Chit Chat with the Chopper
Madeleine and Pepe will explain that the XTF-3 is Black Ops unit and as such the government will flatly deny their existence. Of course, the reality is the government really doesn’t know they exist!
The team will begin with a number of debriefings so that everyone can get to know each other. Pepe will have rented a facility where the team can also get some training done. Remember that the Lt. Colonel is doing this whole thing on the sly so he will avoid getting any high priced/profile items unless the mission demands it. Also the idea is that the XTF-3 is a group of privately funded hero’s working under a government authorization. The very reason these hero’s were chosen was because they were a force on their own.
Chit Chat with the Chopper Donny "The Chopper" Duncan is a rising star in the Hell’s Angels. His combination of ruthlessness, boldness, and business sense has made him an excellent foot soldier. Chopper has been living the high life on fast cash, loose ladies, hard drugs and thrill killing. And he’s just been spotted in Winnipeg!
A CSIS informant had contacted the regional office that morning. Madeleine believes the Chopper may be "properly motivated" to reveal the location of the Biker Boardroom. XTF-3 is sent off to Winnipeg to follow up on contacts and find Chopper and bring him in!
Winnipeg has had the most success fighting the Heroin Wars. A vigilant police force and tough Judges have made the difference in this northern city. With very few seats left at the Biker Boardroom's "Big Table" Chopper wants to do something special to impress the big bosses. After throwing some money around he was able to find out which school bus Judge Harrison's kids were going home on. It was time for the Angels to make their own justice.
An hour to get ready and an hour long flight out of Toronto will get the XTF-3 into Winnipeg. Based on the PCs modus operudi they can gather the following four clues which lead to The Choppers and his gangs location. The type of information the PCs get is heavily based on what kind of investigators they are. Their informants could be anyone from Cockroach the Shoeshine to Equinox Guardian of Tomorrow! Your encourged to come up with four clues that will lead PCs toward their goal.
Gathering information is a time comsuming task. The four rolls should take PCs well into the next day. The level of sucess will determine how soon they find the bikers. Allow four rolls for whatever information gathering and interrogation tools the PCs undertake. Add the amount by which they succeed each roll (good information) and subtract the amount they fail their rolls by (bad information). You can divide the rolls between your players however you wish. If they have a negative score: they see the shooting on the news or hear it on a radio. They better hustle if they want to minimize casualties. A score from One to Nine: the PCs are pretty sure that he’s going to hit a Judge daughter and the time of the hit. Unfortunately three girls on three different buses could be targets! A score of Ten to Fifteen: allows the PCs to know the when and where but only minutes before the bus leaves school. Not enough time to do anything but to go there and try to stop it. A score of Sixteen and above: The PCs know when and where of the hit with enough time to take the girl out of play.
Or just pick which one you like best! Remember, it's Chopper's game, PCs may not want to make a move for fear that he catches on and decides not to show up! Interrogating Chopper is the primary mission.
The team will begin with a number of debriefings so that everyone can get to know each other. Pepe will have rented a facility where the team can also get some training done. Remember that the Lt. Colonel is doing this whole thing on the sly so he will avoid getting any high priced/profile items unless the mission demands it. Also the idea is that the XTF-3 is a group of privately funded hero’s working under a government authorization. The very reason these hero’s were chosen was because they were a force on their own.
Chit Chat with the Chopper Donny "The Chopper" Duncan is a rising star in the Hell’s Angels. His combination of ruthlessness, boldness, and business sense has made him an excellent foot soldier. Chopper has been living the high life on fast cash, loose ladies, hard drugs and thrill killing. And he’s just been spotted in Winnipeg!
A CSIS informant had contacted the regional office that morning. Madeleine believes the Chopper may be "properly motivated" to reveal the location of the Biker Boardroom. XTF-3 is sent off to Winnipeg to follow up on contacts and find Chopper and bring him in!
Winnipeg has had the most success fighting the Heroin Wars. A vigilant police force and tough Judges have made the difference in this northern city. With very few seats left at the Biker Boardroom's "Big Table" Chopper wants to do something special to impress the big bosses. After throwing some money around he was able to find out which school bus Judge Harrison's kids were going home on. It was time for the Angels to make their own justice.
An hour to get ready and an hour long flight out of Toronto will get the XTF-3 into Winnipeg. Based on the PCs modus operudi they can gather the following four clues which lead to The Choppers and his gangs location. The type of information the PCs get is heavily based on what kind of investigators they are. Their informants could be anyone from Cockroach the Shoeshine to Equinox Guardian of Tomorrow! Your encourged to come up with four clues that will lead PCs toward their goal.
Gathering information is a time comsuming task. The four rolls should take PCs well into the next day. The level of sucess will determine how soon they find the bikers. Allow four rolls for whatever information gathering and interrogation tools the PCs undertake. Add the amount by which they succeed each roll (good information) and subtract the amount they fail their rolls by (bad information). You can divide the rolls between your players however you wish. If they have a negative score: they see the shooting on the news or hear it on a radio. They better hustle if they want to minimize casualties. A score from One to Nine: the PCs are pretty sure that he’s going to hit a Judge daughter and the time of the hit. Unfortunately three girls on three different buses could be targets! A score of Ten to Fifteen: allows the PCs to know the when and where but only minutes before the bus leaves school. Not enough time to do anything but to go there and try to stop it. A score of Sixteen and above: The PCs know when and where of the hit with enough time to take the girl out of play.
Or just pick which one you like best! Remember, it's Chopper's game, PCs may not want to make a move for fear that he catches on and decides not to show up! Interrogating Chopper is the primary mission.
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