Scene One
Scene Two
Scene Three
Scene Four
Scene Five
Scene Six
Scene Seven
Scene Eight

Chapter Six: El Juez

Scene One: Outside the Factory
mgrasso> When we left off, Ingrid had just called her fae mien into the banal world and had terrified the guards with her unearthly beauty.
Chet> Take as much time as you need. We'll just watch Jess and Erica for a while...
mgrasso> Now we have two of our number (Chet and James) dressed in security uniforms and the front door to the factory before us.
* Chet inspects the gun taken from the guard.
James> ingrid, could you do that again?
mgrasso> It's a 9 mm.
Chet> sweeeet...
* Gemma looks John up and down
Chet> OK. So do we want to go in? Or have them come out to us?
Gemma> Hey, John, got anything potentially dangerous you can smack an uzi-bearing moron or two with?
Ingrid> I think we'd better go in and look around.
Chet> Just open the door? Just like that?
* John wordlessly profers his Big Ass Wrench, one of the pair he's been carrying with him.
James> no-we'll call them out here
mgrasso> There's a phone in the kiosk.
James> ingrid- can you do what you just did again?
Ingrid> Maybe later, James. Why?
* John whispers, "How many more inside?"
*** Gemma sets mode: +o DiceWell
*** Gemma sets mode: +o Ingrid
*** Gemma sets mode: +o mgrasso
James> to the three heavily armed gentelmen- we could die
James> if we arn't ready
* James whispers
* Chet inspects his uniform for any kind of ID.
Ingrid> I'll have it ready, then.
Gemma> Have what ready?
James> chet, I suggest youand I go to the door, and start yelling for their aid. then, when they come out here- Ingrid, tryto do your stuff-
mgrasso> There's a facility ID on the belt, a laminated badge.
James> if not, jhon, be ready
Ingrid> Now wait a minute.
* John nods
Ingrid> Why lure them all out here? Why not go in and try to find Livia?
James> I explained that already
* James sounds exhasperated
Ingrid> Well apparently I missed it!
* John looks at Chet. "Is there a phone or walkie-talkie in there?"
* Ingrid sounds exasperated too.
Chet> OK. John, you try and hide by the door.
James> if we sneek in, when we get caught, and we will get caught- it's best to have asmany as possible disabled
Chet> There's a phone in the kiosk. SHould we make some kind of ruckus to get their attention?
James> chet- we should call for their help
John> How about calling and asking one or two of them to come out here?
Chet> That's what I was thinking.
James> so is it a plan?
Gemma> If we call for their help, won't they be on their guard? Why don't we call and say we have food and hookers?
mgrasso> There's a clipboard near the phone with a directory on it. Several four-digit extensions with names can be seen on the list?
Chet> Well what are you going to say. It's going to have to be more than, "Can you watch the gate, I have to pee..."
James> not "help" just, could you guys come out here?"
mgrasso> There should be no question mark there.
mgrasso> *sigh*
Ingrid> Look, guys, is there another way to incapacitate them than me dazzling them?
Chet> Any names look familiar?
John> How many more do we know are inside?
mgrasso> There's a listing for a "Cruz, M." there.
Chet> Yes. By the troll whacking them with a big ass wrench.
* John looks at Ingrid. "Don't worry about it. We'll take care of it."
Chet> We saw three of them, John.
James> no idea
Ingrid> That would be great. I'm a little tired frm that.
Chet> You stand by the door and be ready for some whackin'.
James> are we ready?
Chet> Sure.
John> Well, then, call them and tell them something about a shipment that's here that we need their help with.
* Ingrid stands back to let the guys do their thing.
James> chet, yougonna call them?
* John positions himself by the door, a wrench held in each hand.
James> or should I?
* Chet picks up the phone and punches the digits for Cruz.
mgrasso> One ring...
mgrasso> Two...
Chet> Be ready guys.
mgrasso> "Hey, can you send someone out. We've got a weird situation out here..." Chet says.
Chet> What the hell?
* Chet hangs up the phone.
James> what, man?
Chet> NO one speaks English I guess...
Chet> They hung up on me.
Gemma> You don't speak Spanish?
James> Gemma, how do yousay "assistance"
Chet> Not very well...
Chet> I guess I can try again.
mgrasso> Right now, Chet is standing inside the kiosk. John, James, Ingrid, and Gemma are standing near the gate and see the front door swing open about 40 feet away. Three guards with Uzis levelled at you start to fire.

Scene Two: Gateway Battle
mgrasso> Wits + Alertness, everyone, diff. 4.
John> oh poopie
John> !dice 1 4
* DiceWell John rolls 1d10 at difficulty 4. S/He gets 1 success.
* DiceWell 6
Gemma> !dice 6 4
* DiceWell Gemma rolls 6d10 at difficulty 4. S/He gets 1 success.
* DiceWell 7 1 5 3 1 4
Ingrid> !dice 5 4
* DiceWell Ingrid rolls 5d10 at difficulty 4. S/He gets 4 successes.
* DiceWell 3 8 5 10 8
Chet> !dice 2 4
* DiceWell Chet rolls 2d10 at difficulty 4. S/He fails the roll!
* DiceWell 2 2
James> !dice 5 4
* DiceWell James rolls 5d10 at difficulty 4. S/He gets 1 success.
* DiceWell 5 1 10 1 5
mgrasso> Okay, Chet, you declare first.
Chet> I'm ducking down in the kiosk and shooting at the first guy through the door.
mgrasso> All right, great. Next, James, John, and Gemma can declare.
Gemma> Dodging, using the kiosk for cover by going behind it or in front of it, whichever side isn't the once facing the gunfire
mgrasso> Gotcha.
mgrasso> James and John?
James> dodge
John> (is Gemma, Chet, Ingrid or James in front of me or to my side?)
mgrasso> James and Gemma were to your side. Ingrid is behind you.
mgrasso> As compared to the gunmen.
* John tries to grab Gemma and shove her behind him.
mgrasso> The three gunmen are efficient in their targeting; as soon as they emerge, two of them are aiming at John and one is trying to spray James, Gemma, Ingrid, and Chet.
mgrasso> Ingrid, your action?
Ingrid> I'll pull out the gun Chet gave me and shoot at the one nearest me, ducking behind John.
mgrasso> All right, Ingrid. That's going to be a split action. You can split 4 dice between firing and dodging behind John any way you like. How?
Ingrid> 3 firing, 1 dodging.
mgrasso> Go for it. Fire now. 3 dice, diff. 6
Ingrid> !dice 3 6
* DiceWell Ingrid rolls 3d10 at difficulty 6. S/He gets 2 successes.
* DiceWell 2 6 7
John> (go Ingrid! go Ingrid!)
mgrasso> Okay, the damage is 5, plus 2 for the successes, so 7 damage. And Ingrid, I need you to make a WP roll, diff. 10.
mgrasso> 7 dice at diff. 6.
Ingrid> !dice 4 10
* DiceWell Ingrid rolls 4d10 at difficulty 10. S/He botches the roll.
* DiceWell 7 5 3 1
mgrasso> Damage? 7 diff. 6
Ingrid> !dice 7 6
* DiceWell Ingrid rolls 7d10 at difficulty 6. S/He gets 5 successes.
* DiceWell 10 8 10 3 4 7 7
mgrasso> Ingrid shoots the guard square in the chest, and a blossom of red appears there. As she does, she crumples to the ground, weeping and sobbing uncontrollably. She seems to be in the grips of some sort of mental disturbance.
mgrasso> It penetrated his body armor.
mgrasso> He's still alive, but barely.
mgrasso> They fire now.
mgrasso> Who has dodges?
James> me!!!
mgrasso> Roll 'em.
mgrasso> Dex + dodge, diff. 6
Gemma> !dice 3 6
* DiceWell Gemma rolls 3d10 at difficulty 6. S/He gets 1 success.
* DiceWell 1 9 7
James> !dice 5 6
* DiceWell James rolls 5d10 at difficulty 6. S/He gets 1 success.
* DiceWell 6 9 3 2 1
* James snarles
mgrasso> Gemma and James tumble away. Chet, crouching down behind the kiosk, is also safe. Ingrid? One die, diff. 6.
Ingrid> !dice 1 6
* DiceWell Ingrid rolls 1d10 at difficulty 6. S/He gets 1 success.
* DiceWell 9
mgrasso> Ingrid manages to crawl, weeping and broken, behind John and protect herself.
mgrasso> Now, John gets peppered.
John> C'mon, ya bastards!
mgrasso> One of the guards, surprised by John's presence near the door, misses widely.
mgrasso> The other, however, hits his mark, emptying an entire clip into John.
John> oh dear
mgrasso> You take five levels of damage.
mgrasso> You also drop to the ground, unable to attack this round.
John> (I'm only dropping to the ground so I can look up Gemma's skirt)
mgrasso> Okay, Gemma, James, and John go.
mgrasso> But you've already done your actions.
Gemma> (sorry, guy, she's wearing pants)
mgrasso> Chet can fire. Which one, Chet?
John> (damn it! I'm in hell, do you hear, HELL)
Chet> The one nearest us.
mgrasso> The wounded one spraying you guys, or one of the two who tried John?
mgrasso> Ah, okay, the wounded one.
mgrasso> Go for it.
mgrasso> Dex + Firearms, diff. 6
Chet> Wait. I thought the wounded one hit the ground?
mgrasso> No, he's still up.
Chet> Well I'm going to shoot a different one.
mgrasso> One of the ones near John?
Chet> Yeah. The one who shot him.
mgrasso> Go for it.
Chet> !dice 4 6
* DiceWell Chet rolls 4d10 at difficulty 6. S/He gets 3 successes.
* DiceWell 9 9 4 10
mgrasso> All right, Add those 3 successes to 5 damage. 8 dice, diff. 6.
Chet> !dice 8 6
* DiceWell Chet rolls 8d10 at difficulty 6. S/He gets 4 successes.
* DiceWell 7 10 9 4 2 3 7 2
mgrasso> Again, their body armor affords little protection as the shot finds its mark. Again, though, the gunman is still alive.
Gemma> (start aiming for the head, guys... :) )
mgrasso> Next round, folks. Wits + Alertness, diff. 4
James> !dice 5 4
* DiceWell James rolls 5d10 at difficulty 4. S/He gets 5 successes.
* DiceWell 7 10 10 9 9
Chet> !dice 2 4
* DiceWell Chet rolls 2d10 at difficulty 4. S/He fails the roll!
* DiceWell 1 9
James> rock!
Gemma> !dice 6 4
* DiceWell Gemma rolls 6d10 at difficulty 4. S/He gets 5 successes.
* DiceWell 8 9 10 3 5 7
Ingrid> !dice 5 4
* DiceWell Ingrid rolls 5d10 at difficulty 4. S/He gets 5 successes.
* DiceWell 5 9 8 9 10
mgrasso> Jesus!
Ingrid> whoa
James> wow, rock all of us.
James> cept chet.
John> (go Ingrid, go Ingrid)
Chet> (Hey, at least I'
Chet> 'm not just laying on the ground weeping this turn :) )
mgrasso> John, Wits + Alertness, diff. 4?
Chet> (You're only *mostly* dead.)
John> !dice 1 4
* DiceWell John rolls 1d10 at difficulty 4. S/He gets 1 success.
* DiceWell 8
John> (damn!)
mgrasso> Chet, declare first.
Chet> I'm going to shoot at the last of the three that hasn't been hit yet.
mgrasso> All right. John?
John> (am I flat on my back?)
mgrasso> Your stunning has passed, even though you're mighty injured.
mgrasso> You were down on one knee.
* John throws both wrenches at the shooting guards.
mgrasso> Ooh, interesting.
mgrasso> Okay.
mgrasso> The gunmen change their tactics a bit. The two wounded ones are retreating for the interior of the factory while the third is providing cover fire for their retreat.
mgrasso> Gemma? Ingrid? James>?
Ingrid> !dice 4 10
* DiceWell Ingrid rolls 4d10 at difficulty 10. S/He fails the roll!
* DiceWell 9 9 2 6
mgrasso> Ingrid runs for safety.
Gemma> Staying put
* James starts to run towards John from about twenty feet away- about five feet from him he launches into a cartwheel and bends to touch John.
mgrasso> Gemma, dodging?
Gemma> yeah
mgrasso> James, 5 dice, diff 8
James> !dice 5 8
* DiceWell James rolls 5d10 at difficulty 8. S/He gets 2 successes.
* DiceWell 4 4 10 3 8
mgrasso> John, you feel hardier and more resilient from James' cantrip.
John> (cool, thanks!)
mgrasso> All right, here comes the fire. On the four of you except Chet.
mgrasso> The fire only serves to keep you back from them; no bullets find their mark.
mgrasso> John, fling at the fleeing guard. What's your Dex + Athletics?
John> 2
mgrasso> Okay, with your wound helped out a little bit, you're only going to be able to hit with one. Roll one die, diff. 5.
John> !dice 1 5
* DiceWell John rolls 1d10 at difficulty 5. S/He gets 1 success.
* DiceWell 7
mgrasso> John flings both of his huge wrenches at the fleeing guard, and one of them flies far enough to find its mark on the back of the guard's head. Str + 5 damage, John, minus one for your injury.
mgrasso> So, basically, Str + 4 dice, diff. 6.
John> !dice 9 6
* DiceWell John rolls 9d10 at difficulty 6. S/He gets 4 successes.
* DiceWell 4 2 5 3 2 7 8 6 9
mgrasso> He can't soak that. As he runs and *almost* makes the door, he is hit with your wrench and falls unconscious, bleeding copiously from the head and ear.
Gemma> (whoo!)
mgrasso> Well, that's round two. Two of the guards (both shot) are back inside the factory.
mgrasso> What are we doing?
Chet> Did I get to go?
mgrasso> No, Chet. There's no one to shoot.
James> I'm doing what I messaged youat the begining.
* John tries to retrieve his wrenches.
Chet> Ah - OK
mgrasso> They're both there, John. You're hurting badly. Even with the cantrip.

Scene Three: Post-Battle
Gemma> (where did INgrid run to?)
Chet> Damn...
Ingrid> Yes, where am I?
James> (fox frenzy!!!)
* Chet twirls his gun and holsters it.
mgrasso> You see Ingrid in a fetal position, clutching her gun, sobbing, near the gate.
* Gemma goes over to Ingrid and pokes her with her toe
James> John, you feel okay?
Gemma> Hey... Give me your gun.
* Ingrid is oblivious.
James> Gemma- not now, help her... actually, chet, help ingrid.
* John totters slightly. "No."
* Gemma awkwardly pats Ingrid
* Chet sits down next to Ingrid and gets out a cigarette.
* Gemma kneels by her and mutters stuff like "there, there"
Chet> Someone want to make sure those guys didn't just run for help?
mgrasso> Time is ticking, folks.
* Gemma gently tries to get the gun from Ingrid
James> !dice 5 8
* DiceWell James rolls 5d10 at difficulty 8. S/He gets 2 successes.
* John lurches forward to check out where the guards went to.
* DiceWell 3 10 4 9 2
James> !6 10
James> oops
James> !dice 6 10
* DiceWell James rolls 6d10 at difficulty 10. S/He gets 2 successes.
* DiceWell 7 10 5 9 8 10
mgrasso> John: they fled into the factory and shut the door behind them.
Ingrid> (go James!)
mgrasso> James tells John to hold on a moment.
Chet> !dice 8 9
* DiceWell Chet rolls 8d10 at difficulty 9. S/He gets 2 successes.
* DiceWell 2 8 9 3 2 3 5 9
mgrasso> Chet manages to bring Ingrid out of her reverie, momentarily.
* Chet smooths Ingrid's hair.
Chet> You going to be OK?
* Ingrid blinks and looks around, confused.
Ingrid> What?
Chet> Maybe we should get you to the car.
Ingrid> Am I okay? Of course I am.
James> John, letme take a look at you.
Chet> Can you stand up?
Ingrid> The car? Why? I'm perfectly fine.
* Ingrid gets up, wavering only slightly.
Chet> I'm not so sure about that.
* Chet offers an arm for her to lean on.
Ingrid> Are we just letting the bad guys get away?
* James moves the clothes from around the wounds, looking closer
Chet> I don't know that you're in any shape to do much else.
Gemma> Maybe she can stay here with John while we go in?
James> everybody, car- now.
Chet> Ummmm...
mgrasso> James manages to help out John and heal another level of damage!
Chet> Don't you think we should get in there James?
Chet> They either have Livia, or know where she is. And they're in there while we're out here...
James> with ingrid like that? and John might be in shock for all I know.
Ingrid> James, I'm fine! Really!
James> I think we need a few minutes- but I dson't think we should abandon it.
Chet> Well someone needs to go in. We can't all just hang out in the car all night.
James> one sec
* James peels off his shirt
Chet> John - how are you feeling?
* James then uses it to bandage johns wounds, tightly to stop any leftover bleeding
James> her big guy- apply pressure
* John reels somewhat. "Thanks," he says faintly.
* Ingrid checks to make sure she still has her gun, and heads for the door.
James> who's good to go? John, I don't care what you say- in the car.
Ingrid> Anyone want to come with me?
* Chet follows Ingrid to the door.
James> I am.
James> even if just for a - hey!
* Gemma follows Chet
* John ignores James and goes to the door.
Chet> We may need the big guy's help on the door at least.
Chet> CAre to put a boot to it John?
* James shake his head
Gemma> Pick up a wrench if you see one...
* James hads up the fire escape
James> see you all in there.
mgrasso> John just kinda clicks the electronic lock a couple of times, and the door swings open.
Ingrid> Okay, everyone behind the troll, and let's go.
* Chet draws his gun again.
* John draws his wrenches again.
Chet> I don't think we need to be *behinf* him. He's hurt.
*** James ( has left #Changeling-Tucson

Scene Four: James Inside the Factory
James> alright- so James ::stealthily:: heads up the fire escape
mgrasso> Dex + Stealth, diff. 7. I'll roll it. :) How many dots?
James> 5- need to get some stealth
mgrasso> Well, you've used it enough. :)
mgrasso> Now, the window here opens from the inside.
James> yah.
James> anyone in that office?
mgrasso> Nope.
James> I'm gonna break it with the butt of my gun.
James> :) James is so badass sometimes
mgrasso> Easy enough. You're in the office.
James> (along with all the hightech stuff, he's also gonna buy a black skull cap)
James> alright, and it's a solid door? no window or anything?
mgrasso> The door in the office? Solid.
James> alright, I want to listen at it. see if I can hear any activity.
mgrasso> You hear nothing behind the door.
James> I'll crack it open, and peek out, still standing behind it- I want to get a feel for layout and check for people.
James> (I'll put on the gogles
James> _
James> )
mgrasso> Ok, the hallway is dark, so the goggles help a lot. It's a standard office hallway. There are doors on both sides of the hallway.
James> does it seem to open out anywhere?
mgrasso> Actually, yes it does.
mgrasso> There seem to be cubicles down that way.
James> alright, I'm coming out- gun ready, I'm gonna listen at and check the various doors- while I'm at it I want to keep an ear cocked towards the cubicles
mgrasso> All right. This'll take a while.
James> then lets not check unless I hear something.
mgrasso> But you are checking all the doors, right?
James> hmm, lemme think- yeah, lets check them all just in case.
mgrasso> As you are checking the doors, you find yourself unable to move. You freeze, in place, as you were walking to a room. There's a figure, you can sense, coming towards you in the darkness. But you can't move your head to see it!
James> can I speak?
mgrasso> No.
mgrasso> But the figure can. :)
James> damn.
mgrasso> It says, in English, "Another to add to the list of those to be questioned."
James> furking shit furking shit.
mgrasso> He picks you up, almost effortlessly, by your neck, and carries you to a back office.
mgrasso> There, bright lights shine and you see Mistress Livia, sleeping, unconscious, or dead, on a dirty cot. Livia seems to have NO fae mien.
James> can I see him now?
mgrasso> He's holding you so you cannot see his face.
James> oh no.
mgrasso> "What are you?" he asks, as you are still frozen.
mgrasso> "No matter. You are all Satan's children."
mgrasso> He throws you into the corner, and you regain your ability to move. You are, however, without any weaponry you might have had when you came in.
mgrasso> you see him. He's a 30-something-year-old Hispanic man, impeccably groomed and dressed.
mgrasso> He's wearing a suit.
James> damn, and that's *my* gun.
mgrasso> The lights out in the hallway turn on.
James> damn
* James curses a lot, and spitts a little
mgrasso> He turns, quickly, out of the office. Before you can get to the door, he's closed it and locked it.
James> where are the hinges?
mgrasso> On your side.
James> do I still have my pen knife?
mgrasso> Yes, I guess so. A little Dex + Crafts, diff. 6? How many dice.
James> 7
James> but first, I want to check on livia... poor thing
mgrasso> holdon a bit?
James> sure
James> "I'm a little tea pot, short and stout"
James> "here is my handle, here is my spout"
James> "when i get all steamed up, then I shout"
James> "tip me over and pour me out"
mgrasso> Heh!
mgrasso> Livia is alive.
mgrasso> She is unconscious, though.
James> lets do that crafts shit, and take her and put her of the fire escape- if safe... then I'm gonna hunt that fucker down.
mgrasso> All right. I'll make rolls for you.
James> provided, of corse, I get out of here...
mgrasso> There was gunfire outside of the door.
James> how much progress am i making with the door??
mgrasso> You seem very close to unhinging it.
mgrasso> There is a conversation going on outside the door. The suit-wearing man is talking.
James> how close to the door?
mgrasso> Probably about 15 feet by your estimate?
James> I'm gonna finish unhinging and rush him- with a tackle hopefully.
mgrasso> All right. Hold still.
James> any thing of the convo I catch while working?
mgrasso> Wait. :)
James> i know I know... :)
mgrasso> "...daughter of Satan? You are a monster cloaked in human form..."

Scene Five: Into the Factory
Ingrid> Sorry, that was an expression.
* Gemma crosses herself
* John rumbles, "No, it's my job to lead."
mgrasso> It is pitch black in this factory. The only light comes from the street, and that's not enough to illuminate more than 20 or 30 feet in.
* Chet motions to the guard on the ground. "THink you can use him as a shield big guy?"
* John stops and considers it.
Chet> At least get his body armor.
* John nods and picks up the guard and holds him like a big gooshy shield.
Chet> OK, the dead guy takes the point.
* Gemma looks nervously around
* Chet scans for a light switch.
mgrasso> Jeez. That is dark. :)
mgrasso> Chet: give me a Perception roll, diff. 9
Chet> !dice 4 9
* DiceWell Chet rolls 4d10 at difficulty 9. S/He gets 1 success.
* DiceWell 9 3 2 3
* Chet moves to the left of the door, feeling for a switch.
mgrasso> Nothing can be seen, or heard. This factory floor is cavernous.
*** Chet ( has left #Changeling-Tucson
*** Chet ( has joined #Changeling-Tucson
mgrasso> Suddenly, the whole factory floor is illuminated from above by many many fluorescent lights.
* Chet turns and raises the gun.
mgrasso> (Chet, that was you) The equipment here in the factory is obviously in good repair.
mgrasso> The aseembly lines and machinery is all rather new.
mgrasso> There's no sign of any guards or other inhabitants here.
Chet> Let's keep moving.
mgrasso> The actual factory floor is long, about 250 feet to the back of the building.
mgrasso> There's also a set of stairs leading to the second floor near the back.
* Chet heads to the stairs.
mgrasso> (Sorry aboutt he delay in description)
* Gemma stays close to Chet
* Ingrid makes her way quietly across the floor to the stairs.
Chet> You want to bring the human shield this way, John?
John> Oh, yeah.
Chet> Let's head up the stairs.
* John is going to lead the way with Johnny The Human Bullet Stopper.
mgrasso> He's definitely unconscious from the damage, since you've been toting him around a while.
Gemma> (I don't suppose Johnny The Human BUllet Stopper has a spare gun dangling from his person?)
mgrasso> Gemma: an Uzi.
Gemma> May I take it?
mgrasso> One spare clip, and a couple of concussion grenades.
mgrasso> Sure thing.
Gemma> Ooh, grenades... get me some of that, too.
mgrasso> (Oh dear)
mgrasso> :)
Gemma> Okay, let me take the gun and stick the clips and grenades in my pockets -- because cargo pants aren't just a fasion statement anymore...
* Ingrid watches and says, "Try not to blow your leg off, Gemma."
Gemma> Why? don't amputees turn you on?
Chet> OK, John, you lead the way upstairs.
Ingrid> It would be a shame to waste a leg like that.
* John slowly and carefully cliimbs the stairs.
* Chet follows him up
* Ingrid follows after Gemma.

Scene Six: At the Offices
mgrasso> John totes the unconscious commando up the stairs as you all emerge on the second floor in the middle of a hallway.
mgrasso> There's only one way to go: around the corner to the left.
mgrasso> The hallway curves around a wall about 30 feet from the stairs.
Ingrid> Well, let's go that way then.
Chet> Maybe you could wave the dead guy around the corner and see if anyone shoots.
Ingrid> Or toss him!
* Ingrid tries not to laugh hysterically.
* John keeps walking forward, trying to be quiet.
* Gemma turns and glares at Ingrid
* Gemma does the finger-to-lip "hush-up" gesture
mgrasso> You walk around the corner. Once you get there, there is not enough light to see clearly.
* Chet feels around for light switches on the wall.
* John thinks to himself, Maybe I should set Johnny here on fire, to shed some light.
mgrasso> The light switch is turned on.
mgrasso> Progress down the hall? It seems to widen into a room or something about 30 feet from where you are.
* John keeps walking.
Gemma> Onward, Pagan Soldiers...
* Ingrid follows on.
* Chet follows John
mgrasso> The area up here is split up into standard office cubicles.
mgrasso> There's also a couple of offices splitting off from this cubicle area.
mgrasso> There's also a well-dressed, suit- wearing man locking an office door as you round the corner.
mgrasso> He's about 30, Hispanic, and looks at you with a combination of shock and pleasure.
* John holds up the dead man and shouts, "Freeze!"
mgrasso> "And here are the rest" he says in slightly-accented English.
* Gemma aims the Uzi at him
mgrasso> "Hah. No. *You* will freeze."
mgrasso> He levels an index finger at you all.
mgrasso> Initiative all. Wits + Alertness, diff. 4. John, you still have a -1.
Ingrid> !dice 5 4
* DiceWell Ingrid rolls 5d10 at difficulty 4. S/He fails the roll!
* DiceWell 2 3 1 3 8
Chet> !dice 2 4
* DiceWell Chet rolls 2d10 at difficulty 4. S/He gets 1 success.
* DiceWell 2 5
Gemma> !dice 6 5
* DiceWell Gemma rolls 6d10 at difficulty 5. S/He gets 3 successes.
* DiceWell 2 1 10 10 8 10
John> !dice 1 4
* DiceWell John rolls 1d10 at difficulty 4. S/He gets 1 success.
* DiceWell 10
mgrasso> Ingrid, you declare first.
Ingrid> Hmm. Dictum.
mgrasso> All righty.
mgrasso> Chet, John?
* John throws the dead man at the wanker.
mgrasso> Interesting.
mgrasso> Chet?
* Chet tries to shoot him in the nuts.
mgrasso> All right. Gemma?
Gemma> Keeping my gun aimed on him.
mgrasso> And everyone msg me their Stamina stats.
mgrasso> Okay, but not firing?
Gemma> (stamina stats?)
Gemma> No, not firing
mgrasso> Msg me your stamina.
mgrasso> The man levels his finger at you, as you all are preparing to assault him with various weapons.
mgrasso> You all simply freeze in your tracks.
mgrasso> None of you can move outside a tiny five-foot area around you. You can still try to attack, but your motions are... somewhat curtailed, as if invisible chains were binding your arms and legs.
mgrasso> Gemma keeps her gun aimed on the suit-wearing guy.
mgrasso> John tries to hurl the unconscious guy at him. Dex + Athletics (minus one), diff. 8
John> !dice 1 8
* DiceWell John rolls 1d10 at difficulty 8. S/He botches the roll.
* DiceWell 1
mgrasso> You fling the guy into one of the cubicles. He seems to rouse and awaken.
mgrasso> Chet, shoot.
mgrasso> Dex + Firearms, diff. 6
Chet> !dice 4 6
* DiceWell Chet rolls 4d10 at difficulty 6. S/He gets 1 success.
* DiceWell 7 6 2 1
mgrasso> The bullet goes wide left and puts a hole in the nearby window.
Ingrid> !dice 6 6
* DiceWell Ingrid rolls 6d10 at difficulty 6. S/He gets 4 successes.
* DiceWell 10 6 2 10 3 9
mgrasso> Four successes?
mgrasso> Okay, Ingrid, go ahead.
mgrasso> By the way, who's near the back? Ingrid and Chet?
Ingrid> !6 10
Ingrid> !dice 6 10
* DiceWell Ingrid rolls 6d10 at difficulty 10. S/He botches the roll.
* DiceWell 7 6 2 2 2 1
mgrasso> Because they can sense two figures approaching from behind.
Chet> I'm right behind John.
Ingrid> Can I use WP?
Ingrid> Yes, I was behind Gemma.
mgrasso> Ingrid: that will only avoid the botch. The two commandoes from downstairs are now here, and they have their guns levelled at you.
mgrasso> Since you are frozen, you have nowhere to run or dodge to.
mgrasso> "I believe," the suit-wearing man says, "you monsters are now surrounded. Drop your weapons."

Scene Seven: El Juez
* Chet puts down hisgun on the floor.
mgrasso> The guards behind you are still there, and you can hear the safeties on their guns click off.
* Ingrid slumps and drops her gun to the floor.
mgrasso> Gemma?
mgrasso> John?
* Gemma puts the gun on the floor, slipping her hands in her pocket as she stands
Gemma> So this is where my faith brought me. Thanks, God.
Gemma> (pockets)
Gemma> (pretend I can type)
mgrasso> "Faith?" The suit-wearing man laughs hollowly. "Your faith, daughter of Satan? You are a monster cloaked in human form. Your kind can find no solace in God."
John> There is no God.
mgrasso> (y'all are still rooted to the ground)
Gemma> I am no daughter of Satan! I'm a child of God and nothing can change that.
mgrasso> "What will change it," says the man, "is when I purge you like I purged that demoness. Her soul is clean now."
mgrasso> "She won't go back to fornicating and sinning, drawing men into her web of sin."
* Gemma shakes her head slowly
mgrasso> "I have the spiritual and temporal powers of the church behind me. Nothing will stop my efforts."
Gemma> I really pity you.
mgrasso> Just as he finishes that sentence, the door to his office opens and James comes flying out with a flying tackle.
mgrasso> This provides enough of a distraction for Gemma to casually toss a concussion grenade behind her at the two guards.
Ingrid> (yay James!)
mgrasso> Gemma, Dex +Athletics, diff. 6
Gemma> !dice 3 6
* DiceWell Gemma rolls 3d10 at difficulty 6. S/He gets 1 success.
* DiceWell 7 8 1
mgrasso> All right. Chet and Ingrid need to make Stamina rolls, diff. 6 to avoid being knocked unconscious by the flash and boom.
Chet> !dice 2 6
* DiceWell Chet rolls 2d10 at difficulty 6. S/He gets 2 successes.
* DiceWell 10 10
Ingrid> !dice 2 6
* DiceWell Ingrid rolls 2d10 at difficulty 6. S/He gets 1 success.
* DiceWell 6 4
mgrasso> Whoa!
mgrasso> Both guards crumple to the ground.
John> (chu hoi!)
mgrasso> (Now I just need to wait for Mandy to reconnect and tackle the suited dude)
*** Retrieving #Changeling-Tucson info...
*** mgrasso changes topic to 'Mandy, it's up to you: tackling the dude will take a Dex + Brawl, diff. 6'
mgrasso> That way she'll see it when she comes back. :)
mgrasso> (How's everyone liking it? :) )
Ingrid> (awesome. :)
John> (It's good so far--I want my meat puppet back, though (-: )
Chet> (Great - finally some real firefights that I didn't have to run away from :) )
Gemma> (Gemma loved the false sense of security and superiority an uzi gives)
*** James ( has joined #Changeling-Tucson
James> hurrah!
Chet> (Can't you tell - I was even trying to blast guys that weren't there :) )
mgrasso> James, it's all up to you.
James> !dice 5 6
* DiceWell James rolls 5d10 at difficulty 6. S/He fails the roll!
* DiceWell 2 4 7 1 3
James> wp
mgrasso> James manages to knock down the man.
mgrasso> The two tumble on the ground as the concussion grenade knocks the two commandoes out.
mgrasso> All righty, folks, regular initiative!
mgrasso> Wits + Alertness, diff. 4
Chet> !dice 2 4
* DiceWell Chet rolls 2d10 at difficulty 4. S/He gets 2 successes.
* DiceWell 9 4
James> !dice 5 4
* DiceWell James rolls 5d10 at difficulty 4. S/He gets 3 successes.
* DiceWell 6 7 1 7 4
Gemma> !dice 6 4
* DiceWell Gemma rolls 6d10 at difficulty 4. S/He gets 3 successes.
* DiceWell 2 8 3 2 6 10
John> !dice 1 4
* DiceWell John rolls 1d10 at difficulty 4. S/He gets 1 success.
* DiceWell 6
mgrasso> Chet, Gemma, John, Ingrid: you still can't move your feet, but you can act.
Ingrid> !dice 5 4
* DiceWell Ingrid rolls 5d10 at difficulty 4. S/He gets 2 successes.
* DiceWell 7 2 6 3 2
mgrasso> So, John declares first.
John> (what are we standing on? carpet or hardwood floor?)
mgrasso> Then, Ingrid and Chet. Carpet.
mgrasso> Then, James and Gemma.
John> (Is there anything within arm's reach of me?)
mgrasso> A cubicle wall?
mgrasso> Let's keep it moving, guys.
John> Hell. I don't have anything to throw and can't move. pass.
mgrasso> Ingrid Chet?
Chet> (Throw a cube wall...)
John> (On top of James?)
Ingrid> I'm going to have to dodge.
* Chet picks up the gun and levels it at the guy.
mgrasso> Not shooting though Chet?
mgrasso> How about James and Gemma?
* Gemma picks up the Uzi and aims it at the guy
Ingrid> No wait, if Chet's shooting, so am I.
* James shakes his head at chet in a dont shoot me dont shoot me dont shoot me manner.
Chet> I'm shooting if James is out of the way.
mgrasso> James is right there, guys. In the mix with this guy.
Chet> Then I'm just covering him.
mgrasso> Well, he hasn't declared yet, so you don't know what he's doing.
Ingrid> Okay, not shooting. Aiming.
Chet> I'll spend the round aiming.
mgrasso> Cool. Gemma/James?
Gemma> Ditto. Aiming only.
mgrasso> James?
James> I'm going to use my pen knife to stab at him, not to do any seriouse damage, but see if I can dirtract him from his intent wrestling with me.
mgrasso> James, Dex + Melee, diff. 5
mgrasso> Gemma aims.
James> !dice 5 5
* DiceWell James rolls 5d10 at difficulty 5. S/He gets 3 successes.
* DiceWell 10 9 8 3 2
mgrasso> James manages to get a cut in before a huge charge of static electricity propels him backwards.
mgrasso> Str + 1 damage, James.
James> !dice 2 6
* DiceWell James rolls 2d10 at difficulty 6. S/He botches the roll.
* DiceWell 1 1
mgrasso> Oh no! :)
James> ouch...
mgrasso> Those who were going to aim can now fire.
Ingrid> what's the roll again?
Chet> (who goes?)
mgrasso> This guy put up a shield of static electricity that propelled James back to the wall of the office. But that left him vulnerable to attack.
mgrasso> Gemma first. Dex + Firearms.
mgrasso> Diff. 7
Gemma> !dice 3 7
* DiceWell Gemma rolls 3d10 at difficulty 7. S/He gets 1 success.
* DiceWell 5 6 10
mgrasso> All right, damage is 5 dice, diff. 6.
Gemma> !dice 5 6
* DiceWell Gemma rolls 5d10 at difficulty 6. S/He gets 3 successes.
* DiceWell 5 7 2 10 10
mgrasso> Wow. Those shots from Gemma hit him square in the chest and he is propelled out of the window behind him by it.
John> (yay!)
mgrasso> He falls to the pavement below.
* Gemma grunts, "I rebuke you in the name of Christ" as she shoots him
mgrasso> (Oh, cooooooool.)
* James shouts
Gemma> (nun action hero! in color.)
mgrasso> Blood Sister: One Tough Nun.
mgrasso> :)
James> furk, that's twisted
mgrasso> The energy shield is gone. James gazes down to the pavement below the window and sees no body.

Scene Eight: Epilogue
mgrasso> Gemma walks over to the office door and sees Livia inside.
mgrasso> She has no fae mien.
* Gemma puts the gun down and slowly approaches Livia
James> Gemma, she's...
Gemma> Livia?
Ingrid> Oh no...
* Chet approaches Livia and lights a cigarette.
mgrasso> She's on a cot in the office, unconscious. Perhaps sleeping, but she's definitely alive.
* John grunts and shakes his head.
* Gemma turns to James
* Chet sits down at the foot of the cot.
Gemma> She's what?
James> undone.
James> or so it seems...
* Gemma is trembling
* James looks sad.
mgrasso> John: Wits + Intimidation, diff. 5
John> !dice 4 5
* DiceWell John rolls 4d10 at difficulty 5. S/He gets 4 successes.
* DiceWell 7 9 8 10
James> grab her some one- we have to go.
mgrasso> John, James: it's obvious that the unconscious commandoes WILL wake up at some point.
Ingrid> oh, poor Livia...
Ingrid> Yes, bring her and let's get out of here.
* John walks over to check the commandos to see just how unconscious they are.
Chet> !dice 7 8
* DiceWell Chet rolls 7d10 at difficulty 8. S/He fails the roll!
* DiceWell 2 2 10 1 4 4 6
mgrasso> The one you used as a shield is unconscious from abuse. :)
mgrasso> the other two are unconscious from the concussion grenades.
James> I don't think we should leave them alive.
* Gemma goes over and grabs Livia's ankles
John> It's murder if we kill them now.
Gemma> Someone help me...
John> You kill them if you want to.
* John walks over to help Gemma.
* Chet helps Gemma lift Livia from the cot.
James> ingrid?
Ingrid> No. No killing.
Ingrid> Just leave them.
* James holds out my hand for her gun.
Ingrid> No, I think I'll keep it.
mgrasso> Your gun is in here, James.
James> I'll get it.
mgrasso> Shall we get to the car and get out of here before there's police action?
mgrasso> Where to?
Gemma> Yes, definitely
Ingrid> Yes, let's!To Chet's place?
Chet> Let's get back to my place.
* John nods.
mgrasso> That means going across the border with heavily wounded guys and guns and unconscious chicks...
* James heads down to his car
Gemma> We'll stuff Livia in the trunk....
* Chet helps Gemma drag Livia to the car.
James> we're americanos, no problem.
mgrasso> Um, maybe Livia's house might be a better idea?
Ingrid> Well, I suppose it is closer... :)
* Chet gets in the back seat with Gemma and Livia.
mgrasso> I'm telling you, going across the border with bullet holes in your jacket is not a good idea. :)
Chet> Whoever's driving, drive. I don't care where. We should get her to bed.
mgrasso> John is soaked with blood.
Gemma> Let's take her to her home, guys.
Gemma> It'll be easier.
Gemma> JOhn can get cleaned up, and then we can go home.
mgrasso> All right. You guys head back to Livia's house.
Ingrid> James? Aer you driving?
* James opens up his trunk, and moves the floor mat... he then takes out the spare and stuffs all his new toys in there... he covers it up again and puts the tire ontop
James> it's my car.
James> She's not going to feel comfortable at herplace, I think.
mgrasso> The girls are shocked to see Livia back... and you can see that they recognize something is different about her. Even though they're not fae, they can just tell something really bad has happened, to her soul.
mgrasso> They accept her return with a subdued sense of relief.
James> what time is it?
mgrasso> You take her up to her room and lay her on her clean bed.
mgrasso> James: it's like daylight.
mgrasso> Dawn.
James> uh oh.
mgrasso> She awakens when she is placed on her bed.
Chet> Uh oh? What does that mean?
mgrasso> "Where... where am I?" Livia croaks these words, looking at the five of you. "Who are you?"
* Gemma sits on the edge of Livia's bed and takes her hand
Gemma> Do you remember me, Livia?
mgrasso> "No. No... who are you?"
* Gemma abruptly stands, dropping Livia's hand
James> Not gonna remembe, not gonna fit in. she's not a satyr anymore... this probably ... oh...
* James looks absolutely exhausted.
mgrasso> Livia furrows her brow, scared at the sudden lack of care for her. "What? What did I say? I don't... what's going on?"
* John is swaying slightly.
Ingrid> Livia, what's the last thing you remember?
mgrasso> "I remember this house... I suppose. Do I live here? It's all so... so much like a dream."
* James sits down on a chair in the room.
James> no livia, I'm afraid the dream for you is over.
mgrasso> She looks at James quizzically. "What do you mean?"
Gemma> Nothing, he doesn't mean anything.
* Gemma smooths a lock of Livia's hair out of her face
Ingrid> It's okay, Livia. Why don't you go back to sleep. You look tired, dear.
Chet> Gemma, do you have any photos? Something of the two of you together?
mgrasso> Livia looks from Gemma to Ingrid and back again. "I do want to sleep, though. Badly."
* Gemma slips her backpack off of her shoulder and digs around until she finds a picture of her and Livia together. She gives it to Chet.
* Chet looks long and hard at the picture.
* Gemma returns to Livia's side and holds her hand
Ingrid> Just close your eyes, then. It's all right.
mgrasso> "I want to dream again." She says this suddenly to Ingrid.
* Chet lifts his head and hands the photo to Livia.
Chet> Does this picture bring back any memories?
* James looks like he might cry.
mgrasso> Livia reaches her hand out to Chet. She takes the picture.
mgrasso> As she does, her eyes open wide. She looks at the five of you.
mgrasso> "This... I want... it's all right, I need to sleep."
James> I think this is the last you'll see of the likes of us.
mgrasso> "I'm... what are you?" Her eyes dart, frenzied, at the five of you.
Ingrid> We're from your dreams, Livia.
James> friends livia... just friends.
James> Let's go guys.
* Chet turns slowly and heads for the door.
* John walks out the door.
mgrasso> She seems deluded and confused. Half-heard phrases are mumbled. "Gemma, hand me the salt and the exacto..."
mgrasso> "I will make you beg for mercy, pig-man. Beg!" she shouts.
mgrasso> She falls back into her bed, sleeping like the dead.
James> Sweet dreams mistress
Gemma> Dios te bendiga, Livia.
* James heads down stairs
* Ingrid turns and leaves, shaking her head sadly.
* Gemma leaves, quickly wiping tears off of her cheeks
Chet> Well, I suppose we need to get people cleaned up before we head home.
mgrasso> Not a problem.
mgrasso> I know it's kind of a bummer ending... but... there it is.
mgrasso> We got her back. Will she be the same? Only time will tell.
Ingrid> Sad and creepy, all at the same time.
Chet> It was still cool.
mgrasso> No, I know it was cool. :)
John> Hey, sometimes games have to end like that. Very good job, Mike.
mgrasso> Heh.
Chet> Not every game has a happy ending.
mgrasso> I like creepy.
Ingrid> I can't believe we finished it. :)
Gemma> Is John going to drop dead from blood loss on the way home?
mgrasso> No, he's bound well from James' first aid.