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Hankolijo

Proposal

Jul 30th, 2015
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  1. Run name: Cosa Nostra
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  3. Content: Psi-7 are called in by Ciccotelli and Massimiliano once again. This time, it's a full raid on Merzallo's mansion to gather intelligence, destroy mafia assets, and find the capofamiglia (Boss). Upon being instructed on information currently in the hands of the Foundation and NYPD, the information including the layout of the mansion provided by Massi, the team is taken to a secluded area near the mansion by a group of police officers, a car with Massimiliano and Ciccotelli, as well as Foundation agents, following behind them.
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  5. At the secluded area they would find two vans, one of them an NYPD one, the other a Foundation one. From the Foundation one, they are allowed to arm themselves however they see fit with items such as basic lock-picking kits if they want to go quiet and plastic explosives if they want to go loud. Both items work similarly, and allow the team to enter locked off areas, the lock-picking kit allowing for silent entry while the explosives have certain other advantages. Explosive ones.
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  7. They would also be allowed to take the hat from the previous mission, if they so desire. The hat completely hides the wearer's identity, and since they are common among the mafia, could be a key element for a stealth team.
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  9. The team is to either go in sneakily through the back or guns blazing through the front entrance. The back involves going through the servant's entrance, leading to a hall with kitchen, laundry, maintenance and storage areas. These would have mafia associates in them, cooks, washers, maintenance workers and storage organizers respectively.
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  11. The kitchen area would be much like a regular kitchen, except along with delicious Italian dishes the cooks appear to also be chopping up limbs, organs, coating bones with blood and handing them to delivery people. Said people then bring the items to storage, where they are put away in large crates. The crates, if the characters were to eavesdrop on the workers or find records on one of them, they'd find out that they are to be shipped to a storage area somewhere downtown. The workers wouldn't know the exact location.
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  13. The maintenance area allows the characters to disrupt power/water in various parts of the mansion: The kitchen/storage area, the laundry room, office, bedroom/guestroom, garage, hallways, lounge/dining room, foyer, reading room/library, gym, basement, attic, and, if the players wish, they can completely disrupt power to the entire mansion. Players can choose which parts they would like to disrupt the power supply to, if any.
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  15. The laundry room would be empty and have a bunch of dirty suits. Nothing special about that.
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  17. The back halls connect up to the foyer. The foyer is where the team would enter first were they to take the guns-blazing route. It'd have 5 mobsters armed with handguns standing around. There is plenty of cover behind the staircase, potted plants and furniture for the stealth team. Guns blazing team would have to worry about mobsters hearing the gunfire from either the left or right. To the left is the lounge, to the right is the dining room.
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  19. For quick reference, here is a list of the rooms and what the teams will find in them from this point on (M- Mobster, V- Vampire, A- Associate, B - Blood monster, C- Capo, G- Godfather(Capofamiglia/boss)):
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  21. Dining room: 2M, 1V. The
  22. Lounge: 2V. Two vampires sharing some wine. Or, so one would asssume upon seeing the scene. The glasses are, in fact, filled with blood. Classy.
  23. Garage: 4M. Mobsters working on an old Rolls Royce. Only two armed, other two wielding wrenches.
  24. Reading room: 1V, 1M. A vampire and Mobster discussing literature.
  25. Library: 1V. A vampire casually looking over the selection of books.
  26. Gym: 2M.
  27. Guestroom: Nobody. On the bed, Psi-7 finds a decomposing body. Upon just a bit of investigation, they can determine that this would be Lenny the old consigliere turned anomaly. Though the state of the bed implies he has been there for a /long/ time, the state of the corpse appears to be that which it would be in in a couple of months. There are skulls arranged in rows under the bed, some with eyeballs still in them, some with chunks missing, some with bulletholes.
  28. Basement: 2B. Two Blood monsters hiding in the basement. There is a wine cellar in the back, filled with delicious, expensive wine and barrels of blood.
  29. Attic: 4V. Vampires looking over junk in the attic, unaware of what is going on below. The place is filled with junk, old records, weapons and old as hell clothing.
  30. Office: 3M, 2V, G if power is still on. The mobsters await at the door with tommyguns. The door would be locked. Picking the lock would require a +2 perception check to be passed for people to realize that the door is about to be riddled with bullets. Blowing the door up would mean killing the mobsters. The boss would be behind his desk, two vampires by his side. The vampires would pounce over said desk in an attempt to attack the team.
  31. Bedroom: B, G if power to office has been disabled. The Boss awaits the team in his bedroom, a Blood Monster protecting him. Only one shouldn't be that much of an issue, especially for a guns-blazing team.
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  33. The Godfather/Capofamiglia/Boss is the main target. Psi-7 are tasked with keeping him alive for questioning to find out the location of the storage area. Failing this, they can cross-reference records found in storage, information from the office and the note from the last mission and find out the location anyway for the next run.
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