Prime Crew, Job 1: Cred or Dead

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Snake Eyes
Game Master
Posts: 383
Joined: Wed Feb 07, 2018 2:16 pm

Prime Crew, Job 1: Cred or Dead

Post by Snake Eyes » Fri Mar 06, 2020 8:39 pm

William Tack
He is confirmed in transit from Kingsdale to MercTown. High speed gets him in town late tomorrow. Less urgency gets him in town early to mid-afternoon 2 days from now. His ride is bugged and transmitting his location. His residence is located in Old Town, which is very heavily protected. MD walls, required visitor permits, and heavy MercTown Defender presence protect the upper crust of MercTown society from the dregs and mercenaries. Even the task of getting into the district is an intensive operation in its own right.
Security at the Tack residence is state of the art and top of the line. Electronic measures, arcane wards, and some Techno-Wizard systems make approach difficult. He is known to employ private security. Security is comparatively light when he is out of town. Security presence when he is home is doubled. He has recently submitted a request to the security contractor for another full unit to be assigned once he arrives. This would effectively triple his at-home security forces. A detailed breakdown of his normal crews is included. The additional crew request has not been confirmed.
Tack is married with two children, ages 10 and 8. He is presently traveling with them.
The vehicle he is in is a heavily modified Mountaineer Mk 2. The crew compartment is fitted for comfort over long distances. The shell is bristling with weaponry, and the driver and crew are his personal security detail. The pad describes a recent attempt to bribe members of this detail. It ended poorly for the messenger. They are fiercely loyal to Tack and his family, and are as well-rounded an outfit as anything the Coalition, the Federation, or the Tomorrow Legion could field in the same number of people. All bases are covered.
Nothing in the intelligence suggests a motive or reason behind his recent troubles.
Instructions
Let the skull session begin! RP to start. Once you decide how to tackle the job, we'll proceed.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Gill » Sat Mar 07, 2020 4:43 pm

Standing next to Gill the normally ten foot tall steel golem was somehow twisted into a human sized body, only 300 lbs it for reasons Curatrix did not understand caused the other beings to be less aggressive. So as it listened to the mission details the giant was unconcerned. Whatever they plan on doing his role is self evident. He knew Ganadril would get himself in danger, and then Curatrix would save him. The pattern has repeated itself so many times by now, but he still did not care, his role was simple and easy to perform.

Gill was paying attention. "I think the first step is to figure out what the make up of these security forces are. The notes specifically calling them out as professional and well balanced are making me want more information.

"Such as by saying they are balanced, are they saying these guys have arcane talents, or are they saying these guys have heavy weapons and light weapons?" Gill was ready to hit the streets and ask some more questions, but he wanted to know everyone was on board with getting more information before going in.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

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Crótalo
Posts: 10
Joined: Thu Feb 20, 2020 7:59 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Crótalo » Sat Mar 07, 2020 8:11 pm

Hearing the mark lives in Paducah Heights, home to the richest of the rich in Merctown, make Crotalo hiss with glee. "If he has the means to live in the heights we must assume his forces are trained for most eventualities. Including magic. There are a number of sources i could shake down to learn more about Mister Tack and his presence in the city. It appears no one knows of his gambling proclivities, perhaps it is as simple as luring him out with the right kind of high stakes game. All the better if we can set one up for real and rig it to win."

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Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Gill » Sat Mar 07, 2020 9:01 pm

"I like what your thinking. This is something we can really work with."
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

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Alicia Forsythe
Posts: 10
Joined: Mon Feb 24, 2020 11:07 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Alicia Forsythe » Sun Mar 08, 2020 8:43 am

Alicia considers. "The fact that he's able to not only continue paying for those security services, but actually call in a third team, would suggest that he has the money available. I am curious as to why he's not just paying them back, then--he may be working some specific scheme of his own that would be useful--by which I mean profitable--to know about."
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

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Tahlia of Dis
Posts: 11
Joined: Sat Feb 22, 2020 11:41 am

Re: Prime Crew, Job 1: Cred or Dead

Post by Tahlia of Dis » Mon Mar 09, 2020 2:30 pm

Indifferent to planning in the best of times, Tahlia's boredom edges close to anger when she is as eager for prey as she is with Tack.

"Yes, use money as bait with a gambling game," she says. "But then how do we force him to give it up? Threats of death do not seem to alter his thinking."

"I am happy to oblige" -- the way she licks her lips drives the point home -- "but if we wish to recover what he owes, we must find the lever to break his will. Perhaps his children, or his wife. A hot iron applied to other flesh sometimes burns more painfully than one's own."
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 15/15
Active Effects:

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Crótalo
Posts: 10
Joined: Thu Feb 20, 2020 7:59 pm

Re: A Prestigious Introduction

Post by Crótalo » Fri Mar 13, 2020 6:39 pm

"Agreed," Crotalo adds with some odd gesture that may be the Vernulian version of a nod. "Head is a last resort."

"If we are agreed on a high stake game then we must procure the necessary tools to acquire our prey: a location, a lure, and leverage."

"Perhaps first we should gather information on our mark. Each of us contacts in the city. Let's work those to figure out what motivate this pungent mammal."

OOC: Networking for info?

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Dovian
Posts: 9
Joined: Thu Feb 20, 2020 12:01 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Dovian » Fri Mar 13, 2020 7:16 pm

Dovian nods as Tahlia speakks. "That's what I was thinking. If we can snatch one of the kids, or the wife... Not only is it most likely easier, but it should provide us with some leverage as far as negotiating goes."

User avatar
Alicia Forsythe
Posts: 10
Joined: Mon Feb 24, 2020 11:07 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Alicia Forsythe » Sat Mar 14, 2020 3:13 am

Alicia considers further. "I think we might have a few options, then. One would be to abduct him and apply persuasive techniques of whatever sort to get him to give up the cash. If we wish to take this route, I would suggest that rather than set up a gambling sting, we might be best served by simply moving to intercept him while he and his children are on the road. Disabling his transport, while difficult, would be a guaranteed victory once accomplished--he and his retinue would be stranded in the wilderness with no back-up, and we could deal with him at our leisure--and the leverage would be conveniently on-hand. The biggest downside is that this approach seems to have the largest chance of killing him without getting the money--in fact, bad luck could result in not only the man dying, but his head being less than intact, afterwards, and thus a complete failure. Our employers would likely not be happy with this."

She tilts her head, thinking. "The other approach would be to try to find the money before he even knows we are looking for it. This would entail a two-step approach, both to be completed before he returns and the guard on his house is enhanced. First, we would need to gather whatever information we can from our respective networks and contacts; once that was accomplished, then we would infiltrate his home under cover of darkness, and ransack it looking for the money, or at least to determine where it is. The downside of this approach, of course, is that we might be looking for something that isn't there."

She taps her teeth with a fingernail. "There is a possible variant approach--probably the most difficult, but with the greatest chance of success if we can pull it off. Would it be possible to substitute ourselves in for the new security team? Once inside the house 'legitimately', we would not only be able to search, but we could observe him directly and have a greater chance of discerning where he has hidden the funds; we could even bug the home. And, if we have to resort to direct interrogation, we would have access to both the man and his family--and I suspect that we would be in a position to deal with the other guards more efficiently, as well. This plan, however, depends on us being able to insert ourselves as the alternate team--which means we would need to first find a way to get the company he has hired to send us in."
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

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Gill
Posts: 80
Joined: Tue Jun 19, 2018 1:13 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Gill » Sun Mar 15, 2020 2:41 am

Gill likes the ideas being put forth. "Looks like it is time to gather some intelligence. I will try and look into the guy and see what talents he has. One of you want to dig into this security team and find out what we can of their make up?"

Standing up he waits for replies before getting to action himself. "Meet back here in a few hours, see what information we find?" Gill knew there others would fill in the details. But he was ready to start gathering more information. There needs to be something special about this guy or his security team for thejob to be worth so much.

Networking
Networking +2, Persuasion d8
Persuasion 1d8+2 = 6: 4
Wild 1d6+2 = 8: 6
Ace 1d6+8 = 12: 4

Even with tons of bennies and Elan, I am not sure rerolling is wise.
Gill and Curatrix hits the streets. As usual Curatrix traveled in the form of a 7' tall brutish looking man. Still able to support when needed, but not standing out for no reason. When in the streets Gill was in his element. He had always been a karma chameleon, able to come and go. So causing a conversation to drift, and slide into a direction needed was easy.

What was it about William Tack that meant you needed am elite crew to hunt him?
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck
    +2 Review of other Character

    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000

User avatar
Alicia Forsythe
Posts: 10
Joined: Mon Feb 24, 2020 11:07 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Alicia Forsythe » Tue Mar 24, 2020 8:50 am

OOC Comments
Hacking the Security Company
+4 from Interface Jack
Hacking 1d6+4 = 7: 3
Wild Hacking 1d6+4 = 7: 3
Benny to reroll
Hacking 1d6+4 = 7: 3
Wild Hacking 1d6+4 = 8: 4
2/3 Bennies
Alicia nods to Gill. "I'm gonna sound out the security company, see how difficult it would be to get us on their staff and swapped in."

She heads off, finding a small sub-contractor the security company uses for maintenance and janitorial services in their offices; a little B&E later, she's planted a virus on the contractor's system to give her a backdoor into any system it connects to to receive payments. Then it's just a matter of time; sure enough, when the next contract payment is made at the end of the week, she's got full access to the security company's systems.

Interconnectivity is wonderful.

After that, it's simply a matter of spending a few hours looking over their hiring procedures. Overwatch Security's reputation is excellent, because they do extensive background research on their employees. But they're large enough that they employ many teams on a subcontract basis; much of the internal communication is electronic, and even duty assignments are a matter of an algorithm. it's a simple enough matter to find a now-deceased background-checker, insert some appropriate files into the system for each of the crew (under assumed names, of course), and tweak the algorithm to pick them, specifically, for the assignment. The company actually sends a courier with their badges, assignment details and so forth to an office front she occasionally uses for things like this.

So, when she meets up with the rest of the team, she shows them the badges. "If we go with this route, we're completely covered--I've included your cover's backstory file along with the badges. Nothing too intricate, just enough to survive a once-over if someone does a double-check. But you should know at least your cover name and your last assignment reflexively."
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

User avatar
Dovian
Posts: 9
Joined: Thu Feb 20, 2020 12:01 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Dovian » Tue Mar 24, 2020 9:38 am

OOC Comments
WIP
Persuasion 1d12+4 = 10: 6
Wild Die 1d6+4 = 8: 4

Free reroll
Persuasion 1d12+4 = 6: 2
Wild Die 1d6+4 = 8: 4
Dovian heads towards the sleaziest part of town he can find. Suspecting at least someone from the security team has an unsavory past, he hits up a few hoverbike clubs, a whorehouse and an illegal casino before finally, he finds Tazik, a Grackletooth hype dealer that has a client that works as a supervisor for the security company. Davion claps Tazik on the back and slips him a few credits, and returns happily with the name Mike Grange, security team leader. Surely if rigging the computer system doesn't work, some good old fashioned black mail will.

User avatar
Crótalo
Posts: 10
Joined: Thu Feb 20, 2020 7:59 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Crótalo » Sun Mar 29, 2020 4:53 pm

Paducah Heights was the most plush and posh place to live in all of MercTown. People who lived their hated doing dirty work and employed servants and staff people to work for them. The dirtiest jobs were reserved for d-bees. Despite all the claims to the contrary most d-bees were the poor second class citizens of this mangy planet. Lost, scattered, far from everything they knew they settled into the human way like sheep. And like sheep they could be frightened.

After asking around about who works at the Tack residence Crotalo gets a lead on the head butler - a dog boy - genetically bred by the humans to be good loyal servants. Turns out this was a bad dog, however. His massive olfactory abilities caused him to have a fetish with sniffing women's underthings. Underthings he secreted from his employer's family.

Having tracked the hound dog to his hovel, Crotalo waited patiently for it to return from work.The dog boy easily smelled the before he saw him lurking in the shadows. Ears back, a low growl formed in its throat. Yet, Crotalo could smell too, he knew the butler was afraid. Straightening up to his full fourteen foot height and spread his arms wide Crotalo gives a might hiss, causing the boy to whimper in fear and cower to his better.

The smell of urine fills the air as the dog boy soils himself, and Crotalo hisses in a low barely perceptible voice - easily heard by the butler's canine ears, "I know you work for the Tack's. Tell me everything of their routines and help me access the property when I wish - or I will reveal your secret love for your mistresses underthings."

Then eat you alive you disgusting mammal
Intimidation 10, raise
Intimidation 1d8+3 = 10: 7
Wild 1d6+3 = 8: 5

User avatar
Tahlia of Dis
Posts: 11
Joined: Sat Feb 22, 2020 11:41 am

Re: Prime Crew, Job 1: Cred or Dead

Post by Tahlia of Dis » Sun Mar 29, 2020 8:18 pm

Intimidate
Intimidate 7 1d8+2 = 7: 5
Wild 1d6+2 = 7: 5
Still convinced the gambler's family would be the easiest knife to twist, Tahlia goes in search of the shopping district closest to the man's residence. There, she begins to ... strenuously ... question anyone who knows Tack or his family. She asks about mannerisms, forces clerks to review security video showing the wife, the children ...

By the time she's done, there are enough corpses that burning down the strip mall seems like the safest route. She returns to the group's rented quarters smeared with ash and blood, grinning like a well-fed cat.

"I know them now," she says, uttering the words of a spell that causes her appearance to flash through first one, then another of Tack's family members. "Do you think he will weep more seeing his wife slay one of their children, or to see the child disembowel the mother?"
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 15/15
Active Effects:

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Snake Eyes
Game Master
Posts: 383
Joined: Wed Feb 07, 2018 2:16 pm

Re: Prime Crew, Job 1: Cred or Dead

Post by Snake Eyes » Sat Apr 04, 2020 1:41 pm

Gill is a master of getting information without anyone realizing they're being interrogated. After about an hour of asking around, he and Curatrix run into a low-level street punk named Trask. Trask might not be a tough, but he has his ear to the ground. "Tack? Oh, he's sharp. Ain't just a lucky name. Smartest guy on the block. He ain't powered so's anyone would know, but he's every bit of savvy. Knows what makes people tick, an' knows how to make his cred go far, know'm'sayin'? Why do you bring a crew? 'cause he's got one. S'what I hear. They're loyal, too." He nods emphatically. "Yeah man. Tack's crew, his real close one? I hear they work for free, on account of what he done for 'em. All the cred in the world ain't turnin' them guys. His other security? Them's all workin' stiffs. They need the cred an' they ain't crossin' Overwatch Security. Might as well give up on bein' a merc, you burn that bridge. Good luck gettin' on their list, too. Overwatch is tighter than a codpiece on a rhino-buffalo."
Not so tight, though, that Alicia wasn't able to hack the system and plant their fake profiles. Her algorithm ensured that the 3rd team Tack requested was composed entirely of members of Prestige, and fast-tracked to management approval. The manager in charge of this assignment: Mike Grange. A closet hype-head. Dovian made sure that Mr. Grange's habit was "their little secret." Grange ensured that the team Alicia compiled was rubber-stamped for approval and immediate deployment, and also relayed clearance to the Old Town gate security. Unfortunately, the requested team was cut by executive order. Only four bodies were allotted to this assignment. It appears Overwatch Security is reluctant to deploy any additional security, as Mr. Tack's account is past due.
No sweat.
Crotalo manages to use the butler's indecent proclivities against him. The dog boy, frightened of losing his job (and access to the dirty laundry) agrees to open the side door for the Vernulian and a guest. He has also been instructed to request clearance for two servants to pass through the Old Town gates. The guest should be no problem, as Tahlia's brutally efficient shadowing and reconnaissance of the Tack family yields more than enough information on mannerisms to get her through the door past all but the most stringent inspection by the most familiar of the security detail, using her choice of Tack family faces.
The Itinerary
The Tacks live a regimented life. William is meticulous about details, and nothing changes. Monday through Thursday mornings, his children are tutored at home. Stephen, 10, is a math whiz. The apple doesn't fall far from the tree. Rhianne, 8, is a phenomenal dancer and singer, even for her age. She takes after her mother, Lyssa. The Tack children have individual private tutors who come to the home at 8 AM and leave at 1:15 PM. Fridays, the Tack children are taken, individually under guard, to their respective extracurricular studies. Stephen is a burgeoning martial artist, and Rhianne spends time in a private dance studio. One member of his personal security force accompanies each child, along with one of the more senior Overwatch personnel.
Kraig, the 4 armed 'borg, takes Stephen. The Overwatch team member is usually a magic user, a ley line walker or similar, who is able to teleport the boy and the borg out of harm's way.
Shade, a Quindorra Crazy, accompanies Rhianne. The Overwatch team member is usually something cyber-enhanced, headhunter or city rat type.
Mrs. Lyssa Tack has assorted social visits and club meetings most mornings. She's home by lunchtime. With her at all times are Vedder, a human juicer, and Niels, a nega-psychic. There are also two additional individuals from Overwatch who patrol near their vehicle while Mrs. Tack is onsite. There's often a psionic of some kind, and usually additional combat support in the form of a borg or a headhunter.
William Tack, especially recently, has been waking late, working in his home office, and leaving after his children go to bed, usually around 9 or 10 PM. He makes various stops all around MercTown. There is no set pattern to his evening visits. During the day, he is guarded by Findriel, an elven mage (most likely a ley line walker), and Fletcher, (AKA "Fletch" - creative, right?) a mind melter. The dossier says he is human, but indicates this may not be accurate. On his evening rounds, Shade and Niels accompany him. Overwatch Security forces wander the perimeter in a mix of combat types (juicers, crazies, headhunters) and likely arcane types. There are (2) 6 man squads on 4 hours on, 4 hours off rotations.
All totaled, there are 6 members of Tack's personal, private security on duty at all times, on their various assignments. Depending on the time of day, there are 6 additional Overwatch personnel on duty, with a 15 minute shift-change overlap (making 12 Overwatch guards total). Shifts change at 6 AM, and every 4 hours thereafter. The off-crew is also on alert, and may be summoned as needed in case of emergency.
Weekends at the Tack house are more flexible, but no less regulated. Any sleepovers for the kids are visitors to their home. The Tack children do not do overnights anywhere else. Lyssa has her nails done Saturday mornings, in-house, then goes out shopping. Her normal security detail accompanies her. William's schedule remains the same; waking late, office time, etc. Saturday evenings, William and Lyssa go out to dinner and are home by 9 PM to tuck the children in. The last two weeks, however, William has cut dinner short. A separate car picks Lyssa up from the restaurant, and William and his security detail go out into the city. There is no increase in security at the house on weekends, except that the Tack children are home along with their detail.
The new 4 man crew is to be assigned strictly to bolster numbers at the house during the daytime, starting at 8 AM and off at 2 PM, coming back at 8 PM and leaving at 2 AM. Your crew has been told to expect extended shifts on Saturday and Sunday, and to prepare accordingly. Word is that William will be taking extra personnel on his evening wanderings.
Your own "word on the street" is that William is making some big play on Friday and Saturday, but nobody you can find knows what the play is.
Your first shift starts Tuesday. The Black Market account must be settled by midnight on that next Sunday/Monday.
Get to work, Prestige.
Security Profiles
Kraig: 4 armed borg, driver. Favors heavy weapons. Zero concern for collateral damage when he's on duty. Usually packs a railgun and integrated, souped-up vambraces. Yes, 4 of them. He will not hesitate to level a building to protect the Tacks. Innocent bystanders? "Nobody's innocent. They had it comin'. I just stamped their ticket."
Vedder: human juicer. Crack shot, nasty disposition. Fast enough to see the bullet coming, and not scared of diving in front of one to save the Tacks. Word is, his juice is running low, and he has no interest in going quietly. "Hit me with your best shot, pal. I can take it."
Shade: Quick-Flex Crazy. Twin custom vibroswords. She slices, she dices, and she laughs while she's doing it. Loves the hit-and-run kill. She thinks she's a time-traveler. She's so fast though that you might almost think she knew what you were going to do before you did it. "I saw you make that move before you woke up this morning. Try again, sweetie."
Fletch: Mind Melter. Human...maybe. Absolute fanatic about protecting William Tack. He is exceedingly persuasive. "These aren't the tacks you're looking for."
Findriel: Elven Ley Line Walker. She is an advisor to William Tack, in addition to personal security. What you see is likely NOT what you're getting. Illusions and protection is her forte. She leaves combat to those with less aptitude for the TRUE arts. She is very old (you wouldn't know from looking at her) and very learned. What powers she hasn't learned, she has a trinket for. Word has it that the relationship here is more than a bodyguard and a VIP. "The combat avoided is the combat won."
Niels: Human Nega-psychic. Favors super-tech gear, and has a lot of it. "Magic? Pfft. I've got a tool for that."
Instructions
RP a game plan for how you want to make entry, when you want to do it, etc. 4 of your 6 (including Curatrix) team members are cleared for security duty. Pick those. Crotalo has arranged entry for the other two. Once you have a plan, we can execute.
Beware the mesmerizing eyes of the snake!
GM Bennies: 0/8
Wild Card Bennies:
Cynara: 0/2
Nevris: 0/2
Yergus: 0/2
Nylathria: 0/2
Moriyah: 3/2
Gill: 4/2
Curatrix: 2/2
Nixie: 3/2

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