Alexis doesn't let off the gas once everyone piles into the Mountaineer. It's a harrowing trek, and her skills are pushed to the limit, but Alexis gets the team to the Devil's Arch in record time. As the she pulls up to the edge of the bluff, the Trouble Shooters can see the ley line running through a small encampment containing a large, secure tent and a mountaineer ( the mountineer is near the camp, in the camp is a sky cycle) approximately 120 feet (20") below. There is a steeply inclined path littered with loose rocks and jagged outcroppings from the plateau to the floor where the camp is located.
A rift is shimmering in the middle of the camp, and surrounding it are several individuals sporting the Black Market colors and markings of El Oculta. A malicious looking Head Hunter is lounging on top of a hover cycle nearby, eyeing the Trouble Shooters from afar. The HH has shades on, and a bone necklace. A keen ear might even pick up an enforcer or two call him Parsons. One slight unassuming man is barking out orders to pair of thugs who emerge out of the tent carrying a large, black device. Another two brutes in shinning metalic armor appear out of nowhere at the small man’s sides. These two borg esque men seem to radiate magic and supernatural evil if anyone were to check. They carefully watch the thugs move a circular device to the rift. The way the thugs move and stand at attention as this nepolionic figure commands them is enough for you to tell that they fear him.
Once it is set into position, another - much cleanlier - El Oculta begins to do something to the device. As he fiddles with it, tentacles swarm out of the device, knocking him backwards and vaporizing the body. A blazing light erupts out of it and upwards into the ley line above. Anyone sensitive to such things can feel intense arcane energies stirring.
What you assume must be a Rift Runner is maintaining the Rift, and beside him is a Sunji assassin. The two seem to look at each other for a moment. The rift runner has blazing pink hair and a loud outfit to match. Moments after cresting the rise, a familiar, cool female voice pipes through your comms, overriding all encryption, "I'll tell Captain Claude you regret you could not save him because you couldn't even save yourselves... Enjoy your final moments, sadly you will not see the surprise."
Beeping noises go off all around the bluff and down the incline as the assassin steps through the rift. A keen eye would note that the devices are Black Market Betties, knock-offs of Triax's T50 fusion missile. They extend even through the nearby treeline, and there seems to be no quick option save to peril the incline. The cool female voice echoes on your radios, ” Death awaits you in this life and the next.”
The rift closes, the bombs on the bluff explode, and the battle is joined. It seems like the black market outfit was long expecting you.
Step 1: Hard Road Traveled. Vigor roll vs a level of fatigue as the journey might possibly have been arduous. Describe part of the journey that indeed might have taken a lot out of you in occ comments and get a benny. Maybe you had to scout a nasty forest with poisonous spiders or a treacherous rock face. Just a few sentences is all that is needed.
Step 2: Black Market Surprise. Roll agility or driving/piloting if driving a vehicle. Bombs go off along the ridge the characters arrived at. Danger sense roll can be made to gain a +2 to the agility roll. SIXTH Sense can make their defensive action.
Damage on a failure:
- Inside Vehicle: level of fatigue from bumps and bruises
- Outside Vehicle and vehicle itself: 4D6 AP15 MD
Step 3: All characters can make the above two rolls and narrate the results and their reactions. Azumi, Remington, Antipas, and Mike can proceed to step 4. All players gain a benny.
Step 4: Time for Action. Azumi got a joker and Rem, Antipas, Mike all got cards high enough to beat the black market bad guys. It is your turn to act. Think about it like this. You four find yourselves in a position to act as the bombs go off. After everyone posts, bad guys will post, and then PCs can react as well as rest of PCs will have a opportunity to take action.
Other notes about the scene:
- The inclined path makes for unsteady footing and counts as an unstable platform for this combat's purposes. However, the outcroppings provide ample cover granting each character a +2 cover bonus. This cover would not apply to any dragons stomping about, but redheaded teenagers would get the bonus.
- Any player able to detect comm frequencies may make an Electronics roll at -4 to intercept an encrypted broadcast. This does take an action.
- To learn more about the device, roll an appropriate Knowledge or Tech skill. K/Arcana would be applicable here as well.
- Attempting to disable the device requires an appropriate Knowledge or Tech skill roll at -4. Three successes are required.