Act 4: Harvest

At an appropriately dramatic time, e.g. after an ominous discover, and with about 1.5 of real time left, all communications go out. One MIB activates the comm-jam equipnent at the stadium; another cuts phone lines–which will subsequently be protected by a National Guard squad. Any psionic PCs will be abducted and taken to the Morenci Mine. Two MIBs in a black van are tasked to incapacitate: via Electrolaser, Stun Gun, nerve gas, benzodiazepine drugs, or Mind Blasts and bring them to the Morenci Mine. (The othe two MIBs are with the Greys at the mine.)

Copper Canyon Cafe

Setting: Closed.

Gila Health Resources

Setting: Closed. I sign informs people to go Francis Waldorf Stadium. The parking lot is mostly empty (except for the few local security guards).

Activities:

B&E
-5: Access gained, but local security is aware.
0: Access gained, local security is not aware.
+5: Access gained, not even The Greys are aware.
+crit: Access gained to an Illuminated portion of the hospital. +2 to Research attempts.
Research!
pass: You find the records for the 13 (+ any PCs) psionic townspeople
crit: You notice some of the Gila surveillance has been tied to the Morenci Mine surveillance
Combat!
Social! convince guard to let you go.
He/she will call the deputy on you.

Success: The PCs know have the names of (zoom to be) abductees and are suspicious of the Morenci Mine.

Failure: The PCs get thrown in jail for trespassing. Social! on the deputy or make new characters.

Francis Waldorf Baseball Stadium

Setting: Wich Gila Hearlth Resources closed, this is where all the medical activity is. A single WHO MIB will be here to monitor ever single individual that is admitted. He'll have ample time to do this as their blood is drawn.

Activities:

Vision
-8: Equipped with cots.
-6: FEMA
-4: The FEMA staff are in NBC gear.
-2: They've added more flood lights.
0: Equipped with razor wire.
+3: Equipped with security cameras.
+crit: The PC notice the WHO MIB standing in the admitting/blood-taking area is talking to someone via his wireless in-ear communicator. A Hearing roll will reveal him reporting the identity of a Morenci psi.
Social!
A blood sample is taken from everyone.
fail: Nobody is at liberty to say anything. Extremely busy. Please move on…
0: Everybody is acting professional; the stadium is a quarantine zone.
+5: Everybody is worried. CDC and WHO workers are now included in the quarrantine.
+crit: Some WHO MIB was monkeying around with the stadium lights on Day 1. He's creepy.

Success: The PCs know the WHO MIBs are involved in some suspicious way.

Failure: The PCs may end up quarantined in here. They can play it out, escape, or start a new PC.

Morenci Mine

Setting: On outskirts of town, it appears vacated on first glance. Access roads to the mine will be blocked by the Nation Guard. Two Grey's and two MIBs will begin their experiments on the Mornci's psis today. They are brought one by one in a black van by another MIB. (The fourth MIB in monitoring the FEMA camp at the stadium).

Activities:

Vision
-5: At night, there are some lights on in the mine office building.
0: At night, there is some activity in the mine office building: two Greys and three MIBs.
+5: Overcome darkness penalties to notice a one of two black vans parked near the office building.
+crit: You see an unconscious person being brought into the office building by an MIB driving the second black van.
B&E
-5: You are noticed before you get inside.
0: Access gained, but Greys are aware.
+5: Access gained, Greys are not aware.
+crit: Access gained to an Illuminated portion of the hospital. +2 to Research attempts.
Research!
pass: You find 1d12 Morenic (psis) unconscious in 13 beds. They are in various stages of being experimented on. Fight Check!
crit: You come accross some weapons.
Combat!
To protect their secret base, and since they're away from prying eyes, they will use maximum force to deal with interlopers.
see Combat scene

Success: The PCs know where the abducted are being taken and can do something about it.

Failure: The PCs are given possibly benzodiazepine drugs and controlled induction.

Town Outskirts

Setting: All roads–191 on either end of town, Copper Verde Ln, SE of town, and multiple roads to the copper mine are now blocked by the National Guard. They are wearing masks. They will use deadly force to discourage anyone without credentials from town from approaching too close to a road block. They have pics of the Morneci psis and have orders not to kill them, but report them to WHO (i.e. The Greys).

There are also 13 silenced black helicopters patrolling the perimeter of town.

Activities:

Vision
On 191: several armored personnel carriers and 6 national guardsmen
On back road: one off-road personnel carrier and 2 national guardsmen
On foot: one silenced black helicopter
They are wearing masks
Social!
fail: Bang! Bang! Bang!
0: Warning Shots.
+5: Morenci is under quarantine–know one goes in or out; they're authorized to use deadly force.
crit: The WHO has set up a command post in the Morenci Mine office building.
Combat!
Stealth/Camouflage vs Per (with night vision, etc.): to avoid being seen by black helicopters
Teargas will be used to turn back or corral/apprehend anyone attempting to flee Morenci.
Off-road National Guard will be called in for assistance if necessary.
Psis will be held for pick-up by WHO MIB in a black van.

Success: The PCs know they're trapped and may know the WHO is in the Morenci Mine offices.

Failure: TPK.

Combat

Setting: At night, Greys and two MIBs will be encountered in surgical lab at the mine offices; the other two MIBs will be using a van to abduct psionic town's people. By day, the Greys will either be in the black vans or at the mine, alway accompanied by an MIB; the other two MIBs will be monitoring for psi ability at Gila Health Resources, or the stadium, or abducting psionic town's people.

To protect their secret base and/or when away from prying eyes, they use expedient force. When in public, they use the minimum force necessary and will never put the Greys in jeopardy of discovery.

Activities:

MIB
Judo (13): followed by Arm Lock (17) or Choke Hold (13)
SIG-Sauer (12): 2d+1 pi, Acc 2, Range 160/1800, Shots 13+1(3), Rcl 2.
Stun Wand (13): HT-5(0.5)aff HT-5 to recover & 1d+2 or 1d-1 cr, Reach 1, 20 hits.
Electrolaser Carbine (14): HT-2(2)aff HT-2 to recover & 1d-3 brn, Acc 8, Range 160/470, Shots 72(3), Rcl 1.
Grey (okay with -5 darkness penalty)
Telepathy Attack (12): Will vs Will or unconscious for 100xMoF minutes.
Mind Wipe (12): Will vs Will or false memories, takes 8s of concentration.

Success: The PCs have defeated the Greys and/or MIBs.

Failure: TPK