The Accumulation of Capital (Syndicate/MCU)

Gives us more time to figure out the character sheet we want.

Oh, and just a question... But can you give some examples for the Quirks we can get from going over 3 Stress and failing the check?
Both good, bad, neutral and combined/whatever if possible... and an idea of how likely the different types of Quirks are would be nice...

That said, I think we want to have every stat being an even number if possible. Makes the most advantage of the /2 for puppeting...

Oh, and an idea for Dexterity stat. As it seems to deal with athletics and the like... Perhaps it can affect how easy it is to burn off stress? Basically, the higher it is, the easier the body recovers from stress, compared to toughness making the body withstand stress for longer.
 
Gives us more time to figure out the character sheet we want.

Oh, and just a question... But can you give some examples for the Quirks we can get from going over 3 Stress and failing the check?
Both good, bad, neutral and combined/whatever if possible... and an idea of how likely the different types of Quirks are would be nice...

That said, I think we want to have every stat being an even number if possible. Makes the most advantage of the /2 for puppeting...

Oh, and an idea for Dexterity stat. As it seems to deal with athletics and the like... Perhaps it can affect how easy it is to burn off stress? Basically, the higher it is, the easier the body recovers from stress, compared to toughness making the body withstand stress for longer.
I'll try to come up with some examples later today/tomorrow.

Also, your dex idea is pretty good. I'll see what I can do.
 
1:2
[x] Gentleman Sniper
[x] Executive Brat
[x] Agent Operations
[X] Toughness: 1 (2)
[X] Strength: 1
[X] Intelligence: 2 (3)
[X] Charisma: 2 (3)
[X] Dexterity: 2 (3)
[X] Finesse: 3 (4)
No. of Votes: 2
Nevill
Asmodemus

Absently draining the last of your coffee in one gulp, you glance over the edits you made to the marketing team's biography with a keen eye. The initial draft wasn't too bad, you admit as you scan over your changes, but they played down your background too much for your taste and made it seem like you came out of nowhere and got to where you are on skill alone. The section on your Olympic biathlon attempt also needed editing. You didn't even win a medal for god's sake!

Grimacing as the bitter dregs of coffee slither down your throat, you carefully place the coffee mug on the table before sending your changes back to Ellie. If the marketing people aren't happy with your changes then tough luck. After all, it's not like they'll be able to badger you after today.

Smirking at the thought of marketing having a throw down with security for access to you, you rise from your chair and stroll into the bungalows walk-in closet. For a moment, you pause as you consider which of the items to wear before settling on a conservative charcoal and black suit reminiscent of the one you wore back in Agent Operations. Despite never wearing it before, you slip into the bespoke clothes as if they were a second skin; a sense of cool self-assurance wrapping around you like a cocoon as each layer goes on. It's good to be back, you think to yourself as you clasp a watch to your wrist. The cheap Rolex ticking with Swiss precision despite its low $20,000 price.

As you finish examining the overall look in the wardrobe mirror, your DART alerts you that someone is outside the door and a moment later the dull rapping of knuckles on wood rings out. Bringing up a view from the camera outside, you see the mass of curly brown hair that is 60% of your assistant, Ellie, standing with an umbrella in one hand and a bag of pastries in the other.

God bless her, you think as your stomach rumbles loudly; and with that, you head to the first day of EuroCorp's next big experiment

***

Engines howling like a tomcat, the dropship lifts up off the landing pad with the kind of economic grace emblematic of EuroCorp's security division before banking towards the beach and accelerating. With an audible thrumming, the engines open up and with all the grace of a wallowing hippo the dropship pulls away from the secure compound you've been staying in for the past two weeks. Roaring loudly, the craft's acceleration suddenly ramps up and soon enough your DART reports that you're flying at Mach 2. Built to carry fourteen heavily armed troops and enough equipment to wreck a Downzone block, the dropship's hold feels both cavernous and cold thanks to the fact that it's only carrying you and Ellie.

To be perfectly honest with yourself, you can't help but feel a little embarrassed over taking up an entire craft for just the two of you when it could probably be better used policing the slums that ring the Havana upzone. Still, given that you're currently being presented as the archetype of a EuroCorp executive, security insisted on it and you know enough to avoid trying to fight them. Executive's might run EuroCorp, but security stops you getting kidnapped and tortured by anarchist terrorists and former Syndicate troops turned mercenaries, and so they get the final say.

Plus, you, grudgingly admit to yourself as the dropship soars over ice-white sand and sapphire waters, you wouldn't get this kind of view in an armoured car.

Suddenly, the dropship banks to the right and pulls away from the sea, and almost immediately the dreamlike view of Cuba is replaced by the dull reality of territory recently ripped from the grasp of another syndicate and incorporated into EuroCorp. Though it's been a little over two years now, the signs of the Syndicate War are visible to the naked eye across the densely forested terrain passing below you. Everywhere you look you see signs of the conflict; the blacked wrecks of armoured vehicles lining the roads where they died, burnt out buildings where Cayman-Global troops holed up before being destroyed, and the hundred meter-wide patches of light green foliage where defoliant and thermite warheads were dropped on hidden camps.

Before you can ruminate on the destruction for too long, the dropship swiftly clears the coast-hugging jungle and the ground below is replaced once more with water. Suddenly, the pitch of the dropship's engines lower, and you feel the craft start to slow down as you approach your destination. With a quick command to the onboard processor, you access the dropship's 360-degree hull cameras and soon spot your destination soaring indolently through the sky like some kind of air-monster from myth.

Easily the size of a EuroCorp cruiser, the Midas-class airship that will be your command centre floats in the morning sunlight like an aerial whale. Painted the same colour grey that naval vessels around the world seem to share, the airship nonetheless gives off an aura of viciousness and sleek modernity. Held aloft by disk-like hover pads which glow a dull blue in the sunlight and covered in the sharply-angled plates of the dispersion generators that make up its active camouflage system, the airship is the first of its kind and combines both recently developed and reverse-engineered technologies.

Below it, floating in the green-blue Cuban waters like a lily pad a hundred meters wide made of metal and painted snow-white is the gateway generator. Thickly forested with metal spikes that spear the sky at angles that only make sense to the evolutionary algorithms that designed it, the gateway generator will direct appalling amounts of energy to a point in space-time only a little larger than an atom and force open a doorway between worlds.

As you watch the gateway generator float listlessly in the sea, the board meetings and behind-closed-doors discussions you heard after the mission in Africa start replaying in your head unprompted.

****
Crickets chirp and owls hoot as darkness descends on the Swiss countryside as softly as silk. You never expected to be here of all places, certainly not without another thirty to forty years of experience under your belt, and despite your best efforts, you're sure that they can sense it. Swallowing nervously, you straighten your cufflinks and glance around the stone and mahogany room and the ruler of the world that it contains. Before you, sitting still as a statue behind a desk that you suspect is meant to be in a museum and staring at you with appraising eyes, is the CEO of EuroCorp, Linh Kita.

"Please, have a seat," says Kita and gesture to a chair that looks like it outlived the US, and meekly you move to obey.

"What do you think EuroCorp will do once it supplants the other Syndicates?" she asks you suddenly. Halfway into the chair, you freeze and simply stare at her nonplussed before slowly sinking into the aged leather. With a thin smile that still somehow reminds you of a shark, Linh chuckles once before her face settles into steely seriousness.

"Well," you say cautiously, "even if it's a relatively peaceful resolution with minimal casualties, say a merger or a buyout, we- EuroCorp, would likely need to spend extraordinary amounts of money simply rebuilding assets lost."

Slowly, despite the extraordinary situation, you find yourself growing more and more confident in your response as you let your mind puzzle out the problem.

"We could, of course, recoup losses by expanding into the niches vacated by the other syndicates, and the construction businesses in EuroCorp's portfolio will see explosive growth, as will PMCs and security division due to the need to police occupied territories."

For a moment, you pause as you consider cushioning your next words before deciding to roll the dice.

"That said," you continue, "even if EuroCorp came out of it without a scratch we'd probably see profits stagnate or even decrease thanks to the level of destruction we're talking about. Hell, the investments made during the rebuilding process would likely take years to begin earning a profit and you could probably kiss R&D goodbye for a long time."

"And afterwards?" Linh asks flatly.

"EuroCorp would effectively be competing with itself," you reply equally flatly.

"We'd be competing for the same markets, the same resources, and, without totally rewriting policy and law, we'd be offering basically the same products. You might even start to see fractures forming within the various divisions due to branch-loyalty. Unless you can discover underserved markets that can be exploited, Eurocorp ultimately might not benefit from such a situation.

For what feels like hours, Linh stares at you impassively, and you begin to feel a knot of tension form in your gut as you worry that you've said the wrong thing.

"Excellent," she says suddenly, a smile that doesn't quite reach her eyes forming with practised ease, "they told me you were clever."
"Your analysis isn't one hundred percent correct, but it's good. You were, after all, right about the need to expand to new markets. Tell me, have you heard about something called the Gateway Project?"

With a gentle chime, your DART suddenly announces that it has a connection to a nearby secure server and without even asking for permission, it starts downloading and opening files.
***

"Whoa..." Says Ellie finally as your dropship swings over the airship's back and glides down towards one of its four landing pads.

"Whoa," you agree with a grin as the dropship settles on the deck with a dull-clunk of metal on metal, its engines spinning down and their high-pitched whine steadily falling. Almost immediately, the door on the side of the dropship's hold slides open and you're assaulted by a wave of crisp heat, and the smell of salt, fuel, and metal. Stepping onto the deck of the massive airship, you can't help but feel a little giddy at the audacity of what EuroCorp is planning. The horizons of science, business, and humanity are all going to expand and you're going to be the one leading it.

Now, you think to yourself as you bring up your crew roster, let's make sure everybody's on board.
===

OOC: This is a long one, but I wanted to make sure that you guys know what you're getting into. Essentially, you'll be stealing technology and plotting the hostile takeover of whichever world you land in because of (my terrible understanding of) capitalism.

Now for the second-to-last set of choices!


(Also, I forgot these earlier :V)
[] Character Name:
[] Gender:

Airship Upgrades:
Pick one
Level 2 cybernetic systems:

[] Level 2 cybernetic systems

A larger, more advanced version of the cybernetic systems present on the standard Midas-class airship, level 2 cybernetic systems allow for the construction of even more advanced technologies than normal. These include devices such as Thermite guns, reactive armour systems, and Kusanagi assault rifles. Level 2 cybernetic systems also improve the overall effectiveness and speed of the engineering department thanks to more effective expert systems.
Quantum computer:

[] Quantum computer

A self-contained quantum computer core capable of a frankly disturbing number of calculations per second. A single one of these machines can improve the effectiveness of a research department by up to 10% and could conceivably be used in a variety of ways outside that. (Reduce the time needed to research items by 10%. Also, unlock additional SIGINT and cyber warfare actions).
Crack Enforcer squad:

[] Crack Enforcer squad

A squad of enforcer corp troops seconded from one of EuroCorp's elite units. Well trained, heavily armed, and equally at home with black ops or urban assault, this squad of enforcers is the bunker-buster to an Agent's thermonuclear warhead. Equipped with the best liquid, spectre, and reactive armour suits available and armed with top-tier weaponry, this squad of troops can go toe-to-toe with significantly larger forces and come out on top, or infiltrate and assault nigh impregnable bases. (Replace the standard enforcer squad with a crack squad that are better in pretty much every way).
Shrike stealth assault dropships:

[] Shrike stealth assault dropships

Two heavily-armed variants of the reverse-engineered Rapiña stealth dropships normally stocked to board the Midas-class, what the Shrikes lose in terms of stealth they more than makes up for in block-levelling firepower. Unlike the Rapiña dropship which only mounts a single 14mm autocannon, the Shrike mounts a heavy-duty COIL laser system, two side-mounted semi-automated HMGs with Kusanagi-derived overpressure systems, and multiple missile hardpoints. (Replace your two Rapiña dropships with two Shrike assault dropships. Shrikes can still cloak, they're just less effective at it).


Agents:
All agents can hack security devices using their DART chip though additional research may be needed when dealing with new technologies. Agents can also attempt to regain wounds after killing enemies, though there is a cooldown period.

If an Agent gains stress while being puppeted, you may lose control over them.

Pick two unless otherwise stated
Agent Tsveta Monahan

[] Agent Tsveta Monahan
  • EuroCorp Agent through and through
  • Cleverer and less sociopathic than most agents due to experimental agent process designed to make independent thinkers that play well on camera. May attempt to break control during puppeting.
  • Good mix of CQB, hacking, and ranged skills.


Toughness: 4
Strength: 3
Intelligence: 2
Charisma: 2
Dexterity: 3
Finesse: 3
Stress: 0
Wounds = 7
Agent Bulan Thorn

[] Agent Bulan Thorn
  • Former Pravitel Agent
  • Has rapid regeneration. Gets a free wound regeneration every 2nd round of combat/when appropriate.
  • May become bloodlusted during combat due to experimental procedures
  • Prefers CQB due to regeneration letting him get in close.
  • Permanent plus 1 stress due to experimental bio-tech procedures.


Toughness: 4
Strength: 5
Intelligence: 1
Charisma: 1
Dexterity: 4
Finesse: 2
Stress: 1 (permanent +1 stress)
Wounds = 9

Agent Julian Webb

[] Agent Julian Webb
  • Recovered Cayman-Global Agent
  • Has an experimental self-modifying, hacking-focused DART chip which grants special Breaching options.
  • Prefers ranged combat.

Toughness: 3
Strength: 3
Intelligence: 3
Charisma: 1
Dexterity: 3
Finesse: 4
Stress: 0
Wounds = 7
Agent Tatsuo Shimizu

[] Agent Tatsuo Shimizu
  • Recovered Aspari Agent.
  • Media friendly.
  • Has HyperAdrenal system. Micro-step gives bonus die for dodging melee/ranged fire and can use Hyper-Step to move 2 hexes in any direction once every 3 rounds

Toughness: 3
Strength: 3
Intelligence: 1
Charisma: 3
Dexterity: 3
Finesse: 4
Stress: 0
Wounds = 6

Agents Oriane Crane and Rauha Sault (single pick)

[] Agents Oriane Crane and Rauha Sault
  • Twins.
  • EuroCorp Agents through and through
  • Pair bonded agents (can heal each other's wounds over a distance of three hexes).
  • Combined arms agents which often have one agent going in close and the other staying at range.
  • Prefer to stay close to each other (will roll to add stress if prevented from communicating for extended periods of time).

Toughness: 3
Strength: 3
Intelligence: 2
Charisma: 1
Dexterity: 4
Finesse: 4
Stress: 0
Wounds = 6


 
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No naming sense, so I'll pass on the name. Unless you want me to unleash the horror that is the Name Generator.

[x] Gender: Male

[x] Crack Enforcer squad

[x] Agent Tsveta Monahan
[x] Agent Julian Webb
 
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[x] Character Name: Liam Northman
[x] Gender: Male

[x] Level 2 cybernetic systems

[x] Agent Bulan Thorn
[x] Agent Julian Webb

Hacker and berserker agents and better production facilities and neater toys. Name's just off the top of my head.
 
[X] Gender: William Cain
[X] Character Name: Male

[X] Quantum computer

[X] Agent Tsveta Monahan
[X] Agent Julian Webb

Maximum hacking
 
[X]Gender: Female

[X]Name: Yuki Satsuma

[x] Crack Enforcer squad

[X] Agents Oriane Crane and Rauha Sault
[X] Agent Tsveta Monahan
 
[X] Gender: Male
[X] Quantum computer
[X] Agent Julian Webb
[X] Agents Oriane Crane and Rauha Sault

This gives us a Hacking Agent to benefit from the improved SIGINT and Cyberwarfare options, as well as a team of agents that are pretty damn good. Which means we get the most effectiveness from our improved agents because we have more of them. And if things ever get 'loud' enough, we can puppet the hacker and have the twins act as support... Though I don't want to know what sort of problems require three Agents to solve...
 
1:3
OOC: There was no agreement on a name, even on a line-by-line basis. Eventually someone's going to have to refer to you as something other than boss or sir :V
Name:
????
Gender:
[X] Male
Airship Upgrade:
[X] Quantum computer
Agents:
[X] Agent Julian Webb
[X] Agent Tsveta Monahan

===

As soon as you step past the air blast line, Ellie following close behind, your dropship's engines suddenly start up again and with a howling roar it launches itself into the sky before curving back towards land. Before you've even gone another three steps, a bulky cargo VTOL seems to materialize in the air above you before swooping to land on the now-vacated landing pad and swiftly disgorging a variety of unidentifiable technical items. Turning to watch the bustling activity on the airfield as brightly-clad personnel swarm the items and carry them away, you allow yourself a moment to admire the clockwork precision of your airship's operation.

"Hell of a thing," you say to Ellie absently, eliciting only a single glance toward the activity and a nod before she unfocuses her gaze and the telltale expression of someone doing paperwork virtually forms on her face.

Rolling your eyes, you turn towards the low-slung, angular control centre that rises from the deck of the airship like a blister and start striding toward it. As you pace, you ping the airship's control node and send your executive credentials for it to scrutinize before calling up a status report as it welcomes you onboard. To your pleasure, you see that go/no go is less than ten minutes away, and with a flick of the eye you call up the records on your two Agents.

<Agent Tsveta Monahan,> you read as her profile scrolls up through your HUD.

<Part of an experimental cohort of Agents trialling lesser levels of indoctrination in favour of better independent thought so that they could better handle unexpected situations.>

Could be useful in our situation, you think to yourself before continuing to read on, automatically dismissing the ass covering and reading between the lines.

<The program resulted in average combat skills compared to other programs as well as fewer sociopathic tendencies. The enhanced independent streak also resulted in the cohort being somewhat unpredictable, and the subject more so. As a result of these factors, the program was terminated and its products modified to accept puppeteering as a way of salvaging.>

The unpredictability and average skills are annoying, you think to yourself with pursed lips as you weigh the various factors, and she's probably not going to be as easy to pilot as the Initiate I wore in Africa. Still, greater independence is hardly a flaw in a situation like this, and she's a jack-of-all-trades.

Moving on to Agent Webb, you 'huh' loudly as you see that he's a former Cayman-Global asset who switched sides during the last months of their decline.

Seems indoctrination can't instil loyalty in something you know is doomed, you think idly as you scan over his report.

Unlike Monahan, Webb's report is mostly dry reading about his effectiveness versus Eurocorp computer system, as well as lethality, and mission completion rates. The only interesting thing you spot in the report regards his DART chip.

Unlike traditional DARTs which only modify themselves to limited degrees, and even then only shortly after installation and to better interface with the subject's brain, Webb's DART is constantly changing in response to environmental cues. Developed and installed only a few months before the fall of Cayman-Global using stolen DART 6.1 blueprints in the hopes of hitting EuroCorp C3 systems; Webb's DART is always growing new connections, pruning old ones, and modifying its software. All in all, it results in an Agent who excels at both tactically useful cyber warfare and plucking information from computer systems.

Assuming we don't end up in the dung ages and die of cholera, he should be very helpful, you think to yourself as you arrive at your destination.

Nodding to the two heavily armed enforcers that guard the entrance as they straighten up and give you a sharp salute, you order the hatch to open with a thought and leave the sweltering heat and bustling activity of the flight deck for the climate-controlled and quiet corridors of your command centre.

"I'll make sure that your personal items are stowed, sir," says Ellie brusquely as she suddenly peels away and plunges down a nondescript corridor. Apparently, the prospect of being sent to another universe hasn't put a dent in her habit of unexpectedly breaking long silences. Still, you think to yourself as she disappears down a bend in the corridor, if that's the price you have to pay for having a decent assistant then so be it.

Unexpectedly alone, you check your watch and see that you have just enough time to meet with one subdivision of your operation before you're expected on the bridge. You could, of course, head there now and monitor the crew making ready, or you could liaise with the head of Security or the chief of the R&D department, or meet with the Agent Operations section and your Agents. The choice is yours.
====

OOC: I'm not going to be able to do another post tonight. Sorry people, but I'm exhausted.

Pick one:

[] Meet with the bridge crew and monitor operations prior to launch.
[] Go to Agent Operations and meet with the maintenance crew and your Agents.
[] Visit the R&D lab and its chief.
[] Check in on your Head of Security.
 
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I'm good with William Cain. Just needed to toss out a name so I did.

I'm disappointed we didn't get the strong agent, just in case we ended up in a more primitive locale or someplace there is no computers of any kind. Hacker agent and strong agent would cover the others' weaknesses.

But, since we're packing a more free willed agent, let's meet them, make a good impression. By being more personable we can more ensure loyalty and compliance.

[x] Go to Agent Operations and meet with the maintenance crew and your Agents.
 
1:4
OOC: Seems that William Cain wins as a name. Executive Cain does have a nice ring to it...

[x] Go to Agent Operations and meet with the maintenance crew and your Agents.
No. of Votes: 2
Asmodemus
Nevill
Pyro Hawk

====
With a quiet ping, the elevator halts at Agent Operations and the doors split apart to reveal a bustling hive of activity as last minute preparations are made and stowed items are checked and rechecked. For a moment, you allow yourself to fall into a reverie as memories of your past career running Agents slip into your mind before you shake them off with a fond smile and stride into the storm. Almost immediately, a short man with curly black hair and equally dark skin who is maybe half your age and wearing only a scowl, jeans, and an oil-stained collared shirt seems to materialize in front of you.

"Mate," he says with a distinctive Aussie twang as he raises a hand, "I'm gonna have to stop you there."

Surprised, you halt and stare at the man, his body language giving off all the signals of irritation and exhaustion, as he continues.

"I dunno where you're from but this is Agent Ops, you can't be here. Who's your supervisor?"

From the way he emphasises the word 'your', you get the feeling that you're not the first person he's stopped from entering Agent Ops and wordlessly you ping his DART with your credentials. With the inevitability of a hunk of ice calving from a glacier, the Aussie's expression transforms from irritation to surprise before transitioning into sheepish embarrassment.

"Err, sorry," he says after a beat, and an awkward silence settles in before he realises that his hand is still in the air and drops it by his side.

"Sorry, Mr Cain," he repeats as he shoves his hands in his pockets, "there's been a lot of chaos prior to launch and staff from some of the other departments keep ending up down here."

Like a minigun, the Aussie's words speed up until they start flowing into one another and you have to focus on his accent to understand what he's saying.

"Err, sorry about the getup," he continues with a gesture to his shirt. "Some of the oil canisters for the maintenance beds we were shipped last night broke during transit and we only found out when I picked one up."

"Name's Neill, by the way, Neill Dawson. I'm the crew chief for Agent Ops," he adds suddenly.

"Let me guess," you drawl slowly, "they were Belkin-made canisters?"

Startled, the chief can only nod, and you let yourself break into a grin.

"I used to be in Agent Operations," you explain to the poor man. "My old chief used to complain about the Belkin containers being trash. They were right, but Belkin was the lowest bidder, so..." with that you shrug half-heartedly and a smile breaks out on Neill's broad face.

"Anyway," you say before gesturing towards the teeming crew members with a tilt of your head. "What's the status of Agent Ops? Give me the tour."

Like a natural, the man immediately starts shooting out details about the situation of Agent Operations and starts leading you throughout their reserved deck. With one part of your mind focused on the tour and the other on the man himself, you learn a lot about the two of them.

As expected, the situation is slightly chaotic but otherwise well in hand. There were some minor screw-ups and some irritating delays, but everything has been sorted out and nothing here will postpone the launch. You also note that the man himself seems friendly, albeit a little lacking in the diplomacy department, and that he's unafraid to get his hands dirty if necessary. He also takes responsibility for the mistakes of his crew and given the way you see some crew members look at him, it seems like they respect him.

'Humming' and 'ahhing' at the appropriate moments during his tour, you let Neill lead you to the room that contains the heart of Agent operations, the Agents themselves, and with a quick nod to the Enforcers guarding the door, the two of you step through. Instantly, your nose is assaulted by the clinically clean stench of disinfectant and you flinch as a wave of cold hits you like a physical blow.

As you step through the door, you see that the room beyond is like a cross between a dojo and a medical facility. To your left, you see two maintenance beds set flush against the chamber wall, spider-like white and chrome limbs emerging from the sides of the beds and curling over the top like a cage. Nearby, other miscellaneous medical equipment is being fussed over by technicians. To your right, you see that the chamber wall is covered in assorted close combat weapons. If you ever need a bastard sword, stun baton, or bo staff at short notice, you know where to find one.

In the centre of the room, however, you spot your two Agents engaged in a furious sparring match, limbs flashing in and out of sight as they strike at each other like vipers.

With a hoarse shout, Agent Monahan sends a fist hurtling towards Agent Webb's head and in a flash, the turncoat Agent ducks the blow before smirking.

"You're going to have to do better than that!" He says mockingly as her fist sails through the air his head recently occupied.

Looking for a weak spot in Monahan's defences, he doesn't notice as her right leg slips in behind his left ankle and almost faster than you can follow, she draws her leg in and pulls his ankle out from under him. Unbalanced, Webb falls backwards but leans into the fall and turns it into a controlled roll before springing back up. Before Monahan can strike again, he leaps forwards and launches a flurry of blows that connect with bone-snapping force.

Weak by Agent standards, the blows nonetheless send Monahan on the defensive and force her to give up ground as she attempts to rally.
As she steps backwards, she accepts a solid blow to the face in exchange for grabbing Webb by his trench coat's lapels but before she can sling him to the ground he responds with a vicious headbutt. With a crack that's audible from your position, Monahan reels backwards and a wide space opens up between the two Agents.
===

You:
[] Do nothing and allow the sparring match to play out.
[] Halt the sparring match. You want to talk to your Agents.
[] Temporarily halt the sparring match and introduce bo staffs.
 
You:
[q] Temporarily halt the sparring match and introduce flash grenades.
[X] Do nothing and allow the sparring match to play out.
 
[x] Halt the sparring match. You want to talk to your Agents.

As much as I'd like to let it play out, one of them might get knocked out. That'd be a waste of our time. They can get back to it and we can watch it remotely probably after we leave.
 
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