Welcome to Star City, the city of the future.

Game Master PoorWanderingOne


801 to 850 of 1,030 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Karma

No one pays any attention to you when you are visible. The neighborhood feels a bit on edge. There is much talk about the war between the Family and the Slashers heating up. Folks are aware that 'something must have happened' but they do not know what, they just know the Slashers are more active and angrier than usual.

You find a clubhouse/den/shooting gallery full of Slashers. Ghosting through the place you locate the stash room but you must have just missed a courier. Only 2d10 x $300 in cash and easy to barter goods. All the drugs you can carry though. Many types, no combat drugs but plenty of EZ capsules. While in the house to come across a rail thin woman with more tattoos than clothing and bare skin combined berating a large man. And I mean LARGE he must be at least 7'tall and all of it muscle. No hair. Skin is bright pink and swollen, think a really really bad sunburn. They are wearing too small shorts and dark goggles. Their nose is running.

Woman: {angry, near shouting} Dammit Sunny! You know this is not the time to get strung out! Red in on the warpath. He is going to gut the next person who talks abut ghosts or exploding trucks. You know that stuff makes you talk crazy. Last time you were singing about flying puppies. Talk like that to the wrong person and it's straight into the pot."

Man:"I know, I know. Calm down. I'll chill out here and watch the flowers. I'll be good once the yelling stops and Red has a plan...i'll be good..."

The man now appears to be asleep. The woman leaves with a disgusted look on her pierced face.


Psiclops

Are you just talking about the chemicals? Are you reporting that you intercepted the Transport and all of what you found in it? Are you keeping any information back? Asking any questions other that where to deliver the chemicals?

The V-Map works like a bulletin board so you basically leave messages or uploaded files for specific people. Your cell (have a name yet?) can currently leave messages for each other, OMEGA which is your normal contact point, or for Dr.Destruction directly. You have not left a message in that last spot yet.

This info added to V-Map on the campaign page


Karma NE wrote:
"Savant" wrote:
"How did you end up working for the bad doctor? Is this just a paying gig for you or do you have a deeper reason to be a thorn in the side of our alien overlords?"

"Well, I sort of, you know, I have these feelings. Like, they aren't my feelings, but I feel them. Just like I know things I don't know. I feel things I don't feel. And people, the people who are left, they really don't like the Vs, you know. So I sort of have to fight back. Or I don't have to, but it feels better if I do. Don't care much about pay. Just happy to have a place to sleep and something to eat. As for how I got here, he just told me to be here, and he seems pretty scary."


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Yes, sorry, Psiclops gives a full mission report and the entire contents of the truck, including the trackers. No extra questions.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma follows up on Savant's vague response. "Well, I guess we're stronger now. It will be great to get some clear idea of what you can do besides drive the van. So what was your life before the V-sorrys? Do you have family?"


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

When Karma gets back from her recon mission, she marks the location of the house where she found the drugs and overheard the conversation between the thin tattooed woman and the big red guy. She writes a report and sends it off to DD and files it away for future reference.

Next opportunity, she'll make the same kind of approach but trying to get intel on the Family. She'd like to particularly find out what they need most in their fight against the slashers.

Persuasion: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1
Modifiers: Streetwise +2
Result = 4


Karma NE wrote:
Karma follows up on Savant's vague response. "Well, I guess we're stronger now. It will be great to get some clear idea of what you can do besides drive the van. So what was your life before the V-sorrys? Do you have family?"

"Before was a lot of drinking, and sleeping in parks, drunk if possible. Trying to drown out the voices. Wasn't much use to anyone. Have a mom. She is still around, but we don't have much contact. Usually I can do what I need to do, you know?"


In the three days, I will look for something that could use fixing and work on it.


"Savant" wrote:
In the three days, I will look for something that could use fixing and work on it.

What's your priority? Interior doors/locks? Getting screens for the security cameras to feed to so you are not relying on the one laptop for everything? Tracing that slo dripping leak in the basement? Something else?

If you need stuff, lumber, tools etc. How did you get them?


Karma NE wrote:

....

Next opportunity, she'll make the same kind of approach but trying to get intel on the Family. She'd like to particularly find out what they need most in their fight against the slashers.

[dice=Persuasion]1d8
[dice=Wild]1d6
Modifiers: Streetwise +2
Result = 4

The Family is easy to find but hard to contact.

Their territory is mainly the west and south parts of South point. The Slashers have a loose hold on the east and most of the north. The central area, where you are, is a bit of a no-mans-land. Very mixed territory, sometimes even sharing the same block. No one is pushing too hard here as the sides are too intermingled and exposed. Most of the pressure is to the north where the Slashers have cut the Families access to Down Town in half.
Family territory seems to be quiet especially when compared to Slasher turf. You hear that a man was shot in the street a night or two ago. No one knows why but rumor says that his cousin owed the Family money. As bartender telling the story put it. "He had a cousin, a loan, and a fishing boat. Now he just has a loan."
Some careful (you hope) questions gives you the name "Max Gold". They run a pawn shop in Family territory and if you want to talk to the Family you start by talking to Gold.


Doc Toxic
How are you spending the three days?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Psiclops will spend the time picking a room to sleep in, clearing it out of any junk, and start by laying down several blankets to soften the hard floor.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

The Doc will figure out what he needs to finish synthesizing the drugs, and where that would be.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

For home improvement projects, Karma suggests starting with a system to detect bugs and surveillance. Depending on cost, the lair should have good 24/7 camera views of interior and exterior areas. Private rooms would have a way to turn off the camera in the room when privacy is needed.

This is due to Karma's hindrances of cautious and suspicious showing.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma reports to the group her findings about the Family vis-a-vis the Slashers. See post above for details.


Psiclops wrote:
Psiclops will spend the time picking a room to sleep in, clearing it out of any junk, and start by laying down several blankets to soften the hard floor.

Great. No roll to be made it is just grunt work. Feel free to ask for help. With aid you can get the job done in half the time which would leave you time for a second quick thing to do in the downtime.

I think you have writing access to the lair floor plan. Go ahead and label your quarters.


Doctor Toxic wrote:
The Doc will figure out what he needs to finish synthesizing the drugs, and where that would be.

You have most of what you need. Give me a Science check at -2 to continue with recycled bottles and etc. Or give me a Common Knowledge or Notice to

take a day scrounging and jury rigging to makeshift a lab and avoid that -2. You are welcome to tentacle in other folks to help as well. Savant has indicated their willingness.....

Also please note on the lair map where your lab is located?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Quarters labeled. After fixing up the room, Psiclops sleeps for 12 hours, asking not to be disturbed unless an emergency arises.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:
The Doc will figure out what he needs to finish synthesizing the drugs, and where that would be.

You have most of what you need. Give me a Science check at -2 to continue with recycled bottles and etc. Or give me a Common Knowledge or Notice to

take a day scrounging and jury rigging to makeshift a lab and avoid that -2. You are welcome to tentacle in other folks to help as well. Savant has indicated their willingness.....

Also please note on the lair map where your lab is located?

His lab is in the basement so that he can process and drain the waste.

Savant is welcome to assist.

He will scrounge better equipment
notice for scrounge: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 41d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2

science for synthesis: 1d8 ⇒ 71d6 ⇒ 2
reroll science for synthesis: 1d8 ⇒ 21d6 ⇒ 3


Doctor Toxic

With the makeshift lab set (washing all those soda bottles to lad standards was a real pain, but it was the best glass you could find in quantity) up you set up a processing line and are soon in teh illegal drugs trade. So what did you make?

Reminder if you need it. 500 doses of any combat drugs you desire or 1000 doses of EZ (1 combat = 2EZ if you want to make a mixed batch)

Mixing the drugs was simpler than it looked. A talented high school student could do this. Heck even a grad student could manage it on a good day. Mixing the precursor materials, the white slab and the colored liquids, that is a for worthy of your steel.

(Haven't quite figured out exactly how to do this. Likely a Dramatic Task involving figuring out what you need, getting it, and then figuring out how to mix the final product. Is this something you want to pursue?)


Psiclops
Barring the other players pranking you in the night you sleep the sleep of the unjust.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma does not think we should try to make the drug unless Dr. D wants us to. If we do make it, we could try to disrupt the Slashers by selling doses cheap the the Family, to increase their resources and give the Slashers selling the stuff some competition. She's not keen on dealing drugs however. The common people have enough trouble with the gangs as they are.

She did promise to do some research as needed.

Research: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3

Not much help, however.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

If nobody else objects, he would make 142 EZ, and 143 each of Fury Red, Ketracel White, and Blue Meanies.

Looking over the V-Map, he comments, "If we don't deal with this drone hunter, then the other options become irrelevant."


Looks like Toxic has things well in hand.

Savant will spend the first day poking into corners and holes. Curious. Day two he will work on improving security.

Where would one go about finding electronics for surveillance and counter surveillance?


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

"This part of town has lots of black market dealers. I can locate some and you can check what they have."

Let's see if common knowledge plus streetwise turns anything up.

Common knowledge, streetwise: 1d4 ⇒ 2
Wild: 1d6 ⇒ 1
Modifier: +2
Result: 2 + 2 = 4


Savant wrote:

...

Where would one go about finding electronics for surveillance and counter surveillance?

Karma has the right idea below. Give me a common knowledge check to see if the voices tell you anything. Remember there is nothing stopping you from using Boost trait here. Note, it may be worth taking a glance through the NE guide. There may be useful info there.

Karma wrote:

"This part of town has lots of black market dealers. I can locate some and you can check what they have."

Let's see if common knowledge plus streetwise turns anything up.

[dice=Common knowledge, streetwise]1d4
[dice=Wild]1d6
Modifier: +2
Result: 2 + 2 = 4

Answer incoming soon. You did succeed so you know of at least one. (Actually at least 2 as you brushed against one already. There may be others or other options mentioned in the NE guide when it is talking about the various neighborhoods in Starcity.) But if Savant does well then you will together get more info.


Focus: 1d10 ⇒ 6
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 4 10 total to Boost Common Knowledge. With raise to d6.

Common Knowledge: 1d6 ⇒ 6
Wild: 1d6 ⇒ 4

Common Knowledge Ace: 1d6 ⇒ 1 =7 total


Karma and Savant

You already know about Max Gold but a bit of poking or a stray memory also finds a few more. Willi the Fish operates out of the Docks and can usually be contacted at the Farmers Market. (Think 24/7 outdoor bazaar. It did start life as a real farmers market though, before the war.) The Industry Shops in Westpoint might be a good option. They are the only major mall left in Starcity, possibly the last in the world. The 'Shops pretty much live at the center of the Venn diagram for legitimate business, black market, and salvage operation.

If none of these please you then feel free to create a dealer/location. They won't be as big as Willi or the 'Shops and probably not as big as Max Gold unless someone is backing them like the Family is backing Gold. But there could be the Teamsters from Dockside taking advantage of the Slasher/Family war to set up an underground market or two. Or even an independent operator/fixer playing all sides against the others. It is your call really.

Savant. You actually have a d4 in Common knowledge, everyone does. The little stars on the Athletics, Common Knowledge, Notice, Persuasion, and Stealth skills indicate you have a free d4 in that skill. so your boost with raise raised your common knowledge to a d8. The roll can stand. This is just something for the future.


Thanks. I also forgot Jack of all trades.


"Yeah, let's check. But dealers...that means like money, right? You have money? Or we are bartering? Should take something to barter. You know, we don't need like best of the best. Like, if we could get some old trail cameras, we could use the guts of those. They can see in the dark, have motion sensors, record or connect to a network. Would be pretty easy to set that up..."


From the discussion thread. A decent security system, you get to decide what decent means subject to my veto, will run you around $5k for new hardware or $2.5k for salvaged. This is before any negotiation, persuasion, threats etc.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

"We got a ship-ton of vibroblades, probably more than we need. That's probably not going to get us much, however. It's relatively easy for me to steal money or merch, since I can ghost into a place, turn tangible and take valuables or money. I don't like to do it unless I know the source has blood on its hands."

I'm thinking we would want cameras that can view every part of the compound and exterior, with IR during dark times. All linked to a central control area and all videos backed up and over-written at reasonable intervals to allow saving anything that happens besides watching dust settle. Cameras in private quarters would have controls in the room that can be turned off by the occupant and not turned on from the control room. The next step up would be alarms with maybe some kind of AI to recognize activity outside the normal. The alarms would be linked into our comm units and would sound in the common room and other areas.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

"Are we going to sell all the stuff from the van, and all the weapons we got off the gang, so we can have some spending money?" And can we Keep it Short and Simple (my version of KISS), like go to a known dealer, get an offer, maybe haggle over it with a roll, and be done with it?

At some point Psyclops leaves for a bit, goes to his mother's house, and gets his $300.

Do I have to roll-play getting a bed for my room, or can I just say it gets done?

Please see Discussion for my thoughts on getting cameras, etc., which frankly is turning into a long and slow process for me, at least.


PsiclopsNE wrote:

"Are we going to sell all the stuff from the van, and all the weapons we got off the gang, so we can have some spending money?" And can we Keep it Short and Simple (my version of KISS), like go to a known dealer, get an offer, maybe haggle over it with a roll, and be done with it?

At some point Psyclops leaves for a bit, goes to his mother's house, and gets his $300.

Do I have to roll-play getting a bed for my room, or can I just say it gets done?

Please see Discussion for my thoughts on getting cameras, etc., which frankly is turning into a long and slow process for me, at least.

It just gets done. Unless you want to make it more of a thing.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Once the security system purchases are made and getting installed by Savant, Karma starts searching the net for clues about the location of the 'Doghouse.' She focuses on the dark web if that's a thing in this time and place.

Research: 1d4 ⇒ 3
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 5
Result: 6 + 6 + 5 = 17
She has Streetwise edge if that helps here.

Low whistle. This looks promising. Let's see what that turns up before heading out for some networking, if needed.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;
Karma wrote:
Once the security system purchases are made and getting installed by Savant

So, we're not using the upgrade option to trap Security Guards as equipment?


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

I thought the equipment would provide the security services that guards would provide, without having to worry about actual guards as a security risk themselves. I think that is still up to the rest of the group, but I got the sense the mood was to leave that to the discussion thread while we move on one of the missions.


Karma

Yes there the dark web survived. Or rather it regrew. Mayor Perez is trying to establish a Walled Garden type of commercial internet but the security is pretty inept so the walls are rather porous. Outside the garden chaos reigns, what is accessible changes on a daily or even hourly basis. But today you got lucky.

.You find a an un-purged conversation in a chat room from three days ago where two people were talking about robbing a refrigerated white panel truck that drives down 10th into the deep alphabet. (This places it in Downtown. North-South Streets are crossed by alphabetic avenues. Even numbers are for the west half and odd for the east. Avenue lettering starts at the north. It is almost a working system but there are many alleys etc. in Downtown that ignore this orderly system.) Teh plan is dropped after one of the members of the room says they saw it loading up with meat. "..what good is meat? We'd have top sell fast and you know they will jerk us on the price."

.You find some e-mails between an auto repair shop in south west Downtown and a salvager. The shop needed pre-invasion Freon because a good customer's truck was leaking refrigerant and their schedule was too tight to allow a real repair. "I don't want to pay the Fish's mark up but if you can't get any...."

.You find an entry in a Downtown focused blog where someone is complaining about a "..g@@~!* spaceship" buzzing their apartment on the northwest edge of Southpoint and the pointlessness of complaining to the police or the Mayor.

.This leads you to the V-map and looking closely at police and V'sori patrols for the southwestern edge of Downtown you find an area that police seem to avoid but the V'sori go out of their way to reach.

It looks like all this is pointing you to a couple of blocks just about under the "DO" in Downtown on the map.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma reports her findings to the group and updates the V-map notes.

"I'd say we get up a strike team, load up the van, and head for the area for some looking around. I can go ghost and once we see a refrigerated truck or one of the V-sorry airships, we can zero in."

In the meantime, Karma will also go to the area alone and network to find out if she can identify the specific building where the suspected activity is focused.

Persuasion: 1d8 ⇒ 3
Wild: 1d6 ⇒ 5
Modifier: +2 Streetwise
Result: 5 + 2 = 7


"I'm in. You need help locating it, I might be useful. I'm not invisible like you, but people don't notice people who look like me."


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

"I only ghost if I need to eavesdrop or spy to get information. There are other ways to get information just by talking and smiling and asking the right questions of the right people."

I recommend you make a support roll: See p. 106 of SWADE. I rolled persuasion to network, SWADE p. 33. If you get a success, it adds to my result which would boost it from a success to a raise.


Karma, Savant, and anyone else on this recon trip.....

Karma wrote:

...]

In the meantime, Karma will also go to the area alone and network to find out if she can identify the specific building where the suspected activity is focused.
....

So not letting anyone come with?

How are you getting there it is about a mile one way from the Lair.(Assuming you are sticking with the Cannery as the location. Which is fine by me btw.) Walking? Visible? or.....

Savant Anything over a 3 on the support roll will bump Karma to a raise. The skill you use is up to you so long as you can tell me why it will help. Off the top of my head, persuasion or intimidation to ask around, notice if you are going with, even drive if you are bringing the van/stealing a ride. If you are coming along on this trip let me know what skill JOt is improving at the moment. I suspect I will be asking this question a great deal.;7)

Assuming you do something other than walk down the street in costume in broad daylight you easily find the right building. It is the only one in the neighborhood with a Mbuna on the roof.
The bottom 3 floors look abandoned judging by the number of broken windows But the top 3 look active.

If Savant's support roll was enough to push Karma's roll to a raise the following does NOT happen:
As you first catch sight the building a number of dogs start barking from inside.


Focus to Boost Research: 1d10 ⇒ 9
Wild: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1 13 Focus. Boosts Research from d4 to d8.

Research: 1d8 ⇒ 1
Wild: 1d6 ⇒ 5

Research Re-roll: 1d8 ⇒ 1

Research is the right skill for Investigate? Moving through the streets, "hearing" were people don't want to go, where they only go for very particular reasons. Basically hearing the voices and trying to pick out useful information.


"Savant" wrote:

[dice=Focus to Boost Research]d10

[dice=Wild]d6
[dice=Wild]d6
[dice=Wild]d6 13 Focus. Boosts Research from d4 to d8.

[dice=Research]d8
[dice=Wild]d6

[dice=Research Re-roll]d8

Research is the right skill for Investigate? Moving through the streets, "hearing" were people don't want to go, where they only go for very particular reasons. Basically hearing the voices and trying to pick out useful information.

I think Notice is the usual skill here but Research works fine. The 5 was more than what you needed to Keep the spoiler form activating.

So you and Karma are across the street from what is probably the Doghouse. You can be together or apart as you wish. What do you do now?


"So...how about you do your ghost thing and figure out if this is where we need to be for sure. Then we wipe the place out, right?"

Savant has a shopping cart and is looking innocuous, digging through some trash.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Wait a minute - is this an assignment from Dr. D? I thought it was scouting for electronics equipment, which was talked about above. Sorry for not paying attention, but can Psiclops be ret-conned into this?


PsiclopsNE wrote:
Wait a minute - is this an assignment from Dr. D? I thought it was scouting for electronics equipment, which was talked about above. Sorry for not paying attention, but can Psiclops be ret-conned into this?

Yes look at the V-Map under "Cry Havoc".

That is up to Karma. She initially wanted to go scouting alone but then Savant helped with a roll which opened a way to them to tag along and Karma has not said no.


We were knocking around trying to find the place. Looks like we found it. I'm sure we would call you in.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

If Savant and Psyclops are coming along, then we should probably take the van and park it near where we want to scout. When Karma needs to get somewhere on her own, she usually goes as a ghost so she can fly. It is slow but steady and she can avoid unwanted delays and interactions. She can also hitch rides by shifting into a stopped truck.

@Psyclps: The more the hairier merrier. I just wanted to get things moving and felt confident enough in Karma's ability to handle the recon on her own.

For the record, Karma is dressed in street clothes similar to what is worn by others in the area. She is using her illusion ability to disguise her face a bit, giving herself a full head of blonde hair, and padding her figure out in hopes of improving on the response from those who favor such figures.

"Savant" wrote:

"So...how about you do your ghost thing and figure out if this is where we need to be for sure. Then we wipe the place out, right?"

Savant has a shopping cart and is looking innocuous, digging through some trash.

Karma offers him some spare change to make it look like she's jut helping the homeless guy. She says, "I'm not comfortable going in as a ghost without backup. If they are working on ways to detect Omega types, it's possible they may detect me."

I think we know where to go, so probably best to get the whole team ready to go and plan our approach. I'm inclined to have Karma remain near the building invisible to observe comings and goings to get an idea of whether or not there is a time when there is something like a shift change or deliveries, etc. Unless she is detected, no need to RP that, however.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Doc Tox, you in on this?

Psiclops says to Karma "How do you want to handle backup? I could go in with you invisible, so if they detect one of us they'll probably detect both. We can stay on comms with the others, and call for them to storm the place if needed. Whadayathink?"

801 to 850 of 1,030 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Welcome to Star City, City of the Future All Messageboards

Want to post a reply? Sign in.