DM Default |
With Pilgrim's background, you have just enough knowledge and gut feeling to think that its a possibility. If there are more shady deals than a brothel going on here, then it wouldn't be a far toss to say that they have heightened security in this separate area.
You can ret-con that last action if you wish.
DM Default |
Pilgrim doesn't find anything of interest, or nothing he's confident he can snoop in and get away clean.
Any other actions before Aleksander gets the next data dump?
DM Default |
Alright, first things first.
Aleksander finishes his last data download with thrity seconds left on his session. He quickly pulls out of his cyber shenanigans before Julia knocks and then opens the door.
"Did you have fun? Thanks so much for your business, and I hope you get the urge to come back."
She gives a coy wink and shoulder shrug as she escorts you back to the lobby area. Your teammates don't seem to be around.
As for Pilgrim, he opens the office and finds what seems to be a regular security room. There's a small terminal where one can jack in and monitor the camera feeds directly. A few bottles that seem like empty drinks, and...that's about it.
DM Default |
You didn't have time to actually check, just complete the download, but now that you're out and about...
You found mostly junk, financial stuff, and other stuff about certain customers that you don't have any idea who they're about. However, you do find information about a cache of 'special' drugs in the storefront known as Mike's Custom Morphs, a few block away.
Anyone want any info, or waiting on something.
DM Default |
Pilgrim doesn't get anything out of the system, and is actually locked out. An alarm may have been triggered, or it could just be a failsafe, but the risk is there.
Where to next guys?
DM Default |
Pilgrim, it's a cargo loading garage. there's an entrance door that leads deeper in, and the large doors that open to the outside.
From what you can tell, it takes an access card to get inside. You could try hacking again, but with what you've already done, the system is primed to trigger an alert.
You do have the info Alek sent you Cat.
"Pilgrim" |
Pilgrim pulls out his utilitool and starts monkeying with the card reader- not necessarily to open the door, but to get someone on alert to open the door.
Could I use Hardware- Industrial to just bust the card reader?
Hardware: Industrial 40, +10 McGuyver: 1d100 ⇒ 89
Once he's jammed his tool into the security device, he tries to hide someplace close to the door- possibly even on the ceiling with his grip pads.
Infiltration 60 +20 chameleon coating, thermal dampening: 1d100 ⇒ 97
DM Default |
Catarina, the first thing you notice is that the place looks almost abandoned. the windows are boarded up, there's dust on the flat surfaces. And there's absolute no through traffic. At the back, you do see an area for unloading, and some security cameras that seem to be active.
Pilgrim, you jam your utiltool into the card reader. It doesn't work quite the was you expect, and you think you might have snapped off an important attachment, but you definitely see an alert come up. Quickly you hide yourself on the ceiling grip pads in place. As your chameleon skin activates, you find program fritzing out and before you reset the configuration, the door opens revealing a large looking morph, super masculine with a thick jawline and large muscles. He looks around for the intruder, his weapon drawn, and seemingly his aiming matrix loaded into his mesh view.
"Don't see the intruder..." he turns to look at the datapad with the fragment of utilitool in it.
"But someone was definitely here. I'm going to put the place on lockdown."
He hasn't seen you yet as you're directly above him, but you know your chameleon skin isn't hiding you right. You can tell his attention in partially in the security system's commands currently.
"Pilgrim" |
>Pil:Whatever you want to do, but do it quick- the guard's putting the place on lockdown. Chameleon coat is on the fritz, I've got to neutralize this guy...
From above the security guard Pilgrim readies his freezer and fires.
Freezer, Spray Weapons 60 +10 aim action: 1d100 ⇒ 97
Ugh. Fine, I'll use my last moxie to reroll.
1d100 ⇒ 97
Does anyone know the statistical probabilities of rolling a 97/100 three times in a row?
Pivo, Mercurial Scavenger |
Pivo will send a Speck in, in the hopes that it will provide some intel while the others try to keep the place accessible.
Speck: Specks are tiny insectoid spy drones, 2.5 mm long and 2 mm wide, about the size of a small fruit fly. They fly with tiny wings, carry a microbug, and are excellent for surveillance purposes or otherwise being a “speck on a wall.” Specks are difficult to notice (–30 Perception modifier) and almost impossible to distinguish from an actual insect.
DM Default |
Wow....I think I'm going to give you a bonus for statistical impossibility.
Pilgrim aims his freeze gun, but something malfunctions.
You can either choose:
A. You throw your gun at the guard and it explodes, destroying the gun but freezing him solid.
B. Having the gun malfunction, but not give you away. It will reset automatically in five minutes.
Aleksander looks and does a quick ping, finding only a couple of security spimes on the perimeter. Oddly enough, it seems this facility is partially offline, or perhaps on its own private internal server.
Pivo sends in a Speck, ducking into the garage section and watching the scene unfold as Pilgrim has a gun malfunction. From here, you could follow him, the guard, or try to go into the section between the brothel and the garage facility.
So Cat and Aleksander are at the morph shop, Pivo and Pilgrim are at the brothel side business.
Aleksander |
>Wyrm: I got good news and bad news here Kitty. The good news is that I can get a couple of spimes. Bad news, there aren't a reasonable amount of visible spimes based on this facility. What I'm saying is, there's likely more inside that I can't get to from out here. So.....yeah....
Meannwhile, Aleks plays a little to get access through to the 'couple of security cameras'. An activity that always leaves a smile on his face.
Infosec 80: 1d100 ⇒ 56
"Pilgrim" |
I know gear is impermanent but I kind of want to keep my freezer, since I don't know when I'll be able to fab another. I'll have it malfunction for five minutes.
As Pilgrim takes aim at the guard, an entoptic window pops up in his vision.
Tharsis League Mancatcher Firmware updating. Please wait while your Mancatcher calibrates. Serial number verification at 30%...
Biting his lip to keep from screaming his frustration and chucking the damn thing, he switches to his shock baton.
>Pil: This is not my day. I'm gonna have to go in up close pretty soon- can you be on site, P?
DM Default |
Gaining access is, as always, a walk in the digitally rendered park for Aleks, and soon he has eyes on the outside just like anyone monitoring the spimes would have on the inside.
I think this next part is going to require some cooperation from a few folks, where Pilgrim's at
Aleksander |
>Wyrm: Well I mean, with my access to the cameras out here we just need to find a hook in spot to the cameras inside. Or, an entrance....Preferably in that order..
Aleks begins looking for a connection box around the outside.
not sure what to use for this
Perception 50: 1d100 ⇒ 99
Scrounging 60: 1d100 ⇒ 52
Lexi dear, could you edit the camera footage as we look around?
Yes Aleks.
Infosec 30: 1d100 ⇒ 25
DM Default |
Catarina gets tied up by some bystanders trying to strike up a drug deal. At the same time, Pilgrim drops from the roof to surprise attack the security guard. However, timing is a cruel mistress and the security guard turns randomly to do one last check as Pilgrim is about to strike him.
I'm going to need Pilgrim and Catarina make their first actions in combat, after which, if the guard can go, he will do so. A handy guide to how combat works is below. if Aleks or Pivo would like to join in , they may do so after the first round between Cat, Pil, and the enemy guard.
Aleks is able to manipulate the footage to mask his physical casing of the building, but is unable to find any direct links to the inside.
Catarina Ortega |
Catarina whips out her pistol, and shoots two bursts with zap rounds into the security guard. That should take him out for some time.
Initiative: 1d10 + 8 ⇒ (2) + 8 = 10
Ok, let's see, I'm shooting with Burst Fire which gives me two attacks and either DV+1d10 or +10 to target number. I'm using Zap rounds, with halves my DV, gives Shock, and decreases AP. The final attack will be one Complex Action with two attacks, each with DV (2d10+4)/2 +Shock and AP-2.
Kinetic Weapons 80(70+10): 1d100 ⇒ 59
Heavy Pistol DV, burst, zap: 2d10 + 4 ⇒ (10, 10) + 4 = 24 12+Shock, AP-2
Kinetic Weapons 80(70+10): 1d100 ⇒ 61
Heavy Pistol DV, burst, zap: 2d10 + 4 ⇒ (7, 8) + 4 = 19 9+Shock, AP-2
Shock weapons use high-voltage electrical jolts to physically stun and incapacitate targets. Shock weapons are particularly effective against biomorphs and pods, even when heavily armored. Synthmorphs, bots, and vehicles are immune to shock weapon effects.
A biomorph struck with a shock weapon must make a DUR + Energy Armor Test (using their current DUR score, reduced by damage they have taken). If they fail, they immediately lose neuromuscular control, fall down, and are incapacitated for 1 Action Turn per 10 full points of MoF (minimum of 3 Action Turns). During this time they are stunned and incapable of taking any action, possibly convulsing, suffering vertigo, nausea, etc. After this period, they may act but they remain stunned and shaken, suffering a –30 modifier to all actions. This modifier reduces by 10 per minute (so –20 after 1 minute, –10 after 2 minutes, and no modifier after 3 minutes). Many shock weapons also inflict DV, which is handled as normal.
A biomorph that succeeds the DUR Test is still shocked but not incapacitated. They suffer half the listed DV and suffer a –30 modifier until the end of the next Action Turn. This modifier reduces by 10 per Action Turn. Modifiers from additional shocks are not cumulative, but will boost the modifier back to its maximum value.
For now it looks like I hit, but I don't know the distance and other modifiers. I also spent 6 bullets out of 10.
"Pilgrim" |
Initiative: 1d10 + 7 ⇒ (7) + 7 = 14
I'm using my one complex action to hit the guy with my shock baton.
Clubs 55: 1d100 ⇒ 37
DV, AP 0: 1d10 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Also a shock weapon.
Pilgrim attempts to backhand the security morph with his shock baton and take him out before he can make this day any worse.
DM Default |
Doesn't seem to work Pivo, as Aleks tries your solution but doesn't find anything inside to latch onto. It's an oddly clinical environment, almost nothing to infiltrate and such.
Accounting for the thin armor that the guard wears, his wounds gained from Catarina, the guard staggers backas Pilgrim tries to get a swing in, is blocked, and then two gunshots ring out as Cat sinks a couple slugs into the guards morph.
Dealing a total of 23 damage to his durability, and leaving two wounds, giving him a -20 modifier.
"Wait! Wait!" the guard begs, his hand holding his side. He glances up to the camera.
"You here for a robbery?" he asks, a bit of a latin accent in his voice. "Or kidnapping? You don't look like ego-nappers though."
Panting heavily, he takes his free hand and slowly takes off his belt, his holstered gun, falling to the floor.
"Look, I can't afford no refits, the boss lady will cover patch-ups. You guy controlling the cameras?"
DM Default |
Whoops, apologies. Still learning the system. Actually, rereading the damage calculations I had, I think I bungled a lot of it. Suffice it to say, the guy should most likely be knocked out with three shock attacks inbound.
We can resume play from him either be knocked out from the shocks or from the current point, which would be preferable?