2.2 Interlude: Tracking down the clues

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KahlessNestor
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2.2 Interlude: Tracking down the clues

Post by KahlessNestor » Mon Feb 10, 2020 5:40 am

Date: Saturday, 22 February 2020
Time: 2:30 PM
Weather: Normal for season (cold); light wind; no precipitation
Location: Guardian Tower/Chicago
Scene Modifiers
  • Light: Bright
  • Visibility: Clear
Round 0

A late lunch was laid out in the dining room, mostly cold items, though of course Tamar would prepare whatever they liked.

“This will be a good exercise in learning to use the headquarter’s facilities,” Esperanza told them. “Why don’t you see what you can find out about what happened today, beyond what you know from being there. Who was behind it?”
Interlude
Time to hunt down some information! Describe how your character helps track down information on what happened. You have some clues, including the symbol, the name Masked Hatter, maybe Anubis, maybe the police, or some trace code.

Roll a Skill. You may use the base modifiers for your roll, as well as request support rolls from faculty and staff to help you. Every success/raise will get you a piece of information.
***

Team:
Cailean Blythe/Highlander
Samuel Franklin/Probe
Katherine “Kat” Wilhelm/Hexx
Constance Abels/Chance
Shanice Walker/Winger

GM Bennies: 5/5
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Probe
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Re: 2.2 Interlude: Tracking down the clues

Post by Probe » Mon Feb 10, 2020 6:08 am

Sam is not much on a lot of things, but he knows parts...he took apart three bombs he has a fair clue what parts went into their construction. The detonators, the timers, the actual explosives, the housings, the wiring. Some things, like the detonators, will tend to have lot numbers on them that could make it possible to trace where they came from. Now they might have been filed off (or etched off with acid or some such), but his senses might have let him notice enough details to reconstruct the information.

Once he has that, he can try to research where the materials came from.
OOC Comments
Notice: 1d8+2 = 6: 4, Wild Notice 1d6+2 = 3: 1
Repair 1d8 = 2: 2, Wild Repair 1d6 = 6: 6. WRAce 1d6+6 = 7: 1
Research 1d4 = 4: 4, Wild Research 1d6 = 1: 1 Research Ace 1d4+4 = 5: 1
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Highlander
Posts: 73
Joined: Sun Mar 10, 2019 6:46 pm

Re: 2.2 Interlude: Tracking down the clues

Post by Highlander » Mon Feb 10, 2020 7:49 am

Upon getting back, the first thing Caelian does is seek out Black. Having to not use his powers and raw strength has him stressed a bit. When Caleb asks about the fighting style, Caelian says "Lights Out."

The sparring ring is pitch black and Caelian stays in his young form. They go in three round matches and touches for points, saving the hard physical contact for Caelian's big form. The matches go pretty even for the first few rounds. Caleb wins the first match and Caelian the second. The third goes pretty much neck and neck till both pull up in and agree for a draw. The matches go longer than Caelian had intended but the workout calms him down and allows him to at least think.

"Once I have completed the research into our current situation, I will come back for another series of matches."




Showered and dressed, Caelian in his kid form shows up in the brain center. From his pocket he pulls out a card. He hands the card to one of the support staff, a computer tech known as Carlos X.

"I am sure that the card will be reported missing and deactivated. Not certain how much time we have before the card is no longer valid."

"I think that the there were some personel shifts done at the Gaurdian Tower prior to the Event. Most likely a cleaning person or maintenance personel. Anubis has been running security there, at least for a little while."

Academics 3 _
[*] Academics (1d4) 1d4 = 3: 3
[*] Wild (1d6) 1d6 = 1: 1

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Winger
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Re: 2.2 Interlude: Tracking down the clues

Post by Winger » Mon Feb 10, 2020 11:25 am

Shanice is on the nopowers obstacle course, pushing it too hard. She's getting more crossfit ripped at this rate, tied back fro pigtails, sports bra and runner shorts, track sneakers, elbow/knee compressors, quite the sweaty chiseled perky SI-Teen body under the neon purples. And over her head are two or three or four purple dragonballs spinning and weaving and keeping pace to her determent on trickier obstacles.

When she's burned through all her anxiety and muscle fiber, the sweaty exhausted chest heaving mess drops in a lawnchair and hydrates and looks at one of the big base touchscreen tablets and pokes at it. Reads whatever notes and inner circle chats are discussing research.

In the brief moments of post-exertion clarity, she adds tired replies.

-----

@Highlander: "city hall got these dvd's. like $8. all the pipes water electric for the city and big city blueprints. big deal back home cuz water table stuff. some1 coulda checked under building"

-----

@Probe: "find the movie, bro. what movie show book did bombs like that. then you know the age and crew. dad always busted me cuz he knew my favorite books and stuff."

-----

@Chance: "were all those bombs low down? someone in a rush or afraid of heights?"

-----

Shanice#0121: Masked Hatter, gotta be Tuxedo Kamen or Alice & Wonderland. Can I get some leet crime research list of mask terrorists? Like copy cats of those old movies like V for Vendetta and Matrix?

-----

__________
rolls
academics 1d4 = 2: 2
wild academics 1d6 = 4: 4
Shanice "Winger" Walker
Character Sheet
Agility:d8
d4: Driving Piloting Stealth
d6: Athletics Fight
d12: Fight(ForceControl)

Smarts:d6
d4: Academics CommonKnowledge Electronics Healing Research Science Survival Taunt
d6: Notice

Spirit:d6
d4: Intimidate Performance Persuasion

Strength:d6
Vigor:d6

Pace:6(d6)
Parry:6
Toughness:5(13w/FF)
Size:0
Age: 14-15yo
Build: Athletic

Hinderences: Maj:Caffeine, Min:Ruthless, Min:Loyal, Min:DeathWish, Min:DistinctApp
Edges: Linguist(Spa/Fre/ASL) TeamPlayer AB+PPE

ForceControl(8)+ForceField+Heavy
SuperSkill(3)Fighting(ForceControl)
Flight(5)48"/120mph
Burrowing(1)(req:Forcefield)
Parry(1) Deflection(1)
In Effect: Team Player
Wounds: 0
Bennies: 3

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Hexx
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Posts: 164
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Re: 2.2 Interlude: Tracking down the clues

Post by Hexx » Tue Feb 11, 2020 2:23 pm

OOC Comments
Networking to gather info on Mask. Intimidation, Busting Heads.
Networking/Intimiation 1d4+4 = 7: 3
Wild Intimidation 1d6+4 = 8: 4
Raise: No long-term consequences for using Intimidation.

Kat shakes her head at everyone. "Sure, let's all just get involved with an international terrorist organization. I'm totally sure half a dozen teenagers will be able to succeed where Interpol and the CIA have failed miserably." She gives a brief snort. "In fact, you guys obviously got this. I'm gonna go to Graham Crackers." The downtown comic shop was one of her regular hangouts; she goes through the usual check-out process and heads out, in her street-clothes--not even wearing her Esper coat or the beret, but instead in her default Army surplus overcoat that's two sizes too big.

*********** LATER THAT EVENING ************

Caleb enters Prof. Helios' office and takes a seat, with a notebook in hand. He flips it open and starts to read. "Subject Hexx proceeded to her stated destination via the bus at approximately 10 AM. I followed her, suspecting her intentions to be otherwise. She entered the store shortly after they opened. About 20 minutes later, she departed the store. I checked, and confirmed that her communicator was still located inside the shop. My suspicion is that she stashed it someplace it would not be found by accident, most likely in the women's washroom. She then boarded a CTA train--Green Line, headed south. Naturally, I followed."

He looks up. "She knew exactly where she was going. I don't know if she's done this before, but if not, she did research to find a likely target neighborhood." He goes back to the notebook.

"Subject got off in the Hyde Park neighborhood. While this area is noted for the University of Chicago, much of the area surrounding the university is low-income, and a hotbed of gang activity and street crime. Subject proceeded to walk through the neighborhood, gravitating towards locations where disaffected youth hang out--streetcorners, back alley craps games, and so forth. She engaged multiple youths in conversation."

He breaks from the recitation and looks up again. "Her skill at blending in with street rats is genuinely impressive; they immediately took her to be one of their own. She avoided older teens and adults, for the most part, unless they were with younger kids as well, meaning she avoided some of the worst possible consequences of a young girl being out on her own. And, of course, it was daylight, when most serious predators are inactive. Still reckless to go without backup, of course."

And again, he resumes reading. "She engaged in a repetitive pattern. After engaging and being loosely accepted, she would participate in some minor illicit activity--gambling, shoplifting or smoking, for the most part, though at one point she bought a dime-bag; in later encounters, she sometimes shared a joint in order to break the ice." Brief glance up. "Almost a sure bet she's been hoarding her allowance, taking out small bits of cash every week from the account and stashing it someplace, just like she does that go-bag under her bed. That said, I'm ninety percent certain that she wasn't inhaling when she did the puff-puff pass; the joints were more about breaking the ice than actually using drugs. Hard to tell at a distance, though--her slight-of-hand skills are almost as accomplished as she is adept at pissing me off."

Flipping through the notebook, he summarizes a bit. "Once she was fully ingratiated, or at least as much as possible in such a short time, she would bring up the subject of the attack on Guardian Tower, and of Mask, itself. She usually introduced the topic in a positive, almost laudatory manner--'Man, you hear about how those Mask guys stuck it to the Spandex Set? Serious cajones.' Most of the time, the kids didn't know much. However, every once in awhile, one would react in a more furtive manner. In such cases, Subject would press for information. This often resulted in a hostile response, resulting in an exchange of insults, which often led to low-level scrapping. Subject invariably won these fights, partially because she's actually trained, and, of course, partially because her opponents suffered a considerable amount of misfortune any time they tried to lay a hand on her. Subject did not use her overt powers, instead sticking just to the passive ones."

"After softening up her targets with a little beat-down, she'd again interrogate them, extracting information about Mask's recruitment efforts in the area, usually under the guise of being interested in possibly contacting or even joining the group. She thus acquired several street-names, one real name, and the locations where these recruiters hang out. She then returned to the comic shop, just before closing, and came out. Naturally, subject was again carrying her communicator. She took the bus back to campus and checked in in time for dinner."

He snaps the book shut. "So, there you have it. She broke the rules, putting herself at considerable risk without back-up or protection. If something had happened to her, and I wasn't following her, we would have had to launch an investigation, ultimately risking exposure of our own operations. And since she succeeded, she's going to be utterly convinced that this was the proper course of action." He snorts and shakes his head. "You have to make the final call about consequences for all this, of course. From what we've seen of her, if she finds out her activities were monitored, she'll not only be more inclined to try harder to avoid detection, but she'll also grow even more paranoid about being monitored at all. I wouldn't be surprised if she started accusing us of hiding a tracking device in her body. As a side-note, I'd like to recommend we surreptitiously implant a tracking device in her body." He's clearly only half-joking, at most. "I will say that most of her 'contacts' were completely cowed, or outright impressed--she's not likely to be suffering any blowback from the junior street-thug set over this."

******************* IN THE DORMS ************************

Kat entered the dormroom after dinner. When her roommate asked about 'that scent', she made an excuse and went to take a shower--palming the joint kept her from serious exposure to the pot, but it couldn't keep the smoke out of her hair, unfortunately. Afterwards, she went back, and jotted down all the potential recruiters she'd IDed, as well as where to find them.
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing

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Chance
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Joined: Thu Jun 14, 2018 7:04 pm
Location: Pretty far from home!

Re: 2.2 Interlude: Tracking down the clues

Post by Chance » Tue Feb 11, 2020 11:18 pm

Constance started out online, but quickly found her efforts hitting a brick wall. She was no hacker, no dark-web wizard. And this Mad Hatter knew those tricks far better than she did. What the hell could she do about that? Maybe the answer wasn't online. Maybe this was the time for some old-fashioned hitting the streets. She had a name, and she had a symbol...somewhere in the city there were clues about this, and she could cover a lot of ground.

She took her bike out to the library, locked it up and found a secluded spot to redshift in...or tried to. The first spot she saw had someone in it already. Some girl in a ballcap...and when that girl looked up, Chance was looking in a mirror.

"Hey," said the other her. "Need a hand?"

Chance narrowed her eyes a little. This whole 'other self' thing was still weird to her. She struggled with it, even if it was handy. "You already know what I'm looking for though, right?"

"Uhh...kind of. But it's not that easy. Like, things change. It's not all nailed down the way you think. I found stuff, but it might not be the same stuff. Or in the same place. But...I can give you some hints. Maybe narrow down the search." The other Constance waggled her eyebrows. "You in?"

With a moment to consider, Chance nodded. "Okay, lets go."

'Future Girl' flashed blue and vanished. A second later Chance redshifted and spotted her double, a block away, waving at her. She ran over to catch up, and invisible to the rest of the timestream, the two headed out...

"The the little symbol thingy shows up sometimes," explained her doppelganger. "It's like a calling card? So you'll see it by a door, and you know that place is related. An imprint on letterhead, or a little seal on the bottom of a matchbook. It means that someone in the network is nearby. They use those things to, like...verify each other. To each other."

Constance listened, nodding. She'd sort of assumed something like that already, but there were details there she hadn't thought of. Yet. Or something. "Hey," she said, "do you know about the, uh...temporal antibodies?"

Her future self glanced at her. "Yeah. That's...kind of the other reason I can't just show you exactly where to go. It still has to come from YOU, you know? We're from close enough that they have trouble telling the difference between us, but we still have to be a LITTLE bit careful." She laughed.

"Did we ever have to fight one?"

"Lets not get into them, okay? It kind of attracts their attention when you start changing what you were going to do because of them. They can feel it. Just stay focused. That symbol. It'll be hard to see, so keep your eyes open."

Rolls: Notice 21
Notice: 1d6+2 = 5: 3 or 1d6+2 = 8: 6
Ace 1d6 = 6: 6 Ace 1d6 = 6: 6 Ace 1d6 = 1: 1

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Winger
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Re: 2.2 Interlude: Tracking down the clues

Post by Winger » Wed Feb 12, 2020 10:27 am

eventually shanice showers up and schleps to the game room. pokes around on a laptop while playing Get Smart episodes as an other-brain distraction, making a little notebook list of cool tools @Probe should totes keep. first is definitely custom sneaks with epic tools hidden in them. even anthony hopkins in r.e.d.2 had poison stuff in his shoeheels. and he's a million years old and still made it cool.

... mask mask mask mask ....

origin stories

wonder if this dude's got some kinda revenge story ... so he's either messed up in the face (that thought chains immediately shut down before she spirals on self image calculations) ... or big into hentai/kabuki ...

or he's got following in family footsteps (mentally looking over at caelian)

shanice goes back to her room and starts digging through all her con loot, the bios of all the super heroes ... makes the list of suspects, ... and almost goes to the library to dig stuff herself, but since Esper is practically demanding this as an extra credit project, she goes to the supercomputer room and asks for some labcoater to help her dig deep on Mask heroes a generation back and way deep into old times ... cuz sometimes heroes are recessive and all like "my grandfather carried this holy carrot and now i'm carrotman reborn or something."

will dig on the super computer as much as she can, if there are teasing hints but no solid answers, then it's time to go to the library .... and try really really really hard to not get distracted.

___________
rolls
research + supercomputer 1d4+4 = 7: 3
wild research + supercomputer 1d6+4 = 7: 3
Last edited by Winger on Thu Feb 13, 2020 9:28 pm, edited 1 time in total.
Shanice "Winger" Walker
Character Sheet
Agility:d8
d4: Driving Piloting Stealth
d6: Athletics Fight
d12: Fight(ForceControl)

Smarts:d6
d4: Academics CommonKnowledge Electronics Healing Research Science Survival Taunt
d6: Notice

Spirit:d6
d4: Intimidate Performance Persuasion

Strength:d6
Vigor:d6

Pace:6(d6)
Parry:6
Toughness:5(13w/FF)
Size:0
Age: 14-15yo
Build: Athletic

Hinderences: Maj:Caffeine, Min:Ruthless, Min:Loyal, Min:DeathWish, Min:DistinctApp
Edges: Linguist(Spa/Fre/ASL) TeamPlayer AB+PPE

ForceControl(8)+ForceField+Heavy
SuperSkill(3)Fighting(ForceControl)
Flight(5)48"/120mph
Burrowing(1)(req:Forcefield)
Parry(1) Deflection(1)
In Effect: Team Player
Wounds: 0
Bennies: 3

User avatar
KahlessNestor
Posts: 480
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 Interlude: Tracking down the clues

Post by KahlessNestor » Thu Feb 13, 2020 5:34 am

Date: Saturday, 22 February 2020
Time: 2:40 PM
Weather: Normal for season (cold); light wind; no precipitation
Location: Guardian Tower/Chicago
Scene Modifiers
  • Light: Bright
  • Visibility: Clear
Round 0

Sam remembers some of the serial numbers on some of the parts on the bombs. It’s amazing what things imprint in your head in an intense situation. He manages to track down some of the parts. They seemed to have been purchased at a hardware store in a west side neighborhood of Chicago.

Caelian had managed to lift one of the Anubis security cards, but unfortunately it doesn’t reveal much useful information.

As Shanice poked around, she found some initial reporting about what happened at The Bunker. Something had blown up -- a bomb? -- and somehow ?!!? managed to take down much of the containment system. It was a big mess. Being so far out in Lake Michigan, it took awhile for the Guardians to get there, and many of the superpowered inmates had managed to escape. The Guardians were busy trying to track down the escapees.

Kat found the names of several recruiters. Most of her contacts didn’t actually know much about Mask, but they did recognize the symbol she showed, as the recruiters often had tattoos or small pins. Now in the supers world, Kat figured they might be communicators. Most of the recruiters in these neighborhoods seemed mostly to be looking for spotters or thugs, people to be local muscle and not likely to know much. But she did learn that they were supposed to report to Tres Reyes gang territory.

Constance seemed to hit the motherlode. Her alter ego managed to lead her around on a chase that ended up in her getting her hands on an FBI report. It wasn’t too detailed, but she definitely got the gist.

Mask started as a mercenary operation after World War 2 with factions on both sides of the developing Cold War .It had no problem recruiting operatives from the destroyed Axis powers. As an organization, it was more anarchic, making sure to keep both the NATO and Soviet blocs destabilized, both to prevent outright nuclear annihilation, but also to create space for an alternative. That alternative was Mask. Mask agents infiltrated key organizations in various countries, working for Mask’s agenda behind the scenes, becoming a key antagonist of the United Nations Peace Force, the Guardians, the Soviet Red Sickles, and the Chinese Red Dragons as they planned and executed their terrorist plots.
Leads
West side neighborhood hardware store. (Tres Reyes territory)
Bomber at the Bunker?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Winger
Posts: 77
Joined: Thu Mar 14, 2019 11:39 pm

Re: 2.2 Interlude: Tracking down the clues

Post by Winger » Thu Feb 13, 2020 11:45 am

now shanice has a specific request for the secretsquirrels.

gets someone's attention, or gets to an iris console herself if possible.

"hey, the bomb went off at the bunker at "(time)" ... track all big and small craft in lake michigan from an hour before to like .. um ... two hours after ... like gimme all your underwater sonar stuff, too. ... drones and helicopters overhead maybe too? whatever you got. ... add header: bunker proximity, if they vanished that fast, they had friends and stuff ready."

actually has a notepad and pencil eventhough it's still kind of a weird thing she's forcing herself to use on her parent's orders eventhough it's so caveman. but most of this is going into phone camera pics for reference later, too.

and all that stuff on the mask. heeeeeeeeey, they infiltrated the guardians ... boom, disgruntled exemployee ... looks up the name(s) of guardians tied to mask movement. next research project will be going to the library and looking up those old articles for pictures and stuff.

... right after stalking @Volo to see if he wants to have lunch together or play a game in the game room.
________
rolls
academics/comknow/electronics/research/science for gather 1d4 = 3: 3
wild skill for gather 1d6 = 6: 6
wild skill ace 1d6+6 = 8: 2

notice things on the display 1d6 = 2: 2
wild notice 1d6 = 6: 6
wild notice ace 1d6+6 = 10: 4
Shanice "Winger" Walker
Character Sheet
Agility:d8
d4: Driving Piloting Stealth
d6: Athletics Fight
d12: Fight(ForceControl)

Smarts:d6
d4: Academics CommonKnowledge Electronics Healing Research Science Survival Taunt
d6: Notice

Spirit:d6
d4: Intimidate Performance Persuasion

Strength:d6
Vigor:d6

Pace:6(d6)
Parry:6
Toughness:5(13w/FF)
Size:0
Age: 14-15yo
Build: Athletic

Hinderences: Maj:Caffeine, Min:Ruthless, Min:Loyal, Min:DeathWish, Min:DistinctApp
Edges: Linguist(Spa/Fre/ASL) TeamPlayer AB+PPE

ForceControl(8)+ForceField+Heavy
SuperSkill(3)Fighting(ForceControl)
Flight(5)48"/120mph
Burrowing(1)(req:Forcefield)
Parry(1) Deflection(1)
In Effect: Team Player
Wounds: 0
Bennies: 3

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Probe
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Posts: 177
Joined: Wed Nov 01, 2017 4:46 pm

Re: 2.2 Interlude: Tracking down the clues

Post by Probe » Tue Feb 18, 2020 5:18 am

Sam will inform the others, "I managed to track down where the supplies to make the bomb were bought. Perhaps someone with a bit more computer savvy might be able to see who bought it if they paid with a credit card or check or an open account."

Sam would think, You can not trace cash that easy, if they are smart they paid with cash...but if they did...

He would say aloud, "If they used cash, perhaps there is someone there who would remember who bought the items."
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

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Hexx
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Posts: 164
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Re: 2.2 Interlude: Tracking down the clues

Post by Hexx » Tue Feb 18, 2020 10:16 am

Kat frowns at Sam. "Okay, I don't have a proper outfit for a funeral, so I am going to speak up here. That shop? It's in the middle of Tres Reyes gang turf. Odds are, Mask has worked out a deal with the gang to provide protection and muscle. Even if they haven't, a bunch of gringos going in and asking questions about cash purchases is gonna draw the wrong sort of attention. Quick show of hands--how many of you are bulletproof? Like all the time, even when your back is turned and a gun barrel just barely peeks out of a passing car window?"
Katarina "Kat" Wilhelm, aka Hexx
Rising Star
Attributes: Agility d6, Smarts d8, Spirit d6 (d8/d12+1), Strength d4, Vigor d6
Pace: 6/d6; Parry: 4; Toughness: 5
Skills: Athletics d6 (Throwing d12); Common Knowledge d6 (+2 nefarious activities)
Notice d6; Persuasion d4 (-1, or +1 when Networking streets); Stealth d4; Taunt d6 (d12+2)
Academics d8; Intimidate d4 (+2 when Networking streets); Gambling d6; Thievery d6
Perform d4; Fighting d4
Hindrances: Overconfident (Major); Suspicious (Major): Others Support her at -2; Mean (Minor): -1 Persuasion; Vengeful (Minor): Get payback, always; violence usually not required
Edges: SPC SuperPowers; Streetwise: +2 Intimidation/Persuasion Networking with shady characters, Common Know rolls for criminal activities
Humiliate: Free Reroll on Taunt Tests
Strong-Willed: +2 on Smarts/Spirit Opposed Resistance Rolls
Bennies: 3/3
Powers:
Jinx: Foes Mishap on 1 or 2
Switch 1: Negation: RTA (Throwing), Roll Opposed Spirit, Succ/Raise = -1 DT targeted Trait
Switch 2: Malfunction: 12", Spirit (0/-2/-4/-6) + Super-Attribute Spirit III
Switch 3: Attack, Ranged III, 12/24/48, 3d10 Damage, 1 Round Delay, Always Innocent Bystanders
Gifted: Never Unskilled
Uncanny Reflexes: -2 to be hit, Agility to evade AoE
Danger Sense: Notice to start combat on Hold when ambushed
Fearless
Super-Attribute: Spirit
Super-Skills: Taunt, Athletics/Throwing

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Probe
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Re: 2.2 Interlude: Tracking down the clues

Post by Probe » Tue Feb 18, 2020 11:02 am

Sam says in agreement, "Going in for questions would be after seeing if we can trace a payment method other than cash, and then should be done with all suitable caution and care."

He thinks about whether that group should include him, I am not bulletproof, but my enhanced senses may be needed. Well the question can wait until we know if it is needed.
In Effect:
Wounds: 0
Bennies: 3

Heightened Senses: +2 Perception, Night Vision
Uncanny Reflexes

User avatar
Winger
Posts: 77
Joined: Thu Mar 14, 2019 11:39 pm

Re: 2.2 Interlude: Tracking down the clues

Post by Winger » Tue Feb 18, 2020 1:26 pm

"Soy mucho menos gringo. Puedo bloquear balas. Puedo volarnos si empeora. ... If anyone goes in, I'm going, too. Back up evac whatev."
Shanice "Winger" Walker
Character Sheet
Agility:d8
d4: Driving Piloting Stealth
d6: Athletics Fight
d12: Fight(ForceControl)

Smarts:d6
d4: Academics CommonKnowledge Electronics Healing Research Science Survival Taunt
d6: Notice

Spirit:d6
d4: Intimidate Performance Persuasion

Strength:d6
Vigor:d6

Pace:6(d6)
Parry:6
Toughness:5(13w/FF)
Size:0
Age: 14-15yo
Build: Athletic

Hinderences: Maj:Caffeine, Min:Ruthless, Min:Loyal, Min:DeathWish, Min:DistinctApp
Edges: Linguist(Spa/Fre/ASL) TeamPlayer AB+PPE

ForceControl(8)+ForceField+Heavy
SuperSkill(3)Fighting(ForceControl)
Flight(5)48"/120mph
Burrowing(1)(req:Forcefield)
Parry(1) Deflection(1)
In Effect: Team Player
Wounds: 0
Bennies: 3

User avatar
Highlander
Posts: 73
Joined: Sun Mar 10, 2019 6:46 pm

Re: 2.2 Interlude: Tracking down the clues

Post by Highlander » Wed Feb 19, 2020 9:54 am

Caelian raises his hand at Kat's inquiry. "It takes more than bullets, thankfully."

When the others look at him, "I may be pretty fly for a white guy, but gangs are not my thing."

He scans the information about the Mask. "Lots of deception and hidden agendas. I doubt the figure on the screen was even the head of this secret organization. Likely another puppet in a show."

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