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Dark Champions: Secret Worlds


RDU Neil

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(Man... these action scenes take FOREVER to write...)

 

Well, you are discribing practically every action. I don't do that on my recaps. You could make it easier on yourself like "Terry fires several rounds over the next 60 seconds, sending morale into disarray." Then you don't have to remember or state every single bullet.

 

But hey, if you like doin' it, I enjoy reading it. I jes think yer nuts...

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Episode 6: Blood Price cont'd

 

Dénouement

 

In the moments after the battle, Jasmine and Damien cover the room, though even the still living kobun are in no shape to fight back. Below them Berkmann radios up that they've got that floor secured.

 

Natsuko just stares at Ryu for a long time. Finally he says, "We have to finish this. Everything is not quite done." She nods, and he takes the samurai sword off the wall... her father's sword... and in swift move, removes the head of Samsano. When he looks up, Natsuko is looking at the body of her father, and when she turns back to face Ryu her eyes are black steel. She stalks past him to the elevators without a word.

 

Cut to the lobby. A dozen kobun... Samsano's remaining men hold the area, hands full of lethal arms. They are threatening the guard, demanding to know why the elevators don't work, when all three executive elevators "ding" at once. They turn to see the three sliding doors open to divulge a second army. (Camera slows) Natsuko strides out of the middle with Ryu, Damien and Jasmine behind her. She is flanked on either side by Berkmann, Jo-Jo and the at least two dozen men they gathered on the way down. These two groups meet in the middle of the lobby with a dramatic "rata-chick-chack-clack-clack-shcick!" of weapons being raised on both sides, slides pulled and safeties released.

 

Natsuko faces this potential broadside with a sneer. The blood on her hands red against the black leather of her jacket and skirt. Ryu steps up beside her without a word and holds up the head of Samsano. There is stillness, where any sharp sound could result in blazing death... but then the lead kobun, eyes wide with fear, lowers his gun and backs away. The rest of the men follow suit, and Natsuko strides forward without another word. Ryu lets the katana fall from his grasp with a clatter and follows, the first hint of a limp in his bloody stride.

 

Outside, sirens can be heard. Natsuko finally speaks. "You must be quick. We will handle the police." McGregor steps up and says. "There is one more thing. Someone has to carry the... payment... to the Triads. Someone has to bear the bur..."

 

"I will bear the burden," snaps Ryu, wrapping the head in Damien's coat. "Take me there now." Then he looks at Natsuko. She stares back for a second, then nods. "Go. I can never see you again." Then she turns and goes back inside, where her men await. As the group moves away, Berkmann looks at Jo-Jo, now by the side of Natsuko. He turns and bows deeply to the Doctor, then turns and follows his new Oyabun.

 

Jasmine and Berkmann head away in one car, while McGregor takes Ryu and their morbid prize to the Triads. Once in the car, Ryu sags. His breath is ragged, and McGregor can see blood seeping from his back. As they drive, Ryu begins murmuring to himself, chanting a bit... then he reaces for the pen/spike in his leg, and in one wet, sucking pull, removes it. His face shudders, but he makes no sound... then he starts to move his fingers in an elaborate play of symbols, the almost silent chant continuing... and then his fingers begin pressing at points around his wound, accupressure, and the bleeding from his leg stops after twenty seconds or so.

 

The rest of the ride is in silence, except for McGregor's call to Kah Lo, who tells them to come again to the same bar they have been using to meet. At the edge of Chinatown, another car meets them and escorts them down streets normally not given to vehicle traffic. When they come to block with the bar, the street has been cleared, deserted of civilians, and at least ten armed guards can be seen covering the area. The two men, dirty and blood covered are stripped of any weapons before being lead into the bar. McGregor's sword is held by Kah Lo. Ryu is stripped down to his pants and t-shirt... belt and everything else taken from him.

 

Inside, another ten guards cover Ryu with automatic weapons, standing as a lethal living wall between him and three seated figures. There is Wu, with the Cook behind him as a guard. Next to Wu is an older Chinese gentleman in a suit who sits quietly by himself. Next to him are two enormous men. They both have shaved heads and massively muscled bodies, holding thick red staves in their hands. They flank the Dragon's Head. She is something of a surprise. Dressed in elegant green, she sits on a low chair, silver hair pulled back in a bun, and smoking a cigarette in a long stemmed holder. Her face denies her age, though, as her eyes are fierce and bright, and her mouth seems to be quivering in a barely suppressed smile. After a moment, she waves Ryu and McGregor forward.

 

Ignoring Ryu, the Dragon's Head accepts McGregor's bow with a slight nod of her own, the smile escaping is a calm and measured one. "I believe you have earned great respect today, Mr. McGregor," she says in English without a hint of accent. "You are to be commended, and you are considered a friend of the Dragon's Head." At this she also smiles at Wu, who lowers his eyes in respect.

 

Then the granddame stands up. No more than five foot tall, she still commands the room, and she walks right up to the kneeling Ryu. Her guards and others tense, and automatic weapons are inched closer to him. "Representative of the Nine Flowers Gang," says the Dragon' Head in flawless Japanese. "You have brought an offering of peace?"

 

"I have," says Ryu, and holds out the head. One of the massive bodyguards takes the bundle quicly, and turns away to shield the woman with his body while he unwraps it. When he turns back, he nods, and sets the decapitated head at her feet, it's eyes staring forward. The granddame just looks at it for a moment, then walks around behind Ryu, looking at him, the wound in his back, everything. Finally she stands in front of him again, and her hand takes his face, raising it up so he can meet her eyes. "You will bear the burden for you ikka?" she asks. Ryu nods.

 

The Dragon's Head smiles. This time it is quick and severe. "You are no simple kobun, are you?" she asks, not expecting an answer. "You are something much more, I suspect." Her smile only grows. The nail on her thumb, long and curling, painted with emerald dust and inlade gold, traces his jawline... then with a flick, she puts the tiniest of cuts on his chin, and let's his head go. "You will bear the burden... you will take it on yourself. One such as you will provide me with a service... sometime, somewhere. I will require your skills, and you will provide them. I guarantee it will not be against the Nine Flower Gang, but otherwise, you will do what I ask. Agree?" The Dragon's Head stares at Ryu.

 

"Yes," he says simply.

 

"Good," she says, smiling broadly. She turns again to McGregor. "Our thanks and respect again, Mr. McGregor. I trust we will continue a beneficial relationship." Then with a further smile at Wu, in thanks for his management of the situation. She turns and leaves, one bodyguard in front, and the other behind.

 

In silence McGregor and Ryu are taken from the building, back to the car. McGregor's sword is returned, and the two drive away in silence.

 

McGregor just lights up a cigarette as he drives, looking over at Ryu, who is leaning back in the seat, eyes closed. The moon comes out over the bay as the drive away, and no words are spoken. McGregor just turns back to the road, taking a slow drag. The camera fades back, behind the two men, then out the back window, the car pulling away in the darkness. It focuses the red glow of their tale lights, until they are out of sight, faded in the distance.)

 

End Secret Worlds: Book 1

 

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The G, B & U

 

Overall, I was happy with Book 1 of Secret Worlds. It was actually quite coherent and seemed pretty entertaining for the players, for a new campaign created off the cuff. I could have done better with Berkmann/Ferrett... so I'll see how that plays out in the next story arc.

 

The Good: The players really seemed to click with this "modern adventure" world. I was afraid this might not be the case as the modern world provides limitations for players that a more "unrealistic" game would never encounter. Still, the strong charcterization and the narrative flow of the story worked in the end... and that is what I'm really aiming for. The intense and explicit action is great, but only has meaning if the characters are "felt" by the players, and the stakes have a personal and plot effect. I'd give myself a B+ at creating this out the gate.

 

The Bad: Action oriented, bad ass mo-fos are hard characters to get to interact... and I feel they may have limited shelf life. No surprise there, but the modern setting certainly puts paid to any notions of nobility, heroism and self sacrifice. There is just too much "practicality" for such motivations to hold sway. In a supers or fantasy campaign, those belief systems actually have power... but in the modern campaign, people know that just surviving... putting food on the table and roof over your head... is a win. There is no ultimate good to attain, nor really any ultimate evil to defeat... and this "reality" just puts a grim face on the game.

 

For a modern game, the big win would really be retiring the character to find love and happiness and a successful career that never involves violence. :D So winning can ultimately mean the end of a playable character. While I personally find the grim/noir/gray cast of the game very emotionally resonant, I also think it truly threatens the longevity of the game. Unless players are willing to end one character and start another, based on the needs of the story, I just don't now how long the game will work. (Example: The first season of '24', you are really feeling for the characters every step of the way. By the third, it's like "Oh come ON already..." as the next plot twist for Jack Bauer just doesn't seem plausible any more. Verisimilitude is lost.)

 

I've only known a very few players to enjoy switching characters based on the story. It's a tough expectation for a GM to put on a player.

 

The Ugly: I took a risk and didn't bother to stat out Samsano or Tony... and that was the right thing to do. Modern games are so friggin' lethal, that it isn't likely a bad guy is going to survive more than one fight with the PCs. Still, as much of a blood bath as it was... I really thought the players showed what they could do in the last couple games. They went up against a small army, and survied. Did quite well, actually. Hopefully the players are beginning to realize that their characters really are "special"... 'cause if this was a true Danger Internation level game... we'd have had a lot more casualties if the situation had gone as FUBAR as it did here. :cool:

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Man, what a night that was. I still find it hard to believe that Ryu walked out of there, after confronting 9 armed individuals, essentially alone. Terry's sniper work was simply amazing, and Jones' hacking was perfect. An extremely well executed but poorly designed plan. Sorry that Joe (Damien) didn't have as much action or face time. Kudos to all of us!

 

In hindsight, I thought of a better statement for Ryu to have said before he attacked. He should have looked at Samsano and said, with no hint of emotion, "Your men? Why, I killed them, of course. And now I am going to kill 9 more. Starting with you." In that half-second of stunned silence when everyone stares at him in disbelief (how could this mid-level programmer type, with glasses, be capable of such action?), he would have struck. Doesn't change anything, just thought it might have sounded better.

 

Oh, Neil, I think that I am going to be buying Combat Luck for Ryu...

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Great write-up as always, Neil.

 

For my write-ups of Gillian the Vampire Slayer , I've been giving minimal description of the combats too and it does go a lot faster, but I'm sure the level of description you've been giving these write-ups has made them a little more enjoyable reads for people who aren't involved in the game.

 

For the record, I'm perfectly willing to retire a character if he's at the right place and start a new one. For Mr. Jones, it would be finding a cure for his "invisibility" and retiring to the Bahamas or some place. As long as he has to concentrate to remain visible (or "notice-able" as the cas emay be), he'll be a freak and can not retire. If you give him a chance to remove these abilities, he will most likely take it.

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I think that if you're willing to expand the game, it could work with multiple characters "out there" at once. Informal network, sort of a modern-day Empire Club, exists, and the characters know of each other and can make contact when needed. I think it would work best if the groups are normally somewhat geographically seperated, but with some characters who travel a lot.

 

Imagine three groups A, B, C each with five characters (1-5).

 

Character A3 is travelling in B's area, when he encounters plot X. Being away from his home turf, he contacts B1, who he's dealt with in the past. B1 brings in some other locals, B2 and B4. Further investigation leads them to believe C5's old enemy is behind it, so they contact him and he heads over to B to help as well.

 

Would require work from you as well as the players, but most players I know (myself included) have several character ideas "on the rack" at any given time for a game, and getting to put them into play from time to time would be great.

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Originally posted by Supreme Serpent

I think that if you're willing to expand the game, it could work with multiple characters "out there" at once. Informal network, sort of a modern-day Empire Club, exists, and the characters know of each other and can make contact when needed. I think it would work best if the groups are normally somewhat geographically seperated, but with some characters who travel a lot.

 

Imagine three groups A, B, C each with five characters (1-5).

 

Character A3 is travelling in B's area, when he encounters plot X. Being away from his home turf, he contacts B1, who he's dealt with in the past. B1 brings in some other locals, B2 and B4. Further investigation leads them to believe C5's old enemy is behind it, so they contact him and he heads over to B to help as well.

 

Would require work from you as well as the players, but most players I know (myself included) have several character ideas "on the rack" at any given time for a game, and getting to put them into play from time to time would be great.

 

This is definitely the kind of thing I would like to have grow "organically" with game play... but part of that might be the players saying something like "Oh... we are in Afghanistan now? Well, I've got this rogue DEA guy I've been thinking about..."

 

Now, this could be cool... if they want to play the "skilled normal" among "specials" which is certainly an effective character type... but what I want to avoid is "specials" popping up everywhere, so that they are no longer unique or special in any way.

 

It's a strange campaign... I admit. If and when we start up Book II, we'll see how it goes. Does it start to get wilder and more mystical/speculative/sci-fi... or do we continue the more epsionage/crime noir/mercs feel established so far? It will definitely be something we talk about as a group before we start up again.

 

(And James... I really like the "Thought Balloon" comment.

:D )

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I like the idea of future episodes exploring the mystical/speculative fiction aspects of the setting but keeping them the same "low-power/high-skill" types that lends to the merc type feel and keeps us from becoming a tights-wearing superhero group and more like a "what if real people had these 'special' abilities?"

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Originally posted by jonson

:: bump ::

 

I have really enjoyed reading about the game. Thanks for taking the time and effort to post game sessions.

 

jonson

 

No problem, really. I hope you and others enjoy it, get story ideas... heck if you just realize "Man, I never want to play THAT kind of game..." it's ok with me. It's just fun for me to post, and helpful for my players to have a record. On a couple week hiatus, work and vacation, before Secret Worlds, Book 2 begins.

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No Geoff. Neil is looking at a couple of weeks vacation. We've had some schedule problems getting all the players, so I've been running some my Realms game on the last two Thursday nights. There is no game this Thursday and I am not sure what will happen the following Thurs.

 

It will be awhile for the next installment. But it will happen. We are all really happy with the game, so it will continue. Just need to get the logistics worked out.

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  • 2 weeks later...

Book 1: Epilogue

 

I wrote this, thinking it would be a Prologue to tonight's game, but it came out as an Epilogue to Book 1.

 

Secret Worlds: Book 1 – The San Francisco Chronicles

Epilogue

 

The rest of the night, the end of what would become to be known as the "Six Days" in San Francisco history, passed in relative calm.

 

Terry Owens, alone in a back table at O’Shaughnessy’s Pub, makes his way through a number of pints, comfortable in the rowdy bar, but not really participating. Others notice him, but don’t bother him, and his attention is half on the TV news, and the other half on the front door, expecting at any moment for the SFPD to come through. It doesn’t happen. The TV shows that most of the force is many miles away, downtown, working the aftermath of the bloody battle. He is comforted to see that nearly everything the chipper newswoman behind the microphone says is completely off the mark. Such confusion will give everyone time to get away, he thinks. He idly fingers the new passport, driver’s license and credit cards given to him by Jolly, identifying him as Lloyd Mallory, British ex-pat and world traveler. With this he’ll buy a boat ticket tomorrow. A cruise out to Hawaii, and then take another route to the Pac rim. “Almost like going home, if I kept on to Hong Kong,†thinks Terry, as he sips his Guinness. “Wonder how the other’s are faring?â€

 

Dr. Martin Berkmann is out of the country within six hours of leaving the scene of the crime. Sitting in the leather chair of a 12 seat Lear, contracted out of San Louis Obispo, Martin clicks away at his laptop as the plane reaches cruising altitude, frowning at the layered encryption he is working on, and realizing he will need to access some serious mainframe processors to eventually crunch all these numbers. Real hard computing… brute force stuff… more of Jones’ area, than his. He just wants the data. He wants to put the pieces together. His fingers itch, knowing that great secrets are sitting in front of him… but might as well be lost with Atlantis, for all he can get at them on a laptop. Then a voice disturbs him,, “Mister Bitterseind?†asks the cabin attendant, leaning over with his Perrier and lemon. “Anything else I can get you?†Berkmann blinks for a second, before he remembers that he is Christopher Bitterseind, contract psychologist, heading to Manila for research on population density and the impact on advertising for Olgivy & Mather. “No, no… fine,†he says, taking the water, and looking around the cabin at other business travelers in their $2000 dollar suits. He shifts uncomfortably in the older Nick Blass he was given by Stang. Still, it will do… he blends in this crowd. Soon he can relax at the old house and forget about the chaos of San Francisco, and start unraveling some real answers.

 

Mr. Jones can’t sleep. After the excitement of the evening, he now has to prep for travel in the next few days, and he’s already thinking about what he’ll take. All that and Beth is coming to town. He gets to see her again… and really hopes she can see him. Strangely, he laughs at his conundrum… for the first time, finding himself somewhat at ease with his strange curse of near invisibility. Heck… she contacted him! She asked to see him! Nothing wrong with that!

Then his computer chimes, indicating message. He stabs his finger down, hoping to see the Sangre Eterna call sign… and instead sees.

 

From: Gamecat

To: Ghost

Subject: High Five and a whispered shout!

 

Oh mighty Ghost, you shame us with your audacity! The Gibsons are in awe! The Angels of the Nodes are singing of the Westcorp Operation… but remember, even devils can hear the chorus of heaven! Be careful with the dark flower… rose and thorn and all that. As Lloyd sang, “The reason it’s a cliché is because it’s true!â€

 

For the moment, you have succeeded, but that moment is fleeting. A sad state, and Sangre will wonder if it was something she said… alas… I would speak for your good intentions. But I get ahead of myself. Most important is that you disappear little ghost… and quickly!

 

This note is followed by a sudden flash of documentation, coded intercepts of police and FBI communications… they flick past in succession… seeing the name of Berkmann… and an unknown name, Charles “Charlie†Petroni, then Jolly Roger and Omar Stang… these last on a page of a Federal Search Warrant submitted to the judiciary for approval, only twenty minutes ago. Stang’s home and other properties in the SF area are named. The warrant indicates it is to be executed within the day.

 

After that, it is a mad rush. Stang is awed to see that Jones could get access to such information… and Jones conveniently doesn’t mention Gamecat. Soon Jones is driving away in his personal car, trunk and back seat full of computer equipment and a few personal effects. A ticket to Manila on a Quantis flight out of LAX in is side pocket. It will take him a few hours to get there… no chance to see Beth before he leaves. Gamecat was right… alas. He composes his apology e-mail over and over in his mind as he drives… leaving Stang and Jolly and Maggie to prepare for the inevitable police raid as best they can.

 

Ryu sits with Dr. Cole on a 727, bound for Hilo. His leg, arm, shoulder heavily bandaged, along with incidental cuts and bruises taped… he draws some looks from other passengers, but Cole looks official in her business suit and heavy black doctors bag next to her. Ryu rests with his eyes closed, but still alert to the movements around him. He aches all over, and even extra-strength ibuprofen isn’t taking the edge off, but anything stronger would dull his senses… and he doesn’t want that. Whatever is awaiting at the end of this flight… he really isn’t sure. He’s never thought that far ahead, before. He has wanted his freedom… but now that he has it, he has no idea what to do with it. As the plane begins to accelerate for take-off, he just focuses on the feel of speed and the pull of gravity… stays within himself… within the moment. The moment is all he has. What comes, will come.

 

McGregor just drives. First he dropped of Ryu… then he dropped of Jasmine. Strange… this brother and sister thing. Damien had left one family mess… now finds himself in another. One he stepped into on his own. Now Jasmine is going back to Chicago… back to her father. She needs to talk to him… and Ryu had wanted some space, as well. Someday though, McGregor pictures himself in a very uncomfortable place. He, Jasmine, Ryu and Master Hitoshi, all in a room together and the silence thick enough to cut. Ack. Not fun.

No fun… that makes Damien think of his own brother. Wonders what Michael will think when the Fed-Ex box with the briefcase full of money shows up at his door. Damien had tried to drop it off with Vinnie, but the cops were all over the hospital. No chance there. Wonder if this mess will move back east at all. Vinnie knows not to talk, but he was the victim of a vigilante attack. McGregor grins, thinking back to sight of Vinnie going bodily through a plate glass window. Life is good, sometimes.

But with all that taken care of, McGregor just heads south. He’ll be to Tijuana by the afternoon. Can pick up a flight there, to Mexico City… then head west… Hawaii and on to Manila. Should be able to pack his sword through in a checked bag by flying out of Mexico. But that is tomorrow. Today he just drives. Top down, enemies left behind and open road in front. Good for now.

 

It isn’t likely to last when every gets together again. “God help the Philippines,†thinks Damien, and cracks another smile.

 

Camera pans back, watching his car race along California’s Highway 5… fading into the distance.

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I've just been teaching the FCC v. Pacifica case in my Con Law class. That's the one that deals with a radio station playing George Carlin's "Severn Words You Can't Say on TV or the Radio." Seems like we haven't come very far in the last 30 years.

 

Maybe your players should come up agains the FCC in your next campaign?

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Secret Worlds: Book 2 – Third World

 

Secret Worlds: Book 2 – Third World

Episode 1 – What Happens Now?

 

Had all five players together.

The Ferrett as Dr. Martin Berkmann

Eric “Bonhed†Hurst as Hitoshi Ryu

Joe Convery as Damien McGregor

The Storn Cook as Terry Owens

James “Nuahda†Arnoldi as Mr. Jones

 

(Note: This current storyline takes place in the Philippines. I have no personal knowledge of this part of the world, and am working from encyclopedia information and pictures and stuff I can find on the web. Any inaccuracies in my descriptions or representations of the Philippines or the Filipino people are merely a result of my ignorance and the genre clichés that may exist in an action/adventure game like this. No offense is intended… and if anyone out there has any suggestions about a way to be more authentic in my use of the Philippines as a setting, please let me know.)

 

Dr. Berkmann arrives in Manila only a day after the events in San Francisco. Knowing that he will need to wait for the others to arrive, he takes a room at the Luzon Star in the prime downtown area, and reserves a few adjoining rooms for later. In the first day, he shops for appropriate clothing for the climate and manages to find a compact automatic 9mm to carry, since he paranoia has now been confirmed in one of the largest non-military gunfights in history. Dr. Berkmann likes to be prepared, if nothing else. He also makes contact with an old friend, a cardiologist at one of the main hospitals, a Dr. Pruto.

 

At lunch on the second day, Berkmann talks with Pruto, and shows the man a copy of Terry Owens’ medical report, via Dr. Carol Cole. He explains to Dr. Pruto, that rather than existing in a weekend and pained state, Terry is probably one of the most hale and healthy people Berkmann has ever met. Martin guides the conversation with Pruto, who agrees to examine Terry upon his arrival, into discussions of medical anomalies. He is pressing Pruto for any information the man might have on people at the high end of the “human spectrum bell curve†that may exhibit superior abilities. Superior even beyond those of Olympic level athletes and/or certified geniuses. Pruto is intrigued by this discussion, but has no direct experience. He does mention that he will talk to a friend who might have more information. They set a time for appointments later in the week… even possible reflex and neuro-scan tests of some of the others, as Berkmann openly hopes to crack the code on what a “special†may be.

 

Cut scene: Waiting to board his plane to begin a long series of flights to the Pac Rim, Mr. Jones types away on his Sidekick, trying again and again to write a note to explain to Sangra Eterna… Beth… why he couldn’t meet her. He’d called and left a message where they were to meet, but he knows she is as tied to her e-mail as he is… and finally let’s fly with a “I’m sorry I was called away on an emergency…†e-mail that he knows is ever bit as lame as it sounds… but he doesn’t know what else to write. By the time he boards, she has not replied.

 

The next day in Manila, Ryu and Dr. Cole arrive and take the adjoining room by the Dr. Ruy is quiet, and stays in his room. He works with Dr. Cole to set up a meditation spot on the balcony… where he spends most of the day in a curtained area, a couple of candles adding to the stifling heat. Dr. Cole checks him after a time, and is amazed to find his leg and back wound to be healing much more rapidly than she would expect, having just removed the bullet the day before. They leave Berkmann to himself, staying quietly in their room, until disturbed by a knock at the door. Dr. Cole answers, and Ryu hears McGregor’s voice come across with “Gah! It’s HOT here!†Meditation disturbed, Ryu comes into the common room in time to see Dr. Berkmann handing Damien a fruity rum drink, while sitting on the couch in shorts and a flowered shirt. Damien drops his bags, and shrugs out of his suit coat. His shirt, coat and even pants are soaked through with sweat from the high heat and humidity endemic to the Philippines. “Linen,†says Ryu with a nod, by way of greeting to McGregor. “No shit,†is McGregor’s muttered reply.

 

Later that day, the fourth after everyone had fled San Francisco… McGregor drives Martin, Ryu and Dr. Cole to the airport to pick up Mr. Jones. His flights and connections had taken much longer, as he was transporting at least four big cases of personal computing equipment. McGregor is very happy to see Mr. Jones, clapping him on the back almost desperately as Dr. Berkmann follows behind him saying, “As I mentioned, it is not that I particularly enjoy Britney Spears as a singer, but you have to understand her impact on the cultural psychology of society…†McGregor’s eyes saying to Jonse “Help me! The man is driving me crazy already!†very clearly.

 

The rest of the group helps to load up the rented van, but Jones is mostly pre-occupied with his Sidekick. He had finally received a message reply from Sangre Eterna. It had taken her over four hours to write, based on the send time. He has read it over and over again, not wanting to delete it.

 

“Oh. Ok.†Is all it says.

 

(More later...)

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