(Made the Tactics roll by 5, made the Tracking roll by 6. Missed the Stealth roll by 1, though. Dammit. Possibly because she's got a huge dose of demon scorpion venom coursing through her veins and is toting around a big duffel bag full of ordnance).
(Sorry everybody).
Sight roll was an 18. But I’m still in stealth!
Nice high MoS all around.
So Jocasta fights through the pain of her envenomed wound to give Roger and Mitch the layout of the basement, all the side doors, service doors, and other nooks and crannies that an Irruptor (or four) might be hiding in. Doors are nudged upon, rooms and offices scanned, service areas of the hotel given a quick gunless once over (by Roger, given his previous association with the hotel staff, and yes, I do realize he crit failed his Sense roll, oops). The last area our rifle-toting Mod Squad checks is the tunnel that leads to the parking garage. And its here where Mitch's Detect (History B) begins pinging. Jocasta, Roger, and Mitch make it to the glass door that leads out to the garage's Level 1; this is where the psychological "bubble" that prevents people from wanting to leave the con is, and on the other side of the bubble and the glass door are a couple of junior G-men, standing by, walkies in hand. They see Jo, whom they consulted with outside, and Roger with his FBI credentials and give a curt silent nod through the glass.
But Mitch's excellent Observation, boosted by his Detect, makes his instinctive psychic realization sudden and sinking: there are three sources of distinct History B energy outside the hotel Zone. If Mitch were a betting man, he'd wager that whatever these sources are—Irruptor or reality shard, he can't really taste the flavor of them because of the great distance, but they are substantial—they lie near the far corner of the parking garage under Union Square, three or four (or even five?) levels down in the garage.
Something ... someTHINGS, have managed to get out of the hotel.
"Well, fuck," Jo says, fully slipping into battlefield mode.
"We got 20 minutes of three of us together before Roger has to bug out. We have three rifles. I got enough halothane to wipe out a ballroom full of people, but I have no idea if it works on these monsters or not, or if this area is airtight enough to disperse. I didn't think to bring any explosive ordnance, which was stupid. Mitch, how much pyro do you have left in you? Could we fry these things?" She's rattling off ideas with a lot of nervous energy now, as the speed kicks in and the pain from her toxic wound gets worse.
"There's some janitor's closets, we might be able to find some chemicals or accelerants ... maybe pin them in with cars and light them up? We could just hit them head on, but I have a feeling we won't make it out of this garage. Shit."
"They might be ... I don't know. I don't know! I need to get closer. If I could get, like, close but one level up ... if I could get a fix on where they are, if they've set up a kill zone or ... I don't know!" Mitch, agitated, tries to evaluate the odds of him making it out through the bubble to scout, then back in again if needed.
Jo is doing her best to conceal her pain, but, I mean, she has a big suppurating wound and is down to 3 HP, so it’s probably pretty obvious.
Bleah. Not a failure but I'm less confident in what I'm hoping to get, the confirmation that Jo still def 100% isn't going to die and I didn't totally misread her aura before, or assume too much.
Hidden Lore roll (gonna put all this in one message but this is all three of you putting your heads together):
Roger is pretty sure that if your willpower isn't good enough, you're not going to willingly go through the barrier. The temblor zone wants more souls in it, souls who can believe or bleed. It doesn't want the weak-willed to be flung out the door (or a window) and lose their soul in the process. Roger got out for a short time, and when he did pass through the barrier he felt like his SANDMAN training against Anunnaki powers was getting a workout. Given all of you have the training, if you feel like you can leave, you can resist the soul-loss. (In other words, the barrier is NOT a save vs. Death Magic or die power word, kill type situation. Getting thrown through the barrier physically and failing your save, however... that's another thing entirely.)(edited)
Second, the sources of History B energy on level 1d3+2 of the garage: whether they're full-fledged Irruptors or reality shards, they shouldn't be out there... unless they have a role or function outside the hotel within the triggered retrocreation we find ourselves in. Given the plans the Red Kings have put into play here—get humanity to invent cyclotrons in 1929, and then 44 years later put a couple of students within spitting distance of using Anunnaki hypergeometry to enter a completely different (fictional) timeline, not to mention that damn clock which could be from two different years itself—whatever these three sources of History B are doing, it's what they're meant to be doing, which means they're meant to be outside the Zone. They might have started here, but they're meant to be somewhere else doing something else. So that's slightly worrying.
All right. Roger, you and Jo wait here on this side of the doors, I’ll step out and reconnoiter the garage — staying well away from whatever I Detect — and come back toot sweet.
“Just be sure to come back. Feel like you’re our only pair of working eyes.” Roger is worried about Jo’s wound, and I’m concerned enough to use a power. I’d like to use my Wild Talent to get a First Aid roll like I have the skill.
We’ll also need to allay any suspicions that these “Junior G-men“ might have regarding Mitch coming out and then going back in. I could melt them until they pass out but that would take like thirty seconds of me staring weirdly at them, so, perhaps suboptimal.
As soon as Roger is done helping get the poison out of Jo's wound, he'll get up, and use his suit and badge to catch an agent's attention from the door. He'll motion with his arms with a point and an arm chop and a friendly pat on Mitch's back that he's sending this clearly undercover guy out. Then he'll obviously "check his corners" while in sight to give the impression Roger's not coming out because he's searching for a "perp".
The targets are at least one level down, right? Mitch stays on this level and scans. Don't want to stumble into an ambush.
Q: is Zeb an Irruptor in Mitch's sight?
Mitch sort of compares his memory of the "bouquets" of both Zeb under Detect and of, let's say, the Stanley Hotel Kusarikku. While they share a certain modicum of commonality about their very bodies and beings being impregnated with History B energy, they're also different in important ways. From Mitch's now-wide experience with Detect, there is something about a non-human Irruptor's presence that is more of a profound "pucker" in History A: these things should not exist physically by the consensus reality of History A and thus the baseline human brain rejects them (while also being programmed to find them awe-ful if they emerge into view of normal humans fully uncloaked).
But Zeb could hang out on the streets of Oakland for nearly 50 years with no one batting an eye. While Zeb is technically—if we believe his story—an "irruptor" in the sense that his presence was retrocreated and arranged for by History A, he is not one in the common taxonomic parlance of SANDMAN. SANDMAN would classify "Irruptor" as a genetically-modified (?) animal-headed servant of the Red Kings. Zeb did irrupt, but is not an Irruptor.
Yes, this is all semantics. But the ultimate upshot is that Mitch can't tell at this distance if the three beings down there are "classic" Irruptors or "Zeb-type" human ones. If Mitch had to put money down on one side or the other, he'd say the three mystery beings down there are Irruptor Classic. But it's like a 55/45 bet. If you got closer things might resolve more easily with Detect.
Seems unlikely they'll move up to confront me so I'll move down to 4. Trying to be stealthy. Should I roll Stealth?
Okay. The three History B beings down there on 5 are Irruptors (the animal-headed kind), they are large (larger than kusarikku), and they are definitely using some sort of obfuscatory glyphs: GU.SHUB, SANGUSH, or something more bespoke (Mitch is able to read these lesser, secondary sources of History B energy more closely now).
One of them is now on the move, crossways across Level 5, from the row of cars closest to the corner they've been hanging out in, to the presumed row of cars across that section of the lowest level of the garage. That lone Irruptor triggers another History B magic effect—Mitch feels like it's some kind of mind-affecting magic, slightly different from a glyph—and the other two soon move over to join their companion at the other row of cars down on 5.
Shit.
They might be planting bombs for all we know.