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CASE FILE NO: 0001

PROJECT MEDUSA

top secret

A 3-SHOT INTRODUCTORY
CAMPAIGN FOR
CASE FILE NO: 0001
top secret

YOUR MISSION,
SHOULD YOU CHOOSE TO ACCEPT IT,
IS TO DESTROY PROJECT MEDUSA.

GOOD LUCK.
A PROJECT BY: Two Little Mice
AUTHORS: Riccardo “Rico” Sirignano, Simone Formicola
ART: Daniela Giubellini
GRAPHIC DESIGN: Luca Carbone
ORIGINAL LAYOUT BY: Sabrina Ceccon, Luca Carbone
TRANSLATION: Caterina Arzani
REVISION: John Marron

EDITORIAL DIRECTOR: Simone Formicola


CREATIVE DIRECTOR: Rico Sirignano

THANKS TO:
Gianluca Alvino, Caterina Arzani, Morena Balocchi,
Marcus Burggraf, Andrea Buzzi, Claudia Cirillo,
Andrea Felicioni, Laura Fornasari, Jeff Grammi
Grelots Lagriffe, John Marron, Roberto Petrillo,
Claudio Pustorino, Doug Shute, Leonardo Valenti

©2023 Two Little Mice. All rights reserved. No part of this product may be reproduced
without specific permission.
contents
Project Medusa 6
Race Against Time     13
Scene 1 16
Scene 2 18
Scene 3 20
Scene 4 22
Scene 5 24
Epilogue 24
Unwanted Guests     27
Scene 1 30
Scene 2 32
Scene 3 34
Scene 4 36
Scene 5 36
Scene 6 38
Epilogue 38
into the Heart of Medusa     41
Scene 1 44
Scene 2 46
Scene 3 48
Scene 4 48
Scene 5 50
Scene 6 50
Scene 7 52
Scene 8 54
Epilogue 54
The End     56
Project Medusa
Project Medusa
Project Medusa is the first Mission Dossier for outgunned.
Mission Dossiers are Mini Cinematic Campaigns that include everything you
need to start playing, without any additional set-up: Heroes, Enemies, Villain,
and everything else!
Project Medusa is the perfect introduction to outgunned. You don’t need the
corebook to play, you can just use the rules available for free in the QuickStart.

Campaign Summary
The Heroes have been tracking down the mysterious Project Medusa, a secret
weapon that, as they learn, is a virus that could wipe out thousands of lives if
someone doesn’t intervene.
After an initial swing and a miss, the Heroes learn that the person behind Proj-
ect Medusa is Greek philanthropist Konstantin Stamos, an evil man who is forc-
ing Doctor Sita Khan and her team of researchers to work on the creation of this
dangerous virus.
Only after locating Stamos’ secret lab, can the Heroes actually try to save Doc-
tor Khan and destroy Project Medusa once and for all.

The Shots
Project Medusa is divided into 3 Shots:

Race Against Time: Betrayed by their informer, the Heroes must chase
after a plane and sneak on board before it’s too late. The landing will prove
even more complicated when everything explodes mid-air.
Race Against Time is the Pilot Shot you can also find in the outgunned corebook
and QuickStart, but I’ll also include it in this Mission Dossier for your convenience.

Unwanted Guests: Once they land in Greece, the Heroes must infiltrate
the private event held in the Villain’s villa. After obtaining the information
they need, however, the Heroes realize that getting out will be much harder than
getting in.

Into the Heart of Medusa: The Heroes find their way into the secret lab to
destroy Project Medusa, and must then face off against the Villain in a
spectacular showdown.

6
Quickstart Rules
The Mission Dossier: Project Medusa transforms the
Pilot Shot for outgunned into a 3-Shot Campaign
that can be played using only the rules you find in
the QuickStart.
You can download the outgunned QuickStart
and the Hero Sheets for free at this link:
www.twolittlemice.net/outgunned

If you own the outgunned corebook, you can


also use the complete rules to expand your Pro Tips
gaming experience, to create your own Heroes, Each page of these
or to bring new Enemy Feats or new weapons Shots is accompanied
into your campaign. by a red page with some
Pro Tips for Directors.
Heroes And Villains These are useful tips
In the upcoming pages you’ll find 4 Heroes ready that will help you best
for the action, a detailed description of Project manage every Scene.
Medusa, and of the evil Villain in this Campaign.
Don’t thank me, I always
have your back!

Project Medusa 7
The Agent The Ace
Johnny Reed Sam Jackson
Last Boy Scout Free Spirit

Johnny is an unrepentant hot-head It doesn’t matter if it’s a car or bike,


hiding behind a facade as an up- so long as it has wheels and an en-
standing officer. While he is ex- gine, it holds no secrets for Sam.
tremely focused on his duty, he often Danger doesn’t scare her, much less
doesn't go by the book when he feels high speed. Sam simply lives her life
circumstances call for it. a quarter mile at a time.

8
The Sleuth The Fighter
Victor Sheng Savar Khan
Mentor Jerk with a Heart of Gold

There are many stories about the sea- A martial artist with a dazzling smile,
soned bounty hunter Victor Sheng, Savar is convinced he can get out
but nobody knows how many of those of any situation thanks to either his
are true. Always cheerful, he never charm or a well-placed fist. With him,
loses his cool and always knows how there’s never a dull moment, nor a
to turn the situation to his advantage. safe one.

Project Medusa 9
MEDUSA
Several years ago, a group of Indian archaeologists exhumed the remains of a
creature so monstrous, that the scientists called it Medusa.
The unusual DNA of this creature hides the secret to developing an extremely
powerful virus. A devastating weapon in the wrong hands.

The evil Konstantin Stamos kidnapped Doctor Sita Khan and her team of re-
searchers, and he is forcing them to develop a silent and invisible virus that
could be injected into victims, causing no symptoms until someone activates
it remotely.
If Project Medusa is ever completed with success, Stamos could decide the
fate of millions with just the press of a button, and in full anonymity.

The Villain
In his youth, Konstantin Stamos climbed the ranks of the military by fighting in
several conflicts in the Balkans, and proved himself a determined, ruthless man
who will stop at nothing in order to reach his goal.
After tarnishing his reputation with terrible war crimes, Stamos was forced
to flee the country and subsequently became the leader of a mercenary army
working for criminals and tyrants of the worst kind.
At some point, everyone lost track of him.

Years later, Stamos has resurfaced on the public scene as a self-made man and
quickly amassed a small fortune. His war crimes and his checkered past have
vanished from common memory, and today, everyone thinks that Konstantin
Stamos is a charming and elegant philanthropist, a patron of science who cares
for the fate of the planet with no ulterior motive.

Konstantin Stamos can rely on 3 Strong Spots:

♦ Law enforcement: Konstantin Stamos has control over local police forces
and is almost untouchable even at an international level.
♦ Extraordinary individual: Before becoming a pompous billionaire, Stamos
was a soldier, and he took part in his fair share of field missions, which
made him an expert fighter.
♦ Unlimited funding: Someone, perhaps a secret organization of some sort,
is financing Stamos’ operation. There is nothing they can’t afford.

10
Stamos’
Weak Spot
The Villain is a dark
character with a heart
of stone, but even he
has a Weak Spot.

Stamos is not working


on his own, he is
financed by a secret
organization that holds
him on a tight leash,
and expects him to
get concrete results. If
Project Medusa were to
fail, the consequences
for Stamos would be
beyond terrible.
He can’t afford to fail.

Regardless of his claims,


Stamos needs Doctor
Sita Khan in order to
carry out this project,
and despite his repeated
threats, he knows all too
well that his fate
is in her hands.

Project Medusa 11
SHOT .1

a i n s t T i m e
R a c e A g

FIND THE BRIEFCASE.


RETRIEVE THE PLANS.
STOP PROJECT MEDUSA.

Race Against Time


Race Against Time
The first Shot in this Campaign is a breakneck chase, an introduction filled with
adrenaline that puts the Heroes on the spot and prompts them to prove what
they’re made of.

Shot Summary
In Race Against Time, the Heroes will have to retrieve a precious briefcase con-
taining details about a secret experiment.
When their contact lays an ambush for them, the Heroes learn that the brief-
case is about to be flown to an unspecified destination, and they have no choice
but to start a desperate race to get on that plane.
After an adrenaline-pumping chase, the Heroes jump onto the plane one sec-
ond before takeoff, coming face to face with a team of armed mercenaries pro-
tecting a man dressed in black who has the briefcase handcuffed to his wrist.

The ensuing scuffle ends with the destruction of the plane and forces both the
Heroes and their opponents to jump outside, fighting over the few available
parachutes. The free-fall will ultimately lead to a face-off with the mysterious
man, and to the discovery of a far greater threat than they had initially imagined.

Preface
This Shot begins in an old diner located in an unspecified sea-side city. The He-
roes are already working together, and the Players are free to coordinate their
motives and the dynamics of their alliance. Alternatively, in the next page you
can find four plot-hooks with the motives each Hero has for accepting this mis-
sion and for cooperating with the others.

In the past few days, the Heroes have been looking into Project Medusa, an ex-
perimental weapon that could become extremely dangerous if it fell into the
wrong hands. Their only contact, a neurotic information broker named Carter,
maintains that the plans for Project Medusa are sealed in a briefcase, which is
about to be moved to a secret, unreachable lab. Hoping to get more details, the
Heroes agree to meet with Carter in an old diner on the outskirts of the city.

14
Prompts About Heroes

♦ Johnny: Agent Reed is an undercover police of-
ficer tasked with retrieving the blueprints for
Project Medusa. His direct superior is the only YOUR HERO
one who knows anything about his mission, and Toward the end
his partners are also unaware of his true identity. of this dossier,
 you’ll find 4 Sheets
♦ Sam: Samantha is a vehicle enthusiast and for as many Heroes
a top-notch pilot. She and Victor work to- ready for action.
gether as debt collectors for a less-than-
legal entity. She doesn’t know what’s in the Allow the Players
briefcase and doesn’t really care. For her, to freely choose their
this is just another day on the job. favorite, or to make
 any alteration they feel
♦ Victor: The life of a bounty hunter is filled is needed to make the
with risks and hard choices. A veteran like character truly theirs.
Victor is well aware of this fact. As such,
even if he has smelled the set-up hiding If you have the
behind this mission, he still decided to Outgunned corebook on
take the job. hand, you can also come
 up with your own Heroes
♦ Savar: Doctor Sita Khan is one of the for the Campaign.
brilliant scientists behind Project Medu- The only thing that
sa, and she mysteriously vanished a few matters is that they
weeks ago. Her brother Savar fully intends have a good motive
to do everything in his power to bring her to get into the action!
back home. After discovering Johnny’s
true identity, he decided to also take part
in this mission, and the agent was forced
to accept his involvement in order not to
break cover.

Race Against Time 15


Scene 1
SCENE 1 - INT. DINER - NIGHT
The HEROEs are sitting at a booth in an old diner that has seen
better days. The checkered floor is sticky, the large window shows
the glare of headlights when cars go in and out of the parking
lot, and there’s a sad rock song playing on the radio.
1
CARTER, a trusted contact of at least one of the HEROEs, told
them to meet him here at 11. It’s already past midnight, and the
diner is almost empty, but still no sign of CARTER. The situation
is starting to look suspicious.

More long minutes pass, crawling by in the growing tension. The


2 diner door suddenly opens with a ding from the bell and a clearly
shaken man drenched with sweat and with a deep wound in his side
steps in. That’s CARTER.

CARTER
I... I’m sorry

CARTER is pushed to the ground by a gang of THUGS armed with met-


al bars, chains, and bad intentions. One of them shouts at the
remaining patrons to get out.
The hooligans, with long hair, leather jackets, and tattoos and
scars on their faces and arms, go to surround the HEROEs. Unfor-
tunately for our HEROEs, this is an ambush and a fight seems in-
3 evitable.

THUGS
Bad Guys - Template 1
ATTACK: CRITICAL DEFENSE: CRITICAL

After defeating the THUGS, the HEROEs can question them [Basic
Action Roll] to learn that the briefcase they are looking for is
already outside of their reach. A group of mercenaries is loading
it onto a plane at this very moment, there’s no way the HEROEs
can reach it before takeoff.

Alternatively, the HEROEs can come to CARTER’s aid [Critical Ac-


tion Roll], and receive the precious information that will lead
them to the airfield from him.

16
1
Make Way for Heroes
Hey, Director! Don’t be too quick to bring Carter into the Scene. Allow the
Heroes to take their time.
This first scene will give Players a chance to quickly establish the rapport
among their characters, so give them some time to chat. All you need to do
is ask some questions: Who here knows Carter? Do they trust him or are they
expecting a nasty surprise? How do they react to him being late?

2
Killing Time
Time passes and the diner gets emptier and emptier. Perhaps there’s a sketchy
guy staring at them and putting them on their guard, even though he is actually
just a bystander. Perhaps a kind waitress (or an extremely rude one) keeps
asking the Heroes if they wish to order, or spills coffee on one of them. Take
every little chance to set the scene and build the tension. You can even ask less
experienced Players to make some low-stakes rolls to get them into the mood.

3
Brawl!
If the Heroes are the first to attack, start combat with an Action Turn.
During their Reaction Turn, ask the Heroes to make Reaction Rolls in order to
dodge the thugs’ blows and avoid losing Grit.

For example:

♦ The thugs jump onto you. Roll Brawn+Fight.


♦ The thugs throw tables and chairs at you. Roll Nerves+Stealth.
♦ The thugs try to push you the ground. Roll Brawn+Force.
♦ The thugs shoot at you. Roll Brawn+Stunt.
♦ The thugs try to squeeze you with ropes and chains. Roll Brawn+Endure.
♦ The thugs shoot at the ceiling and sparks rain down on you. Roll
Nerves+Cool.

Let’s not bring Enemy Feats and Special Actions in for this combat, it’s too soon!

17
Scene 2
SCENE 2 - EXT. CHASE - NIGHT
The HEROEs only have a few minutes to reach the plane before
takeoff and retrieve the precious briefcase.
Outside of the diner, they find a black muscle car with gold rims
and a red skull airbrushed on the hood. It’s clearly the thugs’
car. Just what they need to reach the airport in time!
The HEROEs can break into the ride easily enough [Basic Action
4 Roll], or they can search the knocked-out thugs to find the keys.
On the other hand, if they try to use the car they arrived in,
the HEROEs will soon find out that it won’t start. The car was
tampered with to make them waste precious minutes.

Once in the muscle car, the HEROEs can reach the nearby private
airfield where the briefcase is about to take off. Standing be-
tween the HEROEs and the runway, there are a wire mesh gate and
two guards shouting at them to stop.
If they stop for the guards, a scuffle ensues [Basic Cannon Fod-
der]. If they go straight ahead, the driver will have to prove
their driving skills while the guards shoot at [Critical Reaction
Roll in Nerves+Drive. If the roll fails, the ride loses 1 Armor].

5 When the HEROEs reach the runway, it’s already too late. The mer-
cenaries are done loading the plane and have given the okay for
takeoff, but the cargo door is still open.
This sets off an actual chase, during which the HEROEs will have
to try to get on the plane before take-off [Need: 8].

NEED

The HEROEs’ starting Speed is 1, which is the Speed of their


ride, but if the HEROEs wasted time trying to use their own car,
6 the plane will be an additional step ahead of them, and their
starting Speed will be 0.

Once all Need boxes are full, the HEROEs will reach the plane and
get in through the cargo door one second before takeoff.
If the HEROEs haven’t reached the plane by the fourth Action
Turn, the plane takes off. Their last chance to get on the plane,
is to jump off of the car and grab onto the landing gear before
it gets retracted [Extreme Action Roll ].

18
4
Let’s Go for a Ride
Despite the flashy exterior, the thugs’ car is a simple ride with a Speed of 1 and
3 Armor points.
There’s a cinematic tradition of Heroes bickering about who should drive or sit
in the front seat, don't let this moment go by unnoticed.

5
Faster
Encourage the Heroes to live dangerously. Yes, one should stop at a police
checkpoint, but their plane is about to take off. There’s no time to lose!

6
Follow That Plane!
During their Action Turn, the driver must try to score a Critical Success to
increase their Speed by 1. At the same time, the other Heroes can choose to
attempt creative actions to also increase their Speed.
Bear in mind that the Speed represents the Heroes’ speed compared to their
opponents’. As such, every action that slows down the plane (shooting at the
fuselage, causing something to fall on the runway) can increase the Heroes’
Speed.
Remember that every time a Hero rolls the dice and doesn’t score at least one
Critical Success, the ride loses 1 Speed (to a minimum of 0).
Once all the Heroes have acted or passed on their turn, fill in a number of Need
boxes equal to their Speed and then move on to the Reaction Turn.

During the Reaction Turn, the mercenaries on the plane will shoot at the
Heroes or throw boxes at them. Each Hero must do their best to avoid being hit
[Critical Reaction Roll ]. For example:

♦ The mercenaries shoot at you. The driver reacts with Nerves+Drive, the
others roll Nerves+Stealth.
♦ The mercenaries drop a crate. The driver reacts with Nerves+Awareness,
the others roll Nerves+Cool.
♦ Something hits the car. The driver reacts with Brawn+Drive, the others roll
Brawn+Endure.

If the driver fails, the ride loses 1 Armor. Additionally, whenever a Hero
– including the driver – fails a Reaction Roll, the ride loses 1 Speed.

19
Scene 3
SCENE 3 - INT. PLANE - NIGHT
If the HEROES have won the chase, their car speeds through the
cargo door on the back of the plane, taking out the mercenaries
in the cargo hold before the engine shuts off for good.
On the other hand, if they lost the chase, the HEROES will stub-
bornly grab onto the wheels and get pulled into the plane with
the landing gear.
7 Either way, they end up in the cargo hold, momentarily safe
from the mercenaries, and can finally catch a break and recover
their Grit.

The mercenaries on the plane appear unaware of the HEROES’ pres-


ence, probably believing that they managed to outrun them. The
HEROES can take advantage of the situation to try a stealth ap-
proach, but they will need to get out of the hold first. The only
way out is to quietly break through or pick the lock to the hold
door [2 Basic Action Roll]. In the event of a failure, the HEROES
will attract unwanted attention.

Once the door is open, the HEROES can finally peek into the main
cabin of the large cargo plane, where a team of well-armed mer-
8 cenaries is busy moving some crates. To understand what is going
on, they’ll have to sneak up closer [Basic Action Roll] and then
make a Detect roll.
With a Basic Success, a HERO can easily spot a MAN IN BLACK walk-
ing toward the cockpit while carrying a briefcase. With a Crit-
ical Success, a HERO can also notice that the mercenaries are
getting parachutes out of storage and putting them on. Finally
with a greater or additional Success, an especially attentive
HERO can also notice that the crates on the plane are filled with
explosives. A single gunshot could cause everything to blow up.

If the HEROES manage to spot the parachutes, they can try to


sneakily take some for themselves by inching closer [Critical
Action Roll to take 1 parachute].
After some time, the MAN IN BLACK comes back from the cockpit
wearing a parachute over his elegant suit. The briefcase is
handcuffed to his left wrist, and he holds a detonator in his
right hand.

MAN IN BLACK
9 Everything is going according to plan.
Prepare to jump.

One of the mercenaries opens the hold door, letting a strong wind
into the plane. The MAN IN BLACK jumps first and the mercenaries
follow after him. The HEROES have very little time to act.

20
7
Let Me Catch My Breath
After a nice adrenaline-pumping sequence, the Heroes deserve a moment
to reflect on what happened and plan their next move. Give them a couple of
minutes as they climb out of their wrecked car or crawl through the landing
gear and into the hold. This is the calm before the storm.

8
infiltrating
On the plane, the Heroes can choose to take a stealthy approach, and you will
be tasked with keeping the tension high. Drag out every second and add a dice
roll here and there to extend the scene when it feels right. Remember, you don’t
need to tell the Players what the difficulty of each roll is. You can even make
them doubt the Success they scored and trick them into re-rolling even though
they don’t really need to.
If the infiltration bores you or doesn’t go as planned, the HEROES can fight the
mercenaries (Cannon Fodder).

9
The villain of the week
The Man in Black is the villain of this Shot. As such, he can only be stopped
during the final showdown. If the Heroes shoot at him, they just graze him and
force him to drop the detonator, blowing up the entire plane.
If they try to grab him instead, something goes wrong and they both get thrown
out of the plane into a free fall.
In any case, a Hero who scores a nice success against the Man in Black
deserves to get at least 1 Adrenaline for their gumption.

The Man in Black obviously has terrible timing: he will inevitably walking
out of the cockpit at the worst possible time. For example, after a Hero has
failed a roll, or when the group has managed to get their hands on a couple
of parachutes but before they can put them on properly or grab enough
parachutes for everyone.

21
Scene 4
SCENE 4 - EXT. FREE FALL - DAY
If the HEROES attack the MAN IN BLACK, the scuffle sets off a
chain reaction that causes the plane to explode. A fiery blaze
10 hurls everyone out of the plane [Critical Reaction Roll in
Brawn+Stunt]. HEROES need at least a Basic Success to avoid los-
ing their grip on whatever they are holding, like guns or para-
chutes.
Alternatively, the HEROES can wait for everyone else to leave the
plane before jumping themselves.

As the sun begins to rise, the HEROES plummet toward a rocky


11 shore surrounded by crates and angry mercenaries.
The fall lasts for 3 Action Turns alternating with 3 Reaction
Turns. At the beginning of the fourth round, all HEROES who do
not have a parachute risk meeting a rocky end.

During Action Turns, the HEROES can try to retrieve a weapon, to


shoot, to grab onto a mercenary or onto the MAN IN BLACK, to take
a parachute, or to put one on. Any of these actions will require
a Critical Action Roll.

During Reaction Turns, the HEROES will have to dodge the mer-
cenaries’ attacks, the flaming debris falling from the sky, the
crates hurtling by, and the enemies trying to take the parachutes
off of them. Any of these actions will require a Critical Reac-
tion Roll .

With each passing turn, the sky grows clearer and the shore gets
dangerously closer.
At the beginning of the fourth round, anyone who didn’t manage to
grab a parachute is running out of options and risk crashing into
the ground and being Left for Dead. The only way to save them to
use a Spotlight.

If all HEROES have a parachute, one of them is in for a nasty


surprise. When they pull the ripcord to open the parachute, it
malfunctions and won’t deploy. The Director randomly determines
which of the HEROES got the faulty parachute.
12
Once the parachutes are open, both the HEROES and the surviving
mercenaries glide to the water. All firearms become unusable.
The MAN IN BLACK is the only one who lands on the rocky beach.
While the HEROES swim toward the shore, he tries to escape.

22
10
One Wrong Move
If anyone shoots, the plane explodes. If the Man in Black sees the Heroes before
jumping out, the plane explodes. If the Heroes touch the controls to divert the
plane... you guessed it, everything explodes!
Let’s put it like this, the plane doesn’t really need to explode, but it would be
cool if it did. Take every chance to do the cool thing.

To keep tensions high, you can also decide that if the Heroes make a roll and fail
to score at least a Basic Success during the explosion, they end up in a blast of
metal debris and suffer the Hurt Condition.

11
High Altitude Dangers
To make the fall more exciting, try to keep a fast pace of narration. During
their Action Turn, ask the Players what they want to do and remind them that
the ground is getting closer and the air is pushing against them, while the
mercenaries keep shooting at them.

During their Reaction Turn, put Heroes on the spot with unexpected events.

For example:

♦ A crate or metal sheet slams into you. Roll Brawn+Endure.


♦ A mercenary with a knife tries to cut the parachute off of you. Roll
Brawn+Dexterity.
♦ The Man in Black shoots at you. Roll Nerves+Awareness.
♦ A gust of wind pushes you away. Roll Nerves+Stunt.

12
Traveling with the Enemy
During the free fall, all actions in connection with the Man in Black are made
with -1. However, if a Hero manages to grab onto him and glide down with their
parachute, they clearly deserve 1 Adrenaline, and will also gain two advantages.
First of all, they will land on dry ground and their weapons won’t get wet.
Secondly, they will gain +1 to their next roll to catch the Man in Black.

23
Scene 5 Epilogue
SCENE 5 - EXT. SHORE - DAY
Once on the shore, the HEROES find themselves next to the sur-
viving MERCENARIES, while the MAN IN BLACK tries to escape. At
least one of the HEROES must pursue him, while the others must
fight the enemies.

13 MERCENARIES
Bad Guys - Template 4
ATTACK: 2 CRITICAL DEFENSE: CRITICAL

The MERCENARIES are unarmed, but they’re still numerically supe-


rior and fierce opponents. This fight is going to be far from easy
for our HEROES.

While the rest of the team fights, one HERO must try to reach the
MAN IN BLACK [Critical Action Roll]. During the Reaction Turn,
the MAN IN BLACK will use his gun to shoot at the HERO and slow
14 them down [Critical Reaction Roll in Brawn+Stunt].
At the end of the third round, if the HERO has scored a Criti-
cal Success in at least 2 of their Action Rolls, they manage to
tackle and disarm the MAN IN BLACK. Otherwise, the HERO will grab
onto the briefcase, but the MAN IN BLACK will unlock the handcuff
attached to his wrist and vanish among the rocks.

EPILOGUE - EXT. SHORE - DAY


If the HEROES have captured the MAN IN BLACK, he will brazenly
laugh in the face of danger, and even mock them for wasting a
whole day pursuing him. Patting him down, the HEROES easily find
the keys to the briefcase.
On the other hand, if the MAN IN BLACK escapes, they will have to
break into the briefcase or pick the lock [Critical Action Roll].
Inside the briefcase, the HEROES find a bunch of blank pages and
a single yellow post-it note with a simple drawing of a smi-
15 ley face.

By questioning the MAN IN BLACK or the mercenary leader, the HE-


ROES can learn that this was all a set-up. With a Basic Success,
they find out that the briefcase was loaded onto a different plane,
and that it is already somewhere safe. With a Critical Success,
they manage to extract information about where the briefcase is
headed: a secret lab somewhere on the coast of Greece.

Apparently, the HEROES’ mission has only just begun.

24
13
A Hard Fight
The mercenaries are formidable enemies with an Attack score of 2 Critical.
This means that, during their Reaction Turn, the Heroes need to score 2 Critical
Successes to avoid losing Grit. Which is far from easy. Reassure your Players
that it’s normal for this to be a hard fight, and that coming out of a Reaction Turn
after losing only 1 or 2 Grit is still a very good result.
To make this battle more exciting, I gave the mercenaries the “Sharp Blades”
Feat and two Special Actions. These are optional tools and, as such, you can
choose to ignore them.
Sharp Blades: The Enemies are armed with knives. Heroes who fail to score
at least a Basic Success during their Reaction Turn become Hurt. If they are
already Nervous, they lose 1 additional Grit.

When you fill in a Hot Box, you gain 1 Adrenaline ( ). You can choose to spend at
any point to take a Special Action of your choice among:
Grab and Throw : After a Hero has attacked, the Enemy grabs them and tries to
throw them. If the Hero fails a Critical Reaction Roll in Brawn+Endure, they end
up on the ground and suffer -1 to all rolls until they use a quick action to stand
back up.
Grenade : During a Reaction Turn, the Enemies do not attack. Instead, they
throw a grenade. All Heroes involved must make an Extreme Reaction Roll
in Brawn+Stunt. If a Hero scores an Impossible Success, they can bounce the
grenade back, their friends do not lose Grit, and the Enemy is defeated.

Cross-Cutting 14
While some Heroes fight, one of them chases after the Man in Black. To manage
this scene at its best, you should jump from group to group often, keeping the
players on their toes. Play through a combat Action Turn, cut to the Action Turn
of the chase, then call for all Reaction Rolls, and then repeat the sequence.
Manage the two scenes simultaneously to keep a fast-paced narration without a
dull moment for anyone at the table.

Cliffhanger! 15
The Shot closes with a surprising plot-twist. Take your time and slowly describe
how the Heroes manage to open the briefcase and then leaf through the empty
pages, before ultimately finding that pesky yellow note. A good cliffhanger
should not leave the Players feeling cheated, but motivate them to press on and
to carry out their mission.

25
SHOT .2

e d G u e s t s
Unwan t

CRASH THE STAMOS’ PARTY.


FIND HIS SECRET LAB.

Unwanted Guests
Unwanted Guests
At the end of Race Against Time, the Heroes learn that the true briefcase with all
the data pertaining to Project Medusa is in a secret lab on the coast of Greece.
A couple of phone calls later, they are already on a plane, ready to carry on with
their mission.

Shot Summary
In Unwanted Guests, the Heroes arrive in Greece to continue their investigation
into the dangerous Project Medusa.

Their local contact, an old pilot named Augustus Chapman, can offer them a
safe ride and the address to a trustworthy hotel, but he has no other information.
Luckily, the Heroes have just landed when they stumble into Brijesh Laghari, a
young researcher who, as it turns out, is Doctor Sita Khan’s assistant.

Brijesh explains to the Heroes that he fled from a secret lab where they were
developing Project Medusa after a recent incident compromised the compound.
All other scientists were transferred to a new lab, but Brijesh doesn’t know
where it’s located.
According to the young researcher, the person behind this entire operation is
Konstantin Stamos, a wealthy philanthropist with a checkered past.

Once at the hotel, the Heroes learn that Stamos is set to host a fundraising event
for Project Medusa. They must find a way to infiltrate the gathering as guests.

In the Villain’s gorgeous villa, the Heroes can finally meet their nemesis and learn
about the hidden location of Project Medusa.
Their investigation is halted abruptly when they’re forced to run away in a hail
of bullets or risk being captured by Stamos’ goons.

28
Key information
During this Shot, the Heroes have several chances to
acquire precious nuggets of information.
By asking smart questions and playing their cards
right, the Heroes can learn that: Removing
Conditions
♦ Everyone considers Stamos a philanthropists During Scene 2, the
and project Medusa is advertised as research Heroes can get
designed to produce a universal medicine. a Time-Out and have
a chance to heal their
♦ Project Medusa is a deadly virus. Conditions.
The rules to remove
♦ Stamos controls local law enforcement, and Conditions are
the top brass of the police are on his payroll. described in detail
in the Outgunned
♦ They were forced to evacuate the first corebook.
secret lab because Dr. Sita Khan caused
a grave incident in an attempt to destroy If you’re playing with
Project Medusa. the QuickStart rules,
you can allow Heroes to
♦ Stamos is just the figurehead for an un- remove one Condition
named organization that provides him of any kind by making a
with funding and influence. Critical Action Roll
in Focus+Heal.
♦ “Medusa” is the name scientists have given This is just a simplified
to an extinct creature, whose DNA is used rule, but it should serve
as the basis for Project Medusa. Only Doc- you well for this
tor Sita Khan, Stamos, and a few others Pilot Campaign
have seen Medusa with their own eyes.

♦ Doctor Sita Khan is still alive and current-


ly at Stamos’ party.

♦ The new secret lab was built inside an aban-


doned marble quarry, far away from the city.

Unwanted Guests 29
Scene 1
SCENE 1 - EXT. PRIVATE AIRPORT - DAY
The HEROES land in a small private airport, while the timid morn-
ing sun begins to shine over two deserted runways.
1 CHAPMAN, the friendly old pilot who took the HEROES to their des-
tination, hands them the card for a hotel.

CHAPMAN
This is a safe place. I’m sorry, that’s all I can do for you

While the HEROES unload their luggage, there are two men locked
in a heated argument at the opposite end of the runway, their
voices lost in the wind. One of them is a sketchy-looking PILOT.
The other is BRIJESH, a lean young man with eyeglasses and di-
sheveled hair.
An observant HERO can hear that BRIJESH is begging the PILOT to
let him onto his plane [Critical Action Roll].

If the HEROES approach BRIJESH, they can easily notice that he


has seen better days. His clothes are high-quality, but appear
dirty and disheveled, as if he had spent several days in them.

BRIJESH
Please! I need to get away from here!

BRIJESH is clearly desperate, he keeps begging the PILOT to be


let on the plane, but he has no money to pay for the journey. As
2 soon as he spots the HEROES, he asks them for help. It’s evident
that BRIJESH is in shock, he keeps looking over his shoulder as
if he was being chased. He repeats over and over that he only
needs a bit of cash to get away for a while.

3 If questioned about the reason for this urgency, BRIJESH refuses


to answer directly. Only after the HEROES earn his trust [Critical
Action Roll], will BRIJESH reveal that he ran away from a secret
lab after a recent incident. But after opening up about this, the
young man goes right back to being secretive, and he refuses to say
anything else until the HEROES help him get on the plane.
The HEROES can offer to pay the fee for the PILOT to give BRIJESH
a lift [2 Cash], they can try to appeal to the young man’s good
heart [Extreme Action Roll], or they can threaten him [Critical
Action Roll]. Alternatively, the HEROES can go back to CHAPMAN
and try asking him for another favor.

4 Once his passage is secured, BRIJESH finally spills the beans: he is


the young assistant of Doctor SITA KHAN. She is still alive, and has
been transported to another lab. He has no idea where the lab is,
but he knows for certain that the man behind it is KONSTANTIN STAMOS.

30
1
Couldn’t We Take A Boat?
If you have plenty of time to enjoy this Session, you can start the Shot
with a scene of the Heroes flying on Chapman’s rickety old plane. After the
misadventures of the previous Shot, it’s more than likely that the Heroes won’t
be comfortable flying through the clouds!
Take some time to dwell on how friendly and old-fashioned Chapman is, a pilot
from another era, with big headphones and a white mustache. Do the Heroes
know him? Have they been through a lot together? Do they trust him?

Wait, You Are Savar Khan!


If Savar is part of the group, Brijesh will recognize him immediately, since
Doctor Sita Khan keeps a photo of him in her lab and talks about him often.
Clearly, Savar is much younger in that photo, but the likeness is evident. This
realization means that Brijesh becomes much more friendly to the Heroes, and
earns Savar 1 Adrenaline: his sister is still alive!

3
Prying Ears
If all Heroes’ attempts to persuade Brijesh to talk fail, the young man falls into
a state of confusion, and starts blabbering with a panicked tone, saying things
such as “Those are very powerful people, they’ll do anything to get to me!”.
As soon as he hears those words, the pilot’s fee to transport Brijesh goes up to
4 Cash, and if the Heroes refuse to pay and turn to Chapman, the pilot will call
for his goons and start a good brawl [Basic Cannon Fodder].

4
The ViLLAiN
This is the moment of the great reveal, and the success of the entire Shot
depends on it: no pressure!
Take all the time you need to give the right amount of pathos to the moment
when Brijesh finally utters the name of the Villain, Konstantin Stamos, a flush
bastard with a long curriculum of philanthropic deeds and war crimes.
This is also the moment when the Heroes finally understand what they’re really
dealing with. While Brijesh doesn’t know all the details, it’s abundantly clear that
Project Medusa involves a weapon, a virus like nobody has seen before.

31
Scene 2
SCENE 2 - INT. HOTEL - DAY
The hotel recommended by CHAPMAN is not so bad, it’s a chill
boarding house with walls painted white, like you might book for
a pleasant tourist trip.

5 After dealing with the formalities, the HEROES can go to their


room and enjoy a TIME-OUT. During their stay at the hotel, the
HEROES must carry on their investigation and gather as much in-
formation as possible about STAMOS and his lab.

By calling a contact, asking questions of the hotel personnel,


or investigating in other ways, the HEROES can easily learn that
STAMOS is set to host a private event at his amazing villa that
very night [Basic Action Roll]. Apparently, the Villain has in-
vited all the wealthiest people from the Country in order to
gather funding for his cutting-edge research.
If a HERO calls the local police, they won’t manage to get any
information, and they run the risk of revealing their position.
Because local law enforcement has been paid off by STAMOS, and
only a truly observant HERO can notice this in time [Critical
Reaction Roll in Focus+Awareness].

After learning the location of the Party, the HEROEs must find a way in.
6
WAITER
Room service!

At the worst possible time, a WAITER knocks on the door.


7 Nobody ordered anything, but the man states he is bringing a
small welcome gift from the hotel. If the HEROES let him in, the
WAITER serves them a small aperitif, chatting constantly and ask-
ing many questions in a suspiciously friendly tone.

If the HEROES have attracted unwanted attention, for example by


failing some rolls to gather information, by carelessly talking
to the police, or by simply behaving suspiciously while at the
hotel, the WAITER turns out to be one of STAMOS’ goons.
If a HERO notices this in time [Critical Reaction Roll in
Smooth+Awareness], they can knock him out without much trouble.
Otherwise, after gathering some information himself, the WAITER
pulls a machine pistol out from the cart and opens fire [Critical
Reaction Roll in Nerves+Stunt] setting off combat[Basic Can-
non Fodder].

On the other hand, if the HEROES were discreet in their inves-


tigation, the WAITER is just a simple hotel employee, and not
hostile to them.

32
5
Time-Out!
In Outgunned, a Time-Out is a quiet Scene during which the Heroes can take
some time to investigate their next move, to heal their wounds, or to go
shopping. If you have the Outgunned corebook, you can manage this Time-Out
using the full rules included in the dedicated chapter.
If you are playing with the QuickStart rules, here is how Time-Outs work:

♦ All Heroes recover all Grit.


♦ Each Hero can take 2 actions. For example, healing a Condition, making a
phone-call, searching for information, or buying something.
♦ When everyone has used both actions, it’s getting late. It’s time to get back
into action.

6
Let Me in
The Heroes must choose how to get into the party.
♦ If they want to get in as guests, they must get their hands on some invites and
elegant clothes, which are far too expensive for their pockets. They could find
something useful in the hotel laundry-room or in one of the nearby rooms.
♦ If they want to dress as waiters, they must find the right uniforms, and head
to the villa early. Before moving on to Scene 3, add a short intermission
where the Heroes take out some poor waiters with a Critical Action Roll in
Crime+Fight.
♦ If the Heroes want to sneak in, they need to case the place or find a floor-
plan for the villa, so they can learn that there’s a way in through the sewers.
This will require time, creative thinking, and at least one Critical Roll.

The Heroes can also choose to separate into groups, but if you’re a novice
Director, or you’re short on time, you can always ask them not to do this, so the
Scene is easier to run. There’s no shame in that!

Room Service! 7
The sudden arrival of the Waiter opens 3 possibilities.
1: Whether they are hostile or just annoyingly friendly, the Waiter allows you to
shake up the Scene when the Heroes are getting lost in the chatter.
2: The Waiter and his machine pistol are the perfect consequence for the
Heroes’ repeated failures, the price to pay for a less-than-careful investigation.
3: If the Heroes have no idea what to do next, the defeated Waiter can have a
letter in his pocket, a message or clue that will lead them to the event.

33
Scene 3
SCENE 3 - INT. STAMOS VILLA - NIGHT
Stamos’ beautiful villa is an old-fashioned building surround-
ed by a huge garden. The tree-lined driveway that leads to the
main entrance is lined with luxury cars, impeccable valets, and
dressed up big shots.
On each side of the huge front door, there is a sharply-dressed
8 bouncer who checks invites with a digital scanner and welcomes
the eminent guests.

Regardless of whether they are dressed as guests, disguised


as waiters, or coming in through the sewers, the HEROES need
9 3 rounds to get into the party.
During the first round, the HEROES approach the entrance by choos-
ing the less guarded path [Basic Action Roll].
During the second round, the HEROES are already inside the vil-
la, and they must get to the main hall, moving among the guests
without arousing suspicion [Basic Action Roll].
At the beginning of the third round, the HEROES are at the heart
of the villa, and they must find a spot in the main hall where
they can act undisturbed [Critical Action Roll].
If a HERO fails one of the Rolls, they draw attention to them-
selves and suffer -1 to the next roll.
If a HERO fails two rolls, even two non-consecutive rolls, their
10 actions catch the attention of STAMOS’ SECURITY TEAM. Three huge
guys escort them to an isolated room to search and question them.

Then the party begins in earnest and, while a string quartet


plays an incredibly sweet melody, hundreds of wealthy men and
women crowd around the big white tables illuminated by huge crys-
tal chandeliers.
By eavesdropping here and there, asking the right questions,
11 or tapping into the SECURITY TEAM’s radios [Critical Action
Roll], the HEROES can learn that Stamos’ study is located on
the top floor of the villa, where no guest is ever allowed to go.
This sounds like the perfect place to find information about the
secret lab.

If the HEROES look for a safe path to leave the main hall, they
quickly realize that all doors are blocked by agents of Stamos’
SECURITY TEAM. The only way to get there without arousing suspi-
cion, is to create a diversion.

34
8
A Ticket For The Party
If the Heroes want to get in through the front door, this is the perfect occasion
to get their hands on an invitation. They can do this the old-fashioned way,
by pulling it out of a distracted guest’s pocket with a roll in Crime+Dexterity,
or they can make a roll in Focus+Fix to hack into Stamos’ system and add their
names to the list. The bodyguards at the entrance will just need to check the
database before letting them through, even if they “forgot” the invite.

9
All Varieties Of Stealth
To get into the event, the Heroes must make 3 rolls. The difficulty of the rolls
doesn’t change with the approach, but the scene’s flavor is completely different.
Heroes dressed like guests can roll Smooth+Stealth to blend in with the wealthy
benefactors, if they don’t have the right clothes, they roll with -1.
Heroes disguised as waiters can roll Focus+Stealth to pay attention to how they
move and maintain an appropriate attitude.
Heroes who infiltrate the old-fashioned way can roll the classic Crime+Stealth
and, if they fail, they run the risk of staining their clothes.

10
Follow Us, Please
If they sneaked in through the sewers, the best option is probably a good
old-fashioned fistfight. This will also allow the Heroes to get their hands on a
uniform from the security team!
If the Hero was disguised, they can also get through an uncomfortable
interrogation with some Action Rolls, and join the other Heroes for the next Scene.
In any case, if things get violent, Stamos’ Security team counts as Basic Cannon
Fodder.

11
Stamos’ Secrets
When asking questions, a tipsy rich guy could grumble “Last time I was here he
didn’t even allow me in his study, and now he asks for money? Fat chance! I’m
here to eat for free and that’s it!”. A message picked up on the security guard’s
radio could be “The upper floor is empty, should I come down to help?” quickly
answered with “Negative. Everyone hold positions on the upper floor”.
There are many ways to draw your Heroes to the study!

35
Scene 4 Scene 5
SCENE 4 - INT. STAMOS VILLA - NIGHT
12 As soon as the HEROEs try to set up a distraction to sneak off to
the study, the perfect opportunity falls right into their laps.
STAMOS himself makes his entrance into the main hall, dressed in
a perfectly tailored white suit.

STAMOS
My dear friends. Thank you for coming here to change the World!
Years ago, a team of Indian archaeologists exhumed the remains
of a creature so monstrous, that they chose to name it Medusa.
But in the DNA of that extinct monster, Doctor Khan’s
team found the secret to cure all ailments.

STAMOS addresses the room of guests with a speech to present


Project Medusa, an extremely expensive research project to cre-
ate a vaccine that could eradicate every disease. All it takes to
bring this dream into reality is a handful of billions.
While everyone is engrossed in the host’s speech and laughing at
13
his charming jokes, the HEROES can jump on the chance to sneak away.

After leaving the main hall, the HEROES must get to the upper
floor in order to reach Stamos’ study. But to do this, they must
first of all sneak past the SECURITY agents unseen, or to knock
them out quietly.

SCENE 5 - INT. STAMOS’ STUDIO - NIGHT


Two guards are posted in front of the door as SECURITY. The HEROES
must knock them out [one Critical Action Roll for each guard],
or draw them away with a clever stratagem [Basic Action Roll].
The study is locked with a reinforced door that can only be
opened by using a code. The guards don’t know this code. The only
hope for the HEROES is to hack into the access panel [Extreme
Action Roll in Focus+Fix]. If the roll results in a failure, the
door still opens, but the SECURITY is notified of the B&E thanks
to a silent alarm.

Stamos’ study is decorated with modern design and highly techno-


logical, a harsh clash with the classic style elsewhere in the vil-
la. At first glance, there don’t appear to be any traps or cameras
inside the study, just an uncomfortable sofa, a white desk, and a
14 large computer.
By searching through the encrypted files, the HEROES can find infor-
mation about the new secret lab and Project Medusa.

15 Once they have the information, they just need to get away.

36
12
The Villain’s Charm
Stamos knows how to entertain guests. He is elegant, charming, and always
knows the right joke to win over the crowd. The type of lovable bastard you
could spend an evening drinking with, if he weren’t trying to destroy the World.
The guests are here to contribute funds for a secret weapon, but they blindly
believe him to be a philanthropist, so that’s just how he needs to appear.

13
Speech!
If the Heroes make themselves scarce during Stamos’ long speech, they get +1
to all rolls made to cautiously sneak around. If, on the other hand, they linger
until the end of the speech, Stamos invites everyone to follow him to see a
presentation of scientific data and, as everyone moves, Security is more careful.
If a Hero fails their roll to leave the room, they become Nervous because one of
the Security agents gets dangerously close to them and only fails to recognize
them by chance.
If a Hero decides to go in with the other guests, they risk being forced to watch
a boring presentation, but they can also notice that Stamos vanishes and that
his security is making sure that no guests go to the upper floor.
14
i Need A Password
Depending on how much time you have, you can choose to extend this scene by
asking Heroes to make some rolls to find out Stamos’ password, or to decrypt
the files in his computer.
With a Basic Success, the Heroes learn that the lab is now located beneath
an old quarry outside of the city. With a Critical Success, they find a photo of
Doctor Sita Khan who looks extremely unhappy. With an Extreme Success,
they learn the whole truth about Project Medusa and how dangerous it is. If the
Heroes fail the roll to decrypt the data or linger too long, the silent alarm goes off.

Smooth Going? 15
The next Scene is the Shot’s finale, and what’s a Shot without a nice adrenaline-
filled fight in a Greek villa? Make sure that any mistake made by the Heroes
results in the silent alarm going off, so they can face off against Stamos’
Security Team.
And if the Heroes manage to do everything perfectly, then it’s up to you: you can
set off the alarm anyway, or let them sneak back out, like real professionals!

37
Scene 6 Epilogue
SCENE 6 - INT. STAMOS VILLA - NIGHT
If the HEROES set off the silent alarm, if they attracted too
much unwanted attention to themselves, or if they left too many
16 tracks behind, Stamos’ SECURITY TEAM will hunt them down.
All the exits are blocked, and the only free hallway leads straight
back to the main hall where an ambush waits for the HEROES.

STAMOS’ SECURITY TEAM


Bad Guys - Template 5
ATTACK: 2 CRITICAL DEFENSE: CRITICAL

The fight is terrible. Bursts of bullets from machine guns destroy


everything in the hall, while crystal shards rain from the chan-
deliers, mixing with the brass casings that ding and roll around
on the marble floor.
The tables, the chairs, and the musical instruments, can all make
good spots for Partial Cover, while the wide pillars around the
perimeter are the only option for Total Cover.

The Scene ends when the HEROES defeat the Enemies, when they are
defeated, or when they leave the villa behind.

EPILOGUE - INT. STAMOS VILLA - NIGHT


If the HEROES lose all Grit, the SECURITY TEAM surrounds and cap-
17 tures them. And even if the HEROES manage to get out through the
front door, they are greeted by a small army of SECURITY guards
waiting to capture them.

If the HEROES manage to defeat Stamos’ SECURITY TEAM, their vic-


tory is interrupted by a voice.

SITA
Run!

STAMOS makes his entrance, holding a gun pointed at Doctor SITA


Khan’s head.
The Villain asks the HEROES to surrender, he doesn’t want to hurt
the Doctor either, but he will, if he is forced.

The HEROES must choose whether to surrender and get captured by


18 STAMOS or to find a way to escape.
Leaving the villa in a way that leaves the Doctor unharmed will
require a brilliant plan [Impossible Action Roll].

38
16
An Army In Suits
The agents of Stamos’ Security Team look like sharply dressed bodyguards, but
they are actually battle-ready mercenaries. It’s far from certain that the Heroes
will win, but they can do it, if they play their cards, covers, and mags right.

Since this is a truly pivotal battle, I assigned the “Bulletproof Vests” Feat to
these Enemies, and have given them the “Flashbang” and “Weak Spot” Special
Actions. Remember that Feats and Special Actions are fully optional.

Bulletproof Vests: The Enemies are wearing bullet-proof vests.


Heroes suffer -1 when rolling to hit the Enemy with firearms or ranged weapons.

Flashbang! : The Enemies use a flashbang. Heroes who fail a Critical Reaction
Roll in Nerves+Awareness become Distracted and suffer -1 to their next roll.
Weak Spot : The Enemies find and take advantage of a Hero’s Weak Spot.
That Hero suffers -2 to their next Reaction Roll.

17
Caught Them!
Surrounded by Stamos’ guards or left all out of Grit, the Heroes are taken into
custody and led to the lab.
This is a good time for Stamos to make his entrance saying something like
“You’ll be perfect test subjects for Medusa”. Once they realize where they are
going, the Heroes might feel happier to follow the Villain straight to the heart of
his operation.

18
Brilliance And Desperation
Shooting at Stamos is not easy, as that comes with a risk of hurting Sita.
Anyone who wants to try must first pass an Extreme Reaction Roll in
Nerves+Cool in order to find the guts to do it.
Remember, since this is not the Showdown, all rolls against the Villain are made
with -1, and the Heroes can’t use a Spotlight to hurt, capture, or trick him.
And if anyone has a brilliant idea to get out of this thorny situation, you
shouldn’t feel obliged to have them captured. Instead, reward them with a nice
Spotlight! If one or more Heroes manage to escape, it’s no problem.
If, on the other hand, the Heroes want to run away with Sita, the music changes.
They must set up a truly perfect plan in order to hoodwink Stamos like that.

39
SHOT .3
THE SHOWDOWN

o f M e d u s a
t h e H e a r t
i n t o

DESTROY PROJECT MEDUSA.


STOP STAMOS.
SAVE THE WORLD.

into the Heart of Medusa


into the Heart of Medusa
The Heroes finally reach the secret lab where Project Medusa is being devel-
oped. After their misadventures, this is the defining moment. The final show-
down against the evil Konstantin Stamos.

Shot Summary
Hidden at the heart of an old abandoned quarry, there’s a secret lab where Doc-
tor Sita Khan and her team are working for Stamos to develop Project Medusa.
The lab is the same place where they keep the body of Medusa, the mysterious
creature from whose DNA they have developed a lethal virus.
When the Heroes finally find Sita, the doctor tells them that the only way to
stop Stamos’ evil plans is to activate a self-destruction sequence that will
cause the entire lab to collapse, burying Medusa forever.

In a desperate rush, the Heroes must fight against the Villain’s guards and make
their way through a haze of bullets to reach the control room and destroy Proj-
ect Medusa.
Along the way, they learn that Sita has been infected with the lethal virus, and
that the only cure to it is in Stamos’ blood.
This starts off an aerial chase to capture the Villain and save Sita, while the
lab collapses into rubble together with Stamos’ crazy plan.

Dividing The Shot


In this final Shot there are several emotional
scenes, and it can be easily split into 2
shorter Sessions if that would better suit
the needs of your group.

The best time to close the first Session


is when moving from Scene 3 to Scene
4, right after Sita reveals to the Heroes
that she has been infected.
A surprising revelation and a breath-
taking cliffhanger wrapped in one!
Sita

42
The Showdown
This Shot is the Showdown, the Shot that concludes
this Cinematic Campaign.
At the beginning of the Showdown, the Heroes have
had many precious experiences, and as such can fi-
nally Advance. During an Advancement, each Hero
gains 2 Skill Points to assign where they want, 1 Feat You’ll Never
of their choice, and 1 Adrenaline. Take Me!
If the Heroes
If you’re playing with the QuickStart rules, here managed to flee
are 4 new Feats for your Heroes: from Stamos in the
previous Shot, you can
JHONNY swap out Scene 1
Get Down!: [Full Turn] You and another Hero for an infiltration
quickly hide, dodge a hail of bullets, or avoid sequence where they
being run over without needing to roll the dice. get into the old quarry
and ultimately reach
SAM the Villain’s lab.
Full Throttle!: When you’re behind the wheel of
a ride, you ignore penalties from the Nervous By now you have all the
Condition and from Top Speed. tools you need to make
Once per chase, when you reach Top Speed, up this Scene on your
you gain 1 Adrenaline. own, but if you need
inspiration, you can look
VICTOR at Scene 3
Intuition: [Quick Action] Ask the Director to in Unwanted Guests.
give you a clue or suggestion, or find the Weak
Spot of an Enemy.

SAVAR
Punch Reload: [Quick Action] Once per com-
bat, after failing a Reaction Roll against an
Enemy, you can stand back up and immediately
gain 1 Adrenaline.

into the Heart of Medusa 43


Scene 1
SCENE 1 - INT. LAB PRISON - DAY
The cells of the secret lab are small square rooms with walls of
bare concrete, but outfitted with several high-tech devices. The
room has no window, no bars, only a reinforced door with a small
peep-hole that can be opened from the outside.
The HEROES are locked in some cells, they no longer have their
guns and gear, and they are in hand-cuffs. First off, they must
1 find a way to escape, and possibly to get rid of the handcuffs. So
long as they are cuffed, they suffer -1 to all rolls.

GUARD
The doctor will be with you soon.

The sneering voice of a guard comes through the reinforced door.


No time to lose.
The HEROES can find their way out by luring the GUARD into the cell
with a ruse, by hacking one of the hidden security panels locat-
2 ed under a concrete tile, or by climbing into an air duct only
accessible through a vent located 4 meters up from the ground
[Critical Action Roll].

If the HEROES don’t find a way to escape in time, their hopes are
shattered when the DOCTOR finally arrives. The man in a lab coat
looks gaunt and his face remains stoically inexpressive, this
doesn’t bode well. The DOCTOR enters each cell with a small group
of GUARDS and a small steel cart to carry various medical devices
as well as a strange syringe.

DOCTOR
You were looking for Project Medusa? You found it.

The DOCTOR takes the syringe and, while the guards hold one of
the HEROES still, he proceeds with the injection.
A HERO can stop the injection of the virus by jerking away [Basic
3
Action Roll] and they can even take the DOCTOR hostage [Critical
Action Roll].

If the HEROES don’t manage to grab the DOCTOR, the syringe with
the virus shatters on the ground and combat begins.

GUARDS
Goons - Template 5
ATTACK: CRITICAL DEFENSE: BASIC

If the HEROES manage to take the DOCTOR hostage, the GUARDS


quickly surrender and can be easily cuffed and knocked out.

44
1
ROOM FOR TWO
Depending on how many Heroes are in play, you can choose to keep them all in
one cell, or to split them into groups of two.
When one of the groups gets free, the Doctor promptly goes to visit the others.
Let’s raise the stakes!

2
Quick, They Need Help!
Getting the guards inside your cell is a classic, but you have to really be
convincing for that trick to have the desired effect.
But there are many other ways to get out of the cell and free from the handcuffs,
for example, you could rely on the Always Prepared Feat to take out a bobby pin in
the nick of time, or on the Intuition Feat to spot a possible way out.

3
Fear Of Needles
The moment when the Doctor grabs the syringe is truly pivotal for the Scene.
On top of this being the first time the Heroes see the product of Project
Medusa, this is also a great tension point in the story.
If a Hero willingly waits for the moment when the needle is about to touch their
skin (or the skin of another Hero) before acting, they certainly deserve to roll
with +1 and, if they succeed, a reward of 1 Adrenaline.

And if one of the Heroes end us with their back to the wall and uses the syringe
on one of the enemies, they will realize that nothing happens. The only people
who can explain why are the Doctor and Sita herself: the virus is harmless on its
own, but it turns lethal once activated.

45
Scene 2
SCENE 2 - INT. SECRET LAB - DAY
Once they defeat their enemies, the HEROES can proceed to inter-
4 rogate the DOCTOR, learning the location of Sita’s office, right
next to where MEDUSA is kept.
But during the conversation they need to be very careful
[Critical Reaction Roll in Crime+Awareness] because the DOCTOR
will try to set off the alarm as soon as they are distracted.

The hallways of the secret lab all look the same. Concrete tun-
nels with neon lights, passages that intersect and open up un-
expectedly onto wide balconies connected by metal bridges. They
are constantly patrolled by Stamos’ Guards.
5 In order to reach SITA, the HEROES must proceed quietly and
stealthily to avoid the guards, or knock out some of them to get
a hold of their clothes and gear [Pistols and Shotguns].

If the DOCTOR managed to raise the alarm, or if the HEROES are


discovered during their incursion, the lab hallways start pulsing
with an unsettling red light, while loud sirens call all guards
in the structure to converge on them.

GUARDS ON HIGH ALERT


Bad Guys - Template 1
ATTACK: CRITICAL DEFENSE: CRITICAL

After sneaking by or defeating the GUARDS, the HEROES finally manage


to reach Sita’s office. When they get in, the doors suddenly close
behind them, cutting off the sounds and lights of the alarm.
The HERO at the very back of the group must be careful [Critical
Reaction Roll in Crime+Alert] to realize that someone has sneaked
up behind them, pointing a gun to their head.

SITA
It’s you?!

When she realizes that she’s not in danger, Doctor SITA Khan low-
ers her gun. She is relieved to learn that the HEROES are here,
6
but warns them that there’s no time to lose.

46
4

Medusa
Stamos has previously mentioned that the basis for Project Medusa is the DNA
of an extinct creature, but this is when the Heroes realize that they are so close
to it.
The Doctor talks about the creature with reverence, as if it were a deity from
an ancient past, come to bring a plague on our World, but he has no words to
describe it. Let’s keep the mystery going.

5
Are We There Yet?
If the Heroes set off the alarm, their infiltration into the lab will last just long
enough for the combat to end, and then things move on to Scene 3.
On the other hand, if the Heroes manage to remain undiscovered, this Scene
can be extended as much as you like, depending on the time and preferences
of the group. A single Stealth roll could be enough to reach Sita, but perhaps
they’ll need 3 or 4. However you choose to proceed, bear in mind that this is the
last moment of “calm” before of the great storm about to hit.

it’s Been So Long 6


If Savar is in the group, his sister Sita can’t help but hug him with all her
strength. Take some time to give the right importance to this reunion they both
have worked so hard for, don’t rush it to get back into the action. Sita’s destiny
is very important for this Shot, so it’s crucial that all Heroes develop at least
some attachment to her. And these things need time.

47
Scene 3 Scene 4
SCENE 3 - INT. SITA’S OFFICE - DAY
7 In Sita’s office, the HEROES are relatively safe, and they can
have a Time-Out. During this Time-Out, SITA will explain to them
the whole truth about Project Medusa, about how she was forced to
cooperate, and show the HEROES a picture of a huge glass cylinder
filled with a strange green liquid and with a barely visible shape
that is the creature called Medusa.

SITA
The lab was equipped with a self-destruction
8 sequence, in case the virus contaminates the place.
You must activate it, and destroy Medusa once and for all.

Medusa is kept at the heart of the lab. The HEROES just need to
reach the control room, punch in the code, and run before it’s
too late. When preparations are done, SITA hands the HEROES some
earpieces, so they can remain in contact.

SCENE 4 - INT. SECRET LAB - DAY


The doors to Sita’s office open. After the HEROES exit, SITA clos-
es herself inside the office, looking at them with a sorrowful
expression from behind the glass pane. She won’t follow them.
When questioned about this choice, SITA reveals that she was also
9
infected with Medusa’s virus.

SITA
It was his way to make sure I wouldn’t escape. So long
as I am alive, so is the virus… There is no other choice.

Even if they managed to remain hidden, by now someone has noticed


that the HEROES and the DOCTOR are missing, and the lab alarm
goes off.
While STAMOS’ GUARDS rush from all directions, the HEROES must
find their bearings relying on SITA’s instruction through the ear-
pieces as she guides them toward Medusa.

STAMOS’ GUARDS
Bad Guys - Template 4
ATTACK: 2 CRITICAL DEFENSE: CRITICAL

The Scene works much like a combat scene: the HEROES gain ground
every turn, until they reach the control room. Once the HEROES
have defeated the enemy, or managed to sneak all the way to the
control room, they finally have a chance to destroy Medusa.

48
7
Time-Out!
Before you go on to the final Scenes, the Heroes can catch their breath and
take a Time-Out, recovering their Grit and making 2 actions each.
This is a good occasion to recover from Conditions, ask about additional details
directly from Sita, and to look for some useful pieces of gear.
In a cabinet with a big lock, there’s an Assault Rifle that can really make the
difference.
MELEE SHORT MEDIUM LONG

Assault Rifle Accurate, Rapid Fire 0 +1 +1 +1

Accurate: The gun is extremely precise or outfitted with a finely tuned


sight. You can spend one turn to take aim on a target. On your
next turn, you gain +1 to your roll to hit that target.
Rapid Fire: When laying down Covering Fire you also gain +1 to your next
Reaction Roll.

8
Why Did You Do This?
Sita is very sorry for what she has done. At first, she was deceived by Stamos,
and was convinced she could tame Medusa’s virus and turn it into a miracle
cure. Then she ended up trapped and threatened, forced to obey the cruel
orders of the Villain.
But even while held captive, Sita tried to make up for her mistakes and destroy
Medusa. She is the reason why everyone had to leave the first lab, but even
then, her efforts weren’t enough. This is her last chance to destroy the virus.

9
i’m Sorry, Savar
If Savar is part of the group, Sita tries to reassure him. He must go on without
her, she relies on him to set things right. She knows he will make her truly proud
going forward.
When he accepts his sister’s decision, Savar clearly deserves 1 Adrenaline.

49
Scene 5 Scene 6
SCENE 5 - INT. CONTROL ROOM - DAY
The control room is a semicircular space surrounded by cut-
ting-edge computers and huge monitors that show every corner of
10 the lab. A shatterproof glass wall shows the containment room, and
in the middle of that room, there’s a 3-meter-tall glass cylinder
filled with a green liquid with the floating remains of Medusa.

If STAMOS’ GUARDS haven’t been defeated yet, the HEROES can lock
them out of the control room thanks to a security panel [Critical
Action Roll].
11 Once inside the control room, the HEROES lose contact with SITA,
and need to start the self-destruction sequence [Extreme Action
Roll in Focus+Fix].

When a HERO sets off the self-destruction sequence, the green


liquid drains from the glass cylinder and a countdown starts.
If the roll rails, the HERO still succeeds in their intent, but
they also overheat the system, causing a fire in the control room
[2 Critical Reaction Roll in Brawn+Stunt].

Once the self-destruction sequence is initiated, the screens in the


12 control room show the doors throughout the lab sealing one after
the other, while the GUARDS start to flee. On one of the screens,
STAMOS is visible as he takes an elevator while dragging SITA along.

SCENE 6 - INT. SECRET LAB - DAY


The HEROES must run to the nearest elevator in order to follow
STAMOS and leave the lab before it’s fully sealed and destroyed.
If a HERO studies the screens for some time, trying to map out
a mental path to the nearest elevator, all HEROES receive +1 to
their rolls in this Scene.

The HEROES have just started running, when a reinforced door


begins to lower from the ceiling, forcing them to dash to avoid
being locked in [Critical Reaction Roll in Brawn+Stunt].
Running at breakneck speed, they finally reach a wide room, and
see the elevator is up next. But they must first deal with a cou-
ple of GUARDS who are running to reach the same escape route and
surprise them by opening fire and trying to stop them [Critical
Reaction Roll in Nerves+Awareness].

Once the GUARDS are dealt with, the HEROES can take the elevator
13 and hope they made it in time.
While waiting with the annoying mix of elevator music and blaring
sirens, they can at least Catch a Break.

50
10
Face To Face
After many misadventures, the Heroes can finally set eyes on Medusa.
What is this ancient creature? It could be a huge prehistoric snake, like a ten-
meter-long anaconda. It could be a woman with snake-like features, just like in
the myth. It could even be a more monstrous creature, be fully inhuman, or even
be an alien.
The nature and appearance of Medusa are fully up to you, as is the choice of
whether to describe it.

11
How Does This Work?
When the Heroes lose contact with Sita, they don’t know what has happened to
her, and they can’t even rely on her instructions about how to activate the self-
destruction sequence.
If a Hero though ahead and asked her to explain the procedure in advance
during the Time-Out, then they can skip rolling for it now and easily start the
sequence.
Otherwise, they’ll have to rely on a roll of the dice, and hope everything goes
well. This could be the perfect moment to use 1 Adrenaline or even a Spotlight!

12
No Going Back
The countdown has started and all screens show reinforced doors closing one
after the other. Some of them move slowly, other spring closed
Take your time describing how the Heroes realize what is happening little by
little. A door closes here, an exit locks down there, and before they realize it,
they are about to be locked in here. Time to run!

13

Stairs To The Showdown


While the elevator travels upward, the Heroes have one last moment to talk
with each other, reload weapons, and solidify their nerves.
From now on, it’s all a dangerous descent toward the end of the Cinematic
Campaign. If you need a toilet break, this is your last chance!

51
Scene 7
SCENE 7 - EXT. MINE - DAY

14 The elevator climbs all the way up to an elevated platform with


several parked helicopters. One of the aircraft is already pre-
pared for lift-off, and STAMOS has just loaded SITA onto it.
The HEROES emerge just in time to see the Villain inject some-
thing into his own neck.

STAMOS
This was the only antidote. If I die, she dies!

STAMOS is Out of Range, and the HEROES have no choice but to con-
fiscate a helicopter to give chase, if they hope to stop him and
save SITA. Getting the chopper turned on without the keys will
requires some sleight of hand [Critical Action Roll]. Once the
aircraft is on, the chase can begin.

NEED

When all Need boxes are full, the HEROES manage to reach STAMOS’
helicopter, only one of them can try to jump onto the other air-
craft [Critical Action Roll ]. If they succeed, they also gain
1 Adrenaline.

15 If the HEROES lose the chase or fail to reach STAMOS by the end
of the fourth turn, things get complicated. After a desperate ma-
neuver to keep up with him, the two aircraft collide and start to
plummet to the ground [Critical Reaction Roll in Brawn+Endure].

If one of the HEROES jump onto STAMOS’ helicopter, the Villain


16 is taken by surprise, and shoots the pilot by mistake. The chop-
per crashes on a rocky outcrop on top of a tall cliff. The only
survivors are the HERO, STAMOS, and SITA, who passes out during
the crash.
If the HEROES crash against STAMOS’ helicopter, both aircraft
plummet to the rocky outcrop. Only one of the HEROES can get out
of the rubble, face to face with STAMOS. The others are too bur-
ied underneath what’s left of the chopper.

Either way, only one HERO can fight hand to hand with STAMOS.

52
14
You Bastard
Finally, Stamos’ evil intentions are in plain sight. He is a coward who runs away,
leaving his people behind to save himself.
This is your chance to describe a Villain who is the polar opposite of what he
appeared during the party. Now, Stamos is sweaty, his hair messy under the
helicopter blades. He shoots a couple of rounds in the Heroes’ direction, he
shouts like a madman, everything he needs to do to look vile before the end.

15
Follow That Helicopter
When the chase begins, the Heroes’ Speed is set at 1.
But if the Heroes failed the roll to start the helicopter, things took longer than
necessary, and their Speed decreases to 0.

Do you remember the rules for chases? If you need a refresher, go to page 19.
During the Reaction Turn, the enemy tries to shoot at the Heroes or get in their
way [Critical Reaction Roll ]. For example:

♦ Stamos shoots at you. The driver reacts with Nerves+Drive, the others roll
Nerves+Stealth.
♦ The helicopter makes a sharp turn. The pilot reacts with Brawn+ Dexterity,
the others roll Brawn+Endure.
♦ The helicopter flies through the rocks. The pilot reacts with
Nerves+Awareness, the others roll Nerves+Cool.

16
Who’s Up?
You can choose at random who will end up face to face with Stamos, or choose
the person better suited to fight him, someone like Savar or another Hero with
fists of steel.
Alternatively, you can also allow the Heroes to choose. After all, this is their movie.

53
Scene 8 Epilogue
SCENE 8 - ROCKY OUTCROP - DAY
A rocky outcrop looms over a threatening cliff.

One lone HERO stands up in the dust, coming face to face with
STAMOS. The Villain is wounded, he has lost everything, he is
weary and tired, but he has no intention of surrendering without
a fight.

STAMOS
Boss - Template 2
ATTACK: EXTREME DEFENSE: CRITICAL

17 If the other HEROES are still on the helicopter, they will need 3
turns to get down to the rocky outcrop and reach the HERO who is
fighting with Stamos. During the first turn, they are Out of Range,
during the second, they are in Long Range, and during the third,
they are in Medium Range.
On the other hand, if all HEROES have crashed in the helicopter,
they’ll need 3 turns to get free and reach STAMOS [Every turn,
they need to make a Critical Action Roll ].

If a HERO deals the final blow to STAMOS with a gun or another


lethal weapon, STAMOS dies on the spot, and it’s impossible to
use his blood to develop an antidote for SITA.
If a HERO is Left for Dead during this combat, they fall off of
the cliff and disappear amid the rocks below one moment before
SITA manages to reach a pistol and shoot STAMOS down with her own
hands, marking her own destiny.

EPILOGUE - ROCKY OUTCROP - DAY


With STAMOS defeated, the HEROES can linger on the rocky out-
crop and look on as the secret lab crumples in on itself in
the distance, ultimately getting swallowed in a cloud of dust
and smoke.

If STAMOS is still alive, his blood can be used to develop a


cure that will save SITA, otherwise there will be no chance of
saving her.

With a bittersweet taste in their mouth, the HEROES can finally


18 rest, knowing they saved the day... At least this time.

54
17
Facing Stamos
Stamos may well be a coward, but he is a formidable opponent who can rely
on the “Heavy-handed” and “Fighters” Feats, and he can use the “Foul Play” and
“Parry” Special Actions.

Heavy-handed: Heroes who fail to score at least a Basic Success during their
Reaction Turn become Tired. If they are already Tired, they lose 1 additional Grit.
Fighters: Heroes suffer -1 when rolling to hit the Enemy without firearms or
ranged weapons.

Foul Play : An Enemy tosses some dirt into the eyes of a Hero, strikes them
from behind, or resorts to some form of unexpected foul-play. If the Hero fails a
Critical Reaction Roll in Crime+Awareness, they lose their next Action Turn.
Parry : The Enemy is very strong on the defense. After a Hero hits them, the
Enemy ignores all loss of Grit.

18
Cross-Cutting
The turns when one Hero is fighting Stamos alone, or trying to buy time until
the others arrive, are truly crucial.
Describe how one of them is fighting with all their strength, while the others
can do nothing but make haste, trying to reach them as soon as possible.
Remember that the person in combat will make both Action Turn and Reaction
Turn, while the other Heroes only have their Action Turns.

Read The Room


I know, if the Heroes make some small mistakes, or if they lose the battle, Sita is
doomed forever. This will be a bitter ending for them. But does it need to be? No!
Some groups love a bitter-sweet ending, and they can feel moved by Doctor
Sita Khan’s sad fate, and this ending could even make the whole campaign feel
more epic and memorable. Other groups prefer to feel like the main characters
of a movie where everything goes well in the end, and there is no shame in that.

If you think that saving Sita is the right thing to do, just do it. The rules are only
here to help your fun, you shouldn’t take orders from a printed book. Write the
story you’d love to see!

55
The End
THE END
Your mission is over, but your adventures in outgunned have just begun.
Savor the finale, take a deep breath, grab your dice and dive back into action!

Sequel
Are the Heroes itching for another mission? Here are some prompts for a Sequel:

THE RUNAWAY ASSISTANT


Brijesh, the young assistant to Doctor Sita Khan, managed to escape from the
lab and set off to who knows where thanks to the Heroes’ help.
Unfortunately for everyone, Brijesh was also infected with the invisible Medusa
virus. If anyone were to find him, they could extract the virus from his blood-
stream and restart Project Medusa. Nobody is safe as long as Brijesh isn’t cured.
“Sita is so sorry for all the pain she has involuntarily caused, and especially for poor
Brijesh, who she believes to have died in the incident. When you tell her he man-
aged to escape, a doubt crosses your minds...”

CUT ONE HEAD...


Konstantin Stamos was only one of the many faces of the secret organization
behind Project Medusa. His defeat will set their plans back some, but sooner or
later, someone will pick up where he left off.
Even without the virus, this nameless organization has all the means to bring the
World to its knees, and they intend to do nothing less. But what is their true goal?
“Stamos prefers to die rather than follow you, he knows he is already dead any way.
Sooner or later, THEY will find them, and there is no place where you can hide, once
you’ve made it onto their black list.”

INSIDE US
The Heroes return home, and Doctor Sita Khan insists that they all undergo some
checks after what has happened to them. The analyses reveal that they were all in-
fected with an experimental variant of the Medusa virus, and there’s no known cure.
Then a phone call. It’s the organization behind Stamos, they have a mission for the
Heroes and hold their lives hostage. They could activate the virus at any moment.
“The voice at the other end of the call sounds robotic, unrecognizable “You caused
us several problems in Greece” they say, slowly “Now you have to repay us”.
All attempts to track down the call are useless.”

56
Prequel
Why not go back in time and play a nice Cinematic Campaign that takes place
before the events of Project Medusa? Here are some prompts for a Prequel:

CASE OPEN
Weeks before Race Against Time, agent Johnny was investigating a strange ho-
micide connected to a trafficking ring. It looked like a simple case at first, but
Johnny slowly realized that someone was muddying the waters. His own supe-
riors tried to stop him from asking too many questions. Obsessed by the case,
Johnny seeks the truth, and this is how he stumbles onto Project Medusa.
“The chief looks at you with the worried eyes of a father looking at his son “You’re so
pigheaded, Johnny” he says, as you walk away from his desk and toward the door
“You’re just like him...”. You hesitate for a moment, smile, and get back to your case.”

BROTHER AND SISTER


Savar and Sita Khan had arranged to meet after spending months apart. As kids,
they were inseparable, but as time went on, their paths diverged. She was a scien-
tist with a lab coat, he was little more than an extra, looking for the role of his career.
When Sita fails to show up, Savar realizes that there is something wrong. But his
sister’s captors are determined to keep the young fighter out of Stamos’ business.
“Sitting alone at the restaurant, you start to wonder if she’ll ever show. Sita is never
late. The waiter asks you if you’d like to order for the fourth time, and you ask yourself
why you’re still here, dressed like an idiot, when your sister could be in grave danger.”

CRIMINAL AFFAIRS
It’s not easy to move around all the funding and resources Stamos needs. Which
is why the organization relies on a vast web of petty criminals. Like Vince Del-
monte, the good-natured Italian-American trafficker Sam and Victor work for.
Delmonte always had a keen business sense, and when he realized that Stamos’
organization was easy pickings, he decided to swindle them all, and even plotted
to steal Project Medusa for himself. Obviously the leg work falls on Sam and Victor.
“The middle-aged Italian-American welcomes you in the kitchen of his restau-
rant, busy stirring tomato sauce with a long wooden spoon. “Victor! Samantha!”
he greets you without stopping “There are some bastards I want to pull a fast one
on... But first, sit down, you need to eat!”. Always the same story.”

The End 57
Johnny Reed MISSION Destroy Project Medusa
NAME

ROLES Agent EXPERIENCES


TROPE Last Boy Scout

JOB Police AGE Adult


ADRENALINE!
FLAW Never off the clock

CATCHPHRASE With all due respect, to hell with the rules


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRIT YOU LOOK DE


AT
H

ENDURE HURT - BRAWN TIRED - NONE


RO

6
FIGHT
ULE

BAD! HOT! NERVOUS - NERVES - OTHER 5 1


FORCE BAD: SUFFER A CONDITION
TTE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Gunslinger: Gain a Free Re-roll whenever you're using,
DRIVE
SHOOT repairing, evaluating, or handling a gun. GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
PISTOL 0 0 0 -2
Hard to Kill: When you fill in your Bad Box, you gain
SMOOTH 1 Adrenaline and +1 to your next roll.
FLIRT

You can download this Hero Sheet at


https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH BADGE
Selfless: Gain a Free Re-roll when defending or saving
STYLE HANDCUFF
others, or when acting selflessly.
TELEPHONE
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Sam Jackson MISSION Destroy Project Medusa
NAME

ROLES Ace EXPERIENCES


TROPE Free Spirit

JOB Debt collector AGE Adult


ADRENALINE!
FLAW I always do what I want

CATCHPHRASE What, you’re scared?


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRIT YOU LOOK DE


AT
H

ENDURE HURT - BRAWN TIRED - NONE


RO

6
FIGHT
ULE

BAD! HOT! NERVOUS - NERVES - OTHER 5 1


FORCE BAD: SUFFER A CONDITION
TTE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Proven Driver [Cars]: Gain a Free Re-roll when driving,
DRIVE
SHOOT repairing, or evaluating a car. GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
PISTOL 0 0 0 -2
Spinout : The Heroes skip the Reaction Turn during a
SMOOTH Chase. Flip a coin. Heads: -1 Speed. Tails: +1 Speed.
FLIRT

You can download this Hero Sheet at


https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH That’s All?: Gain a Free Re-roll for all rolls made to
STYLE show courage, and to resist threats or interrogations.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME Car
AWARENESS
DEXTERITY 1
STEALTH
STREETWISE $ $ $ $ $
Victor Sheng MISSION Destroy Project Medusa
NAME

ROLES Sleuth EXPERIENCES


TROPE Mentor

JOB Bounty hunter AGE Adult


ADRENALINE!
FLAW I’m too old for this job

CATCHPHRASE Leave it, it’s not worth it


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRIT YOU LOOK DE


AT
H

ENDURE HURT - BRAWN TIRED - NONE


RO

6
FIGHT
ULE

BAD! HOT! NERVOUS - NERVES - OTHER 5 1


FORCE BAD: SUFFER A CONDITION
TTE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Detective: Gain a Free Re-roll when looking for clues,
DRIVE
SHOOT following trails, or searching a room. GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
PISTOL 0 0 0 -2
Marksman: Gain a Free Re-roll whenever you're using,
SMOOTH SHOTGUN: Short Range, Slow Reload +1 +1 -2 X
repairing, evaluating, or handling a rifle or machine gun.
FLIRT

You can download this Hero Sheet at


https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH Always Prepared : [Quick Action] You take out or retrieve
STYLE a useful item, a piece of information, or a small weapon.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Savar Khan MISSION Destroy Project Medusa
NAME

ROLES Fighter EXPERIENCES


TROPE Jerk with a Heart of Gold

JOB Extra AGE Adult


ADRENALINE!
FLAW I’m overconfident

CATCHPHRASE This is a piece of cake


GAIN +1 6 TAKE THE SPOTLIGHT ACHIEVEMENTS, SCARS, BONDS, & REPUTATIONS

BRAWN GRIT YOU LOOK DE


AT
H

ENDURE HURT - BRAWN TIRED - NONE


RO

6
FIGHT
ULE

BAD! HOT! NERVOUS - NERVES - OTHER 5 1


FORCE BAD: SUFFER A CONDITION
TTE

HOT: GAIN 2 ADRENALINE LIKE A FOOL - SMOOTH - OTHER


STUNT
DISTRACTED - FOCUS - OTHER 4 2
SCARED - CRIME BROKEN - ALL
3
NERVES FEATS
COOL YOUR 4TH CONDITION IS ALWAYS BROKEN
Martial Arts: Gain a Free Re-roll for all Action and
DRIVE
SHOOT Reaction Rolls made when fighting in melee. GUNS & GEAR MELEE CLOSE MEDIUM LONG

SURVIVAL
Combo : After hitting an Enemy, you can spend
SMOOTH 1 Adrenaline to deal 1 additional Grit.
FLIRT

You can download this Hero Sheet at


https://twolittlemice.net/outgunned
LEADERSHIP
SPEECH TELEPHONE
Flying Kick : Attack an Enemy in Close or Medium Range,
STYLE gain +1. You can always attack an Enemy in Close Range.

FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME

AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
This rulebook
will self-destruct
in 5 seconds

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