6.0 Filling The Emptiness

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6.0 Filling The Emptiness

Post by RFT » Mon Sep 09, 2019 10:24 am

Having had some downtime to enjoy the most important city in the Three Galaxies, the crew of the Remorseless has had more than a month of idle time around Center.

Looking from one job to another each feels empty and uninteresting to the Crew of the Remorseless. That is when the idea is pitched. No one quite remembers whose idea it was first. No one remembers how, but suddenly no one cared about the little boring jobs. Somewhere out there was The Peacebringer, and a little revenge would be a nice way to recover some of the honor lost in fleeing the previous encounter. Time to do some planning and figure out a way to find this dirt bag and make sure the Galaxy knows not to screw with the Crew of The Remorseless.

The first step is hunting down a ship is always gathering intelligence. Everyone in the crew has a part to play, be that sifting the galactic net for data, interviewing allies, questioning friends or providing security while yours friends look for intelligence in dangerous places. This is a chance to kick off the mission.

Time to Gather intelligence.
Write an interlude or Quick encounter styled effort while going. You have three primary resources and can join whichever team.

For this hybrid of Quick Encounter and Networking, you may only participate in 1 of the three tasks, as your character spends about a week doing your best to gather information.


Galactic Networking roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will help you find out about the current location of the Peace Bringer.
  • 0 to 2 = Failure, You gather little of interest, you have an idea. But you will have to work some other mission until more Intel is available.
    3 to 5 = Success, you will know the general sector to within a few systems. There is a potability they could know Chances are solid they will likewise know you are coming.
    6 = Critical Success, you not only know where they where last seen, you also catch a rumor of the planet they like to hangout on!
Military Contacts roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will reveal game mechanics about the the new stats for the Peacebringer itself and the military profile of the ship/crew.
  • 0 to 2 = Failure, You gather little of interest, you have an idea, go ahead and make something up to share.
    3 to 5 = Success, you will know the general profile of the ship and make up of the crew.
    6 = Critical Success, I will give you a copy and paste of the ships stats as well as tell you how many of each Iconic Framework from Savage Foes in on board.
Underworld & Arcane Contacts roll at -2 - Up to 6 Tokens available, Success Grants 1 token, Raise Grants 2 tokens.
This information will reveal game mechanics about the the new stats for the Wild Card crew of the Peacebringer.
  • 0 to 2 = Failure, You gather little of interest, you have an idea, go ahead and make something up.
    3 to 5 = Success, Nice, you have just the right contact and will receive a 1 paragraph description of each of the Wild Card crew members. This even lets you know how many there are.
    6 = Critical Success, score! You get a 1 paragraph description as above, a long with their iconic Framework, most prevalent powers used, and a few hindrances some of them are known to have.
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Re: 6.0 Filling The Emptiness

Post by Kharis » Mon Sep 09, 2019 10:47 am

Persuasion for Military Contacts: 8: +2 Success Tokens
Persuasion 1d6-1 = 5: 6 + 1d6: 3 (-2 scene modifier partially offset by +1 from Attractive)
Wild 1d6-1 = 0: 1
Kharis begins his information gathering in the traditional way: buying alcohol for soldiers. It’s easy enough to find the bars that cater to the soldiers stationed in the area, and it’s no accident that the local merc companies tend to congregate in the same area (if not the same establishments).

Drinks turn to feats of fortitude and soldierly prowess (see, drinking games and darts) which turn into invitations to meet at the range. A less-than-stellar showing with the rifles turns into to some sparring challenges, one thing leads to another, and Kharis and the local soldiers find themselves brawling for beers in a training gym near the bar.

Nose bloodied and knuckles bruised, Kharis swaps war stories with an older merc (who has a surprisingly good right hook), when the man mentions having worked security at the docking yard when the Peacebringer was last there.

”The Peacemaker, you say? Anything special about her?” Kharis prompts, and then waits to see what his new friend has to say.

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Re: 6.0 Filling The Emptiness

Post by Death Otter » Fri Sep 13, 2019 9:26 am

Death Otter swam in oceans of data, with a dexterity and ease that called her namesake readily to mind. The Galaxies were networked, glistening strands of pulsed microwaves, tachyons, and quantum-entangled information transfer hubs. This was her playground.

Of course, as much as she loved digging up dirt herself, much of the grunt work was handled by software agents; bundles of code she carved from electronic ether and sent merrily on their way. They spread at the speed of light, leaping from node to node, city to city, planet to planet, each bearing a battery of search filters and malicious packets that would infest other computers and force them to devote clock cycles to producing yet more.

In this way, in an astonishingly short timeframe, she could get some modicum of eyes on anywhere throughout the Three Galaxies that had any kind of net access. Every message, e-mail, advertisement, purchase, social media update...scrutinized for a limited set of key words or phrases. All of it leading to an answer for just one question:

Where is the Peacebringer?

Rolls: Hacking 9
Hacking (including Telemechanics bonus) 1d10: 9 or 1d6: 1

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Re: 6.0 Filling The Emptiness

Post by Sa’Maku » Sat Sep 14, 2019 8:04 am

Underworld Contacts (Intimidation) 7, success
Intimidation 1d8+2 = 7: 5
Wild 1d6+2 = 6: 4
Busting Heads +2
One thing about being a wanted being, rightly or wrongly, is you know where the other bad guys hang out. Cruising through Centre, Sa'Maku makes his way to the seediest spaceports and docks of the massive city. A few would be bandits eye him warily, but a flash of his teeth sends most of them heading the other way. Finally, in the bowels of the market levels, he finds the White Dwarf cantina. A white dwarf is mostly just stellar remnant, the junk left over from a dead star. It is also an apt description of the people who frequent the past - space junk. It is an even more apt description of the proprietor, an albino Anvil dwarf. Word is he say something in the avoid that scared him so bad he lost all colouration in his skin. Others say he spent so long in the starless expanse he turned white from lack of light. It was probably just bad genetics, but it makes for a good story.

Sa'Maku bends low through the door, grumbling slightly about the place being built for a dwarf, then scans the room. This is not your lively smugglers cantina from popular fiction. The people here are more dreary, more desperate, and more cut throat. The big Seljuk gives a nod to the dwarf orders a drink, slides a credit stick across the bar, and says one word "Peacebringer".

The dwarf checks the amount of the stick, poors a drink, and casts his red eyes toward a table of pirates near the back, "They've run with Durack before."

Nodding, Sa'Maku picks up his drink and points at the credstick, "That should cover the damage."

Pounding back the strong brew in a single swallow Sa'Maku stretches his neck muscles, cracks his knuckles, and walks to the pirate table. Most of them look up apprehensively and Sa smiles, exposing all his sharp rows of teeth, "What can you gentleman tell me about the Peacebringer?"

One of them foolishly goes for his gun, only to find Sa is not only big but lightning fast. The Seljuk snaps out his arm backhanding the man knocking him twenty five feet across the bar. Then all hell breaks loose as everyone scrambles for weapons or tries to flee. A few short moments later, semi-conscious pirates are strewn through the bar with Sa'Maku holding the last of them up on the ground by his throat.

Relaxing his grip Sa listens intently as the pirate breathlessly tells what he knows about the crew of the Peacebringer.

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