (and all stats
and appropriate skills at 3). An Intimidate test against their
Willpower giving two successes will get them to fork it over (if
in an appropriate situation, like dragged down a dark alley),
and extra successes scare them too much to report it. The stick
contains 2d6 x 10Y. Lone Star notice the disturbance on another
roll of 5+.
THE ESCAPE:
The game kicks off with the team in the back of the prison van.
The driver's section can't be accessed from the back of the van
- the only way out is through the rear doors - which are now open.
There are two guards in the rear of the van, one unconscious (manabolt)
and one dead (neck broken). There's a Lone Star cruiser behind
the van, and another in front. The van is moving at 40kph and
the cruisers are keeping formation, and the convoy is on the motorway
at the moment. Each cruiser contains three cops.
Lone Star Cop:
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Initiative: 3 + 1d6
Threat rating: 2
Active Skills: Car 3, Clubs 2 (Stun Baton 5), Etiquette 2 (Corporate 2, Street 4), Pistols 3 (Ruger Thunderbolt 5), Unarmed Combat 3
Knowledge Skills: City Law 4, Police Procedures 5, Psychology 1
Gear: Ruger Thunderbolt heavy pistol with 1 spare clip, Remington 990 shotgun (guards in van and passenger in each vehicle only), armour vest with plates (4/3), Lone Star leather jacket (0/2), large flashlight, containment manacles, metal and plasteel restraints
Chrysler-Nissan Patrol-1 cruiser
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Seating: 2 bucket + 3 bench
Entry points: 2 + 2 + 1 trunk
Other features: Electronics port (with radio), EnviroSeal (gas), 2 Pintle Mounts, Thermal Baffles 1 (factored in), Turbocharging 2 (factored in)