Pushing through the crowd, Commander Frank was getting a
psychic signature nearby which could only be from the little girl they sought.
It was hard sorting out the gambling patrons from Rossi’s hired guns so a pop-up
firefight sprung up suddenly during the mayhem. With cloth body armor on
against unarmored assailants the PCs are lethal. As it should be in Traveller.
The PCs are veterans of a hundred dangerous situations before they are played
in the game, and their skill levels make for devastating hits. The reason the
damage is amped up in Mongoose Traveller (we are playing with the 2e rules) is
because of “effect”. The degree of success on a to-hit roll counts as additional
damage. So, if a character rolls particularly well, say a 10 modified to a 13,
they are doing an additional 5 points of damage. Throw in autofire and a gun
can dish out an additional 6-10 points of damage a combat round. Against
unarmored street thugs it is no contest. Their assailants were down before they
could get off a shot.
The PCs find their way into Rossi’s backroom office and pose
as members of Rossi’s gang with bad news from up top. Of the attack on their
headquarters at the mechanic shop here in Central Lake. Rossi doesn’t know who
these PCs are, doesn’t recognize them of course. The gangster is behind is desk,
gun sitting on top. The little girl is sitting in a chair in the corner of the
room. Four or five armed henchmen are sitting or standing as well in the room.
Everyone eyeballing the PCs. Watching Rossi. Rossi tells his guys to throw the
PCs out.
“If they give you any trouble just dump ‘em down a mine
shaft.” He says with the sardonic grin of a consummate reprobate. And so the
knives and guns come out once again. Great initiative rolls favor the PCs once
again, and their accuracy and acumen start dropping opponents. Some of the
gangsters get lucky and get hits. But once again, cloth armor keeps the PCs on
their feet while unarmored foes go down in a pool of blood. Rossi does wound
Commander Frank and this sets the little psychic girl off. She is incensed Frank
is hurt and vents her anger at Rossi which has the result of swelling his head
till it explodes in a welter of brains, bone, and gore. The little psychic girl
can explode heads! The remaining henchmen are like WTF and scramble for the
exits. Then their heads explode.
The PCs all freeze in the face of this violent psychic
display and hold up their hands as to signal they mean no harm. Funny thing
though, the girl seems really happy to see them. To see Commander Frank. The
voices in her head had insisted the two of them meet. That she wishes to come
with them to the ancient alien site. I am surprised the PCs tell the girl no
problem, more than happy to take the orphan along with them into unknown
danger. Through further interrogation she discloses it was her who tipped off
the Central Lake criminal underworld of her psychic abilities. To instigate a
kidnapping which would bring her face to face with the PCs. The voices in her
head gave her plans and instructions on how to do this. The PCs are aghast at
her callous indifference to her parents’ death but do face the fact she is not
a helpless girl dying of an inoperable brain tumor, but a powerful psychic
compelled to find them. To find Commander Frank.
The rest of the session is roleplaying the fallout from the shootings
at the mines in Purple Sector and the vehicle garage in town. This means contacting
the Scouts in Kazawan City. The local contract police cannot be trusted. They
are most likely involved in the human trafficking business being conducted in
Central Lake. The Scouts can claim jurisdiction over the case on behalf of the
Imperium due to its interstellar implications. This means waiting for them to
show up. It is good many hours before the crime scenes are taped off and processed,
statements taken, and current victims are cared for. This brings the group and
the authorities in contact with Dr. Quar. Dr. Quar was expecting the girl’s
arrival as he is the talented physician going to operate on the girl’s brain
tumor. He is horrified of the past days events and dismayed the PCs intend to
keep the girl with them. He argues with the Scout officials that this is ridiculous.
The girl is in dire medical condition and needs to be treated. Is expected to
get treated.
This is all above the officer’s pay grade and gets in touch
with Scout Commander Casarria in Kazawan City. Casarria is an Imperial contact
and has been briefed on the PCs mission here on the surface of Excalibur. She
instructs her guy that the PCs are on a priority mission and if they say the
girl is coming with them then the girl goes. This takes much explaining, as I
demanded they make a decent argument for this reckless endangerment of a child
with Casarria. The roleplay is a combination of in character dialogue and me saying
“Yeah, but you are trying to go off with a child after all this murder.
Convince me!”
But Sun Tzu makes his persuade/negotiate roll. The Orion
Directive credentials seem to give the PCs some much needed clout out here on
the rain-washed ravines of Excalibur. The doctor is kept in the dark on
Casarria’s orders and the PCs load up the cutter that night and in the morning
head out into the storm-wracked skies to cover the 60 km to the alien site.

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