>>5890477<span class="mu-i">But where will the Masks find a team of well-trained, coordinated individuals with enough nerve to reliable keep an extraction vector open and then retreat in good order? Three-fourths of most combat casualties occur on the retreat, faked withdrawals so often turn into the real thing. You'd need some sort of capable proficient person, and they'd need to have the lay of the land, tools and maybe feel a certain loyalty to the idea of the nation and the prevention of horrors by ambitious men, but you just don't think you can find any of those at this hour--
Oh
. . . Oh.
...
...
..... shit, fine, but you're paying extra</span>
--
<span class="mu-s">We're warmed up. It's time. </span>
<span class="mu-g">Dance the <span class="mu-s">Green</span></span>, to rescue friends and help the world.
In order:
Infiltrate the Grey Manor
Find and rescue our kidnapped friends
Find evidence or information that implicates the Slicerats in a Nefarious Conspiracy
Embarass Rinik and his Slicerats
Get out alive
--
Getter get ready.
>>5890477We *start* on the District Layer, in Interception, in the Stakeout. Then we move from there to the Manor.
You've got two options for approach once you reach the Grey Manor:
<span class="mu-s">Gatecrasher]. Right in through the front door. Glorious, but dangerous.
>+1 Glory, first in, Slicerats likely surprised but there'll be a lot of them.Sandsnake. Flashpan has spent enough time with her spyglass to plot out most approaches to the manor and has a few tricks ready. You'll need to be nimble, but it might allow you to get around the outside and in somewhere clever.
>Take your deployment at any time, and roll Move on deployment to try and come in over the wall along the perimeter. You get a free Influence roll as part of this, to try and do some mild clever trick on the way in. You might draw extra attention.Secondly
The Veteran's Association will try to run Interception, but any Mask who helps with that is appreciated. You can fairly fluidly and freely move back and forth from the Manor to the larger district (just get to a wall and out or in), and we might need to be a little nimble here. It's also possible that there are interesting sights to see in the district. All these new buildings and empty old ones hide things.
If you'd like to start Intercepting, simply declare this. There's been a few adjustments to how this works, in that it now principally works exactly the same as elsewhere.
Because of this scale, <span class="mu-i">Agility and AP</span> isn't individually spent to move on the Interception map. It's not so much about how fast you are, but about shortcuts, direction and navigation.
So to move, you plot a course and roll Move to arrive without incident. You do this once a turn. Each tile past your natural Agility starts inducing more and more penalties.
Because we called in the Veteran's Assocation, we benefit from Smuggler's Byways, and we can <span class="mu-i">also</span> take 1 free Intercept scale move at some point during a turn. That is, shift one tile for free.</span>