Mission Two: The Thief of Always

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Vrothuss
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Re: Mission Two: The Thief of Always

Post by Vrothuss »

Voss was standing behind and to the right of their contact when she took the shot to the head. Not worried in the least about seeing people die, he was more concerned about the need for her to die.

That was when he looked over to @Ducky and nodded. They had ridden a shuttle to a nearby location and then walked to the meet. The shuttle still waited.

Calling on the nearby Ley Line energies, Voss activates the calling cards for each of his companions and sets and extra one on the body of their contact.
Teleport 2 PPE
Additional Recipients 5 PPE
Greater Teleport 2 PPE
Remaining PPE 21

Spellcasting 1d10!!: [3] = 3 Wild 1d6!!: [4] = 4
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Dorian Falstaff
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff »

Drawing his heavy pistol, Mr. Givens is less than pleased at the interruption of the meeting and murder of their contact. "Such pointless brutality, and you wonder why sentients rebel against you." He prepares to defend the crew as Dorian reaches into his many pockets to retrieve a few parts and some of his patented MaNanites. Quickly attaching the parts to the mood musak speaker on their table he finishes as Vrothruss is about to teleport them out.

Device has Large AoE(+3), Fatigue(+2), Selecive (+1, Just our foes), and Mega(+1) modifiers
TW 1d12: [10] = 10
Wild 1d6: [6] = 6
Activation
TW 1d12!: [2] = 2
Wild 1d6!: [6!, 1] = 7


The rapid change in situation does sober the Altess a bit but not much. He looks around to see several of the locals having already "drawn" their clan weapons. With a desultory wave of his hand he bids their foes farewell. "Something, something clever.... Enjoy the locals."
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
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Re: Mission Two: The Thief of Always

Post by Ducky »

With the battle won and foes defeated, Ducky nodded to the Atlantean patrons who were no doubt marshalling their own defense. She did not blame them for being slow, few could ever match the speed and ferocity that @Que could muster. There was little wonder at what had made him such an effective assassin.
Ducky spoke to the crowd, “We are terribly sorry for interrupting your tea time, this was self defense. You all know how the Kreeghor’s can be, and what they are capable of. We had to resist.”
Again she muttered to @Vrothuss, “By your leave mater shifter, get us back to the ship.”
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
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Re: Mission Two: The Thief of Always

Post by Vrothuss »

It wasn't that he was being disrespectful to @Ducky but Voss was not paying attention. His attempt at a quick exit during their skirmish was evidence that he really did need to take his time doing these sort of shifting things.

Left Hand high above the head. Right Hand below the waist. Move hands counterclockwise.

As his hands moved in susinct semi circle patterns mirroring each other, a light blue electric energy began to outline the spaces left by his hands.

Left Hand to below the waist. Right Hand to above the head.

It was evident by the energy being given forth that Voss had created a large circle of energy about eighteen inches off the ground.

Still very focused, Voss moved both of his hands to the middle where lines from the circle joined his hands in the middle.

Moving his hands out from the center, going left and right, Voss opened an iris like doorway. As his hands reached the edges the doorway actually expanded another eighteen inches in each direction.

Looking through the doorway one could see voss's room on board the Soveriegn with star map eminating from a pedestal near center of the room.

"Please. Everyone through."
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff »

Placing the now spent device back on the table, Dorian looks at the slumbering kreghor. "Well that was ill considered. I am actually somewhat insulted."

Standing up he pockets his revolver and brushes off his brunch jacket as he surveys the surrounding Atlanteans. "I expected much better security from the lot of you. Top notch drinks and service, granted. But atrocious security, I will be leaving a scathing review you can be certain." Walking over to where Vrothus is incanting, Dorian stands waiting impatiently.

Keeping a close eye on the ensorcelled pair Mr. Givens flanks his master, putting his hulking frame between the Altess and their attackers.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
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Re: Mission Two: The Thief of Always

Post by Que »

Que looks at what is left of the assasins that came to face off against them. Honestly he was not disapointed at all. Sure he expected tougher enemies from the GM, after all they should be taking on CR 18 to 20 stuff by now for certain. But by how easily those things went down they must have been CR15 at most. Sure against one of them it would have been a tough battle, but no way these things could go one on one with the best headhunters ever to fly from Phase World. "Hey Ducky, if you don't mind I need to head in and get some rest. I am exhausted. All that power flowing through me took a toll." Unless he is given other missions Que takes advantage of the down moments to rest and recover not only his own energy, but the energy in his power cells.
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Re: Mission Two: The Thief of Always

Post by Stoic »

As Dorian would have told you if only you had asked. This place is full of goody two shoes types. A good portion of the population, despite being on vacation, activates their clan heritage sword tattoos. Normally you would be content to explain yourselves, but it's hard to explain to a bunch of Atlanteans why you just HAVE to take an the unconscious Invincible Guardswoman slung over Mr. Givens shoulder off planet with you. So, here we have a dramatic task.

We need to collect 6 tokens in 3 rounds. Roll whatever skill makes sense to you at a -2, and describe how you and your crew narrowly escape those darned meddling Atlanteans.
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Re: Mission Two: The Thief of Always

Post by Que »

Que enhances the teams speed acceleration as their perception of time folds, then begins 'jumping' in a series of teleports each about the length of a small fighter ship. "Okay, your the wizard, I think a Teleport to the ship would help a lot here. We don't want them getting our hostage, because no way they will allow us to question him once political people get their hands on him."

Time Altering Awesomeness (Spellcasting 1d10!!+1 or Wild 1d6!!+1): [2]+1+[8!!]+1 = 12
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff »

When one of Ques hops lands them in front of a memento sellers cart Dorian quickly grabs a couple small holographic picture projector/cameras and, aided by the lads spell, quickly connects them and extends the device with the built in "selfy stick" above them team. "Quickly Givens, pay the man exorbitantly. We are many things but not common thieves."
Task roll 11
Modifiers: Scene -2. Net -2
Techno-wizardry 1d12!!-2: [8]-2 = 6
Wild 1d6!!-2: [13!!]-2 = 11
The device boots up and uses the multiple camera feeds and projectors to cloak the team from all but the most powerful of magic sight.
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
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Re: Mission Two: The Thief of Always

Post by Vrothuss »

Vrothuss calmly looks at all the do-gooders drawing their heritage blades. Smiling he decides for diplomacy, just hoping he can
Persuassion 1d8!!-1: [3]-1 = 2 Wild 1d6!!-1: [3]-1 = 2
Benny to Reroll
Persuassion 1d8!!-1: [2]-1 = 1 Wild 1d6!!-1: [2]-1 = 1
where they do not get into more toruble. But Voss get tongue tied and all he can say is "Her Key to Big Problem."
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Re: Mission Two: The Thief of Always

Post by Ducky »

Ducky eyed the crowd using her radar. Things were about to get ugly, unless she got ugly first.
Intimidation: 1d8! 1d6!: [6]+[6!, 3] = 15

She used her throwing Dorian out the air lock voice, “Stand down Atlanteans, and enjoy your cappuccinos. We just brought down some murder hobos. Feel free to send fan mail to the crew of the Remorseless on Center..”
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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Re: Mission Two: The Thief of Always

Post by Que »

As Ducky joins them and they are about to depart Que treats this as the Queue for his exodus. So it is he bows to their pursuers, does a triple set of backflips and winks. This is from an unknown language he cannot quite recall so not wanting the Atlanteans to miss the point he translates for them. "So long and thanks for all the fish!"
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Re: Mission Two: The Thief of Always

Post by Stoic »

Suddenly, you are on The Sovereign, hostage in tow. You get her securely restrained (Drugged, whatever, you tell me what you do) and are able to blast off before any of the planetary defense ships are wise to the situation.
Instructions
Describe how you extract the information from the hostage and what you do with her. She is restrained and harmless. After that, give me a brief interlude of another time where you had to use more muscle than you wanted to, or a time that you were tortured for information. After doing so, take a Benny and make a free roll on the HJ Experience and Wisdom table if you describe being tortured for info, or roll on the Underworld and Black Ops table if you describe a time you were more aggressive than you wanted to be.
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Re: Mission Two: The Thief of Always

Post by Vrothuss »

The hostage is onboard the ship and Voss finds himself torn. The crew needed information and this lady killed their contact. A life for a life would seem fair. However showing mercy and asking for the information from the lady would seem appropriate.

If she decided to be uncooperative, the air lock on the Soveriegn would do nicely. Seel her in ice from her feet to her shoulders. Then stad her in front of the air lock just close enough for the first suck of vaccuum from space to yank her out of the hold. As she heads out into space, encapsulate her head in a limited oxygen dome that shrink with time. She could die in minutes and spill the details in that same amount of time.

Having never been the one to administer torture, Voss is of course speculating.

However, among Demons, torture of inferior or mixed species is quite common. Voss was never quite certain why other Demons would stop shy of killing each other.

Voss and his siter had been tortured numerous times.

The one time that always came to mind when someone spoke of torture or interrogation was the Elder Time Piece. Originally a Time Piece commissioned by a Cyber Knight visiting the Splynn Markets. Their handler/owner at the time apparently had a beef with the Cyber Knight.

The instructions from their handler had been simple. Make the watch so that it destroys the Cyber Knight the first time he uses it.

Now another common trait among Greater and Lesser Demons was that of deceit. In very rare cases could one demon trust another demon to keep his or her word. Gemini Demons, amongst themselves, were the most honest, trusting, and loyal individuals. When dealing with other demons, Gemini Demons were right up there with best in turning anothers word or misconstruing other details.

The Twins had built the watch, to destroy or banish the Cyber Knight's opponents. Designed as a last measure event, in desperation the Time Piece would be activated, halting time for everyone except the wearer, allowing for a Timely Escape.

When their handler had learned that the Cyber Knight had lived through the use of the Time Piece, the torture had been intense. Their shop had been closed for weeks after the event. Excruciating dismemberment followed by painful regrowth. Being bathed in plasma and watching the skin peel off and the muscle melt away and then weeks of painful regrowth. Torture was bearable and Voss and his sister endured it well together.

In reality the worst torture for Voss was dealing with separation from his twin, now.

Experience & Wisdom HJ Table
HJ Roll 1d20: [18] = 18
Gain the Elan Edge
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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff »

By the time the crew has secured their prisoner and lifted off, and all the excitement that entailed, Dorians bout of day drinking has completely worn off and the ensuing hangover has begun. He scowls at his android, "What in blazes did you do that for? Are you glitching or something?"

With his ever unflappable voice the robot butler responds. "As per personality and duties subdirectory 248 this unit is to interject in the Lord Directors behalf when a prompt from my advanced non-Altess social protocols deem it necessary. They did. And a prolonged discussion seemed unadvisable, a conclusion I assumed you share as you are only addressing it now."

The Altess looks flustered for an second then eyeballs his robot with a suspicious mien. Did he just sass me? It may be time to run a sentience test.. Putting his hand over his eyes Dorian rubs his temples and with an exasperated sigh asks. "Very well then, just what was your brilliant deduction?"

"Making an open assassination on a world run by the ostensibly neutral Atlanteans is a dangerous move. I find it likely this situation we find ourselves in is more complex than the normal revolutionary business."

"And that... person seems like a source of useful data to you?" Without waiting for an answer he turns to leave the room on the way out muttering about nullifying her psionics before she wrecked the place.

As he worked on a device to keep their prisoner from using her psionic powers the memory of where he had first seen such a device was inevitably brought up. Memories he generally acted to suppress. A couple of decades prior he had been captured by some splugorth agents in relation to his history with an Infinity Sphere. A similar device had been used of a fellow prisoner, although the squidbilly version had had more meat than metal.

The methods of torture started sly with a memory matrix recreator but when that failed to reveal where their prize had ended up they resorted to more physical attempts at coercion. That he honestly did not know was inconceivable to the head torturer, a vernulian called Zlish and probably would not have mattered as the serpentoid took perverse pleasure in his job.

After being freed by Mr. Givens, with the aid of his old frenemy Luke and his friends, he had to spend months at home getting skin grafts and organ replacement. Then several more receiving simu-therapy before he felt safe leaving the Dynasty again.

Experience and Wisdom table 1d20: [8] = 8 Danger Sense
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
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Re: Mission Two: The Thief of Always

Post by Ducky »

Ducky leaned into their hostage and pointed to the Dorian sized airlock. She smiled sweetly and said, “What is it going to be?”
Tale of Torture, played right of Voss’ post
Most folks knew of Lord Coake, the first of cyber knights. Even out here at the edges of galaxies his name was well known. What most folks did not know was that he was a pervayor of fine and most excellent watches. He once told me, ”These time pieces remind me of home.”

Well he had made an enemy of someone in the Splyn Dimensional Market. They in turn commissioned a powerful relic in the guise of a mechanical time piece. I think it was suppose to destroy him, but instead gave him a chance to escape. I was, however not as lucky...

On the dark world of Mongrath, home to the Kreeghors imperial gaurdsmen and their brooding grounds. The cosmic knight Ducky, and her ally a regal and powerful cyberknight stood in one of their hatcheries surrounded by warriors.

Ducky could not see in the truest sense the high imposing ceilings of the hatchery, but she could hear several dozen kreeghor babies cooing from the tall spires about to be born in their gestation pods. She also heard the click of a hundred particle rifles being trained on the pair. She put the cyberknight on her back hip snarling, “Get behind me Coake. Those aren’t paltry laser blasts. One hit and you will be disintegrated.”


The knight laughed sure of their survival as anything else. He flashed her a grin refusing to back down against such overwhelming odds. Then the kreeghor gaurds parted their ranks, allowing for one to stride forth, one that would be Lord Coake and Ducky’s match. Half peometheus and half Kreeghor, born of twisted science the blue skinned kreeghor had but one name, Abomination. Lord Coake balked his voice caught in his throat and his psi blade vanished as did his will... “Ducky... That creature... I... Must... use my last resort... The Time Piece!”

Ducky merely nodded knowing the watch was the only hope. Upon activating it Lord Coake vanished, and Ducky was left alone... and surrounded. The watch of course was supposed to have killed Lord Coake, but instead sent him and only him to safety. Though her will undoubtedly indomitable, eventually the Kreeghor and thusly those who commissioned the watch learned that is was this fabled Time Piece that had saved lord Coake. As for Ducky’s fate... An Invalin in prototype armor one day came to her rescue after many years of torture. She was too beaten and bloody to know why or how. She only knew the name of her savior was Luke...
Experiece and Wisdome: 1d20: [5] = 5
Intimidate: 1d8! 1d6!: [2]+[6!, 4] = 12
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

Melee damage with her sword: 1d12+2d10+5 AP2 MD
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Re: Mission Two: The Thief of Always

Post by Que »

Que did not like the way the questioning was going. The Gene Splicer that created him and fused him with the infinity stone inside him used to torture him. But for him it was not a deliberate thing, so much as a desire to continue the experiments without concern or care for the injuries or pains inflicted.

Que never learned his master name, his memory would be erased, but the deep part of his mind remembered, and his natural regeneration made it so his mind would heal and the memories would come back. Arms removed, new arms attached, tenticles added, then removed, gills added, then removed. It was always something.

Que would sometimes wake sweating and panicked, only to look around and see he was freshly renewed, a new set of memories and no clue why he was sweating and his body ached so badly. It is only now after being rescued by Ducky that Que really started gaining those memories back.

As Ducky begins the threats Que is ready to enact the mission, this is still better than the apparently random assassinations he used to perform. But something in the nature of torture feels wrong. Before it can go too far Que speaks up. “I don’t like this. We need to kill her, or read her mind. But torture usually yeilds more false information than true and something about it feels wrong.”

Hero's Journey 1d20: [13] = 13 allowed to reroll as Survival and North America does not really fit.
Hero's Journey reroll 1d20: [6] = 6

Some folks come to understand that lone wolves don’t make it in a world as
dangerous as this one. Your hero has Common Bond.
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Re: Mission Two: The Thief of Always

Post by Ducky »

Ducky did not even glance at her apprentice. But through their mental link she responded, Don’t worry Que, that airlock only has one person who deserves to go through it. You are probably right, whatever she says will be a lie, but at least she will be talking.
Ducky Stat Block
Skills of note: Fighting d12, Notice d6+2
Edges of Note:

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Re: Mission Two: The Thief of Always

Post by Stoic »

After some harsh words from Ducky and some gentle prodding from the metallic spider device the shipped was able to 3-D print when you requested some help with a non violent interrogation (you still aren't sure what it did exactly, but the woman's eyes rolled back in her head for a split second, and when they rolled back she had a new much more compliant disposition. She's just about to give you all the goods when suddenly she starts to panic. "My fingers, they're tingling!" anyone who has lived in the Three Galaxies for any prolonged period instantly recognizes what is happening. The Invincible Guardsmen have been rumored to have a kink in their genetic code. Not only were their genes manipulated to unlock supernatural abilities, but they also had a leash built into them, a genetic code that if triggered via a signal, would be lethal very quickly. It was commonly referred to as "The Tingler" as the victims first symptoms are tingling in their extremities, followed by arrest of the respiratory system, and finally complete shutdown of the organs resulting in a quick painful death.
Instructions

She is dying, and you can do nothing to stop that. However, you can slow down the process, a tiny bit. This is a dramatic task. Pick one person to lead, and everyone else has the option to support. Support is limited to +2 per character, with a total possible bonus of a +4. Each round you accumulate at least one token, you will be able to get a piece of information from her. After that, roll the next round at a -1 (this applies to supporters as well), with each additional round being at an additional -1 (ie round 1 is at 0, round 2 is at -1, round 3 is at -2, etc.) with a maximum of 5 total successes. The more successes you receive, the more detailed your info dump is. You can use any skills so long as they make sense. You may only use a skill as a lead skill once, each round must have a different lead skill. Feel free to play up any Hindrances/Background details as this is a great opportunity to see your characters interact, which is always amazing. If any of this is confusing, please ask me.
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Re: Mission Two: The Thief of Always

Post by Que »

Situations like this Que really only needed knew one thing to do. Reaching across dimensions he found a version of himself that specialized in medicine, then using the basics of the mind link he had with Ducky he expanded it to create an empathy with the others. Once that was completed he shunted as much of that medical knowledge a possible into the minds of everyone else. Amplifying their ability to perform medicine to astronomical levels.



Just a trapping of Boost trait to support the lead characters healing with spellcasting.
Spellcasting 1d12!! or Wild 1d6!! whichever is higher: [2]+[2] = 4

Benny that
Spellcasting 1d12!! or Wild 1d6!! whichever is higher: [11]+[23!!] = 34 +2 for Elan = 25

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Re: Mission Two: The Thief of Always

Post by Dorian Falstaff »

Stoic wrote: Wed Aug 19, 2020 8:56 pm After some harsh words from Ducky and some gentle prodding from the metallic spider device the shipped was able to 3-D print when you requested some help with a non violent interrogation (you still aren't sure what it did exactly, but the woman's eyes rolled back in her head for a split second, and when they rolled back she had a new much more compliant disposition. She's just about to give you all the goods when suddenly she starts to panic. "My fingers, they're tingling!" anyone who has lived in the Three Galaxies for any prolonged period instantly recognizes what is happening. The Invincible Guardsmen have been rumored to have a kink in their genetic code. Not only were their genes manipulated to unlock supernatural abilities, but they also had a leash built into them, a genetic code that if triggered via a signal, would be lethal very quickly. It was commonly referred to as "The Tingler" as the victims first symptoms are tingling in their extremities, followed by arrest of the respiratory system, and finally complete shutdown of the organs resulting in a quick painful death.

[/ooc]
Modifiers: Support +2. Net +2
Healing 1d6!!+2: [5]+2 = 7
Wild 1d6!!+2: [3]+2 = 5


Looking only mild vexed, Dorian preps a solution used in the Dynasty to stabilize any "rogue" Guardsman caught in Altess space. "This is unfortunate, but not unforeseen. This mixture should help a bit, I lack the proper components for a more long term solution."

The burst of Que knowledge sends him back to the medkit for another ingredient, looking mildly annoyed at having over looked it. Yes, yes, petracycolene as a stabilizer. Don't gloat."
At A Glance
Dorian Falstaff
Pace: 6; Parry: 5 Toughness: 5/17(9) in armor
Combat-Relevant Edges & Abilities: Dispel "drone" PPE 9/15
  • List of Abilities
: Exalted Quickness with a raise.
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 17/25
Bennies: Dorian 3/3 Mr. Givens 2/3
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Re: Mission Two: The Thief of Always

Post by Vrothuss »

Feeling that he is witnessing the work of a Genesplicer, Voss does his best to search the Three Galaxies

Research 1d10!!+2: [3]+2 = 5 Wild 1d6!!+2: [5]+2 = 7
.

"It is a sad means to control another. We haven't much time."
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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Que
Posts: 97
Joined: Wed Oct 10, 2018 8:22 pm

Re: Mission Two: The Thief of Always

Post by Que »

Que looks around a little confused, he thought @Ducky was here just a moment ago. Oh, she is in talking to the prisoner. How could he have missed it?
Que (Rob T) Status & Conditions
Bennies 4 + 1 Platinum Benny
  • +3 Q reset
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Vrothuss
Posts: 123
Joined: Mon Jan 14, 2019 2:00 pm

Re: Mission Two: The Thief of Always

Post by Vrothuss »

Time seems to have slowed down drastically. Voss catches flashes as @Que dashes back and forth, frantically looking for the next step.

@Ducky seems to have entered a stasis moment and time certainly stopped for him while he interrogated the prisoner.

@Dorian Falstaff and Mr. Givens stare, very confused, wondering why the scene has not progressed onward.
Vrothuss _

Vrothuss
6 Advances - Seasoned 3 - Gemini Demon Shifter
Parry: 2 || Toughness: 10 [1]
PPE: 30/30
Combat Edge: None
Bennies: 3/3

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