2-01 No one said life would be dull

Post Reply
User avatar
Ndreare
Savage Siri
Posts: 4445
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

2-01 No one said life would be dull

Post by Ndreare »

Jobs are not always easy to find. But this time things were working out. It seemed like Vinghab knew someone in every sector of space, and this time out here at the edge of Kregor territory seemed no different.

Galied was an old friend and when he heard Vinghab was in the area actually reached out on his own to contact him. The holo popping to life. He began explaining how much fun he had been having as a bounty hunter himself over the last ten years until this last job. Here he was halfway across the Corkscrew when his ship was stolen and he was left with an anger that would not stop. Galied was not one to bring things up lightly, but he felt like he was still owed one for the events on Durian 9 and if Vinghab and his crew could help him chase down the pirates who stole his ship. Just long enough for him to get on it. The Galied would take care of the rest. Once he had his ship he would be more than happy to pay you guys half a million credits for the time and fuel.

Vinghab read
Vinghab you owe him big time. Not just once but a couple times Galied has done something making this a matter of honor to help him out. Tell us what it was for a Conviction.

Galied never met a challenge he would not accept, but being separated from his ship was enough to piss off anyone. Unfortunately he had a tendency to space people who angered him, so once he had his ship it would be no surprise if those who stole learned if they were space worthy.

Instructions:
Interact and help the warrior out. He will need help getting off planet and help finding who took his ship.

Quick Encounter: One player will lead and post their efforts but not roll the dice as they Research to scroll through the data bases looking for information on who took the ship and where they went.
This can be supported (no combined limit) with Networking +0 (Persuasion/Intimidation), or Research -2.
After all players have rolled their support, or one week the lead character may make a post with just their Research -6 roll modified by the bonuses from support.
Critical Failure: False path and Vinghab gains an increased debt to his friend.
Failure: Nothing, you have no idea.
Success: Ha, we know what they look like and generally where they are headed.
Raise: Jackpot, we know exactly who they are, the planet they are heading to, and who they must be planning on seeing!
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 141
Joined: Fri Oct 05, 2018 9:25 pm

Re: No one said life would be dull

Post by Death Otter »

Long before she'd crewed a starship of ragtag renegades, Death Otter had scratched out a living haunting datavaults and filching files amidst the topless towers of Center. Hunting down rogue data was like riding a bicycle for her. Except not literally because she'd never ridden a bike in her life. Figuratively. It was like riding a bike...if she was someone who'd learned how to ride a bike so comprehensively that it was practically a reflex.

As soon as the ship was in range of the planet's network, she went on the prowl; linking mentally with the wireless signals and sending her consciousness to swim in pure data, looking through buffers and logs for any hint of the stolen starship. The fact was that it wasn't easy to hide a whole ship for any length of time. Any vessel with no filed flight plan, or lacking a transponder, would be flagged by local traffic control. They might or might not investigate further, but the incident would be logged. Otter knew the make and model she was looking for. It was only a matter of time.

Rolls: Research 16
I'll take lead on Research with 1d6+2 and a free reroll. Waiting on Support results to roll
+6 total bonus, including 4 from support!
Research 1d6!! 1d6!!: [10!!]+[1] = 11
Reroll 1d6!! 1d6!!: [2]+[1] = 3
Last edited by Death Otter on Sun May 01, 2022 11:13 am, edited 2 times in total.
User avatar
Grazz
Posts: 18
Joined: Sun Jan 10, 2021 4:48 pm

Re: No one said life would be dull

Post by Grazz »

Grazz hated to adopt humanoid form but it only complained about it for an hour this time. In his Kydian form Grazz heads to the underbelly of Center. It took him a few stops at some very rough bars but he finally found Drev. Approaching him Grazz was certain of only one thing Drev would sell out anyone or anything for a price. Grazz just had to find the right price. Drev flinched and started looking for an exit when he saw Grazz across the bar. Grazz cut him off near the back door and Drev stopped running and started talking very fast.

Grazz hissed at him to shut up and listen. "Grazz don't have time for games today. Tell Grazz what Grazz want and I will pay you well."

Drev's eye glittered for a moment "how well?"

"Very well. I will pay you with your life. See you tell Grazz what Grazz needs to know and you get your life back?'"


Drev blanched a little "back?"

Grazz nodded "when Grazz walked in here Grazz was hungry. So Grazz decided he would eat you. See that means your life is gone. You no longer own it. But if your tell Grazz info, then Grazz pay you with 1 life. Fair trade for all."

Drev squirmed but he told Grazz he did not know where the ship was but he knew that some of the crew had been spending a lot of money around town especially in brothels. Grazz was growing tired of this form and this talking. No one was dying. He dropped Drev to the floor, mumble something about enjoy the new life, and then got back to the ship as fast as he could. He opened the comms and relayed the info to @Death Otter. Once there he reverted back to his true form and laid down in the cargo hold to nap.

Persuasion d4!!: [5!!] = 5
Wild d6!!: [5] = 5
User avatar
Lawrence Benson
Posts: 21
Joined: Mon May 14, 2018 4:23 pm

Re: No one said life would be dull

Post by Lawrence Benson »

Lawrence adjusted his tux in the mirror. What he and Dee were doing was risky, but that was part of the fun. He didn't know what the gala they were attending was even for, but he knew it was put on by one of the military governors of some strategically important planet. He believed the governor was a Silhouette, but wasn't sure. Might have been a good idea to find that out before he bribed that Catyr fixer for the invitations.

At least Dee looked good--as usual. Hopefully she could keep heads on a swivel while he found out what they needed. He hated talking with anyone, especially these stuck imperialists, but at least it was free food and drinks.

One last look to make sure the tie was straight..."Dee, you ready?"

The Deevil sighed and rolled her eyes. She could change her appearance with a thought. Of course she was ready.

"Well don't say I don't take you anywhere."

--------------------------------------

These governors of the Kreeghor Empire really could throw a party. This job wasn't half bad. Lawrence and Dee mingled and chatted posing as a vid-star and her director here or a trust-fund heir and his fiancée there, it didn't matter as every cover story included them wanting to be part of the endless entourage to the Royal Family. Eventually they
Persuasion 1d6!!: [4] = 4 1d6!!: [4] = 4 Free Charismatic reroll 1d6!!: [4] = 4 1d6!!: [11!!] = 11 -1 =10 raise
out what they wanted and then some. Satisfied, they slipped out, Dee filling her purse with as many hors d'oeuvres that it would hold, with none the wiser.

OCC: Raise to Support
Lawrence
Bennies: 3/4
Pace: 6; Parry: 5; Toughness: 16 (7)
Wounds 0/3
PPE: 35/35 +10 from Mystic Staff
Fatigue 0/2
User avatar
Boon
Daniel (Lars)
Daniel (Lars)
Posts: 9
Joined: Tue Mar 31, 2020 11:45 pm
Location: Phaseworld: Remorseless

Re: No one said life would be dull

Post by Boon »



Persuasion d8+1…
1d8!!+1: [3]+1 = 4 1d6!!: [3] = 3
Nah bro. Bennie.
B 1d8!!+1: [2]+1 = 3 B 1d6!!: [2] = 2
Meh.

Boon Stood outside the CCW Government Center. The Consortium had hundreds of thousands of employees here. As a former Consortium Armed Forces Commando Boon, real name retired Captain Mace Bo Ferric aka “Boondoggle” or just Boon technically had an ID card and could access limited areas of the massive center. Until now he had only once utilized the access to shop at a commissary and that had gone poorly. Some sap had recognized him and hassled him about being turned down by the Forge.

Now. Here he was. Sighing heavily he walked into the entryway guard gate and presented his ID.

Looking up from a metal desk the guard eyed the card (retinal scanning it) and grunted.

”Purpose of visit Captain Ferric…. You that Ferric?”

Bitting his lip Boon mentally retorted several foul responses than out loud stated: ”I need to visit my brother. Major Nash Ro Ferric.”

Frowning the guard just tapped on a holo keyboard then got a far away look in his eyes as he used his internal comms to call the GSA.

A moment later he said to Boon: ”Galactic Security Agency reception says no. You may not visit. However the Major will come out and talk to you here. Go wait in cell 6 until he arrives.”

Looking away from Boon he was obviously done talking to the former Captain.

———

Twenty minutes later Boons brother entered the cell detention and waiting room.

”This better be important Mace. What?”

Boon explained that he and a crew were trying to track down a bunch of pirates and stolen ships. He emphasized that the pirates were pretty nasty and the whole CCW would be better off if they were caught. Boon asked for help tracking them. Providing a transponder code and description of the stolen ship. GSA had nodes, trackers, and other ways of keeping their eyes on the coming and going of space travel.

His brother just looked at him for a moment.

”Look brother I don’t hate you but it’s super suspicious that the Forge turned you away. Why? Still don’t want to say huh. Fine. If you’d been accepted you would be a bonded deputy of the CCW as a Cosmo Knight. But. You’re just a exCAF commando selling your service to bounty hunters? If I find anything I’ll direct beam it. I gotta go.”

———

An hour later a small data pack arrived on Boons computer.

It was heavily redacted obviously and only had a little helpful information on last know locations on the stolen ship.

It was something at least. Boon gave the information to Death 0tter.

1 Success.
Accounts

Discord: Daniel (Lars)

Savage Rifts Game Master
    • The Black Company
    • Machinations

Savage Rifts Player Characters
  • Niki NEMA Peacekeeper / Commando
    Adventures Inc. GM - Venatus Vinco
  • Mercer Mercenary Exiled RCSG
    Mercy Six GM - Pender Lumkiss
  • Boon Psychic & Mechanic
    Phaseworld GM - Ndreare
  • Blackfish Combat Mage / Ogre
    Tomorrow Legion 12th AAT GM - Snake Eyes
  • Player Account 6 Unlocked & Unused.
User avatar
Vinghab
Posts: 9
Joined: Sun Feb 13, 2022 8:40 pm

Re: No one said life would be dull

Post by Vinghab »

"Who in their right mind would steal Galied's ship? They might as well have starshot themselves and saved him the effort." Vinghab muses out loud (as he usually does - unspoken thoughts do not foster conversation). He swirls a drink in his hand as he mulls the location in his mind. "They either aren't in their right mind...or they don't know him. Wonder if we have some rookies trying to make a name?" He points a finger upward. "Ah! Yasha. He would know something." For the next hour or two, Vinghab sends a message to Yasha, a
crime lord
in that part of the Corkscrew.
Yasha's initial reaction was less than warm.
In his native language (which nobody else recognizes) the "merchant" berates Vinghab for a deal he had negotiated. Universal translators spit out the following snippets: "I can't believe you talked me into that. That creature destroyed my house!"
Vinghab shrugs. "Yasha, you asked for an animal that would convey your status. You didn't specify 'tame'! It put the fear of deities into your opposition in those discussions though! Which, I might add, I helped pave the way for."
Before long, Yasha's cold demeanor is

Support - Persuasion: 1d12!!+3: [8]+3 = 11
WD Persuasion: 1d6!!+3: [4]+3 = 7
with the appropriate reminders, compliments, and the occasional threat. "Yes, I'm sure Galied will give you a deal next time...as long as this helps! Thank you, Yasha. I'll see about a partial refund on that sickle-horned gack. YES, partial refund. You asked for that thing!" In exchange for a good word and an attempt at a refund, Yasha relays several contacts who have heard about new or desperate ship-thieves in the region.

Durian 9
WIP
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4445
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 2-01 No one said life would be dull

Post by Ndreare »

Player Clarity: You were not on Center, you are on the edge of Kregor space halfway across the Corkscrew Galaxy from Center.


The images @Death Otter pulled up initially and sent down with @Grazz was enough that he had something to work with. The Galaxy was a huge place and not everyone could know everyone. But @Grazz knew what it took to get people to admit when they did know something. Sometimes all it took was letting them live. As Drev pleaded for his life. “Wait please. I heard about a ship like this. Marked up as The Lady there was word it was being offered for sale. I don’t know who, but maybe you can look into Black Market types?” He offered as he begged for his life.

@Lawrence Benson’s events at the ball proved more than useful as word of The Lady went around. A few gossiping tidbits here and there. “Oh, The Lady, isn’t that the ship based on Machine People technology?” and “I heard Bren Forgefinder wanted that ship.” and other tidbits dropped. Usually without the people sharing the information even knowing they were doing so.

@Boon’s efforts did not yeld any information on the were abouts of the people who stole the ship or the people who wanted the ship. But what it did yield was information about the people who took the ship. This was no ragtag crew picking up on opportunity. This was the the crew of Retribution’s Fury. This team was skilled, made up of a team of former Splugorth arena slaves these guys liked to take real dangerous jobs, and took extra pleasure in leaving corpses behind them.

Yasha having been temporarily calmed shares some important information about who could be acting as a broker for a ship like The Lady. “Not a lot of people can afford a ship like that. The effort to rewrite its AI would be remarkable, and could get ten ships for the same price. Custom jobs like that in this sector..."[/b] he shakes his head knowing that @Vinghab would already know this means The Harrow and everyone would have to watch their back on any job that takes them there.

As @Death Otter works with all the information being shared with her and runs through the network of databases the problem was often an ocean of information and needing the right keys to home in on the correct information. But with the help of the crew she easily narrows down to exactly the information needed. It was as if no effort was being made to hide themselves from her. Well, no effort that could possibly matter.

The Lady was stolen by Retribution’s Fury on contract for delivery to a fence known as The Harrow. Once he has it, the word is Bren Forgefinder a dwarf from Asgard is lined up to purchase the ship, where he will figure out how it was made and start converting/creating more of the ships.

The Crew knows where the Harrow is, located on a network of Asteroids not too far from where you are know at the border of UWW and Kregor space. It is a pretty standard den of villainy right out of a holo-vid. However if Retribution’s Fury is still there then it could be a pretty dangerous fight. Those guys are some heavy hitters...

As you begin telling Galied this you can see his determination hardens. “Get me there before they sell my ship. I want vengeance on these nobodies who stole my ship! I will pay double if you can do it!” Well he may want vengeance, but it was only luck that had you here so soon and with a 16 standard hour lead on you, the Remorseless would have to break the laws of physics to get their first...



INSTRUCTIONS: Develop a plan, what are you going to do and how are you going to get there?
Getting there before Retribution's Fury would require piloting skills from out of this work, and a roll of 20.
However if you just head there and RP a little on the way no roll is needed. There may be other options, however. Lawrence Benson has the Dimensional Portal edge, which while risky could get you there at least a day before the ship arrives. Finding a Nexus and securing its use may be a little effort, but heh that is how life goes.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sabrick_Vek
Diamond Patron
Diamond Patron
Posts: 36
Joined: Sat Apr 23, 2022 8:35 am

Re: 2-01 No one said life would be dull

Post by Sabrick_Vek »

Sabrick is new to the crew, but goes into ops mode as soon as a plan is needed. But planning or thinking for that matter has never been his strongest skill set. Sabrick stating the obvious, while assuming there is no way they can get there in time.
“If we can’t get there faster then our only option is to find a way to make sure that any sell is delayed until we get there. Unfortunately, I am not the best when it comes to plans. Now the vengeance part I am more than capable of. Thievery like this must not go unpunished.”
He beams with pride in his ability to relate the obvious while feeling like he is contributing, while also bragging about his ability to mete out vengeance to these ruffians. He then waits for someone who can plan to actually give him a job.
Signature
Sabrick Vek, The Remorseless
Grudge Hagen, The Tomorrow Legion
User avatar
Lawrence Benson
Posts: 21
Joined: Mon May 14, 2018 4:23 pm

Re: 2-01 No one said life would be dull

Post by Lawrence Benson »

Lawrence kicks his feat up on the table in the ops room and leans back. The chair he's in nearly tips over but rights itself at the last second. It is almost as if his shadow caught him and prevented him from falling over.

"You get me close to enough magical energy and I can get us there faster than a T'Zee amped up on Kreegorhian meth. But...New Guy has a good point. Thievery should not go unpunished, and the best way to punish it is by stealing what is stolen. All we need to do is get close, no need to engage. I can teleport a team onto the Lady. The Retribution's crew will be split between the two ships, likely with a skeleton crew piloting the Lady.
We just need to overwhelm them and make a break for it. The question is who can fly a ship other than Death Otter."
Lawrence
Bennies: 3/4
Pace: 6; Parry: 5; Toughness: 16 (7)
Wounds 0/3
PPE: 35/35 +10 from Mystic Staff
Fatigue 0/2
User avatar
Vinghab
Posts: 9
Joined: Sun Feb 13, 2022 8:40 pm

Re: 2-01 No one said life would be dull

Post by Vinghab »

Vinghab raises his hand in response to @Lawrence Benson's question. "I mean, I've never taken lessons. But I've seen enough pilots, not to mention our own esteemed @Death Otter, do what they do in order to pick up enough to be dangerous. Get me on the ship and I can make it work."
He
Common Knowledge: 1d6!!: [3] = 3
WD Common Knowledge: 1d6!!: [2] = 2
Benny CK: 1d6!!+2: [14!!]+2 = 16
WD Benny CK: 1d6!!+2: [10!!]+2 = 12
to think of any nearby nexuses that may serve Lawrence's needs. As he ponders, a smile breaks across his face as Galied's temper begins to boil over. "Double, you say? Oh, I'm sure we can find a way to make that happen, my good friend. You leave it to us." He moves towards the computer to pore through some of the nav charts to confirm his recollections. "I think I know just the place..."
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
Current Status Post
User avatar
Ndreare
Savage Siri
Posts: 4445
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 2-01 No one said life would be dull

Post by Ndreare »

As @Vinghab thinks on it he realizes, that most nexus in space would be claimed by others and lead up to a fight that could damage the Remorseless more than the spoils would make up for.

Last time the crew was in this system they had to land on the desert planet, and he recalled there were visable ley lines. Which was nice for a planet with no intelligent life. A short 4 hours trip and 1 hour to land would get the team to the nexus and allow the @Lawrence Benson to work his special talents.

Asuming the team chooses that option...
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 141
Joined: Fri Oct 05, 2018 9:25 pm

Re: 2-01 No one said life would be dull

Post by Death Otter »

"So wait, the plan is we go on foot?" Death Otter asked incredulously. "Go to a planet, open a rift, and head straight to The Harrow without Remorseless?"

She rubbed her forehead. "Is there some way you can rift the Remorseless over? You say you need 'enough' magic energy. Is a 'nexus' the only way to get it? Because I love the idea of teleporting ahead of them. I don't love the idea of teleporting ahead of them and then getting stranded on a black market asteroid because we don't have enough juice to get back to our ship."

After a moment Otter got a thoughtful look and asked, "How high up are these nexuses? Remorseless isn't specced for atmospheric travel, but if you can open a rift high enough up, we might be able to fudge that a little."
User avatar
Lawrence Benson
Posts: 21
Joined: Mon May 14, 2018 4:23 pm

Re: 2-01 No one said life would be dull

Post by Lawrence Benson »

Lawrence smiles and says confidently, "Not necessarily. I can open a dimensional portal to where we need to go. The problem is that it won't be big enough to get the remorseless through. Not to worry, though, because then I can do one of two things. I can either try to manipulate the Nexus to make it big enough to go through or, once we have it open, teleport the ship to the other side of the portal. The first option runs the small risk of opening a Rift to somewhere we really don't want to be. The second option, while a little safer, will cost a lot more magical energy. Not to worry, though, I got this."

The shifter then shrugs, "Can't really know until we get there, though."

I am liberally interpreting the manipulate Ley Lines and Rifts section of the GM Guide for the first option. Its not specifically listed, but it makes sense that once a portal is opened at a Nexus, you should be able to widen it per those rules to get the ship through. The second option assumes the Remorseless is a valid target for teleport. I would think it is, but I am guessing that it would take a lot more than just one additional PPE to teleport the ship and everyone on it.
Lawrence
Bennies: 3/4
Pace: 6; Parry: 5; Toughness: 16 (7)
Wounds 0/3
PPE: 35/35 +10 from Mystic Staff
Fatigue 0/2
User avatar
Death Otter
Posts: 141
Joined: Fri Oct 05, 2018 9:25 pm

Re: 2-01 No one said life would be dull

Post by Death Otter »

Death Otter stared at Lawrence a moment longer, expectantly. When it was clear he'd said his piece, she reached up and thumped the side of her own head, scowling.

"Okay, let me walk you...no SPRINT you through this. The Remorseless was built in ORBIT. It is not designed to enter the atmosphere, or gravity well, of a large terrestrial PLANET. The maneuvering drives don't have enough thrust to keep the ship flying, and there's no flight control surfaces, no streamlining. We could probably dip into the upper atmosphere a little if we watched the speed, but...re-entry? Uh uh. I just...UGH!"

She paced away a few steps, then whirled around to point at Lawrence, as if it was the shifter's fault that the laws of physics were so unforgiving.

"So...IN THEORY...maybe...I could get the ship down further. We'd use the forcefield to absorb re-entry heat. I'd have to use the main drive to counter gravity and keep us from hitting the ground. So it won't be stable...and we'll all be standing on the back walls, because we'll have to be...you know...pointing up. We'll only barely be able to maneuver at all, with the control thrusters. And if there's ANY WEATHER AT ALL, we will be at its mercy."

Death Otter glared around at everyone else. "If we're doing this, I'll need all hands on deck. There's going to be a LOT going on all at once, and things will change VERY quickly and without warning."

Her eyes flicked back to Lawrence and a grin started spreading over her face. "...but if this can get us there ahead of them, then I say lets DO this. Larry, you will have a time limit though. So do as much as you can in advance before we get down there. We may only be able to hold position for...I dunno...minutes. Depending. So that's how long you have to get a rift going and put it somewhere I can fly into it."
User avatar
Ndreare
Savage Siri
Posts: 4445
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 2-01 No one said life would be dull

Post by Ndreare »

As the mercenary members of The Crew figure out what would be needed and decide if they can do it. They begin making preparations. Opening a rift was ridiculously expensive as even a short range one could cost tens of thousands of credits. But Lawrence did not worry about such things. He had spent years mastering dimensional travel to a level few mages could.

The timing of the ship's entry and following alignment of the Remorseless was going to be even more difficult. While the shuttle would be easy to get in place and a lot smaller for going through the rift once held. The Crew was not willing to leave their stuff behind, after all what better way to lose a ship than to leave it unsupervised?


Action time!

We are going to have two tasks here going on at the same time! Getting the Remorseless in place and the Dramatic Task of tearing the universe apart and running a string through the middle of it. The shuttle is sent down with those who would like to help with the ritual, then autopilot returns it back to the Remorseless before this task begins. Those supporting may only support the Task they are on the scene for.

Initiative Cards
Sabrick Card 1d56: [42] = 42
Grazz Card 1d56: [1] = 1
Vinghab card 1d56: [1] = 1
Boon Card (Quick ignore from 1 to 16) 1d56: [39] = 39
Lawernce card 1d56: [22] = 22 NOT A CLUB!
Death Otter 1d56 or 1d56: [34]+[26] = 60
Dangerous Ship Maneuvers
@Death Otter, you are one of the best pilots in the three galaxies. You got this!
Rather than three rounds of Dramatic Task with a -8, I have decided to make this, three separate tasks. Each round we will only roll one of these. DO NOT FORGET SUPPORT!

Task A1: Get the remorseless into an atmosphere and close to the position the ritual is being performed!
Roll Piloting at -6. You are entering the atmosphere and trying to get close to the earth. A raise here will grant +2 to the next roll.
- Failure = You bounce off the ionosphere! Try around next round but with a -2 MAP on both Task 1 and Task 2 as they both will be needed.
- Critical Failure = You crash against the ionosphere! The damage to the remorseless is enough you know you will not be able to do this as the engines take a severe Technical Difficulty.

You can preview the next two task if you would like.

Task A2: Hold this position while the ritual finishes...
Roll Piloting at -8. You need to keep it here so you can get through the portal as soon as it pops open.
A raise here will grant +2 to the next roll.
- Failure = You touch down, dammit! Roll a hit location, followed by a d6 for Technical Difficulty to see what you did.
- Critical Failure = Grounded! You crashed into the planet, the ship takes 1d4+1 wounds (maximum 4) and suffers a technical difficulty for each wound not soaked. The task failed...
Task A3: Dart through the portal and escape this new miserable rock!
Roll piloting -6. On a raise you hesitate just long enough on the other side Lawrence/others with the power can spend PPE to teleport into the ship without even rolling.
- Failure = You touch down, dammit! Roll a hit location, followed by a d6 for Technical Difficulty to see what you did.
- Critical Failure = Grounded! You crashed into the planet, the ship takes 1d4+1 wounds (maximum 4) and suffers a technical difficulty for each wound not soaked. The task failed...

I am a Master of Time and Space, this is what I do!

@Lawrence Benson you need to open this rift up. This is a challenging dramatic task. You need 4 tokens in 3 rounds, failure on a club will fail the whole task catastrophically. Critical failure in round one or two will remove a token. You may chose not to roll in any round except the 3rd round where you are required to roll. The actual roll to open the rift and expand it will be the roll made in round 3.

Your roll to open the Rift is Spellcasting -7. I think each round is 10 minutes.
  • You can normally only open or shift a rift to a location you know!
    - But we do not care about what others can do, we only care about what Lawrence can do. This is why we are going blind! We will be opening this portal with a -4 penalty.
    - However you can receive support from others during the three rounds leading up to opening the portal as the Remorseless gets in position (hopefully without killing everyone).
    - Maximum bonus from others is +4, they may only support with Occult at -3. Those offering support may spend 10,000 credits to represent using materials that will aid the support granting them a +2 to their support roll for that round.


Please ignore this unless you want to know what craziness Rob was thinking.
A mechanical explanation of the task.
  • Dimensional Portal (Iconic Edge) pg 29, selected at veteran by Lawrence and in the group options
  • Blood and Banes page 29: 100 PPE and Spellcasting roll at -4 to open a portal to a location in the same dimension.
  • Blood and Banes page 29: Shifters pay 50% of this for 50 PPE.
  • Blood and Banes page 16: Shift Reality, shifters get +4 to open rifts. (effectively ignoring the base penalty, see page 29)
  • Ritual will allow this to change and allow drawing the PPE.
    - 6’ portal will effectively be considered a SMT.
    - 3 steps goes from SBT, to MBT, to LBT, finally to Spirit *2 diameter!
    - TLPG page 122, last paragraph “A Challenging ritual grants 1 improvements” conveniently what we need.
    - TLPG page 123, last paragraph “the same improvement may be selected multiple times”. Followed by the last sentence under Improved effect on page 123. “The caster may increase the effect multiple times—each additional increase incurs a cumulative −1 to the Dramatic Task’s Arcane Skill rolls.”
    - This totals to a Challenging Dramatic Task at -3.
  • You can normally only open or shift a rift to a location you know!
    - But we do not care about what others can do, we only care about what Lawrence can do. This is why we are going blind! We will be opening this portal with a -4 penalty.
    - However you can receive support from others during the three rounds leading up to opening the portal as the Remorseless gets in position (hopefully without killing everyone).
    - Maximum bonus from others is +4, they may only support with Occult at -3. Those offering support may spend 10,000 credits to represent using materials that will aid the support granting them a +2 to their support roll for that round.

    Cost 50 PPE
    Ley Line Nexus and veteran rank 3d8 Additional PPE available.
    Shifters add two dice to the PPE available +2d8 PPE
    Total 5d8 PPE available
    Lawrence rolled on 6/11/2022 at 2:22 Pacific Time and generated 24 PPE.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sabrick_Vek
Diamond Patron
Diamond Patron
Posts: 36
Joined: Sat Apr 23, 2022 8:35 am

Re: 2-01 No one said life would be dull

Post by Sabrick_Vek »

Sabrick runs around the ship trying to find put any loose items in a nearby storage compartment or if it is not an option he will use straps, ropes or whatever is available to
Athletics: d12!: [9] = 9 , d6!: [6!, 3] = 9
. My first major event with this crew and I don’t have any applicable skills. I need to make sure I do this task well. I will show my worth on the battlefield but I need to offer other contributions.
Dice rolls
1d6!: [3] = 3
d6!: [4] = 4
Signature
Sabrick Vek, The Remorseless
Grudge Hagen, The Tomorrow Legion
User avatar
Grazz
Posts: 18
Joined: Sun Jan 10, 2021 4:48 pm

Re: 2-01 No one said life would be dull

Post by Grazz »

WIP
Dice rolls
Psionics 1d12!!+1: [9]+1 = 10
Wild 1d6!!: [9!!] = 9
User avatar
Lawrence Benson
Posts: 21
Joined: Mon May 14, 2018 4:23 pm

Re: 2-01 No one said life would be dull

Post by Lawrence Benson »

Lawrence was relatively quiet on the ride down to the planet's surface in the shuttle. The shifter could feel the magical energies of the Nexus as they got closer. It wouldn't be a problem to tap into them and rip a portal open. Getting it to open to where they wanted to go was a little harder and then teleporting the Remorseless from this side of the portal to the other...well...it was theoretically possible.

As the shuttle made its final approach, Lawrence opened his eyes, rolled his shoulders, and flexed threaded fingers to crack his knuckles.

"This should take about half an hour. Just make sure D.O. is ready when the time comes."

The shifter took a deep breath and
1d10!!: [9] = 9 1d6!!: [5] = 5 free reroll 1d10!!: [7] = 7 1d6!!: [5] = 5 Spend Benny 1d10!!: [1] = 1 1d6!!: [3] = 3 Spend 2nd Benny 1d10!!: [2] = 2 1d6!!: [7!!] = 7 Spend 3rd Benny 1d10!!: [2] = 2 1d6!!: [3] = 3 +1 from Staff -7 from task +2 from Support =5
himself up to the Nexus. He could feel the eldritch energies taking shape but he couldn't hold them. It was too much, like trying to hold onto a viscous liquid it just slipped through his fingers.

But then Grazz was there. Whatever he did, the dragon's massive occult presence anchored the shifter and Lawrence with sweat beading between his horns, wrenched energies into the shape of the portal.

"Now to open it..."

OOC Comments
1 Success for Round 1 with the Support
Last edited by Lawrence Benson on Mon Jun 20, 2022 5:03 pm, edited 2 times in total.
Lawrence
Bennies: 3/4
Pace: 6; Parry: 5; Toughness: 16 (7)
Wounds 0/3
PPE: 35/35 +10 from Mystic Staff
Fatigue 0/2
User avatar
Nimbus
Posts: 41
Joined: Fri Oct 19, 2018 3:45 pm

Re: 2-01 No one said life would be dull

Post by Nimbus »

OOC Comments
Spellcasting 1d10!!-2 1d6!!-2: [5]-2+[1]-2 = 2

Benny 1d10!!-2 1d6!!-2: [4]-2+[5]-2 = 5

Benny
1d10!!-2 1d6!!-2: [3]-2+[5]-2 = 4
Benny
1d10!!-2 1d6!!-2: [5]-2+[2]-2 = 3

Benny EP 1d10!!-2 1d6!!-2: [2]-2+[5]-2 = 3

2nd EP Benny 1d10!!-2 1d6!!-2: [9]-2+[2]-2 = 7
Nimbus listens carefully as the Shifter begins to speak the words. It's been a while since he's done anything like this, temporal magic wasn't his strong suit, but nonetheless he listened for a few seconds and then found himself getting back into the rhythms of this particular incantation. It didn't help that @Lawrence Benson had a weird accent, but with a monumental effort Nimbus was able to speak well enough to help channel the twisted space-time magics, allowing Lawrence to focus more on the geometrical aspects.
User avatar
Vinghab
Posts: 9
Joined: Sun Feb 13, 2022 8:40 pm

Re: 2-01 No one said life would be dull

Post by Vinghab »

"You know, I actually participated in a similar ceremony on Cheval-5. Sure, there's science to it. But it's really an art, and I have a knack...and I think I have a few leftovers?"
Collecting some miscellaneous odds and ends from his quarters, Vinghab joins @Lawrence Benson in
Occult at penalty: 1d6!!-3: [8!!]-3 = 5
WD Occult: 1d6!!-3: [5]-3 = 2
Benny Occult with Elan: 1d6!!-1: [2]-1 = 1
Benny WD Occult: 1d6!!-1: [3]-1 = 2
2nd Benny Occult with spent credits: 1d6!!+1: [2]+1 = 3
2nd WD Benny: 1d6!!+1: [2]+1 = 3
. With more arcane talent than one might expect, Vinghab pitches in, offering some helpful tips and proper language for the execution of the rift opening.
Vinghab
Vinghab
Pace: 7; Parry: 2
Toughness: 19 (8)
Pertinent Edges: Charismatic, Elan, Hard to Kill, Brave, Strong Willed, Iron Will, Mentalist
Current Status Post
User avatar
Death Otter
Posts: 141
Joined: Fri Oct 05, 2018 9:25 pm

Re: 2-01 No one said life would be dull

Post by Death Otter »

The ship groaned alarmingly and began shaking as Death Otter began the descent from orbit. Even with the defensive force fields entirely focused into an aerodynamic cone ahead of the ship, there was turbulence to contend with along with the ever increasing drag of the planet's gravitational field. The Remorseless, built at an orbital shipyard and never having had to get this close to a planetary body, was struggling under the stresses.

Sabrick had done his job well though; the hatches stayed battened, and nothing was loose as the local pull of gravity within the ship started to shift towards the rear...the shipboard artificial field being overwhelmed by the planet's much greater attraction. Otter herself, strapped into a chair, didn't even register the change. Her mind was entirely within the ship's computer, bombarded by a hundred flashing yellow and red alerts from components exceeding their rated stress levels. Maintaining the shield envelope and trying to use it's shape as a sort of ad hoc control surface. Keeping the engine thrust load balanced to avoid a catastrophic tumble, while simultaneously using slight variations in thrust to try to adjust the angle of descent to target the spot the rift was being created. Doing her best to direct automated systems in supporting the structural elements that were having the hardest time handling their own weight. She had a feeling the emergency backup shielding would be needed to reinforce some of the struts and hull sections, so she was plinking away at some code to do that when the time came as well.

It was, in short, a mess. Like playing five concurrent games of chess, three against grand masters, one with a ten year old prodigy, and one with just a kitten who wanted to knock over all the pieces and bat them around, all in her head.

And yet, somehow, incredibly, the altimeter showed a steady decline. The Remorseless was a comet; its force field wreathed in the flames of re-entry and waste heat from its main drives...but it wasn't burning up. Otter knew the next task would be an order of magnitude more difficult, but even just getting this big ungainly whale of a ship down intact through atmosphere was a freaking miracle and she was HERE FOR IT.

Rolls: Piloting (Hacking) roll of 8!
Hacking (to Pilot via Machine Control) 1d12-2!! 1d6-2!!: [1]-2+[4]-2 = 1
Hacking (Genius Reroll) 1d12-2!! 1d6-2!!: [8]-2+[1]-2 = 5
Raise with the Ace bonus!
Post Reply

Return to “Phase World On the Job”