Act 5: End Game

The PCs must try to stop The Greys before they disappear without a trace. The Morenci Mine office building will be littered with the tell-tail signs of horriffic and dehumanizing autrocities. A handful of Morenci psis (and those who tried to protect them) will be missing or dead; they are the lucky ones…

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! to let the guard 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. The WHO MIB that has been here

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: Someone happens to look when a (WHO) MIB is monkeying around with the high-up stadium lighting.
Social!
fail: Nobody is at liberty to say anything. Extremely busy. Please move on…
0: Everybody is acting professional; the stadium up is a quarantine zone.
+5: Everybody is worried.
+crit: WHO MIB finally left. He was 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 be performing their experiments on Mornci's psis. They are brought one by one in a black van by an MIB. (The fourth MIB is 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 their away from prying eyes, they will use maximum force to deal with interlopers.
Electrolaser x2 and Stun Gun x2

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.