01.1 - A Hunt Through Center

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RFT
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

01.1 - A Hunt Through Center

Post by RFT » Tue Nov 13, 2018 8:38 am

Arriving at Castruccio’s went as predicted with little or no real effort to get through the security check points when you are already expected. Walking up to one of the few structures allowed to go from floor to ceiling on the 4th floor you have an excellent view of security. A half dozen repobots waiting around each of the various entrances and a score of armored men. For some reason it looks as if security has doubled since the last time you were here.

Seeing you approach the cyborgs open the door and do nothing to stop you from entering. The grey and orange skinned reptilian lady operating the front desk looks up seeing you and with a wave of a couple mouth tentacles indicates the elevators. “Castruccio is expecting you, please go ahead, there are some drinks and hors d'oeuvre for you to enjoy while you wait for him to finish with his current meeting?”

Arriving on the top floor the two cyborgs standing guard nod at you in familiarity indicating the waiting area for you to go to. The wait on the top floor was brief no more than 15 minutes in total as Castruccio has always been a very punctual uteni. As Castruccio walks out he is nodding obviously in telepathic communication with someone being escorted out right behind him. Then the second uteni an attractive female who looks distinctly familiar follows him out. Castruccio nods to the team waiting on him as he finishes out loud to his companion. “I will keep alert for information on who stole your project. And for the right price of course I will be willing to inform you of what I learn.”

Then as the female leaves with her own guards in tow Castruccio turns towards the waiting team. About to invite them in he is suddenly interrupted by an alert from within his office. He immediately moves in and his guards block the entrance to prevent you from following. You can hear him saying “I want everyone on this now.” Then after what can be less than a minute he comes out and says. “Sorry there is a slight change of plans.”

As the team comes in and surrounds the table he pulls up a holo-vid of an armored warrior fighting her way out of this very facility through the east entrance/exit and taking down a guards station. From there it looks like she is headed towards the elevators up to the Splugorth section of center before the naruni camo-technology kicks in making her disappear. “This is Abreaz, she has made a few mistakes and decided to get my personal attention. Here is a dossier with what you need to know about her. I want her brought to me here alive with whatever she is carrying. She has acquired some articles that rightfully belong to us and we will need them back as well as her indenturement until we recoup the cost of acquiring her.”

His words finished he says. “Well then, none of us have much time. Do this and I will even forgive next quarters payment on your ship." As he finishes you can see a general alert is aired on all of your PDAs (for those that have them) telling the everyone in Center of the rewards.

Dossier
Subject: Abreaz
Abreaz.jpg
Race: Canlorian
Faith: N/A
Reward: 1,000,000 credits alive and intact, 250,000 dead.
Current Obligations: Redacted
Skills of Note: Melee combat skills, supernatural speed, supernatural endurance, affinity for technology, minor psionic talents.
Background of Note:
  • Raised in Center
  • Worked in Naruni acquisitions and repossessions for 72 years.
  • Equipped with experimental armor, and weapons.
  • Highly skilled in intelligence and counterintelligence.
  • Extreme affinity with technology.
Player Instructions
For those who made their notice roll you can see he had prepared a repossession mission for you for a Class III Frigate which you can see is a few months in the rears. The mission profile still open clearly reads to space the crew.

There is very little time for interaction with Castruccio unless you feel you will gain more than your team looses.
You have a mission, and a target, it is time to get.

Tracking someone on the run in advanced Naruni armor can be tough. What are your ideas and how do you start.

Post a narrative of how you are getting there and what skills you are using.

This will be a dramatic task with a difficulty of -2
  • Everyone roll an appropriate skill to help tracking, knowledge computers, notice, or others within reason.
  • 7 or less successes: You fail to catch up to her before she is brought in. Another one of life missed opportunities.
  • 8-13: Nice you catch up to her, unfortunately there is another team on scene also, and they may not want to share the bounty.
  • 14+: Aced it, you spot her, looks like no other major teams are on scene. Time to close in and earn your reward
I will have Abreaz roll for the target number after you are all done (FS Style)
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Nimbus
Posts: 10
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.1 - A Hunt Through Center

Post by Nimbus » Tue Nov 13, 2018 9:24 am

OOC Comments
WIP
Persuasion 1d6: 3
Wild Die 1d6: 6
Ace 1d6: 6
Ace 1d6: 4
Extra Effort 1d6: 3
Nimbus watches the checkpoints for a bit, then cozies up to one of the guards. He charms them, he lies to them, he even threatens them a bit. Ultimately he's able to acquire a few images of the target, passing them along to the rest of the crew.
Last edited by Nimbus on Wed Nov 14, 2018 7:37 pm, edited 1 time in total.

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Death Otter
Posts: 19
Joined: Fri Oct 05, 2018 9:25 pm

Re: 01.1 - A Hunt Through Center

Post by Death Otter » Tue Nov 13, 2018 10:00 am

Because the intruder was in Naruni's facility, there was a small army of sensors and records and clues about where she was, and where she was going. The team was working for Naruni this time, so it was likely that they could have gotten legit access to all that shit if they asked nicely. And waited for the appropriate permissions to be sorted out.

Death Otter didn't really do 'asking for permission.'

She sent signals to the legions of low-level bots that infested systems throughout Center; the fruit of her downtime phishing scams. Each of them fired off access requests in turn to network IDs she supplied, creating narrowly targeted DoS attacks. They only lasted seconds before Naruni's aggressive counter-security annihilated them of course, but it created more than adequate cover for her own nefariousness as she brute-forced her own user access to the Naruni systems, appropriated enough recognition return codes for a good, maybe ten minutes of activity, and then proceeded to yoink all the sensor and surveillance logs for the affected area of the complex.

Whoever was in the suit was good, Otter noted. She'd jammed most of the active sensors. There were other processes though that she'd missed. Maintenance tracked air pressure and temperature changes, for example. It wasn't earmarked in the network as 'surveillance' though, since it couldn't provide positive ID.

There were only so many things that a big air disturbance and temperature spike could be though, yeah?

"She's on the move," Otter reported, and transmitted her feed to the squad. It didn't show the intruder's exact location of course, but combined with other information it should keep them on her trail!

Rolls: Knowledge Computers 21
Computers (including Interface and Field Computer bonuses) 1d12+8 = 16: 8 or 1d6+8 = 10: 2 Oops, missed the -2 scene penalty...
Extra Effort - 1d6: 5
Ah, and +2 because this roll relates to 'electronic security' and her HJ roll bonus kicks in!

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Sa’Maku
Posts: 12
Joined: Fri Oct 12, 2018 4:44 pm

Re: 01.1 - A Hunt Through Center

Post by Sa’Maku » Tue Nov 13, 2018 5:09 pm

Tracking 5 (+2 if using smell or in wilderness)
Tracking 1d8: 7
Wild 1d6: 4

+2 if using sense of smell
+2 in Wilderness
Chasing down prey is what the Seljuk were made for. Although this wasn't the sweltering jungles of Gemini One, the thrill of the hunt still surged through Sa'Maku. Sniffing the air he takes in all the smells of Centre, and there were many! Scents of varied races, exotic foods, exhaust, and that tinge of filtered air from the environmental systems. But Sa'Maku was looking for the smell of fear. Not panic, this mercenary was too experienced for that but the surge of adrenaline and endorphins that came from someone who knew they were being tracked.

After a moment, he picks up the scent and leads the crew after their quarry.

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Mox
Posts: 20
Joined: Thu Oct 04, 2018 2:02 pm

Re: 01.1 - A Hunt Through Center

Post by Mox » Wed Nov 14, 2018 8:38 am

Streetwise 14
1d8+2 (base) + 2 (undercover) - 2 (difficulty) = 1d8+2
Streetwise: 1d8+2 = 10: 8
Ace: 1d8+10 = 14: 4
WD: 1d6+2 = 8: 6
WD Ace: 1d6+8 = 9: 1
Mox unabashedly attacks the drink and hors d'oeuvre station. It is keen not to waste an opportunity to sample a multitude of exotic foods in one sitting. Consequently, when Castruccio is ready to receive them, the amalgam is still holding a glass in one hand and a plate piled with food in the other. They are waved into the room to brief the team on the change in plans. As everyone moves in to huddle around the holo-vid, Mox slides the glass and plate into one of the pouches attached to its armor.

The dossier that is subsequently passed around is scrutinized by Mox before it begins analytics.

Abreaz has worked for Naruni for 72 years. That means that she is both long-lived and talented at what she does... Intelligence, counterintelligence, speed, endurance, psionics, tech-affinity, combat (melee and likely ranged)... all the makings of a proficient assassin or wet-work specialist. She is also armed and armored in experimental Naruni technology, already considered to be the premiere weapons and armor manufacturer in the Three Galaxies. Mox's thoughts are cut short by the general alert announcing the bounty to everyone in the Center. It takes but a moment to glance at the message's contents and conclude Naruni's intentions.

Once out of earshot of Castruccio's office, Mox shares its assessment, "The bounty is now a free-for-all. Since it is unlikely that most individuals will be able to match the abilities of Abreaz, Naruni intends to either slow her down or run her to ground. Since she is armed with camouflage technology and is likely well-trained in its use, chasing her will be challenging and may leave us one-step behind."

Mox scrutinizes Otter's feed, now transmitted to its HUD, "If she is good at her job, she will have 'go-bag' packages stashed throughout Center under various aliases. Once she secures one, she will be ready to make her move. I recommend we instead focus our efforts on where she needs to go to get off-planet. If we assume she is good at her job and correlate the feed to potential space-worthy vessels, we may be able to get ahead of her or at least know which ship she has stowed away on (or perhaps even more devious, somehow guide her to stow away on the Remorseless)."

In trying to achieve these goals, Mox utilizes its familiarity with the streets and its experience hiding and pretending within the underbelly of society.
Last edited by Mox on Thu Nov 15, 2018 8:16 am, edited 1 time in total.

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Ramson Gourdaine
Posts: 14
Joined: Thu Oct 18, 2018 10:59 am

Re: 01.1 - A Hunt Through Center

Post by Ramson Gourdaine » Wed Nov 14, 2018 5:07 pm

OOC Comments
Intimidate 1d8+2 = 8: 6
Wild Intimidate 1d6+2 = 7: 5
EE 1d6+8 = 11: 3
As the crew dashes out of the office, Ramson calls back, "You know, you might want to clarify in your little posting that the reward only comes if all her gear is returned--otherwise, the hunters here will give you her head, and sell off whatever she was carrying." Chuckling at the Naruni's mistake--which just tells him that this must be a very high-value target indeed--Ramson considers the situation as they hit the street.

"Right. I think you guys can manage to track her down well enough. I'll make sure we get there first."

As they move through the crowded roads of Center, the Simvan starts snarling, growling and hissing at anyone who gets too close, with two purposes in mind. First, he makes sure that the civvies are fast to get out of their way. Second, and just as important in his mind, he dissuades some of the other groups that have mobilized to try to find the fugitive first, convincing them that perhaps searching a different part of Center--or maybe some other level entirely--would be a better way to make a living.
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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Malcom Young
Posts: 33
Joined: Sat Sep 29, 2018 12:26 pm

Re: 01.1 - A Hunt Through Center

Post by Malcom Young » Thu Nov 15, 2018 8:10 pm

Notice 14
Notice 1d12: 11 EE: 1d6+13 = 14: 1 (-2 Scene, +2 Alertnes / +2 Elan)
Wild: 1d6: 2
Temporus took point on this mission, if you could call it that. Using Death Otter's sensor feeds, Temporus was easily able to keep eyes on the target from a discreet distance. Its difficult to throw off a tail who can peer into the future, and his skills kept the team moving forwards.

He even found moments to "remove" competition. He never needed to do anything bloody, just a little zip-in-zip-out routine, depositing would be bounty-hunters randomly about the city. Temprous also gave Ramson pointers for which routes to take as he led the group through the city. Some streets were less crowded than others and some were filled with tougher sorts.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 2/3
Edit Signature

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Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Fri Nov 16, 2018 11:36 am

Total of 7 for Tracking.

The reptillian lady at the front desk with tentacles coming out of her mouth—- Josephine. The old code gives no insight as how to thwart her advances, and on two occations I had failed miserebly... Tentacles... Power Dump sighs when she directs the group and tries his best to skirt arround her hoping to avoid an awkward situation. Then another woman, more familiar than his cracked reflection shows up in big C’s office. What is happening?

Thankfully trouble started before C could give them a job that involved spacing some unlucky crew of some unknown ship, probably the thunder duck. Power Dump snarled spitting out black fluid onto the posh floor. ”The old code!”. The biowizard made borg’s skin was even more ashen than normal, and his black feeding tubes began to pump liquid to various parts of his body in ernest. Power had made more than one person in center vomit from the sight of him but that didn’t matter here and now. The team had a mission and he tossed on his black T with Tittysprinkles printed on it that he got from the Fat Cobra vendor on center. He grimaces curling his lip while the vein on his forhead enlarges, ” A knight is sworn to valor.” His chest thing eats the middrift of the shirt leaving just the important top half.
Power Dump’s T-shirt
1B4C0189-10EF-4313-9E48-525A9B23C5AD.jpeg
He follows Miss Otter out drawing his three blades and strikes a olfactory killing blow on big C. Looks like Ransom has your balls in a vice C dog. Kill you later. Oh if you look under the chair I left you a present... Processed space wasp. Hahaha. Using information gained from Miss Otter and Mox’s unorthadox plan Power Dump put his ole dimentional hunting/killing skills into action. While Malcom was clearly taking some kind of point, Power Duimp just uses him like a DIY duck blind. Then when the moment strikes siliently whispers, ” Time for team Titty Sprinkles.” Then he goes to work on the hunt.
OOC Comments
Tracking 1d6: 4 wild 1d6: 5
But shit happens and a peddler in center spills his florescent juices all over the so called trail when he catches sight of the horror that Power Dump is. With little time for Jo Jo the Juicer Power Dump stifles his raging chest thing from swollowing the diminutive three-ed three galaxy native. Power Dump kneels in the juice holding aloft his copy of dragon heart and solemnly recites his favored passage in a gutteral bone chilling growl, ”And in the days following Draco's sacrifice, Bowen and Kara led the people in a time of justice and brotherhood. As I remember it now, those were golden years warmed by an unworldly light. And when things became the most difficult, Draco's star shown more brightly for all of us who knew where to look.”
OOC Comments
EF with above roll and Elan: 1d6+7 = 9: 2
Fool... My heart yearns for your blood and I am driven by the dragon within this book itself. You cannot escape!
He roars letting seaymour lap up some of the juice, ” Draco’s Star Illuminates you!”
With renued vigor Power Dump leaves the juice pool and Jo Jo the juicer, who had colapsed due to fright, driving his quary into Mox’s trap.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

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Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Re: 01.1 - A Hunt Through Center

Post by Jarle Vargr » Sat Nov 17, 2018 6:16 am

Investigation: 4
1d6+2 = 4: 2
Wild Die 1d6+2 = 3: 1
-2 Scene =
Benny 1d6: 2
Being a cop, Jarle was always assessing, analyzing and storing information. The fact he was over 90% machine didn’t change that, it only helped it. All through dinner he casually assessed the room, the patrons, the staff and anything else going on. Most information would be useless, but you never know when an image, snippet of conversation, or even smell would prove useful.

His behavior didn’t change as the crew met with Castruccio. He stood with arms folded, but careful observation of the wolfen revealed his eyes scanning, his ears swiveling, and even his snout twitching as the Uteni described the situation.

Jarle noted every detail even what wasn’t being discussed, including the information on the Frigate.

When it was time to move, he immediately began to analyze the information he collected while simultaneously uploading the audio and video to Death Otter. They’d done this now maybe a few hundred times, the cyborg’s data seamlessly integrating into the bigger data stream.

The problem was Center was big, very big, and it would take time to properly sift through everything. Still, with the help of everyone else and a few educated guesses, Jarle figured where she might be headed.

"Looking for a way out of the city, might be we need to head back to the docks."

User avatar
RFT
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Diamond Patron
Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Mon Nov 19, 2018 2:19 pm

Knowing the Naruni would be sending out whatever they had to get her Abreaz hits the ground running doubling back and running false trails was a must. Her psionic scrambler should keep most of their crap out of her head, but there was little to do versus magic outside of hoping the Splugorth talisman worked. She needed to get to ground, supply and find a rift or shuttle off planet...
Players rolls will be compared to a 9
Stealth used as counter tracking. +4 from Amulet and +4 From counter Electronics do not stack, but do aggregate to apply versus all forms of detection.
I will not be spending bennies unless the natural roll is a 2.
Stealth 1d12+4 = 7: 3
Wild Die 1d6+4 = 9: 5
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Wed Nov 21, 2018 10:11 am

As Nimbus puts his efforts towards talking to security check point guards he realizes something is up. It only takes him a moment for that realization to be that none of them even perceived her coming through. Redirecting the conversation to other strange things, such as bumps and smaller details he is able to get some more data leading them in the opposite direction.
2
19-9=10 Success and raise
For Death Otter not getting permission was second nature, but even with success in hacking the combined information network of many of the bots and spying on so many there was a lot of data to sift through. To make it worse it was as if the armor made her completely invisible to such observations. But choosing to track pressure changes was a stroke of absolute brilliance as she quickly was able to identify not only two maintenance ducts routinely used for smuggling, but also a third one shut down only a minute before. leading the team affirmatively in the right direction.
3
21-9=12 Success and 2 raises
For Sa'Maku tracking was a natural talent, but tracking one machine in a city filling with so many others was frustrating. His tracking efforts lead from one faint trail to another each time disappearing soon after he locks on.
1
reducing her roll from 9 to 5 because of all her +4 invisibility, +4 versus electronics and her +4 versus magic none of those would affect smell.
5-5=0 1 success
Streetwise and tactical planning are an invaluable asset on any team and for Mox filling this role was second nature. Processing all the information about escape options and good storage options for gear was something it could do with ease. While Mox did not experience the range of fear his target must be experiencing it definitely understood it enough to follow it.
2
14-9=5 Success and raise
Ramson moves through the crowd with ease, keeping obstacles out of the way so the team can perform at its best. Unfortunately the utini must have heard him because the bounty on the data pads updated to a much more detailed standard contract ensuring the return of all she possess with Abreaz. The only bad part was that some how the Pursuit happened to be in the area and as he catches a glimpse of Nemesis he sees her own data pad has an image of Abreaz on it. Damn it all, that woman and her team has scalped to many jobs from you. Pointing them out to Malcom for removal was very satisfying.
2
11-9=2 Success
As Malcom see the team Ramson points out a satisfaction comes over him. The chance to remove this team in particular would be well worth it. There was no way he would let them get there before his team. A few jumps and pops is all it took and suddenly half of their team was two floors away wondering how they ended up on the 6th. Even taking a little time to split them up helped as it would mean longer to get back together. But things did not work out so well when he tried to grab Grudge, as soon as he tried to jump the creature seemed to grow an extra few inches as it smiled and turned on him. Holy hell was that close the creatures swing was way faster than anything 7' tall should be allowed to be.
2
14-9=5 Success and 1 raise
So many foods and so many options Power Dump finds he is doing well following the others tracking the woman is a little harder than expected and Power Dump realizes that the solid nature of the ground makes other people and clues the best way for tracking, eating a few little things on the way helps. But arriving late is not an option.
0
7-9=-2 no success or raise.

But please take a Benny for the post, Obviously you will not be welcomed in Castruccio's building again.
lol
Jarle went to work getting to the bottom of things, but as the information was changing so fast and things were all coming in with such rapid nature he found the rest of the team often proving more information when he was still updating with the information he already had.
0
4-9=0 no successess or raises.
Finally as the team started closing in on what they believed to be the building she is hiding in on the Gate Levels they are forced into a decision. How are they going to play this, they knew little of the layout inside or how well armed she will be. But if their previous hypothesis is correct she will be very heavily armed.
Results
8-13: Nice you catch up to her, unfortunately there is another team on scene also, and they may not want to share the bounty.
Looking around to gather information the team realizes another team just went in. What the hell, how could they possibly have been beaten here? Time to make a plan and do what needs done.

PLAYER INSTRUCTIONS
You have arrived at the Gate level and found the building you believe she is hiding in. unfortunately somehow a group of Headhunters from the UWW has beaten you hear.
A successful Knowledge Battle -2 roll and I will tell you their general organization and name. On a raise I will tell you special information that may be helpful including exact roles in the team.

Once you are ready with a plan formed in OOC or Hangout let me know and we will kick this off.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ramson Gourdaine
Posts: 14
Joined: Thu Oct 18, 2018 10:59 am

Re: 01.1 - A Hunt Through Center

Post by Ramson Gourdaine » Wed Nov 21, 2018 10:25 am

K: Battle 6
K:B -2 for Scene, +2 from Scholar
Knowledge: Battle 1d8: 3
Wild K: B 1d6: 3
Extra Effort 1d6+3 = 6: 3
Ramson looks over the competition. "UWW? Okay, here's the deal. I've got friends in the Warlocks, and they spill a lot of intel over drinks. Here's what we're probably gonna have to deal with...."
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Wed Nov 21, 2018 10:34 am

Interesting building... I wonder if I happen to have been inside it before? Power Dump looks at the building with a hint of inquisitive intuition in his soulless eyes.
Kn Battle 9
1d4-4 = 0: 4 Ace 1d4: 4 Ace 1d4: 1wild 1d6-4 = 1: 5 EF 1d6+7 = 9: 2
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

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RFT
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Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Wed Nov 21, 2018 12:08 pm

Ramson & Power Dump
You recognize the team on site as Dream Makers, they consist primarily of elves and fairies. They are known for a very high success rate of live captures primarily through the use of technological disruption, magic cancellation and sleep spells.

Power Dump not only recognizes these guys he has been taken down twice by them in the past letting them get his targets.
Their leader Aalor is a legendary enchanter known for doing odd jobs and ensuring his men are equipped with the best gear.
Last time you saw this team he had 4 apprentices with him (also enchanters) and 6 Nightelves. You remember those guys the most as one of them caught you in a slumber spell and filled it with nightmares of not being able to eat for weeks.

As you recall they where a pretty weak team unwilling to commit to heavy action and often abandoning potential mission success just to help each other out. Among your former masters most of them would be executed or reassigned for such incompetence.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Mon Nov 26, 2018 10:02 pm

Night Elves...

Twenty two days ago their pretty night elf faces wammied me with a little night nighty. Not in the pleasant soothing way. When I woke up I had welts the size of space beetles all over. Lucky me seaymor did his part keeping me alive. I shudder at the memory...


Power Dump shudders letting loose a few drops of spittle from his tight grin. He growls, ” Night Elves and faries. . Lead by the enchanter of legendary repute Aalor. He and his apprentices keep the next nightelves and themselves in top of the line gear.” Power Dump curses under his breath, ” I have run into them a few times, they specialize in dream magic... In nightmares.” He draws his three hand to hand weapons in a smooth motion. ” If we overwhelm them, or potentially put one of their Dream Machine members in danger they should abandon their pursuit easily enough...” His blades glisten with foul intent but he gurgles, ”They have not killed me during their many opertunities. The Code will see that repaid in full.”

He looks at the other ready to move into the complex.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

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Nimbus
Posts: 10
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.1 - A Hunt Through Center

Post by Nimbus » Tue Nov 27, 2018 7:52 am

Nimbus nods, taking in the new information. He quickly chamber checks his shard pistol to make sure it's ready to go and then he looks to Ramsom. "So how do you want to do this? The easy way, or the hard way? If they're standing close enough to each other I can pause them for a bit...maybe...harder if they're supernaturally active."

User avatar
Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Re: 01.1 - A Hunt Through Center

Post by Jarle Vargr » Tue Nov 27, 2018 5:47 pm

Jarle's mood had not improved. In fact, his inability to help locate the night elf made it even more sour.

I must be slipping. Maybe I ought to invest in a SME port....

"When do we ever do things the easy way?"

Jarle took the GR-15 off his shoulder and checked the magazine. he knew it was full, but having the weapon in his hands felt better. Deep down he felt a pang of guilt. There wasn't any calling back the kinetic rounds once they left the muzzle. The wolfen then sighed or maybe it was a snarl. It was hard to tell.

"I will aim for their gear. Perhaps obliterating it will cause them to rethink things. There isn't much that will stand up to gravitonic accelerated slugs, enchanted or otherwise."

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Sa’Maku
Posts: 12
Joined: Fri Oct 12, 2018 4:44 pm

Re: 01.1 - A Hunt Through Center

Post by Sa’Maku » Tue Nov 27, 2018 8:34 pm

Notice
Notice 1d6: 1
Wild 1d6: 2
Survival
Survival 1d8: 2
Wild 1d6: 1
Having never encountered the UWW mercs before, or Night Elves in general, Sa'Maku looks at the newcomers warily. Their inopportune arrival make things complicated, "I have some natural resistance to magic. While I do not wish to push my luck, I am be able to draw their attention while the rest of you hit them from a distance. While acting as bait is not all that noble, putting yourself in harms way for the success of the mission is."

Drawing his massive power halberd, the Seljuk prepares to leap into action.

"Ready when you are."

User avatar
Death Otter
Posts: 19
Joined: Fri Oct 05, 2018 9:25 pm

Re: 01.1 - A Hunt Through Center

Post by Death Otter » Tue Nov 27, 2018 9:23 pm

"There is not a LOT I can do to fuck with mages," Death Otter notes with a scowl...which then morphs into a devilish grin.

"At least not DIRECTLY. But I CAN do some recruiting. They like mind magic? Well I like robots. Mindless robots they can't do shit about, doing my bidding."

She looks at the others.

"I'll need a few minutes to build up a little force."

There was a faint 'wumm' as she threw her hoverboard down, and with a kick off the pavement soared off in search of robots. She didn't have to go far. Across at the carefully manicured hedgerows were a couple of robots trimming and disposing of old branches.

Death Otter coasted to a stop and looked at them over the tops of her glasses. Stately and silver, designed to be both unobtrusive and not unsightly, the robots ignored her. She could sense them, constantly exchanging routine information with each other to coordinate their efforts, and in intermittent contact with some central hub somewhere to let it know they were still functioning and in the right place, doing the right thing. She listened until she'd learned those signals, along with the central hub's return signals...and then she reached out with the SEED implant buried in her brain.

The robots got a message from the hub, instructing them that there was 'something else that needed pruning' at a new set of coordinates. The robots turned and began trundling away. Death Otter quickly hijacked their tracking signals then, overriding them with falsified signals of her own that let the hub know everything was cool, they were still where they were supposed to be, doing what they were supposed to be doing.

Then Otter rode off in search of more. Not that 'search' was really the right term. Central was lousy with robots. A delivery drone. A guidebot. THREE cargo movers from a loading dock that some numbnuts had just left them in front of...probably for a shipment that was running late or something. And finally some kind of surveying assistant bot or something that had been doing measurements between buildings. Didn't matter, it had HANDS and FEET so it'd work for this.

With her oddball army, Death Otter descended upon the rendezvous site to lay in wait.

This is how I roll: 10
Knowledge: Computer, base bonus +12 (1d12+2, +2 computer, +4 interface, +4 boost trait from an ally) minus -2 for labor robot, -4 for a group of them...final roll 1d12+6 = 7: 1 or 1d6+6 = 10: 4 to get a squad of 2d4+1 = 8: 4, 3 helpers!
Last edited by Death Otter on Fri Nov 30, 2018 1:59 pm, edited 4 times in total.

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Ramson Gourdaine
Posts: 14
Joined: Thu Oct 18, 2018 10:59 am

Re: 01.1 - A Hunt Through Center

Post by Ramson Gourdaine » Tue Nov 27, 2018 9:28 pm

OOC Comments
2 ISP for Greater Boost Trait, +2 for +1 to Psionics roll
Greater Boost Trait 1d10+1 = 9: 8
Wild Psionics 1d6+1 = 6: 5
Raise! +4 DT to K: Computers.
Ramson turns to Death Otter. "Okay, Otter. You surely should be able to make some chaos and drive off a bunch of little fairies without breaking out the big guns, right? I mean, I'd hate to think you were getting boring and forced to crude wetwork...." Goading her ego is generally more effective with the punk than straight-up praise, he's noticed.

Tactician 9, 2 cards
K: Battle 1d8+2 = 9: 7
Wild K: Battle 1d6+2 = 4: 2
2d56: 47, 39
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






User avatar
Malcom Young
Posts: 33
Joined: Sat Sep 29, 2018 12:26 pm

Re: 01.1 - A Hunt Through Center

Post by Malcom Young » Wed Nov 28, 2018 9:47 pm

Notice 9, -3 Bennies
Notice: 1d12-1 = 0: 1 (-1 for Pathwalking outside of Combat, -2 for using Pathwalking to see through walls, +2 Alertness)
Wild: 1d6-1 = 1: 2

Benny because...WTF?
Notice: 1d12-1 = 0: 1
Wild: 1d6-1 = 3: 4

....I will not be defeated.
Notice: 1d12-1 = 3: 4
Wild: 1d6-1 = 1: 2

This. Is. Stupid.
Notice: 1d12-1 = 9: 10
Wild: 1d6-1 = 3: 4
When the team finally catches up, Malcom pops over to them.

Malcom waves and says, "Took you guys long enough. Give me a minute while you guys get ready. Ill get locations on everyone inside..."

Malcom opens his mind to the branching paths of the future. He spends a moment acclimating to the shift and then starts searching the paths for their quarry and competition. Several seconds pass and then he has them.

Malcom relays his information to them, "Ok, this is whats going on inside..."
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 2/3
Edit Signature

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RFT
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Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Fri Nov 30, 2018 8:49 am

As the group moves into positions and readies weapons for conflict Death Otter starts looking around for drones she can secure. Luckily for her there is a large collection roaming the streets of labor bots and even a half dozen sentry bots posted around some businesses. Looks like today it will be her choice of what resources to call on.
Options
Labor Bot
Cost: $60K; Remaining Mods: 3
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Notice d4, Repair d10
Pace: 4; Parry: 2; Toughness: 5
Gear: Tools
Special Abilities:
Construct
Tool Mount: Built in adaptive tools allow working more easily with tasks and jobs.


Sentry Bots
Sentries are spherical robots bristling with sensor knobs and armed with two integral laser SMGs.
Cost: $11K; Remaining Mods: 0
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d4
Skills: Notice d8, Shooting d8, Stealth d6
Pace: —; Parry: 2; Toughness: 6 (4)
Gear: The robot has two laser SMGs rather than arms. Range 15/30/60, Damage 2d6, RoF 4. Each gun has 100 shots.
Special Abilities:
• Armor +4: Additional plating.
• Flight: Pace 6”, Climb 1.
• Immobile: Sentry bots cannot move except when using their Flight ability.
• Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500 yards distant.
• Size –2: Sentry robots are the size of basketballs.
The rest of the team on full alert wait while Malcom reports what he finds in the building. It seems that the Dream Makers have already finished most of the job. They have Abreaz sleeping on the ground as two of them work to secure her, the others in discussion of how to get her back to the Market without being ambushed.

The two on the ground seem to get agitated as they are unable to remove her armor or even her gear. Saying something to the others around them, a discussion takes place. Then is resolved as a object is pulled out and placed on her, that makes her look like a regular orange skinned elf. They then begin to walk her and the rest of them begin heading downstairs. No worries about going in, they will be coming here!

You have just enough time to get into position before they come sneaking out the back of the building, alert and on guard for trouble on such a big ransom.

Initiative Surprise Round, Death Otter and Power Dump have Jokers, +2 Bennies for the heroes, ALL HEROES MAY GO
I am rolling 1d56 to represent 4 jokers, this means I will not waste time with rerolls on duplicates or reshuffling.
Cards act in order, Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4 is considered a club.

You have the Surprise and they only receive their initiative if they roll a Notice -4.
Aalor (Danger Sense) Notice 1d8-2 = 4: 6 Wild 1d6-2 = 2: 4 (deleted init not needed)
Apprentices Notice 1d8-4 = -1: 3 1d56: 8
Night Elves Notice 1d6-4 = 2: 6 Ace 1d6+2 = 6: 4 (Thanks for noticing Jon)
1d56: 31

Death Otter 1d56: 54
Ramson (Tac) 1d56: 22
Power Dump (ILH) 3d56: 10, 16, 56
Jarle 1d56: 25
Mox 1d56: 9
Sa’Maku 1d56: 16
Numbus 1d56: 36
Malcom 1d54: 51

RAMSON ROLL YOUR TACT AND ITS CARDS IN YOUR POST
The Heroes may go first as they have the surprise and the initiative. You have 4 days and then you are considered on Hold.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Death Otter
Posts: 19
Joined: Fri Oct 05, 2018 9:25 pm

Re: 01.1 - A Hunt Through Center

Post by Death Otter » Sat Dec 01, 2018 12:15 am

When the marks emerge from the building, Death Otter is engaged in rounding up her robot posse...

Rounds required to round 'em up: 4
Rounds 1d6: 4

User avatar
Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Sat Dec 01, 2018 12:13 pm

PD waits 4 rounds for the team leader to get her robots into place.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

User avatar
Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Re: 01.1 - A Hunt Through Center

Post by Jarle Vargr » Sat Dec 01, 2018 2:18 pm

Notice:4
1d6+2 = 4: 2
Wild Die 1d6+2 = 4: 2
Supressive Fire: 16
Suppressive Fire Shooting 1d8+2 = 10: 8 1d8: 6Wild Die 1d6+2 = 7: 5 Auto-Fire negated by Ranged Data System
Damage if anyone rolls a 1 on the Spirit roll: 7 AP 6
2d8+4 = 6: 1, 1 + 1d6: 1
Jarle moves to a building opposite the exit in the back of the building. As soon as the Dream Makers lead Abreaz out of the building, he sprays the area in front and behind them with gravitonic rounds. The cybernetic systems expertly threading the hail of metallic death around and between the group causing them to be pinned in place.

Through his built in loudspeaker system:

“Turn over Abreaz and leave now, or the next volley will cut you in half.”

It is not stated as a threat, but a simple fact. Jarle is aware of the Dream Makers ability to affect the mind, but if the supressive fire does not sway them, it will distract them long enough for the rest of the crew to subdue them.

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Nimbus
Posts: 10
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.1 - A Hunt Through Center

Post by Nimbus » Sat Dec 01, 2018 4:36 pm

Nimbus stands by the corner of a nearby building. He is peeking out just enough so that he can see the Dream makers and aim his shard pistol at them. He holds for now, waiting to drop a stun spell if things go awry.

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Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Sat Dec 01, 2018 6:36 pm


Acts after Jarle
The bio-borg’s souless eyes take in the Dream Team exiting. He knew the nightelves well from his previous encounters. Micheel, MJ, Pippy, and Barklaw. The time to move was now and let Tittysparkles engmatic leader save the day. Power Dump in the meantime could at least do something useful for those who hated him the least.
”Sa’m, Pathwalker stay close. I’ll port us right close and then you guys can go to work. If your blade kills me Sa’m tell my Lady I died with the Code on my lips.” Power Dump tries to smile as if he had told a joke but his black ichor spittle dripping from his lips spoils the attempt. ”Chronomancer, touch my skin if you need a boost against their dream magic. Sa’m same for you. Don’t worry Seaymor will not bite, much... Starmarshall, Pathwalker if you can reach me I will bolster you as well. Their dream magic is potent.” Sorry Miss Otter I do not think I can get to you.

Power Dump channels the power of his gifted quantum box boost/lower trait talsmin. He wiggles and waggles in and out of existance for a fraction of a second until a more personable less souless Power Dump has replaced himself.
Greater Boost Starmarshal, Sa’m, Pathwalker, PD, and Nimbus +4 die raises to spirit
Greater Boost Trait Spirit(device has 10 PPE, 4 ppts plus 4 more for additional targets) 1d10+2 = 8: 6 wild 1d6+2 = 6: 4 benny for EF 1d6+2 = 7: 5
After the flurry of suppresive fire Power Dump fuels his armor. He and the others travelling with him slide through space and time and come out instantaneous right in front of their quarry and the night elves. Internally Power Dump grubts as the strain of taking Sa’m who is resistant to magic threatens to leave the group caught between spaces. Last minute Power Dumps black dormant heart starts beating as he gives it his all. Once at the target PD smiles and champions, ” Lay down your arms and you will not be harmed. I, a knight of the code code whose heart knows only virtue, will see to your well being.”

His chest thing’s toungue slithers about having eaten the last space wasp. It gasps with a half burp, ” Surprise.” There, there seaymour lets kick it into overdrive least this not work.
2nd action Greater Teleport S’am, PD, and Malcom
Greater Teleport two folks and PD. Sa’m and Malcom. 5ppe spent 1d10+2 = 4: 2 wild 1d6+2 = 3: 1 benny for EF 1d6+2 = 4: 2

12 on agility= Interrupt agility roll 1d12+2 = 8: 6 wild 1d6+2 = 5: 3 ef 1d6+2 = 4: 2
@Malcom Young
@Nimbus
@Jarle Vargr
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

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RFT
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Posts: 2507
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Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Sat Dec 01, 2018 9:31 pm

interupt 6 versus PD, failed so his initially after
Agility 1d6: 3
Wild 1d6: 2
Benny
Agility 1d6+2 = 6: 4
Wild 1d6+2 = 5: 3
Apparently unaffected by the suppressive fire Aalor reacts seeing the expected ambush coming. Shouting out. "Game Six"

Then suddenly he disappears entirely from view as his tail pulls a grenade and slams it to the ground and there is a bright flash.

18 to blind everyone who teleported close, Agility -4 or be blinded

d12+2, enchanting, gear +2, MAP -2

Enchanting 1d12+2 = 14: 12 Ace 1d12+14 = 18: 4
Wild 1d6+2 = 4: 2

Enchanting 1d12+2 = 6: 4
Wild 1d6+2 = 3: 1

Enchanting 1d12+2 = 3: 1
Wild 1d6+2 = 4: 2
BENNY TO REROLL
Enchanting 1d12+2 = 11: 9
Wild 1d6+2 = 3: 1

As the eyes are cleared two of his apprentices appear startled looking and seeing both their boss and their target are gone. Seeing the attackers they plea to surrender rather than fight, hoping the knight is true to his word.


You have 4 days and then you are considered on Hold.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Venatus Vinco
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Posts: 1633
Joined: Sat Jun 11, 2016 3:30 pm

Re: 01.1 - A Hunt Through Center

Post by Venatus Vinco » Sun Dec 02, 2018 10:10 am

Agility 5, success
Agility 1d8: 5
Wild 1d6: 5
Sweep (non lethal)
Fighting 1d10-3 = -1: 2
Wild 1d6-3 = 1: 4
Extra Effort 1d6: 1
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Power Dump
Posts: 22
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.1 - A Hunt Through Center

Post by Power Dump » Sun Dec 02, 2018 10:13 am

Agility 1d12-4 = 7: 11 wild 1d6-4 = -2: 2

Power Dump blinks and his chest thing’s toungue wipes PD’s eyes clean of the bliniding flash. Damn they are escaping... Hopefully Pathwalker will do something amazing. Powerdump looks at S’am’s halbeard. Hopefully he will not kill me.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1roumd)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/15 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/15 PPE
Bennies
1 Golden
7/3
+1 F and G
+3 Benny Farming
-1 EF on battle
+2 jokers
-1 agility roll
-2 bennies for overcoming Sa’m resistances

User avatar
Nimbus
Posts: 10
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.1 - A Hunt Through Center

Post by Nimbus » Sun Dec 02, 2018 11:13 am

OOC Comments
WIP
Spending Benny to use Sense Dimensional Anomaly
Agility 1d6: 6
Ace 1d6: 6
Ace 1d6: 3
Wild Die 1d6: 1
Nimbus extends his senses into the fourth dimension to try to track the departed. "Rooftop, Northwest about 40 meters away" he says calmly over the group comms.
Last edited by Nimbus on Wed Dec 05, 2018 7:49 am, edited 2 times in total.

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RFT
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Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Sun Dec 02, 2018 9:16 pm

Nimbus wrote:
Sun Dec 02, 2018 11:13 am
OOC Comments
WIP
Spending Benny to use Sense Dimensional Anomaly
Agility Original post: 1d6: 6
Ace Original post: 1d6: 6
Ace Original post: 1d6: 3
Wild Die Original post: 1d6: 1
OOC Comments
A second source of teleportation can be felt on a roof top about 120' North West from current location.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ramson Gourdaine
Posts: 14
Joined: Thu Oct 18, 2018 10:59 am

Re: 01.1 - A Hunt Through Center

Post by Ramson Gourdaine » Wed Dec 05, 2018 8:36 am

OOC Comments
Greater Boost Trait Smarts on Malcolm, with +4 ISP for Major Psi Bump
Psionics 1d12+2 = 12: 10
Wild Psi 1d6+2 = 3: 1
Double-raise: +4 DT to Malcolm Smarts
Ramson snarls as the prey gets away. Seeing that Power Dump has the Night Elves cowed, and hearing Nimbus ID the target, he nods. "Right, Jarle, come with me! Temporus! When we get to you, get the two of us and S'am up to the roof! You're a bright boy, you should be able to get us all up there!"
Ramson Gourdaine
Stat Block
Simvan Rogue Scholar, Seasoned
Agility d6, Smarts d8-1, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-4; Pace: 6/d6; Parry: 5; Toughness: 17 (10); Strain: 0
Riding d6; Psionics d10; Investigation d8+2; Streetwise d8+2; Fighting d6; Notice d8
Shooting d4; Intimidate d8+2; Taunt d8+2; Piloting d6; Persuasion d4
Knowledges: Astrogation d8; Battle d8+2; Politics d8; Science d8+2
Hindrances: Monologuer, Stubborn, Loyal, Bloodthirsty
Edges: Beast Master/Sidekick; Major/Master Psionics;
Investigator; Strong-Willed; Scholar (Battle/Science);
Command; Tactician; Team Leader; Connections (UWW & TGE)
Powers: beast friend; boost/lower Trait; telepathy; puppet; environmental adaptation; darksight; farsight
"Scythe" (TW Hoverboard): Acc/TS: 5/20, Piloting +2, +5 PPE
ISP: 39/40
Bennies: 4/3
Golden Benny: 1/1






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RFT
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Posts: 2507
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: 01.1 - A Hunt Through Center

Post by RFT » Wed Dec 05, 2018 8:52 am

Nimbus is a meany
Nimbus wrote:
Sun Dec 02, 2018 11:13 am
OOC Comments
WIP
Spending Benny to use Sense Dimensional Anomaly
Agility Original post: 1d6: 6
Ace Original post: 1d6: 6
Ace Original post: 1d6: 3
Wild Die Original post: 1d6: 1
Nimbus extends his senses into the fourth dimension to try to track the departed. "Rooftop, Northwest about 40 meters away" he says calmly over the group comms.
some rolls and stuff
Notice 1d8-2 = 5: 7
Wild 1d6-2 = -1: 1

Notice 1d6-2 = 2: 4
Wild 1d6-2 = 2: 4

Mysterious 1d10+4 = 6: 2
The enchanters currently cowed overhear Nimbus' declaration through the muffling of his helmet and moan in frustration.
Speaking in Trade 4
"Oh man, they have have a Temporal Wizard and can follow a teleporter."
Looking at his friend he seems even more defeated now that only a moment before his strange voice having a off echo as it tries for the strange sounds of Trade 4.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 0 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
Abreaz (The Target) 2 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 0
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Malcom Young
Posts: 33
Joined: Sat Sep 29, 2018 12:26 pm

Re: 01.1 - A Hunt Through Center

Post by Malcom Young » Sat Dec 08, 2018 2:50 pm

Agility 1, Spirit 8, Notice 5, Smarts 8
Agility: 1d8-4 = -2: 2
Wild: 1d6-4 = -1: 3 + 2 = 1 (+2 armor)

Spirit: 1d6: 2
Wild: 1d6: 6 Ace: 1d6+6 = 8: 2

Notice: 1d12: 5 (-2 to see through walls)
Wild: 1d6: 3

Smarts: 1d12-1 = 8: 9 (-3 from 3 passengers)
Wild: 1d6-1 = 2: 3
Things proceed quickly after Malcom locates the targets. Power Dump ends up teleporting Temporus. Jarle unloads and the other team drops a flasher and disappears.

Squinting and behind his helmet, malcom says, "Damnit, that was bright. These lenses didn't filter much of that. Hold on let me get a fix on..."

But Nimbus already located the target. Ramson bustles over shouting orders. Jarle and the big lizardman show up next. Malcom sighs and scans the paths, giving Ramson just long enough to bolster Malcom's mind. Temporus locks onto a path and the four pop in behind the enemy.

Smarts at d12+2 from Ramson's Boost Smarts. 3/3 Rounds.
Malcom Young
Temporus, Master of Space and Time
Pace: 6; Parry: 8 Toughness: 12(6)
Combat-Relevant Edges & Abilities:
  • Alertness (+2 Notice).
  • Elan (+2 to the total result when using a benny).
  • Improved Frenzy.
  • Quick (When dealt initiative 5 or lower, redraw until higher than 5).
  • Pathwalking:
    • Free action to Activate.
    • Ignore any and all obscurement penalties except cover.
    • Enemies do not benefit from gang up vs Malcom.
    • Range penalties are halved.
    • -4 Penalty to be attacked unless caught unaware. May make Agility roll vs AoE Attack if aware to evade it.
  • SPC Danger Sense.
  • SPC Extra Action 1.
Wounds: 0/3; Fatigue: 0/2
Bennies: 2/3
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