Mission Two: The Thief of Always

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Stoic
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Mission Two: The Thief of Always

Post by Stoic » Sat Aug 31, 2019 4:59 pm

After the crew is on board, Dorian returns to his furious state of solving a riddle. He has the ship's computer going full bore to map a sequence of numbers, that suddenly formed in his mind, crystal clear. After a solid three hours, he pauses and falls to his knees. In his mind's eye, Dorian sees it, in all it's glory. The Cosmic Forge. He sees it's pure white flames flicker, and he feels his mind connecting to it, and there it is, all the knowledge in the world, He instantly knows the answer to every question he ever had and then, he wakes up. He shakes his head, and frowns, walks over to the navigation system and with furious staccato rhythm types in coordinates, then finds the nearest chair and promptly passes out. Anyone who investigates notices that they are traveling to the Anvil system, in a largely unexplored sector.
OOC Comments
In fact a common knowledge roll will help you remember that this particular segment has a Bermuda Triangle type reputation, where ships are known to disappear, never to be found again. Additionally, they will realize that Dorian has encrypted the code to change the ship's path, only he can possibly change it. When he awakes after a good 12 earth hours, he uses the restroom and ravishes the food generation unit. The trip takes two weeks. During this time everyone is fully rested, healed, whatever. You can make an additional k/common/any other appropriate roll to determine more about this particular system. The better you roll, the more you know. I will give you two days for this task, after which we will move on.
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Re: Mission Two: The Thief of Always

Post by Stoic » Sat Aug 31, 2019 5:05 pm

Interlude: Here you are again, hurtling toward uncertain fate. We can't feel TOO sympathetic for your group of misfits. Describe a dark tale from your characters past, perhaps explaining why you have a particular hindrance. Upon completing this task, make a free Heroes Journey roll on a table of your choosing and immediately apply it to your character sheet.
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Re: Mission Two: The Thief of Always

Post by Ndreare » Sat Aug 31, 2019 9:14 pm

Common Knowledge, somehow he rolled a 6!
Common Knowledge 1d6-2 = 4: 6
Wild 1d6-2 = 3: 5
Ace 1d6+4 = 6: 2
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
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Ducky
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Re: Mission Two: The Thief of Always

Post by Ducky » Sun Sep 01, 2019 10:53 am

Smells like Dorian went crazy.
Interlude
Ducky looked up at the sky, it was a purple haze filled with the gasses errant from the near moon. Her blade was in her hand, and armor scuffed by blow and blast. Her visor had been ripped off her face by a hulking man clad in dark red sweeping armor. The surrounding landscape was dotted with hamlets and backwater villages. Not for the first time did Ducky wonder if these primitive reportedly harry ape like creatures knew what danger they were in and that Ducky was their best hope. Ducky had not come to this planet alone, her two allies The ever intrepid Invallian Luke and Hardy champion Antipas had accompanied her to stop Lord Of Destruction: Count Killmonger. An evil cosmo knight of the Omega Order that plagued the Anvil Galaxy to no end.

Ducky grunted and crouched having taken an omega blast to the chest. She looked towards her allies making sure the inhabitants of this world were being cleared. Another blast drew her attention. Killmonger strode forward shaking the ground. His dark blade dripped with Ducky’s blood. Her side had been slashed more than once. The evil being chuckled, ”Too little too late Lightning Bird.” He knocked over a spindly red and blue flowered boney barked tree. ”This world must be cleansed... Its core holds the secret of the forge’s creation.”

He brought his blade down, she was too slow, and it went passed her gaurd. Clang! A small magical dagger blocked it a hair’s breath from her neck. The blade of her ally Antipas! A missile from Luke hit Killmonger on the back. Killmonger roared and kicked Antipas back with a heavy armored boot and a searing beam lf red energy caught Luke in the leg. ”Maggots! Don’t ever let me see you again!” Ducky stood breathing heavily. The fight had been long, but she could focus for just long enough, she had too. Killmonger swung at her again, but this time she blocked it using the flat of her blade. The mad knight yelled in frustration, ”Why cosmo knight? Why keep fighting? You know I am right! We can take this world’s heart and find the forge together!”

Ducky ducked under another strike, rolling back and cart wheeling to the side. She sprang forward catching Killmonger off balance driving her blade underneath his into his heart. Surprise seeped over the dark cosmo knights face. Ducky grimaced and out of breath whispered, ”Why? The forge is in here...” She placed a hand on her heart then on his broken one, ”You lost sight of it... But it was always with you... To put it another way. Why keep fighting? Because that is what heroes do!”

A beam of light surrounded the dark cosmo knight as he laughed hanging on to life, ”Haha...argghh... You are a fool...” The evil knight was teleported away. Ducky never saw him again but she would never forget the smell of crazy sweat again.
Ducky went for Dorian with her blade in hand. She yelled at him, ”Stop Dorian! Forge help me, you will stop or I’ll space you myself.” She had no idea where they were but she had smelt crazy before... The kind of crazy the forge or rather fools hope of the forge could induce. ” Dorian... The forge... Its not out there. Its here...” She placed her hand over Dorian’s heart. Softly she said, ”The forge never disappeared, it has always been with you. Please Dorian you need to stop.”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
1/3
-1 for bad dreams
-1 benny for EF
+1 Benny for good rp
-1 benny EF

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Vrothuss
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Re: Mission Two: The Thief of Always

Post by Vrothuss » Wed Sep 11, 2019 5:07 pm

Hindrance _
Hesperinth - Demon of the 7th Circle

Voss and his twin had proved relaible assets to many employers and owners over their long life. They produced many novelties and trinkets and helped in brokering many deals for those that owned them. They changed hands frequently, mostly because of bargains that were struck and they had no control of the outcome.

The Splynn Dimensional Market

Here in the Market, many things were fair game. One could lie, cheat, and steal with little reprucsion as long as you were not caught or proven guilty of the act. It would seem that vor every vile act there was an equally worthy and redeeming act. Which is where the Liberators fell.

Cleverly disguised to look like the riff-raff and scum of the market, these do-gooders were freeing and whisking away captives and slaves on a consistent basis. Code words dropped. Names given that were false. Identies faked and forged. Liberators did it all except recoding an individual, like a gene-splicer.

So it had come about, that the Gemini Demon Twins had been contacted. A month long process and preparation.

The details behind the scene were unknown to Voss but the execution went flawlessly. One minute Hesperinth had two Gemini Demon Cash Cows. And then they were gone.

Hero's Journey
Underworld & Black Ops
(1d20) 1d20: 19 [19/8] Dirty Fighter Edge
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
Combat Edge: None
Bennies: 4/3

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Dorian Falstaff
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff » Wed Sep 11, 2019 6:04 pm

Ducky wrote:
Sun Sep 01, 2019 10:53 am
Smells like Dorian went crazy.
Ducky went for Dorian with her blade in hand. She yelled at him, ”Stop Dorian! Forge help me, you will stop or I’ll space you myself.” She had no idea where they were but she had smelt crazy before... The kind of crazy the forge or rather fools hope of the forge could induce. ” Dorian... The forge... Its not out there. Its here...” She placed her hand over Dorian’s heart. Softly she said, ”The forge never disappeared, it has always been with you. Please Dorian you need to stop.”
Dorian eyes the blade and appears to gear himself up for a biting rebuttal when Mr. Givens speaks up. Lord Director, forgive my presumption however I feel your usual bravado would serve you poorly at this time."

The Altess glares at the robot and opens his mouth to reply but then snaps it shut and nods in resignation. "You are most probably correct Mr. Givens." Then he looks @Ducky, "I can't. Well not without probably killing us all. You see, while repairing the ship we received an unusual encoded message. The code is unlike any I have seen before so I was naturally curious, thereafter when not busy with repairs I worked on deciphering it. I recall being on the cusp of doing so and then... nothing until I awoke in my bunk at which point Givens informed me of what "I" had done. Whatever moved me to hijack our destination also input some encryption I don't think I could break before we arrive. And it made alterations to the drive control systems that make manual shutdown nearly impossible to do safely."

Now that he has dropped his cool façade it is clear he is furious. "As much as I am curious where this leads I would shut it down out of spite if I could. I Do Not appreciate being compelled. Particularly when we were engaged in a job I quite wanted to see through. The kin of the Altess murdered to make those slides deserve closure."

With a sigh heavy with sadness and anger he looks back to the monitor he'd been working at, schematics of the Sovereign showing on the screen. "I suppose instead of wasting my time on this I could try to produce a safe version of the message for us. Hopefully there's some clue as to what we can expect. What do you think?"
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: Dorian 1/3 Mr. Givens 2/3
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Ducky
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Re: Mission Two: The Thief of Always

Post by Ducky » Wed Sep 11, 2019 8:22 pm

Ducky was struck by @Dorian Falstaff’s honesty and forthrightness. But what could compell him so? She sheathed her sword feeling that if she needed she could swing it later. ”Do it Dorian. Find out who did this, why, and what the message says.”

She nods and passed Given’s closley enough to whisper into the metal man’s ear socket, ” Omega Protocol... Take us to Black.”

She stood lookimg at the viewfinder as if she could see where the ship was headed. Maybe she could... In fact though she was keeping a close radar on the crew waiting for the next tentacle to drop.
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
1/3
-1 for bad dreams
-1 benny for EF
+1 Benny for good rp
-1 benny EF

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Re: Mission Two: The Thief of Always

Post by Que » Wed Sep 18, 2019 7:55 am

Que thinks he has heard of this place before. But as the ideas settle in his mind, suddenly they are gone again. "Dang it. I must have failed my roll." He thinks out loud as he is unable to get his thoughts together about this place in the middle of nowhere.

"I think we should see if maybe one of the players wants to be the engineer. Because having an NPC in this role is killing us. First with the shady miss on the sabotage and now he pulls a Reginald Barclay sending us somewhere else in the middle of nowhere. We all know the GM is just choosing to let him fail the rolls instead of trying to actually help." When the rest of the crew does not know who Reginald Barclay and even worse just stare at him like he is crazy, Que remembers they are all into that "Real Roleplay" stuff. Whatever, he knows what is going on even if they don't want to talk about it.
Bennies 4 + 1 Platinum Benny
+3 Qureset
+1 Platinum Benny (does not reset at end of Que)
+1 Benny, telling story of infinity Sphere

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Stoic
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Re: Mission Two: The Thief of Always

Post by Stoic » Tue Sep 24, 2019 3:41 pm

As the ship approaches the designated coordinates, Que starts to feel uneasy. As Que knows more than most, time is sort of flexibile, it can bend and in some cases, it can be broken. Not here in this system it can't. The entire flow of time if very precise, unbending. He can hear the perfect synchony of clicks in his head, and it drives him mad. (Que will find that all of his abilities are at a -2 for now.)

The ship heads towards a small dark planet, but as you approach you can see that there is civilization as indicated by the dots of lights you pick up. The ship sticks itself in orbit, and an autonomous drone ship boards, waiting for you all to get on it. Once you finally decide to do so, it whisks you down to a volcanic ruin of a planet that somehow civilization has managed to conquer. A timer on the ship says that your journey will take 8 hours exactly. Those of you who wish to do so, can take a nap.

As the end of the drone ships journey, you approach a massive city. You see that most of the structures are made out of metal, with a fair amount of what seems to be highly polished black rock.

You descend upon the center of the city, the VTOL system of the ship blowing a fair amount of debris up into the air. As you land, the ships door opens, and once you decide to come out, you see there is a circle of around 30 or so armored soldiers standing in a circle around the ship. They are wearing full environmental armor and carrying long spears. Inside the circle of men is a petite woman with long white hair. She is wearing a floor length black gown and seems to be the one in charge. Next to her is a man in skintight scarlet armor, the helmet a blank mask. A soft chuckle comes from the masked figure around the same time Ducky recognizes the forge madness scent wafting off of him. Killmonger.

"Thank you for coming" the woman says. "My name is Delaria, and this is my system." She looks at the assorted group and nods when she sees Dorian. "An Altess. You must be the one who cracked my message." She smiles coldly. "A precarious position. Smart enough to crack the code, but not smart enough to truly understand the forge. A pity. Thankfully, you are at least somewhat useful." She extends her hand and a pale colored sphere appears in it. "I need you to do something for me. You see due to my perspective, I am not allowed to interact with certain things as there are mmm... reprucussions. You however can see just enough to be useful, but not enough to be dangerous." She opens her palm and the sphere moves towards the group. You get an uneasy feeling at first, but quickly discover that it has a calming prescence. It lands a few feet away from the closest member of the group. "That is the infinity sphere. A gift. Once you complete my task, it is yours. You can trade it for quite a bit of credits and you will never have to work again. Or...you can unlock it's mysteries. Be wary, it is a powerful artifact and is not be treated lightly. Now, You can accept my offer and I will send you on a rather difficult yet satisfying quest...or you can leave, and never come back to this system again. I know this is not a simple request, so please, take some time to ponder it. You may go back to your ship if you would like, or you can be my guest and get accomodations in the finest luxuries Qaltaria has to offer. I need your answer by a weeks time though."

She nods and walks through the ring of armed men, who shift to allow her to leave.

Killmonger grins, the forge madness smell coming off even more so than earlier. He speaks in a voice that sounds like a rusted hinge opening. "You heard her. If you need to get a hold of me, just ask someone and I will know. Ducky....a pleasure." He stomps off after Delaria.

OOC Comments
Interlude. Tell us what your character does during the time Delaria has given you to accept her quest and take a Benny. After that, decide as a group if you are taking her up on her task or not. If anyone is looking for additional equipment or anything, please just ask via hangouts. I'm going to give the new SWADE gear acquirement rules a spin. As always any questions or concerns, please let me know.
GM Bennies 9/9
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Ducky
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Re: Mission Two: The Thief of Always

Post by Ducky » Tue Sep 24, 2019 7:36 pm

Killmonger... You will die.

Ducky looked at the sphere. Credits mattered little. What mattered was coming back here and killing the fallen knight Killmonger. By grace of the forge... I am here for a reason.

Her voice was hard and crackled with a hint of electric zeal, ”I don’t need a week. I-Am-In.” Her eyes looked at Killmonger and then queen D. Despite the guards she wanted to strike now. But she stayed her hand knowing the forge had a reason. ”There is always a reason... Killmonger... After this you and I, one of us walks a way I promise you that.”

Then he walked away. He always took me to litteraly. Her pretty smile darkened as she wondered why he was here and what the assignment was.
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
1/3
-1 for bad dreams
-1 benny for EF
+1 Benny for good rp
-1 benny EF

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Vrothuss
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Re: Mission Two: The Thief of Always

Post by Vrothuss » Thu Sep 26, 2019 7:45 am

Ducky wrote:
Tue Sep 24, 2019 7:36 pm
Killmonger... You will die.

Ducky looked at the sphere. Credits mattered little. What mattered was coming back here and killing the fallen knight Killmonger. By grace of the forge... I am here for a reason.

Her voice was hard and crackled with a hint of electric zeal, ”I don’t need a week. I-Am-In.” Her eyes looked at Killmonger and then queen D. Despite the guards she wanted to strike now. But she stayed her hand knowing the forge had a reason. ”There is always a reason... Killmonger... After this you and I, one of us walks a way I promise you that.”

Then he walked away. He always took me to litteraly. Her pretty smile darkened as she wondered why he was here and what the assignment was.
Voss stood silently watching the exchange between @Ducky and Killmonger. Knowing Ducky, she has a past with this smelly ... dude? What was he anyway.

Whispering to Ducky, "Do we need to gather some intel?"

While Voss waited for some direction or at least an answer, he began searching for sources of power, specifically the Ley Lines.
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
Combat Edge: None
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Stoic
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Re: Mission Two: The Thief of Always

Post by Stoic » Thu Sep 26, 2019 4:28 pm

The Infinity Sphere

Each if you has heard of an infinity sphere before. Go ahead and write a brief interlude about your characters version if talk tales about an Infinity Sphere, then take a Benny.
GM Bennies 9/9
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Dorian Falstaff
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff » Thu Sep 26, 2019 5:33 pm

Dorian doesn't wait for permission to snoop, even had the "liege" not been arrogant and dismissive of him he would be trying to gather data on this heretofore unknown civilization. Once Ducky makes it emphatically clear they will be taking this job despite the several ominous things thus far he opens his comms to search for signals. Preferably a nice civilian data net to start with and get some basics about these people, their culture and technology, and most importantly who the hells Delaria is.

He remains silent until the team is reasonably safe from eavesdropping. "Something here is personal for you Ducky and while Mr. Givens and I will certainly back your play I do feel we should at least milk the week offered to learn more. Given the company she keeps Delaria's motives and history beg examining."
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: Dorian 1/3 Mr. Givens 2/3
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Que
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Re: Mission Two: The Thief of Always

Post by Que » Fri Sep 27, 2019 9:02 am

As the woman talks Que instantly recognizes the tell tales signs of villainous soliloquies. But when the infinity sphere comes out he takes a step back, as box forms around the thing preventing anyone from touching it. Those things are dangerous, he should know. The Gene Splicer that designed him used one to create a permanent bridge between himself and the rest of possibility. They are like portal ley lines that fit in your palm, to be offering one is ridiculous. Obviously a trap if there ever was one.

Looking at the woman Que says. "If we say no to being your pawns, what then?" Of course she would lie about 'what then'. But he wanted to the others to hear the lie themselves.

Later at the team is more isolated Que raises a quantum isolation field around them and turns to @Ducky. "Boss i do not trust this lady. She is obviously the true villain of this mission. But I do not know if we will be allowed to just leave. And @Dorian Falstaff has decided to go full plot device, so I am not sure if we can even trust him to not rat us out.

"This place is inside of some sort of maelstrom everything around it has temporal feel to it, that is not good. If we do this mission, I think we will be helping the villains."

Looking around he says. "The worst part is that Infinity Sphere. That is not the kind of thing you use as payment. That is bait, there is no way she lets that out of her sight for long. It is like a mobile ley line, the kind of thing they use for reactors of the giant Warlock ships. I know, because one was used in whatever process that Gene Splicer used to make me.

"After each mission part of my scrubbing even used one, to make sure I stayed what he needed."
Bennies 4 + 1 Platinum Benny
+3 Qureset
+1 Platinum Benny (does not reset at end of Que)
+1 Benny, telling story of infinity Sphere

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Ducky
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Re: Mission Two: The Thief of Always

Post by Ducky » Fri Sep 27, 2019 10:01 am


Infinity Sphere
The dark figure in black metal armor stood silently, a shadow. She, for it was a she, had no discernible marks say for a blazing red omega sigil on her left breast plate. Currently she was hovering over the liquid filled specimen housing looking intently into the swirl of bubbles. The housing was large enough for a human, it beeped and whirled softly. A large 10ft ganglely humanoid with pale gray skin and ocular implants for eyes was near at a console tapping rapidly on the 3-D holographic key board.

The gray man, a gene splicer by all accounts, whispered, ” Do you have it? Do you have the Sphere?”

From within the folds of her armor she produced a small round metallic sphere. Her voice washard as if one never to be trifled with, ”The Omega Order fulfills all contracts.”

The sphere lifted as if by its own accord out of her hands and into the genesplicer’s over sized outstretched fingers, He cackled softly, ”Good... Good...” Holding up to the light he held it pintched between two fingers, ”Endless, All Bearing, Infinity.... Names by which it goes by. Do you know anything about it Cosmo Knight?”

The black armored knight stood motionless, evil simply wafted off of her presence.

The splicer coughed and dropped the sphere into a cradle that was conected to the specimen chamber. The splicer’s focus was drawn to his computer read out, but he off handedly monologued, ”I can create a being able to perceive beyond time, and through reality. He will see the world for what it truely is... He will be my son and unstoppable... Even the cosmic knights your order is set against will be unable to do anything against him, they will be but insects. He the boot.”

The chamber bubbled and the dark knight saw a body within the swirling mass.

The splicer coughed again, ”Blast... Fools. The Warlocks merly thought it was a leyline... Hehehe... Only in the crudest most understated sense. They use these to help power their mightiest ships... Long ago the forge created guardians before the cosmo knights, guardians beyond thought and form. They could see beyond the mer confines of reality. Perhaps, if the ancient records are right they even resembled a vast leyline. Far more powerful than even a Promethean. It is unknown why these guardians left, but here.” The splicer tapped the sphere, ”Here is one of the last vestiges of their essence.”

The knight nodded having heard enough. Her golden hair twirled as she made her exit.

As she left the Gene Splicer whispered, ”Thank you Thunder Duck of the Omega Order.”

The dark knight stopped and looked at the gene splicer with blazing blue eyes. Most knew better to call her by her cosmic name. A power welled in her like a dark night encapsulating a sun. Her voice unbridled with anger, ”Ducky if you please. Do you have a name for him?”

The gene splicer chortled as his device took the power of the infinity sphere and flooded it into the specimen chamber, ”Que... Just Que...”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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Re: Mission Two: The Thief of Always

Post by Stoic » Fri Sep 27, 2019 2:57 pm

Dorian logs onto the local network easily. He finds its more sophisticated than he thought a unknown system would have, but it's still nothing for him to cut his way through it. Some quick searches reveal that Delaria is revered here as a god. The entire planet was built by her, forged from solid rock. Some more searches reveal that when Delaria first played the planets most popular sport, Feryaq, she scored 20 goals all by herself, a most impressive feat.
Dorian
If you want to dig deeper than the propaganda, give me a computers/hacking whatever edition we're currently in roll, please.
Que

Delaria looks to you, her face void of expression. "If you want to leave, then leave."
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff » Wed Oct 09, 2019 7:57 pm

Dorian looks up from his wrist display a moment. "Aside from his delusional rantings about myself, the insane child has some good points. These are not the kind of people we help. For any price. That said, were we to feign doing so at least long enough to learn what it is she wishes, we then may be able to find ways to make said ends unachievable or at least harder." While part of him was eager to find a way to end this scenario with the Sphere in the teams possession it was overruled by his previous experiences with one of the artifacts.

He goes back to working at his computer for a moment then speaks back up, his tone not one of recrimination but of remembrance. "It's not just a ley line, it's all ley lines. And a slice of nearly everything else." Seeing looks of confusion at best he tries to explain. "Think of this reality like an onion. With layers. Some layers, such as the skin, are distinctly different than most of the onion but still unmistakably part of said onion. Much like our astral and shadow planes. But most of it is layer after layer of the largely the same stuff. That stuff is everything and everywhere in our dimension. If you took the thinnest of all possible layers of that everything and then wadded it up, crushing it into a sphere so compact that all points everywhere were effectively touching. That is a true Infinity Sphere. What the Warlocks use is the same in principle but on a smaller scale, thank the forge."

He turns back to his research in the planetary data system. First just getting a feel for there systems and tech, then looking for the dark corners in it where the rabble rousers always congregate.
Hack the planet! 14
Computers 1d12+3 = 14: 11
Wild 1d6+3 = 5: 2

WIP
Corbantis Science Station, 70 standard years ago.

Dorian stared at the readouts in disbelief, the energy level of the singularity cutter was nearing critical levels and the skin of the artifact had yet to be breached. "My readings are nearing redline, how are things on your end, are we close sir?The device in question was a repurposed superweapon designed to punch holes in a planets crust. The modifications to its output array making it for highly focused molecular cutter was the work of a team of grad students that included Dorian and Altorio. piercing the skin of the sphere was an alleged thought exercise by posed by the Lord Director of Theoretical Physics of the Royal Academy of Science to a rare non Altess visiting professor, the In'Valien Savant called Luke.

He and his team of students solved the problem, but when it was revealed to have not been a theory but an actual situation at the L.D.s private research station, and the teams help was requested in the attempt to make it happen. Luke and several of the undergrads refused, Luke eventually leaving the Dynasty over the matter. Dorian's curiosity was more developed than his common sense and he was among those who stayed on.
Last edited by Dorian Falstaff on Wed Oct 09, 2019 9:21 pm, edited 1 time in total.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
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Ducky
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Re: Mission Two: The Thief of Always

Post by Ducky » Wed Oct 09, 2019 8:25 pm

Support Dorian with Persuasion. 1d6: 1 wild 1d6: 4
Free reroll: 1d6: 5 wild 1d6: 5

Ducky hits up a few local hotspots and meets Turdge Tuggle, a space faring Psi Ghost who knew her when she had been an absolute force for good. After a few kind words Ducky was given a ticket. Even though she could not read she felt if she gave it to someone eho could it might hold the location of a group of rabble rousers.

She tapped Given’s lightly on the shoulder, ”Mister Givens please give this to Dorian. I believe it may be of some help.”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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Re: Mission Two: The Thief of Always

Post by Que » Thu Oct 10, 2019 12:20 pm

Que listens to Dorian try and explain the effect. Close, but honestly it was like the guy only knew the basics. Mumbling a bit to himself. "Well no point correcting the poor NPCs thinking. I guess it is close enough for a guy being run on the side."

Looking at the others Que shields their minds then links them to allow for private conversation. "Um, so yeah, are we going to take her job and double cross her at the end so we can learn what she is doing? Or are we going to take her job and do it, because that is what we do?

"I mean she said we can go, so I think maybe she is nicer than I thought."
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Re: Mission Two: The Thief of Always

Post by Ducky » Fri Oct 11, 2019 12:02 pm

Que wrote:
Thu Oct 10, 2019 12:20 pm
Que listens to Dorian try and explain the effect. Close, but honestly it was like the guy only knew the basics. Mumbling a bit to himself. "Well no point correcting the poor NPCs thinking. I guess it is close enough for a guy being run on the side."

Looking at the others Que shields their minds then links them to allow for private conversation. "Um, so yeah, are we going to take her job and double cross her at the end so we can learn what she is doing? Or are we going to take her job and do it, because that is what we do?

"I mean she said we can go, so I think maybe she is nicer than I thought."
Back to Que Ducky thought trying with little success to hold back anger, not for Que but for crossing paths with an old foe and her own mentor... ”We do the job. Dorian has lost perspective and I... For the forge why is Killmonger here!? We do the job and get queen to throw in a face to face with Killmonger. You ever kill a Fallen Cosmo knight Que? The omega order retains all of the special qualities that make a Cosmo Knight minus the doing good part. We do the job, we kill Killmonger because that is what we do.”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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-1 benny for EF
+1 Benny for good rp
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Re: Mission Two: The Thief of Always

Post by Que » Sun Oct 13, 2019 8:24 pm

Ducky wrote:
Fri Oct 11, 2019 12:02 pm
Back to Que Ducky thought trying with little success to hold back anger, not for Que but for crossing paths with an old foe and her own mentor... ”We do the job. Dorian has lost perspective and I... For the forge why is Killmonger here!? We do the job and get queen to throw in a face to face with Killmonger. You ever kill a Fallen Cosmo knight Que? The omega order retains all of the special qualities that make a Cosmo Knight minus the doing good part. We do the job, we kill Killmonger because that is what we do.”
Like a switch in his head being throw Que looses all levity and thinks back to Ducky. Yes ma'am. Killmonger is our target then. Confirming the orders, which sink into his mind as something old in him is triggered.
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Re: Mission Two: The Thief of Always

Post by Ducky » Sun Oct 13, 2019 8:47 pm

The Fallen Coamo Knights eye parches narrow. Her natural radar focused entirely on Que. “We do whatever the queen’s job is Que. like you said, its what we do. I...” Her thinking short circuits as she found Que’s blithe acceptance to the murder mission troubling. Whats more, the morality of her own desire for revenge had finally sunk in... It was wrong... Que knew it, and so did she. “Thanks Que... We do the job for the queen and find a way to bring Killmonger to justice. The monster has killed too many for us not to try to bring him down. We are not heroes, but we are not the same kind of murders they are.”

She placed a warm hand on the shoulder of her apprentice and smiled. Sometimes the teacher needed to be taught.
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
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-1 benny for EF
+1 Benny for good rp
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Re: Mission Two: The Thief of Always

Post by Que » Fri Oct 18, 2019 6:09 am

Que nods in a rare moment of adult like thought as his minds turns over the idea of other kinds of murderers. Being a hero was hard, he knew what he was suppossed to do, but his every instinct inside from the proccess of his creation is to kill targets designated by his superior. 'Okay Ducky, I think I get it.' He says in the mind of the group, not really sure he did, but working on it in his mind.
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Re: Mission Two: The Thief of Always

Post by Vrothuss » Sun Oct 27, 2019 8:28 am

Voss stared at the exchange, especially the Infinity Orb. Really to be that close. Again.




Everything for Voss seems to begin or end at the Splynn Markets.

His sister Leonea had been the first to encounter the Sphere.

In the Markets, species, races, and breeds mattered very little. They varied drastically and were common nonetheless. So the first encounter with the In'Valian known as @Luke would have been insignificant if it had not been for the introduction of the Infinity Sphere.

Luke looked harried and exhausted. Hard to see through his exoskeleton but it could be heard in his voice and seen his posture. Leonea and Vrothruss had been trained to ask little but interpret everything. The In'Valian needed help.

The shop they were running at the time provided an enclosed and secured environment. Their master at the time approved of the privacy and secrecy of its clients. Everyone was a client. After being assured by both Leonea that he had complete privacy and security, Luke had produced the Infinity Sphere.

A non descript orb made of glass or crystal. The interior of the sphere changed every few minutes, as if triggered by the In'Valian's thoughts. The sphere changed shape, growing bigger with a particular scene of thought, then shrinking with the next change. It was even observed to change with Luke's mood.

At one point in the few minutes he had been in the shop, Luke had retracted the face shield from his helmet. Taking a seat in an antique gnarlwood chair, that suprisingly held his entire weight, Luke took a deep breath. Beginning a meditation process, Luke calmed himself down and in turn the Infinity Sphere went translucent and shrank to the size of ping pong ball.

Lifting the sphere to his face, Luke stared at the it. A silent command from Luke and the sphere changed size and composition. "Must see who followed me to the Markets." The sceen that filled the sphere had some @Dorian Falstaff intelluctual types in lab coats with nametsgs, searching among stalls and booths at another sector of the Markets. "Well good. It seems that feature of this device actually works. Though bad for me."

Looking upto Leonea and then over to Vrothuss. "I need a shield. A covering that will block transmissions. Incoming and outgoing both." The quizical looks pressed on Luke to further explain, "When the sphere comes in contact with a living thing, it remembers it. The sphere can speak to the living thing."

Pointing to the lab coated figures, "They have each held the sphere and the sphere is now leading them to me. I will need to leave soon."

"I need a way to shut off transmissions and the sphere's tracking abilities."

Standing up, the faceshield snapped back into place. "I am not sure how long it will take for you device such a 'Silencer' much less when I can return here. But have it ready and I will be able to provide you a means to freedom."

Stowing the Sphere away, Luke approached a counter near both of them. Producing a chunk of uncut crystal the same hue and color as his alien skin, He places the crystal on the counter. "Maybe this can be used as payment and as materials."

The quizical looks prompted Luke to respond, "This In'Valian Heart Crystal. Very rare. Very precious. Very priceless. Each In'Valian will only ever have one at a time. Most In'Valians never travel with theirs. The Vault of Souls contains the Hearts of In'Valian people. The Heart Crystal can only be given. Never purchased. Never sold. I give it you both. Your skills should be able to work the crystal."




It proved to be quite some time before Luke, the In'Valian would return to the Gemini Twins, Leonea and Vrothuss. Luke looked as if he had become accustomed to life on the run or his pursuers had lessened.

Surprised to see him, the Twins, were prompt to produce the container for his needs. The sealed canister of blue crystal was delivered and a payment was exchanged. Leonea walked Luke through the process of opening the runed canister. When the canister was opened, Luke thrust his armored fist into the container and promptly re-sealed the container.

Hefting the container, Luke's faceplate flashed back inside his helmet. Smiling he looked at the Twins. A Galactic Cred stick appeared on the counter, "Promised payment.." A thin wooden tube was also placed on the counter as well, "Safe Passage." The exchange was a matter of seconds and Luke's faceplate snapped back into place.

Turning quickly, the armored alien left the shop and the Twins.
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
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Re: Mission Two: The Thief of Always

Post by Que » Wed Nov 06, 2019 4:30 pm

Looking around Que was surprised, was he spacing off, where they spacing off, what was going on. It felt like several weeks had passed, but how could that be when they where all just in the middle of a conversation. "Did any of you feel that? what was it?"

Getting jittery Que found his movement where sluggish, like moving through a thick soup. As his mind reached out his powers where strained like someone had put a band on him restricting him. "What is going on here?"
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Re: Mission Two: The Thief of Always

Post by Ducky » Wed Nov 06, 2019 6:35 pm

Que wrote:
Wed Nov 06, 2019 4:30 pm
Looking around Que was surprised, was he spacing off, where they spacing off, what was going on. It felt like several weeks had passed, but how could that be when they where all just in the middle of a conversation. "Did any of you feel that? what was it?"

Getting jittery Que found his movement where sluggish, like moving through a thick soup. As his mind reached out his powers where strained like someone had put a band on him restricting him. "What is going on here?"
Ducky nods coming out of a spacial funk herself. @Que I felt it too... It was as if a great passage of time swollowed me up holding still my person for a swatch of time.

Ducky flagged down @Vrothuss, “Vrothuss, situation report. Both myself and Que felt some kimd of abnormal passage of time. Did we complete the mission for the Queen?”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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Re: Mission Two: The Thief of Always

Post by Stoic » Wed Nov 06, 2019 8:15 pm

The infinity sphere bobs and then floats in Vrothuss's direction. It vanishes for a second, but then you realize that it has become a small cloud of white dots. The dots shift and shimmer before they become the same red shade of Vrothuss's skin. The cloud of dots stops about a foot away from Vrothuss, as if it were his pet.

Devara speaks. "I can not leave my people here, or I would do this myself. As it is, I called upon someone sensitive to the forge," she nods in Dorians direction, "which is the best I can hope for."

"I need you to retrieve something that was stolen from me a long time ago. It is in the posession of a very powerful man, a godling known as Thraxus, who lives on one of the most wealthy parts of Center. The box is in a very secure vault that is said to be impenetrable. It is a light blue metal case. Do not open it. If you are to view the contents, I will be honor bound to murder you. Besides, you can not possibly comprehend it's mysteries. I do not care how you retrieve the box, I simply want it back. Upon it's return the Infinity Sphere is yours to keep, and you are of course free to keep any other treasures you find. I will send Killmonger with you. He is an expert in all things combat related, and has a good head on his shoulders to boot."

With that she simply walks away, the guard collapsing around her like an exoskeleton. Killmonger grins wickedly and stands there awaiting your command.
Instructions
Describe what you are doing. Are you taking the mission? Are you saying to hell with it and running away? Are you putting the Infinity Sphere in the microwave? Tell me what you are doing then I will set the conditions for the next action.
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Re: Mission Two: The Thief of Always

Post by Que » Wed Nov 06, 2019 9:08 pm

Que watches the sphere float about bobbing as it does its chaotic discordant antipatern. "Weird lady, I bet she is lying. I mean if honour forced to her to Kill anyone who sees this thing, then wouldn't it force her to kill Thraxus? Yep, she's totally going to own us."

The words spoken Que looks around, focuses for a moment and nearly collapses as the whole team only shifts 20 yards. "Wait, what the heck just happened? Dude, did they release a patch, did I get nerfed? Ah what the hell!"

Thinking hard Que figures he needs to go read the bulletin boards or something, because this is some major changes. A few minutes later he seems to be caught up on everything. "Yep, that was awkward. I guess the Que was just to awesome a build so we got some pretty big nerfs. Looks like I am still the most powerful build in the game, but I won't be able to carry @Dorian Falstaff like I usually do. We may have to get used to leaving the NPCs on the ship."

Once everyone one is on board Que takes some time to look at the Infinity Sphere. This one is different from his own. He wonders what to do with it. Will the team sell it, use it, or allocate it to one of the crew as a share. Better yet, could it be split? A sliver of infinity is still infinity after all.
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff » Fri Nov 08, 2019 8:14 pm

Que wrote:
Wed Nov 06, 2019 9:08 pm
Que watches the sphere float about bobbing as it does its chaotic discordant antipatern. "Weird lady, I bet she is lying. I mean if honour forced to her to Kill anyone who sees this thing, then wouldn't it force her to kill Thraxus? Yep, she's totally going to own us."
"Precisely, all she needs is a mustache to twirl and she'd be a villain from some adventure serial. And she's saddled us with her putrescent minion. Mr. Givens if this... person so much as brushes against a weapon please disembowel him."

The Omegan Order were a prime threat in the robot butlers estimation some he was quicker than usual to acquiesce to Dorians missive. And was there a note of eagerness in it's mechanical voice? "Of course sir."
Que wrote:
Wed Nov 06, 2019 9:08 pm
The words spoken Que looks around, focuses for a moment and nearly collapses as the whole team only shifts 20 yards. "Wait, what the heck just happened? Dude, did they release a patch, did I get nerfed? Ah what the hell!"

Thinking hard Que figures he needs to go read the bulletin boards or something, because this is some major changes. A few minutes later he seems to be caught up on everything. "Yep, that was awkward. I guess the Que was just to awesome a build so we got some pretty big nerfs. Looks like I am still the most powerful build in the game, but I won't be able to carry @Dorian Falstaff like I usually do. We may have to get used to leaving the NPCs on the ship."
Dorian sighs in exaggerated exasperation "And back to the crazy. Also we are apparently doing this? Despite the obvious?"
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
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Re: Mission Two: The Thief of Always

Post by Vrothuss » Sat Nov 09, 2019 8:20 am

Vrothruss turns away from Killmonger, having encountered numerous individuals of his type and profile: those who kill for the thrill of it with no regard for any other facet or nuance of a target's life.

Voss's hands start at his torso, just below the chin and moves down his chest to his waist. The little red dots collect beneath his hands and turn white as they join more of their brethren. By the time he has gotten to his waist, well over half of the sphere has collected beneath his hands. The rest of the sphee separates itself from Voss's body and rejoins itself, first as red dots, then as white dots, then as an opaque milky sphere, finally going translucent and definetly solid.

With it floating in his hand, Voss turns absent-mindedly and boards the ship.
Que wrote:
Wed Nov 06, 2019 9:08 pm
Once everyone one is on board Que takes some time to look at the Infinity Sphere. This one is different from his own. He wonders what to do with it. Will the team sell it, use it, or allocate it to one of the crew as a share. Better yet, could it be split? A sliver of infinity is still infinity after all.
Voss is perfectly fine with others viewing the sphere and when @Que gives Voss a look, Voss floats the sphere to Que and settles into a chair to watch the exchange. As @Dorian Falstaff n comes on board, Voss looks up.
Dorian Falstaff wrote:
Fri Nov 08, 2019 8:14 pm
Dorian sighs in exaggerated exasperation "And back to the crazy. Also we are apparently doing this? Despite the obvious?"
"Somethings maybe obvious, but please explain your understanding of the situation."

While Dorian collects his thoughts for a rational explanation, Voss proceeds with some of his own.

"So we have a self proclaimed goddess here. Sounds something like a remnant of the Bushido Empire explorations. She is boarder-line insane and the entire populace of the world is well ... thoroughly confused."

As @Que finishes examining the sphere, Voss extends his hand and the sphere returns to his open palm. "I have only encountered one of these spheres before and that was briefly for a just a few minutes. Certainly never interacted with it in this fashion." In a few seconds the sphere separates into tiny white dots surrounding Voss, then they go red, and then they seem to absorb into his skin and very being.
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Vrothuss
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Re: Mission Two: The Thief of Always

Post by Ducky » Sat Nov 09, 2019 9:53 am

KILLMONGER....
Some time ago after Ducky became a fallen Cosmo Knight, and first joined the omega order
The knight was shroud in utter darkness. The breast plate, greaves, and paldrons were night black. Unsparkling and devoid of reflection. This knight known as Killmonger the three galaxies over grinned, black spittle seeping between his curled lips. His voice was like nails being scraped over the throat, “Welcome to the Omega Order Thunder Bird.”

The other person in the stone room was his opissite. A woman with flowing blonde hair, a simple tunic, skin patches where her eyes should be. She seemed sad in some respects, like what she was, was far beyond what she had been. “Its Ducky Boss... I was stripped of that name, as well as my armaments.”

Killmonger grasped her shoulder with a dark gauntlet. He laughed, “ Hardly... The forge only made you think you fell. As it turns out, there is a way back...” He paused and the door opened. A man, scrawny and emaciated was thrown in. Killmonger handed Ducky a simple steel sword and gestured at the little man who had tears of fright streaming down his face. “The first step of many...”

The scrawny man pleaded as Ducky brought the blade to bare, “No... No... I don’t know Doria- Ughhhh...” The gaunt head rolled through the open door sliced cleanly.
There was only one person more than Dorian that she wished to space: Killmonger. In his case she meant it. To @Que she thought, My friend, you must stop me if you think I go to far. Killmonger and I go way back, a memory not distant enough to shield my emotional fury from it. For now he comes with us, but there will come a time and place on this journey where I kill him. You Que... I have never asked you for anything as great as this. You must stay my hand even if it means harming me. Should I kill Killmonger, my path towards redemption will be over and darkness will all but consume me. Promise me this Que... Promise me...”

At final meeting as the queen walked away Ducky looked at Killmonger and the group, “We got a job to do. What information do we have on this godling? Dorian why you? Voss have you been there before? Also where is Givens, I need to talk to him.”
Ducky Stat Block
Charisma: 2 or -4; Pace: 8[16]; Parry: 11; Toughness: 24(10) MDC; Strain: 0
Skills of note: Fighting d12, Notice d6+2
Edges of Note: Champion +2 toughness vs super natural evil, Courage under fire ( if she leads from the front 50% chance of avoiding wounds dealt)

Melee damage with her sword: 1d12+2d10+5 AP2 MD
Bennies
1/3
-1 for bad dreams
-1 benny for EF
+1 Benny for good rp
-1 benny EF

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Vrothuss
Posts: 90
Joined: Mon Jan 14, 2019 2:00 pm

Re: Mission Two: The Thief of Always

Post by Vrothuss » Sat Nov 09, 2019 10:37 am

Ducky wrote:
Sat Nov 09, 2019 9:53 am
At final meeting as the queen walked away Ducky looked at Killmonger and the group, “We got a job to do. What information do we have on this godling? Dorian why you? Voss have you been there before? Also where is Givens, I need to talk to him.”
" @Ducky, Give me a few minutes to reference and cross-reference. I will meet with you in say fifteen minutes with what information I have."

Voss retires to his stateroom and the enormous map of the Three Galaxies. As the door slides shut on his room, Voss walks to the center where a pedastal stands. Putting his hand on the hemisphere on top of the pedestal, he begins searching for details.

Politics to Identify Target, 13 _
[*] K/Politics (1d8) 1d8: 8
[*] Aced! Politics (1d8+8) 1d8+8 = 13: 5
[*] Wild (1d6) 1d6: 4
Survival to Identify Location, 7 _
Three Galaxies: +2
[*] Survival (1d8) 1d8: 4
[*] Wild (1d6) 1d6: 5
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
Combat Edge: None
Bennies: 4/3

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Dorian Falstaff
Posts: 80
Joined: Sat Jan 12, 2019 11:25 pm

Re: Mission Two: The Thief of Always

Post by Dorian Falstaff » Sat Nov 09, 2019 1:15 pm

Vrothuss wrote:
Sat Nov 09, 2019 8:20 am

Voss is perfectly fine with others viewing the sphere and when @Que gives Voss a look, Voss floats the sphere to Que and settles into a chair to watch the exchange. As @Dorian Falstaff n comes on board, Voss looks up.
Dorian Falstaff wrote:
Fri Nov 08, 2019 8:14 pm
Dorian sighs in exaggerated exasperation "And back to the crazy. Also we are apparently doing this? Despite the obvious?"
"Somethings maybe obvious, but please explain your understanding of the situation."

While Dorian collects his thoughts for a rational explanation, Voss proceeds with some of his own.

"So we have a self proclaimed goddess here. Sounds something like a remnant of the Bushido Empire explorations. She is boarder-line insane and the entire populace of the world is well ... thoroughly confused."

As @Que finishes examining the sphere, Voss extends his hand and the sphere returns to his open palm. "I have only encountered one of these spheres before and that was briefly for a just a few minutes. Certainly never interacted with it in this fashion." In a few seconds the sphere separates into tiny white dots surrounding Voss, then they go red, and then they seem to absorb into his skin and very being.
CK roll
Common knowledge 1d4-2 = 1: 3
Wild 1d6-2 = 3: 5
Watching the two handle the artifact makes the Altess visibly nervous. "Do be careful with that thing. The more sensitive among them can react to stray thought. So perhaps the insane boy should not handle it, Forge knows what strangeness we'd find ourselves in were it to react to him." When Que fidles with it anyway he turns to Voss. "It is obvious that entity is up to no good." He gives a pointed look in the direction of Killmonger. "They don't do altruistic causes. They pursue paths of death and carnage. His being here is all we need know of her intent."
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/20
Bennies: Dorian 1/3 Mr. Givens 2/3
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Vrothuss
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Re: Mission Two: The Thief of Always

Post by Vrothuss » Sat Nov 09, 2019 2:41 pm

Dorian Falstaff wrote:
Sat Nov 09, 2019 1:15 pm
Watching the two handle the artifact makes the Altess visibly nervous. "Do be careful with that thing. The more sensitive among them can react to stray thought. So perhaps the insane boy should not handle it, Forge knows what strangeness we'd find ourselves in were it to react to him." When Que fidles with it anyway he turns to Voss. "It is obvious that entity is up to no good." He gives a pointed look in the direction of Killmonger. "They don't do altruistic causes. They pursue paths of death and carnage. His being here is all we need know of her intent."
"Don't mind the sphere. Just think of large spongey men all white and airy."

At @Dorian Falstaff's quizical look, Voss explains meeting two doctors named Spengler and Stantz after they faced down the demon Zuul. They still had remnants of white airy fluffy stuff on their suits and uniforms.

It is apparent to Dorian that Voss is adding to the environment of insanity but being completely logical as well.

Under his breath, Voss says to Dorian, "We will find a means to nuetralize the spongey airy man."
Vrothuss _

Vrothuss
Novice Gemini Demon Ley Line Walker/Temporal Wizard
Parry: 2 || Toughness: 5
PPE: 20/20
Combat Edge: None
Bennies: 4/3

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Stoic
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Re: Mission Two: The Thief of Always

Post by Stoic » Wed Nov 20, 2019 7:49 pm

Vrothuss research pulls up an extensive dossier on Thraxus, and none of it is good. Thraxus is one of the wealthiest citizens on center. He is the leader of a trade and criminal empire known as The Compact. His residence, that place you are tasked with breaching is a featureless ivory tower that spans from the floor to the ceiling of Level 1, approximately 500 feet high. This area of Level 1 is entirely under control of The Compact with the other citizens of Phase World mostly choosing to ingore or admire it. The entire level is thick with guards, both biological and robotic.
Instructions
How are you going to case such a place? Please pick a skill that makes sense to you (and that it makes sense to use) and roll it at a -4. Describe what your character is doing, and give me an obstacle that your skill rolling uncovers.
GM Bennies 9/9
Wild Card Bennies ?

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