OG Project Medusa ENG
OG Project Medusa ENG
OG Project Medusa ENG
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
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
Project Medusa 7
The Agent The Ace
Johnny Reed Sam Jackson
Last Boy Scout Free Spirit
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.
♦ 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.
Project Medusa 11
SHOT .1
a i n s t T i m e
R a c e A g
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.
CARTER
I... I’m sorry
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.
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:
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
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.
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.
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.
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.
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:
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
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.
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
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.
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].
BRIJESH
Please! I need to get away from here!
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?
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.
After learning the location of the Party, the HEROEs must find a way in.
6
WAITER
Room service!
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:
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.
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.
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.
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.
The Scene ends when the HEROES defeat the Enemies, when they are
defeated, or when they leave the villa behind.
SITA
Run!
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.
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
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.
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.
GUARD
The doctor will be with you soon.
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
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].
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.
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.
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.
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
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].
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
51
Scene 7
SCENE 7 - EXT. MINE - DAY
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].
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 ].
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.
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:
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.”
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
6
FIGHT
ULE
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
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Sam Jackson MISSION Destroy Project Medusa
NAME
6
FIGHT
ULE
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
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME Car
AWARENESS
DEXTERITY 1
STEALTH
STREETWISE $ $ $ $ $
Victor Sheng MISSION Destroy Project Medusa
NAME
6
FIGHT
ULE
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
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
Savar Khan MISSION Destroy Project Medusa
NAME
6
FIGHT
ULE
SURVIVAL
Combo : After hitting an Enemy, you can spend
SMOOTH 1 Adrenaline to deal 1 additional Grit.
FLIRT
FOCUS
DETECT
FIX
HEAL
KNOW STORAGE RIDE
CA$H
CRIME NAME
AWARENESS
DEXTERITY
STEALTH
STREETWISE $ $ $ $ $
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