Secondary Crew, Job 1: Eddie's Head

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Snake Eyes
Game Master
Posts: 419
Joined: Wed Feb 07, 2018 2:16 pm

Secondary Crew, Job 1: Eddie's Head

Post by Snake Eyes »

Eddie's Head
The security on this job is a cakewalk by comparison. Fairah, the Head's owner, is an arcane practitioner. The best intel found hints at necromancy, though there is no confirmation of this. She has a personal valet who accompanies her everywhere. He's large (size +2), humanoid, and never shows his face. Her home in Whykin has a variety of arcane and TW alarms. Intel suggests no outside security forces are onsite. Near as anyone can tell, it's just her and her valet. She does entertain a social gathering weekly at her home. It is listed as a book and music club. It is by invitation only.
Eyewitness accounts confirm the Head was brought into the home, and outside of arcane means, has not been removed. It is believed to be housed in a display case to be adored by the book and music club. No other information could be obtained.
Instructions
I'll be making my best attempt at a Freedom Squadron, Plans & Operations mission. It will be Low Complexity, 3 rounds. I'll have the hard details to post once you get a definite crew assigned.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

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Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Jimmy starts reading the mission information. This all looks either to easy or too hard. The stuff laid out seems like the kind of defenses any crew could overcome. Was something extra hidden in the background or maybe something unknown. His arcane talents where destroyed with his transformation. He would kill to get those powers back. Hell, if he had to he would kill repeatedly to get those powers back.

Sitting down with the others to work through the options he paid attention and listened carefully to their ideas. "Once inside, does not look like their is much reason not to help ourselves to other toys. Do we agree any extra opportunities are legit and only the property of the person who grabs them?"
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

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Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

Yeitso nods to Jimmy. "Sounds like a good plan. Also, more we grab, harder it is for them to know what we really wanted." He glances down at his four hands, apparently satisfied that'll give him enough of an edge in the 'grabbing whatever you can' competition.

"Do we have anyone who could get an invite to that book club? Would be nice to have the interior layout."
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

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Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Yeitso wrote:
Sun Mar 08, 2020 1:36 am
"Do we have anyone who could get an invite to that book club? Would be nice to have the interior layout."
Smiling Jimmy likes the idea of scouting ahead of time, or even taking care of things as needed at the moment if one presents itself. "I know a thing or two about persuading people to let me in. Worst case scenario I think I can get more than one of us an invitation."
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

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Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

As the planning phase plays out in tedious detail the massive juicer at the back of the room sits in zoned out bliss. To see such a massive creature sitting so plainly still is somewhat disconcerting. When he finally does speak he is two beats behind the conversation, Smash and grab job is easy. Even if head is still attached to body. I like the sound it makes when you pull it off," to illustrate the point the orc makes a disgusting popping noise in the back of his throat.

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Ramon the Reaper
Posts: 12
Joined: Sun Feb 23, 2020 10:26 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Ramon the Reaper »

Ramon chuckles when the big orc pipes up. His own preference wasn't quite so hands-on ... but the broad strokes of violence matched up well enough.

"If the lady of the house is one of them voodoo dead-talkers, a particle beam has a way of putting things down even when they don't want to stay dead."
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:

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Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Wurmha Nodagog wrote:
Sun Mar 08, 2020 4:59 am
As the planning phase plays out in tedious detail the massive juicer at the back of the room sits in zoned out bliss. To see such a massive creature sitting so plainly still is somewhat disconcerting. When he finally does speak he is two beats behind the conversation, Smash and grab job is easy. Even if head is still attached to body. I like the sound it makes when you pull it off," to illustrate the point the orc makes a disgusting popping noise in the back of his throat.
Having had his head smashed with similar results Jimmy shivers at the memory as the juicer's graphic detail is added. Likely not a good time to update the fellow on the timing of the conversation though.
Ramon the Reaper wrote:
Mon Mar 09, 2020 2:44 pm
Ramon chuckles when the big orc pipes up. His own preference wasn't quite so hands-on ... but the broad strokes of violence matched up well enough.

"If the lady of the house is one of them voodoo dead-talkers, a particle beam has a way of putting things down even when they don't want to stay dead."
Looking back and forth between them Jimmy smiles. "That's good, we have four. Easy to accomplish a mission with four. Any skills we are missing between us?" For some reason, the teams usually shook out to be five men on a crew. There was no official rule limiting it, other than that more than five normally meant the rewards dropped to low to be worth while. But it was just the way the crews typically went.
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: A Prestigious Introduction

Post by Wurmha Nodagog »

Yeitso wrote:
Wed Mar 11, 2020 4:06 pm
The huge four-armed humanoid nods, tapping the pad for the second job. "Acquiring this artifact seems like an amusing job. Perhaps we can make a copy of the music before turning it over to our employer? Not as valuable as the original, but might pay for a bar tab or two."
"Perhaps your tab," the humongous orc says with a zoned out chuckle. Then he grunts to himself, "Four arms four drinks at a time. That sounds good." With that he goes back to his thousand yard stare waiting for someone to point out what needs to be destroyed.

User avatar
Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

Jimmy Black wrote:
Mon Mar 09, 2020 2:52 pm

Ramon the Reaper wrote:
Mon Mar 09, 2020 2:44 pm
Ramon chuckles when the big orc pipes up. His own preference wasn't quite so hands-on ... but the broad strokes of violence matched up well enough.

"If the lady of the house is one of them voodoo dead-talkers, a particle beam has a way of putting things down even when they don't want to stay dead."
Looking back and forth between them Jimmy smiles. "That's good, we have four. Easy to accomplish a mission with four. Any skills we are missing between us?" For some reason, the teams usually shook out to be five men on a crew. There was no official rule limiting it, other than that more than five normally meant the rewards dropped to low to be worth while. But it was just the way the crews typically went.
The Vronwor nods. "One thing missing, I think. Need a lock guy." He looks over @Dovian . "You available?"
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

User avatar
Snake Eyes
Game Master
Posts: 419
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Re: Secondary Crew, Job 1: Eddie's Head

Post by Snake Eyes »

With a rough idea at a plan set, the secondary crew of Prestige Unlimited makes their way to Whykin, their travels entirely uneventful. Referencing their notes from The Fixer's datapad, they find the manor house of Fairah, the wizardess and owner of the Head in question, located in an upscale housing district. The district itself is gated, though only as a facade of affluence. The gates are never closed during the day, and barely guarded at night.
Challenge 1: on-the-ground reconnaissance
Spend a day in Whykin scouting the premises and getting info on the wizardess and her book club. Designate a team lead. Use your choice of Notice, Persuasion, Intimidation, Stealth, or other reasonable skill to gather intel, negotiate an invitation to the book club, or see if one of the gate guards has a key, etc. (Please don't automatically spam your best skill and make up a crazy reason why it applies to scouting a heist.) Feel free to narrate your own success or support of the others. Each success & raise on the lead roll is a token. 2 tokens are needed for success. Additional tokens will add bonuses to next challenges or added loot at the end. There is no cap on support bonuses. Crit fail on support jobs loses a token and that character takes a level of fatigue that will carry forward to the next challenge. Crit fail on the team lead roll means the challenge is tanked and will inflict a penalty on the next challenge.
P&O Card draw: Bit Of Luck - all rolls are made at +2
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

User avatar
Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

Support +1
Intimidation [dice:8z2nf5nf]64420:0[/dice:8z2nf5nf]
Wild [dice:8z2nf5nf]64420:1[/dice:8z2nf5nf]

When a four armed cannibal starts asking questions people get scared, when a massive sharp toothed orc stands behind him munching on bones people crap their pants. And so it goes, as Wurmha follows Yeitso around from errand to errand lurking in the background like a menacing body guard - his hand always resting on the pommel of his ridiculously large axe. If anyone looks at him he just snarls, "I am his butcher. Cut you up before he eats you."

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Ramon the Reaper
Posts: 12
Joined: Sun Feb 23, 2020 10:26 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Ramon the Reaper »

Notice 15
Notice is 1d8+2, +2 for being sight-based, +2 for Bit of Luck
Notice [dice:1y7r1ze7]64641:0[/dice:1y7r1ze7] = Ace! [dice:1y7r1ze7]64641:2[/dice:1y7r1ze7]
Wild [dice:1y7r1ze7]64641:1[/dice:1y7r1ze7] = Ace! [dice:1y7r1ze7]64641:3[/dice:1y7r1ze7]
Ramon watches as the big cannibal and the only-slightly-less-big orc go in search of victims to interrogate for information. Truth be told -- and considering how peckish the four-armed whatsit-called is looking, they're probably hoping to find some who ain't so talkative, so's to maybe make an example or two.

Ramon doesn't plan anything quite so ... active. Ramon just watches -- one of the things he's good at. Sometimes he watches fast, such as when a mark turns his back to reveal that little gap where the adjustable-fit breasplates tend to pull away at the base of the back. Other times, he watches slow. This is one of the slow times.

Lucky for Ramon there's a nice little warehouse catty-corner to Fairah's mansion, with a shaded wall perfect for leaning. With a fresh pack of cigarillos and flask of middling rye, Ramon settles in for a lengthy slouch, his hat pulled low enough to disguise his inhuman features, leaving only the green glow of his cybernetic eye as he watches the comings and goings across the way.

His long watch is rewarding, in more ways than one. In addition to getting a good look at Fairah and her bodyguard, he's able to map out the patrol routes of the guards and their habits -- based on the tremor in the bald one's hand, Ramon guesses there's more than coffee in the cup he buys from the street vendor that passes through every couple of hours. Shouldn't be hard to doctor one of those cups and put him to sleep long enough for the crew to get inside.
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:

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Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Persuasion 10
Sorry for delay, narrative coming Monday 3/30.

Persuasion [dice:7amgp3l4]64762:0[/dice:7amgp3l4]
Wild [dice:7amgp3l4]64762:1[/dice:7amgp3l4]
Ace [dice:7amgp3l4]64762:2[/dice:7amgp3l4]
The thing about a lot if rich people. They spend some time to learn a name and a face, so they can think they are friends with their staff. But the're not. You see nothing pisses a man off like being disrespected. And working for some rich bitch who smiles is nice, but come Christmas, your still working for the same pay, no bonus and scrimping on your bills.

These are these people Jimmy likes to find. The people he can hook up with and easily suggest to them how nice it would be to just express a little frustration. Sure Jimmy listens to crap he does not care about, then again here hears a lot he really does care about.
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Diego
Posts: 6
Joined: Tue Feb 25, 2020 8:48 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Diego »

Stealth 8

Stealth [dice:nwcxdxkd]64765:0[/dice:nwcxdxkd]
Wild Die [dice:nwcxdxkd]64765:1[/dice:nwcxdxkd]
Diego spends his time sneaking around, gathering information. After doing this for a solid night, he winds up at a greasy spoon diner and buys four breakfast's and a couple of carafe's of orange juice.

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Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

Intimidate 20
Support +8
Scene +2
Base Intimidate d10+3

Intimidation [dice:372g9yn2]65852:0[/dice:372g9yn2]
Wild Intimidate [dice:372g9yn2]65852:1[/dice:372g9yn2]
It's amazing. Sure, the Vronwor have a negative reputation, and lots of folks would say they don't like them. But when Yeitso, wearing the glorious Mask Coyote gave him, sits down opposite them at a bar, or steps in front of them from a dark alleyway late at night, or knocks on the door of their apartment late at night when their wife and children are sleeping just down the hall, it's amazing how many people become not only friendly, but downright helpful, only eager to give the four-armed giant whatever it is that will make him leave. Of course, it's also suggested that they would be best able to avoid a return visit, if they keep their mouths shut about this one.

Yeitso's biggest limitation in this regard, of course, is determining who to have these little chats with; while he could probably terrorize his way through the entire city if necessary, doing so would be inefficient. Fortunately, the skulk-and-sneak brigade is able to give him plenty of names and addresses of people who would benefit from the pleasure of Yeitso's company--both Ramon and Diego do excellent work identifying people who know things. And Wurmha's reassuring presence during these interviews is sufficient to prevent anyone from thinking that they could escape this encounter with a lucky headshot on the Goliath; any would-be Davids understand quite readily that the orc's axe would sever their firearm immediately after the attempt was made--if not before.

Jimmy, meanwhile, manages to suss out the folks that don't need to be scared. Yeitso's not sure he fully understands why making them scared is a bad thing, but he trusts his teammate enough to heed his counsel on this, and lets Jimmy add his own intel to the mix.
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

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Snake Eyes
Game Master
Posts: 419
Joined: Wed Feb 07, 2018 2:16 pm

Re: Secondary Crew, Second Challenge

Post by Snake Eyes »

The crew of Prestige Unlimited is brutally efficient at the task of intel and recon. With more than enough information to go on about who to push and who to dose, they set about gaining entry. Jimmy has negotiated a personal invitation to the book club. Yeitso and Wurmha, in exchange for a promise not to eat one of the guard's wife and child, are told exactly when he will need to use the facilities, opening the back door for their entry. Diego and Ramon dropped a little bit of something extra into the street vendor's "special" stash, with a wink and a few credits to ensure the mickey is slipped to Ramon's mark, "Shakes", at the right time. That fellow's keys are always in easy reach, and the side door should be no problem once he's taking his nap.
Unfortunately, Prestige might've been too good at their job. They raised some red flags with Fairah's valet, who, uncharacteristically, is standing guard at the front door when Jimmy makes his evening approach. Nothing about your intel or recon suggests he is going to be bribed or intimidated. Time to get creative!
Instructions, Challenge 2
You've got to get in the house, and it looks like they stepped up the guard just a little bit. Designate a task Lead and use your choice of Athletics, Stealth, Thievery, or Persuasion to negotiate your entry to the house during the book club meeting. Narrate your own success or support of the others. Each success & raise on the lead roll is a token. 3 tokens are needed for success. In response to last round's runaway success (I forgot we were playing Rifts, it seems), I'm going to cap support bonuses at +2 per Wild Card supporting. Crit fail on support jobs loses a token and that character takes a level of fatigue that will carry forward to the next challenge. Crit fail on the team lead roll means the challenge is tanked and will inflict a penalty on the next challenge.
Due to the massive success last round, one Group Benny is awarded that will allow a reroll either on a Support or Lead roll, and includes the ability to reroll a Crit Fail. This Group Benny will NOT carry forward to Challenge 3.
P&O Card Draw: SNAFU! This challenge is against the enemy leadership opposition die (d8)
[dice:2t0vvja7]66002:0[/dice:2t0vvja7]
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

User avatar
Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Jimmy turns on the bland, as hard as it is for his ego, is like slipping into an old skin as he moves up. His occult knowledge helps him speak intelligently as he interacts with others. The actual invitation being real also boost his chances as he gets through the door into the facility.

Support +2, dang should have been lead with that
Persuasion [dice:2aw3iebh]66010:0[/dice:2aw3iebh]
Wild [dice:2aw3iebh]66010:1[/dice:2aw3iebh], Ace [dice:2aw3iebh]66010:2[/dice:2aw3iebh]
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Ramon the Reaper
Posts: 12
Joined: Sun Feb 23, 2020 10:26 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Ramon the Reaper »

Ramon ain't the type to use the main entrance when there's a serviceable back door. He waits until the spiked hooch does its trick, then slips over the garden wall with Shakes' keys.

Out back, he takes the time to shove a loose nail into an electrical conduit, which causes the security lighting in the back corner of the property to go on the fritz -- a distraction that might give the others an edge during their own infiltration.

Stealth 13 = +2 Support
Stealth [dice:1u4yfe6x]66052:0[/dice:1u4yfe6x] = Ace! [dice:1u4yfe6x]66052:2[/dice:1u4yfe6x]
Wild [dice:1u4yfe6x]66052:1[/dice:1u4yfe6x]
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:

User avatar
Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

Faith 5, Support +1
Faith [dice:1bcyk09z]66147:0[/dice:1bcyk09z]
Wild Faith [dice:1bcyk09z]66147:1[/dice:1bcyk09z]

As Jimmy and Ramon work the entrances, Yeitso calls upon Coyote to dull the valet's senses, making him both more gullible and less prone to spotting Ramon. Hopefully, if they get the timing down right, this will provide the window they need for Wurmha to go over the wall and drop a rope back down to him.
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

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Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

Humans never look up. It's one of the many way they're stupid.

However, Wurmha is not above preying on stupidity. Eschewing the rope he starts about a block down the street, well out of sight of the added security the big orc starts to growl, beat his chest, and snort. Soon he can feel the drugs surging through his system. Awake from his normal stupor the Orc takes a deep breath, all the scents of the city coming into his nostrils. His ears assailed by the sound of...everything. His most basic, primal instincts, kicked into overdrive. Taking a few steps backwards he begins to run...fast. Just before he comes into sight of the house the giant orc leaps with uncanny grace going well into the air, sailing over the guards, over the wall and landing on the roof of the building landing softly despite his massive bulk.

Spotting the others from his elevated vantage point he gives the signal to move in.
Atheltics 20
Atheltics [dice:10y3y4wq]66150:0[/dice:10y3y4wq]
Wild [dice:10y3y4wq]66150:1[/dice:10y3y4wq]

Benny
[dice:10y3y4wq]66150:2[/dice:10y3y4wq]
Ace [dice:10y3y4wq]66150:4[/dice:10y3y4wq]
[dice:10y3y4wq]66150:3[/dice:10y3y4wq]

User avatar
Snake Eyes
Game Master
Posts: 419
Joined: Wed Feb 07, 2018 2:16 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Snake Eyes »

The valet looks Jimmy over with otherworldly eyes. He holds up a hand to bar his entry...then, almost sluggishly, without a word, ushers him into the home. The Coyote, it seems, was effective.
Jimmy works his way into the home, jabbering at length about the occult when appropriate, and the advantages of vitamin D supplements in place of sunlight when the topic arises. Before long, Fairah calls the meeting to order. The evening begins innocently enough, discussing ancient works of art, music, literature, and cinema. The hostess proudly reveals her new acquisition, allowing her guests to ooh and ahh over the exceedingly rare collectible head full of metal music. She orders a track queued on the player: mood music
Once her self aggrandizement ceases, she smiles at Jimmy in a rather unsettling manner. Her voice takes on an enchanting lilt as she informs the rest of her guest list of the evening's proceedings. "My friends, it seems we have a volunteer. I don't know if his kind will appease our master, but I'm certain it will be fun to find out." The valet seems to have shaken off his lethargy and moves with surprising swiftness to seize Jimmy.
The now-unlocked side door bursts open. Ramon and Diego move swiftly to the parlor where a foul ritual is about to begin. Yeitso strolls boldly through the back door. Wurmha, having gained entry through the rooftop door, takes the stairs in an easy leap. So much for nabbing the head without raising an alarm. You've got a room full of nasty spellcasters looking for sacrificial victims standing between you and the head!
Instructions, Challenge 3
You weren't getting the head without a fight, it seems. Challenge 3 is combat. Designate a team lead. Use your choice of Athletics, Fighting, Shooting, magic/psionics/focus/etc., or thievery to fight through the cult, snatch the head, and get out. Each success & raise on the lead roll is a token. 3 tokens are needed for success. Support bonuses are capped at +2 per Wild Card supporting. Crit fail on support jobs loses a token and that character takes a wound (that may or may not come into play, depending on the crew's success). Crit fail on the team lead roll means the challenge is tanked and you go home empty handed.
Due to the massive success last round, one Group Benny is awarded that will allow a reroll either on a Support or Lead roll, and includes the ability to reroll a Crit Fail.
P&O card draw: SNAFU! This challenge is against the enemy leadership opposition die (d8)
1d8!: [6] = 6
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

User avatar
Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

As the cultist seize Jimmy he is initially shocked by the action, then a little pleased. Turning to mist he flies from them and solidifies behind Wurmha. "Well, I guess we all get to eat after all." He says as he then concentrates on the lead preistest thinking to himself. I do not think I want her or her minions interfering with Wurmha as he kills your pets.. "Drop all your powers and grovel for mercy now." He says his mind reaching out to all the cultist.

Support 9 =+2, does Jimmy have bennies he can spend?
Psionics to support, Psionics 1d10!! Wild 1d6!!: [7]+[3] = 10

PER GM We have Bennies!!!
Benny to reroll Psionics to support, Psionics 1d10!! Wild 1d6!!: [9]+[4] = 13
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

Support via Fighting 9, +1 to Lead

Fighting Support 1d10!: [9] = 9
Wild FS 1d6!: [4] = 4
Yeitso smiles grimly behind his mask as the assembled warlocks begin their attack. "Excellent! Cult-kabobs are tasty!" He launches himself into the fray, laying into the enemy with dagger and spear--while his other set of arms is holding the bow, the close quarters make it tricky to use effectively, so he concentrates on stabbing people.
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

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Ramon the Reaper
Posts: 12
Joined: Sun Feb 23, 2020 10:26 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Ramon the Reaper »

"Nobody told me it was that kind of party. I would have brought a date," Ramon says, snagging a bottle of tequila from the mantle as he pirouettes toward the corner.

His free hand dips into the shadowed folds of his duster and reappears holding his short-barreled carbine. With his back to the wall, he grins.

"I'm not the kind of rat that minds being cornered, savvy?" he says, before he starts spitting particle beams into the faces of the hostess and her diabolic friends.

Support +2: Shooting 13
Shooting 1d12!!+3: [10]+3 = 13
Wild 1d6!!+3: [5]+3 = 8
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:

User avatar
Diego
Posts: 6
Joined: Tue Feb 25, 2020 8:48 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Diego »

Shooting 20

Shooting 1d120021
Wild Die 1d60021

Shooting 1d12: [12] = 12
Ace 1d12: [8] = 8
Wild Die 1d6: [2] = 2

User avatar
Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

Already juiced up from his massive leap onto the property Wurmha licks his lips and watches everything play out in near slow-motion. The normally dim-witted Orc uses his hopped up perception to track everything and everyone in the room at once. Jimmy takes control of two cultists with his mind powers forcing them to simply acquiesce without a fight.

Weak minded cowards

Watching Yesito move, all limbs flailing about, makes the big Orc laugh out loud shocking the other cultists with the booming bass sound.

You cannot tell his arms from his legs, or his head from his ass

Wurmha's laughter increases in volume at his own running commentary, shaking wall hangings from their hooks with its deep rumble. He almost misses the rat drawing his weapons. That thing may actually be faster than in volume, but it is also puny.

It would not stand a chance in close. But eating it would be all bones and gristle

The man Deigo pulls guns and opens fire too, Uninspired but effective

Although he has had timne for a deep internal monolouge, well as deep as it gets for the Orc, only nanoseconds have passed as his drug addled mind processes all the input and he moves in behind Ramon's particle blasts to catch the hostess just as she is hit with a particle beam. Before she can recover Wurmha lifts her in the air and snaps her in half like a twig.


Fighting 1d12!!+4: [20!!]+4 = 24
Dice rolls
Wild 1d6!!+4: [2]+4 = 6

User avatar
Snake Eyes
Game Master
Posts: 419
Joined: Wed Feb 07, 2018 2:16 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Snake Eyes »

Screams of surprise, anger, and mostly pain echo throughout the home. A few of the coven do their best to turn their magics against the invaders from Prestige, but the ferocity on display, coupled with Jimmy's very convincing discouragement against tapping other powers, leaves little opportunity to muster the power arcane.
None of them figured on trying to physically restrain a vampire. Their shocked looks as @Jimmy Black turns to mist are replaced by gaping holes as @Ramon the Reaper and @Diego deliver deadly accurate gunfire aimed at the place the magic comes out.
@Yeitso leans on a more up close and personal approach, favoring the visceral feel of flesh as it gives way to blade and point. Cultist kabobs, indeed, and aplenty.
@Wurmha Nodagog, though, puts a fitting punctuation mark on the evening's activities. With Fairah's demon-possessed flesh golem shredded by vampire claws, shooter fire, and spear jabs, there is nothing standing between the brute and his mark. The necromantic witch begins to call out for aid, but her calls turn to a momentary shriek, then silence, as her body is fully rent in two pieces.
The deafening silence after the complete destruction of a burgeoning demon cult is soon interrupted. A slow, barely audible moan grows gradually into a cry, then an utterly frightening howl. At your feet, in the center of the parlor, an etched pentagram, fed with the blood of the cult, disappears into a roiling red rift. The demonic voices give even the juicer a thought of retreat. With a rush, you watch the disembodied souls of the now-deceased coven members get sucked down into the hole, paying the ultimate price for whatever pact they may have made with the entity down there.
With a clap like a giant's hands, the floorboards snap back into place, leaving the home an oddly bloodless disaster zone. Exsanguinated bodies lie on the floor, on the furniture, or blasted through the wall. Not a drop of red is left.
What is left, though, is Eddie's Head, untouched by the carnage that raged around it. So, too, are some miscellaneous works of music, art, literature...and a few tokens of interest left by the deceased. Still, it appears that even with the lax security in the district, you've raised some alarms. Better grab fast and get out of there!
Instructions
Masterful work! Feel free to brag and yammer about your successes. At your leisure, give me your best Thievery, Notice, Common Knowledge, Occult, etc. roll to tell me what else you've found. The prime prize obviously is the Head, but the little collection Fairah had acquired isn't cheap. There may also be items of interest to use personally. Success on your roll nets you either a collectible (and fence-able) piece of art/literature/music history (starting base value of 75k, later to be modified by Persuasion / Streetwise), or a magic/TW/enchanted item of Novice rank. (Sorry, no super-tech in this crowd!) A raise adds to the value of the collectible (by 75k each raise) or adds to the rank of the item you acquire.
Once you're all satisfied, we'll get you back to MercTown for a meeting with The Fixer to settle up and hear about the next round of jobs.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 9/9
Wild Card Bennies:
TBD
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: ?/?
Kraig: ?/?
Vedder: ?/?
Shade: ?/?
Fletch: ?/?
Findriel: ?/?
Niels: ?/?

User avatar
Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

Shuddering at the thought of souls sucked into the depths below, Wurhma does a quick scan of the room for anything valuable and grabs whatever he can carry - which realistically could include pianos and bank vaults.
Notice 11
Notice 1d6!!/ 1d6!!: [3]+[11!!] = 14 [/dice]
Loaded for bear the big orc pokes at one of the bloodless bodies with a sullen look on his face. "We won fight, but demon stole our supper."

Hefting his haul the Titan Juicer gives an indignant sniff and prepares to make a clean get away.

User avatar
Ramon the Reaper
Posts: 12
Joined: Sun Feb 23, 2020 10:26 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Ramon the Reaper »

Notice 10
Notice 1d8!!+4: [3]+4 = 7
Wild 1d6!!+4: [5]+4 = 9

Benny to Reroll
Notice 1d8!!+2: [4]+2 = 6
Wild 1d6!!+4: [3]+4 = 7

One more Benny
Notice 1d8!!+4: [6]+4 = 10
Wild 1d6!!+4: [1]+4 = 5

Third Benny
Notice 1d8!!+4: [1]+4 = 5
Wild 1d6!!+4: [2]+4 = 6
With all the assorted witches and warlocks dead or in the process of dying, Ramon pokes around a bit looking for anything worth looting. Most of it's got a magicky, bad mojo look about it, which he figures ain't worth the trouble, but a big helmet sitting on one mantle catches his eye.

At first glance he thinks it's the helmet from a suit of Northern Gun power armor, or maybe that smaller exo-suit that's so popular, the Gladius. Only turns out this one's made out of ceramic, and painted green with red accents.

Cookie jar, he thinks, remembering the one his old landlady in Juarez had kept filled with snickerdoodles, until he had to shoot when she cheated him at cards. I could do with a snack.

Opening the jar, his first thought is that the poor dead witch must have thought cookie jars were for storing the ingredients, instead of the finished product. But why keep a jar of flour on the mantle?

Curious, he dips a talon into the jar and rubs a smidge across his tongue, then his gums. Eyes lighting up, he surreptitiously flicks a taste up his snout, then stifles a squeak as fireworks go off in his brain.

Santiago is gonna cough up fortune for this batch he thinks, grinning ear to ear as he scoops up jar and heads for the door, firing a mercy shot into one of the still-twitching witches as he goes.

[Recovered, uh, valuable goods worth 150k.]
Ramon the Reaper
Quick Stats
Mutant Rat Gunslinger
Bennies: 3/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Pace: 6 (1d6); Parry: 6; Toughness: 23 (13) Strain: 5/6
Hindrances: Arrogant (Major), Driven (Minor - "Everyone's gonna know I'm the fastest gun in the West"), Habit (Minor - Smokes cigarillos and leaves ashes everywhere), Impulsive, Jealous (Minor), Mutant Vermin (Initial reactions start at Hostile with humans and Unfriendly with other mutants and freaks. May refuse service or attack), Near-Human Physiology (-1 to Healing and cybernetic checks if unfamiliar), Small (Size -1), Wanted (Major - Everybody).

Common Knowledge d6, Intimidation d6, Notice d8+2 (+2 Sight or Scent), Persuasion d4, Stealth d12 (+1 urban; +2 wilds), Survival d6+2 (+2 tracking)

Edges and Abilities of Note: Acrobat (reroll on some Athletics), Ambidextrous + Two-Gun Kid, Bite/Claws (Str+d4), Brawny, Danger Sense, Dead Shot (damage x2 on Joker), Dodge (-2 to hit with ranged), Level-Headed, Marksman + Sharpshooting + Trick Shot (With ROF 1 weapons, +1 Shooting or ignore 4 points of penalties; run at no penalty; use rifles 1-handed; halve MAP), Quick, Quick Draw (+2 to interrupt, use Agility instead of Notice for Surprise/Danger Sense), Steady Hands (ignore Unstable Platform), Improved Take 'Em Down (Against Size 0+, +4 AP and reroll damage once), The Quick and the Dead (Round 1, immediately after initiative, spend Benny to make opposed Agility roll vs target; success gives free shot with The Drop).

Active Effects:

User avatar
Jimmy Black
Posts: 17
Joined: Tue Feb 18, 2020 9:09 am

Re: Secondary Crew, Job 1: Eddie's Head

Post by Jimmy Black »

Jimmy watches in fascination and just a little fear as the cultist are sucked away. He thinks his soul was destroyed a long time ago, so he would be safe from such as effect. But honestly that is the kind of thing you never know until you don't want to, so he tries to move his mind on.

Surveying the are Jimmy looks over. "What is this."
Occult 1d10!! or Occult Wild 1d6!!: [9]+[3] = 12
I got bennies left Occult 1d10!! or Occult Wild 1d6!!: [2]+[3] = 5
second bennie Occult 1d10!! or Occult Wild 1d6!!: [3]+[5] = 8
last benny Occult 1d10!! or Occult Wild 1d6!!: [2]+[11!!] = 13
He asks himself as he picks up
silver chain.jpg
silver chain.jpg (16.96 KiB) Viewed 334 times
. "Hum, protection from what I wonder. I will need to look into this." Pocketing the pendant as they get ready to leave Jimmy smiles to himself. This job worked out pretty good. He was happy not to be on the other crew, with all the risks.
Jimmy Black (Rob T)
Jimmy - James Black
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d8
  • Occult d10
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
Arcane Background (Master Psionics)

Powers Known: boost/lower Trait, detect/conceal arcana*, healing, puppet, speed

Resources:
Bennies 3
  • +3 Start of Quarter
ISP: 20 of 20

Active Effects
Invulnerability

User avatar
Yeitso
Posts: 15
Joined: Mon Feb 24, 2020 11:10 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Yeitso »

OOC Comments

Notice 1d4!!: [2] = 2
Wild Notice 1d6!!: [5] = 5
Yeitso watches the souls being sucked to whatever hellscape they are destined for with bemusement. "Never understand those who make deals with devils and think it turn out any different." And with that, he laughs, and begins poking around the place for a decent bit of salvage. He laughs when he finds a pair of old, beaten moccasins that bear the image of his patron--and which, amazingly enough, are sized for someone of his stature (explaining why none of their victims were wearing them). Grabbing the footear, he departs with the rest of the team.
Coyote's Moccasins
This pair of soft footwear are made of leather, though perhaps not from a traditional species. Inset with a turquoise and silver depiction of Coyote, they are made for a humanoid of Size +3. The wearer becomes preternaturally swift and sure-footed, especially when moving over broken terrain.
Enchanted Item:
Moccasin-style boots (Base prince, 1000 Cr. due to exotic materials)
Minor Upgrade: +1 Stealth
Minor Upgrade: +1 Athletics if feet are involved (balance, climbing, or the like, but not grappling or throwing, for instance)
Major Upgrade: Fleet-Footed Edge
Major Upgrade: Free Runner Edge
Yeitso
Seasoned Vronwor Spirit Warrior
OOC Comments
Agility d8, Smarts d4, Spirit d10, Strength d8 (Armor d12), Vigor d6
Pace: 6/d6; Parry: ; Toughness: 22 (13); Size: +3; ISP: 10; PPE: 10
Skills: Athletics d6; Common Knowledge d4; Notice d4; Persuasion d4; Stealth d4; Faith d10; Fighting d10; Intimidation d10+3; Psionics d4; Shooting d10; Survival d4
Edges: AB: Psionics/Miracles, Adept (Miracles), Dark Champion, Unholy Warrior, Divine Healing, Four Arms, Strong-Willed, Two-Fisted, Rich, Connections: Black Market, Dirty Fighter, Tricky Fighter, Ambidextrous, Menacing, Rabble Rouser
Hindrances: Major Vow: Prestige Unlimited, Major Vengeful, All Thumbs, Illiterate, Bizarre, Curious, Major D-Bee, Environmental Weakness: Radiation, Major Non-Standard Build, Paranthropophagous
Powers (Miracles, Adept): boost/lower Trait, smite, elemental manipulation
Powers (Psionic): environmental protection, healing, relief
Powers (Gear, no Modifiers): boost Strength, deflection, fear (may use Infectious Modifier), lower Vigor & sloth (both use Fighting w/ Draining Blade)
Gear
Arzno Exterminator EBA
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Spirit Bow: Magical Multi-Optics Scope (+1 Shooting, +2 Notice when using); 30/60/120, 4d6 AP 6 MD; unlimited Shots, Gains +1d6 damage and +6 AP vs supernatural good.
Spirit Spear: Str+3d6 AP 6 MD; Gains +1d6 damage and +6 AP vs supernatural good.
Draining Blade: Str+d8 AP 8 MD; +2 PPE = +2 Damage, lower Vigor & sloth
NG-33 Laser Pistol: 12/24/48; 3d6 AP 2
Coyote Mask (Sig Item): +1 Intimidation, +5 PPE

User avatar
Wurmha Nodagog
Posts: 12
Joined: Thu Feb 20, 2020 8:19 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Wurmha Nodagog »

Grinning as the others loot and ransack the cult leaders house, Wurmha grabs a necklace made of sharp teeth from some sort of predatory animal. It probably isn't worth much but it looks cool and would make good trophy of the day he ripped someone in two. Snapping it up he dawns the jagged jewelry and heads for the door.


Prized by hunters and animistic cultures as a sign of predatory prowess. When blessed by a shaman they give the wearer an imposing aura.

Minor: +1 Intimidation

User avatar
Diego
Posts: 6
Joined: Tue Feb 25, 2020 8:48 pm

Re: Secondary Crew, Job 1: Eddie's Head

Post by Diego »

OOC Comments
Notice 1d4!!: [7!!] = 7
Wild Die 1d6!!: [10!!] = 10

Diego's eyes almost fall out of his head when he spots it: Billy Bubba Bourbon, P.A. 76. He whistles lowly. That's a $150,000 dollar bottle of booze!. He grabs it, and greedily pulls the cork out with his teeth, spits it on the ground. He puts the bottle to his lips and takes a nice long pulll, he spits it out everywhere. "This #*@* is disgusting!". He quickly finds a liter of cola, and tucks both bottles into his trusty backpack before escaping into the night.
Dice rolls
1d12!: [6] = 6
1d6!: [1] = 1

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