01.2 An Easy Trip Back to The Office

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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01.2 An Easy Trip Back to The Office

Post by Ndreare »

01.2 An Easy Trip Back to The Office
With Abreaz secured the team is able to move out. Heading back towards the elevators should be easy with their destination so close and in the same city.

Death Otter and Malcom are able to provide for surveillance. While the rest of the team ensures Abreaz stays calm. Approaching the lifts the amalgamate on Power Dump’s chest begins to moving excitedly as Power Dump becomes aware that something strange is amiss.

Their is a tingle in the air, followed by a feeling washing over the area. Instantly Nimbus knows what it is, someone has created a Temporal Maelstrom, and a very large one from the the looks of it by the number of others looking around is surprise as their phase tech stops working.

The crowd grows a little more agitated after a couple of wizards fail to dispel the effect. Many of those looking around suddenly notice the Remorseless and a few people can be seen pointing discreetly at their captive, comparing the face to the one on their data pad.


Dramatic Task, declare for one

Looks like getting back to the building will not be as easy as you would hope. The Pursuit has shown up and will be harassing you trying to steal your profits.

Getting back will require two elements be balanced. several jobs be done.

We will have two Dramatic Tasks at -2 you may use whatever skills you think work, however any teleportation, phase or time travel will not work!

Declare your objective before rolling. A success grants 1 success in the task 1 or more raises grants 2 successes.

Crowd Control
Someone or someones needs to control and discourage the crowds. They also want your job, but you cannot just go killing them because then the Quatari will show up and you will be in a very bad combat situation with an overwhelming force.
Successes
  • 0 = Drastic failure, other mercenaries in the crowd are able to close in and everyone takes 1d3 wounds (you may Soak) as they find themselves under fire
    1-2 = Failure to control the crowd cost some pain, but you will be able to get where you are needed. Each team member takes 1 wound (you may soak).
    3+ = Success, your crowd controlling skills are the best. Whatever you did it was amazing and helped everyone out.
Fending off the Pursuit while getting to the Boss
  • <3 = Drastic failure, you not only lost Abreaz, you see the Pursuit taking her into the building to collect your hard earned reward.
    3+ = Success, you make it to the building and are ready to head up and see the boss.
  • 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
Axel Krowe
Posts: 130
Joined: Fri Oct 12, 2018 4:44 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Axel Krowe »

Strength (Crowd Control) 11
[dice:242yq4de]49199:1[/dice:242yq4de]
[dice:242yq4de]49199:0[/dice:242yq4de]
As the crowds begin to press in Sa'Maku uses his bulk to gently redirect people away from the team. Anyone who forces the issue finds themselves politely, but firmly, pushed aside.

"I will keep the peace but we must move quickly before this mob turns to violence."
Axel Krowe, BAMF
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Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Power Dump »

Power Dump’s souless eyes stare out into the crowd wondering if it was a good idea to take out the lack of blood letting on the crowd gathering. However word of the pursuit hot on their tales was enough for Power Dump to consider alternate options.

It wasn’t that I didn’t want to kill everyone its just that the old code told me there was a time and place for all that. The trick was finding the moment where killin’ was virtuous and in defense of the weak. Problem on center was the weak were far and few between and virtue was a relic long since dead.

But sometimes fate just seemed to smile and today was like no other day. There, a junker of a van was parked in a side ally rocking and I came knocking. Through the goop plastered to windows and bucket seats I knew a couple of selephipods were getting wet and goopy trying to make their race last another generation. Cute, and little disguisting but who am I to judge. Good thing was the junker was three rows deep and pods were making in the last row leaving the keys in the ignition. More than enough room for all of us plus our bounty.


Power Dump rolls up to the group with a van made of cheap paraplastic and bright yellow. Slurping sounds were being made in the third row of the Van admist a pile of tenticles and suckers. Power Dump smiles but it more looks like an animal baring down on a meal. The wound on his chest leaked like a seve but he paid it little attention. He growled, ” Time to go, just don’t sit in the back. Haha.”
Piloting 1 sucess in the pursuit.
Ditching the Pursuit in a bright yellow hover van: Piloting: 1d12+3 (-2 scene, -2 wounds): [dice:26pcz0t3]49201:0[/dice:26pcz0t3] Wild [dice:26pcz0t3]49201:1[/dice:26pcz0t3]
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(1round), exalted detect arcana(2 rounds)
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” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Death Otter »

Death Otter held her reserve of robots back as they pushed through the crowd, confident that the delay, even if only momentary, would give competitors an opportunity to close in. She was not disappointed. Oh yes, she knew these guys...

A flurry of commands rewrote the behaviors of her tagalong bots, and they immediately whirled to go get in the Pursuit's way. The security drone hovered further back, its core programming more or less restored, so that when the labor bots were inevitably handled roughly it would send an entirely-genuine call for backup to the central hub and begin demanding that those miscreants halt where they were.

They were just the first line of defense as well. This area of Phase World was lousy with electronic signs, automatic doors, traffic control signals...all of them excellent in their own little way for easing the passage of the Remoseless' crew, while throwing an endless stream of annoying slowdowns at the Pursuit.

Rolls: Escaping The Pursuit - Knowledge: Computer 8
Computers (-2 for situation penalty, +4 for Interface) [dice:3depsgvs]49354:0[/dice:3depsgvs] or [dice:3depsgvs]49354:1[/dice:3depsgvs]
User avatar
Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Nimbus »

OOC Comments
WIP: Crowd Control
Shooting [dice:3r0cm1kx]49370:0[/dice:3r0cm1kx]
Wild Die [dice:3r0cm1kx]49370:1[/dice:3r0cm1kx]
Nimbus drops into a shooting stance, holding the Shard Pistol firmly with both hands. "Die Mother Frakers Die!" he shouts, unleashing a volley of icy death. The careful observer will note that he is really just shooting to make people run away, he will not shoot anyone unless they insist on engaging with the group.
User avatar
Power Dump
Posts: 72
Joined: Thu Oct 11, 2018 7:39 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Power Dump »

Power Dump, with one hand on the wheel of a yellow chartuse micro bus still wearing a titty sprinkles black beater can’t hlp but admire @Nimbus’s shooting stance. ” Look like you own it mother fucker!”
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(1round), exalted detect arcana(2 rounds)
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” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
User avatar
Nimbus
Posts: 43
Joined: Fri Oct 19, 2018 3:45 pm

Re: 01.2 An Easy Trip Back to The Office

Post by Nimbus »

Nimbus glances back at Power Dump, a look of pure joy on his face. "Get a move on already!" he returns back to the task at hand, richochetting a piece of ice off of the floor, angled perfectly so that the aggressively approaching Wolfen gets hit in a spot that makes it questionable whether or not he will be able to have pups ever again. The Wolfen crumples to the ground, letting out a loud whimper. "I'd back off if I were the rest of you!" he yells, spraying a volley of shards inches above the interlopers heads.
User avatar
Ramson Gourdaine
Posts: 110
Joined: Thu Oct 18, 2018 10:59 am

Re: 01.2 An Easy Trip Back to The Office

Post by Ramson Gourdaine »

Psionics 8
Burning extra ISP for Major Psionics, for a +2 to counter the -2 scene difficulty.
Psionics [dice:21dvh9ii]49626:0[/dice:21dvh9ii]
Wild Psi [dice:21dvh9ii]49626:1[/dice:21dvh9ii]

Ramson has Power Dump take a left down a particular alleyway. "Kalor's Quillian Cuisine is about to dump their leftovers today, which means..." As they get near the dumpsters, the automated lids pop open, just as the van passes by. A swarm of dream-flies hovers over the aromatic slop, stirred up and briefly able to escape the dumpsters. Dream-flies had proven particularly resilient pests on Center since their arrival a few years back, for several reasons.

First, they were arguably more efficient than virtually any other scavenger species, consuming literally every sort of animal flesh or vegetable matter around, provided it was already dead--no natural foodstuff had been found yet which was toxic to them. As they reproduced asexually, this meant that virtually any significant pile of restaurant waste could be converted into a swarm of the small, iridescent insects in very rapid order.

Second, they were not as actively hunted as prior waves of insects, simply because they were seen as less problematic. They were not carriers for any known pathogen, and in fact, their voracious appetites meant that surfaces where some had settled were downright clean--even their saliva had been discovered to be a literal antiseptic. Rumors abounded that some restaurants actively kept a jar of dormant dreamflies in their kitchens, ready to release if they got word that the health inspectors were coming by.

Finally, and this was the aspect that interested Ramson most at this point, they had a very unusual defense mechanism when a swarm was attacked. When one died violently, they emitted a pheromone that, in turn, triggered the others in the swarm to emit a low-powered psychic wave of euphoria and bliss. The effect was short-lived, but just strong enough to make concentrated efforts at actively hunting the insects difficult. Would-be redators and exterminators alike would find themselves dazed and mellow, with the flies having long since vacated the area. "Fly Dens" were starting to crop up in certain neighborhoods--you would sit in a small room with a few score flies buzzing around, and crush one for a fast 'dreamwave'.

Of course, if you could talk to the animals (and Ramson could), then it was a simple matter to nudge them into, say, the path of a bunch of pursuing business rivals--causing the eager pursuers to run headlong into multiple dreamflies, triggering a particularly intense wave of euphoric dreamwaves that would pretty much end the chase.
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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