Isabella

Fortune Brav0's page

242 posts. Alias of Clebsch73.


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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)

Will we start with a fresh set of bennies?


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)

"Potayto. Potahto." Fortune is cool with hitting the merchant first.


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)

"I can use a spell to create a portal, so that's a simple way to get us 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)

"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)

Fortune smiles as she imagines what is to come.


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)

Fortune keeps an eye out for any inside guards or other people doing work.

Notice: 1d4 ⇒ 4
Notice, Ace: 1d4 ⇒ 3
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 5
Result: 6 + 5 = 11


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.

Focus: 1d10 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 6
Wild, ace^2: 1d6 ⇒ 3
6 + 6 + 3 = 15

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)

Roger Wilco!


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?"

"Anyone else have a different plan?"


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)

"Looks like I will need to go into homeless person panhandling on the street nearby, observing who goes in and out and when."

"Also, let's report this to the big cheese to see what he wants us to 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)

"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)

"If we can shadow this guy, we might be able to find that location," Fortune adds over the comm.


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)

Paizo postponed the down time for about a week.


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 Paizo boards may be down for a few days as they change some features of the sites store.


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).

Focus: 1d10 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 1

Basic Success: Target makes a smarts roll at -2.


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)

Savage Worlds Fans: There is a recruitment going on for a SW game, in case anyone is interested.

Recruitment Link


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 can teleport herself if she needs to using a Super Sorcery spell effect. She can also activate just about any useful power, so long as she has bennies and she gets several extra bennies each round due to various edges.


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 played another character early in this campaign who had intangibility combined with invisibility. It was an effective way to scout and spy on enemies, plus the attack mode of making a portion of your body substantial inside another person to cause damage was generally an effective attack.


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 recommends Big Doggy and the others wait inside, with BD in view of ANGEL, who will have a gun aimed at him with instructions to fire if he says or does anything to give away the game.


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)

Check.


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)

"Works for me," Fortune adds.


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 amazing," Fortune says regarding Noetic's abilities. "You'll have to tell us how you came by that sweet suite."

"We're going to already be in position in an abandoned warehouse nearby," she explains as the trip there begins. "ANGEL here is a crack shot and will be in a sniping position as the dealers arrive. She'll have her sights set on the Big Dog Turd, so if he tries to warn them, it will be the last thing he tries." She says this last in BD's presence if he is in the transport or when next they can talk.

"As for myself, I am kind of the other utility member of the group 'sides you. I learned to cast spells with the help of my Tarot deck. I'll be watching and doing whatever is needed once things get busy. I can do the stuff you do, but I'm limited in power, so I have to be strategic in how I use my magic. I'm a decent fighter if push comes to kick in the nuts."

"So once we're there, I guess you should find a place to hide until the actions starts. Then mess with their minds or whatever you do best."


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 Brav0, here," Fortune offers.

Once others have identified themselves, she says, "Tell me your powers and I'll tell you mine."


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)

Fine with me.


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)

'Sa'right.


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 good, although with a benny to reroll, it should be hard to fail with a base focus die of d10. Success rate is about 85%. Those with lower dice for the focus roll might reasonably have more trouble, but having a reroll at -1 would pretty much guarantee success eventually unless the focus die is a d4.


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'd say we go directly to the warehouse.

Fortune suggests (out of earshot of Big Dog) that she can attempt to control his mind. She can attempt this shortly before the meet with enough time to recast if the initial casting is resisted.

She would include Smarts and Strong for a total cost of 8.


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 will locate a spot that looks down on the entrance behind some cover, but in a different spot from ANGEL.


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 suggests that she and Angel select a spot for Angel to use as a sniper's nest. What are the options? It should be someplace with a view to the entrance where the confrontation, presumably, will take place. It should be somewhat hard to get to and preferably with some cover if they have ranged weapons for shooting back.


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 nods indicating that is acceptable to her.


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. I'll work on something as I get time.

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