1.4 Operation: Cold Slither. (Vostok City)

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Daniel
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1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »

As the APC with the disavowed, tribal warrior named Orn and the cargo of the dead Rhino Buffalo crest a snow covered hill Orn points out.

“There she is. Vostok City. Warlord Reyes, I suggested that you gather up the big beast and put it in the back of your wheeled barge and when we get to Vostok I have a good friend, Raud, who owns and operates a trade shop in Frosthall inside the city. We can explain to the city guard we are bringing meat and fur to Raud, to trade, to gain access to the city. I still suggest this course.”

As the APC approaches Vostok City the team has time to devise or expand on the plan as they wish.






Image


Vostok City

Population breakdown: 80,000 total
  • Humans 74,000
  • Psi Stalkers 2000
  • Various D-Bee’s 4000
What was once the remains of an old Russian base called Vostok Station has in the last 20 years grown into a large city in the South Pole region.

A massive underground lake and Ley Lines are located beneath the topside city. The subterranean lake, Lake Vostok has a nexus over the lake which populates the lake with fish and strange creatures from foreign worlds. In the shifting radiance, there are many caverns and several underground ley lines intersecting through the area. This underground lake provides freshwater, security and enough magic energy that the population can use it for their needs.

The above ground station has grown in size and scope and now houses a large population which inhabits the area. Since it’s inception, Vostok City has grown into a sizable settlement, expanding into a massive secret haven for magic users and their kin. Everything runs on magic, from the lights to the heating to the enchanted agriculture that feeds the city population. Individual chambers are cut out of the glacial layers into entire apartment blocks and techno wizard factories protrude from walls and blank faces of ice. Within larger chambers, tunnels turn into roads and paths, lit by enchanted lanterns imbedded in the walls or within stalactites and stalagmites.

The city is broken up into several sections –
THE DOCKS: are cut out of the icy shore of the subterranean lake and serve as a departure and drop off point for Techno Wizard Ships heading out onto the lake or up and down Ley Line tunnel rivers the travel to the surface or down to the subterranean lake.

THE FROSTHALL: is a combination Welcome Center, and town square and it borders are rings of magic shops, techno wizard outlets, restaurants and inns.

Overlooking the frosthall is THE CAPITOL: the capital, a huge building carved into a massive pillar of ice that supports the city.

THE ROWS: are off to the east, vault after vault of apartments and dwellings.

THE TECHNO WIZARD LABS: are off to the west and are home to the magic factories that produce Vostok City’s TW gear.

And beneath the capital are tunnels leading down to the Rift Windows accessible only by request. They are Vostok City’s most unique resource and carefully guarded treasure, capable of looking through the bounds of space and time.

Weapons in Foster City

Antarctica is a tough place and virtually everyone is sure to carry some kind of weapon at least to ward off giant animals and other monsters. Even in the city where the safety is more insured warriors still walk around with rifle strapped to their back’s and other weapons on their person. There are several arms dealers in frosthall which sell all kind of modern and ancient magic weapons.

Although Weapons may be carried openly it is illegal to have them loaded while within the city. Guards at checkpoints and walking patrols will stop to check the weapons of those they pass. Anyone caught with a loaded weapon will be fined 100 credits or the equivalent in trade good and possibly arrested if they cannot pay.

Inside the actual capital area no weapons are allowed.

There is a automatic death penalty for anyone that starts shooting anywhere within Vostok City, the guards have been instructed to gun down any authorized fighting inside city limits - doesn’t matter if the shooting was it self-defense or part of a dual or a showdown the guards (High tech body armor, psi powers and tech weapons) will attack and so will city golems (MDC constructs).




Having arrived at the main gates, heavily patrolled and open as a line of merchants and others make their way in, the disavowed see that every vehicle is inspected and the guards seem a mix of Borgs, Warriors in high tech armor and with energy weapons, along with some mages. Interestingly there is a Glitter Boy Power Armor standing guard at the gate.

Orn has informed you the guard might want payment to gain entry since it’s your first time here.

If the team stays in line they are greeted by a human male in white robes with magic symbols on it over light tech armor. He apparently recognizes Orn and says:

“What is this Orn? Who are you people - ain’t seen you before. I’ll need to see you each to make you an ID card you must carry on you while in the city.”

Interact with Guards. Or advise me what you plan is if not the gate to get in. Once inside I’ll post more information in the city and going to Raud’s to unload the meat.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

Driving up to the city, Timothy is reminded of entering The Tomorrow Legion for the first time. Looks like standard mixed configuration. This could tackle just about any threat."

“What is this Orn? Who are you people - ain’t seen you before. I’ll need to see you each to make you an ID card you must carry on you while in the city.”


Timothy waits for Sgt. Reyes to respond, confidant that she will keep the peace, and will not risk an incident at the gate. Once the team files out and lines up, Timothy will take his place in line.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

Juno stepped forward offering her mechanical hand to shake out of sheer habit.

"Staff Sergeant Juno Reyes," she said. "We're new to the area. Heard there'd been trouble with raiders, so me and my squad figured we'd check it out, see if anyone was in the market for military solutions." She smiled a lopsided smile. "Travel to exotic locations was on the brochure after all. Don't want my men thinking they got shortchanged."

With a nod to Orn she went on, "We met Orn on the ice sheet, right after we wiped out one of those big worms you've got down here. So we have plenty of meat, skin, scales, teeth...all that to trade."

"Nice to meet you."
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Shades maintains his watchful position on @Timothy Hernandez, still not certain what to believe about his squadmate. He silently rides shotgun in the APC and says nothing during the time they are waiting to gain entry to the city.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Vostk city was a psi stalker’s paradise. Enough PPE lay within its walls to keep him well fed for days to come. Sweetie had of course heard rumors about this fabled city. Captain Llyboc had not suggested him to go to the antartic without telling him two such rumors of this invariable city of white gold. Seeing the city for the first time nearly made Sweetie jump out of his juicer induced coma. If it were jot for his pal @Shades watchful actions over the far too convienient member @Timothy Hernandez who was no doubt a legion spy he would have barged into the city slicing and dicing his way to a glutton filled PPE afternoon. As it was he hopped out with sword sheathed and helmet on standing next to @Juno Reyes he mentioned one word that seemed to encapsulate his feeling on being here, “Sweet.” Sincerely I hope this smorgasbord starts soon.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Klanker »

After a nod from Sgt. Reyes, Klanker makes a show of unloading both of his Railguns and straps them to his back. Then assuming parade rest posture, Klanker waits for further orders.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

With the explanation by the Sgt. given, Timothy starts to line up.

"Come on, line up. Lets not make things difficult for these guys. They have a lot of processing to do." He walks up to the guards. "Name: Timothy Hernandez. Primary weapon: Chain Great sword. Race: Combat Cyborg. Do you need anything else?" Timothy will provide any additional information they need.

Once inside the gates, Timothy scopes out the area and waits for the team, keeping an eye out for any unwanted attention.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »


Image


The Frosthall is Vostok City’s “Times Square”. It is the first thing new arrivals from the Docs, the ice bridge, or the magic portals see, and is the center of the entire city.

Entering the city in the APC you come across the ice bridge to the area called Frosthall.

It is bordered by magic shops, general stores, supply houses and the like, and it’s more upscale areas are home to several high class restaurants, clothing outlets and a luxury hotel. Arriving by the ice bridge from the outside is a fantastic view. Dozens of dolem like ice arches are located in the area that are mini-Rifts controlled by Wardens who sell access to the portals.

As the APC is driven into Frosthall Orn points out to turn to the right towards Raud’s shop. As you slowly make your way there you see a lot of people, small vehicles and a mix of human and D-Dee, technology and magic.

Orn explains as you drive: Items from all over and resources are available in the markets of the frosthall. The Antarctica line walkers travel far and wide and their unique powers and use of portals has attracted more mystic visitors to Vostok city every year. Surprising things like items from Triax industries, Atlantis or phase world sometimes pop up for sale. Occasionally dimensional raiders attack the market and a sizable well equipped Vostok Guard step in to chase them off.

The Frosthall is also a social hub of Vostok city. Cafés and clubs are scattered about, as well as a pair of theaters and a magically heated Roman style public bathhouse. From time to time one of the Ley Line walker Lord‘s will deliver a speech from the middle of the hall, or two or three will hold a debate.

The open center floor is sparkling ice with rough bits embedded in it to provide traction. It is polished daily by a huge ice golem with a Zamboni like finishing tool, weaving its way between pedestrians and smoothing worn down areas with new ice. What the hell a zamboni is lost on everyone except Juno.

Orn points out some poorly lit tunnels and offshoots where there are the gambling houses, brothels, secret arms merchants, sellers of drugs and dark magic and even a few legitimate hotels and rooms for rent. The underbelly of Vostok city is located conveniently close to the outer face and many respectable shops and establishments have back doors that lead right to alleys. There are dozens of secret entrances, dead ends, pitfalls and forks to confuse those who are unfamiliar with the area and the shady characters who inhabit it makes wandering around aimlessly a dangerous idea.

When you pull up in front of Raud’s shop the big man, nine feet tall, steps out to greet Orn.





Raud’s Lomari Trading Post

Occupying a prominent corner of the Frosthall is a bustling trading post. Run by Raud, a Lomari Nomad who has settled permanently in Vostok, it is the place to go for traditional Lamari cold-weather clothing, available in human and Lamari sizes, fish oil, whale oil, blubber from seals, harpoos, snowshoes, mammoth ivory, meat and most of all, pelts.

Raud greets Irn: ”Orn! The Eagle! Welcome. You travel with new friends? Oh I see so much meat. This is good.”

Waving to some Lomari, Raud motions for them to unload the meat onto weight carts.

Orn tells Raud about events from the Ive Worm to now. Stating the desire to talk with the city Lord, Mikkael Vaelin.

”Well then. I see. Go to the Frozen Barrel. Find Captain Wallace. Tell him I finished assessing the worth of his cousins haul. I’ll give a 10 percent increase to Wallace’s Secret take if he helps you. Wallace can get you an audience if anyone can.






Getting to the Frozen Barrel

The sun shines brightly in contrast to the freezing winds and snow flitters down lightly as you make your way through the crowd, following Raud’s instructions, towards the Frozen Barrel.

Orn stays to keep an eye on Raud and the APC.


Player Directions

So you read the description of Frosthall (above). Write an encounter (mini-interlude-like) of something you come across as you seek out the Frozen Barrel (which is a bar). Avoid combat as City Guards likely would prevail in a battle and it won’t help you get the Lord to talk to you. An average length post is sufficient. You might stop at a shop window. See that rare thing you always wanted (like a toy or book not a power armor) and head in and haggle for it. Whatever. Everything I know canon-wise about Frosthall I wrote so it’s okay to make up a ship or place to add to the character of the city.
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Shades settles in for the ride to Raud's, making no secret that he watching everything that @Timothy Hernandez is doing. He doesn't care about rank, he doesn't trust the Borg in the least.

With the APC parked he waits till everyone has cleared the vehicle and the exits physically. He has seen no other Psi-Ghosts to this moment and he figured it best to not draw attention to himself, yet.

As he exits, he locates @Juno Reyes and tacks a
Hernandez is not what he seems. Careful.
to the end of her gun barrel. Then Shades disappears into the moving crowds.




With available directions, Shades wanders off into the crowded streets searching. It has been a couple of years since he has been in touch with his kind. There is a feel, a taint, an emptiness where his people reside. Surely in a place like this, his intel can't be that far off. The Ice Plateau Clan, from what his sources say, resides here in Vostok City.
reference among Psi-Ghosts
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Richards
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Richards feels like he has been out of it. The journey here and getting the rest needed to recover he had missed coming through the gate and not sees one of the most beautiful cities ever. How could monsters make something so amazing, so awe inspiring he did not understand. But the illusion of beauty is one often used by evil.

His jealous disdain for the monsters that live here is interrupted when he is going through and sees a vendor selling books, as something about them calls out to him. Unable to resist he heads over and begins looking through the books, so many secrets hidden away from mankind and he could access them here, perhaps turn them over to the research scientist. Best if he grabs one.

As he catches up to the group again, he notices Shades unhealthy interest in Timothy and begins wondering what triggered it. Hum, perhaps he missed a queue earlier? Either way best to keep an eye open for potential threats the Cyborg could represent or maybe even Shades...

Bartered for spellbook. A solid trapping to justify taking the new power edge.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
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Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
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Juno Reyes
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

Sometimes, in this crazy, screwed-up world of the future, Juno stumbled over some piece of the time she used to live in...and it just hit her all over again how bizarre everything had gotten. Like, here she was in a huge, elaborate palace of intricately shaped ice, strolling along humming the melody of 'Let It Go' to herself and laughing at herself because of it. And there off to her left was a sign in several languages, one of which was English that read, 'Abazur's Exotic Pets and Fauna.' There was an enclosure, and a weird thing that looked like an octopus wearing a hazmat suit that was full of water and standing on four tentacles while the other four swayed around as it jabbered at something else.

And behind it, in the enclosure, were penguins. Juno wasn't sure what kind of penguins, but they were definitely penguins. The biggest were a couple of feet tall, black and white coloration, flipper-wings, waddling gait...they were penguins. And it was just so this goddamn world that literally the only thing that was actually NATIVE to the continent they were on, were being sold as 'exotic.' By octopi. In hazmat suits.

As she was standing there, appreciating the irony, that emo guy Shades appeared from the crowd, put a finger to his lips and slapped the barrel faring of her particle beam rifle as he cruised past and vanished back into the crowd. With an annoyed sigh Juno shrugged the rifle around and into her hand, then tilted it up to examine the barrel.

A post-it note. Venerable, erstwhile occupants of offices around the world. Truly the cockroach of office supplies. She yanked it off and looked at it, then grimaced. This was going to need settling. Her gut reaction was that of course Hernandez wasn't what he seemed. He was in a Disavowed unit.

But all right. She'd have to try and corner Shades at some point and hear him out. And then this seed of discord would have to be ripped out before it started putting down roots. One way or another.
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Sweetie Pie
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Weirdest thing in Vostok city? On the way to the Frozen Barrel, I met my brother... My real brother and left him for dead just like he did me 20 years ago.

It was hard to not run rampant killing everything in the name of the Emporia. Beneath his helm he smiled thinking how good it would feel to plant the CS flag in the heart of the winter wonderland. It was a quick trip into the cold dark side alley at the back of the Frozen Barrel. Spoiled fish stunk, and an orange ooze had been piled near the back door to the illustrious bar. Sweetie Pie had felt eyes on him ever since arriving in the city of frozen horrors. Now it was time to confront those peeping eyes and lay them to rest.

A glint of steel, a muffled quiet gurgle, and the job was done. He shoved the body into the icicle laden waste bin, and covered it with a few bags of spoiled fish. It was a rush job, and he needed to get back to the group. He looked down in the bin one last time at the frightened dying face of whoever was following him. Normally not one to be caught by surprise, he recognized the eyes of his psi-stalker brother, not seen since he was 10 years old. He whispered overcoming the sticker shock and feeling no love lost for the one who abandoned him, “Goodbye.” Looks like it is my turn. He gently shut the lid and rejoined the rest.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3
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Timothy Hernandez
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

Once the team is in the town and they are given leave for at least some hours, Timothy starts walking around the town. Getting a feel for the residences, documenting any visible defense system and general layout. Timothy is looking at some ships in port, specifically the Intrepid, a ship with Tomorrow Legion flag.

"I said I will purchase top credit for the contents of your bag."

Timothy looks at this old lady who is poking him with a cane. "It's not for sale"

"It's not everyday someone like you carries an object like that."

Timothy adjusts his rucksack. "I like to have a backup plan. Now if you'll excuse me, I have an appointment to make." With that, Timothy heads towards the Frozen barrel. On the way to the bar, Timothy sees a toy demonic horse with the exact saddle in the window. This gives Timothy pause and decides to purchase it. Walking into the store, he garners some stares. Walking up to the counter, "How much for the toy horse and saddle in the window?"

The employee is slightly slack jaw, not seeing a combat cyborg entering the store before. "Uhh, 15 credits."

Timothy puts his cred chip on the counter, the employee gets the toy and starts to wrap it up. "No need, I'll take it as is."

"OK" The employee hands the horse over to the cyborg. Timothy puts it in his rucksack and heads out the door to the bar.

Once inside of the Frozen Barrel, the common sounds and smell of a bar assault his enhanced senses. Just like every other bar" Timothy will order a beer and sit with any other team member if they are there. If no other team member is in the bar yet, Timothy will sit along a wall if possible, and record the other occupants for a briefing.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Klanker »

Walking through the city of Vostok, if it wasn't for his 360 degree sensors, Klanker would have been rubbernecking the whole time. There were DB's of all descriptions, and the architecture and technology on display were unlike any he had ever seen before.

As he was distracted with all of the sensor readings and visuals, a strange thin four armed insectoid DB the size of a troll runs into him as it also seemed to be distracted. It started chittering at him in some sort of rapid fire language that Klanker had no chance of understanding. He started understanding, however, when the DB started forcefully tapping him on the chest plate... and definitely understood when the tapping changed to pushing.

Keeping Sgt. Reyes's orders about not getting in trouble in mind, Klanker Stood like a statue in the face of the DB's wrath. Minutes passed as the insectoid went from tapping... to pushing... to kicking and slashing. Its chittering was going so fast it almost seemed to blend together. A crowd was gathering to watch the spectacle.

Eventually, after a few minutes, its kicks and slashes started to slow down. The chittering also started having breaks in it before restarting at almost the same speed it had before. Eventually the breaks starting to overtake the chittering for the amount of time accounted for. The kicks and slashes were also getting to be a bit slower and more tentative. Eventually the insectoid DB threw up its four arms in frustration and turned on its heals and stomped away.

With what best could be described as a shrug, Klanker again started walking through the city on his way to the Frozen Barrel, hoping not to encounter any other angry DB's... they might put a scratch in his armour plating.
Last edited by Klanker on Wed Jul 01, 2020 12:56 pm, edited 1 time in total.
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Daniel
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »

The Frozen Barrel & Meeting Wallace

Raud suggested that to get to the Lord (Vaelin) you should go to the Frozen Barrel. Find Captain Wallace. Tell him Raud finished assessing the worth of his cousins haul. Offer a 10 percent increase to Wallace’s Secret take if he helps you. Wallace can get you an audience with Vaelin if anyone can.

You each set off to the Frozen Barrel and on your way encounter some unique things.

As the sun shines brightly down in contrast to the freezing winds and snow that flitters down lightly as you make your way through the crowd, following Raud’s instructions, towards the Frozen Barrel you each finally arrive.

The Frozen Barrel is a bar. As it is mid day it isn’t very full. Sitting in a corner booth is a man in white and grey uniform. From Raud’s description: Captain Wallace of the Vostok City Guard.


As the Disavowed assemble in the bar Wallace takes note of you all. You look like a dangerous sort for sure. For his part Wallace seems to relax some after Juno mentions that you are after the Delvers. Those raiders have caused trouble in Vostok too.

”Tell me why I should take bunch of possible assassins to see Lord Vaelin? How do I know you aren’t assassins or part of the raiders?”

Setting his right hand on the table you see he is holding a device that looks like a radio. The man has that look of a scoundrel, almost like Colonel Lyboc back home has.

“Maybe I just call the Guard? I can then have all your weapons and gear.”



This will be done over two Rounds. (Remember you are not supposed to let anyone know you are CS).

Round 1:

Your goal here is to convince him to let you see Lord Vaelin and that you are not assassins or Delvers Raiders.

It will be Persuasion at -2 (or another skill you can convince me of) opposed by his Spirit. Conversation will go over two rounds. Everyone can Support with any justifiable skill, max support is +4 with a maximum of +2 from any given person.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Richards watches silently, he knows people like this do not like him any more than he does. But he also knows that people like this often have outlooks and ambushers waiting. So he assigns himself the job of looking for trouble and ensuring that those who are chatting can do so undistracted. Overtly looking around he positions himself to side and nods to the team so they know he will keep lookout.

Reaching out with his senses he examines the arcane device in the mans hand, and likewise reaches out to sense of others are hiding in the area. His arcane presence sense giving him information unavailable to others.

Rolls, support 5 notice 12
Support with Common Knowledge 1d8!! or 1d6!!: [5]+[3] = 8


Observing with Arcane Senses 1d8!!+2 or 1d6!!+2: [12!!]+2+[3]+2 = 19
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Shades
Posts: 37
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Shades is not sure what to think. He generally has no problem with conversation but he honestly knows nothing about this Wallace.

Standing intangible in the shadows he starts whistling and then singing a tune.
User avatar
Juno Reyes
Posts: 41
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

Juno grinned to herself despite Wallace's words. Or rather, because of them. It was another of those moments.

Sure, the world was a crazy murder-house, but you could always count on a guy with a badge and uniform to try to shake the newcomers down.

"Mind if I have a seat?" she asked, and without waiting for a reply, sat down across from Wallace. She reached out and grabbed some kind of chip or something from the bowl in the middle of the table and popped it into her mouth, chewing and swallowing it before continuing.

"I get it," Juno said then. "The folks around this city don't appreciate you enough. Pay's lousy. Benefits suck, if you get any at all. You gotta make it up somewhere, right? What else is an honest professional, like yourself, gonna do?"

She grabbed another chip and ate it. They weren't bad. Kinda salty, but with a nice crunch.

"Here's the thing though. We're here to make money. That means we didn't show up with full pockets, you get me? Running a merc company means tight belts, and tighter purse strings." She held up a finger. "But we also recognize the value of having a friend in the local constabulary. So here's my proposal. You help us get this job from Lord Vaelin, and then we will find ourselves in a position to make sure our friends get all the compensation they deserve for services rendered."

One more chip vanished into her mouth, and she offered her cybernetic hand to shake.

"Or you can make the call and see what happens. You might get our stuff...if you're willing to dig it out of the giant pile of bodies."

Rolls: Persuasion 7
Persuasion (Attractive, +1 support) 1d6!!: [5] = 5 Wild 1d6!!: [7!!] = 7
User avatar
Sweetie Pie
Posts: 26
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Why was talking sooo boring? But then Wallace pulled out a radio. A god damn hand held radio! If there was one thing that @Sweetie Pie would not stand for was being betrayed by a fucking hand held radio. In between two heart beats his sword Glamdring flashed out spearing the radio and was just as quickly sheathed. Hopefully no one was the wiser, afterall he did move incredibly fast.
Stealth 8, +2 bonus to Juno
Stealth: 1d8! 1d6!: [6]+[6!, 1] = 13 burn 1d6!: [5] = 5 , I think he is at -4( scene and juicer non combat), so 8 total.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3
User avatar
Shades
Posts: 37
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Sweetie Pie wrote: Sat Jul 04, 2020 11:49 pm Why was talking sooo boring? But then Wallace pulled out a radio. A god damn hand held radio! If there was one thing that Sweetie Pie would stand for was being betrayed by a fucking hand held radio. In between two heart beats his sword Glamdring flashed out spearing the radio and was just as quickly sheathed. Hopefully no one was the wiser, afterall he did move incredibly fast.
Shades was just seconds from traveling the signal from the radio on the table to its partner, whereever it might be. Then @Sweetie Pie lanced the device, right before Shades eyes. Nuts

Well its time for a bit of improv.

Appearing behind @Juno Reyes, he bends down and whispers, just loud enough for @Lars Wallace and Juno to hear, "
Performance 1d4!!-2: [6!!]-2 = 4 Wild 1d6!!-2: [5]-2 = 3
."

Shades sets a non-descript hand held device on the table, near Juno's right hand.
User avatar
Klanker
Posts: 38
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Klanker »

Intimidation 5
Intimidation: 1d6!!: [5] = 5
Wild: 1d6!!: [3] = 3
Result: 5 - Success. +1 Support to Juno
Slowly reaching over to the edge of the table, Klanker's mechanical muscles lets him crush the edge of the table.

"Sure you could call the guard... you may even be alive long enough to tell them about us... but do you SERIOUSLY think that you would survive long enough to survive until help gets here if we had nothing to lose and we just had to TAKE YOU DOWN for us to survive? We can be good friends... or deadly enemies..."
Klanker
Main: Tiny Tim
WIP

Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
User avatar
Juno Reyes
Posts: 41
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

Juno glanced back at Klanker and said in a jovial tone, "Easy there, Private. No need to escalate. Not yet."

Then she looked at Wallace, still the soul of pleasantness, as if nothing untoward had happened, "Right?"
User avatar
Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

Sitting with team, Hernandez observes how they react to this threat. They are rather impulsive lot. Not even the 1st was this impulsive, of course, my team was actually able to integrate with the locals. Timothy gringes internally when the radio is destroyed. Lets see if any dressing down will come after this for the rash actions.

Setting a cred chip with $500, Timothy will slide it to Wallace. "I'm sure everything will be just fine boss. We just wish to replace your radio, O and Mr. Wallace was it? Mr. Raud said he would throw in another ten percent."
persuasion: 1d4!!: [6!!] = 6 Wild: 1d6!!: [5] = 5
With that, Timothy sits back in his chair and waits for a response.

There is low probably of success, not because the mission is difficult, but because this team will sabotage the missions themselves. This Sweetie Pie character is a loose cannon.
Dice rolls
Persuasion: 1d8!!: [2] = 2
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Holy crap, that was fast. One minute all was tense and Richards was on edge the next thing the juicer was already putting away his freakishly powerful sword. How the hell did a juicer get a sword like that anyways? He thought to himself.

Okay, Richards was concerned things would be going to action in only a breath and was looking out for who would bring the threat in. Unfortunately the gestures required for his spells often gave away his attempts at subtlety so he felt it would be best to look for the right moment before acting.

Notice GM seems to be drafting a post, so moved up in posting order to prevent confusion.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »

Spirit Roll

1d8!!: [7] = 7

Wild die

1d6!!: [1] = 1


Your goal here is to convince him to let you see Lord Vaelin and that you are not assassins or Delvers Raiders.

It will be Persuasion at -2 (or another skill you can convince me of) opposed by his Spirit. Conversation will go over two rounds. Everyone can Support with any justifiable skill, max support is +4 with a maximum of +2 from any given person.


Richards can tell there are three staff in the bar or back in the kitchen. The only other person in the bar is a long eared D-Bee looking Mystic type drunk in the back corner of the bar who looks up when Shades starts singing. Long ears starts clapping drunkenly off beat.

Wallace raises an eyebrow at the ruckus then nods at a Juno after she states the group are mercenaries.

The radio cut in half when Wallace glanced at the drunk and Shades is noticed as Kanker gets verbal. Juno and Hernandez smooth the ruffled feathers of the City Guard Captain with words and swiftly pocketed credits.

Leaning back in the booth chair Wallace sighs.

“Vaelin doesn't just see anyone. He’s very busy. But. Yes, Raud has best load up my take and ... mmm. I’m warming to getting you an audience - but, you can’t all see him. Pick one of you. The rest will have to wait at the base of the tower. That work for you? If so, it’s a deal as long as you have more credits for me.”
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Shades
Posts: 37
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Shades doesn't say anything.

Thoughts on Wimpy Wallace
Not much can stop him while intangible. Once he is inside a place, he could relay a destination to Richards. Richards opens up a portal and the entire team could be there in minutes. Send Juno.
"
Psionics 1d10!!: [1] = 1 Wild 1d6!!: [2] = 2 - Mind Link - Telemechanics
Benny to Reroll
Psionics 1d10!!: [9] = 9 Wild 1d6!!: [4] = 4
"

Shades reaches out and touches the cred chit Wallace is holding and there is a noticeable sound of change pouring out of a slot machine.
Last edited by Shades on Wed Jul 08, 2020 6:15 pm, edited 3 times in total.
User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Richards nods in confirmation of the rules. He was willing to play ball to get what they needed. "Only one person would be acceptable to us. We intend no harm and plan on dealing fair of course." He says as serious and honestly as possible. Trying to let the man know not everyone is against him, and yet at the same time leave him confused by the overtness of some of the team and compliance of others.

Unfortunately his insincerity shows through so that it is obvious to the man that while Richards would deal honestly with them, he would also feel no remorse is purging both of them.

Support +0
Support Persuasion 1d4!!: [1] = 1
Support Wild 1d6!!: [2] = 2
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
User avatar
Sweetie Pie
Posts: 26
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Gambling: 1d4! 1d6!: [3]+[1] = 4
No help.

Sweetie Pie fumbled to get out some dice And a deck of playing cards. He always kept them on his person juat in case he needed to grease some wheels with his mad gambling skills. Instead the quiet novice spilt them everywhere.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3
User avatar
Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

Sitting at the table, Timothy sits all the way back in his chair. He's a greedy one

"That choice belongs to our fearless leader." Taking a bite out of some chips. "Have you heard of the tale of the two farmers who prayed to their god? One was greedy and one was jealous. The god knew that these two farmers where selfish so he laid down the rule that what one gets, the other gets twice. The greedy man wished for 1 million credits. The other farmer received 2 million. The jealous farmer wished for one of his eyes to be removed. As you can guess what happened to the greedy farmer."

Persuasion: 1d4-1!!: [3]-1 = 2
Wild: 1d6-1: [5]-1 = 4
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
User avatar
Juno Reyes
Posts: 41
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

Juno tilted her head as she regarded Wallace closely for a minute, then let her chair clonk back down onto all four feet and leaned forward just a little. Not quite pushing into his space, but nudging right up to it.

"Two of us," she countered, "but we'll disarm before we go in. No funny business. A company like ours is all about reputation. We don't take a dump where we want to eat, you know?"

She extends her hand again.

"Deal?"

Roll: Persuasion 9, 2 bennies spent
Persuasion (-2 situation, +2 support) 1d6!!+1: [3]+1 = 4 Wild 1d6!!+1: [2]+1 = 3
Meh, bennying that
Persuasion 1d6!!+1: [2]+1 = 3 Wild 1d6!!+1: [3]+1 = 4
Jesus...really? Exact same rolls? One more time.
Persuasion 1d6!!+1: [1]+1 = 2 Wild 1d6!!+1: [8!!]+1 = 9
User avatar
Klanker
Posts: 38
Joined: Sun Nov 10, 2019 4:51 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Klanker »

Intimidation 7
Intimidation: 1d6!!: [5] = 5
Wild: 1d6!!: [7!!] = 7
Result: 7 - Success. +1 to Assist
Klanker goes back to his Parade Rest position as his glowing cybernetic eyes seem to bore into Wallace and follow his every movement.
Klanker
Main: Tiny Tim
WIP

Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »

The Frozen Barrel & Meeting Wallace

Wallace chuckles and nods at Juno.

“Okay. Deal.”

Standing the Captain of Security heads towards the exit and motions for you to follow.

Heading out to see Lord Vaelin with Captain Wallace

As the disavowed make their way across the glistening ice walkways of Vostok City they see the ice tower looming closer and closer.

Outside
Image

Inside
Image

Lord Vaelin
Image

Captain Wallace introduces the two of you to the city Lord.

“They are after the dimensional raiders, the Delvers.”

The Ley Line Walker and Lord of the City looks at you.

“Go on. I’m listening.”

Whoever the two are. Post away. Once you do I’ll move this along ASAP. Thank you.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Richards steps forward when @Juno Reyes suggest only two of them. In a quite voice difficult to hear he states. "I can get you out if there is trouble. Even a master line walker would find it hard to interfere with my teleportation."

He hated having to speak well of magic, and even worse speak well of his own skills. But she needed to know that his specialty was space time manipulation and he had powers of travel and movement that while less useful for killing the enemies, would be a life saver in a needed exodus.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Sweetie Pie
Posts: 26
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Sweetie Pie followed closly behind Juno. A wordless guardian whose sword was undrawn but at his side. Richard’s mention of his magic had only made Sweetie Pie’s stomach growl. The mage owed him a meal yet.
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3
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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

Knowing full well that Hernandez not only is the new guy on board, it appears that there really isn't much in way of seniority and not likely the best at persuasion, Hell, back in Silverado Cinder did most of the talking.

"Don't worry boss, I'll watch the children." That should rub some of them the wrong way.

"Waitress, another round for us left behind. Sit back and relax people, enjoy the show while you can."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Richard's ignores the cyborgs intended slight. He knew he was no child, he was much lower than that, he was one who allowed himself to be seduced by the arcane. Worse though, he knew deep down how much pleasure it gave him. But before he started chastising himself he heard the second part of the statement. "It would be unwise to imbibe alcohol, or potentially poisoned fare while in the preferred dwelling of an unknown, and unaligned person."

He really did not care what the other heretics did. But he had no plans to fall victim to common plosion. Concentrating his will he he tore a piece of his soul off and bound it to the elements. When he was done his mind was linked with the small frost pixie he has summoned. Then wrapping it in a vail to conceal its aura from others he mentally sends the order to 'follow her, watch her and those around her.'


Shifter Iconic Ability "Bind The Summoned" costs 3 PPE to summon Frost Pixies and use Mind Rider.
Bind The Summoned 1d10!! or Wild 1d6!! Always treated as a raise: [5]+[1] = 6
Exalted Conceal Arcana 1d10!!+2 or Wild 1d6!!+2: [5]+2+[5]+2 = 14
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Timothy Hernandez »

"It would be unwise to imbibe alcohol, or potentially poisoned fare while in the preferred dwelling of an unknown, and unaligned person."
Taking a glass of beer from the waitress, Timothy looks as Richard. "You need to lighten up some my friend. They are here to make money. They can't very well do that with dead customers now can they?"

Timothy will look at the waitress as she passes the rest of the drinks around. "Please excuse my friend, he doesn't get out of the field much, Toots"

Persuasion: 1d4-1!!: [2]-1 = 1
Wild: 1d6-1!!: [3]-1 = 2
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »

Juno and Sweetie Pie

Lord Vaelin proposes:

“If your group of mercenaries knows the location of the Delvers then I’m definitely down for taking those annoying raiders out. They’ve hit the city quite a few times. Lead the way. I can commit a fighting force of a hundred. A mix of mages and tech fighters.”


Standing the Ley Line Walker and leader of the city steps down closer to you.

“Shall we?”
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Richards
Posts: 30
Joined: Sat Apr 11, 2020 11:28 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Richards »

Timothy Hernandez wrote: Fri Jul 24, 2020 8:18 am Taking a glass of beer from the waitress, Timothy looks as Richard. "You need to lighten up some my friend. They are here to make money. They can't very well do that with dead customers now can they?"

Timothy will look at the waitress as she passes the rest of the drinks around. "Please excuse my friend, he doesn't get out of the field much, Toots"
Richards watches the cyborg drink the bear, abstaining from the refreshments himself. Well, now I know why he is unfit to be in the company of real humans. Like the rest of us, he lacks decency. He thinks to himself, but not wanting to antagonize the cyborg he says nothing more instead focusing on potential dangers.
Richards
Lieutenant Adrian Michael Richards (Disavowed)
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Translocator (Shifter)
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 13 (6)
Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8+2 (2, Danger Sense)
  • Occult d10 (2)
  • Persuasion d4
  • Shooting d4 (special award)
  • Spellcasting d10 (2)
  • Stealth d4
  • Academics d8 (3)
  • Fighting d8 (4)

PPE: 10/15

Bennies: 3 (Updated July 21, 2020)
  • +3 Quarter reset
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.
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Sweetie Pie
Posts: 26
Joined: Sun Apr 12, 2020 3:50 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Sweetie Pie »

Lars wrote: Sat Jul 25, 2020 10:35 am Juno and Sweetie Pie

Lord Vaelin proposes:

“If your group of mercenaries knows the location of the Delvers then I’m definitely down for taking those annoying raiders out. They’ve hit the city quite a few times. Lead the way. I can commit a fighting force of a hundred. A mix of mages and tech fighters.”


Standing the Ley Line Walker and leader of the city steps down closer to you.

“Shall we?”
Sweetie Pie tipped his hat. His face plate hid his gleeful grin. So many people were about to die. He simply said, “Kill away.”
Stats
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d8
Pace: 16 d10; Parry: 8; Toughness:[21]15(5); Strain: 0; Burn:8(d6)
Hindrances: Heroic, ruthless (minor), vow (minor, CS)
Active Powers
+2die steps fighting 2/5
+2 fighting, imp frenzy, +6 toughness
Bennies
3/3
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Juno Reyes
Posts: 41
Joined: Sun Jun 16, 2019 7:04 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

“If your group of mercenaries knows the location of the Delvers then I’m definitely down for taking those annoying raiders out. They’ve hit the city quite a few times. Lead the way. I can commit a fighting force of a hundred. A mix of mages and tech fighters.”

Juno glanced at Sweetie, then back at Vaelin.

"Okay, hold on there. First off, we're amicable to working with local forces. Done it before, we'll do it again. Before we agree to anything more specific though, we're going to need some terms. We just arrived in this area. We have some operational intel on the Delver location, but we haven't verified it yet. If you want to launch a full assault on unverified intel...not sure I want to be under your command." She smiled.

"Here's what I'm thinking, Lord Vaelin. And feel free to suggest changes, this is a work in progress. The campaign against the delvers should take place in at least three parts. Mission one...locate their stronghold and recon their forces. That'd be something my team can take care of. Mission two, assault the stronghold, which depending on circumstances is either a breach or a siege. That's where your fighting force of a hundred comes in. Mission three, mop up remaining Delver forces."

She nodded at that and went on. "Three ops, three payouts plus bonus for achieving all objectives at the end. Benefits you because it means you have flexibility. If we scout the place out and you don't think you need us for the assault...you pay us for the scout job and we're clear." Juno grinned. "Personally I'd say you're wrong about that, but I'm not exactly unbiased."

"Benefits us because it makes the total campaign more of a revenue stream than a lump sum, even if still limited duration. Also means that if there's incompatibilities, we're not committed to the entire campaign until we know what's going on."


"We can haggle over the nitty gritty, but how does that overall shape of collaboration sound to you?"
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Daniel
Daniel (Lars)
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Daniel »


Lord Vaelin chuckles loudly.

“I believe you are a mercenary as claimed. You’re terms are exceptable. Is there anything you need? Icecutters? They’re snowmobile basically. Or optics? Otherwise please. Carry on. I look forward to the destruction of the Delvers.”
Agents of Titan Robotics Industries (AoT)
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• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
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Shades
Posts: 37
Joined: Sat Apr 11, 2020 10:42 pm

Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Shades »

Shades had promptly disappeared when it was decided that @Juno Reyes and @Sweetie Pie were to be those to go visit His High and Mightieness. He had stayed intangible and quiet through the entire coversation, until the point where it was decided that the team would be responsible for recon.

Excited for some action Shades appeared in the room with Juno and Sweetie, as he said, "I can't wait to get the drop on those Delvers. Cover me Juno. Imma goin in." Shades makes a diving in motion with his arms clasped above his head and then falling to his right side. Just as he nears the floor, he goes intangible once more falling through the floor.
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Juno Reyes
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Re: 1.4 Operation: Cold Slither. (Vostok City)

Post by Juno Reyes »

"We'll take a couple of those icecutters then," Juno nodded. "I'm pretty sure our ATV can handle the terrain, but having some fast scouts would be good. And yeah, by optics I assume you mean something to cut down on snowglare? We're going to pick up survival gear, but if you're offering we'll take it."

From there it was just a matter of the art of the deal, with Sweetie and Juno doing their best to negotiate a good rate per mission.

Once everything was done and dusted Juno contacted the rest of the team and said, "Everyone, meet up at the APC."

At the vehicle she met the squad and said, "You guys did a great job out there today. Kicked ass, kept your cool. Everyone has two hours here in town. Shop, visit the bars, whatever. Only restrictions are that we're back here...in uniform and duty-ready...in two hours. That means if you went drinking, you gave yourself enough time to sober up. If you got in trouble, you're out of jail in time to make it back here before we leave. If someone falls asleep in town and misses the mark, then you get to enjoy an unpaid vacation here while the rest of us work." She paused. "And that vacation will continue after we're all back through the portal home again."

She'd already decided to take care of the survival gear angle herself, unless anyone really wanted to step forward for that. Meant she wouldn't get the time off, but that's why she got the big bucks, right?
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