Secondary Crew, Job 1: Eddie's Head

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Snake Eyes
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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: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Jimmy Black
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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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

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Yeitso
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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
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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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

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

Post by Poor Yorick »

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
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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).

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Jimmy Black
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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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

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Poor Yorick
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Re: A Prestigious Introduction

Post by Poor Yorick »

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.
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Yeitso
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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
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Snake Eyes
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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: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Poor Yorick
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Re: Secondary Crew, Job 1: Eddie's Head

Post by Poor Yorick »

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
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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
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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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

Active Effects
Invulnerability
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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: 16
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: 617
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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: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Jimmy Black
Posts: 19
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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

Active Effects
Invulnerability
User avatar
Ramon the Reaper
Posts: 13
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: 16
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
User avatar
Poor Yorick
Posts: 16
Joined: Thu Feb 20, 2020 8:19 pm

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

Post by Poor Yorick »

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: 617
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: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Jimmy Black
Posts: 19
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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

Active Effects
Invulnerability
User avatar
Yeitso
Posts: 16
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
User avatar
Ramon the Reaper
Posts: 13
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
Poor Yorick
Posts: 16
Joined: Thu Feb 20, 2020 8:19 pm

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

Post by Poor Yorick »

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: 617
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: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
User avatar
Poor Yorick
Posts: 16
Joined: Thu Feb 20, 2020 8:19 pm

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

Post by Poor Yorick »

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: 13
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: 19
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 15887 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
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

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Yeitso
Posts: 16
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
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Poor Yorick
Posts: 16
Joined: Thu Feb 20, 2020 8:19 pm

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

Post by Poor Yorick »

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
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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
1d12!: [6] = 6
1d6!: [1] = 1
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.
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Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

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

Post by Snake Eyes »

Prestige Unlimited is efficient in dispatching their jobs. They also don't fail when it comes to extracurricular loot and activities. Five-fingering a few choice items from the corpses and the house, they scurry off into the night, easily avoiding the "security" in the neighborhood. Before long, they're back in the vehicle and wheeling back to MercTown. Thankfully, again, the trip is uneventful.
Upon their return to familiar environs, they contact The Fixer to arrange the transfer of Eddie's Head. Meeting once again in The Crash, he grins as the package is passed his way. "Don't need to check it, yeah? All go smooth as single?" He tips his glass to you, filled with, presumably, single malt scotch. He slides a single credstick your way. "500k, as promised. Did a bit of negotiating. Buyer's tickled about Fairah's fate. Less competition. Paid my 3% out of his end. Future's bright, fellas." He sips a bit out of his scotch glass. "Got lines on more work, but no hooks set. No worries. Might as well cool off a tick after a massacre like that, hey? Go have a time. I'll ping once something pops." With that, he drains his glass, salutes you with the empty, scoops up the Head, and strolls out the door.
Whoever picks up the stick does a quick read. 500,000 credits, all up and up, left to divide amongst yourselves or the whole outfit. With a pocket full of change, you each go your separate ways to kill some downtime until the Tack job crew returns.
Instructions
Open interlude! What are you doing with your down time? Side jobs? Hitting the tables? Buying / selling drugs? Negotiating the sale of your extra loot? Put it here! You have the option of rolling an appropriate skill to demonstrate what you're doing and determine how profitable it is. If it's a pure side job, take 10k per success / raise on your skill check. If it's selling your contraband, roll an appropriate social skill. Failure drops the value by 20%. Crit fail means you got snaked and lost your score. Success gets 1x the worth as described in the heist. Each Raise nets an additional 10% of the value. Feel free to cooperate and support. +2 per WC in support, max of +4. You may run one side activity and no more than one support operation during your down time.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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Poor Yorick
Posts: 16
Joined: Thu Feb 20, 2020 8:19 pm

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

Post by Poor Yorick »

Feeling good about the money and his new jewelry Wurhma tries to figure out how much of it he owes to Boss Dutcher. Normally Mr. Crotalo helps him keep count, and takes a small cut but it's a small price to pay for not having to deal with Dutcher's money-men. Shrugging he holds onto it until the snake-man gets back from his big job. In the meantime, he'd need to do an odd job for the boss to keep him at bay. Strolling into the Warrens of Merctown, Wurhma moves effortlessly, and unaccosted, through the twisting dens of slums and sadness. A few ogres from the Greenskins gang look at him sideways, maybe thinking they could prove themselves against the big orc but one look at his giant axe forces them to turn away.

Finally, he strolls into the Gunman's Tavern, giving a nod to the bar tender. The bartender pours a massive stein of beer and hefts it with a cybernetic arm toward the Titan Juicer, taking the time to put a nice clean coaster underneath it. Downing the beer in a single gulp Wurhma orders another. As he waits for his refill he flips over the coaster. There is a simple message on the back - just one word and an address.

Shakedown

Noting the address he takes the second beer, downs that as quickly as the first and walks back out again.

Not one for subtlety the massive Titan simply walkers toward the Cyberstreet Tenements. The people there pay the Black Market to protect them from other gangs like the Greenskins or Ravenshome Thieves Guild. Turns out a few people haven't been paying.

Unslinging his axe Wurhma pushes open the main entrance to the tenement and effortlessly climbs up twelve flights of stairs, each stair groaning beneath his massive bulk. A few curious heads pop out of the doors as they tenants can feel the floor rumble as he passes by. Spotting the axe they duck back in just as quickly. Arriving at door 2201 he doesn't bother to knock. Instead he kicks the door clean off its hinges.

The main waiting behind the door with a shotgun is thrown back into the room and lands with a clatter. His shot gun goes off accidentally raining plaster down on him from the room. Stepping on the twisted door, with the man still beneath it Wurhma looks around. Dozens of people scatter from what looks to be a drug making operation. Bending down he politely knocks on the door, with the man still pinned beneath it.

"You're late."

A muffled sound, that sounds something like bedroom emerges from under the door. Shrugging Wurhma walks into the bed room and spies a cheap wall safe. Grabbing the handle he rips the safe door from its hinges. Taking every cred stick, and anything else he finds he walks back into the living room just as the man is wrestling the door from his body. Wurhma steps on it again, pinning the poor sob to the floor once more.

"Don't be late no more."

Then he turns to leave.

"Should lock the door. Not a safe neighbourhood."
Athletics (to bust down doors and break things) 8, raise, -1 Burn
Athletics 1d10!!: [1] = 1
Wild 1d6!!: [4] = 4
Burn 1d6: [1] = 1
Benny
B-Athletics 1d10!!: [7] = 7
B-Wild 1d6!!: [4] = 4
User avatar
Yeitso
Posts: 16
Joined: Mon Feb 24, 2020 11:10 pm

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

Post by Yeitso »

OOC Comments
Side-Job:
Frighteners 1d10!!+3: [7]+3 = 10
Wild Intimidation 1d6!!+3: [2]+3 = 5
Raise: 20K
Carnage was fun and all, but sometimes, Yeitso preferred the more delicate art of putting the frighteners on someone. He had many potential employers for such purposes. He'd worked for several bookies and loan sharks, of course. And then there were the would-be racketeers who wanted to drum up a little business for their 'protection' scam by making it clear to folks that they had something they needed to be protected from, and the street-gangs looking to expand their turf, or at least defend it, without starting a full-scale war. These jobs paid the bills, but there wasn't much art to them.

More subtle uses of fear, though, could be quite entertaining as well as profitable. A favorite was the lovelorn suitor, seeking to clear the field of one or more rivals; he'd hoped that this job was going to be one of those. It took precision frightening to goad someone into moving to another town, without tipping your hand that this was deliberate; he'd learned that many times, the one being courted was offended to have one suitor drive off the others in such a fashion (of course, a minority were into that sort of thing, but then they tended to want it done personally by the ultimate victor, rather than by proxy; humans were strange).

Sadly, when he got to the estate of his prospective employer, he was disappointed to learn that this wasn't quite that. The stuffed shirt who introduced himself as Mr. Phineas didn't want to drive off a romantic rival. "It's my daughter, you see. She's very beautiful, but also impulsive and rash. Several unsuitable young men have come seeking her out, lately, and I would like them to... not do so, anymore. Sadly, as several of them come from wealthy or powerful families themselves, I cannot simply have them killed; there would be too much hue and cry. Your... fixer, I believe his title is? He assures me that you are capable of persuading someone into departing the field without executing them, or even leaving a trail that could be traced back to me. Chase them off, and I'll pay you 10,000. If you manage to limit awareness of my own involvement, I'll double that."

The deal was struck, and Yeitso given a list of names and photos--four men seeking the young heiress' favor. He decided to space things out a bit--while he certainly COULD drive all of them off in a single night, that might be a bit too overt for his employer's designs.

So, over the next several nights, he observed his targets to learn about them. The Gambler was easy--sabotage a match, then pretend he was a legbreaker coming to collect; unable to pay his bills, the deadbeat fled to safer pastures. The Rake was almost as easy--he simply pretended to be chasing the cad off because of a different potential conquest. The Scholar was trickier--Yeitso had to whisper through a window, and explain that the man's research was causing 'certain persons' to become unhappy, and that he should take his studies elsewhere. This was mostly a guess on Yeitso's part, but apparently the Scholar really was digging into sensitive materials, and was on a caravan to Magestar by the next morning.

This left only the Hero--a wannabe Cyber-knight with few vices he could exploit, still in the early phases of his training. Yeitso decided a bit of prophecy theater was in order. So as the Hero walked home one night, cutting through an alley he'd used many times before, he was suddenly struck with a blast of cold air from behind, and felt a small nick on his arm, siphoning the strength from his sinews. He turned, drawing a vibro-blade with numb fingers--he'd not even learned, yet, to summon the psi-blade that the Knights were so fond of--but the point dipped as he beheld the masked giant looming over him. Before he could speak, Yeitso's low growl came out.

"Ah, the Scion of Destiny. You have a choice, Little Hero. You can stand your ground, and perish here and now. Or you can leave home and begin a quest to better yourself, and return to this place in ten years, when I will be waiting for you to do fair battle." As he spoke, Yeitso leveled Coyote's Paw at his throat. "Choose now. If you are still in this city before dawn's light, I shall assume you chose a noble death." For a moment, the Hero seemed ready to lunge at him, but then he whirled about and fled into the night. Trailing him, Yeitso confirmed that the young man had, indeed, decided to travel the continent--he even heard him tearfully tell his parents that it would be a decade before he returned.

Back at the manor of his client, Yeitso was pleased to receive the 20K Credstick in payment, along with congratulations from Mr. Phineas on a job well done. As he was about to leave the study, he heard the voice of a young woman, distressed, calling out, "Father?" Motioning him to stay put, Phineas went out to the atrium. Yeitso, bored, observed through a crack in the door as the old man consoled his daughter--who, Yeitso noted, was indeed quite toothsome--who was upset that, within a week, she'd been abandoned by all of her potential beaus.

The father assured his distraught child that, "You will always have me," and drew her into a comforting embrace. Just as Yeitso was about to withdraw his head from his spy-point, though, the father's hand drifted down just a bit further than a fatherly hug normally would.

Pulling back, Yeitso grinned to himself. Ah, so this was a romantic rivalry, after all. He slipped out the french doors to the patio, and across the lawn. No reason to stick around at that point.
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: 13
Joined: Sun Feb 23, 2020 10:26 pm

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

Post by Ramon the Reaper »

Rolls
Gambling 1d8!!: [6] = 6
Wild 1d6!!: [5] = 5

Benny to Reroll
Gambling 1d8!!: [6] = 6
Wild 1d6!!: [5] = 5
All's well that ends well, I s'pose, Ramon thinks, as the smoke curls away from the cigarillo hanging jauntily from his lips -- not to mention, the smoke rising from the holes he's just put in this gringo with the silver-plated cyber-arm.

Sort of thing to be expected when you start the night off by sampling a little too much of the score. Might have put Ramon in a little bit of optimistic mood when he stopped by Santiago's to trade away the vast majority of the ivory powder he'd looted from Fairah's mantle.

The credstick he'd pocketed felt like a grenade in his belt, about to go off. A cool 150k. He'd had bigger scores, sure, but usually not with a head full of go-go powder and ready access to every manner of vice MercTown could offer.

He'd settled on a poker den, the sort of place where assassins and killers rubbed shoulders with the money-men who found themselves on either side of a contract. Mr. Silverhand fancied himself an operator, no doubt, but Ramon pegged him for a greenhorn, a wine cooler masquerading as single-malt scotch.

He might not have been much of a trigger-man, but Silverhand turned out to be a pro when it came to cheating at cards. Even with the unnatural sight of his Executioner's Eye, Ramon didn't catch him palming cards until it was too late.

Some pretty primo tech, he thinks, admiring the near seamless expanse of cyber-skin concealing what had to be a whole deck of spare cards.

In hindsight, Old Silverhand ought to have invested in some more cyber -- maybe a proximity sensor, or an extra set of ocular implants in the back of his skull. Turns out a solid poker face does you no good when your opponent creeps up behind you with a handheld particle beam cannon.

Too late, Ramon finds his credstick -- or what's left of it -- in Silverhand's front vest pocket, partly overlapped by the smoking hole in his chest. With a sigh, Ramon fires another shot into the dead grifter's shoulder, severing the fancy cyberarm.

Guess it's back to Santiago, see what he'll give me for this, he thinks, idly wondering if the fence has already moved the rest of his earlier score ...

[Success means I sold for base price, no increase.]
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: 19
Joined: Tue Feb 18, 2020 9:09 am

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

Post by Jimmy Black »

Jimmy never knew what to do with himself when there was nothing more entertaining to do. The boredom and emptiness would start hitting him and he would start taking risks he did not need to.

This was how he found himself looking around the market in broad daylight trying to find the right gambles to make. He knew all it would take would be one guard asking him to remove his helmet and he would have to go on a killing spree to escape or be killed by the sun. But he just had to get out and take some risks.

Strolling through the market he eventually found what he was looking for. The small vender, was attractive and to his awareness did not have any sort of arcane abilities. A Perfect chance to gain a new agent. Bargaining with the old man was worth it, he felt energized when done knowing that although he could not come to a fare price for the chalice he wanted, he did find a fair price for for the mans life.



Mind Control 1d10!!: [8] = 8
Wild Mind Control 1d6!!: [4] = 4
Jimmy Black (Rob T)
Jimmy - James Black
Race: Human
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4 * -2 to be hit with range, -1 to be hit with melee
Toughness: 17 (7)

Arcane Background (Master Psionics)

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

Active Effects
Invulnerability
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