Episode IV: Berserker Gang
Background:
The PC's finally arrive in Folsom to answer Randy's uncle Vernon's call for help. A last call before rolling into town and they make arrangements to meet at the uncle's bike shop. Along the way the players engage in some overdue roleplay, digging into each other's pasts a bit more.
Luther reveals to Felicity that he was a cop in New York for only a few weeks before he apparently tendered his resignation and disappeared. He doesn't remember that nor anything else for a long period afterward, finding himself in a monastery in New Mexico a couple of years ago. Angelita shares some of her literary works with the other hunters, leading to a bit of bad blood with Dusty and Randy who take the opportunity to rag her a bit about it. Felicity reveals her father was a Baptist minister until he died of cancer several years ago, at which point she went off to college for a while, then quit and returned home when her Clairvoyant abilities became too disruptive. Randy speaks a lot about his uncle, who got him interested in mechanics, and that his father was abusive, leading to him leaving home early. Dusty surprises everyone when he reveals he always wanted to be a hunter and probably would have been already, had he run into any of his grandpa's old friends before now.
ACT I, SCENE I:
When they finally arrive at uncle Vernon's home, around 8:00pm, Randy leads the team in to introduce them to his aunt and uncle who greet them at the door. Randy immediately notices his uncle is very anxious and even ashamed. The reason why becomes clear when uncle Vernon leads him into the living room where Special Agent Abram Morrow of the FBI is waiting to meet him. Agent Devon Owens appears behind the group coming from the kitchen, just in case he needs to cut off someone's escape.
During the course of the interview the PC's discover the two agents had intended to work with Randy to make contact with an old friend of his who's probably linked to a gang of bikers they're after. But now that Randy and his "crew" of PC's have been so delayed in arriving the biker gang in question has already rolled into town. Randy's old buddy, Eric Stein, is the owner and operator of "Hurricane Joe's", the roadhouse the gang frequents when they're in town. The two feds want Randy to make contact with Eric and get what he can on the gang. And they're not taking "no" for an answer, especially while they hold Randy's warrants over his head.
The feds are convinced the gang is behind a string of robberies all over the gulf states in the last couple of years. But since no one seems to ever escape alive and the gang has managed to go head to head with the local law several times without any of them being captured they haven't anything concrete linking them. All they really have to go on are some vague connections here and there that won't stand up in court and the fact that the gang disappears from here for a while every time one of these robberies occur. Since over a dozen law officers have lost their lives so far going up against these guys, the feds are dead set on taking them down and don't mind putting the screws to Randy or his kin folks to make that happen.
Randy learns in the process of all this that his uncle has already come under pressure from the gang, as he's known as the premiere motorcycle mechanic in the area. He's been strong armed into buffing out enough bullet holes from the gang's bikes to verify they've gotten into an unusual amount of gunfights over the last year. Interestingly, though the gang seems to have fared remarkably well in every conflict with the law they've gotten in so far, they suddenly appear to be short a few members from their normal dozen. They're actively recruiting from the area at present and the feds plan to use that to their advantage. They want Randy as they're man inside.
The plan is simple. Grab one his uncle's bikes, head to the bar and make contact with Eric Stein. Get what he can from him and have his old friend put in a good word with the gang. Then just wing it from there. Above all, get in the gang or at least stir up something useful. Otherwise Randy's warrants will be coming down on his head and the feds will be sure they come down hard.
The PC's take a moment in uncle Vernon's dining room to discuss the matter, trying to come up with some way out of the trouble Randy's in. In the end they can't come up with anything and are forced to go along with the feds for now, though Felicity suggests they contact a lawyer and at least start preparing for the worst. Angelita offers to front the retainer fee and they agree to do at least that much tomorrow.
ACT I, SCENE II:
With the PC's reluctantly on board with the fed's plan they set about briefing Randy on what they know about the gang. The PC's perk up a bit when certain elements of the gang's mystique come to light, namely their Norse motif and apparent fascination with some obscure occult stuff. Surveillance photos show the gang to be just your run of the mill southern biker gang but the feds are able to point out some odd symbols here and there on their colors and the designs on their bikes. Though the feds don't think much of it and mention it to Randy merely to prepare him for some possible weirdness, the PC's quickly make notes and start preparing for research. While the feds continue prepping Randy to cozy up to the bikers, Dusty and Felicity break off to consult over the occult symbols they picked up on.
After a little research over the internet (nabbing Angelita's wireless laptop again), Felicity reports the symbols are definitely Norse, very obscure ones at that. Most seem to indicate Odin, bears and strength. She manages to find one in particular appearing on the gang's colors that's reminiscent of the fabled Scandinavian berserkers, or "bare-sarks", said to possess inhuman strength, total immunity to weapons and even the ability to shape change into bears when possessed by rage. All of which ties together, especially in light of the biker gang's moniker "The Berserkers".
When the PC's then try to horn in on the surveillance in order to keep an eye on Randy the feds do to their best to horn them right back out again. Angelita manages, with Felicity's help, to convince them it's best for all, else they'll feel compelled to call in some high-paid attorneys and make a mess of the extortion the feds have been waiting around all week to drop in Randy's lap. In the end they agree to let Dusty tag along with Randy for backup while the rest of the group hangs back and observes from a nice, safe distance.
Once everything's shaken out it's coming up on midnight, which the feds figure is a perfect time for Randy to come to the Berserker's attention. He grabs his uncle's customized Harley, Dusty borrows a slightly less impressive model and the two head out for Hurricane Joe's. The feds and the PC's ride out with them.
At the roadhouse Luther, Felicity and Angelita are all perfectly comfortable waiting around in the SUV. None of them are particularly interested in visiting a biker bar. Dusty and Randy pull up loudly and head on in, both already wired for sound by the feds who are monitoring from their van. Luther drags out the gear stashed in the back of the SUV though, fishing out the team's own surveillance gear. With that he drops 2 PP on the attempt to use it to hack into the feed from Randy and Dusty's wires. He succeeds handily and the three sit in the SUV listening in on the two along with the Feds in the van.
Inside the bar Randy and Dusty find the place remarkable crowded and Eric Stein seems to be doing well for himself. Though it's not packed wall to wall there aren't too many empty seats to be had but since Eric's tending bar himself the two head straight for him. Though both notice a few "album cover" style paintings adorning the place neither spot the various Norse symbols cleverly woven into the woodwork here and there.
The reunion between Randy and Eric goes very well, with Randy recalling Eric from his rowdy days as someone perhaps not all that shy about breaking the law and getting into violence but altogether not an especially bad guy. Randy introduces Dusty, who Eric's never met, and he manages to make a decent impression with Eric despite (or perhaps because of) his Crude manners. While they're getting acquainted a woman steps up to the bar, who Eric takes the opportunity to introduce to Randy as Lana. Lana is tall, dark-haired and obviously a biker mama. She pours on her unique charms a bit and manages to make a good impression herself with Randy. Until her boyfriend steps in to express his displeasure.
Randy doesn't spot the brutish biker moving in but Dusty actually botches the check, managing to trip over the big fellah and get himself shoved into the bar before he even knows what's going on. This is turn sets Randy off before he even finds out what's got the big biker's irritated in the first place. Spoiling for a fight already, Randy's squaring off in the man's personal space in quick order. When three other bikers move in Dusty has collected himself again and he's ready to face one of them himself. Both then notice the subtle symbols on the biker gang's leathers and realize they're butting heads with the Berserkers already. Lana, wisely enough, is already fading into the background with the drink she came to bar for in the first place.
Quickly it becomes obvious the trio of other biker's have ambled over to keep the first guy, Lana's big lug, from stirring up too much trouble. But they're not about to let the these two strangers off the hook either. After playing out a bit of banter between Dusty, Randy and the bikers it come to the point where they've more or less been challenged to a kind of contest. In the interests of settling the score between the two men without a significant amount of blood being spilled, the bikers offer a race down the road and back, with the looser giving up their bike. Though there's definitely a feeling that the offer isn't entirely on the "up and up", Randy sees his opportunity to score a few points with the Berserkers and accepts outright.
ACT II, SCENE I:
Outside the two men, Randy and Guy Saenger (Lana's jealous beau) are ready to ride, so Lana makes her second appearance to drop the flag and get the race started. Randy quickly realizes racing in the dark down a twisting gravel road isn't all that easy and both riders refrain from goosing it up past a steady "run" speed with their bikes.
In the first few turns of the "chase" scene, Randy jumps ahead to "Close" range but Guy quickly catches up again two turns later, just before they reach the sharp turn that will lead them back around to the roadhouse. There Guy whips out a length of chain and takes a swing at Randy. Scoring an Extraordinary Success, he gives Randy a pretty solid whack that he barely manages to avoid extra damage from (though Randy's now toting a damage penalty). Nevertheless, Randy fails his check to control his bike and crashes, leaving Guy to speed on ahead. Though Randy moves quickly to remount and continue the race, he immediately fails his first Driving check and Guy drops from "Distant" to "Escaped". Randy isn't able to catch up before he slides into Hurricane Joe's parking lot.
Randy's bike (his uncle's, actually) is damaged in the crash but he sputters back to the parking lot a few minutes later. Randy's failed his check to keep his cool however and he's off his bike to go toe to toe with Guy as soon as he arrives. Dusty attempts to intervene but Randy shoves past him and is in Guy's face before anyone can stop him.
Randy lays into Guy, almost beating him down before Initiative is rolled. The other PC's, in the SUV watching the fight, decide not to intervene and blow their cover, as do the two Feds across the parking lot. Gaining Initiative over both Guy and Dusty (who intended to move in and drag him off the biker) he has Guy down and unconscious before Dusty can intervene.
When the other three bikers move in Dusty grabs Randy off the downed biker, trying to cool the situation off a bit. Randy again rolls against his Anger Issues and manages to control himself a bit this time, allowing Dusty to make a play at talking down the other three bikers. It fails and they move in menacingly to teach Randy not to mess with the Berserkers. Just in the nick of time there's a distinctive ratcheting sound of pump shotguns being chambered behind the bikers and the PC's can see three redneck looking men have moved in behind while everyone was focused on the fight. They have the three bikers under the gun and warn them off from attacking Randy.
Randy immediately recognizes one of the men as the son of one of his grandfather's old "hunting" buddies. He's seems to have recognized Randy and has come to get him out of trouble. The bikers don't seem especially afraid of the men with shotguns though and one even outright taunts the hunters outright. It's obvious as well they these two groups know each other from somewhere and have a serious animosity for each other. When the leader of the three hunters dares the bikers to escalate the matter right there in front of Hurricane Joe's, the three bikers think it over and finally back down. Though they promise Randy (and the hunters) a day of reckoning before helping up their fallen brother and stomping back into the bar.
ACT II, SCENE II:
Once the parking lot is clear of bikers the three hunters advise Randy and Dusty to come with them, hinting there are things they don't know about the men they just tangled with. Aware that the Feds are still watching them, the two beg off for the moment, promising to meet them at their hotel room later. They return to the gang and head back to uncle Vernon's place to consult with the Feds and try to find a way to get free of them long enough to visit the other hunters. One of the Feds, Special Agent Devon Owens, stays on the watch the bar while Special Agent Abram Morrow heads back with them.
Back at Vernon's place the Fed lets the PC's run off to meet with the hunters while he checks in with his superior. He expects them to return by the next afternoon so Randy can try again to penetrate the Berserker gang and get some intel on them though. The PC's head off to meet the hunters at the hotel then, finding them prepared for action with guns and other gear laid out around their hotel room. When they spot Luther however, things get dicey quickly. Randy's contact, Joshua Folks, the son of his grandfather's partner, snatches up a shotgun and trains it on him as soon as he sees him, with the other two men following suite immediately after. Joshua claims Luther is a vampire, having come up against him in the past. He's absolutely certain of the matter.
Luther claims not to know what the heck they're talking about and Felicity recalls enough vampire Lore that she's able to confirm Luther certainly isn't a vampire (no problem with sunlight, no habit of blood-sucking folks and no remarkable regeneration). Angelita attempts to calm everyone down enough to talk the matter over and actually fails to have an effect on any of the three hunters. They're dead set on gunning Luther down right there until Randy assures them that if they do so his team will be shooting back. That at least buys the PC's enough time to make the case that Luther isn't a bloodsucker and Angelita manages to get through to them at last. Though they require some sort of proof (Joshua is very confident of his claim) Luther settles the matter by cutting himself a little with his knife, showing that the wound doesn't heal right off. Further assurances by the rest of the team finally manage to convince him he must be wrong but he continues to claim to have fought a vampire years ago who looked exactly like Luther. He remains highly suspicious.
When the three hunters are at last calmed enough to discuss the Berserkers the PC's find out the reason why the gang is down to half a dozen members is because the hunters hit them three months ago in Alabama, following a job they pulled there robbing a roadhouse. The Berserkers apparently have some form of mystical tattoos on their chests which, in conjunction with the other symbols they utilize here and there, as well as some form of ritual involving hunting, killing and consuming the heart of a wild bear, grants them superhuman strength and immunity to weapons. At least for a time. Once they "cool down" from their berserker rage they're vulnerable and weak for a time. This is when the hunters hit them last, reducing their numbers by half before they and their leader could escape.
Luckily, this means the Berserkers are on the lookout for new members. And it quickly becomes obvious the hunters have Randy in mind for that, since he displayed a very Berserker-like blood lust in the parking lot earlier. He may have pissed off the gang by beating down one of their members but he probably earned their respect as well. They may even have him in mind as a possible recruit already, in fact. All they need Randy to do is get close enough to the gang to let them know when they're planning their next job. Whatever it may be, they can be expected to go "berserk" when they pull it off and will thereafter be vulnerable, at which time the hunters can move in and put them down for good. Otherwise, facing them at any other time is suicide. They're completely invulnerable to weapons of all kinds and insanely strong.
As this largely amounts to what they're already doing for the Feds, the PC's agree. Though that brings up the matter of getting the Feds out of the picture somehow beforehand. Neither group of hunters sees much good coming of out of the FBI trying to go toe-to-toe with the Berserkers under any circumstances. After talking it over it's decided the best route to take would be finding out where the Berserkers are going to strike next, sending the Feds off on a wild goose chase and taking on the Berserkers themselves as a group. With that decided, the PC's head back to uncle Vernon's to hook up with the Feds again and prepare for another attempt by Randy and Dusty to infiltrate the gang.
ACT III, SCENE I:
Back at uncle Vernon's Special Agent Abram Morrow is still on hand but he's waiting until late that evening to send Randy in again. Agent Owens is still watching Hurricane Joe's, where the bikers seem to still be. The PC's catch a few hours of sleep in the meantime. Agent Morrow then wakes them after dark to inform them that the bikers have finally left the bar and are heading out as a group. He instructs them to wait at Vernon's house until he and his partner return...or else. The PC's stay on hand while he goes to hook up with his partner and tail the biker gang. After a while they decided to head down to the bar to be on hand when the gang returns and to give Randy another shot at picking something up from his old friend, Eric Stein.
At Hurricane Joe's, Randy talks with Eric again and asks about the gang. Eric immediately looks concerned and warns him off having anything to do with the Berserkers. Further discussion makes it obvious Eric probably isn't interested in turning on the gang, though. Dusty utilizes his Intuitive Leaps asset and discovers Eric Stein has close ties to the Berserkers so Randy presses forward questioning the bartender on how he can get into the gang. Eric relents and assures him he can get him in but warns if he joins the Berserkers there's no going back.
While they're talking the television over the bar shows a breaking new report of a clash between police and heavily armed bikers at a sprawling pawn shop in Covington, Louisiana. Footage from a news helicopter covering the shootout show the bikers raining automatic weapons fire on the dozens of police trying to pin them down, shaking off a hail of gunfire in return. The reporter speculates that the bikers must be wearing body armor or some sort. Behind them the pawn shop and two other nearby buildings are on fire and the PC's can see well over a dozen civilians and police officers dead on the ground here and there. The announcer mentions that two Federal Agents who had been keeping the gang under surveillance and had died in the initial confrontation with the men.
Angelita immediately challenges Eric Stein over the matter, questioning whether he wants to be connected with those sort of criminals and asking for his help in putting them down. Eric is surprised and aggressively questions Randy as to just what he's doing in the area and what he knows about the Berserkers. When the PC's reveal that they have come to take on the Berserkers Eric grows sullen and warns Randy to get out of town, hinting at serious trouble if he doesn't. When Randy assures him he and his team can take on the Berserkers, especially when they return from their latest crime in the weakened state he expects they'll be in, Eric offers one last chance to get out...or he'll have to deal with Randy himself.
At that the PC's suddenly wonder at Eric's association with the Berserkers and Dusty asks him point blank if he's a member. Eric haughtily informs him that he's not only a member but that he founded the gang. And if they intend to stick around to take on his brothers when they return then he'll just have to put aside any old friendship he may have had with Randy and deal with him. Eric seems very confident that he can take on all the PC's himself.
The PC's decide that, if the other group of hunters are correct and the Berserkers have to actually "go berserk" before they're invulnerable, then their best is to drop Eric quickly before he can do so. Otherwise they're in big trouble. They decide to attack immediately and hit as hard as they can...except none of them are armed, having gotten in the habit of hiding their weapons in the SUV since the Feds have been around. Seeing that Eric is intent on taking them all on, Angelita tries to talk him down. She fails. Felicity likewise makes an attempt, using her Faith asset, but fails as well. Eric then rips off his shirt, revealing a Norse symbol tattooed into his chest, and starts roaring, turning red in the face and looking all manner of seriously pissed off.
As Eric's berserking constitutes his initial action in starting the fight, Initiative is rolled. Angelita takes point and dashes for the SUV outside, hoping to grab a weapon that might do some kind of damage to the berserking biker. Felicity follows suite, not trusting her unarmed combat skills either. Dusty charges straight for Eric however and attacks, followed by Luther and Randy, with Luther grappling Eric and taking him to the floor in the attempt to slow him down. As Felicity and Angelita raid the SUV for hunting rifles, the three men manage to land a dozen or so blows on the downed berserker before he breaks free from Luther and regains his feet again.
Now up and fighting, Eric lands one blow on Randy that leaves him reeling while the three hunters continue to pummel him. The two girls arrive at the door and shoulder rifles, spending a turn taking aim to make sure they hit hard. Before they open fire, Eric lands two hard blows on Randy knocking him unconscious. The first hit scores an Extraordinary Success and breaks his jaw as well when Randy fails the Endurance check. When the girls let loose with called shots to the head, one hits but it's obvious the rifles won't do any damage at all to the berserker, even shots to the head. But the three men beating on him with unarmed attacks circumvents the mystical protection berserking grants Eric and he's starting to wear down. After another turn of unarmed attacks he finally goes down.
ACT III, SCENE II:
When the PC's discuss killing Eric, as his berserking ability presents a threat that prison isn't likely to be able to contain, Felicity pipes up and suggests burning the tattoo from his chest. Surprised but encouraged by the idea, Randy agrees (Eric is still something of a friend of his after all) and the two convince the others. Luther and Angelita tie up Eric while he's still down (with lots and lots of rope) and Felicity uses a plain old road flare to burn the tattoo. Though Eric wakes up screaming and is bad shape from all the damage, it appears to work and his reaction to having his tattoo burned off suggests he's aware of that as well. Removing most (but not all) of his binding, they drag him into the back to wait for the rest of the bikers to show up.
During the following hours waiting for the gang, Eric raves a bit and assures the hunters he'll recover his power and come after them again. Convinced this is true and that Eric was the only member of the gang who knew the details of the ritual, Luther and Dusty decide he has to die. Luther sends the girls out to the SUV to fetch gear and sends Randy and Dusty to check the adjoining room for anything of interest. As soon as everyone's out of the room, Luther draws his pistol and shoots Eric in the head. When Randy charges in and confronts Luther, Dusty grapples him to keep him off Luther. When the girls arrive and see what has happened they're shocked but Angelita soon works to make peace between Luther and Randy as best she can. In the end though Randy is furious at Luther and it's clear there's a grudge there that may never be let go. Felicity also expresses contempt for the rest of the team and there's some concern when she admits she's tempted to leave the group over the matter. Angelita intervenes there as well but again with only limited success.
When the biker's finally arrive many hours later, it's obvious at a glance that they're all extremely fatigued, barely stumbling through the door. Putting them under the gun and tying them up is a simple matter and they offer only token resistance. Though there's a ruckus when they realize their tattoos are going to be burned off there isn't much they can do about it and the team soon has the grisly act done. At that they spend a couple of hours clearing the bar of anything that might link back to them, leave the men tied up and make an anonymous call to the police advising them that the bikers from the massacre in Covington are trussed up at Hurricane Joe's.
With that the team departs and puts as many miles between them and the bar as they can. A quick call to Randy's uncle settles accounts there and he assures them he'll call when everything shakes out. Another to the other group of hunters lets them know the deed is done, sooner than was anticipated. Despite their success the PC's hearts are heavy and the group suffers serious division. Luther shoulders the burden of the calculated act of vigilante justice he's committed, Randy is filled with hatred for Luther over the death of an old friend (no matter how murderous he may have been) and Felicity is crushed by doubt over her involvement with a group of hunters she fears may be willing to commit any heinous act in their pursuits.
Background:
The PC's finally arrive in Folsom to answer Randy's uncle Vernon's call for help. A last call before rolling into town and they make arrangements to meet at the uncle's bike shop. Along the way the players engage in some overdue roleplay, digging into each other's pasts a bit more.
Luther reveals to Felicity that he was a cop in New York for only a few weeks before he apparently tendered his resignation and disappeared. He doesn't remember that nor anything else for a long period afterward, finding himself in a monastery in New Mexico a couple of years ago. Angelita shares some of her literary works with the other hunters, leading to a bit of bad blood with Dusty and Randy who take the opportunity to rag her a bit about it. Felicity reveals her father was a Baptist minister until he died of cancer several years ago, at which point she went off to college for a while, then quit and returned home when her Clairvoyant abilities became too disruptive. Randy speaks a lot about his uncle, who got him interested in mechanics, and that his father was abusive, leading to him leaving home early. Dusty surprises everyone when he reveals he always wanted to be a hunter and probably would have been already, had he run into any of his grandpa's old friends before now.
ACT I, SCENE I:
When they finally arrive at uncle Vernon's home, around 8:00pm, Randy leads the team in to introduce them to his aunt and uncle who greet them at the door. Randy immediately notices his uncle is very anxious and even ashamed. The reason why becomes clear when uncle Vernon leads him into the living room where Special Agent Abram Morrow of the FBI is waiting to meet him. Agent Devon Owens appears behind the group coming from the kitchen, just in case he needs to cut off someone's escape.
During the course of the interview the PC's discover the two agents had intended to work with Randy to make contact with an old friend of his who's probably linked to a gang of bikers they're after. But now that Randy and his "crew" of PC's have been so delayed in arriving the biker gang in question has already rolled into town. Randy's old buddy, Eric Stein, is the owner and operator of "Hurricane Joe's", the roadhouse the gang frequents when they're in town. The two feds want Randy to make contact with Eric and get what he can on the gang. And they're not taking "no" for an answer, especially while they hold Randy's warrants over his head.
The feds are convinced the gang is behind a string of robberies all over the gulf states in the last couple of years. But since no one seems to ever escape alive and the gang has managed to go head to head with the local law several times without any of them being captured they haven't anything concrete linking them. All they really have to go on are some vague connections here and there that won't stand up in court and the fact that the gang disappears from here for a while every time one of these robberies occur. Since over a dozen law officers have lost their lives so far going up against these guys, the feds are dead set on taking them down and don't mind putting the screws to Randy or his kin folks to make that happen.
Randy learns in the process of all this that his uncle has already come under pressure from the gang, as he's known as the premiere motorcycle mechanic in the area. He's been strong armed into buffing out enough bullet holes from the gang's bikes to verify they've gotten into an unusual amount of gunfights over the last year. Interestingly, though the gang seems to have fared remarkably well in every conflict with the law they've gotten in so far, they suddenly appear to be short a few members from their normal dozen. They're actively recruiting from the area at present and the feds plan to use that to their advantage. They want Randy as they're man inside.
The plan is simple. Grab one his uncle's bikes, head to the bar and make contact with Eric Stein. Get what he can from him and have his old friend put in a good word with the gang. Then just wing it from there. Above all, get in the gang or at least stir up something useful. Otherwise Randy's warrants will be coming down on his head and the feds will be sure they come down hard.
The PC's take a moment in uncle Vernon's dining room to discuss the matter, trying to come up with some way out of the trouble Randy's in. In the end they can't come up with anything and are forced to go along with the feds for now, though Felicity suggests they contact a lawyer and at least start preparing for the worst. Angelita offers to front the retainer fee and they agree to do at least that much tomorrow.
ACT I, SCENE II:
With the PC's reluctantly on board with the fed's plan they set about briefing Randy on what they know about the gang. The PC's perk up a bit when certain elements of the gang's mystique come to light, namely their Norse motif and apparent fascination with some obscure occult stuff. Surveillance photos show the gang to be just your run of the mill southern biker gang but the feds are able to point out some odd symbols here and there on their colors and the designs on their bikes. Though the feds don't think much of it and mention it to Randy merely to prepare him for some possible weirdness, the PC's quickly make notes and start preparing for research. While the feds continue prepping Randy to cozy up to the bikers, Dusty and Felicity break off to consult over the occult symbols they picked up on.
After a little research over the internet (nabbing Angelita's wireless laptop again), Felicity reports the symbols are definitely Norse, very obscure ones at that. Most seem to indicate Odin, bears and strength. She manages to find one in particular appearing on the gang's colors that's reminiscent of the fabled Scandinavian berserkers, or "bare-sarks", said to possess inhuman strength, total immunity to weapons and even the ability to shape change into bears when possessed by rage. All of which ties together, especially in light of the biker gang's moniker "The Berserkers".
When the PC's then try to horn in on the surveillance in order to keep an eye on Randy the feds do to their best to horn them right back out again. Angelita manages, with Felicity's help, to convince them it's best for all, else they'll feel compelled to call in some high-paid attorneys and make a mess of the extortion the feds have been waiting around all week to drop in Randy's lap. In the end they agree to let Dusty tag along with Randy for backup while the rest of the group hangs back and observes from a nice, safe distance.
Once everything's shaken out it's coming up on midnight, which the feds figure is a perfect time for Randy to come to the Berserker's attention. He grabs his uncle's customized Harley, Dusty borrows a slightly less impressive model and the two head out for Hurricane Joe's. The feds and the PC's ride out with them.
At the roadhouse Luther, Felicity and Angelita are all perfectly comfortable waiting around in the SUV. None of them are particularly interested in visiting a biker bar. Dusty and Randy pull up loudly and head on in, both already wired for sound by the feds who are monitoring from their van. Luther drags out the gear stashed in the back of the SUV though, fishing out the team's own surveillance gear. With that he drops 2 PP on the attempt to use it to hack into the feed from Randy and Dusty's wires. He succeeds handily and the three sit in the SUV listening in on the two along with the Feds in the van.
Inside the bar Randy and Dusty find the place remarkable crowded and Eric Stein seems to be doing well for himself. Though it's not packed wall to wall there aren't too many empty seats to be had but since Eric's tending bar himself the two head straight for him. Though both notice a few "album cover" style paintings adorning the place neither spot the various Norse symbols cleverly woven into the woodwork here and there.
The reunion between Randy and Eric goes very well, with Randy recalling Eric from his rowdy days as someone perhaps not all that shy about breaking the law and getting into violence but altogether not an especially bad guy. Randy introduces Dusty, who Eric's never met, and he manages to make a decent impression with Eric despite (or perhaps because of) his Crude manners. While they're getting acquainted a woman steps up to the bar, who Eric takes the opportunity to introduce to Randy as Lana. Lana is tall, dark-haired and obviously a biker mama. She pours on her unique charms a bit and manages to make a good impression herself with Randy. Until her boyfriend steps in to express his displeasure.
Randy doesn't spot the brutish biker moving in but Dusty actually botches the check, managing to trip over the big fellah and get himself shoved into the bar before he even knows what's going on. This is turn sets Randy off before he even finds out what's got the big biker's irritated in the first place. Spoiling for a fight already, Randy's squaring off in the man's personal space in quick order. When three other bikers move in Dusty has collected himself again and he's ready to face one of them himself. Both then notice the subtle symbols on the biker gang's leathers and realize they're butting heads with the Berserkers already. Lana, wisely enough, is already fading into the background with the drink she came to bar for in the first place.
Quickly it becomes obvious the trio of other biker's have ambled over to keep the first guy, Lana's big lug, from stirring up too much trouble. But they're not about to let the these two strangers off the hook either. After playing out a bit of banter between Dusty, Randy and the bikers it come to the point where they've more or less been challenged to a kind of contest. In the interests of settling the score between the two men without a significant amount of blood being spilled, the bikers offer a race down the road and back, with the looser giving up their bike. Though there's definitely a feeling that the offer isn't entirely on the "up and up", Randy sees his opportunity to score a few points with the Berserkers and accepts outright.
ACT II, SCENE I:
Outside the two men, Randy and Guy Saenger (Lana's jealous beau) are ready to ride, so Lana makes her second appearance to drop the flag and get the race started. Randy quickly realizes racing in the dark down a twisting gravel road isn't all that easy and both riders refrain from goosing it up past a steady "run" speed with their bikes.
In the first few turns of the "chase" scene, Randy jumps ahead to "Close" range but Guy quickly catches up again two turns later, just before they reach the sharp turn that will lead them back around to the roadhouse. There Guy whips out a length of chain and takes a swing at Randy. Scoring an Extraordinary Success, he gives Randy a pretty solid whack that he barely manages to avoid extra damage from (though Randy's now toting a damage penalty). Nevertheless, Randy fails his check to control his bike and crashes, leaving Guy to speed on ahead. Though Randy moves quickly to remount and continue the race, he immediately fails his first Driving check and Guy drops from "Distant" to "Escaped". Randy isn't able to catch up before he slides into Hurricane Joe's parking lot.
Randy's bike (his uncle's, actually) is damaged in the crash but he sputters back to the parking lot a few minutes later. Randy's failed his check to keep his cool however and he's off his bike to go toe to toe with Guy as soon as he arrives. Dusty attempts to intervene but Randy shoves past him and is in Guy's face before anyone can stop him.
Randy lays into Guy, almost beating him down before Initiative is rolled. The other PC's, in the SUV watching the fight, decide not to intervene and blow their cover, as do the two Feds across the parking lot. Gaining Initiative over both Guy and Dusty (who intended to move in and drag him off the biker) he has Guy down and unconscious before Dusty can intervene.
When the other three bikers move in Dusty grabs Randy off the downed biker, trying to cool the situation off a bit. Randy again rolls against his Anger Issues and manages to control himself a bit this time, allowing Dusty to make a play at talking down the other three bikers. It fails and they move in menacingly to teach Randy not to mess with the Berserkers. Just in the nick of time there's a distinctive ratcheting sound of pump shotguns being chambered behind the bikers and the PC's can see three redneck looking men have moved in behind while everyone was focused on the fight. They have the three bikers under the gun and warn them off from attacking Randy.
Randy immediately recognizes one of the men as the son of one of his grandfather's old "hunting" buddies. He's seems to have recognized Randy and has come to get him out of trouble. The bikers don't seem especially afraid of the men with shotguns though and one even outright taunts the hunters outright. It's obvious as well they these two groups know each other from somewhere and have a serious animosity for each other. When the leader of the three hunters dares the bikers to escalate the matter right there in front of Hurricane Joe's, the three bikers think it over and finally back down. Though they promise Randy (and the hunters) a day of reckoning before helping up their fallen brother and stomping back into the bar.
ACT II, SCENE II:
Once the parking lot is clear of bikers the three hunters advise Randy and Dusty to come with them, hinting there are things they don't know about the men they just tangled with. Aware that the Feds are still watching them, the two beg off for the moment, promising to meet them at their hotel room later. They return to the gang and head back to uncle Vernon's place to consult with the Feds and try to find a way to get free of them long enough to visit the other hunters. One of the Feds, Special Agent Devon Owens, stays on the watch the bar while Special Agent Abram Morrow heads back with them.
Back at Vernon's place the Fed lets the PC's run off to meet with the hunters while he checks in with his superior. He expects them to return by the next afternoon so Randy can try again to penetrate the Berserker gang and get some intel on them though. The PC's head off to meet the hunters at the hotel then, finding them prepared for action with guns and other gear laid out around their hotel room. When they spot Luther however, things get dicey quickly. Randy's contact, Joshua Folks, the son of his grandfather's partner, snatches up a shotgun and trains it on him as soon as he sees him, with the other two men following suite immediately after. Joshua claims Luther is a vampire, having come up against him in the past. He's absolutely certain of the matter.
Luther claims not to know what the heck they're talking about and Felicity recalls enough vampire Lore that she's able to confirm Luther certainly isn't a vampire (no problem with sunlight, no habit of blood-sucking folks and no remarkable regeneration). Angelita attempts to calm everyone down enough to talk the matter over and actually fails to have an effect on any of the three hunters. They're dead set on gunning Luther down right there until Randy assures them that if they do so his team will be shooting back. That at least buys the PC's enough time to make the case that Luther isn't a bloodsucker and Angelita manages to get through to them at last. Though they require some sort of proof (Joshua is very confident of his claim) Luther settles the matter by cutting himself a little with his knife, showing that the wound doesn't heal right off. Further assurances by the rest of the team finally manage to convince him he must be wrong but he continues to claim to have fought a vampire years ago who looked exactly like Luther. He remains highly suspicious.
When the three hunters are at last calmed enough to discuss the Berserkers the PC's find out the reason why the gang is down to half a dozen members is because the hunters hit them three months ago in Alabama, following a job they pulled there robbing a roadhouse. The Berserkers apparently have some form of mystical tattoos on their chests which, in conjunction with the other symbols they utilize here and there, as well as some form of ritual involving hunting, killing and consuming the heart of a wild bear, grants them superhuman strength and immunity to weapons. At least for a time. Once they "cool down" from their berserker rage they're vulnerable and weak for a time. This is when the hunters hit them last, reducing their numbers by half before they and their leader could escape.
Luckily, this means the Berserkers are on the lookout for new members. And it quickly becomes obvious the hunters have Randy in mind for that, since he displayed a very Berserker-like blood lust in the parking lot earlier. He may have pissed off the gang by beating down one of their members but he probably earned their respect as well. They may even have him in mind as a possible recruit already, in fact. All they need Randy to do is get close enough to the gang to let them know when they're planning their next job. Whatever it may be, they can be expected to go "berserk" when they pull it off and will thereafter be vulnerable, at which time the hunters can move in and put them down for good. Otherwise, facing them at any other time is suicide. They're completely invulnerable to weapons of all kinds and insanely strong.
As this largely amounts to what they're already doing for the Feds, the PC's agree. Though that brings up the matter of getting the Feds out of the picture somehow beforehand. Neither group of hunters sees much good coming of out of the FBI trying to go toe-to-toe with the Berserkers under any circumstances. After talking it over it's decided the best route to take would be finding out where the Berserkers are going to strike next, sending the Feds off on a wild goose chase and taking on the Berserkers themselves as a group. With that decided, the PC's head back to uncle Vernon's to hook up with the Feds again and prepare for another attempt by Randy and Dusty to infiltrate the gang.
ACT III, SCENE I:
Back at uncle Vernon's Special Agent Abram Morrow is still on hand but he's waiting until late that evening to send Randy in again. Agent Owens is still watching Hurricane Joe's, where the bikers seem to still be. The PC's catch a few hours of sleep in the meantime. Agent Morrow then wakes them after dark to inform them that the bikers have finally left the bar and are heading out as a group. He instructs them to wait at Vernon's house until he and his partner return...or else. The PC's stay on hand while he goes to hook up with his partner and tail the biker gang. After a while they decided to head down to the bar to be on hand when the gang returns and to give Randy another shot at picking something up from his old friend, Eric Stein.
At Hurricane Joe's, Randy talks with Eric again and asks about the gang. Eric immediately looks concerned and warns him off having anything to do with the Berserkers. Further discussion makes it obvious Eric probably isn't interested in turning on the gang, though. Dusty utilizes his Intuitive Leaps asset and discovers Eric Stein has close ties to the Berserkers so Randy presses forward questioning the bartender on how he can get into the gang. Eric relents and assures him he can get him in but warns if he joins the Berserkers there's no going back.
While they're talking the television over the bar shows a breaking new report of a clash between police and heavily armed bikers at a sprawling pawn shop in Covington, Louisiana. Footage from a news helicopter covering the shootout show the bikers raining automatic weapons fire on the dozens of police trying to pin them down, shaking off a hail of gunfire in return. The reporter speculates that the bikers must be wearing body armor or some sort. Behind them the pawn shop and two other nearby buildings are on fire and the PC's can see well over a dozen civilians and police officers dead on the ground here and there. The announcer mentions that two Federal Agents who had been keeping the gang under surveillance and had died in the initial confrontation with the men.
Angelita immediately challenges Eric Stein over the matter, questioning whether he wants to be connected with those sort of criminals and asking for his help in putting them down. Eric is surprised and aggressively questions Randy as to just what he's doing in the area and what he knows about the Berserkers. When the PC's reveal that they have come to take on the Berserkers Eric grows sullen and warns Randy to get out of town, hinting at serious trouble if he doesn't. When Randy assures him he and his team can take on the Berserkers, especially when they return from their latest crime in the weakened state he expects they'll be in, Eric offers one last chance to get out...or he'll have to deal with Randy himself.
At that the PC's suddenly wonder at Eric's association with the Berserkers and Dusty asks him point blank if he's a member. Eric haughtily informs him that he's not only a member but that he founded the gang. And if they intend to stick around to take on his brothers when they return then he'll just have to put aside any old friendship he may have had with Randy and deal with him. Eric seems very confident that he can take on all the PC's himself.
The PC's decide that, if the other group of hunters are correct and the Berserkers have to actually "go berserk" before they're invulnerable, then their best is to drop Eric quickly before he can do so. Otherwise they're in big trouble. They decide to attack immediately and hit as hard as they can...except none of them are armed, having gotten in the habit of hiding their weapons in the SUV since the Feds have been around. Seeing that Eric is intent on taking them all on, Angelita tries to talk him down. She fails. Felicity likewise makes an attempt, using her Faith asset, but fails as well. Eric then rips off his shirt, revealing a Norse symbol tattooed into his chest, and starts roaring, turning red in the face and looking all manner of seriously pissed off.
As Eric's berserking constitutes his initial action in starting the fight, Initiative is rolled. Angelita takes point and dashes for the SUV outside, hoping to grab a weapon that might do some kind of damage to the berserking biker. Felicity follows suite, not trusting her unarmed combat skills either. Dusty charges straight for Eric however and attacks, followed by Luther and Randy, with Luther grappling Eric and taking him to the floor in the attempt to slow him down. As Felicity and Angelita raid the SUV for hunting rifles, the three men manage to land a dozen or so blows on the downed berserker before he breaks free from Luther and regains his feet again.
Now up and fighting, Eric lands one blow on Randy that leaves him reeling while the three hunters continue to pummel him. The two girls arrive at the door and shoulder rifles, spending a turn taking aim to make sure they hit hard. Before they open fire, Eric lands two hard blows on Randy knocking him unconscious. The first hit scores an Extraordinary Success and breaks his jaw as well when Randy fails the Endurance check. When the girls let loose with called shots to the head, one hits but it's obvious the rifles won't do any damage at all to the berserker, even shots to the head. But the three men beating on him with unarmed attacks circumvents the mystical protection berserking grants Eric and he's starting to wear down. After another turn of unarmed attacks he finally goes down.
ACT III, SCENE II:
When the PC's discuss killing Eric, as his berserking ability presents a threat that prison isn't likely to be able to contain, Felicity pipes up and suggests burning the tattoo from his chest. Surprised but encouraged by the idea, Randy agrees (Eric is still something of a friend of his after all) and the two convince the others. Luther and Angelita tie up Eric while he's still down (with lots and lots of rope) and Felicity uses a plain old road flare to burn the tattoo. Though Eric wakes up screaming and is bad shape from all the damage, it appears to work and his reaction to having his tattoo burned off suggests he's aware of that as well. Removing most (but not all) of his binding, they drag him into the back to wait for the rest of the bikers to show up.
During the following hours waiting for the gang, Eric raves a bit and assures the hunters he'll recover his power and come after them again. Convinced this is true and that Eric was the only member of the gang who knew the details of the ritual, Luther and Dusty decide he has to die. Luther sends the girls out to the SUV to fetch gear and sends Randy and Dusty to check the adjoining room for anything of interest. As soon as everyone's out of the room, Luther draws his pistol and shoots Eric in the head. When Randy charges in and confronts Luther, Dusty grapples him to keep him off Luther. When the girls arrive and see what has happened they're shocked but Angelita soon works to make peace between Luther and Randy as best she can. In the end though Randy is furious at Luther and it's clear there's a grudge there that may never be let go. Felicity also expresses contempt for the rest of the team and there's some concern when she admits she's tempted to leave the group over the matter. Angelita intervenes there as well but again with only limited success.
When the biker's finally arrive many hours later, it's obvious at a glance that they're all extremely fatigued, barely stumbling through the door. Putting them under the gun and tying them up is a simple matter and they offer only token resistance. Though there's a ruckus when they realize their tattoos are going to be burned off there isn't much they can do about it and the team soon has the grisly act done. At that they spend a couple of hours clearing the bar of anything that might link back to them, leave the men tied up and make an anonymous call to the police advising them that the bikers from the massacre in Covington are trussed up at Hurricane Joe's.
With that the team departs and puts as many miles between them and the bar as they can. A quick call to Randy's uncle settles accounts there and he assures them he'll call when everything shakes out. Another to the other group of hunters lets them know the deed is done, sooner than was anticipated. Despite their success the PC's hearts are heavy and the group suffers serious division. Luther shoulders the burden of the calculated act of vigilante justice he's committed, Randy is filled with hatred for Luther over the death of an old friend (no matter how murderous he may have been) and Felicity is crushed by doubt over her involvement with a group of hunters she fears may be willing to commit any heinous act in their pursuits.