Get Shorty - (Player Driven Mission)

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Ndreare
Savage Siri
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Get Shorty - (Player Driven Mission)

Post by Ndreare »

(Note The Rewards listed are RP only. This is not an official mission)
getshorty.png
Get Shorty
Mission: Locate Shorty and sit on him/her while the Board negotiates a price. If others know about the data they will try to acquire it by force.
Target: "Shorty" - real name unknown

Subject is a contractor for the Chicago Network. Who specializes in dat security.

His identity is unknown but he interacts wit the network by the moniker "Shorty".

Shorty reported a "Major Data Find" last week, but has suddenly gone off the grid.

The board of directors is very interested in this data. Apparently some high levelers from Chi-Town are willing to pay a lot of money to get it back.

Pay: 100,000k universal credits each. 10% up front.


(Note: Mission Profile by Venatus Vinco)



For those who accept...

As the heroes set out on the mission they realize several steps need to be taken.

Covert Steps: The subject needs tracked down. This can involve a wide range of skills, but we are ones for the mission.
- Roll Computers, Electronics, Investigation, Notice, Stealth, Streetwise or Thievery and narrate how you perform the job of finding the target out there hidden in the city and sharing that information with the team. (The team needs two successes or the mission fails.)

Interaction with the Subject: We need to get the information on the subject so we can find him and he can be sold.
- Roll Intimidation, Investigation, Performance, Persuasion, Streetwise or Taunt and narrate your interactions with the target. How you get them to cooperate. (The team needs two successes or the mission fails.)

But this is not the end! There will be complications in round two!
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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