Midpoint Scene tV Pinch II Plot Turn II CT 111 {The llestluUt.na set, and ready to go, 1s loaded on with the others No one has noticed the heroes' modifications, but you bet the heroes will be able to find it again, at the nght time. - The heroes are loaded onto the Zeppelin, and forced into a locked room, with a guard waiting outs1de, to awa1t the big show To complete the adventure, the heroes must get out <strong>of</strong> their cell. There are a lot <strong>of</strong> ways they mtght accomplish this. Not all <strong>of</strong> the Matn Cast need be captured. Someone might sneak away in time, and would then be able to find the1r way onto the Zeppelin before it takes <strong>of</strong>f, ready to come to the rescue <strong>of</strong> the others (we like th1s one a lot). Several <strong>of</strong> the Main Cast have mechantcal Skills, and may be able to pick the lock on their cell, or even go through one <strong>of</strong> the room's rivited walls. One <strong>of</strong> the heroes may be able to keep a secret hold-out gun, providing an opportunity to shoot their unfortunate jailer, drag him to the cell, and grab his uniform and weapons before the reinforcements arrive. One way, or another, this is wl'lere the action really begins - Th1s is a long, deadly, running gunfighl There are SS troupers all over the ship. The Main Cast will want to make their way towards the bombs (to blow up the Zeppelin), or towards a plane in the Hangar Deck (to escape), or both. The first few encounters may allow the heroes some stealth, as the ship will not yet be alerted, which will also allow the heroes to arm themselves. Sooner, or later though, they're going to make a mistake, a guard is going to sound the alarm, etc. Then the Colonel will come, again, and again. This Scene takes up the space between the heroes' escape, and when they Inevitably alert the rest <strong>of</strong> the ship to their presence (which could be almost emmediately if they've made a noisy getaway). - The Main Cast will eventually have to find a plane and get <strong>of</strong>f the Zeppelin. If they're bright, they'll also use one <strong>of</strong> the 'timed-bombs' to blow the Zeppelin up behind them (doing this complicates the Ep1sode, and is worth more points). They must fight their way towards each <strong>of</strong> their goals. The second time the Colonel shows up is the right time for a dramatic Scene that we'll call Pinch II. Where are the heroes at this point? Well, we suggest they be in a particualrly dangerous and sensitive area <strong>of</strong> the ship. The heroes route through the OberZeppelln will be mostly a matter <strong>of</strong> improvisational play. Th1s gives you the freedom to set this important fight in a location like the Main Control Room, where gunftre can send the a1rship careening and pitching, throwing men through glass windows to their doom, or, In the Engine Room, where whirling turbine blades, and pipes fuJI <strong>of</strong> pressurized steam can prov1de adequately dramatic hazards Either way, the OberZeppelin should be out <strong>of</strong> control after this encounter That will make the Colonel really mad. - The heroes will be harried by gunfire, assaulted by the Colonel, battered, brusied, and really pissed <strong>of</strong>f. They'll eventually make it to the Hangar Deck. If you want a longer Episode, and the Main Cast have thought <strong>of</strong> the bombs, then you can have the 'timed-bombs' separated from the planes, not yet loaded This will make the heroes fight their way to the bombs, find the one they were working on before (the others will take too much time to modify, and they can always find 'their' bomb again), and set it to go <strong>of</strong>f at some time in the future. The heroes will then have to make their way to the Hangar Deck, and get <strong>of</strong>f the ship in a plane, before the bomb explodes. Every delay will be really nerve-wracking, which makes this a fun option to use. However, if you don't have the time, or the Main Cast doesn't think <strong>of</strong> blowing up the OberZeppelin, then the bombs may be in the Hangar Deck with the planes, ready to be loaded on for the drop. If the Main Cast is really out <strong>of</strong> it that day, then a mechanic in the Hangar Deck can have just noticed thetr tampered bomb, as the heroes enter, which should serve as a clear reminder <strong>of</strong> their forgotten plan. The heroes will have just set the 'timed bomb', pulled parachutes out <strong>of</strong> planes. or sabotaged them, and are preparing to leave. when the Colonel shows up again (if they haven't already killed him) Either the Colonel, or a patriotic German pilot (if the Colonel is dead), will do the honor <strong>of</strong> chasing down the Main Cast for the aerial dogfight. Scene I - This is the big finale If you only have an Ace German Pilot to threaten the Main Cast with, then you'll 140 Theatrlx - The Core Rules have to make do as best you can If the Colonel is still up and kicking (he hasn't yet been Blackmailed to death), then he'll hang on until the last possible moment. Using the grappling hook in his mechanical arm, he'll leap to heroes' plane when his goes down. He'll engage in fisticuffs on the wing <strong>of</strong> their plane. Make the dogfight, and the ensuing hand to hand action, worthy <strong>of</strong> the best you've seen or read Your Actors will love you for it.
lll-QI\ ATTRIBUTES [!] Abe Walters [£ Anastasia Walters "I like being a grunt. I'm smart, but not a leader. Show me what to do, and I'll do It well." [6.0] Strength [5.0] Stamina [4.0] Coordination [3.0] Intellect [3.5] Intuition [5.0] Presence SKILLS [5.5] Racing [4.0] Military Vehicles [4.0] Mechanic (3.0) German [2.0] Spanish [3.5) Firearms [2.5) Masonry [2.0] Munitions [5.0) Hand-to-Hand [4.0) Security (4.0] Electronics [!] 'Boomer' ffi 'Boomer' DESCRIPTORS Shrack (Primary) Grounded Imposing Tools Been There Much Death Combat Dark Secret (Flaw) PERSONALITY TRAITS Cocky Brave Nationalistic Determined Protective "Taking out targets was my game, then seek and retrieve, and now It's sneak and plant.." ATTRIBUTES [3.5) Strength [4.0] Stam1na (6.0] Coordination [4.0] Intellect [5.0) Intuition [3.5] Presence SKILLS [6.0] Firearms [4.0] Architecture [3.0] History [5.0] Stealth (4.0] Security Systems [4.5] Demolitions (3.0] Munitions (3.0] Military Operations (3.5] Covert Operations [3.0) Mechanics [4.0] Judo [3.0) Chemistry DESCRIPTORS Silent Death (Primary) Agile Tricky Direction Sense Sniper Perfectionist (Flaw) [£] Joey 'Tailspin' White [!] Johnny 'Tailspin' White MSE 1!100 1!11!10 00001!1 1!11!10 1!11!10 PERSONALITY TRAITS Cool Bitter Ex1remist Confident Unforgiving "I don't care where you send me, or what we do, as long as I can go fast, and win the day." ATTRIBUTES (4.0] Strength [5.0] Stamina [5.0] Coordmation [3.5] Intellect [4.0] Intuition [3.0] Presence SKILLS [3.5] Aeronautics [7.0] Pilot [3.0] Military Vehicles [4.0] Carousing [4.0] Orienteering [3.5] Electronics [3.0] Firearms [4.0] Hand·ro-Hand [3.0] Learned [4.0] Pinball [3.0] Mechanics DESCRIPTORS Ace <strong>of</strong> Aces (Primary) Kinesthetic Daredevil Has an Idea Flown It Hasty (Flaw) MSE 1!11!100 l!li!IO OOI!ll!l l!ll!lO 0000 PERSONALITY TRAITS Down to Earth Loves Speed Patriotic Daredevil Proud Quick Tempered MSE l!lOO 1!11!10 l!li!IO l!ll!ll!l l!li!IO l!lOO Theatr-lx - The Core Rules 141
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()eslan: David Berkman, Trav1s Eneb
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1J [Bll f)f tf)J[1J§ c INTRODUCTIO
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Downtime Pregaming APPLAUSE JELLYBE
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10 Tlleatr1x - The Core Rules
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Chapter V- Lights ... Camera ... Ac
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pretend to be this other person tha
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¢ A league of super-powered heroes
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c;> her tormenting her employees wi
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edge to their characters (which mea
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Sequence that they're dreammg. The
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edge represented by that number may
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Books If you're creating your own g
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Coordmation is Important in fightin
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¢ A character who can ignite herse
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Example Skills The following page c
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Personality Trait Activation In add
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Ace of Aces -The persona was practi
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Descriptor Activation Like Personal
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CONCEPTION The concept for your cha
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Failure, based upon how difficult t
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1:0 Creativity -If the easy solutio
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Easy - Ahh, an old style electronic
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The final Difficulty of such action
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same is really just as true for the
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The first set of ovals deals with w
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many times, and is 'getting ready'
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RANDOMNESS If there are times when
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ecome their own screenwriters. The
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The Plot Pomts earned 1n th1s way s
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However strange this turn of events
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Zero Point Subplots Although it wou
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velop a starting point for your Mai
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each Actors current Plot Point Tota
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they're done right, your combats wi
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