The Investigation

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Stoic
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The Investigation

Post by Stoic »

sketch-1645023669829.png
Hearts: Spirit linked skills
Diamonds: Smarts linked skills
Spades: Agility linked skills
Clubs: -2 penalty to lead and support rolls, your choice of skill
Joker +2, any choice of skill

Face cards: An opposed roll, representing a significant obstacle or enemy.
Jack of Hearts, 5
Jack of Hearts, opposed roll:
1d6!! 1d6!!: [5]+[4] = 9

As you start to put everything together, you get a visit from some "concerned local businessmen" along with a tough looking Grackle tooth who just hangs in the back giving everyone dirty looks. They just want you to know that you are ruffling some feathers and ask you to kindly stop doing so.
GM Bennies 9/9
Wild Card Bennies ?
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The Investigation

Post by Serival Drumm »

OOC Comments
Taking 6 of Clubs (Complication, rolling choice of skill, at -2)
Common Knowledge (making forged IDs for the group to give us multiple identities ).
Net roll even (HJ roll gives +2, Complication gives -2)
Complication: Local IDs are harder to imitate than first expected--countermeasures exist.

Common Knowledge 1d6!!: [1] = 1
Wild Common Knowledge 1d6!!: [5] = 5
Success!
Serival spends some time in relative seclusion. However, the morning after the day after the interview with the Vampire (so about 36 hours, total), he calls the group and shows them what he's been working on. On the table are numerous cards with their photos on them--with names and birthdates that are completely different. He clears his voice and explains.

"The early stages of investigations require mobility--you have to cover a lot of ground, ideally without tipping your hand to those you're hunting." He taps the table for emphasis. "Fake IDs are a good way to move about unnoticed. If you've got a knack for subterfuge, it can form the basis for a whole cover identity. But even if you can't lie well, most folks will look at the ID and be satisfied that that's who 'you' are. If you draw too much notice to one name, it can be discarded and a new one adopted."

He sighs. "Most cities, I could work us up IDs to get in almost any building in town. But the Council is apparently wise to the risk of letting people run around without anyone knowing who they are, so the local IDs are a bit higher quality, with countermeasures installed, like holographic panels, and self-referential codes in the numbers. Still, I've got some basic identification here for everyone that says you're someone else. If you have to talk to local law enforcement--other than our good friend, Officer Alvarez, of course--give them this name, and then, IF they ask, show them the ID. It won't survive any sort of in-depth examination; if you get arrested, you're going to get busted for the fake as well as whatever you got pulled in for. But it'll satisfy them on a loitering investigation, or even a more in-depth hard stare by a cop looking for a reason to bust someone."
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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Buffy Laskaris
Posts: 111
Joined: Thu Jun 14, 2018 7:04 pm
Location: Pretty far from home!

Re: The Investigation

Post by Buffy Laskaris »

Buffy accepted her fake ID gracefully, but didn't plan to use it immediately. For her this was a familiar dance. Of hunter and hunted, and establishing who was which. An undead slayer was a big target, if detected. The first stage was to avoid detection. She was no slouch at skulking; sticking to shadows and out-of-the-way avenues. Climbing up onto low roofs and staying out of easy sightlines. From there, she scouted the area to get the lay of the land. Find the places vampires could use to move freely. The places they could feed. The places they could take refuge during the day.

By the time she started talking to people to actually find the vamps, she'd already know where they'd go to ground.

Rolls - Using 3 of Spades, Stealth 4 or maybe 6?
Stealth skill
1d8!! 1d6!!: [4]+[1] = 5

Not sure if this qualifies for the 'anti-vampire reroll' ability, but just in case:
1d8!! 1d6!!: [6]+[5] = 11
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Scalawag
Posts: 17
Joined: Tue Aug 17, 2021 4:21 pm

Re: The Investigation

Post by Scalawag »

Scalawag points out, "Unless there are other Horhune in this town, a fake ID is less than useful to me."

Scalawag hears of a group that is going white water rafting down in the canyon below, and joins them. They seem a bit leery of him at first.
OOC Comments
Boating: 1d8!!: [7] = 7 , Wild Boating 1d6!!: [4] = 4
Swimming: 1d6!!+2: [5]+2 = 7 , Wild Swimming 1d6!!+2: [5]+2 = 7
Psionics (Hydrokinesis): 1d10!!: [8] = 8 , Wild Psionics: 1d6!!: [3] = 3
Performance: 1d8!!: [7] = 7 , Wild Performance: 1d6!!: [11!!] = 11
The fact that he was skilled with boats was useful, and his swimming and hydrokinesis were helpful with rescuing others who fell out. Still it was his music that made him most popular with the group.
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Rio Vaughan
Posts: 14
Joined: Tue Jul 27, 2021 9:38 pm

Re: The Investigation

Post by Rio Vaughan »

"Cities. Blech."
Splash bubbles affirmation of his friend's sentiment.
"We should wash the town. Flood it. Not like ruin it flood it. Just...clean it. Solve our vampire problem, right?"
The hulking pool of water splashes merrily at the suggestion.
"Since we can't do that..." Rio's voice changes to a caricature of a townie and pantomimes panic. "You got water in my stuff! Oh noes!" -- the elemental does what passes for a laugh among upright watery forms -- "I guess we'll just have to root 'em out the hard way. You can almost smell 'em when you hit the right spots."
And so, with what knowledge of the city he has, his more extensive knowledge of vampire habits and behavior, as well as that almost innate sense of what they're thinking, armed with his trusty fake ID provided by @Serival Drumm, he sets off into the heart of the filthy city, constantly followed by a river that leaves no moisture behind. He enters shops, checks sewer grates and drainage ditches for weaknesses, and sniffs out any false walls. He also checks for

Occult: 1d10!!: [6] = 6
WD Occult: 1d6!!: [3] = 3
Benny Occult with Elan: 1d10!!+2: [6]+2 = 8
WD Benny Elan: 1d6!!+2: [3]+2 = 5
within some of the city structures.
Rio G. Vaughan
Rio G. Vaughan, Warlock
Pace: 6; Parry: 5
Toughness: 13 (5)
Armor: Huntsman Medium
Pertinent Edges: Blaster, Brave, Danger Sense, Elan, Rapid Recharge
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: The Investigation

Post by Xiang »

Rio Vaughan wrote: Sun Feb 27, 2022 9:16 pm "Cities. Blech."
Splash bubbles affirmation of his friend's sentiment.
"We should wash the town. Flood it. Not like ruin it flood it. Just...clean it. Solve our vampire problem, right?"
The hulking pool of water splashes merrily at the suggestion.
"Since we can't do that..." Rio's voice changes to a caricature of a townie and pantomimes panic. "You got water in my stuff! Oh noes!" -- the elemental does what passes for a laugh among upright watery forms -- "I guess we'll just have to root 'em out the hard way. You can almost smell 'em when you hit the right spots."
And so, with what knowledge of the city he has, his more extensive knowledge of vampire habits and behavior, as well as that almost innate sense of what they're thinking, armed with his trusty fake ID provided by Serival Drumm, he sets off into the heart of the filthy city, constantly followed by a river that leaves no moisture behind. He enters shops, checks sewer grates and drainage ditches for weaknesses, and sniffs out any false walls. He also checks for

Occult: 1d10!!: [6] = 6
WD Occult: 1d6!!: [3] = 3
Benny Occult with Elan: 1d10!!+2: [6]+2 = 8
WD Benny Elan: 1d6!!+2: [3]+2 = 5
within some of the city structures.
Padding along in his usual form, Xiang laughs as well. "The real problem with that plan is all the filth will be washed out into the countryside. Well, more so than it is now." Keeping near Rio as the man moves through the town, the werecat moves on rooftops or slinks through shadows, his path crisscrossing that of the elementalist as if Xiang were hunting with a packmate. When Rio investigates a building, Xiang circles it to watch for runners or ambush. When exploring other areas the werecat meets up and looks over and under things with them.

After several fruitless searches Xiang spots a runner when Rio enter a courtyard. Sending a quick psionic heads up to the warlock to be on guard for trouble, Xiang takes off after the lookout.
Notice for task with Joker
Notice d8+4: [2]+4 = 6
Notice Wild d6!!+4: [10!!]+4 = 14
The vampire slave is quick but Xiang never losses track of him for an instant, easily keeping pace on the rooftops and balconies of the town. When the target enters a small hut and doesn't leave for quite a while the werecat is confident the location is "of interest". heading back to the teams in town headquarters he is care to make sure he is not followed in kind.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: The Investigation

Post by Jesse (Graunk) »

Investigation-thralls WIP

Hearts: Spirit linked skill
Face cards: An opposed roll, representing a significant obstacle or enemy.

Spirit d8- 1d8!!: [5] = 5
Wild- 1d6!!: [2] = 2

Spend Bennie:
Spirit d8- 1d8!!: [2] = 2
Wild- 1d6!!: [1] = 1

Spend Bennie- Greater Boost Trait: Spirit
Spirit- d8- 1d8!!: [7] = 7
Wild- 1d6!!: [4] = 4
Success: +1d Spirit (1d10), Free re-roll

Spirit-1d10- 1d10!!: [3] = 3
Wild- 1d6!!: [3] = 3
Free Re-roll
Spirit 1d10- 1d10!!: [7] = 7
Wild- 1d6!: [5] = 5

Spend Bennie
Spirit-1d10- 1d10!!: [9] = 9
Wild- 1d6!!: [2] = 2

9- The test of Spirit ends with a Tie!

Carefully looking over the situation, Graunk knew this had to be dealt with carefully. He was already responsible for this unwelcome delay in the search for answers about the darkness infesting the area. He was sure not to make things worse by engaging in open combat within town limits. With a low glutteral incantation, Arcane energies surged through the Master of Magic and he spoke forcefully to the gang of assembled Thralls that now threatened him and his companions. “ Leave this place and return to your vile master”, he demanded as his eyes flared with the light and power of the sun. The lot of them unable to resist the magical words of influence reluctantly obeyed. All save for the brutish Grackle towering over him. Before Graunk could repeat the command, the giant hand of the Grackle grabbed the Orc by the head lifting him off the ground. “ No tricks. Now I crush and dust you” the beast declared. His master had cleverly put protections on his minion, blocking Graunk’s magical influence. Well, sometimes the diplomatic way is necessary. Even though Graunk would have rejoiced at the challenge of combat with this impressive foe, he restrained his impulses. Some of his party members had already stealth-ed off to follow the unsuspecting and commanded lesser Thralls. They may indeed lead them closer to the den of darkness hiding the Master Vampire actually subtlety in control of the evils lurking within the shadows. As the large clawed hand began squeezing, Graunk reached into his pocket and pulled out a shinny ID card and pressed it into the snout of the Grackle. “Even a stooge as simple as you” he insisted smugly, “ Knows the penalty for harming a registered guest.” The ID badge did indeed provided certain privileges. “Now bother me no longer, and I assure you we will settle this as we should on our own terms.” He concluded. As if to re-enforce the authority of the plastic card, the local enforcers that had been curiously gathered watching what they thought was a common shakedown, were now at the ready with hands on weapons and frowns on faces. Graunk was slammed back down to his feet and released. With a loud snort the Grackle concludes “oh, you can count on it little man” and left. The Vampire Hunter was more than a little agitated. He looked at his group with a vengeful gleam hinted with a dose of embarrassment. “ sorry about that. I’ll clean that mess up later. We should keep moving, we’ve lost some valuable time due to that encounter, but I believe we are on the right trail. The darkness will be routed.” He vowed.
Graunk- Orc Vampire Slayer
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Stoic
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Re: The Investigation

Post by Stoic »

Updates and Instructions
4 Bennies in the mutual pool (8 accumulated, 4 spent on this task).

When posting, please declare what card you are acting on and if you are leading or supporting.
We are moving up to the next tier.

This tier includes a 2 of Spades, which needs to be an Agility linked Skill, a 5 of Clubs which can be any suit but is at a -2 (A total of -4 including the -2 penalty for this tier), and a King of Hearts which is Spirit linked skill and is an Opposed Roll against a King of Hearts 1d10!! 1d6!!: [1]+[4] = 5 4.

All lead rolls are at a -2 (the Club is a -4) but support rolls have no penalty.
The group, being professionals, quickly makes progress. @Serival Drumm 's ID's come in handy almost immediately as a particularly gruff looking patrolman, breath stinking of tequila, stops Rio while he is searching for the markings. He gives the ID a good hard stare and after what seems like forever, he lets him go.

To an Undead Slayer, hunting down vampires is second nature. @Buffy Laskaris , being familiar with these creatures and their...appetites, scours the dredges of towns, finds a few obvious hunting grounds and after eavesdropping on some of the locals, hears quite a bit about "missing people".

@Scalawag makes progress with some good music and a few beers, the locals filling him in on particularly strange stories from the city, helping inform him of their whereabouts.

@Xiang and @Rio Vaughan work well together, Xiang giving chase at the runner that @Rio Vaughan flushes out for him. He follows him to a hut, does some careful lookout work, and heads back.

Once @Jesse (Graunk) gets wind of this, he heads that way only to be encountered by a gang of toughs, whose breath smells like blood to Graunk's heightened sense. There is a tense moment but eventually they pass by, Graunk knowing it's better to get intel on them at this point rather than engage.

The group has gathered a decent amount of information in a short time. They have picked out a few places with the occult markings, have confirmed the location of some kind of suspicious activity with the hut, and Graunk has confirmed that thralls roam the city streets. That being said, the undead are starting to get somewhat suspicious as these strangers to town have already noticed things that the city's own residents have never even suspected.

Move on to Tier 2.
GM Bennies 9/9
Wild Card Bennies ?
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Rio Vaughan
Posts: 14
Joined: Tue Jul 27, 2021 9:38 pm

Re: The Investigation

Post by Rio Vaughan »

Vampires are tricky. Having piqued their interest, priorities change for the 24th. Instead of seeking out the undead, the undead are starting to sniff around. So Rio
Focus (Detect Arcana): 1d10!!-2: [4]-2 = 2
WD Focus: 1d6!!-2: [2]-2 = 0
Benny Focus with Elan: 1d10!!: [4] = 4
Benny WD Focus: 1d6!!: [3] = 3
2nd Benny Focus: 1d10!!: [7] = 7
2nd WD Benny: 1d6!!: [7!!] = 7
Supporting Networking roll
his arcane sight on the people he sees as an early warning system.
Rio G. Vaughan
Rio G. Vaughan, Warlock
Pace: 6; Parry: 5
Toughness: 13 (5)
Armor: Huntsman Medium
Pertinent Edges: Blaster, Brave, Danger Sense, Elan, Rapid Recharge
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Scalawag
Posts: 17
Joined: Tue Aug 17, 2021 4:21 pm

Re: The Investigation

Post by Scalawag »

Scalawag realizes what the Warlock is doing and decided his abilities are a good complement. He utilizes his ability to Sense Supernatural Evil, if there are any Vampires about that are not evil, they might escape his notice...but such should not be our concern.
OOC Comments
Psionics 1d10!!: [4] = 4 (Note that he gets a +2 on this specific use of his power, which cancels out the -2), Wild Psionics 1d6!!: [5] = 5
Survival 1d8!!: [5] = 5 (if he DOES sense a vampire, he will use this to try to locate them as per the ability description) Wild Survival 1d6!!: [5] = 5
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Serival Drumm
Posts: 81
Joined: Sat Aug 24, 2019 9:21 pm

Re: The Investigation

Post by Serival Drumm »

OOC Comments
Taking the Club (Choice, -4 total penalty, Mr. Fix-it offsets 2 points of penalty. Repair, net roll d8+3.

Repair 1d8!!+3: [2]+3 = 5
Wild Repair 1d6!!+3: [5]+3 = 8

Raise! +1 Group Bennie!
One thing about dealing with an entrenched enemy--they've had time to think of ways to protect themselves. Like, say, cameras. Modern cities, of course, have all sorts of security cameras--some operated by the local government, some by businesses, and some by individuals, particularly those who own homes in wealthy neighborhoods. This makes it surprisingly easy to plant additional cameras around town, in key spots, to maintain a watch out for folks who might be poking their noses into places that you would rather remained nose-free.

The trick to spotting these cameras was to look for ones with wiring going to the wrong spot, or obviously wireless hook-ups that could easily have been wired, if they were actually being used by that small bodega to keep an eye on the riff-raff.

Sure enough, the vamps had a LOT of cameras around town. At first, this was unsettling, but after a bit, Serival realized they actually had TOO many--they'd have had to have half the city working the monitors to be able to actually keep an eye on them all. These weren't for constant surveillance, then, but rather they were reactive--constantly transmitting recordings to be reviewed in the case where it became necessary to know who, for instance, busted open a particular door. And most of them showed little signs of regular maintenance; unless there was a problem, no one seemed to check them out.

So, he started making his own additions to this network. Small devices--a few simple explosives, some signal-jammers. Some that looked particularly important were also attached to a small box that would cause a feed-loop for about 15 minutes--good enough to let someone move past the cameras unseen when needed. In some cases, he also added a tap--no reason to let a good surveillance network go to waste.

When the time came, they could blind the leeches just long enough to be able to strike....
Serival Drumm
Seasoned D'norr Automaton Controller (MARS)
OOC Comments
Attributes: Agility d10, Smarts d8, Spirit d6 (Fear -2), Strength d6, Vigor d6
Pace: 6/d6; Parry: 7; Toughness: 13 (6 EBA)
Skills:
Persuasion d6 (Free Re-roll; +2 Networking); Common Knowledge d4 (+2 Forgery, +2 Shady Characters)
Notice d8; Repair d6 (Toolkit = d8+5, Offset 2, Raise = 1/2 time)
Occult d8; Piloting d12+1; Spellcasting d12+1; Fighting d10
Stealth d10 (+2 Armor, Urban +2); Hacking d6; Athletics d6 (Urban Climb +2, Pads +4, Grapple Gun +2/+4); Thievery d10+1 (+1 vs. Electronics)
Edges:
Charismatic; Electronics Security Expert; Streetwise; Thief; Ace; Concentration; Master of Magic
Hindrances: Cautious, Mild-Mannered, Major Vengeful, Major Sensitive, Major D-Bee, Major Wanted (CS, Federation, others)
PPE: 30
Powers (Personal): Reveal Night's Secrets, Arcane Analysis/Aura Suppression, Unweaving, Titan's Grasp, Suborn, Kiss of Morpheus, Faerie Ruckus/Hush, Scale with Ease
Powers (Gear, no Modifiers): Night's Embrace, Wings of Night, Stealth Mode, Cloaking, Universal Translator, Agony, Paralysis
Gear:
Arzno TWA-1500 Incursion EBA (+4A/+2T; EBA gives +4 vs. Hazards; Camo Mode; Concealable; Retractable Short Swords (Str+d6); Silver knuckledusters (Str+d4 Silver); Multi-Optics Helm: Ignore Illumination, Offset 2 Range, +1 Shooting Calibration; 1 PPE/Hr)
Branaghan Special Armored Overcloak (+2A/+1T; It Has Pockets!)
Psionic Mind Shield (+4 Resist/Armor vs. Psionics; 3 PPE/hr)
Neural Mace (Str+d6+4 Non-Lethal Damage, Touch Attack +2, Vigor -2/-4 or Stunned)
Whip of Pain (Str+d4 MD AP 2; Reach 2; Activation 1 PPE; 2 PPE cast Agony with attack roll)
Paralysis Staff (Str+2d4 MD Silver; Activation 1 PPE; 3 PPE cast Paralysis with attack roll)
Misc. Thief Tools, IRMSS
Glass (Infiltrator Automaton)
Size 1; Remote Operation 60"; Str d12+4; Toughness 14 (7 MDC); Pace 8
Shard Punches (Str+1d6 MD, AP 6)
Innate Intangibility: Become intangible (as Power) for 1 round, with no roll or PPE; has 1-round cooldown
Fast Regeneration: 10 Serival PPE, Duration 5 Rounds
40 PPE (Glass Powers only); Recharges as Serival does, also may be recharged directly by Serival
Powers (may use Modifiers): House of Glass; Reflect & Deflect; Mask of Deceit; Concealment; Mystic Portal
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