female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
@ Hellion/Azil: Sorry to hear about the death of a pet. Went through that recently.
I'm due to have another eye operation in a week, this time to complete the cornea transplant in my right eye. Part of the follow-up therapy requires me to lie on my back all day and all night, two hours at time with 15 minute breaks. This will go on for a number of days.
THere's no pain involved, but it will make it hard for me to post except in short stints between shifts on my back, unless I can manage on my tablet. Could make me a lax poster for the duration.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune's plan would be for Angel, Helion, and V6 to drive to the factory. While enroute, Noetic TPs with Fortune to outside the factory for recon about activity at the place, including a report on the number and nature of any security outside.
Once the cavalry arrives, Noetic and Fortune TP inside. They start a ruckus, perhaps by sabotaging equipment or starting a fire somewhere to draw security in. The outside crew can then join the fun with most of the fighting taking place inside.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"How about we disable them. They look in crappy shape anyway. I got a clue when I did a reading on them. They were used by some group that used a blue hand print on their armor. I suspect we could research that and learn who is sourcing these weapons to this gang."
"If we're turning these guys in to the police, we should make sure the police know we're supers and will be watching to make sure justice is done. If the local government cannot yet be counted on to fight corruption, they should know someone cares and can do something about it."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
The cataract was fixed, but an attempted cornea transplant could not be completed as planned. So my right eye is a bit blurry and cloudy due to the defective cornea. Another attempt is lanned in a few weeks. I can see well enough to drive and do things I normally do.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune places a hand on one of the items in the crate.
Focus:1d10 ⇒ 9 Wild:1d6 ⇒ 1
She tries to pick up psychic impressions from the object using her Object Reading power. She'd like to get some sens of how it was obtained or who might have used it, anything that might help figure out the source of the object.
Details:
The hero has the ability to “read” an object and sense certain details about its past use or important events that happened in its presence.
To read an object, the super chooses a target within 6” (12 yards) touches an object and makes a Focus roll. If he’s successful, he gets a vague impression of the information he’s looking for. With a raise, the information is more clear.
An object reader can only try to read an important object, or the general mundane objects, in an area once. If he fails, he can’t attune to those items.
Objects carry hazy and obscure impressions. They rarely convey details or the specific identities of their users. The power provides clues but rarely ruins the mystery. A significant relic, such as Cortez’s sword or the coat Lincoln was wearing when he died, might have far more vivid impressions—perhaps due to the psychic energy impressed upon it by some momentous event.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune arrived weapons in hand, ready for battle. She stood with her mouth open when it ended so quickly. The teenager looked like she was about to explode, but she kept her control and just stepped back and thought venomous thoughts and directed them at all who had wronged her and her family. When could she get satisfaction for all she had suffered? She knew of an old abandoned and condemned house in the area. She began making plans to go there at night and do some demolition to work off her anger.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune gets antsy watching the charade that there is going to be an actual exchange of goods and get to the beat down. She's ready to pounce, but enough of a team player to wait in silence.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Watching from the second level catwalk, hiding in a shadow, Fortune takes stock of what weapons and armor the bad guys have and whether they are drawn or holstered.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
We've been stuck in our house for a week now and probably will be for the weekend, with snow predicted. Fortunately, my wife and I are retired and we have power and plenty to eat.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune has dark clothes on and her Tarot deck at the ready. Waiting for the meet to start, she randomly draws a card, studies it, and shuffles it back in the deck.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Grrrrr.
We did not lose power but our street has a few inches of unplowed snow covered in about a 1/4 inch of ice, with temps below freezing. Not sure when we'll be able to drive.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Sounds like we can use the same plan as the last meeting there: have Noetic, Fortune, and Angel take up positions from which to observe the meet. Angel can snipe and Noetic and Fortune can teleport in.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Presumably the same ones who arranged the first meeting will be present again. The main question is how the rest of us will enter the 'negotiations'. So we mainly need to know the physical environment of the meet to decide how we can place the others nearby.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
My area (also Zenfox's) is forecast to have a lot of snow and freezing rain starting Saturday and continuing through Sunday. Power outages are likely. So if we don't post during and after this time, it may be that we have no electricity.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
The local problem, as I see it, is that local gangs are being supplied V'sori weapons making them more dangerous to locals. We want to interrupt that supply chain, which could be done either by eliminating the ones selling the gangs the weapons or by disrupting the 'factory' refurbishing V'sori weapons. As refurbished weapons, they are probably cheaper and hence more affordable by smaller gangs. Eliminating or at least disrupting the factory would accomplish a more long lasting solution and signal to the larger network that this turf may not be worth investing in as there are supers willing to intervene. Fortune would make some version of this argument if the point about the separation between the meet and the factory is brought up.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"As I understand teleportation, one of us," gesturing at Noetic and herself, "could create a portal and we all could walk through. Now that we've both seen the inside of the place, we should be able to get us all into the office we were in before and then take out whoever is in the place. We can also just take all those sales records for Dr. D to follow up on."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"I say we go in before the meeting and bust up the place. Unless Doctor D wants to to bust the entire V'sori weapons trade network, we take out this place and the local gangs can't get their shiny weapons."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Once back, Fortune spends a moment reacting to the rush of being teleported, a new experience for her. Then she gets a notepad and starts writing down everything she can remember from the documents while Noetic explains what was found.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune puts all the documents back to avoid suspicion and thinks to Noetic, <I think we got what we came for. Can you 'port us back home? We can get the rest of the team to raid this place if they want to disable the operation.>
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Having obtained the information they came for, Fortune next studies the machinery she can see from the office to try to get a sense of how it might be sabotaged.
Academics:1d4 ⇒ 3 Wild:1d6 ⇒ 2
Common Knowledge:1d6 ⇒ 6 Common Knowledge, ace:1d6 ⇒ 3 Wild:1d6 ⇒ 3
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"Let me try this," Fortune says, sorting quickly through her Tarot deck to find a particular card, the 5 of swords. She concentrates.
Spending a Benny for a super sorcery spell. Focus:1d10 ⇒ 10 Focus, Ace:1d10 ⇒ 6 Wild:1d6 ⇒ 4
Success + Raise
A faint shimmer ripples through her and she then sits quickly in front of the safe and begins to turn the dial with an ear pressed to the safe door.
Spell to give her a boost to her thievery skill and the Power Modifier for 2 + 2 power points. With a raise it means she gets a d6 on her thievery skill (no dice at present, so with the raise, it goes to d4 and then d6, with a reroll for each roll.
Thievery:1d6 ⇒ 6 Thievery, Ace:1d6 ⇒ 4 Wild:1d6 ⇒ 3
Result = 6 + 4 = 10
Trying to crack the safe.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune spots the safe and sticks her head inside, hoping to see what's in it. Since she doesn't have a see in the dark power, she probably can't see anything, but tries anyway.
Does the door have a window or are there any windows in the walls? Fortune wants to be sure they cannot be seen once they turn on lights and start rummaging around.
She thinks at Noetic, <Any ideas how we can get into that safe?>
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
I'm assuming we're as close to the building as we can get without being seen.
Let's do it, Fortune says with conviction.
She draws a card from her Tarot deck, concentrates for a moment.
Focus:1d10 ⇒ 5 Wild:1d6 ⇒ 6 Wild, ace:1d6 ⇒ 1
Result: 6 + 1 = 7
Success at casting the spell. Spends 1 benny for this.
This is 13 points: 8 for basic invisibility, 3 to make it cover Noetic as well, and 2 to make it true invisibility with the penalty to see or attack -6.
Then she repeats the process to make herself Intangible, assuming Noetic can do that for himself.
I'm not sure if the focus rolls are necessary, but they both succeeded. I don't think there are any benefits to getting a raise on the roll. The invisibility will last 4 rounds, the intangibility 5.
As soon as both effects are up, Fortune sprints toward the building.
Run:1d6 ⇒ 6
Wow, my d6's are exploding like crazy. I assume there is no aces on the running die.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"We'll have to move fast, since the invisibility spell will not last forever, less than a minute."5 rounds.
"Warehouses usually have an office area and we can probably tell where it is by the placement of windows and air conditioner. Let's enter there and find a place where we are out of sight before we become visible again."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Thanks. Not our first pet death, but it never really gets easier. But I know that we will slowly get used to the changes and eventually adopt another, which is always an exciting event.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Sorry for my delay in posting, but one of our cats passed away and it's been a tough few days. I'm going to be posting as soon as I can catch up on what has happened. Thanks for your patience.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"If we find out whether these guys are a stand-alone unit, then we just sabotage their equipment before the meet and then, we can go in and capture the leadership when they are dealing with the damage. If they are middlemen and we can find out a supplier distributing weapons to them, then if we can find out their identity and location, then we still sabotage the operation and capture the leaders. Either way, it seems we ill be doing some damage to the operation so on our first mission, we figure out the best way to take out their operation. Then we still have a night to do the job."
Meanwhile, Fortune will obtain a set of worker coveralls, a hard hat, work gloves, and maybe a toolbelt so if she is discovered inside, she can try to bluff her way out by claiming she is a worker.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"I can use two spells to get inside." Fortune says. "I can make myself invisible and intangible. The invisibility can be made into a field that can cover Noetic while he is also intangible. We can walk right through the walls without outdoor guards seeing us. Once inside, assuming no one is nearby, like a guard, we can drop the spells and poke around. Once we're done, Noetic can teleport us back here. While we are in there, we can plant a spycam if someone wants so we can see what's going on while they are working."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune advocates first goal to find out what's going on inside, to see if they are manufacturing arms, reworking arms, etc. A secondary goal would be to find out who is in charge and maybe gather incriminating evidence on the chain of command so we can know where to strike to break this up.
Depending on what is found, then the group can discuss what to do next.
Some possible directions:
1) If V'sori weapons are coming in from somewhere else, find out who is supplying the weapons, damage this facility and then pursue the source, if DD wants us to.
2) If they are manufacturing V'sori weapons (or weapons that are based on the V'sori designs), they we do something to disable the process and take out the leaders.
3) Assuming they are making money off this, we might be able to appropriate these resources for DD's operation.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"So what's it going to be? Sabotage at night, maybe setting the whole place on fire and blowing up the more expensive elements of production? Or we could just find the merch they are planning to sell and disable a significant number of items or set them to fail dramatically, if we have the skills for that? That way they may get a reputation for selling bad goods. Or we could see if we can find any of their books or computer files to see who they're dealing with. How many guards are we likely to be dealing with if we do this?"
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
This is a meta-gaming question, but what kind of resolution would be best here? Dr. D seems to have given us the green light to bust heads, providing they don't want to surrender, which seems likely. If we raid the place while it is full operation, that would probably be a big, long, complicated battle to conduct, taking lots of time and effort, particularly for the GM.
If we could get in when there are relatively few people there, we could subdue them or kill them if they violently resist, and then destroy all the expensive elements they are constructing and cart off what goods are stored there. That would be less complicated.
A lot depends on whether they are a three-shift full time operation or if they have some time when there is little happening.
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
What kind of place is this other warehouse, where is is located (i.e. what kind of things are nearby, run-down, upscale, etc.). This is to help Fortune and others decide how best to observe the warehouse to determine if there are times when it is relatively inactive.
"We maybe should also spy on these trucks leaving the place, to see where they go, what they might be picking up or dropping off. Might just be supplies coming in, but might also be buyers taking away their purchases. Would be good to get some intel on where this operation sits within the web of black market and underworld scum."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
"Maybe we simply sabotage the place--blow up critical machinery. We'd need to surveil a bit to see if they work 24/7 or if there's time when it's relatively empty."
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Sounds like a nest of vermin needs to be cleaned out, Fortune says as Noetic shares the information. "I'd suggest we figure out a way to get inside and spy on them to figure out what's going on and who's in charge. I've got some spells that can get me in, but they don't last long. Anyone else have any ideas?"
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
Fortune whispers into the comm units. "If they don't give away anything about their boss or operation, how about you arrange something that will take place in a few days and John Boy and I shadow them to find out more about them and who they work with?"
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
This seems like a good time for Fortune to try a little mind reading to see if she can learn something the dealers don't want us to know. She draws the High Priestess card, concentrates on it and then tries to open a channel into the mind of the one doing most of the talking.
Cost: 1 Benny for spell activation. 3 PP for basic power, +2 for Strong (-2 on Smarts roll to resist), +2 to double range (from 12 yards to 24 yards) or +4 (for 36 yards) for total of 7 or 9 depending on range needed.
Rules Quotes:
Mind reading allows a character to read another’s surface thoughts. To read someone’s mind, the super chooses a target within 6” (12 yards) and makes a Focus roll. If he’s successful, the target makes a Smarts roll to resist (at −2 with a raise on the Focus roll or using the Strong Modifier).
If the mind reader is successful and the target fails to resist, the psychic can detect her surface thoughts and emotions.
From Super Sorcery Power regarding duration: He can also use active powers for two rounds instead of one, and passive powers for five rounds instead of three. GM's call whether this is active or passive.
Range Modifier: You may double all of a power’s listed Ranges for 2 points, or triple them for 4. This applies to powers with range increments such as 12/24/48, and those that have a flat range, such as 6” or Smarts (to make it 2× or 3× Smarts).