Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Doc, they could be a crazy person who picked us at random, but I rather think they were tipped off somehow, probably through conspiracy theories dot infosphere. I'd rather not think that they know anything substantial. That would mean they're a grey or a reptoid, or an accomplice." Perception, Are the photos from the perspective of the guy we chased? And what about other computers, datapads, or comm units?: 1d20 + 13 ⇒ (11) + 13 = 24 "Cid, why shouldn't we take his books? They're probably his most important possessions, and would give us leverage."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Conspiracy theory garbage most of it," JOhn says, but his voice doesn't carry the conviction it would have a short time ago. Afterall we're all living a conspiracy theory right now. "We should slag all his electronics to limit his surveillance and take the books. Maybe we can hold them for a ransom of information." John looks for a comm unit or computer, or any kind of surveillance equipment.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John's ready to put his comm down in frustration, when Doc signals that she's traced the signal. He nods and stands immediately to follow the halfling. At the secluded spot. Agreed. But this could also be a trap. I should reconnoiter before we all go in.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John reaches over and takes Cid's proffered comm, then he gestures for T'sorkel to give him his comm. He compares the messages. Looking at the shirren, he taps his head and circles a finger to include the group. Same message on both comms. Someone is messing with us. There's no logic to this game unless they are just trying to raise the pressure on us. Feels like another grey or reptoid power play. We may receive some kind of demand later. These comms are compromised. Odds are all our comms are, whether we received messages or not. We should procure a new set for communication among ourselves. Other than that, we play the hand dealt us.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John considers how to make his contribution. If the local chapel of Abadarcorp provides resources and opportunities that he knows how to take advantage of, it also represents a terrible risk. If they are aware that he is wanted by the Stewards, they will feel duty bound to turn him in. And repugnance fills him at the prospect of lying to corporation officials. On the other hand, the various skills that the corporation has trained him in would be of most value to a criminal enterprise -- or a local theatrical company. Deliberately choosing criminal activity is also repugnant, and theatrical companies notoriously don't pay well. He sighs and shakes his head. Computers check to see how public our wanted status is, and estimate the odds the local chapel is aware: 1d20 + 13 ⇒ (15) + 13 = 28 Gonna wish I'd kept that to use for my real roll. Local chapel is likely aware:
John approaches Fairwinds. (Take 20 on disguise for 36.) He represents himself as a candidate maintenance worker. Engineering: 1d20 + 13 ⇒ (16) + 13 = 29 Local chapel is not likely aware: John prepares himself for the interview. (Take 20 on disguise for 36.) He presents himself as a file clerk, and uses keywords and paraphrased axioms of the Abadaran rite to show himself a devoted follower. Computers: 1d20 + 13 ⇒ (17) + 13 = 30
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John turns his back to the barathu and bends slightly to wink at Doc Flintbridge, "Very good, madame." He nods, spins, and glides smoothly toward the desk, the complete unctuous servitor. At the desk he addresses the barathu. "We are looking for a permit to go to Roselight. Can you assist us?" Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John misses the landing on his handspring and veers into a rack of textiles. He quickly untangles himself and resumes pursuit, but at the next intersection, there is no sign of the stranger, not even a ripple in the flow of foot traffic. "We should move quickly to get our visa and be gone. "
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John hurdles the first of the fallen packages, lands with a roll and cartwheels through the midst of them and finishes with a handspring over the last few. Acrobatics: 1d20 + 15 ⇒ (6) + 15 = 21
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
If it matters, John has a land speed of 40'. Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
He's good, but I've spent a lot of time on stations. It's still about reading the traffic. John tries to glide through the interstices in the flow of pedestrians. He wants to move as quickly and as smoothly as possible. Is he looking back? Does he know we're pursuing?
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John's torn. Let him go and just try to hurry through the permit process, or chase him to find out what he might say about the party. The impulse to pursue quickly wins out. John dashes after the man, leaving this message floating behind him on comms. "I'll see what he has to say, and catch up with you later. " Of course you can all come along if you want.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Perception: 1d20 + 13 ⇒ (17) + 13 = 30 No real customs control. Interesting. And you'd think they'd put the visa office near the docks. That would make it easy for greys or reptoids to infiltrate. Of course dock security at Absalom Station isn't much better.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John intends to search for Enrique when there's a little spare time. He's interested to see if Enrique really exists -- which would support the clone theory, or if he is an online front , which would support the memory implant theory.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
T’sorkel wrote:
"Could be the greys. Clones were my first thought. They took those tissue samples. But they could have planted memories in her. If we get a spare second we could look up Enrique." GM Quirk wrote:
" IF you like ma'am, we could dig a little deeper than Spacebook. GIve me your contact information and if we find anything, we'll let you knpw."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"I am sorry for your troubles, ma'am. How long have you known, Enrique? Where was he from? Was he a great thinker?" He looks at T'sorkel on 'thinker'. [diplomacy, gather knowledge] 1d20+ 12 [/dice]
BLuff, secret message: 1d20 + 16 ⇒ (4) + 16 = 20
secret message to T'sorkel: fire up the mind-net! Via telepathy John posits two theories. Enrique could be a clone grown from tissue samples the greys took. The woman could have had memories implanted by the greys. Cid probably doesn't need to worry about having a double himself because he joined the group later.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
This has got to be a grey ploy. Is it more dangerous to engage, or keep her close? John sighs. "I'm sorry, ma'am. I am not Enrique. My name is John. You seem upset. Why don't you tell me your story?"
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Am I on my own for this or with the party? John steps back out of reach, and looks around quickly. Just the kind of thing that greys would do. sense motive: 1d20 + 13 ⇒ (19) + 13 = 32
"You're confused and upset. I only just arrived on station. If you calm down, maybe I can help." diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
For himself, John picks up a selection of clothes and tools. The tools are easy, basic hacking and engineering kits that were smaller lighter, and more complete than the ones he'd cobbled together during their odyssey. So is a very efficient slim grey backpack to replace the beat up back sack that he'd salvaged. It took a while to find a decent clothing store. Once inside, he moved through it in business-like fashion, making his selctions swiftly. His first purchase was underwear. Next was the suit of grey business wear to make him feel like a proper Abadaran again. Third, was two sets of loose robes, sash, and wide-legged trousers for comfortable use aboard ship. He picked up a small collection of items from the cosmetics section. He'd planned on wearing the business suit out of the store, but putting it on in the dressing room, he suddenly realizes how vulnerable he would be without the armor. They could be out there anywhere. Who knows when they might attack again? Besides, corporate attire, even if it was three steps down from Abadaran Armani, wasn't right for dockside transactions. He changed back into his armor to peruse the store once more. He settled on a lightweight black canvas jacket and dark cargo pants to wear over his armor. They should blend well on the docks. He strapped his gunbelt over the pants, and kept the good sword cane in hand. Everything else went into the pack. He cinched the compression straps down and slid his second cane under them. I make that 1 normal, 2 athletic, and 1 formal outfits. 16 credits
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Cidribvoot wrote:
John shudders briefly. "I'm not going to wear things from the dead reptoids. Makes my skin crawl to think about it. And I want something that broadcasts respectability. " Doctor Flint-Bridge II wrote:
"Looks good, Doc. And dressed in that, they'll never look for the needles."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John drops his gaze to his armor, skintight, scarred, and patched. His weapons and the armor. They were all he'd worn since the Chimera. He hadn't been able to bring himself to wear any of the reptoids' clothes left in the Voidcrier. That thought was too creepy. It was better to air bathe when he washed his undergarments and they dried while he slept. He was dressed like a security guard with action hero delusions, or, a desperately poor pirate. He casts a quick gaze over his companions. Clad as they all were, and bristling with paranoia fueled awareness, the androids should have steered clear of them. They didn't look like easy marks. They looked like the team that whoever was running the androids should have sent to intercept us. No wonder his tired attempt at proselytization had failed. He had been lacking two essential tools, conviction and image. "If we're going to try doing business in a civilized manner, we need some new clothes, a mask." Personally John wants to buy a suit of business wear, a pair of sets of loose robes, sash, and wide-legged trousers. He'd like to pick up a slim backpack, a hacking, an engineering, and a disguise kit.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Doctor Flint-Bridge II wrote: You left out “paranoid”… we’re now paranoid murder hoboes. An unintentional oversight. You are quite right, paranoid murder hoboes. Cidribvoot wrote: Cidribvoot stands with his two lower eyes closed, while his third eye observes. Arms crossed, he appears to be thinking. After a few moments he says ,"John, we could try an investigative journalist. Change our tactics if OCI denies our application." "I don't think we would want the publicity, but it's good you're thinking of alternatives." Cidribvoot wrote:
"It would be bad to lose the ship. It's possible we'll run into more trouble. Why don't you stay with us? At least we'll be stranded together."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Well. It seems this adventure path has transformed us from solid citizens to murder-hoboes. Isn't that special? It seems John's companions have set another price for the thugs. He shrugs. He doesn't really care. With very little enthusiasm he says, "Look into Abadarcorp. It could change your life."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Even some loser marks from off-station know that. What if OCI denies our application? Who else could we go to?" This is mostly John just being a little cruel. And developing a backup plan to official channels. We can skip over it.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John looks after the two fleeing androids, then back to the slowly retreating one. "Nice friends you had there. Are you planning to leave your friend here?" He pauses a beat. "As for letting you go, that would be a gift of considerable value, and Abadar doesn't give gifts, but bargains and payments. Tell us about the station. Who can get us visas and and passes to the various moons? Are your two other friends going to stir up trouble for us?" I guess this is a gather information try. I'll take 10 if I can, and roll if I can't.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John kneels beside Cidribvoot and the dying(?) thug. "They were brazen. Maybe this kind of thing happens frequently on the docks here." He first wipes the blood off his blade on the thug's clothes, sheathes the sword, then stands by to help the dirindi. Aid, Medicine: 1d20 + 8 ⇒ (15) + 8 = 23
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Street thugs trying extortion? I don't think there's anything to be gained by more killing. Might be worth it to try to save blue (is bleeding out dead?) and hang on to red for whatever passes for police here. I'll let T'sorkel make a move before John chimes in IC. Yay, I love the news team battle!
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Was interrupted while posting this morning. I'd like to trick attack too. Blue's my target so no AoO from him. Although if his bike has a melee weapon I'll face an attack from it. Trick Attack, succeeds v CR: 1d20 + 16 - 20 ⇒ (5) + 16 - 20 = 1
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Seeing yellow turn to run and Doc Flint-Bridge's shot hit home, John says, "New plan. Left to right." He runs to flank the enemy, sliding his sowrd clear on the way. Melee sword cane, advanced v KAC blue: 1d20 + 10 ⇒ (13) + 10 = 23 ... damage: 1d4 + 9 ⇒ (1) + 9 = 10 critical Bleed 1d4; Analog.operative)
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Wasn't planning anything much with the bluff, GMQ. Just to get the sword loose in its sheath without them noticing. I do want to fast talk green, however. Bluff: 1d20 + 16 ⇒ (4) + 16 = 20 Well that probably won't work. "Accursed one! The golden avatar comes for you!" John points behind green. Fast Talk: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.
When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Which one's been doing the talking? "Doc, stay behind Rar'gul." "It was an offer of instruction, not an attempt to proselytize." John sighs and places his hand on his chest. "As a good Abadaran, I pledge to return here and give you what you deserve. Or you can come with us. Let's go. " Bluff, misdirection with sincere hand on chest placement: 1d20 + 16 ⇒ (13) + 16 = 29
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
That's what I figured, but it didn't hurt to ask. And on equipment again. Are they wearing armor? What else can you tell us? Through T'sorkel net:
John mentally grits his teeth while continuing to smile and says, "A drastic discount indeed! Are you associated with Abadarcorp by any chance? They offer classes on the art of bargaining among other tenets of commerce.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
are they wearing uniforms, or do they have any kind of official badge? I'm presuming not. How are they equipped? "You know where our ship is and could easily prevent us from undocking or even getting back on board. That seems security enough. If it's not, perhaps I could remain behind. " He looks hard at T'sorkel. "Captain, what are your thoughts on this matter?" Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
if I pass the message to T'sorkel: telepathic communication please.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
John smiles back at the androids. If Upwell allows this on the docks, we might do very well here. "I am sorry, Gentlebeings, but we have insufficient funds on us at this moment. We need to draw upon our account at BancAbadar. I promise that we will return and deliver the docking fee to you as soon as possible." BLuff: 1d20 + 16 ⇒ (13) + 16 = 29 GMQ: Even if this bluff doesn't work, John will fast-talk them if they move to start a fight.
FASt Talk: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Culture, Roselight: 1d20 + 10 ⇒ (10) + 10 = 20
Just seeing what John knew for himself. "You're well-informed, T'sorkel." John makes a mental note about Evosco, and the Constabulary's branch office. The director may be their primary hunter, or a possible asset if presented with a well-timed and convincing communication. Further research is called for.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Once the right person gets Narla's message, they'll make us their business. They're going to think we blew up Tyralkis. We'll only be able to hide out at Upwell for a few days at most."
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Cidribvoot wrote:
Pretty sure GMQ said Cidribvoot was not included in the reptoid frameup. Presumably because when Narla (or whoever) put it together, they still thought Cid was a reptoid. GMQ, can you confirm I remembered that correctly? John looks over the dirindi's course. He saves off a copy of the file and when Cidribvoot is resting John researches ship navigation and checks the course against his own neophytic calculations. When everyone's oout to get you paranoia is just good thinking.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
Divine Revelation? "Not the Drift. And on a slow course besides, something a tramp freighter plot to conserve fuel." Do we have stats for Voidcrier? I remember one combat with the greys.
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Upwell sounds as good as any other port. Let's take a round-about route to get there. We can have a good look at Narla's frame in the meantime." Would like to really go through the false trail Narla gave the Steward's, and see how completely we are boxed in. Also the meta-data of her files, to see if there's a flaw that we can use to discredit the frame.
COmputers: 1d20 + 13 ⇒ (11) + 13 = 24
Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7
"Hiding near Liavarra? I wouldn't have thought of that. I was thinking to boost for the Diaspora. Liavarra might be clever enough that the Stewards don't think of it either.
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