Part 1:Merctown Ghost World

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Stoic
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Part 1:Merctown Ghost World

Post by Stoic » Sun Jan 19, 2020 8:45 pm

As often is the case, Alison is guarded by dark winds, bad feelings. She is going for a walk through the city when her attentions are turned to a old cracked screen flickering against one of the walls. On the screen is a series of photos of half a dozen women, the word "Missing" stamped on top of each picture. They all seem to be roughly the same age, same hair color. A couple of them could even pass for sisters. Alison gets a bad feeling and takes to the streets, to see if she can see what happened.
Instructions
Anyone participating in this task, make a networking roll. If this is successful, describe how you discovered the perpetrator. If you turn him into the authorities, each participant gets 50,000 credits.

After this, make a spellcasting roll at a -2 (a straight up roll for Necromancers). After you succeed at this, please describe how you set the murdered souls at rest. If you fail at this, take a level of fatigue for a week to represent your bad dreams. If you crit fail, you will be haunted and have the PTSD (Major) Hindrance until the end of this quarter.
GM Bennies 9/9
Wild Card Bennies ?

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Alison
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Re: Part 1:Merctown Ghost World

Post by Alison » Mon Jan 20, 2020 5:53 am

Networking (Persuasion) 4
Persuasion for Networking 1d8-1 = 1: 2
Wild 1d6-1 = 4: 5
Spellcasting 7
Spellcasting 1d10 = 2: 2
Wild 1d6 = 3: 3
Benny to reroll 1d10 = 7: 7
Wild 1d6 = 1: 1
While touring with @Doc Olliday, Alison is immediately drawn to the notice of the missing girls.

"Doc, hold up a sec," she requests, looking over the faces of the victims. "I may not be a detective, but that's a pattern if ever I saw one, and I can practically feel the ache swirling around this part of town. These deaths have left an open wound here, and maybe we can help heal it."

Alison checks the contact information on the "poster," and asks Doc to take her to the address listed. After bobbing in and out of a couple of streets, she finds herself at something resembling a police precinct, of sorts. A city watch station, perhaps?

She speaks with the clerk, who establishes very quickly that Alison does not have the proper paperwork in order, but Alison smooths things over as best she can. She's not as practiced at talking with the living as she is with the dead, but she tries to remind herself that the living are people, too, and the principles are more or less the same. She smiles and entreats and flatters until the clerk gives up what information they have, including the addresses of some of the victims.

Alison visits the families of the victims, an all too familiar dance, and introduces herself. The first two homes want nothing to do with her "twisted magic," but at the third home, they listen. They are ready to talk, and they just want to hear from their daughter again, one last time.

So Alison goes to the girl's last known location and starts looking, the way only a trained Necromancer can. She feels for the girl's spirit until she finds it, and then she casts the spell to conjure it up.

The spirit is sad, but resolute. "I met him at the repair shop," she tells Alison, "and we went for a drink just down the block." One thing led to another, and, well... it was all too familiar a tale. But this time, it's one that would be told.

After leading the girl's spirit back home to speak with her parents, Alison signals to @Doc Olliday. "Okay, Doc. We've got a description and a location. This is your city; is that enough to make our move?"

She unconsciously taps her finger on the body of the SMG under her coat as she considers that they could soon be confronting a violent murderer in a strange city.

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Re: Part 1:Merctown Ghost World

Post by Doc Olliday » Tue Jan 21, 2020 1:43 pm

The other members of the 24 th scattered across the city. Doc stode for a time in streets of the Hub until @Alison touched him on the shoulder and brought him from his memories. The Warrens were North West of his current locations but his memories made him feel like he was living on the streets of the Warrens again.
Doc's Flashbacks wrote: His off hours when not working at Tony's (165) was spent with his roommates at places like the Weight Pile (162) and Super-Juicer Augmentation (155). Occassionaly he had time to himself and could visit the Feathered Serpent Pharmacy (154).
Doc looked at Alison and apologized. "Many ... memories in MercTown." He grimaces in a fashion, unique to Doc but not seen very often. The ever present smile replaced by a thin line that might be a smile. Checking his communicator, "Business appears to be a little slow. Where exactly do you want to go?"

Alison wrote:
Mon Jan 20, 2020 5:53 am

While touring with Doc Olliday, Alison is immediately drawn to the notice of the missing girls.

"Doc, hold up a sec," she requests, looking over the faces of the victims. "I may not be a detective, but that's a pattern if ever I saw one, and I can practically feel the ache swirling around this part of town. These deaths have left an open wound here, and maybe we can help heal it."

Alison checks the contact information on the "poster," and asks Doc to take her to the address listed. After bobbing in and out of a couple of streets, she finds herself at something resembling a police precinct, of sorts. A city watch station, perhaps?
"Doc was about to make a comment about looking after dead people, when he remembers that on occassion he has gone looking after people, who ended up being dead. "I can certainly assist you there. The percint you want is actually located in Dockside up near the river, North of here."

He pauses in front of the marque long enough for the loop of missing to run itsself a couple of more times and finds himself agreeing with the young woman. Certainly a very obvious pattern. He nods to @Alison and hails a taxi. As much as Alison is naturally herself, she would be a welcome addition to many places both reputable and those that aren't all through out MercTown. Yes a Taxi is the best means for traveling here.

The Taxi takes them from the Hub to the Magic Quarter and then into Dockside. Pulling up near the nearest precinct upon entering Dockside, Doc pays the Taxi driver his fare, a little steep but not extortive, plus a little extra and leaves his business number with the D-Bee behind the wheel. When the D-Bee gives a look about the number, Doc just says, "This is MercTown. Where and When you might need my services you probably never plan for, but now you have someone looking out for your well-being and that should bring you piece of mind."

Alison wrote:
Mon Jan 20, 2020 5:53 am

She speaks with the clerk, who establishes very quickly that Alison does not have the proper paperwork in order, but Alison smooths things over as best she can. She's not as practiced at talking with the living as she is with the dead, but she tries to remind herself that the living are people, too, and the principles are more or less the same. She smiles and entreats and flatters until the clerk gives up what information they have, including the addresses of some of the victims.

Alison visits the families of the victims, an all too familiar dance, and introduces herself. The first two homes want nothing to do with her "twisted magic," but at the third home, they listen. They are ready to talk, and they just want to hear from their daughter again, one last time.
Doc is sullen during most of the visits. Having been a on a few inquiry visits like Alison is doing now. He could never tell what type of reception would be waiting at the door to the homes he visited and he certainly could not have said how things would turn out now. Missing. Possibly Dead. All leads gone cold. Typical story even for Dockside.

Alison wrote:
Mon Jan 20, 2020 5:53 am

So Alison goes to the girl's last known location and starts looking, the way only a trained Necromancer can. She feels for the girl's spirit until she finds it, and then she casts the spell to conjure it up.

The spirit is sad, but resolute. "I met him at the repair shop," she tells Alison, "and we went for a drink just down the block." One thing led to another, and, well... it was all too familiar a tale. But this time, it's one that would be told.

After leading the girl's spirit back home to speak with her parents, Alison signals to Doc Olliday. "Okay, Doc. We've got a description and a location. This is your city; is that enough to make our move?"
While @Alison is talking to the spirit, Doc notices a bit of metal gleaming in the darkness of the alleyway between Posiedon Shipwrights (205) the GAW Dealership (206). Reaching down he finds a silver necklace, broken near the clasp, bearing a locket with a cameo done in ivory. Just holding it, sets off his Arcane Senses. A magic ward?

Taking the spirit back to her parents, Doc presents the locket back to the parents but this time on a sturdier chain. "Sir. Ma'am. This locket belongs with you and your family as much as your daughter needs to be put to rest. Someone in your family is trying to protect you. Keep this close. My condolences on your loss."

One thing Doc had done, before returning the locket, other than adding a new, enchanted chain, was to clean the locket. Doc found fingerprints and some skin samples. From the alleyway, he marked the struggles between the young woman and her assailant. Alison explained that the when the body dies that the spirit is generally trapped at the location it died at. The body had been disposed of and would likely take more leg work to discover than the 24th was planning to spend in MercTown.

"I believe we have more than enough evidence to track the perpetrator. Let us collect our facts in an orderly fashion and present our findings."
Alison wrote:
Mon Jan 20, 2020 5:53 am

She unconsciously taps her finger on the body of the SMG under her coat as she considers that they could soon be confronting a violent murderer in a strange city.
Networking (Persuassion) 8 _
Work the Room ?
Streetwise: +2
HJ Education: +1
Charismatic: free Persuassion reroll

[*] Persuassion (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 3: 3
Supporting Alison (Persuassion) 7 _
Scene Modifier: -2
HJ Education: +1
Charismatic: free Persuassion reroll

[*] Persuassion (1d8) 1d8 = 1: 1
[*] Wild (1d6) 1d6 = 1: 1

Charismatic Free Reroll

[*] Persuassion (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 8: 2
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Xiang
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Re: Part 1:Merctown Ghost World

Post by Xiang » Sun Jan 26, 2020 9:57 am

Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"

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Re: Part 1:Merctown Ghost World

Post by Doc Olliday » Mon Jan 27, 2020 7:26 am

Xiang wrote:
Sun Jan 26, 2020 9:57 am
Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"
Not at all surprised by the arrival of the were, Doc looks at @Xiang, "We are trying to locate a murderer."

"I know you are good at stalking prey but what we need is to track down they prey."

"Think you can lend a ... paw to our cause?"
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Re: Part 1:Merctown Ghost World

Post by Xiang » Mon Jan 27, 2020 6:46 pm

Doc Olliday wrote:
Mon Jan 27, 2020 7:26 am
Xiang wrote:
Sun Jan 26, 2020 9:57 am
Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"
Not at all surprised by the arrival of the were, Doc looks at @Xiang, "We are trying to locate a murderer."

"I know you are good at stalking prey but what we need is to track down they prey."

"Think you can lend a ... paw to our cause?"
Networking 14
Persuasion 1d4 = 4: 4 Ace 1d4+4 = 8: 4 Ace!! 1d4+8 = 12: 4 Mega ACE!!! 1d4+12 = 14: 2
Wild 1d6 = 1: 1


"Si, I would be happy to." Something about a talking cat puts people to talking. At first they seemed put off, or alarmed. There was mention on some other talking cat who was not to be trifled with, and much relief that Xiang didn't have guns?? How would I even use them in this form he wondered. It wasn't long before they got a lead on the location of the target, an abandoned ruin of some pre apocalypse "super store".

"So, what is our plan?"

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Re: Part 1:Merctown Ghost World

Post by Alison » Fri Feb 07, 2020 8:44 pm

Xiang wrote:
Mon Jan 27, 2020 6:46 pm


"Si, I would be happy to." Something about a talking cat puts people to talking. At first they seemed put off, or alarmed. There was mention on some other talking cat who was not to be trifled with, and much relief that Xiang didn't have guns?? How would I even use them in this form he wondered. It wasn't long before they got a lead on the location of the target, an abandoned ruin of some pre apocalypse "super store".

"So, what is our plan?"
Alison looks to @Doc Olliday and says, "Well, Doc? This is your town. Do we go get the local authorities? Or do we track this guy down ourselves?"

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Re: Part 1:Merctown Ghost World

Post by Doc Olliday » Sat Feb 08, 2020 7:21 am

"We will worry about the authorities after we have collected the evidence and the perp. Let's go."

Doc stoops down, scoops up @Xiang, placing him around his shoulders once more. "No sense in you wearing out your nine lives walking."

"Come along Ms. @Alison we need to finish this."
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Re: Part 1:Merctown Ghost World

Post by Xiang » Sun Feb 09, 2020 1:45 pm

Doc Olliday wrote:
Sat Feb 08, 2020 7:21 am
"We will worry about the authorities after we have collected the evidence and the perp. Let's go."

Doc stoops down, scoops up Xiang, placing him around his shoulders once more. "No sense in you wearing out your nine lives walking."

"Come along Ms. Alison we need to finish this."
Settling in on the D'norr's shoulder, "If we will be confronting him peacefully than this form would probably be better. Regardless, I can try to poke around in his head to learn where he may have hidden evidence."

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