Beaten Man

Encounter Conditions

Only once all four other choice encounters in this area have been passed

Initial Text

BeatenupBadass.jpg

(FIRST LINE:)

You find your way into a room high in the abandoned building. Three guards stand around a beaten man tied to a chair.

Or, if you've lured a guard away:

You find your way back into that room high in the abandoned building. Two guards stand flanking a beaten prisoner.

Or, if you've sent Lo in:

You find your way back into that room high in the abandoned building. Three guards stand around a pair of badly beaten prisoners. You can barely recognize Lo and the other… is probably the man he went after, David.

Or, if you've sent Lo in and lured a guard away:

You find your way back into that room high in the abandoned building. Two guards stand flanking a pair of badly beaten prisoners. You can barely recognize Lo and the other… is probably the man he went after, David.

(SECOND LINE:)

One of the guards, obviously the leader, stands silently while the others chat. The conversation doesn't seem to concern the prisoners at all. It mostly sticks to Southside and what to do now that the Fangs are falling apart.

Or, if you have lured a guard away:

One of the guards, obviously the leader, is talking softly. You can't hear most of what he says, but he seems concerned about where the other guard went.

If you sent Lo in, OR if you have attacked them once, and lost (possibly only if you get the result where they resurrect their leader):

One of the guards, obviously the leader, is talking softly. You can't hear most of what he says, but you do catch "M says this one's too important to let get away. Anything funny, any more rescue attempts, we take him out."

Otherwise, if you killed Shard:

One of the guards, obviously the leader, is talking softly. You can't hear most of what he says, but he seems concerned about lack of communication from "Shard."

Summary of Choices

  1. Sneak in to listen closer - Learn that a prisoner is being held in the university boiler room
  2. Charge in - Fight Shard and 2 Third Eye Ganger or 1 or just Shard
  3. Lure a guard away - Nothing upon failure OR fight Third Eye Ganger to remove him from the fight with shard and change this option into Lure another guard away. Note that returning to this place afterwards shows that the gang leader now says "Anything funny… John doesn't come back, whatever… you take him out."… which implies that David dies if the murdered guard is away for too long - one day, perhaps?
  4. Sneak away (evil) - Nothing

Choice Text and Results

Sneak in to listen closer

You stay where you are and keep listening. The conversation slowly turns from the activities here to another prisoner across town.

As close as you can tell, she's being held in the boiler room of the building she works in.

If you've been sneaky about getting through the choice encounters:
You wait, hoping to hear more details, but are forced to leave when more guards arrive for a shift change.

Or if you've been blasting and burning your way through the choice encounters instead of being subtle with electrical kits and bribes and shift changes:
You wait, hoping to hear more details, but are forced to leave when some guards arrive from elsewhere in the building to report on security issues. You manage to slip out before they disperse back to their posts.

(Unlocks the Boiler Room)

Charge in

Normally:

You charge into the room, catching the guards by surprise.

(Fight Shard and 2 Third Eye Gangers)

If you've lured a guard away:

You charge into the room. The guards thankfully seem surprised enough to not kill any prisoners… yet.

(Fight Shard and Third Eye Ganger)

If you have 1 Stealth Power, and Reflexes >=10:

You charge into the room, catching the guards by surprise.

You kill the guard closest to you from concealment, before anyone realizes what's happening.

(Fight Shard and Third Eye Ganger)

If you've lured a guard away and you have any 1 Stealth Power, and Reflexes >=10:

You charge into the room, catching the guards by surprise.

You kill the guard closest to you from concealment, before anyone realizes what's happening.

(Fight Shard)

And for all of the above, if you run away:

You escape your opponents' pursuit.

As you run from the fight, you hear a soft voice cursing. "Fuck, fuck, fuck. If this gets out, we're going to have to start putting bullets in people's heads. M isn't going to like this."

(and if you charged in and took out a guard, gain 3 XP for killing it, but that guard stays alive for future fights.)

If you attacked the guards, and killed Shard but not the other guard, and lured one guard away, and then attack again:

You charge into the room. The guards thankfully seem surprised enough to not kill any prisoners… yet.

Their leader's mouth drops open. "You're dead! You're… dead?"

(Fight Third Eye Ganger and Shard)

After the fight

Winning:

Having taken care of the Third Eye, you release their captive and take him back to Lo.

You've gained a new contact: David

Winning, after sending Lo in:

Having taken care of the Third Eye, you release Lo and the other captive. The three of you head back to Mikhail's.

You've gained a new contact: Lo

You've gained a new contact: David

Fighting to a draw:

You collapse to the ground, but the Third Eye aren't doing any better. As you black out you hear the bound man moving around on his chair.

You wake back up in Mikhail's diner.

You've gained a new contact: David

Fighting to a draw, after sending Lo in:

text

Losing:

You collapse to the ground. As you black out, you hear a soft voice giving commands to have "the body" disposed of.

(Doesn't kill David immediately, but you get the "any more funny business" message above next time)

Losing, killing Shard but not one of his sidekicks:

Your last sight as you black out is their leader being given medical attention.

Losing, after sending Lo in:

text

Lure a guard away

If Perception <9:

You throw a couple rocks here and there, trying to create a distraction. The guards are either exceptionally lazy or too smart to fall for that.

It's kind of hard to tell.

If Perception ≥9:

Positioning yourself carefully, you toss bits of masonry and assorted other objects. Thankfully, the guard isn't any brighter than he looks.

You eventually lure him away from his companions and into one of the many dark hallways in the abandoned building. As you're trying to figure out what to do with him, he whips around to face you.

Oh well, it should be too far for the others to hear, at least if you can get back to them.

(Fight Third Eye Ganger)

(if you defeat him)
You carefully hide the guard's body. They shouldn't find it before you make your way back to the room.

(no penalty for losing here)

After luring a guard away:

You try to drum up another distraction, but the remaining guards stay put. Yeah, they'd have be even dumber than they look to fall for that twice.

Sneak away (evil (1))

BeatenupBadass.jpg

You leave the room behind and wander back into the building.

See Walk Away

History

Before Nov 24, 2014:

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