Part 1: Merctown: Serival's 11 (Casino Heist)

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Stoic
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Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Stoic » Fri Jan 17, 2020 12:28 pm

Serival greases a few palms and ultimately finds a seller looking for a buyer. Johnson, he calls himself. Trader Johnson. Trader Johnson is a tall thinly built man that glows a light blue. He's looking to get a certain item back, the Electric Spider, he calls it. It turns out this Electric Spider was stolen from one of Mr...Trader..Johnson's couriers a couple of weeks ago. Stolen by a Mr Hopper, a high ranking member of the local version of the mafia and owner of Kokopelli's, the towns only respectable place for games of chance. Johnson offers Serival a cool 200,000 credits
Or does he?
Roll persuasion or intimidation (Feel free to support if multiple people are working this task), a success nets you an extra 5%, a raise an extra 10%, multiple raises offer no further gain.
to retrieve a metal box about the size of a shoebox securely nestled deep in the casino's vault. He asks that you don't open it, but doesn't seem too concerned if you do. He lights a thin black cigar and puffs at it, a pink cloud forming in the air between you. "The way I figure it, is you might need a few people. You need to finagle your way into the vault area, I guess you could pretend to be a whale or something, and then you gotta break into the vault, which from what I heard has both physical and magical protections. It's in slot number 13A. Do me a favor and takes some other stuff too to divert suspicion. I don't want a cut of that or anything, just good as a diversion. I honestly can't get any intel of the guards, etcetera, so that's on you. Once you get it, bring it to the bar called the blind pig and give it to a guy named Vinnie. He'll hand you a briefcase. Understood?"

The team has two options, go in blind, or do some advance scouting. The advance scouting will involve narration and an appropriate skill at a -2 (Jon if you participate, a great time to let Danny's gambling shine). If the team accumulates 1 success per participant, any future rolls for this task will have a smaller negative penalty than it would have. Once you decide on who is participating and everyone rolls, I will set up a series of tasks to accomplish.
GM Bennies 9/9
Wild Card Bennies ?

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Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: The Trip

Post by Danny » Sat Jan 18, 2020 10:00 pm

Danny licks his lips giving Johnson the full grackel. ”Common bub you can do better than a cool 200k.”
Persuasion 1d6 = 4: 4 Wild 1d6 = 3: 3

Danny drops 5k of his 15k on some nice clothes and goes in to the facility dressed like he owns the place. He pulls down his diamond studded sun shades pulling his fur coat snug around his girth. He chuckled eyeing the folks reading magazines, At least one of two of them got to be Tawdry Tails. “Alright hunny, don’t faint. Daniel T. Striker is here to see your lock boxes. Thinking of opening an account, try not to swoon too much.” Maybe all those mags are the newest edition of Tawdry Tails. He flexed giving the folks what they needed while scoping the place out, or at least providing ample distraction.
Perform 1d6-2 = 0: 2 wild 1d6-2 = 4: 6 ace 1d6 = 6: 6 ace 1d6 = 4: 4
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp

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Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: The Trip

Post by Serival Drumm » Sun Jan 19, 2020 12:16 pm

The Heist
Spellcasting 1 success
Spellcasting -2
Detect Arcana 1d12-1 = 5: 6
Wild Detect Arcana 1d6-1 = 0: 1
Basically, he's casting Detect Arcana with all the trimmings--Exalted, Presence Sense, Range x3 (pushing Presence Sense to a range of 24").
Serival, dressed more formally than usual, with his Arzno armor in non-EBA mode, hidden underneath the clothes, follows along behind Danny with a pad out, making notes as they go. Occasionally, he produces a canteen and passes it to Danny to drink, then tucks it away again. If anyone asks, he introduces himself as "Sal Timpani" and explains, "I am Mr. Striker's personal assistant and attache. While I'm sure your vault is secure for most purposes, we do have a couple of specific concerns--most notably, Psi-Ghosts. I can't count the number of 'impregnable' vaults I've seen get cleaned out by a team of those mutants. You know, one group even jumped from a low-flying plane, and just sort of wafted through the ceiling of the vault. "

Of course, as they go in, Serival also has his Arcane Analysis spell active, at full power--not only attempting to sniff out the exact number and type of magical protections, but also watching for the auras of any living guards and monitors in the area.
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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Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Sig » Wed Jan 22, 2020 1:12 am

Advance scouting 5
+1 climbing from Thief; +1 climbing kit
Athletics 1d10+2 = 5: 3
Wild 1d6+2 = 3: 1
MercTown
Afternoon
Round 0

Sig sighed and lifted the cucumbers from his eyes, staring at Danny from behind the mask of hardened green goo spread over the scales of his face. There was nothing between him and Danny but a small towel.

“Yeh wanna do what? Because pissin’ off the mafioso in the city is all kindsa smart.”

Sig sat up, his tail grabbing up a towel and wiping his face clean. “Let me get dressed,” he said with a sigh. There went his me time.

Now dressed in black at the back of the casino, Sig studied the building. Doing the advanced scouting, he was going to try and get floor plans and guard rolls, how many, and who. Maybe they could find a weak link in the guards, or a secret passage only the boss was supposed to know about, or something.

Sig slid the rope through his safety harness and started climbing the building, securing in the concrete were needed, until he dragged his large body over the top onto the roof. He took care of the alarm on the roof access and went down the stairs. He finally found a computer terminal he could get into and went to work getting the information they would need to do the heist success.

***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

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Stoic
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Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Stoic » Mon Jan 27, 2020 8:48 pm

Trader Johnson smiles, recognizing Danny. "For the legendary Daniel Striker? I'll throw in an extra 10 k. Sorry, I really can't go beyond that, I have margins."

The gang is well received at the casino as it isn't every day that you see a celebrity. Serival Danny and Sig all are able to gather a good amount of information, making the next part easier on all of them.
Instructions

As you can see, this is broken into four different rounds. You can roll all of your rolls at once if you would like, but ideally we would clear each round before the next to avoid confusion. That being said, due to the asynchronus nature of PBP that might take forever. So I'm more than fine with you rolling everything at once, just please CLEARLY define what you are rolling, and whether or not it is a support roll (and who you are supporting).
Phase 1: Act as if you belong here

The team is able to talk their way back toward the area that leads to the vault. This area is normally restricted but with the promise of Daniel Striker potentially storing some of his items there, and the need for his assistant to properly assess any arcane threats, you are all three mostly given nods as you walk toward the vault area. This task is relatively simple, so much so that you all get a +1 to your rolls. Please describe how you get into the vault area without drawing any particular notice.
You need one success per character participating in this task, and as always, you can support if you'd like.
Phase 2: Breaking open the head

You've made it to the vault room, and the coast is clear. Now, you need to open the electronic lock mechanism to get into the vault itself. This task is at a -1. You can use repair, hacking, thievery, or any other suitable skill to crack the lock open. You need one success per character participating in this task, and as always, you can support if you'd like.
Phase 3: Inside the vault

The vault room. This room is a roughtly 3 x 3" space, with dozens of storage vaults. Many are about the size of a shoebox (they are unlocked, then slide out) with a few the size of a locker. The locks are actually more advanced than they appear, so this task is at a -2. Like the previous task you can use repair, hacking, thievery, or any other suitable skill to crack the lock open. You need one success per character participating in this task, and as always, you can support if you'd like.
Phase 4: Guards, more guards!

You have no idea how, but somehow in spite of all of your careful planning, the guards are alerted. Roll Athletics, Fighting, Persuasion, Shooting, Taunt or Performance at a -3. As before you need one success per character participating and obviously you can support as well.
Loot!
Provided that you complete all of these tasks successfully, take all of your combined die rolls and combine then. Then multiply this number by 10,000. You have that much in credits/items/magical gear stolen from the vaults.
GM Bennies 9/9
Wild Card Bennies ?

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Sig
Posts: 111
Joined: Mon May 28, 2018 5:41 am

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Sig » Thu Jan 30, 2020 3:30 am

MercTown
Afternoon
Round 0

Phase 1: Act as if you belong here
Electronics 6
+1 difficulty
Electronics 1d6+1 = 6: 5
Wild 1d6+1 = 5: 4
Sig strode alongside Danny as his bodyguard and security expert. They had the plans for the system and such after his break in earlier, so now he chatted up the casino’s security, asking questions about how they could keep his employers valuables safe, and were offered to be shown the vault and the system to reassure them.

Phase 2: Breaking open the head
Repair 6
-1 difficulty
Repair 1d8+1 = 4: 3
Wild 1d6+1 = 6: 5
Left alone with the vault, Sig studied the mechanism and started pulling out the tools he would need. He set to work.

Phase 3: Inside the vault
Repair 6
-2 difficulty
Repair 1d8 = 6: 6
Wild 1d6 = 6: 6
The locks inside were more difficult, but Sig cracked his knuckles and set to work with his tools.

Phase 4: Guards, more guards!
Fighting 4
Fighting 1d10 = 1: 1
Wild 1d6 = 4: 4
Somehow, Sig -- or someone -- must have triggered an alarm somewhere, because he heard the sound of boots running toward the vault. Leaving the others to clear things out, he moved into the hallway to meet the opposition, grabbing the security guards and smashing them together, or against the wall, or throwing them into each other.

Loot: 22,000
Downtime
We have 11 generic laser rifles as loot. Sig will try and sell those. Then he wants to buy some grenades and mini missiles. Do we need anything for the vehicle? Weapons? Mods?
***
Character Tracker
Sig Character Sheet
Parry:9 (-1 cover); Toughness: Melee: 22 (8)/Ranged: 24 (10)
Bennies: 4/4
Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
Winter’s Heart: 10/10 PPE; smite and slow
  • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
    • Halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
    • Area of Effect (+2 or +3): MBT or LBT
    • Strong (+1): Spirit roll to shake the effect is at -2.
    • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
  • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
    • Increase damage +2, raise +4
    • Additional Recipients (+1 per target)
    • Greater Smite (+2): Damage +4 MD, Raise +6 MD
Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
Brawny: Strength +1 die type for encumbrance
Brave: +2 vs. Fear, -2 to rolls on Fear table
Dodge/Improved: -2 to all ranged attacks against him unless surprised, and +2 when evading area effects.
Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
First Strike: Once per turn, free Fighting attack against an opponent when they move within reach
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Prehensile Tail: Extra non-movement action. Ignore 2 points of MAP
Regeneration: Natural healing roll every day for Wounds and Injuries.
Soldier: Free reroll on Vigor vs. environmental hazards; Strength +1 die type for encumbrance
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 8/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 20/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Armor Piercing Grenades x 2
Fragmentation Grenades x 4
High Explosive Grenades x 3
Plasma Grenades x 2
Rockets Launcher: 4 mini-missiles
IRMS: 4/4
First Aid Kit: 3/3
Rations: 7
Unclaimed Loot
11 generic laser rifles (Range 24/48/96, Damage 3d6, RoF1, AP 4)
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Serival Drumm » Thu Jan 30, 2020 5:23 pm

Task 1 = 1 success, Task 2 = 7 Successes, Task 3 = 3 Successes, Task 4 = 2 Successes
Task 1: Act like I belong here, Persuasion, Free Reroll from Charismatic, +1 Scene Modifier
Persuasion 1d4+1 = 4: 3
Wild Persuasion 1d6+1 = 2: 1

Task 2: Breaking the Head, Thievery, Scene Modifier -1, Thief +2, HJ vs. Electronics +1
Thievery 1d10+2 = 12: 10 ACE 1d10+11 = 21: 10 ACE 1d10+21 = 29: 8
Wild Thievery 1d6+2 = 6: 4

Task 3: Inside the Vault, Thievery, Scene Modifier -2, Thief +2, HJ vs. Electronics +1
Thievery 1d10+1 = 11: 10 ACE 1d10+11 = 13: 2
Wild Thievery 1d6+1 = 4: 3

Task 4: Guards, more Guards!, Piloting, Scene Modifier -3, Ace counters 2 points of penalties, d12+1 base Skill
Piloting 1d12 = 2: 2
Wild Piloting 1d6 = 2: 2
Benny to Reroll:
Piloting 1d12 = 2: 2
Wild Piloting 1d6 = 6: 6 ACE 1d6+6 = 9: 3
Across the world, throughout all the dimensions, and even back to the oldest ages of every sentient race, there is one common constant--no one questions a man with a clipboard. (Granted, in ancient times, it was sometimes a clay tablet, and in futuristic societies, it's often a holo-tablet, but the principle is still the same.) "Gotta double-check the delivery schedule" is sufficient justification to get past men expecting an armed assault or a stealthy approach.

Once inside, Serival takes a look at the vault and has to stifle his laughter. To his companions, he murmurs, "A Diamond Clad XL-7. Can you believe our luck? I trained on this model. Surprised they even have it in here--they took this model off the market a few years back, it's got a flaw in the wiring system. Here, let me...." Two quick twists and a tap, and the vault door opens faster than the mouth of a vegan libertarian cryptocurrency who just came out with an alternate sexuality.

The lockboxes lack the same flaw, but again, his familiarity with the model helps him quickly move through them, popping them open and dumping the contents (and, of course, making sure their actual target gets tucked away safely separately from the rest of it--if he has to drop a load of loot during the getaway, he wants to make sure the MacGuffin is still secured).

When the alarm goes off, he's not even surprised--because he'd planned for it. As soon as his companions are ready to roll out, Glass, intangible and truly invisible, steps through the wall of the main casino floor; gaining corporeality but not visibility, Glass then starts a ruckus to end all ruckuses. Tables are tipped, slots are smashed, chandeliers are suddenly exploding in a shower of glass that miraculously doesn't actually injure anyone, though it scares the hell out of the crowd and causes a near-riot. The guards have their hands more than full. Once Danny, Sig and Serival are safely away, Glass simply teleports out, joining them as they head off to collect their paycheck.
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

User avatar
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Danny » Sat Feb 01, 2020 1:23 pm

Danny had done things in the war that he was not proud of. He had made a name for himself as a scout, soldier, scientist, and sniper. The things he was least proud of were not the killing, both sides owed for that. What he was most ashamed of was what was getting it done in the casino at that very moment. Trading on his celebrity was not something he did lightly. Just standing there in the middle of the casino flexing his biceps and giving the women and estranged men something to ogle brought him back to his modeling days at Tawdry and Tails. All it took was the fabled December issue to propel him into a mild status of fame just underneath the likes of Erin Tarin. Fucking Grackle Eggs... The things they made me and Smith do with the camera man... Poor In’valin I think he became a bit unhinged after the photo shoot.

With Servival doing the delivery schedule thing and Sig cracking their electronics all Danny had to do was put the cherry on top. Still dressed like he was a highroller in furs, gold chain and pants that went on forever he cracked a million cred smile having his tail tap the delivery schedule highlighting a name, “You understand... Sometimes I go by Monte Longbottom.” He leaned in letting the security clerk get a whiff of his natural grackle musk. It worked on just about everyone except centaurs and simvan, ”You understand of course...”
Task 1, Persuasion 10 or 12
Persuasion +1 fame, +1 rules, -2 Dbee 1d6 = 6: 6 ace 1d6 = 4: 4wild 1d6 = 3: 3
Task 2, support @Serival Drumm research 1d12-1 = 11: 12 ace 1d12 = 1: 1wild 1d6-1 = 1: 2
Last night the big Grackle had spent some time at the local library getting a bead on the vault inside the casino. Sure it took a forced smile, a photo, plus oft desired tail signature but Danny had clapped his eyes on the vault: Diamond Clad XL-7. Like Serval said, a major flaw in its wiring but their was a reason... The vault had a hidden secondary alarm just beneath the floor plating. Sure the faulty wiring was an imperfection that a practiced hand could use to open the vault, but without turning off the secondary alarm listed only on the original drawings and owners manual the vault would encase trespassers in a block of diamond hard ice.

Danny did not even say a word as his tail flipped out touching the bottom of the vault as Serval disabled the wiring. There would be no ice block booby trap this time. He flashed Serv and Sig a smile, “Like a charm eh fellas...” He looked at the boxes lining the vault room. Grandma Grackle had always said pee not only washed away goopy tarr but also had enough acid to melt mettle hence the need to always use a porcelain bowl. Zip... “Try not to stare directly...” After a few firehose like gushes Danny frowned wondering if grandma had been teasing him. Zip...

Task 3: -2, science 1d8-2 = 0: 2 wild 1d6-2 = 2: 4
Task 4: Shooting skill d12+2, +2 sharp shooting -3 task, 1d12+1 = 4: 3 wild 1d6+1 = 2: 1 benny to reroll: 1d12+3 = 5: 2 wild 1d6+3 = 8: 5

Not really surprising things went a side ways, but the kind of side ways they had expected. Glass came in causing a scene, and Sig smashed up some gaurds. Danny for his part found a couple of extra dodads in the vault: a nice simple oak bow that resonated with his own indomitable spirit and a particle beam rifle easily gripped in one hand. Danny sent doc a message that his concierge service would be needed at the casino, @Doc Olliday Bring your kit and one fits all cyber legs to the casino. Business is booming...”

Danny folowed Sig and Serval out whistling putting the weapons beneath his large fur coat, “Looks like there are a lot of one legged guards, Doc should have some new customers.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp

User avatar
Serival Drumm
Posts: 43
Joined: Sat Aug 24, 2019 9:21 pm

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Serival Drumm » Sun Feb 02, 2020 4:18 pm

Networking Gear rolls
Networking rolls to buy equipment (with Streetwise):

Electro-Adhesive Pads 1d6+2 = 3: 1
Wild Persuasion 1d6+2 = 5: 3

Grapnel & Launcher 1d6+2 = 3: 1
Wild Persuasion 1d6+2 = 4: 2

Lock Pick Release Gun 1d6+2 = 5: 3
Wild Persuasion 1d6+2 = 8: 6 ACE 1d6+8 = 11: 3

Holo-Communicator 1d6+2 = 3: 1
Wild Persuasion 1d6+2 = 8: 6 ACE 1d6+8 = 14: 6 ACE 1d6+14 = 19: 5

Parts for TW Conversion/Upgrade of Grapnel Gun:
Conversion 500 Cr -1 Networking
+2 Shooting 10000 CR
Conversion/Minor Upgrade Parts 1d6+1 = 2: 1
Wild Persuasion 1d6+1 = 4: 3
+2 DT Shooting 50000 Cr, -2 Networking
Major Upgrade Parts Upgrade 1d6 = 5: 5
Wild Persuasion 1d6 = 4: 4

Serival takes his share of the loot on a shopping spree--a few questions here and there, a couple hints, and he's got most of what he's interested in for now.

He has a conversation with @Doc Olliday, he also finds out what materials the good Doc will need to upgrade the Grapnel gun, specifically, to get it so he can actually use it with something resembling accuracy.
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

User avatar
Danny
Posts: 133
Joined: Sun Jun 10, 2018 2:51 pm

Re: Part 1: Merctown: Serival's 11 (Casino Heist)

Post by Danny » Sat Feb 15, 2020 7:57 am

:( Persuasion d6+1-2 for item (Triax Feild Mechanic) 10k for a +2, 1d6+1 = 5: 4 wild die 1d6+1 = 2: 1
Daniel T Striker had come to Merctown. The local hot spot, The Golden Apple was a buzz with people reading the latest issue of Tawdry and Tails: Issue 23 had finally arrived. More to the point the Grackletooth that had lent his form to great acclaim in issue 13 was back with a full eagle spread! Folks at the family friendly diner were hopped up on pancakes and waffles while their eyes were tantalized by the magnificent scales holding their arms akimbo sandwiched between pages 14 and 16. Some avid “readers” keyed into Daniel T. Striker’s desires blurb, What really gets me going and ready for war both in the bedroom and battlefield is the Triax T-13, it has everything this grackle craves and more.

More than a few patrons that morning had a triax field mechanic in hand hoping that Danny would saddle up to their table, give them one of his famous winks, and purchase the oversized armor on the spot while they watched his muscles flex just right. Well it just happened to be Barnaby Smithy, a red headed short stack dwarve’s lucky day, or morning rather.

Barnaby had never amounted to much. His father was of course a well respected dwarven technowizard, but Barnaby never had the aptitude for the arcane and most ladies felt he had been hit one too many times with the ugly stick. No profession and no sign of love he made his trade in the seedy underworld of dwarven cock fighting. He was good at it, turned out he had an eye for good cocks. That was were his mind was as he ate his pancakes in the booth at The Golden Apple. A copy of Tawdry and Tails was open on the table just next to his coffee, while across from him was a set of Triax T-13 made for a very specific grackletooth.

Ching! The door opened. Wearing a coat like he owned it, shades that reflected his sunshine, and a winning smile that made the ladies swoon none other did Daniel T. Striker strut in. Boy was that Grackle hungry!

Daniel eased through the foyer and up to the counter like a movie star walking on wind. He pulled his shades down giving the short order cook, Miss Kasey Krewl a knowing nod, “A few pancakes and one of those chocolate shakes if youvplease Miss Krewl.” He flashed his smile at her nearly blinding her as the sun somehow caught it. Now Miss Kasey Krewl delt with the hardasses of Merc Town on a regular basis, heck she was even a part time law giver, but when she saw that smile she forgot what was salt and what was sugar.

She purred, “Oh yes... Oh yes Daniel... Anything else?”

Danny leaned in dwarfing the counter and whispered, “There is always something else.... Get me some cakes to go if you might please.” Least I can do is bring some breakfast back. I hope they don’t see me like this. Danny hated to trade on his fame, he was a soldier first, but in war everyone makes compromises. His continually haunted him. But sometimes, you just needed some god damn armor.

He looked around. Many folks had taken a notice to him, several had some armors hoping Danny would sit at their table. But only one had gotten the grackle sized armor he had mentioned in his bio. An ugly dwarve it is...

Barnaby could have sworn that as Daniel T. Striker approached his table the well preened star glided rather than walked. It was as if he was living inside some slow motioned dream. Danny saddled up at the table giving a slight flex in his chest causing ripples of sighs to percolate around the room. “Glad you could make it fella, I am Daniel T...”

Barnaby cur him off star struck to say the least, “Striker.... Prosek’s balls... You’re him! You are really.... Mr. Striker, I just loved your thoughts on where human babies come from, so insightful. And you are so right...” He held up the magazine pointing to Danny’s bio, “Right here... When you say, Hope for the best and plan for the worst...” The dwarve wheezed flushed red and almost panting, “Its like you are inside me.”

Heaven help me...
Do you want me to snap his neck or maybe you can kill him like you killed me.
Shut up Derrick.

Danny smiled down at the dwarve stifling the urge to run away. Sometime he felt so ashamed of... ”It was from the heart. And you are?” Danny flashed that winning smile. Two booths down a kid looking at him became permanently blind.

The dwarve replied stammering slightly, “Oh ahh Daniel... I ah mean, Barnaby... Barnaby Smithy.”

Danny nodded, “Easy now. I put my pants on just like you. One leg at a time. Mind if I join you?”

The dwarve nodded eagerly, “Please... Please... What do you know about cocks?”

Danny raised an eye slipping into the booth.

Yeah tell him him all about...
Shut it Derrick! Where is @Alison so she can excorsize your ass!

The dwarve rephrased, “Sir... Daniel, I mean the fighting kind... You see its just like in here.” The dwarve tapped the magazine, “You talk about the have to, I think I got it. I got a dream to open up an above ground cock fighting store... I just...”

Danny smiled all easy like, he recognized a dreamer when he saw one, “Easy Barnaby, easy. I can see you are like me. I am going to back you all the way. You brought this armor for me. Probably cost a pretty penny. I’ll comp you for the armor, and give you 100k creds to go wild with your store. And, when it opens I’ll be there first day to cut the red ribbon.”

The watress came by with Danny’s pancakes. Barnaby watched Danny take a few bites struggling to contain his joy, “Sir... Daniel that... I... “

In between bites Danny flex his bicep a bit, “Easy... You’ll pop something.” Danhy took a few more bites finishing the meal. He slid the cred chip over to Barnaby.

Barnaby took it as Danny stood up looking like the most beautiful scaled statue ever. The dwarve was reeling from this generosity from his idol, “I... Why... Why you don’t even know me...”

Danny glanced over his shades his tail scooping up the armor. “Why? I could say because you’re a fan. You woke up early this morning thinking of nothing but me and your cocks. Why? I admire the shit out of your singular drive to make something of yourself when the world hasn’t given you anything. Why? I am Daniel T. Striker and its what I do.”

Like a dream the grackle sauntered out giving no less than three women fainting spells and at least one elderly gentleman saw Danny’s tail slither the wrong way and collapsed with a heart attack. Barnaby watched in awe, never forgetting this meal or what Daniel T. Striker had said.

Radio @Doc Olliday ”Doc, I might need you to pop into the The Golden Apple diner, I think one old guy might have had a heart attack.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp

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